Unity Changelog

What's new in Unity 2023.2.20

Apr 30, 2024
  • Improvements:
  • Android: Switched to GameActivity 3.0.0 package.
  • Fixes:
  • 2D: Fixed unable to create Sprite in Sprite Editor Window in certain cases. (UUM-67197)
  • Accessibility: Fixed an issue where accessibility frame is shifted when "render outside safe area" is unchecked. (UUM-63896)
  • Android: Fixed an issue where the back button did not correctly close TouchScreenkeyboard with GameActivity. (UUM-37017)
  • Android: Fixed an issue where TouchScreenkeyboard type for GameActivity, previously it was stuck on text keyboard even though Numerical keyboard was requested. (UUM-43150)
  • Android: Fixed issue where TouchScreenkeyboard couldn't be reopened with GameActivity once closed via Navigational button. (UUM-31651)
  • Android: Fixed issue where TouchScreenkeyboard would act as multiline, even though multiline was not requested, this happens with GameActivity. (UUM-65277)
  • Android: Fixed logic for overriding builtin java file, Unity will also now respect package name inside java file. Previously the logic was driven only by java file name. (UUM-67826)
  • Asset Bundles: Fixed performance regression when clearing bundle cache folders. (UUM-60063)
  • Audio: Fixed an issue that would cause the transport buttons in the ARC editor window to be displayed wrongly after the window is focused. (UUM-66290)
  • Audio: Fixed an issue that would cause Unity to crash when you manually destroy a streamed audio clip. (UUM-14330)
  • Audio: Fixed AudioMixer.SetFloat not working correctly on assets loaded from an asset bundle in play mode in the editor. (UUM-68181)
  • Core: Fixed floating point issue in APV sampling. (UUM-47714)
  • Documentation: Fixed EditorUtility.OpenFilePanelWithFilters documentation. (UUM-44679)
  • Documentation: Fixed EditorUtility.SetDialogOptOutDecision documentation. (UUM-43878)
  • Editor: Changed the behaviour of the slider range trackers in the Audio Random Container window, so that they're greyed out when randomisation is disabled. (UUM-55692)
  • Editor: Disable minimise if the Windows general Preference "Show All Windows in Taskbar" is unchecked to work around a MS Windows limitation. (UUM-63821)
  • Editor: Fixed a crash when entering and leaving play mode while UnityWebRequest is downloading texture using DownloadHandlerTexture. (UUM-68555)
  • Editor: Fixed an issue where the ObjectPool counter returned wrong count if returning instance to full pool. (UUM-49060)
  • Editor: Fixed crash of an import worker process during asset importing which results in "Unexpected transport error from import worker 0" error in the Editor log (UUM-64341)
  • Editor: Fixed Drag and Drop changing order when reparenting multiple gameobjects. (UUM-67905)
  • Editor: Fixed flickering when using baked gi node and TAA. (UUM-65682)
  • Editor: Fixed for an AMD crash when using virtual offset computation in APV. (UUM-59522)
  • Editor: Fixed issue where dialog box with a progress bar can cause a crash when entering play mode on macOS. (UUM-66854)
  • Editor: Removed "Autofill" menu item from the "Edit" menu. (UUM-62774)
  • Editor: Removed "Close All" menu item from the "File" menu. (UUM-65192)
  • Graphics: Fixed a rare crash that can happen when using procedural geometries (intersections shaders) in ray tracing effects. (UUM-68610)
  • Graphics: Fixed artifacts along the borders of a texture with transparency when the legacy ETC compressor is used. (UUM-65381)
  • Graphics: Fixed screen flickering when depth/stencil is disabled in player settings and graphics API is set to Vulkan. (UUM-66721)
  • HDRP: Fixed a Banding in IES importer issue. (UUM-68033)
  • HDRP: Fixed a scaling issue with the recorder. (UUM-58379)
  • HDRP: Fixed cinematic eye shader lighting from directional lights. (UUM-65500)
  • HDRP: Fixed HDRP clouds (volumetrics and background) not being affected by main directionnal light intensity multiplier. (UUM-68313)
  • HDRP: Fixed invalid AABB errors in some other cases. (UUM-69928)
  • HDRP: Fixed Move water specific global shader variables to separate file. (UUM-68132)
  • HDRP: Fixed realloc of history buffer when XR was enabled. (UUM-41386)
  • HDRP: Fixed TAA post sharpen in XR. (UUM-32872)
  • iOS: Fixed UnityWebRequest URLs with unescaped symbols [ and ] in query and containing other spec characters like space will now fail on iOS 17 instead of sending request to improperly escaped (and as such - wrong) url. URLs that are properly percent-escaped are recommended and will work correctly. (UUM-66942)
  • License: Don't exit play-mode when another project is being created (using Unity Hub 3.8.0-beta.1) (UUM-68141)
  • Linux: In our Linux Pulse audio driver, make sure to select the correct default output device. Previously, on some systems and some versions of Linux, we could end up with no audio output or audio output being routed to an unexpected device. (UUM-53143)
  • macOS: Fixed custom cursor not used if mouse leaves the window. (UUM-67592)
  • Mono: Fixed InvalidProgramException (Invalid IL code in (wrapper managed-to-native) : IL_0004: ldloc 65535)getting thrown when calling COM interop methods. (UUM-62035)
  • Mono: Fixed issue where incorrect TimeZones would be returned on some devices due to an exception being thrown. (UUM-67254)
  • Package: Undo the Vuforia deprecation. (UUM-65386)
  • Prefabs: Fixed a crash on PhysicsManager::SetBodyTransformChangeInterest when opening a scene. (UUM-56057)
  • Search: Fixed GUIStyle error when installing/uninstalling a package. (UUM-65607)
  • UI Toolkit: Fixed dynamic height TreeView does not refresh when resizing. (UUM-54787)
  • UI Toolkit: Fixed Inspector sometimes becoming black when displaying nested lists. (UUM-69458)
  • UI Toolkit: Fixed InvalidOperationException sometimes thrown when calling property.NextVisible in a CustomPropertyDrawer's CreatePropertyGUI. (UUM-12851)
  • UI Toolkit: Fixed justify-content doesn't align content properly when min-width is used with borders or padding on the parent. (UUM-19900)
  • UI Toolkit: Fixed large memory allocation sometimes happening when processing style variables. (UUM-69741)
  • UI Toolkit: Fixed renaming not working when changing selection. (UUM-62652)
  • UI Toolkit: Fixed rendering of UI Toolkit when using LLVMpipe. (UUM-68128)
  • UI Toolkit: Fixed UI Builder Spacing/Border widgets are missing labels. (UUM-68447)
  • UI Toolkit: Fixed UIDocument component not showing on some Inspector windows when multiple inspectors are open. (UUM-67033)
  • UI Toolkit: Make the label of any BaseField elided with ellipsis when needed. (UUM-42121)
  • Undo System: Fixed crash when undoing an action in a graph using Undo.RecordObject. (UUM-58380)
  • Universal RP: Fixed an issue where the built in error shader didn't work correctly with depth priming. (UUM-62825)
  • Universal RP: Fixed broken setting shadow rendering layer is not changing shadow when using shadowRenderingLayers in the script. (UUM-28061)
  • URP: Fixed an issue where Runtime intensity of non real-time reflection probes were not immediately reflected in scene view. (UUM-67982)
  • VFX Graph: Fixed an issue where selected gizmo for nodes with multiple gizmos (for instance: Set Position Sequential Line) did not change. (UUM-52509)
  • VFX Graph: Fixed gizmo overlay's drop down was cut at the bottom. (UUM-48125)
  • Video: Fixed an issue where Playback becomes erratic in web browsers upon losing and regaining browser focus. (UUM-63591)
  • Video: Fixed an issue where VideoPlayer support of multiple audio tracks was broken on a few platforms. (UUM-55268)
  • Video: Fixed the Video Player to play the video after seeking back to frame 0 when Loop and Skip On Drop are enabled and the video has looped once. (UUM-66728)
  • Video: Video repeats the first frame on Android when it is played via Unity's Video Player component. (UUM-45914)
  • WebGL: Fixed spatial blend implementation to enable 2D/3D audio ratio. (UUM-57740)
  • XR: Fixed an issue where, if the render pass count was greater than 0 SPI would use the proper one instead of always using 0. (UUM-57876)
  • Package changes in 2023.2.20f1:
  • Packages updated:
  • com.unity.2d.psdimporter: 9.0.2 → 9.0.3
  • com.unity.2d.spriteshape: 10.0.3 → 10.0.4
  • com.unity.cinemachine: 2.9.5 → 2.10.0
  • com.unity.mobile.android-logcat: 1.4.0 → 1.4.1
  • com.unity.services.cloud-diagnostics: 1.0.6 → 1.0.7
  • com.unity.rendering.light-transport: 1.0.1 → 1.0.2
  • com.unity.services.authentication: 3.3.0 → 3.3.1
  • com.unity.services.core: 1.12.4 → 1.12.5
  • com.unity.xr.hands: 1.3.0 → 1.4.0
  • com.unity.xr.interaction.toolkit: 2.5.2 → 2.5.4
  • com.unity.dt.app-ui: 1.0.2 → 1.0.3
  • Packages added:
  • [email protected]

New in Unity 2023.2.19 (Apr 23, 2024)

  • Improvements:
  • iOS: ProjectCapabilityManager.AddInAppPurchase() now also adds the required StoreKit.framework. (UUM-66002)
  • Fixes:
  • 2D: Fixed Material Upgrade pop-up appears on opening 2D (URP) Template. (UUM-55300)
  • 2D: Set default projection orthographic for pixel perfect camera (UUM-31719)
  • Android: Fixed compass timestamp as time elapsed in seconds since the device was last turned on. (UUM-64955)
  • Apple TV: Fixed Unity editor not finding Xcode application when only tvOS module is installed. (UUM-65168)
  • Audio: Fixed an issue that would cause building and running the WebGL player to fail. (UUM-68108)
  • Audio: Fixed reloading domain while Audio Random Container window is hidden breaks the ability to remove clips. (UUM-65178)
  • Editor: Fixed a crash occurring in the FontAssetCreatorWindow. (UUM-66950)
  • Editor: Fixed an issue in the initial rendering of the preview in the inspector window, the ambient color of the default sky may not be ready (black ambient color), due to the lag of GPU readback of the SH coefficients. The ambient color is not updated until the preview is updated by some triggers like hovering the cursor over the inspector. (UUM-31320)
  • Editor: Fixed an issue where IMGUI TreeViews that don't allow dragging also did not allow items to be deselected via CTRL + Left click. (UUM-9236)
  • Editor: Fixed an issue where interacting with some Overlays did not stop mouse events from propagating further. (UUM-68629)
  • Editor: Fixed asset gray thumbnails when a project uses HDRP. (UUM-60000)
  • Editor: Fixed shader warnings in URP 2D template. (UUM-59543)
  • Editor: Fixed wireframe-rendering in the Editor when using Vulkan and GraphicJobs. (UUM-45832)
  • HDRP: Fixed a NaN issue in volumetric fog reprojection causing black to propagate in the fog. (UUM-63687)
  • HDRP: Fixed an assert triggered when the decal count goes over the light count. (UUM-68633)
  • IL2CPP: Fixed correctness of lock statement on ARM architectures under high contention. (UUM-65254)
  • IL2CPP: Fixed crash when calling special Array Set/Get/Address methods via reflection. (UUM-64457)
  • IL2CPP: Prevent additional IL2CPP arguments that contains --compiler-flags or --linker-flags from overriding the default values for these arguments. Instead combine them and pass them to the compiler or linker. (UUM-59355)
  • IL2CPP: Update zlib to v 1.3.1 (UUM-64803)
  • iOS: Fixed an issue with iOS Player Settings checkbox "Automatically add capabilities" did not detects Game Center usage (UnityEngine.Social). (UUM-65304)
  • Mono: Fixed a crash on Windows ARM64 when calling Thread.Abort. (UUM-64814)
  • Mono: Removed unhelpful mono icall warning message that was logged on domain reload. (UUM-64646)
  • Prefabs: Removing the root GameObject on a prefab instance, no longer crashes the editor. (UUM-58461)
  • Shaders: Fixed an issue where _KEYWORD_DECLARED defines were not guarded for stage specific keywords. (UUM-66001)
  • UI Toolkit: Fixed entering not activating rename on hierarchy elements on Mac, and focus being lost after renaming. (UUM-54133)
  • UI Toolkit: Fixed UI Toolkit scaling when opening a second GameView. (UUM-59583)
  • UI Toolkit: Fixed UIDocument errors when setting the PPU of a world-space PanelSettings to 0. (UUM-67345)
  • Universal RP: Fixed an issue where using the "Accurate G-buffer Normals" feature for deferred rendering on mobile platforms would cause a large amount of artifacts. (UUM-62216)
  • Universal Windows Platform: Fixed an issue by onlying sync capabilities if manifest exists. (UUM-68424)
  • URP: Fixed an issue where screen space decals wouldn't respect light cookies. (UUM-54231)
  • URP: Pass name when the pass is "LightMode" = "Universal2D". (UUM-36358)
  • Version Control: Fixed an issue where Perforce response was not supported during the login when it warned of an expiring license. (UUM-64620)
  • VFX Graph: Fixed activation slot was hidden when a block was collapsed. (UUM-59123)
  • Package changes in 2023.2.19f1:
  • Packages updated:
  • com.unity.adaptiveperformance: 5.0.1 → 5.1.0
  • com.unity.adaptiveperformance.google.android: 1.1.2 → 1.3.1
  • com.unity.render-pipelines.core: 16.0.5 → 16.0.6
  • com.unity.render-pipelines.high-definition: 16.0.5 → 16.0.6
  • com.unity.render-pipelines.high-definition-config: 16.0.5 → 16.0.6
  • com.unity.render-pipelines.universal: 16.0.5 → 16.0.6
  • com.unity.shadergraph: 16.0.5 → 16.0.6
  • com.unity.visualeffectgraph: 16.0.5 → 16.0.6

New in Unity 6000.0.0 Beta 16 (Apr 21, 2024)

  • Features:
  • Universal RP: This URP version implements the Alpha Processing setting (URP Asset > Post-processing > Alpha Processing). With this setting enabled, URP renders the post-processing output into a render texture with the alpha channel. The format is RGBA8 for SDR and RGBA16F for HDR.
  • Improvements:
  • Build System: Serialised concurrent overlapping bee standalone driver processes to avoid build failures.
  • Editor: Improved integration between the DOTS Jobs Profiler and the built-in profiler window.
  • Editor: Improved the usability of the Enter Play Mode settings in the Project Settings. (UUM-60949)
  • EmbeddedLinux: Optimized Player Plugin library loading.
  • GI: The Editor now displays a progress bar when using the interactive lighting visualization preview feature.
  • Linux: Optimized Player Plugin library loading.
  • QNX: Optimized Player Plugin library loading.
  • Test Framework: Improved the EditorWindowCapture API to allow taking snapshots of Editor windows.
  • Undo System: Improved the performance of undo operations. (UUM-35227)
  • API Changes:
  • GI: Added: Added IntegrateOcclusion to the UnityEngine.LightTransport.IProbeIntegrator interface and the UnityEngine.LightTransport.RadeonRaysProbeIntegrator.
  • GI: Obsoleted: additionalBakedProbesCompleted is obsolete. Please use UnityEngine.LightTransport.IProbeIntegrator instead.
  • GI: Obsoleted: GetAdditionalBakedProbes is obsolete. Please use UnityEngine.LightTransport.IProbeIntegrator instead.
  • GI: Obsoleted: SetAdditionalBakedProbes is obsolete. Please use UnityEngine.LightTransport.IProbeIntegrator instead.
  • Graphics: Added: Exposed Material.rawRenderQueue API
  • uGUI: Added: new public class InputModuleComponentFactory (UUM-68663) First seen in 6000.0.0b14.
  • uGUI: Added: new public delegate InputModuleComponentFactory.AddInputModuleComponentDelegate (UUM-68663) First seen in 6000.0.0b14.
  • uGUI: Added: new public static method InputModuleComponentFactory.AddInputModule (UUM-68663) First seen in 6000.0.0b14.
  • uGUI: Added: new public static method InputModuleComponentFactory.SetInputModuleComponentOverride (UUM-68663) First seen in 6000.0.0b14.
  • Changes:
  • Build System: In script compilation, now avoid empty lines and always use unix newlines in rsp files to simplify build logs.
  • Build System: Updated unity-unpacker and bsdtar binary files to use version 3.7.3 of libarchive.
  • Editor: Added the ability to ship upstream 7-Zip, instead of 7-Zip-zstd/p7zip-zstd. Note: zstandard compression isn't supported yet. (UUM-37529)
  • Package: Moved UGS Push Notifications from RC into pre-release.
  • Fixes:
  • 2D: Fixed the shader warnings in the URP 2D template. (UUM-59543)
  • 2D: Fixed vertex color in Sprite shadergraph targets. (UUM-59988) First seen in 6000.0.0b13.
  • Android: .androidlib plugins can now inherit various gradle specific settings from Unity, refer to gradle.properties for the full list. For example, targetSdkVersion can be accessed as targetSdkVersion getProperty("unity.targetSdkVersion"). (UUM-69178) First seen in 6000.0.0b1.
  • Android: Fixed an issue where keyboard does not show input and does not close or pass values to the input field on Quest2/3 when using OpenXR, (UUM-67893) First seen in 6000.0.0b12.
  • Android: Improved softInput support on Activity on Quest2/3 when using OpenXR. (UUM-35011)
  • Asset Import: Fixed an issue by making the warning for an invalid .meta file persistent in the Console window. (UUM-59374)
  • Asset Pipeline: Fixed a crash when the Editor was launched with -executeMethod and the scripts triggered a compilation in InitializeOnLoad. (UUM-57742)
  • Asset Pipeline: Fixed an issue where calling AssetDatabase.SaveAssetIfDirty() did not check out the file from VCS. (UUM-66169)
  • Asset Pipeline: Fixed for cache download batches occasionally becoming empty. (UUM-61054)
  • Asset Pipeline: Users are now allowed to save assets in any valid assets folder, which is not read-only. (UUM-65305)
  • Audio: Fixed an issue that caused the transport buttons in the Audio Random Container Editor window to display incorrectly when the Window was in focus. (UUM-66290)
  • DX12: Fixed editor crash when switching pipelines. (UUM-68149) First seen in 6000.0.0b14.
  • Editor: Addressables' default build script ignores UNITY_SERVER define constant when using Linux Dedicated Server target. (UUM-69784) First seen in 6000.0.0b13.
  • Editor: Build Profile Window - Setting last runnable build path per build profile when making a build for consoles (UUM-61494) First seen in 6000.0.0b1.
  • Editor: Fixed a random crash with some native plugins + dx12. (UUM-66218)
  • Editor: Fixed a sceneAudioChanged event not triggered when changing audio in multiple sceneviews. (UUM-69574)
  • Editor: Fixed an issue in the Hierarchy window that caused the order of GameObjects to change when dragging and dropping them to a different parent. (UUM-67905)
  • Editor: Fixed an issue that caused the Console to display memory leak warnings when previews or icons of meshes were displayed. (UUM-63257)
  • Editor: Fixed an issue that caused the Editor to crash when entering and leaving Play mode if UnityWebRequest used DownloadHandlerTexture to downloaded textures. (UUM-68555)
  • Editor: Fixed an issue that caused Unity to set an empty string if GraphicsSettings.currentRenderPipeline is not null. (UUM-67156) First seen in 6000.0.0b13.
  • Editor: Fixed an issue that caused TouchScreenKeyboard to enter garbage text on GameActivity for modification keys like Alt, Ctrl and Shift. (UUM-42452)
  • Editor: Fixed an issue to prevent default assets from getting uploaded to the Accelerator. (UUM-66975)
  • Editor: Fixed an issue where changes in the Asset Import Overrides window were applied without selecting the Apply Overrides button. (UUM-61490)
  • Editor: Fixed an issue where changes in the Build Profiles window marked the scene with unsaved changes (dirty) in the Hierarchy window. (UUM-69510) First seen in 6000.0.0b15.
  • Editor: Fixed an issue where the additive reference pose frame would not be evaluated for curves not in the source clip. Shows an error message when selecting additive reference pose outside of the clip range with additional curves (UUM-66099)
  • Editor: Fixed an issue where the dialog box with a progress bar caused a crash when entering Play mode on macOS. (UUM-66854)
  • Editor: Fixed color tags not working when using quotation marks. (UUM-69175)
  • Editor: Fixed error when opening underwater sample. (UUM-69723) First seen in 6000.0.0b15.
  • Editor: Fixed errors when baking virtual offset. (UUM-69487) First seen in 6000.0.0b1.
  • Editor: Fixed IMGUI property drawer for RenderingLayerMask not showing items in its dropdown. (UUM-67064) First seen in 6000.0.0b12.
  • Editor: Fixed occasional errors in scripting interaction on first frame. (UUM-69648) First seen in 6000.0.0b15.
  • Editor: Fixed out-of-range errors that typically happen when using decals with multiple cameras. (UUM-66021)
  • Editor: Fixed SceneView MenuItem not opening a new scene view when a child view was already opened. (UUM-69247) First seen in 6000.0.0b15.
  • Editor: Fixed ShaderWireframe rendering so that ShaderWireframe now renders as expected when using RenderGraph on URP. (UUM-67686) First seen in 6000.0.0b14.
  • Editor: Fixed URP SSAO renderer feature exception when used in a multiple rp project. (UUM-68021) First seen in 6000.0.0b14.
  • Editor: Moved the Layers dropdown from the Toolbar to the Scene view View Options overlay. The layers dropdown affects which layers are visible or pickable in the Scene view. (UUM-69567) First seen in 6000.0.0f1.
  • Editor: Removed the Immediate Mode checkbox from the URP Rendering Debugger, because it is not supported for URP. (UUM-64948)
  • Editor: Updated names of different platforms.
  • Editor: Updated the FBX SDK version to 2020.3.7. (UUM-26794)
  • Editor: Updated the Prefab override popup so that it now supports UIToolkit property drawers and editors in comparison mode. (UUM-3234)
  • Game Core: Fixed chunked web requests so that they now correctly send data following the HTTP header. (UUM-68655) First seen in 6000.0.0b11.
  • Graphics: Fixed iOS/Metal GPU "timeout" crashes so that Unity no longer reports them as "out of memory" crashes. (UUM-55488)
  • Graphics: Fixed issues that occurred when loading texture data on demand for Texture2D.Transfer:
  • Loading texture data on demand no longer causes crashes during Player build.
  • Texture data now correctly appears in the Player build.
  • CopyTexture now correctly copies CPU-side data in the Editor.
  • Thumbnails generate correctly and do not cause Malformed image errors. (UUM-43771)
  • HDRP: Added framesettings to render volumetric clouds in half res to reduce jittering. (UUM-61438)
  • IL2CPP: Fixed an IL2CPP conversion crash when CreateMarshalInfoWriter encounters a type with a function pointer element type. (UUM-67750)
  • License: Fixed an issue in Unity Hub 3.8.0-beta.1 that caused Play mode to close when creating another project. (UUM-68141)
  • macOS: Fixed macOS player freezing when re-focusing or changing resolution. (UUM-67400)
  • Plugins: Fixed several Plugin Inspector regressions:
  • Builds no longer fail when the project contains two managed DLLs that are configured for Windows 32-bit and Windows 64-bit editors. This bug affected the Facepunch.Steamworks plugin, which now works again.
  • Inspecting a plugin that is configured for Windows 32-bit editor no longer spams the console with warnings.
  • Setting Windows native plugins to x64 no longer automatically sets them to AnyCPU when saving the changes.
  • Unity now correctly detects Windows native plugin architecture. (UUM-69382) First seen in 6000.0.0b15.
  • Profiler: Fixed external graphics allocations not associated with a memory root from displaying as "No Name" in the Memory Profiler by associating them with the default graphics device's memory root. (UUM-69820)
  • Shaders: Fixed shaders marked incompatible with the SRP Batcher when shaders with a lot of similar properties were loaded. (UUM-69238)
  • SRP Core: Added messaging to the Rendering Debugger UI to make it clearer that GPU Resident Drawer settings do not work if GPU Resident Drawer is not enabled. (UUM-67130) First seen in 6000.0.0b1.
  • SRP Core: GPU Resident Drawer - Changing BatchRendererGroup variants was not reinitializing the system.
  • uGUI: Added a way to replace the automated creation of Standalone Input Module components for any other BaseInputModule derived class when using the Assets > Create > UI menu or the Event System component's "Add Default Input Modules" button. (UUM-68663) First seen in 6000.0.0b14.
  • UI Toolkit: Fixed an issue where UI Builder Spacing/Border widgets are missing labels. (UUM-68447)
  • UI Toolkit: Fixed dynamic height TreeView so that it now refreshes when resizing. (UUM-54787)
  • UI Toolkit: Fixed Inspector sometimes becoming black when displaying nested lists. (UUM-69458) First seen in 6000.0.0b14.
  • UI Toolkit: Fixed large memory allocation sometimes happening when processing style variables. (UUM-69741)
  • UI Toolkit: Fixed the drop-down menu on Device Simulator so that it does not preemptively choose the option where the mouse last clicked before opening the menu. (UUM-66248)
  • UI Toolkit: Fixed the EnumFlagsField menu that showed no values when using the mixed-value mode.
  • UI Toolkit: Fixed the EnumFlagsField resetting value when using the mixed-value mode. (UUM-67685)
  • Universal RP: Fixed broken setting shadow rendering layer is not changing shadow when using shadowRenderingLayers in the script. (UUM-28061)
  • Universal Windows Platform: Improved the syncing capabilities to update the manifest only if the manifest already exists. (UUM-68424)
  • URP: Fixed preview camera drawing grid on top of preview mesh with URP Render Graph when depth priming is active. (UUM-55171)
  • VFX Graph: Fixed HLSL blocks so that they accept parameters that don't have an in attribute. (UUM-69455) First seen in 6000.0.0b14.
  • VFX Graph: Fixed incorrect error message on Custom HLSL. (UUM-69360) First seen in 6000.0.0b15.
  • Video: Fixed the issue with video repeating the first frame on Android when played using the Unity's Video Player component. (UUM-45914)
  • WebGL: Fixed Gamma colorspace rendering.

New in Unity 2023.2.18 (Apr 17, 2024)

  • Features:
  • iOS: Added .xcframework plugins support
  • Improvements:
  • Documentation: Updates for the Animation and Math API. (UUM-67920)
  • DX12: Added documentation on how to use the Screen Space Overlay render mode alongside the Graphics Compositor. (UUM-65397)
  • VFX Graph: Improve compilation times with VFX Graph using Subgraphs.
  • Fixes:
  • 2D: Fixed error log when the user enters play mode and sets a Tile on a Tilemap using MonoBehaviour.Start. (UUM-67583)
  • 2D: Fixed hint text not showing when trying to slice compress texture in Sprite Editor Window slice menu. (UUM-59303)
  • 2D: Fixed usage of a Tile Palette with the XZ orientation in the Tile Palette window. (UUM-67593)
  • Android: Disable MemoryAdvice library integration since it crashes on some devices. (UUM-57044)
  • Animation: Fixed a crash when deleting states in some state machines. If a state machine contained a state machine transition with a null source state (which should not happen under normal circumstances), unity would crash when deleting any state within the same state machine. It does not crash anymore. (UUM-66549)
  • Animation: Fixed display of muscle values in the AnimationWindow when linked to Timeline. (UUM-66112)
  • Audio: Fixed an issue where entering play mode would make an open editor window for the AudioRandomContainer asset show garbled UI for the clip list. (UUM-63543)
  • Audio: Fixed issue where editing a script (i.e. domain reload) while the editor window for the AudioRandomContainer asset would throw a null reference exception. (UUM-63858)
  • Editor: Fixed an issue where Deep Profiling Support label was labeled differently depending on if Development Build was enabled. (UUM-61605)
  • Editor: Fixed an issue where the Inspector window controls became unresponsive after exiting playmode. (UUM-64580)
  • Editor: Fixed an issue where the property window was throwing an error if opened when launching Unity. (UUM-64529)
  • Editor: Fixed driver version in documentation of optix. (UUM-66825)
  • Editor: Hide DataMode controller information from Inspector. (UUM-67001)
  • Graphics: Fixed a regression where creating a RenderTexture with RenderTextureFormat.Shadowmap would unintentionally fail. (UUM-64340)
  • Graphics: Fixed ReadPixels() using different Y positions. (UUM-58287)
  • Graphics: [Project Settings Window | Graphics Settings] Fixed the default RP asset field was changing value on click, not on double click or when the object selector was closed. (UUM-60252)
  • HDRP: Fixed an issue where Graphics Compositor Limitation section for VR was missing. (UUM-65373)
  • HDRP: Fixed an issue where internally created Game Objects were being deallocated on scene changes. (UUM-53128)
  • HDRP: Fixed scene modification when exiting play mode with the graphics compositor enabled. (UUM-58350)
  • HDRP: Fixed screen node not returning correct resolution after post-processing when dynamic resolution was enabled.
  • HDRP: Fixed specular blend in premultiplied alpha. (UUM-48661)
  • HDRP: Restore EditorGUIUtility.labelWidth to default after drawing Material GUI. (UUM-66215)
  • Scripting: Fixed crashes that were due to an excessive use of thread local data slots. (UUM-58965)
  • Security: Fixed some security vulnerablities by updating MbedTLS to 2.28.7. (UUM-63880)
  • Shaders: Fixed ShaderLab-specific #pragma directives being reported in shader source files when #include is used. (UUM-62756)
  • uGUI: Fixed an issue where renderer layer properties reset to default in prefab mode. (UUM-62507)
  • uGUI: Fixed issue with the input-field which was causing a performance issues in the editor.
  • UI Toolkit: Fixed an issue where TreeView with dynamic height clipped items erratically when expanding/collapsing items. (UUM-34553)
  • UI Toolkit: Fixed "margin: auto" applied even when the visual Element has it's Display is set to none. (UUM-40647)
  • UI Toolkit: Fixed a issue with the shrink algorithm when an element height was smaller min-height.
  • UI Toolkit: Fixed an issue when in Runtime on mobile, a ScrollView would no longer scroll if the touch interaction needed to be treated by a child element first (ex: a menu from a DropdownField). (UUM-39969)
  • UI Toolkit: Fixed an issue where ManagedReference fields with a custom PropertyDrawer were not refreshed properly when the type changed. (UUM-66550)
  • UI Toolkit: Fixed an issue where Nested PropertyDrawer did not work when there was both an Attribute drawer and a Drawer for the type. (UUM-66687)
  • UI Toolkit: Fixed attribute overrides when it's multiple levels deep in the Hierarchy in the UI Builder. (UUM-59501)
  • UI Toolkit: Fixed dimensions of a parent element did not include padding when calculating the top/left/right/bottom values of an absolute element. (UUM-25738)
  • UI Toolkit: Fixed inspector elements from being culled in secondary inspector window and avoid unexpected behavioral errors been thrown when selecting an Asset then selecting another type of asset and deselecting it. (UUM-35998)
  • UI Toolkit: Fixed SendMessage warning when changing scene with UIDocuments present in the scene. (UUM-57741)
  • UI Toolkit: Fixed underline shadows. (UUM-54791)
  • UI Toolkit: [Properties] Fixed an issue where explicit interface properties would have an invalid property name. (UUM-63548)
  • UI Toolkit: [Properties] Fixed an issue where the source generator would generate invalid code for partial generic types. (UUM-62692)
  • Universal RP: Fixed a depth buffer disappearing after using SwapColorBuffer. (UUM-44446)
  • Universal RP: Fixed depth only cameras trying to render renderer features which requires depth. (UUM-14679)
  • Universal RP: Fixed false-negative missing RendererFeatures errors. (UUM-58944)
  • Universal RP: Fixed preview windows no longer renders render objects features. (UUM-59428)
  • Universal RP: Fixed shadow flickering when using Screen Space shadows and have depth priming enabled. (UUM-48838)
  • Universal RP: Fixed the NativeRenderPass camera target MSAA logic to match the non-NRP path. (UUM-56396)
  • Universal RP: Scriptable TAA settings. (UUM-49324)
  • URP: Restore EditorGUIUtility.labelWidth to default after drawing MaterialHeaderScopes. (UUM-66215)
  • VFX Graph: Fixed an issue where some VFX was always being considered dirty. (UUM-21302)
  • VFX Graph: Fixed Construct Matrix operator serialization issue. (UUM-57915)
  • VFX Graph: Fixed unexpected error message when compiling some VFX "Expression graph was marked as dirty". (UUM-54689)
  • Package changes in 2023.2.18f1:
  • Packages updated:
  • com.unity.services.cloudcode: 2.5.0 → 2.6.1
  • com.unity.xr.arcore: 5.1.2 → 5.1.3
  • com.unity.xr.arfoundation: 5.1.2 → 5.1.3
  • com.unity.xr.arkit: 5.1.2 → 5.1.3

New in Unity 6000.0.0 Beta 15 (Apr 17, 2024)

  • Features:
  • iOS: Added .xcframework plugins support.
  • macOS: Added Apple privacy manifest support for macOS.
  • Package: Added Apple privacy manifest in moderation package.
  • Package Manager: Improved the Package Manager to detect built-in packages independently of the Editor version, and trigger a resolve in projects to get the updated built-in packages.
  • Improvements:
  • Android: Switched to the GameActivity 3.0.0 package.
  • DX12: Added documentation on how to use the Screen Space Overlay render mode alongside the Graphics Compositor. (UUM-65397)
  • Editor: EngineJob now displays in the Profiler Timeline for internal native jobs scheduled by the engine.
  • Editor: Similar to Editors, PropertyDrawers now support setting default object references through the importer. However, they share the same limitation: only one PropertyDrawer per file is allowed, and the type must either be the only one in the file or have a name that matches the file's name. (UUM-65153)
  • Editor: Throw a warning when RenderPipelineAsset.renderPipelineShaderTag hasn't been overriden. (UUM-61556)
  • GI: Sped up lightmap post processing by optimizing the dilation step.
  • Graphics: Made PNG image reading. This depends on the image and platform, and can be up to 30% faster on M2 Mac.
  • HDRP: Optimized shadow casters culling with OnDemand or OnEnable shadow rendering modes. (UUM-60917)
  • iOS: ProjectCapabilityManager.AddInAppPurchase() now adds the required StoreKit.framework. (UUM-66002)
  • macOS: Fixed assertion when debugging Editor on M1 macOS.
  • Package: Added Windows ARM64 support to com.autodesk.fbx and com.unity.formats.fbx.
  • Physics: Improved the behavior of Rigidbody/ArticulationBody::InertiaTensorRotation. Setting rotation now correctly use the inertia tensor override, rather than retaining the last precomputed inertia tensor. (UUM-59748)
  • UI Toolkit: Added fill attribute to Sliders. This can be used to draw a fill area in the slider.
  • VFX Graph: The Construct Matrix can now select between row and column. Added the Split Matrix operator.
  • WebGL: Added a message explaining how to migrate from "dynCall_*" to "makeDynCall" when a "dynCall" related error is thrown.
  • XR: Added support for Foveated Rendering to URP's Render Graph. (UUM-65749)
  • API Changes:
  • Android: Deprecated: Deprecating RunningOnChromeOS() due to ChromeOS platform no longer being supported.
  • Android: Deprecated: Removed x86 32bit checkbox in Player Settings
  • Android: Deprecated: [Android][ChromeOS Deprecation] Make obsolete ChromeOS as an AndroidHardwareType due to the platform no longer being supported.
  • Android: Deprecated: [Android][ChromeOS Deprecation] Removing x86 target build support from Android Player installer for ChromeOS deprecation.
  • Android: Obsoleted: Marked AndroidArchitecture.X86 as obsolete
  • Android: Obsoleted: Removed ChromeOS input emulation
  • Android: Obsoleted: Removed Target Devices field in PlayerSettings.
  • Editor: Added: Scene root GameObject reordering events are now reported by the ObjectChangeEvents.changesPublished callback. (UUM-65563)
  • GI: Added: IDeviceContext.CreateEvent and IDeviceContext.DestroyEvent, which should be used to allocate and free data events. (UUM-66351) First seen in 6000.0.0b1.
  • GI: Changed: IDeviceContext.WriteBuffer and IDeviceContext.ReadBuffer to have 2 overloads each - one that accepts an EventID and binds the event to track completion, and one that does not take an EventID, allowing a fire-and-forget approach. (UUM-66351) First seen in 6000.0.0b1.
  • Graphics: Added: GraphicsStateCollection API for tracing graphics state at runtime and performing warmup on-demand.
  • Graphics: Added: SplitExclusionMask API to LightShadowCasterCullingInfo and BatchCullingContext. (UUM-60917)
  • Scripting: Added: New hierarchy node Hidden flag that can be used to hide a node in the hierarchy, with all its children. (UUM-66640) First seen in 6000.0.0b12.
  • Scripting: Deprecated: Method RegisterNodeTypeHandler and UnregisterNodeTypeHandler on Hierarchy class are now obsolete, replaced with GetOrCreateNodeTypeHandler, to indicate that it is no longer possible to destroy a node type handler by un-registration. (UUM-66640) First seen in 6000.0.0b12.
  • XR: Changed: Update XR Interaction Toolkit (com.unity.xr.interaction.toolkit) to 3.0.1
  • Changes:
  • Editor: Changed the static tabs in the Unity Editor to allow for multiple tabs on the same dock.
  • iOS: Deprecated the Autorotation animation option. (UUM-65050)
  • Package: Added the [email protected] package.
  • Package: Release Alembic 2.4.0 with Windows Arm64 support.
  • Package: Released Recorder 5.1.0 with Windows Arm64 support.
  • Tests: Enabled the MediaEncoder.CanRead_ValidTimeValues_FromCreatedFile test. (UUM-56434)
  • UI Toolkit: Enabled the children of the TwoPaneSplitView to contribute to the component basis size during the layout calculations.
  • Universal RP: Updated the RenderGraph blit with a material sample to demonstrate how to avoid a copy blit back using ResourceData.
  • Fixes:
  • 2D: Fixed an error in the log when the user enters Play mode then sets a Tile on a Tilemap using MonoBehaviour.Start. (UUM-67583) First seen in 6000.0.0b12.
  • 2D: Fixed an issue that caused flickering for the 2D Renderer on macOS silicon. (UUM-67306)
  • 2D: Fixed an issue that prevented the creation of Sprites in the Sprite Editor Window. (UUM-67197)
  • 2D: Fixed an issuse that caused an error log when a Tilemap Clipboard Overlay is open in the SceneView and the user enters PlayMode. (UUM-64557)
  • 2D: Fixed hint text not showing when trying to slice a compressed texture in Sprite Editor Window slice menu. (UUM-59303)
  • 2D: Fixed usage of a Tile Palette with the XZ orientation in the Tile Palette window. (UUM-67593) First seen in 6000.0.0b14.
  • 2D: Set the default projection for Pixel Perfect camera to orthographic. (UUM-31719)
  • Accessibility: Fixed an issue where the accessibility frame is shifted when Render outside safe area was unchecked. (UUM-63896)
  • Android: Applied the TouchScreenkeyboard type for GameActivity. Previously, it was stuck on text keyboard even though Numerical keyboard was requested. (UUM-43150)
  • Android: Fixed an issue that prevented the back button from correctly closing TouchScreenkeyboard with GameActivity. (UUM-37017)
  • Android: Fixed an issue where TouchScreenkeyboard did not reopen with GameActivity once closed with the Navigational button. (UUM-31651)
  • Android: Fixed an issue where TouchScreenkeyboard would act as multiline, even though multiline was not requested, with GameActivity. (UUM-65277)
  • Android: Fixed an issue with logic for overriding a built-in java file. Unity also now respects the package name inside the java file. Previously, the logic was driven only by java file name. (UUM-67826)
  • Android: Fixed issues related to Run in Background. In multi-window mode, when Run in background was true and Mute Other Audio Sources was false, Unity would run and sound would play. When Run in background was true and Mute Other Audio Sources was true, Unity ran, only the Unity app's sound would be audible if its window has focus. Sound is muted when the Unity window is not in focus. In multi-window mode, if "Run in background" was false, Unity would not run and sound stopped playing. (UUM-56962)
  • Android: Fixed Compass.timestamp property on Android to indicate time elapsed in seconds since the device was last turned on. (UUM-64955)
  • Animation: Fixed an issue that caused the Unity Editor to become responsive after deleting an animation state that was empty. (UUM-66549)
  • Animation: Fixed display of muscle values in the AnimationWindow when linked to Timeline. (UUM-66112)
  • Asset Bundles: Fixed performance regression when clearing bundle cache folders. (UUM-60063)
  • Asset Pipeline: Fix a crash that occurred when loading a Content Archive from a different Unity version. (UUM-64609)
  • Audio: Fixed an issue that caused AudioMixer.SetFloat to not work correctly on assets loaded from an asset bundle in Play mode in the Editor. (UUM-68181)
  • Audio: Fixed an issue that would cause building and running the WebGL player to fail. (UUM-68108)
  • Audio: Fixed an issue with reloading domains while the Audio Random Container window is hidden that breaks the ability to remove clips. (UUM-65178)
  • Build Pipeline: Fixed an issue where a build would not behave correctly when using StreamingAssets folder or file names ending with a tilde. (UUM-48097)
  • Core: Fixed a floating point issue in APV sampling. (UUM-47714)
  • Core: Fixed an issue that prevented the scenario blending section from displaying in the debugger. (UUM-64097) First seen in 6000.0.0b11.
  • DX12: Added checks that disable forbidden function banning when running on common GfxDevice render pass emulation code. (UUM-62072)
  • DX12: Fixed a crash that occurred when split graphics jobs were used. (UUM-66574) First seen in 6000.0.0b12.
  • DX12: Fixed DX12 crash by marking render target resource accesses properly. (UUM-66507) First seen in 6000.0.0b11.
  • DX12: Fixed instabilities in rendering caused by using stale constant buffer memory. These can happen when interleaving GL.Flush and CommandBuffer.DrawMesh multiple times where CommandBuffer.DrawMesh calls use the same shader. (LIGHT-1912)
  • DX12: Prevented all existing code from calling GfxDevice::Clear() or GfxDevice::ClearMRT() on DX12 when inside native render pass. (UUM-55074)
  • Editor: Added a check to make sure merging a graph pass to a native pass won't result in more than 8 native subpasses. (UUM-65454)
  • Editor: Capitalized the compiler-generated names of serialized fields. (UUM-45789)
  • Editor: Changed the behaviour of the slider range trackers in the Audio Random Container window, so that they're greyed out when randomisation is disabled. (UUM-55692)
  • Editor: Disabled minimize if the Windows General Preference Show All Windows in Taskbar is unchecked to work around an MS Windows limitation. (UUM-63821)
  • Editor: Disavled redundant resizable control for Inspector preview when it is necessary. (UUM-62752)
  • Editor: Exposeed the rendering layer with the proper layer naming to SceneProvider. (UUM-66480)
  • Editor: Fixed a bug where IMGUI TreeViews that don't allow dragging also did not allow items to be deselected with CTRL + Left click. (UUM-9236)
  • Editor: Fixed a bug where some overlay container drop zones were hidden after docking overlays in the toolbar drop zones. (UUM-62414) First seen in 6000.0.0b1.
  • Editor: Fixed a bug where Handles.DrawCamera was broken for hidden cameras and cameras targeting non-active displays. (UUM-21678)
  • Editor: Fixed a crash in the FBX importer when importing a Blender file. (UUM-63758)
  • Editor: Fixed a crash on linux in MenuController when launching a Project with -debugAllocator argument. (UUM-65362)
  • Editor: Fixed a crash that occurred in the FontAssetCreatorWindow. (UUM-66950)
  • Editor: Fixed a crash that occurred when opening certain projects with graphics jobs enabled in the Editor. (UUM-68055) First seen in 6000.0.0b13.
  • Editor: Fixed a memory leak that could happen when Stats window was enabled during Play mode. (UUM-65447)
  • Editor: Fixed a SpeedTree 9 error in the console when opening an empty project. (UUM-67120) First seen in 6000.0.0b13.
  • Editor: Fixed a temporary memory leak inside the Memory Profiler GUI element. (UUM-62793)
  • Editor: Fixed an Editor crash that would occur when processing a DLL that has unloadable attributes on an unloaded type. (UUM-61576)
  • Editor: Fixed an exception thrown when a CurveField with renderMode == RenderModel.Mesh is drawn but has a value of null. (UUM-69334) First seen in 6000.0.0b15.
  • Editor: Fixed an incorrect tooltip for the Render Face property in the Material Inspector. (UUM-62751)
  • Editor: Fixed an issue in the initial rendering of the preview in the Inspector window, where the ambient color of the default sky would not be readyready (a black ambient color) because of lag with the GPU readback of the SH coefficients. The ambient color was not updated until the preview was updated by some triggers like hovering the cursor over the Inspector. The issue is fixed by using the hard-coded value of the default sky's SH. (UUM-31320)
  • Editor: Fixed an issue on macOS where multiple icons open on the dock when importing assets or in batch mode. (UUM-65671)
  • Editor: Fixed an issue that caused a Player to build for the selected platform in Player settings rather than the active Build Profile. (UUM-66511) First seen in 6000.0.0b12.
  • Editor: Fixed an issue that would cause cropped text for the selected tab in Graphics Settings. (UUM-68556) First seen in 6000.0.0b15.
  • Editor: Fixed an issue where Shift+Tab wouldn't work with some fields in the Inspector window. (UUM-65375)
  • Editor: Fixed an issue where incorrect GPU times were reported while profiling Edit Mode. (UUM-60185)
  • Editor: Fixed an issue where it was impossible to dock an overlay that was already docked in a toolbar container into another section of the same container. (UUM-62415) First seen in 6000.0.0b11.
  • Editor: Fixed an issue where the overlay's ghost drop zone disappearing left no substitute, making it impossible to redock the overlay to its original position. (UUM-62763)
  • Editor: Fixed an issue where unrelated objects/metadata were assigned to samples in the CPU Timeline view and repeated the data from the last sample in the thread and frame that had valid object/metadata information associated with it. (UUM-66592)
  • Editor: Fixed an issue with scroll value persistence that got lost when editing specific value in ProjectSettings > Graphics. (UUM-62669)
  • Editor: Fixed an issue with Slider generating an invalid value in SliderNormalizeValue when the low and high value were the same. (UUM-66259) First seen in 6000.0.0b1.
  • Editor: Fixed an issue with wireframe rendering in the Editor when using Vulkan and GraphicJobs. (UUM-45832)
  • Editor: Fixed assert on missing package on Linux during cleanup (UUM-64873)
  • Editor: Fixed flickering when using baked gi node and TAA. (UUM-65682)
  • Editor: Fixed Inspector window controls so they no longer become unresponsive after exiting Play mode. (UUM-64580)
  • Editor: Fixed LOD Group Cross Fade effect which did not function when the GameObject was dynamically loaded. (UUM-65463)
  • Editor: Fixed property window throwing an error if open when launching Unity. (UUM-64529)
  • Editor: Fixed some indeterminism in the order in which copied GameObjects appear when copied in the Hierarchy window.
  • Editor: Fixed the warning text that appears when building for Windows Arm64. (UUM-68456) First seen in 6000.0.0b15.
  • Editor: Fixed UI Toolkit version of UnityEvent property drawer not being reorderable. (UUM-66723)
  • Editor: Hid Autofill menu item. (UUM-62774)
  • Editor: Hid DataMode controller information from Inspector. (UUM-67001)
  • Editor: Moved Close All menu item lower in the File menu. (UUM-65192)
  • Editor: Moved the bee compilation cache from the application data directory to the application cache directory. (UUM-67305)
  • Editor: Removed the Select Renderer button in the Render Pipeline asset Inspector. (UUM-62981)
  • Editor: Swapped the location of the Blend Distance property and the help box in the Volume component. (UUM-62739)
  • Editor: Switched to the newest API in the GraphicsSettings for current and default Render Pipeline Asset. (UUM-66743)
  • Editor: Updated XR Hands (com.unity.xr.hands) to 1.4.0 with nextVersion as 1.5.0-pre.1.
  • Editor: RTHandles and RTHandleSystem can receive ownership of external RenderTexture resources, by default it's false. RTHandle launches an assert in case the RenderTarget is a permanent resource and the user tries to transfer ownership. (UUM-36359)
  • Graphics: Fixed a performance regression in GraphicsFormat internals. (UUM-44223)
  • Graphics: Fixed a regression where creating a RenderTexture with RenderTextureFormat.Shadowmap would unintentionally fail. (UUM-64340)
  • Graphics: Fixed a Vulkan crash in debug message GUI on Quest. (UUM-66118)
  • Graphics: Fixed an issue in the Project Settings Window for Graphics Settings. The default RP asset field was changing value on click, not on double click or when the object selector was closed. (UUM-60252)
  • Graphics: Fixed an issue that caused ray tracing shaders to generate compilation errors when using 16-bit native types in shader code. (UUM-65137)
  • Graphics: Fixed an issue that caused screen flickering when Disable Depth and Stencil is enabled and the graphics API is set to Vulkan. (UUM-66721)
  • Graphics: Fixed an issue that sometimes caused a crash when using procedural geometries in ray tracing effects. (UUM-68610)
  • Graphics: Fixed an issue that would throw "Assertion failed on expression: 'surface.backBuffer'" logs from Unity when running on debug mode on Quest. This error was a false assert and any needed checks were completed by that point, so we are removed it entirely. (UUM-68258) First seen in 6000.0.0b12.
  • Graphics: Fixed an issue where cubemaps using a convolution mode other than "None" imported incorrectly in linear project color space if the target format was set to "RGBA Float". (UUM-60582)
  • Graphics: Fixed an issue where use-after-free caused a crash in ComputeShadowSplitMasks under certain conditions. (UUM-68625) First seen in 6000.0.0b1.
  • Graphics: Fixed an issue with incorrect shadow casters culling when using OnDemand shadow rendering with directional lights. (UUM-60823)
  • Graphics: Fixed an issue with setting RP asset when the current pieline is built-in on the Graphics settings. (UUM-60252)
  • Graphics: Fixed an occasional shader compilation error that occurred when using half inputs. (UUM-64914)
  • Graphics: Fixed [HDRP] Motion Vectors won't draw instanced when SRP batcher is not used (UUM-32847)
  • HDRP: Added a missing curve override indicator text to Color Curves volume component editor. (UUM-62746)
  • HDRP: Fix a NaN issue in volumetric fog reprojection that caused black to propagate in the fog. (UUM-63687)
  • HDRP: Fixed a scaling issue with the recorder. (UUM-58379)
  • HDRP: Fixed an assert failure that triggered when the decal count went over the max light limit. (UUM-68633)
  • HDRP: Fixed an issue that caused Eye renderer lighting to become position-dependent when in Cinematic or CinematicCaustic mode. (UUM-65500)
  • HDRP: Fixed an issue that caused light banding in the IES importer. (UUM-68033)
  • HDRP: Fixed an issue that caused scene modification when exiting play mode with the graphics compositor enabled. (UUM-58350)
  • HDRP: Fixed an issue that caused the screen node to return an incorrect resolution after post-processing when dynamic resolution is enabled. (UUM-67225)
  • HDRP: Fixed an issue that prevented the main directionnal light intensity multiplier from affecting HDRP clouds (volumetrics and background). (UUM-68313)
  • HDRP: Fixed an issue where the realtime APV subdivision option on MacOS caused visual artifacts in the Editor. (UUM-51486)
  • HDRP: Fixed an issue with ambient lighting when rendering from script using Camera.Render. (UUM-43568)
  • HDRP: Fixed an OpenXR issue that caused HDRP to only render one eye if using both Single Pass Instanced and TAA Post Sharpen. (UUM-32872)
  • HDRP: Fixed an XR issue that caused HDRP to render physically-based sky and volumetric clouds only for the left eye if XR was initialized manually. (UUM-41386)
  • HDRP: Fixed fullscreen material workflow in custom passes. (UUM-64867)
  • HDRP: Fixed invalid AABB error in the console when using the APV with reflection probes. (UUM-64617)
  • HDRP: Fixed shadow cascades so that HDRP no longers renders them unless requested via OnDemand or OnEnable shadow rendering modes. (UUM-60917)
  • HDRP: Improved the error message that appears when a custom post-process volume can't find its shader. (UUM-60275)
  • HDRP: Moved water-specific global shader variables to a separate file. (UUM-68132)
  • HDRP: Restored EditorGUIUtility.labelWidth to its default after drawing Material GUI. (UUM-66215)
  • HDRP: Supported rendering water in custom passes. (UUM-67908)
  • IL2CPP: Fixed correctness of lock statement on ARM architectures under high contention. (UUM-65254)
  • IL2CPP: Fixed crash when calling special Array Set/Get/Address methods via reflection. (UUM-64457)
  • IL2CPP: Prevent additional IL2CPP arguments that contains --compiler-flags or --linker-flags from overriding the default values for these arguments. Instead combine them and pass them to the compiler or linker. (UUM-59355)
  • IL2CPP: Updated zlib to v 1.3.1. (UUM-64803)
  • iOS: Added ARM64 Simulator architecture support for iOS and tvOS platforms. (UUM-2238)
  • iOS: Fixed iOS Player Settings checkbox Automatically add capabilities so it now detects Game Center usage (UnityEngine.Social). (UUM-65304)
  • iOS: Fixed ProjectCapabilityManager.AddHealthKit API not adding HealthKit capability to PBXProject correctly. (UUM-65393)
  • iOS: UnityWebRequest URLs with unescaped symbols [ and ] in query and containing other spec characters like space will now fail on iOS 17 instead of sending request to improperly escaped (and as such - wrong) url. URLs that are properly percent-escaped are recommended and will work correctly. (UUM-66942)
  • macOS: Fixed an issue that caused the following error message when running Dedicated Server: [plugin] AddInstanceForFactory: No factory registered for id. (UUM-67499) First seen in 6000.0.0b14.
  • macOS: Fixed an issue where a custom cursor icon reverted to the default cursor icon when leaving and returning to the Player window. (UUM-67592)
  • Mono: Fixed an issue that caused a crash on Windows ARM64 when calling Thread.Abort. (UUM-64814)
  • Mono: Fixed an issue that caused a crash while emitting Windows ARM64 stack unwind codes. (UUM-66457)
  • Mono: Fixed an issue that caused InvalidProgramException (Invalid IL code in (wrapper managed-to-native) : IL_0004: ldloc 65535) to be thrown when calling COM interop methods. (UUM-62035)
  • Mono: Fixed an issue where incorrect TimeZones are returned on some devices due to an exception being thrown. (UUM-67254)
  • Mono: Removed an unhelpful mono icall warning message that was logged on domain reload. (UUM-64646)
  • N/A (internal): Enabled Linux test that passes due to infrastructure change. (UUM-60438)
  • Package: Fixed a bug in the moderation package where initialization would fail on certain occasions.
  • Package Manager: Fixed an issue where the Package Manager window didn't select a package after creating it. (UUM-67571)
  • Particles: Fixed an issue that caused particles to have the wrong orientation on the first frame when using the Noise Module and Streched billboards. (UUM-64596)
  • Physics: Fixed an issue that prevented the physics system from preserving the user-provided Rigidbody.inertiaTensor value when setting Rigidbody.constraints to RigidbodyConstraints.FreezeRotation. (UUM-59748)
  • Physics: Fixed an issue where the job system integration of PhysX would end up causing the main thread to idle, because the PxTaskManager could not provide a job graph ahead of time. (UUM-54924)
  • Physics: Fixed an issue where Joint.connectedArticulationBody couldn't be set to null after assigning a non-null reference to an ArticulationBody component. (UUM-66765)
  • Physics: Fixed an issue with adding new wheel colliders to a scene where the data backing the wheel collider was not properly updated. (UUM-66781)
  • Player: Fixed an issue that caused the application to crash when closing if Trees were used in the scene. (UUM-67793) First seen in 6000.0.0b13.
  • Prefabs: Fixed a crash that occurred on PhysicsManager::SetBodyTransformChangeInterest when opening a scene. (UUM-56057)
  • Scripting: Modied the WaitUntil/WaitWhile timeout time measurement to be more explicit. It's now possible to specify if the timeout behavior follows real-time or in-game time. (UUM-67688) First seen in 6000.0.0b14.
  • Scripting: Now use the API Scraper on Editor Extensions. (UUM-57172)
  • Search: Ensured the subobjects path is properly indexed. (UUM-64721)
  • Search: Fixed a GUIStyle error when installing or uninstalling a package. (UUM-65607)
  • Search: Fixed an issue that caused label icons to display incorrectly in SceneProvider. (UUM-62795)
  • Search: Fixed an issue that caused the Search Inspector to not render the animated foldout correctly. (UUM-65413)
  • Search: Fixed an issue that removed the Audio Random Container from search in query builder mode. (UUM-59098)
  • Search: Removed a checkbox in Search Preference to enable or disable a provider. (UUM-62165)
  • Shadergraph: Addressed regression where node creation menu would not populate on mouse position in MacOS (UUM-65121)
  • Shadergraph: Enabled UV2 and UV3 for the Canvas target. (UUM-47684) First seen in 6000.0.0b11.
  • Shadergraph: Fixed an issue that caused shaders generated for iOS or Android to compile incorrectly due to precision. (UUM-64863)
  • Shadergraph: Improved layout of property rows in the Graph Settings. (UUM-67836) First seen in 6000.0.0b13.
  • Shaders: Fixed a performance slowdown on vfx graph reimports. (UUM-66849)
  • Shaders: Fixed a rare crash that occurred when rendering using a replacement shader that has dynamic keywords. (UUM-66898)
  • Shaders: Fixed a shader miscompilation that occurred when encountering comparisons of elements arrays. (UUM-68492)
  • Shaders: Fixed an issue with compiling shaders using GLSL/MSL reserved words for buffer or texture names. (UUM-60049)
  • Shaders: Fixed an issue with _KEYWORD_DECLARED defines so they are now guarded for stage-specific keywords. (UUM-66001)
  • Shaders: Fixed ShaderLab-specific #pragma directives being reported in shader source files when #include was used. (UUM-62756)
  • SRP Core: Fixed Render Graph Viewer becoming empty on URP when selecting Project Settings > Graphics. (UUM-66952) First seen in 6000.0.0b12.
  • SRP Core: Fixed Render Graph Viewer displaying incorrect store action reasoning for MSAA textures. (UUM-67987) First seen in 6000.0.0b14.
  • SRP Core: Fixed Render Graph Viewer generating warnings when RenderGraph.Begin/EndProfilingSampler functions were used. (UUM-65820)
  • SRP Core: Moved Unity Upgradable for Render Graph API out of experimental. (UUM-61578) First seen in 6000.0.0b11.
  • uGUI: Fixed an issue with input-field that caused performance issues in the Editor. (UUM-64746)
  • UI Elements: Added a new class style for serialized toggle button groups that applies the fixed width. (UUM-62804)
  • UI Toolkit: Added a missing workflow to search in the builder library pane. (UUM-68063) First seen in 6000.0.0b1.
  • UI Toolkit: Added pre and pre-wrap to the USS WhiteSpace property. (UUM-48220)
  • UI Toolkit: Fixed a SendMessage warning when changing scene with UIDocuments present in the scene. (UUM-57741)
  • UI Toolkit: Fixed an "Unexpected recursive transfer" error that would display after reopening a project that had the UI Builder opened. (UUM-59487)
  • UI Toolkit: Fixed an assert introduced in 2023.3.0b11 that occurred inside the layout engine. (UUM-67398) First seen in 6000.0.0b14.
  • UI Toolkit: Fixed an issue in where justify-content would not align content properly when min-width was used with borderes or padding on the parent. (UUM-19900)
  • UI Toolkit: Fixed an issue that would cause values to be lost during UXML serialization in the UI Builder when using custom property drawers and hidden attributes. (UUM-59577)
  • UI Toolkit: Fixed an issue that would throw a null ref exception when a custom binding change was undone in the UI builder. (UUM-56417)
  • UI Toolkit: Fixed an issue that would throw an exception when a data source custom property drawer was used in the UI builder. (UUM-61923)
  • UI Toolkit: Fixed an issue where an InvalidOperationException was thrown when calling property.NextVisible in a CustomPropertyDrawer's CreatePropertyGUI. (UUM-12851)
  • UI Toolkit: Fixed an issue where the UIDocument component would not display on some Inspector windows when multiple inspectors are open. (UUM-67033) First seen in 6000.0.0b13.
  • UI Toolkit: Fixed an issue where TreeView with dynamic height clipped items erratically when expanding/collapsing items. (UUM-34553)
  • UI Toolkit: Fixed an issue with UI Toolkit rendering when using LLVMpipe. (UUM-68128)
  • UI Toolkit: Fixed an issue with UI Toolkit scaling that would occur when opening a second Game view. (UUM-59583)
  • UI Toolkit: Fixed attribute references to VisualTreeAssets so they use an asset path instead of a template alias. Note: Unity still supports aliases when deserializing, to preserve existing projects that use them. (UUM-68017) First seen in 6000.0.0b12.
  • UI Toolkit: Fixed dimensions of a parent element that did not include padding when calculating the top/left/right/bottom values of an absolute element. (UUM-25738)
  • UI Toolkit: Fixed keyboard navigation for UI Toolkit Hierarchy elements. (UUM-54133)
  • UI Toolkit: Fixed ManagedReference fields with a custom PropertyDrawer weren't refreshed properly when the type changed. (UUM-66550)
  • UI Toolkit: Fixed missing "Add Binding" option in UI Builder. (UUM-57040)
  • UI Toolkit: Fixed MultiColumn Tree/List view requiring sortingEnabled to be set to use the sortingMode.
  • UI Toolkit: Fixed nested PropertyDrawer didn't work when there was both an Attribute drawer and a Drawer for the type. (UUM-66687)
  • UI Toolkit: Fixed sliders that had a bigger float field than a regular float field. (UUM-64934)
  • UI Toolkit: Fixed tabbing between style fields in the UI Builder inspector. (UUM-63696)
  • UI Toolkit: Fixed UI Builder Resizer tool so that it respects the element's min/max size and doesn't attempt to set negative width or height values. (UUM-55503)
  • UI Toolkit: Fixed UIDocument errors when setting the PPU of a world-space PanelSettings to 0. (UUM-67345)
  • UI Toolkit: In the UI Builder inspector, you can now select the Matching selectors so that they can be copied. (UUM-64871)
  • UI Toolkit: Modified the label of BaseField so it can be elided with an ellipsis when required. (UUM-42121)
  • Undo System: Fixed a crash that would occur when undoing an action in a graph using Undo.RecordObject. (UUM-58380)
  • Universal RP: Fixed an issue where an incorrect WorldToCamera matrix was used in the main and additional light shadow passes. (UUM-63267)
  • Universal RP: Fixed an issue where logging an error gave a NullReferenceException for Server Builds. (UUM-56965)
  • Universal RP: Fixed an issue where scriptable TAA settings were missing. (UUM-49324)
  • Universal RP: Fixed an issue where the built-in error shader didn't work correctly with depth priming. (UUM-62825)
  • Universal RP: Fixed an issue where URP ignored resourceData.cameraColor when set in a user pass AfterRenderPostProcessing. (UUM-68261)
  • Universal RP: Fixed an issue where using the "Accurate G-buffer Normals" feature for deferred rendering on mobile platforms would cause a large amount of artifacts. (UUM-62216)
  • Universal RP: Fixed an SRP Lens Flare rendering issue with Render Scale. (UUM-66577) First seen in 6000.0.0b1.
  • Universal RP: Fixed false-negative missing RendererFeatures errors. (UUM-58944)
  • Universal RP: Fixed motion vector pass so it can now render after opaques. It correctly follows its depth dependency in pass order. (UUM-66503)
  • Universal RP: Fixed the omission of depth buffer read declaration in the pass arguments for the URP Depth of Field post-processing effect. (UUM-68096)
  • Universal Windows Platform: "FormatException: The input is not a valid Base-64 string" is thrown when setting EditorUserBuildSettings.windowsDevicePortalUsername. (UUM-58808)
  • Universal Windows Platform: A customized "Package.appxmanifest" is overwritten when building the project for UWP (UUM-64455)
  • Universal Windows Platform: Fixed a crash related to D3D11 and agility SDK when deploying to HoloLens2. (UUM-63657)
  • URP: Added a missing curve override indicator text to Color Curves volume component editor. (UUM-62746)
  • URP: Fixed an issue where screen space decals wouldn't respect light cookies. (UUM-54231)
  • URP: Fixed an issue where XROcclusionMesh.shader and XRMirrorView.shader were not stripped down when XR Plugin was not installed. (UUM-57644)
  • URP: Fixed an issue with the pass name when the pass is "LightMode" = "Universal2D". (UUM-36358)
  • URP: Restored EditorGUIUtility.labelWidth to its default after drawing MaterialHeaderScopes. (UUM-66215)
  • URP: The runtime intensity of non real-time reflection probes are now immediately reflected in the eScene view and Game view. (UUM-67982)
  • Version Control: Supported Perforce response during the login when it warns of an expiring license. (UUM-64620)
  • VFX Graph: Correctly handle includes in CustomHLSL operator. (UUM-64570)
  • VFX Graph: Fixed a Construct Matrix operator serialization issue. (UUM-57915)
  • VFX Graph: Fixed an issue that caused an unexpected long enter in Play mode, and removed timeout exception. (UUM-42516) First seen in 6000.0.0b1.
  • VFX Graph: Fixed an issue that caused missing recompilation triggers that occurred when changing some operator settings (UUM-66319) First seen in 6000.0.0b12.
  • VFX Graph: Fixed an issue that caused the intedeterminate status to be not be effective on UInt fields. (UUM-68044) First seen in 6000.0.0b14.
  • VFX Graph: Fixed an issue where block label size could change unexpectedly. (UUM-68140) First seen in 6000.0.0b14.
  • VFX Graph: Fixed an issue where the activation slot was hidden when a block was collapsed. (UUM-59123)
  • VFX Graph: Fixed an issue where the Blackboard could be out of the screen when the VFX Graph window was too small. (UUM-65513)
  • VFX Graph: Fixed Position On Signed Distance field, which failed to compile without direction. (UUM-67233) First seen in 6000.0.0b13.
  • VFX Graph: Fixed the VFX Graph UI so that if you try to connect incompatible operator types and cancel the action with the Esc key, the error popup now correctly vanishes. (UUM-61583)
  • VFX Graph: Removed multiple unexpected constraints on CustomHLSL functions. (UUM-59938)
  • VFX Graph: Removed the eye dropper from Node Search details panel. (UUM-64983)
  • VFX Graph: Restored Initial Position Oriented Box with zero scale. (UUM-62355)
  • VFX Graph: Updated VFX Template window so that it is now closed on domain reload. (UUM-62433)
  • Video: Fixed an issue where the Video Player did not play the video after seeking back to frame 0 when Loop and Skip On Drop were enabled and the video had looped once. (UUM-66728)
  • Video: Fixed video playback, which became erratic in web browsers upon losing and regaining browser focus (UUM-63591)
  • WebGL: Fixed an issue where using WebcamTexture.GetPixel(s) functions would return blank textures using the WebGL graphics API. (UUM-46144)
  • WebGL: Fixed an issue where VideoPlayer would throw an error in a WebGL build. (UUM-66568) First seen in 6000.0.0b11.
  • WebGL: Fixed shader compilation errors from WebGPU incorrectly thinking the shader used NaN.
  • WebGL: Fixed SRP Batcher buffer errors.
  • WebGL: Fixed VFX Graph particles with alpha blending and GPU events.
  • Windows: Fixed an issue where an audio device that returned a mal-formed UUID string could crash the Windows Editor or player. (UUM-36106)
  • XR: Fixed for a distorted viewport when using no intermediate texture in XR rendering while using dynamic resolution. (UUM-66846)
  • XR: If the render pass count is greater than 0 SPI will use the proper one instead of always using 0. (UUM-57876)
  • New 6000.0.0b15 Package Changes since 6000.0.0b13:
  • Packages updated:
  • com.unity.collections: 2.4.0-pre.2 → 2.4.0
  • com.unity.entities: 1.2.0-pre.6 → 1.2.0
  • com.unity.netcode: 1.2.0-pre.6 → 1.2.0
  • com.unity.physics: 1.2.0-pre.6 → 1.2.0
  • com.havok.physics: 1.2.0-pre.6 → 1.2.0
  • com.unity.logging: 1.2.0-pre.6 → 1.2.0
  • com.unity.entities.graphics: 1.2.0-pre.6 → 1.2.0
  • com.unity.adaptiveperformance: 5.0.2 → 5.1.0
  • com.unity.adaptiveperformance.google.android: 1.2.1 → 1.3.1
  • com.unity.formats.alembic: 2.3.4 → 2.4.0
  • com.unity.localization: 1.5.0-pre.5 → 1.5.1
  • com.unity.probuilder: 6.0.1-pre.2 → 6.0.1
  • com.unity.purchasing: 4.10.0 → 4.11.0
  • com.unity.recorder: 5.1.0-pre.1 → 5.1.0
  • com.unity.bindings.openimageio: 1.0.0-pre.1 → 1.0.0
  • com.unity.render-pipelines.core: 17.0.2 → 17.0.3
  • com.unity.render-pipelines.high-definition: 17.0.2 → 17.0.3
  • com.unity.render-pipelines.high-definition-config: 17.0.2 → 17.0.3
  • com.unity.render-pipelines.universal: 17.0.2 → 17.0.3
  • com.unity.services.authentication: 3.3.0 → 3.3.1
  • com.unity.services.core: 1.12.4 → 1.12.5
  • com.unity.services.qos: 1.2.1 → 1.3.0
  • com.unity.services.wire: 1.2.2 → 1.2.3
  • com.unity.shadergraph: 17.0.2 → 17.0.3
  • com.unity.visualeffectgraph: 17.0.2 → 17.0.3
  • com.unity.xr.arcore: 6.0.0-pre.5 → 6.0.1
  • com.unity.xr.arfoundation: 6.0.0-pre.5 → 6.0.1
  • com.unity.xr.arkit: 6.0.0-pre.5 → 6.0.1
  • com.unity.xr.hands: 1.4.0-pre.1 → 1.4.0
  • com.unity.xr.interaction.toolkit: 3.0.0-pre.1 → 3.0.1
  • com.unity.formats.fbx: 5.1.0 → 5.1.1
  • com.autodesk.fbx: 5.1.0 → 5.1.1
  • Packages added:
  • [email protected]
  • [email protected]

New in Unity 2023.2.17 (Apr 10, 2024)

  • Features:
  • Package: Adds Apple privacy manifest in moderation package.
  • Improvements:
  • Editor: Throw a warning when RenderPipelineAsset.renderPipelineShaderTag hasn't been overriden. (UUM-61556)
  • VisionOS: Add support for Burst with the VisionOS simulator SDK. This requires Burst version 1.8.13.
  • Fixes:
  • 2D: Fixed flickering for 2D Renderer on macOS silicon. (UUM-67306)
  • Android: Fixed an issue where a black frame flashes when returning to Unity Game Activity from the home screen. (UUM-58966)
  • Android: Fixed issue with updating the minimum value of maxAspectRatio value. (UUM-66208)
  • Asset Pipeline: Fixed crash loading Content Archive from different version. (UUM-64609)
  • Audio: Fixed AudioRandomContainer crash after domain reload and playing an audiosource in edit mode. (UUM-60125)
  • Audio: Fixed AudioRandomContainer crash after domain reload if scene reloading disabled / already in playmode. (UUM-63433)
  • Editor: Capitalize the compiler generated name of serialized field. (UUM-45789)
  • Editor: Fixed a crash on BucketAllocator::Allocate when entering Play mode. (UUM-65101)
  • Editor: Fixed an error in the calculation of the available space for the children when min/max were involved and margin were set on the parent. (UUM-29965)
  • Editor: Fixed an issue where Joint components would never wake up ArticulationBody components, when the constraint data was changed. (UUM-64395)
  • Editor: Fixed an issue where Joint components wouldn't properly wake up Rigidbody components, when the constraint data was changed. (UUM-64395)
  • Editor: Fixed an issue with context menu in scene hierarchy when multiple objects are selected.
  • Editor: Fixed an opening style tag overflow issue. (UUM-30205)
  • Editor: Fixed crash in FBX importer when importing Blender file. (UUM-63758)
  • Editor: Fixed issue with GUI.skin.font not being applied properly. (UUM-65857)
  • Editor: Fixed issue with incorrect font size when renaming an asset. (UUM-66104)
  • Editor: Fixed issue with overriden prefab field not being bold. (UUM-61084)
  • Editor: Fixed LOD Group Cross Fade effect does not function when the GameObject is dynamically loaded. (UUM-65463)
  • Editor: Fixed unrelated Objects/Metadata that showed up assigned to samples in the CPU Timeline view and were repeating the data from the last sample in the thread & frame that had valid Object/Metadata information associated with it. (UUM-66592)
  • Editor: Updated the FBX SDK version to 2020.3.4. (UUM-60185)
  • Graphics: Fixed a crash in Mesh bounds recalculation when not enough vertices are assigned to the mesh for each sub-mesh. (UUM-5812)
  • HDRP: Fixed game view flicker while on HDR and Reflection probe. (UUM-64343)
  • HDRP: HDRP: Fixed invalid AABB error in the console when using the APV with reflection probes. (UUM-64617)
  • iOS: Fixed potential memory leak when reallocating memory. (UUM-64048)
  • Package: Fixes an issue in moderation package where initialization would fail on certain occasion.
  • Physics: Fixed an issue where Rigidbody::Move and Rigidbody::MoveRotation would not respect position constraints when used with Rigidbody components set to kinematic. (UUM-61558)
  • Physics 2D: Ensure that certain overloads of Rigidbody2D.Cast() correctly use the implicit body rotation. (UUM-65646)
  • Shaders: Fixed a rare crash when rendering using a replacement shader that has dynamic keywords. (UUM-66898)
  • SRP Core: Fixed DebugUI.Button not working in Rendering Debugger runtime UI. (UUM-65457)
  • Universal RP: Added logic to enforce consistent hardware dynamic resolution settings during rendering to avoid issues when external code changes the global setting. (UUM-58686)
  • Universal RP: Fixed an issue where an incorrect WorldToCamera matrix was used in the main and additional light shadow passes. (UUM-63267)
  • Universal RP: Fixed an issue where logging an error gave a NullReferenceException for Server Builds. (UUM-56965)
  • VFX Graph: Fixed an issue when trying to connect incompatible types, the error popup was left over if the action was canceled with Escape key. (UUM-61583)
  • VFX Graph: Fixed an issue where tooltips to the VFX Control panel were missing. (UUM-8907)
  • WebGL: Fixed an issue that prevented multithreaded builds from working if user repeatedly upgraded and then downgraded their project. (UUM-33218)
  • WebGL: Fixed issue using WebcamTexture.GetPixel(s) functions would return blank textures using the WebGL graphics API. (UUM-46144)
  • WebGL: Improved IndexedDB filesystem performance by avoiding redundant filesystem persistence operations. (UUM-65276)
  • WebGL: Remove "The PlayerLoop has been called recursively." error message spam. (UUM-55075)
  • Package changes in 2023.2.17f1:
  • Packages updated:
  • com.unity.2d.aseprite: 1.1.1 → 1.1.2
  • com.unity.services.qos: 1.2.0 → 1.3.0
  • com.unity.services.wire: 1.2.2 → 1.2.3

New in Unity 2023.2.16 (Apr 6, 2024)

  • Improvements:
  • Burst: Added clearer diagnostic error for certain bad usages of IsSupportedXXX intrinsics.
  • Burst: Added support for Burst with the visionOS Simulator SDK.
  • Burst: Added support for Windows Arm64.
  • Fixes:
  • 2D: Fixed Freeform Lights causing random values to be deterministic. (UUM-65629)
  • 2D: Fixed Invalid sprite atlas asset encountered warning is shown when editing a texture Asset. (UUM-63813)
  • Accessibility: Fixed the ordering of native accessibility nodes that are moved or inserted into an active hierarchy on iOS. The ordering of elements in the native accessibility tree now remains consistent with the active C# hierarchy on iOS. (UUM-52879)
  • Android: Properly sync GameActivity text selection with Unity runtime when entering text in soft keyboard. (UUM-38034)
  • Android: Provide control over Unity killing external ADB instances, there's a new option in Preferences->External Tools->Kill External ADB instances. (UUM-56519)
  • Android: Reduced the amount of time that the screen is displayed without including the cutout area. (UUM-55678)
  • Android: Remove UTF BOM from stdin SDK tools commands. (UUM-60488)
  • Animation: Fixed AnimatorController m_Controller field inconsistency when changing parameter and layer order. (UUM-63803)
  • Audio: Fixed seeking of serialized MP3 files. (UUM-62086)
  • Build Pipeline: Fixed adding or removing assets to bundles will cause other assets to be rebuilt. (UUM-57495)
  • Burst: Fixed "Failed to find entry-points: ... An item with the same key has already been added" error that could occur in the presence of precompiled (usually obfuscated) assemblies that contained methods overloaded only by return type.
  • Burst: Fixed a crash caused by arithmetic or bitwise negation on native integers followed by a cast to a pointer.
  • Burst: Fixed an issue where if two modules were referencing the same external method (dllImport) an internal compiler error could occur - "Burst internal compiler error: Burst.Compiler.IL.CompilerException: Error while verifying module: DISubprogram attached to more than one function".
  • Burst: Fixed information in documentation regarding scheduling generic jobs through generic methods.
  • Burst: Fixed InvalidCompilerException when usage of IsSupportedXXX intrinsic results in no branches being generated.
  • Burst: Fixed that the burst debug information folder would sometimes be saved in project root folder.
  • Burst: Fixed System.ArgumentNullException exception in ILPostProcessing when encountering a library using mscorlib.
  • Documentation: Fixed enum descriptions for FFTWindow to show correct formulas. (UUM-51065)
  • Editor: Add more robustness to Inspector and SerializedObject. (UUM-65070)
  • Editor: Fixed a bug where the inspector preview will not be visible after the inspector is loaded. (UUM-65172)
  • Editor: Fixed an issue where orgs would not show for guest users in the UGS Project Linking Window. (UUM-66543)
  • Editor: Fixed error in console when entering play mode with UnityWebRequest running. (UUM-45632)
  • Editor: Fixed issue with OS fallback not working for UITK in the GameView/Player. (UUM-60492)
  • Editor: Fixed touch state always stay as moved on Linux Runtime. (UUM-61865)
  • Editor: Fixed UI Toolkit version of UnityEvent property drawer not being reorderable. (UUM-66723)
  • Editor: Fixed Xcode selection in Build Profiles window for iOS platform ("Other" option). (UUM-64007)
  • Editor: Updated the EditorToolbar to allow for a VisualElement based VersionControl Toolbar Button to resolve the button being misaligned. (UUM-36270)
  • Game Core: Replace obsolete Thread.Abort in GameCore Player for Automation. (UUM-63728)
  • Graphics: Graphics: Fixed Renderer custom properties (Renderer.SetPropertyBlock) not overriding Material properties when using Ray Tracing / Path Tracing in HDRP. (UUM-64593)
  • iOS: Fixed AppDomain.UnhandledException not invoked before crashing due to unhandled exception when using "Fast but no exceptions" scripting calls. (UUM-62773)
  • Linux: Fixed Linux Standalone player printing validation errors with empty project. (UUM-59818)
  • Physics: Fixed an issue where having kinematic Rigidbody components collide with continuous collision detection enabled, would cause a crash inside the PhysX solver due to incorrect contact pair flags being generated. (UUM-54007)
  • Physics: Fixed an issue where Player builds could crash due to collision meshes being released too late into the shutdown sequence of the engine. (UUM-61878)
  • Physics: Fixed an issue where the handling of the ArticulationDriveType serialized property of ArticulationDrives was incorrect in the ArticulationBody inspector. (UUM-64175)
  • Physics: Fixed an issue with Rigidbody/ArticulationBody::AddRelativeForce where additional torque would be applied to the bodies, despite the linear force always being applied at center of mass. Which implies that the torque generated by this type of force application would always be 0. (UUM-57137)
  • Profiler: Fixed FrameTimingManager reported incorrect GPU time on Android GLES. (UUM-52911)
  • Search: Fixed Search Window throwing exceptions when resized very small while docked and in grid view mode. (UUM-65152)
  • Serialization: Fixed corruption when the serialized data size changed through SerializedProperty.boxedValue. (UUM-66350)
  • TextCore: Fixed an issue where the Placeholder styles was not applied when placeholder text was empty. (UUM-54979)
  • uGUI: Fixed an issue that dirties prefab upon opening it when configured with a layout group + content size fitter. (UUM-19577)
  • UI Elements: Added a way to opt out of asset monitoring on specific editor windows to avoid performance issues with panels that contain many VisualElements. (UUM-60233)
  • UI Toolkit: Fixed attribute override support for sub-assets. (UUM-66030)
  • UI Toolkit: Fixed custom style variables on children elements sometimes not overriding variables from parent elements. (UUM-32738)
  • UI Toolkit: Fixed EnumFlagsField sending a change event when it was unbound. (UUM-53687)
  • UI Toolkit: Fixed missing initial ChangeEvent when creating an inspector for a field whose value matches the default value for its type. (UUM-14263)
  • UI Toolkit: Fixed SliderInt invalid dragger position. (UUM-21303)
  • UI Toolkit: Fixed straight segments appearing when filling a Painter2D.Arc() preceded by Painter2D.MoveTo(). (UUM-65234)
  • UI Toolkit: Fixed VectorImage bounding-box measurements that were sometimes too small. (UUM-64624)
  • Universal RP: Fixed an issue where setting light position, direction and shadow bias allocated due to using strings instead of integers. (UUM-66813)
  • Universal Windows Platform: Fixed "Executable Only" UWP builds no longer fail after running a "D3D Project" build. (UUM-58153)
  • Universal Windows Platform: Fixed an issue where a customized "Package.appxmanifest" was overwritten when building the project for UWP. (UUM-64455)
  • Video: Fixed VideoPlayer not playing videos when the demux buffer size is too small. (UUM-49480)
  • Video: The "loopPointReached" event is continuously triggered when a Video Clip with looping and skip-on-drop disabled restarts playback after reaching the end. (UUM-64804)
  • Package changes in 2023.2.16f1:
  • Packages updated:
  • com.unity.burst: 1.8.12 → 1.8.13
  • com.unity.purchasing: 4.10.0 → 4.11.0
  • com.unity.services.core: 1.12.2 → 1.12.4

New in Unity 6000.0.0 Beta 13 (Mar 29, 2024)

  • Improvements:
  • Burst: Added a clearer diagnostic error for certain bad usages of IsSupportedXXX intrinsics.
  • Burst: Added support for Burst with the visionOS Simulator SDK.
  • Burst: Added support for Windows Arm64.
  • Editor: Updated CalculateLOD to be Jobified when there are a large number of LODGroups.
  • Graphics: Make mipmap terminology consistent in the Editor.
  • Scripting: Added timeout support for timeout to yieldable operations WaitUntil and WaitWhile.
  • Shaders: The UNITY_VERSION macro now reserves four digits for minor and three digits for major Unity versions. For example, 6.543.1234 becomes 65431234.
  • VisionOS: Added support for Burst with the VisionOS simulator SDK. This requires Burst version 1.8.13.
  • API Changes:
  • Android: Added: Exposed AndroidGameState.SetModeForGameState method to set current GameState mode which is being used for automated SetGameState calls.
  • Core: Added: API to overwrite result of APV baking. (UUM-65565) First seen in 6000.0.0b1.
  • Graphics: Added: Option to disable acceleration structure compaction which was always enabled. The new setting is stored in RayTracingAccelerationStructure.Settings.enableCompaction.
  • UI Toolkit: Added: API to get the panel Scaling and another to help with rounding values. (UUM-59817) First seen in 6000.0.0b1.
  • Changes:
  • Android: Updated Android Gradle Plugin to 8.3.0 from 8.1.3.
  • Windows: Input is no longer processed while a window is being moved or resized by clicking and dragging on window elements. (UUM-63973)
  • Fixes:
  • Android: Fixed an issue when updating the minimum value of maxAspectRatio. (UUM-66208)
  • Apple TV: Fixed Unity editor not finding Xcode application when only tvOS module is installed. (UUM-65168)
  • Audio: Fixed AudioRandomContainer crash after domain reload and playing an audiosource in edit mode. (UUM-60125)
  • Audio: Fixed AudioRandomContainer crash after domain reload if scene reloading disabled / already in playmode. (UUM-63433)
  • Burst: Fixed "Failed to find entry-points: ... An item with the same key has already been added" error that could occur in the presence of precompiled (usually obfuscated) assemblies that contained methods overloaded only by return type.
  • Burst: Fixed a crash caused by arithmetic or bitwise negation on native integers followed by a cast to a pointer.
  • Burst: Fixed an issue where if two modules were referencing the same external method (dllImport) an internal compiler error could occur - "Burst internal compiler error: Burst.Compiler.IL.CompilerException: Error while verifying module: DISubprogram attached to more than one function".
  • Burst: Fixed InvalidCompilerException when usage of IsSupportedXXX intrinsic results in no branches being generated.
  • Burst: Fixed that the burst debug information folder would sometimes be saved in project root folder.
  • Burst: Fixed System.ArgumentNullException exception in ILPostProcessing when encountering a library using mscorlib.
  • Editor: Fixed a crash when CreateExternalTexture uses non compatible format. (UUM-44947)
  • Editor: Fixed an error in the calculation of the available space for the children when min/max were involved and margin were set on the parent. (UUM-29965)
  • Editor: Fixed an issue where interacting with some Overlays did not stop mouse events from propagating further.
  • Editor: Fixed an issue where orgs would not show for guest users in the UGS Project Linking Window. (UUM-66543)
  • Editor: Fixed an issue where vfx graph reimported on the AssetImportWorkers. (UUM-66780)
  • Editor: Fixed compilation issues with uGUI 3.0.0. (UUM-66531) First seen in 6000.0.0b1.
  • Editor: Fixed issue with GUI.skin.font not being applied properly. (UUM-65857)
  • Editor: Fixed issue with incorrect font size when renaming an asset. (UUM-66104)
  • Editor: Fixed issue with overriden prefab field not being bold. (UUM-61084)
  • Editor: Fixed small typo in Disable Pass Culling tooltip. (UUM-64942)
  • Editor: Fixed the EditorToolbar to allow for a VisualElement based VersionControl Toolbar Button to resolve the button being misaligned. (UUM-36270)
  • Editor: Fixes incorrect Shader used after switching RenderPipeline and improve SRPs dependency. (UUM-66762)
  • Editor: Linux: Fixed a crash when shader compiler steals focus from preview texture window. (UUM-59278)
  • Editor: ObjectPool counter returns wrong count if returning instance to full pool. (UUM-49060)
  • EmbeddedLinux: Fixed operating system arch reporting. (UUM-66333)
  • EmbeddedLinux: Fixed SoC reporting. (UUM-65856) First seen in 6000.0.0b11.
  • HDRP: Fixed core samples dependencies errors with Input System package. (UUM-66463) First seen in 6000.0.0b11.
  • HDRP: Fixed game view flicker with HDR and Reflection Probe on. (UUM-64343)
  • Input System: Fixed Action Binding dialog not showing and throwing a NullRef exception instead.
  • macOS: Fixed resolution change in fullscreen mode when it has been changed via System Settings. (UUM-64959)
  • Physics: Fixed an issue with Rigidbody/ArticulationBody::AddRelativeForce where additional torque would be applied to the bodies, despite the linear force always being applied at center of mass. Which implies that the torque generated by this type of force application would always be 0. (UUM-57137)
  • Physics 2D: Ensure that certain overloads of Rigidbody2D.Cast() correctly use the implicit body rotation. (UUM-65646)
  • QNX: Fixed SoC reporting. (UUM-65856) First seen in 6000.0.0b11.
  • Scene/Game View: Fixed an issue where triggering Scene View's context menu shortcut would not show the menu on macOS and Linux until the mouse moved or other input occurred. (UUM-61727) First seen in 6000.0.0b12.
  • Scripting: Fixed a crashes due to excessive use of thread local data slots. (UUM-58965)
  • Search: Fixed Search Window throwing exceptions when resized very small while docked and in grid view mode. (UUM-65152)
  • SRP Core: Fixed DebugUI.Button not working in Rendering Debugger runtime UI. (UUM-65457)
  • SRP Core: Fixed PackFloat2To8 in packing.hlsl. (UUM-62724)
  • Terrain: Fixing a issue relating to loading AssetBundles in recent versions of Unity that were serialized with Unity 2017. (UUM-63701)
  • uGUI: Fixed an issue where renderer layer properties reset to default in prefab mode. (UUM-62507)
  • UI Toolkit: Fixed a regression introduced in 2023.3.0b11 were the size of some element would collapse if no explicit stretching was specified. (UUM-65999)
  • UI Toolkit: Fixed SliderInt invalid dragger position. (UUM-21303)
  • UI Toolkit: Fixed underline shadows. (UUM-54791)
  • Universal RP: Fixed an issue where Render Graph Viewer display did not display a user-friendly camera name.
  • Universal RP: Fixed ScreenCaptureBridge under URP RenderGraph. (UUM-64906)
  • VFX Graph: Fixed VFX graph renders the wrong mesh when using different exposed meshes with instancing enabled. (UUM-59091)
  • VisionOS: Fixed audio issues on visionOS due to lifecycle issues. (UUM-66504)
  • New 6000.0.0b13 Package Changes since 6000.0.0b12:
  • Packages updated:
  • com.unity.2d.aseprite: 1.1.1 → 1.1.2
  • com.unity.burst: 1.8.12 → 1.8.13
  • com.unity.inputsystem: 1.7.0 → 1.8.1
  • com.unity.multiplayer.playmode: 1.0.0-pre.2 → 1.0.0
  • com.unity.dedicated-server: 1.0.0-pre.2 → 1.0.0

New in Unity 2023.2.15 (Mar 26, 2024)

  • Improvements:
  • Editor: Added support for LinkerFlagsFile. (UUM-64176)
  • Editor: Adjusted IL2CPP IDE command line generation to include AdditionalIl2CppArgs. (UUM-64177)
  • Changes:
  • Package Manager: service packages grouping has been improved in the package manager service tab
  • Services: Update text on the project link screen.
  • Fixes:
  • Documentation: Added multiplayer services links.
  • Documentation: Fixed descriptions for AudioImporter public methods to reflect an updated list of options for platform strings. (UUM-52593)
  • Editor: Color picker preview can now sample from the menu bar and the dock area. (UUM-52823)
  • Editor: Fixed an issue where items with a very long name made the arrow indicator disappear in Add Component dropdown popup. (UUM-60655)
  • Editor: Fixed and exception happening when maximizing a window while Preview window is docked outside of the inspector. (UUM-62792)
  • Editor: Fixed exception "CreateScriptableObjectInstanceFromType can only be called from the main" (UUM-61722)
  • Editor: Fixed null exception leading to blank text in the editor. (UUM-62772)
  • Editor: Fixed null reference when disabling a component in a prefab. (UUM-65893)
  • Editor: Fixed project window label highlight. (UUM-65244)
  • Editor: Fixed sprite asset inspector for TMP. (UUM-64870)
  • Editor: Per-platform formats on the TextureImporter will default to the platform default if not initialized properly. (UUM-33166)
  • HDRP: Fixed artifacts on low resolution SSGI when dynamic resolution values are low. (UUM-57785)
  • HDRP: Fixed shader warning. (UUM-45234)
  • iOS: Fixed view briefly distorting when rotating device with auto-rotation enabled. (UUM-63417)
  • iOS: [Privacy Manifests] Fixed duplicates elements filtering when merging multiple manifests if the children elements of the duplicates are in different order (UUM-59885)
  • Prefabs: Fixed an issue were Overrides inside a managed reference didn't appear as Read Only when using Show Overrides. (UUM-65819)
  • Terrain: Fixed an issue where ComputeDetailInstanceTransforms was out of bounds and crashed. (UUM-27936)
  • TextCore: Fixed an issue where space and underline were not always added to Static FontAsset. (UUM-45512)
  • uGUI: Fixed an issue when Interacting with Occluded Button Areas using UGUI and GraphicRaycaster, the clickability is now consistent. (UUM-60672)
  • UI Toolkit: Addressed the window state when reimporting a bound script. (UUM-59990)
  • UI Toolkit: Fixed an issue where a property drawer for a parent generic type would be used instead of the property drawer for a child type. (UUM-49307)
  • UI Toolkit: Fixed an issue where column widths in percentage was not supported. (UUM-21102)
  • UI Toolkit: Fixed an issue where the ScrollView touch scroll inertia did not behaves similarly across multiple framerates. (UUM-59847)
  • UI Toolkit: Fixed an issue where the ScrollView would not stops a touch scroll at a greater velocity, thus eliminating the "trail off" effect. (UUM-58479)
  • UI Toolkit: Fixed Zoom with hotkey on Mac does not work inside the canvas. (UUM-52102)
  • UI Toolkit: Properly look for the right data source path. (UUM-59593)
  • UI Toolkit: UI Toolkit: Fixed UI Builder frame selected from not focusing when the canvas had been offset from the origin. (UUM-65223)
  • Video: Fixed the error "0xc00d36b4 while reading" is being thrown when turning on Transcode in the Import Settings of Video Clip Assets. (UUM-56816)

New in Unity 6000.0.0 Beta 12 (Mar 22, 2024)

  • Improvements:
  • Graphics: Reduced the renderer size to improve memory.
  • Graphics: The GPU Resident Drawer now supports occlusion culling for single-pass XR in URP and HDRP.
  • Package Manager: Updated the Package Manager's selection system.
  • API Changes:
  • Networking: Added: UnityWebRequestTexture.GetTexture and DownloadHandlerTexture now have new overloads taking DownloadedTextureParams struct with more options for the texture.
  • Changes:
  • Editor: Changed the AnimationEvent and NamedAnimationEvent Nodes icon in favor of the AnimationClip icon instead of the Animation Component icon.
  • Services: Updated text on the Project link screen.
  • Fixes:
  • 2D: Fixed Freeform Lights causing random values to be deterministic. (UUM-65629)
  • 2D: Fixed imported assets initialized with incorrect default materials. (UUM-60651) First seen in 6000.0.0b1.
  • Android: Provide user friendly dialog if application install fails due previous app installation, but with different signature. The dialog will ask you if you want to remove previous attempt before attempting to install again. (UUM-65655)
  • Animation: Fixed AnimatorController m_Controller field inconsistency when changing parameter and layer order. (UUM-63803)
  • Audio: Fixed crash when disabling and enabling the audio system in between entering and exiting play mode. (UUM-49779) First seen in 6000.0.0b1.
  • Documentation: Clarified that parallel importing does not impact ScriptedImporters, but does impact AssetPostprocessors.
  • DX12: Fixed an editor freeze in Playmode on DX12. (UUM-55121)
  • Editor: Build Profile Window - Null ref fix for when on disable gets called without the create GUI being called first. That can happen when playing and the build profile window is docked and hidden. (UUM-62022)
  • Editor: Documentation links have been fixed for Visual Scripting MonoBehaviours. (UVSB-2475, UVSB-2496)
  • Editor: Enabled multi-touch by default on the Linux platform. (UUM-61864)
  • Editor: Fixed a bug where the second player input device controlled all objects when using InputSystem event nodes. (UVSB-2499)
  • Editor: Fixed an issue where the inspector preview will not be visible after the inspector is loaded. (UUM-65172)
  • Editor: Fixed an issue with the opening style tag overflow. (UUM-30205)
  • Editor: Fixed crash when deserialising array containing objects that are no longer of the right type. (UUM-65144)
  • Editor: Fixed issue with OS fallback not working for IMGUI in the Player. (UUM-44595)
  • Editor: Fixed issue with OS fallback not working for UITK in the GameView/Player. (UUM-60492)
  • Editor: Fixed new classic profile's shared settings are populated using the active custom profile's value. (UUM-61484)
  • Editor: Fixed null reference when disabling a component in a prefab. (UUM-65893)
  • Editor: Fixed recursive call in FontAsset. (UUM-65329)
  • Editor: Fixed strings in Plugin Platform Settings. (UUM-65781)
  • Editor: Fixed switch platform prompt's message to be presented in human language. (UUM-61905)
  • Editor: Fixed the Deep Profiling Support label when it's labeled differently when the Development Build is enabled. (UUM-61605)
  • Editor: Fixed Vector3.SignedAngle documentation example. (UUM-64920) First seen in 6000.0.0b1.
  • EmbeddedLinux: Fixed an issue with screen.dpi. (UUM-65191)
  • Error: The following errors were found when trying to parse the release notes of this PR: No release notes were found. If you're certain that there's no need for internal or public facing documentation simply edit the PR via the PR Form and submit with no release notes, or set this section to None manually
  • Graphics: Fixed an issue where runtime created materials registered with the BRG/EntitiesGraphics would sometimes get unloaded when maximising the game view. (UUM-54573)
  • Graphics: Fixed an issue with APV default resource initialization. (UUM-61688)
  • HDRP: Fixed a warning when opening template. (UUM-66161) First seen in 6000.0.0b1.
  • HDRP: Fixed DRS issues on DoF and FSR1. (UUM-65676)
  • HDRP: Fixed global mip bias being updated 12 times during a frame in HDRP even when the value doesn't change. (UUM-66105)
  • Linux: Fixed Linux Touch & Mouse Coordinates that did not match the Windows runtime. (UUM-60243)
  • Linux: In our Linux Pulse audio driver, make sure to select the correct default output device. Previously, on some systems and some versions of Linux, we could end up with no audio output or audio output being routed to an unexpected device. (UUM-53143)
  • Package Manager: Fixed "Show other versions" button now has a "Loading..." label when clicked. (UUM-65116)
  • Prefabs: Overrides inside a managed reference didn't appear as Read Only when using Show Overrides. (UUM-65819)
  • QNX: Fixed an issue with screen.dpi. (UUM-65191)
  • Serialization: Fixed corruption when the serialized data size changed through SerializedProperty.boxedValue. (UUM-66350)
  • UI Toolkit: Added support for column widths in percentage. (UUM-21102)
  • UI Toolkit: Fixed a regression introduced in 2023.3.0b11 where the placement of the children inside a visual would be offset depending on the padding value of one of them. More specifically, for the error to occurs, a child should grow/shrink to fill their parent, two children or more have min/max constraints, and of theses at least one has a margin in the flex direction of it's parent. (UUM-66373)
  • UI Toolkit: Fixed an exception thrown by the UIBuilder when opening uxml file setting the contentContainer attribute. (UUM-37752)
  • UI Toolkit: Fixed attribute override support for sub-assets. (UUM-66030)
  • UI Toolkit: Fixed custom style variables on children elements sometimes not overriding variables from parent elements. (UUM-32738)
  • UI Toolkit: Fixed EnumFlagsField sending a change event when it was unbound. (UUM-53687)
  • UI Toolkit: Fixed IndexOutOfRangeException when trying to add an empty style name. (UUM-66233) First seen in 6000.0.0b1.
  • UI Toolkit: Fixed missing initial ChangeEvent when creating an inspector for a field whose value matches the default value for its type. (UUM-14263)
  • UI Toolkit: Fixed renaming not working when changing selection. (UUM-62652)
  • UI Toolkit: Fixed straight segments appearing when filling a Painter2D.Arc() preceded by Painter2D.MoveTo(). (UUM-65234)
  • UI Toolkit: Fixed the window state when reimporting a bound script. (UUM-59990)
  • UI Toolkit: Fixed titles for UI Toolkit Samples window menus to make them easier to read. (UUM-63248)
  • UI Toolkit: Fixed VectorImage bounding-box measurements that were sometimes too small. (UUM-64624)
  • UI Toolkit: Fixed Zoom with hotkey on Mac does not work inside the canvas. (UUM-52102)
  • UI Toolkit: Properly look for the right data source path. (UUM-59593)
  • UI Toolkit: When in Runtime on mobile, a ScrollView will no longer scroll if the touch interaction needs to be treated by a child element first (ex: a menu from a DropdownField). (UUM-39969)
  • UI Toolkit: [Properties] Fixed an issue where explicit interface properties would have an invalid property name. (UUM-63548)
  • UI Toolkit: [Properties] Fixed an issue where the source generator would generate invalid code for partial generic types. (UUM-62692)
  • Universal RP: Disable depth priming for cameras with depth only render targets. (UUM-65523)
  • VFX Graph: Added tooltips to the VFX Control panel. (UUM-8907)
  • VFX Graph: Fixed FloatField reduced to 1px height (UUM-65786)
  • New 6000.0.0b12 Package Changes since 6000.0.0b11:
  • Packages updated:
  • com.unity.services.core: 1.12.2 → 1.12.4
  • com.unity.visualscripting: 1.9.1 → 1.9.2

New in Unity 2023.2.14 (Mar 13, 2024)

  • Features:
  • Version Control: New tab view to list and manage locks
  • API Changes:
  • Core: Added: API to force active set for APV. (UUM-64028)
  • Fixes:
  • 2D: Fixed exception error when slicing Sprite after an Undo. (UUM-62818)
  • Android: Fixed freeze when opening Icons section of Player Settings. (UUM-61146)
  • Animation: Fixed crash when loading asset bundle with animation clip serialized before 2022.1. (UUM-63344)
  • Audio: Fixed ARC spamming warnings when being duplicated/renamed/editor opened if loop/time/trigger mode settings would cause an infinite number of clips. Also fixed the message to clearly state we automatically fix the time property. (UUM-55698)
  • Build Pipeline: Fixed a regression where mesh components are stripped if its shader is made of UsePass only references. (UUM-57201)
  • Build Pipeline: Fixed the build failure when switch platform and build player are called together. (UUM-54379)
  • Documentation: Fixed description for AudioSource.GetDSPBufferSize by pointing to the correct DSP buffer size setting. (UUM-52557)
  • Editor: Fixed case where closing a docked window could result in overlapping sibling windows. (UUM-41817)
  • Editor: Fixed context menu not showing up when right-clicking a UnityEvent in Inspector. (UUM-59240)
  • Editor: Fixed for Crash on NSException when the display dialog contains a long message containing multibyte characters which are clipped when the message is abbreviated by ellipses. (UUM-62757)
  • Editor: Fixed hyperlink color for light mode in the editor. (UUM-57288)
  • Editor: Fixed incorrect duplicate menu items being removed when menu system is updated. (UUM-14958)
  • Graphics: Fixed crash when importing an unsupported 2x2 mipmapped, BC-compressed asset created in an older version of Unity. (UUM-48520)
  • HDRP: Fixed an issue where HDRP shaders were not HLSL2021 compliant. (UUM-64747)
  • IL2CPP: Fixed build failure when using unary negation operator (-) or bitwise not operator (~) on a pointer type cast to a native integer (nint/nint). (UUM-62413)
  • IL2CPP: Fixed inclusion of file and line numbers when specified in the IL2CPP Stacktrace Information setting for a Server build. (UUM-59506)
  • IL2CPP: Fixed MemoryMappedFile on posix systems to query page size from the system, instead of hardcoding it. (UUM-54598)
  • macOS: Fixed memory spikes when macOS player is offscreen or minimized. (UUM-30049)
  • Mono: Fixed issue where custom client and server certificates were not correctly being validated by HttpClient. (UUM-57031)
  • Mono: Fixed race condition in ManagedWebSocket release of semaphore and buffer. (UUM-61544)
  • Particles: Fixed an issue where using GPU instanced mesh particles could result in visual corruption. (UUM-64297)
  • Scripting: Fixed crash when reflecting over all parameters on all methods in the UnityEngine assembly. (UUM-62295)
  • Serialization: Fixed errors when opening a Prefab with an overriden managed reference and Show Overrides is enabled. (UUM-46566)
  • uGUI: Fixed the virtual keyboard of InputField not closing upon Enter/Newline on Android. (UUM-57150)
  • UI Elements: Fixed an issue where where the ListView's toggle focus state to did not match IMGUI. (UUM-37800)
  • UI Elements: Fixed the disabled ListView's footer styling. (UUM-61636)
  • UI Elements: Fixed the keyboard navigation for ListView's foldout. (UUM-60999)
  • UI Elements: Fixed the recursive call that caused the stackoverflow for dynamic height collection view elements. (UUM-46701)
  • UI Elements: Fixed the runtime keyboard navigation for ListView. (UUM-61723)
  • UI Toolkit: Fixed an issue when pressing the delete key on a selected style sheet in the explore would not remove it. (UUM-36848)
  • Universal RP: Fixed an issue where keywords were incorrectly enabled/disabled when shadows were enabled in the URP Asset and "Transparent Receive Shadows" was disabled on the renderer. (UUM-64416)
  • Version Control: Fixed an issue where branch creations did not start from the latest changeset.
  • Version Control: Fixed an issue where user was not able to expand added item list after collapsing.
  • Version Control: Fixed Diff option unavailable for .prefab.
  • Version Control: Fixed DropdownField not working properly on a ModalUtility window on MacOS.
  • Version Control: Fixed finding changes operation being firing constantly.
  • Version Control: Fixed issue with existing checkout operations locking the workspace.
  • Version Control: Fixed layout error when switching checkout status in the inspector.
  • Version Control: Fixed Pending Changes context menu had the view file history greyed out for asset+meta.
  • Version Control: Fixed Preconfigured date format was not recognized as a valid DateTime.
  • Version Control: Fixed typo in locks tooltip.
  • Version Control: Fixed UI error when opening and closing multiple closable tabs.
  • Version Control: Removed obsolete content in package documentation.
  • Version Control: Replaced "plasticscm.com" by a "https://unity.com/solutions/version-control" in the package.json.
  • Version Control: Reviewed initialization and application lifecycle.
  • VFX Graph: Fixed pCache exporter insure color in linear space. (UUM-41837)
  • WebGL: Fixed Orientation Lock code to not crash when run on iOS Safari's new partially complete implementation of screen.orientation API. (UUM-49634)
  • Package changes in 2023.2.14f1:
  • Packages updated:
  • com.unity.2d.animation: 10.1.0 → 10.1.1
  • com.unity.2d.common: 9.0.3 → 9.0.4
  • com.unity.2d.psdimporter: 9.0.1 → 9.0.2
  • com.unity.2d.spriteshape: 10.0.2 → 10.0.3
  • com.unity.collab-proxy: 2.2.0 → 2.3.1
  • com.unity.ide.rider: 3.0.27 → 3.0.28
  • Packages added:
  • [email protected]

New in Unity 2023.3.0 Beta 10 (Mar 13, 2024)

  • Fixes:
  • 2D: Fixed crash on SpriteAtlas::GroupSprites when attempting to generate a Sprite Atlas without calling AssetDatabase.CreateAsset first. (UUM-62272)
  • Android: Disabled MemoryAdvice library integration since it crashes on some devices. (UUM-57044)
  • Android: Fixed an issue where a black frame flashes when returning to Unity Game Activity from the home screen. (UUM-58966)
  • Animation: Blend Tree assets are now correctly deleted when overwritten by an Animation Clip in an Animator. (UUM-62807)
  • Animation: Fixed Editor spike when selecting a GameObject with a Playable Director Component. (UUM-59654)
  • Asset Pipeline: Fixed crash when loading large Content Archive. (UUM-60469)
  • Build Pipeline: Fixed a regression where mesh components are stripped if its shader is made of UsePass only references. (UUM-57201)
  • Build Pipeline: Fixed an issue where Editor would crash due to a corrupted json file. (UUM-48603)
  • DX12: Fixed the silent crash, when loading RenderDoc on DX12. (UUM-63933) First seen in 2023.3.0b6.
  • Editor: Build Profile Window - Fixed for Android classic profile constantly consuming more cpu than it should. (UUM-64770) First seen in 2023.3.0b10.
  • Editor: Fixed a bug where mouse interactions with the Scene view window were not working as intended. (UUM-62950) First seen in 2023.3.0a10.
  • Editor: Fixed a crash when trying to import too much mesh vertex blend shape data. (UUM-53148)
  • Editor: Fixed an issue by clarifing that the slope in GetSteepness is always positive.
  • Editor: Fixed an issue that prevented the EditorUtility.OpenFilePanelWithFilters() function from applying filters correctly on macOS with 2 part extensions. i.e. tar.gz. (UUM-63515)
  • Editor: Fixed an issue to ensure that if we use a default ObjectField it doesn't throw a null context exception. (UUM-64366) First seen in 2023.3.0a19.
  • Editor: Fixed an issue to ensure the editor properly set the current mode after domain reload or after packages have been loaded. (UUM-64765) First seen in 2023.3.0b10.
  • Editor: Fixed an issue when entering detail painting mode no longer crashes the Editor when the TerrainData contains corrupt data. (UUM-62515)
  • Editor: Fixed an issue when Fields that could still be edited even though multi-editing is not supported when multiple Game Objects are selected should no longer be visible. (UUM-61080)
  • Editor: Fixed an issue where the resize cursor showed up when hovering over a draggable tab. (UUM-59161)
  • Editor: Fixed edge cases for Same Properties query generation. (UUM-61273)
  • Editor: Fixed GameObject Prefab in the Hierarchy window having a bigger font size when it is disabled. (UUM-61447)
  • Editor: Fixed Index null ObjectReference. These can be searched with =none. (UUM-61256)
  • Editor: Fixed issue with IsEllided property in TextHandle sometimes being invalid. (UUM-58784)
  • Editor: Fixed issue with sprite text asset selection in the inspector. (UUM-48683)
  • Editor: Fixed Preset Selector shown in text mode since there is no search propositions available. (UUM-62701)
  • Editor: Fixed preset to have their own searchpropositions (query block). (UUM-59118)
  • Editor: Fixed Project Browser in AdvanceSearchEngine treats all t: and l: as t= and l=. (UUM-61220)
  • Editor: Fixed Project window content font size not matching the Editor font size when the icons are minimized. (UUM-61754)
  • Editor: Fixed Search Sort type is nicified. (UUM-63888) First seen in 2023.3.0b7.
  • Editor: Fixed searchquery path validation for mac. (UUM-63375)
  • Editor: Fixed unexpected closure of the Search Window when opening an Advanced Dropdown. (UUM-62762) First seen in 2023.3.0b7.
  • Editor: Fixed Xcode selection in Build Profiles window for iOS platform ("Other" option). (UUM-64007)
  • Editor: Improved the GetHashCode function for Vector2Int. (UUM-61776) First seen in 2023.3.0b4.
  • Editor: Protected against crashes when passing invalid dimensions to an editor window (NaN or Infinity). (UUM-53656)
  • Editor: [Build Profile Window] Fixed an issue for run last build button not showing up for console profiles when clicking on open scene list. (UUM-64043) First seen in 2023.3.0b9.
  • GI: Removed logging which has caused users, supporters and developers to waste time and leave the user with no solution. (UUM-64413)
  • Graphics: Fixed a crash in Mesh bounds recalculation when not enough vertices are assigned to the mesh for each sub-mesh. (UUM-5812)
  • Graphics: Fixed Renderer custom properties (Renderer.SetPropertyBlock) not overriding Material properties when using Ray Tracing / Path Tracing in HDRP. (UUM-64593)
  • HDRP: Fixed fog scattering that didn't take in account the scene color. (UUM-62737) First seen in 2023.3.0f1.
  • HDRP: Fixed interaction between on demand shadow rendering and enable/disable of the light source. (UUM-61098) First seen in 2023.3.0b4.
  • HDRP: Fixed lens flare occlusion not taking in account the volumetric fog for the sun.
  • HDRP: Updated HDRP shaders to be HLSL2021 compliant. (UUM-64747)
  • iOS: Added missing privacy manifest entry for System Boot time API usage.
  • Physics: Fixed an issue where the handling of the ArticulationDriveType serialized property of ArticulationDrives was incorrect in the ArticulationBody inspector. (UUM-64175)
  • Profiler: Fixed an issue whereby the Physics2D module did not display counters in the Profiler. (UUM-57758)
  • Scene/Game View: Fixed a problem were the scene picking cache could be out of date.
  • Scene/Game View: Fixed an issue where the pop-up overlays would be displayed outside of the editor window. (UUM-62422) First seen in 2023.3.0b5.
  • Scene/Game View: Fixed an issue where the Tool Settings overlay was popping in the middle of the scene view rather than at the mouse position.
  • Scene/Game View: Fixed the ToolSettings popup location to be at the mouse position. (UUM-62764) First seen in 2023.3.0b5.
  • Scripting: Fixed an issue where debugging a .net 6 project with Visual Studio would make the editor hang on startup. (UUM-60296)
  • Scripting: Fixed crash when reflecting over all parameters on all methods in the UnityEngine assembly. (UUM-62295)
  • Scripting: Fixed reload not happening when multiple compilations happens in same editor tick. (UUM-62508)
  • Search: Fixed "filtermode" not adding a query block. (UUM-61219)
  • Search: Fixed "filtermode" search proposition appearing twice. (UUM-61247)
  • Search: Fixed an issue for a missing square icon for AssetLabel. (UUM-62795)
  • Search: Fixed an issue to ensure Index have a dependency id computed from their type name. (UUM-62159)
  • Search: Fixed an issue when directory are renamed it was not properly invalidate propertydb. (UUM-59213)
  • Search: Fixed an issue where index types of assets that are not .prefab were not ensured. (UUM-62327) First seen in 2023.3.0b6.
  • Search: Fixed an issue which allows index to be saved in local package. (UUM-62277)
  • Search: Fixed IndexManager by disabling SubObject options editing if the index is Scene or Prefab. (UUM-62150)
  • Search: Fixed Synchronous search at unity startup or after domain reload. Ensure DB are initialized. (UUM-61251)
  • Shaders: Fixed code generated for Texture.Load with offset. (UUM-56574)
  • SRP Core: Added CreateSkyboxRendererList in Render Graph API. (UUM-60100) First seen in 2023.3.0a1.
  • SRP Core: Rendering Debugger - Fixed Render Graph Debug Display Reset behaviour. (UUM-62760) First seen in 2023.3.0b3.
  • uGUI: Fixed an issue when Interacting with Occluded Button Areas using UGUI and GraphicRaycaster, the clickability is now consistent. (UUM-60672)
  • UI Toolkit: Adjusted UI builder library so all rows items are aligned. Fixed alignment of Toolbar items so they all match. (UUM-58684)
  • UI Toolkit: Fixed an issue by lowering the default max character bound of value fields. (UUM-61180)
  • UI Toolkit: Fixed an issue when pressing the delete key on a selected style sheet in the explore will now remove it. (UUM-36848)
  • UI Toolkit: Fixed missing help documentation for SpriteAsset component in TextCore. (UUM-48801)
  • UI Toolkit: Fixed pointer events on the secondary display received as though they were occuring on the main display when using new Input System and adding an EventSystem on the scene. (UUM-47650)
  • UI Toolkit: Fixed setting variable makes position text fields disappear. (UUM-36708)
  • UI Toolkit: Fixed USS alias variables are not displayed in the USS variable list. (UUM-60500)
  • UI Toolkit: Fixed USS variable property inspector does not stay open when holding on a USS variablen. (UUM-60502) First seen in 2023.3.0b1.
  • UI Toolkit: Fixed wrong clickCount during PointerDown when using InputSystemUIInputModule after clicking on another object. (UUM-57082)
  • Universal RP: Added UI features to encourage the use of Rendering Layers in URP to control selective lighting, instead of using culling mask. The former works across Deferred, Forward and Forward+, while the latter only works with Forward. (UUM-64171)
  • Universal RP: Fixed an issue where keywords were incorrectly enabled/disabled when shadows were enabled in the URP Asset and "Transparent Receive Shadows" was disabled on the renderer. (UUM-64416)
  • Universal RP: Fixed an issue where using Alpha Clipped shaders and Depth Priming resulted in invisible objects. (UUM-64447)
  • Universal RP: Fixed reflection probes are now sorted correctly for Forward+. (UUM-61590)
  • Universal Windows Platform: Fixed an issue where"Executable Only" UWP builds failed after running a "D3D Project" build. (UUM-58153)
  • URP: Fixed an issue to ensure motion vector depth buffer is valid for cameras with motion vectors enabled. (UUM-61466)
  • VFX Graph: Fixed an exception that could be raised when deleting all graph nodes in some specific cases. (UUM-61929) First seen in 2023.3.0a7.
  • VFX Graph: Fixed normal handling of odd-negative scales. (UUM-55304) First seen in 2023.3.0a12.
  • Video: Fixed VideoPlayer doesn't play videos when demux buffer size is too small. (UUM-49480)
  • VisionOS: Fixed compiler errors in generated Xcode projects when application attempts to use web cam APIs. (UUM-64167)
  • New 2023.3.0b10 Package Changes since 2023.3.0b9:
  • Packages updated:
  • com.unity.probuilder: 6.0.1-pre.1 → 6.0.1-pre.2

New in Unity 2023.2.13 (Mar 13, 2024)

  • Improvements:
  • AI: The instantiation of NavMeshes into the scene happens slightly faster.
  • HDRP: Improved scene culling performance when APV is enabled in the project.
  • Fixes:
  • 2D: Fixed an editor crash when Atlas content is edited in Play Mode. (UUM-61407)
  • Accessibility: Fixed fully off-screen accessibility nodes being skipped by TalkBack. (UUM-63462)
  • AI: Fixed crash that happens when NavMesh Agents with active avoidance try to move between obstacles that carve the NavMesh in some particular locations. (UUM-49214)
  • Android: Remove UTF BOM from SDK tools commands. (UUM-60488)
  • Android: Temporarily hide 'Upgrade templates to C#...' button in Player Settings.
  • Android: Temporarily hide AndroidProjectFiles properties - GradleProperties, GradleSettings, LauncherBuildGradle, LauncherManifest, ProjectLevelBuildGradle, UnityLibraryBuildGradle, UnityLibraryManifest until Google's EDM4U will no longer requires templates.
  • Animation: Blend Tree assets are now correctly deleted when overwritten by an Animation Clip in an Animator. (UUM-62807)
  • Animation: Fixed deleting StateMachine leaking outgoing transitions. (UUM-58996)
  • Animation: Fixed Editor spike when selecting a GameObject with a Playable Director Component. (UUM-59654)
  • Asset Import: Update PVRTexTool from v4.17 to v5.5. Fixes Mac texture size limit bug and Arm64 macOS compatibility. (UUM-3775)
  • Asset Pipeline: Fixed a crash when loading large Content Archive. (UUM-60469)
  • Bug Reporter: Fixed an issue that could cause Bug Reporter project archives to fail when creating multiple editor instances with the MPMM package. (UUM-53115)
  • Build Pipeline: Fixed an issue where Editor would crash due to a corrupted json file. (UUM-48603)
  • Editor: Fixed an issue to ensure that if we use a default ObjectField it doesn't throw a null context exception. (UUM-64366)
  • Editor: Fixed an issue to ensured the resize cursor doesn't show up when hovering over a draggable tab. (UUM-59161)
  • Editor: Fixed an issue to protected against crashes when passing invalid dimensions to an editor window (NaN or Infinity). (UUM-53656)
  • Editor: Fixed an issue when fields that could still be edited even though multi-editing is not supported when multiple Game Objects are selected should no longer be visible. (UUM-61080)
  • Editor: Fixed an issue when On activity the videoplayer was stuck if called after the standby/resume state. (UUM-54785)
  • Editor: Fixed edge cases for Same Properties query generation. (UUM-61273)
  • Editor: Fixed GameObject Prefab in the Hierarchy window having a bigger font size when it is disabled. (UUM-61447)
  • Editor: Fixed issue with IsEllided property in TextHandle sometimes being invalid. (UUM-58784)
  • Editor: Fixed issue with sprite text asset selection in the inspector. (UUM-48683)
  • Editor: Fixed Preset have their own searchpropositions (query block). (UUM-59118)
  • Editor: Fixed Project Browser in AdvanceSearchEngine treats all t: and l: as t= and l=. (UUM-61220)
  • Editor: Fixed Project window content font size not matching the Editor font size when the icons are minimized. (UUM-61754)
  • Editor: Fixed scene template dependency list view in inspector window. (UUM-59838)
  • Editor: Fixed Search Sort type is nicified. (UUM-63888)
  • Editor: Fixed searchquery path validation for mac. (UUM-63375)
  • Editor: Fixed wrong menu item getting the checked state when it had a duplicate name. (UUM-3533)
  • Editor: GameActivity ANR fix when fullscreen videoplayer playback ends. (UUM-34306)
  • Editor: Index null ObjectReference. These can be searched with =none (UUM-61256)
  • Editor: Preset Selector shows in text mode since there is no search propositions available. (UUM-62701)
  • Entities Graphics: Fixed an issue where runtime created materials registered with the BRG/EntitiesGraphics would sometimes get unloaded when maximising the game view. (UUM-54573)
  • Graphics: CommandBuffer.SetComputeTextureParam when used with a non-RenderTexture rt and a non-default RenderTextureSubElement element parameter could crash due to expecting a RenderTexture. Now the element parameter is correctly ignored for non-RenderTextures. (UUM-63700)
  • Graphics: Fixed a regression in DrawProceduralIndirect in the Directx 11 backend when it was erroneously throwing "Draw indirect argument buffer too small" when using an argument buffer of 4 ints. (UUM-63246)
  • Graphics: Fixed an issue to invoke the PostRender callback when SceneView uses EditorDrawOutline. (UUM-57025)
  • Graphics: Fixed editor crash when trying to perform recursive rendering on the frame exiting PlayMode. (UUM-60383)
  • Graphics: Fixed flickering in shadows when TAA is enabled in the built-in render pipeline. (UUM-63814)
  • Graphics: Fixed VertexLM path lighting setup. (UUM-59676)
  • Graphics: Stop allocating full resolution Vulkan Swapchain images when using an external Swapchain. (UUM-56851)
  • iOS: Fixed an issue by adding a missing privacy manifest entry for System Boot time API usage.
  • Linux: Fixed crash when destroying and rebuilding main GTK menu. (UUM-53175)
  • Linux: Fixed crash when destroying and rebuilding main GTK menu. (UUM-56334)
  • Networking: Throw exception instead of crashing if UnityWebRequest is sent during app quit, such as from Destroy(). (UUM-63150)
  • Profiler: Fixed an issue whereby the Physics2D module did not display counters in the Profiler. (UUM-57758)
  • Scene/Game View: Fixed Transform Tool rotation handle not respecting increment snap setting. (UUM-61749)
  • Scene/Game View: Reverting fix for potential null reference exception. (UUM-59891)
  • Scripting: Fixed an issue to ensure the completion of Awaitable.NextFrameAsync is not raised too early. (UUM-44012)
  • Scripting: Fixed an issue where debugging a .net 6 project with Visual Studio would make the editor hang on startup. (UUM-60296)
  • Scripting: Fixed deadlock being created for Awaitable async methods NextFrameAsync, EndOfFrameAsync when Time.timeScale is 0. (UUM-64086)
  • Scripting: Fixed reload not happening when multiple compilations happens in same editor tick. (UUM-62508)
  • Search: Fixed "filtermode" not adding a query block. (UUM-61219)
  • Search: Fixed "filtermode" search proposition appearing twice. (UUM-61247)
  • Search: Fixed an issue to allows index to be saved in local package. (UUM-62277)
  • Search: Fixed an issue to ensure Index have a dependency id computed from their type name. (UUM-62159)
  • Search: Fixed an issue to ensure we index types of assets that are not .prefab. (UUM-62327)
  • Search: Fixed an issue when directory are renamed, properly invalidate propertydb. (UUM-59213)
  • Search: Fixed Synchronous search at unity startup or after domain reload. Ensure DB are initialized. (UUM-61251)
  • Search: In IndexManager, disable SubObject options editing if the index is Scene or Prefab (UUM-62150)
  • Terrain: Entering detail painting mode no longer crashes the Editor when the TerrainData contains corrupt data. (UUM-62515)
  • TextCore: Fixed an issue to ensure Dynamic FontAsset have a readable Atlas. (UUM-59596)
  • UI Elements: Fixed some errors when parsing a menu item name that was just whitespace. (UUM-64241)
  • UI Toolkit: Fixed disappearing elements when an ancestor goes to a null-scale transform. (UUM-62401)
  • UI Toolkit: Fixed elements size when a new control is dragged onto the UI Builder hierarchy. (UUM-61553)
  • UI Toolkit: Fixed pointer events on the secondary display received as though they were occuring on the main display when using new Input System and adding an EventSystem on the scene. (UUM-47650)
  • UI Toolkit: Fixed SaveToVectorImage() bounds wrongly calculated. (UUM-41589)
  • UI Toolkit: Fixed setting variable makes position text fields disappear. (UUM-36708)
  • UI Toolkit: Fixed StackOverflowException from EnumFlagsField when showing mixed values. (UUM-60654)
  • UI Toolkit: Fixed USS alias variables are not displayed in the USS variable list. (UUM-60500)
  • UI Toolkit: Fixed wrong clickCount during PointerDown when using InputSystemUIInputModule after clicking on another object. (UUM-57082)
  • UI Toolkit: Fixed wrong help link for TextMeshPro Sprite Asset. (UUM-48801)
  • Universal RP: Add UI features to encourage the use of Rendering Layers in URP to control selective lighting, instead of using culling mask. The former works across Deferred, Forward and Forward+, while the latter only works with Forward. (UUM-64171)
  • Universal RP: Fixed an issue where using Alpha Clipped shaders and Depth Priming resulted in invisible objects. (UUM-64447)
  • Universal RP: Fixed incorrect alpha-clip behavior on transparent surfaces. (UUM-56601)
  • Universal RP: Fixed overlays not visible when using FXAA with Full Screen Pass Renderer Features set to "AfterRenderingPostProcessing". (UUM-57542)
  • Universal RP: Fixed the FinalPostPass executing before "AfterRenderingPostProcessing" instead of after it. (UUM-48857)
  • Universal Windows Platform: Fixed "FormatException: The input is not a valid Base-64 string" is thrown when setting EditorUserBuildSettings.windowsDevicePortalUsername. (UUM-58808)
  • URP: Ensure motion vector depth buffer is valid for cameras with motion vectors enabled. (UUM-61466)
  • Video: Fixed a crash on BaseVideoTexture::InitVideoMemory when capturing Theta V's output texture. (UUM-60361)
  • WebGL: Update AudioClip.frequency to return the effective WebAudio AudioBuffer sampleRate value. (UUM-47637)
  • Windows: Fixed Double backslash becoming single backslash when passing a Network path as a command line argument. (UUM-55979)

New in Unity 2023.2.12 (Mar 6, 2024)

  • Improvements:
  • Audio: Made it possible to create an ARC from a selection of multiple audio clips.
  • Graphics: Improved performance and memory requirements of Texture API calls such as LoadRawTextureData that write to a Texture2D that was created with the TextureCreationFlags.DontUploadUponCreate flag. (UUM-35989)
  • Mono: Implement stack probes for Windows Arm64.
  • Fixes:
  • 2D: Fiedx Invalid SortingGroup index set in Renderer error message appearing when a SortingGroup is created and another is deleted at the same time. (UUM-62716)
  • 2D: Fixed issue where textures set from the ShaderGraph shader are not applied for use in the TilemapRenderer. (UUM-62066)
  • 2D: Fixed missing stencil draw calls when rendering normals with SpriteMask. (UUM-63214)
  • Accessibility: Fixed app hanging on iOS after turning VoiceOver on and off a few times. (UUM-62340)
  • Android: Fixed back gesture invoking UI elements. (UUM-48818)
  • Audio: Fixed an issue in the audio random container where the sliders in some cases would push the textfield out of the window when randomisation is enabled. (UUM-57188)
  • Audio: Fixed an issue that would cause scheduled clips in the Audio Random Container to be prematurely stopped when enabling scene audio. (UUM-52755)
  • Audio: Fixed an issue that would cause undo/redo to sometimes work incorrectly for the Audio Random Container resource field. (UUM-62119)
  • Audio: Fixed an issue that would sometimes cause a game object to throw an error in the log when drawing the game objects inspector, if the game object implements OnAudioFilterRead. (UUM-61145)
  • Documentation: Removed mentions of web player in Microphone.Start. (UUM-52555)
  • Editor: Ensure X is visible in Picker mode if needed, and that pressing X actually return back to the initial query. (UUM-61201)
  • Editor: Fixed a crash related to throwing BuildFailedException in BuildProcessor.PrepareForBuild. (UUM-62231)
  • Editor: Fixed a performance regression in the TextureImporter. (UUM-36303)
  • Editor: Fixed an issue where the Columns and Rows values are not updating in a TextureImporter preset. (UUM-59090)
  • Editor: Fixed an issuye where GUI in the Scene were using an incorrect offset when Scene filtering was active. (UUM-61753)
  • Editor: Fixed casting integers to memory labels. (UUM-57246)
  • Editor: Fixed Index manager doesn't override file or folder if user cancels the OpenDialog. (UUM-58792)
  • Editor: Fixed indexing in playmode when in playmode we do not start asset indexing. When the user stops playmode, the relevant asset indexing tasks will start. (UUM-58793)
  • Editor: Fixed memory warning in the console. (UUM-63549)
  • Editor: Fixed type remapping for asmdef, animation and terrain. (UUM-58791)
  • Editor: The graphics Tier Settings editor window has been changed back to a horizontal layout with the addition of a scrollbar for when the window is still sized too small to display the full contents. (UUM-59952)
  • Graphics: Fixed potential crash in URP Forward+ due to out-of-bounds buffer access. (UUM-64148)
  • Graphics: Fixed undefined behavior in Texture2D.Compress / EditorUtility.CompressTexture / EditorUtility.CompressCubemapTexture when these were dealing with partial mip-chain textures. The APIs now leave the mipmap count of textures untouched. (UUM-35985)
  • Graphics: Support requesting a DXT compressed texture using ImageConversion.LoadImage and Texture2D.LoadImage on Android. (UUM-52927)
  • HDRP: Optimize PBR sky precomputation and memory usage. (UUM-58381)
  • HDRP: Optimize the OnDisable of DecalProjector component when disabling a lot of decals at the same time.
  • HDRP: Remove the error message "Decal texture atlas out of space..." in release builds (it now only appears in the Editor or Development Builds).
  • iOS: If Image and Background launch screen is used without proper image setup, issue warning and fallback to default launch screen. (UUM-60545)
  • macOS: Crash Reporter failing to upload to cloud due to path not being pre-created. (UUM-60277)
  • Mono: Disallow unrestricted polymorphic deserialization in DataSet. (UUM-62270)
  • Physics: Added a new parameter to the physics settings -- fast motion threshold. It allows to improve the CCD response for fast moving small bodies that collide with larger ones. (UUM-57910)
  • Search: Fixed Search Window table view buttons appearing multiple times. (UUM-59166)
  • Search: Re-enabled search providers priority sorting. (UUM-60991)
  • Search: Remove the Transient Window menu item. (UUM-59187)
  • Shaders: Improved message in the player log when sending the shader variant to the GPU driver. (UUM-62527)
  • SRP Core: Correct gathering of the current pipeline to generate the UI for the Default Volume Profile. (UUM-64000)
  • TextCore: Ensure GetPreferredValues and GenerateTextMesh return the same size. (UUM-61577)
  • TextCore: Fixed Ideographic Variation Selector. (UUM-63538)
  • TextMeshPro: Setting the game object layer for the Dropdown blocker game object to match the Canvas value. (UUM-62470)
  • uGUI: Setting the game object layer for the Dropdown blocker game object to match the Canvas value. (UUM-62470)
  • UI Toolkit: Fixed default runtime theme creation in the UI Builder. (UUM-56954)
  • UI Toolkit: Fixed documentation links for UI Toolkit assets and scripts. (UUM-28715)
  • UI Toolkit: Fixed view data states not being saved for children of ListView. (UUM-62717)
  • VFX Graph: Disable MeshToSDFBaker shaders on GLES3 to avoid warnings. (UUM-53994)
  • VFX Graph: Fixed an incompatibility with HLSL 2021. (UUM-63956)
  • VFX Graph: Fixed an unexpected material listing in animation window. (UUM-46719)
  • VFX Graph: Instancing when gradient selection was based on a branch was wrong. (UUM-58615)
  • VFX Graph: Switch property binder from ExecuteInEditMode in ExecuteAlways. (UUM-56866)
  • WebGL: Fix for Render Texture depth buffers sometimes not being cleared properly (UUM-57343)
  • Package changes in 2023.2.12f1:
  • Packages updated:
  • com.unity.addressables: 1.21.19 → 1.21.20
  • com.unity.polybrush: 1.1.4 → 1.1.6
  • com.unity.scriptablebuildpipeline: 1.21.21 → 1.21.22

New in Unity 2023.3.0 Beta 9 (Mar 5, 2024)

  • Improvements:
  • HDRP: Improved scene culling performance when APV is enabled in the project.
  • SRP Core: Improved BeginRenderPass CPU performance in the Native Render Pass Render Graph (URP).
  • Universal RP: Bloom shader variants are now stripped per feature (LQ, LQ Dirt, HQ, HQ Dirt).
  • API Changes:
  • Core: Added: API to force active set for APV. (UUM-64028)
  • Changes:
  • 2D: Changed Shadow Caster 2D to provide a message that GPU skinning is not supported when it is enabled. (UUM-18815)
  • Fixes:
  • 2D: Fixed an Editor crash when Atlas content is edited in Play Mode. (UUM-61407)
  • 2D: Fixed an issue where textures set from the ShaderGraph shader are not applied for use in the TilemapRenderer. (UUM-62066)
  • 2D: Fixed Invalid SortingGroup index set in Renderer error message appearing when a SortingGroup is created and another is deleted at the same time. (UUM-62716)
  • 2D: Fixed missing stencil draw calls when rendering normals with SpriteMask. (UUM-63214)
  • 2D: Fixed slice menu window does not close immediately when Sprite Editor Window is closed. (UUM-61904) First seen in 2023.3.0a2.
  • Accessibility: Fixed the ordering of native accessibility nodes that are moved or inserted into an active hierarchy on iOS. The ordering of elements in the native accessibility tree now remains consistent with the active C# hierarchy on iOS. (UUM-52879)
  • Android: Fixed a freeze when opening Icons section of Player Settings. (UUM-61146)
  • Android: Fixed compatibility problem with com.unity.addressables.android package. (UUM-63971) First seen in 2023.3.0b7.
  • Android: Reduced the amount of time that the screen is displayed without including the cutout area. (UUM-55678)
  • Android: Updated android docs to account for new Android SDK/JDK version in 2023.3. (UUM-63953) First seen in 2023.3.0b7.
  • Audio: Fixed seeking of serialized MP3 files. (UUM-62086)
  • Editor: Fixed a Crash on NSException when the display dialog contains a long message containing multibyte characters which are clipped when the message was abbreviated by ellipses. (UUM-62757)
  • Editor: Fixed a memory warning in the console issue. (UUM-63549)
  • Editor: Fixed an issue where GUI in the Scene were using an incorrect offset when Scene filtering was active. (UUM-61753)
  • Editor: Fixed Color picker preview can now sample from the menu bar and the dock area. (UUM-52823)
  • Editor: Fixed context menu not showing up when right-clicking a UnityEvent in Inspector. (UUM-59240)
  • Editor: Fixed crash that occurs when opening the Occlusion Culling window. (UUM-506)
  • Editor: Fixed creating an Assembly Definition that did not use the correct NewAssembly template rather than the NewTestAssembly template. (UUM-63819) First seen in 2023.3.0b7.
  • Editor: Fixed material preview editor header buttons' functionality. (UUM-49673) First seen in 2023.3.0a8.
  • Editor: Fixed scene template dependency list view in inspector window. (UUM-59838)
  • Editor: [Build Profile Window] Fixed for build and build and run display names not getting updated when duplicating a build profile. (UUM-60034) First seen in 2023.3.0b1.
  • Editor: [Build Profile] Fixed for active profile pointing to a build profile which its module is not installed. (UUM-62985) First seen in 2023.3.0b7.
  • Graphics: Fixed a regression in DrawProceduralIndirect in the Directx 11 backend when it was erroneously throwing "Draw indirect argument buffer too small" when using an argument buffer of 4 ints. (UUM-63246)
  • Graphics: Fixed an alignment issue in ProjectSettings > Graphics. (UUM-60585) First seen in 2023.3.0b3.
  • Graphics: Fixed an issue where the GPU Resident drawer was updating object positions after rendering in some stand alone players. Object positions are now updated before rendering. (UUM-63987) First seen in 2023.3.0b8.
  • Graphics: Fixed an ordering of IRenderPipelineGraphicsSettings issue. (UUM-60585) First seen in 2023.3.0b3.
  • Graphics: Fixed case where no 2 IRenderPipelineGraphicsSettings can be displayed under the same category. (UUM-60585) First seen in 2023.3.0b3.
  • Graphics: Fixed CommandBuffer.SetComputeTextureParam when used with a non-RenderTexture rt and a non-default RenderTextureSubElement element parameter could crash due to expecting a RenderTexture. Now the element parameter is correctly ignored for non-RenderTextures. (UUM-63700)
  • Graphics: Fixed flickering in shadows when TAA is enabled in the built-in render pipeline. (UUM-63814)
  • Graphics: Fixed potential crash in URP Forward+ due to out-of-bounds buffer access. (UUM-64148) First seen in 2023.3.0a1.
  • Graphics: Fixed renderpass sometimes loosing color clear on metal. (UUM-62464) First seen in 2023.3.0b5.
  • HDRP: Optimize the OnDisable of DecalProjector component when disabling a lot of decals at the same time. (UUM-64279)
  • HDRP: Removed the error message "Decal texture atlas out of space..." in release builds (it now only appears in the Editor or Development Builds). (UUM-64275)
  • Input System: Fixed for potential corruption in InputManager.asset file.
  • Mono: Disallow unrestricted polymorphic deserialization in DataSet. (UUM-62270)
  • Physics: Added a new parameter to the physics settings -- fast motion threshold. It allows to improve the CCD response for fast moving small bodies that collide with larger ones. (UUM-57910)
  • TextCore: Ensure Dynamic FontAsset have a readable Atlas. (UUM-59596)
  • uGUI: Fixed the virtual keyboard of InputField not closing upon Enter/Newline on Android. (UUM-57150)
  • UI Toolkit: Added missing workflow for creating targeted selectors. (UUM-63335) First seen in 2023.3.0b5.
  • UI Toolkit: Fixed an issue where there was a missing "Properties.." context menu item to ObjectFields. (UUM-53671)
  • UI Toolkit: Fixed ContextualMenuPopulateEvent is now triggered when showing the context menu for an element that is bound to a SerializedProperty. (UUM-14801)
  • UI Toolkit: Fixed disappearing elements when an ancestor goes to a null-scale transform. (UUM-62401)
  • UI Toolkit: Fixed elements size when a new control is dragged onto the UI Builder hierarchy. (UUM-61553)
  • UI Toolkit: Fixed SaveToVectorImage() bounds wrongly calculated. (UUM-41589)
  • UI Toolkit: Fixed view data states not being saved for children of ListView. (UUM-62717)
  • UI Toolkit: Fixed wrong help link for TextMeshPro Sprite Asset. (UUM-48801)
  • UI Toolkit: Improved comparison of overridden list values in UI Builder when one is empty and the other null. They are now considered the same.
  • VFX Graph: Fixed incompatibility issue with HLSL 2021. (UUM-63956)
  • Windows: Profiler marker names are now correctly shown in NVidia NSight captures. (UUM-64026) First seen in 2023.3.0b8.
  • New 2023.3.0b9 Package Changes since 2023.3.0b8:
  • Packages updated:
  • com.unity.mobile.notifications: 2.3.1 → 2.3.2
  • com.unity.polybrush: 1.1.5 → 1.1.6
  • com.unity.netcode.gameobjects: 1.8.0 → 1.8.1
  • Packages added:
  • [email protected]

New in Unity 2023.2.11 (Feb 28, 2024)

  • Changes:
  • Universal RP: The Auto option in SH Evaluation Mode, in the URP Asset, now chooses Per Vertex instead of Per Pixel on mobile and similar devices. (UUM-60483)
  • XR: The Oculus XR Plugin package has been updated to 4.2.0.
  • Fixes:
  • Android: SoftInput layout issue on some Android device (Samsung Android 12+ devices). (UUM-59379)
  • Android: SoftInput visibility issue on some Android device when hideInput is enabled (Samsung Android 12+ devices). (UUM-57858)
  • Documentation: Fixed example code for AudioSource.GetSpectrumData by using AudioSource instead of AudioListener. (UUM-52561)
  • Editor: Delayed inspector reload after RP switch. (UUM-46943)
  • Editor: Fixed a bug where the hotkey would appear in the label of the selected item of a UIElements.PopupField and a EditorGUILayout.Popup. (UUM-6243)
  • Editor: Fixed error thrown from UnityYAMLMerge when comparing similar sequences. (UUM-31240)
  • Editor: Fixed issue where the Selection's active context would be set to null after importing an asset. (UUM-51712)
  • Editor: Fixed issue with sprites not working in text when using complex text features (UUM-57614)
  • Editor: Fixed pressing the Esc key changing the values of other properties when editing a property of the RectTransform. (UUM-56007)
  • Editor: Improve UI for light culling mask in Forward+ mode (UUM-41683)
  • Graphics: Ensured non-background materials aren't rendered as six-faced skyboxes. (UUM-62526)
  • macOS: Limit Update loop frequency by target frame rate to not overwhelm the system and not delay input processing. (UUM-59176)
  • Networking: UnityWebRequest scripting API improved and updated.
  • Package Manager: Fix install upm on asset store package selecting random package in package list. (UUM-62656)
  • Package Manager: Fixed Installing a package by name@version not showing "installing a package" in package details pane. (UUM-41690)
  • Package Manager: Package Import window retains its functionality when collapsing the root folder of a package (UUM-52889)
  • Scene/Game View: Fixed missing Alt + Left Mouse Button pan shortcut when in 2D scene mode. (UUM-61554)
  • Scripting: Ensure that we use a Logical Path rather than an Absolute Path when looking up InstanceIDs (UUM-63675)
  • UI Elements: Updated the logic to use the proper source count removing the dependency from the source type and layout version. (UUM-55415)
  • UI Toolkit: Fixed composite field values remain displayed as mixed when their showMixedValue is set back to false. (UUM-33760)
  • UI Toolkit: Fixed CompositeField subfield value setting when multi-editing. (UUM-63331)
  • UI Toolkit: Fixed elements sometimes remaining in the hover pseudo-state after a touch pointer input followed by hiding and showing the element. (UUM-8750)
  • UI Toolkit: Fixed elements sometimes remaining in the hover pseudo-state after a touch pointer input has left the them. (UUM-4156)
  • UI Toolkit: Fixed exception being thrown from showPlaceholderText when Button text was null. (UUM-60291)
  • UI Toolkit: Fixed FloatField showMixedValue has a different behavior than IMGUI's showMixedValue. (UUM-3456)
  • UI Toolkit: Fixed pointer and mouse events sometimes not sent exclusively to capturing element during the TrickleDown phase. (UUM-60384)
  • UI Toolkit: Fixed view data persistence not preserving the ListView and TreeView selected items. (UUM-29291)
  • UI Toolkit: Removed instable test case for AddNode (UUM-42968)
  • UI Toolkit: Removed instable test case for CreateNode (UUM-42969)
  • Universal RP: Fixed an issue where downsampled SSAO had serious artefacts on Android. (UUM-49557)
  • Universal RP: Fixed an issue where renderer features didn't pass validation if they inherit from another renderer feature. (UUM-56639)
  • Universal RP: Fixed an issue where Screen Space Decals keyword was missing when Strip Unused Variants was turned off.
  • Universal RP: Fixing RenderRequest using wrong renderer. (UUM-38158)
  • Video: WEBM files are stuttering when the number of remaining frames is less than the number of the pre-buffered frames (UUM-43721)
  • Virtual Texturing: Disabled a PVT-specific tile resolving importance tracking metric that was enabled for SVT (UUM-58895)

New in Unity 2023.3.0 Beta 8 (Feb 25, 2024)

  • Features:
  • WebGL: WebGL: Implemented the following LocationService methods and properties:
  • GetLastHeading()
  • SetHeadingUpdatesEnabled()
  • IsHeadingUpdatesEnabled()
  • GetHeadingStatus()
  • IsHeadingAvailable()
  • Improvements:
  • AI: The instantiation of NavMeshes into the scene happens slightly faster.
  • Audio: Made it possible to create an ARC from a selection of multiple audio clips.
  • Graphics: Improved performance and memory requirements of Texture API calls such as LoadRawTextureData that write to a Texture2D that was created with the TextureCreationFlags.DontUploadUponCreate flag. (UUM-35989)
  • Mono: Implement stack probes for Windows Arm64.
  • Scripting: Fixed Hierarchy.Remove performance that could never scale when performed in loop. (UUM-63478) First seen in 2023.3.0b5.
  • SRP Core: Improved execution performance with Render Graph.
  • SRP Core: Small improvements for the resource pooling system in Render Graph.
  • Universal RP: SSAO CPU optimization. Many RasterPass into single UnsafePass.
  • VFX Graph: Improve performance of VFX.ProcessCommandList by skipping the use of a RenderingCommandBuffer
  • VisionOS: Add VisionOS as a target for Windows and Linux. (UUM-63466)
  • API Changes:
  • GI: Changed: Only one of ignoreDirectEnvironment and ignoreIndirectEnvironment is relevant in each of the IntegrateRadiance methods in IProbeIntegrator. Removed the unnecessary ignoreIndirectEnvironment parameter from LightTransport.IProbeIntegrator.IntegrateDirectRadiance. Removed the unnecessary ignoreDirectEnvironment parameter from LightTransport.IProbeIntegrator.IntegrateIndirectRadiance. (UUM-61353) First seen in 2023.3.0b1.
  • Changes:
  • Universal RP: The Auto option in SH Evaluation Mode, in the URP Asset, now chooses Per Vertex instead of Per Pixel on mobile and similar devices. (UUM-60483)
  • Fixes:
  • Accessibility: Fixed fully off-screen accessibility nodes being skipped by TalkBack. (UUM-63462)
  • AI: Fixed crash that happens when NavMesh Agents with active avoidance try to move between obstacles that carve the NavMesh in some particular locations. (UUM-49214)
  • Android: Fixed back gesture invoking UI elements. (UUM-48818)
  • Android: Fixed fullscreen mediaplayer autoresume on GameActivity. (UUM-57153)
  • Android: Remove UTF BOM from SDK tools commands. (UUM-60488) First seen in 2023.3.0b3.
  • Asset Pipeline: Fixed "The system cannot find the path specified" popup window when trying to active a Virtual Player. (UUM-63715) First seen in 2023.3.0b4.
  • Audio: Fixed an issue in the audio random container where the sliders in some cases would push the textfield out of the window when randomisation is enabled. (UUM-57188)
  • Audio: Fixed an issue that would cause scheduled clips in the Audio Random Container to be prematurely stopped when enabling scene audio. (UUM-52755)
  • Audio: Fixed an issue that would cause undo/redo to sometimes work incorrectly for the Audio Random Container resource field. (UUM-62119)
  • Audio: Fixed an issue that would sometimes cause a game object to throw an error in the log when drawing the game objects inspector, if the game object implements OnAudioFilterRead. (UUM-61145)
  • Audio: Fixed AudioRendererLeakTest timeout.
  • Burst: Fixed a performance regression for callstack generation when using burst. (UUM-62074) First seen in 2023.3.0f1.
  • Documentation: Removed mentions of web player in Microphone.Start. (UUM-52555) First seen in 2023.3.0a8.
  • Editor: Build Profiles - Fixed 'Missing types referenced from component BuildProfile on game object' every time when entering play mode (UUM-60846) First seen in 2023.3.0b5.
  • Editor: Build Profiles - Fixed for Build Profile Window top buttons that were leaving blue edges after user clicked on them and labels were not centered. (UUM-61621) First seen in 2023.3.0b4.
  • Editor: Fixed an issue where the Columns and Rows values are not updating in a TextureImporter preset. (UUM-59090)
  • Editor: Fixed issue with WebGL and Android subtarget being incorrect when activating build profiles. (UUM-61956) First seen in 2023.3.0b1.
  • Editor: Fixed jam AllAssemblies breaks build profiles window. (UUM-62620) First seen in 2023.3.0b6.
  • Editor: Fixed volumetric clouds in XR. (UUM-61940) First seen in 2023.3.0a1.
  • Editor: Fixed a crash related to throwing BuildFailedException in BuildProcessor.PrepareForBuild. (UUM-62231)
  • Editor: Fixed a performance regression in the TextureImporter. (UUM-36303)
  • Editor: Fixed GPU timings for Ray Tracing shader dispatches and acceleration structure builds on the GPU being always 0 in GPU Profiler module. (UUM-61360) First seen in 2023.3.0a1.
  • Editor: Fixed touch state always stay as moved on Linux Runtime (UUM-61865)
  • Editor: GlobalSettingsHelpBox correctly works with new Graphics Settings. (UUM-58377) First seen in 2023.3.0a19.
  • Editor: Improve UI for light culling mask in Forward+ mode. (UUM-41683)
  • Editor: Fixe Report windows exes as not runnable on OSX & Linux. (UUM-59940) First seen in 2023.3.0b2.
  • Editor: The graphics Tier Settings editor window has been changed back to a horizontal layout with the addition of a scrollbar for when the window is still sized too small to display the full contents. (UUM-59952)
  • Graphics: Ensured non-background materials aren't rendered as six-faced skyboxes. (UUM-62526)
  • Graphics: Fixed undefined behavior in Texture2D.Compress / EditorUtility.CompressTexture / EditorUtility.CompressCubemapTexture when these were dealing with partial mip-chain textures. The APIs now leave the mipmap count of textures untouched. (UUM-35985)
  • Graphics: Invoke the PostRender callback when SceneView uses EditorDrawOutline. (UUM-57025)
  • Graphics: Reset of Graphics Settings asset was breaking rendering. (UUM-62706) First seen in 2023.3.0b7.
  • Graphics: Reset of Graphics Settings was throwing exceptions. (UUM-62671) First seen in 2023.3.0b3.
  • Graphics: Support requesting a DXT compressed texture using ImageConversion.LoadImage and Texture2D.LoadImage on Android. (UUM-52927)
  • Graphics: Using Graphics.CopyTexture to copy the entirety of a texture was briefly more restrictive on allowed formats between source and destination than necessary in 2023.3, this now succeeds without error for compatible formats.
  • HDRP: Fix a performance regression in area light evaluation code (UUM-63204) First seen in 2023.3.0b5.
  • iOS: [Privacy Manifests] Fixed duplicates elements filtering when merging multiple manifests if the children elements of the duplicates are in different order (UUM-59885)
  • Mono: Add support for stack unwind code registration on Windows Arm64. (UUM-49668) First seen in 2023.3.0a5.
  • Networking: Throw exception instead of crashing if UnityWebRequest is sent during app quit, such as from Destroy(). (UUM-63150)
  • Networking: UnityWebRequest scripting API improved and updated.
  • Nintendo Switch: Fixed regression where framerate has worsened in multithreaded rendering mode due to incorrect synchronisation between main thread and render-thread. (UUM-60673) First seen in 2023.3.0b2.
  • Package Manager: Fixed install upm on asset store package selecting random package in package list. (UUM-62656)
  • Package Manager: Fixed the issue where experimental packages are not showing up in the list. (UUM-62031) First seen in 2023.3.0b3.
  • Package Manager: Fixed Installing a package by name@version not showing "installing a package" in package details pane. (UUM-41690)
  • Package Manager: Package Import window retains its functionality when collapsing the root folder of a package. (UUM-52889)
  • Physics: Fixed an issue where physics scenes would get recreated every time a preview scene would be unloaded.
  • Physics: Fixed an issue where Rigidbody::Move and Rigidbody::MoveRotation would not respect position constraints when used with Rigidbody components set to kinematic. (UUM-61558)
  • Scene/Game View: Fixed an issue where the Transform Tool would not respect the global handle rotation setting. (UUM-62487)
  • Scripting: Ensure that we use a Logical Path rather than an Absolute Path when looking up InstanceIDs. (UUM-63675)
  • SpeedTree: Fixed very poor performance of speed tree wind GPU shader parameters computation in SpeedTreeWindManager. (UUM-13879)
  • TextCore: Ensure GetPreferredValues and GenerateTextMesh return the same size. (UUM-61577)
  • TextCore: Fix Ideographic Variation Selector (UUM-63538)
  • TextMeshPro: Setting the game object layer for the Dropdown blocker game object to match the Canvas value (UUM-62470)
  • uGUI: Fixed an issue that dirties prefab upon opening it when configured with a layout group + content size fitter. (UUM-19577)
  • uGUI: Fixed setting the game object layer for the Dropdown blocker game object to match the Canvas value. (UUM-62470)
  • UI: Fixed compile error on TMP_PostBuildProcessorHandler.cs when building for iOS with "install into source code. (UUM-57710)
  • UI Toolkit: Fixed CompositeField subfield value setting when multi-editing. (UUM-63331)
  • UI Toolkit: Fixed composite field values remain displayed as mixed when their showMixedValue is set back to false (UUM-33760)
  • UI Toolkit: Fixed default runtime theme creation in the UI Builder. (UUM-56954)
  • UI Toolkit: Fixed documentation links for UI Toolkit assets and scripts (UUM-28715)
  • UI Toolkit: Fixed elements sometimes remaining in the hover pseudo-state after a touch pointer input followed by hiding and showing the element. (UUM-8750)
  • UI Toolkit: Fixed elements sometimes remaining in the hover pseudo-state after a touch pointer input has left the them. (UUM-4156)
  • UI Toolkit: Fixed FloatField showMixedValue has a different behavior than IMGUI's showMixedValue. (UUM-3456)
  • UI Toolkit: Fixed missing picking overlay of runtime panels in game view. (UUM-62288)
  • UI Toolkit: Fixed pointer and mouse events sometimes not sent exclusively to capturing element during the TrickleDown phase. (UUM-60384)
  • UI Toolkit: Fixed view data persistence not preserving the ListView and TreeView selected items. (UUM-29291)
  • UI Toolkit: Invalid style enum values will now produce an error instead of throwing an exception in the UI Builder. (UUM-60964)
  • UI Toolkit: Removed crashing test case for SetLayoutNode. (UUM-52545) First seen in 2023.3.0a8.
  • Universal RP: Fix Depth of Field for URP RenderGraph. (UUM-62801) First seen in 2023.3.0b4.
  • URP: Fixed errors when calling RTHandles.Alloc() inside ScriptableRendererFeature.Create() (UUM-44048)
  • URP: Fixed a warning in Lens flare shader for URP. (UUM-62715) First seen in 2023.3.0b1.
  • VFX Graph: Disable MeshToSDFBaker shaders on GLES3 to avoid warnings. (UUM-53994)
  • WebGL: Update AudioClip.frequency to return the effective WebAudio AudioBuffer sampleRate value. (UUM-47637)
  • XboxOne: Fixed by removing the D3D12XBOX_RESOURCE_FLAG_DENY_COMPRESSION_DATA from render targets. (UUM-42029)
  • New 2023.3.0b8 Package Changes since 2023.3.0b7:
  • Packages updated:
  • com.unity.addressables: 2.0.6 → 2.0.8
  • com.unity.inputsystem: 1.8.0-pre.2 → 1.7.0
  • com.unity.scriptablebuildpipeline: 2.1.0 → 2.1.2
  • com.unity.xr.oculus: 4.1.2 → 4.2.0
  • Pre-release packages added:
  • [email protected]

New in Unity 2023.2.10 (Feb 18, 2024)

  • Fixes:
  • Android: Fixed a crash in development build when passing array of AndroidJavaObject to Java method. (UUM-60779)
  • Android: Fixed a crash, when one of the extracted il2cpp resource is delete in application data folder, in case like this, application will reextract il2cpp resources again. (UUM-46362)
  • Android: Fixed an issue where the splash background color was not always editable for Android, even if a splash screen background image is set. (UUM-60293)
  • Android: Fixed problem with JNI global reference table overflow when AndroidJavaObjects are deleted by garbage collector. (UUM-60727)
  • Android: Fixed problem with with using AndroidJavaObject.Set() for AndroidJavaProxy. (UUM-59734)
  • Android: Fixed UnityEditor.Android.GradleDependencies.GetEngineGradleDependencies() to return game activity dependencies, when both Activity and GameActivity are selected in application entry points.
  • Android: Make it possible to target API Level 32, when building with GameActivity, in this case, Unity will downgrade the following package version - androidx.appcompat:appcompat 1.6.1 -> 1.5.1, androidx.core:core 1.9.0 -> 1.8.0. (UUM-61916)
  • Asset Bundles: Added note about texture streaming in the AssetBundle.UnloadAllAssetBundles docs. (UUM-62176)
  • Documentation: Fixed documentation on SystemInfo.hdrSupportFlags. (UUM-59911)
  • Editor: Fixed a flickering issue due the intensity was being changed during the first frame. (UUM-57173)
  • Editor: Fixed an issue in URP's Forward+ reflection probe tiling. (UUM-58983)
  • Editor: Fixed an issue where an assert is triggered if calling EditorApplication.Exit() with a native debugger attached on MS Windows. (UUM-56930)
  • Editor: Fixed an issue where certain monitor layouts will confuse which monitor to open menus on MS Windows. (UUM-48008)
  • Editor: Fixed an issue where macOS platform was not having XcodeApi if iOS platform support was not present. (UUM-56448)
  • Editor: Fixed an issue where Rich text tags were not support single quotes tags. (UUM-59167)
  • Editor: Fixed an issue where the GameView Scale slider was reading the display Scale from the wrong display. (UUM-42833)
  • Editor: Fixed an issue where there was no default value for texture compression format. (UUM-55126)
  • Editor: Fixed an issue where we would use a cached SerializedProperty that belonged to a different SerializedObject for the ReorderableList. This would cause changes to be lost due to them being applied to the wrong SerializedObject. (UUM-35957)
  • Editor: Fixed application focus detection on linux. (UUM-57857)
  • Editor: Fixed blackscreen issue in the GameView when using a UI document. (UUM-62071)
  • Editor: Fixed Diagnostics Preference Page not showing up correctly after clicking on button in the warning message. (UUM-60295)
  • Editor: Fixed the tiling of spotlights in URP's Forward+ renderer, which was wrong in certain conditions. (UUM-32986)
  • Editor: Fixed TwoPaneSplitView anchor style being overridden when shown in an Inspector. (UUM-61755)
  • Editor: Upgrade libcurl to 8.5.0. (UUM-60184)
  • Graphics: Fixed a rendering non-background materials as skybox issue. (UUM-60017)
  • Graphics: Fixed asymmetric projection matrix support in URP forward plus. (UUM-58978)
  • Graphics: Fixed issue of setting mismatched Color and Depth buffers encountered with Single-buffered CustomRenderTextures. (UUM-55999)
  • Graphics: Fixed spotlight culling in orthographic camera when using URP ForwardPlus. (UUM-58979)
  • Graphics: Improved performance of CopyTexture when copying from a readable Texture2D just after it was scheduled for uploading (Texture2D::Apply()). (UUM-35167)
  • HDRP: Fixed a water in SSR reflections. (UUM-60788)
  • HDRP: Fixed an offset in refraction in XR issue. (UUM-31909)
  • IL2CPP: Avoid providing duplicate copies of the --linker-flags argument passed to IL2CPP. (UUM-60988)
  • IL2CPP: Fixed an issue where a PlatformNotSupportedException for Process.HasExited was not thrown. (UUM-55384)
  • IL2CPP: Fixed crash in GC when too many allocation roots are processed. (UUM-59544)
  • IL2CPP: Fixed finalizers being called in a reentrant manner on the Web platform. Finalizers are now invoked explicitly at the end of each frame if needed. (UUM-44732)
  • IL2CPP: Fixed leak of cached reflection data on IL2CPP unload. (UUM-58464)
  • IL2CPP: Fixed occasional crash when attaching/detaching the Unity debugger. (UUM-48692)
  • IL2CPP: Fixed rare crash when using ConditionalWeakTable. (UUM-54316)
  • IL2CPP: Fixed socket.send() sending uncatchable SIGPIPE signal on Linux. (UUM-39498)
  • IL2CPP: Fixed to allow IP options IP_HDRINCL, IP_TOS and IP_TTL on some platforms where they are supported but were incorrectly defined out. (UUM-55772)
  • Mono: Accessing AppContext.BaseDirectory will no longer throw an exception. (UUM-48816)
  • Mono: Fixed "ldftn opcode to an icall causes JIT compilation upon every invocation". (UUM-54694)
  • Mono: Fixed a race condition when the number of files in a directory changes while this code is executing. (UUM-58474)
  • Mono: Fixed crash on domain reload, due to domain specific memory stored within image specific data structures. (UUM-60632)
  • Mono: Fixed crash on Windows when certain Global Flags were enabled with the GFlags SDK tool. (UUM-49475)
  • Mono: Fixed crash that would occur when attempting to determine the size of a recursively defined struct. (UUM-58734)
  • Mono: Fixed issue with Socket.ReadAsync where the buffer submitted would not be updated when using a Memory. (UUM-54449)
  • Mono: Fixed wrong file path reported by mono_ppdb_lookup_location for methods that span multiple files. (UUM-4341)
  • Package Manager: Fixed a sidebar min-width issue. (UUM-62121)
  • Particles: Fixed a random crash with Prewarm & SubEmitter. (UUM-54962)
  • Physics: Fixed a spelling issue in a BoxCollider warning message. (UUM-57944)
  • Physics 2D: Fixed an issue when using a CircleCollider2D in a CompositeCollider2D whilst using Transform scaling, the Radius could become invalid. (UUM-61207)
  • Physics 2D: Using SetEnabled on CompositeCollider2D should have no effect as component isn't able to be disabled. (UUM-59650)
  • Scene/Game View: Fixed Move tool behavior when the parent GameObject changes during manipulation. (UUM-56520)
  • SRP Core: Fixed a NullReferenceException when trying to display VolumeComponents overrides. (UUM-53816)
  • SRP Core: Fixed an issue where errors could be thrown by debug action registration if deleting all axes in Input Manager. (UUM-45496)
  • Text: Fixed un-detected sprite asset changes after adding new sprites. (UUM-55614)
  • TextCore: Fixed an issue by ensuring only Kernings are populated for UITK and IMGUI. (UUM-37691)
  • TextCore: Fixed an issue were Kerning was not applied to Sprites. (UUM-57103)
  • UI Toolkit: Fixed an issue where a binding instance marked as dirty would not update all usages of that binding. (UUM-62267)
  • UI Toolkit: Fixed an issue where itemsChosen event was not triggered when using Input System UI Input Model. (UUM-53680)
  • UI Toolkit: Fixed an issue where the ListView would bind to an incorrect property path when the list items were being reused. (UUM-61896)
  • UI Toolkit: Fixed an issue where the ListView would not display serialized values correctly when the list items were being reused. (UUM-56957)
  • UI Toolkit: Fixed an issue where the url Style sheet value was not using speech marks instead of apostrophes. (UUM-59416)
  • UI Toolkit: Fixed an issue where the xml namespaces provided by the user were not kept when saving a UXML file in the UI Builder. (UUM-39907)
  • UI Toolkit: Fixed CurveFIeld not applying the ranges to the CurveEditorWindow. (UUM-61075)
  • UI Toolkit: Fixed for authoring of attribute overrides being disabled in the UI Builder inspector when UXML Serialization was used. (UUM-56475)
  • UI Toolkit: Fixed GenericDropdownMenu unnecessarily removing focus from elements created during a menu action. (UUM-37790)
  • UI Toolkit: In the UI Builder, users can no longer drag disabled selectors when using in-context editing. (UUM-16090)
  • Universal RP: Fixed bloom shader not working with non uniform rasterisation based foveated rendering on VR platforms that support it. (UUM-61885)
  • Universal RP: Fixed bright pixels when using a camera with skybox and MSAA rendering opaque objects with alpha clipping together with a transparent object if additive blending. (UUM-52949)
  • Universal Windows Platform: Fixed an issue where Player would not store the previous UnityPlayer.log under UnityPlayer-prev.log. (UUM-55652)
  • VFX Graph: Fixed missing node links when copy/pasting a system with missing PointCacheAsset. (UUM-46548)
  • Package changes in 2023.2.10f1:
  • Packages updated:
  • com.unity.xr.oculus: 4.1.2 → 4.2.0
  • com.unity.xr.openxr: 1.9.1 → 1.10.0

New in Unity 2023.3.0 Beta 7 (Feb 15, 2024)

  • Improvements:
  • Android: Add options in Player Settings for symbols size threshold warnings.
  • Android: Fixed https://docs.unity3d.com/ScriptReference/AndroidJavaProxy.html docs, the view in onDateSet should be disposed by calling .Dispose. (UUM-59437) First seen in 2023.3.0a18.
  • Documentation: Changed the line summary of Vector2/3/4.normalized so as to make it clearer that the vector is not modified and that it is a new normalized vector in the same direction that is returned. (UUM-61851) First seen in 2023.3.0b4.
  • GI: Optimize initialization time for GPU lightmapper bakes.
  • SRP Core: Improving and unifying render graph profiling markers.
  • SRP Core: Small optimization, frame allocation checks of Render Graph resource pool are now enabled through Validation checks.
  • VFX Graph: Improve compilation times with VFX Graph using Subgraphs.
  • API Changes:
  • Android: Changed: Unity.Android.Gradle.GradlePropertiesFile.EnableUncompressedNativeLibs was replaced with Unity.Android.Gradle.JniLibs.UseLegacyPackaging.
  • UI Toolkit: Added: toggleOnLabelClick attribute to Toggle and Foldout. This is enabled by default but can be disabled to prevent clicking on the elements label from triggering the value change. (UUM-52184)
  • Changes:
  • Android: JDK 17 is required to build Android apps.
  • Android: Unity uses Android Gradle Plugin 8.1.3 by default.
  • Android: Unity uses Gradle 8.4 by default.
  • Android: Unity uses targetSdkVersion and compileSdkVersion 34 by default.
  • Shadergraph: Now all the nodes connected to the BaseColor block are taken into shader codegen when generating the picking pass, allowing custom picking-specific code to be included via custom function nodes. (UUM-62636) First seen in 2023.3.0b5.
  • Fixes:
  • Accessibility: Fixed app hanging on iOS after turning VoiceOver on and off a few times. (UUM-62340)
  • Android: Fixed UnityEditor.Android.GradleDependencies.GetEngineGradleDependencies() to return game activity dependencies, when both Activity and GameActivity are selected in application entry points.
  • Android: Make it possible to target API Level 32, when building with GameActivity, in this case, Unity will downgrade the following package version - androidx.appcompat:appcompat 1.6.1 -> 1.5.1, androidx.core:core 1.9.0 -> 1.8.0 (UUM-61916)
  • Asset Bundles: Added note about texture streaming in the AssetBundle.UnloadAllAssetBundles docs. (UUM-62176)
  • Core: Fixed a Bake Probe Volume only doesn't run asynchronously issue. (UUM-60395) First seen in 2023.3.0a1.
  • Core: Fixed a shader warning in 'TraceVirtualOffset'. (UUM-59950) First seen in 2023.3.0b2.
  • Core: Fixed an issue where dilation does not work with Sky Occlusion. (UUM-58724) First seen in 2023.3.0b1.
  • Core: Fixed an issue where ProbeVolumeDebug shader gave a warnings first time opening a project. (UUM-59752) First seen in 2023.3.0b2.
  • Core: Fixed GameObject being set to dirty after setting layer to the existing layer value.
  • Core: Fixed updating adjustment volume content. (UUM-57567) First seen in 2023.3.0a15.
  • Documentation: Fixed example code for AudioSource.GetSpectrumData by using AudioSource instead of AudioListener. (UUM-52561) First seen in 2023.3.0a8.
  • Documentation: Update documentation on SystemInfo.hdrDisplaySupportFlags. (UUM-59911)
  • DX12: Fixed crash during rearranging docked windows in Editor. (UUM-60697) First seen in 2023.3.0b3.
  • Editor: ActiveMultiplayerRole was serialized in Editor project settings, causing unnecessary changes (noise) in source control. This setting is more aligned with user preferences, rather than project-wide settings. (UUM-58652) First seen in 2023.3.0a19.
  • Editor: Ensure X is visible in Picker mode if needed, and that pressing X actually return back to the initial query. (UUM-61201)
  • Editor: Fixed a crash issue when using the BatchRendererGroup API. (UUM-62718) First seen in 2023.3.0b7.
  • Editor: Fixed a crash when destroying a GameObject while selecting it in the Scene View. (UUM-10412)
  • Editor: Fixed a delayed inspector reload after RP switch issue. (UUM-46943)
  • Editor: Fixed an editor crashes with a callstack resulting in validateMenuItem. (UUM-33727)
  • Editor: Fixed an issue for size field enabled on Build Profiles list. (UUM-61862) First seen in 2023.3.0b5.
  • Editor: Fixed an issue where an invalid error was given. (UUM-34635)
  • Editor: Fixed case where closing a docked window could result in overlapping sibling windows. (UUM-41817)
  • Editor: Fixed for active indicator being poorly readable in light mode on Build Profile window. (UUM-60941) First seen in 2023.3.0b4.
  • Editor: Fixed for light mode icon on Build Profile window. (UUM-60552) First seen in 2023.3.0b3.
  • Editor: Fixed issue with CharacterTable in FontAsset having duplicated entries. (UUM-61516) First seen in 2023.3.0b5.
  • Editor: Fixed issue with CharacterTable in FontAsset having duplicated entries. (UUM-61533) First seen in 2023.3.0b5.
  • Editor: Fixed issue with sprites not working in text when using complex text features (UUM-57614)
  • Editor: Fixed performance regression in TextCore. (UUM-60599) First seen in 2023.3.0b2.
  • Editor: Fixed poor performance and poor code readability of the SpeedTree 9 reader. (UUM-57579) First seen in 2023.3.0a17.
  • Editor: Fixed pressing the Esc key changing the values of other properties when editing a property of the RectTransform. (UUM-56007)
  • Editor: Fixed saving a scene causing bloom to become disabled. (UUM-60867) First seen in 2023.3.0b5.
  • Editor: Fixed tangents returning nan in MikkTSpace tangent calculation in strict vertex mode. (UUM-35817)
  • Editor: Fixed the tiling of spotlights in URP's Forward+ renderer, which was wrong in certain conditions. (UUM-32986)
  • Editor: Fixed TwoPaneSplitView anchor style being overridden when shown in an Inspector. (UUM-61755)
  • Editor: Fixed TwoPaneSplitView will now initialize in the default constructor. (UUM-62030) First seen in 2023.3.0b4.
  • Editor: Graphics Settings no longer opens or focus changes when RP re-created. (UUM-60380) First seen in 2023.3.0b4.
  • Editor: Graphics Settings window will no longer become focused when reloading. (UUM-60294) First seen in 2023.3.0b1.
  • EmbeddedLinux: Fixed touch input while running on secondary display. (UUM-61789) First seen in 2023.3.0b5.
  • Graphics: Fixed assert and potential crash with 0 length parallel copy job when a mesh renderer has 0 materials in GPU Driven Rendering (UUM-62028) First seen in 2023.3.0b4.
  • Graphics: Fixed editor crash when trying to perform recursive rendering on the frame exiting PlayMode. (UUM-60383)
  • Graphics: Fixed spotlight culling in orthographic camera when using URP ForwardPlus. (UUM-58979)
  • HDRP: Added an option to fix atmosphere when camera is in space. (UUM-61402) First seen in 2023.3.0b3.
  • HDRP: Fixed errors from HDRP material inspector when URP is active. (UUM-61598) First seen in 2023.3.0b5.
  • HDRP: Fixed missing VFX node to fetch water height at a given point. (UUM-48804) First seen in 2023.3.0a4.
  • HDRP: Fixed shadow flickering when dynamic resolution is enabled. (UUM-61508) First seen in 2023.3.0b5.
  • IL2CPP: Fixed ainalizers being called in a reentrant manner on the Web platform. Finalizers are now invoked explicitly at the end of each frame if needed. (UUM-44732)
  • IL2CPP: Fixed crash in GC when too many allocation roots are processed. (UUM-59544)
  • IL2CPP: Fixed data races in lazy initialization checks on ARM processors. (UUM-44039)
  • IL2CPP: Fixed leak of cached reflection data on IL2CPP unload. (UUM-58464) First seen in 2024.1.0a1.
  • IL2CPP: Fixed occasional crash when attaching/detaching the Unity debugger. (UUM-48692)
  • IL2CPP: Fixed rare crash when using ConditionalWeakTable. (UUM-54316)
  • IL2CPP: Fixed socket.send() sending uncatchable SIGPIPE signal on Linux. (UUM-39498)
  • IL2CPP: Fixed to allow IP options IP_HDRINCL, IP_TOS and IP_TTL on some platforms where they are supported but were incorrectly defined out. (UUM-55772)
  • IL2CPP: Throw a PlatformNotSupportedException for Process.HasExited. (UUM-55384)
  • iOS: Fixed if Image and Background launch screen was used without proper image setup, issue warning and fallback to default launch screen. (UUM-60545)
  • Linux: Fixed touch input while running on secondary display. (UUM-61789) First seen in 2023.3.0b5.
  • macOS: Fixed memory spikes when macOS player is offscreen or minimized (UUM-30049)
  • Mono: Accessing AppContext.BaseDirectory will no longer throw an exception. (UUM-48816)
  • Mono: Fixed "ldftn opcode to an icall causes JIT compilation upon every invocation". (UUM-54694)
  • Mono: Fixed a race condition when the number of files in a directory changes while this code is executing. (UUM-58474)
  • Mono: Fixed crash on domain reload, due to domain specific memory stored within image specific data structures. (UUM-60632)
  • Mono: Fixed crash on Windows when certain Global Flags were enabled with the GFlags SDK tool. (UUM-49475)
  • Mono: Fixed crash that would occur when attempting to determine the size of a recursively defined struct. (UUM-58734)
  • Mono: Fixed issue with Socket.ReadAsync where the buffer submitted would not be updated when using a Memory. (UUM-54449)
  • Mono: Fixed wrong file path reported by mono_ppdb_lookup_location for methods that span multiple files. (UUM-4341)
  • Nintendo Switch: Fixed regression where framerate has worsened in multithreaded rendering mode due to incorrect synchronisation between main thread and render-thread. (UUM-60673) First seen in 2023.3.0b2.
  • Particles: Fixed a random crash with Prewarm and SubEmitter. (UUM-54962)
  • Physics: Fixed an issue where Physics.IgnoreCollision would sometimes override, previous entries in the ignorance list for either Collider. This would cause the colliders within those entries to once again collide. (UUM-61078) First seen in 2023.3.0b4.
  • Physics: Fixed an issue where Player builds could crash due to collision meshes being released too late into the shutdown sequence of the engine. (UUM-61878)
  • Physics 2D: Fixed an issue when using a CircleCollider2D in a CompositeCollider2D whilst using Transform scaling, the Radius could become invalid. (UUM-61207)
  • Physics 2D: Fixed an issue when using SetEnabled on CompositeCollider2D should have no effect as component isn't able to be disabled. (UUM-59650)
  • QNX: Fixed signal handler hang. (UUM-61729) First seen in 2023.3.0b5.
  • QNX: Fixed touch input while running on secondary display. (UUM-61789) First seen in 2023.3.0b5.
  • Scene/Game View: Fixed missing Alt + Left Mouse Button pan shortcut when in 2D scene mode. (UUM-61554)
  • Scene/Game View: Fixed Transform Tool rotation handle not respecting increment snap setting. (UUM-61749)
  • Search: Fixed Search Window table view buttons appearing multiple times. (UUM-59166)
  • Search: Re-enabled search providers priority sorting. (UUM-60991)
  • Search: Remove the Transient Window menu item. (UUM-59187)
  • Shadergraph: Fixed an issue where hotkeys would be caught by unfocused floating editor windows. (UUM-62262) First seen in 2023.3.0b5.
  • Shadergraph: Fixed an issue where unexpected slowdowns may occur after dependent saving subgraphs. (UUM-52209)
  • Shadergraph: Fixed an issue where unexpected slowdowns may occur after dependent saving subgraphs. (UUM-61897)
  • Shaders: Improved message in the player log when sending the shader variant to the GPU driver. (UUM-62527)
  • SRP Core: Fixed issue where errors could be thrown by debug action registration if deleting all axes in Input Manager. (UUM-45496)
  • SRP Core: Fixed issue where using BiRP-only Camera APIs with active SRP didn't display a warning as expected. (UUM-60381)
  • SRP Core: Tier0 rendering ignores the scene visibility toggle. (UUM-56162) First seen in 2023.3.0a13.
  • TextCore: Ensure only Kernings are populated for UITK and IMGUI. (UUM-37691)
  • UI Elements: Fixed touchscreen keyboard input not being updated in TextFields on Platforms where input is only provided after the keyboard has closed (UUM-53137)
  • UI Elements: Prevent the array size field to be recreated when a property was being updated. (UUM-55415)
  • UI Toolkit: Fixed an issue where a binding instance marked as dirty would not update all usages of that binding. (UUM-62267) First seen in 2023.3.0b6.
  • UI Toolkit: Fixed an issue where the ListView would bind to an incorrect property path when the list items were being reused. (UUM-61896)
  • UI Toolkit: Fixed an issue where the ListView would not display serialized values correctly when the list items were being reused. (UUM-56957)
  • UI Toolkit: Fixed an issue where the url Style sheet value did not use speech marks instead of apostrophes. (UUM-59416)
  • UI Toolkit: Fixed an issue where there was a limit on the canvas size in the UI Builder. (UUM-57996)
  • UI Toolkit: Fixed controls sometimes ignoring clicks on MacOS after a Contextual Menu is opened with a right click. (UUM-54650)
  • UI Toolkit: Fixed exception being thrown from showPlaceholderText when Button text was null. (UUM-60291)
  • UI Toolkit: Fixed GenericDropdownMenu unnecessarily removing focus from elements created during a menu action. (UUM-37790)
  • UI Toolkit: Fixed resolved bindings when a data source is set in UI Builder (UUM-62271)
  • UI Toolkit: Fixed ShaderGraph input renaming not reacting to clicks on MacOS after a Contextual Menu is opened with a right click (UUM-15297)
  • UI Toolkit: Fixed UXML previews showing black screen. (UUM-62175) First seen in 2023.3.0a1.
  • UI Toolkit: hanged the Text Alignment field so that the vertical alignment group will wrap when the inspector width becomes too small. (UUM-61202)
  • Universal RP: Correctly handle missing motion vectors for TAA. Fixes black screen on the 2D renderer when TAA is enabled. (UUM-57570) First seen in 2023.3.0a17.
  • Universal RP: Fixed incorrect viewport size adjustment logic in CopyDepthPass that caused issues when dynamic resolution was active. (UUM-60392)
  • Universal RP: Reduce the number of active unique samplers by using shareable inline samplers for most of the URP internal textures and buffers. Helps to avoid hitting the graphics API limit in URP Lit or custom shaders. (UUM-49317) First seen in 2023.3.0a7.
  • Universal Windows Platform: Fixed an issue where Player would not store the previous UnityPlayer.log under UnityPlayer-prev.log. (UUM-55652)
  • VFX Graph: Fixed missing particles with strip systems using instancing. (UUM-61194) First seen in 2023.3.0a1.
  • VFX Graph: Fixed some sanitation failures with new merged Position and Collision blocks. (UUM-61948) First seen in 2023.3.0b5.
  • VFX Graph: Unexpected material listing in animation window. (UUM-46719)
  • VisionOS: Fixed an issue where VR apps would crash when the user opened the OS menu or Control Center.
  • VisionOS: Fixed an issue where VR apps would present frames in the background, resulting in logs that say Insufficient Permission (to submit GPU work from background).
  • WebGL: [WebGPU] Add support for SRP Batcher to WebGPU.
  • WebGL: [WebGPU] Enable WebGPU for VFX Graph shaders.
  • WebGL: [WebGPU] Fixed an error with ShaderGraph Lit shaders that use textures.
  • WebGL: [WebGPU] Fixed banding in some post process effects.
  • WebGL: [WebGPU] Fixed error when Unity thinks WebGPU is available when it's not.
  • WebGL: [WebGPU] Fixed error with built-in deferred renderer.
  • WebGL: [WebGPU] Fixed error with MSAA depth textures.
  • WebGL: [WebGPU] Fixed resolution error with URP RenderGraph.
  • WebGL: [WebGPU] Fixed texture error with URP lens flare post process effect.
  • WebGL: [WebGPU] Fixed uniformity analysis errors for compute shaders that use built-in variables like WorkGroupID.
  • Windows: Fixed Double backslash becoming single backslash when passing a Network path as a command line argument. (UUM-55979)
  • New 2023.3.0b7 Package Changes since 2023.3.0b6:
  • Packages updated:
  • com.unity.xr.openxr: 1.9.1 → 1.10.0

New in Unity 2023.2.9 (Feb 13, 2024)

  • Fixes:
  • 2D: Fixed mem leak for ShadowCaster2D. (UUM-46391)
  • Android: Fixed an Android AAudio issue, where audio output latency could be 300ms or more. (UUM-41494)
  • Editor: Fixed crash when running with -nographics and Universal RP. (UUM-61538)
  • Editor: Fixed material variants hierarchy merging with locks. (UUM-59617)
  • Editor: Fixed SRP Lens flare not having a default flare. (UUM-42304)
  • HDRP: Fixed the scroll bar jumping at the top of the window when focusing a settings from the same panel in the project settings. (UUM-53429)
  • IMGUI: Fixed an issue with PropertyFields with multiple subproperties not being aligned properly. (UUM-59601)
  • Package Manager: Fixed an issue where 'My Assets' download, in light mode, 'Resume' and 'Cancel' button background colors were off. (UUM-36664)
  • Package Manager: Fixed an issue where the Package Manager diagnose button did not display the the diagnostic tool output on Windows
  • Particles: Fixed an issue where Noise Module occasional glitches. (UUM-58283)
  • Particles: Fixed Trail module crash when using Generate Lighting Data checkbox. (UUM-58366)
  • Scene/Game View: Fixed an issue where the SceneView's Tools overlay's buttons would not have the correct icon resolution. (UUM-54023)
  • Scene/Game View: Making GameObject icon visibility responsive to Scene View visibility. (UUM-55801)
  • TextMeshPro: Ensure enabling and disabling Canvases does not cause a regeneration of the text. (UUM-45320)
  • TextMeshPro: Fixed Dropdown creation causing a crash after undoing. (UUM-60214)
  • UI Elements: Ensuring UnicodeLineBreakingRules are applied to text. (UUM-12413)
  • UI Toolkit: Added checked background to GradientField so the transparency is easier to see. (UUM-60804)
  • UI Toolkit: Fixed an issue in the UI Builder where it wouldn't use the custom uxml type name defined in the UxmlFactory class. (UUM-41831)
  • UI Toolkit: Fixed an issue where PropertyFields could incorrectly bind to a child property if it had the same name as the field. (UUM-27252)
  • UI Toolkit: Fixed an issue where the UI Toolkit controls from the com.unity.dt.app-ui package would not show up in the UI Builder's Library. (UUM-60553)
  • UI Toolkit: Fixed an issue with IMGUI container being misaligned. (UUM-55037)
  • UI Toolkit: Fixed first KeyDown event sometimes being ignored after calling Focus() on an element in runtime. (UUM-32184)
  • UI Toolkit: Fixed focus-related events not received when switching EditorWindow tab. (UUM-57083)
  • UI Toolkit: Fixed issue with inspector in debug mode. (UUM-43460)
  • UI Toolkit: Fixed wrong pointer event target when an element's visibility or pickingMode is modified without moving the pointer. (UUM-20723)
  • UI Toolkit: Invalid style enum values will now produce an error instead of throwing an exception in the UI Builder. (UUM-60964)
  • UI Toolkit: [UI Builder] Fixed an issue where a Unity.UI.Builder.UnityUIBuilderSelectionMarker would be cloned in play mode and in builds. (UUM-60883)
  • Undo System: Fixed Redo restoration of multiple ScriptableObject added via AddObjectToAsset. (UUM-53904)
  • Universal Windows Platform: Corrects Application.runInBackground internal implementation which sometimes caused crashes when the option is set to false after the application has lost focus. (UUM-43306)
  • Windows: Fixed automatic resizing of an unfocused player window once the mouse button is released. (UUM-49236)
  • Windows: Fixed crash when reading data from non-compliant HID peripherals. (UUM-59628)
  • Package changes in 2023.2.9f1:
  • Packages updated:
  • com.unity.2d.aseprite: 1.1.0 → 1.1.1
  • com.unity.xr.arcore: 5.1.1 → 5.1.2
  • com.unity.xr.arfoundation: 5.1.1 → 5.1.2
  • com.unity.xr.arkit: 5.1.1 → 5.1.2
  • com.unity.netcode.gameobjects: 1.7.1 → 1.8.0

New in Unity 2023.3.0 Beta 6 (Feb 11, 2024)

  • Improvements:
  • HDRP: Improved HDRP build time. (UUM-61700)
  • API Changes:
  • Editor: Removed: SceneManager.MoveObjectToSceneBatch becase it was never was properly exposed.
  • Changes:
  • UI Toolkit: Added checked background to GradientField so the transparency is easier to see. (UUM-60804)
  • UI Toolkit: Removed unused border element from GradientField.
  • UI Toolkit: Users can no longer drag disabled selectors when using in-context editing in the UI Builder. (UUM-16090)
  • Fixes:
  • Android: Fixed a crash in development build when passing array of AndroidJavaObject to Java method. (UUM-60779)
  • Android: Fixed an issue with JNI global reference table overflow when AndroidJavaObjects are deleted by garbage collector. (UUM-60727)
  • Android: Fixed an issue with with using AndroidJavaObject.Set() for AndroidJavaProxy. (UUM-59734)
  • Editor: Fixed a crash when running with -nographics and Universal RP. (UUM-61538)
  • Editor: Fixed an issue where an unable to load icon error message could appear on package import for global editor tools.
  • Editor: Fixed an issue where there were not any safety checks and proper error messages for indirect draw commands. (UUM-37103)
  • Editor: Fixed exception when enabling multi-atlas texture on a FontAsset. (UUM-61515) First seen in 2023.3.0b5.
  • Editor: Fixed incorrect color sample results with the eyedropper tool Color Picker on macOS. (UUM-60339)
  • GI: Ensured that AsyncReadBuffer_IsAsyncOperationComplete_MustReadWhatWriteBufferWrote passes even when run multiple times in release builds. (UUM-61281) First seen in 2023.3.0a7.
  • Graphics: Fixed an issue of rendering non-background materials as skybox. (UUM-60017)
  • Graphics: Fixed an issue where asymmetric projection matrix in URP forward plus was not supported. (UUM-58978)
  • Graphics: Fixed an issue where it was possible for ReadPixels to crash on Metal API while using render graph due to a bad state with the depth target. (UUM-44404)
  • Graphics: Fixed FrameTiming timestamp issues on some platforms. FrameTimingManager.GetCpuTimerFrequency() now returns the correct CPU timer frequeny and timestamps can be successfully converted to seconds. (PLATGRAPH-2721)
  • Graphics: Fixed possible null ref when there is corrupted occlusion tome data that may lead to a crash. (UUM-30735)
  • Graphics: Fixed unwanted Vulkan Render Pass content discard when trying to end/pause a Render Pass that has pending clear actions. (UUM-59888) First seen in 2023.3.0a18.
  • HDRP: Fixed an issue where internally created Game Objects were being deallocated on scene changes. (UUM-53128)
  • HDRP: Fixed artifacts on low resolution SSGI when dynamic resolution values are low. (UUM-57785)
  • HDRP: Fixed XR texture 2D creation failure due to invalid slice configuration. The slice is misconfigured to 2 when creating Texture2D, causing internal failures. (UUM-57001)
  • IL2CPP: Fixed an issue there there were duplicate copies of the --linker-flags argument passed to IL2CPP. (UUM-60988)
  • Package Manager: Fixed a sidebar min-width issue. (UUM-62121)
  • Package Manager: Fixed an issue where the Package Manager diagnose button did not display the the diagnostic tool output on Windows.
  • Particles: Fixed a Noise Module occasional glitches issue. (UUM-58283)
  • Particles: Fixed Trail module crash when using Generate Lighting Data checkbox. (UUM-58366)
  • Physics: Fixed a spelling issue in a BoxCollider warning message. (UUM-57944)
  • SRP Core: Fixed an issue where Screen Space UI Overlay would not rendered again without a camera in URP/HDRP. (UUM-58403) First seen in 2023.3.0a16.
  • TextCore: Fixed an issue where Kerning was applied to Sprites. (UUM-57103)
  • UI Elements: Added a way to opt out of asset monitoring on specific editor windows to avoid performance issues with panels that contain many VisualElements. (UUM-60233)
  • Universal RP: Added logic to enforce consistent hardware dynamic resolution settings during rendering to avoid issues when external code changes the global setting. (UUM-58686)
  • Universal RP: Fixed an issue where cameras flickered when using deferred rendering, rendering layers and two cameras. (UUM-61041) First seen in 2023.3.0b3.
  • Universal RP: Fixed bloom shader not working with non uniform rasterisation based foveated rendering on VR platforms that support it. (UUM-61885)
  • Universal RP: Fixed the FinalPostPass executing before "AfterRenderingPostProcessing" instead of after it. (UUM-48857)
  • VFX Graph: Fixed a build failure on HDRP Linux using Sphere Output. (UUM-61566) First seen in 2023.3.0b5.
  • VFX Graph: Fixed an issue where multithreaded camera expression were not allowed. (UUM-55730)
  • Video: Fixed a crash on BaseVideoTexture::InitVideoMemory when capturing Theta V's output texture. (UUM-60361)
  • WebGL: Fixed an issue that causes the timestamp to be inaccurate on desktop Safari browsers. (UUM-61116) First seen in 2023.3.0b3.

New in Unity 2023.2.8 (Feb 4, 2024)

  • Features:
  • Package: Patch User Reporting SDK improving UX.
  • Improvements:
  • Asset Pipeline: Improve error handling when updating ArtifactDB or SourceAssetsDB. (UUM-48669)
  • Fixes:
  • 2D: Fixrf issue with the TilemapCollider2D where the user updates Tiles in CompositeOperation.None and switches to CompositeOperation.Merge, and the collider shape is not updated accordingly. (UUM-58154)
  • Android: Fixed OnDemandRendering's ignored renderFrameInterval. (UUM-32486)
  • Android: Remove deprecation warning for IPostGenerateGradleAndroidProject. (UUM-61103)
  • Animation: Fixed a crash when loading asset bundle with an animation clip build with 2021.x or earlier. (UUM-59736)
  • Animation: Fixed discrete int evaluation on platform that use Denormals-Are-Zero and Flush-to-Zero(Playstations, Android). (UUM-46748)
  • Animation: Fixed exception when selecting a transition inside a sync layer, in the Animator window. (UUM-59739)
  • Animation: Fixed for transition preview ending before the target state has fully played. (UUM-59080)
  • Animation: Fixed synced layers that were mistakenly deleted when the user removed an unrelated layer in the Animator window. (UUM-59649)
  • Audio: Fixed a crash that occurred when entering and leaving playmode while a game object is selected in the hierarchy. (UUM-58481)
  • Audio: Fixed an issue that prevented signals generated via OnAudioFilterRead from functioning as expected. (UUM-58426)
  • Audio: Fixed issue where creating an audio source while the editor window for the AudioRandomContainer asset was open could throw an error. (UUM-55731)
  • Audio: Fixed issue where interacting with the editor window for the AudioRandomContainer asset could possibly break the rendering of other windows, e.g. the scene view. (UUM-55116)
  • Audio: Fixed issue where the editor window for the AudioRandomContainer asset would throw an error after restoring an asset with unsaved changes from outside the editor. (UUM-58713)
  • Audio: Fixed issue where the editor window for the AudioRandomContainer asset would throw an error every frame after deleting the selected asset and docking the window. (UUM-58713)
  • DX12: Fixed for Intel GPU driver crash when querying multisample quality levels with sampler feedback formats and sample counts larger than 1. (UUM-47661)
  • Editor: Fixed a splash screen corners alpha issue. (UUM-60433)
  • Editor: Fixed an issue where dangling mouse shortcuts are called on a MouseUp event with a null context. (UUM-56283)
  • Editor: Fixed an issue where gDiagProfileOpenCLJobs was nog a compile time constant.
  • Editor: Fixed an issue where projects would sometimes crash following an editor version upgrade if their project contained js.meta files. (UUM-57909)
  • Editor: Fixed Fullscreen Passthrough, it no longer renders the UI when enabled. (UUM-58386)
  • Editor: Fixed InputManager not being reset when calling EditorUtility.DisplayDialog() on Windows/Linux. (UUM-58579)
  • Editor: Fixed LODGroup inspector that sometimes collapsed on LOD adding/removal. (UUM-48823)
  • Editor: Resolved issue with unresponsiveness and potential hangs when double clicking dockable area tabs. (UUM-36003)
  • GI: Fix MissingComponentException when no MeshFilter is attached to a Terrain tree game object when baking Probe Volumes (UUM-59879)
  • Graphics: Clarify RenderTexture creation error wording when the volumetric depth is an unexpected value. (UUM-59895)
  • Graphics: Fixed a null reference exception in HDAddditionalLightData, when a Scene was loaded additively. (UUM-58831)
  • Graphics: Surface shader path has correct parameters set when emulating vertexbuffers. (UUM-52930)
  • HDRP: Fixed for motion blur blending. (UUM-54446)
  • HDRP: Fixed NullReferenceException when exiting Play Mode with HDRP + DLSS + XR (UUM-48894)
  • Kernel: Fixed a job system freeze on some mobile platforms due to incorrect thread waking logic. (UUM-41806)
  • Linux: Fixed GTK error messages in Editor.log. (UUM-57121)
  • Package Manager: Fixed the issue where bundled plugins cannot be exported into a .unitypackage file. (UUM-37376)
  • Scripting: Removed the multiple HelpURL attributes warning. (UUM-59630)
  • Shaders: Fixed "maximal supported UAV limit" errors being generated on UAV resource declarations when they shouldn't be when shaders compiled using DXC for Vulkan. (UUM-56264)
  • Shaders: Fixed crashes on some platforms due to trying to allocate too many lock objects. (UUM-57249)
  • Shaders: Improved CPU-side performance when using shaders with dynamic_branch directives. (UUM-52979)
  • Tests: Fixed the TestSimpleRenderPass test so that it uses the correct load action (UUM-22237)
  • TextMeshPro: Add missing grey and lightblue tags. (UUM-54820)
  • TextMeshPro: Ensure Sprites can be reordered within a SpriteAsset. (UUM-49349)
  • uGUI: Fixed alphaHitTestMinimumThreshold using the wrong pixel value when the sprite had a non-zero position. (UUM-59732)
  • uGUI: Fixed the order of game object selection by passing only the root game object when building gizmos. (UUM-52935)
  • UI Toolkit: Fixed "FormatException" error is thrown when generating the schema and using a system region that uses ',' as a decimal point. (UUM-55945)
  • UI Toolkit: Fixed an issue for changes after project launch were not discarded properly in UI Builder. (UUM-55872)
  • UI Toolkit: Fixed Command event modifier for pointer events on MacOS. (UUM-43481)
  • UI Toolkit: Fixed Search window saved searches double-click to rename not working. (UUM-36486)
  • UI Toolkit: Fixed SerializeField enum resets to the first value in the Inspector when selecting multiple objects with different enum values. (UUM-59183)
  • UI Toolkit: ListView no longer throws an exception when an item is dragged out and back into a window. (UUM-36495)
  • Universal RP: Fixed an issue where NullReferenceExceptions appeared when switching between Quality Levels with Post Processing Volume Update mode set to ViaScripting. (UUM-59882)
  • Universal Windows Platform: Fixed payload file does not exist errors when Cloud Diagnostics is enabled. (UUM-56483)
  • VFX Graph: Fixed an issue where instancing rendering on new ShaderGraph outputs was not enabled. (UUM-59160)
  • VFX Graph: Fixed very very long system name could lead to freeze the Editor. (UUM-55369)
  • VFX Graph: Remove GetParticleIndex shader warning in particle strip systems. (UUM-51867)
  • VFX Graph: Sample of Camera Buffer isn't available in compute passes. (UUM-55734)
  • VFX Graph: Unexpected larger material in runtime leading to a performance loss. (UUM-40722)
  • Web: Fixed typos in signatures of JS_Video_IsSeeking and JS_Video_Play. (UUM-58994)
  • Web: Set PYTHONUTF8 environment variable to enable UTF-8 encoding by default. (UUM-20185)
  • Package changes in 2023.2.8f1:
  • Packages updated:
  • com.unity.services.user-reporting: 2.0.6 → 2.0.9
  • com.unity.rendering.light-transport: 1.0.0 → 1.0.1
  • com.unity.xr.core-utils: 2.2.3 → 2.3.0

New in Unity 2023.3.0 Beta 5 (Feb 4, 2024)

  • Features:
  • Package: Patch User Reporting SDK improving UX.
  • Improvements:
  • Asset Pipeline: Improved error handling when updating ArtifactDB or SourceAssetsDB. (UUM-48669)
  • Compute: Added logging when a ComputeShader variant is created with no keywords.
  • Documentation: Updated documentation of Mathf.SmoothDamp. (UUM-60504) First seen in 2023.3.0b3.
  • Editor: Create Menu "Animation" item has been renamed to "Animation Clip". (UUM-60811) First seen in 2023.3.0f1.
  • Editor: Create Menu now contains a Script Template for an Empty C# Script and a Scriptable Object Script. "C# Script" has been renamed to MonoBehaviour Script. (UUM-60811) First seen in 2023.3.0f1.
  • Editor: Unused System namespaces are no longer added to new scripts. (UUM-60811) First seen in 2023.3.0f1.
  • Graphics: Improved culling performance when using Batch Render Group.
  • Graphics: Kick GameObjects shadow casters culling jobs earlier to improve performances.
  • HDRP: Optimized reflection probe baking performance by baking all probes in a single batch.
  • UI Toolkit: Added validation of UXML attribute and element names to ensure they are valid XML names. (UUM-54829)
  • UI Toolkit: Improved UI Builder Attribute type picker field to use a popup selector instead of a completer. (UUM-59486)
  • UI Toolkit: The builder attribute field tooltips now include the value.
  • API Changes:
  • Editor: Deprecated: Using XRSettings.enabled to enable/disable XR for an application is now deprecated in favor of calling Start()/Stop() on an XRDisplaySubystem instance. Using XRSettings.LoadDeviceByName to load XR devices is now deprecated in favor of querying subsystem descriptors to create and start the subsystems of your choice with the SubystemManager.
  • TextCore: Obsoleted: Obsolete TextSettings.fallbackSpriteAssets. (UUM-52191)
  • Fixes:
  • 2D: Fixed an issue with ShadowCaster2D where they would sometimes throw an exception when provided with degenerate sprites. (UUM-37115)
  • 2D: Fixed issue with the TilemapCollider2D where the user updates Tiles in CompositeOperation.None and switches to CompositeOperation.Merge, and the collider shape is not updated accordingly. (UUM-58154)
  • 2D: Fixed mem leak for ShadowCaster2D. (UUM-46391)
  • 2D: Max Size is only applicable. On Master Textures and Secondary Textures always use the size as Master Texture (MainTex). (UUM-55671)
  • Android: Fixed a crash, when one of the extracted il2cpp resource is delete in application data folder, in case like this, application will reextract il2cpp resources again. (UUM-46362)
  • Android: Fixed an issue where splash background color was not always editable for Android, even if a splash screen background image is set. (UUM-60293)
  • Android: Fixed SoftInput layout issue on some Android device (Samsung Android 12+ devices). (UUM-59379)
  • Android: Fixed SoftInput visibility issue on some Android device when hideInput is enabled (Samsung Android 12+ devices). (UUM-57858)
  • Android: Removed deprecation warning for IPostGenerateGradleAndroidProject. (UUM-61103)
  • Animation: Fixed a crash when loading asset bundle with an animation clip build with 2021.x or earlier. (UUM-59736)
  • Animation: Fixed documentation for Animator.SetIKRotation() that was misleading. (UUM-44533) First seen in 2023.3.0b3.
  • Asset Import: Fixed Mac texture size limit bug and Arm64 macOS compatibility by updating PVRTexTool from v4.17 to v5.5. (UUM-3775)
  • Audio: Fixed an issue that prevented signals generated via OnAudioFilterRead from functioning as expected. (UUM-58426)
  • Audio: Fixed issue where creating an audio source while the editor window for the AudioRandomContainer asset was open could throw an error. (UUM-55731)
  • Audio: Fixed issue where interacting with the editor window for the AudioRandomContainer asset could possibly break the rendering of other windows, e.g. the scene view. (UUM-55116)
  • Audio: Fixed issue where the editor window for the AudioRandomContainer asset would throw an error after restoring an asset with unsaved changes from outside the editor. (UUM-58713)
  • Audio: Fixed issue where the editor window for the AudioRandomContainer asset would throw an error every frame after deleting the selected asset and docking the window. (UUM-58713)
  • Build Pipeline: Fixed adding or removing assets to bundles will cause other assets to be rebuilt. (UUM-57495)
  • Editor: Corrected the phrasing of the MonoBehaviour.Start() comment added to new scripts. (UUM-60811) First seen in 2023.3.0f1.
  • Editor: Fixed a crash when resuming while there is a breakpoint in a ContextualMenuPopulateEvent handler on Mac. (UUM-60845) First seen in 2023.3.0b5.
  • Editor: Fixed a performance regression when fetching characters in text. (UUM-60599) First seen in 2023.3.0b2.
  • Editor: Fixed an assertion from Default Volume Editor. (UUM-60024) First seen in 2023.3.0b3.
  • Editor: Fixed an issue in URP's Forward+ reflection probe tiling. (UUM-58983)
  • Editor: Fixed an issue related to building to windows network paths. (UUM-52668)
  • Editor: Fixed an issue where rich text tags did not support single quotes tags. (UUM-59167)
  • Editor: Fixed an issue where SRP Batcher would not break the batch properly if a computebuffer is used in a material. (UUM-55669)
  • Editor: Fixed an issue where the GameView Scale slider was reading the display Scale from the wrong display. (UUM-42833)
  • Editor: Fixed an issue where CullingParameters.isOrthographic was not always sync with CullingParameters.lodParameters.isOrthographic. (UUM-61249) First seen in 2023.3.0b1.
  • Editor: Fixed data-driven lens flare error when enabling debug lighting mode. (UUM-61085) First seen in 2023.3.0b5.
  • Editor: Fixed Diagnostics Preference Page not showing up correctly after clicking on button in the warning message. (UUM-60295)
  • Editor: Fixed GDiagProfileOpenCLJobs is now a compile time constant.
  • Editor: Fixed issue where certain monitor layouts will confuse which monitor to open menus on MS Windows. (UUM-48008)
  • Editor: Fixed issue with text with styling (bold/italic) sometimes disappearing. (UUM-60919) First seen in 2023.3.0b4.
  • Editor: Fixed LODGroup inspector that sometimes collapsed on LOD adding/removal. (UUM-48823)
  • Editor: Fixed material variants hierarchy merging with locks. (UUM-59617)
  • Editor: Fixed missing APV icons. (UUM-60578)
  • Editor: Fixed splash screen corners alpha issue. (UUM-60433)
  • Editor: Fixed synced layers that were mistakenly deleted when the user removed an unrelated layer in the Animator window. (UUM-59649)
  • Editor: Fixed the theme selection not applying the correct theme unless the Editor is unfocused and refocused. (UUM-59313) First seen in 2023.3.0b1.
  • Editor: Upgraded libcurl to 8.5.0. (UUM-60184)
  • GI: Fixed incorrect reflection probe update logic for projects using ScriptableBakedReflectionSystem when the lightmap encoding setting is updated. (UUM-61206) First seen in 2023.3.0b5.
  • GI: Fixed MissingComponentException when no MeshFilter is attached to a Terrain tree game object when baking Probe Volumes. (UUM-59879)
  • Graphics: Fixed a Vulkan crash when using -screen-quality player parameter. (UUM-60785) First seen in 2023.3.0b4.
  • Graphics: Fixed threading error in BatchRendererGroup which shows up as an "out of memory". (UUM-60187)
  • HDRP: Fixed a motion blur blending issue. (UUM-54446)
  • HDRP: Fixed an invalid hair look-up table read / write that was occurring for a graphics format on some platforms. (UUM-48172) First seen in 2023.3.0a5.
  • HDRP: Fixed an issue that caused warnings for uninitialized variables in pathtracinglight.hlsl. (UUM-58364) First seen in 2023.3.0a19.
  • HDRP: Fixed an issue where debug variants of Terrain shaders would sometimes not compile. (UUM-61087) First seen in 2023.3.0f1.
  • HDRP: Fixed in gpu build light list to avoid crashes on some GPUs.
  • HDRP: Fixed NullReferenceException when exiting Play Mode with HDRP + DLSS + XR. (UUM-48894)
  • HDRP: Fixed offset in refraction in XR. (UUM-31909)
  • HDRP: Fixed shader compilation issue in SixWayLit VFX shader when reduced precision types are enabled.
  • HDRP: Fixed water in SSR reflections issue. (UUM-60788)
  • IMGUI: Fixed an issue with PropertyFields with multiple subproperties not being aligned properly. (UUM-59601)
  • Kernel: Fixed a job system freeze on some mobile platforms due to incorrect thread waking logic. (UUM-41806)
  • Linux: Fixed Linux Standalone player printing validation errors with empty project. (UUM-59818)
  • macOS: Fixed an issue where Crash Reporter failed to upload to cloud due to path not being pre-created. (UUM-60277)
  • macOS: Limit Update loop frequency by target frame rate to not overwhelm the system and not delay input processing. (UUM-59176)
  • Package Manager: Fixed an issue during a 'My Assets' download, in light mode, 'Resume' and 'Cancel' button background colors are off. (UUM-36664)
  • Physics: Fixed an issue where having kinematic Rigidbody components collide with continuous collision detection enabled, would cause a crash inside the PhysX solver due to incorrect contact pair flags being generated. (UUM-54007)
  • Playables: Fixed documentation for FrameData.frameId that was wrong. (UUM-49593)
  • Scene/Game View: Fixed an issue where GameObject icon was not visibility responsive to Scene View visibility. (UUM-55801)
  • Scene/Game View: Fixed an issue where maximizing SceneView during playmode would result in a crash. (UUM-60687) First seen in 2023.3.0b3.
  • Scene/Game View: Fixed an issue where SceneView's context menu would not show up when pressing Control + LMB on macOS. (UUM-60337) First seen in 2023.3.0b4.
  • Scene/Game View: Fixed an issue where the GameView would no longer render after the default editor layout was loaded on macOS. (UUM-60963) First seen in 2023.3.0b5.
  • Scene/Game View: Fixed an issue where the SceneView's Tools overlay's buttons would not have the correct icon resolution. (UUM-54023)
  • Scene/Game View: Fixed FPS camera navigation not activating when RMB+{W,A,S,D} keys are pressed without mouse movement. (UUM-57993)
  • Scene/Game View: Fixed Move tool behavior when the parent GameObject changes during manipulation. (UUM-56520)
  • Shadergraph: Fixed issue when selecting options on the HDRP Target's Material Type would result in an unexpected error. (UUM-60129) First seen in 2023.3.0b3.
  • Shaders: Fixed pragma only_renderers and pragma exclude_renderers being ignored in .raytrace shaders. (UUM-61120) First seen in 2023.3.0b5.
  • SRP Core: Fixed some leaks / missing calls to Dispose() in GI probe baking code.
  • Text: Fixed un-detected sprite asset changes after adding new sprites. (UUM-55614)
  • TextMeshPro: Fixed a Dropdown creation issue that was causing a crash after undoing. (UUM-60214)
  • TextMeshPro: Fixed an issue where enabling and disabling Canvases caused a regeneration of the text. (UUM-45320)
  • UI Elements: Fixed an issue to ensure UnicodeLineBreakingRules are applied to text. (UUM-12413)
  • UI Elements: Updated the logic to use the proper source count removing the dependency from the source type and layout version. (UUM-55415)
  • UI Toolkit: Fixed "FormatException" error is thrown when generating the schema and using a system region that uses ',' as a decimal point. (UUM-55945)
  • UI Toolkit: Fixed a regression that introduced extra allocations on TextElement instances. (UUM-60597) First seen in 2023.3.0a19.
  • UI Toolkit: Fixed an issue in the UI Builder where it wouldn't use the custom uxml type name defined in the UxmlFactory class. (UUM-41831)
  • UI Toolkit: Fixed an issue where a Unity.UI.Builder.UnityUIBuilderSelectionMarker would be cloned in play mode and in builds. (UUM-60883) First seen in 2023.3.0b3.
  • UI Toolkit: Fixed an issue where PropertyFields could incorrectly bind to a child property if it had the same name as the field. (UUM-27252)
  • UI Toolkit: Fixed an issue where the UI Toolkit controls from the com.unity.dt.app-ui package would not show up in the UI Builder's Library. (UUM-60553)
  • UI Toolkit: Fixed an issue where the xml namespaces provided by the user were not kept when saving a UXML file in the UI Builder. (UUM-39907)
  • UI Toolkit: Fixed an issue with IMGUI container being misaligned. (UUM-55037)
  • UI Toolkit: Fixed CurveFIeld not applying the ranges to the CurveEditorWindow. (UUM-61075)
  • UI Toolkit: Fixed first KeyDown event sometimes being ignored after calling Focus() on an element in runtime. (UUM-32184)
  • UI Toolkit: Fixed focus-related events not received when switching EditorWindow tab. (UUM-57083)
  • UI Toolkit: Fixed for authoring of attribute overrides being disabled in the UI Builder inspector when UXML Serialization was used. (UUM-56475)
  • UI Toolkit: Fixed issue with inspector in debug mode. (UUM-43460)
  • UI Toolkit: Fixed local bounds of world-space UIDocuments. (UUM-59008) First seen in 2023.3.0a1.
  • UI Toolkit: Fixed SerializeField enum resets to the first value in the Inspector when selecting multiple objects with different enum values. (UUM-59183)
  • UI Toolkit: Fixed wrong pointer event target when an element's visibility or pickingMode is modified without moving the pointer. (UUM-20723)
  • Undo System: Fixed Redo restoration of multiple ScriptableObject added via AddObjectToAsset. (UUM-53904)
  • Universal RP: Fixed an issue where NullReferenceExceptions appeared when switching between Quality Levels with Post Processing Volume Update mode set to ViaScripting. (UUM-59882)
  • Universal RP: Fixed early return for renderer features which required color when color didn't exist for depth only output texture.
  • Universal RP: Fixed NativeRenderPass store action. (UUM-27132)
  • Universal RP: Fixed Skipped RenderObjects when rendering preview cameras. (UUM-59428)
  • URP: Fixed an issue where debug variants of the "TerrainDetailLit" shader would not compile. (UUM-61087) First seen in 2023.3.0f1.
  • VFX Graph: Fixed a PCache exporter issue to insure color in linear space. (UUM-41837)
  • VFX Graph: Fixed shadows being cast by Mesh Output when "cast shadows" was disabled (URP only). (UUM-566)
  • VFX Graph: Removed SetDirty calls that triggered assertions in debug mode. (UUM-59923)
  • VFX Graph: Switch property binder from ExecuteInEditMode in ExecuteAlways. (UUM-56866)
  • Virtual Texturing: Disabled a PVT-specific tile resolving importance tracking metric that was enabled for SVT. (UUM-58895)
  • Web: Set PYTHONUTF8 env var to enable UTF-8 encoding by default. (UUM-20185)
  • WebGL: Fixed for Render Texture depth buffers sometimes not being cleared properly. (UUM-57343)
  • New 2023.3.0b5 Package Changes since 2023.3.0b4:
  • Packages updated:
  • com.unity.2d.aseprite: 1.1.0 → 1.1.1
  • com.unity.services.user-reporting: 2.0.6 → 2.0.9
  • com.unity.rendering.light-transport: 1.0.0 → 1.0.1
  • com.unity.services.analytics: 5.0.0 → 5.1.0
  • com.unity.services.lobby: 1.1.0 → 1.2.0
  • com.unity.test-framework: 1.4.2 → 1.4.3
  • com.unity.xr.core-utils: 2.3.0-pre.3 → 2.3.0
  • com.unity.netcode.gameobjects: 1.7.1 → 1.8.0

New in Unity 2023.2.7 (Jan 26, 2024)

  • Features:
  • iOS: Add Apple Privacy Manifest support.
  • Improvements:
  • URP: Enable renderViewportScale for XR intermediate textures.
  • Changes:
  • Burst: Update default LLVM to version 16
  • Fixes:
  • 2D: Fixed issue where a SpriteShapeRenderer with mask interaction set is unable to be masked by a SpriteMask when using a URP pipeline. (UUM-59737)
  • 2D: Fixed local bounds of 2D Freeform Light from changing when scene is reloaded. (UUM-49000)
  • Android: Updated GetEngineGradleDependencies() API to return asset pack dependencies. (UUM-21692)
  • Animation: Fixed erroneous discrete int and enum default values written back by the Animator. (UUM-58573)
  • Audio: Fixed AudioMixer clicks when abruptly changing volume in Start(). (UUM-368)
  • Burst: Burst recompiles assemblies due to hashes mismatching because of the way assembly defines are combined into the hash.
  • Burst: Fixed an issue where underflows of nint and nuint at compile time would lead to incorrect code.
  • Burst: Fixed an issue where use of certain intrinsics could cause a compile error even if properly guarded by the appropriate IsXXXSupported property.
  • Burst: Fixed android builds throwing a NullReferenceException.
  • Burst: Fixed arithmetic and bitwise negation on native integers.
  • Burst: Fixed burst not differentiating between overloaded generic functions such as T foo(int val) and T foo(T val) when the function calls are foo(1); foo(1). Burst would previously only compile the T foo(T val) function.
  • Burst: Fixed constant SHUFFLE function not seen as a constant when called indirectly through a FunctionPointer.
  • Burst: Fixed the managed fallback for bursts intrinsic functions cvt_ss2si, cvtss_si32, and cvtss_si64 to follow midpoint rounding standard of nearest even.
  • Burst: If an exception is thrown from burst compiled code in the Editor on Windows there was potential for certain callee saved registers to be corrupted. In order to fix this ( editor only - player builds are unaffected), we now save some additional context on each entry point.
  • Editor: Editor crash if a compilation error happened during import from code altering compilation assets during activate. (UUM-58299)
  • Editor: Fixed a bug where the middle mouse button was not centering the SceneView on the selected object. (UUM-58466)
  • Editor: Fixed issue with MaskField using the wrong data to render selected items. (UUM-58570)
  • Editor: Fixed memory corruption when closing aux window when dialog box shows up. (UUM-53154)
  • Editor: Force close an Object Selector window when Render Pipeline Asset selection prompt is closed. (UUM-49311)
  • Editor: Updating fsbtool to match the current FMOD version. (UUM-32863)
  • Graphics: Fixed missed samplerCubeArrayShadow texture binding when processing GLSLang reflection. (UUM-59188)
  • Graphics: Fixed shader stripping when the BatchRendererGroup Variants setting is Keep All. (UUM-59364)
  • IL2CPP: Fixed a crash when calling Type.IsGenericTypeParameter and Type.IsGenericMethodParameter. (UUM-56064)
  • IL2CPP: Fixed C++ compilation error on missing type reference is generic code. (UUM-56231)
  • IL2CPP: Fixed C++ compilation error when Enum.HasFlag was called with a Nullable enum value. (UUM-58451)
  • IL2CPP: Fixed C++ compiler error on UnmanagedCallersOnly with user defined struct types. (UUM-58210)
  • IL2CPP: Fixed conversion errors on constrained calls in shared generic code (UUM-55756)
  • IL2CPP: Fixed null value on P/Invoke method with an [Out] marshalled blittable class parameter. (UUM-57901)
  • Linux: Fixed CursorLockMode.Confined does not confine cursor when using multiple displays. (UUM-57233)
  • Linux: Fixed Multi-touch events not recognizing on Linux Player. (UUM-49191)
  • macOS: Fixed secondary display refresh rate values being invalid. (UUM-37294)
  • Mono: Fixed issue where invoking a virtual method on a delegate would only consider the method's overrides on the first call. (UUM-55774)
  • Scene/Game View: Fixed an issue where continuously panning an orthographic SceneView camera would eventually cause the rendered geometry to be clipped. (UUM-56425)
  • Shaders: Added _KEYWORD_DECLARED define for each shader keyword so that it is possible to select code sections based on the keyword presence. (UUM-59203)
  • Shaders: Fixed an incorrect warning being shown when doing paired calls to SetAsyncCompilation / RestoreAsyncCompilation on RenderingCommandBuffer. (UUM-59508)
  • TextMeshPro: Introduce a shim version of TextMesh Pro for packages that had a hard dependency on it. (UUM-58068)
  • UI Elements: Fixed the UI Builder hierarchy element duplicate command. (UUM-60026)
  • UI Toolkit: Fixed contextual menu resets selection on text elements. (UUM-40160)
  • UI Toolkit: Fixed Timeline and Animation windows cannot record script component changes. (UUM-57154)
  • UI Toolkit: Fixed UIToolkit property field background does not change color when the property is animated. (UUM-26208)
  • UI Toolkit: Fixed unset not working on composite style fields in the UI Builder. (UUM-55325)
  • UI Toolkit: [Properties] Fixed an issue where the source generator would output reflection code when direct access was possible. (UUM-59924)
  • Universal RP: Fixed an "floating point division by zero" warning in Shadows.hlsl.
  • Universal RP: Fixed an "Implicit truncation of vector type" warning in ShaderPassDecal.hlsl.
  • Universal RP: Fixed an "Output value 'fragmentOutput' is not completely initialized" warning in ShaderPassDecal.hlsl.
  • Universal RP: Fixed an error in Bloom.shader for foveated when the debug check is enabled inside FoveatedRendering.hlsl.
  • Universal RP: Fixed an issue where disabling SSAO feature didn't work in built projects when the SSAO disabled keyword had been stripped out. (UUM-56165)
  • Universal RP: Fixed an issue where Evaluate SH and SoftShadow keywords were incorrectly declared in ShaderGraph shaders. (UUM-59974)
  • Universal RP: Fixed an issue where LOD Crossfade was declared twice in Unlit ShaderGraph.
  • VFX Graph: Fixed space conversion error when copy-pasting a system. (UUM-43273)
  • WebGL: Fixed a bug causing audio to skip forward when using AudioClip.Pause() and AudioClip.Resume(). (UUM-54675)
  • WebGL: Improved texture memory usage for Text Mesh Pro font textures on WebGL2 by enabling support for Alpha8 texture format. (UUM-59366)
  • Windows: Removed undesirable HID warning messages. (UUM-56489)
  • Package changes in 2023.2.7f1:
  • Packages updated:
  • com.unity.burst: 1.8.11 → 1.8.12
  • com.unity.services.authentication: 3.0.0 → 3.3.0
  • com.unity.services.core: 1.12.0 → 1.12.2
  • com.unity.splines: 2.5.1 → 2.5.2

New in Unity 2023.3.0 Beta 4 (Jan 25, 2024)

  • Features:
  • Shadergraph: Added the Feature Examples Sample to Shader Graph to show users how to achieve specific effects in Shader Graph.
  • Improvements:
  • Documentation: Add instructions for blending Adaptive Probe Volumes at runtime.
  • HDRP: Improved HDRP Water sample example scene to include some VFX.
  • SRP Core: Improved Render Graph Viewer UI to allow jumping to pass definitions in C# IDE.
  • SRP Core: Replace overlays inside RenderGraph Viewer with a fixed side panel.
  • Text: Improved dynamic FontAsset initialization time and reduced the required number of managed memory allocations.
  • Changes:
  • Burst: Update default LLVM to version 16.
  • Editor: Build Report printed to the Editor log no longer contain entries for "Scripts" and "Included DLLs". (UUM-56321)
  • Fixes:
  • 2D: Fixed local bounds of 2D Freeform Light from changing when scene is reloaded. (UUM-49000)
  • Android: Fixed an Android AAudio issue, where audio output latency could be 300ms or more. (UUM-41494)
  • Android: Fixed OnDemandRendering's ignored renderFrameInterval. (UUM-32486)
  • Android: Temporarily hide 'Upgrade templates to C#...' button in Player Settings.
  • Android: Temporarily hide AndroidProjectFiles properties - GradleProperties, GradleSettings, LauncherBuildGradle, LauncherManifest, ProjectLevelBuildGradle, UnityLibraryBuildGradle, UnityLibraryManifest until Google's EDM4U will no longer requires templates.
  • Animation: Fixed a transition preview issue that was ending before the target state has fully played. (UUM-59080)
  • Animation: Fixed deleting StateMachine leaking outgoing transitions. (UUM-58996)
  • Audio: Fixed a crash that occurred when entering and leaving playmode while a game object is selected in the hierarchy. (UUM-58481)
  • Bug Reporter: Fixed an issue that could cause Bug Reporter project archives to fail when creating multiple editor instances with the MPMM package. (UUM-53115)
  • Burst: Burst recompiles assemblies due to hashes mismatching because of the way assembly defines are combined into the hash.
  • Burst: Fixed an issue where underflows of nint and nuint at compile time would lead to incorrect code.
  • Burst: Fixed an issue where use of certain intrinsics could cause a compile error even if properly guarded by the appropriate IsXXXSupported property.
  • Burst: Fixed android builds throwing a NullReferenceException.
  • Burst: Fixed arithmetic and bitwise negation on native integers.
  • Burst: Fixed burst not differentiating between overloaded generic functions such as T foo(int val) and T foo(T val) when the function calls are foo(1); foo(1). Burst would previously only compile the T foo(T val) function.
  • Burst: Fixed constant SHUFFLE function not seen as a constant when called indirectly through a FunctionPointer.
  • Burst: Fixed the managed fallback for bursts intrinsic functions cvt_ss2si, cvtss_si32, and cvtss_si64 to follow midpoint rounding standard of nearest even.
  • Burst: If an exception is thrown from burst compiled code in the Editor on Windows there was potential for certain callee saved registers to be corrupted. In order to fix this ( editor only - player builds are unaffected), we now save some additional context on each entry point.
  • Editor: Fixed an exception when selection a transition inside a sync layer, in the Animator window. (UUM-59739)
  • Editor: Fixed an issue where projects would sometimes crash following an editor version upgrade if their project contained js.meta files. (UUM-57909)
  • Editor: Fixed an issue where the hotkey would appear in the label of the selected item of a UIElements.PopupField and a EditorGUILayout.Popup. (UUM-6243)
  • Editor: Fixed an issue with re-enabling or re-disabling GPU Resident Drawer by settings outside the Render Pipeline Asset. (UUM-55817) First seen in 2023.3.0a14.
  • Editor: Fixed blocky artifacts on volumetric clouds when volumetric fog wa enabled. (UUM-59698)
  • Editor: Fixed error thrown from UnityYAMLMerge when comparing similar sequences. (UUM-31240)
  • Editor: Fixed Render Graph update of shared resources to update "last used frame" of last shared resource in the list. (UUM-59082) First seen in 2023.3.0b1.
  • Editor: Fixed the focus in signal for secondary container windows in the linux editor to correctly refresh assets change. (UUM-57857)
  • Editor: Linux CheckedMenu submenu items not displaying as Checked in some occasions. (UUM-58878)
  • Graphics: Calling Reset on Global Settings assets was breaking the rendering. (UUM-57476) First seen in 2023.3.0a17.
  • Graphics: Calling Reset on Global Settings assets while Graphics Settings window was open, was breaking the UI rendering. (UUM-55839) First seen in 2023.3.0a12.
  • Graphics: Clarify RenderTexture creation error wording when the volumetric depth is an unexpected value. (UUM-59895)
  • Graphics: Corrected swapped luma weights in Stp.hlsl and fixed a few other small typos.
  • Graphics: Fixed a null reference exception in HDAddditionalLightData, when a Scene was loaded additively. (UUM-58831)
  • Graphics: Fixed broken inspector and rendering when deleting user PostProcessVolume script that is still assigned in ProjectSettings > Graphics. (UUM-60204) First seen in 2023.3.0b4.
  • Graphics: Fixed depth prepass sometimes not working with tessellation on Metal. (UUM-59894) First seen in 2023.3.0b1.
  • Graphics: Fixed inconsistent naming of STP in code and UI. (UUM-58880) First seen in 2023.3.0a19.
  • Graphics: Fixed shader stripping when the BatchRendererGroup Variants setting was Keep All. (UUM-59364)
  • Graphics: Fixed vulkan validation errors of querying PVRTC formats support without VK_IMG_format_pvrtc extension. (UUM-55928) First seen in 2023.3.0a12.
  • Graphics: Metal: when dispatching ComputeShader with missing const buffer bindings, emit warning and skip dispatch to avoid debug layer asserting. (UUM-59107) First seen in 2023.3.0b1.
  • Graphics: Scroll offset is not kept when entering playmode in the Graphics Settings page. (UUM-60374) First seen in 2023.3.0b4.
  • HDRP: Fixed atmospheric scattering at far range.
  • HDRP: Fixed diffusion profiles not being unregistered from Default Volume Profile when deleted. (UUM-55807) First seen in 2023.3.0a15.
  • HDRP: Fixed specular blend in premultiplied alpha. (UUM-48661)
  • IL2CPP: Fixed C++ compilation error on missing type reference is generic code. (UUM-56231)
  • IL2CPP: Fixed C++ compilation error when Enum.HasFlag was called with a Nullable enum value. (UUM-58451)
  • IL2CPP: Fixed C++ compiler error on UnmanagedCallersOnly with user defined struct types. (UUM-58210)
  • IL2CPP: Fixed conversion errors on constrained calls in shared generic code. (UUM-55756)
  • IL2CPP: Fixed crash when calling Type.IsGenericTypeParameter and Type.IsGenericMethodParameter. (UUM-56064)
  • IL2CPP: Fixed MemoryMappedFile on posix systems to query page size from the system, instead of hardcoding it. (UUM-54598)
  • IL2CPP: Fixed null value on P/Invoke method with an [Out] marshalled blittable class parameter. (UUM-57901)
  • IMGUI: Fixed ambient lighting on volumetric clouds when sun is low. (UUM-59874)
  • iOS: Fixed an issue where RGB9E5F was non-renderable on x64 simulator. (UUM-59695) First seen in 2023.3.0b1.
  • Mono: Fixed issue where invoking a virtual method on a delegate would only consider the method's overrides on the first call. (UUM-55774)
  • Package Manager: Fixed the issue where bundled plugins cannot be exported into a .unitypackage file. (UUM-37376)
  • Prefabs: Fixed an editor crash by removing the root GameObject on a prefab instance. (UUM-58461)
  • Scripting: ColorUtility.TryParseHtmlString will now remove any whitespace from the start and end of the input string. (UUM-54327)
  • Scripting: Removed the multiple HelpURL attributes warning. (UUM-59630)
  • Shaders: Fixed crashes on some platforms due to trying to allocate too many lock objects. (UUM-57249)
  • Shaders: Fixed HLSLcc issue that was causing compilation errors when SV_RenderTargetArrayIndex was read in the fragment stage in desktop GL environments. (UUM-59021) First seen in 2023.3.0b1.
  • Shaders: Improved CPU-side performance when using shaders with dynamic_branch directives. (UUM-52979)
  • SRP Core: Fixed amemory leak from NativeList in RenderGraph. (UUM-60154) First seen in 2023.3.0b1.
  • Text: Fixed managed exception thrown from the FontAsset finalizer. (UUM-59143) First seen in 2023.3.0b1.
  • TextMeshPro: Fixed issue in editor where a null mesh may be set with still present submesh data, not having the canvas update. (UUM-59216) First seen in 2023.3.0a18.
  • uGUI: Fixed alphaHitTestMinimumThreshold using the wrong pixel value when the sprite had a non-zero position. (UUM-59732)
  • UI Elements: Fixed the UI Builder hierarchy element duplicate command. (UUM-60026)
  • UI Toolkit: Fixed an issue where itemsChosen event was not triggered when using Input System UI Input Model. (UUM-53680)
  • UI Toolkit: Fixed elastic scrollview jittery on drag. (UUM-56550)
  • UI Toolkit: Fixed for changes after project launch are not discarded properly in UI Builder. (UUM-55872)
  • UI Toolkit: Fixed StackOverflowException from EnumFlagsField when showing mixed values. (UUM-56605)
  • UI Toolkit: Fixed UIToolkit property field background does not change color when the property was animated. (UUM-26208)
  • UI Toolkit: Fixed unset not working on composite style fields in the UI Builder. (UUM-55325)
  • UI Toolkit: ListView no longer throws an exception when an item is dragged out and back into a window. (UUM-36495)
  • UI Toolkit: [Properties] Fixed an issue where the source generator would output reflection code when direct access was possible. (UUM-59924)
  • Universal RP: Fixed an issue where downsampled SSAO had serious artefacts on Android. (UUM-49557)
  • Universal RP: Fixed incorrect alpha-clip behavior on transparent surfaces. (UUM-56601)
  • Universal RP: RenderGraph: Removed unnecessary clear passes of the bloom pyramid render targets. (UUM-60550) First seen in 2023.3.0f1.
  • VFX Graph: Fixed very very long system name could lead to freeze the Editor. (UUM-55369) First seen in 2023.3.0a13.
  • VFX Graph: Instancing when gradient selection was based on a branch was wrong. (UUM-58615)
  • WebGL: Fixed an issue causing audio to skip forward when using AudioClip.Pause() and AudioClip.Resume(). (UUM-54675)
  • Windows: Fixed a crash when reading data from non-compliant HID peripherals. (UUM-59628)
  • New 2023.3.0b4 Package Changes since 2023.3.0b3:
  • Packages updated:
  • com.unity.burst: 1.8.11 → 1.8.12
  • com.unity.services.authentication: 3.2.0 → 3.3.0
  • com.unity.services.core: 1.12.1 → 1.12.2

New in Unity 2023.2.6 (Jan 23, 2024)

  • API Changes:
  • Package: Added: XR Hands (com.unity.xr.hands) 1.4.0-pre.1 added as next version in package manifest.
  • Package: Changed: XR Interaction Toolkit (com.unity.xr.interaction.toolkit) 3.0.0-pre.1 added as next version in package manifest.
  • Fixes:
  • 2D: Fixed Tile's StartUp not being called when refreshed if the Tile has an instantiated GameObject. (UUM-57053)
  • 2D: Remove material upgrade dialog box during material upgrades for templates. (UUM-47093)
  • Android: Fixed ad banner disappearance after suspend/resume. (UUM-57151)
  • Audio: Fixed performance issue that would occur when having many inactive audio sources in a scene. (UUM-52194)
  • Build System: Fixed UITookitSourceGenerator for source code customer builds.
  • Editor: Fixed a bug on Linux where the Edit menu was displaying the wrong default shortcut for Delete. (UUM-59833)
  • Editor: Fixed a typo for the exception message thrown from the InvokeRepeating method. (UUM-45420)
  • Editor: Fixed build errors due when switching between build targets using buildPlayer command line options. (UUM-34899)
  • Editor: Fixed flipping scale of water surface. (UUM-54974)
  • Editor: Fixed foam accumulation in editor. (UUM-56020)
  • Editor: Menu items are no longer disabled on macOS if a dropdown is a component of a modal window. (UUM-53549)
  • Editor: Properly closes the previous context menu before opening a new one. (UUM-41467)
  • GI: Use the hash of the vertex stream instead of the taking per instance props into account for meta pass. (UUM-55090)
  • SRP Core: Fixed Remove All context action for Volume Profile not working in VolumeEditor. (UUM-56409)
  • UI Elements: Fixed the multicolumn control not calling DestroyItem when clearing its itemsSource and calling a Rebuild. (UUM-54832)
  • UI Toolkit: Fixed elastic scrollview jittery on drag. (UUM-56550)
  • Package changes in 2023.2.6f1:
  • Packages updated:
  • com.unity.addressables: 1.21.18 → 1.21.19
  • com.unity.scriptablebuildpipeline: 1.21.20 → 1.21.21
  • com.unity.xr.interaction.toolkit: 2.5.1 → 2.5.2
  • Pre-release packages added:
  • [email protected]
  • [email protected]

New in Unity 2023.3.0 Beta 3 (Jan 16, 2024)

  • Features
  • iOS: Add Apple Privacy Manifest support.
  • API Changes
  • Graph Tool Foundation: Removed: GTF and CSO modules removed from the editor. Use package com.unity.graphtoolsauthoringframework instead.
  • Scripting: Removed: UDP SDK package is now deprecated.
  • Fixes:
  • 2D: Fixed am issue where a SpriteShapeRenderer with mask interaction set is unable to be masked by a SpriteMask when using a URP pipeline. (UUM-59737)
  • 2D: Fixed Tile's StartUp not being called when refreshed if the Tile has an instantiated GameObject. (UUM-57053)
  • Code Editor: Fixed a compilation error when XR package isn't installed. (UUM-59868) First seen in 2023.3.0a1.
  • Core: Fixed a crash when baking sky occlusion. (UUM-59920) First seen in 2023.3.0a1.
  • Editor: Changed static list in Tags&Layers page to Dynamic list. (UUM-58252) First seen in 2023.3.0a19.
  • Editor: Context menus in transient search now respect light mode themes on macOS. (UUM-59378) First seen in 2023.3.0b1.
  • Editor: Fixed a bug on Linux where the Edit menu was displaying the wrong default shortcut for Delete. (UUM-59833)
  • Editor: Fixed a bug where dangling mouse shortcuts are called on a MouseUp event with a null context. (UUM-56283)
  • Editor: Fixed a cpu water simulation issue. (UUM-59365)
  • Editor: Fixed a typo for the exception message thrown from the InvokeRepeating method. (UUM-45420)
  • Editor: Fixed an Editor crash if a compilation error happened during import from code altering compilation assets during activate. (UUM-58299)
  • Editor: Fixed an issue were Menu items were disabled on macOS if a dropdown is a component of a modal window. (UUM-53549)
  • Editor: Fixed APV data not cleared after increasing Min Render Size. (UUM-58973) First seen in 2023.3.0b1.
  • Editor: Fixed Install with Unity Hub does not select the Standalone module in the Hub. (UUM-59507) First seen in 2023.3.0b1.
  • Editor: Fixed macOS platform not having XcodeApi if iOS platform support is not present. (UUM-56448)
  • Editor: Fixed probes debug disappearing after changing subdivision levels. (UUM-58971) First seen in 2023.3.0b1.
  • Editor: Fixed the issue where deleting a symlink removes the target file. (UUM-35170)
  • Editor: Introduced separate drawer for Rendering Layers. (UUM-29285)
  • Editor: Opening a context menu on macOS will now focus the application so all functions in the hierarchy work. (UUM-26081)
  • Editor: Rendering Layers now works correctly with Mixed (UUM-7271)
  • Editor: Share temp allocator and temp safety handle data among multiple threads (UUM-55645) First seen in 2023.3.0a15.
  • GI: Ensured that acquired resources related to the worker process are always released when BakeInEditorWorkerProcess() is exited. (LIGHT-1851)
  • GI: Use the hash of the vertex stream instead of the taking per instance props into account for meta pass. (UUM-55090)
  • Graphics: Fixed missed samplerCubeArrayShadow texture binding when processing GLSLang reflection. (UUM-59188)
  • Graphics: Stop allocating full resolution Vulkan Swapchain images when using an external Swapchain. (UUM-56851)
  • iOS: Fixed an issue where PBXProject.AddFileToBuild did not handles xcframework files properly. (UUM-56677) First seen in 2023.3.0a16.
  • Linux: Fixed crash when destroying and rebuilding main GTK menu. (UUM-53175)
  • Linux: Fixed crash when destroying and rebuilding main GTK menu. (UUM-56334)
  • Linux: Fixed GTK error messages in Editor.log. (UUM-57121)
  • macOS: Fixed a regression where Command + Backward Delete would no longer delete on macOS. (UUM-59261) First seen in 2023.3.0b1.
  • Scripting: Fixed incorrect icon when script name is 'GameManager'. (UUM-46121)
  • SRP Core: Improve reliability of shader variance list regex parser. Current parser includes time stamps which cause duplicates to not be parsed correctly. Changes improve regex parsing and sanitize the liens from the log (which include time stamps). (UUM-59758) First seen in 2023.3.0a1.
  • UI Toolkit: Fixed exception when editing UXML file in the UI Builder and an external change is made to the file causing the asset to be re-imported. (UUM-59305) First seen in 2023.3.0b1.
  • Universal RP: Fixed an "floating point division by zero" warning in Shadows.hlsl(189)
  • Universal RP: Fixed an "Implicit truncation of vector type" warning in ShaderPassDecal.hlsl(221).
  • Universal RP: Fixed an "Output value 'fragmentOutput' is not completely initialized" warning in ShaderPassDecal.hlsl(179).
  • Universal RP: Fixed an "undeclared identifier 'RemapFoveatedRenderingNonUniformToLimear" in ShaderPassDecal.hlsl(252). (UUM-59886) First seen in 2023.3.0b3.
  • Universal RP: Fixed an error in Bloom.shader for foveated when the debug check is enabled inside FoveatedRendering.hlsl.
  • Universal RP: Fixed an issue where an obsolete attribute from EnqueuePass API was not removed.
  • Universal RP: Fixed an issue where Evaluate SH and SoftShadow keywords were incorrectly declared in ShaderGraph shaders. (UUM-59974)
  • Universal RP: Fixed an issue where LOD Crossfade was declared twice in Unlit ShaderGraph.
  • Universal RP: Fixed bright pixels when using a camera with skybox and MSAA rendering opaque objects with alpha clipping together with a transparent object if additive blending. (UUM-52949)
  • Universal Windows Platform: Fixed payload file does not exist errors when Cloud Diagnostics is enabled. (UUM-56483)
  • Windows: Fixed automatic resizing of an unfocused player window once the mouse button is released. (UUM-49236)
  • XR: Set VisionOS MSL version to 3. Enable hasTex2DMSArray and hasMultiSampleTexture2DArray for VisionOS to support MSAA in single pass.
  • New 2023.3.0b3 Package Changes since 2023.3.0b2:
  • Packages updated:
  • com.unity.render-pipelines.core: 17.0.1 → 17.0.2
  • com.unity.render-pipelines.high-definition: 17.0.1 → 17.0.2
  • com.unity.render-pipelines.high-definition-config: 17.0.1 → 17.0.2
  • com.unity.render-pipelines.universal: 17.0.1 → 17.0.2
  • com.unity.shadergraph: 17.0.1 → 17.0.2
  • com.unity.splines: 2.5.1 → 2.5.2
  • com.unity.visualeffectgraph: 17.0.1 → 17.0.2
  • Packages deprecated:
  • com.unity.purchasing.udp - "This package is no longer supported on this editor version."

New in Unity 2023.3.0 Beta 2 (Jan 11, 2024)

  • Changes:
  • XR: Removed the use of an intermediate texture when not required for XR rendering when scaling is used.
  • Fixes:
  • Android: Fixed PersistentUnitySurface potentially crashing on destroy if given context is not an Activity.
  • Asset Import: Fixed issue where "Multiple plugins with the same name" error occurs when importing bundle files in .androidpack folders on Mac. (UUM-35317)
  • Editor: Fixed an issue when UI Builder load or create a new document during viewport zoom animation. The animation was not interrupted and final zoom value was not expected one. (UUM-58641) First seen in 2023.3.0a18.
  • Editor: Fixed an issue where Arm64 Architecture was not correctly detected on Arm64 machines. (UUM-56059) First seen in 2023.3.0a15.
  • Editor: Fixed an issue where Directx12 DrawBuffersBatchMode CPU speed was not optimal. (UUM-54195) First seen in 2023.3.0a1.
  • Editor: Fixed an issue where InputManager was not being reset when calling EditorUtility.DisplayDialog() on Windows/Linux. (UUM-58579)
  • Editor: Fixed an issue where the default value was not added for texture compression format.
  • Editor: Fixed an issue where the middle mouse button was not centering the SceneView on the selected object. (UUM-58466)
  • Editor: Fixed graphics tests for APV Sky Occlusion. (UUM-56242) First seen in 2023.3.0a1.
  • Editor: Fixed issue where the wrong fallback would be used when using styles. (UUM-46002)
  • Editor: Fixed issue where using font-weight tag without a fallback would not apply synthetic bold. (UUM-58666)
  • Editor: Fixed performance issue when selected objects in the inspector contained cyclic SerializedReferences. (UUM-31375)
  • Editor: Force close an Object Selector window when Render Pipeline Asset selection prompt is closed. (UUM-49311)
  • HDRP: Reduce some artifacts from High-Quality (PCSS) shadows for point and spot lights. (UUM-31577)
  • Linux: Fixed CursorLockMode.Confined does not confine cursor when using multiple displays. (UUM-57233)
  • SRP Core: NullReferenceException when trying to display VolumeComponents overrides. (UUM-53816)
  • TextMeshPro: Introduce a shim version of TextMesh Pro for packages that had a hard dependency on it. (UUM-58068)
  • uGUI: Fixed the order of game object selection by passing only the root game object when building gizmos. (UUM-52935)
  • UI Toolkit: Fixed UxmlObjects overriding other UxmlObjects in the UI Builder. (UUM-55902)
  • Universal RP: Fixed an issue where SMAA blend weights were didn't apply stencil information. (UUM-56217) First seen in 2023.3.0a15.
  • VFX Graph: Fixed missing node links when copy/pasting a system with missing PointCacheAsset. (UUM-46548)
  • VFX Graph: Fixed Shader graph outputs were not being rendered using instancing. (UUM-59160)
  • Video: Error "0xc00d36b4 while reading" was being thrown when turning on Transcode in the Import Settings of Video Clip Assets. (UUM-56816)
  • XR: Fixed the occlusion mesh pass generating a warning and not rendering anything for render graph.
  • New 2023.3.0b2 Package Changes since 2023.3.0b1:
  • Packages updated:
  • com.unity.2d.animation: 10.0.3 → 10.1.0
  • com.unity.2d.common: 9.0.2 → 9.0.3
  • com.unity.postprocessing: 3.3.0 → 3.4.0
  • com.unity.services.ccd.management: 2.2.2 → 3.0.0
  • com.unity.testtools.codecoverage: 1.2.4 → 1.2.5

New in Unity 2023.2.5 (Jan 11, 2024)

  • Improvements:
  • Build System: make bee_backend's directory deletion explicitly handle readonly files on windows
  • Universal RP: Improved runtime performance by adding checks for _ALPHATEST_ON when rendering depth, shadows and depth normals. (UUM-57793)
  • Changes:
  • Package: Updated code coverage package to version 1.2.5
  • Fixes:
  • 2D: Fixed case where Importing sprite sheet by using ISpriteEditorDataProvider generates broken Sprites. (UUM-56410)
  • Android: Add missing super.onRequestPermissionsResult for onRequestPermissionsResult call for both Activity and GameActivity (UUM-58225)
  • Android: Added Auto Rotation behavior to the Orientation section. (UUM-44021)
  • Android: Fixed Graphics.Blit with Vulkan PreTransform creating corrupted RenderTexture data in landscape orientation. (UUM-52910)
  • Android: Fixed missing IPostGenerateGradleAndroidProject deprecation warning, it will be visible now. (UUM-57693)
  • Android: Removed unity.allow-resizable-window meta-data for multi-window support on large screens.
  • Android: Users can override UnityPlayerActivity.java, by placing the file directly in Unity project, this was accidentally broken with incremental build pipeline. (UUM-57761)
  • Animation: Fixed blend tree preview not displaying when inspecting blend tree (UUM-54402)
  • Animation: Fixed issue where animation clips with discrete curves (animating enums) in asset bundles built before unity 2022 would not load properly. (UUM-40841)
  • Asset Import: Fixed issue where "Multiple plugins with the same name" error occurs when importing bundle files in .androidpack folders on Mac. (UUM-35317)
  • Build System: Don't crash on windows if there are duplicate environment variable keys.
  • Core: Clarified APV helpboxes. (UUM-49254)
  • Core: Fixed a tooltip issue. (UUM-54574)
  • Documentation: Add missing UnityWebRequest method signatures to documentation for helpers taking uri as System.Uri. (UUM-57122)
  • Documentation: Fixed water burst script compilation issues.
  • DX12: Fixed a crash caused by allocating too many descriptor heaps in DirectX 12 and ray tracing. (UUM-40496)
  • Editor: EditorApplication.focusChanged now gets triggered using operating system dependent application focus events. (UUM-41894)
  • Editor: Fixed "Assertion failed on expression: '!m_InsideContext'" error in editor console. (UUM-46849)
  • Editor: Fixed a crash in shortcut generation on Mac OS. (UUM-56950)
  • Editor: Fixed an issue where Menus items are not visible after loading large projects. (UUM-56482)
  • Editor: Fixed Child object not correctly destructed during scene unloading when detached from its parent in OnDestroy. (UUM-35019)
  • Editor: Fixed copy properties on material variants. (UUM-53121)
  • Editor: Fixed crash when opening project with corrupted library (DBVersion corrupted). (UUM-41316)
  • Editor: Fixed default and secondary action invocation in Search window (keyboard + double-click). (UUM-55883)
  • Editor: Fixed failure on AMD GPU when baking APV with virtual offsets or sky occlusion. (UUM-54158)
  • Editor: Fixed for invalid texture binding in worldspace. (UUM-58524)
  • Editor: Fixed how we index folder and folder combinations for the dir: filter. (UUM-56923)
  • Editor: Fixed issue where the wrong value would be displayed for stepped curves. (UUM-30927)
  • Editor: Fixed Mac Editor crash that could occur during Play mode if shaders needed to compile while creating a new Material with the Inspector panel open. (UUM-56959)
  • Editor: Fixed Mouse bindings appearing twice when rebinding a shortcut entry in the Shortcut Manager window. (UUM-56740)
  • Editor: Fixed Opaque Layer Mask filters out meshes that use the 31st Layer. (UUM-17764)
  • Editor: Fixed renderdoc capture button in linux editor not capturing drawings in gameview. (UUM-57914)
  • Editor: Fixed script not compiled with a certain folder/asmdef configuration in the Assets folder.
  • Editor: Fixed Secondary click "control-click" does not work on mac. (UUM-56102)
  • Editor: Fixed Static Lighting Volumetric Clouds checkbox. (UUM-54025)
  • Editor: Fixed tessellation of UI Toolkit masking shapes that was causing "Invalid vertex" error in debug. (UUM-58404)
  • Editor: Fixed the container window signal handler data type. (UUM-58495)
  • Editor: Lens Flares ignore Camera Culling Masks. (UUM-44191)
  • Editor: Plugins of .androidlib type will by default be marked as only compatible with Android. (UUM-57229)
  • Editor: Prevent crash in PreviewTextureManager when changing materials while play-mode is active. (UUM-44179)
  • Editor: When a context contains a single provider, it is correctly listed in the AddNewBlock propositions. (UUM-56451)
  • Editor: [Android] Broadcast Receiver in UnityPlayer was removed as it is unneeded and causing crash on Android 14 development due to missing EXPORTED/NOT_EXPORTED flag when registering receiver. (UUM-48068)
  • Editor: [Windows] Fixed moving window with .position across monitors with multiple dpi has the wrong size. (UUM-34515)
  • GI: UpdateLightProbeProxyVolumes is shown as running despite not being active. (UUM-53150)
  • Graphics: Enforce SDR for Splash Screen. (UUM-46354)
  • Graphics: Fixed a Metal validation error that occurred when GPU batched skinning generated an empty dispatch call due to empty blendshapes. (UUM-47088)
  • Graphics: Fixed an issue when using CaptureScreenshotAsTexture during the rendering process with Metal API, if the results are undefined then Unity now outputs an error instead of crashing. (UUM-47096)
  • Graphics: Fixed async PSO creation jobs from getting canceled due to localized Vulkan PipelineKey conflicts. (UUM-54127)
  • Graphics: Fixed depthnormals bug for multi-pass shader. (UUM-56610)
  • Graphics: Fixed race condition when registering Vulkan PSO caches for maintenance. (UUM-54127)
  • Graphics: Fixed race condition. when shutting down the Vulkan async PSO creation system. (UUM-54127)
  • Graphics: Fixed to make sure maxParallelPSOCreationJobs limit is obeyed when using Vulkan. (UUM-54127)
  • Graphics: Texture names may occasionally not been set on development build GPU captures, this has been fixed so they match the asset they were loaded from. (UUM-57690)
  • HDRP: Fixed a culling result sharing issue between custom passes and the camera rendering them. (UUM-53945)
  • HDRP: Fixed a null ref exception when baking APV without GPU streaming enabled. (UUM-58735)
  • HDRP: Fixed an issue by removing now unnecessary required setting for the Water System sample. (UUM-58619)
  • HDRP: Fixed Blackman-Harris filter for temporal AA. (UUM-57155)
  • HDRP: Fixed Console errors with ReflectionProxyVolume component Gizmo. (UUM-56069)
  • HDRP: Fixed creating mirror Gameobject not being placed in prefab hierarchy. (UUM-56424)
  • HDRP: Fixed Disk Light's property not being updated when changing it's radius using the gizmo in the scene. (UUM-51530)
  • HDRP: Fixed exception thrown when running projects for an extended amount of time. (UUM-49102)
  • HDRP: Fixed inverted shadows from transparent objects in HDRP path tracer. (UUM-56536)
  • HDRP: Fixed post-processing when the LUT size is not a power of 2. (UUM-42714)
  • HDRP: Fixed sentence in "Ray Tracing: Getting started" documentation. (UUM-57200)
  • HDRP: Fixed ShaderGraph with motion vectors enabled overwriting interpolators with previous frames data. (UUM-56632)
  • HDRP: Flares now respect the cameras culling mask and the game objects layer (Occlusion and Rendering). (HDRP-3062)
  • HDRP: Increase HDRP's maximum cube reflection probes on screen. (UUM-53178)
  • iOS: Fixed "Fill percentage" launch screen option only using the iPad value for both iPhone and iPad. (UUM-46824)
  • iOS: Fixed ActivityIndicator not showing on newish iOS. (UUM-48717)
  • iOS: Fixed Product Name with non-latin characters to be able to install .ipa to the device. (UUM-30326)
  • iOS: Fixed WebCamDevice.kind reporting wrong values on devices with non-English system language. (UUM-56785)
  • Physics: Fixed an issue where Physics.gravity would end up attempting to wake up kinematic Rigidbody components, causing errors to be logged. (UUM-57939)
  • Physics: Fixed moving child triggers causing parent bodies to recalculate their center of mass. (UUM-30798)
  • Scene Manager: Fixed crash when replacing a missing prefab asset. (UUM-42461)
  • Scene/Game View: Fixed an issue where clicking on the SceneView with the middle mouse button would not focus it on MacOS. (UUM-57116)
  • Scene/Game View: Fixed an issue where exiting a tool variant triggers another tool variant from the same group. (UUM-54110)
  • Scene/Game View: Fixed an issue where navigating the SceneView using Flythrough mode would cause a system alert sound to be played on macOS. (UUM-56936)
  • Scene/Game View: Fixed issue where holding the Shift key down and scrolling with the mouse wheel would not change SceneView's camera speed while in Flythrough mode. (UUM-56423)
  • Scripting: Fixed a console error related to rider pkg (v3.0.25 or later), which appears in Editor SafeMode. (UUM-57097)
  • Scripting: Reduced the noise in Editor logs when ApiUpdater fails to read/write cached configuration files. (UUM-49205)
  • Serialization: SerializedProperty.boxedValue now works with types containing SerializeReference. (UUM-15022)
  • Shaders: Ensures internal shader compiler errors such as losing connection to a compiler process aren't cached like compilation errors are (UUM-28802)
  • Shaders: Ensures internal shader compiler errors such as losing connection to a compiler process aren't cached like compilation errors are. (UUM-28802)
  • TextCore: Ensure no errors are thrown for wrongly formatted tags. (UUM-11753)
  • TextMeshPro: Fixed TMP_InputField line limit behavior to mean unlimited when the value is set to zero or negative. (UUM-57192)
  • UI Toolkit: Fixed an issue where the UI Builder would not recognize attributes starting with an uppercase letter as bindable. (UUM-55555)
  • UI Toolkit: Fixed GUIDepth error when changing Color property in Gradient Editor. (UUM-47254)
  • UI Toolkit: Fixed GUIDepth error when changing Search filter dropdown in Test Runner. (UUM-40283)
  • UI Toolkit: Fixed issue with ListView items being rebound to the parent SerializedObject when hierarchy traversal kicks in, instead of keeping the binding from bindItem. (UUM-54716)
  • UI Toolkit: Fixed issues with editor bindings throwing exceptions when the object was changed but then disposed. ('SerializedObject of SerializedProperty has been Disposed'). (UUM-57406)
  • UI Toolkit: Fixed missing dirty-repaint when setting the DynamicColor hint. (UUM-59393)
  • UI Toolkit: Fixed ObjectDisposedException on undoing creation of element in the builder. (UUM-53334)
  • UI Toolkit: Fixed UIToolkit memory leak in webgl for safari. (UUM-57628)
  • VFX Graph: Improved error feedback message when a shader graph is missing and no path is found. (UUM-28009)
  • Video: Choppy video playback when Application.targetFrameRate is set lower than the video frame rate. (UUM-48911)
  • WebGL: Fixed an issue that causes a parsing error due to misplaced regex. (UUM-21896)
  • Package changes in 2023.2.5f1
  • Packages updated
  • com.unity.2d.animation: 10.0.3 → 10.1.0
  • com.unity.2d.common: 9.0.2 → 9.0.3
  • com.unity.ide.rider: 3.0.26 → 3.0.27
  • com.unity.mobile.notifications: 2.3.0 → 2.3.1
  • com.unity.postprocessing: 3.3.0 → 3.4.0
  • com.unity.render-pipelines.core: 16.0.4 → 16.0.5
  • com.unity.render-pipelines.high-definition: 16.0.4 → 16.0.5
  • com.unity.render-pipelines.high-definition-config: 16.0.4 → 16.0.5
  • com.unity.render-pipelines.universal: 16.0.4 → 16.0.5
  • com.unity.shadergraph: 16.0.4 → 16.0.5
  • com.unity.testtools.codecoverage: 1.2.4 → 1.2.5
  • com.unity.visualeffectgraph: 16.0.4 → 16.0.5
  • com.unity.netcode.gameobjects: 1.7.0 → 1.7.1
  • com.unity.services.deployment: 1.2.0 → 1.3.0
  • com.unity.addressables.android: 1.0.1 → 1.0.2

New in Unity 2023.3.0 Beta 1 (Jan 5, 2024)

  • Features:
  • Editor: Integrated new build profile icons.
  • Editor: The Build Profile Diagnostic checkbox is no longer available because the Build Settings window has been replaced with the Build Profile window.
  • Package: XR Hands package updated to 1.4.0-pre.1.
  • SRP Core: Added the option to cache Render Graph compilation for both URP and HDRP.
  • UI Toolkit: Added a debugger for the UI Toolkit dynamic atlas.
  • VFX Graph: Added particle count readback for strips, which also allows strips to go to sleep state.
  • VFX Graph: Enabled Frustum Culling for strips.
  • VFX Graph: The following improvements have been made to shortcuts in VFX Graph:
  • Registered the shortcuts in the global Unity Shortcut window.
  • Synced shortcuts with ShaderGraph where possible.
  • Added new shortcuts.
  • XR: Added support for Foveated Rendering on Vision Pro.
  • Improvements:
  • Android: When producing the symbols.zip package, Unity will prompt Gradle to produce the zip, which means the symbols.zip package might contain more symbol files, allowing for better stack trace resolution. This also allows you to regenerate the symbols package from within the Gradle project.
  • Android: You can now embed Debug symbols into an app bundle (e.g., in the Build Settings window, choose Debug Symbol > level and format to IncludeInBundle) when uploading .aab files to the Google Play Store. The symbols are uploaded together with aab, which means you don't need to upload the symbols separately.
  • Build System: Made bee_backend's directory deletion explicitly handle read-only files on Windows.
  • Particles: Improved 2 error messages to include the name of the Particle System.
  • Scene/Game View: Changed the overlays order for a consistent one in the Overlay Menu.
  • SRP Core: Reducing AddRaster/Compute/UnsafeRenderPass Render Graph API CPU cost by not clearing anymore internal arrays. Now relying on handle IsValid() API instead.
  • SRP Core: RenderGraphObjectPool is now 3x faster with RasterRenderRenderGraphPass objects by using UnityEngine.Pool.
  • SRP Core: Validation checks of Render Graph can be enabled/disabled from the Editor. Enabled by default, disabling them slightly improves Render Graph performance.
  • UI Toolkit: Improved the UI Toolkit performance by reducing the number of managed memory allocations (GC.Alloc), specifically when using a virtualized ListView containing Label items. (UUM-57824) First seen in 2023.3.0a18.
  • Universal RP: Bloom post processing effect CPU optimization. Many RasterPass into single UnsafePass.
  • Universal RP: Disabled implicit use of all globals in URP passes
  • Web: Improved performance for instance rendering in WebGPU.
  • API Changes:
  • Android: Added: ConfigurationManager has new APIs:
  • ApplyPluginList.AddPluginFromPath
  • ApplyPluginList.AddPluginFromRaw
  • Ndk.DebugSymbolLevel
  • Editor: Added: a flag for recursive dependency calculation. For use with the Compatibility Pipeline API.
  • Editor: Added: public methods RegisterToolContext and DeregisterToolContext to the ShortcutManager class to allow users to register and unregister custom shortcut contexts.
  • Editor: Added: the IShortcutToolContext interface to allow users to create their own custom shortcut context.
  • Editor: Changed: EditorUserBuildSettings.androidCreateSymbols was replaced with UnityEditor.Android.UserBuildSettings.DebugSymbols.level and UnityEditor.Android.UserBuildSettings.DebugSymbols.format.
  • Scripting: Added: Every hierarchy node type handler now has access to an member hierarchy command list in which they can write to whenever they want. This is to simplify the workflow of integrating changes into the hierarchy, which in turn makes the ChangesPending and IntegrateChanges methods optional. (UUM-58062) First seen in 2023.3.0a12.
  • Scripting: Changed: The HierarchyViewModel methods used to query flags were ambiguous because it did not specify they meant "all flags" versus "any flags". These methods are now deprecated, and new methods which specify if it is "all flags" versus "any flags" were added. (UUM-58061) First seen in 2023.3.0a12.
  • Video: Added: WebCamKind.Unknown to be used as fallback when camera type is not recognized.
  • Changes:
  • Android: The launcher/build.gradle evaluation now depends on unityLibrary/build.gradle evaluation. Therefore, the unityLibrary/build.gradle can no longer have any dependencies on the launcher/build.gradle.
  • Android: Unity will no longer need to force debugging symbols if Unity Cloud Diagnostics (UCD) is enabled. Users can manually choose the appropriate debug symbol level. Choosing the level affects how stack traces are resolved by UCD. For example, public symbols are enough to properly resolve function names, while debugging symbols provide filenames and line numbers. Debugging symbols, due to their size can increase build time and build size, which might be a limitation for some users.
  • Android: When producing the symbols.zip package, the symbols will contain .so.sym or .so.dbg extension depending on the debugSymbolLevel. These extensions are provided by the Android Gradle plugin for backwards compatibility but you can still force the .so extension (for more information, check out Debug Symbol > format in the Build Settings window).
  • Editor: Reverted the new contextual menu.
  • Fixes:
  • 2D: Fixed the importing of sprite sheets with ISpriteEditorDataProvider so that it no longer generates broken sprites. (UUM-56410)
  • 2D: The Tilemap Renderer in Individual mode will use all secondary textures associated with sprites, when the sprites are using a Sprite Atlas texture with different secondary texture sources. (UUM-53666)
  • Android: Added missing super.onRequestPermissionsResult for onRequestPermissionsResult call for both Activity and GameActivity. (UUM-58225)
  • Android: Added symbol settings to Android build profile.
  • Android: Fixed ad banner disappearance after suspend/resume (UUM-57151)
  • Android: Fixed missing PropertyStringArray is missing Add/AddRange API in Configuration Manager. (UUM-58748) First seen in 2023.3.0a1.
  • Android: Fixed missing manifest.AddUsesPermissionSdk23 API in Configuration Manager.
  • Android: Fixed missing manifest.Application.AddReceiver API in Configuration Manager. (UUM-58739) First seen in 2023.3.0a11.
  • Android: Fixed patch button being disabled for active build profile.
  • Android: Make UnityPlayerForActivityOrService.SynchronizationTimeout properly available in java files. (UUM-57949) First seen in 2023.3.0a1.
  • Android: Updated GetEngineGradleDependencies() API to return asset pack dependencies. (UUM-21692)
  • Android: You can override UnityPlayerActivity.java, by placing the file directly in Unity project, this was accidentally broken with incremental build pipeline. (UUM-57761)
  • Asset Bundles: Fixed an issue where AssetBundles aren't rebuilt when the "BatchRendererGroup Variants" shader stripping setting is changed. (UUM-48757)
  • Audio: Fixed a performance issue that would occur when having many inactive audio sources in a scene. (UUM-52194)
  • Editor: Added reporting of allocation errors that used to cause a crash. (UUM-41211)
  • Editor: Copying shared scenes when duplicating a classic build profile.
  • Editor: Disabling build and build and run buttons and displaying warning when editor is compiling or when virtual texturing is enabled and not valid for build profile window.
  • Editor: Fixed a crash in shortcut generation on Mac OS. (UUM-56950)
  • Editor: Fixed a crash when OpenCL shader kernel creation fails. (UUM-58400) First seen in 2023.3.0a16.
  • Editor: Fixed an invalid texture binding in worldspace. (UUM-58524)
  • Editor: Fixed an issue where an assert is triggered when calling EditorApplication.Exit() with a native debugger attached on MS Windows. (UUM-56930) First seen in 2023.3.0a17.
  • Editor: Fixed an issue where setting AppendHashToAssetBundleName to true would sometimes cause code that should be preserved to be stripped. (UUM-48574)
  • Editor: Fixed an issue where the script did not compiled with a certain folder/asmdef configuration in the Assets folder.
  • Editor: Fixed baking large APVs by baking in batches. (UUM-58353) First seen in 2023.3.0a19.
  • Editor: Fixed build errors due when switching between build targets using buildPlayer command line options. (UUM-34899)
  • Editor: Fixed casting integers to memory labels. (UUM-57246)
  • Editor: Fixed copy properties on material variants. (UUM-53121)
  • Editor: Fixed default and secondary action invocation in Search window (keyboard + double-click) (UUM-55883)
  • Editor: Fixed depthnormals texture under 2-pass shader. (UUM-56610)
  • Editor: Fixed flickering due to intensity being changed during the first frame. (UUM-57173)
  • Editor: Fixed flipping scale of water surface. (UUM-54974)
  • Editor: Fixed foam accumulation in editor. (UUM-56020)
  • Editor: Fixed how we index folder and folder combinations for the dir: filter. (UUM-56923)
  • Editor: Fixed Index manager doesn't override file or folder if user cancels the OpenDialog. (UUM-58792) First seen in 2023.3.0a1.
  • Editor: Fixed indexing in playmode: when in playmode we do not start asset indexing. When the user stops playmode, the relevant asset indexing tasks will start. (UUM-58793) First seen in 2023.3.0a1.
  • Editor: Fixed issue preventing the color picker from selecting colors from the Windows task bar.
  • Editor: Fixed issue when dragging selectable field in IMGUI. (UUM-56528)
  • Editor: Fixed issue with IMGUI not calculating text size properly. (UUM-52215)
  • Editor: Fixed Live subdivision UI for APV. (UUM-49238)
  • Editor: Fixed Mac Editor crash that could occur during Play mode if shaders needed to compile while creating a new Material with the Inspector panel open. (UUM-56959)
  • Editor: Fixed renderdoc capture button in linux editor not capturing drawings. (UUM-57914)
  • Editor: Fixed sky occlusion UI. (UUM-56889) First seen in 2023.3.0a16.
  • Editor: Fixed some cases where IMGUI message boxes would clip text.
  • Editor: Fixed Static Lighting Volumetric Clouds checkbox. (UUM-54025)
  • Editor: Fixed tessellation of UI Toolkit masking shapes that was causing "Invalid vertex" error in debug. (UUM-58404)
  • Editor: Fixed tooltip and documentation issue for sky occlusion. Disable backface culling by default. (UUM-56870) First seen in 2023.3.0a16.
  • Editor: Fixed type remapping for : asmdef, animation and terrain. (UUM-58791) First seen in 2023.3.0a1.
  • Editor: Fixed unresponsive editor when baking a large APV with terrain. (UUM-58017)
  • Editor: Improve performance hierarchy performance by directly accessing Version and Root directly instead of going through bindings. (UUM-58337) First seen in 2023.3.0a19.
  • Editor: Menus items are now visible after loading large projects. (UUM-56482)
  • Editor: Removed forgotten meta files (UUM-58028) First seen in 2023.3.0a18.
  • Editor: Rename Probe Volumes to Adaptive Probe Volumes. (UUM-55385) First seen in 2023.3.0a14.
  • Editor: Resolved issue with unresponsiveness and potential hangs when double clicking dockable area tabs. (UUM-36003)
  • Editor: Setting EditorUserBuildSettings.selectedStandaloneTarget for active windows build profile when the architecture changes.
  • Editor: The Exit button in the Editor Launch Window no longer overlaps with the "Made With Unity" text. (UUM-57067)
  • Editor: When a context contains a single provider, it is correctly listed in the AddNewBlock propositions. (UUM-56451) First seen in 2023.3.0a15.
  • GI: Fixed incorrect graphics buffer stride leading to failures when LightTransport_RuntimeTests are executed with AMD GPUs. (UUM-54158)
  • Graphics: Correcting issue of setting mismatched Color and Depth buffers encountered with Single-buffered CustomRenderTextures. (UUM-55999)
  • Graphics: Enforce SDR for splash screen regardless of HDR display settings. (UUM-46354)
  • Graphics: Fixed an issue causing unnecessary batch breaking when using GPU Resident Drawer & "Use Legacy Lightmaps" option.
  • Graphics: Fixed an issue causing unnecessary batch breaking when using GPU Resident Drawer & LOD crossfade.
  • Graphics: Fixed shader compilation warning in Stp.hlsl due to a typo in 32-bit path. (UUM-58699) First seen in 2023.3.0a19.
  • Graphics: Fixed STP platform-specific performance issues and significantly improved image quality in some cases (UUM-57926) First seen in 2023.3.0a18.
  • Graphics: Improve texture format support on macOS. (UUM-52122) First seen in 2023.3.0a7.
  • Graphics: When using CaptureScreenshotAsTexture during the rendering process with Metal API, if the results are undefined then Unity now outputs an error instead of crashing. (UUM-47096)
  • HDRP: Added redirection header for TextureXR.hlsl to avoid breaking existing custom shaders. (UUM-58317) First seen in 2023.3.0a19.
  • HDRP: Async compute Presents issues when depending on the first texture read of depth. In some platforms (vulkan/dx12 and some consoles) the first read of depth is actually a write because of decompression / layout / barriers. Async compute is inserting the fence before this operation because RenderGraph sees everything as a simple Read / Write. Temporarily hacking this so the first read of depth is tagged as a write, so the correct fence is inserted. (UUM-57601)
  • HDRP: Fixed a culling result sharing issue between custom passes and the camera rendering them. (UUM-53945)
  • HDRP: Fixed a null ref exception when baking APV without GPU streaming enabled. (UUM-58735)
  • HDRP: Fixed an issue where denoised ray traced shadows were incorrect for box lights. (UUM-48518) First seen in 2023.3.0a4.
  • HDRP: Fixed asserts when exiting play mode with STP & HW DRS enabled. (UUM-58316) First seen in 2023.3.0a19.
  • HDRP: Fixed Blackman-Harris filter for temporal AA. (UUM-57155) First seen in 2023.3.0a1.
  • HDRP: Fixed Console errors with ReflectionProxyVolume component Gizmo. (UUM-56069)
  • HDRP: Fixed creating mirror Gameobject not being placed in prefab hierarchy. (UUM-56424)
  • HDRP: Fixed exception thrown when running projects for an extended amount of time. (UUM-49102)
  • HDRP: Fixed inverted shadows from transparent objects in HDRP path tracer. (UUM-56536)
  • HDRP: Fixed post-processing when the LUT size is not a power of 2 (UUM-42714)
  • HDRP: Fixed probe volume live subdivision not culling cells correctly. (UUM-51849)
  • HDRP: Fixed ShaderGraph with motion vectors enabled overwriting interpolators with previous frames data. (UUM-56632)
  • HDRP: Fixed the scroll bar jumping at the top of the window when focusing a settings from the same panel in the project settings. (UUM-53429)
  • HDRP: Fixed unintentional jitter in prevProjMatrix view constant when AfterPostprocess frame setting is enabled. (UUM-58346) First seen in 2023.3.0a19.
  • HDRP: Fixing jittered inverse view projection in line rendering: because shading in high quality line rendering (i.e. hair rendering) is done in object space, the unjittered inverse view projection matrix has been added to the matrix constant buffer and is now used for shading hair. (UUM-57985)
  • HDRP: Increase HDRP's maximum cube reflection probes on screen. (UUM-53178)
  • iOS: Fixed adding multiple plugins with embedded frameworks. (UUM-58170)
  • iOS: Fixed an issue where WebCamDevice.kind reported incorrect values on devices with a non-English system language. (UUM-56785)
  • macOS: Fixed an issue where some shortcut keys weren't displaying correctly on macOS. (UUM-56280) First seen in 2023.3.0a10.
  • N/A (internal): Fixed a Memory Profiler Test on Windows arm64. (UUM-51310) First seen in 2023.3.0a7.
  • Package Manager: Disabling "Clear Filters" button if the user is not using filters. (UUM-42518)
  • Physics: Fixed an issue where Physics.gravity would end up attempting to wake up kinematic Rigidbody components, causing errors to be logged. (UUM-57939)
  • Profiler: Fixed an issue whereby all Rendering statistics could be zero in Play Mode when the application's target frame rate was set. (UUM-58128)
  • Scene Manager: Fixed a crash when replacing a missing prefab asset. (UUM-42461)
  • Scene/Game View: Fixed an issue where clicking on the SceneView with the middle mouse button would not focus it on MacOS. (UUM-57116)
  • Scene/Game View: Fixed an issue where GameView would often lose VSync state when re-docked during play mode. (UUM-56228) First seen in 2023.3.0a15.
  • Scripting: Reduced the noise in Editor logs when ApiUpdater fails to read/write cached configuration files. (UUM-49205)
  • Shadergraph: Fixed typos in the text of the the Node Reference samples. (UUM-58488)
  • Shaders: Fixed an issue where internal shader compiler errors such as losing connection to a compiler process were cached like compilation errors are. (UUM-28802)
  • Shaders: Fixed an issue where internal shader compiler errors such as losing connection to a compiler process were cached like compilation errors are. (UUM-28802)
  • Shaders: For shaders compiled using DXC for Vulkan, fixed "maximal supported UAV limit" errors being generated on UAV resource declarations when they shouldn't be. (UUM-56264)
  • SRP Core: Add XR for Lens Flare Data Driven. (UUM-33648)
  • SRP Core: Fixed 'Remove All' context action for Volume Profile not working in VolumeEditor. (UUM-56409)
  • SRP Core: Fixed left eye's Lens Flare light in XR. (UUM-35075)
  • SRP Core: Fixed volume profile reset action in graphics settings. (UUM-57245) First seen in 2023.3.0a15.
  • TextMeshPro: Ensure Sprites can be reordered within a SpriteAsset. (UUM-49349)
  • TextMeshPro: Fixed submesh deactivation where base mesh was null. (UUM-58083) First seen in 2023.3.0a17.
  • TextMeshPro: Fixed TMP_InputField line limit behavior to mean unlimited when the value is set to zero or negative. (UUM-57192)
  • UI Elements: Fixed the multicolumn control not calling DestroyItem when clearing its itemsSource and calling a Rebuild. (UUM-54832)
  • UI Elements: Fixed the sorting behavior applied to default sort mode on the collection view controls. (UUM-56895) First seen in 2023.3.0a15.
  • UI Toolkit: Fixed an issue with ListView items being rebound to the parent SerializedObject when hierarchy traversal kicks in, instead of keeping the binding from bindItem. (UUM-54716)
  • UI Toolkit: Fixed Command event modifier for pointer events on MacOS. (UUM-43481)
  • UI Toolkit: Fixed issues with editor bindings throwing exceptions when the object was changed but then disposed. ('SerializedObject of SerializedProperty has been Disposed') (UUM-57406)
  • UI Toolkit: Fixed ObjectDisposedException on undoing creation of element in the builder. (UUM-53334) First seen in 2023.3.0a8.
  • UI Toolkit: Fixed UIToolkit memory leak in webgl for safari. (UUM-57628) First seen in 2023.3.0a11.
  • Universal RP: Fixed an issue where decals were not affecting grass when using Deferred Rendering. (UUM-21928)
  • Universal RP: Fixed an issue where disabling SSAO feature didn't work in built projects when the SSAO disabled keyword had been stripped out. (UUM-56165)
  • Universal RP: Fixed an issue where renderer features didn't pass validation if they inherit from another renderer feature. (UUM-56639)
  • Universal RP: Fixed an issue where screen would in some cases be dark when using Decals and SSAO in RenderGraph. (UUM-58842) First seen in 2023.3.0b1.
  • Universal RP: Fixed depth buffer disappearing after using SwapColorBuffer. (UUM-44446)
  • Universal RP: Fixed UniversalRendererResources settings getting incorrectly stripped from player builds. (UUM-57954) First seen in 2023.3.0a17.
  • Universal RP: Fixed URP post-processing script template potentially trying to sample the backbuffer (not forcing intermediate texture rendering). (UUM-57806) First seen in 2023.3.0a17.
  • Universal Windows Platform: Corrects Application.runInBackground internal implementation which sometimes caused crashes when the option is set to false after the application has lost focus. (UUM-43306) First seen in 2023.3.0a1.
  • URP: Fixed redundant pipeline recreate when opening Graphics settings. (UUM-58084) First seen in 2023.3.0a18.
  • URP: Y-flip for reflection probe atlas lookup is now handled correctly for OpenGL and GLES3. (UUM-36629)
  • VFX Graph: Fixed a Custom HLSL used in ShaderGraph Output issue. (UUM-56958) First seen in 2023.3.0a13.
  • VFX Graph: Fixed an issue where the sample of Camera Buffer isn't available in compute passes. (UUM-55734)
  • VFX Graph: Fixed node search window could not be opened through the context menu (UUM-59173) First seen in 2023.3.0b1.
  • VFX Graph: Fixed unexpected warning message in the console. (UUM-59122) First seen in 2023.3.0a19.
  • VFX Graph: Remove warning from VFX init for strips (GetParticleIndex). (UUM-51867)
  • Video: VideoPlayer support of multiple audio tracks is broken on a few platforms. (UUM-55268)
  • Web: WebGPU: ASTC6x6 compressed texture format was incorrectly mapped to WebGPU.
  • Web: WebGPU: Enable filtering of Float32 and Depth textures when the Filterable Float32 extension is available.
  • Web: WebGPU: Fix for MSAA when HDR rendering is enabled.
  • Web: WebGPU: Fix for UInt32 index buffers used for indirect drawing.
  • Web: WebGPU: Fix for video player textures.
  • XR: Add support for Visions OS keyboard.
  • XR: Single pass shader support for visionOS.
  • New 2023.3.0b1 Package Changes since 2023.3.0a18:
  • Packages updated:
  • com.unity.collections: 1.2.4 → 2.4.0-pre.2
  • com.unity.ide.rider: 3.0.26 → 3.0.27
  • com.unity.localization: 1.5.0-pre.3 → 1.5.0-pre.5
  • com.unity.mathematics: 1.2.6 → 1.3.1
  • com.unity.mobile.notifications: 2.3.0 → 2.3.1
  • com.unity.probuilder: 5.2.2 → 6.0.1-pre.1
  • com.unity.test-framework: 1.4.1 → 1.4.2
  • com.unity.xr.arcore: 6.0.0-pre.4 → 6.0.0-pre.5
  • com.unity.xr.arfoundation: 6.0.0-pre.4 → 6.0.0-pre.5
  • com.unity.xr.arkit: 6.0.0-pre.4 → 6.0.0-pre.5
  • com.unity.xr.core-utils: 2.2.3 → 2.3.0-pre.3
  • com.unity.xr.hands: 1.3.0 → 1.4.0-pre.1
  • com.unity.xr.interaction.toolkit: 2.5.1 → 3.0.0-pre.1
  • com.unity.transport: 1.4.0 → 2.1.0
  • com.unity.services.deployment: 1.2.1 → 1.3.0
  • com.unity.services.ugc: 2.0.0 → 3.0.0
  • com.unity.services.ugc.bridge: 2.0.0 → 3.0.0
  • com.unity.addressables.android: 1.0.1 → 1.0.2
  • Packages added:
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]

New in Unity 2023.2.4 (Dec 28, 2023)

  • Fixes:
  • 2D: Fixed TilemapRenderer using texture shader property from previous Renderer if property is not set in the TilemapRenderer by setting a default property to use. (UUM-55308)
  • 2D: TilemapRenderer in Individual mode will user all secondary textures associated with the Sprites used when Sprites are using Sprite Atlas texture with different secondary texture sources. (UUM-53666)
  • Android: Google play.asset-delivery package version is updated to 2.1.0 to solve PAD related compatibility problem with Android 14. (UUM-54157)
  • Animation: Fixed for a previous safety check on DiscreteCurve preventing the creation of curves when the specified binding path is not found. (UUM-56995)
  • Asset Import: Fixed assertion errors that occur when importing case insensitive plugins. (UUM-55556)
  • Editor: Ensure that instance ID is setup within built-in fragment shaders prior to crossfade dither macro calls, which uses the shader instanced property unity_LODFadeArray. (UUM-48066)
  • Editor: Fixed APV virtual offsets or sky occulsion baking for big meshes. (UUM-52552)
  • Editor: Fixed color glyphs not being displayed when using IME. (UUM-55755)
  • Editor: Fixed Label not being properly assigned the emojiFallback value when used with a TextField. (UUM-48676)
  • Editor: Fixed VolumetricFog as Fullscreen Debug Mode. (UUM-57063)
  • Editor: Frame Debugger: Fix cases where MSAA render textures were not resolved before being displayed. (UUM-54792)
  • GI: Fixed an issue where temporary copy of lightmap textures after bake was not released. (UUM-56491)
  • Graphics: Fixed native plugin crash when on non-main thread. (UUM-21112)
  • HDRP: Fixed caustics in XR. (UUM-54398)
  • HDRP: Fixed time step of watersystem for recorder. (UUM-52054)
  • iOS: Added iPhone 15 cutouts. (UUM-56430)
  • iOS: Added iPhone 15 device generation enums. (UUM-56348)
  • iOS: Fixed AddLocaleVariantFile not working with Windows file paths. (UUM-56027)
  • iOS: Fixed an audio bug on iOS. On iOS 17, if a Bluetooth audio device is connected, and "Prepare iOS for Recording" is un-checked, the C# Microphone.Start function could cause Unity to hang. (UUM-53849)
  • iOS: Fixed iPhone 15 crash when forcing it to Portrait Upside Down orientation. (UUM-56345)
  • Mono: Fixed GC heap reporting to report reserved (free) sections. (UUM-53413)
  • Physics: Fixed an issue with Rigidbody::MoveRotation where the epsilon used to verify that the provided Quaternion is close to being unit length was too precise, causing false positives. (UUM-57420)
  • Profiler: Fixed null pointer access crash inside ProfilerRecorder. (UUM-53009)
  • Scripting: Fixed AssemblyUpdater process not never exiting in some scenarios. (UUM-55990)
  • UI Elements: Revert back the multiline validation being applied to single line TextField. (UUM-21496)
  • UI Toolkit: Fixed UIElementsGenerator to include shorthand properties when generating UssNameToCSharpName and vice versa. (UUM-58009)
  • Universal RP: Fixed t Fullscreen Render Feature doesn't cause rendering layers to run in the depth normals prepass anymore. (UUM-56003)
  • VFX Graph: Fixed an issue where spawner callbacks were only working on the first instance of an instanced effect. (UUM-51509)
  • VFX Graph: Fixed an Unexpected inspector in case of Sprite Custom/Lit/Unlit. (UUM-48667)
  • VFX Graph: Fixed error feedback context menu could not be displayed anymore. (UUM-54781)
  • VFX Graph: Old style dropdown in Add, Divide (and many others) style has been updated to new design. (UUM-46336)
  • VFX Graph: Visual Effects back in Scene FX window. (UUM-56829)
  • Video: Fixed OnFrameReady is called twice when setting the time in VideoPlayer. (UUM-40971)
  • Video: [WebGL]VideoPlayer Rendering stops when setting FilterMode of a texture downloaded with UnityWebRequestTexture.GetTexture(). (UUM-52266)
  • Package changes in 2023.2.4f1:
  • Packages updated:
  • com.unity.2d.aseprite: 1.0.1 → 1.1.0
  • com.unity.probuilder: 5.1.0 → 5.2.2
  • com.unity.services.multiplay: 1.0.3 → 1.1.0

New in Unity 2023.2.3 (Dec 13, 2023)

  • Fixes:
  • 2D: Fixed case where URP freeform lights glitch when Light points are close to one another. (UUM-43318)
  • Accessibility: Fixed the node that is focused on touch. (UUM-55447)
  • Android: AndroidJavaObject will correctl follow dispose pattern and will now call Dispose(false) from finalizer, previously it called Dispose(true). (UUM-53674)
  • Animation: Fixed crash with multithreaded evaluation after calling ApplyOverrides on AnimatorOverrideController. (UUM-31848)
  • Editor: "Assertion failed on expression" errors spammed due to an attachment limit. (UUM-42643)
  • Editor: Added a space in contextual menu for TMP. (UUM-55626)
  • Editor: Fixed a bug where the KeyDown event from the Context menu's search field would be propagated to other windows. (UUM-55638)
  • Editor: Fixed an Editor freeze when PrefabUtility.LoadPrefabContents was called in AssetPostprocessor.OnPostprocessAllAssets for a moved prefab. (UUM-54362)
  • Editor: Fixed issue when dragging selectable field in IMGUI. (UUM-56528)
  • Editor: Fixed issue with IMGUI not calculating text size properly. (UUM-52215)
  • Editor: Fixed player build issue with needed assemblies being omitted from the build. (UUM-44770)
  • Editor: Fixed sign out experience from the Editor UI with or without active Hub (LIT-2409)
  • Editor: Fixes issues with updating IMGUI TextField from code. (UUM-49261)
  • Editor: Properly report a cancelled build in early build player stage. (UUM-28285)
  • Editor: Remove shortcut duplicates in the Binding Conflicts tab in the Shortcut Manager window. (UUM-55287)
  • GI: Handling CPU memory allocation failure in heavy data jobs when baking APV. (UUM-54569)
  • Graphics: Add support for SRP depth-only passes to accept RenderBuffers as store targets, rather than using the whole RenderTexture. (UUM-11868)
  • Graphics: Clarify that creating an AsyncQueueSynchronisation GraphicsFence requires the platform to support AsyncCompute. (UUM-47689)
  • HDRP: Fixed triplanar on alpha clipped geometry. (UUM-56664)
  • Linux: Fixed space key does not work when holding the Shift key. (UUM-54226)
  • Nintendo Switch: Fixed to correctly set Depth Clip Mode on Nintendo Switch so the ShaderLab ZClip command can work correctly. (UUM-41487)
  • Physics 2D: Fixed an issue where "PhysicsShapeGroup2D.Add()" produced incorrect "PhysicsShape2D.vertexStartIndex". (UUM-57029)
  • Scene/Game View: Fixed center tool handle mode. (UUM-55984)
  • TextMeshPro: Custom validator ignores the returned character from the validate function. (UUM-42147)
  • TextMeshPro: Editing a textfield on mobile and then submitting throws an exception. (UUM-37282)
  • TextMeshPro: Fixed margin values of TMP Text object can't be set when having specific anchors. (UUM-46117)
  • uGUI: Fixed editor crash on Camera::GetCameraRect on a nested Canvas GameObject. (UUM-42366)
  • uGUI: Fixed underline when use at end of text. (UUM-55135)
  • Universal RP: Fixed an issue where Light Layers did not check scene lighting setting when enabling the keyword. (UUM-33751)
  • Package changes in 2023.2.3f1:
  • Packages updated:
  • com.unity.mobile.android-logcat: 1.3.2 → 1.4.0
  • com.unity.xr.arcore: 5.1.0 → 5.1.1
  • com.unity.xr.arfoundation: 5.1.0 → 5.1.1
  • com.unity.xr.arkit: 5.1.0 → 5.1.1
  • com.unity.xr.meta-openxr: 1.0.0 → 1.0.1

New in Unity 2023.2.2 (Dec 4, 2023)

  • Improvements:
  • Burst: Burst support for Apple visionOS.
  • Changes:
  • Editor: Rename the shortcut that opens the context menu in the Scene view from "Show Action Menu" to "Show Scene view context menu".
  • Fixes:
  • 2D: Fixed AnimatedTile not animating in a player build. (UUM-55931)
  • Android: Android: The Editor now offers to install a lower API level than the currently installed level if the user requests it, rather than forcing the user to install the lower level manually. Not available in batch mode. (UUM-52052)
  • Android: Fixed an issue with usymtoolarm64 not being copied to exported Gradle project. (UUM-53558)
  • Android: Fixed merged manifest path for permissions event. (UUM-51545)
  • Asset Import: Closing the editor after reverting the properties in editor now resets the m_DirtyIndex to 0. (UUM-21202)
  • Audio: Fixed a bug that would cause the ARC to crash for certain parameter settings. (UUM-54898)
  • Editor: Fixed an Editor performance issue when opening a Shader Variant Collection asset containing more than 10,000 child variant objects. (UUM-41588)
  • Editor: Fixed an issue where sometimes the cloud project ID does not get included in the build.
  • Editor: Fixed an issue with text not being displayed under certain conditions. (UUM-53949)
  • Editor: Fixed Cmd+Ctrl+Q shortcut closing the Editor on macOS. Fixed Ctrl key is ignored when creating shortcuts with Cmd key. (UUM-48077)
  • Editor: On iOS, with MSAA and HDR enabled, now properly use the same backbuffer format. (UUM-52461)
  • GI: Changed Spotlight to Spot Light in UI labels. (UUM-55409)
  • GI: URP in batch mode (using -executeMethod): fixed light baking issues. (UUM-47683)
  • Graphics: WebGL Player: Fixed a memory leak when using AsyncGPUReadbackRequest. (UUM-46008)
  • iOS: Bring back the applicationDidReceiveMemoryWarning: to UnityAppController. (UUM-55367)
  • Physics: Fixed the torque computation of ArticulationBody::AddRelativeTorque to properly move the provided local space torque into world space before applying the inertia tensor world matrix. This change only affects cases where ForceMode.Acceleration and ForceMode.VelocityChange would be used. (UUM-54134)
  • Physics: Fixed the torque computation of RigidBody::AddRelativeForce to use the inertia tensor world matrix instead of mass. This change only affects cases where ForceMode.Acceleration and ForceMode.VelocityChange would be used. (UUM-54134)
  • Physics: Fixed the torque computation of RigidBody::AddRelativeTorque to properly move the provided local space torque into world space before applying the inertia tensor world matrix. This change only affects cases where ForceMode.Acceleration and ForceMode.VelocityChange would be used. (UUM-54134)
  • Physics 2D: Fix an issue where small/thin holes were left inside a PolygonCollider2D due to removal of near-collinear vertex. (UUM-45879)
  • UI Toolkit: UI Toolkit + IPointerClickHandler. IPointerClickHandler now counts clickCount correctly. (UUM-47980)
  • UI Toolkit: UI Toolkit: Fixed indications of default value overrides not being correctly refreshed, and clarified the Binding Path's field name and tooltip. (UUM-53358)
  • Undo System: Improve performance on Undo Flush when using serialization system. (UUM-10900)
  • Universal RP: URP: Fixed an issue where screen space decals miscalculated ambient lighting. (UUM-47142)
  • WebGL: Fixed a bug that caused for input to not be released when focus was removed from canvas on Windows Chrome. (UUM-53519)
  • WebGL: Fixed an error when sending long strings with gameInstance.SendMessage. (UUM-49331)
  • Package changes in 2023.2.2f1:
  • Packages updated:
  • com.unity.burst: 1.8.10 → 1.8.11

New in Unity 2023.2.1 (Nov 28, 2023)

  • Improvements:
  • Burst: Added support for System.Math functions Acosh, Asinh, Atanh, Cbrt, CopySign, Log2, SinCos, FusedMultiplyAdd, and ILogB.
  • HDRP: Added a new LOD mode for High Quality Lines that is based on screen coverage.
  • HDRP: You can now set the width of High Quality Lines in centimeter units on a per-vertex basis via Shader Graph.
  • Changes:
  • AI: Built-in navigation components are no longer hidden from the Add Component menu if the AI Navigation package is not installed. Instead, affected workflows provide shortcuts to install the package.
  • Burst: Introduced mimalloc as Burst's native allocator on Windows, to accelerate concurrently executing LLVM work.
  • Burst: Removed all code specific to DOTS Runtime.
  • XR: The Oculus XR Plugin package has been updated to 4.1.2.
  • Fixes:
  • 2D: Fixed a Crash that occured on GfxVersionList::Impl::GetVersion when opening the Project, Scene, and Game view. (UUM-35341)
  • AI: If the user adds components that rely on the AI Navigation package, and that package is not installed in the project, the Inspector window prompts the user to install the package. (UUM-53002)
  • AI: Linked NavMeshAgent, NavMeshObstacle and OffMeshLink components to their documentation pages. (UUM-55359)
  • Burst: Added linking to libstdc++/libc++ statically on HMI platforms.
  • Burst: Fixed an error thrown by the Burst Inspector when opening a non-static job with special characters in its name.
  • Burst: Fixed an issue that caused an empty variable to be returned if it is between a zero initializer
  • Burst: Fixed an issue where changing certain player build platform settings (like SDK version) would not trigger Burst to recompile.
  • Burst: Fixed an issue where invalid burst string formats leading to internal compiler error.
  • Burst: Fixed an issue where native debug information failed to reflect the contents of parameters to functions.
  • Burst: Fixed the Burst Inspector that were not displaying target methods if namespace or class contained the method name.
  • Burst: Fixed the QNX Player builds on 32-bit ARM.
  • Burst: For native debug information, type symbols can now be referenced using a :: separator between namespaces (C++ style). For example, Example.Type becomes Example::Type.
  • Editor: Fixed an issue where asset indexing was redone every time the Editor started. (UUM-55851)
  • Editor: Fixed an issue with missing SH vertex evaluation keywords in various secondary URP shaders. (UUM-39531)
  • Editor: Fixed APV debug shaders names and tags on URP. (UUM-47145)
  • Editor: Fixed missing APV include in the ComplexLit shader. (UUM-39531)
  • Editor: Fixed repeatedly asking the user whether they want to add a probe volume to the scene. (UUM-47695)
  • Editor: Fixed wrongly identifying different types of assets and folders as having the same name. (UUM-33981)
  • Editor: Hid the value of all password arguments provided from the command line in the Editor logs. (UUM-52202)
  • Editor: Refreshed the Unity Gaming Services Settings window to make it intuitive and easy to use. (UUM-56134)
  • Entities Graphics: Fixed an issue with the Editor selection outline when using shadergraph and vertex deformations. (UUM-51502)
  • Graphics: Added support for per-vertex motion vectors with DOTS Deformations on URP. (UUM-55030)
  • Graphics: Fixed support for rendering meshes with lines and points, and not just triangles.
  • HDRP: Added missing texture array global mip bias override for texture array grad samplers. (UUM-53676)
  • HDRP: Corrected dynamic resolution settings for offscreen UI. (UUM-53449)
  • HDRP: Fixed a non-development player crash that occurred when using the High Quality Lines feature. (UUM-41319)
  • HDRP: Fixed an issue Dropdown serialization and bindings. Ctrl + Z is now working. (UUM-48489)
  • HDRP: Fixed an issue that caused standalone runtime rebuilds of hair instances to fail when using High Quality Lines. (UUM-45401)
  • HDRP: Fixed an issue where cloud rendering was applied in prefab view. (UUM-46854)
  • HDRP: Fixed an issue where High Quality Line Renderers fail to draw on Metal API. (UUM-48570)
  • HDRP: Fixed an issue where if you open a newly created Shader Graph asset, the asset appears to have been modified. (UUM-17912)
  • HDRP: Fixed an issue with double Shadow Quality UI in HD Lights. (UUM-53779)
  • HDRP: Fixed an issue with High Quality Line Rendering spamming the console with errors in certain frame setting configurations. (UUM-45668)
  • HDRP: Fixed NaN propagation for path traced hair. (UUM-41442)
  • HDRP: Fixed potential leaks when using dynamic resolution and objects with refraction. (UUM-34731)
  • HDRP: HDRP: Added index seed mode for path tracing to avoid "sticky" noise patterns when using path tracing in conjunction with Recorder. (UUM-52633)
  • IL2CPP: Fixed a C++ compilation error on structs with Charset.Auto and System.Charfields. (UUM-52898)
  • IL2CPP: Fixed a crash that would occur when a function pointer appeared as a ref or out parameter (UUM-53171)
  • IL2CPP: Fixed IL2CPP build errors when Enums are decorated with a GUID attribute. (UUM-52435)
  • IL2CPP: Fixed incorrect parsing of generic limit command line arguments. (UUM-42804)
  • Input: Added more robust edge checks to simulated mouse input. (UUM-39752)
  • iOS: Fixed an issue where touches got stuck when the orientation is forced from code while touching the screen. (UUM-53903)
  • Linux: Fixed an issue where New Input System Mouse Click did not work on secondary displays. (UUM-55275)
  • Mono: Added a check to ensure that when processing the methods of an interface, the generic method has the virtual flag to avoid corrupting the vtable. (UUM-49018)
  • Mono: Fixed a runtime crash that occurred when accessing a struct field of a null object. (UUM-47983)
  • Mono: Fixed crash that occured in Rider when hovering a symbol to view its value. (UUM-43492)
  • Physics: Fixed logging errors with Collider.hasModifiableContacts and Collider.providesContacts when the collider is inactive. (UUM-55929)
  • Scripting: Fixed a crash that occured when loading a project with script compilation errors. (UUM-48740)
  • Serialization: Fixed the incorrect behavior of visited hash set.
  • uGUI: Fixed issue with Buttons triggering a different Button when using multiple Canvas instances in multiple windows. (UUM-36255)
  • UI Toolkit: Fixed an issue with unregistering callbacks.
  • Undo System: Detected scripts which destroy object when they are added to during Reset (UUM-40624)
  • Universal RP: Fixed an issue with post-processing that generated predictable values instead of random values. (UUM-53146)
  • Universal RP: Fixed the SH Vertex Evaluation Mode in URPLit shader graph. (UUM-39531)
  • VFX Graph: Fixed an issue where RenderTexture could not be used in VFXGraph. (UUM-55153)
  • Video: Fixed an issue where the video kept playing in the background when Play mode was paused. (UUM-21980)
  • Web: Fixed the default compression format from Brotli to Gzip. (UUM-52223)
  • Package changes in 2023.2.1f1:
  • Packages updated:
  • com.unity.burst: 1.8.9 → 1.8.10
  • com.unity.xr.oculus: 4.1.1 → 4.1.2
  • com.unity.services.deployment: 1.1.0 → 1.2.0

New in Unity 2023.2.0 (Nov 20, 2023)

  • Improvements:
  • Documentation: Improved the code sample for NavMeshAgent.CalculatePath() to better clarify how to interpret and use its results. (UUM-43219)
  • Editor: Allowed action and clutch shortcuts to use the same mouse button with or without modifiers.
  • API Changes:
  • Scripting: Removed: Removed overloads of method Hierarchy.Add that did not take a parent node. (UUM-54851) First seen in 2023.2.0b9.
  • Changes:
  • GI: Removed erroneous mentions of Auto Generate Lighting from the documentation, because this mode no longer exists.
  • Package: Bumped the version of com.unity.sequenceand updated its tests.
  • Fixes:
  • 2D: Fixed an issue where the secondary texture of Sprite Atlas was not rendered when it was used in a shader graph. (UUM-46398)
  • Asset Bundles: Fixed deadlock in AssetBundleUnloadOperation. (UUM-48887)
  • Asset Pipeline: Resolved the issue encountered in user builds when Unity was run in batch mode for builds, especially on CI infrastructure, with the configured and enabled Accelerator. (UUM-46142)
  • Audio: Fixed a bug that caused the clip volume in the Audio Random Container window to appear as if it is synchronised with the main volume. (UUM-54716) First seen in 2023.2.0b16.
  • Audio: Fixed a bug that occurred when selecting a GameObject with an audio source that points to an audio random container. The issue would throw an UI error in the editor console. (UUM-54810) First seen in 2023.2.0b16.
  • Audio: Fixed a bug that prevented the Script Inspector from showing a VU meter when the script overrides OnAudioFilterRead. (UUM-51045) First seen in 2023.3.0a7.
  • Audio: Fixed an issue with a null list element in the clip list in the AudioRandomContainer Editor window after removing an element then undoing it, followed by a domain reload (like entering and exiting playmode). (UUM-51034) First seen in 2023.3.0a7.
  • Audio: Fixed an issue with the clip list in the AudioRandomContainer Editor window not redrawing correctly after undoing a reorder of the list elements. (UUM-54744) First seen in 2023.2.0b16.
  • Core: Fixed a data race inside the job system where weak memory systems could hang when waiting and attempting to steal parallel work submitted from another thread. (UUM-41806)
  • Editor: Fix a crash that would occur when reordering some nested lists in MonoBehaviours. (UUM-47108)
  • Editor: Fixed an InvalidOperationException that happened when clearing inactive background progresses. (UUM-54039)
  • Editor: Fixed an issue that caused the Editor to freeze when calling UnityWebRequest.ClearCookieCache. (UUM-54043)
  • Editor: Fixed an issue where new input system was unresponsive on a second monitor. (UUM-46312)
  • Editor: Fixed an issue with an incorrect Editor splash screen. (UUM-55293) First seen in 2023.2.0b1.
  • Editor: Fixed an issue with backslashes in files and folders. Unity now ignores files and folders which include backslashes on macOS and Linux and warns the user about invalid paths. (UUM-3304)
  • Editor: Fixed an issues that made the Editor Text Sharpness incorrect when you open the Unity Editor. (UUM-44470)
  • Editor: Fixed the issue of incorrect mouse jumping that remained enabled after clicking in the Scene View. (UUM-26666)
  • Editor: Updated the enum maskfield flags in the dropdown menu that are adjusted manually. (UUM-46873)
  • Graphics: Fixed an issue that caused GraphicsSettings.asset to appear dirty even if no changes were performed at RenderPipelineGlobalSettings registration. (UUM-45842) First seen in 2023.2.0b16.
  • Graphics: Fixed an issue where Mesh Renderers are attempting to be drawn without a vertex position stream.
  • HDRP: Fixed an issue where XR SPI was not disabled after processing a render request. (UUM-49454)
  • HDRP: Fixed performance issues in the Reflection Probe inspector. (UUM-53681)
  • iOS: Fixed an issue where UnityWebRequest incorrectly sent Content-Length header with zero for requests other than PUT and POST. (UUM-49237)
  • Linux: Fixed an issue where a floating window would not stay on top of the Editor when clicking anywhere on the main Editor window. (UUM-53157)
  • Networking: Fixed an issue that caused an application to crash during shutdown if UnityWebRequest was running. (UUM-48042)
  • Networking: Fixed an performance regression issue in UnityWebRequest when connecting to multiple HTTPS resources simultaneously. (UUM-49389)
  • Networking: Updated libcurl to version 8.4.0. (UUM-52015)
  • Physics 2D: Fixed an issue that caused inaccurate collisions when a CapsuleCollider2D had the same width and height. (UUM-54373)
  • Physics 2D: Fixed an issue that prevented Unity from calling OnTriggerExit2D or OnCollisionExit2D if the Collider2D has existing contacts but then becomes invalid due to rotation around the X and/or Y axis. (UUM-53156)
  • Scene/Game View: Fixed an issue where Scene view motion tools could override custom Editor tools. (UUM-45813)
  • Scripting: Fixed an issue with files not getting added for compilation if GUIDs are detected as a move, and the old file was added as new.
  • Scripting: Fixed an issue with race condition that could cause crashes on startup when native code was called into managed code. (UUM-49357)
  • Scripting: Fixes an issue where clicking on a script compilation error in the Console Window wouldn't highlight the script in the Project Window. (UUM-16958)
  • Serialization: Fixed an issue that caused build errors after adding assembly definitions. (UUM-48662)
  • Shaders: Fixed an Editor crash that would occur when updating a shader graph referenced by another shader using UsePass. (UUM-46187)
  • Shaders: Fixed an issue that prevented shaders from rendering after editing dependencies in include files. (UUM-35111)
  • UI Toolkit: Fixed a bug where the ContextMenu width was too large when it contained a search field. (UUM-53864) First seen in 2023.2.0b14.
  • UI Toolkit: Fixed an Assertion error that occurred when adding the first element to a list in the CustomPropertyDrawer. (UUM-34033)
  • UI Toolkit: Fixed an issue where reopening UI Builder with the same document would disgard USS changes on disk when you closed the UI Builder. (UUM-53147) First seen in 2023.2.0b12.
  • UI Toolkit: Fixed an issue where UI Document Live Reload feature was systematically triggered when you entered Play mode with the UI Builder window open. (UUM-43595) First seen in 2023.2.0b2.
  • UI Toolkit: Fixed NullReferenceExceptions when re-ordering animated list views. (UUM-45896)
  • Universal RP: Fixed an issue that caused URP resources to return null after upgrading. (UUM-51425) First seen in 2023.2.0b10.
  • URP: Fixed an issue that partially corrupted display on Android if Vulkan Display Rotation was enabled during rendering. (UUM-48569)
  • VFX Graph: Fixed an issue where curve and gradient updates were missing when they were edited directly in the VFX View window. (UUM-52510)
  • VFX Graph: Fixed an issue with null values in slots preventing them from changing. (UUM-55313)
  • Windows: Fixes an issue with unreliable Cursor.SetCursor behaviour. (UUM-46718)
  • XR: Fixed an issue where setting XRSettings.useOcclusionMask to false did not disable the occlusion mask when using the Built-in Rendering Pipeline. (UUM-53822)
  • New 2023.2.0f1 Package Changes since 2023.2.0b17:
  • Packages updated:
  • com.unity.sequences: 2.1.0 → 2.1.1
  • nuget.castle-core: 2.0.0-pre.4 → 2.0.0
  • nuget.moq: 2.0.0-pre.2 → 2.0.0
  • com.unity.zivart-player: 2.0.1 → 2.1.0

New in Unity 2023.1.20 (Nov 14, 2023)

  • Improvements:
  • Documentation: Improved code sample for NavMeshAgent.CalculatePath() to better clarify how to interpret and use its results. (UUM-43219)
  • Documentation: [AI] Added some detail to NavMeshPathStatus.PathInvalid. (UUM-43218)
  • VFX Graph: Improved and optimize undo redo.
  • Changes:
  • XR: Updated OpenXR SDK package version to 1.9.1.
  • Fixes:
  • Asset Bundles: Fixed deadlock in AssetBundleUnloadOperation. (UUM-48887)
  • Asset Import: Fixed a regression where an fbx with missing materials would cause a crash during import. (UUM-53167)
  • Build Pipeline: Improved the performance of "Write data build dirty tracking information" for AssetBundle builds. (UUM-46585)
  • Core: Fixed a data race inside the job system where weak memory systems could hang when waiting and attempting to steal parallel work submitted from another thread. (UUM-41806)
  • Documentation: [AI] Fixed incorrect documentation for NavMeshBuildSource.size. (UUM-43216)
  • Documentation: [AI] Fixed incorrect documentation for NavMeshBuildSource.size. (UUM-43222)
  • Editor: Corrected initialized SerializedObject and EnabledProperty in Editor. (UUM-52682)
  • Editor: Corrected load Editor Sharpness on first use. (UUM-44470)
  • Editor: Disabled started animation in DetachFromPanelEvent callback. (UUM-45660)
  • Editor: Fixed editor crash when right clicking on curve field. (UUM-44471)
  • Editor: Fixed Floating window does not stay on top of the Editor when clicking anywhere on the main Editor window. (UUM-53157)
  • Editor: Fixed InvalidOperationException when clearing inactive background progresses. (UUM-54039)
  • Editor: Fixed issue with Input Manager Project Settings UI becoming corrupted on first run after installing Input System package v1.8.0-pre1. (UUM-53925)
  • Editor: Fixed issue with Mixed lightmodes not working in the Player. (UUM-41407)
  • Editor: Fixed occasional freeze when calling UnityWebRequest.ClearCookieCache. (UUM-54043)
  • Editor: Fixed render variants not being created if the Materials folder didn't already exist. (UUM-49802)
  • Editor: Fixed the double copy in package manager. (UUM-39837)
  • Editor: Fixed the line copying using ctrl+c will erase the content in ugui test project. (UUM-47822)
  • Editor: Fixed the search by shortcut in the Shortcuts Manager window to accept Mouse inputs. (UUM-52017)
  • Editor: Fixed undo/redo did not work anymore with selection. (UUM-42481)
  • Editor: SpeedTree Importer Inspector: Fixed 'Null reference exception' when Apply button is clicked after changing an import option. (UUM-1910)
  • Editor: Updated the enum maskfield flags in the drop-down menu that are adjusted manually. (UUM-46873)
  • Editor: UUM-54191: Fix for 2023.1.X: TextField selection is too sensitive. (UUM-15800)
  • Editor: [Android] Broadcast Receiver in UnityPlayer was removed as it is unneeded and causing crash on Android 14 development due to missing EXPORTED/NOT_EXPORTED flag when registering receiver. (UUM-48068)
  • Editor: [Android] Samsung S8 crashing after OpenExtractor failing to translate archive. (UUM-894)
  • Graphics: Fixed crash when trying to upload a texture with TextureUploadFlags::kTextureUploadUninitialized and using OpenGL. (UUM-53142)
  • Graphics: Fixed rendering freezes when changing orientation on A14 iPads. (UUM-9480)
  • Graphics: Resolves two triggered Vulkan validation errors in multiview when using SRPs; VUID-vkCmdClearAttachments-pRects-06937 and VUID-vkCmdClearAttachments-baseArrayLayer-00018. (UUM-39637)
  • HDRP: Added additional documentation for cached shadows of directional lights.
  • HDRP: Added in which space custom velocity should be computed. (UUM-50992)
  • HDRP: Ensure documentation clearly lists lack of support for Box Lights in path tracing. (UUM-48478)
  • HDRP: Fixed an issue where Reflection Proxy Volume would cause artifacts to cover the editor on Apple Silicone devices. (UUM-42099)
  • HDRP: Fixed argument exception when trying to add to shadowsWithValidData. (UUM-49242)
  • HDRP: Fixed Turkish OS incorrectly deducing DLSS is not available. (UUM-48557)
  • HDRP: Fixed XR SPI is not disabled after processing the render request. (UUM-49454)
  • HDRP: The lightShadowCasterMode property on Light now only affects shadow caster culling when baked lighting includes shadow mask, as intended. (UUM-26410)
  • HDRP: Updated decal projector draw distances when global draw distance changes.
  • iOS: Fixed application not launching in fullscreen when CustomXib is selected as launch screen. (UUM-48345)
  • Linux: Fixed Editor progress window labels doesn't updating. (UUM-51402)
  • Linux: Fixed Progress modal window stays on top of every other window and cannot be moved. (UUM-51429)
  • Networking: Fixed crash when quitting application with running UnityWebRequest. (UUM-48042)
  • Networking: Updated libcurl to version 8.4.0. (UUM-52015)
  • Physics: Discard inertia tensor rotations that contain infinite components (both Rigidbody and ArticulationBody). (UUM-49807)
  • Physics 2D: When using CustomCollider2D.SetCustomShapes using a NativeArray, allow the shape vertices to be non-contiguous i.e each redundant vertex unused by shapes are allowed. (UUM-53717)
  • Scripting: Fixed a couple of issues in AssemblyUpdater with regard to generic type handling. (UUM-16921)
  • Scripting: Fixed files not getting added for compilation if GUIDs are detected as a move, and the old file added as new.
  • Scripting: Fixed race condition that could cause crashes on startup when native code called into managed code. (UUM-49357)
  • Shaders: Fixed editor crash when updating a shader graph referenced by another shader using UsePass. (UUM-46187)
  • UI Elements: Fixed Enum field changes that are not reflecting when multi-editing GameObjects with different values. (UUM-40715)
  • UI Toolkit: Fixed NullReferenceExceptions when reordering animated list views. (UUM-45896)
  • UI Toolkit: Fixed UI Builder not discarding document changes when closing a modified document that was active when the Unity Editor was opened. (UUM-36174)
  • UI Toolkit: Fixed UI Builder sometimes placing element at wrong position when reordering on a freshly opened document. (UUM-36159)
  • UI Toolkit: Fixed UI Builder sometimes reversing element order when reordering multiple elements at a time. (UUM-36170)
  • UI Toolkit: Fixed UIDocument not being reloaded when closing UI Builder and discarding changes. (UUM-36157)
  • UI Toolkit: Fixed UIDocument sometimes not being reloaded when reordering elements in UI Builder. (UUM-36158)
  • Universal RP: Fixed an issue where building a project using deferred with batchmode and nographics resulted in incorrect variant stripping. (UUM-47782)
  • Universal RP: Fixed an issue where Unlit shaders would not output correct normals when using deferred and Accurate GBuffer Normals.
  • Universal Windows Platform: "Create App Packages..." option is greyed out when trying to Create App Packages in Visual Studio. (UUM-47116)
  • URP: Fixed partially corrupted Android screen when Vulkan display rotation during rendering is enabled. (UUM-48569)
  • VFX Graph: Fixed undoing port value change that did not restore correct value. (UUM-29244)
  • Package changes in 2023.1.20f1:
  • Packages updated:
  • com.unity.ide.rider: 3.0.25 → 3.0.26
  • com.unity.ide.visualstudio: 2.0.21 → 2.0.22
  • com.unity.splines: 2.4.0 → 2.5.1
  • com.unity.xr.openxr: 1.8.2 → 1.9.1

New in Unity 2023.2.0 Beta 17 (Nov 10, 2023)

  • Features:
  • URP: Added support for foveated rendering in the Forward+ rendering path.
  • Improvements:
  • Documentation: [AI] Added some detail to NavMeshPathStatus.PathInvalid. (UUM-43218)
  • Scene/Game View: Updated the Cameras overlay icon so it is more descriptive.
  • VFX Graph: Improved and optimized undo and redo.
  • API Changes:
  • iOS: Deprecated: IOSLaunchScreenType.CustomXib launch screen option is deprecated.
  • Fixes:
  • Asset Bundles: Fixed an issue where a race condition during multiple AssetBundle unload operations could result in a crash. (UUM-49715)
  • Asset Import: Fixed a regression where an FBX file with missing materials would cause a crash during import. (UUM-53167)
  • Build Pipeline: Disabled DataBuildDirtyTracker.WriteBuildData for AssetBundle builds, to improve build time and performance. (UUM-46585)
  • Editor: Corrected the tooltip for the Load In Background property of an audio clip. (UUM-27581)
  • Editor: Disabled started animation in DetachFromPanelEvent callback. (UUM-45660)
  • Editor: Fixed a crash by additional check. (UUM-34559)
  • Editor: Fixed a crash when DrawLines is called with an odd number of points. (UUM-41248)
  • Editor: Fixed a crash when opening context menu while editing delayed text field on Mac. (UUM-44009)
  • First seen in 2023.2.0b2.
  • Editor: Fixed a memory corruption that was occurring with IMGUI Text. (UUM-53663)
  • Editor: Fixed an issue in UI Toolkit that made it hard to enter a text field to edit it. (UUM-15800)
  • Editor: Fixed an issue that prevented pasting into the Install package from git URL field in the Package Manager window. (UUM-42932)
  • First seen in 2023.2.0a15.
  • Editor: Fixed an issue where a user could not create the render variants even if the Materials folder didn't exist previously. (UUM-49802)
  • Editor: Fixed an issue where ObservableList.Clear() did not remove all items from the list. (UUM-42938)
  • Editor: Fixed an issue where only the meta file of a Sprite Atlas could be checked out from Perforce. (UUM-42695)
  • Editor: Fixed an issue where right clicking the Project window required scrolling when a small device is selected in the Device Simulator. (UUM-49202)
  • First seen in 2023.2.0b9.
  • Editor: Fixed an issue where the search in the Shortcuts manager window didn't accept mouse inputs. (UUM-52017)
  • Editor: Fixed an issue where undo and redo didn' t work with a group selection. (UUM-42481)
  • Editor: Fixed an issue with Editor mouse positions on scaled monitors for Windows. (UUM-48527)
  • Editor: Fixed closing the gradient editor window prior to closing the gradient color picker window will no longer prevent the gradient color picker window from being opened again. (UUM-45382)
  • First seen in 2023.2.0b3.
  • Editor: Fixed context menu inlining menu string shortcuts containing the Enter key. (UUM-40161)
  • First seen in 2023.2.0a19.
  • Editor: Fixed errors when using open containing folder in two pane Project Browser. (UUM-35952)
  • First seen in 2023.2.0a15.
  • Editor: Fixed incorrect separator creation behavior leading to empty spaces in context menu. (UUM-46926)
  • First seen in 2023.2.0a21.
  • Editor: Fixed issue with Input Manager Project Settings UI becoming corrupted on first run after installing Input System package v1.8.0-pre1. (UUM-53925)
  • First seen in 2023.3.0a10.
  • Editor: Fixed issues with native NodeHandlers. (UUM-53954)
  • First seen in 2023.2.0b14.
  • Editor: Fixed null reference exceptions when keyboard navigating context menu submenus on Linux. (UUM-51687)
  • First seen in 2023.2.0a21.
  • Editor: Fixed overlay menu not closing after exiting context menu via click elsewhere. (UUM-54099)
  • First seen in 2023.2.0b14.
  • Editor: Fixed overlay menu option being enabled when overlay menu was closed. (UUM-40162)
  • First seen in 2023.2.0a19.
  • Editor: Fixed rename in Project Browser not selecting edited text on Mac. (UUM-40192)
  • First seen in 2023.2.0a18.
  • Editor: Fixed sibling menus with identical items not showing up when one is being shown already. (UUM-40168)
  • First seen in 2023.2.0a19.
  • Editor: Fixed submenus not opening when rehovering on the same submenu after non expandable item. (UUM-36700)
  • First seen in 2023.2.0a16.
  • Editor: Fixed the editor crashing issue that occurred when right-clicking on a curve field. (UUM-44471)
  • Editor: Fixed the overlay menu so that it remains visible when you open the preset dropdown menu. (UUM-40167)
  • First seen in 2023.2.0a19.
  • Editor: Improved performance when saving assets. (UUM-48038)
  • First seen in 2023.3.0a3.
  • Editor: Updated OpenSSL from 1.1.1t to 1.1.1w because of security vulnerabilities. (UUM-53226)
  • Editor: [Android] Fixed a Samsung S8 crashing after OpenExtractor failing to translate archive. (UUM-894)
  • Graphics: Fixed an issue in Vulkan where attempting to register a sparse external Texture3D would create degenerate 2DArray views on that texture. (UUM-16089)
  • Graphics: Fixed an issue that caused a crash when uploading a texture with TextureUploadFlags::kTextureUploadUninitialized and using OpenGL. (UUM-53142)
  • HDRP: Fixed a crash on constrained hardware caused by material pre-integrations. (UUM-51134)
  • First seen in 2023.2.0b12.
  • HDRP: Removed unnecessary DefaultVolumeEditor assertion errors that occurred when multiple Inspectors were open. (UUM-53408)
  • First seen in 2023.3.0a11.
  • iOS: Fixed an issue where an application wouldn't launch in fullscreen ifCustomXib was selected as the launch screen option. (UUM-48345)
  • Physics: Fixed an Editor crash caused by inertia tensor rotations that contain infinite components. This impacts Rigidbody and ArticulationBody. (UUM-49807)
  • Physics 2D: Fixed an issue where the Editor was forcing shape vertex to be contiguous when using CustomCollider2D.SetCustomShapes with a native array. (UUM-53717)
  • Scripting: Fixed a crash that sometimes occurs when using the HierarchyCommandList.Add method. (UUM-54518)
  • First seen in 2023.2.0b9.
  • Scripting: Fixed an issue that caused Hierarchy.Reserve to add the specified capacity instead of reserving that capacity. (UUM-54520)
  • First seen in 2023.2.0b9.
  • Scripting: Fixed an issue that caused Hierarchy.SortChildren recursive to stop prematurely. (UUM-54519)
  • First seen in 2023.2.0b9.
  • Scripting: Fixed issues with generic type handling in AssemblyUpdater. (UUM-16921)
  • SRP Core: Fixed an issue that caused CurrentPipelineHelpURLAttribute.URL to return null when no render pipeline was active. (UUM-53661)
  • First seen in 2023.2.0b13.
  • SRP Core: Fixed an issue that prevented changes to the Global Settings asset from refreshing the UI, so the old asset would continue to display. (UUM-46874)
  • First seen in 2023.2.0b5.
  • SRP Core: Fixed nondeterministic method gathering by static constructors. (UUM-43722)
  • UI Elements: Fixed an issue that prevented Unity from correctly applying Enum field changes when multi-editing GameObjects with different values. (UUM-40715)
  • Universal RP: Fixed an issue where enabling HDR Debug Views once would break the native render pass. (UUM-51844)
  • URP: Removed unnecessary DefaultVolumeEditor assertion errors that occurred when multiple Inspectors were open. (UUM-53408)
  • First seen in 2023.3.0a11.
  • VFX Graph: Fixed an issue in VFX Graph that caused the "undo" action to return incorrect values instead of values from the previous state. (UUM-29244)
  • Windows: Fixed an issue with the Player Mode window getting the wrong size when using Alt + Enter to switch between Windowed and Borderless views. (UUM-49091)
  • New 2023.2.0b17 Package Changes since 2023.2.0b16:
  • Packages updated:
  • com.unity.ide.rider: 3.0.25 → 3.0.26
  • com.unity.ide.visualstudio: 2.0.21 → 2.0.22
  • com.unity.services.core: 1.11.0 → 1.12.0
  • com.unity.splines: 2.4.0 → 2.5.1
  • com.unity.xr.openxr: 1.8.2 → 1.9.1
  • com.unity.memoryprofiler: 1.0.0 → 1.1.0
  • Packages added:
  • [email protected]
  • [email protected]

New in Unity 2023.1.19 (Nov 10, 2023)

  • Improvements:
  • Apple TV: Include platform name in Bundle Identifier error messages (UUM-52189)
  • Fixes:
  • 2D: Fix dynamic batching for TilemapRenderer in Individual mode and SpriteRenderer in URP when Renderers use a non-SRP batchable material and can be dynamic batched (UUM-53185)
  • 2D: Improve performance of TilemapRenderer when user changes Material properties that does not require a BuildChunkJob (UUM-53411)
  • Android: Further fix Screen.brightness setter on Xiaomi phones with Android 11 or higher. The minimum screen brightness value will be capped at 0.04, since setting this value lower would default to system brightness setting. (UUM-47926)
  • Android: Screen.brigthness getter will adjust logarithmic scale for Android Pie or higher. (UUM-48141)
  • Asset Pipeline: Fix issue where an infinite import error is thrown when modifying the contents of a "folder plugin". (UUM-47972)
  • Audio: On Android, fixed a crash when an audio device is recording, either the device is disconnected or AudioSettings.Reset is called, and then the recorded AudioClip properties are accessed. (UUM-45665)
  • Build System: Fixed an issue where building a player could fail because of file paths being longer than 260 characters on Windows. (UUM-49428)
  • Editor: Add missing documentation (UUM-46446)
  • Editor: Added support for new gamepads/controllers (UUM-52502)
  • Editor: Allow searching for values in Query Builder propositions in camelcase (UUM-43048)
  • Editor: Cap layout name length at 128 (UUM-49216)
  • Editor: Crash prevented by additional check (UUM-34559)
  • Editor: Disable unstable test (UUM-49538)
  • Editor: Disabling BRG rendering in material or prefab preview (UUM-52352)
  • Editor: Editor: Ensure we do not change scroll area if selection is identical. (UUM-47748)
  • Editor: Esc cancels color assignment on Mac (UUM-37966)
  • Editor: Esc will reset (clear) the ProjectBrowser searchfield. (UUM-43503)
  • Editor: Fix example in doc to use the proper API (UUM-44265)
  • Editor: Fix that a bad merge of scene file can cause a crash in RuntimeSceneManager::UnloadAllScenesWithoutDestroyingGameObjects when exiting Play Mode. (UUM-53145)
  • Editor: Fix that Scene view's: "Frame Selected" is not working for GameObjects in Sub Scenes for Entities (UUM-53521)
  • Editor: fix the auto-save for prefabs editing. (UUM-47822)
  • Editor: Fixed gameassembly.so is copied to the parent folder of the linux player. (UUM-49550)
  • Editor: Fixed PropertyDrawer not refreshed when using shared [SerializeReference] values fields (UUM-52572)
  • Editor: Fixed Sprite Atlas assets not being fully checkout when using Perforce (UUM-42695)
  • Editor: Global Settings will always be ensured no matter what RP is active (UUM-47264)
  • Editor: Moving an Asset with same name as a Folder in the destination causes naming conflict (UUM-33981)
  • Editor: Support scene template where cloneable dependencies have the same file name (UUM-44026)
  • iOS: Fix Unity launching in the background on background location event; fix black screen showing between splash screen and first scene (release build only). (UUM-52515)
  • iOS: UnityWebRequest will no longer send Content-Length header with zero for requests other than PUT and POST. (UUM-49237)
  • Physics: Fixed an issue where cloth would not simulate due to the scaling checks for the component registering a false positive on x64 non-development player builds (UUM-26254)
  • Physics: Fixed an issue where the cloth paint tool would be unusable due to a missmatch between the provided Mesh's MeshColliderCookingOptions and what the Cloth system requested (UUM-35062)
  • Scripting: Editor crash when trying to determine assembly information for a path without any asmdef (UUM-48054)
  • Search: Do not dig into managedReference when parsing for scene dependencies. (UUM-49308)
  • Search: Fix ObjectField alignment. (UUM-48555)
  • Search: Fixed search not evaluating content of DontDestroyOnLoad scene. (UUM-49568)
  • Search: Fixed SearchQueryEditor keeping references to old SerializedProperties, causing NullReferenceExceptions when inspecting other objects. (UUM-48277)
  • Search: Try to sync items selected when switching between group tabs. (UUM-42246)
  • Search: When computing dependencies in ScenePRovider we only add reference for root prefab instance. (UUM-45908)
  • TextCore: Ensure internal warnings does not leak to users. (UUM-49035)
  • uGUI: sprite transparency fix when using RGB ETC1 format with split alpha channel (UUM-44890)
  • UI Toolkit: Fixed ListView null reference exceptions flooding the console when trying to unbind it from a disposed SerializedProperty. (UUM-46364)
  • UI Toolkit: Fixed ScrollView's Elastic mode is unrestricted when scrolling with the Scrollbar's arrows (UUM-27737)
  • UI Toolkit: Fixed TreeView showing blank when applying view data and the scroll view scroll offset was non-zero. (UUM-27288)
  • Universal RP: Disabled Motion Blur effect in EditMode to keep the game view clear while editing. Motion Blur works as before in PlayMode and standalone builds. (UUM-43739)
  • Universal RP: Fixed an issue causing decals to be culled erroneously when using the Screen Space technique (UUM-35569)
  • VFX Graph: Fix exception while removing clip event in timeline inspector (UUM-33276)
  • Video: [Android] Player often crashes when playing the Video Player Seek frame that's more than a minute away from the current frame (UUM-3364)
  • WebGL: Added separate build settings options for Master builds with LTO. This lets developers get faster Release builds (if iterating in Release mode is for some reason needed and iterating on Development builds cannot be used), and enables sidestepping any issues stemming from LLVM LTO optimizer. (UUM-43755)
  • Package changes in 2023.1.19f1:
  • Packages updated:
  • com.unity.netcode.gameobjects: 1.6.0 → 1.7.0
  • Packages added:
  • [email protected]

New in Unity 2023.2.0 Beta 16 (Nov 5, 2023)

  • Features:
  • Android: Added Addressables for Android (com.unity.addressables.android) package, provides Play Asset Delivery support for Addressables.
  • Improvements:
  • 2D: Improved performance of TilemapRenderer when user changes Material properties that does not require a BuildChunkJob. (UUM-53411)
  • Apple TV: Include platform name in Bundle Identifier error messages. (UUM-52189)
  • Audio: Added an "Edit Audio Random Container" button to the Audio Random Container Inspector. Also disabled presets for the Audio Random Container. (UUM-51019)
  • First seen in 2023.3.0a8.
  • IL2CPP: The --jobs command line option will now control the number of compiler processes ran in parallel during an exported project build.
  • Universal RP: Improved stripping logic for Accurate G-buffer normals when using Deferred rendering on Vulkan.
  • Changes:
  • IL2CPP: Prevent references to unused shared generic types from being collected when the script debugging is enabled.
  • Fixes:
  • 2D: Fixed dynamic batching for TilemapRenderer in Individual mode and SpriteRenderer in URP when Renderers use a non-SRP batchable material and can be dynamic batched. (UUM-53185)
  • Accessibility: Fixed issue with creating new AccessibilityNodes when the hierarchy was already active. (UUM-48004)
  • First seen in 2023.2.0b7.
  • Android: Fixed an issue where Screen.brigthness getter would not adjust logarithmic scale for Android Pie or higher. (UUM-48141)
  • Android: Fixed Screen.brightness setter on Xiaomi phones with Android 11 or higher. The minimum screen brightness value will be capped at 0.04, since setting this value lower would default to system brightness setting. (UUM-47926)
  • Audio: Fixed a crash specific to Android that occurred when accessing the recorded AudioClip properties while an audio device is recording. (UUM-45665)
  • Audio: Fixed a crash that happens when the clip list in an ARC is modified while it is simultaneously triggered from an AudioSource. (UUM-47089)
  • First seen in 2023.3.0a3.
  • Audio: Fixed crash when AudioSource set to loop with AudioRandomContainer set to automatic + pulse + time 0 (no randomization). (UUM-47270)
  • First seen in 2023.2.0b5.
  • Build System: Fixed an issue that caused player builds to fail when file paths were longer than 260 characters on Windows. (UUM-49428)
  • Editor: Added a maximum limit of 128 characters for Layout names in the Editor. (UUM-49216)
  • First seen in 2023.3.0a5.
  • Editor: Added missing documentation for ProjectWindowUtil.StartNameEditingIfProjectWindowExists. (UUM-46446)
  • First seen in 2023.3.0a1.
  • Editor: Corrected initialized SerializedObject and EnabledProperty in Editor. (UUM-52682)
  • Editor: Enabled clang sanitizer tool built so that linux can be built with ./jam LinuxEditor/LinuxPlayer -sASAN=1 -sUBSAN=1 -sTSAN=1. (UUM-53077)
  • Editor: Fixed an Editor crash with entities.graphics if "projector component" was in a scene. (UUM-34313)
  • Editor: Fixed an error when changing settings in the SpeedTree Importer. (UUM-1910)
  • Editor: Fixed an issue when Global Settings were not always ensured no matter what RP was active. (UUM-47264)
  • Editor: Fixed an issue where Esc cancelled color assignment on Mac. (UUM-37966)
  • Editor: Fixed an issue where the Inspector window didn't always show values for shared SerializedReferences. (UUM-52572)
  • Editor: Fixed an issue where the Windows editor did not hide secondary windows from the taskbar and alt+tab menu. This can be toggled via the "General > Show All Windows In Taskbar" option in Editor Preferences. (UUM-52117)
  • First seen in 2023.2.0b11.
  • Editor: Fixed an issue with monospaced fonts where letters were drawn using different widths. (UUM-46147)
  • Editor: Fixed Burst exception callstacks incorrectly excluding first stack frame. (UUM-53573)
  • First seen in 2023.2.0b13.
  • Editor: Fixed code example in documentation to use the correct API. (UUM-44265)
  • Editor: Fixed scene template where cloneable dependencies have the same file name. (UUM-44026)
  • Editor: Fixed searching for values in Query Builder propositions in camelcase was not allowed. (UUM-43048)
  • Editor: Fixed that Scene view's: "Frame Selected" is not working for GameObjects in Sub Scenes for Entities. (UUM-53521)
  • Editor: Fixed the Editor writing APV data into the LightProbes object, which caused memory issues. (UUM-53434)
  • First seen in 2023.2.0b13.
  • Editor: Modified the Project window so that pressing Esc now resets its search field. (UUM-43503)
  • Graphics: Fixed an issue in the DepthNormals camera mode where it wouldn't copy stencil information. (UUM-27513)
  • Graphics: Fixed Multiview stereo rendering mode so it no longer triggers validation errors in the Vulkan graphics API (VUID-vkCmdClearAttachments-pRects-06937 and VUID-vkCmdClearAttachments-baseArrayLayer-00018) when you use a Scriptable Rendering Pipeline. (UUM-39637)
  • HDRP: Added note to the ray tracking documentation not supporting box-shaped spot light. (UUM-48478)
  • HDRP: Changed all cached draw distances to reset when the global draw distance changes to prevent old draw distances persisting. Also, added a warning to the decal projector if its draw distance is greater than the global draw distance.
  • HDRP: Fixed an issue to clarified HDRP velocity documentation to reflect that frame position is in Object space. (UUM-50992)
  • HDRP: Fixed an issue where moving a GameObject with a Reflection Proxy Volume caused visual glitches. Applies only to the Unity Editor on Apple Silicon devices. (UUM-42099)
  • HDRP: Fixed errors and flickering shadows when adding to the shadowsWithValidData hash map. (UUM-49242)
  • HDRP: Fixed issue where an OS displaying in Turkish incorrectly set DLSS as unavailable. (UUM-48557)
  • HDRP: Fixed the lightShadowCasterMode property to only affect the shadow caster culling behaviour when baked lighting includes shadow mask. (UUM-26410)
  • HDRP: Updated the Decal and Frame Settings documentation to clarify the use of Full Depth Prepass within Deferred.
  • IL2CPP: Fixed a compilation error that could occur on System.Threading.Volatile.Write() when the value parameter was a literal null. (UUM-45696)
  • IL2CPP: Fixed a deadlock that could occur if Asset GC visited a field of const, value type, whilst il2cpp types were being created on background threads. (UUM-35018)
  • IL2CPP: Fixed an issue related to the handling of private scoped methods and fields. (UUM-36455)
  • IL2CPP: Fixed GetELFImageBuildID() to handle Google AIP relocating PT_NOTE section. (UUM-46346)
  • IL2CPP: Fixed incorrect and/or missing calls to static constructors on constrained calls. (UUM-51908)
  • IL2CPP: Fixed issue where a DefaultStream or GZipStream may not decompress all of the bytes in certain compressed files. (UUM-50168)
  • IL2CPP: Removed extra reference to target on a combined delegate. (UUM-47478)
  • iOS: Fixed an issue where a location event would cause an application to open in the background.
  • Fixed an issue when loading a release build where a black screen appeared between the splash screen and first scene. (UUM-52515)
  • Kernel: Fixed a security issue in TinyXML. (UUM-12070)
  • Linux: Added support for new gamepads and controllers across multiple consoles and platforms. (UUM-52502)
  • Linux: Fixed the Editor's progress window so users can move it. (UUM-51429)
  • Linux: Fixed the Editor's progress window to correctly update labels. (UUM-51402)
  • First seen in 2023.3.0a7.
  • Mono: Added clarification to an error message that prints when you use NetworkInterface.OperationalStatus on Linux. (UUM-46938)
  • Mono: Fixed a possible access violation when clearing an array of max length. (UUM-40408)
  • Scripting: Fixed Editor crashing when trying to open a project that didn't have an assembly definition file (asmdef). (UUM-48054)
  • Search: Fixed an issue when computing dependencies in ScenePRovider we only add reference for root prefab instance. (UUM-45908)
  • Search: Fixed an issue when trying to sync items selected when switching between group tabs. (UUM-42246)
  • Search: Fixed an issue where not to dig into managedReference when parsing for scene dependencies. (UUM-49308)
  • Search: Fixed EditColumn dialog that was closing if we were opening a PopupField (happens with new menu system). (UUM-48617)
  • First seen in 2023.2.0a15.
  • Search: Fixed search not evaluating content of DontDestroyOnLoad scene. (UUM-49568)
  • Search: Fixed SearchQueryEditor keeping references to old SerializedProperties, causing NullReferenceExceptions when inspecting other objects. (UUM-48277)
  • First seen in 2023.2.0a15.
  • Search: Fixed ObjectField alignment. (UUM-48555)
  • First seen in 2023.3.0a1.
  • TextCore: Fixed an issue in selection index evaluation. (UUM-49603)
  • First seen in 2023.2.0b10.
  • UI Toolkit: Fixed an issue to prevent single line text fields from translating new lines characters, unless escaped, when setting this through its value property through script. (UUM-21496)
  • UI Toolkit: Fixed an issue where the attribute overrides would not be applied correctly across uxml templates. (UUM-49718)
  • UI Toolkit: Fixed certain UI Builder style tooltips that incorrectly mentioned percentage support. (UUM-49020)
  • First seen in 2023.2.0b9.
  • UI Toolkit: Fixed ListView null reference exceptions flooded the console when attempting to unbind it from a disposed SerializedProperty. (UUM-46364)
  • Universal RP: Disabled Motion Blur effect in Edit mode, to keep the Game view clear while editing. Motion Blur works as before in PlayMode and standalone builds. (UUM-43739)
  • First seen in 2023.2.0b2.
  • Universal RP: Fixed an issue that caused projects using the Deferred Rendering Path with batchmode and nographics to produce incorrect variant stripping. (UUM-47782)
  • Universal RP: Fixed an issue that caused Unity to cull decals erroneously when using the Screen Space technique. (UUM-35569)
  • Universal RP: Fixed an issue that caused Unlit shaders to output incorrect normals when using the Deferred Rendering Path and Accurate G-Buffer normals.
  • URP: Fixed a situation where the Color Grading Mode of one camera in a multi-camera scene could clamp the output to Low Dynamic Range, even though the output should be High Dynamic Range. URP only. (UUM-41948)
  • VFX Graph: Fixed an inconsistency between VFX decal and non-VFX decal normal maps when particles had a non-uniform scale. (UUM-51810)
  • Video: Fixed a issue with VideoPlayer on Android devices where seeking the video ahead by more than a minute could cause a crash. (UUM-3364)
  • WebGL: Added separate build settings options for Master builds with LTO. This lets developers get faster Release builds (if iterating in Release mode is for some reason needed and iterating on Development builds cannot be used), and enables sidestepping any issues stemming from LLVM LTO optimizer. (UUM-43755)
  • New 2023.2.0b16 Package Changes since 2023.2.0b15:
  • Packages updated:
  • com.unity.netcode.gameobjects: 1.6.0 → 1.7.0
  • com.unity.ai.navigation: 2.0.0-pre.4 → 2.0.0
  • Packages added:
  • [email protected]
  • [email protected]

New in Unity 2023.1.18 (Oct 31, 2023)

  • Changes:
  • Version Control: Added button for organization owner/admins to upgrade to DevOps subscription.
  • Version Control: Included new decorators for retained & locked files.
  • Version Control: Updated description in the package.json, including an updated link to get started.
  • Fixes:
  • 2D: Fixed High memory usage and crash on DynamicHeapAllocator::CreateTLSFBlock when opening project with Sprite Atlas V2 enabled. (UUM-43709)
  • Android: Fixed an issue where the preserved screen was displayed when using swipe for pop-up view. (UUM-48173)
  • Animation: Prevent UnityEditor.EditorCurveBinding.DiscreteCurve API from creating unsupported discrete curve bindings. (UUM-49567)
  • Audio: Fixed a bug where AudioClips loaded via UnityWebRequest would keep two copies of the data, which doubled the memory usage unnecessarily. This was the case for non-streaming AudioClips. (UUM-2391)
  • Audio: Fixed crash when resetting AudioSettings during async object loading. (UUM-10237)
  • Documentation: Fixed UUM-36369 for 2023.1: ScriptReference/UIElements.PopupWindow. (UUM-36369)
  • Documentation: Fixed UUM-43427 for 2023.1: ScriptReference/UIElements.ListView. (UUM-43427)
  • Documentation: Fixed UUM-46270 for 2023.1: ScriptReference/UIElements.EventBase. (UUM-46270)
  • Documentation: Fixed UUM-46272 for 2023.1: ScriptReference/UIElements.TwoPaneSplitView. (UUM-46272)
  • Editor: "ArgumentNullException" error in the Console when selecting certain ScriptableObjects and entering Play Mode. (UUM-39898)
  • Editor: "Char" values were overwritten when selecting multiple GameObjects. (UUM-49347)
  • Editor: Enum fields shown as Integer when serialized in a nested structure. (UUM-47081)
  • Editor: Fixed an editor crash that could sometimes be triggered when painting terrain details. (UUM-26884)
  • Editor: Fixed Area light sampling in lightmapper (improves convergence rate). (UUM-35492)
  • GI: Signify that light-baking api are editor only. (UUM-2731)
  • Graphics: Fixed time scale bug when previewing trails. (UUM-45881)
  • HDRP: Fixed layered lit displacement. (UUM-49812)
  • HDRP: New checkbox in surface options to allow materials to be excluded from temporal anti aliasing. The checkbox name is "RemoveFromTUAndAA". This checkbox is ideal for surfaces that contain texture scrolling that has to be neat and does not have velocity information.
  • For now, this checkbox is only exposed to transparent materials since they are the only ones that can fit a stencil bit for such operation. (UUM-37206)
  • Prefabs: Fixed the "Active" property in constraint components using the data from its scene data and using the value from its prefab data. (UUM-47009)
  • Scripting: Fixed an issue with custom script templates containing #ROOTNAMESPACEBEGIN# on their first line. (UUM-32235)
  • UI Toolkit: Fixed an issue where the attribute overrides would not be applied correctly across uxml templates. (UUM-49718)
  • UI Toolkit: Fixed NullReferenceExceptions in the UI Builder when changing style values and the element was set to display:None. (UUM-36707)
  • Version Control: Fixed failed operations when the workspace is already locked.
  • VFX Graph: Fixed error log raised by VFX analytics while building a project. (UUM-41321)
  • Package changes in 2023.1.18f1:
  • Packages updated:
  • com.unity.collab-proxy: 2.1.0 → 2.2.0
  • com.unity.mobile.notifications: 2.2.2 → 2.3.0

New in Unity 2023.2.0 Beta 15 (Oct 27, 2023)

  • Changes:
  • Audio: Move AudioResource into UnityEngine.Audio namespace. Make AudioRandomContainer internal as it currently has no API surface. (UUM-50339)
  • First seen in 2023.3.0a7.
  • Version Control: Added button for organization owner/admins to upgrade to DevOps subscription.
  • Version Control: Included new decorators for retained & locked files.
  • Version Control: Updated description in the package.json, including an updated link to get started.
  • Fixes:
  • 2D: Fixed High memory usage and crash on DynamicHeapAllocator::CreateTLSFBlock when opening project with Sprite Atlas V2 enabled. (UUM-43709)
  • Accessibility: Fixed the broken AccessibilityNode.extraData API with AccessibilityNode.hint and made AccessibilityNode.selected an event. (UUM-44252)
  • First seen in 2023.2.0a21.
  • Android: Fixed an issue where the preserved screen was displayed when using swipe for pop-up view. (UUM-48173)
  • Animation: Fixed an issue where the UnityEditor.EditorCurveBinding.DiscreteCurve method was creating unsupported discrete curve bindings. (UUM-49567)
  • Audio: Fixed a bug that occurs when you change the resource field on an AudioSource from one AudioRandomContainer to another and press play. (UUM-49293)
  • First seen in 2023.2.0b10.
  • Audio: Fixed a crash that occurs when you change the resource field on an AudioSource from one AudioRandomContainer to another and press play. (UUM-49287)
  • First seen in 2023.2.0b10.
  • Audio: Fixed an issue that caused the Audio Random Container window to constantly repaint. (UUM-49804)
  • First seen in 2023.2.0a22.
  • Audio: Fixed an issue that made it difficult to see icons in the Audio Random Container when the Editor Theme was set to Light. (UUM-40487)
  • First seen in 2023.2.0a19.
  • Audio: Fixed an issue where exposed parameters in audio mixers were not available in standalone builds. (UUM-52523)
  • First seen in 2023.2.0b13.
  • Audio: Fixed an issue where non-streaming AudioClips loaded with UnityWebRequest would doubled memory usage. (UUM-2391)
  • Audio: Fixed an issue where resetting AudioSettings during an async object load caused an application to crash. (UUM-10237)
  • Audio: Fixed an issue where the Editor could crash when clicking the preview button for an Audio Random Container. (UUM-45676)
  • First seen in 2023.2.0b3.
  • Build Pipeline: Fixed Enable Dedicated Server optimizations option fails on incremental Asset Bundle builds. (UUM-32589)
  • Editor: Added character limit of 1024 to context menu search field. (UUM-45672)
  • First seen in 2023.2.0b4.
  • Editor: Added IDisposable support for both decorators and property drawers. Now, when the Editor is destroyed, the IDisposable feature allows for automated cleanup, making it easier to safely remove the drawer from editor event subscriptions and efficiently manage resources. (UUM-44220)
  • Editor: Fixed "ArgumentNullException" error in the Console when selecting certain ScriptableObjects and entering Play Mode. (UUM-39898)
  • Editor: Fixed an issue that caused a TypeInitializationException on Apple Silicon devices when a .NET executable was run. (UUM-44304)
  • Editor: Fixed an issue where character values were overwritten when selecting multiple GameObjects. (UUM-49347)
  • Editor: Fixed an issue where enum fields were shown as Integer when serialized in a nested structure. (UUM-47081)
  • Editor: Fixed an issue where scene file could cause a crash in RuntimeSceneManager::UnloadAllScenesWithoutDestroyingGameObjects when Play Mode was exited. (UUM-53145)
  • Editor: Fixed an issue where the hierarchy wouldn't repaint after cutting and pasting a game object. (UUM-53037)
  • First seen in 2023.2.0b13.
  • Editor: Fixed an issue where the ObjectField would show the wrong label when showing mixed values. (UUM-52962)
  • First seen in 2023.2.0b13.
  • Editor: Fixed an issue where we do not affect current view selection (or scrollarea) if selection is identical. (UUM-47748)
  • Editor: Fixed issue where renaming assets in the project browser sometimes failed to take focus, requiring an extra click before being able to type the new name. (UUM-48858)
  • First seen in 2023.2.0b8.
  • Editor: Fixed issue with missing asset notifications for assets with transient artifacts. Notification missing when asset is forced imported or new artifact is generated with source asset is changed. (UUM-47712)
  • First seen in 2023.2.0a3.
  • Editor: Fixed issue with Mixed lightmodes not working in the Player. (UUM-41407)
  • Editor: Fixed menu items being displayed in different background colours when they are selected multiple times on OSX issue. (UUM-41082)
  • First seen in 2023.2.0a21.
  • Editor: HierarchyPropertyId was not directly useful in managed and is now internal. (UUM-53085)
  • First seen in 2023.2.0b12.
  • Editor: Uss customization APIs are removed from core module. (UUM-53086)
  • First seen in 2023.2.0b12.
  • GI: Fixed a memory leak in the baking pipeline driver. (UUM-51529)
  • GI: Fixed an issue where builds would fail if you compiled without runtime global illumination defines. (UUM-52639)
  • GI: Fixed baking APIs so they're indicated as Editor only. (UUM-2731)
  • Graphics: Fixed previewing Trail Renderers so the trails no longer live longer than they should. (UUM-45881)
  • HDRP: Fixed layered lit displacement. (UUM-49812)
  • iOS: Fixed an issue where an application could freeze when changing the orientation on an A14 Bionic chip iPad. (UUM-9480)
  • Linux: Fixed an issue where perspective changed slower when quickly scrolling in the Scene View. (UUM-40326)
  • Nintendo Switch: Fixed graphical artefacts with ACES tonemap in URP on some mobile/console platforms. (UUM-44687)
  • First seen in 2023.2.0a17.
  • Particles: Shape Module with Mesh as sub emitter is failing to fetch vertex positions. (UUM-47307)
  • Physics: Fixed an issue where Cloth would not simulate correctly on x64 non-development player builds because the scaling checks for the component registered a false positive. (UUM-26254)
  • Physics: Fixed an issue where the Cloth Paint tool was unusable due to a mismatch between the provided Mesh's MeshColliderCookingOptions and what the Cloth system requested. (UUM-35062)
  • Prefabs: Fixed the "Active" property in constraint components using the data from its scene data and using the value from its prefab data. (UUM-47009)
  • SRP Core: Fixed the Native Render Pass RenderGraph API so you can now read a compute buffer. (UUM-48872)
  • First seen in 2023.2.0a6.
  • Timeline: Fixed a MissingReferenceException that occurred when you edited a Timeline that was an instance of a prefab with a destroyed bound Animator. (TB-222)
  • Timeline: Fixed an issue where an unnecessary warning displayed in the Console window for TrackAsset. (TB-229)
  • Timeline: Fixed an issue where you were not able to undo renaming a group track. (TB-218)
  • uGUI: Fixed Physics2DRaycaster returning the wrong distance between the sorting groups and the raycast. (UUM-45893)
  • UI Toolkit: Added support for math operations in the Slider and SliderInt text input fields. (UUM-49342)
  • UI Toolkit: Fixed an issue where the PopupField would not report a change to the index property properly. (UUM-52070)
  • First seen in 2023.2.0b11.
  • UI Toolkit: Fixed NullReferenceExceptions in the UI Builder when changing style values and the element was set to display:None. (UUM-36707)
  • UI Toolkit: Fixed ScrollView's Elastic mode is unrestricted when scrolling with the Scrollbar's arrows. (UUM-27737)
  • UI Toolkit: Fixed TreeView showing blank when applying view data and the scroll view scroll offset was non-zero. (UUM-27288)
  • Universal RP: Fixed IndexOutOfRangeException error when using Native RenderPass on Deferred (UUM-47178)
  • Universal Windows Platform: Fixed an issue where the Create App Packages option was inactive when publishing a project in Visual Studio. (UUM-47116)
  • URP: Fixed an issue where some segements and corners of sprite shape shadows may not have been properly rendered. (UUM-18513)
  • Version Control: Fixed failed operations that occur when the workspace is already locked.
  • VFX Graph: Changed the behavior of the "+" button in the VFX Graph toolbar to always open the Create new VFX asset window. (UUM-47255)
  • First seen in 2023.2.0a14.
  • VFX Graph: Fixed an exception that happened when changing a material's Surface Type from Fabric to Transparent. (UUM-41220)
  • New 2023.2.0b15 Package Changes since 2023.2.0b14:
  • Packages updated:
  • com.unity.collab-proxy: 2.1.0 → 2.2.0
  • com.unity.mobile.notifications: 2.2.2 → 2.3.0
  • com.unity.purchasing: 4.9.4 → 4.10.0
  • com.unity.timeline: 1.8.4 → 1.8.6
  • com.unity.zivart-player: 2.0.0 → 2.0.1
  • Pre-release packages added:
  • [email protected]

New in Unity 2023.2.0 Beta 14 (Oct 20, 2023)

  • Improvements:
  • Editor: Improve temp atomic safety handle by temp allocator owns the safety nodes. (UUM-41241, UUM-41907)
  • Particles: Improve batching performance of Particle Systems that use Sprites. (UUM-52114)
  • API Changes:
  • Editor: Deprecated: The property ChildCount on HierarchyNodeFlattened was renamed to ChildrenCount.
  • The following methods are now deprecated: GetExpanded replaced by DoesNotHaveFlags(Collapsed), GetSelected replaced by HasFlags(Selected), SetExpanded replaced by ClearFlags(Collapsed), and SetSelected replaced by SetFlags(Selected).
  • Scripting: Added: New methods on Hierarchy class: GetChild to retrieve a child at specified index, GetChildrenCountRecursive to get number of children including children of children, DoesChildrenNeedsSorting to get whether or not a node requires its children to be sorted, and EnumerateChildren to get a children enumerable to iterate children without copying them.
  • New methods on HierarchyFlattened class: EnumerateChildren to get a children enumerable for the specified node, GetChildrenCountRecursive to get number of children including children of children.
  • New methods on HierarchyViewModel class: several methods to manipulate and query bit flags on nodes, such as SetFlags, ToggleFlags, ClearFlags, HasFlags, DoesNotHaveFlags, GetNodesWithFlags, GetIndicesWithFlags, EnumerateNodesWithFlags and EnumerateNodesWithoutFlags.
  • New classes and structs to support new functionality: several new enumerables, such as HierarchyFlattenedNodeChildren, HierarchyNodeChildren and HierarchyViewNodesEnumerable.
  • A new enum flags HierarchyNodeFlags used by the HierarchyViewModel.
  • A new struct HierarchyNodeMapUnmanaged to store unmanaged data per node that is O(1) lookup time, implemented as a sparse array.
  • Scripting: Changed: Several methods have had their parameter taking a Span changed to a ReadOnlySpan, to indicate that the content of the span will not be modified and only used as input.
  • Hierarchy.RegisterNodeTypeHandler now returns the handler.
  • The Hierarchy.SortChildren method got a new parameter, to enable sorting recursively.
  • Changes:
  • Graphics: D3D11 will use MSAA samples count fallback from player settings. Prior to this x2 fallback would have been to disable anti aliasing. (UUM-741)
  • Graphics: D3D12 will use MSAA samples count fallback from player settings. Prior to this x2 fallback would have been to disable anti aliasing. (UUM-741)
  • Graphics: GLES will use MSAA samples count fallback from player settings. Prior to this x2 fallback would have been to upgrade to x4. (UUM-741)
  • Graphics: iOS will use MSAA samples count fallback from player settings. Prior to this x2 fallback would have been to upgrade to x4. (UUM-741)
  • Graphics: Mac will use MSAA samples count fallback from player settings. Prior to this x2 fallback would have been to upgrade to x4. (UUM-741)
  • Graphics: RenderTexture will use MSAA samples count fallback from player settings. Prior to this x2 fallback would have been to disable anti aliasing. (UUM-741)
  • Graphics: tvOS will use MSAA samples count fallback from player settings. Prior to this x2 fallback would have been to upgrade to x4. (UUM-741)
  • Graphics: Vulkan will use MSAA samples count fallback from player settings. Prior to this x2 fallback would have been to upgrade to x4. (UUM-741)
  • UI: Added "Unsupported MSAA Fallback" in player settings to specify how to handle cases with unsupported sample counts (UUM-741)
  • URP: Vulkan URP will use MSAA samples count fallback from player settings. Prior to this x2 fallback would have been to upgrade to x4. (UUM-741)
  • Fixes:
  • Android: Fixed an issue to show the last rendered frame when the application come back from the pause state. (UUM-30881)
  • Android: Fixed on closing the touch screen keyboard TouchScreenKeyboard.hideInput is set to true. (UUM-39642)
  • Android: Fixed problem with trying to download multiple asset packs in one request. (UUM-49133)
  • First seen in 2023.2.0b8.
  • Android: Fixed Screen.brigthness to correctly return values on phones like Oppo or Xiaomi, previously the value was sometimes bigger than 1.0. (UUM-48141)
  • Android: Fixed Setting Screen.brightness will now work correctly, it will be applied via https://developer.android.com/reference/android/view/WindowManager.LayoutParams#screenBrightness, thus system setting 'display brightness' will remain unaffected, thus not affecting other applications. (UUM-47926)
  • Animation: Fixed an incorrect display of the event markers in the FBX importer Animation tab. (UUM-49717)
  • Animation: Fixed an issue where animation rigging constraints and AnimationScriptPlayable could not set translation on the hips of a humanoid, even if its root motion was disabled. (UUM-51103)
  • Build Pipeline: Fixed an issue to log error in editor rather than closing the editor if building a player failed due to invalid inputs. (UUM-40764)
  • DX12: Fixed an enable_ray_tracing_shader_debug_symbols pragma not making HLSL source code available when debugging Ray Tracing shaders in PIX or NVIDIA NSIGHT. (UUM-46164)
  • First seen in 2023.2.0b4.
  • Editor: Fixed a crash caused by Leak Detection Mode: EnabledWithStackTrace when tracked allocations are made on worker threads. (UUM-51798)
  • Editor: Fixed a Linux crash related to MenuItem Validate() calling Menu.SetChecked(). (UUM-49439)
  • Editor: Fixed a merge error that cause to bake twice. (UUM-52145)
  • First seen in 2023.2.0b11.
  • Editor: Fixed a problem with sending editor.buildPackageList analytics event. (UUM-49560)
  • Editor: Fixed an inspector window refreshing and fields losing focus each time a modification was made to a prefab. (UUM-51430)
  • Editor: Fixed an issue where the context menu search field not showing the Cut, Copy, Paste menu when right clicking and the field was empty. (UUM-51688)
  • First seen in 2023.2.0a21.
  • Editor: Fixed an issue where the project browser lock icon would ping for items that could not actually be framed. (UUM-47122)
  • Editor: Fixed an issue where the width of the context menu would fluctuate depending on its longest visible item. (UUM-48374)
  • First seen in 2023.2.0a21.
  • Editor: Fixed an issue with the preview window displaying an empty space at the bottom, which was caused by the preview container. (UUM-49716)
  • First seen in 2023.2.0b11.
  • Editor: Fixed Crash on ContainerWindow::ToggleMaximize when EditorWindow is closed during Undo. (UUM-48402)
  • Editor: Fixed for stripping out the Texture2DArray or Texture3D assets from dedicated server builds. (UUM-42750)
  • Editor: Fixed issue with copy/paste long value on the serialized property field. (UUM-41175)
  • Editor: Fixed Shader is still SRP Batcher compatible when using array in UnityPerMaterial cbuffer. (UUM-52178)
  • Editor: Fixed Targeting a platform with incorrect environment setup (e.g. targeting Xbox One with an incorrect GDK installed) no longer generates unrecoverable shader errors. (UUM-42506)
  • Editor: Fixed the auto-save function on prefab not saving the full entered inputs. (UUM-47822)
  • Editor: Fixed the Paste operation always being enabled after a Cut operation in the scene view context menu. (UUM-39661)
  • First seen in 2023.2.0a18.
  • Editor: Fixed the Paste operation being enabled when it should not be in the scene view context menu. (UUM-47739)
  • First seen in 2023.2.0b11.
  • Editor: Fixed the styling of the shortcut manager prompt window when the active shortcut profile has a long name. (UUM-35758)
  • Editor: Fixed to make sure Clear commands work when using RenderPass API and Vulkan. (UUM-41126)
  • GI: Add missing denoising package .pdb files in the Unity installer, (UUM-48591)
  • First seen in 2023.2.0b8.
  • Graphics: Fixe MSAA sample count will fallback with same sample count, no matter what API is used. (UUM-741)
  • Graphics: Fixed MRT clear on Vulkan. (UUM-46866)
  • HDRP: Fixed an issue to allowed users to change the maximum amount of lights used in a local neighborhood in the HDRP path tracer through the shader config mechanism. (UUM-47230)
  • HDRP: Fixed New checkbox in surface options to allow materials to be excluded from temporal anti aliasing. The checkbox name is "RemoveFromTUAndAA". This checkbox is ideal for surfaces that contain texture scrolling that has to be neat and does not have velocity information.
  • For now, this checkbox is only exposed to transparent materials since they are the only ones that can fit a stencil bit for such operation. (UUM-37206)
  • Linux: Fixed a issue with surround sound hardware not being detected on Linux. Fixed an issue on Windows where we would not re-init audio output correctly, when the Unity project requested surround sound, and the Editor or player was started with no such hardware available. When surround sound hardware is later enabled and set as the default output, it will now be used. (UUM-348)
  • Scene/Game View: Fixing drag and drop action of Skybox material in the SceneView not added to the Undo stack and not dirtying the scene. (UUM-29041)
  • UI Toolkit: Fixed editor failing to load layout preset when it includes the UI Builder. (UUM-48802)
  • UI Toolkit: Fixed exceptions when searching for Transition Properties in UI Builder. (UUM-47429)
  • First seen in 2023.2.0b7.
  • UI Toolkit: Fixed loading of resources by path when a fragment was included in the URI but the asset requested was not a sub-asset. (UUM-49355)
  • UI Toolkit: Fixed new default runtime theme being created after an existing default runtime theme was renamed. (UUM-48266)
  • VFX Graph: Fixed "materials" and "sharedMaterials" properties return all the materials, not only the active ones. (UUM-21328)
  • New 2023.2.0b14 Package Changes since 2023.2.0b13:
  • Packages updated:
  • com.unity.recorder: 5.0.0-pre.1 → 5.0.0
  • com.unity.services.cloudsave: 2.0.1 → 3.0.0
  • com.unity.formats.fbx: 5.1.0-pre.1 → 5.1.0
  • com.autodesk.fbx: 5.1.0-pre.1 → 5.1.0
  • com.unity.ai.navigation: 2.0.0-pre.3 → 2.0.0-pre.4
  • Packages added:
  • [email protected]

New in Unity 2023.2.0 Beta 13 (Oct 13, 2023)

  • Features:
  • Particles: Add BakeTexture and BakeTrailsTexture scripting methods.
  • Improvements:
  • HDRP: Reduced memory consumed by LTC area light table.
  • Kernel: Added "-timestamps" command line argument to the player, which makes it prepend timestamps at the beginning of each log line. This setting was previously only available to the editor.
  • Universal Windows Platform: Improved performance of repeated checks whether accelerometer and gyrometer are supported.
  • Fixes:
  • Editor: Fixed "Invalid memory pointer was detected" error in native layout code. (UUM-51256)
  • First seen in 2023.2.0b10.
  • Editor: Fixed a rare case where the editor would repeatedly ask to reset user layouts on startup. (UUM-48800)
  • Editor: Fixed an error appearing in the shortcut manager while editing bindings. (UUM-47946)
  • First seen in 2023.2.0b8.
  • Editor: Fixed an issue so that UnityWebRquest timeout error from curl did not show to Editor console. (UUM-47110)
  • Editor: Fixed crash in audio mixer when loading assets that are corrupted. (UUM-43714)
  • Editor: Fixed gameassembly.so is copied to the parent folder of the linux player. (UUM-49550)
  • Editor: Fixed multiline error/warning compiler messages getting ignored. (UUM-40887)
  • Editor: Fixed the Object Selector window title so it used nice names to match the ObjectField label. (UUM-49089)
  • Editor: Fixed the size and the styling of the hotkey labels in the context menu.
  • Editor: GameObject shadows could be broken when entities positions are very far away. (UUM-46339)
  • Editor: Modify DeleteAsset function to check whether file path already begins with "Assets" folder to avoid adding the folder twice. (UUM-48497)
  • GI: Moved Light Probe Groups menu item next to Probe Volumes. (UUM-49213)
  • First seen in 2023.2.0b8.
  • Graphics: Fixed on-the-fly decompression of ASTC-compressed textures in Editor when width or height is smaller than 4 pixels. (UUM-41708)
  • Graphics: Fixed Vulkan rendering when viewport or scissor rectangle has negative offset. (UUM-39970)
  • HDRP: Fixed incorrect area light LUT parametrization used by the Water shader.
  • HDRP: Fixed issue with dual lobe SSS incorrectly evaluated with area light. (UUM-47069)
  • First seen in 2023.2.0b5.
  • HDRP: Fixed missing shadergraph include on HDRP. (UUM-51851)
  • HDRP: Fixed Physically Based Sky. (UUM-47968)
  • First seen in 2023.2.0b7.
  • HDRP: Fixed support of cookie area light on water surface (UUM-47074)
  • First seen in 2023.2.0b5.
  • HDRP: Fixed the area light basis used by the Water shader.
  • IL2CPP: Fixed get_base_method() to behave as mono does, preventing a crash when the method slot is outside of the vtable. (UUM-44323)
  • IL2CPP: Prevent the debugger from incorrectly resetting the value of static fields in some cases. (UUM-35358)
  • Input System: Fixed an issue causing older DualShock 4 models (CUH-ZCT1x) appearing as both a DualShock 4 (via HID) and an Xinput device. (UUM-48992)
  • Scene/Game View: Fixed "Edit/Frame Selected" not focusing the last active scene view in the case where the Hierarchy window is focused. (UUM-43944)
  • Scene/Game View: Fixed unusually high CPU usage when more than one Game View was open. (UUM-44719)
  • Serialization: Fixed an issue to make sure that a rebuild was performed after the rename of the scriptable object and the scriptable object is updated accordingly, so that the editor doesn't crash. (UUM-41704)
  • Shaders: Fixed PackageRequirements block in ShaderLab not recognizing experimental package versions. (UUM-43288)
  • UI Toolkit: Fixed ObjectField showing the wrong label when the asset was missing. (UUM-40335)
  • UI Toolkit: Fixed the UXML Attributes view in the builder so its margin matches the other sections. (UUM-49204)
  • First seen in 2023.2.0a9.
  • Universal RP: Fixed transparent materials getting marked as dirty during material UI updates and project saving. (UUM-45752)
  • VFX Graph: Blocks and operators sampling Depth or Color now work with Dynamic Resolution Scaling (UUM-546)
  • VFX Graph: Fixed a compilation error when using Cube outputs with a texture shared with another context. (UUM-41037)
  • VFX Graph: Fixed console errors when deleting VFX asset in some configuration. (UUM-41333)
  • VFX Graph: Fixed error log raised by VFX analytics while building a project. (UUM-41321)
  • VFX Graph: Fixed Six-way Shader Graph sub target when using more than one SRP in a project. (UUM-45422)
  • First seen in 2023.2.0a19.
  • VFX Graph: Fixed Unexpected NaN in direction with zero scaled position primitive. (UUM-41463)
  • VFX Graph: Fixed wrong size used for update in strips with immortal particles. (UUM-46154)
  • VFX Graph: Fixed Wrong texture or flickering when 2 instances of the same VFX use different textures (via exposed texture) if that texture is connected to another block in output context. (UUM-43274)
  • First seen in 2023.2.0a22.
  • Web: Fixed a typo in the Memory Growth web player setting. (UUM-51958)
  • WebGL: Fixed rendering issues on Apple M1 GPUs when Depth Priming is enabled for URP. (UUM-40225)
  • New 2023.2.0b13 Package Changes since 2023.2.0b12:
  • Packages updated:
  • com.unity.addressables: 1.21.17 → 1.21.18
  • com.unity.burst: 1.8.8 → 1.8.9
  • com.unity.render-pipelines.core: 16.0.3 → 16.0.4
  • com.unity.render-pipelines.high-definition: 16.0.3 → 16.0.4
  • com.unity.render-pipelines.high-definition-config: 16.0.3 → 16.0.4
  • com.unity.render-pipelines.universal: 16.0.3 → 16.0.4
  • com.unity.scriptablebuildpipeline: 1.21.9 → 1.21.20
  • com.unity.services.wire: 1.1.8 → 1.2.2
  • com.unity.shadergraph: 16.0.3 → 16.0.4
  • com.unity.visualeffectgraph: 16.0.3 → 16.0.4

New in Unity 2023.1.16 (Oct 13, 2023)

  • Features:
  • Particles: Added the Custom Vertex Streams feature for particle trails.
  • Fixes:
  • 2D: Fixed bug where a GameObject instantiated by a Tile is recreated on the player when the user refreshes the Tile without changing the Tile. (UUM-45589)
  • Animation: Fixed potential editor hang when previewing transitions to states set with an extremely large speed multiplier. (UUM-35558)
  • Asset Pipeline: Prevent folders hidden in Project Browser causing new empty folders. (UUM-33443)
  • Audio: Fixed AudioSource.Play() not starting from time=0 after manually seeking with AudioSource.time and then calling AudioSource.Stop(). (UUM-48572)
  • Editor: "UnityException: Could not find the requested Platform Texture Settings" error is thrown when selecting a texture when the Dedicated Server Build Support module is installed and the Build Target is missing from the texture's metadata. (UUM-44737)
  • Editor: Fixed a misleading error message when renaming a shortcut profile to a long string. (UUM-48040)
  • Editor: Fixed overlay not being resizable while docked. (UUM-49332)
  • Editor: Move cache dir to user local on linux. (UUM-34544)
  • Graphics: Fixed 'The transcoded bitstream was invalid' error being shown when streaming using SVT. (UUM-41518)
  • Graphics: Fixed a crash happening when destroying a RayTracingAccelerationStructure declared as a static member in a C# class. (UUM-42135)
  • Graphics: Fixed Alpha channel been discarded when texture is imported as Cube Map, Texture2D or Texture2DArray on Android platform when the editor Graphics API is set as DX11/DX12. (UUM-43301)
  • HDRP: Fixed a DLSS error in the Standalone Profiler console for Unity 2023.1 by backporting a PR that recently fixed it in 2023.2. (UUM-41355)
  • iOS: Fixed safe area not reporting correctly when changing orientation. (UUM-41818)
  • macOS: Lock camera configuration when Unity is using it. (UUM-45255)
  • Serialization: Fixed calling JsonUtility.FromJson(json) in parallel task. (UUM-46590)
  • SpeedTree: Meshes don't calculate UV distribution metrics on import. (UUM-27636)
  • Universal RP: Fixed an issue where selecting a stacked camera caused the editor to freeze and sometimes crash. (UUM-49234)
  • Universal RP: Fixed using RenderTextureSubElement.Stencil in URP not binding properly. (UUM-9701)
  • VFX Graph: Fixed an error in the console when clicking on the [+] button in the blackboard in the "No Asset" window. (UUM-28528)
  • VFX Graph: Prevent unexpected border highlight after clicking on VFX toolbar button. (UUM-34988)
  • VFX Graph: Take search window mode user's preference into account for object fields in VFX Graph (classic / advanced). (UUM-26418)
  • Package changes in 2023.1.16f1:
  • Packages updated:
  • com.unity.ide.rider: 3.0.24 → 3.0.25
  • com.unity.ide.visualstudio: 2.0.18 → 2.0.21
  • com.unity.services.cloudcode: 2.4.0 → 2.5.0
  • com.unity.services.economy: 3.1.4 → 3.2.1
  • com.unity.xr.arcore: 5.0.7 → 5.1.0
  • com.unity.xr.arfoundation: 5.0.7 → 5.1.0
  • com.unity.xr.arkit: 5.0.7 → 5.1.0

New in Unity 2023.2.0 Beta 12 (Oct 6, 2023)

  • Features:
  • Particles: Added the Custom Vertex Streams feature for particle trails.
  • Improvements:
  • VFX Graph: Allows texture types to be used in branch operators. (UUM-38037)
  • Changes:
  • Build Pipeline: Font assets are not stripped from Dedicated Server builds when Dedicated Server Optimizations are enabled. (UUM-713)
  • Fixes:
  • Animation: Fix potential editor hang when previewing transitions to states set with an extremely large speed multiplier. (UUM-35558)
  • Apple TV: Fixed build of generated xcode project with xcode beta. (UUM-44352)
  • Asset Pipeline: Prevent folders hidden in Project Browser causing new empty folders (UUM-33443)
  • Core: Fixed an error that made APV cells load twice. (UUM-49469)
  • First seen in 2023.2.0b9.
  • Editor: Editor: "UnityException: Could not find the requested Platform Texture Settings" error is thrown when selecting a texture when the Dedicated Server Build Support module is installed and the Build Target is missing from the texture's metadata (UUM-44737)
  • Editor: Fix CPU architecture in the plugin inspector resetting after applying changes (UUM-45756)
  • First seen in 2023.2.0b3.
  • Editor: Fixed a misleading error message when renaming a shortcut profile to a long string. (UUM-48040)
  • Editor: Fixed oversized Help Box icon padding on scaled displays. (UUM-49206)
  • Graphics: Fixed 'The transcoded bitstream was invalid' error being shown when streaming using SVT. (UUM-41518)
  • Graphics: Fixed Alpha channel been discarded when texture is imported as Cube Map, Texture2D or Texture2DArray on Android platform when the editor Graphics API is set as DX11/DX12. (UUM-43301)
  • HDRP: Fixed Directional light PCSS API
  • iOS: Fixed safe area not reporting correctly when changing orientation. (UUM-41818)
  • macOS: Lock camera configuration when Unity is using it (UUM-45255)
  • Scene/Game View: Fixed a bug where a custom collapsed overlay would not opened in collapsed mode. (UUM-49330)
  • First seen in 2023.2.0b10.
  • Serialization: Fix calling JsonUtility.FromJson(json) in parallel task (UUM-46590)
  • uGUI: Fixed Multi Line Newline input field from not accepting any new line past the set line limit. (UUM-42585)
  • UI Toolkit: Added tooltips on all data binding fields.
  • UI Toolkit: Changed Builder's default binding from TwoWay to ToTarget.
  • UI Toolkit: Fixed invalid elements tessellation when NaN values are set in the style transform values. (UUM-48759)
  • UI Toolkit: Fixed UI Toolkit PropertyFields are missing labels if not set explicitly (UUM-44045)
  • First seen in 2023.2.0a9.
  • UI Toolkit: Fixed undo on text based attribute fields deals with each character separately (UUM-32599)
  • Universal RP: Fixed an issue where selecting a stacked camera caused the editor to freeze and sometimes crash. (UUM-49234)
  • Universal RP: Fixed missing padding at the bottom of URP's Global Settings (UUM-49319)
  • First seen in 2023.2.0b10.
  • URP: Fixed visible outline when composited ShadowCaster2Ds with transparency overlap (UUM-38076)
  • First seen in 2023.2.0a18.
  • VFX Graph: Fixed a performance issue with parameters gizmos (UUM-41329)
  • VFX Graph: Fixed issue when overwriting an opened VFX asset with a VFX that contains different systems than original file (UUM-42188)
  • First seen in 2023.2.0a23.
  • VFX Graph: Fixed missing gizmo for Position exposed property (UUM-41199)
  • First seen in 2023.2.0a22.
  • VFX Graph: Keep the built-in templates category always visible when there's no user defined category (UUM-47192)
  • First seen in 2023.2.0a14.
  • VFX Graph: Template items could have uneven width when the left panel is too small (UUM-47453)
  • First seen in 2023.2.0a14.
  • VFX Graph: The right panel (details panel) could be resize to as small as zero width, leading to messy layout. Now it has a minimum width of 200px (like the left panel). (UUM-47506)
  • First seen in 2023.2.0b7.
  • VFX Graph: The template item hit box was slightly bigger than its visual representation, now it perfectly match. (UUM-47505)
  • First seen in 2023.2.0b7.
  • New 2023.2.0b12 Package Changes since 2023.2.0b11:
  • Packages updated:
  • com.unity.ide.rider: 3.0.24 → 3.0.25
  • com.unity.ide.visualstudio: 2.0.18 → 2.0.21
  • com.unity.services.cloudcode: 2.4.0 → 2.5.0
  • com.unity.services.economy: 3.1.4 → 3.2.1
  • com.unity.xr.arcore: 5.1.0-pre.10 → 5.1.0
  • com.unity.xr.arfoundation: 5.1.0-pre.10 → 5.1.0
  • com.unity.xr.arkit: 5.1.0-pre.10 → 5.1.0

New in Unity 2023.2.0 Beta 11 (Oct 5, 2023)

  • Improvements:
  • Editor: Build Window Dedicated Server not installed error message. (UUM-45218)
  • HDRP: Adds a warning to the HDRP Wizard if a users project contains materials that cant be upgraded. (UUM-46394)
  • HDRP: Improved skyContext caching when the sky renderer changes. (UUM-43697)
  • Package Manager: The UPM global cache size can now be configured via the UPM_MAX_CACHE_SIZE environment variable or the maxCacheSize property in the user configuration file and defaults to 10 GB.
  • Changes:
  • Editor: Added command to support Hub creating a new project, and connecting a project to Unity Version Control.
  • Editor: Don't write cloudProjectId in ProjectSettings.asset anymore since it should only be managed by Services.
  • Version Control: Moved the button to invite users to the organization from the submenu to the toolbar.
  • Version Control: Show a message with a link to invite users to the organization after the first checkin.
  • XR: Changed reported Screen.width and Screen.height when using MagicLeap device.
  • Fixes:
  • 2D: Fixed an issue where a GameObject instantiated by a Tile is recreated on the player when the user refreshes the Tile without changing the Tile. (UUM-45589)
  • First seen in 2023.2.0b4.
  • 2D: Fixed line and trail renderer behaviour with Universal Render Pipeline (URP) sprite materials. (UUM-44445)
  • Android: Fixed an issue where APP_CMD_WINDOW_INSETS_CHANGED would not correctly report for GameActivity, when soft keyboard was opened/closed. (UUM-47094)
  • Android: Fixed an issue where sensor name and vendor was not set correctly when reporting to the input system package. Previously only sensor type was being reported, while name and vendor were empty strings. (UUM-47130)
  • Android: Fixed an issue where the background color displayed as black when rendering an application over the native Android UI. It now displays as transparent. (UUM-32877)
  • Audio: Fixed AudioSource.Play() not starting from time=0 after manually seeking with AudioSource.time and then calling AudioSource.Stop(). (UUM-48572)
  • Core: Fixed blending scenario option visible on URP. (UUM-48529)
  • First seen in 2023.2.0b7.
  • Core: Fixed Probe Adjustment volume UI for intensity scale. (UUM-47263)
  • Editor: Animation: Fixed size of Animator right panel when left panel is closed. (UUM-46921)
  • Editor: Calling TrackPropertyValue from ListView.bindItem can throw an exception. (UUM-46918)
  • First seen in 2023.2.0a18.
  • Editor: Fixed an issue where Analytics for package did not derrives package source from the correct assembly. (UUM-47984)
  • First seen in 2023.2.0b2.
  • Editor: Fixed blinking icon in the Cameras overlay. (UUM-37467)
  • First seen in 2023.2.0a18.
  • Editor: Fixed helper bar not being visible when exiting play mode. (UUM-28357)
  • Editor: Fixed OnMouseDown not working when using multiple displays that have been resized or moved (Display C# API) on Windows.
  • Fixed Display.RelativeMouseAt() reporting invalid values when using multiple displays that have been resized or moved (Display C# API) on Windows. (UUM-44474)
  • Graphics: Fixed a crash happening when destroying a RayTracingAccelerationStructure declared as a static member in a C# class. (UUM-42135)
  • Graphics: Fixed synchronizing speed up backend data and serialized data for IRenderPipelineGraphicsSettings when the RenderPipelineGlobalSettings asset was edited outside the editor. (XPIPELINE-795)
  • HDRP: Fixed a missing color parameter on tint water foam. (UUM-47715)
  • First seen in 2023.2.0b6.
  • HDRP: Fixed a SetData error when using more lights in a scene than the configured max light count settings. (UUM-46001)
  • HDRP: Fixed an error that happened when a water component used a non-water material. (UUM-46256)
  • HDRP: Fixed an issue where non directional light could react to "interact with sky" flag.. (UUM-46848)
  • HDRP: Fixed blending between cascaded shadowmaps and shadowmask as well as cascades border ranges. (UUM-46922)
  • HDRP: Fixed crash when cleaning up the reflection probe camera cache. (UUM-43926)
  • HDRP: Fixed gray out the UI of light cluster override and show the same message as path tracing if raytracing is disabled. (UUM-46736)
  • HDRP: Fixed missing current sector data in debug modes. (UUM-46552)
  • HDRP: Fixed the appearance of foam on shore waves. (UUM-47716)
  • HDRP: Fixed virtual offset on complex geometries. (UUM-47308)
  • First seen in 2023.2.0b6.
  • HDRP: Fixed XR occlusion mesh artifact with HDRP camera relative rendering issue. (UUM-45294)
  • First seen in 2023.2.0b3.
  • HDRP: Improve performance of infinite water surfaces with tessellation on metal. (UUM-47326)
  • First seen in 2023.2.0b6.
  • HDRP: Improved VolumetricSky caching and Reduced significantly memory allocation for scenes with multiple realtime reflection probes (UUM-42724)
  • iOS: Fixed an issue where launch screen images were missing from iOS builds. (UUM-44326)
  • First seen in 2023.2.0b3.
  • Package Manager: Fixed an issue where built-in packages could not be resolved if a dependency version did not exactly match the built-in package version. (UUM-37161)
  • Package Manager: Fixed an issue with the Package Manager not starting when the NODE_OPTIONS environment variable was set.
  • Package Manager: Fixed null reference exception when opening Asset Store's Meta XR Utilities package in the Unity Editor. (UUM-48307)
  • Scene/Game View: Fixed grid size field not updating after enabling constrained grid size. (UUM-46865)
  • First seen in 2023.2.0b6.
  • Serialization: Fixed a condition that can cause long or near-infinite loop after insertion from BaseListView. (UUM-41478)
  • Shaders: Fixed #include_with_pragmas directives deleting other lines of code during raytracing and compute shader compilation. (UUM-35030)
  • SpeedTree: meshes don't calculate UV distribution metrics on import (UUM-27636)
  • TextMeshPro: Fixed an issue where the dropdown was not closing correctly in certain situations. (UUM-33691)
  • uGUI: Fixed an issue where the dropdown was not closing correctly in certain situations. (UUM-33691)
  • UI Toolkit: Fixed textured background UVs when inset because of opaque border. (UUM-35321)
  • Universal RP: Fixed an issue where Rendering Layers did not work properly when opening a project. (UUM-44741)
  • Version Control: Fixed Add to ignored/hidden changes list from the Project window creating a negative rule.
  • Version Control: Fixed Switch to changeset not working on Gluon partial workspace.
  • Video: Fixed crash when editor using ShareX [screen-capture-recorder-to-video](https://github.com/rdp/screen-capture-recorder-to-video-windows-free) webcam. (UUM-44750)
  • New 2023.2.0b11 Package Changes since 2023.2.0b10:
  • Packages updated:
  • com.unity.collab-proxy: 2.0.7 → 2.1.0
  • com.unity.xr.interaction.toolkit: 2.5.0 → 2.5.1
  • Pre-release packages added:
  • [email protected]

New in Unity 2023.1.15 (Sep 29, 2023)

  • Improvements:
  • Editor: Build Window Dedicated Server not installed error message. (UUM-45218)
  • Changes:
  • Editor: Added command to support Hub creating a new project, and connecting a project to Unity Version Control.
  • Editor: Don't write cloudProjectId in ProjectSettings.asset anymore since it should only be managed by Services.
  • Version Control: Moved the button to invite users to the organization from the submenu to the toolbar.
  • Version Control: Show a message with a link to invite users to the organization after the first checkin.
  • Fixes:
  • 2D: Fixed line and trail renderer when using with urp sprite materials. (UUM-44445)
  • Android: Fixed a potential race condition during pause routine, which would cause application to accidentally quit instead of pausing. (UUM-30732)
  • Android: Fixed background color when rendering over native UI. (UUM-32877)
  • Animation: Fixed a crash when destroying an animator with a playable graph which containts a scene handle when the graph hasnt been executed. (UUM-48364)
  • Core: Fixed Probe Adjustment volume UI for intensity scale. (UUM-47263)
  • Editor: Editor: Animation: Fixed size of Animator right panel when left panel is closed. (UUM-46921)
  • Editor: Fixed Display.RelativeMouseAt() reporting invalid values when using multiple displays that have been resized or moved (Display C# API) on Windows. (UUM-44474)
  • Editor: Fixed Input.mousePosition reporting invalid values when using multiple displays (Display C# API) on Windows. (UUM-44474)
  • Editor: Fixed OnMouseDown not working when using multiple displays that have been resized or moved (Display C# API) on Windows. (UUM-44474)
  • Editor: Target location of drag into SceneView window specified. (UUM-32949)
  • HDRP: Fixed error when assigning non water material to water.
  • HDRP: Fixed foam generated on shore waves.
  • HDRP: Fixed GPU warnings due to water system.
  • HDRP: Fixed missing current sector data in debug modes. (UUM-46552)
  • HDRP: Fixed missing foam color parameter.
  • HDRP: Fixed to sample settings helper.
  • iOS: Fixed Screen.orientation not changing value when only landscape orientations are enabled and device is rotated. (UUM-36598)
  • iOS: Leave the tvOS tests of for XRSDK integration tests. (UUM-21781)
  • macOS: Make Bee Logic Work with >=15b6 Xcode Version. (UUM-46899)
  • Particles: Fixed that ParticleSystems playing in Edit mode no longer plays after undoing changes, applying or reverting prefab instances or copy-pasting. (UUM-28514)
  • Physics 2D: Ensure that both Animation Root Motion rotation and Animation Transform rotation correctly rotate a Rigidbody2D. (UUM-44297)
  • Serialization: Fixed a condition that can cause long or near-infinite loop after insertion from BaseListView. (UUM-41478)
  • Shaders: Fixed #include_with_pragmas directives deleting other lines of code during raytracing and compute shader compilation. (UUM-35030)
  • SRP Core: Fixed occasional ArgumentOutOfRangeException in StaticLightingSky. (UUM-45262)
  • UI Toolkit: Fixed issue where you cannot set sortColumnDescriptions property after columns property in multi-column controls. (UIT-2124)
  • UI Toolkit: Fixed sorting change events being sent during reapplication of view data state. (UUM-36302)
  • UI Toolkit: Fixed textured background UVs when inset because of opaque border. (UUM-35321)
  • UI Toolkit: Fixed Vector3Field SetValueWithoutNotify triggers RegisterValueChangedCallback. (UUM-43504)
  • UI Toolkit: Fixed view state not being reapplied on MultiColumnView controls. (UUM-36701)
  • URP: Fixed visible outline when composited ShadowCaster2Ds with transparency overlap. (UUM-38076)
  • Version Control: Fixed Add to ignored/hidden changes list from the Project window creating a negative rule.
  • Version Control: Fixed Switch to changeset not working on Gluon partial workspace.
  • Video: Fixed crash when editor using ShareX [screen-capture-recorder-to-video](https://github.com/rdp/screen-capture-recorder-to-video-windows-free) webcam. (UUM-44750)
  • XR: Updated XR Interaction Toolkit to version 2.5.1.

New in Unity 2023.2.0 Beta 10 (Sep 22, 2023)

  • Improvements:
  • Editor: Data used for preview is released when the baked lightmap preview system is not used for 30 seconds.
  • Editor: Moving files in the Project window now takes less memory and is faster (UUM-44466)
  • Graphics: Fixed an issue where some functionality of the CubemapInspector was unintentionally left available when inspecting native Cubemap textures. (UUM-22094)
  • HDRP: Update description of Decal Projector Draw Distance setting to mention HDRP asset setting (UUM-42539)
  • API Changes:
  • Editor: Added: Added HandleUtility.GetOverlappingObjects for getting an ordered list of all pickable objects under the give mouse location.
  • Editor: Added: Added HandleUtility.RegisterRenderPickingCallback and a few peripheral structures that enables custom rendering-based picking solutions to be developed.
  • Editor: Deprecated: Deprecated ObjectIdResult.DecodeIdFromColor. Users are now encouraged to use HandleUtility.DecodeSelectionId for decoding and HandleUtility.EncodeSelectionId for encoding selection IDs.
  • Changes:
  • Editor: [Android] Exceptions for "Unspecified Version" when including Play Libraries have been removed on 23.2 due to the logic changes when fixing Regex for Core-Common. (UUM-44744)
  • Editor: [Android] Moved Play Library checks for plugins and gradle dependencies into methods in 23.2 for use in Editor Tests, to avoid building player in every test. (UUM-44744)
  • XR: The Oculus XR Plugin package has been updated to 4.1.1.
  • Fixes:
  • 2D: Fixed FullScreenRenderPass when using with Pixel Perfect Camera. (UUM-34852)
  • 2D: Fixed Post Processing and Anti-aliasing during camera stacking when using Renderer2D. (UUM-40770)
  • Android: Fixed a potential race condition during pause routine, which would cause application to accidentally quit instead of pausing. (UUM-30732)
  • Android: Fixed Input.multiTouchEnabled setter when it's called before any touch event, previously such values would be disregarded since internally there was no touch device available for multiTouch to set to. (UUM-47104)
  • Android: Fixed locations of unaligned load/stores on 32-bit Android issue. (UUM-46550)
  • First seen in 2024.1.0a1.
  • Android: Removed screen with centered app icon before the splash screen. (UUM-41488)
  • Animation: Fixed a crash when destroying an animator with a playable graph which containts a scene handle when the graph hasnt been executed. (UUM-48364)
  • Apple TV: Fixed on screen keyboard unresponsive to controller when Remote.allowExitToHome was set to false. (UUM-39962)
  • Build System: Fixed an issue where MsvcInstallationLocator.ParseVSWhereResult would not accept input with a BOM.
  • DX12: Fixed "ReleaseDynamicVBOFrame: Unexpected frame".
  • Explanation: TryDequeue was not being used properly internally, which would cause wrong frame dequeues and a frame mistach id. (UUM-28962)
  • First seen in 2023.2.0a5.
  • Editor: Added a warning for when the Editor doesn't have screen recording permissions to pick colors from other apps with the color picker tool. (UUM-770)
  • Editor: Fixed an issue where Delete Shortcut Profile window was not a fixed size. (UUM-48165)
  • Editor: Fixed an issue where context menu items would send the Editor to the background. (UUM-36800)
  • First seen in 2023.2.0a14.
  • Editor: Fixed an issue where static batching with transparent shadow was rendering incorrectly. (UUM-36082)
  • Editor: Fixed an issue where the context menu persisted after domain reload. (UUM-36954)
  • First seen in 2023.2.0a16.
  • Editor: Fixed an issue where the editor would temporarily freeze when selecting large compressed cubemaps with no mipchain. (UUM-28610)
  • Editor: Fixed an issue where the Texture3D previewer (volume mode) would not function with DX12 / Vulkan. (UUM-39954)
  • Editor: Fixed an issue where the Undo buffer maximum size was not large enough and caused 'Failed to create Object Undo, because the action is too large' error in console. (UUM-19657)
  • Editor: Fixed an issue where tooltips related to mipmap limit groups were flipped around. (a negative mipmap limit offset uploads more mips, a positive offset uploads less mips -- not the other way around!). (UUM-41881)
  • Editor: Fixed an issue whtn the stage priority for Sprite renderer and Canvas renderer did not update the value as expected. (UUM-35594)
  • Editor: Fixed an offset of camera position issuew when using the light placement tool. (UUM-47863)
  • First seen in 2023.2.0b8.
  • Editor: Fixed renderqueue override with shadergraph materials. (UUM-42131)
  • Editor: Fixed update of probes validity after an editor restart issue. (UUM-42961)
  • First seen in 2023.2.0b4.
  • Editor: [Android] Fixed Regex that checks for Play Libraries on 23.2 to avoid errors when using Core-Common libraries instead of only Play Core errors as expected. Regex now expects a series of digits/dots after the term "core" to avoid the confusion. (UUM-44744)
  • GI: Fixed crash when using very small cookie textures for lights. (UUM-43149)
  • Graphics: Fixed a BatchRendererGroup thread race condition under special circumstances. (UUM-46934)
  • Graphics: Fixed a crash in HybridHDRPGfxTest Standalone. (UUM-35004)
  • Graphics: Fixed CustomRenderTexture artifact on sphere game object and material preview. (UUM-43540)
  • Graphics: Fixed game window display position on-screen for additional uncommon multi-monitor layouts. (UUM-33795)
  • Graphics: Improve warning issued when GraphicsBuffer.LockBufferForWrite is called more than once per frame on D3D11 (UUM-48133)
  • HDRP: Fixed a potential GPU crash/hang when using local volumetric fogs. (UUM-48064)
  • HDRP: Fixed an issue where an async pass would try to sync to a culled pass mistakenly. (UUM-44493)
  • HDRP: Fixed an issuw where there was no error when the Rendering Layer names in HDRP Global Settings was empty. (UUM-41803)
  • HDRP: Fixed custom post process volume component example in doc. (UUM-45394)
  • HDRP: Fixed Helpbox UI for LightProbeGroup Inspector. (UUM-38113)
  • HDRP: Fixed mixed tracing mode for transparent screenspace reflections now mixes both tracing modes as expected, instead of only using ray traced reflections. (UUM-33701)
  • HDRP: Fixed ShaderGraph Decal material position issue by using world space position. (UUM-42716)
  • HDRP: Fixed the logic used to set up materials featuring displacement mapping that would sometimes result in artifacts or suboptimal performance. (UUM-44723)
  • HDRP: Fixed the sharpening pass in order to avoid washed-out colors when using a render target with an alpha channel. (UUM-44448)
  • HDRP: Fixed water deformation not visible in wireframe mode.
  • IL2CPP: Fixed a crash in some cases where a generic type was being used. (UUM-42694)
  • IL2CPP: Fixed ExceptionSupportStack overflow with exception filters in loops. (UUM-42937)
  • IL2CPP: Fixed LoadIndirectNativeInteger to use a temp variable. (UUM-43502)
  • iOS: Fixed crash when having Build Postprocessor run after "Sign in with Apple" Unity Plugin (AppleSignInUnity).
  • iOS: Fixed exception on adding already existing xcode capabilities in append. (UUM-46368)
  • Linux: Fixed Linux Player generating mouse delta values when clicking the left mouse button repeatedly. (UUM-46825)
  • Linux: Fixed Scroll doesn't work when a window is attached to the left half of the secondary monitor. (UUM-43910)
  • macOS: Fixed a driver issue when enabling the water system. (UUM-47762)
  • Mono: Fixed an Editor crash when mini_get_method fails. (UUM-45293)
  • Mono: Fixed an issue where a crash dump was not produced when g_assertion_message was called. (UUM-43015)
  • Mono: Fixed minimum alignment of structures with explicit layout. (UUM-46084)
  • Networking: Fixed an issue where UnityWebRequest would fail to establish TLS connections with Windows Server 2012 and 2016. (UUM-41557)
  • Package Manager: Fixed an issue where custom, local and git packages would not follow information from the package.json. (UUM-47732)
  • First seen in 2023.3.0a4.
  • Physics: Fixed a crash that occured when ArticulationBody was added next to TerrainCollider that had trees on it. (UUM-46116)
  • Physics 2D: Fixed an issue in both Animation Root Motion rotation and Animation Transform where not rotated a Rigidebody2D correctly. (UUM-44297)
  • Shaders: Fixed HLSL to Metal codegen when loading a specific sample index from a Texture2DMSArray. (UUM-46480)
  • SpeedTree: Fixed a popping LOD transitions issue for the Crossfade mode for URP. (UUM-40046)
  • SpeedTree: Fixed an issue where meshes did not calculate UV distribution metrics on import correctly.
  • SRP Core: Fixed a stripping.meta corrupted metal file issue. (UUM-46994)
  • First seen in 2023.2.0b5.
  • Terrain: Fixed a player crash when a terrain tile completely made of holes was viewed from a distance. (UUM-45970)
  • First seen in 2023.2.0b4.
  • TextMeshPro: TextMeshPro component does not perform linear color conversion when the VertexColorAlwaysGammaSpace option is enabled. (UUM-36113)
  • UI Toolkit: Added a workaround for a Intel Graphics 3000 driver bug that would cause textures rendered by UI Toolkit to show incorrectly. (UUM-13134)
  • UI Toolkit: Fixed a UI Builder Viewport background turns white after docking or undocking the UI Builder Window issue. (UUM-47261)
  • First seen in 2023.2.0b6.
  • UI Toolkit: Fixed an issue where sorting change events were being sent during reapplication of view data state. (UUM-36302)
  • UI Toolkit: Fixed an issue where you cannot set sortColumnDescriptions property after columns property in multi-column controls. (UIT-2124)
  • UI Toolkit: Fixed context menu for bound attribute fields showed incorrect items. (UUM-46157)
  • First seen in 2023.2.0b4.
  • UI Toolkit: Fixed ScrollView produces jittery animation when playing PostPointerUpAnimation. (UUM-40352)
  • UI Toolkit: Fixed Vector3Field SetValueWithoutNotify triggers RegisterValueChangedCallback. (UUM-43504)
  • Universal RP: Add Shader Keywords for Soft Shadow quality levels and disable per-light quality level on untethered XR platforms. (UUM-33025)
  • Universal RP: Fixed an issue where HDR Output could not be turned off via the HDROutputSettings API in the editor. (UUM-45838)
  • Universal RP: Fixed an issue where it was not possible to add a Renderer Feature on a renderer if another feature had a missing/broken script. (UUM-45664)
  • Universal RP: Fixed an issue where reflection probes were not updated correctly when using Forward+. (UUM-44032)
  • VFX Graph: Fixed Picking Overlay when the rotation was applied on VisualEffect component. (UUM-13531)

New in Unity 2023.1.14 (Sep 22, 2023)

  • Improvements:
  • Editor: Moving files in the Project window now takes less memory and is faster. (UUM-44466)
  • Graphics: Fixed an issue where some functionality of the CubemapInspector was unintentionally left available when inspecting native Cubemap textures. (UUM-22094)
  • HDRP: Avoid clamping to integers for HDR manipulation. (UUM-29767)
  • HDRP: Reduced GC Alloc when using raytracing and HDRP. (UUM-40657)
  • HDRP: Updated description of Decal Projector Draw Distance setting to mention HDRP asset setting. (UUM-42539)
  • API Changes:
  • SRP Core: Added: ObjectID Render Request that provides a render texture with the ObjectId of each pixel.
  • Changes:
  • Editor: [Android] Exceptions for "Unspecified Version" when including Play Libraries have been removed on 23.1 due to the logic changes when fixing Regex for Core-Common. (UUM-44744)
  • Editor: [Android] Moved Play Library checks for plugins and gradle dependencies into methods in 23.1 for use in Editor Tests, to avoid building player in every test. (UUM-44744)
  • XR: The Oculus XR Plugin package has been updated to 4.1.1.
  • Fixes:
  • 2D: Fixed FullScreenRenderPass when using with Pixel Perfect Camera. (UUM-34852)
  • 2D: Fixed Post Processing and Anti-aliasing during camera stacking when using Renderer2D. (UUM-40770)
  • Android: Fixed Input.multiTouchEnabled setter when it's called before any touch event, previously such values would be disregarded since internally there was no touch device available for multiTouch to set to. (UUM-47104)
  • Android: Fixed locations of unaligned load/stores on 32-bit Android. (UUM-46550)
  • Android: Removed screen with centred app icon before the splash screen. (UUM-41488)
  • Apple TV: Fixed on screen keyboard unresponsive to controller when Remote.allowExitToHome is set to false. (UUM-39962)
  • Core: Fixed an issue where importing a hybrid package could fail if there was already a package whose name was a prefix of the hybrid package's UPM package name. (UUM-43102)
  • Editor: Ensure "Delete Shortcut Profile" window is a fixed size. (UUM-48165)
  • Editor: Ensure empty parent after reparenting jumps into rename mode if needed. (UUM-15042)
  • Editor: Fixed an incremental rebuild error when the build contains VideoClip or VideoPlayer object types.
  • Editor: Fixed an issue where the editor would temporarily freeze when selecting large compressed cubemaps with no mipchain. (UUM-28610)
  • Editor: Fixed an issue where the Texture3D previewer (volume mode) would not function with DX12 / Vulkan. (UUM-39954)
  • Editor: Fixed an issue where tooltips related to mipmap limit groups were flipped around. (a negative mipmap limit offset uploads more mips, a positive offset uploads less mips -- not the other way around!). (UUM-41881)
  • Editor: Fixed helper bar not being visible when exiting play mode. (UUM-28357)
  • Editor: Fixed renderqueue override with shadergraph materials. (UUM-42131)
  • Editor: Rare case of static batching with transparent shadow rendering issue fixed. (UUM-36082)
  • Editor: Stop popping the Wizard windows when the Global Settings is invalid. (UUM-45694)
  • Editor: The stage priority for Sprite renderer and Canvas renderer now updates the value as expected. (UUM-35594)
  • Editor: [Android] Fixing Regex that checks for Play Libraries on 23.1 to avoid errors when using Core-Common libraries instead of only Play Core errors as expected. Regex now expects a series of digits/dots after the term "core" to avoid the confusion. (UUM-44744)
  • Graphics: 2023.1 Backport: Fix CustomRenderTexture artifact on sphere game object and material preview. (UUM-43540)
  • Graphics: Fixed a BatchRendererGroup thread race condition under special circumstances. (UUM-46934)
  • Graphics: Fixed an issue where Unity would crash when building a project with a sprite, mipstripping enabled and the "Load texture data on demand" project setting enabled. (UUM-31364)
  • Graphics: Fixed game window display position on-screen for additional uncommon multi-monitor layouts. (UUM-33795)
  • Graphics: Hide legacy probe debugging when APV is enabled. (UUM-33050)
  • Graphics: Improved warning issued when GraphicsBuffer.LockBufferForWrite is called more than once per frame on D3D11. (UUM-48133)
  • Graphics: [Vulkan] Crash in HybridHDRPGfxTest Standalone. (UUM-35004)
  • HDRP: Added error when the Rendering Layer names in HDRP Global Settings is empty. (UUM-41803)
  • HDRP: Allow the game to switch HDR on or off during run time. (UUM-29770)
  • HDRP: Fixed a potential GPU crash/hang when using local volumetric fogs. (UUM-48064)
  • HDRP: Fixed an issue where an async pass would try to sync to a culled pass mistakenly. (UUM-44493)
  • HDRP: Fixed custom post process volume component example in doc. (UUM-45394)
  • HDRP: Fixed error on water inspector when no SRP is active. (UUM-40843)
  • HDRP: Fixed GraphicsBuffer leak from APV binding code.
  • HDRP: Fixed Helpbox UI for LightProbeGroup Inspector. (UUM-38113)
  • HDRP: Fixed preview for refractive materials with MSAA.
  • HDRP: Fixed ShaderGraph Decal material position issue by using world space position. (UUM-42716)
  • HDRP: Fixed the logic used to set up materials featuring displacement mapping that would sometimes result in artifacts or suboptimal performance. (UUM-44723)
  • HDRP: Fixed the sharpening pass in order to avoid washed-out colors when using a render target with an alpha channel. (UUM-44448)
  • HDRP: Fixed: realtime Reflection probe makes volumetrics clouds wind stop. (UUM-37387)
  • HDRP: Mixed tracing mode for transparent screenspace reflections now mixes both tracing modes as expected, instead of only using ray traced reflections. (UUM-33701)
  • HDRP: Re-enabled HDR output on Mac (Was disabled).
  • IL2CPP: Fixed a crash in some cases where a generic type was being used. (UUM-42694)
  • IL2CPP: Fixed ExceptionSupportStack overflow with exception filters in loops. (UUM-42937)
  • IL2CPP: Fixed get_base_method() to behave as mono does, preventing a crash when the method slot is outside of the vtable. (UUM-44323)
  • IL2CPP: Fixed LoadIndirectNativeInteger to use a temp variable. (UUM-43502)
  • Linux: Exposing -datafolder command line argument for Linux Player release builds. (UUM-46895)
  • Linux: Fixed Linux Player generating mouse delta values when clicking the left mouse button repeatedly. (UUM-46825)
  • Linux: Fixed Scroll doesn't work when a window is attached to the left half of the secondary monitor. (UUM-43910)
  • macOS: Fixed driver issue when enabling the water system. (UUM-47762)
  • Mono: Fixed crash in Rider when hovering a symbol to view it's value. (UUM-43492)
  • Mono: Fixed Editor crash when mini_get_method fails. (UUM-45293)
  • Mono: Fixed min alignment of structures with explicit layout. (UUM-46084)
  • Mono: Produce crash dump when g_assertion_message is called. (UUM-43015)
  • Package Manager: Custom, local and git packages will only follow information from the package.json from now on. (UUM-47732)
  • Physics: Fixed up a crash that happened when ArticulationBody was added next to TerrainCollider that had trees on it. (UUM-46116)
  • Terrain: Fixed a player crash when a terrain tile completely made of holes was viewed from a distance. (UUM-45970)
  • UI Toolkit: Added a workaround for a Intel Graphics 3000 driver bug that would cause textures rendered by UI Toolkit to show incorrectly. (UUM-13134)
  • UI Toolkit: Fixed ScrollView produces jittery animation when playing PostPointerUpAnimation. (UUM-40352)
  • Universal RP: Added GBuffer (fill) passes to ComplexLit and Unlit shader to prevent GBuffer data holes. (UUM-21919)
  • Universal RP: Added Shader Keywords for Soft Shadow quality levels and disable per-light quality level on untethered XR platforms. (UUM-33025)
  • Universal RP: Fixed an issue causing 'implicit truncation of vector type' warning when using ShaderGraph shaders in the Forward+ Rendering Path. (UUM-46851)
  • Universal RP: Fixed an issue where it wasn't possible to add a Renderer Feature on a renderer if another feature had a missing/broken script. (UUM-45664)
  • Universal RP: Fixed an issue where reflection probes were not updating correctly when using Forward+. (UUM-44032)
  • VFX Graph: Picking Overlay when the rotation is applied on VisualEffect component. (UUM-13531)
  • WebGL: Fixed Build & Run for WebGL platform to establish needed COOP, COEP and CORP headers for web browsers to enable SharedArrayBuffer multithreading. (UUM-33017)

New in Unity 2023.2.0 Beta 9 (Sep 18, 2023)

  • Improvements:
  • HDRP: Improvements to avoid clamping to integers for HDR manipulation. (UUM-29767)
  • HDRP: Reduced GC Allocation when using raytracing and HDRP. (UUM-40657)
  • Fixes:
  • Android: Fixed AndroidJavaProxy not always finding over private methods. (UUM-44752)
  • Audio: Fixed an issue by adding lazy loopEnd evaluation to avoid keeping a value of 0. Downloaded audio files were were not updating this, causing a division by zero in the playback process. (UUM-32163)
  • Core: Fixed an issue where importing a hybrid package could fail if there was already a package whose name was a prefix of the hybrid package's UPM package name. (UUM-43102)
  • Editor: Fiedx using deferred with a renderer feature requiring rendering layers. (UUM-34728)
  • Editor: Fixed an issue for macOS where maniulating the game view during Play Mode caused deadlocks. (UUM-36218)
  • Editor: Fixed an issue where Camera.GetStereoEnabled() did not return true if the camera was rendering a stereo view.
  • Editor: Fixed editor height shrinks if changing layout. (UUM-30875)
  • Editor: Fixed issue where "Top level scope allocation is permitted only on the main thread." error thrown when using Allocator.Temp. (UUM-45483)
  • Editor: Fixed Native RenderPass errors when using RenderingLayers. (UUM-33970)
  • HDRP: Avoid allocating the decal atlas texture when decals are not in use.
  • HDRP: Fixed a realtime Reflection probe issue that makes volumetrics clouds wind stop. (UUM-37387)
  • HDRP: Fixed an issue where HDR output on Mac was disabled.
  • HDRP: Fixed an issue where it was not allow for the game to switch HDR on or off during run time. (UUM-29770)
  • HDRP: Fixed and error on water inspector when no SRP is active. (UUM-40843)
  • HDRP: Fixed GraphicsBuffer leak from APV binding code.
  • HDRP: Fixed material previews being rendered black. (UUM-29305)
  • HDRP: Fixed prefab preview rendering dark until moved. (UUM-42162)
  • HDRP: Fixed preview for refractive materials with MSAA.
  • iOS: Fixed multi line keyboard not showing up after it was closed while editing text field. (UUM-21521)
  • Package Manager: Fixed an issue where the warning icons were not removed when the asset store download was aborted. (UUM-47319)
  • First seen in 2023.2.0b6.
  • Physics: Fixed an issue where Joint::axis would not be initialized during component construction. (UUM-46606)
  • First seen in 2023.2.0b6.
  • Physics: Fixed up WheelCollider.rotationSpeed causing a hard crash when called while no Rigidbody is present up the hierarchy. (UUM-47082)
  • Shadergraph: Fixed a regression where adding nodes in large graphs would cause a major slowdown. (UUM-46770)
  • Shaders: Fixed the UsePass ShaderLab command so it searches all subshaders, not only the first one. (UUM-36470)
  • UI Toolkit: Fixed selection in custom controls in UI Builder. (UUM-32501)
  • Universal RP: Added GBuffer (fill) passes to ComplexLit and Unlit shader to prevent GBuffer data holes. (UUM-21919)
  • Universal RP: Fixed an issue causing 'implicit truncation of vector type' warning when using ShaderGraph shaders in the Forward+ Rendering Path. (UUM-46851)
  • Universal RP: Fixed shader stripping when using APV. (UUM-42601)
  • Video: Video Player Component has irregular playback speed in Player when using WebGL. (UUM-33747)

New in Unity 2023.1.13 (Sep 14, 2023)

  • API Changes:
  • Particles: Added: Added new custom vertex streams: particle index, mesh axis of rotation, and color packed as 2 floats.
  • Changes:
  • Editor: Accessing Transform data from 'OnDestroy' during an Undo operation is no longer allowed and an error message is logged. (UUM-31100)
  • Package: Updated com.unity.scripting.python package's version to 7.0.1.
  • Fixes:
  • Android: Fixed a bug related to the "Mute Other Audio Sources" player setting on Android. There were two cases where another app's audio might not get muted when it should be. This could happen if the other app was started before the Unity app or if the other app was played via the Android "quick panel" after the Unity app was started. (UUM-37753)
  • Android: Fixed AndroidJavaProxy not always finding over private methods. (UUM-44752)
  • Audio: Added lazy loopEnd evaluation to avoid keeping a value of 0. Downloaded audio files were were not updating this, causing a division by zero in the playback process. (UUM-32163)
  • Build System: Make MsvcInstallationLocator.ParseVSWhereResult accept input with a BOM.
  • Editor: Editor: HDRP: Avoid crash on MacOS by no longer passing Probe Volumes buffer with unexpected stride. (UUM-41474)
  • Editor: Fixed a bug where pressing the RenderDoc capture button in the Game view dock would throw errors. (UUM-45877)
  • Editor: Fixed a bug where the Edit Collider button was missing from the GameObject property window under certain selection circumstances. (UUM-33811)
  • Editor: Fixed editor height shrinks if changing layout. (UUM-30875)
  • Editor: Fixed intermittent crashes in the menu controller that can occur during domain reloads. (UUM-34847)
  • Editor: Fixed issue where modifying a prefab could crash the Editor on Windows. (UUM-36776)
  • Editor: Fixed material previews being rendered black. (UUM-29305)
  • Editor: Perf regression fix with BRG+Vulkan+large batchs. (UUM-33174)
  • Graphics: Fixed a crash when enabling shadows in a scene with both Built-In render pipeline and SRP materials. (UUM-46685)
  • Graphics: Fixed rendering regressions in cube maps that are copied GLESTextures. (UUM-45754)
  • Graphics: Improved SkinnedMeshRenderer mesh compatibility error message. (UUM-46329)
  • HDRP: Fixed prefab preview rendering dark until moved. (UUM-42162)
  • iOS: Fixed multi line keyboard not showing up after it was closed while editing text field. (UUM-21521)
  • Linux: Fixed minor bug in GetOperatingSystemNumeric Linux API. (UUM-45625)
  • Networking: Fixed issue where UnityWebRequest would fail to establish TLS connections with Windows Server 2012 and 2016. (UUM-41557)
  • Physics: Fixed crash in Rigidbody.centerOfMass when accessed on a Rigidbody that got added as a component dependency and not initialised yet. (UUM-35842)
  • Physics: Fixed up WheelCollider.rotationSpeed causing a hard crash when called while no Rigidbody is present up the hierarchy. (UUM-47082)
  • Prefabs: Fixed Not all childrens properties gets reverted when multi-editing a property under one Prefab instance. (UUM-42527)
  • Profiler: Removed extraneous calls to UpdateRendererBoundingVolumes when executing an empty CommandBuffer. (UUM-33237)
  • Scene/Game View: Fixed "Edit/Frame Selected" not focusing the last active scene view in the case where the Hierarchy window is focused. (UUM-43944)
  • Scripting: PrefabUtilitiy.InstantiateAttachedAsset is deprecated. (UUM-33714)
  • Shaders: Fixed "gl_" identifiers error generated while compiling some geometry/tessellation shaders for Vulkan. (UUM-30365)
  • Shaders: Fixed keyword space mismatch when using dynamic keywords together with UsePass. (UUM-44739)
  • Shaders: Fixed the UsePass ShaderLab command so it searches all subshaders, not only the first one. (UUM-36470)
  • Shaders: Fixed WarmupAllShaders to actually warm up all variants instead of just a single variant per pass. (UUM-45992)
  • Terrain: Painted detail meshes now generate accurate motion vector values depending on the camera movement instead of incorrect, constant values. This fixes flickering detail meshes painted on terrain, and severely blurred objects when motion blur is enabled. (UUM-43491)
  • UI Toolkit: Fixed selection in custom controls in UI Builder. (UUM-32501)
  • Universal RP: Fixed an issue where Rendering Layers didn't work properly when opening a project. (UUM-44741)
  • Universal RP: Fixed an issue with Screen Space Decals where dark artefacts appeared in the editor. (UUM-40885)
  • Universal RP: Fixed TAA Very High option flicker. (UUM-37582)
  • URP: Fixed per-vertex light layers. (UUM-40810)
  • Video: Video Player Component has irregular playback speed in Player when using WebGL. (UUM-33747)
  • WebGL: Fixed an issue with multithreaded WebGL builds trapping on a function signature exception when switching between scenes. (UUM-33233)

New in Unity 2023.1.12 (Sep 10, 2023)

  • Features:
  • XR: Unity's integrated support for tone-mapping and outputting to HDR Displays in URP, HDRP and the built-in render pipeline has been extended to allow support for XR devices that have a HDR display.
  • Fixes:
  • Editor: Fixed "Can not play a disabled audio source" warning when audio mute is toggled in scene view on with disabled Audio Source in the Scene. (UUM-31541)
  • Editor: Fixed bug where reserved GLSL words couldn't be used as buffer variable names in compute shaders targeting Vulkan. (UUM-41272)
  • Editor: Fixed crash when in Deleted GameObjects as overrides. (UUM-45217)
  • Editor: Fixed extra 38-byte header in DXIL generated for shaders. (UUM-37067)
  • Editor: Fixed issue where "Top level scope allocation is permitted only on the main thread." error thrown when using Allocator.Temp. (UUM-45483)
  • Editor: Fixed possible crash in AudioMixer.SetFloat when entering play mode. (UUM-35984)
  • Graphics: Fixed an issue where the mipmap streaming system did not take runtime changes to material texture scale properties. (UUM-31184)
  • Linux: Fixed a bug with surround sound hardware not being detected on Linux. Fixed an issue on Windows where we would not re-init audio output correctly, when the Unity project requested surround sound, and the Editor or player was started with no such hardware available. When surround sound hardware is later enabled and set as the default output, it will now be used. (UUM-348)
  • Scene/Game View: Fixed unusually high CPU usage when more than one Game View was open. (UUM-44719)
  • Universal RP: Fixed an issue where additional lights were not rendering correctly when using a mix of shadow settings in deferred. (UUM-46577)
  • Universal RP: Fixed an issue where IndexOutOfRangeException was thrown when creating a stacked camera from script. (UUM-6763)
  • Universal RP: Fixed an issue where NullReferenceException was thrown when camera prefab referenced a camera outside the prefab in the camera stack. (UUM-23148)
  • Universal RP: Fixed color and depth mismatch when scaling is on. (UUM-29397)
  • Universal RP: Fixed shader stripping when using APV. (UUM-42601)
  • WebGL: Resolve an issue making the WebGL player attempt to retry editor connections on unsupported network ports. (UUM-44239)
  • XR: Updated XR Hands to version 1.3.0.
  • XR: Updated XR Interaction Toolkit to version 2.5.0.

New in Unity 2023.2.0 Beta 8 (Sep 8, 2023)

  • Improvements:
  • HDRP: Improved water system performances.
  • HDRP: Optimized water surface scripting interactions.
  • API Changes:
  • Particles: Added: New custom vertex streams: particle index, mesh axis of rotation, and color packed as 2 floats.
  • Fixes:
  • Accessibility: The Accessibility module is improved to be added by default to new projects and it's discoverable from the Package Manager under the Built-in option. (UUM-44399)
  • First seen in 2023.2.0a21.
  • Android: Fixed an issue where the Android Player setting Mute Other Audio Sources would not mute the audio from another application when the Player starts. There are two cases where another app's audio might not get muted when it should. This could happen if the other app is started before the Unity app or if the other app is played via the Android quick panel after the Unity app starts. (UUM-37753)
  • Audio: Fixed an issue where the mixer pitch was not applying correctly to AudioRandomContainer scheduling.
  • Editor: Fixed a bug that prevented ProjectCapabilityManager.AddGameCenter() from adding the required entitlement. (UUM-44172)
  • Editor: Fixed a bug where the Edit Collider button was missing from the GameObject property window when selecting a cube and a project asset at the same time. (UUM-33811)
  • Editor: Fixed a case where an internal message, "Failed to unpersist" displayed in the console. (UUM-33746)
  • Editor: Fixed a crash on the Windows platform that could occur when modifying a prefab. (UUM-36776)
  • Editor: Fixed a crash that happened when loading certain corrupted scenes. (UUM-43713)
  • Editor: Fixed a crash that would occur on the MacOS platform when passing a Probe Volume buffer with unexpected stride to the Metal validation layer. (UUM-41474)
  • Editor: Fixed a crash that would occur when in Deleted GameObjects as overrides. (UUM-45217)
  • Editor: Fixed a possible crash in the AudioMixer.SetFloat method that would occur when entering play mode. (UUM-35984)
  • Editor: Fixed a race condition in Profiler Recorder which led to a crash. (UUM-44946)
  • Editor: Fixed an issue where a new context menu was too large. (UUM-35014)
  • First seen in 2023.3.0a1.
  • Editor: Fixed an issue where pressing the RenderDoc capture button in the Game view dock would produce errors. (UUM-45877)
  • Editor: Fixed an issue where the Bloom Mip Bias in a Screen Space Lens Flare overwrote the original Bloom mip map. (UUM-45060)
  • Editor: Fixed an issue where the Editor crashed when a new script was deleted before the domain reload. (UUM-43297)
  • First seen in 2023.2.0b1.
  • Editor: Fixed an issue where, on the Vulkan platform in scenes with large batches, the entities.graphics package or the BatchRendererGroup could produce a DrawCall for every mesh instance, leading to decreased CPU performance. (UUM-33174)
  • Editor: Modified the Shortcut Window so it opens as a regular window that can be docked in the Editor or float behind the main window. (UUM-28944)
  • GI: Fixed an issue when modifying the built-in default Lighting Data Asset when baking Reflection Probes from the Inspector was not avoided. (UUM-46158)
  • First seen in 2023.2.0b4.
  • Graphics: Fixed a crash that would occur when enabling shadows in a scene that used Built-In render pipeline and Scriptable Render Pipeline materials. (UUM-46685)
  • Graphics: Fixed an issue where the mip count level for GLESTexture cube maps was not being set correctly. (UUM-45754)
  • First seen in 2023.2.0b3.
  • Graphics: Fixed an issue where the mipmap streaming system did not persist runtime changes to material texture scale properties. (UUM-31184)
  • Graphics: Improved the SkinnedMeshRenderer mesh compatibility error message. (UUM-46329)
  • HDRP: Fixed a black spot caused by a point light under a water surface.
  • HDRP: Fixed GPU warnings cased by the HDRP water system.
  • Linux: Fixed a minor issue in the GetOperatingSystemNumeric Linux API. (UUM-45625)
  • macOS: Fixed an issue where focussing on a Modal window that opened in front of an application would cause the application to hang. (UUM-22691)
  • Networking: Fixed an issue where virtual methods in DownloadHandlerScript were being stripped. (UUM-34034)
  • Package Manager: Fixed an issue where some packages showed a pre-release version as the recommended version to install when a fully released version was available. (UUM-46466)
  • Particles: Fixed an issue that stopped particle systems from playing in Edit mode after undoing changes to them, applying or reverting prefab instances, or copying and pasting. (UUM-28514)
  • Prefabs: Fixed an issue where the properties of some child objects would not be reverted when multi-editing a property under one Prefab instance. (UUM-42527)
  • Profiler: Removed extraneous calls to UpdateRendererBoundingVolumes when executing an empty CommandBuffer. (UUM-33237)
  • First seen in 2023.3.0a1.
  • Scene/Game View: Fixed an issue where the styling for the CamerasOverlay was incorrect in docked mode and when dragging the window as a pop-up. (UUM-45894)
  • First seen in 2023.2.0a18.
  • Shaders: Fixed keyword space mismatch when using dynamic keywords along with UsePass. (UUM-44739)
  • Shaders: Fixed gl_ identifier error generated while compiling geometry/tessellation shaders for Vulkan. (UUM-30365)
  • Shaders: Fixed WarmupAllShaders to actually warm up all variants instead of using a single variant per pass. (UUM-45992)
  • UI Toolkit: Updated the UXML Reference generator tool to support UXML Serialization, and added support for UXML Serialization in schema generation. (UUM-46076)
  • First seen in 2023.2.0b4.
  • Universal RP: Fixed a memory leak in the RenderTexture method that would occur when rtHandle realloc failed to add resources to the render texture resource pool. (UUM-46882)
  • Universal RP: Fixed an issue where additional lights were not rendering correctly when using a mix of shadow settings in deferred. (UUM-46577)
  • Universal RP: Fixed an issue where settings disappeared when deleting a child Camera of the Main Camera. (UUM-35241)
  • Universal RP: Fixed an issue where Shader IDs weren't reset properly in the DepthNormals pass. (UUM-36069)
  • Universal RP: Fixed an issue where IndexOutOfRangeException was thrown when creating a stacked camera from a script. (UUM-6763)
  • Universal RP: Fixed an issue where NullReferenceException was thrown when a camera prefab referenced a camera outside the prefab in the camera stack. (UUM-23148)
  • Universal RP: Fixed an issue with Screen Space Decals where dark artefacts appeared in the Editor. (UUM-40885)
  • Universal RP: Fixed noise and flicker caused by TAA when the Very High option is in use. (UUM-37582)
  • VFX Graph: Fixed an issue where creating a new Visual Effect Graph instance to overwrite another instance that's already open would open the same view twice and could corrupt related data. (UUM-41334)
  • First seen in 2023.2.0a20.
  • Web: Fixed a syntax issue that caused Web platform builds to fail when multithreading was enabled. (UUM-44273)
  • First seen in 2023.2.0b1.

New in Unity 2023.2.0 Beta 7 (Aug 30, 2023)

  • Improvements:
  • Scripting: Reduces noise in logs by setting logging level to 'Debug' in AssemblyUpdater when collecting ApiUpdater configurations. (UUM-45511)
  • Changes:
  • Editor: Accessing Transform data from 'OnDestroy' during an Undo operation is no longer allowed and an error message is logged. (UUM-31100)
  • Fixes:
  • Android: Fixed custom keystore creation via the keystore manager. (UUM-46300)
  • Animation: Fixed an issue with mask values that occurred in the animation layer mixer when animated values were read from an animation C# job. (UUM-42174)
  • Documentation: Updated "Applying default presets to Assets by folder" documentation example to prevent an import infinite loop. (UUM-44046)
  • Editor: Fixed a bug in the Editor window so it now minimizes correctly after being clicked on in the Windows taskbar. (UUM-44284)
  • First seen in 2023.2.0b2.
  • Editor: Fixed a bug where rich text was not rendering in EditorGUILayout.HelpBox. (UUM-44245)
  • First seen in 2023.2.0b1.
  • Editor: Fixed an intermittent crashes in the menu controller that can occur during domain reloads. (UUM-34847)
  • Editor: Fixed an issue where Allocator.Temp memory would internally deallocate memory aggressively resulting in temp memory performance regressions.
  • Fixed an issue where flushing on the main thread would cause memory stomp using Allocator.Temp. (UUM-45113)
  • Editor: Fixed an issue where inspector window was not rebuilt if ModelImporter.SaveAndReimport() was called from another window. (UUM-41835)
  • Editor: Fixed an issue where reserved GLSL words couldn't be used as buffer variable names in compute shaders targeting Vulkan. (UUM-41272)
  • Editor: Fixed extra 38-byte header in DXIL generated for shaders. (UUM-37067)
  • Editor: Fixed intermittent crashes in the menu controller that can occur during domain reloads. (UUM-35943)
  • First seen in 2023.2.0a16.
  • GI: Fixed a memory leak that would occur when a bake was cancelled. (UUM-41988)
  • HDRP: Fixed MemClear calls on huge buffers each frame in HDRP PrepareLightsForGPU.
  • IL2CPP: Fixed an issue where DivideByZeroChecks to modulo/remainder operator was not added. (UUM-45551)
  • IL2CPP: Fixed build failure when a delegate had a first parameter that was a function pointer. (UUM-44037)
  • IL2CPP: Fixed UnsafeUtililty.IsUnmanaged/UnsafeUtililty.IsBlittable returning incorrect results. (UUM-43422)
  • IL2CPP: Fixed unsigned shift right of pointer types. (UUM-41406)
  • Kernel: Fixed an issue in DynamicHeapAllocator reallocating of persistent memory to size greater than 4GB. (UUM-12004)
  • Mono: Fixed an issue where a fixed buffer within a valuetype struct would not be passed by value correctly. (UUM-30210)
  • Mono: Fixed issue where blittable flag could be incorrect when it was read before MonoClass was inited. (UUM-35682)
  • First seen in 2023.2.0a14.
  • Package Manager: Ignore ProjectVersion file when importing a package to fix the downgrading of the project version. (UUM-46086)
  • Player: Fixed custom SRP shaders used in skyboxes not rendering in Single-Pass Instanced XR rendering mode.
  • Scripting: Fixed an issue where "Script '...' would not be compiled because it..." filled up the Editor log. (UUM-45593)
  • Serialization: Fixed an editor crash when creating asset bundle having fully supported inflated types. (UUM-37034)
  • SRP Core: Fixed Volume Profile context menu crash inside HDRP/URP Asset. (UUM-46030)
  • First seen in 2023.2.0b4.
  • Universal RP: Fixed a black screen issue caused by using URP hardware Dynamic Resolution with DX12. (UUM-29260)
  • Universal RP: Fixed exception for missing _Color Shader Property. (UUM-35520)
  • URP: Fixed per-vertex light layers. (UUM-40810)
  • New 2023.2.0b7 Package Changes since 2023.2.0b6:
  • Packages updated:
  • com.unity.inputsystem: 1.6.3 → 1.7.0
  • com.unity.purchasing: 4.9.3 → 4.9.4

New in Unity 2023.1.11 (Aug 30, 2023)

  • Improvements:
  • Burst: Add support for Math.Clamp (this API is available when Api Compatibility Level is set to .NET Standard 2.1).
  • Burst: Added ability to support hashing against different target frameworks.
  • Burst: Added support for default interface methods.
  • Burst: Added support for string interpolation in exception messages.
  • Editor: Improve performance when fetching artifacts that are missing (e.g link to an artifact deleted from the project). (UUM-22002)
  • Mono: Added logging that will now list the threads that are being waited on during a domain reload.
  • Scripting: Reduces noise in logs by setting logging level to 'Debug' in AssemblyUpdater when collecting ApiUpdater configurations. (UUM-45511)
  • Changes:
  • Burst: Direct call is now correctly disabled for methods that are decorated with both [BurstCompile] and [UnmanagedCallersOnly] attributes (such methods shouldn't be called directly from managed code).
  • Fixes:
  • Android: Fixed custom keystore creation via the keystore manager. (UUM-46300)
  • Burst: Fixed a compile-time performance regression in 1.8.7 that could result in slower Burst compilation and increased memory usage during compilation.
  • Burst: Fixed a possible source of invalid alignment, avx2 storing to stack was given a slot with the wrong alignment.
  • Burst: Fixed burst not being able to find external function leading to crashing the Editor.
  • Burst: Fixed Burst sometimes returning wrong value for static readonly fields or static constructors.
  • Burst: Fixed compiler crash when compiling different assemblies that define methods or types with the exact same name and namespace.
  • Burst: Fixed error when trying to use direct call to a nested protected class.
  • Burst: Fixed that converting a negated unsigned type to a float would produce a mismatching value in Burst versus .Net/Mono.
  • Burst: Fixed that jobs wouldn't be Burst compiled for player builds with high stripping.
  • Burst: Fixed that the Burst Inspector handled negation of unsigned types differently than .Net for static readonly fields or static constructors.
  • Burst: Fixed using Armv9 target in the Burst Inspector not formatting the assembly.
  • Burst: Fixed wrong alignment for v128 when doing an indirect access.
  • Burst: Fixed System.NotImplementedException: Unimplemented Instruction Extension Tail_ error when the code contained tail-calls.
  • Burst: Fixed uint to float conversion edge-case.
  • Burst: Prevented Burst emitting errors even when Burst was disabled via the --burst-disable-compilation command line option.
  • Burst: Under some conditions (if the error in compilation occurred in a location that didn't have valid debug information), building a player might not generate any files, and not display any errors.
  • Documentation: Updated "Applying default presets to Assets by folder" documentation example to prevent an import infinite loop. (UUM-44046)
  • Editor: Editor: Fixed incorrect launch screen scaling on Windows scaled 200%. (UUM-31767)
  • Editor: Ensure that an inspector window is rebuilt if ModelImporter.SaveAndReimport() is called from another window. (UUM-41835)
  • Editor: Fixed a race condition in Profiler Recorder which led to a crash. (UUM-44946)
  • Editor: Fixed an issue where Allocator.Temp memory would internally deallocate memory aggressively resulting in temp memory performance regressions.
  • Fixed an issue where flushing on the main thread would cause memory stomp using Allocator.Temp. (UUM-45113)
  • Editor: Fixed case where internal "Failed to unpersist" would get written to console. (UUM-33746)
  • Editor: Fixed crash when loading certain corrupted scenes. (UUM-43713)
  • Editor: Fixed false RenderTexture warning due to colorspace change. (UUM-16386)
  • Editor: Fixed ProjectCapabilityManager.AddGameCenter() not adding the required entitlement. (UUM-44172)
  • Editor: Fixed Unity crash when trying to reopen project with Package Manager resolution error. (UUM-43054)
  • Editor: [MacOS] Warn when editor doesn't have "Screen Recording" permissions to pick colors from other apps with the Color Picker/Eye Dropper tool. (UUM-770)
  • GI: Fixed for memory leak when cancelling a bake. (UUM-41988)
  • IL2CPP: Added DivideByZeroChecks to modulo/remainder operator. (UUM-45551)
  • IL2CPP: ARM64 build fails when Script Debugging is enabled. (UUM-37939)
  • IL2CPP: Fixed build failure when a delegate had a first parameter that was a function pointer. (UUM-44037)
  • IL2CPP: Fixed static constructors on structs not being called before class to struct instance methods. (UUM-39521)
  • IL2CPP: Fixed UnsafeUtililty.IsUnmanaged/UnsafeUtililty.IsBlittable returning incorrect results. (UUM-43422)
  • IL2CPP: Fixed unsigned shift right of pointer types. (UUM-41406)
  • macOS: Fixed editor crash when UI is redrawn. (UUM-34202)
  • Mono: Fixed deadlock on taking a memory profiler snapshot. (UUM-40688)
  • Mono: Fixed issue where a fixed buffer within a valuetype struct would not be passed by value correctly. (UUM-30210)
  • Mono: Fixed issue where blittable flag could be incorrect when it was read before MonoClass was inited. (UUM-35682)
  • Networking: Prevent virtual method in DownloadHandlerScript from being stripped. (UUM-34034)
  • Scripting: Fixed "Monoscript is registered as both Editor and Runtime script!" error for Plugin. (UUM-32287)
  • Scripting: Fixed "Script '...' will not be compiled because it..." filling up the Editor log. (UUM-45593)
  • Search: Fixed items with same names not showing up when using the Advanced Search Picker. (UUM-43907)
  • Search: Fixed Search's "Press Tab to filter" missing icon. (UUM-44351)
  • Search: Fixed Search's placeholder texts overlapping and escaping the search field. (UUM-44349)
  • Serialization: Fixed editor crash when creating asset bundle having fully supported inflated types. (UUM-37034)
  • SpeedTree: Fixed popping LOD transitions for the Crossfade mode for URP. (UUM-40046)
  • UI Toolkit: Fixed UI Builder's USS selector creation when selector starts or ends with empty spaces. (UUM-36056)
  • Universal RP: Fixed an issue where Shader ID's weren't reset properly in the DepthNormals pass. (UUM-36069)

New in Unity 2023.1.10 (Aug 27, 2023)

  • Improvements:
  • Editor: The audio mute button in the game view toolbar uses less time per frame. (UUM-36729)
  • Changes:
  • Input System: Updated Input System package to 1.7.0.
  • Fixes:
  • 2D: Fixed case where sprite turns invisible in URP 2D when Mask Source is set to 'Supported Renderers' and Mask Interaction is set to 'Visible Inside Mask'. (UUM-31670)
  • 2D: Fixed Performance regressions in test suite Playmode for project 2D and test class Unity.U2D.Animation.Performance.Tests.AnimationPerformanceTests. (UUM-25896)
  • Animation: Fixed AnimationWindowCurve evaluation error after step. (UUM-30927)
  • Animation: Fixed AnimationWindowCurve evaluation error after step. (UUM-31316)
  • Animation: Fixed mask values in the animation layer mixer when reading animated values from a animation c# job. (UUM-42174)
  • Apple TV: Fixed native test PluginInterfaceProfilerCallbacks.FileOperation_CallsCallback. (UUM-763)
  • Audio: Fixed Audio Reverb Zone's not being affected by the global volume setting when the Spatial Blend of the Audio Source is lower than 1. (UUM-18191)
  • Editor: Editor performance test regression fixed. (UUM-37597)
  • Editor: Fixed a bug where 2D collider gizmos were not rendered when selecting the parent. (UUM-41829)
  • Editor: Fixed ASAN errors sometimes happening in Editor UI tests. (UUM-27445)
  • Editor: Fixed rare deadlock that can occur when building DOTS based projects. (UUM-46148)
  • Editor: Fixed Sprite previews when go out from Play Mode and URP in use. (UUM-41498)
  • Editor: Updated UI/Docs for previewing audio clip in inspector. (UUM-16395)
  • IL2CPP: Allow the number of thread local storage slots to grow at runtime. (UUM-31808)
  • IL2CPP: Corrected the offset of properties within Explicit layout structs with FieldOffset. (UUM-43158)
  • IL2CPP: Fixed a deadlock when quitting WebGL Player when the code utilized System.ThreadPool. (UUM-32717)
  • Linux: Fixed perspective changes slower when quickly scrolling in the Scene View. (UUM-40326)
  • Linux: Fixed Vulkan falsely reporting that HDR is supported on Linux. (UUM-43364)
  • Linux: Prevent paused unity player from using excessive CPU when "run in the background" option is off. (UUM-38092)
  • Particles: Fixed potential crash on deletion of particle systems with mesh particles. (UUM-26623)
  • Scripting: Editor no longer crashes if a coroutine is not persisted. (UUM-29293)
  • Scripting: Fixed crash on do_runtime_invoke when the Editor is compiling after modifying a script. (UUM-44475)
  • UI Toolkit: Added the TextField focus when used inside a TreeView. (UUM-42629)
  • UI Toolkit: Fixed an issue in the UI Builder that would cause an exception when using a CustomRenderTexture where a RenderTexture was expected. (UUM-37729)
  • UI Toolkit: Fixed the misalignments present in the composite controls. (UUM-25403)
  • UI Toolkit: Fixed USS files reordering in UI Builder. (UUM-37728)
  • VFX Graph: Fixed undefined behavior of SpawnerSetAttribute when an expression is connected to activation slot. (UUM-35461)
  • Video: Video textures such as WebCamTextures may have thrown GraphicsTexture-related errors upon creation and possibly crashed on scene changes or other attempts to delete; this has been fixed. (UUM-44774)
  • WebGL: Fixed a bug where the application's background image wouldn't appear while loading if compression was enabled. (UUM-8692)

New in Unity 2023.2.0 Beta 6 (Aug 25, 2023)

  • Improvements:
  • Burst: Add support for Math.Clamp (this API is available when Api Compatibility Level is set to .NET Standard 2.1).
  • Burst: Added ability to support hashing against different target frameworks.
  • Burst: Added support for default interface methods.
  • Burst: Added support for string interpolation in exception messages.
  • Editor: Improve performance when fetching artifacts that are missing (e.g link to an artifact deleted from the project). (UUM-22002)
  • API Changes:
  • Scripting: Deprecated: PrefabUtilitiy.InstantiateAttachedAsset is deprecated. (UUM-33714)
  • Changes:
  • Burst: Direct call is now correctly disabled for methods that are decorated with both [BurstCompile] and [UnmanagedCallersOnly] attributes (such methods shouldn't be called directly from managed code).
  • Fixes:
  • Android: AndroidJavaProxy correctly maps null variables (e.g empty string) for reflection search + automatic tests for AndroidJavaProxy. (UUM-30243)
  • Animation: Fixed AnimationWindowCurve evaluation error after step. (UUM-30927, UUM-31316)
  • Animation: Fixed issue where animation clips with discrete curves (animating enums) in asset bundles built before unity 2022 would not load properly. (UUM-40841)
  • Audio: Fixed Audio Reverb Zone's not being affected by the global volume setting when the Spatial Blend of the Audio Source is lower than 1. (UUM-18191)
  • Build Pipeline: Fixed incorrect AssetBundle dependencies are generated. (UUM-43175)
  • Burst: Fixed a compile-time performance regression in 1.8.7 that could result in slower Burst compilation and increased memory usage during compilation.
  • Burst: Fixed a compiler crash when compiling different assemblies that define methods or types with the exact same name and namespace.
  • Burst: Fixed a possible source of invalid alignment, avx2 storing to stack was given a slot with the wrong alignment.
  • Burst: Fixed an error when trying to use direct call to a nested protected class.
  • Burst: Fixed an issue when using Armv9 target in the Burst Inspector was not formatting the assembly.
  • Burst: Fixed an issue where Burst sometimes returned wrong value for static readonly fields or static constructors.
  • Burst: Fixed an issue where under some conditions (if the error in compilation occurred in a location that didn't have valid debug information), building a player might not generate any files, and would not display any errors.
  • Burst: Fixed burst not being able to find external function leading to crashing the Editor.
  • Burst: Fixed that converting a negated unsigned type to a float would produce a mismatching value in Burst versus .Net/Mono.
  • Burst: Fixed that jobs wouldn't be Burst compiled for player builds with high stripping.
  • Burst: Fixed that the Burst Inspector handled negation of unsigned types differently than .Net for static readonly fields or static constructors.
  • Burst: Fixed wrong alignment for v128 when an indirect access was performed.
  • Burst: Fixed System.NotImplementedException: Unimplemented Instruction Extension Tail_ error when the code contained tail-calls.
  • Burst: Fixed uint to float conversion edge-case.
  • Burst: Prevented Burst emitting errors even when Burst was disabled via the --burst-disable-compilation command line option.
  • Editor: Fixed an issue where 2D collider gizmos were not rendered when selecting the parent. (UUM-41829)
  • Editor: Fixed case where variant Inspector context was not disabled as intended. (UUM-44331)
  • Editor: Fixed creating/cloning new VolumeProfiles through Global Settings UI. (UUM-45909)
  • First seen in 2023.2.0b3.
  • Editor: Fixed rare deadlock that can occur when building DOTS based projects. (UUM-46148)
  • Editor: Fixed Sprite previews when go out from Play Mode and URP in use. (UUM-41498)
  • Editor: Fixed Unity crash when trying to reopen project with Package Manager resolution error. (UUM-43054)
  • Editor: Updated UI/Docs for previewing audio clip in inspector. (UUM-16395)
  • Graphics: Fixed an issue where 3D render textures used with compute shaders in WebGPU may have failed to create with errors.
  • Graphics: Fixed null pointer exception on the player when none of the quality levels were assigned. (UUM-43265)
  • Graphics: Updated documentation to reflect camera distance calculation is coupled with camera. (UUM-12523)
  • HDRP: Fixed the incorrect size of the material preview texture. (UUM-31221)
  • IL2CPP: Fixed an issue to avoid a semaphore link in the IL2CPP runtime that can occur during lock contention for multiple threads. (UUM-40104)
  • IL2CPP: Fixed an issue wehre the offset of properties within Explicit layout structs with FieldOffset were not correct. (UUM-43158)
  • Linux: Fixed an issue where paused unity player from using excessive CPU when "run in the background" option is off. (UUM-38092)
  • Linux: Fixed Vulkan falsely reporting that HDR is supported on Linux. (UUM-43364)
  • First seen in 2023.2.0a22.
  • Mono: Fixee deadlock on taking a memory profiler snapshot. (UUM-40688)
  • Package Manager: Fixed an issue where multi selection buttons were not viewable due to the horizontal scrollbars. (UUM-45948)
  • First seen in 2023.2.0b3.
  • Particles: Fixed a potential crash on deletion of particle systems with mesh particles. (UUM-26623)
  • Scripting: Fixed an Editor crash if a coroutine was not persisted. (UUM-29293)
  • Scripting: PrefabUtilitiy.InstantiateAttachedAsset is deprecated. (UUM-33714)
  • Search: Fixed an issue where Search's "Press Tab to filter" was missing an icon. (UUM-44351)
  • Search: Fixed an issue where Search's placeholder texts was overlapping and escaping the search field. (UUM-44349)
  • Search: Fixed items with same names not showing up when using the Advanced Search Picker. (UUM-43907)
  • UI Toolkit: Fixed an issue in the UI Builder that caused an exception when using a CustomRenderTexture where a RenderTexture was expected. (UUM-37729)
  • UI Toolkit: Fixed an issue where USS files were reordering in UI Builder. (UUM-37728)
  • UI Toolkit: Fixed misalignments that were present in the composite controls. (UUM-25403)
  • URP: Fixed an issue where the Overlay UI disappeared when using the Render Graph and HDR display support in the editor. (UUM-45545)
  • First seen in 2023.2.0b3.
  • VFX Graph: Fixed undefined behavior of SpawnerSetAttribute when an expression is connected to activation slot. (UUM-35461)
  • Video: Fixed an issue where video textures such as WebCamTextures may have thrown GraphicsTexture-related errors upon creation and possibly crashed on scene changes or other attempts to delete. (UUM-44774)
  • WebGL: Fixed an issue where the application's background image wouldn't appear while loading if compression was enabled. (UUM-8692)
  • Windows: Fixed possible crash where non client area is redrawn before player is fully initialized. (UUM-43075)
  • New 2023.2.0b6 Package Changes since 2023.2.0b5:
  • Packages updated:
  • com.unity.addressables: 1.21.12 → 1.21.15
  • com.unity.burst: 1.8.7 → 1.8.8
  • com.unity.scriptablebuildpipeline: 1.21.5 → 1.21.8
  • com.unity.services.core: 1.10.1 → 1.11.0
  • com.unity.services.economy: 3.1.1 → 3.1.4
  • com.unity.services.lobby: 1.0.3 → 1.1.0
  • com.unity.xr.core-utils: 2.2.2 → 2.2.3

New in Unity 2023.2.0 Beta 5 (Aug 18, 2023)

  • API Changes:
  • SRP Core: Added: Callbacks when RenderPipeline is created or disposed. (UUM-20646)
  • Fixes:
  • Core: Fixed ForEach jobs no longer allocate internal data using the TempJob allocator, eliminating one source of 'possible leak' warnings for long-running jobs.
  • Core: Fixed wizard asking to upgrade when not required.
  • Documentation: Added missing link in physics (physX) documentation. There was an hyper-link missing referring to CompoundColliders.
  • Editor: Calculate Mask value fix for last layer selection in RenderingLayerMask. (UUM-29344)
  • Editor: Ensured ExecuteInEditMode warning when entering playmode will fit in a dialog box. (UUM-44500)
  • Editor: Fixed the error message when binding a shortcut with an invalid key. (UUM-43122)
  • Editor: Prevent blendshape normals calculation when mesh normal is set to Calculate and blendshape normals is set to None. (UUM-36071)
  • Graphics: Fixed a crash without error on VK and GL when wrong Graphics Buffer Target was set. (UUM-42421)
  • Graphics: Fixed incorrect clamping of maxComputeBufferInputs when VkPhysicalDeviceLimits::maxPerStageDescriptorStorageBuffers is max unsigned integer. (UUM-43741)
  • Graphics: Fixed texture memory leaks for asynchronous scene loads. (UUM-35265)
  • iOS: Fixed attached managed debugger window not showing up and that causied application to be in frozen state. (UUM-39644)
  • Physics: Fixed an issue where Rigidbody.freezeRotation would incorrectly added RigidbodyConstraints.FreezePosition to the Rigidbody constraint flags. (UUM-44454)
  • First seen in 2023.2.0b3.
  • Scene/Game View: Fixed an issue where shader dispatch events would not show up in GameView's RenderDoc capture data. (UUM-29955)
  • Serialization: Fixed the TypeDB path in BuildPlayerDataGenerator. (UUM-28069)
  • Shaders: Fixed an issue where Shader warmup was not being skipped through SRP initialization.
  • This could cause GPU hangs if the user specifies a shader preloading asset. This functionality should only occur for open gl platforms. (UUM-43199)
  • Shaders: Fixed Editor crashing sometimes when importing shaders. (UUM-42369)
  • UI Toolkit: Fixed "invalid vertex" errors. (UUM-42891)
  • UI Toolkit: Fixed an issue in the UI Builder where editing an element in-canvas would sometimes have an offset. (UUM-17577)
  • UI Toolkit: Fixed contentContainer for RadioButtonGroup. (UUM-39830)
  • UI Toolkit: Fixed gaps between background repeat stamps. (UUM-36753)
  • UI Toolkit: Fixed RadioButtonGroup choices not being cleared properly. (UUM-40687)
  • Version Control: Fixed an existing checkout operation that had locked the workspace, triggered by saving the current scene at check-in.
  • Version Control: Fixed Unity Version Control toolbar icon that disappeared.
  • Video: [iOS] White screen is displayed instead of the video, and "Cannot read file" is logged after resuming the video if Video Player was paused and the app was minimized and opened. (UUM-40973)
  • New 2023.2.0b5 Package Changes since 2023.2.0b4:
  • Packages updated:
  • com.unity.collab-proxy: 2.0.5 → 2.0.7
  • com.unity.splines: 2.3.0 → 2.4.0

New in Unity 2023.2.0 Beta 4 (Aug 11, 2023)

  • Improvements:
  • Editor: Improve exception handling when package load fails (UUM-16258)
  • API Changes:
  • Graphics: Added: ForEach method to iterate over the tiers of QualitySettings in a safe way. (UUM-37398)
  • First seen in 2023.2.0a16.
  • Changes:
  • Package: - Restructured the whole documentation to improve navigation between the main concepts and setup tasks.
  • Added conceptual information about data capture process and the required chain of elements to set up.
  • Consolidated the Connection setup section and added a Capture Device and Actor setup section.
  • Completed the Take recording section with base information about Shot management in Timeline and Shot Library.
  • Reformatted the Get Started sections about Virtual Camera and Face Capture companion apps as functional tutorials.
  • XR: Update com.unity.xr.openxr package version to 1.8.2
  • Fixes:
  • 2D: Fixed performance issue with light batching (UUM-37938)
  • First seen in 2023.2.0a16.
  • 2D: Fixed Pixel Perfect Camera error when scale is set to 0. (UUM-40888)
  • Android: Fixed an issue where Android build system was asking for an API level that didn't exist. (UUM-40891)
  • Android: Fixed JNI:GetInternetReachability exception while using APIs like Application.internetReachability when running with GameActivity (UUM-42522)
  • Apple TV: Fixed play mode test project InputBackend. (UUM-21779)
  • Asset Bundles: Fixed an issue where shaders in asset bundles built with older Unity versions could treat material keywords as invalid when using SubShaders
  • DX12: Fixed sub meshes not being visible sometimes in ray tracing effects on AMD GPUs (UUM-44073)
  • Editor: Clicking a foldout with Alt held will now set all child foldouts to the same expanded state when they are bound to SerializedProperty.isExpanded. (UUM-36151)
  • Editor: Fixed app crash when memorysetup-job-temp-allocator-block-size property was unaligned to the power of 2. (UUM-42428)
  • Editor: Fixed control shortcut modifier (^) was not been displayed, when introduced inside a custom menu Window for MacOS & Linux platforms. (UUM-40686)
  • Editor: Fixed for Editor crash based on shader chunk size of 0 in player settings. (UUM-36663)
  • Editor: Fixed issue with font asset being re-created every domain reload (UUM-32171)
  • Editor: Fixed the ordering of available editor tools in the tools toolbar in the Scene View. (UUM-42846)
  • Editor: Make text in Windows Editor dialogues selectable to support copy and paste. (UUM-41283)
  • Editor: Prevent C4D native importer warnings if a project has its own C4D ScriptedImporter. (UUM-36242)
  • GI: Detecting invalid data in lighting data assets in order to avoid a crash. (UUM-27652)
  • Graphics: Fixed a crash (or memory leak) caused when using AABBs procedural geometries in a RayTracingAccelerationStructure (UUM-43293)
  • Graphics: Fixed GlobalSettingsAsset not being dirtied when modifying it through IRenderPipelineGraphicsSettings.SetValueAndNotify (UUM-43279)
  • First seen in 2023.2.0a22.
  • HDRP: Added warning to reflection probe editor to prevent user from baking in a low quality level (UUM-41531)
  • HDRP: Fixed exluders when camera is underwater (UUM-33247)
  • HDRP: Fixed out of bounds access when XR is enabled. (UUM-41445)
  • HDRP: Fixed recovering the current Quality level when migrating a HDRP Asset. (UUM-37398)
  • First seen in 2023.2.0a16.
  • Linux: Fixed Editor getting focused when saving script files with Jetbraines Rider. (UUM-36463)
  • Particles: Fixed particles flickering on Vulkan. (UUM-21106)
  • Scene/Game View: Fixed the Scene View mouse jumping to only be set when the view tools are active. (UUM-33675)
  • UI Toolkit: A warning box was visible in the UI Builder when entering play mode. (UUM-37271)
  • First seen in 2023.2.0a19.
  • UI Toolkit: Fixed an issue where adding a Uxml Object to the UI Builder would cause errors to appear in the console. (UUM-43340)
  • First seen in 2023.2.0b3.
  • UI Toolkit: Fixed exception thrown when adding a hidden column to a multi column control. (UUM-39648)
  • UI Toolkit: Fixed missing labels on some PanelSettings properties. (UUM-44278)
  • First seen in 2023.2.0b1.
  • UI Toolkit: Fixed missing update trigger field in the binding window when editing a custom binding.
  • UI Toolkit: Fixed the ordering of the spacing and border fields in the UI Builder inspector, to match uss order.
  • UI Toolkit: Fixed UI Builder new selector text being wrong after adding one. (UUM-39626)
  • First seen in 2023.2.0a17.
  • UI Toolkit: UI Builder: the databinding popup window is closed on window removes, resizes and it is no longer wrongfully hidden because of certain focus actions. (UUM-43981)
  • First seen in 2023.2.0b1.
  • Universal RP: Fixed runtime RTHandle realloc by adding a RTHandle pool. (UUM-40249)
  • Universal Windows Platform: Fixed an issue where there was invalid characters at the start of the StoreManifest.xml file on UWP. (UUM-42689)
  • Video: Video Player Component causes performance degradation in WebGL Player when using "Linear" Color Space (UUM-32755)
  • Windows: Fixed "Restart Unity as a standard user" button not working when Unity editor gets run as administrator due to Unity Hub running as administrator or due to Unity's executable compatibility flags being configured to be run as administrator. (UUM-42508)
  • New 2023.2.0b4 Package Changes since 2023.2.0b3:
  • Packages updated:
  • com.unity.live-capture: 4.0.0-pre.5 → 4.0.0
  • com.unity.services.authentication: 2.6.1 → 2.7.2
  • com.unity.xr.arcore: 5.1.0-pre.9 → 5.1.0-pre.10
  • com.unity.xr.arfoundation: 5.1.0-pre.9 → 5.1.0-pre.10
  • com.unity.xr.arkit: 5.1.0-pre.9 → 5.1.0-pre.10
  • com.unity.xr.openxr: 1.8.1 → 1.8.2
  • com.unity.netcode.gameobjects: 1.5.1 → 1.5.2

New in Unity 2023.1.8 (Aug 10, 2023)

  • API Changes:
  • Graphics: Added: ForEach method to iterate over the tiers of QualitySettings in a safe way. (UUM-37398)
  • Changes:
  • XR: Updated AR Foundation and related packages to version 5.0.7.
  • XR: Updated com.unity.xr.openxr package version to 1.8.2.
  • Fixes:
  • 2D: Fixed performance issue with light batching. (UUM-39663)
  • 2D: Fixed Pixel Perfect Camera error when scale is set to 0. (UUM-40888)
  • Android: Fixed an issue where Android build system was asking for an API level that didn't exist. (UUM-40891)
  • Android: Fixed JNI:GetInternetReachability exception while using APIs like Application.internetReachability when running with GameActivity. (UUM-42522)
  • Android: On closing the touch screen keyboard TouchScreenKeyboard.hideInput is set to true. (UUM-39642)
  • Android: Upgraded BouncyCastle from version 1.47 to 1.70 to fix security vulnerabilities. (UUM-13774)
  • Apple TV: Fixed play mode test project InputBackend. (UUM-21779)
  • Editor: Enabled mixed stack trace for Mono builds on Linux. (UUM-33920)
  • Editor: Ensure all properties in Search auto complete dialog have a tooltip to accomodate really long property names. (UUM-35583)
  • Editor: Ensure derived components are indexed (in prefab). (UUM-41735)
  • Editor: Ensure SearchQueryProject list and SearchQuery panels are updated if SearchQueryAssets are added/removed either from Search Window or externally. (UUM-41173)
  • Editor: Fixed a null reference exception when the user selects a prefab with a terrain in the root node in the project view. (UUM-36754)
  • Editor: Fixed Async Progress registering ScriptingGCHandle not in current domain. (UUM-39631)
  • Editor: Fixed getthumbail if we generate preview for multi selection when selection was started on a Folder. (UUM-34440)
  • Editor: Fixed shutdown crash caused by nullptr dereference inside WorkerManagerASIO. (UUM-43024)
  • Editor: Make text in Windows Editor dialogues selectable to support copy and paste. (UUM-41283)
  • Editor: Proper handling of saving a scenetemplate or a unity scene. (UUM-42427)
  • Editor: Removed dialog window and Variant suffix for Model Prefab Instances dragged into the project window. (UUM-33190)
  • Editor: Removed the scrollview in the New Scene dialog. (UUM-40806)
  • Editor: Style buttons of SceneTemplate Inspector. (UUM-31080)
  • Editor: Updated Window/Panel menu even when aux window are closed. (UUM-26519)
  • GI: Detecting invalid data in lighting data assets in order to avoid a crash. (UUM-27652)
  • Graphics: Fixed compilation error on shadergraph preview. (UUM-42693)
  • Graphics: Fixed for environment lighting when no adaptive prove volume is present. (UUM-30972)
  • Graphics: Fixed stencil information display error under camera depthNormals mode. (UUM-27513)
  • HDRP: Added warning to reflection probe editor to prevent user from baking in a low quality level. (UUM-41531)
  • HDRP: Fixed Decal additive normal blending on shadergraph materials. (UUM-38065)
  • HDRP: Fixed decal projector with neutral normal when using surface gradient. (UUM-22853)
  • HDRP: Fixed recovering the current Quality level when migrating a HDRP Asset. (UUM-37398)
  • IL2CPP: Avoid a semaphore link in the IL2CPP runtime that can occur during lock contention for multiple threads. (UUM-40104)
  • IL2CPP: Corrected the behavior of .NET File APIs for some DLC paths on GameCore. (UUM-29631)
  • IL2CPP: Fixed Calli scanning bug in MarkReflectionLikeDependencies pass. (UUM-33871)
  • Linux: Fixed Editor getting focused when saving script files with Jetbraines Rider. (UUM-36463)
  • Package Manager: Fixed an issue where built-in packages could not be successfully resolved if a dependency version did not exactly match the built-in package version. (UUM-37161)
  • Particles: Fixed particles flickering on Vulkan. (UUM-21106)
  • Player: Fixed custom SRP shaders used in skyboxes not rendering in Single-Pass Instanced XR rendering mode.
  • UI Toolkit: Fixed exception thrown when adding a hidden column to a multi column control. (UUM-39648)
  • UI Toolkit: Fixed the ordering of the spacing and border fields in the UI Builder inspector, to match uss order.
  • Universal RP: Fixed exception for missing _Color Shader Property. (UUM-35520)
  • WebGL: Moved BrowserifyJSTool to the WebGL area since its only used by the WebGL build. (UUM-34020)

New in Unity 2023.2.0 Beta 3 (Aug 4, 2023)

  • Fixes:
  • 2D: Fixed crash with TilemapCollider2D when a Tilemap with Tiles that have invalid Transform Matrices are loaded. (UUM-41396)
  • Android: Fix unpatched activity tags in AndroidManifest. (UUM-40774)
  • Core: Fixed issue where job may fail to allocate using Allocator.Temp resulting in a a "Top level scope allocation is permitted only on the main thread." exception message. (UUM-40042)
  • Editor: Fix edge case with the Windows Player where an incorrect resolution is used and reported by Screen.width and Screen.height. This occurred when the player was started on a monitor with different DPI settings compared to the main windows monitor. (UUM-41799)
  • Editor: Fixed alignment issues with the label and value field when editing LazyLoadReference and MinMaxGradient fields. (UUM-29883)
  • Editor: Fixed crash in assign of dynamic_block_array. (UUM-41417)
  • Editor: Fixed crash when importing large FBX file. (UUM-38104)
  • Editor: Fixed issue with HelpBox not parsing escape sequence correctly. (UUM-40338)
  • Editor: Fixed ObjectField label not updating when assigning a null value through the inspector. (UUM-27629)
  • Editor: Frame Debugger: Fixed an issue where the textures sometimes leaked when inspecting shadowmaps. (UUM-32862)
  • Editor: Make newly created ScriptableSingleton instances editable (UUM-40767)
  • GI: Remove InternalsVisibleTo("Unity.RenderPipelines.Core.Editor") from bindings. (UUM-43275)
  • First seen in 2023.2.0a22.
  • Graphics: Fixed a NullReferenceException that would appear when selecting Texture2DArray in a project or in the Frame Debugger. (UUM-43574)
  • First seen in 2023.2.0b1.
  • Linux: Fixed copying text replaces it with a line break. (UUM-40156)
  • First seen in 2023.2.0a20.
  • Linux: Fixed text is duplicated when pasted into a search field. (UUM-39837)
  • First seen in 2023.2.0a19.
  • Physics 2D: Ensure that the RelativeJoint2D, when turning on "Auto Configuration Offset", shows Angular offset in Degrees rather than Radians. (UUM-42690)
  • UI Toolkit: Added an option to the library's settings that will allow the user to use a blank VisualElement by default when adding from the library. (UUM-19254)
  • UI Toolkit: Added support for setting the ListView.ScrollToItem and ScrollView.scrollOffset when the content container size is still being calculated. (UUM-33784)
  • First seen in 2023.2.0a10.
  • UI Toolkit: Displayed a warning when UXML file contains more than one UxmlObject of a type defined in a single instance attribute. (UUM-42446)
  • First seen in 2023.2.0a10.
  • UI Toolkit: Dynamic height ListView was being scrolled to the wrong item when using ScrollToItem. (UUM-40674)
  • UI Toolkit: Fixed an element that has a UxmlFactory/UxmlTraits and is tagged with [UxmlElement] will have two entries in the Project pane of the UI Builder. (UUM-42442)
  • First seen in 2023.2.0a10.
  • UI Toolkit: Fixed duplicating elements in UI Builder does not copy UXML objects and bindings. (UUM-43320)
  • First seen in 2023.2.0a22.
  • UI Toolkit: Fixed generic type showing up in UI Builder's library. (UUM-42440)
  • First seen in 2023.2.0a10.
  • UI Toolkit: Fixed inconsistent bezier offset when using Painter2D. (UUM-42568)
  • UI Toolkit: Fixed ListView single click issue when EventSystem and StandaloneInputModule are in the scene. (UUM-42106)
  • UI Toolkit: Fixed text field's vertical scroller visibility not being set properly. (UUM-42438)
  • First seen in 2023.2.0a10.
  • UI Toolkit: Fixed TreeView element not being expanded fully when trying to expand it more than once. (UUM-27589)
  • UI Toolkit: Fixed unsetting all attributes in binding window. (UUM-37010)
  • First seen in 2023.2.0a18.
  • UI Toolkit: ListView was sometimes stuck when trying to scroll up from the bottom. (UUM-28510)
  • UI Toolkit: ListView's content container was sometimes resized smaller than it should be when reordering items. (UUM-42365)
  • UI Toolkit: ListView's itemsChosen was being called when quickly clicking on two separate items. (UUM-42450)
  • UI Toolkit: ObjectField didn't get cleared when using backspace. (UUM-35034)
  • Video: Improve VP8Encoder compression and encoding speed. (UUM-20744)
  • Web: Fixed bug in WebGL's FMOD implementation that caused the console to be spammed with errors when using the PlayOneShot API. (UUM-40643)
  • New 2023.2.0b3 Package Changes since 2023.2.0b2:
  • Packages updated:
  • com.unity.mobile.notifications: 2.2.0 → 2.2.1
  • com.unity.xr.interaction.toolkit: 2.4.0 → 2.4.1
  • com.unity.xr.management: 4.3.3 → 4.4.0

New in Unity 2023.1.7 (Aug 3, 2023)

  • Fixes:
  • 2D: Fixed color texture not getting created in custom render passes. (UUM-14400)
  • 2D: Fixed crash with TilemapCollider2D when a Tilemap with Tiles that have invalid Transform Matrices are loaded. (UUM-41396)
  • Android: Fixed getMethodID failure on some android version. (UUM-31912)
  • Android: Fixed unpatched activity tags in AndroidManifest. (UUM-40774)
  • Build Pipeline: Fixed AssetBundle incremental build needs to detect script namespace/assembly change. (UUM-35766)
  • Build Pipeline: Fixed lost sprite references in bundles when moving the assets. (UUM-16394)
  • Core: Fixed issue where job may fail to allocate using Allocator.Temp resulting in a a "Top level scope allocation is permitted only on the main thread." exception message. (UUM-40042)
  • DX12: Fixed a rare crash when using ray traced reflections in HDRP. (UUM-41580)
  • Editor: Added a top level mem scope to avoid temp memory leak. (UUM-39899)
  • Editor: Asset info (labels and asset bundle) is now shown but in a disabled state when the asset is not checked out in perforce. (UUM-36500)
  • Editor: Fixed alignment issues with the label and value field when editing LazyLoadReference and MinMaxGradient fields. (UUM-29883)
  • Editor: Fixed an issue where shader errors appeared in Shadows.hlsl and Lighting.hlsl. (UUM-37723)
  • Editor: Fixed AsyncOperation.allowSceneActivation is ignored when refocusing Editor. (UUM-31366)
  • Editor: Fixed crash when importing large FBX file. (UUM-38104)
  • Editor: Fixed DrawAAPolyLine method that modified the source color values. (UUM-7840)
  • Editor: Fixed edge case with the Windows Player where an incorrect resolution is used and reported by Screen.width and Screen.height. This occurred when the player was started on a monitor with different DPI settings compared to the main windows monitor. (UUM-41799)
  • Editor: Fixed for Editor crash based on shader chunk size of 0 in player settings. (UUM-36663)
  • Editor: Fixed ObjectField label not updating when assigning a null value through the inspector. (UUM-27629)
  • Editor: Frame Debugger: Fixed an issue where the editor would sometimes crash when retrieving keywords for a custom Compute Shader. (UUM-33301)
  • Editor: Frame Debugger: Fixed an issue where the Event Sliders/Buttons didn't update the window properly. (UUM-37778)
  • Editor: Frame Debugger: Fixed an issue where the textures sometimes leaked when inspecting shadowmaps. (UUM-32862)
  • Editor: Frame Debugger: Fixed an issue with incorrect font sizes in the tree view. (UUM-30317)
  • Editor: Hide the CPU option from the UI for Managed Plugins as it has no effect. (UUM-40186)
  • Editor: Make newly created ScriptableSingleton instances editable. (UUM-40767)
  • Editor: To remove the transparent input field that presents when TouchScreenKeyboard is active with hideInput option. (UUM-37652)
  • Package Manager: Added a scroll in package manifest description field in Inspector. (UUM-42618)
  • Physics: Cloth objects inter-collisions is now properly enabled when turned on in the project settings. (UUM-12987)
  • Physics: Fixed a crash while entering play mode with a cloth component that hasn't been edited. (UUM-16091)
  • Physics: Fixed an issue where Cloth would crash when attempting to bake using a mesh with duplicate vertices and all particles pinned. (UUM-34029)
  • Physics 2D: Ensure that the RelativeJoint2D, when turning on "Auto Configuration Offset", shows Angular offset in Degrees rather than Radians. (UUM-42690)
  • UI Toolkit: Dynamic height ListView was being scrolled to the wrong item when using ScrollToItem. (UUM-40674)
  • UI Toolkit: Fixed inconsistent bezier offset when using Painter2D. (UUM-42568)
  • UI Toolkit: Fixed ListView single click issue when EventSystem and StandaloneInputModule are in the scene. (UUM-42106)
  • UI Toolkit: Fixed Painter2D libtess crash when using invalid input values. (UUM-37087)
  • UI Toolkit: Fixed TreeView element not being expanded fully when trying to expand it more than once. (UUM-27589)
  • UI Toolkit: ListView was sometimes stuck when trying to scroll up from the bottom. (UUM-28510)
  • UI Toolkit: ListView's content container was sometimes resized smaller than it should be when reordering items. (UUM-42365)
  • UI Toolkit: ListView's itemsChosen was being called when quickly clicking on two separate items. (UUM-42450)
  • UI Toolkit: ObjectField didn't get cleared when using backspace. (UUM-35034)
  • VFX Graph: Fixed crash when changing to custom batch capacity in computers with large GPU memory. (UUM-38059)
  • VFX Graph: Initialize VFX material indices to make all materials valid if used on Awake. (UUM-37360)
  • Video: Improved VP8Encoder compression and encoding speed. (UUM-20744)
  • Video: Video Player Component causes performance degradation in WebGL Player when using "Linear" Color Space. (UUM-32755)
  • Web: Fixed bug in WebGL's FMOD implementation that caused the console to be spammed with errors when using the PlayOneShot API. (UUM-40643)
  • WebGL: Fixed an issue where C++ function names would not be properly generated in the output symbols.json file. (UUM-28034)
  • Windows: Fixed "Restart Unity as a standard user" button not working when Unity editor gets run as administrator due to Unity Hub running as administrator or due to Unity's executable compatibility flags being configured to be run as administrator. (UUM-42508)
  • XR: Updated XR Interaction Toolkit to version 2.4.1.

New in Unity 2023.2.0 Beta 2 (Jul 28, 2023)

  • Improvements:
  • Shadergraph: [SGB-613][SGB-594] Addressed an issue where certain operations were taking too long as a result of graph concretization.
  • Fixes:
  • 2D: Fixed color texture not getting created in custom render passes (UUM-14400)
  • Build Pipeline: Fixed AssetBundle incremental build needs to detect script namespace/assembly change (UUM-35766)
  • DX12: Fixed a rare crash when using ray traced reflections in HDRP (UUM-41580)
  • Editor: Add a top level mem scope to avoid temp memory leak
  • Editor: Asset info (labels and asset bundle) is now shown but in a disabled state when the asset is not checked out in perforce. (UUM-36500)
  • Editor: Ensure all properties in Search auto complete dialog have a tooltip to accomodate really long property names. (UUM-35583)
  • Editor: Ensure derived components are indexed (in prefab) (UUM-41735)
  • Editor: Ensure SearchQueryProject list and SearchQuery panels are updated if SearchQueryAssets are added/removed either from Search Window or externally (UUM-41173)
  • Editor: Fix AsyncOperation.allowSceneActivation is ignored when refocusing Editor (UUM-31366)
  • Editor: Fix getthumbail if we generate preview for multi selection when selection was started on a Folder. (UUM-34440)
  • First seen in 2023.2.0a19.
  • Editor: Fixed Async Progress registering ScriptingGCHandle not in current domain. (UUM-39631)
  • Editor: Fixed DrawAAPolyLine method that modified the source color values. (UUM-7840)
  • Editor: Fixed modal windows are blank when opened (UUM-927)
  • Editor: Frame Debugger: Fixed an issue where the editor would sometimes crash when retrieving keywords for a custom Compute Shader. (UUM-33301)
  • Editor: Frame Debugger: Fixed an issue where the Event Sliders/Buttons didn't update the window properly. (UUM-37778)
  • Editor: FrameDebugger: Fixed an issue with incorrect font sizes in the tree view. (UUM-30317)
  • Editor: Proper handling of saving a scenetemplate or a unity scene. (UUM-42427)
  • Editor: Removed the scrollview in the New Scene dialog. (UUM-40806)
  • Editor: Style buttons of SceneTemplate Inspector (UUM-31080)
  • Editor: To remove the transparent input field that presents when TouchScreenKeyboard is active with hideInput option (UUM-37652)
  • Editor: Update Window/Panel menu even when aux window are closed. (UUM-26519)
  • Graphics: Fix empty VVL errors when old VK_EXT_debug_report extension is used (UUM-37283)
  • First seen in 2023.2.0a16.
  • Graphics: Made Always/Vertex pass to be accepted by the ForwardRenderer loop and receive the main light's screenspace shadowmap (UUM-36912)
  • Package Manager: Add a scroll in package manifest description field in Inspector. (UUM-42618)
  • Package Manager: The sidebar in Package Manager is now resizable. (UUM-42635)
  • First seen in 2023.2.0a22.
  • Search: Fixed Search saved queries sort button dropdown not showing up. (UUM-41038)
  • First seen in 2023.2.0a21.
  • Shadergraph: [SGB-561] Addressed issue where save/save as hotkeys weren't being caught by shadergraph editor window.
  • Shadergraph: [SGB-581][SGB-531] Addressed minor usability issues with Custom Function Nodes.
  • Shadergraph: [SGB-592][SGB-596] Addressed issue where docs links from editor were incorrect.
  • Shadergraph: [SGB-597] Removed invalid character from imported material sub asset.
  • Shadergraph: [SGB-605] Addressed issue where adding dropdown property type to newly created subgraphs did not propagate to other open shadergraph editor windows.
  • TextCore: Add Nirmala UI as global fallback font for Hindi script on Windows. (UUM-19978)
  • UI Toolkit: Fixed EnumField not updating its displayed text when changing back from showMixedValue mode. (UUM-41395)
  • UI Toolkit: Fixed PropertyField resolving the wrong type when showing an ObjectField and a class had the same name as a built-in type. (UUM-29499)
  • New 2023.2.0b2 Package Changes since 2023.2.0b1:
  • Packages updated:
  • com.unity.inputsystem: 1.6.1 → 1.6.3
  • com.unity.xr.arcore: 5.1.0-pre.8 → 5.1.0-pre.9
  • com.unity.xr.arfoundation: 5.1.0-pre.8 → 5.1.0-pre.9
  • com.unity.xr.arkit: 5.1.0-pre.8 → 5.1.0-pre.9
  • com.unity.xr.core-utils: 2.2.1 → 2.2.2

New in Unity 2023.1.6 (Jul 27, 2023)

  • Fixes:
  • Build System: Fixed pigz-mac-aarch64 artifact (previously was a linux binary instead). (UUM-42368)
  • Editor: Device Simulator now respects the WaitForEndOfFrame yield instruction when used in combination with Application.targetFramerate. (UUM-40051)
  • Editor: Fixed CPU usage not reducing when un-focusing editor if a tab is undocked. (UUM-35177)
  • Editor: Fixed modal windows are blank when opened. (UUM-927)
  • Editor: Frame Debugger: Fixed an issue where scrolling in the window didn't work when the Mesh Preview was being used. (UUM-27586)
  • Graphics: Made Always/Vertex pass to be accepted by the ForwardRenderer loop and receive the main light's screenspace shadowmap. (UUM-36912)
  • Networking: UnityWebRequest texture download will now create the texture with mipmaps. (UUM-26628)
  • Physics: Fixed small bodies starting to tunnel through large bodies in continuous collision detection mode at high simulation frequencies (~200Hz). (UUM-19349)
  • UI Toolkit: Fixed EnumField not updating its displayed text when changing back from showMixedValue mode. (UUM-41395)
  • UI Toolkit: Fixed PropertyField resolving the wrong type when showing an ObjectField and a class had the same name as a built-in type. (UUM-29499)
  • Universal RP: Fixed an issue where incorrect Shader Keyword Prefiltering was used with SSAO when AfterOpaque was used.
  • Universal RP: Fixed an issue where rendering layers keywords were not enabled correctly when using Decals & SSAO in Deferred. (UUM-39831)
  • Universal RP: Fixed Native RenderPass errors when using RenderingLayers. (UUM-34728)

New in Unity 2023.2.0 Beta 1 (Jul 21, 2023)

  • Features:
  • Accessibility: Added a new Editor Window that displays the active accessibility hierarchy and its nodes.
  • Improvements:
  • Editor: Added focused meta-pass tests, deleted a less focused test.
  • Editor: For clarity the editor setting "Serialize Inline Mappings On One Line" has been renamed to "Reduce version control noise".
  • HDRP: Stripping or IRenderPipelineGraphicsSettings.
  • SRP Core: Improved VolumeEditor UI.
  • UI Toolkit: Added UITK Text performance tests.
  • URP: Stripping or IRenderPipelineGraphicsSettings.
  • API Changes:
  • Editor: Added: API PrefabUtility.RemoveUnusedOverrides. (UUM-37137)
  • First seen in 2023.2.0a16.
  • Editor: Added: New API to set a custom title to the Unity Editor. Update documentation accordingly.
  • Editor: Obsoleted: Marked CanCacheInspectorGUI as obsolete. It has not been used for a number of years. (UUM-36391)
  • First seen in 2023.2.0a16.
  • SRP Core: Added: RenderPipelineGraphicsSettings container. That allows stripping of IRenderPipelineGraphicsSettings.
  • Changes:
  • Editor: Upgrading the remote-config-runtime package to version 4.0.1
  • Bug fixes were added for WebGL compliance and inadvertently persisting the auth token
  • Full changelog [here](https://github.cds.internal.unity3d.com/unity/operate-services-sdk/blob/master/Packages/Public/com.unity.remote-config-runtime/CHANGELOG.md).
  • Fixes:
  • 2D: Fixed Sprite previews of Sprites which have a side smaller than 64 pixels and have an aspect ratio of more than 2x in difference. (UUM-36919)
  • Asset Pipeline: Fixed an issue to ensure all Accelerator cache downloads are used when importing using ParallelImport mode. (UUM-39687)
  • Audio: MP3 Xing table of content decoding has been fixed to improve seeking accuracy. (UUM-15639)
  • Audio: MPEG codec length estimation was improved by averaging frame sizes of the first 100 frames instead of looking at only the first one. (UUM-2396)
  • Audio: MPEG codec length estimation was improved by averaging frame sizes of the first 100 frames instead of looking at only the first one. (UUM-28836)
  • Build Pipeline: Improved build time when preparing the splash screen. The first build will still be the same, however subsequent will be reduced significantly. (UUM-20350)
  • Core: Fixed documentation for Mathf.SmoothStep(). (UUM-40717)
  • First seen in 2023.2.0a20.
  • Editor: Added the Prefab menu items from the Scene Hierarchy context menu to the Scene view context menu. (UUM-37023)
  • First seen in 2023.2.0a18.
  • Editor: Added useDynamicScaleExplicit property to RenderTexture.
  • Editor: Disabled Scene view context menu clipboard operations when they are not applicable. (UUM-36802)
  • First seen in 2023.2.0a18.
  • Editor: Fixed an issue where action shortcuts were not displayed in the Scene view context menu. (UUM-37022)
  • First seen in 2023.2.0a18.
  • Editor: Fixed assert that was being triggered by non-existing path. (UUM-40323)
  • First seen in 2023.2.0a19.
  • Editor: Fixed Debug Error logs in Prefab Overrides window. (UUM-40895)
  • Editor: Fixed for ArgumentNullException and Assertion failed errors thrown when enabling Opaque Texture, using the Hierarchy search bar, and viewing the Scene tab in Play Mode. (UUM-36458)
  • Editor: Fixed rare crash when importing certain Usd files using Usd package. (UUM-41195)
  • Editor: Fixed that Prefab with GameObjects with SortingGroups and Renderers components are dirty after being loaded from disk. This should not happen as this means that the Asset are always re-saved on SaveAssets. (UUM-40861)
  • Editor: Fixed UI Toolkit Debugger upward search with SHIFT+F3 on keyboard with Fn key. (UUM-40662)
  • Editor: Removed dialog window and Variant suffix for Model Prefab Instances dragged into the project window. (UUM-33190)
  • Graphics: Fixed shadow render issues on Built-in Render Pipeline when using Metal. (UUM-3150)
  • HDRP: Fixed an issue where mixed runtime lights were not considering the intensity multiplier during bakes. These changes fix this behaviour and make bakes more intuitive. (UUM-41081)
  • HDRP: Fixed FTLP (Fine Tiled Light Pruning) Shader Options max light count. Previous support only supported up to 63 These changes allow to go up to 255 with higher instability as numbers per tile approach 255.
  • For support greater than 255, do it at your own risk! (and expect some flickering). (UUM-39924)
  • HDRP: Fixed leak with Compute Buffer from APV Resources. (HDRP-3037)
  • First seen in 2023.2.0.
  • HDRP: Fixed mutations to default profile on project open. (UUM-40582)
  • First seen in 2023.2.0a20.
  • HDRP: Fixed rendering debugger for water surfaces. (UUM-39861)
  • First seen in 2023.2.0a18.
  • Package Manager: Fixed an issue where the User can no longer import a package when not signed it. (UUM-39763)
  • First seen in 2023.2.0a17.
  • Scene/Game View: Fixed a bug where icons in the SceneViewToolbar were not using On icons for the styling. (UUM-40483)
  • First seen in 2023.2.0a13.
  • Scene/Game View: Fixed a visual for the overlay grabber when using light theme that was not visible on hovered. (UUM-37213)
  • Scene/Game View: Fixed visibility problems when the scene view is in isolation mode. (UUM-40159)
  • Scene/Game View: Fixed EditorAction overriding the Tools UI. (UUM-41105)
  • First seen in 2023.2.0a20.
  • Scene/Game View: Removed "Panel" option in the overlay menu when this is the only one available. (UUM-40101)
  • First seen in 2023.2.0a19.
  • Scene/Game View: The Camera Overlay's preview now resizes with overlay size. (UUM-37222)
  • First seen in 2023.2.0a18.
  • SRP Core: Fixed console errors when debug actions are removed from Input Manager during play mode. (UUM-37148)
  • Text: Added the possibility for IMGUI and UITK to Copy/Paste UTF characters.
  • First seen in 2023.2.0.
  • TextCore: Fixed text exception occurring when using glyph variants. (UUM-40584)
  • First seen in 2023.2.0a18.
  • UI: Fixed incorrect UV calculated on UI sprites when texture is a crunched-compressed format. (UUM-40544)
  • UI Toolkit: Fixed a NullReferenceException thrown when instantiating a VisualElement created from a visualTreeAssetSource and there are multiple UI Documents in the Scene. (UUM-39988)
  • UI Toolkit: Fixed ListView reorderable and reorderMode being ignored when used with editor binding. (UUM-33402)
  • UI Toolkit: Fixed missing caret on focused empty text element. (UUM-41051)
  • First seen in 2023.2.0a21.
  • UI Toolkit: Fixed Painter2D libtess crash when using invalid input values. (UUM-37087)
  • Universal RP: Fixed an issue where incorrect Shader Keyword Prefiltering was used with SSAO when AfterOpaque was used.
  • Universal RP: Fixed an issue where rendering layers keywords were not enabled correctly when using Decals & SSAO in Deferred. (UUM-39831)
  • VFX Graph: Fixed VFX camera command culling failling when all effects are out of frustum. (UUM-41136)
  • VFX Graph: Fixed an issue where VFX material indices were not itialized an were invalid if used on Awake. (UUM-37360)
  • VFX Graph: Fixed HDRP Decal Output when system is in world space. (UUM-41091)
  • VFX Graph: Fixed nested curly braces not supported in custom hlsl code. (UUM-40706)
  • First seen in 2023.2.0a19.
  • XR: Fixed an issue with XR Input -> Input System that caused Input System's TrackedPoseDriver rotation to drift between Update / BeforeRender calls.
  • New 2023.2.0b1 Package Changes since 2023.2.0a22:
  • Packages updated:
  • com.unity.ext.nunit: 2.0.4 → 2.0.5
  • com.unity.remote-config-runtime: 3.1.3 → 4.0.1
  • com.unity.render-pipelines.core: 16.0.2 → 16.0.3
  • com.unity.render-pipelines.high-definition: 16.0.2 → 16.0.3
  • com.unity.render-pipelines.high-definition-config: 16.0.2 → 16.0.3
  • com.unity.render-pipelines.universal: 16.0.2 → 16.0.3
  • com.unity.shadergraph: 16.0.2 → 16.0.3
  • com.unity.visualeffectgraph: 16.0.2 → 16.0.3
  • com.unity.transport: 1.3.4 → 1.4.0

New in Unity 2023.1.5 (Jul 20, 2023)

  • Improvements:
  • Documentation: Clarify the behavior of Texture2D.Apply(), especially regarding mipmap limits. (UUM-7709)
  • Changes:
  • Build System: [bee_backend] use posix_spawn on unix instead of fork+exec.
  • Package: Fixed a crash that could happen on Android.
  • Fixes:
  • 2D: Fixed Crash on GenerateTextureAndSpriteRectDataFromAtlasMask when clicking "Pack Preview" after packing an Asset into Sprite Atlas. (UUM-25481)
  • Android: AndroidJavaProxy correctly maps null variables (e.g empty string) for reflection search + automatic tests for AndroidJavaProxy. (UUM-30243)
  • Android: Fixed an issue where pause was not processed when onPause() is called right after onResume() is called. (UUM-23247)
  • Android: Fixed crash when using Optimized Frame Pacing combined with Vulkan native rendering plugins. (UUM-36096)
  • Asset Pipeline: Ensure all Accelerator cache downloads are used when importing using ParallelImport mode. (UUM-39687)
  • Asset Pipeline: Fixed an issue where mismatched (or corrupted) asset artifact IDs could cause a crash during project launch. (UUM-27531)
  • Core: Fixed creation of baking set on new projects.
  • Editor: Fixed Console error when selecting SRP Lens Flare asset. (UUM-34462)
  • Editor: Fixed for ArgumentNullException and Assertion failed errors thrown when enabling Opaque Texture, using the Hierarchy search bar, and viewing the Scene tab in Play Mode. (UUM-36458)
  • Editor: Fixed rare crash when importing certain Usd files using Usd package. (UUM-41195)
  • Editor: Fixed title on multi ScriptableObject selection. (UUM-24994)
  • Editor: Improved performance when saving Prefabs. (UUM-31437)
  • Editor: Prefab Documentation link fixed for the help button. (UUM-36665)
  • Editor: Source asset db rebuilt and plugin assets reimported to fix inconsistency. (UUM-32565)
  • GI: EnlightenRuntimeManager methods are visible in the profiler in Play mode. (UUM-29788)
  • Graphics: Added support for DOTS_INSTANCING to HDRP/Lit FullScreenDebug pass. (UUM-34056)
  • Graphics: Fixed a division-by-zero crash when attempting to use the region-based CopyTexture with depth-only RenderTextures. (UUM-29859)
  • Graphics: Fixed a scenario where combining Linear Project Color Space, DisplayP3, enabled Post-Processing and disabled HDR would provoke 'RenderTexture.Create failed' errors. (UUM-3774)
  • Graphics: Fixed an issue where a "RenderTexture color format cannot be set to a depth/stencil format" error appeared when passing DefaultFormat.DepthStencil or DefaultFormat.Shadow to the DefaultFormat RenderTexture/CustomRenderTexture constructor. (UUM-11964)
  • Graphics: Fixed an issue where RenderTexture assets using Auto GraphicsFormats would sometimes not upgrade correctly if the depthStencilFormat was None, a D16_UNorm fallback was missing. VideoAuto is now converted to YUV2 as well. (UUM-29430)
  • Graphics: Fixed an issue where RenderTexture.enableRandomWrite was not being serialized. (UUM-3769)
  • Graphics: Fixed an issue where the RenderTextureDescriptor 'colorFormat' getter was not consistent with the RenderTexture 'format' getter and was incapable of determining the depth-related RenderTextureFormat when 'graphicsFormat' was 'None'. (UUM-29423)
  • Graphics: Fixed an issue where the RenderTextureFormat 'format' getter on AttachmentDescriptor would not return RenderTextureFormat.Depth when the 'graphicsFormat' was a depth-stencil format. (UUM-29423)
  • Graphics: Fixed instances where the RenderTextureDescriptor sRGB setter would sometimes 'corrupt' or unintentionally modify the descriptor's GraphicsFormat. (UUM-3774)
  • Graphics: GraphicsFormat.None is now correctly permitted as a color format on all RenderTexture constructors, enabling the use of the new approach for creating depth-only RTs across all constructors (GraphicsFormat.None as a color format). (UUM-29440)
  • HDRP: Fixed color pyramid history buffer logic when history is reset and the color pyramid is not required. (UUM-36095)
  • HDRP: Fixed fireflies in path traced volume scattering using MIS. Add support for anisotropic fog. (UUM-33755)
  • IL2CPP: Fixed field alignment of generic struct fields. (UUM-40355)
  • IL2CPP: Fixed issue with Managed code stripping when inlining setters with a backing type located in a different assembly. (UUM-30763)
  • IL2CPP: Process.getProcessName will now return the process name only rather than the full path to the process. (UUM-32851)
  • Linux: Fixed GUIView's invalid memory access when EditorWindow closed within OnGUI. (UUM-28987)
  • Mono: Avoid an incorrect TypeLoadException when a generic type has a field which is a 2D array of itself. (UUM-34854)
  • Mono: Fixed crash when attempting to access a field of a null valuetype object. (UUM-27537)
  • Mono: This fixes string initialization when creating a new string with the intention of all characters getting set to null. Removes the optimization that assumes the memory is clean. (UUM-35559)
  • Player: Fixed memory regression in Player. (UUM-40679)
  • Prefabs: Fixed "Prefab mismatch: The instance object in the scene is referencing a corresponding source object in the Prefab of a different type." thrown when applying added GameObject to a Prefab. (UUM-36238)
  • Serialization: Make sure that the class name of an inflated type does not include the namespace in it. (UUM-27766)
  • Shaders: Fixed replacement shaders not picking up keywords enabled on the material that are not valid for the shader assigned to the material. (UUM-40400)
  • TextCore: Added Nirmala UI as global fallback font for Hindi script on Windows. (UUM-19978)
  • TextCore: Fixed crashed when upgrading materials. (UUM-32513)
  • UI: Fixed incorrect UV calculated on UI sprites when texture is a crunched-compressed format. (UUM-40544)
  • UI Toolkit: Added an option to the library's settings that will allow the user to use a blank VisualElement by default when adding from the library. (UUM-19254)
  • UI Toolkit: Fixed a NullReferenceException thrown when instantiating a VisualElement created from a visualTreeAssetSource and there are multiple UI Documents in the Scene. (UUM-39988)
  • UI Toolkit: Fixed an exception when calling RemoveFromHierarchy during detatchFromPanel events. (UUM-36627)
  • Universal Windows Platform: Fixed use of ReadOnlyAttribute in certain managed plugin scenario. (UUM-39921)
  • URP: 2D - Fix additional draw call when Foremost Sorting Layer is enabled during unlit. (UUM-37441)
  • VFX Graph: Fixed potential infinite loop when opening VFX Graph due to space issue. (UUM-35924)
  • Video: Fixed WebCamTexture throws error when asking a different configuration than the one specified in NVIDIA Broadcast. (UUM-32751)
  • Video: [WebPlatform] Forwarding video, moves to start on Mac OS Chrome browser when "Build and Run". (UUM-3214)
  • Windows: Fixed for preserving escaped double quote in a quoted command line argument. (UUM-36789)
  • XR: XR: Fixed an issue with XR Input -> Input System that caused Input System's TrackedPoseDriver rotation to drift between Update / BeforeRender calls.

New in Unity 2023.1.4 (Jul 18, 2023)

  • Changes:
  • Package: Package: Updated Localization package to 1.4.4.
  • Fixes:
  • 2D: Fixed Sprite previews of Sprites which have a side smaller than 64 pixels and have an aspect ratio of more than 2x in difference. (UUM-36919)
  • Android: Fixed GPU skinning on remaining Adreno devices. (UUM-20108)
  • Asset Import: Fixed bug with BC7 texture encoding upon import crashing on older Penryn (Core 2 Duo) CPUs. (UUM-2508)
  • Build Pipeline: Improved build time when preparing the splash screen. The first build will still be the same, however subsequent will be reduced significantly. (UUM-20350)
  • Documentation: Updated docs to reflect how the engine works. (UUM-18546)
  • Editor: Entities are not displayed with OpenGL on some mobiles. (UUM-33460)
  • Editor: Fixed "Busy Progress Delay" not saving the new value when clicking to other tabs in the Preferences window. (UUM-35857)
  • Editor: Fixed an issue related to BRGs and Ambient Light. (UUM-40337)
  • Editor: Fixed an issue where some rendered gizmos, graph elements, handles, etc would be rendered with a final alpha value of less than 1. (UUM-40949)
  • Editor: Fixed createassetmenu attribute menu name with space won't work. (UUM-35120)
  • Editor: Fixed Debug Error logs in Prefab Overrides window. (UUM-40895)
  • Editor: Fixed Editor freezes for some time when moving a group of GameObjects in the Hierarchy. (UUM-31825)
  • Editor: Fixed enum values binding incorrectly when the enum contained obsolete values. (UUM-36836)
  • Editor: Fixed issue with font asset being re-created every domain reload. (UUM-32171)
  • Editor: Fixed last line of object picker sometimes being cut off. (UUM-30571)
  • Editor: Fixed nullref occurring when font references have not been initialized properly. (UUM-37504)
  • Editor: Fixed PlayerPrefs API in case registry keys has been manually deleted. (UUM-35575)
  • Editor: Fixed UI Toolkit Debugger upward search with SHIFT+F3 on keyboard with Fn key. (UUM-40662)
  • Editor: Fixed xdg-open fallback. (UUM-37536)
  • Editor: Switching to the Simulator view from the Game view will no longer change the Simulator view dimensions to be the same as the Game view. (UUM-30110)
  • Editor: Updated libcurl to 8.1.1. (UUM-29475)
  • Graphics: Fixed an issue where creating an sRGB texture using one of the TextureFormat constructors in gamma project color space would produce a texture with an incorrect "Texture.isDataSRGB" value (false). (UUM-29736)
  • Graphics: Fixed an issue where textures imported as ETC1 Crunched sRGB would appear too bright in linear projects. (UUM-28935)
  • Graphics: Fixed shadow render issues on Built-in Render Pipeline when using Metal. (UUM-3150)
  • Graphics: Fixed vertex color input when frame buffer fetch is used on GLES. (UUM-34725)
  • Graphics: Renderer.SetMaterials() and Renderer.SetSharedMaterials() will set the correct number of elements when list capacity is larger than count. (UUM-27260)
  • iOS: Fixed PlayerSettings.iOS.hideHomeButton not reading/modifying actual PlayerSettings. (UUM-31884)
  • Licensing: Fixed performance issue in IPC comms under heavy thread load. (UUM-35368)
  • N/A (internal): Fixed small performance regression in the player in specific cases. (UUM-37614)
  • Package Manager: Fixed an issue where the whole project directory was deleted when removing a package with a non-existent file path. (UUM-36876)
  • Prefabs: Fixed Prefab Asset FileIDs are changed after building a player and saving assets. The build pipeline did change the fileIDs and did not properly clean up afterwards. (UUM-39802)
  • Serialization: Fixed Missing ScriptableObjects do not throw NullReferenceExceptions when accessing their properties in Play Mode. (UUM-34447)
  • Serialization: Make sure double-s are parsed correctly in MiniJSON ParseNumber. (UUM-19166)
  • Serialization: Throw an exception when trying to access struct that has an empty SerializeReference list field with boxedValue, as this is not supported by Unity. (UUM-38115)
  • Shaders: Fixed duplicate compilation when using dynamic_branch keywords. (UUM-37432)
  • Shaders: Forcing the smoke test to process the jobs asynchronously all the time regardless of the shader possible usage of #pragma editor_sync_compilation. Hence, making the smoke test shader compilation process faster. (UUM-19594)
  • SRP Core: Fixed console errors when debug actions are removed from Input Manager during play mode. (UUM-37148)
  • UI Toolkit: Fixed ListView reorderable and reorderMode being ignored when used with editor binding. (UUM-33402)
  • Universal RP: Added missing G-buffer normal decoding for the "URP Sample Buffer" node in Fullscreen shadergraphs when using "Accurate G-buffer normals" in the deferred renderer (not background pixels will not match). (UUM-33434)
  • Universal RP: Fixed Native RenderPass errors when using RendererFeature which is executed in between GBuffer and Deferred Lighting passes. (UUM-28953)
  • Video: Video from Video Player is not updated immediately in the Edit Mode when changing its time in the Inspector window. (UUM-32448)
  • Video: Video has a delay, random freezing, and speeding up when using VideoPlayer. (UUM-31317)
  • Windows: Fixed PlayerPrefs API in case registry keys has been manually deleted. (UUM-35575)

New in Unity 2023.1.3 (Jul 7, 2023)

  • Improvements:
  • HDRP: When HDRP is disabled, Compute Shaders are being stripped. (UUM-29122)
  • Fixes:
  • Android: Fixed Unity allocator crash when forcing -systemallocator on ARM64 with Android 10/11 or higher. (UUM-40105)
  • Documentation: Fixed Renderer2DData docs link. (UUM-39471)
  • Editor: Duplicated or copied GameObjects get pasted next to the original object or paste-target instead of at the end. (UUM-37634)
  • Editor: Fixed an issue where dragging an asset from the Packages folder to an empty Assets folder could cause a crash. (UUM-39919)
  • Editor: Fixed crash in Transform::RemoveFromParent. (UUM-38102)
  • Editor: Fixed menu missing after domain reload. (UUM-28905)
  • Editor: Fixed the ExposedReference property drawer ObjectField not updating when undo/redo is performed. (UUM-25157)
  • Editor: Updating outdated and broken links in the Help toolbar for Unity Discussions (old Unity Answers) & Unity Feedback. (UUM-40354)
  • GI: Fixed off-by-one error in version number used for margin method upgrade path. (UUM-40721)
  • Graphics: Fixed CustomRenderTexture depth test results failing on some platforms. (UUM-1839)
  • Graphics: Fixed Light movement and artifacts when multiple vertex lights are interacting. (UUM-36457)
  • Graphics: Fixed object motion vectors not rendering when drawing objects using the Graphics.Render* functions. (UUM-27825)
  • HDRP: Fixed wrong metapass when using planar/triplanar projection in HDRP. (UUM-22089)
  • Particles: Fixed incorrect simulation when using the Simulate Layers option on effects that contain non-looping sub-emitters. (UUM-40365)
  • Particles: Fixed potential crash when using systems relying on GeometryJobs. (UUM-36872)
  • Physics 2D: Fixed an issue where contacts are not solved correctly on iOS leading to tunnelling and random impulses.
  • Prefabs: Fixed PrefabModificationsForSerializedObject::DoPrefabModificationsNeedUpdate() is unnecessarily slow. (UUM-40630)
  • Scene/Game View: Fixed overlay menu position when mouse cursor is hovering another EditorWindow. (UUM-36915)
  • Scripting: Added a validation error when a user's Roslyn analyzer or Source generator references a version of .net standard incompatible with Visual Studio. (UUM-29638)
  • Scripting: Fixed performance regression on some API that take array parameters. (UUM-38089)
  • Scripting: Fixed Unity SourceGenerator to be loadable by Visual Studio. (UUM-34868)
  • SRP Core: Removed some unexpected SRP changed callback invocations. (UUM-17548)
  • UI Toolkit: Fixed BezierCurveTo() rounded caps when control points are very short. (UUM-40360)
  • UI Toolkit: Fixed Painter2D.BezierCurveTo() missing polygons when very far from the origin. (UUM-33511)
  • UI Toolkit: Fixed useless repaint when modifying the color for the first time of a VisualElement with the DynamicColor hint. (UUM-40007)
  • UI Toolkit: Fixed Vector Image scaling issue with scale-to-fill. (UUM-36067)
  • URP: Fixed Screen space Overlay UI rendered at the wrong size for scaling mode "Constant Pixel Size" or "Constant Physical Size", when HDR output is active. (UUM-36231)
  • VFX Graph: Fixed OutputUpdate warnings about spaces after end of line. (UUM-34453)

New in Unity 2023.1.2 (Jun 29, 2023)

  • Improvements:
  • Burst: Added proper license attribution for MUSL and SLEEF libraries.
  • Changes:
  • Burst: Changed focus for initial Burst Inspector focus to actually get the search hit in focus.
  • Physics: Added tooltips to the properties of the PhysicMaterial component.
  • Services: Rebranded Unity Cloud Build service to Build Automation.
  • Fixes:
  • Android: Bump Game Activity package to 2.0.2, it fixes issues with touch historical values. (UUM-28563)
  • Android: Updated that the text inputfield to appear and disappear with the "Enter" key. (UUM-30811)
  • Asset Bundles: Fixed an issue where AssetBundles didn't build correctly for intel_32 architecture when the denoising package is active in the project. (UUM-35290)
  • Burst: Fixed "The specified path is not of a legal form (empty)" error.
  • Burst: Fixed a hashing error that could occur when an operator overload method is used as a Burst entry point.
  • Burst: Fixed a warning that occurred when opening Burst AOT Settings while in Play Mode.
  • Burst: Fixed an issue causing source file handles to be left open (preventing saving in an ide, if in debug scripting mode and the file is used in the burst path).
  • Burst: Fixed an issue that calls to methods with multiple [Conditional] attributes are now kept if any one of the conditions are met.
  • Burst: Fixed an issue that caused builds to fail due to the System.Diagnostics.Tracing assembly not being found.
  • Burst: Fixed an issue that caused the digits and MidpointRounding parameters of Math.Round be ignored.
  • Burst: Fixed an issue when targeting multiple cpu architectures (e.g. SSE2 & AVX2) that under some circumstances would lead to code attempting to execute paths not designed for that cpu.
  • Burst: Fixed Burst implementation of IntPtr.GetHashCode() being different than .Net.
  • Burst: Fixed crash on linux if debug logging was enabled.
  • Burst: Fixed QNX builds using the qnxInstallationPath editor build setting.
  • Core: Fixed APV first bake.
  • Core: Fixed missing open button on APV help boxes.
  • Editor: Added support for subscene and ensure SceneAsset supports changing its instance/reference. (UUM-36300)
  • Editor: Avoid quadratic indexing time when indexing scenes with prefabs. (UUM-16085)
  • Editor: Component Help button tooltip are generated with a nicify type name. (UUM-37612)
  • Editor: Ensure ModeService does a EnumerateAllAssets once (in startup) and never again during domain reload. (UUM-37521)
  • Editor: Ensure Selection is properly synced when items are deleted. (UUM-35465)
  • Editor: Fixed a bug in Native Leak Detection that could cause the Unity Editor to crash on some platforms. (DOTS-8743)
  • Editor: Fixed a case where an object change event for object destruction would not contain a valid parent instance id. (UUM-40341)
  • Editor: Fixed an issue that AdbProvider doesn't add errors when displayed in the Project tab. (UUM-32810)
  • Editor: Fixed an issue that text based QueryBlock now work correctly when typing text. (UUM-36497)
  • Editor: Fixed an issue that the Custom indexers are now properly refreshed on Domain reload. (UUM-35650)
  • Editor: Fixed an issue to not allow adding the same column twice. (UUM-36007)
  • Editor: Fixed an issue to properly cut text with ellipsis in Saved Search Query Panel. (UUM-36330)
  • Editor: Fixed build issue on Linux. (UUM-34956)
  • Editor: Fixed for crash when disconnecting bluetooth audio device. (UUM-12583)
  • Editor: Fixed hover and tooltip of Scene Template Pipeline help button. (UUM-37542)
  • Editor: Fixed issue where selecting text that is not a TextField in IMGUI would flicker. (UUM-37796)
  • Editor: Fixed Native Leak Detection warning message to indicate the correct menu location. (UUM-39575)
  • Editor: Fixed resize minimum size on undocked window. (UUM-36103)
  • Editor: Fixed scrollbar in scene template dialog. (UUM-35878)
  • Editor: Refresh of SearchQueryListView happens on demand by pressing the newly added Refresh button. (UUM-32858)
  • Editor: Removed useless description from None Search Item. (UUM-35703)
  • Editor: Support DOTS_INSTANCING in DebugReplacement shader. (UUM-34053)
  • Editor: Tagstring is considered a default filter for Asset/Project. (UUM-36323)
  • GI: Fixed mem label in LightBaker to not cause warnings about allocation lifetime. (UUM-37755)
  • Graphics: Avoid mainthread stalls when QualitySettings are updated but no mipmap limits have changed. (UUM-25337)
  • Graphics: Corrected UI behavior when selecting multiple lights of different types. (UUM-36224)
  • Graphics: Fixed crash when loading a zero-sized Texture2D asset. (UUM-9343)
  • HDRP: Added a new custom pass injection after opaque and sky finished rendering. (UUM-35024)
  • HDRP: Added an helpbox for local custom pass volumes that doesn't have a collider attached. (UUM-35651)
  • HDRP: Fixed baked light being wrongly put in the cached shadow atlas. (UUM-34189)
  • HDRP: Fixed D3D validation error for area lights in HDShadowAtlas. (UUM-35804)
  • HDRP: Fixed inconsistent documentation about hardware supporting raytracing. (UUM-39577)
  • HDRP: Fixed scene template dependencies. (UUM-36599)
  • HDRP: Fixed Virtual offset being computed if distance was 0.
  • HDRP: Improving DLSS ghosting artifacts a little bit, by using a better pre-exposure parameter. Fixing reset history issues on DLSS camera cuts. (UUM-37205)
  • HDRP: Minor fix to HDRP UI when Raytraced AO is enabled. (UUM-35581)
  • HDRP: Respect the transparent reflections settings when using raytracing. (UUM-35596)
  • HDRP: Show base color texture on decal materials if Affect BaseColor is disabled. (UUM-29083)
  • IL2CPP: Fixed build failure on Windows systems using Turkish as the primary system display language. (UUM-32870)
  • iOS: Fixed Screen.orientation returns wrong values when switching from Landscape orientation to AutoRotation at runtime on iOS 16. (UUM-23251)
  • Package Manager: Fixed null Exception when manually installing com.unity.ui.builder. (UUM-39890)
  • Physics: Fixed physics simulation mode not being upgraded correctly from an older project that lacked the auto simulation option in DynamicsManager.asset. (UUM-39879)
  • Prefabs: Fixed for an unparented GameObject is created when duplicating a Prefab with a child that has HideFlags.DontSave. (UUM-28068)
  • Shadergraph: Fixed Texture Size node causing compilation error in the Fullscreen ShaderGraph target. (UUM-28758)
  • SpeedTree: Added motion vector rendering for SpeedTrees for HDRP. This will help with fixing visual issues with effects that use motion vectors such as Temporal Anti Aliasing (TAA), Motion Blur, or similar. (UUM-1924)
  • SRP Core: Fixed Rendering Debugger runtime UI getting occluded by user UI with sorting order larger than 0. (UUM-26782)
  • UI Toolkit: Fixed the multi-selection of list views in the Inspector window when using the shift or alt key. (UUM-30681)
  • Universal Windows Platform: Fixed an issue that Capabilities are not changed when rebuilding the project. (UUM-39725)
  • VFX Graph: Fixed crash when loading a subscene with VFX in DOTS. (UUM-13772)
  • VFX Graph: Removed an error message when a point cache asset is missing, added an error feedback instead. (UUM-26966)

New in Unity 2023.1.1 (Jun 26, 2023)

  • Features:
  • Test Framework: Added TestFileReferences.json to be generated on build step of the player, so can be consumed later by Test runners to enrich data for run part.
  • Test Framework: By using the editor command line new argument -randomOrderSeed x you can run the tests in a randomized order, where x is an integer different from 0. If a new test is added in the project the random order passing the same seed will be kept, and the new test will be placed in the random list accordigly.
  • Test Framework: The UTF version now automatically updates for SRP tests
  • Improvements:
  • Editor: Fixed an issue where RFloat / RGFloat / RGBAFloat formats were not useable in the Texture Importer Inspector even though they already could be applied through, for example, an AssetPostprocessor.
  • Graphics: Graphics.Blit now supports source signed textures (no remapping if blitting from signed to unsigned). (UUM-6249)
  • VFX Graph: Allows texture types to be used in branch operators (UUM-38037)
  • VFX Graph: VFX systems receiving GPU events can now go into sleep state
  • Changes:
  • Build Pipeline: Will now use -filelist when running libtool for MacOS/iOS builds to prevent command lines from becoming too long. (UUM-34555)
  • Fixes:
  • Asset Pipeline: Fixed an issue where the AssetImportManager could crash while registering scripts if a script became unreachable during a domain reload (UUM-27516)
  • Asset Pipeline: Fixed an issue where the AssetImportManager could crash while registering scripts if a script became unreachable during a domain reload (UUM-34560)
  • Build Pipeline: Fix ability to complete build when using Multi-process option to build AssetBundles when Visual Effect Asset has missing references. (UUM-38157)
  • Build Pipeline: Fixes edge case where using the BuildPipeline.BuildPlayer APIs on Windows can fail, when a previously used build folder has been deleted. (UUM-30952)
  • Core: Fixed an issue where "Burst error BC1091: External and internal calls are not allowed inside static constructors: Unity.Jobs.LowLevel.Unsafe.JobsUtility.get_ThreadIndexCount()" may have been thrown when Burst compiling certain codepaths. (UUM-39612)
  • Core: Fixes crash that could occur when scheduling many jobs that have many NativeContainers such that the job debugger might run out of room for debug information. (UUM-39742)
  • DX12: Fixes a crash caused by too early release of a texture. (UUM-29286)
  • DX12: Fixes issues in constant buffer offset binding with e.g. terrain painting. (UUM-2881)
  • Editor: Disable blitting to same texture error message when the destination texture is not used as input texture in specified pass in Graphics.Blit. (UUM-33058)
  • Editor: Fix crash when previewing certain animation curves in the inspector which contain infinite tangents (UUM-35456)
  • Editor: Fix Prefab item in Hierarchy does not expand until second click. (UUM-35376)
  • Editor: Fix the problem of selectedPlatform being serialized in ProjectSettings.asset. (UUM-28332)
  • Editor: Fixed an issue where previews for Textures using signed formats looked incorrect. (UUM-6249)
  • Editor: Fixed GameAssembly build script for Xcode project generated on Windows (UUM-26049)
  • Editor: Fixed Left Alt is recognized as pressed when switching to a different window and back (UUM-30743)
  • Editor: Prevent particle system buffer pre-mapping in editor if RenderDoc is present. (UUM-32787)
  • GI: Lighting bake stops with error 2 ('AddGeometry' failed with exit code: 4)". Error is thrown without telling which mesh is problematic. (UUM-32710)
  • Graphics: Fixed an issue where, in some instances, specific GraphicsFormatUtility API such as "HasAlphaChannel" were returning incorrect results for signed TextureFormats. (UUM-35162)
  • Graphics: Fixed DOTS instancing support for Universal2D in the URP/Lit shader (UUM-34465)
  • Graphics: Fixed excessive Metal memory allocation under some scenarios (UUM-31722)
  • Graphics: Fixed foveated rendering for y-flip render targets on metal (UUM-35335)
  • Graphics: Fixed VVL-01913 error when trying to end too many debug markers in a secondary command buffer scope (UUM-35950)
  • Graphics: Strip shader variants with both procedural instancing and DOTS instancing (UUM-34452)
  • HDRP: Fixed HDProbes to support custom resolutions for all rendering modes
  • HDRP: Fixed shaders stripping for Lens Flares (UUM-35895)
  • HDRP: Various space transform fixes (UUM-38146)
  • HDRP: [Backport] Fix the incorrect base color of decals for transparency. (UUM-38038)
  • iOS: Delete unneeded files when replacing the build (UUM-27977)
  • iOS: Fix assert error in iOS.Device.systemVersion and tvOS.Device.systemVersion. Also make there properties only return values on respective OSes. (UUM-16561)
  • Linux: Fixed Unity Editor does not send exit code until Bug Reporter is closed (UUM-34630)
  • Linux: Fixed Unity runtime printing stack trace more than once in Entities package + IL2CPP crashes (UUM-35527)
  • Particles: Fix sub-emitter preview incorrectly pausing if parent particles are finished. (UUM-36773)
  • Particles: Fix subemitter crash if effect is referenced more than once in effect hierarchy. (UUM-36485)
  • Serialization: It is not possible to instantiate abstract class, which is happening in this case. The fix for editor crash is to make sure that the abstract StatusEffect class is not instantiated in SerializedReference fields. You can achieve this by either changing all the occurrences, or add [MovedFrom(true, sourceClassName:"StatusEffect")] attribute to StatusEffectComplex class. (UUM-9218)
  • Serialization: When serializing empty managed object reference we are not adding the data node in the YAML, which is causing problems after some fields are added to the script and the YAML is being de-serialized. In this case, as there still is not any data node in the YAML, the deserialization process is not instantiating the managed object correctly. (UUM-2258)
  • Shaders: Fix interpolator parameter GLSL generated code for EVAL_SAMPLE_INDEX, EVAL_SNAPPED, EVAL_CENTROID. (UUM-35468)
  • Shaders: Fixed "State comes from an incompatible keyword space" error when using dynamic branching with use pass or fallbacks. (UUM-37468)
  • Shaders: Fixed progress bar sometimes not appearing when "Compile and show code" button is pressed in the shader inspector. (UUM-27865)
  • Test Framework: Fix for WebGL platform target to close the browser tab when the run is completed.
  • TextCore: Corrected the improper ratio between character spacing and word spacing for justified alignment. We intend to introduce an adjustable property to allow for fine-tuning of this ratio. (UUM-30367)
  • TextCore: Ensure tag affects the preferred height values. (UUM-28446)
  • TextCore: Fix "NullReferenceException" thrown when renaming Sprite in the Sprite Character Table (UUM-18062)
  • TextCore: Fix exception thrown when parsing an invalid tag. (UUM-11753)
  • UI: Fixes the UI rendering to use the render-target dimensions instead of the display buffer dimensions when calling ScriptableRenderContext.DrawUIOverlay from an SRP. (UUM-12865)
  • UI Toolkit: Fixed issue where sprites used incorrect indexes. (UUM-30797)
  • UI Toolkit: Fixed selection when the carriage return (r) is being used. (UUM-8181)
  • UI Toolkit: Fixed UI Toolkit not rendering in render texture when launched in batch mode. (UUM-26763)
  • URP: Fixed redundant blit is used due to postFX, although it is disabled in rendererData. (UUM-31474)
  • VFX Graph: Fix a potential crash with particle strips (UUM-36762)
  • VFX Graph: Fix an editor only memory leak with VFX Graph objects
  • VFX Graph: Fix data serialization that could lead to corrupted state (UUM-25417)
  • VFX Graph: Fix VFX assets being considered modified after creation (UUM-35056)
  • WebGL: - Fixed webCamTexture.DidUpdateThisFrame not getting correctly updated (UUM-29274)
  • Windows: Fixed a bug with multi-channel audio input on Windows. If we tried to capture from a microphone with more than 2 channels, Microphone.Start would fail and an "Unsupported file or audio format" error would appear in the console. (UUM-26565)
  • Package changes in 2023.1.1f1:
  • Packages updated:
  • com.unity.collab-proxy: 2.0.4 → 2.0.5
  • com.unity.ide.rider: 3.0.22 → 3.0.24
  • com.unity.purchasing: 4.8.0 → 4.9.2
  • com.unity.test-framework: 1.3.5 → 1.3.7
  • com.unity.transport: 1.3.3 → 1.3.4
  • com.unity.netcode.gameobjects: 1.4.0 → 1.5.1
  • Packages added:
  • [email protected]

New in Unity 2023.1.0 (Jun 19, 2023)

  • Improvements:
  • HDRP: Improved CPU performances by disabling "QuantizedFrontToBack" sorting in opaque rendering.
  • Fixes:
  • 2D: Fixed a Nullptr lens flare data driven 2d bis.
  • 2D: Fixed an issue where the MainTexTexelSize property is not being set when compiling a Shader. (UUM-27287)
  • First seen in 2023.1.0b4.
  • 2D: Fixed bug with placement of the Tilemap Instantiated Object when the Tilemap orientation is set. (UUM-36433)
  • 2D: Fixed case where sprite Packer does not re-pack folder when texture type is changed to sprite when inside a target folder. (UUM-34323)
  • Asset Pipeline: Fixed an issue with async unloading which could cause errors and crashes in AssetDatabase.CreateAsset(). (UUM-20313)
  • Burst: Fixed incorrect Burst stacktraces in Windows player builds. (UUM-33695)
  • Editor: Added Bee build recipes for LAME and Vorbis encoders.
  • Fix LAME vulnerability CVE-2017-8419. (UUM-14404)
  • First seen in 2023.2.0a1.
  • Editor: Fixed an issue that caused some packages to remain visible in the Project Window when the visibility button was toggled. (UUM-35156)
  • Editor: Fixed an issue that caused the assets of some packages to remain visible in the Object Picker when the visibility button in the Project Window was toggled. (UUM-21308)
  • Editor: Fixed an issue where a UnityException ("Could not find the requested Platform Texture Settings. This is incorrect, did initialization fail?") would sometimes be thrown when inspecting multiple texture importers at the same time. (UUM-15620)
  • Editor: Fixed an issue where users would sometimes be prompted to save their changes by the Texture Importer Inspector despite having not changed any of the importer settings. (UUM-19921)
  • Editor: Fixed for editor freeze on macOS. (UUM-30173)
  • Editor: Fixed for editor hang that could happen, when an import in worker process fails because of asset being changed during the import. Any following sync import (using ProduceArtifact API) request for this asset, would cause editor to hang. (UUM-22607)
  • Editor: Fixed meshes from 2019 LTS and older being upgraded to use an incorrect "Margin Method" setting for Lightmap UV generation. (UUM-37456)
  • Editor: Fixed the flickering of icons in the Hierarchy window. (UUM-35261)
  • Editor: For URP and HDRP moved the Realtime GI CPU Usage setting to the Quality tab in Project Settings. (UUM-28789)
  • Graphics: Avoid false warnings about RenderTexture format when switching colorspace. (UUM-6770)
  • Graphics: Fixed flickering issue with gpu batched skinning on D3D11 graphics api.
  • Graphics: Improved performance when initially loading async uploaded textures. (UUM-25862)
  • First seen in 2023.1.0b3.
  • HDRP: Added check to ensure gismos arent rendered when they shouldnt be. (UUM-22315)
  • HDRP: Fixed cloud layer rotation does not allow for smooth rotation. (UUM-35087)
  • HDRP: Fixed GetScaledSize when not using scaling. (UUM-34513)
  • HDRP: Fixed quad overdraw debug at high resolution. (UUM-33220)
  • HDRP: Fixed TAA aliasing edge issues on alpha output for recorder / green screen. This fix does the following:
  • Removes history rejection when the current alpha value is 0. Instead it does blend with the history color when alpha value is 0 on the current plane.
  • The reasoning for blending again with the history when alpha is 0 is because we want the color to blend a bit with opacity, which is the main reason for the alpha values. sort of like a precomputed color
  • As a safety, we set the color to black if alpha is 0. This results in better image quality when alpha is enabled. (UUM-33950)
  • HDRP: Fixed VT init to avoid RTHandle allocation outside of HDRP rendering loop. (UUM-31058)
  • HDRP: Upgrading from DLSS 2.4 to DLSS 3.0 for upscaling part. (UUM-36246)
  • IL2CPP: Fixed LineNumberMapping.json not ending up in exported projects when --emit-source-mapping is used. (UUM-29964)
  • IL2CPP: Fixed Marshal.OffsetOf returning the wrong offsets for explicit layouts. (UUM-35032)
  • iOS: Fixed "Screen.orientation" is not changing orientation in the UaaL. (UUM-30925)
  • iOS: Fixed BuildCanBeAppended returning Unsupported when used on Windows. (UUM-25061)
  • iOS: Fixed Images.xcassets not being added to the xcode project (resulting in icons not being set). (UUM-32547)
  • iOS: Fixed low memory usage event not triggered when using Unity as a library. (UUM-20838)
  • macOS: Fixed BuildCanBeAppended returning Unsupported when used on Windows. (UUM-25061)
  • Mono: Corrected handle generic parameter attributes in the .Net Framework Api Compatibility Level. (UUM-32896)
  • Package Manager: Fixed a bug where removing an invalid local package would delete your project folder. (UUM-36876)
  • Prefabs: Fixed an issue so that PrefabUtility.ApplyRemovedComponent now removes the associated removed component override. (UUM-33911)
  • Scripting: Fixed ApiUpdater not applying updates to types moved to a new namespace in some alias scenarios. (UUM-10942)
  • First seen in 2023.1.0a13.
  • Scripting: Fixed ApiUpdater not applying updates to types moved to a new namespace in some scenarios. (UUM-20040)
  • First seen in 2023.1.0a13.
  • SRP Core: Fixed a crash on keywords::LocalKeywordState::ResetWithSpace when shader contains Grab Pass. (UUM-30548)
  • SRP Core: Fixed potentially broken rendering and errors after renaming a VolumeProfile asset. (UUM-37604)
  • uGUI: Fixed an issue that the Slider Component Normal Color property does not change in Scene and Game view when changed with an Animation. (UUM-34170)
  • UI Toolkit: Fixed the slider's value retention when interacting with the text field. (UUM-36298)
  • Universal RP: Changed the ScreenSpace Decals sorting criteria to None to fix flickering issues. (UUM-28562)
  • Universal RP: Fixed an issue where assets were incorrectly being saved when making builds.
  • Universal RP: Fixed TAA resource leak on entering/exiting the playmode. (UUM-34062)
  • URP: Fixed incorrect MSAA sample count when using Deferred renderer but rendering to a target texture. (UUM-31113)
  • URP: Fixed ShaderGraph preview window not showing anything when using DepthNormals pass. (UUM-31643)
  • VFX Graph: Fixed strips tangents and buffer type with Shader Graph. (UUM-35927)
  • Video: Fixed an issue that internal texture queue populated by asynchronous decoding was sometimes being drained from 2 threads. Now serializing access. (UUM-21948)
  • Video: Fixed crashes when changing the source URL on some specific devices. (UUM-29011)
  • WebGL: Fixed a missing backslash in WebGL system info user agent regex that triggered a JS linter. (UUM-34348)
  • WebGL: Fixed WebGL build when "Name Files As Hashes" is enabled. (UUM-36100)
  • Windows: Fixed an issue that the Numpad Equals can now be registered with the Input System. (UUM-15023)
  • New 2023.1.0f1 Package Changes since 2023.1.0b20:
  • Packages updated:
  • com.unity.formats.alembic: 2.3.0 → 2.3.2
  • com.unity.ide.rider: 3.0.20 → 3.0.22
  • com.unity.render-pipelines.core: 15.0.5 → 15.0.6
  • com.unity.render-pipelines.high-definition: 15.0.5 → 15.0.6
  • com.unity.render-pipelines.high-definition-config: 15.0.5 → 15.0.6
  • com.unity.render-pipelines.universal: 15.0.5 → 15.0.6
  • com.unity.services.authentication: 2.5.0 → 2.6.1
  • com.unity.services.core: 1.9.0 → 1.10.1
  • com.unity.services.wire: 1.1.6 → 1.1.8
  • com.unity.shadergraph: 15.0.5 → 15.0.6
  • com.unity.splines: 2.2.1 → 2.3.0
  • com.unity.testtools.codecoverage: 1.2.3 → 1.2.4
  • com.unity.visualeffectgraph: 15.0.5 → 15.0.6
  • com.unity.xr.arcore: 5.0.5 → 5.0.6
  • com.unity.xr.arfoundation: 5.0.5 → 5.0.6
  • com.unity.xr.arkit: 5.0.5 → 5.0.6
  • com.unity.xr.hands: 1.1.0 → 1.2.1
  • com.unity.services.deployment: 1.0.1 → 1.1.0
  • Pre-release packages added:
  • [email protected]

New in Unity 2023.1.0 Beta 20 (Jun 9, 2023)

  • Improvements:
  • Editor: The "Non-Power of 2" control is now hidden for Cubemaps in the Texture Importer Inspector because it is not used for Cubemaps. (UUM-1882)
  • Fixes:
  • Android: Calling Input.location.Start() will change the status to "Initializing" immediately and permission denial will set it to "Failed". (UUM-27609)
  • First seen in 2023.1.0b6.
  • Android: Exposed UnityApplication.SendMessage in GameActivity's cpp bridge files. (UUM-33860)
  • First seen in 2023.1.0b12.
  • Android: Fixed errors on new InputSystem when using mouse clicks on Samsung Dex. (UUM-19038)
  • Android: Toggling full-screen on GameActivity will resize window to account for system bars for devices with API >= 30. (UUM-18618)
  • First seen in 2023.1.0b17.
  • Editor: Fixed an issue and now the text in Text Assets can be selected in the inspector. (UUM-36233)
  • Editor: Fixed an issue that the inspector override marker UI is not updated after "Apply All". (UUM-34235)
  • Editor: Fixed an issue where the Cubemap "Mapping" control in the Texture Importer Inspector would incorrectly be disabled in certain scenarios. (UUM-1882)
  • Editor: Fixed editor crashing when using the CCD package. (UUM-34288)
  • First seen in 2023.1.0a9.
  • Editor: Fixed Painter2D.Arc() counter-clockwise incomplete strokes. (UUM-36271)
  • Editor: Fixed Vorbis audio library security vulnerabilities CVE-2018-10392 and CVE-2018-10393. (UUM-5914)
  • Editor: Fixed vulkan crash by gpu out of mem. (UUM-25089)
  • Editor: FrameDebugger: Fixed an issue where render textures would leak when attached in a player using URP. (UUM-28065)
  • Editor: Gfx jobs mode option in player settings is now working. (UUM-29400)
  • First seen in 2023.1.0a26.
  • Editor: Static batching doesn't work when the shader uses unity_ProbeVolumeParams. (UUM-21745)
  • Graphics: Fixed an issue where dummy vertex buffers for gpu batched skinning were expected to be created with raw flag instead of structuredBuffer flag on some platforms.
  • Graphics: Fixed Vulkan player crash when activated on a secondary monitor. (UUM-34718)
  • First seen in 2023.1.0b14.
  • Graphics: Fixed: Provide a way to avoid GC.Alloc with RenderMeshInstanced. (UUM-32183)
  • iOS: Fixed leak error messages for iOS build and run process on MacOS editor. (UUM-1944)
  • Linux: Fixed an Editor crash when quick searching through a large amount of asset files on Linux. (UUM-22443)
  • Package Manager: Fixed the error that is being thrown after uninstalling a Package that was added by Git URL. (UUM-34396)
  • First seen in 2023.1.0b15.
  • Physics: Added a warning when cooking concave Mesh Colliders with the Fast Midphase option that have over 2,097,152 triangles. (UUM-30748)
  • Physics: Collider.material getter won't instantiate the material if called on the Prefab object. (UUM-30707)
  • Prefabs: Improved to the detection of unused overrides. (UUM-30062)
  • Profiler: Fixed sample selection in the Timeline View of Profiler Window. (UUM-34851)
  • Shaders: Fixed dynamic branching shader keywords when using strict variant matching. (UUM-34873)
  • UI Toolkit: Fixed UI Toolkit not rendering when HDR is enabled. (UUM-36325)
  • Universal RP: Fixed an issue where changing RenderSettings just before camera rendering would not always take effect. (UUM-27148)
  • Universal RP: Fixed an issue where switching Volume Update modes between Every Frame and Via Scripting gave an error. (UUM-35147)
  • URP: 2D - Remove serialization and cache vertices and indices for sprite lights causing bloat in prefabs. (UUM-33700)
  • URP: Updated the documentation to mention that the Screen Space decal technique does not support blending of normals when using the Deferred rendering path with Accurate G-Buffer Normals enabled. The Automatic decal technique now prefers the D-Buffer technique if Accurate G-Buffer Normals are enabled. (UUM-25204)
  • VFX Graph: Fixed panning and zooming a VFX Graph was synchronized between all opened tabs. Also when multiple VFX Graph tabs are opened they are now properly restored after Unity is restarted. (UUM-13770)
  • First seen in 2023.1.0a9.
  • WebGL: Fixed a regression since Unity 2022.1.0f1 where calling unityInstance.Quit() in JavaScript code would not properly let the web page contents be reclaimed by the GC. (UUM-31710)
  • New 2023.1.0b20 Package Changes since 2023.1.0b19:
  • Packages updated:
  • com.unity.addressables: 1.21.9 → 1.21.12
  • com.unity.inputsystem: 1.5.1 → 1.6.1
  • com.unity.scriptablebuildpipeline: 1.21.3 → 1.21.5
  • com.unity.services.wire: 1.1.5 → 1.1.6
  • Packages added:
  • [email protected]

New in Unity 2022.3.1 (Jun 9, 2023)

  • Improvements:
  • Editor: The "Non-Power of 2" control is now hidden for Cubemaps in the Texture Importer Inspector because it is not used for Cubemaps. (UUM-1882)
  • API Changes:
  • SRP Core: Changed: HDROutputUtils.ConfigureHDROutput' now disables keywords that don't apply to the corresponding HDR Operation.
  • Changes:
  • Editor: Input System: Updated Input System package to 1.6.1.
  • XR: Updated AR Foundation and related packages to version 5.0.5.
  • Fixes:
  • Android: Fixed errors on new InputSystem when using mouse clicks on Samsung Dex. (UUM-19038)
  • Burst: Fixed incorrect Burst stacktraces in Windows player builds. (UUM-33695)
  • Editor: Added more validation when saving scene template (handled outside project). Also allows saving inside a package folders. (UUM-30708)
  • Editor: Added try/catch when calling custom indexers so they cannot crash the whole indexing process. (UUM-27948)
  • Editor: Changed search result count label color to be more clear when selected and hovered. (UUM-32515)
  • Editor: Ensure AssetChangeSet.empty is properly setup even if the default constructor is used. Reenable the failing tests. (UUM-21336)
  • Editor: Fixed an issue where the Cubemap "Mapping" control in the Texture Importer Inspector would incorrectly be disabled in certain scenarios. (UUM-1882)
  • Editor: Fixed Column naming in Edit Column menu. (UUM-32469)
  • Editor: Fixed doc link for searchquery. (UUM-32269)
  • Editor: Fixed Painter2D.Arc() counter-clockwise incomplete strokes. (UUM-36271)
  • Editor: Fixed Prefab overridden fields not being disabled in the inspector, in isolation mode, with Show Overrides enabled. (UUM-21816)
  • Editor: Fixed title show the major, minor and version build. (UUM-26695)
  • Editor: Fixed VisualElement scheduler that may not run task in order when throttling. (UUM-35882)
  • Editor: Fixed Vorbis audio library security vulnerabilities CVE-2018-10392 and CVE-2018-10393. (UUM-5914)
  • Editor: FrameDebugger: Fixed an issue where render textures would leak when attached in a player using URP. (UUM-28065)
  • Editor: Improved warning message when trying to save a SceneTemplate with an invalid asset path. (UUM-31433)
  • Editor: Property titles from several words are now displayed with spaces. (UUM-32367)
  • Editor: Quick Search now displays Hierarchy GameObjects when using custom PreviewSceneStage. (UUM-30315)
  • Editor: Set a filter id for both perf provider. (UUM-34438)
  • Editor: Static batching doesn't work when the shader uses unity_ProbeVolumeParams. (UUM-21745)
  • Editor: Text in Text Assets can now be selected in the inspector. (UUM-36233)
  • Editor: Unresolved Pointer Reference Issue with menu controller. (UUM-36517)
  • Editor: Updated OpenSSL to 1.1.1u.
  • Editor: [Android] Changed name of symbols zip folder generated during build to include the backend specified, to ensure the folder is generated fresh when target architecture is changed but app name is not on 2022.2. (UUM-31480)
  • Editor: [Windows] Audio.Thread marker in Profiler window is lasting whole frame while audio is playing. (UUM-401)
  • Graphics: Fixed: Provide a way to avoid GC.Alloc with RenderMeshInstanced. (UUM-32183)
  • iOS: Fixed leak error messages for iOS build and run process on MacOS editor. (UUM-1944)
  • UI Toolkit: Fixed UI Toolkit not rendering when HDR is enabled. (UUM-36325)
  • Universal RP: Fixed an issue where assets were incorrectly being saved when making builds.
  • Universal RP: Fixed an issue where switching Volume Update modes between Every Frame and Via Scripting gave an error. (UUM-35147)
  • Universal RP: Fixed for the UI being drawn twice in some scenarios. (UUM-32848)
  • URP: 2D - Remove serialization and cache vertices and indices for sprite lights causing bloat in prefabs. (UUM-33700)
  • URP: Fixed incorrect MSAA sample count when using Deferred renderer but rendering to a target texture. (UUM-31113)
  • URP: Fixed ShaderGraph preview window not showing anything when using DepthNormals pass. (UUM-31643)
  • URP: Fixed, URP & core package leaking materials when entering/exiting Play Mode. (UUM-27587)
  • URP: Stripped BlitHDROverlay from build if HDR output is not allowed and stripping unused shader is allowed.
  • VFX Graph: Fixed range was not applied in UI when setting up a value out of allowed range. (UUM-20616)
  • WebGL: Fixed a regression since Unity 2022.1.0f1 where calling unityInstance.Quit() in JavaScript code would not properly let the web page contents be reclaimed by the GC. (UUM-31710)
  • Package changes in 2022.3.1f1:
  • Packages updated:
  • com.unity.inputsystem: 1.5.1 → 1.6.1
  • com.unity.render-pipelines.core: 14.0.7 → 14.0.8
  • com.unity.render-pipelines.high-definition: 14.0.7 → 14.0.8
  • com.unity.render-pipelines.high-definition-config: 14.0.7 → 14.0.8
  • com.unity.render-pipelines.universal: 14.0.7 → 14.0.8
  • com.unity.services.wire: 1.1.5 → 1.1.6
  • com.unity.shadergraph: 14.0.7 → 14.0.8
  • com.unity.visualeffectgraph: 14.0.7 → 14.0.8
  • com.unity.xr.arcore: 5.0.5 → 5.0.6
  • com.unity.xr.arfoundation: 5.0.5 → 5.0.6
  • com.unity.xr.arkit: 5.0.5 → 5.0.6

New in Unity 2023.1.0 Beta 19 (Jun 2, 2023)

  • Features:
  • Editor: It's now possible to retry and repeat tests on test level, meaning as soon as the test finishs running the first iteration, we now retry or repeat it. Command line arguments to pass to the Editor:
  • -repeat x runs the test x amount of times or until it fails. It is useful for testing unstable tests
  • -retry x if a test fails, run that test x amount of times or until it succeeds.
  • API Changes:
  • SRP Core: Changed: HDROutputUtils.ConfigureHDROutput' now disables keywords that don't apply to the corresponding HDR Operation.
  • Fixes:
  • 2D: Fixed a null exception when the user does a Select with the Grid Select tool while the Inspector window and the Tile Palette window are docked in the same docked area. (UUM-35363)
  • 2D: Fixed [URP] NullReferenceException error when creating new Lens Flare Data for Lens Flare (SRP) component. (UUM-34875)
  • Android: Avoid a redundant empty render pass to the backbuffer when using Vulkan on Android. (UUM-32298)
  • Android: Avoid an error generated by the Vulkan loader on Android when trying to load vkGetPhysicalDeviceFragmentShadingRatesKHR as Vulkan device function.
  • Android: Filter some redundant warnings on some Adreno devices that cause severe performance issues in development builds.
  • Asset Pipeline: Fixed crash on CachedWriter::Write when building AssetBundle (.byte file >2GB). (UUM-16390)
  • Build Pipeline: Fixed crash during Content File loading due to out of bounds array access.
  • Editor: Added separate reference docs page for TestSettings options to distinguish them from regular command line arguments.
  • Editor: Fixed for native plugins failing to build when building for windows arm64. (UUM-33337)
  • Editor: Fixed Prefab overridden fields not being disabled in the inspector, in isolation mode, with Show Overrides enabled. (UUM-21816)
  • Editor: Fixed TestMode not being set correctly on root level of test tree.
  • Editor: Fixed the issue of "[Windows] create EditorWindow on 0,0 is displayed across verticals monitors". (UUM-27907)
  • First seen in 2023.1.0b7.
  • Editor: Fixed various documentation bugs reported via the docs user feedback system.
  • Editor: Fixed VisualElement scheduler that may not run task in order when throttling. (UUM-35882)
  • Editor: It's now possible to select browser for running WebGL player tests in player settings.
  • GI: Fixed a bug where moving the camera while in an scene visualization mode would cause light bakes to never finish. (UUM-34425)
  • Graphics: Disabled Vulkan DebugUtilsLabels for Linux AMD due to driver crash bug. (UUM-31640)
  • Graphics: Fixed an issue with RayTracingAccelerationStructure.CullInstance not taking into account Umbra renderers. (UUM-13283)
  • First seen in 2023.1.0a10.
  • Graphics: Fixed UI flickering due to invalid state post CommandBuffer execution. (UUM-32669)
  • iOS: Fixed a bug with the player settings "Force iOS Speakers when Recording". It wasn't working properly when "Mute Other Audio Sources" and "Prepare iOS for Recording" were both disabled. It was also not working correctly with wired headphones, where the setting should have no effect. (UUM-19505)
  • Serialization: Memory could get corrupted when attempting to deserialize a JSON to an Array. As this is not supported by JsonUtility, this will now throw an ArgumentException. (UUM-34344)
  • UI: Make sure we correctly restore the hierarchyMode when Drawing Header. (UUM-32119)
  • UI Toolkit: Fixed wrong face color on labels when color tags are used in combination with the DynamicColor hint or text effects. (UUM-29298)
  • Universal RP: Fixed an issue with broken documentation links. (UUM-30252)
  • Universal RP: Fixed error message in filtered view when decals are enabled. (UUM-21992)
  • Universal RP: Fixed for the UI being drawn twice in some scenarios. (UUM-32848)
  • URP: Fixed an issue where the ShadowShape2DProvider_Collider would improperly track a collider using a Rigidbody2D. (UUM-34315)
  • First seen in 2023.1.0b13.
  • URP: Stripped BlitHDROverlay from build if HDR output is not allowed and stripping unused shader is allowed.
  • New 2023.1.0b19 Package Changes since 2023.1.0b18:
  • Packages updated:
  • com.unity.2d.animation: 10.0.1 → 10.0.2
  • com.unity.2d.common: 9.0.0 → 9.0.1
  • com.unity.2d.spriteshape: 10.0.0 → 10.0.1
  • com.unity.2d.tilemap.extras: 4.0.0 → 4.0.1
  • com.unity.mobile.notifications: 2.1.1 → 2.2.0
  • com.unity.nuget.newtonsoft-json: 3.2.0 → 3.2.1
  • com.unity.postprocessing: 3.2.2 → 3.3.0
  • com.unity.recorder: 4.0.0 → 4.0.1
  • com.unity.services.authentication: 2.4.0 → 2.5.0
  • com.unity.services.cloudcode: 2.3.2 → 2.4.0
  • com.unity.services.core: 1.8.2 → 1.9.0
  • com.unity.test-framework: 1.3.4 → 1.3.5
  • Packages added:
  • [email protected]

New in Unity 2022.3.0 (Jun 2, 2023)

  • Fixes:
  • Android: Avoid an error generated by the Vulkan loader on Android when trying to load vkGetPhysicalDeviceFragmentShadingRatesKHR as Vulkan device function
  • Android: Filter some redundant warnings on some Adreno devices that cause severe performance issues in development builds
  • Build Pipeline: Fixed crash during Content File loading due to out of bounds array access.
  • Core: Allows NativeArray.Dispose(JobHandle) to be callabled from a Burst compiled function. Previously an InvalidOperationException would be thrown saying "Reflection data was not set up by an Initialize() call."
  • Core: Fixed GameObject being set to dirty after setting active to false when parent is inactive and activeSelf was already false.
  • Editor: Fix crash caused by gpu out of mem (UUM-25089)
  • Editor: Fixed margins appearing in game view on Windows displays with non-integer display scale (UUM-32991)
  • GI: Fixed a bug where moving the camera while in an scene visualization mode would cause light bakes to never finish. (UUM-34425)
  • Graphics: Disable Vulkan DebugUtilsLabels for Linux AMD due to driver crash bug (UUM-31640)

New in Unity 2022.2.21 (May 30, 2023)

  • Improvements:
  • Editor: Fixed unintended menu layout changes.
  • API Changes:
  • Graphics: Added: Added AsyncGPUReadbackRequest.forcePlayerLoopUpdate.
  • Fixes:
  • 2D: Fixed graphical artefact where 2D sprite only rendered a portion of a texture when the global mipmap limit was set to anything other than full-res in the Player quality settings and when the corresponding quality settings was selected at runtime. (UUM-27149)
  • Android: Fixed 'back button' press on VideoPlayer. (UUM-33468)
  • Android: The 'Filter Touches When Obscured' Player Setting is now respected by the new input system. (UUM-31555)
  • Audio: Fixed a bug where SystemInfo.supportsAudio would return true on some platforms and false on others, when Unity Audio is disabled. We now always return false in this case. (UUM-16017)
  • Audio: Updated the play-on-awake tooltip on the AudioSource. (UUM-28690)
  • Build System: Bee CSharpProgram2 dotnet publish actions should depend on resource files too.
  • Core: Fixed issue where JobsUtility.ThreadIndex may return invalid results on some platforms which could result in crashes or undefined behaviour in parallel jobs. (UUM-35168)
  • Core: Probe volume is not enabled when probe volume settings are enabled. (UUM-29582)
  • Editor: BuildWindow's 'Add Open Scenes' to not add sub scenes as this is unneccessary as sub scenes will always be added to the build anyways. (UUM-32251)
  • Editor: Fixed "IndexOutOfRangeException" error in the UI field when the high mask bit is used. (UUM-35029)
  • Editor: Fixed a compilation warning in BlockDoublingLinearAllocatorTests.
  • Editor: Fixed an issue where enabling exceptions for WebGL would fail the build with an ArgumentException. (UUM-35438)
  • Editor: Fixed an issue where IL2Cpp generated files may experience hash conflicts. (UUM-35390)
  • Editor: Fixed file revealing in folder won't highlight. Only available in gnome DE. (UUM-32840)
  • Editor: Fixed GPU hang with shadow casting VFX. (UUM-31773)
  • Editor: Fixed MacOS editors memory leak in batchmode/nographics mode. (UUM-12497)
  • Editor: Fixed material icons generation when switch from Built-In. (UUM-23330)
  • Editor: Fixed Painter2D Arc() error when end angle is larger than 360 degrees. (UUM-28270)
  • Editor: Fixed several issues with importing/building projects in terms of memory on DX12 backend. (UUM-20186)
  • Editor: Fixed UnityEditor PDB symbols being invalid. (UUM-33172)
  • Editor: Improved documentation for GetActiveScene behavior during scene load. (UUM-34557)
  • Editor: Improved loading time of all text serialized files. (UUM-32952)
  • Editor: Make the initial block size of BlockDoublingLinearAllocator configurable.
  • Editor: Running into networking issues while fetching ugs organizations no longer softlocks.
  • Editor: Switching standalone build targets cause the scripts to use always the UNITY_SERVER define when in fact you have chosen a player build. (MTT-5671)
  • Editor: Updated wrong tooltip when hovering over the "Load In Background" property of an audio clip. (UUM-27581)
  • Graphics: Strip shader variants with both procedural instancing and DOTS instancing. (UUM-34452)
  • Graphics: Support static shadow casters when using BatchRendererGroup API. (UUM-34593)
  • HDRP: Fixed square artifacts on 1/4 res pbr dof and warning during player builds. (UUM-34487)
  • HDRP: Fixed the shadow culling planes for box-shaped spot lights.
  • IL2CPP: Fixed a UnityLinker crash that could happen processing Microsoft.MixedReality.GraphicsTools when High Managed Code Stripping is used. (UUM-31386)
  • IL2CPP: Fixed possible corruption when writing primitive static fields on generic types when Faster (smaller) builds is enabled. (UUM-33610)
  • IL2CPP: When P/Invoking with a blittable class parameter, pass a pinned pointer to the managed class to native. (UUM-33942)
  • IMGUI: Fixed error message displayed in situation where an ExitGUI is called in nested window. (UUM-3432)
  • Linux: Fixed Linux IL2CPP builds not producing stack trace. (UUM-26705)
  • Mono: Fixed daylight savings time being ignored for the Central European time zone. (UUM-33155)
  • Mono: Fixed issue where setting a pointer via reflection included an additional layer of redirection. (UUM-31140)
  • Package Manager: Fixed the issue where see other versions button doesn't show up for UPM packages on Asset Store. (UUM-35432)
  • Particles: Corrected set particle remaining lifetime to zero if killed by the trigger module when using ringbuffer mode. (UUM-32881)
  • Profiler: Fixed addition type initialization when taking Memory Profiler snapshot. (UUM-31235)
  • Scene/Game View: Fixed bug where SceneView.beforeSceneGui was not being invoked while the prefab context was active. (UUM-21340)
  • Serialization: Fixed an issue with AnimatorController state machine loosing Animation clip references.
  • Serialization: Fixed the wrong resolution of missing types when there are multiple instances with the missing type. (UUM-20709)
  • SRP Core: Crash on keywords::LocalKeywordState::ResetWithSpace when shader contains Grab Pass. (UUM-30548)
  • SRP Core: Fixed SRPs not being able to build using mode -nographics and -batchmode, since lens flare global texture prevents this from happening. (UUM-33260)
  • UI Toolkit: Fixed 9-slice bleeding outside its layout when a slice has a dimension of 0. (UUM-29382)
  • UI Toolkit: Fixed invalid width on child element of absolute positioned parent. (UUM-30975)
  • UI Toolkit: Fixed obsolete enums displaying no data in dropdown. (UUM-31056)
  • UI Toolkit: Fixed PanelRaycaster NullReferenceException when active in a scene with no EventSystem or BaseInputModule components. (UUM-19168)
  • UI Toolkit: Fixed reorderable ListView not starting a drag operation when its item contains an IMGUIContainer handling pointer events. (UUM-33718)
  • UI Toolkit: Make sure auto Length fallback to pixel when number without unit is used. (UUM-34955)
  • UI Toolkit: Updated UI builder library icons for Unsigned Integer Field and Unsigned Long Field. (UUM-35084)
  • Universal RP: Fixed an issue where using the Reflection Probe Node with the Forward+ rendering path would result in flickering on the object. (UUM-22836)
  • UTR: Updated UTR to 1.18.0.
  • Package changes in 2022.2.21f1:
  • Packages updated:
  • com.unity.remote-config: 3.3.1 → 3.3.2
  • com.unity.services.cloudcode: 2.2.1 → 2.3.2
  • Packages added:
  • [email protected]
  • [email protected]

New in Unity 2023.1.0 Beta 18 (May 26, 2023)

  • Improvements:
  • HDRP: Added "WorldSpacePosition" to fullscreen debug modes.
  • API Changes:
  • Android: Added: Expose UnityPlayer.runningOnMainThread in java.
  • Graphics: Added: Added AsyncGPUReadbackRequest.forcePlayerLoopUpdate.
  • Changes:
  • IL2CPP: Ensure we get a MissingMethodException instead of a runtime crash in native code for non-AOT'd methods.
  • Fixes:
  • 2D: Clean up Brush Editors when Tile Palette window is opened and enabled. (UUM-33299)
  • First seen in 2023.1.0b12.
  • 2D: Fixed graphical artefact where 2D sprite only rendered a portion of a texture when the global mipmap limit was set to anything other than full-res in the Player quality settings and when the corresponding quality settings was selected at runtime. (UUM-27149)
  • 2D: Fixed issue where GameObjects instantiated from a Tile are created, destroyed and created again when SetTile is called on a position that already contains an existing Tile. (UUM-35085)
  • Android: Fixed 'back button' press on VideoPlayer. (UUM-33468)
  • Android: Fixed updateUnityCommandLineArguments call in UnityPlayerGameActivity.java, this fixes command line argument passing to UnityPlayer. (UUM-33085)
  • First seen in 2023.1.0b11.
  • Android: Set id for mSurfaceView in UnityPlayerGameActivity.java before initializing Unity runtime, in case we have an early access to this class.
  • Android: The 'Filter Touches When Obscured' Player Setting is now respected by the new input system. (UUM-31555)
  • Audio: Updated the play-on-awake tooltip on the AudioSource. (UUM-28690)
  • Core: Allows NativeArray.Dispose(JobHandle) to be callabled from a Burst compiled function. Previously an InvalidOperationException would be thrown saying "Reflection data was not set up by an Initialize() call.".
  • Core: Fixed issue where JobsUtility.ThreadIndex may return invalid results on some platforms which could result in crashes or undefined behaviour in parallel jobs. (UUM-35168)
  • Editor: Added more validation when saving scene template (handled outside project). Also allows saving inside a package folders. (UUM-30708)
  • Editor: Added null protection in AssetStore provider when trying to display data as a table. (UUM-31981)
  • First seen in 2023.2.0a9.
  • Editor: Added try/catch when calling custom indexers so they cannot crash the whole indexing process. (UUM-27948)
  • Editor: Changed search result count label color to be more clear when selected and hovered. (UUM-32515)
  • Editor: Ensure AssetChangeSet.empty is properly setup even if the default constructor is used. Reenable the failing tests. (UUM-21336)
  • First seen in 2023.1.0a24.
  • Editor: Ensure embedded inspector can be used to enter keyboard values even if their editor is created using IMGUI. (UUM-25187)
  • First seen in 2023.1.0b2.
  • Editor: Ensure SearchQuery deleted from outside the SearchQueryPanel are removed from the list. (UUM-31969)
  • First seen in 2023.1.0b10.
  • Editor: Ensure that when clearing detail view or reloading it, we do not keep ref on deleted Serialized property. (UUM-31865)
  • First seen in 2023.1.0b10.
  • Editor: Fixed a compilation warning in BlockDoublingLinearAllocatorTests.
  • Editor: Fixed all "Seach" (to Search) typos: in doc and in styling classes. (UUM-32607)
  • First seen in 2023.2.0a6.
  • Editor: Fixed an animator issue when transitioning from state to empty state. (UUM-28015)
  • Editor: Fixed an Entities.graphics random crash when multi-thread and high number of meshes. (UUM-33872)
  • Editor: Fixed an issue causing rendering errors for DXC-compiled shaders with unused vertex attributes on Metal, Vulkan, and other platforms that use the DXC into SPIRV compilation path. (UUM-24641)
  • Editor: Fixed an issue that Audio.Thread marker in Profiler window is lasting whole frame while audio is playing. (UUM-401)
  • Editor: Fixed an issue where enabling exceptions for WebGL would fail the build with an ArgumentException. (UUM-35438)
  • Editor: Fixed an issue where IL2Cpp generated files may experience hash conflicts. (UUM-35390)
  • Editor: Fixed Column naming in Edit Column menu. (UUM-32469)
  • First seen in 2023.1.0b11.
  • Editor: Fixed doc link for searchquery. (UUM-32269)
  • First seen in 2023.1.0b11.
  • Editor: Fixed file revealing in folder won't highlight. Only available in gnome DE. (UUM-32840)
  • First seen in 2023.2.0a10.
  • Editor: Fixed gpuSkinning property value not being correctly carried forward into meshDeformation property when upgrading Unity project. (UUM-35347)
  • First seen in 2023.2.0a15.
  • Editor: Fixed instabilities on DeleteMultipleAssets. (UUM-33221)
  • First seen in 2023.1.0b12.
  • Editor: Fixed MacOS editors memory leak in batchmode/nographics mode. (UUM-12497)
  • Editor: Fixed material icons generation when switch from Built-In. (UUM-23330)
  • Editor: Fixed not needed scrollbar and also fix clean up in preset editor to avoid ExcludedProperties exception. (UUM-30379)
  • First seen in 2023.1.0b9.
  • Editor: Fixed OnRectTransformDimensionsChange is not called on Undo. (UUM-16963)
  • Editor: Fixed Painter2D Arc() error when end angle is larger than 360 degrees. (UUM-28270)
  • Editor: Fixed performance regression introduced by SO Library detection change. (UUM-25880)
  • Editor: Fixed title show the major, minor and version build. (UUM-26695)
  • First seen in 2023.1.0b5.
  • Editor: Fixed UnityEditor PDB symbols being invalid. (UUM-33172)
  • Editor: Fixed ViewState assignation so it doesn't trash the main context searchview. (UUM-32792)
  • First seen in 2023.1.0b12.
  • Editor: Improved documentation for GetActiveScene behavior during scene load. (UUM-34557)
  • Editor: Improved documentation for PrefabUtility.GetPropertyModifications and PrefabUtility.SetPropertyModifications. (UUM-20644)
  • First seen in 2023.1.0a21.
  • Editor: Improved loading time of all text serialized files. (UUM-32952)
  • Editor: Improved warning message when trying to save a SceneTemplate with an invalid asset path. (UUM-31433)
  • Editor: Make the initial block size of BlockDoublingLinearAllocator configurable.
  • Editor: Moved "Add Column" button next to the "Reset Columns" button in the Search window, when using the table view. (UUM-32305)
  • First seen in 2023.1.0b11.
  • Editor: Quick Search now displays Hierarchy GameObjects when using custom PreviewSceneStage. (UUM-30315)
  • Editor: Running into networking issues while fetching ugs organizations no longer softlocks.
  • Editor: Set a filter id for both perf provider. (UUM-34438)
  • Editor: Updated wrong tooltip when hovering over the "Load In Background" property of an audio clip. (UUM-27581)
  • Editor: When executing an action from a SearchQueryEditor preview window, check if the searchwindow is null before trying to close it. (UUM-33870)
  • First seen in 2023.1.0b13.
  • HDRP: Enabling raytracing no longer disable screen space lighting effect (SSAO, SSR) async compute. (UUM-31322)
  • HDRP: Fixed square artifacts on 1/4 res pbr dof and warning during player builds. (UUM-34487)
  • HDRP: Made HDRP RenderPIpelineSettings public to enable customizing the HDRP asset. (UUM-33589)
  • HDRP: Properly take into account sky attenuation for baking. (UUM-28513)
  • IL2CPP: Added support for the refanytype opcode. (UUM-29465)
  • IL2CPP: Fixed a UnityLinker crash that could happen processing Microsoft.MixedReality.GraphicsTools when High Managed Code Stripping is used. (UUM-31386)
  • IL2CPP: Fixed possible corruption when writing primitive static fields on generic types when Faster (smaller) builds is enabled. (UUM-33610)
  • IL2CPP: When P/Invoking with a blittable class parameter, pass a pinned pointer to the managed class to native. (UUM-33942)
  • IMGUI: Fixed error message displayed in situation where an ExitGUI is called in nested window. (UUM-3432)
  • Mono: Fixed daylight savings time being ignored for the Central European time zone. (UUM-33155)
  • Mono: Fixed issue where setting a pointer via reflection included an additional layer of redirection. (UUM-31140)
  • Package Manager: Fixed the issue of showing Exp label on packages with invalid SemVer in the manifest. (UUM-35178)
  • First seen in 2023.1.0b15.
  • Package Manager: Fixed the issue where see other versions button doesn't show up for UPM packages on Asset Store. (UUM-35432)
  • Physics: Fixed a race condition that caused crashes in Contact Modification callbacks. (UUM-7389)
  • Physics: Fixed Articulation Bodies having an incorrect linear and angular damping. (UUM-32857)
  • Physics: Fixed Articulation Bodies having default mass if they have no attached Colliders. (UUM-31794)
  • Scene/Game View: Fixed bug where SceneView.beforeSceneGui was not being invoked while the prefab context was active. (UUM-21340)
  • Scripting: Mono: Fixed crash when opening a scene with missing references. (UUM-33830)
  • First seen in 2023.1.0b13.
  • Shaders: Fixed incorrect error messages when manually enabling keywords. (UUM-33089)
  • SRP Core: Fixed SRPs not being able to build using mode -nographics and -batchmode, since lens flare global texture prevents this from happening. (UUM-33260)
  • UI Toolkit: Fixed 9-slice bleeding outside its layout when a slice has a dimension of 0. (UUM-29382)
  • UI Toolkit: Fixed invalid width on child element of absolute positioned parent. (UUM-30975)
  • UI Toolkit: Fixed obsolete enums displaying no data in dropdown. (UUM-31056)
  • UI Toolkit: Make sure auto Length fallback to pixel when number without unit is used. (UUM-34955)
  • UI Toolkit: Updated UI builder library icons for Unsigned Integer Field and Unsigned Long Field. (UUM-35084)
  • Universal RP: Fixed an issue where using the Reflection Probe Node with the Forward+ rendering path would result in flickering on the object. (UUM-22836)
  • UTR: Updated UTR to 1.18.0.
  • New 2023.1.0b18 Package Changes since 2023.1.0b17:
  • Packages updated:
  • com.unity.remote-config: 3.3.1 → 3.3.2
  • com.unity.services.cloudcode: 2.2.1 → 2.3.2
  • Packages added:
  • [email protected]
  • [email protected]
  • Pre-release packages added:
  • [email protected]

New in Unity 2022.2.20 (May 22, 2023)

  • Improvements:
  • URP: Added HDR Output override per camera.
  • API Changes:
  • Graphics: Added: Added CanvasRenderer.GetMesh API, analogous to CanvasRenderer.SetMesh.
  • Graphics: Added: Added TextureImporterPlatformSettings.ignorePlatformSupport to bypass platform format checks.
  • Changes:
  • IL2CPP: Ensure we get a MissingMethodException instead of a runtime crash in native code for non-AOT'd methods.
  • Fixes:
  • Android: Updated GetDeviceName() API to support SystemInfo.deviceName on API Level 32 or higher. (UUM-32514)
  • Asset Pipeline: Fixed an issue where incorrect paths could be returned for constant (internal) GUIDs, causing references to these assets to break. (UUM-30074)
  • Core: Fixed leak in Job Debugger that would occur when using a NativeContainer's async Dispose(JobHandle) method. (UUM-27552)
  • Editor: Changing the download progress calculation in 2022.2 to use doubles when downloading asset packs on Android. (UUM-32299)
  • Editor: Fixed a crash on object unload where GC incorrectly unloaded an object that was owned by the Content File system.
  • Editor: Fixed for flickering of the icons while auto expanding in the Hierarchy. (UUM-29429)
  • Editor: Fixed malfunctioning visual effects when MSAA is turned on. (UUM-33235)
  • Editor: Fixed test instability for ReorderRootGameObjectRaisesOnHierarchyWindowChangedEventCorrectly. (UUM-32392)
  • Editor: Optimized asset import logic to handle large amounts of files located in the same directory. (UUM-17547)
  • Editor: Updated XR Interaction Toolkit to 2.3.2.
  • Graphics: Fixed an issue where SystemInfo.GetCompatibleFormat would return an incompatible format for certain depth-stencil formats + FormatUsage combinations. (UUM-3789)
  • Graphics: Fixed Caustics are not rendered on AMD GPUs. (UUM-21350)
  • Graphics: Fixed deadlock caused by UI jobs. (UUM-26444)
  • Graphics: Fixed float to half conversion. (UUM-13334)
  • Graphics: Fixed some paths of eye masking in Vulkan multi view rendering. (UUM-912)
  • HDRP: Fixed an error for VT node on decal subtargets. (UUM-4557)
  • iOS: Fixed a bug with the player settings "Force iOS Speakers when Recording". It wasn't working properly when "Mute Other Audio Sources" and "Prepare iOS for Recording" were both disabled. It was also not working correctly with wired headphones, where the setting should have no effect. (UUM-19505)
  • Package Manager: Null exception when clearing search after re-opening package manager is fixed. (UUM-34272)
  • Package Manager: Only showing the author name for custom packages for now on. (UUM-34518)
  • Package Manager: Refresh button now stays enabled if user goes offline. (UUM-35005)
  • Player: Fixed a crash at player startup with Content Files when de-serializing scripting types on a thread that was not already attached.
  • Profiler: Fixed memory tracking for CubemapArrays, particularly with DirectX 11. (UUM-31067)
  • Scripting: Fixed an issue where IL post processing on Mac could trigger a SIGILL message. (UUM-32905)
  • Scripting: Fixed an issue where ILPP.Runner would try to write to Windows event log. (UUM-28447)
  • Scripting: Fixed an issue where user's Roslyn analyzers would run on generated code. (UUM-32852)
  • Shaders: Added a way to construct a PassIdentifier from a subshader and pass index pair. (UUM-3264)
  • Shaders: Fixed custom scale and offset vectors not affecting serialised texture scale and offset. (UUM-21301)
  • uGUI: Fixed memory leak when textures get reparented from one scene to another. (UUM-33852)
  • UI Toolkit: Fixed MinAttribute for uint and ulong data types. (UUM-31319)
  • UI Toolkit: Fixed property fields for uint and ulong data types. (UUM-21920)
  • Universal RP: Fixed wrong render resolution for TAA and SMAA when using the render scale.
  • URP: Fixed HDR output too saturated when HDR rendering is disabled on the camera. (UUM-31589)
  • WebGL: Web: Fixed missing bitfieldExtract() function error in URP Lit shader in WebGL builds. (UUM-34043)
  • Package changes in 2022.2.20f1:
  • Packages updated:
  • com.unity.2d.animation: 9.0.2 → 9.0.3
  • com.unity.services.cloud-diagnostics: 1.0.5 → 1.0.6
  • com.unity.xr.core-utils: 2.2.0 → 2.2.1
  • com.unity.xr.interaction.toolkit: 2.3.1 → 2.3.2
  • com.unity.xr.oculus: 3.3.0 → 4.0.0

New in Unity 2023.1.0 Beta 17 (May 18, 2023)

  • Changes:
  • Android: Scripting backend's identification, either IL2CPP or Mono2x, will be included in symbol archive's name. (UUM-21382)
  • First seen in 2023.1.0a22.
  • Fixes:
  • Android: Allow different maximum MSAA samples count for different graphics formats. (UUM-25096)
  • Android: Fixed missing symbol files from symbols.zip archive: libgame.so if GameActivity is selected, libswappywrapper.so if Optimized Frame Pacing is enabled. (UUM-21382)
  • First seen in 2023.1.0a22.
  • Android: Updated GetDeviceName() API to support SystemInfo.deviceName on API Level 32 or higher. (UUM-32514)
  • Asset Pipeline: Fixed an issue where incorrect paths could be returned for constant (internal) GUIDs, causing references to these assets to break. (UUM-30074)
  • Build Pipeline: Fixed assertion failed on AssetDatabase folder registration when opening a Standalone Profiler. (UUM-17478)
  • First seen in 2023.1.0a16.
  • Core: Fixed an issue that the probe volume is not enabled when probe volume settings are enabled. (UUM-29582)
  • Core: Fixed leak in Job Debugger that would occur when using a NativeContainer's async Dispose(JobHandle) method. (UUM-27552)
  • Editor: Added strictDomainReload feature to enable cheching for pending domain reloads/compilations at the end of managed tests.
  • Editor: Added UNITY_TEST_FRAMEWORK define constraint to filter out test framework assemblies from normal platform and asset bundle builds.
  • Editor: Changing the download progress calculation in 2023.1 to use doubles when downloading asset packs on Android. (UUM-32299)
  • Editor: Ensured that all playmode tests have a disabled splashscreen and unity logo by default if Unity license permits such action.
  • Editor: Fixed a crash on object unload where GC incorrectly unloaded an object that was owned by the Content File system.
  • Editor: Fixed BuildWindow's 'Add Open Scenes' to not add sub scenes as this is unneccessary as sub scenes will always be added to the build anyways. (UUM-32251)
  • Editor: Fixed multiple issues where tests would not time out, when running longer than the default timeout or the timeout defined in a TimeoutAttribute.
  • Editor: Fixed output message concurrency issue with async Setup.
  • Editor: Optimized asset import logic to handle large amounts of files located in the same directory. (UUM-17547)
  • Graphics: Fixed deadlock caused by UI jobs. (UUM-26444)
  • Graphics: Fixed some paths of eye masking in Vulkan multi view rendering. (UUM-912)
  • Linux: Fixed Input Debugger has additional boxes next to key Display names. (UUM-32588)
  • First seen in 2023.1.0b10.
  • Linux: Fixed player crash in FMOD when loading ALSA drivers. (PIA-588)
  • Package Manager: Fixed a null exception when clearing search after re-opening package manager is fixed. (UUM-34272)
  • Package Manager: Fixed an issue that refresh button stays enabled if user goes offline. (UUM-35005)
  • Package Manager: Only showing the author name for custom packages for now on. (UUM-34518)
  • Particles: Corrected set particle remaining lifetime to zero if killed by the trigger module when using ringbuffer mode. (UUM-32881)
  • Player: Fixed a crash at player startup with Content Files when de-serializing scripting types on a thread that was not already attached.
  • Profiler: Fixed memory tracking for CubemapArrays, particularly with DirectX 11. (UUM-31067)
  • Scripting: Avoid Editor crash in GetAssemblyScrapedMonoScripts when TypeLoadExceptions are raised. (UUM-31318)
  • Scripting: Fixed an issue on Mac where IL post processing could trigger a SIGILL message. (UUM-32905)
  • Scripting: Fixed an issue where ILPP.Runner tries to log messages to Windows event log. (UUM-28447)
  • Scripting: Fixed an issue where source-generated code was inspected by users Roslyn analyzers. (UUM-32852)
  • Scripting: Fixed an issue with API updater when replacing an instance method with a static one. (UUM-16936)
  • Scripting: Fixed an issue with Script updater when renaming a nested generic type. (UUM-16922)
  • Shaders: Added a way to construct a PassIdentifier from a subshader and pass index pair. (UUM-3264)
  • Shaders: Fixed custom scale and offset vectors not affecting serialised texture scale and offset. (UUM-21301)
  • uGUI: Fixed memory leak when textures get reparented from one scene to another. (UUM-33852)
  • UI Toolkit: Fixed playmode performance tests causing issues on non-editor platforms. (UUM-26991)
  • First seen in 2023.1.0b3.
  • Universal Windows Platform: Fixed a crash occuring when Cloud Diagnostics was enabled and Debug.LogException was used off the main thread.
  • URP: Fixed Volumetric Light 2D. (UUM-33040)
  • First seen in 2023.1.0b11.
  • Web: Corrected the way we set the timeout for removeEnumerateMediaDevicesRunDependency. (UUM-32097)
  • WebGL: Fixed missing bitfieldExtract() function error in URP Lit shader in WebGL builds. (UUM-34043)
  • New 2023.1.0b17 Package Changes since 2023.1.0b16:
  • Packages updated:
  • com.unity.2d.animation: 10.0.0 → 10.0.1
  • com.unity.adaptiveperformance.google.android: 1.0.0 → 1.1.0
  • com.unity.services.cloud-diagnostics: 1.0.5 → 1.0.6
  • com.unity.test-framework: 1.3.3 → 1.3.4
  • com.unity.xr.core-utils: 2.2.0 → 2.2.1
  • com.unity.xr.interaction.toolkit: 2.3.1 → 2.3.2
  • com.unity.xr.oculus: 3.3.0 → 4.0.0
  • com.unity.sequences: 2.1.0-pre.1 → 2.1.0
  • Packages no longer available:
  • com.unity.webrtc
  • Pre-release packages added:
  • [email protected]

New in Unity 2023.1.0 Beta 16 (May 12, 2023)

  • Features:
  • Graphics: Added support for providing tiled EXR images to LoadImage.
  • Improvements:
  • HDRP: Added a script to drive dynamic resolution scaling in HDRP.
  • Multiplayer: Added Netcode for GameObjects 1.4.0.
  • URP: Added HDR Output override per camera.
  • API Changes:
  • Core: Added: Debug.developerConsoleEnabled toggles the IMGUI-based developer console in development builds.
  • Fixes:
  • Core: Fixed error when baking terrain.
  • DX12: Fixed case where vsync is off to allow tearing like on DX11. (UUM-30237)
  • First seen in 2023.1.0b8.
  • Editor: Fixed a crash when trying to call LoadImage with a tiled EXR image. (UUM-30279)
  • First seen in 2023.1.0b5.
  • Editor: Fixed a rare GLES crash with SRP Batcher. (UUM-30449)
  • Editor: Fixed project upgrade of non-physical camera animation in FBX (field of view value). (UUM-7628)
  • Editor: Fixed the wrong color space of some value when using dynamic colors in a project in liner color space. (UUM-20443)
  • Editor: Prevent tags from being created with an empty name. (UUM-32286)
  • GI: Fixed an error when baking with the GPU lightmapper. Light baking failed with error code 2 ('RenderLightmap' failed with exit code: 2) when using large lightmaps with unoccupied tiles. (UUM-30520)
  • First seen in 2023.1.0b8.
  • Graphics: Fixed an issue where copying to/from invalid mipmaps could cause a crash or hang to occur. (UUM-15079)
  • Graphics: Fixed an issue with the "Load texture data on demand" editor streaming setting where an assertion would be hit while building player data if dynamic fonts were present in the project. (UUM-28337)
  • Graphics: Fixed Caustics are not rendered on AMD GPUs. (UUM-21350)
  • HDRP: Fixed rendering cubemaps when underwater is enabled.
  • HDRP: Fixed static batching when using APV.
  • HDRP: Fixed the shadow culling planes for box-shaped spot lights.
  • Linux: Fixed Linux IL2CPP builds not producing stack trace. (UUM-26705)
  • Linux: Fixed New Input System Debugger is logging 2 events when holding a key. (UUM-32567)
  • Networking: Fixed null exception in WWWForm when file name is empty string. (UUM-32984)
  • Particles: Use double precision timers in the Shape module to improve the accuracy of long simulations. (UUM-30775)
  • Prefabs: Fixed for handling conflicting components during prefab merging. (UUM-20241)
  • Profiler: Fixed addition type initialization when taking Memory Profiler snapshot. (UUM-31235)
  • Serialization: Fixed the wrong resolution of missing types when there are multiple instances with the missing type. (UUM-20709)
  • UI Toolkit: Fixed an issue that cursor is not changing color when using "--unity-cursor-color". (UUM-28511)
  • UI Toolkit: Fixed MinAttribute for uint and ulong data types. (UUM-31319)
  • UI Toolkit: Fixed property fields for uint and ulong data types. (UUM-21920)
  • URP: Fixed HDR output too saturated when HDR rendering is disabled on the camera. (UUM-31589)
  • First seen in 2023.2.0a9.
  • VFX Graph: Fixed broken documentation link for VFX Graph nodes (when documentation is available). (UUM-28689)
  • Web: Fixed an issue with Unity page not being able to unload if user has already detached the canvas from DOM before calling Unity Quit function. (UUM-30472)
  • WebGL: Fixed the loading bar in PWA WebGL template and it is centered. (UUM-27941)
  • New 2023.1.0b16 Package Changes since 2023.1.0b15:
  • Packages updated:
  • com.unity.splines: 2.2.0 → 2.2.1
  • com.unity.netcode.gameobjects: 1.3.1 → 1.4.0

New in Unity 2022.2.19 (May 12, 2023)

  • Features:
  • Android: Chrome OS Build & Run Support - Add "Run Device" using IP address.
  • Improvements:
  • HDRP: Added a script to drive dynamic resolution scaling in HDRP.
  • API Changes:
  • Core: Added: Debug.developerConsoleEnabled toggles the IMGUI-based developer console in development builds.
  • Graphics: Added: Added IUnityGraphicsMetalV2 with a possibility to commit unity's command buffer, and to query the command queue.
  • Fixes:
  • 2D: Fixed Crash on RasterizeTri when clicking "Pack Preview" after packing an Asset into Sprite Atlas. (UUM-18880)
  • Android: Fixed escaped double quotes when using SetAdditionalIl2CppArgs. (UUM-25447)
  • Build Pipeline: Fixed build failure related to streaming assets with symbols in file names. (UUM-9881)
  • Build Pipeline: Fixed incorrect dependencies appear after building AssetBundles with Prefab Variants. (UUM-20038)
  • Build Pipeline: Fixed renaming Prefab Objects leads to wrong Asset Bundle dependency when the Prefab is nested. (UUM-639)
  • Build Pipeline: Fixed Shader references are lost when building assets with BuildPipeline.BuildAssetBundles. (UUM-2259)
  • Core: Fixed error when baking terrain.
  • DX12: Fixed a case where creating and destroying Renderers that use Dynamic Geometry as Ray Tracing Mode very often in ray tracing effects would cause the GPU memory to fill up quickly. (UUM-31709)
  • Editor: Fixed a crash that occurs when you set the custom-rolloff-curve to null on an audio source. (UUM-29578)
  • Editor: Fixed an problem in the Terrain Inspector that was causing an error to display that could hide the Quality Settings section. (UUM-33676)
  • Editor: Fixed Editor freezes when clicking Prefab > Select Asset for a scene exported manually with missing information. (UUM-30060)
  • Editor: Fixed project upgrade of non-physical camera animation in FBX (field of view value). (UUM-7628)
  • Editor: Fixed regression when computing UVs for faces that have their material assigned via a group. (UUM-30948)
  • Editor: Fixed the wrong color space of some values when using dynamic colors in a project in linear color space. (UUM-20443)
  • Editor: Prevented tags from being created with an empty name. (UUM-32286)
  • Editor: Rare GLES crash fixed with SRP Batcher. (UUM-30449)
  • Entities Graphics: Added Entities Graphics support to URP decal shaders. (UUM-29204)
  • Graphics: Fixed an issue where copying to/from invalid mipmaps could cause a crash or hang to occur. (UUM-15079)
  • Graphics: Fixed an issue with the "Load texture data on demand" editor streaming setting where an assertion would be hit while building player data if dynamic fonts were present in the project. (UUM-28337)
  • IL2CPP: Added support for the refanytype opcode. (UUM-29465)
  • IL2CPP: Allow non-blittable types without any reference fields to be pinned. This matches the behavior of .NET Core, and changes from the previous behavior of IL2CPP, which matched .NET Framework. (UUM-23102)
  • IL2CPP: Corrected the behavior of type layout when structs with explicit layout and a size directive are used as fields. (UUM-13597)
  • IL2CPP: Fixed an intermittent crash in the thread pool implementation when the socket no longer exists during an HTTP request. (UUM-21671)
  • Linux: Fixed DisplayInfo.WorkArea ignores resolution scaling when working with multiple displays. (UUM-1589)
  • Linux: Fixed New Input System Debugger is logging 2 events when holding a key. (UUM-32567)
  • macOS: Implemented Display.colorBuffer and Display.depthBuffer on macOS metal. (UUM-18382)
  • Networking: Fixed null exception in WWWForm when file name is empty string. (UUM-32984)
  • Particles: Use double precision timers in the Shape module to improve the accuracy of long simulations. (UUM-30775)
  • Prefabs: Fixed for handling conflicting components during prefab merging. (UUM-20241)
  • Prefabs: Fixed for Prefab instance is not enabled if RevertPropertyOverride is called during OnEnable. (UUM-21119)
  • Scripting: Avoid Editor crash in GetAssemblyScrapedMonoScripts when TypeLoadExceptions are raised. (UUM-31318)
  • Shadergraph: ShaderGraph styles were not applied correctly when the system locale was set in Turks. (UUM-33522)
  • UI Toolkit: Cursor is not changing color when using "--unity-cursor-color". (UUM-28511)
  • UI Toolkit: Made sure layout is correctly updated when the scale changes. (UUM-26508)
  • Universal Windows Platform: Fixed a crash occuring when Cloud Diagnostics was enabled and Debug.LogException was used off the main thread.
  • Web: Fixed an issue with Unity page not being able to unload if user has already detached the canvas from DOM before calling Unity Quit function. (UUM-30472)
  • WebGL: Loading bar in PWA WebGL template is centered. (UUM-27941)
  • Package changes in 2022.2.19f1:
  • Packages updated:
  • com.unity.splines: 2.2.0 → 2.2.1
  • com.unity.transport: 1.3.3 → 1.3.4
  • com.unity.netcode.gameobjects: 1.3.1 → 1.4.0

New in Unity 2023.1.0 Beta 15 (May 7, 2023)

  • Changes:
  • Editor: Bump game activity package 'androidx.games:games-activity' to 2.0.0.
  • Serialization: Big-endian serialized files will now be automatically rewritten to little-endian in the editor, as Unity 23.2 will drop support for reading such files.
  • Fixes:
  • 2D: Fixed crash when a Tilemap with corrupted Tile Data calls CompressBounds. (UUM-32832)
  • 2D: Fixed issue when a Tilemap is created as a new layer on an existing Grid using Create from Palette, modifications to the new Tilemap are made on the existing Tilemap instead of the new Tilemap. (UUM-33037)
  • First seen in 2023.1.0b11.
  • 2D: Fixed issue when a Tilemap is created as a new layer on an existing Grid, if the creation would modify the Grid, a dialog will be shown prompting the user that modifications will be made and the user can manually decide to continue with this or not. (UUM-33037)
  • First seen in 2023.1.0b11.
  • 2D: Fixed null exception when activating dropdown for Active Tilemaps when current Brush does not have valid targets. (UUM-32934)
  • First seen in 2023.2.0a9.
  • Android: Added warning messages when AndroidManifest.xml from the Plugin has duplicated elements with UnityPlayerSettings. (UUM-27274)
  • Android: Fixed Backspace key not working on Chrome OS with GameActivity, by updating to game activity package 2.0.0. (UUM-31081)
  • First seen in 2023.1.0b8.
  • Android: Fixed Handheld.PlayFullScreenMovie() sticking on top forever. (UUM-28251)
  • First seen in 2023.1.0b7.
  • Android: Fixed issue where you couldn't enter text with physical keyboard with GameActivity, by updating to game activity package 2.0.0. (UUM-31072)
  • First seen in 2023.1.0b8.
  • Android: Fixed mouse scrolling issues by disabling historical values from input events. (UUM-28696)
  • First seen in 2023.1.0b5.
  • Android: Fixed the Troubleshooting button URL upon gradle error. (UUM-30719)
  • Android: Removed OPENGLES uses-feature element in AndroidManifest of the exported project when not selected in Player Settings. (UUM-32676)
  • Android: Temporarily disable input history events for GameActivity, due known bug in game activity package 2.0.0 and lower. Since reading history data currently crashes the app sometimes or data is incorrect.
  • Apple TV: TvOS now uses launch screen storyboard.
  • Build Pipeline: Fixed android build failure issue where were are getting an error message ' build destination path collides with an existing path' when triggered using Ctrl+B (Windows) or Cmd+B (macOS) keyboard shortcut. (UUM-30911)
  • Build Pipeline: Fixed incorrect dependencies appear after building AssetBundles with Prefab Variants. (UUM-20038)
  • Build Pipeline: Fixed renaming Prefab Objects leads to wrong Asset Bundle dependency when the Prefab is nested. (UUM-639)
  • Build Pipeline: Fixed Shader references are lost when building assets with BuildPipeline.BuildAssetBundles. (UUM-2259)
  • Documentation: Updated TextureImporter documentation regarding settings that are found under TextureImporterSettings. (UUM-23201)
  • DX12: Fixed a case where creating and destroying Renderers that use Dynamic Geometry as Ray Tracing Mode very often in ray tracing effects would cause the GPU memory to fill up quickly. (UUM-31709)
  • Editor: Fixed a crash that occurs when you set the custom-rolloff-curve to null on an audio source. (UUM-29578)
  • Editor: Fixed an issue where EditorUtility.CompressTexture would silently fail for zero-sized textures. (UUM-31569)
  • Editor: Fixed an issue where lightmaps would be swapped when entering playmode when the "Reload Scene" option is disabled. (UUM-21437)
  • Editor: Fixed an problem in the Terrain Inspector that was causing an error to display that could hide the Quality Settings section. (UUM-33676)
  • First seen in 2023.1.0b12.
  • Editor: Fixed for flickering of the icons while auto expanding in the Hierarchy. (UUM-29429)
  • Editor: Fixed inconsistent input field styling in Shortcut Manager's create and rename prompts. (UUM-28290)
  • Editor: Fixed issue with PackageManagerPackageAssets.RegisterPackages_LogsRegisteredPackagesByRegistryAndSource tests. (UUM-22954)
  • Editor: Fixed poor performance with terrain when viewed by a camera with a very narrow field of view. (UUM-4945)
  • Editor: Fixed preset glob search with multiple character ranges. (UUM-26398)
  • Editor: Fixed regression when computing UVs for faces that have their material assigned via a group. (UUM-30948)
  • Editor: Fixed several problems with speech recognition in apps using Holographic Remoting.
  • Editor: Fixed the tile palette icon drifting with mouse on other views. Fix blue line indicator for drag and drop. (UUM-27955)
  • First seen in 2023.1.0a5.
  • Editor: HDRP: Fix exceptions if area light is disabled in HDRP config. (UUM-28113)
  • First seen in 2023.1.0b5.
  • Editor: Updated UnityTLS.
  • Graphics: Fixed an inspector issue where 2DArray and 3D textures would not report their size on disk correctly. (UUM-28111)
  • Graphics: Fixed BatchRendererGroup compatibility issues with URP Particle shaders. (UUM-32679)
  • Graphics: Fixed loading of legacy Texture assets that were BC-compressed but didn't have multiple-of-four dimensions. (UUM-19666)
  • Graphics: Fixed planar reflection sampling. Planar reflection sampling drops at certain angles because its bounding box (influence proxy) is not view relative. This causes it to be culled when its out of the origin. (UUM-27898)
  • Graphics: Invalid pass index error messages now include shader name. (UUM-33598)
  • HDRP: Changed the local volumetric fog prepare to before script updates to fix use case where rendering is done inside the script update. (UUM-32169)
  • First seen in 2023.1.0b10.
  • HDRP: Updated some missing HDRP component documentation URLs. (UUM-9449)
  • iOS: IOS/tvOS launch screen now is shown only by OS, and is not shown again by Unity itself. (UUM-22790)
  • Linux: Disabled SDL Dynamic API for SDL dependent Platforms except for Embedded and QNX. (UUM-33932)
  • Linux: Fixed memory corruption caused crash from libstdc++ basic_string due to symbol conflicts from different .so. (UUM-21782)
  • Package Manager: Fixed an issue where installing a package from a scoped registry will fail if a bundled package with the same name and version exists.
  • Scripting: Improved ILPP runner reliability on machines under heavy load. (UUM-29661)
  • Shaders: HybridHDRPSamples scenes throw Tessellation shaders errors on OSX Metal. (UUM-30549)
  • UI Toolkit: Fixed instability in UGUIEventSystemTests TouchUpRemovesHover tests and reenabled them. (UUM-29428)
  • First seen in 2023.1.0b9.
  • UI Toolkit: Make sure layout is correctly updated when the scale change. (UUM-26508)
  • Universal RP: Disabled MSAA on devices without MSAA store support (Apple GPUs A8 and lower). (UUM-13185)
  • Universal RP: Fixed rendering on HDR displays with the 2D renderer or the Universal renderer and no post processing. (UUM-30291)
  • First seen in 2023.2.0a6.
  • Version Control: Fixed 'Texture2D' does not contain a definition for 'ignoreMipmapLimit' error when installing Unity Version Control on previous Unity Editor Versions
  • Fixed sign in dialog style when waiting for user to complete sign in
  • Fixed NullReferenceException when opening a new project and the user doesn't have a Unity Version Control organization linked to a Unity ID.
  • VFX Graph: Allow particle sorting with HDRP decals. (UUM-29727)
  • VFX Graph: Filter out DXR passes from SG generated shaders. (UUM-25418)
  • First seen in 2023.1.0b1.
  • VFX Graph: Filter out META pass from SG generated shaders. (UUM-30050)
  • VFX Graph: Fixed wrong evaluation of time in VFX Control Track while using Playables API. (UUM-32413)
  • VFX Graph: Forces positive color values in graph. (UUM-20076)
  • VFX Graph: Hide "Sorting mode" and "Revert sorting" when blend mode is set to Opaque. (UUM-4755)
  • VFX Graph: Hide log message asking to check out the asset for version control in empty VFX window, when reseting Editor Layout. (UUM-17615)
  • VFX Graph: Keep some bottom margin on blocks when collapsed. (UUM-28832)
  • New 2023.1.0b15 Package Changes since 2023.1.0b14:
  • Packages updated:
  • com.unity.collab-proxy: 2.0.3 → 2.0.4
  • com.unity.ide.rider: 3.0.18 → 3.0.20
  • com.unity.ide.visualstudio: 2.0.17 → 2.0.18
  • com.unity.nuget.newtonsoft-json: 3.1.0 → 3.2.0
  • com.unity.services.wire: 1.1.4 → 1.1.5
  • com.unity.xr.oculus: 3.2.3 → 3.3.0

New in Unity 2022.2.18 (May 7, 2023)

  • Improvements:
  • Editor: Reduced impact of Shader Graph package on performance of domain reloads by making node class cache populate on-demand.
  • Universal RP: The Forward+ rendering path now supports XR rendering, and cameras using orthographic projection.
  • API Changes:
  • Editor: Added: Added Undo.isProcessing property to determine when it's safe to call Undo.RegisterCreatedObjectUndo, among other things.
  • Fixes:
  • 2D: Fixed crash when a Tilemap with corrupted Tile Data calls CompressBounds. (UUM-32832)
  • Android: Added warning messages when AndroidManifest.xml from the Plugin has duplicated elements with UnityPlayerSettings. (UUM-27274)
  • Android: Fixed the Troubleshooting button URL upon gradle error. (UUM-30719)
  • Android: Removed OPENGLES uses-feature element in AndroidManifest of the exported project when not selected in Player Settings. (UUM-32676)
  • Asset Bundles: Added error message when loading bundle without typetrees in the Editor. (UUM-660)
  • Asset Bundles: Fixed Editor version is added to a bundle when using RecompressAssetBundleAsync after it's been stripped with AssetBundleStripUnityVersion. (UUM-21137)
  • Asset Import: Fixed a crash when importing specific FBX files with blendshapes. (UUM-32291)
  • Asset Import: Fixed a crash when importing specific FBX files with blendshapes. (UUM-33322)
  • Asset Pipeline: Fixed crash when re-adding animation clip to prefab. (UUM-21916)
  • Asset Pipeline: Fixed Editor crash when changing Asset Serialization Mode to Force Binary with the com.unity.multiplayer.samples.coop package installed. (UUM-26417)
  • Build Pipeline: Fixed android build failure issue where were are getting an error message ' build destination path collides with an existing path' when triggered using Ctrl+B (Windows) or Cmd+B (macOS) keyboard shortcut. (UUM-30911)
  • Documentation: Updated TextureImporter documentation regarding settings that are found under TextureImporterSettings. (UUM-23201)
  • Editor: Fixed 1px mismatch between reported Screen size and actual back buffer size when using DPI scaling leading to errors being logged and broken rendering. (UUM-14913)
  • Editor: Fixed crash when dragging game view in and out of docked view on Linux with Mesa drivers. (UUM-16015)
  • Editor: Fixed Entities.graphics random crash when multi-thread and high number of meshes. (UUM-33872)
  • Editor: Fixed inconsistent input field styling in Shortcut Manager's create and rename prompts. (UUM-28290)
  • Editor: Fixed issue where Vulkan robustBufferAccess was enabled when it shouldn't be. (UUM-29326)
  • Editor: Fixed issue with PackageManagerPackageAssets.RegisterPackages_LogsRegisteredPackagesByRegistryAndSource tests. (UUM-22954)
  • Editor: Fixed loading of legacy Texture assets that were BC-compressed but didn't have multiple-of-four dimensions. (UUM-19666)
  • Editor: Fixed several problems with speech recognition in apps using Holographic Remoting. (XRF-411)
  • Editor: Made reserved key labels in Shortcut Manager more visible on dark skin. (UUM-28295)
  • Editor: Updated UnityTLS.
  • GI: Fixed issue where lightmaps are lost when entering playmode, switching scenes, and exiting playmode. (UUM-29735)
  • Graphics: Fixed an inspector issue where 2DArray and 3D textures would not report their size on disk correctly. (UUM-28111)
  • Graphics: Fixed an issue where EditorUtility.CompressTexture would silently fail for zero-sized textures. (UUM-31569)
  • Graphics: Fixed BatchRendererGroup compatibility issues with URP Particle shaders. (UUM-32679)
  • Graphics: Fixed planar reflection sampling. Planar reflection sampling drops at certain angles because its bounding box (influence proxy) is not view relative. This causes it to be culled when its out of the origin. (UUM-27898)
  • Graphics: Invalid pass index error messages now include shader name. (UUM-33598)
  • Graphics: The texture streaming system accurately tracks the size of non-streaming crunched textures. (UUM-27512)
  • HDRP: Fixed a shader compilation issue on fog volumes when Turkish language is installed as locale.
  • HDRP: Fixed an issue where the quality settings tags were displayed cut-off. (UUM-31849)
  • HDRP: Fixed APV brick placement when multiple probe volumes with different object layer mask and subdivision levels overlaps. (UUM-29073)
  • HDRP: Fixed DLSS Ultra performance setting which was not calculating the correct resolution. The setting was not pushing the correct resolution due to a typo in the code. (UUM-29281)
  • HDRP: Fixed free CullingGroups still being used during culling. (UUM-29379)
  • HDRP: Fixed HDRP Decal Emisive Map is drawn incorrectly when Decal is at a certain distance from Camera and specific "Clipping Planes" property values are set under the "Camera" component. (UUM-28486)
  • HDRP: Fixed ShaderGraph materials using SSS. (UUM-27413)
  • HDRP: Fixed the default value of _ZTestDepthEqualForOpaque in unlit ShaderGraphs. (UUM-31690)
  • HDRP: Updated some missing HDRP component documentation URLs. (UUM-9449)
  • iOS: Fixed crash on iOS when Graphics Jobs were enabled. (UUM-22614)
  • iOS: Fixed Images.xcassets not being added to the xcode project (resulting in icons not being set). (UUM-32547)
  • iOS: Fixed startup orientation going wrong sometimes. (UUM-33690)
  • Linux: Disabled SDL Dynamic API for SDL dependent Platforms except for Embedded and QNX. (UUM-33932)
  • Package Manager: Fixed an issue where installing a package from a scoped registry will fail if a bundled package with the same name and version exists.
  • Physics: Fixed a rare PhysX crash when using the PGS solver type and either One-Directional or Two-Directional friction type. (UUM-27540)
  • Physics: Fixed Articulation Bodies ignoring SetMaxImpulse from Contact Modifications. (UUM-29037)
  • Physics: Fixed BoxCollider warning messages not being printed when Scene Reloading is enabled. (UUM-28396)
  • Physics: Fixed OnCollision messages not being sent when the collider has hasModifiableContacts property explicitly set to false. (UUM-28909)
  • Physics: Fixed up a simulation stall when a large section of heightmap triangles was fetched for tests. (UUM-21683)
  • Scene/Game View: Fixed default buttons styling in overlays. (UUM-25734)
  • Scripting: Improved ILPP runner reliability on machines under heavy load. (UUM-29661)
  • Shaders: Fixed an issue that HybridHDRPSamples scenes throw Tessellation shaders errors on OSX Metal. (UUM-30549)
  • Universal RP: Disabled MSAA on devices without MSAA store support (Apple GPUs A8 and lower).
  • Universal RP: Increased lighting BRDF specular max for half float math (mobile) to match the visual look of full float math (desktop) better. (UUM-2997)
  • Version Control: Fixed 'Texture2D' does not contain a definition for 'ignoreMipmapLimit' error when installing Unity Version Control on previous Unity Editor Versions
  • Fixed sign in dialog style when waiting for user to complete sign in
  • Fixed NullReferenceException when opening a new project and the user doesn't have a Unity Version Control organization linked to a Unity ID.
  • VFX Graph: Allow particle sorting with HDRP decals. (UUM-29727)
  • VFX Graph: Filtered out META pass from SG generated shaders. (UUM-30050)
  • VFX Graph: Fixed mesh LOD flickering when using TAA. (UUM-10073)
  • VFX Graph: Fixed mismatching LOD between eyes in multi-pass VR. (UUM-6004)
  • VFX Graph: Fixed some tooltips that were lost. (UUM-18536)
  • VFX Graph: Fixed Wrong evaluation of time in VFX Control Track while using Playables API. (UUM-32413)
  • VFX Graph: Forces positive color values in graph. (UUM-20076)
  • VFX Graph: Hide "Sorting mode" and "Revert sorting" when blend mode is set to Opaque. (UUM-4755)
  • VFX Graph: Hide log message asking to check out the asset for version control in empty VFX window, when reseting Editor Layout. (UUM-17615)
  • VFX Graph: Keep some bottom margin on blocks when collapsed. (UUM-28832)
  • VFX Graph: Prevent overflow on baked curve and gradient. (UUM-560)
  • VFX Graph: Replaced default mesh output shader to be SRP compatible. (UUM-4363)
  • Virtual Texturing: Virtual texturing has a severe issue: the mip chain is not available on the first frame, causing unpredictable garbage texles to be displayed on the screen. This fix helps with poping by adding a new setting to the HDRP asset. This setting lets us allocate virtual texturing mips prefetching. This setting also had to be implemented inside the VT system.
  • A debug panel also has live reporting of the current prefetched mips in the markers debug screen. We also add a checkbox to debug disable streaming, which helps content creators see which textures are on and off. (UUM-29814)
  • Windows: Fixed sizeof type error in StackWalker library.
  • Package changes in 2022.2.18f1:
  • Packages updated:
  • com.unity.collab-proxy: 2.0.3 → 2.0.4
  • com.unity.ide.rider: 3.0.20 → 3.0.21
  • com.unity.nuget.newtonsoft-json: 3.1.0 → 3.2.0
  • com.unity.services.wire: 1.1.4 → 1.1.5

New in Unity 2022.2.17 (Apr 28, 2023)

  • Improvements:
  • Editor: Improved memory allocator contention when merging static meshes making this process a little faster.
  • API Changes:
  • Editor: Added: EditorApplication.focusChanged event which fires when the Editor gains and loses focus.
  • Editor: Added: EditorApplication.isFocused property indicating the cached state of the Editors focus.
  • Scene/Game View: Added: CameraEditor.CreatePreviewOverlay, allowing custom editors to override the camera preview overlay.
  • Changes:
  • Android: Disabled --fastdeploy during application installation, since in some cases it doesn't work correctly. (UUM-28376)
  • Editor: Overlays added through code are now shown in the Overlay Menu.
  • HDRP: Changed references of Diffusion Profile in the HDRP Wizard check by the ones in the HDRP Package.
  • HDRP: Enabled Extend Shadow Culling in Raytracing by default. (UUM-21784)
  • HDRP: Fixed usage of FindObjectsOfType to use FindObjectsByType(FindObjectsSortMode.None).
  • Fixes:
  • Android: Enabled the display of gradle tasks in progress dialog while building to Android. (UUM-31890)
  • Asset Pipeline: Disabled script re-compilation when Recompile after playmode and Auto-refresh are set. (UUM-20409)
  • Build Pipeline: Fixed an invalid build path error that triggers when building for WebGL on Windows. (UUM-27982)
  • Build Pipeline: Fixed an issue where IOS may fail to build in Xcode if script debugging is enabled. (UUM-12364)
  • Build Pipeline: Fixed Player Build fails. (UUM-1205)
  • Core: Fixed memory ordering issues in the job system that could occur on platforms with a weak memory model. Platforms such as Android, iOS, and Apple Silicon OS X could potentially see hangs or crashes due to reading old values that had been written to inside of a job. (UUM-32220)
  • DX12: Fixed a crash where command lists were not being cleaned up. (UUM-27446)
  • Editor: Added tooltip support to UnityEvent header label. (UUM-16433)
  • Editor: Enabled GameObjects from the 31st layer to be rendered when Camera.cullingMask is set to Everything. (UUM-2698)
  • Editor: Fixed an issue in the Frame Debugger with errors that appear when you enable the debugger when it was docked with the Game Window. (UUM-17193)
  • Editor: Fixed bug where objects would constantly be pinged when console log entries are collapsed. (UUM-10068)
  • Editor: Fixed Overlay.OnWillBeDestroyed not being called in some cases.
  • Editor: Fixed YAML file corruption on Android Platforms caused due to some obsolete targets in PlatformGroupEnum. (UUM-21944)
  • Graphics: Added support for DOTS_INSTANCING_ON to the HDRP/AxF shader. (UUM-32992)
  • Graphics: Fixed a crash on iOS, Android, and Silicon devices in ScriptableRenderLoop (DrawRenderers and DrawShadows) which was caused by a threading issue. (UUM-25831)
  • Graphics: Fixed an issue with GPU Instancing providing wrong previous world matrix, leading to motion vector computation issues. (UUM-30538)
  • Graphics: Introducing two new knobs so PBR DoF can now scale at 4k.
  • The first is a new knob "High quality Adaptive Sampling" which is enabled by default. This change allows now to turn off this feature (which changes adaptive sampling rate) and saves massive amount of performance. This knob improves performance massively while keeping image quality consistent.
  • The second knob is high and low res PBR dof checkbox. The previous drop down has been removed, since PBR DoF has always been half res, independent of the previous enum value. This new knob now shows true representation of resolution. The new low res setting lets PBR DoF run at quarter resolution. (UUM-26281)
  • HDRP: Added error when MSAA and non-MSAA buffers are bound simultaneously in custom passes. (UUM-22996)
  • HDRP: Better Reflection Probe Debug_"Icon".
  • HDRP: Clamp mouse pixel coords in tile debug view.
  • HDRP: Enabled path tracing to now produce correct results when dynamic resolution is enabled. (UUM-23315)
  • HDRP: Enabled the correct light position when changing distance on a Light Anchor. (UUM-26172)
  • HDRP: Enabled the volumetric clouds to be synced per camera. Previously, the clouds were synced through a global time, leading to discrepencies with cameras that update at different rates. (UUM-21985)
  • HDRP: Fixed a glitch in one frame in the Editor when using path tracing. (UUM-22917)
  • HDRP: Fixed an issue occuring on TAAU when the camera rect is adjusted. (UUM-25737)
  • HDRP: Fixed an issue where LOD-related frame render settings UI on the camera component would not reflect the current global default settings. (UUM-27546)
  • HDRP: Fixed an issue with Mac and HDR so it now shows correct results when HDR is enabled. (UUM-26282)
  • HDRP: Fixed an issue with ray tracing initialization when switching between render pipeline assets. (UUM-24692)
  • HDRP: Fixed HDSceneDepth triggering errors for uninitialized values. (UUM-21185)
  • HDRP: Fixed issue with Light Probe Proxy Volume not rendering correctly when Bounding Box Mode is Automatic World. (UUM-22821)
  • HDRP: Fixed material upgrader when executing tests. (UUM-20743)
  • HDRP: Fixed memory leak in HDLightRenderDatabase when switching between editor and play and no lights are in the scene. (UUM-29271)
  • HDRP: Fixed ray-traced emissive reflections. (UUM-30969)
  • HDRP: Fixed some colliders being disabled when cancelling an APV bake. (UUM-28815)
  • HDRP: Fixed swapped tooltips on decal materials for ambient occlusion and smoothness. (UUM-29660)
  • HDRP: Fixed the albedo and specular color override so it is now considered as sRGB. (UUM-23268)
  • HDRP: Fixed the exposure for SSR debug rendering. (UUM-19575)
  • HDRP: Fixed the init order that could cause DXR setup to fail after using the HDRP wizard to enable DXR on an existing HDRP project. (UUM-21776)
  • HDRP: Fixed the label and improved documentation for After Post Process depth test flag to give more detail about "Depth Test" being automatically disabled in some cases.
  • HDRP: Fixed the low resolution transparents using Shader Graph. (UUM-21628)
  • HDRP: Fixed the PrefabStage with Lensflare not included in the object, include the lensflare only if it was included on the prefab (children included). (UUM-12160)
  • HDRP: Fixed the raytraced reflections for box lights so they are no longer cut off if the range is too small. (UUM-21442)
  • HDRP: Fixed the volumetric clouds presets so it now propagates their values if changed by script. (UUM-14272)
  • HDRP: Fixed transparent decal textures being added into atlas even if the material properties have disabled them. (UUM-29093)
  • HDRP: Fixed Volumetric Clouds jittering when the sun was not casting shadow. (UUM-27919)
  • HDRP: Improved the console warning message when the maximum number of shadows is reached in the view. (UUM-28072)
  • macOS: Fixed a deadlock when using Entities Graphics on M1 Macs. (UUM-13783)
  • Scene/Game View: Fixed cameras in locked Inspectors not showing a preview overlay in the scene view. (UUM-26413)
  • Scene/Game View: Fixed navigation in EditorWindow inheriting from the SceneView. (UUM-27556)
  • Scene/Game View: Fixed the Rect Tool not showing the active element when snapping. (UUM-29629)
  • Scene/Game View: Fixed the Rect Tool sometimes not moving UI GameObjects if the pivot was changed. (UUM-30232)
  • Scene/Game View: Fixed View tool icon flickering when ALT key is pressed and mouse moved. (UUM-29366)
  • Scripting: Fixed a bug in ApiUpdater MovedFrom handling when aliases are referenced at non-root namespace.
  • Serialization: Fixed the issue of deletion of a script not being detected as a change in the scripts which leads to the serialization not being able to correctly detect missing reference types. A new check was added to validate if there were any scripts deleted after the latest recompile. (UUM-31173)
  • Shadergraph: Corrected a regression in float preview properties not updating previews. [SGB-526].
  • Shaders: Reduced shader compiler memory usage. (UUM-30445)
  • SRP Core: Fixed an IES Importer issue producing incorrect results. (UUM-16309)
  • TextCore: Added support for line-breaking rules to the Editor. (UUM-12413)
  • UI Toolkit: Fixed clicking on a selectable label in a list so it now changes the selection. (UUM-28633)
  • UI Toolkit: Fixed the overwriting of a decimal separator (, or .) to 0 when inserting it the first time in the input field of a slider. (UUM-31090)
  • Universal RP: Fixed the Screen flicker in Scene view. (UUM-24656)
  • VFX Graph: First frame of spawned particles outputs wrong motion vectors. (UUM-20435)
  • VFX Graph: Fixed a crash when logging an error messages for unexpected buffers.
  • VFX Graph: Fixed an issue that read alive from source attribute was always returning true. (UUM-8698)
  • VFX Graph: Fixed an unexpected motion vector when adding precompute velocity that was enabled in Shader Graph. (UUM-22368)
  • VFX Graph: Fixed Motion Vector so it is now correct when transform isn't changed every frame. (UUM-20638)
  • VFX Graph: Improved error feedback in case of missing reference in custom spawner. (UUM-28537)
  • VFX Graph: Removed Loop And Delay block listing in favor of Spawn Context Settings (which can be accessed through the Inspector). (UUM-28655)
  • VFX Graph: Unexpected Motion Vector in HDRP when effect is in World and uses Custom Velocity or Mesh Output. (UUM-20437)
  • Video: Internal texture queue populated by asynchronous decoding was sometimes being drained from 2 threads. Now serializing access. (UUM-21948)
  • Package changes in 2022.2.17f1:
  • Packages updated:
  • com.unity.ads: 4.4.1 → 4.4.2
  • com.unity.ide.rider: 3.0.18 → 3.0.20
  • com.unity.ide.visualstudio: 2.0.17 → 2.0.18
  • com.unity.polybrush: 1.1.3 → 1.1.4
  • com.unity.probuilder: 5.0.4 → 5.0.7
  • com.unity.purchasing: 4.7.0 → 4.8.0
  • com.unity.services.core: 1.8.1 → 1.8.2
  • com.unity.testtools.codecoverage: 1.2.2 → 1.2.3
  • com.unity.xr.interactionsubsystems: 1.0.1 → 2.0.0
  • com.unity.xr.magicleap: 6.2.2 → 7.0.0
  • com.unity.ai.navigation: 1.1.1 → 1.1.3

New in Unity 2023.1.0 Beta 14 (Apr 28, 2023)

  • Improvements:
  • Editor: Improved memory allocator contention when merging static meshes making this process a little faster.
  • Editor: Reduced impact of Shader Graph package on performance of domain reloads by making node class cache populate on-demand.
  • API Changes:
  • Editor: Added: Added Undo.isProcessing property to determine when it's safe to call Undo.RegisterCreatedObjectUndo, among other things.
  • Editor: Added: Added EditorApplication.isFocused property indicating the cached state of the Editors focus.
  • Editor: Added: Exposes EditorApplication.focusChanged event which fires when the Editor gains and loses focus.
  • Changes:
  • HDRP: Changed references of Diffusion Profile in the HDRP Wizard check by the ones in the HDRP Package.
  • Fixes:
  • 2D: Generate default Sprite rect for textures that are too small to be tesselated.
  • 2D: Show apply/revert dialog to user if there are data changes in Sprite Editor Window before domain reload. (UUM-26175)
  • Android: Disabled --fastdeploy during application installation, since in some cases it doesn't work correctly. (UUM-28376)
  • Asset Pipeline: Fixed Editor crash when changing Asset Serialization Mode to Force Binary with the com.unity.multiplayer.samples.coop package installed. (UUM-26417)
  • Asset Pipeline: Fixed OnPostProcessAllAssets callback notifications when imports contain script and non-script assets. (UUM-24733)
  • First seen in 2023.1.0.
  • Asset Pipeline: Prevent script re-compilation when 'Recompile after playmode' and 'Auto-refresh' are set. (UUM-20409)
  • Build Pipeline: Fixed crash when building Scenes and ScriptableObjects with BuildPipeline.BuildAssetBundles when Multi-Process and Backward Compatibility modes are enabled. (UUM-32103)
  • First seen in 2023.1.0b10.
  • Core: Fixed memory ordering issues in the job system that could occur on platforms with a weak memory model. Platforms such as Android, iOS and Apple Silicon OSX could potentially see hangs or crashes due to reading old values that had been written to inside of a job. (UUM-32220)
  • DX12: Fixed lack of swizzling from ARGB to RGBA textures. (UUM-30316)
  • First seen in 2023.1.0b8.
  • Editor: Fixed an issue of a lagging cursor when dragging files to the mac editor when it is inactive. (UUM-9542)
  • Editor: Fixed bug where objects would constantly be pinged when console log entries are collapsed. (UUM-10068)
  • Editor: Fixed crash when switching color space in Vulkan Editor. (UUM-28649)
  • Editor: Fixed Editor freezes when clicking Prefab > Select Asset for a scene exported manually with missing information. (UUM-30060)
  • Editor: Fixed performance regression when loading Prefabs with missing Assets. (UUM-25812)
  • First seen in 2023.1.0b3.
  • Editor: Fixed shader graph's preview window when using deferred rendering in URP. (UUM-2947)
  • Editor: Fixed splash screen wrapping mode. (UUM-24763)
  • First seen in 2023.1.0.
  • Editor: Fixed user-defined shortcuts that don't engage when they are assigned to KeyCode.WheelUp or KeyCode.WheelDown on MacOS. (UUM-18359)
  • First seen in 2023.1.0a17.
  • Editor: Improved performance of opening scene with a lot of nested Prefabs. (UUM-2263)
  • Editor: Keep build's progress bar active until backend completes current job to be completed after cancelling build to give proper UI feedback. (UUM-20797)
  • Editor: Make reserved key labels in Shortcut Manager more visible on dark skin. (UUM-28295)
  • GI: Fixed an issue that could potentially lead to an Baking fails with infinite "Failed to find geometry with hash 00000000000000000000000000000000 for removal error message. (UUM-29010)
  • GI: Fixed Light Probe occlusion when using GPU Lightmapper and many light probe positions. (UUM-4179)
  • Graphics: Added support for DOTS_INSTANCING_ON to the HDRP/AxF shader. (UUM-32992)
  • Graphics: Fixed an issue that GPU Instancing can providing wrong previous world matrix leading to motion vector computation issues. (UUM-30538)
  • Graphics: Fixed crash on IOS/Android/Silicon devices in ScriptableRenderLoop (DrawRenderers and DrawShadows) caused by threading issue. (UUM-13368)
  • First seen in 2023.1.0a6.
  • Graphics: Introduced two new knobs so PBR DoF can now scale at 4k.
  • The first is a new knob "High quality Adaptive Sampling" which is enabled by default. This change allows now to turn off this feature (which changes adaptive sampling rate) and saves massive amount of performance. This knob improves performance massively while keeping image quality consistent.
  • The second knob is high and low res PBR dof checkbox. The previous drop down has been removed, since PBR DoF has always been half res, independent of the previous enum value. This new knob now shows true representation of resolution. The new low res setting lets PBR DoF run at quarter resolution. (UUM-26281)
  • Graphics: The texture streaming system now accurately tracks the size of non-streaming crunched textures. (UUM-27512)
  • HDRP: Fixed a shader compilation issue on fog volumes when Turkish language is installed as locale.
  • HDRP: Fixed an issue where the quality settings tags were displayed cut-off. (UUM-31849)
  • HDRP: Fixed APV brick placement when multiple probe volumes with different object layer mask and subdivision levels overlaps. (UUM-29073)
  • HDRP: Fixed DLSS Ultra performance setting which was not calculating the correct resolution. The setting was not pushing the correct resolution due to a typo in the code. (UUM-29281)
  • HDRP: Fixed free CullingGroups still being used during culling. (UUM-29379)
  • HDRP: Fixed HDRP Decal Emisive Map is drawn incorrectly when Decal is at a certain distance from Camera and specific "Clipping Planes" property values are set under the "Camera" component. (UUM-28486)
  • HDRP: Fixed ShaderGraph materials using SSS. (UUM-27413)
  • HDRP: Fixed some colliders being disabled when cancelling an APV bake. (UUM-28815)
  • HDRP: Fixed the default value of _ZTestDepthEqualForOpaque in unlit ShaderGraphs. (UUM-31690)
  • Package Manager: Fixed performance issues on asset import/move/delete resulting from introduction of asset origin tracking in Package Manager window. (UUM-21372)
  • First seen in 2023.1.0a20.
  • Package Manager: Selection is improved in the package manager. (UUM-31451)
  • First seen in 2023.2.0a7.
  • Physics: Fixed a rare PhysX crash when using the PGS solver type and either One-Directional or Two-Directional friction type. (UUM-27540)
  • Physics: Fixed Articulation Bodies ignoring SetMaxImpulse from Contact Modifications. (UUM-29037)
  • Physics: Fixed BoxCollider warning messages not being printed when Scene Reloading is enabled. (UUM-28396)
  • Physics: Fixed OnCollision messages not being sent when the collider has hasModifiableContacts property explicitly set to false. (UUM-28909)
  • Physics: Fixed up a simulation stall when a large section of heightmap triangles was fetched for tests. (UUM-21683)
  • Prefabs: Fixed for Prefab instance is not enabled if RevertPropertyOverride is called during OnEnable. (UUM-21119)
  • Scene/Game View: Fixed navigation in EditorWindow inheriting from the SceneView. (UUM-27556)
  • Scene/Game View: Fixed View tool icon flickering when ALT key is pressed and mouse moved. (UUM-29366)
  • Scripting: Fixed a bug in ApiUpdater MovedFrom handling when aliases are referenced at non-root namespace.
  • Serialization: Deletion of a script was not detected as change in scripts which leads the serialization not being able to correctly detect missing reference types. This PR fixed the issue by checking if there were any scripts deleted after the latest recompile. (UUM-31173)
  • Serialization: When accumulating the fully qualified names for given generic type process all the types involved in the given generic type at once, instead of recursively calling the accumulate method for the type of the generic's parameter. (UUM-24691)
  • First seen in 2023.1.0a25.
  • Shaders: Reduced shader compiler memory usage. (UUM-30445)
  • UI Toolkit: Fixed the overwriting of a decimal separator (, or .) to 0 when inserting it the first time in the input field of a slider. (UUM-31090)
  • Universal RP: Fixed errors caused by Camera's Preview window. (UUM-29111)
  • First seen in 2023.1.0a22.
  • Universal RP: Fixed removal of renderer features if a renderer feature is missing. (UUM-21184)
  • First seen in 2023.1.0a9.
  • Universal RP: Fixed Screen flicker in Scene view. (UUM-24656)
  • Universal RP: Increased lighting BRDF specular max for half float math (mobile) to match the visual look of full float math (desktop) better. (UUM-2997)
  • VFX Graph: Fixed a crash when logging an error messages for unexpected buffers.
  • VFX Graph: Fixed an issue that Motion Vector are wrong when transform isn't changed every frame. (UUM-20638)
  • VFX Graph: Fixed an issue with unexpected motion vector when add precompute velocity was enabled in Shader Graph. (UUM-22368)
  • VFX Graph: Improved error feedback in case of missing reference in custom spawner. (UUM-28537)
  • VFX Graph: Removed Loop And Delay block listing in favor of Spawn Context Settings (see in inspector). (UUM-28655)
  • Virtual Texturing: Fixed an issue in Virtual texturing: the mip chain is not available on the first frame, causing unpredictable garbage texles to be displayed on the screen. This fix helps with poping by adding a new setting to the HDRP asset. This setting lets us allocate virtual texturing mips prefetching. This setting also had to be implemented inside the VT system.
  • A debug panel also has live reporting of the current prefetched mips in the markers debug screen. We also add a checkbox to debug disable streaming, which helps content creators see which textures are on and off. (UUM-29814)
  • Windows: Fixed sizeof type error in StackWalker library.
  • New 2023.1.0b14 Package Changes since 2023.1.0b13:
  • Packages updated:
  • com.unity.ads: 4.4.1 → 4.4.2
  • com.unity.polybrush: 1.1.3 → 1.1.4
  • com.unity.probuilder: 5.0.6 → 5.0.7
  • com.unity.purchasing: 4.7.0 → 4.8.0
  • com.unity.testtools.codecoverage: 1.2.2 → 1.2.3
  • com.unity.xr.interactionsubsystems: 1.0.1 → 2.0.0
  • com.unity.xr.magicleap: 6.2.2 → 7.0.0
  • com.unity.ai.navigation: 1.1.1 → 1.1.3

New in Unity 2023.1.0 Beta 13 (Apr 21, 2023)

  • Improvements:
  • Scripting: Reduced compilation time in large projects.
  • API Changes:
  • Android: Added: Expose UnityPlayer.invokeOnMainThread, a helper function for delegating callbacks on game loop thread.
  • UI Toolkit: Added: Added API to know when a panel may need to be rendered to use in conjunction with on demand rendering.
  • Changes:
  • HDRP: Enabled Extend Shadow Culling in Raytracing by default. (UUM-21784)
  • Fixes:
  • 2D: Fixed animation performance failure. (UUM-29374)
  • Android: Added upgrade guide information about mainTemplate.gradle file changes. (UUM-32805)
  • Android: Fixed assert 'setpriority(PRIO_PROCESS, 11121, 0) returned -1' when running against GameActivity. (UUM-26765)
  • First seen in 2023.1.0b2.
  • Android: Fixed asset packs functionality for GameActivity. (UUM-29546)
  • First seen in 2023.1.0a19.
  • Build Pipeline: Fixed invalid build path error triggers when building for WebGL on Windows. (UUM-27982)
  • Editor: Added tooltip support to UnityEvent header label. (UUM-16433)
  • Editor: Fixed an issue where the Editor would launch the Hub when it is not already running, but would then incorrectly display the "Install Unity Hub" dialog instead of connecting to the Hub to perform the action. (UUM-29547)
  • Editor: Fixed crash when dragging game view in and out of docked view on Linux with Mesa drivers. (UUM-16015)
  • First seen in 2023.1.0a13.
  • Editor: Fixed Editor version is added to a bundle when using RecompressAssetBundleAsync after it's been stripped with AssetBundleStripUnityVersion. (UUM-21137)
  • Editor: Fixed issue where some icons in the editor would not show. (UUM-32025)
  • First seen in 2023.1.0b10.
  • Editor: Fixed PlayerSettings.SetAdditionalIl2CppArgs not being respected. (UUM-25446)
  • Editor: Fixed shader errors when building with sphere or cube outputs. (UUM-29387)
  • Editor: Fixed the globally shared Allocator.Temp atomic safety handle issue.
  • Editor: Fixed YAML file corruption on Android Platforms caused due to some targets became obsolete in PlatformGroupEnum. (UUM-21944)
  • Editor: IL2CPP backup folder is no longer created if "Create Symbols.zip" build setting is set to Disabled on Android. (UUM-28355)
  • First seen in 2023.2.0a5.
  • Editor: Reduced memory allocation when using DockArea. (UUM-26796)
  • First seen in 2023.1.0.
  • Editor: When Tool Settings overlay is docked horizontally and when a Terrain Tool is selected, this overlay will display the tool's name as well as provide a dropdown by which a user can view the settings. (UUM-28726)
  • First seen in 2023.1.0.
  • GI: Fixed editor crash on Intel GPUs when using the OpenGL API. (UUM-30370)
  • First seen in 2023.1.0b8.
  • GI: Fixed issue where lightmaps are lost when entering playmode, switching scenes, and exiting playmode. (UUM-29735)
  • Graphics: Ensure lifetime of temporary pointers in BatchRendererGroup is tied to frame completion. (UUM-27302)
  • Graphics: Fixed issue where Vulkan robustBufferAccess was enabled when it shouldn't be. (UUM-29326)
  • HDRP: Added API to sync simulation time. (UUM-21622)
  • First seen in 2023.1.0a23.
  • HDRP: Added error when MSAA and non-MSAA buffers are bound simultaneously in custom passes. (UUM-22996)
  • HDRP: Better Reflection Probe Debug_"Icon".
  • HDRP: Ensure correct light position when changing distance on a Light Anchor. (UUM-26172)
  • HDRP: Fixed a bug occuring on TAAU when the camera rect gets adjusted has been fixed. (UUM-25737)
  • HDRP: Fixed albedo and specular color override to be properly considered as sRGB. (UUM-23268)
  • HDRP: Fixed an issue where LOD-related frame render settings UI on the camera component would not reflect the current global default settings. (UUM-27546)
  • HDRP: Fixed an issue with Mac and HDR showing wrong results when HDR is enabled. (UUM-26282)
  • HDRP: Fixed an issue with ray tracing initialization when switching between render pipeline assets. (UUM-24692)
  • HDRP: Fixed clamp mouse pixel coords in tile debug view.
  • HDRP: Fixed emissive mesh viewer of Area light missing from standalone player. (UUM-31531)
  • HDRP: Fixed exposure for SSR debug rendering. (UUM-19575)
  • HDRP: Fixed for low resolution transparents using shader graph and sampling the color or depth buffer. (UUM-21628)
  • HDRP: Fixed for one frame glitch in the editor when using path tracing. (UUM-22917)
  • HDRP: Fixed HDSceneDepth triggers errors about uninitialized value. (UUM-21185)
  • HDRP: Fixed init order that could cause DXR setup to fail after using the HDRP wizard to enable DXR on an existing HDRP project. (UUM-21776)
  • HDRP: Fixed issue with Light Probe Proxy Volume not render correctly when Bounding Box Mode is Automatic World. (UUM-22821)
  • HDRP: Fixed lens flare permutation. (UUM-28444)
  • HDRP: Fixed local volumetric fog being culled incorrectly when not axis aligned. (UUM-26198)
  • First seen in 2023.1.0b3.
  • HDRP: Fixed material upgrader when executing tests. (UUM-20743)
  • HDRP: Fixed memory leak in HDLightRenderDatabase when switching between editor and play and no lights are in the scene. (UUM-29271)
  • HDRP: Fixed missing pragma only_renderers in HDRP compute shaders. (UUM-15114)
  • HDRP: Fixed ray-traced emissive reflections. (UUM-30969)
  • HDRP: Fixed raytraced reflections for box lights being cut off if the range was too small. (UUM-21442)
  • HDRP: Fixed swapped tooltips on decal materials for ambient occlusion and smoothness. (UUM-29660)
  • HDRP: Fixed the label and improved documentation for After Post Process depth test flag to give more detail about "Depth Test" being automatically disabled in some cases.
  • HDRP: Fixed the PrefabStage with Lensflare not included in the object, include the lensflare only if it's included on the prefab (children included). (UUM-12160)
  • HDRP: Fixed transparent decal textures added into atlas even if the material properties disabled them. (UUM-29093)
  • HDRP: Fixed UI issues in Render Graph Viewer. (UUM-28844)
  • HDRP: Fixed usage of FindObjectsByType to use FindObjectsSortMode.None.
  • HDRP: Fixed Volumetric Clouds jittering when sun is not casting shadow. (UUM-27919)
  • HDRP: Improved warning message in the console when the max number of shadows is reached in the view. (UUM-28072)
  • HDRP: Path tracing will no longer produce incorrect results when dynamic resolution is enabled. (UUM-23315)
  • HDRP: Volumetric clouds are synced per camera and not via a global time leading to discrepencies when you have a cameras that updates at different rate. (UUM-21985)
  • Linux: Fixed DisplayInfo.WorkArea ignores resolution scaling when working with multiple displays. (UUM-1589)
  • First seen in 2023.1.0a6.
  • Prefabs: Fixed for dangling pointers in PrefabInstanceMerging.
  • Shadergraph: Corrected a regression in float preview properties not updating previews.
  • Shadergraph: Fixed issues where nodes with warning or error badges would fail to clean up their resources properly and leave the shader graph editor in an error state.
  • Shadergraph: Fixed parallax nodes so that they use the default UV Input Slot correctly.
  • Shadergraph: Improved blackboard property drag speed when reordering the blackboard.
  • Shadergraph: Improved performance of disconnecting nodes in large graphs. (UUM-31610)
  • Shadergraph: Made adjustments to flipbook node to avoid dropping frames on AMD GPU.
  • SRP Core: Fixed an IES Importer issue producing incorrect results. (UUM-16309)
  • UI Toolkit: Fixed reorderable ListView not starting a drag operation when its item contains an IMGUIContainer handling pointer events. (UUM-15264)
  • First seen in 2023.1.0a11.
  • VFX Graph: Fixed an unexpected per frame garbage while using timeline. (UUM-26997)
  • VFX Graph: Fixed minor issues with Cube and Sphere particle outputs. (UUM-4792)
  • First seen in 2023.1.0a6.
  • Windows: Fixed quoting of the command line arguments. (UUM-21600)
  • New 2023.1.0b13 Package Changes since 2023.1.0b12:
  • Packages updated:
  • com.unity.services.core: 1.8.1 → 1.8.2
  • com.unity.services.wire: 1.1.0 → 1.1.4
  • com.unity.xr.core-utils: 2.2.0-pre.2 → 2.2.0
  • com.unity.xr.hands: 1.1.0-pre.2 → 1.1.0
  • com.unity.xr.interaction.toolkit: 2.3.0-pre.1 → 2.3.1
  • com.unity.xr.management: 4.2.0 → 4.3.3
  • com.unity.terrain-tools: 5.1.0-pre.1 → 5.1.0
  • Packages added:
  • [email protected]
  • Pre-release packages added:
  • [email protected]

New in Unity 2022.2.16 (Apr 21, 2023)

  • Improvements:
  • Build System: BeeDriver: ignore System.IO.IOException: Sharing violation on path errors for console log. [BUILD-21]
  • Profiler: Added metadata support for RenderTextures in Memory Profiler.
  • Profiler: Improved graphics memory tracking in Memory Profiler.
  • Scripting: Reduced compilation time in large projects.
  • Shadergraph: Fixed parallax nodes so that they use the default UV Input Slot correctly. [SGB-511].
  • Shadergraph: Improved blackboard property drag speed when reordering the blackboard. [SGB-383].
  • Shadergraph: Made adjustments to flipbook node to avoid dropping frames on AMD GPU. [SGB-280].
  • Shaders: Added support on Metal for vprog having void return type.
  • VFX Graph: Optimize VFX.Update per component overhead.
  • API Changes:
  • UI Toolkit: Added: API to know when a panel may need to be rendered to use in conjunction with on demand rendering.
  • Fixes:
  • Android: Added upgrade guide information about mainTemplate.gradle file changes. (UUM-32805)
  • Build System: Fixed unity_license.json CopyFiles build failures. (UUM-28889)
  • DX12: Removed unnecessary image processing code on texture upload that's not needed reducing CPU overhead. (UUM-15519)
  • Editor: Added the scrollview to the description field in the Scene template dialog. (UUM-25425)
  • Editor: Enabled types derived from type with CustomPreview have a custom preview. (UUM-9543)
  • Editor: Enabled updating the SceneProvider accordingly to an additive scene being added or removed. (UUM-25053)
  • Editor: Ensured that long titles do not clip the scene icon in the Scene Template Dialog. (UUM-25511)
  • Editor: Fixed a bug where the cursor was lagging when dragging files to inactive MacOS editor. (UUM-9542)
  • Editor: Fixed an issue where the Editor would launch the Hub when it is not already running, but would then incorrectly display the "Install Unity Hub" dialog instead of connecting to the Hub to perform the action. (UUM-29547)
  • Editor: Fixed an issue with the custom InspectorElement losing its Editor instance when the main inspector selection changes. (UUM-27882)
  • Editor: Fixed EditorWindowTitle so it is now called automatically. Previously, it needed to be initialized explicitly through a call to EditorWindow.GetLocalizedContent. (UUM-27557)
  • Editor: Fixed InvalidOperationException when adding or removing components with the inspector in debug mode. (UUM-21869)
  • Editor: Fixed styling on the scene template help button. (UUM-27122)
  • Editor: Fixed the globally shared Allocator.Temp atomic safety handle issue.
  • Editor: Fixed the styling of extra button action bar. (UUM-26518)
  • Editor: Fixed Timeline performance problem when previewing animated prefab instances. (UUM-28636)
  • Editor: Fixed PlayerSettings.SetAdditionalIl2CppArgs not being respected. (UUM-25446)
  • Editor: IL2CPP backup folder is no longer created if "Create Symbols.zip" build setting is set to Disabled on Android. (UUM-28355)
  • Editor: Preset save no longer crashes the editor. (UUM-29750)
  • Graphics: Enabled the lifetime of temporary pointers in BatchRendererGroup to be tied to frame completion. (UUM-27302)
  • HDRP: Fixed emissive decals not working on shaders based on LayeredLit, LayeredLitTesselation, LitTesselation, TerrainLit, TerrainLit_Basemap. (UUM-26749)
  • HDRP: Fixed UI issues in Render Graph Viewer. (UUM-28844)
  • Physics 2D: Ensure that enabling a 2D Trigger Collider component via script, correctly produces trigger callbacks. (UUM-31874)
  • Scene/Game View: Added a crash when attempting to render more gizmo vertices than the gfx device can allocate. (UUM-27659)
  • Serialization: Enabled PropertyModifications created prior to 2021.2 creating SerializeReference instances so that they now generate deterministic IDs. (UUM-13245)
  • Shadergraph: Fixed for [SGB-466] and related issues where nodes with warning or error badges would fail to clean up their resources properly and leave the shader graph editor in an error state.
  • Shadergraph: Improved performance of disconnecting nodes in large graphs. (UUM-31610)
  • Shaders: Added a profiler marker for dynamic variant loading. (UUM-31878)
  • Shaders: Added macros for passing textures (Cube, 2DArray, and CubeArray) around without samplers. (UUM-31858)
  • Shaders: Disabled Invalid pass index error from appearing while a variant is compiling. (UUM-29549)
  • Shaders: Disabled shader compilation with debug symbols from using a non-existent file name. (UUM-31851)
  • Shaders: Enabled using real pass names when compiling shaders for mesh data optimisation. (UUM-15298)
  • Shaders: Fixed a rare crash when destroying shaders. (UUM-27361)
  • TextCore: Enabled glyphs to display in the Inspector of a bitmap font asset. (UUM-20325)
  • TextCore: Enabled FontAsset.HasCharacter to now support UTF32. (UUM-22663)
  • TextCore: Fixed a null reference exception when using multi atlas textures. (UUM-14265)
  • TextCore: Fixed a ZWSP character with monospace font and tag. (UUM-21144)
  • TextCore: Fixed an issue where keyNotFoundException occurs when selecting entries in diacritical mark tables. (UUM-20342)
  • UI Toolkit: Changed text effects so they are no longer contained by the bonds of each letter. (UUM-9524)
  • UI Toolkit: Disabled foldout elements not being interactable in the inspector. (UUM-25372)
  • UI Toolkit: Fixed an issue when adding or removing components with the inspector in debug mode. (UUM-18854)
  • UI Toolkit: Fixed an issue when renaming a prefab with the inspector in debug mode. (UUM-7218)
  • UI Toolkit: Fixed changing a script field with the inspector in debug mode. (UUM-14069)
  • UI Toolkit: Fixed exceptions being thrown when entering play mode with the inspector in debug mode. (UUM-22475)
  • UI Toolkit: Fixed private fields disappearing when entering play mode with the inspector in debug mode. (UUM-20170)
  • UI Toolkit: Unselecting, double clicking and triple clicking text fields now produces reliable and expected behaviour. (UUM-9706)
  • VFX Graph: Fixed a crash while rendering with indirect using a null index buffer. (UUM-20944)
  • VFX Graph: Fixed minor issues with Cube and Sphere particle outputs. (UUM-4792)
  • VFX Graph: Fixed shader errors when building with sphere or cube outputs. (UUM-29387)
  • VFX Graph: Fixed unexpected per frame garbage while using Timeline. (UUM-26997)
  • VFX Graph: Removed exception when more than 5 flow inputs are exposed in subgraph. (UUM-557)
  • Windows: Fixed quoting of the command line arguments. (UUM-21600)
  • Package changes in 2022.2.16f1:
  • Packages updated:
  • com.unity.services.wire: 1.1.1 → 1.1.4
  • com.unity.xr.core-utils: 2.1.1 → 2.2.0
  • com.unity.xr.interaction.toolkit: 2.2.0 → 2.3.1
  • com.unity.xr.management: 4.2.0 → 4.3.3
  • com.unity.netcode.gameobjects: 1.2.0 → 1.3.1
  • Packages added:
  • [email protected]
  • [email protected]
  • Pre-release packages added:
  • [email protected]

New in Unity 2022.2.15 (Apr 18, 2023)

  • Features:
  • Universal RP: Added support for HDR output devices for desktop and console platforms.
  • Improvements:
  • Graphics: Reduced the time the render thread spends on Profiler.FlushRenderCounters.
  • macOS: HDR support updated to use the EDR value for luminance.
  • Serialization: Improved performance of restoring managed objects during a domain reload (again!).
  • Serialization: Improved performance of restoring managed objects during a domain reload.
  • API Changes:
  • Editor: Added: - Renamed UnityEditor.PlayerSettings.D3DHDRBitDepth to UnityEditor.PlayerSettings.hdrBitDepth.
  • enum D3DHDRDisplayBitDepth renamed to HDRDisplayBitDepth. Also, enum value names replaced:
  • D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth10 has been replaced by HDRDisplayBitDepth::BitDepth10
  • D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth16 has been replaced by HDRDisplayBitDepth::BitDepth16
  • Calls to the obsolete enums will be automatically updated to the new one. If using enum names as strings, ensure that the new ones get used as it won't be automatically converted to the new ones.
  • Graphics: Added: ColorGamutUtility to retrieve the color primaries, white point or transfer function associated with a color gamut.
  • Changes:
  • Editor: "Use display in HDR mode" checkbox is visible in the MacOS player settings.
  • Universal RP: The two subshaders in main URP shaders (Lit, SimpleLit, BakedLit, ComplexLit, Particles) have now been combined in to one.
  • Version Control: - Changed the icons for Unity Version Control rebranding
  • Changed onboarding workflow.
  • Fixes:
  • 2D: Enabled showing the Apply/revert dialog to users if there are data changes in Sprite Editor Window before domain reload. (UUM-26175)
  • Editor: Avoid Gizmo being affected by parent component Scaling. (UUM-4782)
  • Editor: Fixed a Drag and Drop to parent folder when the parent contains a child folder with the same name. (UUM-11707)
  • Editor: Fixed an issue when using Entities certain types of gizmos for components in subscenes were not rendered in the Scene view. (UUM-26723)
  • Editor: Fixed an issue where scripted importer override could cause infinite imports. (UUM-26859)
  • Editor: Fixed copy and paste using keyboard for Transform rotation and scale in Inspector window. (UUM-21702)
  • Editor: Fixed exceptions while opening game view mode dropdown. (UUM-5869)
  • Editor: Fixed filtering result is not removed and folder contents shown when using "Frame Selected" or its shortcut "F" in the Project window. (UUM-31369)
  • Editor: Fixed the project from freezing due to a faulty Raycast operation in the navigation system. (UUM-28701)
  • Editor: Objects now keep their non-serializable state when reloaded. (UUM-7785)
  • Graphics: Fixed bug with Streaming Virtual Texturing throwing a "The transcoded bitstream was invalid" error that was caused by build pipeline bug corrupting virtual texture regions located in virtual texture files larger than 2GB. When using SVT, it is recommended to rebuild your Player's build in order to get the corrected streaming files (GTS and GTP files) in the Streaming Assets folder. (UUM-30987)
  • HDRP: Fixed water simulation time in playmode.
  • iOS: Fixed a memory leak when using GL.Clear in MonoBehaviour Update/LateUpdate. (UUM-8457)
  • Shadergraph: Fixed issue where custom mesh selector for master preview would fail to initialize. [SGB-445][IN-30614]
  • Shadergraph: Fixed issue where node searcher would fail to populate when shadergraph was undocked after domain reload. [SGB-439][IN-30581]
  • Shadergraph: Fixed issue where nodes with dynamic vectors would not correctly cache properties for previews. [SGB-359]
  • Shaders: Fixed material copy-paste breaking the material by adding a CopyMatchingPropertiesFromMaterial. (UUM-22634)
  • UI: Animation with UI Vertex colors is no longer choppy when the Color Space is set to Linear. (UUM-12666)
  • Universal RP: Fixed Render Targets being released when using multiple cameras. (UUM-25186)
  • Version Control: - Fixed blurry icons in the Unity Version Control window and toolbar button
  • Fixed Pending Changes tab not always opening its selected item's location in Project window
  • Fixed "Checked-out (changed)" status icon not showing up on Pending Changes tab
  • Fixed issue that prevented new packages from being installed unless user enters play mode.
  • VFX Graph: Fixed a crash when removing VFXRenderer from a disabled GameObject. (UUM-16391)
  • VFX Graph: Improved handling of infinite values with Gizmo. (UUM-564)
  • Package changes in 2022.2.15f1:
  • Packages updated:
  • com.unity.collab-proxy: 2.0.1 → 2.0.3

New in Unity 2023.1.0 Beta 12 (Apr 18, 2023)

  • Improvements:
  • Animation: Reduced the number of GC allocations when calling Animator.GetParameter(int index) and generally made it faster.
  • Editor: Animation Events are now organized into sub-menus in the inspector.
  • Graphics: Reduced the time the render thread spends on Profiler.FlushRenderCounters.
  • Multiplayer: Added Netcode for GameObjects 1.3.1.
  • Serialization: Improved performance of restoring managed objects during a domain reload (again!).
  • Serialization: Improved performance of restoring managed objects during a domain reload.
  • VFX Graph: Greatly reduced the import cost of VFX Graph objects, especially when importing many at once.
  • Changes:
  • Package: Added new QoS APIs for specific Relay and Multiplay QoS servers searching and result.
  • Version Control: Changed the icons for Unity Version Control rebranding
  • Changed onboarding workflow.
  • Fixes:
  • 2D: Fixed issue where the name of a Brush Pick does not automatically update when renamed. (UUM-29538)
  • First seen in 2023.1.0b7.
  • 2D: Fixed regression in time to open a project and enter playmode. (UUM-31205)
  • First seen in 2023.1.0b8.
  • AI: Prevent game from freezing due to a faulty Raycast operation in the navigation system. (UUM-28701)
  • Android: Fixed frame debugger crash when using mono scripting on Android. (UUM-14632)
  • Android: Implement Android permission request callbacks in Game Activity. (UUM-17231)
  • First seen in 2023.1.0a14.
  • Asset Bundles: Added error message when loading bundle without typetrees in the Editor. (UUM-660)
  • First seen in 2023.1.0a1.
  • Build Pipeline: Fixed Player Build fails until scrolling "Scenes In Build" in Build Settings (many deleted scenes). (UUM-1205)
  • Build System: Fixed unity_license.json CopyFiles build failures. (UUM-28889)
  • Editor: Custom InspectorElement losing its Editor instance when the main inspector selection changes. (UUM-27882)
  • Editor: Drag and Drop to parent folder when parent contains child folder with the same name. (UUM-11707)
  • Editor: Ensure long title do not clip the scene icon in the Scene Template Dialog. (UUM-25511)
  • First seen in 2023.1.0b2.
  • Editor: Ensure the description field in Scene template dialog has the scrollview. (UUM-25425)
  • Editor: Ensure to not show the action kebab menu if in picker mode. (UUM-25013)
  • First seen in 2023.1.0b1.
  • Editor: Fixed an issue that the types derived from type with CustomPreview now have a custom preview. (UUM-9543)
  • First seen in 2023.1.0a10.
  • Editor: Fixed copy/paste using keyboard for Transform rotation and scale in Inspector window. (UUM-21702)
  • Editor: Fixed domain reload dialog spawning on top of code editor while Unity editor is out of focus. (UUM-8328)
  • First seen in 2023.1.0a1.
  • Editor: Fixed EditorWindowTitle which needed to be initialized explicitly through a call to EditorWindow.GetLocalizedContent. Now it is called automatically. (UUM-27557)
  • Editor: Fixed ellipsis in Label column for Search Table. (UUM-25147)
  • First seen in 2023.1.0b1.
  • Editor: Fixed EnumField not updating the value label when calling Init and the value was the same. (UUM-28904)
  • Editor: Fixed EnumField updating the label when calling SetValueWithoutNotify and the value had not changed. (UUM-28904)
  • Editor: Fixed filtering result is not removed and folder contents shown when using "Frame Selected" or its shortcut "F" in the Project window. (UUM-31369)
  • Editor: Fixed issue where scripted importer override could cause infinite import. (UUM-26859)
  • Editor: Fixed occasional Editor crash in batch mode. (UUM-22301)
  • First seen in 2023.1.0a24.
  • Editor: Fixed osx dedicated server using wrong plugin folder, preventing the server to load plugins and burst generated dlls. (MTT-5657)
  • Editor: Fixed recursive layout failure while displaying a SearchQueryAsset in the Search Window Inspector. (UUM-26720)
  • First seen in 2023.1.0b3.
  • Editor: Fixed styling of extra button action bar. (UUM-26518)
  • First seen in 2023.1.0b3.
  • Editor: Fixed styling on the scene template help button. (UUM-27122)
  • First seen in 2023.1.0b4.
  • Editor: Fixed that when using Entities that some type of gizmos for components in subscenes were not rendered in the Scene view. (UUM-26723)
  • Editor: InvalidOperationException when adding or removing components with the inspector in debug mode. (UUM-21869)
  • Editor: Listen to additive scene be added or removed and update the SceneProvider accordingly. (UUM-25053)
  • Editor: Objects now keep their non-serializable state when reloaded. (UUM-7785)
  • Editor: Only show local context providers when not in Global Search Window because it is not possible to remove the last provider from a SearchWindow. (DOTSE-2000)
  • Editor: Save Query dropdown button works properly after uitk framework event refactor. (UUM-30191)
  • First seen in 2023.2.0a6.
  • Editor: The order of the Sprites is changed in the drop-down asset creation menu. (UUM-12509)
  • GI: Fixed heap corruption error caused by Enlighten in debug Player builds. (UUM-20399)
  • First seen in 2023.1.0a22.
  • Graphics: When window is not ready at engine boot, swapchain creation could fail resulting in a crash.
  • This change makes it so we use the offscreen swapchain while loading finishes and we can create a real swapchain.
  • HDRP: Fixed exception on first frame when using water scripting interactions. (UUM-28748)
  • First seen in 2023.1.0b5.
  • IMGUI: Fixed an issue with text used in Gizmos. It now has the correct size, position and clipping. (UUM-28063)
  • First seen in 2023.1.0b3.
  • Mono: Removed !sig->is_inflated assert from icall wrapper generator. (UUM-27888)
  • Mono: Removed throw from attribute setters generated by profile stubber. (UUM-18689)
  • Package Manager: Fixed all delayed fields when editing a package in the inspector. (UUM-19658)
  • Physics 2D: Ensure that enabling a 2D Trigger Collider component via script, correctly produces trigger callbacks. (UUM-31874)
  • Shadergraph: Fixed issue where custom interpolator previews would provide erroneous results when connecting through a reroute node.
  • Shadergraph: Fixed issue where reroute node would sometimes show the wrong color for its appropriate inputs.
  • Shadergraph: Fixed issue where subgraph gradient blackboard properties could have naming conflicts with parent graphs.
  • Shadergraph: Fixed issue where the Gradient Noise Node was causing implicit truncation warnings.
  • Shadergraph: Fixed issue where the view position of the graph editor would sometimes be forgotten when swapping between two open shadergraph editor windows.
  • Shaders: "Invalid pass index" error will no longer appear while a variant is compiling. (UUM-29549)
  • Shaders: Added a profiler marker for dynamic variant loading. (UUM-31878)
  • Shaders: Added macros for passing textures (Cube, 2DArray, CubeArray) around without samplers. (UUM-31858)
  • Shaders: Fixed a rare crash when destroying shaders. (UUM-27361)
  • Shaders: Fixed material copy-paste breaking the material by adding a CopyMatchingPropertiesFromMaterial. (UUM-22634)
  • Shaders: Now using real pass names when compiling shaders for mesh data optimisation. (UUM-15298)
  • Shaders: Shader compilation with debug symbols will no longer use a non-existent file name. (UUM-31851)
  • UI: Allow UI vertex shader to be in Gamma color space even the PlayerSetting is in Linear color space. (UUM-12666)
  • UI Toolkit: Added or removing components with the inspector in debug mode. (UUM-18854)
  • UI Toolkit: Disabled foldout elements not being interactable in the inspector. (UUM-25372)
  • First seen in 2023.2.0a1.
  • UI Toolkit: Fixed an issue that Exceptions are being thrown when entering play mode with the inspector in debug mode. (UUM-22475)
  • First seen in 2023.1.0a24.
  • UI Toolkit: Fixed an issue that it is not possible to change a script field with the inspector in debug mode. (UUM-14069)
  • UI Toolkit: Fixed an issue that renaming a prefab with the inspector in debug mode causes a lot of Exceptions. (UUM-7218)
  • UI Toolkit: Fixed clicking on a selectable label in a list not changing selection. (UUM-28633)
  • UI Toolkit: Private fields disappearing when entering play mode with the inspector in debug mode. (UUM-20170)
  • Version Control: Fixed blurry icons in the Unity Version Control window and toolbar button
  • Fixed Pending Changes tab not always opening its selected item's location in Project window
  • Fixed "Checked-out (changed)" status icon not showing up on Pending Changes tab
  • Fixed issue that prevented new packages from being installed unless user enters play mode.
  • VFX Graph: Fixed crash when removing VFXRenderer from a disabled gameobject. (UUM-16391)
  • New 2023.1.0b12 Package Changes since 2023.1.0b11:
  • Packages updated:
  • com.unity.adaptiveperformance: 5.0.0-pre.4 → 5.0.0
  • com.unity.adaptiveperformance.google.android: 1.0.0-pre.4 → 1.0.0
  • com.unity.adaptiveperformance.samsung.android: 5.0.0-pre.2 → 5.0.0
  • com.unity.collab-proxy: 2.0.1 → 2.0.3
  • com.unity.render-pipelines.core: 15.0.4 → 15.0.5
  • com.unity.render-pipelines.high-definition: 15.0.4 → 15.0.5
  • com.unity.render-pipelines.high-definition-config: 15.0.4 → 15.0.5
  • com.unity.render-pipelines.universal: 15.0.4 → 15.0.5
  • com.unity.services.qos: 1.1.0 → 1.2.0
  • com.unity.shadergraph: 15.0.4 → 15.0.5
  • com.unity.visualeffectgraph: 15.0.4 → 15.0.5
  • com.unity.netcode.gameobjects: 1.2.0 → 1.3.1

New in Unity 2022.2.14 (Apr 12, 2023)

  • Improvements:
  • Animation: Reduced the cost of building muscle clips, which among other things speeds up Animator.Awake.
  • Animation: Reduced the number of GC allocations when calling Animator.GetParameter(int index) and generally made it faster.
  • Burst: Added support for ChromeOS
  • Burst: Windows/ARM64 targeting support.
  • Editor: Animation Events are now organized into sub-menus in the inspector.
  • Editor: Reduced cost of outline rendering, which improves the frame rate of the editor when many objects are selected.
  • GI: Added hotkeys for opening the lighting window and performing bakes. These are Ctrl+9 and Ctrl+Shift+L respectively.
  • iOS: "Thread Performance Checker" is now disabled by default in a generated xcode project.
  • Kernel: Performance in heavily run code paths for NativeArray, UnsafeUtility, and AtomicSafetyHandle improved through inlining.
  • Scripting: Switched some path sorting during compilation from an invariant culture compare to an ordinal compare, speeding up C# compilation when scripts are changed.
  • Shaders: Reduced the time spent in the asset post processing code for shader assets, which speeds-up the import of shaders.
  • UI Toolkit: Added missing keyboard navigation support for left and right keys in TreeView.
  • VFX Graph: Greatly reduced the import cost of VFX Graph objects, especially when importing many at once.
  • API Changes:
  • Animation: Added: AnimationCurve: ClearKeys and CopyFromAPI. (UUM-20456, UUM-20458)
  • Changes:
  • Burst: Changed Burst Inspector input handling so that arrow-keys can be used to select in search boxes.
  • Burst: Made Burst Inspector's target job load asynchronous.
  • Serialization: Big-endian serialized files will now be automatically rewritten to little-endian in the editor, as Unity 2023.2 will drop support for reading such files.
  • Fixes:
  • 2D: Fixed case where Sprite is not being masked when using SpriteShape. (UUM-26584)
  • 2D: Fixed truncation of path for saving Tile assets when ending is not a file. (UUM-29490)
  • Android: Enabled the unlock image to be set on each lock rather than only on the first. (UUM-21954)
  • Android: Fixed an issue where the Accelerometer values are not updated when the ASENSOR_TYPE_LINEAR_ACCELERATION sensor is disabled on certain Samsung devices. (UUM-20754)
  • Animation: Default values for animation curve parameters on Volume Components where being shared with current interpolated value on the volume stack. (UUM-20456, UUM-20458)
  • Audio: Fixed corrupt audio playing for the first time in the first launch, when audio mixer is assigned at runtime. (UUM-19696)
  • Burst: Burst managed breakpoints might fail to work, after a domain reload.
  • Burst: Domain completed stall when switching between debug/release scripting modes when burst compilation is needed for items in the new domain.
  • Burst: Fixed "An item with the same key has already been added" compiler error that could occur when duplicate field names were present in obfuscated assemblies.
  • Burst: Fixed "An item with the same key has already been added" hashing error that could occur if obfuscators changed nested type names to have the same name and different namespaces.
  • Burst: Fixed "Failed to find entry-points: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly" error that was displayed when Burst tried to compile an assembly that had C# compilation errors.
  • Burst: Fixed a BadImageFormatException error that could occur in some player builds.
  • Burst: Fixed Burst compilation error relating to UnityEngine.Assertions.Assert.Fail when doing player builds with high stripping settings.
  • Burst: Fixed code-gen issue where side-effects before a conditional throw would be ignored.
  • Burst: Fixed inaccurate stacktraces when throwing an exception from Burst in specific cases.
  • Burst: Fixed incorrect codegen when having multiple try-finally blocks inside another try-finally block (for example from foreach loops).
  • Burst: Fixed incorrect pdb path for AoT dll libraries.
  • Burst: Fixed line highlight and register highlight not clearing when Burst Inspector settings change.
  • Burst: Fixed possible deadlock when compiling after domain reload.
  • Burst: Fixed that some changes made to versioned assemblies wouldn't get picked up and compiled by Burst.
  • Burst: Fixed MethodDecoderException when trying to call CompileFunctionPointer on a nested static method.
  • Burst: Neon intrinsics: fixed default target CPU for Arm Mac Standalone builds.
  • Core: Enabled JobsUtility.ThreadIndex and JobsUtility.ThreadIndexCount to now be used in Burst compiled static constructors. Previously, their use would result in a "BC1091: External and internal calls are not allowed inside static constructors" error. (UUM-31459)
  • DX12: Fixed for samplers resetting to point on streaming texture mips. (UUM-27504)
  • Editor: Fixed a bug with animation preview. (UUM-27517)
  • Editor: Fixed a situation where opening a regular window after an auxiliary window can cause a crash if the window closes. (UUM-29982)
  • Editor: Fixed EnumField not updating the value label when calling Init and the value was the same.
  • Fixed EnumField updating the label when calling SetValueWithoutNotify and the value had not changed. (UUM-28904)
  • Editor: Fixed freeform light tessellation for Light2D. (UUM-9674)
  • Editor: Fixed issue where -nographics command line argument was not being forwarded to the Asset Import Workers. (UUM-29722)
  • Editor: Fixed multiple mouse click event reported in imgui. (UUM-30742)
  • Editor: Fixed shortcut profile delete dialog message overflow in Shortcut Manager. (UUM-28294)
  • Editor: Improved the formatting for the context column in Shortcut Manager. (UUM-28692)
  • Entities Graphics: Fixed Custom passes when using the BatchRendererGroup. (UUM-30471)
  • GI: Fixed an issue where scene debug visualization modes would look broken when baking multiple scenes together. (UUM-17494)
  • GI: Fixed an issue with Light Explorer filtering when many lights are present. (UUM-30672)
  • Graphics: Fixed blitting from RenderTexture.active to another RenderTexture with a shader sampling a texture at specific UV values causing visual artifacts. (UUM-7994)
  • Graphics: Fixed for problem with reflecton probe normalization data being invalid. (UUM-28054)
  • Graphics: Removed the deprecation of SceneRenderPipeline and limited its behaviour until a replacement is proposed. (UUM-11126)
  • IL2CPP: Corrected the clipped output from System.Diagnostics.Debug.WriteLine(). (UUM-26431)
  • IL2CPP: Fixed a bug where IL2CPP returns an invalid pointer on P/Invoke methods that returns a non-blittable struct by reference. (UUM-20790)
  • IL2CPP: Fixed a bug where referenced assets are unloaded by Resources.UnloadUnusedAssets(). (UUM-26883)
  • IL2CPP: Fixed a C++ compilation error when assigning to a ref parameter in shared generic code with constraints. (UUM-28821)
  • IL2CPP: Fixed a C++ compilation error when structs had static fields with circular type references. (UUM-16351)
  • IL2CPP: Fixed an intermittent crash on POSIX platforms which can happen when Directory.GetFiles is called while files in that directory are deleted on a different thread. (UUM-29790)
  • IL2CPP: Improved the stability of generated field names. (UUM-23162)
  • IL2CPP: Marshalled a null value in a delegate field as a null delegate. (UUM-29202)
  • Kernel: Added additional logging when deallocating temp memory that is older than permitted lifetime. (UUM-23100)
  • License: Fixed an issue where the Editor quits when activating ULF license and the license already exists. (UUM-31031)
  • Mono: Removed throw from attribute setters generated by profile stubber. (UUM-18689)
  • Mono: Removed !sig->is_inflated assert from icall wrapper generator. (UUM-27888)
  • Package: - Android SDK Level 33 (Tiramisu) support now available.
  • Added necessary post notification permission to manifest.
  • Package will now ask for permission during initialization if required.
  • External Dependency Manager for Unity (EDM4U) and Mobile Dependency Resolver (MDR) support now available. When either is installed:
  • A new PushSDKDependencies.xml file is generated for them to use.
  • InsertPushNotificationDependenciesIntoGradleScript will not run to prevent duplication from gradle.
  • Fixed errors appearing in the Editor Play Mode due to platform specific classes instantiating.
  • Package Manager: Fixed all delayed fields when editing a package in the inspector. (UUM-19658)
  • Shadergraph: Addressed error feedback on import of graphs with invalid or missing targets, allowing them to be modified and saved. [SGB-166][SGB-167]
  • Shadergraph: Addressed issue where duplicate serialized blackboard category children would in subgraphs would brick the ShaderGraph editor. [SGB-378]
  • Shadergraph: Addressed issue where missing targets were not handled on import. [SGB-1]
  • Shadergraph: Addressed various issues with the Swizzle node. [SGB-159]
  • Shadergraph: Fixed issue where custom interpolator previews would provide erroneous results when connecting through a reroute node. [SGB-89]
  • Shadergraph: Fixed issue where reroute node would sometimes show the wrong color for its appropriate inputs. [SGB-17]
  • Shadergraph: Fixed issue where subgraph gradient blackboard properties could have naming conflicts with parent graphs. [SGB-310]
  • Shadergraph: Fixed issue where the Gradient Noise Node was causing implicit truncation warnings. [SGB-469]
  • Shadergraph: Fixed issue where the view position of the graph editor would sometimes be forgotten when swapping between two open shadergraph editor windows. [SGB-377]
  • SRP Core: Fixed Decal Projector Editor fields so they are now saved when editing a prefab. (UUM-29105)
  • SRP Core: Revert Property for animation curves on Volume Components (UUM-20456, UUM-20458)
  • UI Toolkit: Added missing support for TreeView reordering, including depth reordering, expansion when hovering an expandable item, and sibling drop marker. (UUM-3683)
  • UI Toolkit: Fixed element becoming invisible after a reorder in an animated ListView. (UUM-21272)
  • UI Toolkit: Fixed items going slightly out of bounds in ListViews. (UUM-28519)
  • UI Toolkit: Fixed items in animated lists sometimes disappearing. (UUM-25833)
  • UI Toolkit: Fixed NullReferenceException followed by ArgumentException when removing an element from its panel during a style transition. (UUM-22564)
  • UI Toolkit: Fixed the reported TreeView state after a reorder operation. (UUM-3478)
  • UI Toolkit: Fixed the sound on Mac when navigating collection views with keyboard. (UUM-26264)
  • VFX Graph: Exposure weight slider was not hidden when a shadergraph was assigned to an output context. (UUM-4753)
  • VFX Graph: Fixed errors in the console when undoing changes from gizmo in some specific conditions. (UUM-21929)
  • VFX Graph: The VFX component inspector had an unpaired EditorGUI.BeginChangeCheck that was breaking the state of GUI.changed (UUM-15919)
  • Video: Disabled replacement operator new/delete for Android so it no longer causes a crash with VideoPlayer. (UUM-21724)
  • Video: Improved Variable Frame Rate support for Apple platforms. (UUM-21455)
  • Package changes in 2022.2.14f1:
  • Packages updated:
  • com.unity.2d.animation: 9.0.1 → 9.0.2
  • com.unity.2d.spriteshape: 9.0.1 → 9.0.2
  • com.unity.2d.tilemap.extras: 3.0.3 → 3.1.0
  • com.unity.burst: 1.8.3 → 1.8.4
  • com.unity.inputsystem: 1.5.0 → 1.5.1
  • com.unity.render-pipelines.core: 14.0.6 → 14.0.7
  • com.unity.render-pipelines.high-definition: 14.0.6 → 14.0.7
  • com.unity.render-pipelines.high-definition-config: 14.0.6 → 14.0.7
  • com.unity.render-pipelines.universal: 14.0.6 → 14.0.7
  • com.unity.services.qos: 1.1.0 → 1.2.0
  • com.unity.shadergraph: 14.0.6 → 14.0.7
  • com.unity.splines: 2.1.0 → 2.2.0
  • com.unity.visualeffectgraph: 14.0.6 → 14.0.7
  • com.unity.xr.arcore: 5.0.4 → 5.0.5
  • com.unity.xr.arfoundation: 5.0.4 → 5.0.5
  • com.unity.xr.arkit: 5.0.4 → 5.0.5
  • com.unity.xr.oculus: 3.2.3 → 3.3.0

New in Unity 2023.1.0 Beta 11 (Apr 10, 2023)

  • Improvements:
  • 2D: Added icons to the Clipboard and Brush Pick overlays for Tile Palette when the overlays are collapsed. (UUM-29771)
  • First seen in 2023.1.0b8.
  • Animation: Reduced the cost of building muscle clips, which among other things speeds up Animator.Awake.
  • Burst: Added support for ChromeOS in Unity versions 2020.3 and 2019.4.
  • Burst: Windows/ARM64 targeting support.
  • Editor: Reduced cost of outline rendering, which improves the frame rate of the editor when many objects are selected.
  • Kernel: Performance in heavily run code paths for NativeArray, UnsafeUtility, and AtomicSafetyHandle improved through inlining.
  • Scripting: Switched some path sorting during compilation from an invariant culture compare to an ordinal compare, speeding up C# compilation when scripts are changed.
  • Shaders: Added support on Metal for vprog having void return type.
  • Shaders: Reduced the time spent in the asset post processing code for shader assets, which speeds-up the import of shaders.
  • UI Toolkit: Added missing keyboard navigation support for left and right keys in TreeView.
  • Changes:
  • Burst: Changed Burst Inspector input handling so that arrow-keys can be used to select in search boxes.
  • Burst: Made Burst Inspector's target job load asynchronous.
  • Fixes:
  • 2D: Fixed a cyclic dependency error when dragging a Palette Prefab to be saved under the same Palette Prefab. (UUM-29540)
  • First seen in 2023.1.0b7.
  • 2D: Fixed graphical glitch in the Brush Picks overlay when the Tile Palette window is changed from a dockable to floating window. (UUM-29537)
  • First seen in 2023.1.0b7.
  • 2D: Fixed truncation of path for saving Tile assets when ending is not a file. (UUM-29490)
  • 2D: Updated Brush Pick button to use the correct icon.
  • Android: Fixed an issue where the Accelerometer values are not updated when the ASENSOR_TYPE_LINEAR_ACCELERATION sensor is disabled on certain Samsung devices. (UUM-20754)
  • Android: Fixed gradle build on Mac when it's placed in folder "Project (1)", was happening when Optimized Frame Pacing or GameActivity is enabled. (UUM-25255)
  • First seen in 2023.1.0.
  • Audio: Fixed the corrupt audio playing for the first time in the first launch, when audio mixer is assigned at runtime. (UUM-19696)
  • Burst: Domain completed stall when switching between debug/release scripting modes when burst compilation is needed for items in the new domain.
  • Burst: Fixed "An item with the same key has already been added" compiler error that could occur when duplicate field names were present in obfuscated assemblies.
  • Burst: Fixed "An item with the same key has already been added" hashing error that could occur if obfuscators changed nested type names to have the same name and different namespaces.
  • Burst: Fixed "Failed to find entry-points: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly" error that was displayed when Burst tried to compile an assembly that had C# compilation errors.
  • Burst: Fixed a BadImageFormatException error that could occur in some player builds.
  • Burst: Fixed an issue that Burst managed breakpoints might fail to work, after a domain reload.
  • Burst: Fixed Burst compilation error relating to UnityEngine.Assertions.Assert.Fail when doing player builds with high stripping settings.
  • Burst: Fixed code-gen issue where side-effects before a conditional throw would be ignored.
  • Burst: Fixed inaccurate stacktraces when throwing an exception from Burst in specific cases.
  • Burst: Fixed incorrect codegen when having multiple try-finally blocks inside another try-finally block (for example from foreach loops).
  • Burst: Fixed incorrect pdb path for AoT dll libraries.
  • Burst: Fixed line highlight and register highlight not clearing when Burst Inspector settings change.
  • Burst: Fixed possible deadlock when compiling after domain reload.
  • Burst: Fixed that some changes made to versioned assemblies wouldn't get picked up and compiled by Burst.
  • Burst: Fixed MethodDecoderException when trying to call CompileFunctionPointer on a nested static method.
  • Burst: Neon intrinsics: fixed default target CPU for Arm Mac Standalone builds.
  • Burst: Removed burst debug domain reload in favour of a different method of informing the debugger clients, which is faster and no longer prone to dangling pointers. (UUM-26740)
  • Core: JobsUtility.ThreadIndex and JobsUtilitly.ThreadIndexCount may now be used in burst compiled static constructors. Previously use would result in "BC1091: External and internal calls are not allowed inside static constructors". (UUM-31459)
  • Editor: Applied better formatting to context column in Shortcut Manager. (UUM-28692)
  • First seen in 2023.2.0a5.
  • Editor: Fixed an animation preview bug. (UUM-27517)
  • Editor: Fixed an issue that the Linux editor progress bar is not shown on domain reload. (UUM-27077)
  • First seen in 2023.1.0b3.
  • Editor: Fixed Gradle file search when looking for Play library dependencies on 2023.1 to use RegEx, which identifies dependencies included with both double or single quotes. (UUM-29110)
  • Editor: Fixed Highlighter text in project browser when clicking on an object field. (UUM-29709)
  • First seen in 2023.1.0b7.
  • Editor: Fixed issue where -nographics command line argument was not being forwarded to the Asset Import Workers. (UUM-29722)
  • Editor: Fixed project browser text being misaligned. (UUM-26789)
  • First seen in 2023.1.0b4.
  • Editor: Fixed shortcut profile delete dialog message overflow in Shortcut Manager. (UUM-28294)
  • Editor: Fixed Timeline performance problem when previewing animated prefab instances. (UUM-28636)
  • Editor: Improved Text performance for both IMGUI and UITK. (UUM-26990)
  • First seen in 2023.1.0b3.
  • GI: Fixed editor crash when baking a scene with an invalid mesh. (UUM-30786)
  • First seen in 2023.1.0b9.
  • GI: Fixed issue with Light Explorer filtering when many lights are present. (UUM-30672)
  • IMGUI: Fixed the horizontal scrolling of the IMGUI text fields when the string exceeds the width. (UUM-29597)
  • First seen in 2023.1.0b8.
  • Kernel: Added additional logging when deallocating temp memory that is older than permitted lifetime. (UUM-23100)
  • License: Fixed an issue that the Editor quits when activating ULF license and license is already there. (UUM-31031)
  • Package: - Android SDK Level 33 (Tiramisu) support now available.
  • Added necessary post notification permission to manifest.
  • Package will now ask for permission during initialization if required.
  • External Dependency Manager for Unity (EDM4U) and Mobile Dependency Resolver (MDR) support now available. When either is installed:
  • A new PushSDKDependencies.xml file is generated for them to use.
  • InsertPushNotificationDependenciesIntoGradleScript will not run to prevent duplication from gradle.
  • Fixed errors appearing in the Editor Play Mode due to platform specific classes instantiating.
  • Shadergraph: Addressed error feedback on import of graphs with invalid or missing targets, allowing them to be modified and saved.
  • Shadergraph: Addressed issue where duplicate serialized blackboard category children would in subgraphs would brick the ShaderGraph editor.
  • Shadergraph: Addressed issue where missing targets were not handled on import.
  • Shadergraph: Addressed various issues with the Swizzle node.
  • Shadergraph: Fixed issue where custom mesh selector for master preview would fail to initialize.
  • Shadergraph: Fixed issue where node searcher would fail to populate when shadergraph was undocked after domain reload.
  • Shadergraph: Fixed issue where nodes with dynamic vectors would not correctly cache properties for previews.
  • SRP Core: Fixed Decal Projector Editor fields not being saved when editing a prefab. (UUM-29105)
  • TextCore: Fixed Editor LineBreakingRules. (UUM-12413)
  • TextCore: Fixed glyph rendering in FontAsset inspector. (UUM-20325)
  • TextCore: Fixed keyNotFoundException occurs when selecting entry in diacritical mark tables. (UUM-20342)
  • TextCore: Fixed ZWSP character with monospace font and tag. (UUM-21144)
  • TextCore: FontAsset.HasCharacter now supports UTF32. (UUM-22663)
  • UI Toolkit: Added missing support for TreeView reordering, including depth reordering, expansion when hovering an expandable item, sibling drop marker. (UUM-3683)
  • UI Toolkit: Fixed element becoming invisible after a reorder in an animated ListView. (UUM-21272)
  • UI Toolkit: Fixed items going slightly out of bounds in ListViews. (UUM-28519)
  • UI Toolkit: Fixed items in animated lists sometimes disappearing. (UUM-25833)
  • UI Toolkit: Fixed Placeholder does not refresh issue. (UUM-21819)
  • First seen in 2023.1.0a23.
  • UI Toolkit: Fixed sound on mac when navigating collection views with keyboard. (UUM-26264)
  • UI Toolkit: Fixed the reported TreeView state after a reorder operation. (UUM-3478)
  • UI Toolkit: Text effects are no longer contained by the bonds of each letter. (UUM-9524)
  • Universal RP: Fixed an issue causing Dynamic Resolution to be disabled during URP rendering. (UUM-18852)
  • URP: 2D - Fixed NullReferenceException is thrown when opening Light Explorer with 2D Lights. (UUM-19576)
  • First seen in 2023.1.0a20.
  • URP: 2D - Fixed uninitialized SpriteProps in CanvasRenderer. (UUM-18389)
  • First seen in 2023.1.0a16.
  • URP: Fixed profiling code causing 2-3ms of overhead on URP. (UUM-30143)
  • First seen in 2023.1.0b1.
  • VFX Graph: Fixed an issue that the Exposure weight slider was not hidden when a shadergraph was assigned to an output context. (UUM-4753)
  • First seen in 2023.1.0a6.
  • VFX Graph: Fixed range was not applied in UI when setting up a value out of allowed range. (UUM-20616)
  • Video: Improved Variable Frame Rate support for Apple platforms. (UUM-21455)
  • New 2023.1.0b11 Package Changes since 2023.1.0b10:
  • Packages updated:
  • com.unity.burst: 1.8.3 → 1.8.4
  • com.unity.inputsystem: 1.5.0 → 1.5.1
  • com.unity.splines: 2.1.0 → 2.2.0
  • com.unity.transport: 1.3.1 → 1.3.3

New in Unity 2022.2.13 (Apr 6, 2023)

  • Features:
  • Graphics: Added BatchCullingContext.cullingFlags to specify whether lightmapped shadow casters should be culled for this view.
  • Improvements:
  • Apple TV: TvOS now uses launch screen storyboard.
  • iOS: IOS/tvOS launch screen now is shown only by OS, and is not shown again by Unity itself.
  • Player: Added -native-leak-detection command line argument to Unity Editor and standalone players. can be Disabled, Enabled, or EnabledWithStackTrace. Stack Traces are only available in the Unity Editor and development builds.
  • API Changes:
  • Core: Added: JobsUtility.ThreadIndexCount returns the maximum number of job workers that can work on a job at the same time. The job system will create a number of job worker threads that will be no greater than the number of logical CPU cores for the platform. However, since arbitrary threads can execute jobs via work stealing we allocate extra workers which act as temporary job worker threads. JobsUtility.ThreadIndexCount reflects the maximum number of job worker threads
  • plus temporary workers the job system will ever use. As such, this value is useful for allocating buffers which should be subdivided evenly between job workers since JobsUtility.ThreadIndex and NativeSetThreadIndexAttribute will never return a value greater than JobsUtility.ThreadIndexCount. (UUM-29945)
  • Core: Added: JobsUtility.ThreadIndex returns the index for the current thread when executing a job, otherwise 0. When multiple threads are working on a parallel job at once, no two threads will have the same index. The range is [0, JobsUtility.ThreadIndexCount). The value returned when called from within a job is the same as the one stored in a job member decorated with Unity.Collections.LowLevel.Unsafe.NativeSetThreadIndexAttribute, otherwise 0. (UUM-29945)
  • Editor: Added: GetSampleMetadataAsSpan to RawFrameDataView.
  • Changes:
  • Kernel: Made NativeArray.Dispose consistent when disposing uninitialized container.
  • Version Control: Updated branding from "Plastic SCM" to "Unity Version Control"
  • Improved offline experience by disabling the plugin when there is no internet connection.
  • Fixes:
  • 2D: Fixed a crash when a user loads a Tilemap with a TilemapCollider2D and CompositeCollider2D with an invalid Sprite. (UUM-29132)
  • Android: Fixed a frame debugger crash when using mono scripting on Android. (UUM-14632)
  • Animation: Fixed an issue where unexpected MonoBehaviors would remain on the GameObject in a preview scene. (UUM-21605)
  • Asset Pipeline: Removed use of auto keyword in LMDB library. (UUM-29394)
  • Core: CullResults.ComputeSpotShadowMatricesAndCullingPrimitives will now output culling planes derived from the projection matrix.
  • DX12: Fixed a crash due to copying sampler descriptors. (UUM-29343)
  • Editor: Detect asset corruption before uploading to accelerator. (UUM-26502)
  • Editor: Enabled Gradle file search to use RegEx when looking for Play library dependencies, which identifies dependencies included with both double or single quotes. (UUM-29110)
  • Editor: Fixed an issue with animators where the root bone would be reset for humanoid in edge cases with the pose playable. (UUM-26509)
  • Editor: Fixed handling msaa resolve in Frame Debugger when connected to Meta Quest over display link. (UUM-1552)
  • Editor: Fixed jumping of intensity slider values in Color Picker HDR. (UUM-27978)
  • Editor: Fixed ReorderableList element culling when drawing with GUI rotation or scaling applied. (UUM-10761)
  • Editor: Fixed Vulkan shaders that use shadow map 2D array textures. (UUM-17756)
  • Editor: Leak Detection happens after all DomainUnload events are handled. This reduces the number of false-positive leaks detected if memory is disposed in a DomainUnload event handler. (UUM-29342)
  • Editor: Preferences>Jobs>Leak Detection Level setting will reset from Enabled With Stack Trace to Enabled when the Unity Editor is restarted. The setting will persist across domain reloads. The level can be set programmatically using UnsafeUtility.SetLeakDetectionMode. (UUM-29340)
  • Editor: Removed an unnecessary cbuffer in DOTS_INSTANCING_ON variant. (UUM-26107)
  • Editor: The color picker can now select the proper color on a secondary monitor on macOS. (UUM-2501)
  • GI: Fixed crash on Mac M1 when attempting to bake a reflection probe in URP. (UUM-1370)
  • Graphics: Fixed a case where GraphicsBuffer.UnlockBufferAfterWrite would take an excessively long time on D3D11. (UUM-29029)
  • Graphics: Product name will now be used as application name when creating Vulkan instance. (UUM-25486)
  • HDRP: Fixed error with water and dynamic pass culling. (UUM-26182)
  • Networking: Fixed an issue that could prevent UDP sockets from being created on Windows when TDI filters were installed.
  • Particles: Fixed crash due to access of potentially released job memory.
  • Physics 2D: Enabled a single path PolygonCollider2D to alway uses a clockwise winding internally to give consistent results when used in a CompositeCollider2D. (UUM-28561)
  • Physics 2D: Enabled both OnTriggerExit2D and OnCollisionExit2D to be called when a scene is unloaded if required. This only works when Physics2D.callbacksOnDisable is active. (UUM-28747)
  • Player: Native Leak Detection now works in Player builds. Previously it would not report upon ProcessExit. (UUM-29356)
  • Scene/Game View: Fixed the rectangle selection conflicts with scene view tools. (UUM-22218)
  • UI Toolkit: Enabled users to set the ScrollView's mouse wheel scroll size (and therefore, its speed) with the Mouse Wheel Scroll Size attribute, regardless of its vertical and horizontal page sizes. (UUM-18554)
  • UI Toolkit: Fixed caret repositioning while renaming in UI Builder. (UUM-27169)
  • UI Toolkit: Fixed error thrown when pressing the add button with a list of value types. (UUM-23208)
  • UI Toolkit: Fixed error thrown when removing elements from the middle of a list. (UUM-26290)
  • UI Toolkit: Fixed issues where overwriting makeItem failed when used with bindings and ListView wouldn't refresh when itemsSource was set last. (UUM-24689)
  • UI Toolkit: Fixed ListView's reorderable value when bound to a SerializedProperty. (UUM-27687)
  • UI Toolkit: Fixed renaming focus condition in UI Builder. (UUM-22673)
  • UI Toolkit: Fixed reordering handles styling when used with items smaller than the default height. (UUM-26773)
  • Universal RP: Fixed an issue where instantiating and destroying cameras, with Volume Update Mode set to ViaScripting, would allocate each time. (UUM-22213)
  • Universal RP: Fixed an issue where the main light shadows were incorrect if the scene and game windows were open. (UUM-9825)
  • URP: Added vertex SH option to URP rendering and fixed HL2 forward light perf regression. (UUM-26824)
  • URP: Fixed a null exception when adding a sorting layer. (UUM-29492)
  • VFX Graph: Added support for multiple subgraphs drag&drop. (UUM-15236)
  • VFX Graph: Fixed a crash when drag & dropping a vfx on another vfx with a circular dependency. (UUM-14670)
  • VFX Graph: Fixed an issue that the VFX Graph documentation link was always pointing to the latest LTS version instead of current package version. (UUM-10252)
  • VFX Graph: Fixed the VFX compute shader so it now compiles when the name of a custom attribute contains a space. (UUM-13293)
  • VFX Graph: Fixed the Dispose() method of MeshToSDFBaker leading to memory leaks. (UUM-25814)
  • WebGL: Fixed FMOD console errors when a scene is reloaded. (UUM-19241)
  • WebGL: Fixed playback of mp3 audio files loaded via UnityWebRequest on Safari. (UUM-25389)
  • Package changes in 2022.2.13f1:
  • Packages updated:
  • com.unity.addressables: 1.21.8 → 1.21.9
  • com.unity.collab-proxy: 2.0.0 → 2.0.1
  • com.unity.nuget.newtonsoft-json: 3.0.2 → 3.1.0
  • com.unity.services.cloud-diagnostics: 1.0.3 → 1.0.5
  • com.unity.purchasing: 4.6.0 → 4.7.0
  • com.unity.timeline: 1.7.3 → 1.7.4
  • com.unity.transport: 1.3.1 → 1.3.3

New in Unity 2023.1.0 Beta 10 (Mar 31, 2023)

  • Features:
  • Graphics: Added BatchCullingContext.cullingFlags to specify whether lightmapped shadow casters should be culled for this view.
  • Improvements:
  • Asset Pipeline: Prevent copying of Asset Import parameters, saving multiple seconds during a clean project import.
  • GI: Added hotkeys for opening the lighting window and performing bakes. These are Ctrl+9 and Ctrl+Shift+L respectively.
  • API Changes:
  • Animation: Added: AnimationCurve: ClearKeys and CopyFromAPI. (UUM-20456, UUM-20458)
  • Core: Added: JobsUtility.ThreadIndexCount returns the maximum number of job workers that can work on a job at the same time. The job system will create a number of job worker threads that will be no greater than the number of logical CPU cores for the platform. However, since arbitrary threads can execute jobs via work stealing we allocate extra workers which act as temporary job worker threads. JobsUtility.ThreadIndexCount reflects the maximum number of job worker threads
  • plus temporary workers the job system will ever use. As such, this value is useful for allocating buffers which should be subdivided evenly between job workers since JobsUtility.ThreadIndex and NativeSetThreadIndexAttribute will never return a value greater than JobsUtility.ThreadIndexCount. (UUM-29945)
  • Core: Added: JobsUtility.ThreadIndex returns the index for the current thread when executing a job, otherwise 0. When multiple threads are working on a parallel job at once, no two threads will have the same index. The range is [0, JobsUtility.ThreadIndexCount). The value returned when called from within a job is the same as the one stored in a job member decorated with Unity.Collections.LowLevel.Unsafe.NativeSetThreadIndexAttribute, otherwise 0. (UUM-29945)
  • Changes:
  • HDRP: Added new scenes using Water System in the HDRP Samples.
  • Kernel: Made NativeArray.Dispose consistent when disposing uninitialized container.
  • XR: Updated AR Foundation and related packages to version 5.0.5.
  • Fixes:
  • 2D: Allow users to filter Brush Picks ignoring case. (UUM-28970)
  • First seen in 2023.1.0b6.
  • 2D: Fixed crash when a user loads a Tilemap with a TilemapCollider2D and CompositeCollider2D with an invalid Sprite. (UUM-29132)
  • Android: Fixed plugin path resolving for GameActivity. (UUM-19908)
  • First seen in 2023.1.0a19.
  • Android: Unlock image set on each lock rather than only on the first. (UUM-21954)
  • Animation: Default values for animation curve parameters on Volume Components where being shared with current interpolated value on the volume stack. (UUM-20456, UUM-20458)
  • Animation: Fixed an issue where unexpected MonoBehaviours would remain on the GameObject in a preview scene. (UUM-21605)
  • Asset Bundles: Fixed issue where UnloadAllAssetBundles does not unload scene bundles. (UUM-13510)
  • Core: CullResults.ComputeSpotShadowMatricesAndCullingPrimitives will now output culling planes derived from the projection matrix.
  • DX12: Fixed a crash copying sampler descriptors. (UUM-29343)
  • Editor: Ensuring that shader global values are taken into account when deciding what to rebake. (UUM-27392)
  • Editor: Fixed an issue that GameObjects from 31st layer are now rendered when Camera.cullingMask is set to 'Everything'. (UUM-2698)
  • Editor: Fixed an issue with animators where the root bone would be reset for humanoid in edge cases with the pose playable. (UUM-26509)
  • Editor: Fixed crash when using text along with ImageOnly mode in IMGUI. (UUM-30256)
  • First seen in 2023.1.0b8.
  • Editor: Fixed handling msaa resolve in Frame Debugger when connected to Meta Quest over display link. (UUM-1552)
  • Editor: Fixed jumping of intensity slider values in Color Picker HDR. (UUM-27978)
  • Editor: Fixed rendering layers in lights' inspector. Everything is now able to be selected. (UUM-14307)
  • Editor: Fixed the camera overlay pop-up layout issues when it is collapsed in the Scene View. (UUM-24837)
  • First seen in 2023.1.0a26.
  • Editor: On deselecting a terrain, the previously selected editor tool will now get selected.
  • Editor: Removed useless cbuffer in DOTS_INSTANCING_ON shader variant. (UUM-26107)
  • Editor: The color picker can now select the proper color on a secondary monitor on macOS. (UUM-2501)
  • GI: Fixed crash on Mac M1 when attempting to bake a reflection probe in URP. (UUM-1370)
  • Graphics: Fixed a case where GraphicsBuffer.UnlockBufferAfterWrite could sometimes take a long time on D3D11. (UUM-29029)
  • Graphics: Fixed intermittent Vulkan crash in XR caused by accessing empty backbuffer. (XRQA-1060)
  • HDRP: Fixed error when having more than 64 deformers. (UUM-27183)
  • First seen in 2023.1.0b3.
  • HDRP: Fixed Refraction happening on very small distance for ocean when there's only ripples. (UUM-26886)
  • First seen in 2023.1.0b3.
  • HDRP: Fixed water caustics tiling factor causes issue when moving the camera. (UUM-26246)
  • First seen in 2023.1.0b3.
  • IMGUI: Fixed truncated text in animator window. (UUM-28930)
  • First seen in 2023.1.0b6.
  • iOS: Added cutouts for iPhone14 family. (UUM-22474)
  • iOS: Fixed memory leak when using GL.Clear in MonoBehaviour Update/LateUpdate. (UUM-8457)
  • macOS: Fixed Display.colorBuffer and Display.depthBuffer on macOS metal for main display. (UUM-18382)
  • First seen in 2023.1.0a16.
  • Particles: Fixed crash due to access of potentially released job memory.
  • Physics 2D: Ensure that a single path PolygonCollider2D always uses a clockwise winding internally to give consistent results when used in a CompositeCollider2D. (UUM-28561)
  • Physics 2D: Ensure that both OnTriggerExit2D and OnCollisionExit2D are called when a scene is unloaded if required. Only works when Physics2D.callbacksOnDisable is active. (UUM-28747)
  • Player: Fixed an issue to not keep alive non persistent Components attached to persistent GameObjects. (UUM-11111)
  • Serialization: Fixed a possible player crash when opening the player build. (UUM-21897)
  • SRP Core: Revert Property for animation curves on Volume Components. (UUM-20456, UUM-20458)
  • UI Toolkit: Fixed caret repositioning while renaming in UI Builder. (UUM-27169)
  • UI Toolkit: Fixed renaming focus condition in UI Builder. (UUM-22673)
  • UI Toolkit: ScrollView functionality is fixed with hidden elements. ScrollBar no longer appears for no reason. (UUM-21875)
  • First seen in 2023.1.0a23.
  • Universal RP: Fixed Render Targets being released each frame. (UUM-25186)
  • URP: Added vertex SH option to URP rendering and fixed HL2 forward light perf regression. (UUM-26824)
  • URP: Fixed null exception when adding a sorting layer (2D). (UUM-29492)
  • UTR: Updated UTR to 1.15.3.
  • VFX Graph: Fixed Dispose() method of MeshToSDFBaker leading to memory leaks. (UUM-25814)
  • VFX Graph: Fixed flickering shadows in URP. (UUM-525)
  • VFX Graph: Fixed issue where VFXs were not culled properly, causing flickering shadows. (UUM-14271)
  • First seen in 2023.1.0a11.
  • VFX Graph: Fixed mesh LOD flickering when using TAA. (UUM-10073)
  • VFX Graph: Fixed mismatching LOD between eyes in multi-pass VR. (UUM-6004)
  • VFX Graph: Fixed serialization issue causing a potential crash due to bounds computation. (UUM-25009)
  • First seen in 2023.1.0a25.
  • VFX Graph: Fixed some lost tooltips. (UUM-18536)
  • WebGL: Fixed FMOD console errors when a scene is reloaded. (UUM-19241)
  • WebGL: Fixed playback of mp3 audio files loaded via UnityWebRequest on Safari. (UUM-25389)
  • Windows: Fixed IME text input not being reported appropriately when users clicks away while using an IME, with the input system. The characters would be reported multiple times. (UUM-24734)
  • New 2023.1.0b10 Package Changes since 2023.1.0b9:
  • Packages updated:
  • com.unity.2d.tilemap.extras: 4.0.0-pre.3 → 4.0.0
  • com.unity.services.cloud-diagnostics: 1.0.3 → 1.0.5
  • com.unity.timeline: 1.8.1 → 1.8.2
  • com.unity.xr.arcore: 5.0.4 → 5.0.5
  • com.unity.xr.arfoundation: 5.0.4 → 5.0.5
  • com.unity.xr.arkit: 5.0.4 → 5.0.5
  • Packages added:
  • [email protected]

New in Unity 2023.1.0 Beta 9 (Mar 24, 2023)

  • Improvements:
  • IL2CPP: Il2cpp.exe runtime reduced ~20% on Windows by building with .NET NativeAOT.
  • IL2CPP: UnityLinker will now use server gc, reducing its runtime by 15%-20%.
  • IMGUI: Removed UTF16 conversion for IMGUI on the native side since we now do text generation on the managed side.
  • Player: Added -native-leak-detection command line argument to Unity Editor and standalone players. can be Disabled, Enabled, or EnabledWithStackTrace. Stack Traces are only available in the Unity Editor and development builds.
  • Changes:
  • Android: Upgraded to Android Gradle Plugin 7.3.1, Gradle 7.6 and Kotlin Gradle Plugin 1.7.22.
  • Fixes:
  • 2D: Fixed null exception when a user creates a new Tile Palette by drag and dropping an asset onto an empty Tile Palette window and cancels creating the new Tile Palette. (UUM-27809)
  • 2D: Fixed the Tile Palette repainting a position when doing a mouse drag at the same position. (UUM-27588)
  • First seen in 2023.1.0b4.
  • Android: Enabled 'AMOTION_EVENT_AXIS_TOUCH_MINOR/AMOTION_EVENT_AXIS_TOUCH_MAJOR' axes for Game Activity, fixes Input.GetTouch.radius APIs. (UUM-28698)
  • First seen in 2023.1.0b5.
  • Android: Fixed preferred install location setting not working and always setting to prefer external. (UUM-25965)
  • First seen in 2023.1.0a25.
  • Android: Fixed Templates Upgrader not resolving dependencies correctly if an element was inserted in between two existing elements.
  • Asset Bundles: Fixed issue where empty folders remain in the cache when the max storage space is exceeded. (UUM-27439)
  • Asset Pipeline: Fixed a case of Missing Script errors that could occur after leaving safe mode.
  • Asset Pipeline: Removed use of auto keyword in LMDB library. (UUM-29394)
  • DX12: Fixed for particle corrupution and flickering. (UUM-26192)
  • Editor: Detect asset corruption before uploading to accelerator. (UUM-26502)
  • Editor: Enabled Sketchup Importer on Mac ARM platforms.
  • Editor: Ensure SceneTemplate help url are versioned. (UUM-15355)
  • First seen in 2023.2.0a1.
  • Editor: Ensure Search help is properly versioned. (UUM-26675)
  • First seen in 2023.1.0b3.
  • Editor: Ensure we index asset NAME with single character. (UUM-17474)
  • First seen in 2023.1.0a15.
  • Editor: Fixed a freeze when selecting multiple assets with different Scripted Importers. (UUM-27216)
  • First seen in 2023.1.0b3.
  • Editor: Fixed a rare Editor crash when using accelerator for shader cache. (UUM-27645)
  • First seen in 2023.1.0b4.
  • Editor: Fixed an error message on mac if a badly name assets has been created. (UUM-26577)
  • First seen in 2023.1.0b3.
  • Editor: Fixed an issue to only change file status flags with chflags on OSX if the requested flags differ from actual. (UUM-26616)
  • First seen in 2023.1.0b3.
  • Editor: Fixed error when assigning a preset that has been removed (add validation for property assignation). (UUM-26279)
  • First seen in 2023.1.0b3.
  • Editor: Fixed issue when importing FBX files where memory usage grows exponentially with the amount of clips present in the file. (UUM-22047)
  • First seen in 2023.1.0a26.
  • Editor: Fixed potential GPU cbuffer out of bound read with BRG. (UUM-29505)
  • First seen in 2023.1.0b7.
  • Editor: Fixed ReorderableList element culling when drawing with GUI rotation or scaling applied. (UUM-10761)
  • Editor: Fixed some script asset type using ScriptableObject icons instead of scripts icon (Editor, StateMachineBehaviour, PlayableAssetScript). (UUM-11963)
  • First seen in 2023.1.0a6.
  • Editor: Fixed that a applying a sub managedreference override is not prevented when it is not possible (now also shows a warning dialog to the user). (UUM-23038)
  • Editor: Graphics: Undeprecate and limite SceneRenderPipeline problematic behaviour until a proper replacement is delivered. (UUM-11126)
  • First seen in 2023.1.0a16.
  • Editor: Leak Detection happens after all DomainUnload events are handled. This reduces the number of false-positive leaks detected if memory is disposed in a DomainUnload event handler. (UUM-29342)
  • Editor: Preferences>Jobs>Leak Detection Level setting will reset from Enabled With Stack Trace to Enabled when the Unity Editor is restarted. The setting will persist across domain reloads. The level can be set programmatically using UnsafeUtility.SetLeakDetectionMode. (UUM-29340)
  • Editor: Prevent depth resolve if camera doesn't have depth buffer. (UUM-22019)
  • Editor: Updated Sketchup SDK to 2023.2.
  • Graphics: Fixed color space switch not applying in Vulkan. (UUM-27939)
  • First seen in 2023.1.0b4.
  • Graphics: Light component's useBoundingSphereOverride property is getting ignored when calculating shadow influence distance.
  • This change fixes the problem and makes custom shadow matrix / light bounding box behave properly. Issue was more noticeable with box lights. (UUM-23128)
  • First seen in 2023.1.0a26.
  • Graphics: Multiple fixes on DLSS: DLSS 2.4 upgrade, tests CI, gc fixes. (UUM-6460)
  • First seen in 2023.1.0a3.
  • Graphics: Product name will now be used as application name when creating Vulkan instance. (UUM-25486)
  • HDRP: Fixed an issue that placed an upper limit on the total number of segments drawn by the High Quality Line Renderer.
  • HDRP: Fixed an issue where a user couldn't specify how much memory gets allocated for High Quality Line Rendering.
  • HDRP: Fixed and issue where High Quality Line instances were not being drawn in back to front order.
  • HDRP: Fixed error with water and dynamic pass culling. (UUM-26182)
  • HDRP: Fixed foam generator not relative to GameObject scale. (UUM-20903)
  • First seen in 2023.1.0a21.
  • HDRP: Fixed initial mask extent value for water surfaces. (UUM-20904)
  • First seen in 2023.1.0a21.
  • HDRP: Fixed lens flare wobbling caused by using jittered matrix, more visible with DLSS.
  • HDRP: Fixed OSX Support for High Quality Lines.
  • HDRP: Fixed several issues for High Quality Line Rendering that were discovered on the "Enemies" production.
  • HDRP: Fixed time determinism for water surfaces. (UUM-22814)
  • HDRP: Fixed world position offset in water CPU simulation. (UUM-21873)
  • HLSLcc: Fixed buffer size queries emitting wrong glsl function in some cases. (UUM-27270)
  • First seen in 2023.1.0b5.
  • IL2CPP: Allow non-blittable types without any reference fields to be pinned. This matches the behavior of .NET Core, and changes from the previous behavior of IL2CPP, which matched .NET Framework. (UUM-23102)
  • IL2CPP: Corrected clipped output from System.Diagnostics.Debug.WriteLine(). (UUM-26431)
  • IL2CPP: Fixed a bug where IL2CPP returns an invalid pointer on P/Invoke methods that returns a non-blittable struct by reference. (UUM-20790)
  • IL2CPP: Fixed a crash when memory profiler is enabled. (UUM-18685)
  • IL2CPP: Fixed a crash when using ConditionalWeakTable. (UUM-25411)
  • IL2CPP: Fixed a potential cpp file name collision when 2 assembly names differ only by a number at the end of their name. (UUM-27951)
  • IL2CPP: Fixed an intermittent crash in the thread pool implementation when the socket no longer exists during an HTTP request. (UUM-21671)
  • IL2CPP: Fixed C++ compilation error when assigning to a ref parameter in shared generic code with constraints. (UUM-28821)
  • IL2CPP: Fixed C++ compilation error when structs had static fields with circular type references. (UUM-16351)
  • IL2CPP: Fixed compile error when enabling bitcode for an Android build. (UUM-25113)
  • IL2CPP: Fixed I18N linker error during builds. (UUM-14481)
  • IL2CPP: Fixed incorrect custom attribute lookup on a field derived in a base class from a different assembly. (UUM-27593)
  • IL2CPP: Fixed Mac build error from multiple identically named files in the same directory during a fat build. (UUM-26386)
  • First seen in 2023.1.0b3.
  • IL2CPP: Fixed race condition when creating generic class metadata. (UUM-26516)
  • IL2CPP: Improved stability of generated field names. (UUM-23162)
  • IL2CPP: Marshal a null value in a delegate field as a null delegate. (UUM-29202)
  • IL2CPP: Reverted "Skip Metadata Initialization for Well known Types" to fix performance regression. (UUM-25793)
  • First seen in 2023.1.0b3.
  • IL2CPP: Show the name of each thread in native and third party profilers. (UUM-21136)
  • First seen in 2023.1.0a19.
  • IMGUI: Fixed IMGUI decorator height not adjusted in inspector. (UUM-28739)
  • First seen in 2023.1.0b8.
  • Linux: Fixed Linux Editor ignoring SIGTERM signal. (UUM-24705)
  • Linux: Fixed Mouse position is incorrect when playing build on a multiple monitor setup in full screen mode. (UUM-26497)
  • Mono: Fixed Mono default interface methods with protected virtual class methods. (UUM-22228)
  • Networking: Fixed an issue that could prevent UDP sockets from being created on Windows when TDI filters were installed.
  • Player: Native Leak Detection now works in Player builds. Previously it would not report upon ProcessExit. (UUM-29356)
  • Scene/Game View: Fixed a warning when adding a new Scene View tab in a 2D template project. (UUM-28978)
  • First seen in 2023.1.0b6.
  • Scene/Game View: Fixed rectangle selection conflicts with scene view tools. (UUM-22218)
  • Shaders: Fixed material keywords cleared when setting the exact same list of keywords. (UUM-27639)
  • Terrain: Fixed an issue that importing out of date terrain asset with deprecated splats will no longer cause the editor to hang/crash. (UUM-24843)
  • TLS: Cumulative TLS update:
  • Fixed invalid verification results reported in some cases when there is a TLS handshake failure.
  • Fixed an issue where opening multiple TLS connections with different lifetimes might affect the ability to produce log output after one of the first connections is closed.
  • Improved TLS errors reported by Unity Web Request.
  • uGUI: Instantiating a Selectable under a CanvasGroup sets the correct interactable state. (UUM-27611)
  • First seen in 2023.1.0b4.
  • UI Elements: Added "-unity-slice-scale" USS property to UI Builder and updated drag step for some style fields
  • Also updated dragger manipulators for the following UI Builder property inspectors (default drag step updated from 1.0px (old value) to 0.1px (new value):
  • TextShadow's Blur Radius, Offset X and Y fields
  • Slice Scale field. (UUM-15680)
  • First seen in 2023.1.0a11.
  • UI Elements: Added a new PersistentCall to a UnityEvent is added with the default value UnityEventCallState.RuntimeOnly instead of UnityEventCallState.Off. (UUM-27561)
  • First seen in 2023.1.0b5.
  • UI Elements: Fixed an issue by reverting back the selectable's conditional check for focusable. (UUM-27551)
  • First seen in 2023.1.0b4.
  • UI Toolkit: Fixed error thrown when pressing the add button with a list of value types. (UUM-23208)
  • First seen in 2023.1.0a26.
  • UI Toolkit: Fixed error thrown when removing elements from the middle of a list. (UUM-26290)
  • First seen in 2023.1.0b3.
  • UI Toolkit: Fixed issues where overwriting makeItem failed when used with bindings and ListView wouldn't refresh when itemsSource was set last. (UUM-24689)
  • First seen in 2023.1.0a25.
  • UI Toolkit: Fixed ListView's reorderable value when bound to a SerializedProperty. (UUM-27687)
  • First seen in 2023.1.0b4.
  • UI Toolkit: Fixed reordering handles styling when used with items smaller than the default height. (UUM-26773)
  • First seen in 2023.1.0b4.
  • UI Toolkit: Fixed vector API glitches at join location, and Arc() subdivisions. (UUM-27198)
  • First seen in 2023.1.0b3.
  • UI Toolkit: UI Builder: Exception is no longer thrown when the user tries to enter a negative value for the Fixed Item Height attribute of a ListView, TreeView, etc. (UUM-11324)
  • First seen in 2023.1.0a5.
  • UI Toolkit: UI Builder: Match Game View is only disabled if the canvas resize handles are dragged instead of only being clicked on. (UUM-12596)
  • First seen in 2023.1.0a6.
  • UI Toolkit: UI Builder: Users can now edit a multiline textfield's value directly in the Builder Inspector. (UUM-15988)
  • First seen in 2023.1.0a14.
  • UI Toolkit: UI Builder: Users can set the ScrollView's mouse wheel scroll size (thus its speed) with the Mouse Wheel Scroll Size attribute, regardless of its vertical and horizontal page sizes. (UUM-18554)
  • First seen in 2023.1.0a16.
  • Universal RP: Fixed an issue where instantiating and destroying cameras, with Volume Update Mode set to ViaScripting, would allocate each time. (UUM-22213)
  • Universal RP: Fixed an issue where main light shadows were incorrect if scene and game windows were open. (UUM-9825)
  • Universal RP: Fixed resource leak in URP deferred. (UUM-26626)
  • First seen in 2023.1.0a21.
  • URP: Fixed light batching with Rendergraph2D passes. (UUM-23153)
  • First seen in 2023.1.0a26.
  • VFX Graph: Corrected generates interpolator modifiers for packed structure in HDRP Shader Graph. (UUM-555)
  • VFX Graph: Fixed an exception in the console when dragging a texture asset from the project browser to a Texture field in an Output context. (UUM-25105)
  • First seen in 2023.1.0.
  • VFX Graph: Fixed an issue that the dropdown could be cropped when the text was too long. (UUM-4420)
  • VFX Graph: Fixed errors in the console when undoing changes from gizmo in some specific conditions. (UUM-21929)
  • VFX Graph: Minimized generated interpolator count with VFX Shader Graph to avoid reaching limit and improve performance. (UUM-20787)
  • VFX Graph: The VFX component inspector had an unpaired EditorGUI.BeginChangeCheck that was breaking the state of GUI.changed. (UUM-15919)
  • New 2023.1.0b9 Package Changes since 2023.1.0b8:
  • Packages updated:
  • com.unity.2d.animation: 10.0.0-pre.2 → 10.0.0
  • com.unity.2d.common: 9.0.0-pre.2 → 9.0.0
  • com.unity.2d.psdimporter: 9.0.0-pre.2 → 9.0.0
  • com.unity.2d.spriteshape: 10.0.0-pre.2 → 10.0.0
  • com.unity.2d.tilemap.extras: 4.0.0-pre.2 → 4.0.0-pre.3
  • com.unity.addressables: 1.21.8 → 1.21.9
  • com.unity.nuget.newtonsoft-json: 3.0.2 → 3.1.0
  • com.unity.purchasing: 4.5.2 → 4.7.0
  • com.unity.services.analytics: 4.3.0 → 4.4.0
  • com.unity.xr.arcore: 5.0.3 → 5.0.4
  • com.unity.xr.arfoundation: 5.0.3 → 5.0.4
  • com.unity.xr.arkit: 5.0.3 → 5.0.4
  • com.unity.xr.openxr: 1.6.0 → 1.7.0
  • com.unity.scripting.python: 7.0.0-pre.1 → 7.0.0
  • com.unity.scripting.python.windows: 1.3.0-pre.2 → 1.3.0
  • com.unity.scripting.python.macos: 1.3.0-pre.2 → 1.3.0
  • com.unity.scripting.python.linux: 1.3.0-pre.2 → 1.3.0

New in Unity 2022.2.12 (Mar 23, 2023)

  • Improvements:
  • Editor: Enabled Sketchup Importer on Mac ARM platforms.
  • Editor: Updated Sketchup SDK to 2023.2.
  • Changes:
  • Android: An error has been added to inform when project depends on the older Google Play Library version than required by Unity.
  • Android: The BundleTool version used by Unity has been upgraded to 1.11.1.
  • Android: The default minimum version of Google Play Library for Asset Delivery has been upgraded to 2.0.0 with Unity built-in support.
  • Fixes:
  • Android: Fixed PlayAssetDelivery asset packs installation on Pixel 6 devices. (UUM-17475)
  • Android: Fixed QNX changes in atomics wrapper having side effects on Android. (UUM-10852)
  • Android: Fixed the preferred install location setting so it now works and it no longer sets to preferExternal. (UUM-25965)
  • Asset Bundles: Fixed issue where empty folders remain in the cache when the max storage space is exceeded. (UUM-27439)
  • Asset Pipeline: Fixed a case of Missing Script errors that could occur after leaving safe mode.
  • Burst: Replaced the Burst debug domain reload with a different method of informing the debugger clients, which is faster and no longer prone to dangling pointers. (UUM-26740)
  • DX12: Fix for particle corrupution and flickering (UUM-26192)
  • Editor: Disabled depth resolve if the camera doesn't have a depth buffer. (UUM-22019)
  • Editor: Enabled indexing asset names with a single character. (UUM-17474)
  • Editor: Ensure that shader global values are taken into account when deciding what to rebake. (UUM-27392)
  • Editor: Fixed a freeze when selecting multiple assets with different Scripted Importers. (UUM-27216)
  • Editor: Fixed a rare Editor crash when using accelerator for shader cache. (UUM-27645)
  • Editor: Fixed an issue with Mac standalone builds where the generated Xcode project did reference .bundle plugins as a single plugin. (UUM-11278)
  • Editor: Fixed console error when assigning a long tag name to a gameobject. (UUM-15621)
  • Editor: Fixed issue when importing FBX files where memory usage grows exponentially with the amount of clips present in the file. (UUM-22047)
  • Editor: Implemented only changing the file status flags with chflags on OSX if the value of the requested flags differ from the current values. (UUM-26616)
  • Editor: Prevent creation of .meta files in loadable plugin directories (.androidlib, .bundle, .framework, .plugin). (UUM-9421)
  • Graphics: Fixed an issue where the upload format for Texture2DArrays, CubemapArrays, and Texture3Ds would not be immediately updated when the color space was changed in the Player Settings until the Editor restarted. (UUM-21305)
  • Graphics: Fixed multiple delete error of ObjectSelector. (UUM-2237)
  • Graphics: Fixed multiple issues on DLSS: DLSS 2.4 upgrade, CI tests, and GC fixes. (UUM-6460)
  • Graphics: Fixed the light component's useBoundingSphereOverride property so it is no longer ignored when calculating the shadow influence distance.
  • This change makes the custom shadow matrix and light bounding box behave properly. (UUM-23128)
  • Graphics: Fixed VSync so it now turns off when you change the quality in the Player from High Fidelity to Performant. (UUM-17522)
  • HDRP: Fixed the time determinism for water surfaces. (UUM-22814)
  • HDRP: Fixed the world position offset in water CPU simulation. (UUM-21873)
  • HLSLcc: Fixed buffer size queries emitting wrong glsl function in some cases. (UUM-27270)
  • IMGUI: Fixed IMGUI decorator height not adjusted in inspector. (UUM-28739)
  • iOS: Added cutouts for the iPhone 14 family. (UUM-22474)
  • Linux: Fixed memory corruption caused crash from libstdc++ basic_string due to symbol conflicts from different .so. (UUM-21782)
  • Linux: Fixed the Mouse position so it is now correct when playing the build on a multiple monitor setup in full screen mode. (UUM-26497)
  • Shaders: Fix material keywords cleared when setting the exact same list of keywords (UUM-27639)
  • Terrain: Importing out of date terrain asset with deprecated splats will no longer cause the editor to hang/crash. (UUM-24843)
  • TextCore: Fixed italic horizontal displacement of punctuation. (UUM-16010)
  • TLS: Cumulative TLS update.
  • Fixed invalid verification results reported in some cases when there is a TLS handshake failure.
  • Fixed an issue where opening multiple TLS connections with different lifetimes might affect the ability to produce log output after one of the first connections is closed.
  • Improved TLS errors reported by Unity Web Request.
  • uGUI: Instantiating a Selectable under a CanvasGroup now sets the correct interactable state. (UUM-27611)
  • UI: Fixed unstable test GUIViews_WhenEnteringPlayModeViaMenuCommand_RepaintBeforePlayModeStateChanged. (UUM-15736)
  • UI Elements: Added a new PersistentCall to a UnityEvent is added with the default value UnityEventCallState.RuntimeOnly instead of UnityEventCallState.Off. (UUM-27561)
  • UI Elements: Added the -unity-slice-scale USS property to UI Builder and updated the drag step for some style fields.
  • Updated the dragger manipulators from 1.0px to 0.1px for the following UI Builder property inspectors:
  • TextShadow's Blur Radius, Offset X and Y fields
  • Slice Scale field (UUM-15680)
  • UI Toolkit: Fixed vector API glitches at join location, and Arc() subdivisions. (UUM-27198)
  • URP: Fixed resource leak in URP deferred. (UUM-26626)
  • VFX Graph: Enabled correct generation of the interpolator modifiers for packed structure in HDRP Shader Graph. (UUM-555)
  • VFX Graph: Enabled minimizing the generated interpolator count with VFX Shader Graph to improve its performance and avoid reaching the limit. (UUM-20787)
  • VFX Graph: Fixed a VFX instance leak due to the asset editor not being properly destroyed. (UUM-25712)
  • VFX Graph: Fixed an unsafe deletion of VFXParticleSystem which can lead to a crash while deleting VisualEffect. (UUM-9851)
  • Windows: Fixed IME text input not being reported appropriately when users clicks away while using an IME, with the input system. The characters would be reported multiple times. (UUM-24734)
  • Package changes in 2022.2.12f1:
  • Packages updated:
  • com.unity.services.user-reporting: 2.0.4 → 2.0.6
  • com.unity.services.analytics: 4.3.0 → 4.4.0
  • com.unity.xr.arcore: 5.0.3 → 5.0.4
  • com.unity.xr.arfoundation: 5.0.3 → 5.0.4
  • com.unity.xr.arkit: 5.0.3 → 5.0.4
  • com.unity.xr.openxr: 1.6.0 → 1.7.0

New in Unity 2022.2.11 (Mar 17, 2023)

  • Features:
  • SpeedTree: HDRP/Nature/SpeedTree8.shadergraph now uses its Subsurface Map for the Transmission Mask node to remove the unintended light transmission from tree barks and twigs. This also fixes the overly bright billboard lighting which didn't quite match the 3D geometry's lighting.
  • Improvements:
  • Package Manager: Extended support for specifying optional path and revision to Git URLs in SCP format.
  • Fixes:
  • 2D: Fixed the Tile Palette repainting a position when doing a mouse drag at the same position. (UUM-27588)
  • Android: Unity will no longer wrap native crashes into java exceptions on Android, as has been the case, and will correctly forward signals to the previous handlers.
  • Core: Fixed a regression where the maximum number of job worker threads was reduced to 64 instead of 128. (UUM-25377, UUM-28400)
  • Editor: Enabled prevention of AsyncGPUReadback requests accumulation when the Editor is inactive. (UUM-19169)
  • Editor: Fixed an exception when using Renderer2D with FullScreenPassRendererFeature. (UUM-25396)
  • Graphics: Added an error message when enabling restricted keywords on a Material. (UUM-3576)
  • Graphics: Fixed a crash when loading a zero-sized Texture2D asset. (UUM-9343)
  • IL2CPP: Enabled display of the name of each thread in native and third party profilers. (UUM-21136)
  • IL2CPP: Fixed a compile error when you enable bitcode for an Android build. (UUM-25113)
  • IL2CPP: Fixed a potential .cpp file name collision when two assembly names differ only by a number at the end of their name. (UUM-27951)
  • IL2CPP: Fixed a race condition when creating generic class metadata. (UUM-26516)
  • IL2CPP: Fixed the incorrect custom attribute lookup on a field derived in a base class from a different assembly. (UUM-27593)
  • IL2CPP: Projects created prior to 2021.3 and opened in 2021.3 or newer could have their Managed Stripping Level incorrectly migrated to the new default value of Minimal when the old default of Low should have been retained. (UUM-19512)
  • Mono: Fixed a crash when using ConditionalWeakTable. (UUM-25411)
  • Package Manager: Fixed an issue where a project with a large number of git dependencies would have resolution errors with error code 429 (Too Many Requests). The number of concurrent requests is six by default, but it can be changed by setting the UPM_GIT_MAX_CONCURRENT_COMMANDS environment variable. (UUM-6049)
  • Package Manager: Fixed an issue which prevented starting UPM when a package.json file containing "type": "module" was present on any of the ancestor directories. (UUM-18512)
  • UI Toolkit: Enabled users to edit a multiline textfield's value directly in the UI Builder Inspector. (UUM-15988)
  • UI Toolkit: Fixed an exception thrown when the user tries to enter a negative value for the Fixed Item Height attribute of a ListView, TreeView, etc. (UUM-11324)
  • Universal RP: Fixed an issue where scenes were not marked dirty after changing the volume update setting on cameras. (UUM-10812)
  • Universal RP: Prevent negative color and NaN write to TAA history. (UUM-26709)
  • Video: Fixed crashes when changing the source URL on some specific devices. (UUM-29011)
  • Package changes in 2022.2.11f1:
  • Packages updated:
  • com.unity.services.core: 1.7.1 → 1.8.1
  • com.unity.xr.oculus: 3.2.2 → 3.2.3

New in Unity 2023.1.0 Beta 8 (Mar 17, 2023)

  • Features:
  • SpeedTree: HDRP/Nature/SpeedTree8.shadergraph now uses its Subsurface Map for the Transmission Mask node to remove the unintended light transmission from tree barks and twigs. This also fixes the overly bright billboard lighting which didn't quite match the 3D geometry's lighting.
  • Improvements:
  • Burst: Added a Burst AOT setting for the kind of debug information generated for player builds.
  • Burst: Added a toggle for filtering out ".Generated" jobs from the Burst Inspector target job list.
  • Burst: Added selection of line and highlight of selected line and selected lines register usage.
  • Burst: Added SIMD smell test to the Burst Inspector, highlighting ARM or x86-64 SIMD instruction differently depending on whether they work for packed or scalar inputs.
  • Burst: FunctionPointer()::Invoke usage is now checked and patched to ensure the calling convention is compatible with burst.
  • Core: Boot config option no-main-thread-job-stealing=true can be used to prevent the main thread from ever stealing job work. This option should only be used under special circumstances where very long running jobs cannot be broken down, and the main thread has a high likelihood of running long running work inadvertently.
  • Package Manager: Added analytics for action with deprecated packages or versions. (UUM-28089)
  • First seen in 2023.1.0b5.
  • Package Manager: Extended support for specifying optional path and revision to Git URLs in SCP format.
  • Changes:
  • Burst: Burst now only generates full debug information when "Native Debug Mode Compilation" and script debug information is enabled.
  • Burst: Changed burst inspector source location comments from "===" to either ";" or "#" depending on the given assembly kind.
  • Burst: Changed horizontal code focus in the Burst Inspector to only scroll when branches fill more than half the space.
  • Burst: Changed so target job list in the Burst Inspector is a fold-able/expandable tree view, instead of a simple list.
  • Burst: Improved how optimisation remarks are displayed in the "LLVM IR Optimisation Diagnostics" tab in Burst Inspector to make them more useful.
  • Package Manager: Renamed Web3 category filter in Package Manager Window for My Assets to Decentralization.
  • Fixes:
  • AI: Fixed inaccurate shape of NavMeshObstacles that prevent agents from avoiding them properly (only in Windows player non developpement builds). (UUM-9814)
  • Audio: Fixed a bug where SystemInfo.supportsAudio would return true on some platforms and false on others, when Unity Audio is disabled. We now always return false in this case. (UUM-16017)
  • First seen in 2023.2.0a1.
  • Burst: Fixed "Assertion failed on expression: "exception == SCRIPTING_NULL" errors and editor crash when the project path contained multi-byte Unicode characters.
  • Burst: Fixed "Callee/caller attribute ABI did not match!" error that could occur in certain player builds when calling an entry point that had at least one struct-by-value parameter.
  • Burst: Fixed "Plain Without Debug Information" outputting assembly with debug information.
  • Burst: Fixed a crash on 32bit cpus when an entry point with byvalue paramaters was called, when using dispatch (multiple supported cpu targets).
  • Burst: Fixed a hashing error that could occur when a struct implements a generic interface multiple times with different generic parameters.
  • Burst: Fixed a stall that could occur at Editor shutdown.
  • Burst: Fixed a BadImageFormatException error that could occur in DOTS Runtime builds.
  • Burst: Fixed an issue and Burst now updates its list of assembly paths if they change, for instance - adding packages that contain precompiled assemblies.
  • Burst: Fixed an issue that could cause function pointers to point to the wrong burst function, if a domain reload occurs and a compilation started before the reload, completes soon after.
  • Burst: Fixed an issue that Enum values cast to integers in a format string previously output the enum type name; now the integer value is correctly output.
  • Burst: Fixed an issue that the "LLVM IR Optimisation Diagnostics" tab in Burst Inspector was blank if "Native Debug Mode Compilation" was enabled.
  • Burst: Fixed an issue the definition order of overloaded methods with function pointer parameters would decide which overload was actually being used.
  • Burst: Fixed AoT linking error on Windows Link based linkers when file paths (typically user names/home folders) contain non-ASCII characters.
  • Burst: Fixed ARM vector registers not being highlighted.
  • Burst: Fixed BC1361 error when trying to compile large static readonly arrays.
  • Burst: Fixed bug in a small set of managed fallback versions of intrinsics, where the bitwise representation of float values would not be maintained.
  • Burst: Fixed Burst compilation on QNX Arm.
  • Burst: Fixed Burst Inspector sometimes throwing ArugmentOutOfRangeException when copying without color-tags from assembly that is colored.
  • Burst: Fixed burst tree view items leading to wrong job if some jobs where hidden from view by filter or similar.
  • Burst: Fixed compilation error when using CompileFunctionPointer from Burst in code compiled with Roslyn on .NET 7+.
  • Burst: Fixed compiler AccessViolationException that could occur when compiling two or more types with the same name but different source assemblies.
  • Burst: Fixed compiler crash when invoking FunctionPointers based on a generic delegate in DOTS Runtime.
  • Burst: Fixed error when calling direct call method from background thread without having previously called a BurstCompiler API from the main thread.
  • Burst: Fixed internal compiler error that occurred when creating debug metadata from certain obfuscated dlls.
  • Burst: Fixed internal compiler error when implcitly converting an array to a Span.
  • Burst: Fixed managed fallback implementation of Sse4_2.cmpestrs.
  • Burst: Fixed module verification errors when using overloaded functions as function pointers.
  • Burst: Fixed namespace collision that could occur between Unity.Burst.Cecil.dll and the com.unity.nuget.mono-cecil package.
  • Burst: Fixed player build error that could occur if the project contains an assembly whose name doesn't match the assembly filename.
  • Burst: Fixed the inspector job tree view splitting jobs, with '.' in their parameters.
  • Burst: Fixed visual artifact in Burst Inspector, where block of enhanced code was cut at the bottom.
  • Core: Fixed Transform.GetLossyScale() returning inaccurate results (only in Windows player non developpement builds). (UUM-25239)
  • DX12: Fixed a crash when RenderDoc is attached to a scene with an invalid pipeline state. (UUM-22222)
  • Editor: Fixed a DX11 Standalone crash when closing the application. (UUM-20507)
  • First seen in 2023.1.0a21.
  • Editor: Fixed a Frame Debugger issue with errors appearing when enabling the debugger when was docked with the Game Window. (UUM-17193)
  • Editor: Fixed an issue and now the Editor continues to stay in focus when closing multiple windows in succession. (UUM-27245)
  • First seen in 2023.1.0b5.
  • Editor: Fixed an issue that the VideoPlayer compositing material not re-created after stop. (UUM-21664)
  • Editor: Fixed exception when using Renderer2D with FullScreenPassRendererFeature. (UUM-25396)
  • Graphics: Fixed an error being generated when using RayTracingAccelerationStructure.CullInstances and MeshRenderers using Ray Traced Procedural option. (UUM-27943)
  • First seen in 2023.1.0b4.
  • IMGUI: Fixed NullReferenceException when using a GUILayout.TextField. (UUM-27567)
  • First seen in 2023.1.0b5.
  • Package Manager: Fixed an issue where a project with a large number of git dependencies would have resolution errors with error code 429 (Too Many Requests). The number of concurrent requests is 6 by default, but can be changed by setting the UPM_GIT_MAX_CONCURRENT_COMMANDS environment variable. (UUM-6049)
  • Package Manager: Fixed an issue which prevented starting UPM when a package.json file containing "type": "module" was present on any of the ancestor directories. (UUM-18512)
  • Particles: Fixed a race condition when scheduling c# particle jobs.
  • Player: Fixed timestamps argument.
  • Profiler: Fixed GPU profiler module showing zeroes. (UUM-27023)
  • First seen in 2023.1.0b4.
  • Universal RP: Changed the ScreenSpace Decals sorting criteria to the same used by DBuffer Decals. (UUM-28562)
  • First seen in 2023.1.0.
  • Universal RP: Fixed a compilation error that was caused by a wrong parameter while deprecating UniversalRenderPipeline.RenderSingleCamera.
  • Universal RP: Fixed an issue to prevent negative color and NaN write to TAA history. (UUM-26709)
  • Universal RP: Fixed an issue where Write Rendering Layers were sometimes incorrectly enabled in Deferred Rendering.
  • URP: Fixed HDR output too saturated because of a Color Grading variant not included in builds. (UUM-27503)
  • First seen in 2023.1.0a22.
  • New 2023.1.0b8 Package Changes since 2023.1.0b7:
  • Packages updated:
  • com.unity.addressables: 1.21.1 → 1.21.8
  • com.unity.burst: 1.8.2 → 1.8.3
  • com.unity.scriptablebuildpipeline: 1.21.0 → 1.21.3
  • com.unity.services.core: 1.7.1 → 1.8.1
  • com.unity.xr.oculus: 3.2.2 → 3.2.3
  • Packages added:
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]

New in Unity 2022.2.10 (Mar 10, 2023)

  • Improvements:
  • 2D: Improved the performance of creating a large number of Tile assets with the Tile Palette window.
  • 2D: Improved the performance of opening the Tile Palette window when the Tile Palette references a large number of Tile assets. (UUM-26849)
  • Changes:
  • Package Manager: Renamed Web3 category filter in Package Manager Window for My Assets to Decentralization.
  • Fixes:
  • AI: Fixed inaccurate shape of NavMeshObstacles that prevent agents from avoiding them properly (only in Windows player non developpement builds). (UUM-9814)
  • Android: Added UI for settings.gradle template. (UUM-27109)
  • Android: Fixed Screen.SetResolution when using split-screen and Screen.orientation changes. (UUM-19019)
  • Android: Fixed shader code generation when using SV_Coverage input. (UUM-26807)
  • Android: Replaced DIR_UNITYPROJECT in settingsTemplate.gradle. (UUM-27090)
  • Animation: Fixed a regression where root motion would not work with negative clip speeds. (UUM-21885)
  • Core: Fixed Transform.GetLossyScale() returning inaccurate results (only in Windows player non developpement builds). (UUM-25239)
  • DX12: Fixed for crash when RenderDoc is attached to a scene with an invalid pipeline state. (UUM-22222)
  • Editor: Fixed a crash where destroying a component's GameObject in the Awake function of a script with ExecuteInEditMode would incorrectly try to apply serialized object changes. (UUM-21915)
  • Editor: Fixed an Editor crash when switching the avatar from generic to humanoid. (UUM-22716)
  • Editor: Fixed an issue where you are unable to drag the shortcut list scroller with a mouse. (UUM-15774)
  • Editor: Fixed compute skinning on Adreno/Vulkan. (UUM-20108)
  • Editor: Fixed NullReferenceException's from the ProjectBrowser when selecting an error in the Console and multiple project browser windows were open. (UUM-17551)
  • Editor: Fixed OS key binding exception in ShortcutManager. (UUM-4125)
  • Editor: Fixed the corrupt Animation Curve preview when the time range is less than 1. (UUM-27045)
  • Editor: Lock the cursor on linux when the state is locked. (UUM-25736)
  • GI: Fixed incorrect fallback to CPU of GPU bake. (UUM-24685)
  • Graphics: CreateExternalTexture disregarded the color space, causing external sRGB textures to be sampled as linear. (UUM-17632)
  • Graphics: Fixed failing editor mode test on M1 trying to create a PVRTC texture smaller than the minimum required size. (UUM-3791)
  • Graphics: Fixed HLSLcc code generation for SV_Coverage input. (UUM-12624)
  • Graphics: HDRP: Lens Flare Data Driven are now occluded by cloud layer.
  • Graphics: Lens Flare permutation missing. (UUM-19982)
  • HDRP: Preserve ShaderGraph custom keywords on material validation. (UUM-27176)
  • Linux: Fixed the Linux Editor so it no longer ignores a SIGTERM signal. (UUM-24705)
  • Package Manager: Fixed an issue where local and git packages are not visible in Unity Registry and My Registries. (UUM-20549)
  • Particles: Fixed race condition when scheduling c# particle jobs.
  • Physics: Updated documentation to mention new behaviour of Rigidbody interpolation and extrapolation. (UUM-26857)
  • Prefabs: Fixed the prefab mode so it now sorts renderer components accordingly. (UUM-3458)
  • Serialization: Enabled SerializedObject.Update to now change the cache for hasMultipleDifferentValues if the first C# object has changed in memory in a multi-object selection scenario. (UUM-19688)
  • Shaders: Fixed the backwards compatibility regression of asset bundles on material keywords. (UUM-26498)
  • UI Toolkit: Fixed an issue in the UI Builder so the open file dialog now displays the current project's folder. (UUM-24723)
  • UI Toolkit: Fixed an issue so the tint of an Image element now triggers a repaint. (UUM-22563)
  • UI Toolkit: Fixed an issue where an ExposedReference control would always create a new PropertyName value when changing an object reference. (UUM-25160)
  • UI Toolkit: Fixed memory leaks when opening and closing UIBuilder window. (UUM-5133)
  • Universal RP: Fixed the warnings that appear in GlobalIllumination.hlsl regarding gradient instruction used in a loop. (UUM-21675)
  • URP: Fixed XR vsync so it stays enabled when the focus is lost. (UUM-16846)
  • Windows: Fixed an Editor issue where entering an IP address for profiling would crash the Editor. (UUM-9247)
  • XR: Fixed XR splash screen crash if Unity logo display is disabled. (UUM-25774)
  • Package changes in 2022.2.10f1:
  • Changeset: bcebec703747

New in Unity 2023.1.0 Beta 7 (Mar 8, 2023)

  • Improvements:
  • 2D: Added the shortcut key to the tooltips for the toggles activating overlays in the Tile Palette window.
  • 2D: Improved the performance of creating a large number of Tile assets with the Tile Palette window.
  • 2D: Improved the performance of opening the Tile Palette window when the Tile Palette references a large number of Tile assets. (UUM-26849)
  • First seen in 2023.1.0b3.
  • GI: Performance improvements to the GPU lightmapper when using the Balanced baking profile. Memory usage is also more predictable when using larger lightmap sizes.
  • Package Manager: Improved tag UI for git and local packages.
  • API Changes:
  • Editor: Changed: Fixed table of content.
  • GI: Deprecated: EditorSettings.useLegacyProbeSampleCount has been deprecated.
  • Changes:
  • Universal RP: Decals now do not enqueue passes when running on unsupported API's, such as OpenGL or GLES3, instead of displaying the magenta error.
  • Version Control: Updated branding from "Plastic SCM" to "Unity Version Control"
  • Improved offline experience by disabling the plugin when there is no internet connection.
  • Fixes:
  • Android: Fixed an issue that a build will fail if custom asset pack does not have a valid structure. (UUM-25501)
  • Android: Fixed an issue to correctly replace DIR_UNITYPROJECT in settingsTemplate.gradle. (UUM-27090)
  • Android: Fixed Screen.SetResolution when using split-screen and Screen.orientation changes. (UUM-19019)
  • Android: Fixed shader code generation when using SV_Coverage input. (UUM-26807)
  • Animation: Fixed a regression where root motion would not work with negative clip speeds. (UUM-21885)
  • Core: Fixed error when opening a Probe Adjustment Volume.
  • Editor: Ensured that all samples can be loaded at once without assembly name collisions.
  • Editor: Fixed a crash where destroying a component's GameObject in the Awake function of a script with ExecuteInEditMode would incorrectly try to apply serialized object changes. (UUM-21915)
  • Editor: Fixed a regression that changed the default behaviour of animators on disabled. (UUM-27229)
  • First seen in 2023.1.0b3.
  • Editor: Fixed an issue that the declared hotkeys are not working in the popup menu. (UUM-6243)
  • Editor: Fixed an issue where a test body would be skipped under certain conditions regarding domain reload.
  • Editor: Fixed an issue where the "uncategorized" category filter would not apply correctly to parameterized tests with a category in the fixture. (DSTR-699)
  • Editor: Fixed corrupt Animation Curve preview when the time range is less than 1. (UUM-27045)
  • Editor: Fixed issue with initilization of raytracing which could fail during few frame. (UUM-26885)
  • Editor: Fixed the editor crash while switching avatar from generic to humanoid. (UUM-22716)
  • First seen in 2023.2.0a1.
  • Editor: Fixed the inspector Transform Component foldout not responding to input on the top half. (UUM-16138)
  • Editor: Fixed the prefab override indicator not being shown when the component was overridden. (UUM-3473)
  • Editor: Updating sqlite and resolving some instabilities.
  • Entities Graphics: Fixed an issue where lightmaps involving lights inside subscenes could be too bright. (UUM-26371)
  • First seen in 2023.1.0b4.
  • Graphics: Improved BatchRendererGroup error messages. (UUM-18322)
  • First seen in 2023.1.0a20.
  • HDRP: Added missing node to detect underwater pixels. (UUM-22011)
  • First seen in 2023.1.0a24.
  • HDRP: Preserve ShaderGraph custom keywords on material validation. (UUM-27176)
  • Package Manager: Fixed the issue where local and git packages are not visible in 'Unity Registry' and 'My Registries'. (UUM-20549)
  • First seen in 2023.2.0a1.
  • Physics: Updated documentation to mention new behaviour of Rigidbody interpolation and extrapolation. (UUM-26857)
  • First seen in 2023.1.0a23.
  • Prefabs: Fixed prefab mode not sorting renderer components accordingly. (UUM-3458)
  • First seen in 2023.1.0a1.
  • Scene/Game View: Fixed inconsistent sizing for horizontal and vertical Overlay toolbar elements. (UUM-23213)
  • First seen in 2023.1.0a25.
  • Scene/Game View: Fixed multiple camera overlays created when multiple Inspector are opened. (UUM-27971)
  • First seen in 2023.1.0b5.
  • uGUI: Fixed setting "Additional Shader Channels" in Canvas for all cases. (UUM-24730)
  • First seen in 2023.1.0a26.
  • UI Elements: Fixed unable to expand import result in inspector
  • First, the ListView w/ Foldout header that is created by PropertyField was missing a setting so that it could receive pointer events when disabled
  • Second, the Clickable manipulator did not treat events properly when disabled. (UUM-26082)
  • First seen in 2023.1.0b1.
  • UI Toolkit: Fixed an issue in the UI Builder for UxmlAssetAttributeDescription where setting none through the object picker would prevent choosing another value. (UUM-27170)
  • First seen in 2023.1.0b3.
  • UI Toolkit: Fixed an issue in the UI Builder where the open file dialog would display the previous project's folder instead of the current one. (UUM-24723)
  • UI Toolkit: Fixed an issue where the tint of an Image element would not trigger a repaint. (UUM-22563)
  • UI Toolkit: Fixed issue where an ExposedReference control would always create a new PropertyName value when changing an object reference. (UUM-25160)
  • UI Toolkit: Fixed ListView binding with negative indexes when a negative scrolloffset was applied. (UUM-12868)
  • UI Toolkit: Fixed the ListView itemsRemoved event being invoked after the items were removed from the serializedObjectList, they are now removed after the callback. (UUM-10786)
  • Universal RP: Fixed an issue where deferred rendering was not working correctly in builds with Accurate GBuffer Normals enabled. (UUM-25112)
  • Universal RP: Fixed an issue where keywords used in Post Processing were also stripped in other shaders.
  • Universal RP: Fixed an issue where scenes were not marked dirty after changing the volume update setting on cameras. (UUM-10812)
  • Universal RP: Fixed freeform light tessellation for Light2D. (UUM-9674)
  • Universal RP: Fixed various errors that appeared when Strict Variant Matching is enabled.
  • Universal RP: Fixed warnings appearing in GlobalIllumination.hlsl regarding gradient instruction used in a loop. (UUM-21675)
  • URP: Fixed XR vsync is disabled when focus is lost. (UUM-16846)
  • VFX Graph: Fixed VFX instance leak due to asset editor not properly destroyed. (UUM-25712)
  • First seen in 2023.2.0a1.
  • New 2023.1.0b7 Package Changes since 2023.1.0b6:
  • Packages updated:
  • com.unity.collab-proxy: 2.0.0 → 2.0.1
  • com.unity.services.economy: 3.0.0 → 3.1.1
  • com.unity.test-framework: 1.3.2 → 1.3.3

New in Unity 2022.2.9 (Mar 6, 2023)

  • Improvements:
  • Burst: Added a Burst AOT setting for the kind of debug information generated for player builds.
  • Burst: Added a toggle for filtering out ".Generated" jobs from the Burst Inspector target job list.
  • Burst: Added selection of line and highlight of selected line and selected lines register usage.
  • Burst: Added SIMD smell test to the Burst Inspector, highlighting ARM or x86-64 SIMD instruction differently depending on whether they work for packed or scalar inputs.
  • Burst: FunctionPointer()::Invoke usage is now checked and patched to ensure the calling convention is compatible with burst.
  • Networking: Clarified error message in the logs when attempting to build a dedicated server player without having that platform's corresponding Dedicated Server Build support module installed. (UUM-22128)
  • Changes:
  • Burst: Burst now only generates full debug information when "Native Debug Mode Compilation" and script debug information is enabled.
  • Burst: Changed burst inspector source location comments from "===" to either ";" or "#" depending on the given assembly kind.
  • Burst: Changed horizontal code focus in the Burst Inspector to only scroll when branches fill more than half the space.
  • Burst: Changed so target job list in the Burst Inspector is a fold-able/expandable tree view, instead of a simple list.
  • Burst: Improved how optimisation remarks are displayed in the "LLVM IR Optimisation Diagnostics" tab in Burst Inspector to make them more useful.
  • Fixes:
  • 2D: Store directory path instead of file path as the last used asset path when doing a drag and drop to create a Tile Asset. (UUM-25250)
  • Android: Do not move files in custom asset packs to src/main/assets, preserve the directory structure as it is. (UUM-15109)
  • Android: Fixed an issue causing build to fail, if custom asset pack does not have a valid structure. (UUM-25501)
  • Android: Fixed an issue where Network.OperationalStatus would always return Unknown for Android. (UUM-19683)
  • Android: Fixed the Time.deltaTime values so they are now stable on Android devices. (UUM-10244)
  • Asset Bundles: Fixed issue where UnloadAllAssetBundles does not unload scene bundles. (UUM-13510)
  • Asset Import: Fixed import of file with extension as file name. (UUM-21730)
  • Build Pipeline: Fixed a BuildPipeline issue for the Android platform and MacStandalone builds which asks for a name and directory, despite having the last saved location details. This is triggered by using Ctrl+B (Windows) or Cmd+B (macOS). (UUM-19897)
  • Burst: "LLVM IR Optimisation Diagnostics" tab in Burst Inspector was blank if "Native Debug Mode Compilation" was enabled; this is now fixed.
  • Burst: An issue that could cause function pointers to point to the wrong burst function, if a domain reload occurs and a compilation started before the reload, completes soon after.
  • Burst: Burst now updates its list of assembly paths if they change, for instance - adding packages that contain precompiled assemblies.
  • Burst: Crashes on 32bit cpus when an entry point with byvalue paramaters was called, when using dispatch (multiple supported cpu targets).
  • Burst: Enum values cast to integers in a format string previously output the enum type name; now the integer value is correctly output.
  • Burst: Fixed "Assertion failed on expression: "exception == SCRIPTING_NULL" errors and editor crash when the project path contained multi-byte Unicode characters.
  • Burst: Fixed "Callee/caller attribute ABI did not match!" error that could occur in certain player builds when calling an entry point that had at least one struct-by-value parameter.
  • Burst: Fixed "Plain Without Debug Information" outputting assembly with debug information.
  • Burst: Fixed a hashing error that could occur when a struct implements a generic interface multiple times with different generic parameters.
  • Burst: Fixed a stall that could occur at Editor shutdown.
  • Burst: Fixed a BadImageFormatException error that could occur in DOTS Runtime builds.
  • Burst: Fixed an issue the definition order of overloaded methods with function pointer parameters would decide which overload was actually being used.
  • Burst: Fixed AoT linking error on Windows Link based linkers when file paths (typically user names/home folders) contain non-ASCII characters.
  • Burst: Fixed ARM vector registers not being highlighted.
  • Burst: Fixed BC1361 error when trying to compile large static readonly arrays.
  • Burst: Fixed bug in a small set of managed fallback versions of intrinsics, where the bitwise representation of float values would not be maintained.
  • Burst: Fixed Burst compilation on QNX Arm.
  • Burst: Fixed Burst Inspector sometimes throwing ArugmentOutOfRangeException when copying without color-tags from assembly that is colored.
  • Burst: Fixed burst tree view items leading to wrong job if some jobs where hidden from view by filter or similar.
  • Burst: Fixed compilation error when using CompileFunctionPointer from Burst in code compiled with Roslyn on .NET 7+.
  • Burst: Fixed compiler AccessViolationException that could occur when compiling two or more types with the same name but different source assemblies.
  • Burst: Fixed compiler crash when invoking FunctionPointers based on a generic delegate in DOTS Runtime.
  • Burst: Fixed error when calling direct call method from background thread without having previously called a BurstCompiler API from the main thread.
  • Burst: Fixed internal compiler error that occurred when creating debug metadata from certain obfuscated dlls.
  • Burst: Fixed internal compiler error when implcitly converting an array to a Span.
  • Burst: Fixed managed fallback implementation of Sse4_2.cmpestrs.
  • Burst: Fixed module verification errors when using overloaded functions as function pointers.
  • Burst: Fixed namespace collision that could occur between Unity.Burst.Cecil.dll and the com.unity.nuget.mono-cecil package.
  • Burst: Fixed player build error that could occur if the project contains an assembly whose name doesn't match the assembly filename.
  • Burst: Fixed the inspector job tree view splitting jobs, with '.' in their parameters.
  • Burst: Fixed visual artifact in Burst Inspector, where block of enhanced code was cut at the bottom.
  • Editor: Added more protection if an error happens when loading a layout. That said there seems to be something fishy in the Luna package that creates the corrupted state in the first place. Package is shipped as a dll so I cannot debug it more. (UUM-12892)
  • Editor: Allow opening Focus inspector on non multi-edit objects. (UUM-19504)
  • Editor: Copy hideflags to the cloned object when instantiating a GameObject. (UUM-22863)
  • Editor: Fixed a bug where AssetBundle builds could fail due to incorrectly reported errors about script serialization mismatches. (UUM-19452)
  • Editor: Fixed a crash on shutdown when using the cli option -cacheServerWaitForUploadCompletion.
  • Editor: Fixed a regression that changed the default behaviour of animators on disabled. (UUM-27229)
  • Editor: Fixed an issue with the initialization of raytracing which could fail during certain frames. (UUM-26885)
  • Editor: Fixed backspace allowing to delete script name in AddComponent dialog. (UUM-3440)
  • Editor: Fixed drag and drop crashes the editor if the window is docked. (UUM-23241)
  • Editor: Fixed error when opening the "Select Preset" window while having a user defined Preset class assets. (UUM-11334)
  • Editor: Fixed error while deleting a QueryBlock. (UUM-19945)
  • Editor: Fixed hangup when evaluating SearchExpression, synchronous in main thread. (UUM-14546)
  • Editor: Fixed Mac Editor crash on sprite Drag & Drop. (UUM-20950)
  • Editor: Fixed potential crash with non-gameobject selections during domain reload.
  • Editor: Fixed Slowdown spikes when moving an object in the scene caused by the PropertyDatabase. (UUM-22631)
  • Editor: Fixed the inspector Transform Component foldout not responding to input on the top half. (UUM-16138)
  • Editor: Fixed the prefab override indicator not being shown when the component was overridden. (UUM-3473)
  • Editor: Make Light Probes be affected by back-facing triangles when baking with the GPU Lightmapper. (UUM-7699)
  • Editor: MeshFilter header update title on multi edit. (UUM-19502)
  • Editor: Show simple Unity version in release build. In source build or devMode: show the full version with revision. (UUM-23056)
  • Entities Graphics: Fixed an issue where lightmaps involving lights inside subscenes could be too bright. (UUM-26371)
  • Entities Graphics: Fixed BatchRendererGroup occlusion probe sampling for HDRP. (UUM-24996)
  • GI: Fixed an issue where lightmaps would be swapped when entering playmode when the "Reload Scene" option is disabled. (UUM-21437)
  • GI: Fixed the help link at the top of the Lighting Window. (UUM-25787)
  • Graphics: Fixed glitches on macOS when the rendering path is set to deferred. (UUM-21567)
  • Graphics: Fixed SSAO in URP when using non-uniform rendering. (UUM-15795)
  • HDRP: Fixed a serialization issue affecting other objects.
  • IL2CPP: Fixed crash when memory profiler is enabled. (UUM-18685)
  • IL2CPP: Fixed the InvalidCastException being thrown when you serialize jagged arrays using BinaryFormatter. (UUM-23156)
  • IL2CPP: Fixed UnintializedDataAccessException when processing a function pointer that has a function pointer as a parameter. (UUM-9030)
  • Kernel: Fixed broken RECORD_ALLOCATION_SITES functionalit. (UUM-26702)
  • Kernel: Fixed crash resulting from UnityDefaultAllocator not tracking all allocations. (UUM-23090)
  • Kernel: Fixed potential crash at app shutdown. (UUM-26528)
  • Kernel: Fixed unstable test ThreadSafeLinearAllocator AllocDealloc_On10Threads_DoesNotCrash. (UUM-20607)
  • Linux: Fixed panel focus switching when arrow keys are pressed while in play mode. (UUM-21632)
  • Linux: Fixed the Null Reference Exception thrown when you rotate in Scene View and move the cursor outside the boundary. (UUM-21895)
  • macOS: The macOS Player no longer contains an empty area gap on each screen vertical side when rendering fullscreen on Macs with a notch. (UUM-12632)
  • Particles: Corrected sub-emitter simulation to ensure particle ribbons are connected in the correct order. (UUM-945)
  • Particles: Fixed a Particle System rendering corruption. (UUM-21106)
  • Prefabs: Disabled IMGUI ReorderableList elements when previewing overridden values PrefabMode InContext. (UUM-13618)
  • Scene/Game View: Fixed windows implementing ISupportOverlays incorrectly showing Overlays targeting implementing classes. (UUM-26841)
  • Scripting: Fixed domain reload and reference issues on assets that reference scripts from a Plugin that's not loaded in the domain. (UUM-21935)
  • Scripting: Fixed possible crash when handling of asmdef compiled assemblies thats, thats been copied into the Project.
  • Scripting: Moving scripts around in project breaks GameObject's. (UUM-25445)
  • Scripting: When using additional file in rsp breaks MonoBehaviours. (UUM-25109)
  • uGUI: Fixed CanvasRenderer color reset on Clear. (UUM-3527)
  • uGUI: Fixed NullReferenceException in Image.sprite when setting a new Sprite and the current Sprite.Texture is null. (UUM-13053)
  • uGUI: Fixed setting "Additional Shader Channels" in Canvas for all cases. (UUM-24730)
  • UI Elements: Fixed unable to expand import result in inspector
  • First, the ListView w/ Foldout header that is created by PropertyField was missing a setting so that it could receive pointer events when disabled
  • Second, the Clickable manipulator did not treat events properly when disabled. (UUM-26082)
  • UI Toolkit: Fixed color tint transitions not working for sprites. (UUM-25743)
  • UI Toolkit: Fixed ListView binding with negative indexes when a negative scrolloffset was applied. (UUM-12868)
  • UI Toolkit: Fixed the UI document so it now has the correct size for multiple displays. (UUM-18757)
  • Universal RP: Fixed an issue so that deferred rendering now works correctly in builds with Accurate GBuffer Normals enabled. (UUM-25112)
  • Universal RP: Fixed issue where disabling/enabling ShadowCaster2Ds can create duplicate shadows. (UUM-16927)
  • URP: 2D - Fixed 2D Sprite Light & Freeform Light fast normal map quality setting to correctly use normal map. (UUM-4613)
  • URP: 2D - Fixed a bug with ShadowCaster2D's shadow mesh bounds which was causing shadows to disappear. (UUM-19090)
  • URP: 2D - Fixed GC.Allocs with sorting layers in Light2D. (UUM-1929)
  • VFX Graph: Added extra memory to allow external threads to steal VFX update jobs. (UUM-22049)
  • VFX Graph: Added missing DepthNormal pass for Unlit & Unify SSAO integration with Unlit for URP. (UUM-19559)
  • VFX Graph: Enabled renamed blackboard categories that have been duplicated to stay on screen. (UUM-17435)
  • VFX Graph: Fixed a serialization issue causing a potential crash due to bounds computation. (UUM-25009)
  • VFX Graph: Fixed an error raised in the console when undoing shader assignment in the Mesh output node. (UUM-16367)
  • VFX Graph: Fixed an issue where VFXs were not culled properly, causing flickering shadows. (UUM-14271)
  • VFX Graph: Fixed bounds padding so they are no longer ignored. (UUM-15655)
  • VFX Graph: Fixed the play / pause button in the VFX Graph control panel so it now switches the icon depending on the current state. (UUM-5065)
  • VFX Graph: Fixed unroll related shader compilation issue on DXC. (UUM-6058)
  • VFX Graph: Removed blackboard category with only spaces in the name. (UUM-17495)
  • VFX Graph: Safer GPUEvent when trying to append more event than destination capacity. (UUM-572)
  • Video: Fixed a crash in ImageFilters::Blit when saving a Timeline containing a Video while the Timeline is playing. (UUM-12908)
  • Video: Fixed error when adding file:// to point at a local file in the VideoPlayer on Android. (UUM-16166)
  • Windows: Fixed a potential crash during Windows Player cleanup. (UUM-25383)
  • Windows: Fixed Build to source folder when the project build dir is deleted. (UUM-25240)
  • XR: Fixed TAA to work correctly with Foveated Rendering when using Non-Uniform Raster. (UUM-16324)
  • Package changes in 2022.2.9f1:
  • Packages updated:
  • com.unity.addressables: 1.21.2 → 1.21.8
  • com.unity.burst: 1.8.2 → 1.8.3
  • com.unity.purchasing: 4.5.2 → 4.6.0
  • com.unity.scriptablebuildpipeline: 1.21.1 → 1.21.3
  • com.unity.services.economy: 3.0.0 → 3.1.1
  • com.unity.timeline: 1.7.2 → 1.7.3

New in Unity 2023.1.0 Beta 6 (Mar 3, 2023)

  • Improvements:
  • IL2CPP: Provide a better error message when the GenericSharingVisitor encounters an opcode that it cannot handle.
  • Fixes:
  • Android: Fixed build failure on Windows caused by icon in exported Gradle project having Hidden attribute on it. (UUM-26040)
  • First seen in 2023.1.0b1.
  • Asset Import: Fixed text in preset add to/remove from default button. (UUM-26180)
  • First seen in 2023.1.0b3.
  • Asset Import: Fixed text in preset selection. (UUM-24735)
  • First seen in 2023.1.0b1.
  • Build Pipeline: Fixed BuildPipeline issue for Android platform and MacStandalone builds which asks for a name and directory even when it has the last saved location details, when triggered using Ctrl+B (Windows) or Cmd+B (macOS) keyboard shortcut. (UUM-19897)
  • Editor: Fixed a crash on shutdown when using the cli option -cacheServerWaitForUploadCompletion.
  • Editor: Fixed an editor crash that can happen when editing terrain. (UUM-17691)
  • Editor: Fixed an issue so that the cursor is now locked on linux when the state is locked. (UUM-25736)
  • Editor: Fixed an issue that resizing a window draws black. (UUM-24720)
  • First seen in 2023.1.0b1.
  • Editor: Fixed drag and drop crashes the editor if the window is docked. (UUM-23241)
  • Editor: Fixed not being able to drag shortcut list scroller by mouse. (UUM-15774)
  • Editor: Fixed OS key binding exception in ShortcutManager. (UUM-4125)
  • Entities Graphics: Fixed BatchRendererGroup occlusion probe sampling for HDRP. (UUM-24996)
  • First seen in 2023.1.0b2.
  • GI: Fixed the help link at the top of the Lighting Window. (UUM-25787)
  • First seen in 2023.1.0b2.
  • Graphics: Fixed an issue that blitting from RenderTexture.active to another RenderTexture with a shader sampling a texture at specific UV values causes visual artifacts. (UUM-7994)
  • First seen in 2023.1.0a2.
  • Graphics: Fixed issue where the upload format for Texture2DArrays, CubemapArrays, and Texture3Ds would not be immediately updated when the color space was changed in the Editor Player Settings until the editor restarted. (UUM-21305)
  • First seen in 2023.1.0a21.
  • HDRP: Fixed a serialization issue affecting other objects.
  • HDRP: Fixed shader graph inspector for unsupported high quality line rendering targets. (UUM-26179)
  • First seen in 2023.1.0b1.
  • IL2CPP: Emitted code that compiles for array element access from null in a non-development player build. (UUM-597)
  • IL2CPP: Fixed an issue to allow access to special folders in Windows Store apps. (UUM-17611)
  • IL2CPP: Fixed IL2CPP build crashes when capturing memory snapshot. (UUM-21880)
  • IL2CPP: Fixed InvalidCastException is thrown when serializing jagged arrays using BinaryFormatter. (UUM-23156)
  • IL2CPP: Fixed Monitor.IsEntered returning true when the monitor was entered on a different thread than the current thread. (UUM-22329)
  • Kernel: Fixed crash resulting from UnityDefaultAllocator not tracking all allocations. (UUM-23090)
  • First seen in 2023.1.0a10.
  • Kernel: Fixed potential crash at app shutdown. (UUM-26528)
  • First seen in 2023.1.0a1.
  • Linux: Fixed panel focus switching when arrow keys are pressed while in play mode. (UUM-21632)
  • macOS: Fixed an issue that the macOS Player no longer contains an empty area gap on each screen vertical side when rendering fullscreen on Macs with a notch the first time the application is started.
  • Particles: Fixed null reference exception when undoing Particle System changes. (UUM-25452)
  • First seen in 2023.1.0b2.
  • Particles: Fixed Particle System rendering corruption. (UUM-21106)
  • Prefabs: Fixed an issue that the IMGUI ReorderableList elements are now disabled when previewing overridden values PrefabMode InContext. (UUM-13618)
  • Scripting: Fixed possible crash when handling of asmdef compiled assemblies thats, thats been copied into the Project.
  • Scripting: Fixed timeout when running the runtime performance tests on iPhoneSE. (UUM-21798)
  • First seen in 2023.1.0a23.
  • uGUI: Fixed NullReferenceException in Image.sprite when setting a new Sprite and the current Sprite.Texture is null. (UUM-13053)
  • First seen in 2023.1.0a9.
  • UI Toolkit: Fixed color tint transitions not working for sprites. (UUM-25743)
  • First seen in 2023.1.0b1.
  • UI Toolkit: Fixed the size of the UI document for multiples dispaly. (UUM-18757)
  • URP: Fixed 2D Sprite Light & Freeform Light fast normal map quality setting to correctly use normal map. (UUM-4613)
  • First seen in 2023.1.0a10.
  • URP: Fixed camera stacking causes a blackscreen and RG null pointer exception error. (UUM-27339)
  • First seen in 2023.1.0b4.
  • URP: Fixed debug rendering overlay is not rendered when FinalBlit pass is in use. (UUM-22320)
  • First seen in 2023.1.0a25.
  • Windows: Fixed a potential crash during Windows Player cleanup. (UUM-25383)
  • Windows: Fixed Build to source folder when the project build dir is deleted. (UUM-25240)
  • New 2023.1.0b6 Package Changes since 2023.1.0b5:
  • Packages updated:
  • com.unity.timeline: 1.8.0 → 1.8.1

New in Unity 2022.2.8 (Feb 27, 2023)

  • Improvements:
  • Editor: Improved performance of Transform.Find() API especially when working with large numbers of children.
  • API Changes:
  • Graphics: Added: GetVisiblePositions to TrailRenderer. (UUM-21893)
  • Fixes:
  • Asset Pipeline: Fixed indeterministic output for any asset containing script types (UUM-22077)
  • Editor: Fixed an issue with the Shortcuts Manager to catch Shift and Options keypress (UUM-4083)
  • Editor: Fixed component added twice when dragging script asset on inspector window from project window (UUM-26276)
  • Editor: Fixed Overlays not preserving enabled state through domain reloads. (UUM-20070)
  • Editor: Fixed parallel import with Blender on all Editor platforms. Multiple .blend files imported at the same time will produce their own content result instead of a random mesh from one of the files. (UUM-10036)
  • Graphics: Enabled Mesh.RecalculateTangents() to ensure that the tangent attribute has the correct format (Float32) and dimension (4) when called. (UUM-19137)
  • Graphics: Fixed vulkan validation layers that come from incorrect barrier management when native plugin is used (UUM-18951)
  • Package Manager: Fixed an issue causing Packages to be deleted after changing the My Assets cache location to non-default when the asset is updated in Package Manager. (UUM-25376)
  • Profiler: Fixed Editor crash when profiler is running on machine with low memory (UUM-14156)
  • UI Toolkit: Fixed an issue where an ExposedReference control would not serialize its value. (UUM-25153)
  • UI Toolkit: Fixed the InspectorElement so it now applies its disabled state for embedded IMGUI inspectors. (UUM-25149)
  • Universal RP: Fixed a missing keyword in ParticlesSimpleLit for Lightmap shadow mixing. (UUM-26403)
  • Universal RP: Fixed Reflection Probe baking throwing errors with Render Scale set not to 1 (UUM-24891)
  • VFX Graph: Fixed wrong particle count if read before first readback. (UUM-18480)
  • Package changes in 2022.2.8f1:
  • Packages updated:
  • com.unity.learn.iet-framework.authoring: 1.2.1 → 1.2.2

New in Unity 2023.1.0 Beta 5 (Feb 24, 2023)

  • Improvements:
  • Editor: Improved performance of Transform.Find() API especially when working with large numbers of children.
  • GI: Improved the user experience of light bake progress reporting.
  • First seen in 2023.1.0.
  • GI: Improved the UX of BakePipeline post processing.
  • GI: Make out of memory handling more robust when baking large scenes on 4GB AMD R9 cards. (LIGHT-1261)
  • GI: Restore LightBaker determinism in relation to OpenRL.
  • GI: Show timely information in the Editor on lightmaps and probes being baked.
  • API Changes:
  • Version Control: Removed: Removed Collab and its dependency from the package.
  • Changes:
  • XR: Updated AR Foundation, ARCore, and ARKit pre-release versions to 5.1.0-pre.3.
  • Fixes:
  • 2D: Fixed an issue to Store directory path instead of file path as the last used asset path when doing a drag and drop to create a Tile Asset. (UUM-25250)
  • First seen in 2023.1.0b2.
  • Android: Fixed Time.deltaTime values not being stable on Android devices. (UUM-10244)
  • Asset Import: Fixed an issue that the memory leak diagnostic switches are now passed through to the asset import workers.
  • Asset Import: Fixed import of file with extension as file name. (UUM-21730)
  • Asset Pipeline: Fixed indeterministic output for any asset containing script types. (UUM-22077)
  • Editor: Added more protection if an error happens when loading a layout. That said there seems to be something fishy in the Luna package that creates the corrupted state in the first place. Package is shipped as a dll so I cannot debug it more. (UUM-12892)
  • First seen in 2023.1.0a8.
  • Editor: Allowed opening Focus inspector on non multi-edit objects. (UUM-19504)
  • First seen in 2023.1.0a20.
  • Editor: Fixed .raytrace asset files not using the correct icon in the Editor. (UUM-26437)
  • First seen in 2023.1.0b2.
  • Editor: Fixed an issue copying hideflags to the cloned object when instantiating a GameObject. (UUM-22863)
  • Editor: Fixed an issue with MeshFilter header update title on multi edit. (UUM-19502)
  • First seen in 2023.1.0a20.
  • Editor: Fixed backspace allowing to delete script name in AddComponent dialog. (UUM-3440)
  • First seen in 2023.1.0a10.
  • Editor: Fixed case where missing nested Prefabs would break importing of outer Prefab. All Prefabs will be reimported due to this fix. (UUM-24836)
  • First seen in 2023.1.0a19.
  • Editor: Fixed component added twice when dragging script asset on inspector window from project window. (UUM-26276)
  • First seen in 2023.1.0b2.
  • Editor: Fixed error while deleting a QueryBlock. (UUM-19945)
  • First seen in 2023.1.0a19.
  • Editor: Fixed hangup when evaluating SearchExpression, synchronous in main thread. (UUM-14546)
  • Editor: Fixed instabilities by accounting for rounding errors that rarely occur on Mac. (UUM-9280)
  • First seen in 2023.1.0a4.
  • Editor: Fixed Overlays not preserving enabled state through domain reloads. (UUM-20070)
  • First seen in 2023.1.0a19.
  • Editor: Fixed parallel import with Blender on all Editor platforms. Multiple .blend files imported at the same time will produce their own content result instead of a random mesh from one of the files. (UUM-10036)
  • First seen in 2023.1.0a4.
  • Editor: Fixed Slowdown spikes when moving an object in the scene caused by the PropertyDatabase. (UUM-22631)
  • First seen in 2023.1.0a26.
  • Editor: Improved error reporting for when a malformed .meta file fails to be parsed, stating which line and what file failed. This also prevents a crash from happening. (UUM-21346)
  • First seen in 2023.2.0a1.
  • Editor: Improved versioning. Show simple Unity version in release build. In source build or devMode: show the full version with revision. (UUM-23056)
  • First seen in 2023.1.0a26.
  • GI: Added geometry warnings for invalid meshes in LightBaker.
  • GI: Fixed bake time total getting truncated in the editor and api. (UUM-22720)
  • First seen in 2023.1.0a24.
  • GI: Fixed mixed bake tests for non shadowed spots. (UUM-1377)
  • First seen in 2023.1.0a1.
  • GI: Improved the BakePipeline progress reporting in editor UI.
  • First seen in 2023.1.0a13.
  • Graphics: Fixed Vulkan shaders that use shadow map 2D array textures. (UUM-17756)
  • Graphics: Fixed vulkan validation layers that come from incorrect barrier management when native plugin is used. (UUM-18951)
  • First seen in 2023.1.0a18.
  • Linux: Fixed Linux il2cpp Standalone player can not be built through the Build Settings window on Windows and macOS. (UUM-26146)
  • First seen in 2023.1.0a20.
  • Linux: Fixed Null Reference Exception thrown when rotating in Scene View and Moving the cursor outside the boundary. (UUM-21895)
  • Package Manager: Fixed an issue that packages are deleted after changing the "My Assets" Cache location to non-default when the asset is updated in Package Manager. (UUM-25376)
  • Profiler: Fixed Editor crash when profiler is running on machine with low memory. (UUM-14156)
  • Scripting: Fixed an issue that moving scripts around in project breaks GameObject's. (UUM-25445)
  • First seen in 2023.1.0b2.
  • Scripting: Fixed an issue that when using additional file in rsp breaks MonoBehaviours. (UUM-25109)
  • First seen in 2023.1.0b1.
  • Scripting: Fixed domain reload and reference issues on assets that reference scripts from a Plugin that's not loaded in the domain. (UUM-21935)
  • First seen in 2023.1.0a24.
  • Shaders: Fixed asset bundle backwards compatibility regression on material keywords. (UUM-26498)
  • First seen in 2023.1.0b2.
  • UI Toolkit: Fixed dynamic-color not working if the background color was transparent before. (UUM-21405)
  • First seen in 2023.1.0a23.
  • UI Toolkit: Fixed issue where an ExposedReference control would not serialize its value. (UUM-25153)
  • UI Toolkit: Fixed issue where an InspectorElement would not apply its disabled state for embedded IMGUI inspectors. (UUM-25149)
  • Universal RP: Missing keyword in ParticlesSimpleLit for Lightmap shadow mixing. (UUM-26403)
  • URP: Fixed GC.Allocs with sorting layers in Light2D. (UUM-1929)
  • URP: Fixed _WorldSpaceCameraPos is not set correctly in XR Multipass. (UUM-2514)
  • *First seen in 2023.1.0a1.*
  • New 2023.1.0b5 Package Changes since 2023.1.0b4:
  • Packages updated:
  • com.unity.collab-proxy: 1.17.6 → 2.0.0
  • com.unity.learn.iet-framework.authoring: 1.2.1 → 1.2.2

New in Unity 2022.2.7 (Feb 22, 2023)

  • Features:
  • Editor: Added option to Scene View preferences to only refresh the Scene view when the Editor is in focus.
  • Package Manager: Added Web3 as a Filter Category in My Assets.
  • Improvements:
  • Core: Boot config option no-main-thread-job-stealing=true can be used to prevent the main thread from ever stealing job work. This option should only be used under special circumstances where very long running jobs cannot be broken down, and the main thread has a high likelihood of running long running work inadvertently.
  • IL2CPP: Improved error message when the GenericSharingVisitor encounters an opcode that it cannot handle.
  • Shadergraph: The asset postprocessor for shader graph now only performs the majority of its work when a shader-related asset has been changed.
  • UI Toolkit: Improved performance of tree expansion of UI Toolkit TreeViews.
  • Changes:
  • Graphics: Combined unity_ProbesOcclusion into SHCoefficients for BatchRendererGroup. (UUM-24996)
  • Fixes:
  • 2D: Fixed the AnimatedTile with LoopOnce set restarting animation loop when its Tilemap is selected in the Editor (UUM-25434)
  • Asset Import: Memory leak diagnostic switches are now passed through to the asset import workers.
  • DX12: Fixed a crash caused by using a sub Mesh with 0 vertices in ray tracing effects. (UUM-24711)
  • DX12: Fixed GetNextFrameValue() in DX12 native rendering plugins. (UUM-23065)
  • Editor: Fix for "cannot be multi-edited" message in Inspector appearing when it should not. (UUM-15306)
  • Editor: Fixed a build performance regression caused by shader variant prefiltering overhead. (UUM-23173)
  • Editor: Fixed a crash on UpdateSharedDataSubMeshVertexRange when importing a SpeedTree file. (UUM-25371)
  • Editor: Fixed a crash when changing the source URL of a video player in Android. (UUM-20661)
  • Editor: Fixed an Editor crash when rendering with UsePass or Fallback via SRP batcher. (UUM-19898)
  • Editor: Fixed an Editor crash when you try to build a project with corrupt compute shaders. (UUM-25488)
  • Editor: Fixed an Editor hang when an import in the worker process fails because of an asset being changed during the import. Any following sync import (using ProduceArtifact API) request for this asset would cause the Editor to hang. (UUM-22607)
  • Editor: Fixed an issue where overlays were resizable when they shouldn't be. (UUM-10061)
  • Editor: Fixed an issue with spurious errors in the console being output when the lighting cache is not intact. (UUM-21668)
  • Editor: Fixed case where SetParent allowed setting transforms as parents when they are persistent. (UUM-12399)
  • Editor: Fixed editor crash on MacOS when exporting with PVRTC texture compression setting. (UUM-22385)
  • Editor: Fixed incorrect information and improve documention for the RuntimeInitializeOnLoadMethod attribute. The documentation now clarifies the execution order and provides more detailed information about the object state during runtime initiailization. (UUM-21543)
  • Editor: Fixed recent crash regression when shader compilation error. (UUM-26357)
  • Editor: Fixed the rendering layers in the Light inspector. You can now select Everything. (UUM-14307)
  • Editor: Fixed UsePass and Fallback rendering sometimes broken in Editor when using SRP batcher. (UUM-18980)
  • Editor: Removed an unnecessary "cannot be multi-edited" message in the Inspector. (UUM-10473)
  • Editor: [SpeedTree]: Fixed overly red debug visualization for surface normals when using Rendering Debugger with HDRP projects. (UUM-22897)
  • GI: Enabled the GPU lightmapper work on Intel Arc 750 GPUs. (UUM-21746)
  • GI: Fixed only one GPU being available to select as the "GPU Baking Device" when multiple identical GPUs are installed. (UUM-15155)
  • Graphics: Fixed present callbacks so they are now called correctly when the GfxDeviceClient is set to not be serializing (ST threading mode). (UUM-25836)
  • Graphics: Throw an ArgumentNullException if null is passed in as a parameter to Unwrapping.GeneratePerTriangleUV. (UUM-4614)
  • IL2CPP: Emitted code that compiles for array element access from null in a non-development player build. (UUM-597)
  • IL2CPP: Fixed an issue that did not allow access to special folders in Windows Store apps. (UUM-17611)
  • IL2CPP: Fixed Monitor.IsEntered returning true when the monitor is entered on a different thread from the current thread. (UUM-22329)
  • macOS: Enabled VSync now works correctly when moving the Editor window between screens with different refresh rates. (UUM-9097)
  • Mobile: Fixed the touch reset in device simulator when unity remote is disconnected. (UUM-6667)
  • Package Manager: Fix cycling through windows stops at the Package Manager window when using a shortcut. (UUM-21612)
  • Package Manager: Fixed the Package Manager so it no longer throws an error when importing a complete project for the first time. (UUM-20000)
  • Particles: Removed an erroneous grabpass when using Particle Standard Surface Shader. It should only be triggered when using the Distortion effect. (UUM-12916)
  • Prefabs: Refactored PrefabSave code and fixed duplicate file ids known bugs. (UUM-1282)
  • Scene/Game View: Fixed crashes in GetFilteredRendererNodes sometimes happening when trying to pick an object with a BatchRendererGroup active.
  • Shaders: Fixed being able to use SetVector on integer types in compute shaders. (UUM-5760)
  • Shaders: Fixed missing scalar-to-vector expansion in bitFieldInsert on Metal. (UUM-17883)
  • Shaders: Fixed SetGlobalInteger not working in compute shaders. (UUM-3271)
  • Shaders: Fixed SV_PrimitiveID on Metal. (UUM-22593)
  • SRP Core: Fixed a Render Graph bug where culled passes would be delegated to releasing a resource, resulting in unwanted leaking. (UUM-20800)
  • uGUI: Fixed the slider's direction property not marking the scene dirty once this is changed when in prefab's isolation/context mode. (UUM-20875)
  • UI Toolkit: Fixed a memory leak in UI Toolkit. (UUM-16365)
  • UI Toolkit: Fixed an issue where newline caused incorrect text size rounding error. (UUM-4169)
  • UI Toolkit: Fixed dynamic-color so it now works if the background color was previously transparent. (UUM-21405)
  • UI Toolkit: Fixed long selectors names in UI Builder. (UUM-17304)
  • UI Toolkit: Fixed ScrollView continuing to scroll after ScrollTo was called. (UUM-12584)
  • UI Toolkit: Fixed ScrollView scrollbar input issues when using touch. (UUM-17804)
  • UI Toolkit: Fixed the double click select word when selectAllOnMouseUp and selectAllOnFocus is on. (UUM-15805)
  • UI Toolkit: Fixed the selection on input fields not being cleared when losing focus. (UUM-12086)
  • Universal RP: Fixed a light cookie out of bounds. (UUM-20622)
  • Universal RP: Fixed an issue causing Dynamic Resolution to be disabled during URP rendering. (UUM-18852)
  • Video: Enabled URLs without extensions to now better be supported by the VideoPlayer. (UUM-15705)
  • Video: Fixed multi-display rendering so it now displays the first camera's view on both displays instead of displaying both camera's views when used with a mobile device. (UUM-13587)
  • Package changes in 2022.2.7f1:
  • Packages updated:
  • com.unity.performance.profile-analyzer: 1.1.1 → 1.2.2
  • com.unity.services.ccd.management: 2.2.1 → 2.2.2
  • com.unity.services.core: 1.7.0 → 1.7.1

New in Unity 2023.1.0 Beta 4 (Feb 17, 2023)

  • Features:
  • Editor: Added option to Scene View preferences to only refresh the Scene view when the Editor is in focus.
  • Package Manager: Added Web3 as a Filter Category in My Assets.
  • Improvements:
  • SRP Core: Reduced number of shader variants related to HDR Output.
  • API Changes:
  • Asset Pipeline: Added: Added AssetDatabase.TryGetAssetFolderInfo which can be used to know if a certain path is being tracked by the AssetDatabase and can handle import dependencies and asset imports.
  • Fixes:
  • 2D: Fixed AnimatedTile with LoopOnce set restarting animation loop when its Tilemap is selected in the Editor. (UUM-25434)
  • First seen in 2023.1.0b1.
  • DX12: Fixed GetNextFrameValue() in DX12 native rendering plugins. (UUM-23065)
  • Editor: Added the possibility to use the tag as before with IMGUI. (UUM-20795)
  • First seen in 2023.1.0a21.
  • Editor: Fixed "Pin in New Scene Dialog" checkbox style in scene template inspector. (UUM-15305)
  • First seen in 2023.1.0a5.
  • Editor: Fixed a build performance regression caused by shader variant prefiltering overhead. Especially visible on HDRP. (UUM-23173)
  • First seen in 2023.1.0a25.
  • Editor: Fixed a crash regression when shader compilation error. (UUM-26357)
  • Editor: Fixed an Editor crash when trying to build a project with corrupt compute shaders. (UUM-25488)
  • First seen in 2023.1.0a25.
  • Editor: Fixed an issue so that Light Probes are affected by back-facing triangles when baking with the GPU Lightmapper. (UUM-7699)
  • Editor: Fixed an issue so that multiselect + click works in dependency list. (UUM-20649)
  • First seen in 2023.1.0a21.
  • Editor: Fixed an issue that the "New Scene" window now shows proper search results when a scene template is pinned. (UUM-15393)
  • First seen in 2023.1.0a12.
  • Editor: Fixed an issue to extract potential editor only dependencies and mark those as Reference instead of clone. (UUM-3666)
  • Editor: Fixed an issue when a scene as a single dependency it is shown correctly. (UUM-2524)
  • Editor: Fixed an issue with M_AudioSourceGO and it now has a null gate. (UUM-24663)
  • First seen in 2023.1.0a25.
  • Editor: Fixed for "cannot be multi-edited" message in Inspector appearing when it should not. (UUM-10473)
  • Editor: Fixed pin position. (UUM-15301)
  • First seen in 2023.1.0a11.
  • Editor: Fixed scrollbar in Description field in the new scene dialog. (UUM-15359)
  • First seen in 2023.1.0a12.
  • Editor: Fixed url link for scene template pipeline. (UUM-15399)
  • First seen in 2023.1.0a12.
  • Editor: Restriction added to SetParent() to prevent crash. (UUM-12399)
  • Editor: [SpeedTree]: Fixed crash on UpdateSharedDataSubMeshVertexRange when importing a SpeedTree file. (UUM-25371)
  • First seen in 2023.1.0b1.
  • Editor: [SpeedTree]: Fixed overly red debug visualization for surface normals when using Rendering Debugger with HDRP projects. (UUM-22897)
  • First seen in 2023.1.0b1.
  • Graphics: Fixed present callbacks not being called correctly when the GfxDeviceClient is set to not be serializing (ST threading mode). (UUM-25836)
  • Package Manager: Fixed cycling through windows stops at the Package Manager window when using a shortcut. (UUM-21612)
  • First seen in 2023.1.0a24.
  • SRP Core: Fixed Render Graph documentation to reflection API changes.
  • uGUI: Added the slider's direction property not marking the scene dirty once this is changed when in prefab's isolation/context mode. (UUM-20875)
  • First seen in 2023.1.0a17.
  • UI Elements: Fixed an issue with GenericDropdownMenu that prevented the items from receiving input the 2nd time it was used. (UUM-21001)
  • UI Toolkit: Fixed ArgumentOutOfRangeException exception occurring when editing a text element after its text was changing when it was disabled. (UUM-8802)
  • First seen in 2023.1.0a8.
  • UI Toolkit: Fixed some memory Leak in UI Toolkit. (UUM-16365)
  • UI Toolkit: Fixed the double click select word when selectAllOnMouseUp and selectAllOnFocus is on. (UUM-15805)
  • First seen in 2023.1.0a20.
  • UI Toolkit: Fixed the selection on input fields not being cleared when losing focus. (UUM-12086)
  • First seen in 2023.1.0a5.
  • Universal RP: Corrected render scale value when rendering scene view. (UUM-21505)
  • Universal RP: Fixed an issue that causes Lightcookie out of bounds. (UUM-20622)
  • URP: Fixed a bug with ShadowCaster2D's shadow mesh bounds which was causing shadows to disappear. (UUM-19090)
  • VFX Graph: Added extra memory to allow external threads to steal VFX update jobs. (UUM-22049)
  • First seen in 2023.1.0a24.
  • New 2023.1.0b4 Package Changes since 2023.1.0b3:
  • Packages updated:
  • com.unity.performance.profile-analyzer: 1.1.1 → 1.2.2
  • com.unity.services.ccd.management: 2.2.1 → 2.2.2
  • com.unity.services.core: 1.7.0 → 1.7.1

New in Unity 2022.2.6 (Feb 12, 2023)

  • Improvements:
  • Physics: RaycastHit.textureCoord is now available off the main thread.
  • Shadergraph: Sped up rename operations on properties/keywords/dropdowns in large graph. (SGB-382)
  • Shadergraph: Sped up setting blackboard values in large graphs. (SGB-384)
  • Changes:
  • Player: Re-enabled 'timestamp' argument for debug players.
  • Fixes:
  • 2D: Added buffer to prevent SplitView from covering Create New Palette toolbar in Tile Palette Window. (UUM-25170)
  • 2D: Fixed an issue where the Name/FileIds in a Sprite meta file would get reordered when an importer setting is changed. (UUM-22494)
  • 2D: Fixed issue where Tiles are "double painted" when a user does a mouse drag when painting on a Tilemap. (UUM-25164)
  • Asset Bundles: Fixed an issue where a "Failed to decompress data" error occurs when loading a bundle. (UUM-22990)
  • Asset Bundles: Fixed issue where "Failed to decompress data" error occurs when loading bundle. (UUM-6639)
  • Audio: Improved an FSBTool AAC-encoding error message related to small files. They need to be at least 1024 samples, not 256. (UUM-16609)
  • Build Pipeline: Improved error message, and remove possibility of crash, when a MonoBehaviour or ScriptableObject is being built that does not have a MonoScript. (UUM-21886)
  • DX12: Fixed a crash observed in e.g. HDRP sample project. (UUM-20176)
  • Editor: Dragging a component to the bottom of the inspector will now properly move that component to the end. (UUM-18711)
  • Editor: Dropped warning about mismatching mipmap limits when using a region-based CopyTexture. (UUM-21771)
  • Editor: Fixed a crash when there was a corrupt PrefabInstance. (UUM-1926)
  • Editor: Fixed Shift modifier not allowing to use SceneView tool shortcuts. (UUM-21938)
  • Editor: Improved error message when an incompatible mesh is used with skinning code. (UUM-13268)
  • HDRP: Fixed LightList keywords showing errors in the log when strict variant matching is enabled.
  • iOS: Fixed iOS wrong orientation output when in split view mode. (UUM-17545)
  • Package Manager: Added security anchor to the Scoped Registry's "Read more" link in project Settings. (UUM-25262)
  • Profiler: Fixed GPU module's sample hierarchy so that it no longer uses CPU data after a recompilation when there is an active selection. (UUM-20083)
  • Shadergraph: Fixed NullReferenceException when entering Play Mode with an unfocused Shader Graph window/on closing the Shader Graph Window. (SGB-409)
  • Shaders: Fixed an issue that shaders will now reimport correctly when installing a package that only has shader include files. (UUM-16415)
  • Terrain: Fixed a crash on "QueryComponentByType" when entering Play Mode if setting "useInstancing" to true in "DetailPrototype". (UUM-17546)
  • TextCore: Fixed an issue with the italic on wrapped text. (UUM-22328)
  • UI Elements: Fixed an issue with the GenericDropdownMenu that prevented the items from receiving input when it's reused. (UUM-21001)
  • UI Toolkit: Fixed dynamic-transform offset occurring at large coordinates. (UUM-20442)
  • Universal RP: Fixed y-flipped shading on gizmos in game view. (UUM-21607)
  • VFX Graph: Fixed an issue to avoid file access as much as possible when new assets are imported. (UUM-21642)
  • VFX Graph: Fixed compilation error when targeting .NET Standard runtime. (UUM-21618)
  • Windows: Fixed for incorrect display names of certain subset of keys. (UUM-22694)
  • Package changes in 2022.2.6f1:
  • Packages updated:
  • com.unity.cinemachine: 2.9.4 → 2.9.5
  • com.unity.inputsystem: 1.4.4 → 1.5.0
  • com.unity.services.ccd.management: 2.1.0 → 2.2.1
  • com.unity.services.lobby: 1.0.1 → 1.0.3
  • Pre-release packages added:
  • [email protected]

New in Unity 2023.1.0 Beta 3 (Feb 10, 2023)

  • Improvements:
  • Editor: Improved performance for Text in the editor.
  • IMGUI: IMGUI now use TextCore to deal with Ellipsis.
  • Shadergraph: Speeds up rename operations on properties/keywords/dropdowns in large graph. (SGB-382)
  • Shadergraph: Speeds up setting blackboard values in large graphs. (SGB-384)
  • UI Toolkit: Improved performance of tree expansion of UI Toolkit TreeViews.
  • API Changes:
  • Documentation: Changed: Fixed duplicated inherited members in CustomRenderTexture class API documentation.
  • Graphics: Added: Added GetVisiblePositions to TrailRenderer. (UUM-21893)
  • Changes:
  • Graphics: Combined unity_ProbesOcclusion into SHCoefficients for BatchRendererGroup. (UUM-24996)
  • First seen in 2023.1.0b2.
  • Package: Updated supported Unity, Maya and Max versions in the documentation.
  • Package: Updated the Unity FBX SDK bindings to version 5.0.0 which update Autodesk FBX SDK to 2020.3.2.
  • Fixes:
  • 2D: Fixed an issue where the Name/FileIds in a Sprite meta file would get reordered when an importer setting is changed. (UUM-22494)
  • 2D: Fixed issue where Tiles are "double painted" when a user does a mouse drag when painting on a Tilemap. (UUM-25164)
  • Android: Fixed a freeze when Unity requests runtime permission. This affects the behavior of WebCamTexture, Microphone and OBB loading: will fail at fist attempt due to missing permission (not webcam/microphone found and no obbs loaded). (UUM-21838)
  • First seen in 2023.1.0a23.
  • Android: Fixed a GC deadlock in AndroidJavaProxy. (UUM-15968)
  • First seen in 2023.1.0a12.
  • Asset Bundles: Fixed issue where "Failed to decompress data" error occurs when loading bundle. (UUM-22990)
  • First seen in 2023.1.0a3.
  • Build Pipeline: Fixed null reference errors when loading user scripting objects from ContentFiles. (UUM-24989)
  • Build Pipeline: Improved error message, and remove possibility of crash, when a MonoBehaviour or ScriptableObject is being built that does not have a MonoScript. (UUM-21886)
  • First seen in 2023.1.0a25.
  • DX12: Fixed a crash caused by using a sub Mesh with 0 vertices in ray tracing effects. (UUM-24711)
  • First seen in 2023.1.0a25.
  • DX12: Fixed a crash observed in e.g. HDRP sample project. (UUM-20176)
  • Editor: Dropped warning about mismatching mipmap limits when using a region-based CopyTexture. (UUM-21771)
  • Editor: Fixed a crash that can happen when closing Unity. (UUM-22255)
  • First seen in 2023.1.0a26.
  • Editor: Fixed an issue so that Shortcuts Manager can catch Shift and Options keypress. (UUM-4083)
  • First seen in 2023.1.0a1.
  • Editor: Fixed an issue that the deleted prefabs now have the correct font size. (UUM-22818)
  • First seen in 2023.1.0a20.
  • Editor: Fixed an issue that the tags color=lightblue and color=grey are now working for text. (UUM-22640)
  • First seen in 2023.1.0a20.
  • Editor: Fixed Mac Editor crash on sprite Drag & Drop. (UUM-20950)
  • First seen in 2023.1.0a22.
  • Editor: Fixed savelayout window size is bigger than expected. (UUM-21803)
  • First seen in 2023.1.0a23.
  • Editor: Fixed Shift modifier not allowing to use SceneView tool shortcuts. (UUM-21938)
  • First seen in 2023.1.0a24.
  • Graphics: Throw an ArgumentNullException if null is passed in as a parameter to Unwrapping.GeneratePerTriangleUV. (UUM-4614)
  • HDRP: Fixed diffusion profile list upgrade.
  • HDRP: Fixed removal of DecalShaderGraphGUI.SetupDecalKeywordsAndPass.
  • HDRP: Fixed the usage of HDMaterial.ValidateMaterial for materials created from ShaderGraphs.
  • HDRP: Removed unneeded log. (UUM-24702)
  • First seen in 2023.1.0b1.
  • Linux: Fixed panel focus switching when arrow keys are pressed while in play mode. (UUM-21632)
  • Package Manager: Added security anchor to the Scoped Registry's "Read more" link in project Settings. (UUM-25262)
  • First seen in 2023.1.0a26.
  • Scene/Game View: Fixed Grid Size field snapping to minimum grid size when trying to enter a value below one. (UUM-24640)
  • First seen in 2023.1.0a25.
  • Scene/Game View: Fixed selected child GameObjects not rendering gizmos when the root GameObject is not also selected. (UUM-22208)
  • First seen in 2023.1.0a24.
  • Shadergraph: Fixed NullReferenceException when entering Play Mode with an unfocused Shader Graph window/on closing the Shader Graph Window. (SGB-409)
  • Shadergraph: Fixed SRP Batcher compatibility issue with instanced properties. (UUM-24825)
  • First seen in 2023.1.0b2.
  • Shaders: Fixed an issue that shaders will now reimport correctly when installing a package that only has shader include files. (UUM-16415)
  • Terrain: Fixed a crash on "QueryComponentByType" when entering Play Mode if setting "useInstancing" to true in "DetailPrototype". (UUM-17546)
  • First seen in 2023.1.0a14.
  • UI Toolkit: Fixed long selectors names in UI Builder. (UUM-17304)
  • First seen in 2023.1.0a15.
  • Universal RP: Fixed y-flipped shading on gizmos in game view. (UUM-21607)
  • First seen in 2023.1.0a14.
  • VFX Graph: Fixed an issue to avoid file access as much as possible when new assets are imported. (UUM-21642)
  • VFX Graph: Fixed compilation error when targeting .NET Standard runtime. (UUM-21618)
  • First seen in 2023.1.0a23.
  • Video: Fixed an issue that replacement operator new/delete cause crash with VideoPlayer. (UUM-21724)
  • First seen in 2023.1.0a23.
  • Windows: Fixed for incorrect display names of certain subset of keys. (UUM-22694)
  • XR: Fixed graphical issues on the right eye when using SPI with non-uniform raster foveation. (UUM-22632)
  • First seen in 2023.1.0a23.
  • New 2023.1.0b3 Package Changes since 2023.1.0b2:
  • Packages updated:
  • com.unity.cinemachine: 2.9.4 → 2.9.5
  • com.unity.inputsystem: 1.4.4 → 1.5.0
  • com.unity.services.ccd.management: 2.1.0 → 2.2.1
  • com.unity.formats.fbx: 5.0.0-pre.1 → 5.0.0
  • com.autodesk.fbx: 5.0.0-pre.1 → 5.0.0

New in Unity 2023.1.0 Beta 2 (Feb 2, 2023)

  • Fixes:
  • Editor: Fixed duplicated EditorApplication.update delegates being registered when changing editor layout. (UUM-12847)
  • First seen in 2023.1.0a4.
  • Graphics: Fixed a crash that could happen when a BatchRendererGroup is not Disposed and is leaked. (UUM-23129)
  • First seen in 2023.1.0a26.
  • Graphics: Fixed an issue that VSync doesn't turn off when changing the quality in the Player from "High Fidelity" to "Performant". (UUM-17522)
  • First seen in 2023.1.0a15.
  • Kernel: Removed confusing log about -diag-job-temp-memory-leak-validation diagnostic switch when running with it. (UUM-23098)
  • First seen in 2023.1.0a10.
  • Shaders: Fixed SV_PrimitiveID on Metal. (UUM-22593)
  • Terrain: Fixed an issue with default TerrainTools Overlay docking.
  • UI Toolkit: Fixed dynamic-transform offset occurring at large coordinates. (UUM-20442)
  • First seen in 2023.1.0a22.
  • UI Toolkit: Fixed Painter2D.Arc() notch when preceded by a MoveTo() command. (UUM-22756)
  • First seen in 2023.1.0a24.
  • New 2023.1.0b2 Package Changes since 2023.1.0b1:
  • Packages updated:
  • com.unity.render-pipelines.core: 15.0.3 → 15.0.4
  • com.unity.render-pipelines.high-definition: 15.0.3 → 15.0.4
  • com.unity.render-pipelines.high-definition-config: 15.0.3 → 15.0.4
  • com.unity.render-pipelines.universal: 15.0.3 → 15.0.4
  • com.unity.shadergraph: 15.0.3 → 15.0.4
  • com.unity.visualeffectgraph: 15.0.3 → 15.0.4

New in Unity 2022.2.4 (Jan 28, 2023)

  • Features:
  • Android: Added build_fingerprint information to android builds.
  • Improvements:
  • Asset Import: Reduced the overhead of asset importing by limiting the number of copies of internal parameter structs.
  • Bug Reporter: Asset import worker logs are now attached to bugs, outside of the project zip.
  • GI: Added a toggle for automatic recalculation of environment lighting in the Workflow section of the Lighting window. (UUM-13907)
  • Multiplayer: Added Netcode for GameObjects 1.2.0.
  • Particles: Don't call OnParticleTrigger when there are no trigger module events to report. (Optimization). (UUM-19111)
  • API Changes:
  • Apple TV: Added: Identifier for 3rd generation Apple TV 4K.
  • iOS: Added: Identifiers for iPad models released in 2022.
  • Version Control: Removed: Collab and its dependency from the package.
  • Changes:
  • Editor: Updated the Unity FBX SDK bindings to version 4.1.2. which updates Autodesk FBX SDK to 2020.3.2.
  • Scene/Game View: Reverted a change that caused the OnSceneGUI event to be exited early on a selection change. (UUM-17445)
  • Fixes:
  • 2D: Added proper manual URL for GridSelection. (UUM-20223)
  • 2D: Fixed rendering of GameObjects in a Tile Palette window when a Scriptable Render Pipeline is used. (UUM-22035)
  • AI: Fixed a blocked passage due to seemingly valid polygons after an obstacle carved the NavMesh nearby. (UUM-8240)
  • Android: Avoid GC deadlock in AndroidJavaProxy. (UUM-15968)
  • Android: PermissionCallbacks.DeniedAndDontAskAgain is no longer invoked on Android 11 and later. Use Denied instead on all versions. (UUM-20936)
  • Animation: Fixed 'NullReferenceException' when Animator "Any State" transition arrow is selected. (UUM-7732)
  • Asset Pipeline: Removed logged error if a preview is requested for an asset that references a deleted asset. (UUM-6963)
  • DX12: Fixed for crash spawning particle effects. (UUM-12979)
  • Editor: Enabled Noise Sine Wave in ShaderGraph to now modulate all channels, not just the first. (SGB-97)
  • Editor: Fixed a memory leak which would manifest when loading then unloading scenes additively. (UUM-18684)
  • Editor: Fixed a windows editor bug where the cursor sometimes jumped to a different screen when double-clicking the property window in multi-display mode. (UUM-8131)
  • Editor: Fixed an issue whereby the depth pre-pass did not batch effectively. (UUM-20379)
  • Editor: Fixed Editor crash when calling API's to show modal dialogs while -drawRect is in progress. (UUM-2293)
  • Editor: Fixed error triggered when reloading domain with a Property window opened. (UUM-3529)
  • Editor: Fixed folder name is truncated when dot is used in the name. (UUM-7046)
  • Editor: Fixed forward only material validation.
  • Editor: Fixed issue on Windows where modal dialogs can get the Editor stuck if they are launched from a window that closes itself. (UUM-21096)
  • Editor: Fixed OnValidate callback is called twice when entering Prefab Mode in Context. (UUM-17190)
  • Editor: Fixed potential crash when a scene with a component without a GameObject is loaded. (UUM-1291)
  • Editor: Fixed versioned .so libraries are ignored by the Editor when they are imported. (UUM-11909)
  • Editor: PrefabInstance status will now get correctly set if the Prefab has been deleted after the undo operation was recorded. (UUM-812)
  • Editor: Removed optimization that skips backing up unchanged scene files when entering playmode. This optimization caused too many bugs. (UUM-16018)
  • Editor: Shadergraph: Shadergraphs that have a LOD Crossfade option will now write the expected disableBatching tag.
  • Editor: SpeedTree: Materials selection GUI is now enabled for Mesh Renderer components in the Inspector window. (UUM-22569)
  • Graphics: Fixed a crash that could happen when a BatchRendererGroup is not Disposed and is leaked. (UUM-23129)
  • Graphics: Fixed crash by preventing race condition when opening app from floating icon state on Android. (UUM-576)
  • Graphics: Fixed decals screen space for non-uniforn foveated rendering and vrs foveated rendering with SPI. (UUM-18497)
  • Graphics: Virtual Texturing: Renderer instanced materials (via a renderer.material query in a script) would not copy the correct virtual texture parameters when the original material is not fully initialized. This would incur into a missing VT texture when rendering. (UUM-20402)
  • HDRP: Added note when debug overlay dissapears. (UUM-18913)
  • HDRP: Fixed an issue with new scene being created with bad directional light. (UUM-8321)
  • HDRP: Fixed decal material upgrade.
  • HDRP: Fixed performance when using low quality shadows.
  • HDRP: Fixed project import time regression. (UUM-21636)
  • HDRP: Fixed resetting water surface component. (UUM-18911)
  • HDRP: Fixed sun direction when rotating cloud layer.
  • HDRP: Fixed the culling layers so that they are now taken into account for the water surfaces. (UUM-21449)
  • HDRP: Fixed volumetric clouds disappearing. (UUM-20244)
  • HDRP: Fixed water normal redirection factor.
  • Fixed env smoothness attenuation on pools. (UUM-18945)
  • HDRP: Fixed water position on Mac and in debug modes. (UUM-19573)
  • macOS: Default Application.targetFrameRate for MacOS batchmode was always 60fps instead of the maximum achievable frame rate. (UUM-22161)
  • Package Manager: Local package will no longer have tags other than Local. (UUM-22132)
  • Prefabs: Improved the button text in the unused overrides dialog. (UUM-19026)
  • Profiler: Fixed an issue where the Related Data view in the Hierarchy view of the CPU Usage Profiler Module would ping objects in the Editor even when the profiled data did not come from the current Editor session, thereby making these pings essentially random. With this fix, objects related to these Profiler Samples only get pinged if the data was captured from the current Editor session and the Object's Instance IDs are therefore reliable. (UUM-2165)
  • Profiler: Fixed profiler connection allocations tracking under the ProfilerConnection entry in Memory Profiler. (UUM-16465)
  • Profiler: Fixed rendering of certain character sets in CPU Profiler Timeline view. (UUM-16513)
  • Scene/Game View: Fixed selected child GameObjects not rendering gizmos when the root GameObject is not also selected. (UUM-22208)
  • Scripting: Fixed an issue where assembly validation errors disappear when clearing console messages. (UUM-3087)
  • Shaders: Fixed an issue that the RenderingCommandBuffer.EnableKeyword(material, keyword) now properly affects rendering. (UUM-21676)
  • Shaders: Preparing variants for compilation dialog now shows the name of the shader being processed. (UUM-22015)
  • Shaders: Strict shader variant matching will now report the shader stage along with other information when the requested variant is missing. (UUM-21981)
  • SRP Core: Fixed volume profile field state when asset is removed. (UUM-4641)
  • uGUI: Enabled Physics2DRaycast to now use SortingGroups when determining the sorted order of its results. (UUM-19833)
  • UI Toolkit: Fixed TextField offset when the field has dynamic width. (UUM-16002)
  • Universal RP: Corrected render scale value when rendering scene view. (UUM-21505)
  • Universal RP: Fixed an issue causing GPU hangs when using Forward+ for the default renderer while using Forward or Deferred for the active camera renderer. (UUM-19682)
  • Universal RP: Fixed an issue where enabling Rendering Layers in a URP Asset would break additional lights. (UUM-20184)
  • Universal RP: Fixed post-process effects in scene view shaded mode. (UUM-11870)
  • Universal Windows Platform: Fixed mouse wheel events on UWP. (UUM-19092)
  • WebGL: Fixed Unity integration test PowerPreferenceTests.cs failing to build. (UUM-15704)
  • XR: Fixed issues with CopyColorPass when foveated rendering is enabled. (UUM-16327)
  • XR: VR platforms should also ignore vSyncCount on DX12 platform.
  • Package changes in 2022.2.4f1:
  • Packages updated:
  • com.unity.animation.rigging: 1.2.0 → 1.2.1
  • com.unity.collab-proxy: 1.17.7 → 2.0.0
  • com.unity.ide.rider: 3.0.17 → 3.0.18
  • com.unity.mobile.notifications: 2.1.0 → 2.1.1
  • com.unity.xr.interaction.toolkit: 2.1.1 → 2.2.0
  • com.unity.formats.fbx: 4.2.0 → 4.2.1
  • com.autodesk.fbx: 4.2.0 → 4.2.1
  • com.unity.transport: 1.3.0 → 1.3.1
  • com.unity.netcode.gameobjects: 1.1.0 → 1.2.0
  • Packages added:
  • [email protected]

New in Unity 2023.1.0 Beta 1 (Jan 26, 2023)

  • Features:
  • Editor: Changed to title bars on Windows for editor. Improving upon the existing title bar feature by adding to it.
  • Improvements:
  • Bug Reporter: Attached the asset import worker logs to bugs, outside of the project ZIP.
  • Editor: Increased the speed of FBX model importing.
  • Editor: Modify the Tool Variant arrow icon to look less clickable.
  • Universal RP: Improved Shader Keyword Prefiltering for Decals, SSAO, HDR, Rendering Layers and Screen coord override.
  • Changes:
  • Editor: Added an option to disable volumetric clouds and cloud layers in the effects menu within the scene view. This is only exposed if the underlying SRP supports cloud rendering.
  • Fixes:
  • Build Pipeline: Fixed an issue where UWP test certificate would be regenerated once deleted from the assets folder. (UUM-22116)
  • DX12: Removed unnecessary image processing code on texture upload that's not needed reducing CPU overhead. (UUM-15519)
  • First seen in 2023.1.0a9.
  • Editor: Added LocaleVariant Support into the Xcode API for replacing the reflections code in Localization Package. Added new API to PBXProject: AddKnownRegion, AddLocaleVariantFile, ClearKnownRegions and SetDevelopmentRegion.
  • Editor: Fixed 1px mismatch between reported Screen size and actual back buffer size when using DPI scaling leading to errors being logged and broken rendering. (UUM-14913)
  • Editor: Fixed a crash with null indexed buffer. (UUM-20944)
  • Editor: Fixed a possible window layout error when opening a new project. (UUM-20106)
  • First seen in 2023.1.0a21.
  • Editor: Fixed an Editor crash when rendering with UsePass or Fallback via SRP batcher. (UUM-19898)
  • Editor: Fixed an error message "State comes from an incompatible keyword space". (UUM-22597)
  • First seen in 2023.1.0a26.
  • Editor: Fixed an issue that the Built-in Shader Settings are no longer clipped in Graphics Settings window. (UUM-20575)
  • First seen in 2023.1.0a22.
  • Editor: Fixed an issue that the Shader stripping settings are no longer clipped in Graphics Settings window. (UUM-20573)
  • First seen in 2023.1.0a22.
  • Editor: Fixed an issue where a baked Light would also be rendered as a realtime Light. (UUM-22366)
  • First seen in 2023.1.0a26.
  • Editor: Fixed an windows editor bug where the cursor sometimes jumped to a different screen when double-clicking the property window in multi-display mode. (UUM-8131)
  • Editor: Fixed debug wireframe mode in RenderGraph and non-RenderGraph
  • Fixed scene view wireframe mode in non-RenderGraph. (RenderGraph wireframe mode is still broken after this fix due to cmd.Blit usage). (UUM-21526)
  • First seen in 2023.1.0a23.
  • Editor: Fixed error triggered when reloading domain with a Property window opened. (UUM-3529)
  • First seen in 2023.1.0a26.
  • Editor: Fixed macos screen capture showing random pixels when capturing at screen edge. (UUM-7774)
  • Editor: Fixed NullReferenceException's from the ProjectBrowser when selecting an error in the Console and multiple project browser windows were open. (UUM-17551)
  • Editor: Fixed title bar overlaps by properties in Graphics Settings window. (UUM-20576)
  • First seen in 2023.1.0a22.
  • Editor: Fixed UsePass and Fallback rendering sometimes broken in Editor when using SRP batcher. (UUM-18980)
  • Editor: SpeedTree: Materials selection GUI is now enabled for Mesh Renderer components in the Inspector window. (UUM-22569)
  • First seen in 2023.1.0a26.
  • GI: Fixed an issue where scene debug visualization modes would look broken when baking multiple scenes together. (UUM-17494)
  • First seen in 2023.1.0a14.
  • GI: Fixed lightmap baking when light cookie is used. (UUM-20089)
  • HDRP: Fixed GC alloc in water system.
  • HDRP: Fixed volumetric fog not rendered during the first frame. (UUM-21105)
  • First seen in 2023.1.0a22.
  • IMGUI: Fixed an issue where domain reload would break IMGUI.
  • IMGUI: Fixed an issue where text with an image above it would not render correctly.
  • iOS: Fixed freeze on startup when URP is used with memoryless depth backbuffer. (UUM-21910)
  • iOS: Fixed iOS wrong orientation output when in split view mode. (UUM-17545)
  • Kernel: Fixed reading out of bounds in FileStreamerReader::DirectRead. (UUM-22386)
  • First seen in 2023.1.0a4.
  • Mobile: Fixed an issue that the touch reset in device simulator when unity remote is disconnected. (UUM-6667)
  • Shaders: Fixed a crash when loading shaders that are incompatible with the current hardware due to resource limits. (UUM-21964)
  • Shaders: Fixed an issue that The "Log Shader Compilation" toggle in the Graphics Settings now logs compute shader compilation as well. (UUM-21370)
  • First seen in 2023.1.0a22.
  • Shaders: Fixed an issue that the RenderingCommandBuffer.EnableKeyword(material, keyword) now properly affects rendering. (UUM-21676)
  • SRP Core: Fixed an issue to keep LightExplorer checkbox state when switching render pipelines. (UUM-2433)
  • First seen in 2023.1.0a26.
  • TextCore: Fixed an issue with the italic on wrapped text. (UUM-22328)
  • First seen in 2023.1.0a24.
  • UI Toolkit: Fixed ScrollView continuing to scroll after ScrollTo was called. (UUM-12584)
  • UI Toolkit: Fixed ScrollView scrollbar input issues when using touch. (UUM-17804)
  • Universal RP: Fixed an issue where keywords used with SSAO and Decals were not stripped correctly when the features were disabled. (UUM-18616)
  • Video: Fixed error when adding file:// to point at a local file in the VideoPlayer on Android. (UUM-16166)
  • First seen in 2023.1.0a13.
  • Virtual Texturing: Fixed an issue that Renderer instanced materials (via a renderer.material query in a script) would not copy the correct virtual texture parameters when the original material is not fully initialized. This would incur into a missing VT texture when rendering. (UUM-20402)
  • First seen in 2023.1.0a23.
  • New 2023.1.0b1 Package Changes since 2023.1.0a26:
  • Packages updated:
  • com.unity.animation.rigging: 1.2.0 → 1.2.1
  • com.unity.ide.rider: 3.0.17 → 3.0.18
  • com.unity.mobile.notifications: 2.1.0 → 2.1.1
  • com.unity.transport: 1.3.0 → 1.3.1
  • com.unity.netcode.gameobjects: 1.1.0 → 1.2.0

New in Unity 2022.2.3 (Jan 24, 2023)

  • Improvements:
  • Animation: Improved performance of AnimatorOverrideController.ApplyOverrides(). (UUM-14753)
  • Asset Import: Reduced the time spent in asset categorization, which happens during asset import and domain reloads.
  • Editor: Clarified that agreeing to update the "Mipmap Limit Group" property on texture importers when deleting/renaming a group cannot be reverted with an undo.
  • Editor: Improved and shortened editor dialog box messages related to mipmap limit groups.
  • Editor: Reduced time to rebuild the CreateAsset(...) menu during a domain reload, it previously was scaling badly for projects with many assemblies.
  • Editor: Texture previews now display additional information concerning mips and mipmap limits. When mipmap limits are in use, the mip slider is now properly clamped as well.
  • Graphics: Improved docs and UI to indicate that VT does not consider mipmap limits. (UUM-12347)
  • Shaders: Improved performance of ShaderKeywordSet.IsEnabled(LocalKeyword) and ShaderUtil.PassHasKeyword(...).
  • VFX Graph: Added a toggle in both VFX preferences in VFX Graph view to allow shader debug symbols with generated shaders. (UUM-19517)
  • Video: Report an error only when the user uses MediaFoundation directly.
  • API Changes:
  • Core: Added: Gizmos.DrawLineList() API which allow a sequence of disconnected lines to be drawn with a single API call improving performance over repeated calls to Gizmos.DrawLine().
  • Core: Added: Gizmos.DrawLineStrip() API which allow a sequence of connected lines to be drawn with a single API call improving performance over repeated calls to Gizmos.DrawLine().
  • Core: Added: Several new batch Transform APIs that can process multiple points or vectors in a single API call rather than having to make repeated calls on each point in turn which drastically improves performance
  • Transform.TransformPoints() - batch version of Transform.TransformPoint()
  • Transform.TransformDirections() - batch version of Transform.TransformDirection()
  • Transform.TransformVectors() - batch version of Transform.TransformVector()
  • Transform.InverseTransformPoints() - batch version of Transform.InverseTransformPoint()
  • Transform.InverseTransformDirections() - batch version of Transform.InverseTransformDirection()
  • Transform.InverseTransformVectors() - batch version of Transform.InverseTransformVector().
  • Core: Added: Use these new methods for improved performance when operating on both positions and rotations at the same time.
  • Transform.GetLocalPositionAndRotation()
  • Transform.GetPositionAndRotation()
  • TransformAccess.GetLocalPositionAndRotation()
  • TransformAccess.GetPositionAndRotation()
  • TransformAccess.SetLocalPositionAndRotation()
  • TransformAccess.SetPositionAndRotation()
  • Graphics: Added: Texture2D.activeMipmapLimit() - Returns the mipmap limit used when Unity uploads the texture.
  • Changes:
  • HDRP: Changed the order of Lens Flare Data Driven in Post Process (now after Bloom).
  • Universal RP: Light soft shadow quality setting in URPAsset which lights use by default. Per light override is still possible.
  • Fixes:
  • 2D: Fixed case where there is Sprite Atlas warning in console when loading sprite in playmode. (UUM-18521)
  • 2D: Fixed collider shapes for a TilemapCollider2D when rotated Tiles are used with a collider offset.
  • 2D: Fixed crash when there is an invalid Sprite on a Tilemap and a TilemapRenderer tries to bind the invalid Sprite to a Sprite Atlas. (UUM-19275)
  • 2D: Fixed sorting of Tiles in a TilemapRenderer when the Sprites of the Tiles in the TilemapRenderer come from different Texture sources and Sprites with large vertex/index counts are rendered first due to batching. (UUM-18345)
  • 2D: Fixed Sprite Mode field is empty upon changing Texture Type to Sprite in TextureImporter. (UUM-16278)
  • 2D: Removed hiding tint in Sprites/Default shader. (UUM-19330)
  • Animation: Error is no longer thrown when calling AvatarBuilder.BuildHumanAvatar with a HumanDescription that does not contain a skeleton. (UUM-16174)
  • Asset Pipeline: Fixed an issue where scene asset labels could disappear when saving the scene. (UUM-18045)
  • Asset Pipeline: Fixed case of SRP changing mid refresh resulting in infinite imports. (UUM-11957)
  • Audio: Fixed a bug where audio import of Ogg files would fail sometimes in the Editor. This bug may have affected other audio file types as well. (UUM-8637)
  • Audio: Updated FMOD's FLAC from version 1.2.1 to 1.3.4. This fixes an issue identified by our application security team. (UUM-400)
  • Core: Improved the job scheduler to better balance work across worker threads.
  • The job scheduler now avoids potential stalls on the main thread as mobile device performance degrades due to thermal throttling. (UUM-20132)
  • DX12: Fixed crash issue with very large project import when the amount of descriptors grows unusually high. (UUM-20186)
  • DX12: Fixed for using HLSL register keyword to assign constant buffer bind points. (UUM-20946)
  • DX12: Fixed stalls in asynchronous scene loading with a large number of reflection probes. (UUM-20766)
  • Editor: Avoid breaking SRP Batcher shadow batch when using a different "per material" texture. (UUM-11166)
  • Editor: Ensure scene view outline render uses the attributed main texture property name rather than the default name. (UUM-20416)
  • Editor: Fixed adding additional files as compilation inputs. (UUM-21715)
  • Editor: Fixed an exception when searching in the Debugger and UI element has a null name. (UUM-18683)
  • Editor: Fixed an issue preventing the selection of desired settings when editing them in the "Request Authorization on App Launch" or "Enable Push Notifications" menus. (UUM-14777)
  • Editor: Fixed an issue when having a playableGraph with 2 output, one of which contained blending on the root bone. (UUM-16614)
  • Editor: Fixed an issue where the "Mipmap Limit Group" property on texture importers would not update correctly if the importers to update were selected when deleting/renaming a group and agreeing to update the project.
  • Editor: Fixed an issue where the "Mipmap Limit Group" property would not update correctly on texture importer presets when deleting/renaming a group and agreeing to update the project. (previous two change notes also apply to texture importer presets).
  • Editor: Fixed an issue where, while renaming a Mipmap Limit Group, clicking away would incorrectly cancel the operation instead of submitting the input.
  • Editor: Fixed camera roll animations import. (UUM-15444)
  • Editor: Fixed character encoding for error messages in the Unity Accelerator. (UUM-16372)
  • Editor: Fixed colorpicker functionality on linux. (UUM-17499)
  • Editor: Fixed crash caused when clipping is potentially needed but end of being unnecessary. (UUM-21218)
  • Editor: Fixed custom editor tools overriding native ones. (UUM-13592)
  • Editor: Fixed EditorWindow maximum size calculations when using a display not at integer scaling. (UUM-12808)
  • Editor: Fixed for scene hierarchy order change when entering Play mode in the Mobile Template. (UUM-13298)
  • Editor: Fixed material copy/paste so it now copies all properties. (UUM-6041)
  • Editor: Fixed memory leaks that were detected when generating a preview when an HDRP project was selected. (UUM-8320)
  • Editor: Fixed missing 'Ctrl/Command + Alt + Mouse 1' Zoom shortcut in SceneView. (UUM-16087)
  • Editor: Fixed t:prefab in AssetProvider only yields files ending in .prefab (no fbx or obj anymore). (UUM-17774)
  • Editor: Fixed that on Mac when hovering over arrow in the Hierarchy to open Prefab in Prefab Mode the tooltip displays shortcut as "Alt" and not "Option". (UUM-15760)
  • Editor: Fixed the import process so that only transform remains after importing a broken file, if a Prefab file is found to contain multiple transforms due to external merge tool or manual edit error. Note: Import prioritization of RectTransform over Transform remains unchanged. (UUM-14898)
  • Editor: Fixed unexpected rendering when Fragment Normal uses Object Space. (UUM-10045)
  • Editor: Fixed Tools.viewToolActive not returning true when the View tool is set manually. (UUM-15113)
  • Editor: Implemented a domain reload after the preset window closes, to apply settings correctly. (UUM-17585)
  • Editor: OpenSSL updated to 1.1.1s to address. (UUM-18983)
  • Editor: Refresh the UI when the asset is changed. (UUM-20377)
  • Editor: Reworked InspectorWindow performance tests and merge them with more recent UIToolkit ones. (UUM-13358)
  • Editor: SpeedTree shadergraph shaders now multiply the Smoothness and Metallic slider values with the values from the ExtraTexture when the texture is provided. The default values for the sliders are set to 1.0 instead of 0.5 by default when there's an ExtraTexture is imported with the SpeedTree asset.
  • Editor: Unsaved scene changes window was updated. (UUM-2325)
  • GI: Fixed an OpenCL related compile issue for source customers who have VS 2022 installed. (UUM-7692)
  • GI: Fixed editor crash when baking lightmaps due to uninitialized memory in light cookies. (UUM-20089)
  • GI: Fixed rare instability in SceneVisibility editor tests. (UUM-20630)
  • Graphics: Fixed an issue where Graphics.CopyTexture could fail when using limited textures that were very small.
  • Graphics: Fixed an issue where Graphics.CopyTexture would handle textures with stripped mips incorrectly. (UUM-6165)
  • Graphics: Fixed an issue with inspecting a RenderTexture with DepthAuto / ShadowMap as the Color Format so it no longer breaks the inspector. (UUM-11764)
  • Graphics: Fixed Async SSR on D3D12. (UUM-3342)
  • Graphics: Fixed BatchRendererGroup.GetMesh() crashing when used while re-importing a Mesh. (UUM-9189)
  • Graphics: Fixed Entities Graphics lightmapping not working when a master texture mipmap limit was active. (PLAT-2021)
  • Graphics: Fixed instances where the Texture2D Streaming APIs would return incorrect values for limited textures that were very small and textures with mips stripped.
  • Graphics: Fixed mipmap streaming not properly taking into account mipmap limit settings. (UUM-11567)
  • Graphics: Fixed mipmap stripping not properly taking into account mipmap limit settings. (UUM-11568)
  • Graphics: Fixed repeating error messages when a BatchRendererGroup leaks. (UUM-21698)
  • Graphics: Fixed SPI for non-uniform foveated rendering. (UUM-17563)
  • Graphics: Fixed GraphicsFenceType so it is now set correctly from CommandBuffer.CreateGraphicsFence. (UUM-11450)
  • Graphics: Improved BatchRendererGroup error messages. (UUM-18322)
  • Graphics: Removed shadow sampling mode error when using -batchmode. (UUM-15339)
  • HDRP: Enabled evaluation of stacked area lights in the path tracer. (UUM-18897)
  • HDRP: Enabled Water Graph to support custom interpolators. (UUM-20956)
  • HDRP: Fixed an issue where calling HDCamera.Reset() would not reset internal frame count of individual sky and cloud renderers. (UUM-19077)
  • HDRP: Fixed an issue where reflection probe's will continue to reference an unused custom texture.
  • HDRP: Fixed an issue with APV debug max subdiv after having a new bake with higher subdiv level. (UUM-20112)
  • HDRP: Fixed an issue with flickering game view when using HDR output and a realtime reflection probe. (UUM-17557)
  • HDRP: Fixed an issue with focus distance and focal length affecting the scene view. (UUM-20591)
  • HDRP: Fixed coat mask when using iridescence. (UUM-19681)
  • HDRP: Fixed culling issues with infinite water surfaces. (UUM-10826)
  • HDRP: Fixed enabling raytracing in the HDRP asset if resources are in a bad state. (UUM-18728)
  • HDRP: Fixed forward materials with motion vectors rendered twice.
  • HDRP: Fixed issues with renderer list culling. (UUM-16043)
  • HDRP: Fixed motion blur issues caused on fast movements. (UUM-19339)
  • HDRP: Fixed nan occuring in volumetric clouds when changing elevation drastically.
  • HDRP: Fixed stripping on shadergraph depth prepass. (UUM-17613)
  • HDRP: Fixed when using strict variant matching option. (UUM-13651)
  • HDRP: Removed visibility of Vertex Density debug mode on console platforms. (UUM-14641)
  • HDRP: Renamed Amplitude Multipliers to Amplitude Dimmers for the water surface. (UUM-18559)
  • IL2CPP: Corrected handle enums declared inside a generic type. (UUM-612)
  • IL2CPP: Corrected the behavior of the System.IO.Compression.ZipArchive API. (UUM-14582)
  • IL2CPP: Enabled constrained calls on stackalloc'd buffers. (UUM-14341)
  • IL2CPP: Fixed handling of numeric conversion IL opcodes in generic code when Faster (smaller) builds is enabled. (UUM-15402)
  • IL2CPP: Fixed Monitor.Wait with zero timeout so it now returns false. (UUM-18188)
  • IL2CPP: Fixed occasional missing stack traces in Debug.Log on Windows 10. (UUM-12672)
  • IL2CPP: Fixed stackalloc to return null for zero length requests. (UUM-15533)
  • IL2CPP: Removed an uncommon parameter name collision in generated C++ code. (UUM-14587)
  • IL2CPP: Support casts from arrays to interfaces of their reduced type (e.g. int[] -> IEnumerable). (UUM-16304)
  • iOS: Restored the possibility for ViewController to control status bar appearance. (UUM-6389)
  • Linux: Fixed an issue so that Window restoration now restores Editor Window instances correctly. (UUM-21138)
  • Linux: Fixed tab and shift+tab not working in shader graph windows. (UUM-17516)
  • Linux: Fixed SystemInfo.batteryStatus and SystemInfo.batteryLevel so that they now work on Linux. (UUM-16083)
  • Mono: Fixed issue where DeflateStream would swallow exceptions instead of throwing them. (UUM-17185)
  • Mono: Fixed JIT assert on arm with large return structs. (UUM-18498)
  • Mono: Updated the Brotli compression library to version 1.0.9 to correct https://github.com/advisories/GHSA-5v8v-66v8-mwm7. (UUM-15721)
  • Networking: UnityWebRequest: Always allow HTTP on localhost, regardless of setting for secure HTTP. (UUM-19293)
  • Package Manager: Fixed a bug where importing .unitypackage with project settings into a new project would show an error in the console. (UUM-20736)
  • Package Manager: Fixed the import of a .unitypackage only containing project settings. (UUM-20189)
  • Package Manager: Package documentation links pointing to private Github URLs can now be opened in browser for non-Unity packages. Additionally, for all packages in general, opening local documentation will fall back on the README file if a documentation.md file cannot be found. (UUM-8337)
  • Physics: Fixed Rigidbody contact listeners overriding their children colliders that had Provide Contacts set to true. (UUM-18871)
  • Physics 2D: Deprecated 2D Physics properties were not available in Player Builds.
  • Physics 2D: Fixed an issue so that RelativeJoint2D angularOffset uses Degrees and not Radians. (UUM-19333)
  • Physics 2D: Fixed an issue when using the 2D Physics Multithreaded solver so that contact processing time no longer increases over time under certain circumstances. (D2D-4284)
  • Prefabs: The Undo system now registers property modifications which replace missing prefab references on script fields. (UUM-11402)
  • Profiler: Fixed missing highlight on select in Unity Profiler Timeline view. (UUM-20023)
  • Profiler: Fixed Profiler charts so they show custom counters properly when the displayed frame range contains frames that have been gathered from different different targets (e.g. from Playmode and from a built Player). If those counters use custom ProfilerCategories, the charts now also properly resolve if two counters have the same name but different categories, and will correctly respect the state of the Category being enabled via Profiler.SetCategoryEnabled(). (UUM-6739)
  • Profiler: Fixed Profiler samples in the VFX category to contribute towards the Rendering Category instead of Others. (UUM-2166)
  • Profiler: Fixed saving and loading of Profiler Data when the frame range contains frames that have been gathered from different different targets (e.g. from Playmode and from a built Player). Previously saved .data files with such data are irreparably corrupted and will crash on opening. This fix only applies to data saved from this version onwards. (UUM-14767)
  • Profiler: Fixed values of the FrameDataView.GetAllCategories API result. (UUM-20410)
  • Scene/Game View: Fixed Handles.DrawWireCube not respecting the current Handles.color. (UUM-14288)
  • Scripting: Removed warning for obsolete platforms when added plugins to plugin folders that contains both obsolete and non-obsolete platforms. (UUM-12246)
  • Serialization: Fixed issue with using SerializeReference within Prefab Variant where reference to local UnityObjects were not updated properly in Prefab Variant Instance. (UUM-16434)
  • Shadergraph: Fixed rare line-ending conflict in shader graph node templates when source control rewrites eol markers. (SGB-282)
  • Shadergraph: Fixed Shader Graph BiRP Target so it now works correctly with point lights and transparent objects. (UUM-9823)
  • Shaders: Fixed an incorrect error message when using instanced rendering and replacement shaders. (UUM-20961)
  • SRP Core: Fixed APV baking panel after baking once. (UUM-21697)
  • SRP Core: Fixed changing current value by mouse click on DebugUI.ObjectFields on the runtime UI.
  • SRP Core: Fixed ColorCurves volume leaking Texture2D objects under certain circumstances. (UUM-16602)
  • SRP Core: Fixed reset of APV debug. (UUM-19471)
  • SRP Core: Material and Shader reimport times are now being sent to the Analytics server.
  • SRP Core: Updated the Volumes when the Volume Info is collapsed. (UUM-11068)
  • UI Toolkit: Fixed :active default style overwritten by :hover:enabled. (UUM-19845)
  • UI Toolkit: Fixed an exception in the UI Toolkit Debugger when the user types in the search bar without a panel selected. (UUM-18090)
  • UI Toolkit: Fixed an exception when deleting an element of two arrays of different size in the inspector. (UUM-12869)
  • UI Toolkit: Fixed an issue where the list view and tree view would fire the on selection changed callback when resetting the current selection. (UUM-3448)
  • UI Toolkit: Fixed an issue where the Progress Bar's title attribute would not reset inside the UI Builder. (UUM-21345)
  • UI Toolkit: Fixed an issue where the UI Builder would log a cryptic error when trying to save a uxml document outside of the project. It will now inform the user that the operation failed. (UUM-20711)
  • UI Toolkit: Fixed ArgumentOutOfRangeException exception occurring when editing a text element after its text was changing when it was disabled. (UUM-8802)
  • UI Toolkit: Fixed context menus for sub-properties not opening when using the Inspector with UI Toolkit. (UUM-11643)
  • UI Toolkit: Fixed custom property drawers not receiving Mouse events properly. (UUM-11715)
  • UI Toolkit: Fixed data loss while editing in context in UI Builder. (UUM-20202)
  • UI Toolkit: Fixed duplicated decorator drawers. (UUM-8259)
  • UI Toolkit: Fixed editing in context not working in canvas in UI Builder. (UUM-17573)
  • UI Toolkit: Fixed elements disappearing when changing both the border radius and padding at the same time. (UUM-4160)
  • UI Toolkit: Fixed hierarchy renaming in UI Builder. (UUM-4900)
  • UI Toolkit: Fixed image element so it no longer ignores UV rect when a sprite was used. (UUM-18362)
  • UI Toolkit: Fixed layout of Image element so it now works with a flipped UV rect. (UUM-17729)
  • UI Toolkit: Fixed mouse wheel event creation. (UUM-21403)
  • UI Toolkit: Fixed read-only TextField so it can now be copied. (UUM-7852)
  • UI Toolkit: Fixed reorderable list getting stuck when scrolling, when it contains other nested reorderable lists. (UUM-17067)
  • UI Toolkit: Fixed stuck preview when right clicking and dragging in UI Builder. (UUM-3465)
  • UI Toolkit: Fixed support for compound assignment operators for UI Toolkit numeric fields (IntegerField, LongField, FloatField, DoubleField). (UUM-3471)
  • UI Toolkit: Fixed the context menu of the variable text field missing Cut, Copy, Paste actions. (UUM-3484)
  • UI Toolkit: Fixed the soft keyboard functionality for UITK TextFields. (UUM-6153)
  • UI Toolkit: Improved UI Toolkit so that flipped UVs are now properly handled by scale modes of the Image element. (UUM-17136)
  • Universal RP: Fixed "High Dynamic Range" Grading Mode variants getting needlessly stripped when Strip Unused Post Processing Variants was selected (even though it's not a volume feature and is part of the UPR asset). (UUM-12673)
  • Universal RP: Fixed a missing keyword in ParticleLit for Lightmap shadow mixing. (UUM-18601)
  • Universal RP: Fixed depth priming issues on Vulkan. (UUM-21113)
  • URP: Fixed 2D game view flickering when using URP Pixel Perfect and Cinemachine Pixel Perfect Extension. (UUM-20343)
  • URP: Fixed errors related to the lack of support of native shadow maps on WebGL1. (UUM-2270)
  • VFX Graph: Fixed an issue that vertex Color was black while using new shader graph integration on planar primitive output. (UUM-12866)
  • VFX Graph: Fixed enum fields could be cropped when text is too long. (UUM-4420)
  • VFX Graph: Forbid drag and drop of material from project browser to VFX component in scene. (UUM-14790)
  • WebGL: Fixed a bug where Firefox would hang at 90% while loading. (UUM-1155)
  • WebGL: Fixed error handling of AudioContext.resume(). (UUM-17803)
  • WebGL: Improved WebAssembly build options to avoid long link times. Added a new Release build option that is focused on faster build speeds, but note that Development builds are the fastest for iteration. (UUM-15615)
  • XR: Fixed crash on Quest when using MSAA and moving out of the guardian during startup. (UUM-20525)
  • Package changes in 2022.2.3f1:
  • Packages updated:
  • com.unity.2d.pixel-perfect: 5.0.2 → 5.0.3
  • com.unity.2d.psdimporter: 8.0.1 → 8.0.2
  • com.unity.2d.tilemap.extras: 3.0.2 → 3.0.3
  • com.unity.adaptiveperformance.samsung.android: 4.0.1 → 4.0.2
  • com.unity.addressables: 1.21.1 → 1.21.2
  • com.unity.render-pipelines.core: 14.0.4 → 14.0.5
  • com.unity.render-pipelines.high-definition: 14.0.4 → 14.0.5
  • com.unity.render-pipelines.high-definition-config: 14.0.4 → 14.0.5
  • com.unity.render-pipelines.universal: 14.0.4 → 14.0.5
  • com.unity.scriptablebuildpipeline: 1.21.0 → 1.21.1
  • com.unity.shadergraph: 14.0.4 → 14.0.5
  • com.unity.visualeffectgraph: 14.0.4 → 14.0.5
  • com.unity.xr.core-utils: 2.1.0 → 2.1.1

New in Unity 2023.1.0 Alpha 26 (Jan 20, 2023)

  • Features:
  • Package Manager: Changed the default sorting in the Package Manager's My Assets tab to reflect the web page.
  • Improvements:
  • Editor: Reduced time to rebuild the CreateAsset(...) menu during a domain reload. Rebuilding was previously scaling badly for projects with many assemblies.
  • HDRP: Updated the Custom pass docoumentation for DrawRenderers with Terrain.
  • iOS: Disabled Thread Performance Checker by default in a generated Xcode project.
  • API Changes:
  • Android: Added: Added new method Permission.ShouldShowRequestPermissionRationale, informing whether UI should be show explaining why application needs a particular permission.
  • Package: Added: Added a new property on IAdaptivePerformance to access the active subsystem.
  • Fixes:
  • 2D: Added the correct Manual URL for GridSelection. (UUM-20223)
  • First seen in 2023.1.0a19.
  • 2D: Fixed the rendering of GameObjects in a Tile Palette window when a Scriptable Render Pipeline is used. (UUM-22035)
  • First seen in 2023.1.0a24.
  • Android: Fixed the build failing when the app bundle option is enabled and the output file has no extension. (UUM-10941)
  • First seen in 2023.1.0a4.
  • Android: Fixed the preset support on DefaultTextureCompression in PlayerSettings. (UUM-17791)
  • First seen in 2023.1.0a15.
  • Android: PermissionCallbacks.DeniedAndDontAskAgain is deprecated and not invoked on Android 11 and later. Use Denied instead on all versions. (UUM-20936)
  • First seen in 2023.1.0a21.
  • Core: Fixed APV realtime subdivision.
  • Editor: Enabled AND/OR block to not always be suggested in Query builder mode. (DOTSE-1992)
  • Editor: Enabled keyboard shortcuts to now work correctly in macOS. (UUM-21735)
  • First seen in 2023.1.0a24.
  • Editor: Enabled refreshing the UI when the asset is changed. (UUM-20377)
  • Editor: Fixed an issue so that you can now set a Camera's targetDisplay property using C# in the editor.
  • Editor: Fixed an issue with spurious errors in the console being output when the lighting cache is not intact. (UUM-21668)
  • First seen in 2023.1.0a23.
  • Editor: Fixed compute skinning on Adreno/Vulkan. (UUM-20108)
  • First seen in 2023.1.0a21.
  • Editor: Fixed incorrect information and improve documention for the RuntimeInitializeOnLoadMethod attribute. The documentation now clarifies the execution order and provides more detailed information about the object state during runtime initiailization. (UUM-21543)
  • First seen in 2023.1.0a23.
  • Editor: Fixed Shift+alpha keys so that they are now recognized in certain keyboard layouts when you switch layouts using the shortcut. (UUM-19010)
  • Editor: Fixed the display of LightMap flags property in the Material debug inspector. (UUM-2729)
  • First seen in 2023.1.0a1.
  • Editor: Fixed the entities.graphics ambient probe with HDRP and multiple cameras. (UUM-17907)
  • First seen in 2023.1.0a16.
  • Editor: Fixed the SRP Batcher shadow batch breaking when using different "per material" textures. (UUM-11166)
  • First seen in 2023.1.0a5.
  • Editor: Removed optimization that skips backing up unchanged scene files when entering playmode. This optimization caused too many bugs. (UUM-16018)
  • Editor: The depth prepass does not batch effectively. (UUM-20379)
  • First seen in 2023.1.0a20.
  • GI: Enabled AMD OpenCL board name to be shown when baking with LightBaker GPU lightmapper. (UUM-21835)
  • First seen in 2023.1.0a23.
  • GI: Enabled the GPU lightmapper work on Intel Arc 750 GPUs. (UUM-21746)
  • First seen in 2023.1.0a15.
  • GI: Fixed issue where baking a single reflection probe could result in the wrong cubemap being associated with the wrong probe. (UUM-20194)
  • First seen in 2023.1.0a21.
  • GI: Fixed only one GPU being available to select as the "GPU Baking Device" when multiple identical GPUs are installed. (UUM-15155)
  • First seen in 2023.1.0a11.
  • Graphics: Enabled Mesh.RecalculateTangents() to ensure that the tangent attribute has the correct format (Float32) and dimension (4) when called. (UUM-19137)
  • Graphics: Fixed a crash by preventing race condition when opening the app from a floating icon state on Android. (UUM-576)
  • First seen in 2023.1.0a21.
  • Graphics: Removed repeating error messages when a BatchRendererGroup leaks. (UUM-21698)
  • First seen in 2023.1.0a23.
  • HDRP: Added note when debug overlay dissapears. (UUM-18913)
  • HDRP: Enabled Water Graph to support custom interpolators. (UUM-20956)
  • HDRP: Fixed a shader warning in the foam of the water system.
  • HDRP: Fixed an issue with APV debug max subdiv after having a new bake with higher subdiv level. (UUM-20112)
  • HDRP: Fixed an issue with APV failing to bake when in single scene mode and multiple scenes are loaded. (UUM-20870)
  • First seen in 2023.1.0a24.
  • HDRP: Fixed an issue with reflection probe normalization data being invalidated too easily. (UUM-18953)
  • First seen in 2023.1.0a16.
  • HDRP: Fixed an issue with reflection probes so that they will no longer reference an unused custom texture. (1405254)
  • HDRP: Fixed an with new scene being created with bad directional light. (UUM-8321)
  • HDRP: Fixed an with new scene being created with bad directional light. (UUM-8321)
  • HDRP: Fixed asset import regression. (UUM-21636)
  • HDRP: Fixed both current map field to so it is Texture, not Texture2D. (UUM-20894)
  • First seen in 2023.1.0a21.
  • HDRP: Fixed current debug view for ripples so it now shows the right data when the ripple current map inherits from the Agitation/Swell current map. (UUM-21411)
  • First seen in 2023.1.0a22.
  • HDRP: Fixed decal material upgrade.
  • HDRP: Fixed Foam Generator and Water Deformer box gizmo. (UUM-20895)
  • First seen in 2023.1.0a21.
  • HDRP: Fixed performance when using low quality shadows.
  • HDRP: Fixed ripple current map inheritance so it now takes region size, offset, and influence into account. (UUM-21419)
  • First seen in 2023.1.0a22.
  • HDRP: Fixed tesselation when the water surface is far from the origin creating a white line artifact on the surface. (UUM-21407)
  • HDRP: Fixed the culling layers so that they are now taken into account for the water surfaces. (UUM-21449)
  • HDRP: Fixed the fog when enabling volumetric clouds. (UUM-20849)
  • First seen in 2023.1.0a23.
  • HDRP: Fixed the Screen Space Lens Flare debug mode when exposure is high. (UUM-22118)
  • First seen in 2023.1.0a24.
  • HDRP: Fixed the selected correct size for atlas sizes for reflections during migration.
  • HDRP: Fixed the shadow of the directional light so it now affects the water caustics. (UUM-20896)
  • HDRP: Fixed the water excluders appearing in ray tracing effects. (UUM-20905)
  • First seen in 2023.1.0a21.
  • HDRP: Fixed volumetric clouds disappearing. (UUM-20244)
  • HDRP: Fixed Water surface Foam area and Deformation area so that they are not in World Space for non-infinite surfaces. (UUM-20901)
  • First seen in 2023.1.0a21.
  • HDRP: Removed unused Water ShaderGraph node. (UUM-20371)
  • IL2CPP: Enabled the marshaling offset to compute properly for the first field in an explicit layout type when that field has a non-zero offset. (UUM-19622)
  • IL2CPP: Fixed the C++ compilation error when structs have static fields with circular type references. (UUM-16351)
  • IL2CPP: Improved performance of awaiting async operations on Windows. (UUM-20917)
  • IL2CPP: Projects created prior to 2021.3 and opened in 2021.3 or newer could have their Managed Stripping Level incorrectly migrated to the new default value of Minimal when the old default of Low should have been retained. (UUM-19512)
  • Linux: Fixed an issue so that Window restoration now restores Editor Window instances correctly. (UUM-21138)
  • macOS: Default Application.targetFrameRate for MacOS batchmode was always 60fps instead of the maximum achievable frame rate. (UUM-22161)
  • Mono: Added use of a relative path to the gdiplus dynamic library in the dllmap entry in the config file. (UUM-20719)
  • Mono: Fixed an issue where the internal debugger would refuse connections after performing multiple switches between release and debug editor runtime optimizations. (UUM-16704)
  • Package Manager: Removed all tags other than Local from Local packages. (UUM-22132)
  • First seen in 2023.1.0a24.
  • Particles: Removed an erroneous grabpass when using Particle Standard Surface Shader. It should only be triggered when using the Distortion effect. (UUM-12916)
  • Scripting: Fixed adding additional files as compilation inputs. (UUM-21715)
  • First seen in 2023.1.0a24.
  • Shaders: Preparing variants for compilation dialog now shows the name of the shader being processed. (UUM-22015)
  • Shaders: Strict shader variant matching will now report the shader stage along with other information when the requested variant is missing. (UUM-21981)
  • SRP Core: Fixed a Render Graph bug where culled passes would be delegated to releasing a resource, resulting in unwanted leaking. (UUM-20800)
  • First seen in 2023.1.0a24.
  • SRP Core: Fixed a warning on APV debug shaders in Metal. (UUM-21408)
  • First seen in 2023.1.0a24.
  • SRP Core: Fixed AdditionalProperties UI tint in playmode. (UUM-20451)
  • First seen in 2023.1.0a23.
  • UI Toolkit: Fixed reorderable list getting stuck when scrolling, when it contains other nested reorderable lists. (UUM-17067)
  • First seen in 2023.1.0a13.
  • UI Toolkit: Fixed the missing "value" attribute for Slider and SliderInt in UI Builder Inspector. (UUM-22250)
  • First seen in 2023.1.0a24.
  • UI Toolkit: Fixed the TextField offset when the field has dynamic width. (UUM-16002)
  • First seen in 2023.1.0a14.
  • Universal RP: Fixed an issue where enabling Rendering Layers in a URP Asset would break additional lights. (UUM-20184)
  • VFX Graph: Avoid Gizmo affecting by parent component Scaling. (UUM-4782)
  • First seen in 2023.1.0a6.
  • VFX Graph: First frame of spawned particles outputs wrong motion vectors. (UUM-20435)
  • VFX Graph: Fixed a crash while rendering with indirect using a null index buffer. (UUM-20944)
  • VFX Graph: Fixed an error raised in the console when undoing shader assignment in the Mesh output node. (UUM-16367)
  • VFX Graph: Fixed the usage of Screen Space Size block which led to flipped particles. (UUM-12345)
  • First seen in 2023.1.0a9.
  • VFX Graph: Improved handling of infinite values with Gizmo. (UUM-564)
  • VFX Graph: Safer GPUEvent when trying to append more event than destination capacity. (UUM-572)
  • VFX Graph: Unexpected Motion Vector in HDRP when effect is in World and uses Custom Velocity or Mesh Output. (UUM-20437)
  • Packages updated:
  • com.unity.adaptiveperformance: 5.0.0-pre.2 → 5.0.0-pre.4
  • com.unity.adaptiveperformance.google.android: 1.0.0-pre.3 → 1.0.0-pre.4

New in Unity 2022.2.2 (Jan 16, 2023)

  • Features:
  • Universal RP: Added Temporal Anti-aliasing support. Available from Camera Anti-aliasing settings. Known limitations: Incompatible with MSAA, Dynamic Resolution or Camera stacking. Supports fixed resolution only, no temporal upsampling supported.
  • Improvements
  • Build Pipeline: Improved error handling for builds to show less redundant error messages.
  • Editor: Improved performance of Handles.DrawAAPolyLine.
  • Editor: Improved performance of rendering the Project Settings. It would previously repeatedly query all objects loaded into the editor, which meant that operations that load assets into memory (entering playmode) would make the Project Settings unusable slow.
  • Graphics: Registration of the Shader.globalRenderpipeline is done internaly and using the renderPipelineShaderTag from the RenderPipelineAsset that is currently in use.
  • Physics: Increased the Articulation Body tree limit from 64 to 256 bodies.
  • Profiler: Reduced the performance cost of drawing charts in the profiler.
  • VFX Graph: Fixed lightmap range limitations. (UUM-19058)
  • API Changes:
  • Build Pipeline: Obsoleted: Application.SetBuildTags and Application.GetBuildTags are now obsolete.
  • Graphics: Added: Overridable property renderPipelineShaderTag on the RenderPipelineAsset.
  • Changes:
  • Universal RP: Shader parameters used by additional lights are now removed when additional lights are disabled in URP Assets.
  • Fixes:
  • Asset Pipeline: Fixed an issue where the standalone profiler could crash or emit errors when the script domain reloads in the editor. (UUM-19179)
  • Build Pipeline: Doing a clean build will remember state about built files, so that files no longer in a build can be deleted in subsequent builds.
  • Build Pipeline: Fixed a bug where building a development player, and then a non-development player with no other changes could show the "Development Player" watermark.
  • Build Pipeline: Fixed a potential bug where building players could in rare circumstances fail with a sharing violation on a file called buildreport.json_2.traceevents.
  • Build Pipeline: Fixed an issue where build GUIDs would sometimes not change between subsequent builds.
  • Build Pipeline: Make postprocess callbacks correctly report player path for "install in builds folder". (UUM-4118)
  • Core: Fixed ShaderGraph code generation to properly enable GPU instanced properties. (UUM-20505)
  • Editor: Added a check to ensure context view context can't be duplicated, copied or cut. (UUM-2655)
  • Editor: Added a proper error message when trying to run the Editor in a misconfigured environment with no HOME variable set (Mac and Linux). (UUM-14787)
  • Editor: Added EditorSceneManager event for RestoreSceneManagerSetup so systems can get notified about it. (UUM-19655)
  • Editor: Camera relative culling options have been added to the Graphics section in Project Settings. This will potentially alleviate light popping issues due to lack of precision when the objects or lights are far from the origin. Enabling the camera relative culling setting for lights will potentially introduces issues for objects or lights that are far from the camera origin. (UUM-7551)
  • Editor: Converting the root in a Prefab Asset to a Prefab instance to create a variant is now disallowed, similarly as Replace Prefab instance. This guard is added to prevent loosing default overrides and references for all instances of the Prefab.'. (UUM-20181)
  • Editor: Fixed a bug when zooming in using the orthographic camera, the terrain texture was previously rendered incorrectly. Now when zooming in, the texture on the terrain should be rendered correctly. (UUM-1809)
  • Editor: Fixed a bug which caused auto with Generate Lighting to not work as expected in connection with DOTS. Auto mode will now be ignored in the backend when the core Entities package is used.
  • Note: An inspector window and the lighting settings window will show the value of 'Auto Generate' which has been set in the lighting settings asset. The lighting window will show a warning if Auto Generate is ticked but it will not prevent the user from doing so.
  • Note that the following lighting window UI changes have been included in the fix:
  • Auto Generate is not disabled when the Entities package is used. The checkbox will represent the actual value in the lighting settings asset.
  • The warning is only shown if Auto Generate is ticked and the text is updated to say Auto Generate mode is ignored [...]. (UUM-18955)
  • Editor: Fixed a crash when a window is closed during EditorWindow.OnLostFocus. (UUM-12434)
  • Editor: Fixed an issue if -createProject is used would force script recompile. (UUM-10810)
  • Editor: Fixed animation clip's preview window's grid's depth when using deferred rendering in URP. (UUM-2947)
  • Editor: Fixed Auto-save scenes checkbox. (UUM-11717)
  • Editor: Fixed EvaluateArgs instabilities. (UUM-16646)
  • Editor: Fixed for special characters not displaying as expected in built application names on Android. (UUM-12251)
  • Editor: Fixed intermittent crash when destroying/recreating menu items on Linux. (UUM-11724)
  • Editor: Fixed issue when there are 0 quality levels for the current platform and gathering the RP assets for the current target was not returning the one in GraphicsSettings. (UUM-19235)
  • Editor: Fixed issue where mouse up and mouse down events were reported twice in OnGUI when using the Device Simulator. (UUM-14340)
  • Editor: Fixed regression where physical camera settings were no longer affecting the scene view camera in HDRP. The settings are not properly handled. (UUM-18190)
  • Editor: Fixed serious Editor performance issue when running on macOS Ventura. (UUM-19011)
  • Editor: Fixed some keyboard shortcuts not working on MacOS editor. (UUM-20428)
  • Editor: Fixed tile palette dropdown flickering. (UUM-8307)
  • Editor: Fixed UI Builder importing image in unity ask to save changes then errors out. (UUM-8302)
  • Editor: Improved automation speed on mac. (UUM-9301)
  • Editor: Prevent too many open files error when uploading to Accelerator. (UUM-19028)
  • Editor: Removed Exported define from SearchService to avoid domain reload. (UUM-18922)
  • Editor: [OpenGL] Editor goes into infinite loading when the options menu in a Game View window is clicked. (UUM-6030)
  • GI: Added the range property to the Light Explorer window.
  • GI: Fixed crash in LightProbesManager after removing the first added probeset. (UUM-17760)
  • GI: Fixed lightprobes getting direct lighting in subtractive mode. (UUM-1344)
  • GI: Fixed looping error message when baking in prefabs and subscenes. (UUM-15675)
  • HDRP: Enabled SSR transparent in default framesettings. (UUM-19598)
  • HDRP: Fixed scalarization issues on Gamecore.
  • HDRP: Improved the script linking the directional light to a Custom Render Target calling the RenderPipeline function GetMainLight(). (UUM-14543)
  • IMGUI: Removed Resolve of invalid GC handle error occurring when exiting Play mode. (UUM-14969)
  • iOS: Fixed a hang on startup on iOS 16 when linking to UnityFramework. (UUM-16259)
  • Linux: Fixed crash on Linux inside profiler memory sampling function. (UUM-19153)
  • macOS: Fixed a hang on startup on MacOS 13 when running from Xcode. (UUM-15967)
  • macOS: Removed developer placeholder text from progress dialog. (UUM-18221)
  • Networking: Fixed race condition between DownloadHandlerTexture and Resources.UnloadUnusedAssets, sometimes cause premature destruction of the texture. (UUM-18044)
  • Particles: Fixed some particle script API so it now syncs in-flight update jobs before modifying state. (UUM-12469)
  • Scripting: Fixed a bug where the editor could throw an Exception after an asmdef setup error was fixed. (UUM-15296)
  • Scripting: Fixed an issue where caching of package assemblies could cause script debugging to pick up files from a different project.
  • Serialization: Fixed issue where de-serializing Prefab containing a SerializeReference which has been refactored not handles MovedFrom. Improved AssetDatabase script type dependency so that if a missing SerializeReference instance type, re-appears importers depending on it will be trigerred. (UUM-6733)
  • Shadergraph: Fixed a number of memory leaks in ShaderGraph where windows and view elements were not disposing of resources properly. (UUM-20502)
  • Shaders: Fixed a crash in Shader Prefiltering when the Render Pipeline assets contain circular data references. (UUM-19976)
  • Shaders: Fixed a rare issue with auxiliary texture properties not being initialized properly. (UUM-15576)
  • Shaders: Fixed reflection probe rendering silently being skipped when the required shader is not found in the player. (UUM-12628)
  • Shaders: Fixed Texture and Vector material properties not supporting displaying tooltips. (UUM-5691)
  • SRP Core: Added Local mode to fit Probe Volumes to scene. (UUM-17784)
  • SRP Core: Fixed recalculating of apv probe positions. (UUM-19991)
  • SRP Core: Fixed virtual offset pushing probes outside of geometry. (UUM-19697)
  • TextCore: Corrected the ellipsis behavior on last visible lines. (UUM-10417)
  • UI Toolkit: Element collapse/expand arrows were invisible when using UI Elements List View. (UUM-9854)
  • UI Toolkit: Fix playmode tint not applied to text color. (UUM-7215)
  • UI Toolkit: Fixed display issue when resizing parent of Visual Element with negative scale. (UUM-18196)
  • UI Toolkit: Fixed layout instabilities with scrollviews and IMGUIContainers in scrollviews. (UUM-16435)
  • UI Toolkit: Fixed Painter2D thin strokes so that they don't look semi-transparent anymore. (UUM-15265)
  • UI Toolkit: Fixed the old theme not being removed from the list of documentElement's stylesheet when changing the current theme. (UUM-11196)
  • UI Toolkit: Fixed tight-mesh showing neighboring sprite artefact caused by the background-repeat feature. (UUM-20050)
  • UI Toolkit: Make sure clickable is not invoked when target Visual Element is not enabled. (UUM-16476)
  • Universal RP: Fixed an issue with slower build-times caused by large Additional Light Shadows arrays in URP Shaders. (UUM-17405)
  • Universal RP: Fixed releasing render targets when using multiple renderers. (UUM-16481)
  • URP: Fixed a bug where lights with different blend styles may have missing shadows. (UUM-1872)
  • URP: Fixed an issue where the Universal Renderer could incorrectly clear the render target during the forward opaques pass even if the render target contains valid rendering data produced by a pass that ran before opaque rendering. (ARFB-190)
  • URP: Fixed mixed lights when using deferred rendering and shadow mask. (UUM-19587)
  • VFX Graph: Fixed an issue that VisualEffect spawned behind the camera were always updated until visible and culled. (UUM-6379)
  • VFX Graph: Fixed an issue with the out of range exception on GPU when multiple spawn context are plugged to the same initialize system. (UUM-8351)
  • VFX Graph: Removed unexpected GC.Alloc while accessing to state.vfxEventAttribute in [VFXSpawnerCallbacks](https://docs.unity3d.com/ScriptReference/VFX.VFXSpawnerCallbacks.OnUpdate.html). (UUM-14769)
  • VFX Graph: Six-way lighting fixes. (UUM-19052)
  • Video: Video is displayed with one frame delay when videoPlayer.Play() is called. (UUM-15543)
  • Web: Fixed a bug on Chrome on iOS where the WebGL canvas cannot regain focus after losing it. (UUM-1166)
  • XR: Fixed VR run in background focus issue.
  • Package changes in 2022.2.2f1:
  • Packages updated:
  • com.unity.burst: 1.7.4 → 1.8.2
  • com.unity.cinemachine: 2.9.2 → 2.9.4
  • com.unity.ide.rider: 3.0.16 → 3.0.17
  • com.unity.ide.visualstudio: 2.0.16 → 2.0.17
  • com.unity.purchasing: 4.5.1 → 4.5.2
  • com.unity.remote-config: 3.2.2 → 3.3.1
  • com.unity.services.analytics: 4.2.0 → 4.3.0
  • com.unity.services.authentication: 2.3.1 → 2.4.0
  • com.unity.services.cloudcode: 2.1.1 → 2.2.1
  • com.unity.services.core: 1.6.0 → 1.7.0
  • com.unity.services.qos: 1.0.0 → 1.1.0
  • com.unity.services.relay: 1.0.2 → 1.0.5
  • com.unity.testtools.codecoverage: 1.2.1 → 1.2.2
  • com.unity.visualscripting: 1.7.8 → 1.8.0
  • com.unity.xr.arcore: 5.0.2 → 5.0.3
  • com.unity.xr.arfoundation: 5.0.2 → 5.0.3
  • com.unity.xr.arkit: 5.0.2 → 5.0.3
  • com.unity.xr.openxr: 1.5.3 → 1.6.0
  • com.unity.learn.iet-framework: 3.1.1 → 3.1.3

New in Unity 2023.1.0 Alpha 25 (Jan 12, 2023)

  • Features:
  • HDRP: Added raytraced shadows for Pyramid and Box shaped Spot Lights.
  • HDRP: Improved stripping of unused features.
  • IL2CPP: Added an option to show C# source code line numbers in call stacks in player builds.
  • SRP Core: Added Adaptive Probe volumes (APV) for the Universal Render Pipeline (URP).
  • VFX Graph: Added a new output to modify the volumetric fog of HDRP.
  • Improvements:
  • Android: Cleaned up redundant code.
  • Android: Specified Frame Pacing Library as a Gradle build dependency to make it easier to update to new versions.
  • Editor: Clarified that agreeing to update the "Mipmap Limit Group" property on texture importers when deleting/renaming a group cannot be reverted with an undo.
  • Editor: Enabled texture previews to now display additional information concerning mips and mipmap limits. When mipmap limits are in use, the mip slider is now properly clamped.
  • Editor: Improved and shortened editor dialog box messages related to mipmap limit groups.
  • Input System: Enabled touch input to be handled from USB secondary capacitive touch screens on Android.
  • TLS: Improved logging information produced by the TLS layer.
  • VFX Graph: Added a toggle in both VFX preferences in VFX Graph view to allow shader debug symbols with generated shaders. (UUM-19517)
  • API Changes:
  • Editor: Added: Added an editor only API to get and set the static batching state on the PlayerSettings: GetStaticBatchingForPlatform, SetStaticBatchingForPlatform, GetDynamicBatchingForPlatform, setStaticBatchingForPlatform.
  • Graphics: Added: Added 'Texture2D.activeMipmapLimit'. Returns the mipmap limit used when Unity uploads the texture.
  • Graphics: Added: Added a way to obtain the current RenderPipelineGlobalSettings in GraphicsSettings API.
  • Terrain: Obsoleted: Made the functions void OnToolSettingsGUI(Terrain terrain, IOnInspectorGUI editContext, bool overlays) and void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext, bool overlays) obsolete, replaced with the same function signature without the bool overlays.
  • Changes:
  • 2D: Removed com.unity.ide.vscode from the template as it is deprecated.
  • Android: Reverted Updated Optimized Frame Pacing feature to use v1.10 of Android Frame Pacing Library.
  • Android: Updated Optimized Frame Pacing feature to use v1.10 of Android Frame Pacing Library.
  • Graphics: Changed the skin weight buffer target to now always set to a compute accessible target if compute shaders are supported.
  • HDRP: Changed the order of transparent FrameSettings.
  • HDRP: Removed Preview from Label of Raytracing, Eye shader node, and Water shader node.
  • Fixes:
  • Android: Enabled GetEngineGradleDependencies to return FramePacing dependencies. (UUM-21682)
  • First seen in 2023.1.0a23.
  • Android: Fixed an issue where Gradle templates upgrader wouldn't parse a custom element if it had the same name as a default element.
  • Android: Fixed an issue with Manifests templates upgrader when parsing Attribute that contains an array.
  • Android: Fixed an issue with Manifests templates upgrader where it failed to convert if the original manifest template changed an activity which was not enabled (e.g. GameActivity selected, but the template changed Activity).
  • Android: Fixed sequential gradle build failure which happens after disabling Optimized Frame Pacing, which was happening when Unity was deleting unityLibrary/src/main/cpp/FramePacing/CMakeLists.txt, instead Unity will delete CMakeLists.txt contents instead. (UUM-21160)
  • First seen in 2023.1.0a24.
  • Android: Updated to game activity package 1.2.2. Most of the input data is now available. (UUM-16848)
  • First seen in 2023.1.0a22.
  • Build Pipeline: Fixed a memory corruption related crash when building AssetBundles with Multi-Process building mode enabled. (UUM-20484)
  • First seen in 2023.1.0a20.
  • Core: Improved the job scheduler to better balance work across worker threads. The job scheduler now avoids potential stalls on the main thread as mobile device performance degrades due to thermal throttling. (UUM-20132)
  • First seen in 2023.1.0a19.
  • DX12: Fixed an issue when using HLSL register keyword to assign constant buffer bind points. (UUM-20946)
  • First seen in 2023.1.0a23.
  • Editor: Added missing 'Ctrl/Command + Alt + Mouse 1' Zoom shortcut in SceneView. (UUM-16087)
  • First seen in 2023.1.0a11.
  • Editor: Added missing QueryBlocks filter to Asset Store Provider. (DOTSE-1982)
  • Editor: Enabled Details view to be completely cleared when no items are selected. (DOTSE-1993)
  • Editor: Enabled scene view outline render to use the attributed main texture property name rather than the default name. (UUM-20416)
  • First seen in 2023.1.0a20.
  • Editor: Fixed a crash caused when clipping is potentially needed but is unnecessary. (UUM-21218)
  • First seen in 2023.1.0a23.
  • Editor: Fixed a memory leak which would manifest when loading then unloading scenes additively. (UUM-18684)
  • First seen in 2023.1.0a18.
  • Editor: Fixed an issue where GuiHelper depending on FilePath being absolute. This is updated to handle both cases.
  • Editor: Fixed an issue where ITestRunCallback is invoked double when run in EditMode.
  • Editor: Fixed an issue where RunFinished callbacks sometimes would not be executed before the editor quits in batchmode. (DSTR-692)
  • Editor: Fixed an issue where the "Mipmap Limit Group" property on texture importers would not update correctly if the importers to update were selected when deleting/renaming a group and agreeing to update the project.
  • Editor: Fixed an issue where the "Mipmap Limit Group" property would not update correctly on texture importer presets when deleting/renaming a group and agreeing to update the project. (Previous two change notes also apply to texture importer presets).
  • Editor: Fixed an issue where, while renaming a Mipmap Limit Group, clicking away would incorrectly cancel the operation instead of submitting the input.
  • Editor: Fixed camera roll animations import. (UUM-15444)
  • First seen in 2023.1.0a11.
  • Editor: Fixed console error when assigning a long tag name to a GameObject. (UUM-15621)
  • First seen in 2023.1.0a12.
  • Editor: Fixed folder name being truncated when dot is used in the name. (UUM-7046)
  • First seen in 2023.1.0a6.
  • Editor: Fixed for right click paste in Inspector window and Package Manager. (UUM-2304)
  • Editor: Fixed forward only material validation.
  • Editor: Fixed modifying a query with querybuilder not updating the selected asset in the Inspector. (DOTSE-1989)
  • Editor: Fixed OnValidate callback is called twice when entering Prefab Mode in Context. (UUM-17190)
  • First seen in 2023.1.0a21.
  • Editor: Fixed problem of samples not loading for import in Package Manager window. (DSTR-702)
  • Editor: Fixed TestMode being set only in on the assembly level. (DSTR-673)
  • Editor: Fixed the context not being restored after a domain reload outside tests. (DSTR-654)
  • Editor: Fixed the default frame settings for new 2023.1 features.
  • Editor: Fixed versioned .so libraries so that they are no longer ignored by the Editor when they are imported. (UUM-11909)
  • First seen in 2023.1.0a4.
  • Editor: Prevent creation of .meta files in loadable plugin directories (.androidlib, .bundle, .framework, .plugin). (UUM-9421)
  • First seen in 2023.1.0a3.
  • Editor: Removed Fullscreen Play Mode experimental feature. This feature requires additional backend work to support input in all scenarios. (UUM-12941)
  • Editor: Removed the ability to apply components marked with HideFlags.DontSaveInEditor to Prefab. (UUM-21110)
  • Entities Graphics: Fixed Custom passes when using the BatchRendererGroup.
  • GI: Fixed corrupted probes on scenes without a lighting data asset when running the editor with -nographics. (UUM-16874)
  • GI: Replaced the sample int fields with log sliders.
  • Graphics: Enabled defining the Render Pipeline Type that a RenderPipeline asset is defining.
  • Graphics: Fixed a number of URP and ShaderGraph shaders so they are now compatible with entities rendering.
  • Graphics: Fixed an issue where Graphics.CopyTexture could fail when using limited textures that were very small.
  • Graphics: Fixed an issue where Graphics.CopyTexture would handle textures with stripped mips incorrectly. (UUM-6165)
  • Graphics: Fixed an issue with inspecting a RenderTexture with DepthAuto / ShadowMap as the Color Format so it no longer breaks the inspector. (UUM-11764)
  • First seen in 2023.1.0a1.
  • Graphics: Fixed assertion sometimes failing from HDAdditionalLightData.get_shadowRequestIndices. (UUM-21104)
  • First seen in 2023.1.0a23.
  • Graphics: Fixed instances where the Texture2D Streaming APIs would return incorrect values for limited textures that were very small and textures with mips stripped.
  • Graphics: Fixed out-of-bounds access in ScriptableRenderContext.CullShadowCasters sometimes causing crashes.
  • Graphics: Fixed ScriptableRenderContext.CullShadowCasters validation layer message sometimes not using string formatting correctly.
  • Graphics: Removed throwing an exception from ScriptableRenderContext.CullShadowCasters when splitRange.length == 0.
  • HDRP: Enabled the path tracer to include baked light sources. (UUM-3333)
  • HDRP: Fixed an issue when using strict variant matching option.
  • HDRP: Fixed an issue with focus distance and focal length affecting the scene view. (UUM-20591)
  • First seen in 2023.1.0a23.
  • HDRP: Fixed Bloom Dirt Texture not appearing on Screen Space Lens Flares. (UUM-20001)
  • First seen in 2023.1.0a19.
  • HDRP: Fixed Graph Settings in Water Shader Graphs.
  • HDRP: Fixed nan occuring in volumetric clouds when changing elevation drastically.
  • HDRP: Fixed reflection probe atlas being too small after upgrading a project. (UUM-16755)
  • First seen in 2023.1.0a13.
  • HDRP: Fixed the sun direction when rotating cloud layer.
  • Linux: Added SystemInfo.batteryStatus and SystemInfo.batteryLevel for Linux laptops. (UUM-16083)
  • macOS: Removed references to the Unity project path in the IL2CPP arguments in generated Xcode projects on macOS and iOS, which could cause builds to fail due to permission issues.
  • Physics 2D: Fixed an issue so that RelativeJoint2D angularOffset uses Degrees and not Radians. (UUM-19333)
  • Physics 2D: Fixed an issue when using the 2D Physics Multithreaded solver so that contact processing time no longer increases over time under certain circumstances. (D2D-4284)
  • Scripting: Fixed an issue so that the API updater is now able to apply changes to internal packages when the project controlled by Perforce. (UUM-16373)
  • First seen in 2023.1.0a13.
  • Scripting: Removed warning for obsolete platforms when added plugins to plugin folders that contains both obsolete and non-obsolete platforms. (UUM-12246)
  • First seen in 2023.1.0a8.
  • Shadergraph: Enabled shadergraphs that have a LOD Crossfade option to now write the expected disableBatching tag.
  • Shaders: Fixed an incorrect error message when using instanced rendering and replacement shaders. (UUM-20961)
  • SRP Core: Enabled Material and Shader reimport times to be sent to the Analytics server.
  • SRP Core: Fixed recalculating of apv probe positions. (UUM-19991)
  • SRP Core: Fixed returning from Missing state stops raising an exception. (UUM-20995)
  • First seen in 2023.1.0a24.
  • Tests: Fixed unstable test AudioStartStopOutputStubTest (increased timeouts, improved logging). (UUM-9288)
  • First seen in 2023.1.0a4.
  • UI Toolkit: Fixed an issue where the UI Builder would export "none" instead of "initial" when setting a font to null. (UUM-16426)
  • UI Toolkit: Fixed an issue where the UI Builder would log a cryptic error when trying to save a uxml document outside of the project. It will now inform the user that the operation failed. (UUM-20711)
  • First seen in 2023.1.0a21.
  • UI Toolkit: Fixed custom property drawers not receiving Mouse events properly. (UUM-11715)
  • First seen in 2023.1.0a3.
  • UI Toolkit: Fixed stuck preview when right clicking and dragging in UI Builder. (UUM-3465)
  • First seen in 2023.1.0a18.
  • UI Toolkit: Fixed the hierarchy renaming in UI Builder. (UUM-4900)
  • First seen in 2023.1.0a1.
  • Universal RP: Fixed depth priming issues on Vulkan. (UUM-21113)
  • First seen in 2023.1.0a22.
  • Universal Windows Platform: Fixed mouse wheel events on UWP. (UUM-19092)
  • First seen in 2023.1.0a19.
  • VFX Graph: Added missing DepthNormal pass for Unlit & Unify SSAO integration with Unlit for URP. (UUM-19559)
  • VFX Graph: Fixed an unexpected warning on Metal while rendering thumbnail preview for material. (UUM-531)
  • VFX Graph: Fixed an unsafe deletion of VFXParticleSystem which can lead to a crash while deleting VisualEffect. (UUM-9851)
  • VFX Graph: Fixed automatic bounds so that they are now updated when enter/leaving playmode. (UUM-20601)
  • First seen in 2023.1.0a21.
  • VFX Graph: Fixed bounds padding so they are no longer ignored. (UUM-15655)
  • Video: Enabled URLs without extensions to now better be supported by the VideoPlayer. (UUM-15705)
  • First seen in 2023.1.0a12.
  • WebGL: Fixed an issue where a startup error might not be programmatically available in a Promise rejection returned by createUnityInstance() function.
  • WebGL: Fixed an issue where a startup error might not be programmatically available in a Promise rejection returned by createUnityInstance() function.
  • Windows: Added NativeProgramConfiguration.IsWindowsARM64. (UUM-16583)
  • First seen in 2023.1.0a13.
  • XR: Enabled VR platforms to ignore vSyncCount on DX12 platforms.
  • XR: Fixed a crash on Quest when using MSAA and moving out of the guardian during startup. (UUM-20525)
  • XR: Fixed focus events on Magic Leap 2 devices during startup.
  • New 2023.1.0a25 Package Changes since 2023.1.0a24:
  • Packages updated:
  • com.unity.2d.animation: 10.0.0-pre.1 → 10.0.0-pre.2
  • com.unity.2d.common: 9.0.0-pre.1 → 9.0.0-pre.2
  • com.unity.2d.psdimporter: 9.0.0-pre.1 → 9.0.0-pre.2
  • com.unity.2d.spriteshape: 10.0.0-pre.1 → 10.0.0-pre.2
  • com.unity.2d.tilemap.extras: 4.0.0-pre.1 → 4.0.0-pre.2
  • com.unity.ide.rider: 3.0.16 → 3.0.17
  • com.unity.ide.visualstudio: 2.0.16 → 2.0.17
  • com.unity.purchasing: 4.5.1 → 4.5.2
  • com.unity.remote-config: 3.2.2 → 3.3.1
  • com.unity.render-pipelines.core: 15.0.2 → 15.0.3
  • com.unity.render-pipelines.high-definition: 15.0.2 → 15.0.3
  • com.unity.render-pipelines.high-definition-config: 15.0.2 → 15.0.3
  • com.unity.render-pipelines.universal: 15.0.2 → 15.0.3
  • com.unity.services.cloudcode: 2.1.1 → 2.2.1
  • com.unity.shadergraph: 15.0.2 → 15.0.3
  • com.unity.test-framework: 1.3.1 → 1.3.2
  • com.unity.visualeffectgraph: 15.0.2 → 15.0.3
  • com.unity.xr.hands: 1.0.0-pre.2 → 1.1.0-pre.2
  • com.unity.xr.interaction.toolkit: 2.2.0 → 2.3.0-pre.1
  • com.unity.learn.iet-framework: 3.1.1 → 3.1.3
  • Pre-release packages added:
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]

New in Unity 2023.1.0 Alpha 24 (Dec 23, 2022)

  • Features:
  • 2D: Added Sample for Custom Geometry Generation and Vertex Colors.
  • IL2CPP: Added an option to show C# source code line numbers in call stacks in player builds.
  • Universal RP: Ported all URP passes to use the RasterCommandBuffer API.
  • Visual Scripting: Added confirmation popup when resetting assemblies/types in project settings.
  • Visual Scripting: Added confirmation popup when you reset Project settings and Editor preferences.
  • Visual Scripting: Added Sticky Note for ScriptGraph and StateGraph.
  • Visual Scripting: Added support for parameter renaming in code used by API nodes.
  • Visual Scripting: Enabled nodes to have a button which triggers a custom action in their inspector description.
  • Visual Scripting: Enabled nodes whose type cannot be found to now be temporarily converted to dummy nodes until either their original type is defined again or the user replaces them.
  • Improvements:
  • 2D: Enabled Sprite Library Assets to now be dragged and dropped into the scene, hierarchy, and inspector.
  • 2D: Enabled the ability to select mipmap streaming for textures imported with the PSD Importer.
  • 2D: Optimized the bone gizmo rendering in the scene view.
  • 2D: Split the batch deformation into two: GPU deformation and CPU deformation. This allows renderers to be placed into the deformation system most suitable for the renderer.
  • Android: Specified Frame Pacing Library as a Gradle build dependency to make it easier to update to new versions.
  • GI: Changed the GI Parameters anti-aliasing supersampling field to a discrete enumeration (1, 4, 16).
  • Universal RP: Improved Shader Keyword Prefiltering for Forward+, Rendering Debugger, and XR.
  • VFX Graph: Added a toggle in both VFX preferences in VFX Graph view to allow shader debug symbols with generated shaders. (UUM-19517)
  • API Changes
  • Android: Changed: Renamed PlayerSettings.Android.useAPKExpansionFiles -> PlayerSettings.Android.splitApplicationBinary. (UUM-15832)
  • First seen in 2023.1.0a1.
  • Build Pipeline: Added: Made BuildReport.GetLastestReport and BuildReport.SummarizeErrors public and documented.
  • Core: Added: Added Transform.GetLocalPositionAndRotation, Transform.GetPositionAndRotation, TransformAccess.GetLocalPositionAndRotation, TransformAccess.GetPositionAndRotation, TransformAccess.SetLocalPositionAndRotation, TransformAccess.SetPositionAndRotation. Use these methods for improved performance when operating on both positions and rotations at the same time.
  • Editor: Added: Added helper functions to PackageInfo, to query the existence of packages, to optimize use cases that previously used GetAllRegisteredPackages.
  • Editor: Changed: The expected signature of a field decorated with the InspectorUseSetterMethod attribute now only takes a single parameter, of the type of the field to be updated.
  • The setter method is now expected to fill GraphModel.CurrentGraphChangeDescription with the relevant information, rather than providing 3 enumerables.
  • GI: Added: Added AntiAliasingSamples Enum [SSAA1, SSAA4, SSAA16].
  • Graphics: Added: Added SetWireframe to RenderingCommandBuffer.
  • Graphics: Obsoleted: Marked OpenGL ES 2.0 specific enums as obsolete.
  • URP: Added: Added ShadowShape2DProvider and ShadowShape2D classes. (UUM-18692)
  • First seen in 2023.1.0a19.
  • Changes
  • 2D: Added icons for brushes.
  • 2D: Added RenderStaticPreview for GameObjectBrush.
  • 2D: Added RenderStaticPreview for RandomBrush.
  • 2D: Added RenderStaticPreview for TintBrush.
  • 2D: Added shouldSaveBrushForSelection for GameObjectBrush.
  • 2D: Changed the default script execution order for Sprite Resolvers, IK Managers, and Sprite Skins.
  • Android: Reverted Updated Optimized Frame Pacing feature to use v1.10 of Android Frame Pacing Library.
  • Android: Updated Optimized Frame Pacing feature to use v1.10 of Android Frame Pacing Library.
  • Documentation: Updated the documentation for AudioClip.GetData. Clarified the usage of the API for all streamed clips and made a note on the return value of AudioClip.GetData which is currently undocumented. (UUM-363)
  • HDRP: Removed Preview from Label of Raytracing, Eye shader node, and Water shader node.
  • Visual Scripting: Generated AOTStubs for all nodes regardless of whether they represent a runtime or editor member. (UVSB-2381)
  • Visual Scripting: Increased zoom out distance in graphs.
  • Fixes:
  • 2D: Disabled serializing lineStartActive.
  • 2D: Fixed a case where Sprite Atlas emits warning in console when loading sprite in playmode. (UUM-18521)
  • First seen in 2023.1.0a17.
  • 2D: Fixed a crash when there is an invalid Sprite on a Tilemap and a TilemapRenderer tries to bind the invalid Sprite to a Sprite Atlas.
  • First seen in 2023.1.0a18.
  • 2D: Fixed an issue where the amount of alpha removed from layers would not be re-applied as final position offset of the layers.
  • Android: Added user warning when both template file and disabled template file exist in a project. (UUM-19338)
  • First seen in 2023.1.0a18.
  • Asset Bundles: Fixed a bug where AssetBundle builds could fail due to incorrectly reported errors about script serialization mismatches. (UUM-19452)
  • DX12: Fixed a crash spawning particle effects. (UUM-12979)
  • First seen in 2023.1.0a8.
  • DX12: Fixed the stalls in asynchronous scene loading with a large number of reflection probes. (UUM-20766)
  • First seen in 2023.1.0a23.
  • Editor: Added missing QueryBlocks filter to Asset Store Provider. (DOTSE-1982)
  • Editor: Enabled Details view to be completely cleared when no items are selected. (DOTSE-1993)
  • Editor: Fixed an issue where pdb files could be kept open by the Shortcut Manager. (UUM-20712)
  • First seen in 2023.1.0a21.
  • Editor: Fixed broken scene loading does not correctly call Awake on RectTransforms. (UUM-19093)
  • First seen in 2023.1.0a10.
  • Editor: Fixed documentation links for Script Graph and State Graphs assets. (UVSB-2422)
  • Editor: Fixed issues with missing realtime GI when mixing realtime GI Light Probes and baked GI Light Probes in Auto Generate Lighting mode. (UUM-20639)
  • First seen in 2023.1.0a21.
  • Editor: Fixed modifying a query with querybuilder not updating the selected asset in the Inspector. (DOTSE-1989)
  • Editor: Fixed some orders of events that could trigger a false safety error when accessing containers through pointers in job structs.
  • Editor: Fixed sub graphs being shown with broken connections on first load as of Unity 2021.2. (UVSB-2345)
  • Editor: Fixed the Casting Option dropdown so it now has consistent UI when more than one ShadowCaster2D is selected. (UUM-18398)
  • First seen in 2023.1.0a16.
  • Editor: Prevent creation of .meta files in loadable plugin directories (.androidlib, .bundle, .framework, .plugin) (UUM-9421)
  • First seen in 2023.1.0a3.
  • Editor: Removed Fullscreen Play Mode experimental feature. This feature requires additional backend work to support input in all scenarios. (UUM-12941)
  • GI: Added support for duplicated lights in baking. (UUM-5006)
  • GI: Added various minor refactorings, bugfixes, and improvements to the internal LightBaker subsystem.
  • GI: Fixed a bug where light probes are prematurely deleted when unloading a scene after a multiscene bake. (UUM-19357)
  • First seen in 2023.1.0a23.
  • GI: Fixed an issue causing cancellation to be slow during the post processing phase of GI baking. (UUM-20258)
  • First seen in 2023.1.0a22.
  • GI: Fixed artifacts in directional lightmaps that appeared when using very bright light sources. (UUM-19694)
  • First seen in 2023.1.0a20.
  • GI: Fixed rare instability in SceneVisibility editor tests. (UUM-20630)
  • Graph Tool Foundation: Disabled ClearSelection and SelectionChanged Undo history entries when nothing is selected.
  • Graphics: Added warning when creating a RenderTextureDescriptor with unsupported format. (UUM-14206)
  • First seen in 2023.1.0a11.
  • Graphics: Fixed a rare issue where a deadlock could occur in the Player when using threaded mode to async upload textures, particularly on faster machines. (UUM-19857)
  • First seen in 2023.1.0a19.
  • Graphics: Fixed an issue where GraphicsTexture changes resulted in dynamic font textures being initialized without the correct options, resulting in legacy TextMesh textures disappearing on inspection in the Editor. This has been fixed so that the new texture creation path doesn't destroy the existing GraphicsTexture. (UUM-19523)
  • First seen in 2023.1.0a18.
  • Graphics: Fixed BatchRendererGroup.GetMesh() crashing when used while re-importing a Mesh. (UUM-9189)
  • First seen in 2023.1.0a1.
  • IL2CPP: Enabled properly forwarding declare generic value type pointer arguments. (UUM-19689)
  • macOS: Implemented Display.colorBuffer and Display.depthBuffer on macOS Metal. (UUM-18382)
  • First seen in 2023.1.0a16.
  • Package Manager: Enabled tracking imported assets when switching projects. (UUM-20588)
  • First seen in 2023.1.0a22.
  • Package Manager: Fixed a bug where importing .unitypackage with project settings into a new project would show an error in the console. (UUM-20736)
  • Package Manager: Fixed the import of a .unitypackage only containing project settings. (UUM-20189)
  • Physics 2D: Fixed an issue so that RelativeJoint2D angularOffset uses Degrees and not Radians. (UUM-19333)
  • Physics 2D: Fixed an issue when using the 2D Physics Multithreaded solver so that contact processing time no longer increases over time under certain circumstances. (D2D-4284)
  • Prefabs: Fixed the import process so that only transform remains after importing a broken file, if a Prefab file is found to contain multiple transforms due to external merge tool or manual edit error. Note: Import prioritization of RectTransform over Transform remains unchanged. (UUM-14898)
  • Profiler: Fixed GPU module's sample hierarchy so that it no longer uses CPU data after a recompilation when there is an active selection. (UUM-20083)
  • First seen in 2023.1.0a18.
  • Profiler: Fixed missing highlight on select in the Unity Profiler Timeline view. (UUM-20023)
  • First seen in 2023.1.0a20.
  • Profiler: Fixed profiler connection allocations tracking under the ProfilerConnection entry in Memory Profiler. (UUM-16465)
  • First seen in 2023.1.0a12.
  • Profiler: Fixed values of the FrameDataView.GetAllCategories API result. (UUM-20410)
  • Scripting: Removed warning for obsolete platforms when added plugins to plugin folders that contains both obsolete and non-obsolete platforms (UUM-12246)
  • First seen in 2023.1.0a8.
  • Tests: Fixed unstable test MixerSuspension. (UUM-10091)
  • First seen in 2023.1.0a4.
  • uGUI: Enabled Physics2DRaycast to now use SortingGroups when determining the sorted order of its results. (UUM-19833)
  • UI Toolkit: Fixed data loss while editing in context in UI Builder. (UUM-20202)
  • First seen in 2023.1.0a20.
  • UI Toolkit: Fixed editing in context not working in canvas in UI Builder. (UUM-17573)
  • First seen in 2023.1.0a14.
  • UI Toolkit: Fixed support for compound assignment operators for UI Toolkit numeric fields (IntegerField, LongField, FloatField, DoubleField). (UUM-3471)
  • First seen in 2023.1.0a20.
  • UI Toolkit: Fixed the tight-mesh showing neighboring sprite artefact caused by the background-repeat feature. (UUM-20050)
  • First seen in 2023.1.0a19.
  • UI Toolkit: Fixed :active default style so it is no longer overwritten by :hover:enabled. (UUM-19845)
  • First seen in 2023.1.0a19.
  • URP: Fixed 2D shadow outline generation so that shadow generation no longer causes an exception. (UUM-17519)
  • First seen in 2023.1.0a11.
  • URP: Fixed 2D shadow outline generation so that the generated shadow is now always correct. (UUM-17525)
  • First seen in 2023.1.0a11.
  • URP: Fixed 2D shadows so they now cast correctly on sprite shapes. (UUM-17882)
  • First seen in 2023.1.0a11.
  • URP: Fixed lights when using deferred renderer with shadow mask. (UUM-19587)
  • First seen in 2023.1.0a18.
  • VFX Graph: Add missing DepthNormal pass for Unlit & Unify SSAO integration with Unlit for URP. (UUM-19559)
  • VFX Graph: Fixed an unexpected warning on Metal while rendering thumbnail preview for material. (UUM-531)
  • Visual Scripting: Detected and fixed parameter renames for nodes that support a default parameter for each of their inputs. (UVSB-1885)
  • Visual Scripting: Fixed a problem that was preventing link.xml creation when building for Mono backend. (UVSB-2348)
  • Visual Scripting: Fixed graphs being corrupted on deserialization if containing a node whose type cannot be found. (UVSB-2332)
  • Visual Scripting: Fixed Visual Scripting settings so that they now only save to disk when modified.
  • Visual Scripting: Fixed Gradient.mode serialization. This fix is available for Unity 2021.3.9f1 or newer. (UVSB-2356)
  • Visual Scripting: Moved Events/MessageListeners files to a Listeners folder to avoid exceeding an OS path limit.
  • WebGL: Fixed error handling of AudioContext.resume(). (UUM-17803)
  • First seen in 2023.1.0a15.
  • XR: Fixed a crash on Quest when using MSAA and moving out of the guardian during startup. (UUM-20525)
  • XR: Fixed audio speed up when using MLAudio on Magic Leap.
  • XR: Fixed focus events on Magic Leap 2 devices during startup.
  • XR: Fixed VR run in background focus issue.
  • XR: Updated XR Interaction Toolkit to 2.3.0-pre.1.
  • New 2023.1.0a24 Package Changes since 2023.1.0a23:
  • Packages updated:
  • com.unity.adaptiveperformance: 5.0.0-pre.1 → 5.0.0-pre.2
  • com.unity.adaptiveperformance.google.android: 1.0.0-pre.2 → 1.0.0-pre.3
  • com.unity.adaptiveperformance.samsung.android: 5.0.0-pre.1 → 5.0.0-pre.2
  • com.unity.services.authentication: 2.3.1 → 2.4.0
  • com.unity.services.core: 1.6.0 → 1.7.0
  • com.unity.services.relay: 1.0.2 → 1.0.5
  • com.unity.visualscripting: 1.7.8 → 1.8.0
  • com.unity.sequences: 2.0.1 → 2.1.0-pre.1
  • Packages added:
  • [email protected]

New in Unity 2022.2.1 (Dec 23, 2022)

  • Improvements:
  • Documentation: Optimized the example code in HDRP documentation related to Ray Tracing Settings override.
  • Graphics: Increased the maximum Async Upload Buffer Size to 2047 MB and updated docs.
  • Fixes:
  • 2D: Fixed error when a Tile asset with an instanced GameObject is removed from the Tilemap during a Collider2D.OnCollision***2D event. (UUM-15455)
  • DX12: Fixed for PSO naming in PIX. (UUM-7381)
  • Editor: Composite Extensions for Text/Speedtree files are now correctly selected. (UUM-9204)
  • Editor: D3D11 BRG visibility cbuffer creation optimization. (UUM-18207)
  • Editor: Fixed "SerializedProperty m_Enabled has disappeared!" error arpeared in console while undoying switching scripts in debug inspector. (UUM-4170)
  • Editor: Fixed a Crash/Freeze when using Handles.DrawGizmos in OnDrawGizmos. (UUM-15008)
  • Editor: Fixed an issue where an ArgumentNullException could be logged when viewing Entities in hierarchy.
  • Editor: Fixed an issue where AssetDatabase.FindAssets would return invalid results when specifying multiple search folders. (UUM-19314)
  • Editor: Fixed BRG & entities.graphics crash on some GLES android. (UUM-16708)
  • Editor: Fixed random user input combination would open debug canvas in playmode. (UUM-17026)
  • Editor: Removed Fullscreen Play Mode experimental feature. Required additional backend work to support input in all scenarios. (UUM-12941)
  • Editor: Under the Enter Playmode Options, the Disable Scene Backup label was inverted compared to its actual behaviour.
  • Editor: Unsaved changes made to assets are now preserved when renaming an asset while using Perforce. (UUM-17896)
  • GI: Lighting Settings Assets values default to another Assets values when multiple Assets are selected. (UUM-10419)
  • Graphics: Added safe-guards to prevent GetPixels / GetPixels32 crashes in cases where C# array creation would fail.
  • Graphics: Fixed a bug where ReadPixels would fail for textures larger than 2 GB.
  • Graphics: Fixed crash in depth resolve when using HDR render textures. (UUM-2316)
  • Graphics: Fixed cubemap uploads failing on Vulkan, D3D11 and D3D12 for cubemaps larger than 2 GB.
  • Graphics: Fixed for incorrect values in ReadPixel for some graphics formats on DirectX. (UUM-15344)
  • Graphics: Fixed GetPixelData / SetPixelData failing for textures larger than 2 GB. Added safe-guards to prevent NativeArray length overflows for the former API.
  • Graphics: Fixed LoadRawTextureData failing when the input NativeArray contained more than 2 GB of data. Added safe-guards to GetRawTextureData. (prevent NativeArray length overflow and C# array creation failure).
  • Graphics: Fixed mipmap generation for textures larger than 2 GB.
  • Graphics: Fixed RenderTexture assets not accepting texture dimensions greater than 20000 in UI, even though they currently can already go up to 32768 in script if the graphics capabilities allow for it.
  • Graphics: Fixed the Read/Write texture import setting becoming grayed out when "Max Size" was greater than 8192, regardless of actual texture dimensions or size. Replaced with an info box when enabling "Read/Write" that triggers if Unity detects a >512MB texture.
  • Graphics: Texture 3D Preview (Volume / SDF mode) now becomes disabled if Unity detects a potential driver hang risk. Fixed an assert incorrectly being triggered when inspecting external Texture 3Ds.
  • Particles: Fixed errors when baking a particle mesh after calling mesh->Clear(false). (UUM-8489)
  • Particles: Fixed SetParticles API sometimes failing to emit the correct number of particles. (UUM-17027)
  • Player: Fixed RuntimeInitializeOnLoad not working when used in precompiled assemblies in packages. (UUM-14487)
  • Scene/Game View: Fixed "Auto-hide Gizmos" preference not remember state on application restart. (UUM-7848)
  • Scene/Game View: Fixed the Rect Tool center handle not drawing in the correct position during a resize event. (UUM-17618)
  • Shaders: Fixed asset bundles with shaders not loading correctly on newer versions of Unity. (UUM-17421)
  • UI Elements: An EnumField no longer requires the associated EnumType to contain a value of 0 in order to be bound. (UUM-11706)
  • UI Toolkit: Fixed an issue where pressing the arrow keys in the input field of a slider would change its value. (UUM-12796)
  • UI Toolkit: Fixed an issue where the dragger of a slider would become visually corrupted after toggling the showMixedValue property. (UUM-13013)
  • UI Toolkit: Fixed an issue where the ListView would generate the wrong hierarchy when the path from the list to the item is also a valid path for the item itself. (UUM-8144)
  • UI Toolkit: Fixed the UI Toolkit property drawer for TextArea so it behaves like the imgui version. (UUM-9969)
  • UI Toolkit: Fixed UI Builder undoing a selection takes two undo's. (UUM-16008)
  • UI Toolkit: Show UI Toolkit warning when the serialize reference are missing (as per IMGUI). (UUM-15589)
  • Windows: Modified full stack traces so that when they are enabled on Windows, Unity will no longer try to resolve symbols from the symbol server. This prevents a potential stall the first time a stack trace is printed. (UUM-11802)
  • Package changes in 2022.2.1f1:
  • Packages updated:
  • com.unity.burst: 1.7.3 → 1.7.4
  • com.unity.xr.oculus: 3.2.1 → 3.2.2
  • Pre-release packages added:
  • [email protected]

New in Unity 2023.1.0 Alpha 23 (Dec 15, 2022)

  • Features:
  • Editor: Added a new launch screen for the Linux Editor.
  • Graphics: Added support for VK_EXT_debug_utils on Vulkan platforms.
  • Graphics: Implemented ScriptableRenderContext.CullShadowCasters API to kick the BatchRendererGroup culling jobs earlier in URP and HDRP.
  • HDRP: Added Screen Space Lens Flare feature.
  • Package Manager: Added tracking to assets imported from a previous version of the Editor without AssetOrigin tracking.
  • UI Toolkit: Updated tooltips.
  • Web: Extended diagnostics overlay in web builds with more metrics.
  • Improvements:
  • Android: Added information about Android Gradle Plugin versions in the Android documentation.
  • Documentation: Optimized the example code in HDRP documentation related to Ray Tracing Settings override.
  • Editor: Added the ability to scroll toolbars in the Scene View.
  • Graphics: Added initial general foveated rendering API support on Oculus.
  • Graphics: Improved the performance of GPU skinning and blendshape by batching compute shader calls together, resulting in less calls. Both CPU and GPU utilisations are reduced when rendering a large number of meshes.
  • HDRP: Added automatic distance fade for water displacement. (UUM-13771)
  • First seen in 2023.1.0a6.
  • Universal RP: Added Shader Keyword Prefiltering for LOD Crossfade.
  • Universal RP: Improved the stability and robustness of the Lens Flare Screen Space effect.
  • API Changes:
  • Android: Changed: Deprecate TouchScreenKeyboard.Android.consumesOutsideTouches API.
  • Build Pipeline: Added: Added -standaloneBuildSubtarget to the Editor command line arguments.
  • Editor: Added: Added callbacks to track selection changed events to PresetSelector.
  • Editor: Added: Added event DeviceSimulator.deviceChanged which is triggered when device changes in the device simulator. (UUM-15390)
  • First seen in 2023.1.0a11.
  • Graphics: Added: Added InvalidImport exception, exception that might potentially raised if the render pipeline resources are not ready.
  • Physics 2D: Added: Added CompositeCollider2D.GetCompositeColliders() method.
  • Player: Added: Added API to allow user to easily get Port and LogPath and other options Multiplayer supports.
  • Changes:
  • Editor: Changed Light Probe visualization foldout so it is now hidden when APV is used.
  • Editor: Deprecated the CustomEditorForRenderPipeline.
  • HDRP: Changed the type of Surface Texture on HDAdditionalLightData from Texture2D to Texture.
  • SRP Core: Deprecated the VolumeComponentMenuForRenderPipeline.
  • UI Toolkit: Enabled CurveField, GradientField and ObjectField to now handle user interaction (key, mouse and pointer events) in ExecuteDefaultActionAtTarget().
  • XR: Updated com.unity.xr.openxr package version to 1.6.0.
  • XR: Updated the version of packages related to AR Foundation to 5.0.3.
  • Fixes:
  • 2D: Enabled users to flip Hexagonal Tiles in a Grid Brush on the X/Y axis based on the current state of the Grid Brush, rather than the original X/Y axis for the Tile. (UUM-17442)
  • First seen in 2023.1.0a15.
  • 2D: Fixed a crash on RasterizeTri when clicking Pack Preview after packing an Asset into the Sprite Atlas. (UUM-18880)
  • 2D: Fixed collider shapes for a TilemapCollider2D when rotated Tiles are used with a collider offset.
  • 2D: Removed hiding tint in Sprites/Default shader. (UUM-19330)
  • Android: Fixed Strip Engine Code information printing for unhandled java exceptions. (UUM-585)
  • Asset Pipeline: Prevented a too many open files error when uploading to Accelerator. (UUM-19028)
  • Audio: Fixed a bug where the audio import of Ogg files would fail sometimes in the Editor. This bug may have also affected other audio file types. (UUM-8637)
  • First seen in 2023.1.0a3.
  • Audio: Improved an FSBTool AAC-encoding error message related to small files. They need to be at least 1024 samples, not 256. (UUM-16609)
  • First seen in 2023.1.0a14.
  • Core: Fixed a rare crash in the Job System that could occur during Editor shutdown and Domain Reload when cleaning up Job Reflection Data due to accessing dangling pointers. (UUM-18867)
  • First seen in 2023.1.0a17.
  • Core: Fixed ShaderGraph code generation to properly enable GPU instanced properties. (UUM-20505)
  • First seen in 2023.1.0a4.
  • DX12: Fixed regression in RT barriers and improved barrier batching in case of native graphics jobs. (UUM-20030)
  • First seen in 2023.1.0a18.
  • Editor: Added EditorSceneManager event for RestoreSceneManagerSetup to notify systems. (UUM-19655)
  • First seen in 2023.1.0a15.
  • Editor: Disabled converting the root in a Prefab Asset to a Prefab instance to create a variant, similar to Replace Prefab instance. This guard is added to prevent loosing default overrides and references for all instances of the Prefab. (UUM-20181)
  • First seen in 2023.1.0a20.
  • Editor: Disabled the Custom brushes mode menu button of the Terrain Tools overlay if there are no custom terrain tools available. (UUM-20321)
  • Editor: Enabled fixed unstable test. Disabled calling dynamic_pptr_cast with pointer to pointer as this caused a hard to find runtime error which could have been caught at compile time. (UUM-19070)
  • Editor: Enabled HDRP Camera Binder to use the exposed space value to provide the transform in the appropriate space. (UUM-567)
  • Editor: Enabled ignoring the face parameter which previously forced the requested sliceID to 0, when calling CommandBuffer.SetRenderTarget() on a texture array,. (UUM-16057)
  • First seen in 2023.1.0a13.
  • Editor: Enabled search session to be cleared when a new scene is loaded or created. (UUM-18200)
  • First seen in 2023.1.0a16.
  • Editor: Fixed a bug created by Prefab Save code refactoring. All external references are no longer lost after CreateBase. (UUM-20179)
  • Editor: Fixed bug related to scriptable objects so that they are now correctly reloaded in the import worker clients. (UUM-12314)
  • Editor: Fixed case where SetParent allowed setting transforms as parents when they are persistent. (UUM-12399)
  • Editor: Fixed custom editor tools overriding native ones. (UUM-13592)
  • Editor: Fixed GameObjects marked with DontDestroyOnLoad so that they no longer get destroyed if created or instantiated before the splash screen. (UUM-4355)
  • Editor: Fixed OpenGL Editor so it no longer goes into infinite loading when the options menu in a Game View window is clicked. (UUM-6030)
  • First seen in 2023.1.0a1.
  • Editor: Fixed serious Editor performance issue when running on macOS Ventura. (UUM-19011)
  • First seen in 2023.1.0a18.
  • Editor: Fixed t:prefab in AssetProvider only yielding files ending in .prefab (no fbx or obj anymore). (UUM-17774)
  • First seen in 2023.1.0a13.
  • Editor: Fixed the text being offset in the profiler window. (UUM-19355)
  • First seen in 2023.1.0a19.
  • Editor: Fixed Time Project settings showing Rational Time representation. (CST-1253)
  • Editor: Fixed Tools.viewToolActive not returning true when the View tool is set manually. (UUM-15113)
  • Editor: Implemented a domain reload after the preset window closes, to apply settings correctly. (UUM-17585)
  • Editor: Implemented minimum dimensions for the SceneView camera rect to avoid a potential RenderTexture creation error. (UUM-18479)
  • First seen in 2023.1.0a18.
  • Editor: Updated documentation of GameObject.CreatePrimitive and ObjectFactory.CreatePrimitive to reflect current behavior. (UUM-18896)
  • Editor: Updated OpenSSL to 1.1.1s to address
  • Changeset: https://github.cds.internal.unity3d.com/unity/unity/commit/e193657e64db4992cbdfabc35d0493c908a6305f
  • CVE-2022-2068 http://nvd.nist.gov/vuln/detail/CVE-2022-2068
  • CVE-2022-1292 http://nvd.nist.gov/vuln/detail/CVE-2022-1292
  • CVE-2022-0778 http://nvd.nist.gov/vuln/detail/CVE-2022-0778
  • CVE-2022-2097 http://nvd.nist.gov/vuln/detail/CVE-2022-2097. (UUM-18983)
  • First seen in 2023.1.0a17.
  • GI: Added the range property to the Light Explorer window.
  • Graphics: Fixed Vulkan validation error when using DrawProcedural with quad primitives. (UUM-18502)
  • HDRP: ComputeThicknes control Rendering group. (UUM-19836)
  • First seen in 2023.1.0a19.
  • HDRP: Enabled evaluation of stacked area lights in the path tracer. (UUM-18897)
  • First seen in 2023.1.0a17.
  • HDRP: Enabled SSR transparent in default framesettings. (UUM-19598)
  • HDRP: Excluded Main Light node from CustomRenderTexture Target.
  • HDRP: Fixed an issue where calling HDCamera.Reset() would not reset internal frame count of individual sky and cloud renderers. (UUM-19077)
  • HDRP: Fixed an issue where Fog Volume Voxelization would serialize execution of the compute pipe. (UUM-13369)
  • First seen in 2023.1.0a5.
  • HDRP: Fixed an issue with flickering game view when using HDR output and a realtime reflection probe. (UUM-17557)
  • HDRP: Fixed Baked GI override and Baked GI node to now take APV into account.
  • HDRP: Fixed coat mask when using iridescence. (UUM-19681)
  • HDRP: Fixed disabling of the last foam generator. (UUM-19667)
  • First seen in 2023.1.0a18.
  • HDRP: Fixed disabling water foam in HDRP Asset. (UUM-19358)
  • First seen in 2023.1.0a18.
  • HDRP: Fixed enabling raytracing in the HDRP asset if resources are in a bad state. (UUM-18728)
  • HDRP: Fixed env smoothness attenuation on pools. (UUM-18945)
  • First seen in 2023.1.0a17.
  • HDRP: Fixed forward materials with motion vectors rendered twice.
  • HDRP: Fixed issues with renderer list culling. (UUM-16043)
  • HDRP: Fixed motion blur issues caused on fast movements. (UUM-19339)
  • First seen in 2023.1.0a20.
  • HDRP: Fixed resetting water surface component. (UUM-18911)
  • HDRP: Fixed scalarization issues on a console platform.
  • HDRP: Fixed stripping on shadergraph depth prepass. (UUM-17613)
  • First seen in 2023.1.0a15.
  • HDRP: Fixed stripping on shadergraph depth prepass. (UUM-17613)
  • First seen in 2023.1.0a15.
  • HDRP: Fixed the deformer reset function so it now loads the presets. (UUM-18561)
  • First seen in 2023.1.0a16.
  • HDRP: Fixed the volumetric clouds presets so that they now propagate their values if changed by the script. (UUM-14272)
  • HDRP: Fixed the warning when compute thickness doesn't have LayerMask selected. (UUM-19470)
  • First seen in 2023.1.0a20.
  • HDRP: Fixed underwater refraction.
  • HDRP: Fixed water normal redirection factor. (UUM-18945)
  • First seen in 2023.1.0a17.
  • HDRP: Fixed water position on Mac and in debug modes. (UUM-19573)
  • First seen in 2023.1.0a18.
  • HDRP: Improved the script linking the directional light to a Custom Render Target calling the RenderPipeline function GetMainLight(). (UUM-14543)
  • First seen in 2023.1.0a9.
  • HDRP: Removed visibility of Vertex Density debug mode on console platforms. (UUM-14641)
  • First seen in 2023.1.0a12.
  • IL2CPP: Fixed a conversion error when a method reference differs only by static or instance. (UUM-15026)
  • IL2CPP: Fixed scenarios where assemblies that were excluded from player builds could be pulled in during managed code stripping. (UUM-14403)
  • IMGUI: Removed Resolve of invalid GC handle error occurring when exiting Play mode. (UUM-14969)
  • Linux: Fixed Shift+alpha keys so that they are now recognized on certain keyboard layouts. (UUM-19010)
  • Linux: Fixed SystemInfo.batteryStatus and SystemInfo.batteryLevel so that they now work on Linux. (UUM-16083)
  • macOS: Fixed explicitly set fullscreen resolution so it is no longer ignored on Mac Standalone Players.
  • macOS: Fixed Mac Standalone Player Xcode Universal Apple Silicon + x64 builds with script debugging enabled. (UUM-19218)
  • First seen in 2023.1.0a18.
  • Mono: Fixed JIT assert on arm with large return structs. (UUM-18498)
  • Networking: Fixed race condition between DownloadHandlerTexture and Resources.UnloadUnusedAssets, as it sometimes causes premature destruction of the texture. (UUM-18044)
  • First seen in 2023.1.0a19.
  • Package Manager: Changed documentation links in packages pointing to private Github repositories to now open in a browser. (UUM-8337)
  • First seen in 2023.1.0a3.
  • Package Manager: Enabled opening the Asset Store web browser and Package Manager when the My assets filter tab is selected directly from the Window menu. (UUM-20004)
  • First seen in 2023.1.0a20.
  • Package Manager: Fixed a bug where tracked assets were always considered as having changed when using the import window.
  • Package Manager: Fixed the Package Manager so it no longer throws an error when importing a complete project for the first time. (UUM-20000)
  • First seen in 2023.1.0a21.
  • Player: Fixed black screen issue on Magic Leap 2. (UUM-20420)
  • First seen in 2023.1.0a20.
  • Player: Fixed TAA to work correctly with Foveated Rendering when using Non-Uniform Raster. (UUM-16324)
  • First seen in 2023.1.0a15.
  • Profiler: Fixed the crash on the Memory Profiler snapshot taking on Windows. (UUM-20568)
  • First seen in 2023.1.0a21.
  • Scene/Game View: Fixed the pop-up overlay's vertical position in the Scene View. (UUM-19997)
  • First seen in 2023.1.0a19.
  • Serialization: Enabled SerializedObject.Update to now change the cache for hasMultipleDifferentValues if the first C# object has changed in memory in a multi-object selection scenario. (UUM-19688)
  • First seen in 2023.1.0a18.
  • Shaders: Fixed a crash in Shader Prefiltering when the Render Pipeline assets contain circular data references. (UUM-19976)
  • SRP Core: Added Local mode to fit Probe Volumes to scene. (UUM-17784)
  • SRP Core: Fixed APV so it is now present in the light explorer.
  • SRP Core: Fixed ColorCurves volume leaking Texture2D objects under certain circumstances. (UUM-16602)
  • First seen in 2023.1.0a13.
  • SRP Core: Fixed reset of APV debug. (UUM-19471)
  • First seen in 2023.1.0a20.
  • SRP Core: Fixed virtual offset pushing probes outside of geometry. (UUM-19697)
  • TextCore: Fixed italic horizontal displacement of punctuation. (UUM-16010)
  • First seen in 2023.1.0a14.
  • UI Toolkit: Fixed an issue where the list view and tree view would fire the on selection changed callback when resetting the current selection. (UUM-3448)
  • UI Toolkit: Fixed support for fields tagged with the [SerializeReference] attribute in Properties. (UUM-18751)
  • First seen in 2023.1.0a17.
  • UI Toolkit: Properties: Tagging a field or a property with [CreateProperty] will now behave as if they were tagged with [RequiredMember]. (UUM-18751)
  • First seen in 2023.1.0a17.
  • Universal RP: Enabled RenderObjects Render Features to now render correctly when injected after rendering. (UUM-13824)
  • First seen in 2023.1.0a10.
  • Universal RP: Fixed a missing keyword in ParticleLit for Lightmap shadow mixing. (UUM-18601)
  • Universal RP: Fixed an issue causing GPU hangs when using Forward+ for the default renderer while using Forward or Deferred for the active camera renderer. (UUM-19682)
  • First seen in 2023.1.0a20.
  • URP: Enabled Global Settings to always upgrade when opening an old URP project.
  • URP: Fixed 2D game view flickering when using URP Pixel Perfect and Cinemachine Pixel Perfect Extension. (UUM-20343)
  • First seen in 2023.1.0a20.
  • VFX Graph: Enabled easier usage of the toggle Support VFX Graph instead to avoid confusing creation of VFX Target. (UUM-15959)
  • First seen in 2023.1.0a12.
  • VFX Graph: Fixed a crash when drag & dropping a VFX on another VFX with a circular dependency. (UUM-14670)
  • First seen in 2023.1.0a11.
  • VFX Graph: Fixed an issue with the out of range exception on GPU when multiple spawn context are plugged to the same initialize system. (UUM-8351)
  • VFX Graph: Prevented overflow on baked curve and gradient. (UUM-560)
  • Video: Fixed a crash on ImageFilters::Blit when saving a Timeline containing a Video while the Timeline is playing. (UUM-12908)
  • First seen in 2023.1.0a15.
  • New 2023.1.0a23 Package Changes since 2023.1.0a22:
  • Packages updated:
  • com.unity.xr.arcore: 5.0.2 → 5.0.3
  • com.unity.xr.arfoundation: 5.0.2 → 5.0.3
  • com.unity.xr.arkit: 5.0.2 → 5.0.3
  • com.unity.xr.openxr: 1.5.3 → 1.6.0
  • com.unity.terrain-tools: 5.0.2 → 5.1.0-pre.1

New in Unity 2023.1.0 Alpha 22 (Dec 8, 2022)

  • Features:
  • Physics 2D: Enabled CompositeCollider2D to allow each Collider2D to select one of four composite operations: Merge (OR), Intersect (AND), Difference (NOT), and Flip (XOR), as well as a composite order for controlling the order that each Collider2D will be composited.
  • Universal RP: Added support for HDR output devices for desktop and console platforms.
  • Improvements:
  • Android: Added Application Entry information to unityLibrarysrcmainresourcesMETA-INFcom.android.games.engine.build_fingerprint.
  • Animation: Improved performance of AnimatorOverrideController.ApplyOverrides(). (UUM-14753)
  • Documentation: Clarified ray tracing acceleration structure GPU memory lifetime in Scripting API documentation.
  • Editor: Ported Graphics Settings editor to UITK.
  • Graphics: Upgraded DLSS to 2.3.1. This upgrade fixes ghosting artifacts.
  • macOS: Updated HDR support to use the EDR value for luminance.
  • Physics: Removed the Other tab from the Physics Debug windows that was meant for internal options.
  • Physics 2D: Added support for CompositeCollider2D to the CircleCollider2D and CapsuleCollider2D.
  • Shaders: Improved performance of ShaderKeywordSet.IsEnabled(LocalKeyword) and ShaderUtil.PassHasKeyword(...).
  • Video: Enabled error reporting only when the user uses MediaFoundation directly.
  • API Changes:
  • Editor: Added: Added GetSampleMetadataAsSpan to RawFrameDataView.
  • Editor: Added: Renamed UnityEditor.PlayerSettings.D3DHDRBitDepth to UnityEditor.PlayerSettings.hdrBitDepth.
  • enum D3DHDRDisplayBitDepth renamed to HDRDisplayBitDepth. Also, enum value names replaced:
  • D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth10 has been replaced by HDRDisplayBitDepth::BitDepth10
  • D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth16 has been replaced by HDRDisplayBitDepth::BitDepth16
  • Calls to the obsolete enums will be automatically updated to the new one. If using enum names as strings, ensure that the new ones get used as it won't be automatically converted to the new ones.
  • Graph Tool Foundation: Changed: Added an API to correctly compute the halo effect when modifying the graph model.
  • Graphics: Added: Added ColorGamutUtility to retrieve the color primaries, white point or transfer function associated with a color gamut.
  • macOS: Deprecated: Removed the option to select OpenGL API from MacOS.
  • Physics: Obsoleted: Removed Multi box pruning broadphase type, Legacy contacts generation and obsoleted Physics.RebuildBroadphaseRegions.
  • Physics 2D: Added: Added Collider2D.CompositeOperation enum to provide 4 composite operations and one to disable compositing.
  • Physics 2D: Added: Collider2D.compositeCapable added to indicate if a Collider2D is capable of using the CompositeCollider2D.
  • Physics 2D: Added: Collider2D.compositeOrder added to provide control over the specific ordering of each Collider2D compositng operation.
  • Physics 2D: Changed: Collider2D.usedByComposite (bool) has changed to Collider2D.compositeOperation (Enum of Collider2D.CompositeOperation).
  • SRP Core: Added: Added HDR output utilities to handle keywords and shader stripping.
  • Changes:
  • Editor: Enabled "Use display in HDR mode" checkbox to be visible in the MacOS player settings.
  • Scene/Game View: Reverted change that caused the OnSceneGUI event to be exited early on a selection change. (UUM-17445)
  • First seen in 2023.1.0a13.
  • Universal RP: Removed shader parameters used by additional lights when additional lights are disabled in URP Assets.
  • Fixes:
  • 2D: Fixed sorting of Tiles in a TilemapRenderer when the Sprites of the Tiles in the TilemapRenderer come from different Texture sources and Sprites with large vertex/index counts are rendered first due to batching. (UUM-18345)
  • First seen in 2023.1.0a16.
  • AI: Fixed a blocked passage due to seemingly valid polygons after an obstacle carved the NavMesh nearby. (UUM-8240)
  • Android: Added a hint to users to install CMake if Unity detects that it's needed, but is missing. (UUM-20024)
  • First seen in 2023.1.0a19.
  • Android: Corrected call reportFullyDrawn for GameActivity. (UUM-19821)
  • First seen in 2023.1.0a19.
  • Build System: Fixed a typo in an ignored warning number.
  • Editor: Added mesh local bound support to BRG. (UUM-17625)
  • First seen in 2023.1.0a11.
  • Editor: Fixed a bug which caused auto with Generate Lighting to not work as expected in connection with DOTS. Auto mode will now be ignored in the backend when the core Entities package is used.
  • Note: An inspector window and the lighting settings window will show the value of 'Auto Generate' which has been set in the lighting settings asset. The lighting window will show a warning if Auto Generate is ticked but it will not prevent the user from doing so.
  • Note that the following lighting window UI changes have been included in the fix:
  • Auto Generate is not disabled when the Entities package is used. The checkbox will represent the actual value in the lighting settings asset.
  • The warning is only shown if Auto Generate is ticked and the text is updated to say Auto Generate mode is ignored [...]. (UUM-18955)
  • Editor: Fixed a crash using unexpected ShaderGraph in VFX output. (UUM-13532)
  • Editor: Fixed a regression where physical camera settings were no longer affecting the scene view camera in HDRP. (UUM-18190)
  • Editor: Fixed an issue where not all results from the player was processed before shutdown.
  • Editor: Fixed BRG & entities.graphics crash on some GLES Android. (UUM-16708)
  • First seen in 2023.1.0a15.
  • Editor: Fixed issue when there are 0 quality levels for the current platform and gathering the RP assets for the current target was not returning the one in GraphicsSettings. (UUM-19235)
  • Editor: Fixed silent crash caused by cache-server drop-down menu. (UUM-11898)
  • First seen in 2023.1.0a4.
  • Editor: Fixed special characters being removed from built app names on Android. (UUM-12251)
  • First seen in 2023.1.0a8.
  • Editor: Optimized D3D11 BRG visibility cbuffer creation. (UUM-18207)
  • First seen in 2023.1.0a18.
  • Editor: Removed Exported define from SearchService to avoid domain reload. (UUM-18922)
  • First seen in 2023.1.0a17.
  • Editor: Updated Burst so URP/HDRP can build for console platforms. (UUM-18929)
  • First seen in 2023.1.0a17.
  • Graph Tool Foundation: Enabled tracking of variable declaration and blackboard groups when they are added, deleted, or modified.
  • Graphics: Fixed BatchRendererGroup crashing due to threading race conditions in specific projects. (UUM-18220)
  • First seen in 2023.1.0a18.
  • HDRP: Fixed GI debug mode for terrains. (UUM-19595)
  • First seen in 2023.1.0a17.
  • macOS: Enabled VSync now works correctly when moving the Editor window between screens with different refresh rates. (UUM-9097)
  • macOS: Removed an empty area gap on the vertical side of each screen on the macOS Player when rendering fullscreen on Macs with a notch. (UUM-12632)
  • First seen in 2023.1.0a9.
  • Package Manager: Added the latest updated package information to the details page when updating asset store package with update available filter. (UUM-19430)
  • First seen in 2023.1.0a18.
  • Physics: Fixed Rigidbody contact listeners overriding their children colliders that had Provide Contacts set to true. (UUM-18871)
  • First seen in 2023.1.0a18.
  • Scene/Game View: Fixed Material Validation colors in the Scene View so it now updates when preference is modified. (UUM-5087)
  • First seen in 2023.1.0a18.
  • Scripting: Fixed an issue where RectInt.GetHashCode would return the same hash code if a RectInt is filled with different values.
  • Serialization: Fixed an issue where de-serializing a Prefab containing a SerializeReference which has been refactored not handles MovedFrom. Improved AssetDatabase script type dependency so that if a missing SerializeReference instance type, re-appears importers depending on it will be trigerred. (UUM-6733)
  • Shadergraph: Fixed multiple memory leaks in ShaderGraph so that windows and view elements now dispose of resources properly. (UUM-20502)
  • First seen in 2023.1.0a3.
  • SRP Core: Fixed volume profile field state when asset is removed. (UUM-4641)
  • TextCore: Corrected the ellipsis behavior on last visible lines. (UUM-10417)
  • TextCore: Fixed a null reference exception when using multi atlas textures. (UUM-14265)
  • UI Toolkit: Fixed context menus for sub-properties so it now opens when using the Inspector with UI Toolkit. (UUM-11643)
  • First seen in 2023.1.0a4.
  • UI Toolkit: Fixed display issue when resizing parent of Visual Element with negative scale. (UUM-18196)
  • First seen in 2023.1.0a14.
  • UI Toolkit: Fixed layout instabilities with scrollviews and IMGUIContainers in scrollviews. (UUM-16435)
  • First seen in 2023.1.0a13.
  • UI Toolkit: Fixed runtime pointer events clickCount always set to 0 when using UI Toolkit without an EventSystem. (UUM-11038)
  • First seen in 2023.1.0a1.
  • UI Toolkit: Fixed the Add New Selector field not cleared after added a new selector. (UUM-12613)
  • First seen in 2023.1.0a6.
  • UI Toolkit: Fixed the old theme not being removed from the list of documentElement's stylesheet when changing the current theme. (UUM-11196)
  • First seen in 2023.1.0a4.
  • UI Toolkit: Fixed the playmode tint not being applied to text color. (UUM-7215)
  • First seen in 2023.1.0a4.
  • UI Toolkit: Improved readability by changing the text colors of name and selector labels in the StyleSheets and Hierarchy panes of the UI Builder. (UUM-11425)
  • First seen in 2023.1.0a1.
  • Universal RP: Fixed an issue causing materials using Shader Graphs with material override to disappear when using the Deferred rendering path if alpha clipping is enabled in the material. (UUM-18063)
  • First seen in 2023.1.0a14.
  • Universal RP: Fixed an issue with slower build-times caused by large Additional Light Shadows arrays in URP Shaders. (UUM-17405)
  • Universal RP: Fixed ComplexLit mixed lighting by matching ComplexLit shader keywords with the Lit shader. (UUM-18553)
  • First seen in 2023.1.0a16.
  • Universal RP: Fixed post-process effects in scene view shaded mode. (UUM-11870)
  • First seen in 2023.1.0a5.
  • VFX Graph: Enabled renamed blackboard categories that have been duplicated to stay on screen. (UUM-17435)
  • First seen in 2023.1.0a15.
  • VFX Graph: Fixed a rare issue with VFXCullResults. (UUM-20113)
  • VFX Graph: Fixed subgraph edition causing error An infinite import loop has been detected. while saving. (UUM-549)
  • First seen in 2023.1.0a1.
  • VFX Graph: Fixed the play / pause button in the VFX Graph control panel so it now switches the icon depending on the current state. (UUM-5065)
  • VFX Graph: Fixed the VFX compute shader so it now compiles when the name of a custom attribute contains a space. (UUM-13293)
  • First seen in 2023.1.0a9.
  • VFX Graph: Removed blackboard category with only spaces in the name. (UUM-17495)
  • First seen in 2023.1.0a16.
  • VFX Graph: Removed exception when more than 5 flow inputs are exposed in subgraph. (UUM-557)
  • New 2023.1.0a22 Package Changes since 2023.1.0a21:
  • Packages updated:
  • com.unity.burst: 1.7.4 → 1.8.2
  • com.unity.cinemachine: 2.9.2 → 2.9.4
  • com.unity.services.analytics: 4.2.0 → 4.3.0
  • com.unity.services.qos: 1.0.0 → 1.1.0
  • com.unity.test-framework: 1.3.0 → 1.3.1
  • com.unity.testtools.codecoverage: 1.2.1 → 1.2.2

New in Unity 2023.1.0 Alpha 21 (Dec 1, 2022)

  • Features:
  • Asset Bundles: Added capability to Asset Bundles that target Windows/OSX/Linux platforms and the Dedicated Server subtarget so that they are now built with the same Dedicated Server optimizations that built Dedicated Server Players receive (removing texture data and non-collision mesh data).
  • Improvements:
  • Android: Added comments in manifest templates regarding which activities should be used.
  • Bug Reporter: Added a token representing the Unity ID account that you are currently signed in to the Bug Reporter, if the Hub is running and you are signed in at the time you file a bug report.
  • Build Pipeline: Enabled always using UnityLinker to collect referenced assemblies (even if code stripping is disabled), which is faster than the old code path used for that case.
  • DX12: Implemented a new threading model to improve both Editor and standalone performance.
  • IL2CPP: Fixed incorrect metadata collection/inflation for generic methods.
  • Profiler: Reduced the performance cost of drawing charts in the profiler.
  • Scripting: Added a few missing convenience methods to RectInt.
  • UI Toolkit: Disabled internal update of ViewData feature for Runtime UI, in order to improve performance. This feature is Editor-only.
  • API Changes:
  • Editor: Added: IDataModeController is added to handle data mode related functionalities. (DOTSE-1855)
  • Editor: Obsoleted: IDataModeHandler and IDataModeHandlerAndDispatcher are obsoleted. (DOTSE-1855)
  • Physics: Added: Added a way to generate contact points between shapes without running the simulation.
  • Scripting: Added: Added AwaitableCompletionSource implementation as well as Methods to switch to main/background threads. (SCP-593)
  • Changes:
  • Android: Removed a validation error which checks if activities specified in manifest are present as java files. Activities can be implemented in jar files, so Unity is unable to check that.
  • HDRP: Disabled HDRP Global Settings when HDRP is not active.
  • Universal RP: Removed support for GLES2.0 and WebGL1.0.
  • URP: Disabled HDRP Global Settings when HDRP is not active.
  • Fixes:
  • 2D: Fixed Spriteshape corners and segments so they are now highlighted by selection outline. (UUM-17880)
  • First seen in 2023.1.0a11.
  • Android: Fixed mapping file output failure when the destination folder doesn't exist. (UUM-9368)
  • First seen in 2023.1.0a3.
  • Animation: Fixed error caused when calling AvatarBuilder.BuildHumanAvatar with a HumanDescription that does not contain a skeleton. (UUM-16174)
  • First seen in 2023.1.0a12.
  • Asset Pipeline: Fixed an issue where scene asset labels could disappear when saving the scene. (UUM-18045)
  • First seen in 2023.1.0a16.
  • Asset Pipeline: Fixed an issue where the standalone profiler could crash or emit errors when the script domain reloads in the editor. (UUM-19179)
  • First seen in 2023.1.0a19.
  • Build Pipeline: Enabled script compilation when switching between Desktop Standalone and Dedicated Server platforms in the Build Settings window.
  • Editor: Fixed a Mac issue so that the the tooltip displays shortcut correctly as "Option" and not "Alt" when hovering over the arrow in the Hierarchy to open Prefab in Prefab Mode. (UUM-15760)
  • First seen in 2023.1.0a12.
  • Editor: Fixed an issue where an ArgumentNullException could be logged when viewing Entities in hierarchy.
  • Editor: Fixed an issue where overlays were resizable when they shouldn't be. (UUM-10061)
  • First seen in 2023.1.0a4.
  • Editor: Fixed an issue where AssetDatabase.FindAssets would return invalid results when specifying multiple search folders. (UUM-19314)
  • First seen in 2023.1.0a17.
  • Editor: Fixed Camera Preview Overlay so it no longer appears as hidden by default. (UUM-19103)
  • First seen in 2023.1.0a17.
  • Editor: Fixed colorpicker functionality on Linux. (UUM-17499)
  • Editor: Fixed Composite Extensions for Text/Speedtree files so that they are now correctly selected. (UUM-9204)
  • Editor: Fixed Editor crash when calling APIs to show modal dialogs while -drawRect is in progress. (UUM-2293)
  • First seen in 2023.1.0a16.
  • Editor: Fixed Editor crash when running in nodisplay bachmode through SSH. (UUM-15561)
  • First seen in 2023.1.0a12.
  • Editor: Fixed Highlighter scrolling in the Editor window. (UUM-15971)
  • First seen in 2023.1.0a12.
  • Editor: Fixed issue where textures are not generated when Naming option in Import Settings of an FBX file is changed to "From Model's Material". (UUM-3640)
  • Editor: Fixed random plugin importer crash on Editor startup. (UUM-18397)
  • Editor: Fixed the Disable Scene Backup label so it is no longer inverted compared to its actual behaviour.
  • Editor: Fixed the scene hierarchy order change when entering Play mode in the Mobile Template. (UUM-13298)
  • Editor: Prevented a potential crash when exiting play mode if GameObjects are present with HideFlag.DontSave. (UUM-1685)
  • First seen in 2023.1.0a1.
  • GI: Fixed regression in the Lightmap Parameters Inspector, restoring the foldout fields and neat setting indentation. (UUM-16967)
  • First seen in 2023.1.0a11.
  • Graphics: Fixed crash when BatchRendererGroup.SetEnabledViewTypes is used to opt out of shadow maps or normal rendering. (UUM-18355)
  • First seen in 2023.1.0a16.
  • Graphics: Removed batching materials with instancing enabled at runtime from being included with batches of non-instanced materials. (UUM-14554)
  • IL2CPP: Enabled constrained calls on stackalloc'd buffers. (UUM-14341)
  • First seen in 2023.1.0a9.
  • IL2CPP: Fiixed Monitor.Wait with zero timeout so it now returns false. (UUM-18188)
  • IL2CPP: Fixed handling of numeric conversion IL opcodes in generic code when Faster (smaller) builds is enabled. (UUM-15402)
  • IL2CPP: Fixed occasional missing stack traces in Debug.Log on Windows 10. (UUM-12672)
  • IL2CPP: Removed an uncommon parameter name collision in generated C++ code. (UUM-14587)
  • IL2CPP: Removed caching of assemblies when probing directories in the linker. (UUM-17887)
  • macOS: Removed developer placeholder text from progress dialog. (UUM-18221)
  • First seen in 2023.1.0a16.
  • Networking: Enabled HTTP on localhost permanently, regardless of setting for secure HTTP, for UnityWebRequest. (UUM-19293)
  • First seen in 2023.1.0a17.
  • Profiler: Fixed rendering of certain character sets in CPU Profiler Timeline view. (UUM-16513)
  • Scene/Game View: Fixed Auto-hide Gizmos preference so it now remembers its state on application restart. (UUM-7848)
  • First seen in 2023.1.0a1.
  • Scene/Game View: Fixed an issue where Handles.DrawAAPolyLine would throw an error if the passed colors array and points array were of differing lengths. (UUM-19287)
  • First seen in 2023.1.0a18.
  • Scene/Game View: Fixed Global Tools dropdown so it now always displays the correct icon. (UUM-17704)
  • First seen in 2023.1.0a17.
  • Scene/Game View: Fixed the Rect Tool center handle so it now draws in the correct position during a resize event. (UUM-17618)
  • First seen in 2023.1.0a15.
  • Serialization: Enabled PropertyModifications created prior to 2021.2 creating SerializeReference instances so that they now generate deterministic IDs. (UUM-13245)
  • First seen in 2023.1.0a6.
  • UI Elements: Removed EnumField requiring the associated EnumType to contain a value of 0 in order to be bound. (UUM-11706)
  • First seen in 2023.1.0a5.
  • UI Toolkit: Fixed an exception in the UI Toolkit Debugger when the user types in the search bar without a panel selected. (UUM-18090)
  • UI Toolkit: Fixed an exception when deleting an element of two arrays of different size in the inspector. (UUM-12869)
  • UI Toolkit: Fixed an exception when searching in the Debugger and UI element has a null name. (UUM-18683)
  • UI Toolkit: Fixed an issue in the UI Builder where adding a TemplateContainer to the document's hierarchy incorrectly gives it the UXML template's name as a label and a name. (UUM-16001)
  • First seen in 2023.1.0a14.
  • UI Toolkit: Fixed an issue where the UI Builder would export asset references with resource() instead of url() when the asset path contained a folder with Resources in its name. (UUM-14889)
  • UI Toolkit: Fixed duplicated decorator drawers. (UUM-8259)
  • First seen in 2023.1.0a1.
  • UI Toolkit: Fixed the element collapse/expand arrows so that they are now visible when using UI Elements List View. (UUM-9854)
  • First seen in 2023.1.0a1.
  • UI Toolkit: Fixed the UI Toolkit property drawer for TextArea so it behaves like the imgui version. (UUM-9969)
  • UI Toolkit: Fixed UI Builder showing save dialog on asset import. (UUM-8302)
  • First seen in 2023.1.0a3.
  • UI Toolkit: Fixed UI Builder so that undoing a selection no longer takes two undo operations. (UUM-16008)
  • First seen in 2023.1.0a14.
  • UI Toolkit: Fixed PropertyField.BindProperty(SerializedProperty) so it now clears the previously bound property when a new one is bounded. (UUM-4165)
  • First seen in 2023.1.0a1.
  • Universal RP: Fixed artifacts that could appear in _MotionVectorTexture for some platforms. (UUM-19350)
  • *First seen in 2023.1.0a18.*
  • URP: Fixed decals for foveated rendering. (UUM-18497)
  • First seen in 2023.1.0a16.
  • URP: Released render targets of non-used renderers. (UUM-16481)
  • First seen in 2023.1.0a15.
  • New 2023.1.0a21 Package Changes since 2023.1.0a20:
  • Packages updated:
  • com.unity.localization: 1.3.1 → 1.4.2
  • com.unity.render-pipelines.core: 15.0.1 → 15.0.2
  • com.unity.render-pipelines.high-definition: 15.0.1 → 15.0.2
  • com.unity.render-pipelines.high-definition-config: 15.0.1 → 15.0.2
  • com.unity.render-pipelines.universal: 15.0.1 → 15.0.2
  • com.unity.shadergraph: 15.0.1 → 15.0.2
  • com.unity.visualeffectgraph: 15.0.1 → 15.0.2
  • com.unity.xr.core-utils: 2.1.0 → 2.2.0-pre.2
  • com.unity.xr.oculus: 3.2.1 → 3.2.2
  • com.unity.multiplayer.tools: 1.0.0 → 1.1.0
  • Packages added:
  • [email protected]
  • Pre-release packages added:
  • [email protected]
  • [email protected]

New in Unity 2023.1.0 Alpha 20 (Nov 30, 2022)

  • Features:
  • Android: Added Gradle Files Upgrader tool to upgrade user templates to a C# script that uses the Android Project Files API.
  • Android: Added Texture Compression targeting support.
  • Android: Implemented new GameActivity application model (previously you could only target Activity). Refer to the Manual for more details or refer to Android documentation on https://developer.android.com/games/agdk/integrate-game-activity.
  • Editor: Added async test support with documentation and support for SetUp and TearDown to the test-framework.
  • Editor: Displayed OneTimeSetup and OneTimeTearDown durations in the XML result under outputs.
  • Graphics: Added foveated rendering support for Metal.
  • Graphics: Added the ability to compute the thickness of an Object.
  • HDRP: Added a foam system to the HDRP Water System.
  • HDRP: Added High Quality Line Rendering which unlocks improved performance and image quality for line topology.
  • HDRP: Added Screen Space Lens Flare feature.
  • HDRP: Exposed Material Type in materials using the Lit ShaderGraph.
  • IMGUI: Removed dependency on Legacy Text stack for IMGUI so that IMGUI now renders and calculates its metrics using TextCore.
  • Some members from TextEditor have been deprecated to accommodate for the new TextUtilities used by both IMGUI and UITK. Their meanings are the same but their names have changed (from field to property)
  • TextEditor.multiline is now TextEditor.isMultiline
  • TextEditor.hasHorizontalCursorPos is nowTextEditor.hasHorizontalCursor
  • TextEditor.revealCursor is now TextEditor.showCursor.
  • Package Manager: Added tracking of assets imported from an Asset Store package.
  • Added a new tab in the package details view to visualize imported assets.
  • Added a remove button to Asset Store packages to selectively remove imported assets.
  • Profiler: Added metadata support for RenderTextures in Memory Profiler.
  • Profiler: Improved graphics memory tracking in Memory Profiler.
  • SRP Core: Added debug view to visualize probe sampling.
  • UI Toolkit: Added basic analytics in UI Builder.
  • Universal RP: Added Temporal Anti-aliasing support, which is available from Camera Anti-aliasing settings. Incompatible with MSAA, Dynamic Resolution, or Camera stacking. Supports fixed resolution only, so no temporal upsampling is supported.
  • URP: Added clustered reflection probe support to the URP Forward+ rendering path. This enables the use of more than two reflection probes per object, allows Unity to skip per-object culling of lights and reflection probes, and enables Entities Graphics and procedural draws to make use of reflection probes.
  • VFX Graph: Fixed the six-way lighting and lightmap remapping options.
  • Windows: Enabled Windows ARM64 Player compilation.
  • Improvements:
  • Animation: Optimized the AnimationClip size calculation reducing asset load time in the Editor.
  • Editor: Added Learn Unity Test Framework section of documentation and related project files as importable package samples.
  • Editor: Added test method/fixture arguments in the ITestAdaptor as the Arguments property.
  • Editor: Improved ability to keep the current window layout when changing between editor versions or projects. (UUM-15864)
  • First seen in 2023.1.0a12.
  • Editor: Improved text on Refraction Models material sample transparency scene to avoid confusion for recursive rendering.
  • Graphics: Increased the maximum Async Upload Buffer Size to 2047 MB and updated documentation.
  • HDRP: Improved optimization for the HDRP Volumetric Clouds.
  • HDRP: Improved water line detection.
  • HDRP: Updated the platform support message for consoles. (UUM-16315)
  • Particles: Removed OnParticleTrigger calls when there are no trigger module events to report. (UUM-19111)
  • Scripting: Improved scripting performance to always inline the Mathf Sign() script API function.
  • Serialization: Added support for instances of Generic inflated types to SerializeReference.
  • Tests: Improved stability of Selecting_Deleted_ParticleSystemForceField_Preset_In_PlayMode_Doesnot_Throw_Exception test.
  • URP: Improved shadow atlas building performance when there are a lot of lights.
  • WebGL: Improved error messages that are printed to the console to help diagnose when Content-Encoding: gzip is not properly set on server, or web browser has a bug that prevents it from being able to decompress gzip content ( https://bugs.webkit.org/show_bug.cgi?id=247421 ). (UUM-18681)
  • First seen in 2023.1.0a17.
  • WebGL: Improved the build system so that failing builds will no longer emit an unusable index.html to the build output directory.
  • API Changes
  • Android: Added: Added PlayerSettings.Android.applicationEntry for application entry selection.
  • Android: Added: Added UnityEditor.Android.Gradle.Dependencies.GetEngineGradleDependencies which returns the list of dependencies which will be used when producing gradle project.
  • Build Pipeline: Obsoleted: Application.SetBuildTags and Application.GetBuildTags are now obsolete.
  • Editor: Added: Added a constructor to the EditorToolbarToggle class that takes in a text as an icon and a label.
  • Editor: Changed: Modified the game object tool context icon.
  • Graphics: Added: Texture.graphicsTexture and properties of the new GraphicsTexture class have been added to provide more information about the resource that is uploaded to the GPU when working with textures.
  • Graphics: Changed: Texture2D, Texture3D, and Cubemap creation will now throw an error earlier if explicitly created with non-zero width and height parameters (same as existing Texture2DArrays and CubemapArrays) except when creating a Texture2D with all default parameters.
  • Scripting: Added: New Object.FindFirstObjectByType() and Object.FindAnyObjectByType() functions added to replace the now obsoleted Object.FindObjectOfType(). These new functions let you decide whether you must have the first (lowest InstanceID) object found or if any instance is adequate. In the latter case the function can be many times faster as no internal sorting is required. See the scripting documentation for both functions for more details.
  • Scripting: Added: New Object.FindObjectsByType() function added to replace the now obsoleted Object.FindObjectsOfType(). This new function gives users the choice whether or not to perform the expensive sorting by InstanceID on the returned collection of objects rather than having it always performed wasting time when unnecessary. See the scripting documentation for Object.FindObjectsByType() and Object.FindObjectsOfType() for more details.
  • Scripting: Obsoleted: Object.FindObjectOfType() has been marked as obsolete and will produce a compilation warning. Use the new Object.FindFirstObjectsByType() or Object.FindAnyObjectByType() functions by preference. See the scripting documentation for both functions for more details.
  • Scripting: Obsoleted: Object.FindObjectsOfType() has been marked as obsolete and will produce a compilation warning. Use the new Object.FindObjectsByType() function by preference passing either FindObjectsSortMode.InstanceID to maintain sorting by InstanceID or FindObjectsSortMode.None to not sort the results. Not sorting the results is significantly faster but be aware that the order of the returned results will be different and not necessarily consistent between calls. See the scripting documentation for both functions for more details.
  • UI Toolkit: Added: [Properties] Added a ReadOnly member to the CreatePropertyAttribute to force the creation of a read-only property.
  • Changes:
  • GI: Added stability improvements for Baked Global Illumination.
  • HDRP: Deprecated ScriptableRenderPipelineExtensionAttribute and LightingExplorerExtensionAttribute.
  • URP: Deprecated ScriptableRenderPipelineExtensionAttributeand LightingExplorerExtensionAttribute.
  • Fixes:
  • 2D: Fixed importer inspector showing unsaved changes when asset is modified from Sprite Editor Window. (UUM-15619)
  • First seen in 2023.1.0a12.
  • 2D: Fixed Sprite Mode field so it is no longer empty upon changing Texture Type to Sprite. (UUM-16278)
  • First seen in 2023.1.0a13.
  • Android: Fixed error messages when hideInput is enabled in TouchScreenKeyboard. (UUM-15609)
  • First seen in 2023.1.0a11.
  • Android: Fixed the Build And Run menu item so it is no longer disabled when the Build Settings window is not open. (UUM-17885)
  • First seen in 2023.1.0a17.
  • Build Pipeline: Fixed a bug with building a development player, where a non-development player with no other changes could show the Development Player watermark.
  • Build Pipeline: Fixed an issue where build GUIDs would sometimes not change between subsequent builds.
  • Build Pipeline: Fixed building server returns so that the server is no longer not installed if only the other scripting backend is present. (MTT-4695)
  • Core: Fixed adding package scenes to a baking set.
  • Documentation: Fixed a few issues in ComputeShader.SetRayTracingAccelerationStructure Scripting API documentation.
  • Documentation: Fixed a small issue in RayTracingAccelerationStructure.AddInstances Scripting API docs using wrong format in StructuredBuffer example.
  • DX12: Fixed SSR with async on D3D12. (UUM-3342)
  • Editor: Added camera relative culling options to the Graphics section in Project Settings. This will potentially alleviate light popping issues due to lack of precision when the objects or lights are far from the origin. Enabling the camera relative culling setting for lights will potentially introduce issues for objects or lights that are far from the camera origin. (UUM-7551)
  • First seen in 2023.1.0a2.
  • Editor: Added camera relative culling options to the Graphics section in Project Settings. This will potentially alleviate shadow popping issues due to lack of precision when the casters or lights are far from the origin. Enabling the camera relative culling setting for shadows will potentially introduces issues for casters that are far from the camera origin. (UUM-11364)
  • Editor: Added component headers to separate Editor tools in overlays.
  • Editor: Added TestSettings file options for setting Target SDK for iOS/tvOS.
  • Editor: Enabled the state of showtabs to persist in preferences. (UUM-15004)
  • First seen in 2023.1.0a11.
  • Editor: Fixed "SerializedProperty m_Enabled has disappeared!" error that appears in console while undoing switching scripts in debug inspector. (UUM-4170)
  • First seen in 2023.1.0a1.
  • Editor: Fixed a crash due to an integer overflow when calculating the required buffer size to store compressed mesh index data. (UUM-1036)
  • Editor: Fixed a crash when a window is closed during EditorWindow.OnLostFocus. (UUM-12434)
  • First seen in 2023.1.0a8.
  • Editor: Fixed a crash when using Handles.DrawGizmos in OnDrawGizmos. (UUM-15008)
  • First seen in 2023.1.0a12.
  • Editor: Fixed a problem where a failed Unity Linker invocation may cause subsequent builds to fail with "Sequence contains no elements". (UUM-18372)
  • First seen in 2023.1.0a16.
  • Editor: Fixed an issue when having a playableGraph with two outputs, one of which containing blending on the root bone. (UUM-16614)
  • First seen in 2023.1.0a13.
  • Editor: Fixed an issue with displaying array properties for Frame Debugger. (UUM-17668)
  • Editor: Fixed current window layout not persisting between Editor versions. (UUM-15864)
  • First seen in 2023.1.0a12.
  • Editor: Fixed intermittent crash when destroying/recreating menu items on Linux. (UUM-11724)
  • Editor: Fixed near planeSize.y in CameraEditorUtils. (UUM-7797)
  • Editor: Fixed null reference exception in the FreeCamera component when there is no keyboard. (UUM-17801)
  • Editor: Fixed NullReferenceException when yielding EditMode intructions in PlayMode tests.
  • Editor: Fixed overly lengthy scene name causing Build WindowsEditorInstaller Katana job to fail.
  • Editor: Fixed packman dropdown sometimes positioned randomly. (UUM-12081)
  • First seen in 2023.1.0a6.
  • Editor: Fixed PropertyDatabase lock reporting. (UUM-14553)
  • First seen in 2023.1.0a12.
  • Editor: Fixed right click paste not working in package manager. (UUM-2304)
  • Editor: Fixed SpeedTree shadergraph shaders so they now multiply the Smoothness and Metallic slider values with the values from the ExtraTexture when the texture is provided. The default values for the sliders are set to 1.0 instead of 0.5 by default when there's an ExtraTexture is imported with the SpeedTree asset.
  • Editor: Fixed tab and shift+tab not working in shader graph windows. (UUM-17516)
  • Editor: Fixed Xcode not closing after building iOS/tvOS project via batchmode -runTests command.
  • Editor: Optimized HierarchyProperty searching by Labels to be 30% faster. (UUM-10709)
  • First seen in 2023.1.0a5.
  • GI: Clarified the backface tolerance tooltip. (LIGHT-906)
  • GI: Fixed crash in LightProbesManager after removing the first added probeset. (UUM-17760)
  • First seen in 2023.1.0a15.
  • GI: Fixed Lighting Settings Assets values so that they default to another Assets values when multiple Assets are selected. (UUM-10419)
  • First seen in 2023.1.0a4.
  • GI: Fixed looping error message when baking in prefabs and subscenes. (UUM-15675)
  • GI: Removed undocumented function.
  • First seen in 2023.1.0a1.
  • Graphics: Added safeguards to prevent GetPixels / GetPixels32 crashes in cases where C# array creation would fail.
  • Graphics: Disabled Texture 3D Preview (Volume / SDF mode) if Unity detects a potential driver hang risk. Fixed an assert incorrectly being triggered when inspecting external Texture 3Ds.
  • Graphics: Fixed a bug where ReadPixels would fail for textures larger than 2 GB.
  • Graphics: Fixed an issue where, sometimes in the Player, async loaded Textures (particularly in subscenes) would be deleted before the object itself was loaded into the scene resulting in missing textures. (UUM-16307)
  • First seen in 2023.1.0a14.
  • Graphics: Fixed cubemap uploads failing on Vulkan, D3D11, and D3D12 for cubemaps larger than 2 GB.
  • Graphics: Fixed GetPixelData / SetPixelData failing for textures larger than 2 GB. Added safe-guards to prevent NativeArray length overflows for the former API.
  • Graphics: Fixed LoadRawTextureData failing when the input NativeArray contained more than 2 GB of data. Added safeguards to GetRawTextureData. Prevented NativeArray length overflow and C# array creation failure.
  • Graphics: Fixed mipmap generation for textures larger than 2 GB.
  • Graphics: Fixed RenderTexture assets not accepting texture dimensions greater than 20000 in UI, even though they currently can already go up to 32768 in script if the graphics capabilities allow for it.
  • Graphics: Fixed shader compilation errors when building tests for consoles.
  • Graphics: Fixed the Read/Write texture import setting becoming grayed out when Max Size was greater than 8192, regardless of actual texture dimensions or size. Replaced with an info box when enabling Read/Write that triggers if Unity detects a texture over 512MB.
  • Graphics: Updated MacOS so that Editor windows now always update if there is even a single frame rendered. (PLAT-3242)
  • HDRP: Added clarification on HDR Output not supporting Scene View. (UUM-16184)
  • HDRP: Fixed a black screen issue with master builds on HDRP. (UUM-17388)
  • HDRP: Fixed an issue with Bloom and Depth of Field in game view when filtering in the hierarchy. (UUM-17739)
  • HDRP: Fixed black line in ray traced reflections. (UUM-11379)
  • First seen in 2023.1.0a4.
  • HDRP: Fixed foam appearing outside of a water mask when setting. (UUM-18562)
  • HDRP: Fixed minor bug in the shadow ray culling for the cone spot light. (UUM-9708)
  • First seen in 2023.1.0a4.
  • HDRP: Fixed missing tag on decal shader properties.
  • HDRP: Fixed Missing tooltip for Screen Weight Distance in Screen Space Refraction Override. (UUM-16930)
  • HDRP: Fixed Motion Vector for Vertex Animation with Add Precomputed Velocity. (UUM-18756)
  • First seen in 2023.1.0a17.
  • HDRP: Fixed motion vectors overwriting rendering layers. (UUM-18750)
  • First seen in 2023.1.0a17.
  • HDRP: Fixed mouse position in debug menu with scaled screens in Editor. (UUM-16880)
  • First seen in 2023.1.0a13.
  • HDRP: Fixed null reference error in the rendering debugger when there is no camera available. (UUM-18189)
  • First seen in 2023.1.0a15.
  • HDRP: Fixed Ray Tracing Mixed Mode Collisions. (UUM-14613)
  • HDRP: Fixed Text alignment in Transparency Inputs section. (UUM-17208)
  • HDRP: Fixed the deformer reset function so it now loads the presets. (UUM-18561)
  • First seen in 2023.1.0a16.
  • HDRP: Fixed the excluder's renderer so it is now properly serialized. (UUM-18074)
  • First seen in 2023.1.0a16.
  • HDRP: Fixed the fallback section so it now disappears when hiding the additional data. (UUM-16780)
  • HDRP: Fixed the indirect diffuse lighting in ray tracing so it now always works properly. (UUM-14083)
  • HDRP: Fixed the parent transform so it is now longer ignored for pools and rivers when creating a water surface. (UUM-18072)
  • First seen in 2023.1.0a16.
  • HDRP: Fixed the ray tracing shadow denoiser s it no longer produces leaks at the edge of spotlight shadows. (UUM-17794)
  • HDRP: Fixed warning in LensFlare shader. (UUM-16792)
  • HDRP: Fixed zfighting artifacts for ray tracing. (UUM-7668)
  • HDRP: Re-enabled XR tests for 004-CloudsFlaresDecals and 005-DistortCloudsParallax. (UUM-1894)
  • First seen in 2023.1.0a17.
  • HDRP: Renamed Amplitude Multipliers to Amplitude Dimmers for the water surface. (UUM-18559)
  • HDRP: Renamed IOR output in Eye shadergraph for clarification. (UUM-15849)
  • iOS: Disabled supportsQueryTextureLOD usage on pre-iOS15 devices (due to debug device missing the API). (UUM-18520)
  • First seen in 2023.1.0a16.
  • iOS: Fixed a hang on startup on iOS 16 when linking to UnityFramework. (UUM-16259)
  • First seen in 2023.1.0a13.
  • iOS: Restored the possibility for ViewController to control status bar appearance. (UUM-6389)
  • Linux: Fixed diagnostic switches so it can now be set using command line arguments. (UUM-10269)
  • Linux: Fixed Multi Display mouse/touch input so it now correctly registers on Linux Standalone player. (UUM-1569)
  • First seen in 2023.1.0a3.
  • Linux: Fixed scrolling with the scroll wheel so it is no longer slower on builds when using the New Input System package on Linux Standalone. (UUM-12564)
  • macOS: Fixed a hang on startup on MacOS 13 when running from Xcode. (UUM-15967)
  • Package: Fixed errors appearing when importing TextMeshPro essentials package.
  • Package Manager: Disabled view when removing pre-release or release candidates packages is fixed. (UUM-17878)
  • First seen in 2023.1.0a15.
  • Particles: Corrected sub-emitter simulation to ensure particle ribbons are connected in the correct order. (UUM-945)
  • Particles: Fixed errors when baking a particle mesh after calling mesh->Clear(false). (UUM-8489)
  • Particles: Fixed SetParticles API sometimes failing to emit the correct number of particles. (UUM-17027)
  • Physics: Removed noise from CharacterController position updates. (UUM-18198)
  • First seen in 2023.1.0a15.
  • Physics 2D: Fixed an issue where a contact normal would be inversed leading to Collider2D.IsTouching incorrectly filtering the collision normal angle. (UUM-15726)
  • First seen in 2023.1.0a12.
  • Prefabs: Improved the button text in the unused overrides dialog. (UUM-19026)
  • Scripting: Fixed a bug where the Editor could throw an Exception after an asmdef setup error was fixed. (UUM-15296)
  • First seen in 2023.1.0a12.
  • Scripting: Fixed an issue with IL Post Processing in projects containing multiple versions of the same precompiled assembly. (UUM-18541)
  • First seen in 2023.1.0a16.
  • Scripting: Fixed code coverage testing for packages. (UUM-18206)
  • First seen in 2023.1.0a17.
  • Scripting: Fixed precompiled assemblies so they are now loaded when they are copied into the Unity project, while the ADB worker is running. (UUM-13507)
  • Shaders: Fixed a rare issue with auxiliary texture properties not being initialized properly. (UUM-15576)
  • Shaders: Fixed canceling shader variant compilation not working when compilation was async. (UUM-9826)
  • Shaders: Fixed reflection probe rendering silently being skipped when the required shader is not found in the player. (UUM-12628)
  • Shaders: Fixed Texture and Vector material properties not supporting displaying tooltips. (UUM-5691)
  • Terrain: Fixed terrain shadows so they are now rendered when zooming out in Scene/Game View with Deferred Rendering enabled. (UUM-1860)
  • UI Toolkit: Fixed "This field cannot display arrays with more than 64 elements when multiple objects are selected" warning message is not wrapped in the Inspector window if it has a small width
  • https://jira.unity3d.com/browse/UUM-14744. (UUM-13025)
  • First seen in 2023.1.0a4.
  • UI Toolkit: Fixed an issue that "Double-click to create a new USS selector" text appears if hovering on Style Class List selectors of Controls internal elements. (UUM-3469)
  • First seen in 2023.1.0a10.
  • UI Toolkit: Fixed an issue that RangeAttribute slider UX is in continuous mode when a variable is an integer. (UUM-3362)
  • First seen in 2023.1.0a1.
  • UI Toolkit: Fixed an issue where pressing the arrow keys in the input field of a slider would change its value. (UUM-12796)
  • UI Toolkit: Fixed an issue where the dragger of a slider would become visually corrupted after toggling the showMixedValue property. (UUM-13013)
  • UI Toolkit: Fixed an issue where the ListView would generate the wrong hierarchy when the path from the list to the item is also a valid path for the item itself. (UUM-8144)
  • First seen in 2023.1.0a3.
  • UI Toolkit: Fixed image element so it no longer ignores UV rect when a sprite was used. (UUM-18362)
  • UI Toolkit: Fixed layout of Image element so it now works with a flipped UV rect. (UUM-17729)
  • UI Toolkit: Fixed mask character can take multiple character.
  • Fixed canvas in-place textfield editor is always multiline. (UUM-15999)
  • First seen in 2023.1.0a14.
  • UI Toolkit: Fixed option + enter on Singleline textfield causes a newline. (UUM-15799)
  • First seen in 2023.1.0a15.
  • UI Toolkit: Fixed playmode tint not applied to text color. (UUM-7215)
  • First seen in 2023.1.0a4.
  • UI Toolkit: Fixed shader bug observable on MacOS Ventura with AMD GPUs that was causing UIToolkit elements to be missing, clipped, or to display incorrectly. (UUM-18978)
  • UI Toolkit: Improved UI Toolkit so that flipped UVs are now properly handled by scale modes of the Image element. (UUM-17136)
  • UI Toolkit: Updated the behavior when a dropdown is removed from the hierarchy to prevent any visual element left in the hierarchy. (UUM-11117)
  • First seen in 2023.1.0a4.
  • Universal RP: Fixed High Dynamic Range Grading Mode variants getting needlessly stripped when Strip Unused Post Processing Variants was selected (even though it's not a volume feature and is part of the UPR asset). (UUM-12673)
  • First seen in 2023.1.0a4.
  • Universal RP: Fixed an issue in deferred rendering mode where the Material inspector would log errors about color and depth dimensions not matching. (UUM-15631)
  • Universal RP: Fixed an issue where a ParticlesUnlit.mat warning appeared when creating a new material. (UUM-15005)
  • VFX Graph: Fixed wrong particle count if read before first readback. (UUM-18480)
  • First seen in 2023.1.0a16.
  • Video: Fixed multi-display rendering so it now displays the first camera's view on both displays instead of displaying both camera's views when used with a mobile device. (UUM-13587)
  • First seen in 2023.1.0a9.
  • WebGL: Fixed a bug where Firefox would hang at 90% while loading. (UUM-1155)
  • First seen in 2023.1.0a6.
  • WebGL: Fixed download of Addressables. (UUM-18873)
  • First seen in 2023.1.0a18.
  • XR: Fixed issues with CopyColorPass when foveated rendering is enabled. (UUM-16327)
  • First seen in 2023.1.0a15.
  • New 2023.1.0a20 Package Changes since 2023.1.0a19:
  • Packages updated:
  • com.unity.purchasing: 4.5.0 → 4.5.1
  • com.unity.services.core: 1.5.2 → 1.6.0
  • com.unity.test-framework: 1.1.33 → 1.3.0
  • com.unity.timeline: 1.7.2 → 1.8.0
  • Pre-release packages added:
  • [email protected]
  • [email protected]
  • [email protected]

New in Unity 2023.1.0 Alpha 19 (Nov 20, 2022)

  • Features:
  • 2D: Added support for camera frustum culling to Inverse Kinematics Manager 2D.
  • Editor: Added UX support for deprecated packages in Package Manager Window. Individually deprecated package versions and Unity packages deprecated for Editor versions will be marked as such in the Package Manager Window. Users will be informed at project startup if they have deprecated packages or versions currently installed.
  • HDRP: Added improvements to the SSS lighting model.
  • Physics 2D: Added a Rigidbody2D.Slide method which allows a Rigidbody2D to be moved with a specific velocity over a specific integration time and perform various slide, gravity, slip, direction-change, and surface-anchoring behaviours automatically. This can be used on all body types including Static. This method can simply calculate a new position, change the Rigidbody2D position immediately (supports interpolation), or defer the movement by automatically calling Rigidbody2D.MovePosition(). This feature will make Character Controllers easier to create.
  • Improvements:
  • Animation: Added further improvements to animation job performance, especially to some forms of Inverse Kinematics.
  • Editor: Added support for Sketchup 2019 and 2020 file formats to the Sketchup importer. (UUM-2896)
  • Editor: Implemented various Box2D fixes to the physics runtime.
  • Editor: Improved HDRP materials samples transparency scenes by adding Refraction Models examples.
  • EmbeddedLinux: Improved startup timings logs which are now enabled via BootConfig parameters, Editor Setting, and has a scripting entrypoint.
  • Physics 2D: Added a useConnectedAnchor property to HingeJoint2D which controls whether the point-to-point constraint of the connected anchor is used or not. With this disabled, the joint is able to use both the motor and/or rotation limits without being connected to a specific anchor point. This allows the joint to rotate a Rigidbody2D and/or limit the rotation without affecting its position.
  • Physics 2D: Added a new Physics2D.simulatedLayers property that controls which layers are simulated when the automatic FixedUpdate or Update simulation modes are used. Additionally, for Script simulation mode, Physics2D.Simulate() now has an additional argument that allows specific layers to be simulated.
  • Physics 2D: Added an argument to Collider2D.CreateMesh() method that allows the option to create a Delaunay Triangulated mesh. This argument can greatly simplify the resultant mesh.
  • API Changes:
  • Editor: Deprecated: Renamed RayTracingAccelerationStructure.RASSettings to RayTracingAccelerationStructure.Settings.
  • Physics 2D: Added: Rigidbody2D.MovePositionAndRotation to allow moving both the position and rotation without performing two separate calls.
  • Rigidbody2D.velocityX property to allow setting the Rigidbody2D velocity X component without modifying the Y component.
  • Rigidbody2D.velocityY property to allow setting the Rigidbody2D velocity Y component without modifying the X component.
  • Rigidbody2D.AddForceX() method to allow adding force to the Rigidbody2D velocity X component without modifying the velocity Y component.
  • Rigidbody2D.AddForceY() method to allow adding force to the Rigidbody2D velocity Y component without modifying velocity X component.
  • Rigidbody2D.AddRelativeForceX() method to allow adding relative force to the Rigidbody2D velocity X component without modifying velocity Y component.
  • Rigidbody2D.AddRelativeForceY() method to allow adding relative force to the Rigidbody2D velocity Y component without modifying velocity X component.
  • Rigidbody2D.Cast to allow casting a Rigidbody2D from a specific position and rotation.
  • Collider2D.Cast to allow casting a Collider2D from a specific position and rotation.
  • Rigidbody2D.Distance to allow finding the distance to another Collider2D from a specific position and rotation.
  • Collider2D.Distance to allow finding the distance to another Collider2D from a specific position and rotation.
  • Physics2D.simulationLayers to control which layers are simulated.
  • Physics 2D: Changed: Physics2D.velocityThreshold is now Physics2D.bounceThreshold
  • Rigidbody2D.OverlapCollider is now Rigidbody2D.Overlap
  • Collider2D.OverlapCollider is now Collider2D.Overlap.
  • Physics 2D: Deprecated: Physics2D.LinecastNonAlloc - Equivalent functionality is "Physics2D.Linecast".
  • Physics2D.RaycastNonAlloc - Equivalent functionality is "Physics2D.Raycast".
  • Physics2D.BoxCastNonAlloc - Equivalent functionality is "Physics2D.BoxCast".
  • Physics2D.CapsuleCastNonAlloc - Equivalent functionality is "Physics2D.CapsuleCast".
  • Physics2D.CircleCastNonAlloc - Equivalent functionality is "Physics2D.CircleCast".
  • Physics2D.OverlapAreaNonAlloc - Equivalent functionality is "Physics2D.OverlapArea".
  • Physics2D.OverlapBoxNonAlloc - Equivalent functionality is "Physics2D.OverlapBox".
  • Physics2D.OverlapCapsuleNonAlloc - Equivalent functionality is "Physics2D.OverlapCapsule".
  • Physics2D.OverlapCircleNonAlloc - Equivalent functionality is "Physics2D.OverlapCircle".
  • Physics2D.OverlapPointNonAlloc - Equivalent functionality is "Physics2D.verlapPoint".
  • Physics2D.GetRayIntersectionNonAlloc - Equivalent functionality is "Physics2D.GetRayIntersection".
  • Physics 2D: Obsoleted: Physics2D.autoSimulation
  • Physics2D.changeStopsCallbacks
  • Physics2D.minPenetrationForPenalty.
  • Scene/Game View: Added: Added the ability to display similar tools as a single button in the Tools Overlay, with a fly-out context menu to select the active variant.
  • UI Toolkit: Added: Added UxmlAssetAttributeDescription to define UnityEngine.Object attributes as part of any VisualElement.
  • Changes:
  • 2D: Added support for different sized texture inputs in ImagePacker.
  • 2D: Disabled Sprite Library modification in the Component's Inspector and added a button to export changes to an Asset.
  • 2D: Expand and frame on bone selection.
  • 2D: Fixed pasting unassociated data to Skinning Editor so it no longer throws console errors.
  • 2D: Modified PSD Importer so that it no longer depends on 2D Animation.
  • 2D: Moved Pixel Per Unit and Worldspace UV fill settings adjacent to Stretch UV to have all fill settings grouped together.
  • 2D: Refactored internal triangulation and tessellation APIs.
  • 2D: Refactored internal triangulation and tessellation APIs.
  • 2D: Simplified the Psd Layer storage. There is now only one storage: Psd Layers.
  • 2D: Simplified the Sprite Meta Data storage. There are now 3 storages: Single Sprite, Multiple Sprites, and Mosaiac (Atlased) Sprites.
  • Game Core: Changed default shader model to 6.2 to support newer features.
  • Graphics: Removed OpenGL ES 2.0 support.
  • HDRP: Improved performance of HD light LateUpdates by combining their callbacks.
  • Fixes:
  • 2D: Added editor assembly reference to Unity.RenderPipelines.Universal.2D.Runtime.
  • 2D: Fixed a case where a .psd/.psb with a Main Skeleton assigned would generate incorrect bind poses.
  • 2D: Fixed a case where a .psd/.psb would not import with the correct layer coordinates.
  • 2D: Fixed a case where moving vertices forcefully in the Skinning editor could cause a quad reset of the mesh.
  • First seen in 2023.1.0.
  • 2D: Fixed a case where multi-selecting Sprite Skins would cause a null reference exception to be thrown.
  • First seen in 2023.1.0.
  • 2D: Fixed a case where new bones are not selected after pasting them in the Skinning Editor and an exception is thrown.
  • 2D: Fixed a case where pasting bones in the Skinning Editor would move bones rather than copy them.
  • First seen in 2023.1.0.
  • 2D: Fixed a case where setting IKManager2D's or Solver2D's weight to '0' doesn't update solver's effector position.
  • First seen in 2023.1.0.
  • 2D: Fixed an issue where selecting bones in the Skinning Editor after removing any bone in the skeleton throws an exception.
  • First seen in 2023.1.0.
  • 2D: Fixed an issue where the Sprite Skin editor would throw an exception if Sprite Renderer doesn't have a Sprite assigned to it.
  • 2D: Fixed an issue where undoing the addition of a Sprite Skin component would crash the editor.
  • 2D: Fixed error when a Tile asset with an instanced GameObject is removed from the Tilemap during a Collider2D.OnCollision***2D event. (UUM-15455)
  • 2D: Fixed exception when showing PSDImporter inspector. (Case DANB-195).
  • First seen in 2023.1.0.
  • 2D: Fixed IK Manager 2D's inspector slow downs.
  • 2D: Fixed SpriteShape Extras "Colliders" scene so that it no longer displays warnings in console when opening. (DANB-97)
  • First seen in 2023.1.0.
  • 2D: Fixed SpriteShapeController so it now initializes collider data. (DANB-18)
  • First seen in 2023.1.0.
  • 2D: Fixed the Custom Geometry Modifier so that adding a new element no longer spams errors. (DANB-120)
  • First seen in 2023.1.0.
  • 2D: Improved import speed and memory allocation for psd/psb files by reducing the intermediate texture buffers.
  • Android: Fixed InputView so that it's now clickable when isInputFieldHidden is set to True and ConsumeOutsideTouches is set to False. (UUM-16292)
  • First seen in 2023.1.0a13.
  • Animation: Fixed the rig builder so that it no longer prevents GameObject movement when two animations are playing in layer mixer with root motion masked on second layer. (UUM-16486)
  • First seen in 2023.1.0a12.
  • Asset Bundles: Fixed path issues when loading asset bundles from a local cache that was added using Caching.AddCache.
  • Build Pipeline: Fixed a potential bug where building players could fail with a sharing violation on a file called buildreport.json_2.traceevents.
  • Editor: Added a property context menu item for prefabs showing the origin of the property value.
  • Editor: Fixed ArgumentOutOfRangeException errors in the ModelImporter Inspector when the imported FBX file contains objects with empty names. (UUM-3177)
  • Editor: Fixed input issues when cursor is locked. (UUM-17514)
  • First seen in 2023.1.0a14.
  • Editor: Fixed memory leaks that were detected when generating a preview when an HDRP project was selected. (UUM-8320)
  • Editor: Fixed shift key combination would open a debug canvas in playmode. (UUM-17026)
  • Editor: Fixed the inspector window so that it no longer blacks out during addcomponent drawing. (UUM-1565)
  • First seen in 2023.1.0a10.
  • Editor: Fixed tile palette dropdown flickering issue. (UUM-8307)
  • Error: The following errors were found when trying to parse the release notes of this PR:
  • Unexpected 'Fix SPI for non-uniform foveated rendering rasterizer.nhttps://jira.unity3d.com/browse/UUM-17564'.
  • Graphics: Fixed an issue so that entering playmode with disabled compositor no longer breaks all its layers. (UUM-11633)
  • Graphics: Fixed issue with Texture2D.CreateExternalTexture where sampling of SRGB textures in a project in gamma color space produced wrong results. (UUM-17632)
  • First seen in 2023.1.0a15.
  • HDRP: Fixed an issue with low resolution depth of field producing a cropped result in some scenarios. (UUM-11354)
  • HDRP: Fixed cloud layer so it now matches with ambient lighting. (UUM-16954)
  • HDRP: Fixed color grading so it no longer outputs negative colors. (UUM-11110)
  • HDRP: Fixed custom pass scaling issues with dynamic resolution. (UUM-10882)
  • HDRP: Fixed exposure of recorded frames with path tracing and auto exposure. (UUM-14985)
  • First seen in 2023.1.0a10.
  • HDRP: Fixed issue introduced by a VFX PR which broke DXR VFX.
  • HDRP: Fixed migration of diffusion profiles on read only packages. (UUM-14818)
  • HDRP: Fixed range of spill removal parameter in graphics compositor UI. (UUM-11634)
  • HDRP: Fixed shadergraph using derivatives and Raytracing Quality keyword. (UUM-8358)
  • HDRP: Fixed slight change of color in background when changing scene hierarchy. (UUM-14324)
  • HDRP: Fixed texture wrapping of cloud layer. (UUM-15591)
  • HDRP: Fixed the volumetric samples. (UUM-16711)
  • First seen in 2023.1.0a13.
  • HDRP: Fixed transmission on directional lights. (UUM-15003)
  • HDRP: Fixed volumetric cloud so it now correctly displays in lighting debug mode.
  • HDRP: Removed misleading part of a LensFlare tooltip. (UUM-13946)
  • HDRP: Removed unused voluimetric clouds volume component on new scenes templates. (UUM-11451)
  • IL2CPP: Avoid a possible race condition when the garbage collector is enabled or disabled that could cause it to become permanently disabled. (UUM-16300)
  • IL2CPP: Corrected the behavior of the System.IO.Compression.ZipArchive API. (UUM-14582)
  • IL2CPP: Fixed crash in IL2CPP metadata code when loading a field RVA value. (UUM-17473)
  • IL2CPP: Fixed DllNotFoundException when setting a file to hidden on non-Windows platforms. (UUM-14580)
  • IL2CPP: Support casts from arrays to interfaces of their reduced type (e.g. int[] -> IEnumerable). (UUM-16304)
  • First seen in 2023.1.0a12.
  • Linux: Fixed CinemachineVirtualCamera Component's body's "ScreenY" and "ScreenX" values move towards 1.5 while pressing and moving the mouse. (UUM-14611)
  • Mono: Fixed issue where DeflateStream would swallow exceptions instead of throwing them. (UUM-17185)
  • Mono: Improved the performance of large struct copies. (UUM-10796)
  • Mono: Updated the Brotli compression library to version 1.0.9 to correct CVE-2020-8927. (UUM-15721)
  • Scene/Game View: Fixed an issue where the LineRenderer with a size equal to zero would be in frame when pressing on the Frame Selected shortcut. (UUM-17028)
  • First seen in 2023.1.0a14.
  • Scripting: Fixed an issue so that ILPP now recovers after the ILPP runner is unresponsive. (UUM-17438)
  • First seen in 2023.1.0a14.
  • Serialization: Fixed issue with using SerializeReference within Prefab Variant where reference to local UnityObjects were not updated properly in Prefab Variant Instance. (UUM-16434)
  • First seen in 2023.1.0a12.
  • Services: Fixed the activation of the Link Project ID button in Services tab when the organization name and project name selected are the same.
  • Services: Reset the selected project in Services tab and disabled the Link Project ID button when changing organization.
  • Shadergraph: Fixed unity_StereoEyeIndex error when building XR project with URP Fullscreen master node containing Shader. (SGB-278)
  • Shaders: Fixed a rare crash when opening a project with compute shaders. (UUM-10259)
  • Shaders: Fixed asset bundles with shaders not loading correctly on newer versions of Unity. (UUM-17421)
  • Shaders: Fixed missing scalar-to-vector expansion in bitFieldInsert on Metal. (UUM-17883)
  • First seen in 2023.1.0a17.
  • Shaders: Fixed rare incorrect shadow rendering when switching render pipelines. (UUM-7816)
  • First seen in 2023.1.0a2.
  • SRP Core: Fixed missing documentation and documentation links on Rendering-Debugger and components used for the Runtime UI. (UUM-2438)
  • First seen in 2023.1.0a1.
  • SRP Core: Fixed null exception while selecting a camera on the Rendering Debugger > Volumes > Camera. (UUM-865)
  • SRP Core: Fixed popup showing multiple time when trying to remove additional data while in multi selection. (UUM-5452)
  • SRP Core: Fixed VolumeComponent visibility without additional attributes. (UUM-16462)
  • First seen in 2023.1.0a13.
  • Terrain: Added control for the user to choose the smoothness source, either set directly via slider, or from diffuse alpha channel. (UUM-3886)
  • UI Toolkit: Enabled display of UI Toolkit warning when the serialized references are missing (as per IMGUI). (UUM-15589)
  • First seen in 2023.1.0a11.
  • UI Toolkit: Fixed ColorFields so that they now work properly in the UI Builder. (UUM-9871)
  • First seen in 2023.1.0a4.
  • UI Toolkit: Fixed warning in label draggers during runtime. (UUM-16490)
  • First seen in 2023.1.0a10.
  • Universal RP: Fixed render scale with SMAA. (UUM-12495)
  • First seen in 2023.1.0a6.
  • Universal RP: Fixed SSAO in URP when using non-uniform rendering. (UUM-15795)
  • First seen in 2023.1.0a12.
  • URP: Fixed Full Screen Pass functionality when used with XR. (UUM-12644)
  • First seen in 2023.1.0a9.
  • VFX Graph: Fixed the Property Binder so it now takes the space property into account. (1409639)
  • VFX Graph: Removed unexpected GC.Alloc while accessing to state.vfxEventAttribute in [VFXSpawnerCallbacks](https://docs.unity3d.com/ScriptReference/VFX.VFXSpawnerCallbacks.OnUpdate.html). (UUM-14769)
  • Web: Fixed a bug on Chrome on iOS where the WebGL canvas cannot regain focus after losing it. (UUM-1166)
  • First seen in 2023.1.0a6.
  • WebGL: Fixed the WebGL shader preprocessor to handle WebGL shaders that were failing. (UUM-732)
  • WebGL: Improved WebAssembly build options to avoid long link times. Added a new Release build option that is focused on faster build speeds, but note that Development builds are the fastest for iteration. (UUM-15615)
  • Windows: Fixed IL2CPP runtime compilation failing when building C++ code using Visual Studio 2022 17.4 or newer. (UUM-17921)
  • Windows: Modified full stack traces so that when they are enabled on Windows, Unity will no longer try to resolve symbols from the symbol server. This prevents a potential stall the first time a stack trace is printed. (UUM-11802)
  • New 2023.1.0a19 Package Changes since 2023.1.0a18:
  • Packages updated:
  • com.unity.2d.animation: 9.0.0 → 10.0.0-pre.1
  • com.unity.2d.common: 8.0.0 → 9.0.0-pre.1
  • com.unity.2d.psdimporter: 8.0.0 → 9.0.0-pre.1
  • com.unity.2d.spriteshape: 9.0.0 → 10.0.0-pre.1
  • com.unity.2d.tilemap.extras: 3.0.2 → 4.0.0-pre.1
  • com.unity.inputsystem: 1.4.3 → 1.4.4
  • com.unity.testtools.codecoverage: 1.2.0 → 1.2.1

New in Unity 2022.2.0 Beta 16 (Nov 18, 2022)

  • Features:
  • URP: Added clustered reflection probe support to the URP Forward+ rendering path. This enables the use of more than 2 reflection probes per object, allows Unity to skip per-object culling of lights and reflection probes, and enables Entities Graphics and procedural draws to make use of reflection probes.
  • Improvements:
  • Animation: Further improvements to animation job performance (esp. some forms of IK)
  • API Changes:
  • Editor: Added: IDataModeController is added to handle data mode related functionalities. (DOTSE-1855)
  • Editor: Obsoleted: IDataModeHandler and IDataModeHandlerAndDispatcher are obsoleted.
  • Fixes:
  • Android: Fix build error when Fullscreen Mode is set to Windowed (UUM-15403)
  • First seen in 2022.2.0a16.
  • Android: InputView is not clickable when isInputFieldHidden AND !mConsumeOutsideTouches (UUM-16292)
  • First seen in 2022.2.0b10.
  • Editor: Added warning log when the size of a Sprite in a Secondary Texture used in a Sprite Atlas does not match its size in the Main Texture. (UUM-11164)
  • Editor: drawSettings.fallbackMaterial support in BRG (UUM-14494)
  • First seen in 2022.2.0b15.
  • Editor: Fixed an issue where TextureImporter.GetPlatformTextureSettings would not perform fix-up on the platform string argument correctly. (UUM-15361)
  • Editor: Reimplemented the RecompileAfterFinishedPlaying option. (UUM-16168)
  • Editor: [SpeedTree] Fixed an issue where an ExtraTexture texture was marked sRGB (Color Data) when imported with a SpeedTree asset. (UUM-10912)
  • Graphics: Fixed an issue so that entering playmode with disabled compositor no longer breaks all its layers. (UUM-11633)
  • Graphics: Fixed crash when BatchRendererGroup.SetEnabledViewTypes is used to opt out of shadow maps or normal rendering (UUM-18355)
  • First seen in 2022.2.0b13.
  • HDRP: Fixed an issue with low resolution depth of field producing a cropped result in some scenarios. (UUM-11354)
  • First seen in 2022.2.0b13.
  • HDRP: Fixed color grading so it no longer outputs negative colors. (UUM-11110)
  • HDRP: Fixed custom pass scaling issues with dynamic resolution. (UUM-10882)
  • First seen in 2022.2.0b3.
  • HDRP: Fixed exposure of recorded frames with path tracing and auto exposure. (UUM-14985)
  • First seen in 2022.2.0b8.
  • HDRP: Fixed range of spill removal parameter in graphics compositor UI. (UUM-11634)
  • HDRP: Fixed shadergraph using derivatives and Raytracing Quality keyword. (UUM-8358)
  • HDRP: Fixed slight change of color in background when changing scene hierarchy. (UUM-14324)
  • HDRP: Fixed texture wrapping of cloud layer. (UUM-15591)
  • HDRP: Fixed transmission on directional lights. (UUM-15003)
  • HDRP: Fixed volumetric cloud incorrectly display in lighting debug mode
  • HDRP: Removed misleading part of a LensFlare tooltip. (UUM-13946)
  • HDRP: Removed unused voluimetric clouds volume component on new scenes templates. (UUM-11451)
  • IL2CPP: Avoid a possible race condition when the garbage collector is enabled or disabled that could cause it to become permanently disabled. (UUM-16300)
  • IL2CPP: Fixed an exception when calling Enum.CompareTo on enum with a System.Uint16 underling type. (UUM-11944)
  • IL2CPP: Fixed crash in IL2CPP metadata code when loading a field RVA value (UUM-17473)
  • iOS: Fixed Launch Screen properties so they are now reflected in the Player build without an Editor restart. (UUM-17063)
  • First seen in 2022.2.0b11.
  • Kernel: Fixed AssertOnRecursiveCall with tests. (UUM-13234)
  • Linux: Fix inspector window black out after addComponent through menu or shortcut (UUM-1565)
  • Linux: Fixed CinemachineVirtualCamera Component's body's "ScreenY" and "ScreenX" values move towards 1.5 while pressing and moving the mouse (UUM-14611)
  • Linux: Updated Simple DirecMedia Layer to 2.0.22 (UUM-6773)
  • Mono: Improve the performance of large struct copies. (UUM-10796)
  • First seen in 2022.2.0b3.
  • Physics: Fixed ArticulationBody SetDriveTargets and SetDriveTargetVelocities methods checking List capacity instead of count and improved the error message (UUM-12713)
  • First seen in 2022.2.0b6.
  • Physics: Fixed Physics Debugger not clearing visualised contact buffer properly (UUM-12751)
  • First seen in 2022.2.0b6.
  • Scripting: Editor is now able to recognise script when it contains classes that share the same name, one templated and the other not templated (UUM-14041)
  • First seen in 2022.2.0b11.
  • Shaders: Fixed an error that occurred when drawing an instanced mesh with async shader compilation enabled. (UUM-13174)
  • UI Toolkit: Fixed warning in label draggers during runtime. (UUM-16490)
  • First seen in 2022.2.0b8.
  • UI Toolkit: Fixed yoga bug when calculating margin in percentage to be relative to parent instead of current item. (UUM-12999)
  • First seen in 2022.2.0b3.
  • UI Toolkit: Make sure buttons are navigatable by default. (UUM-5077)
  • VFX Graph: Fixed crash when loading a subscene with VFX in DOTS (UUM-13772)
  • Windows: Fixed IL2CPP runtime compilation failing when building C++ code using Visual Studio 2022 17.4 or newer. (UUM-17921)
  • XR: Fix audio speed up when using MLAudio on Magic Leap.
  • New 2022.2.0b16 Package Changes since 2022.2.0b15:
  • Packages updated:
  • com.unity.ads: 4.3.0 → 4.4.1

New in Unity 2022.2.0 Beta 15 (Nov 17, 2022)

  • Improvements:
  • 2D: [com.unity.2d.animation] Improved the Auto Geometry generation speed.
  • 2D: [com.unity.2d.animation] The visibility tab now scrolls to the selected bone in the Skinning editor.
  • 2D: [com.unity.2d.psdimporter] Improved import speed and memory allocation for psd/psb files by reducing the intermediate texture buffers.
  • Editor: Reduced the time taken by AssetDatabase.FindAssets when used with a custom filter, speeding up domain reloads and other editor operations that made the poor choice of calling this function in the first place.
  • Profiler: Improved performance of rendering the CPU timeline view when viewing large captures.
  • Scripting: Does not discard AssemblyUpdater output when no updates have been applied.
  • Changes:
  • AI: The Navigation components and UI become available only through the AI Navigation package.
  • URP: Avoid using Depth32Stencil8 format on Android.
  • Fixes:
  • 2D: Fixed an issue with the result of the Tilemap.GetCellCenterLocal/World API for a Hexagonal Grid and a large Tile Anchor offset.
  • First seen in 2022.2.0b5.
  • 2D: Fixed case where Atlas pack preview dropdown does not show packed normal maps.
  • First seen in 2022.2.0b7.
  • 2D: Fixed case where Sprite Atlas changes Secondary Texture when entering Play mode.
  • First seen in 2022.2.0b7.
  • 2D: Fixed case where Stencil is broken when rendering sprites with GPU instancing on.
  • First seen in 2022.2.0b8.
  • 2D: Updated API docs to reflect the behaviour of setting SpriteRenderer.size property. (UUM-13795)
  • First seen in 2022.2.0b8.
  • 2D: [com.unity.2d.animation] Fixed a case where new bones are not selected after pasting them in the Skinning Editor and an exception is thrown.
  • 2D: [com.unity.2d.animation] Fixed a case where pasting bones in the Skinning Editor would move bones rather than copy them.
  • First seen in 2022.2.0.
  • 2D: [com.unity.2d.animation] Fixed a case where setting IKManager2D's or Solver2D's weight to '0' doesn't update solver's effector position.
  • First seen in 2022.2.0.
  • 2D: [com.unity.2d.animation] Fixed an issue where selecting bones in the Skinning Editor after removing any bone in the skeleton will throw an exception.
  • First seen in 2022.2.0.
  • 2D: [com.unity.2d.animation] Fixed an issue where the Sprite Skin editor would throw an exception if Sprite Renderer doesn't have a Sprite assigned to it.
  • 2D: [com.unity.2d.animation] Fixed IK Manager 2D's inspector slow downs.
  • 2D: [com.unity.2d.psdimporter] Fixed an editor freeze caused by over allocating intermediate texture buffers. (DANB-140)
  • 2D: [com.unity.2d.psdimporter] Fixed an issue where some layers would become invisible when merging multiple layers together. (DANB-131)
  • 2D: [com.unity.2d.spriteshape] Fix case where adding a new element to Custom Geometry Modifier spams errors.
  • First seen in 2022.2.0a19.
  • 2D: [com.unity.2d.spriteshape] Fix case where SpriteShapeController does not initialize collider data.
  • AI: Colliders set as trigger are excluded from NavMesh generation. (UUM-10109)
  • Android: Fixed crash if Java proxy is invoked at the same time as Unity is quit. (UUM-15968)
  • Android: Fixed stacktrace on Chrome OS x86_64. (UUM-781)
  • First seen in 2022.2.0a9.
  • Animation: Enabled supporting clips with animation bindings on enum inside structs. (UUM-11386)
  • Animation: Fixed dragging sprite keyframes in the animation window resulting in a NullReferenceException. (UUM-8049)
  • First seen in 2022.2.0a13.
  • Asset Import: Fixed issue where textures are not generated when Naming option in Import Settings of an FBX file is changed to "From Model's Material". (UUM-3640)
  • First seen in 2022.2.0a16.
  • Build Pipeline: Fixed performance regression when doing a player build with many files in the resource folder. (UUM-17430)
  • First seen in 2023.1.0a17.
  • Build Pipeline: Fixed static batching sorting to ensure deterministic build results. (UUM-11427)
  • DX12: Fixed a single frame flicker which can occur when streaming textures. (UUM-15646)
  • First seen in 2022.2.0b9.
  • DX12: Fixed crash when using more texture units than supported. (UUM-14266)
  • First seen in 2022.2.0b5.
  • Editor: Disabled automatic generation of lighting when the Entities package has been installed. (UUM-15678)
  • First seen in 2023.1.0a12.
  • Editor: Enabling shader keyword pre-filtering so that build process does not have to enumerate through full shader variant space. This fixes the issue of URP builds even with warm shader cache taking really long time. This fix does not reduce the time spent on actually compiling shaders. (UUM-3711)
  • Editor: Ensure that when switching mode we keep the current view size unless the mode file ask for it explicitly. (UUM-16428)
  • First seen in 2022.2.0b9.
  • Editor: Fixed a case where OnBecameVisible could be invoked multiple times without a corresponding OnBecameInvisible. (UUM-12133)
  • First seen in 2022.2.0b5.
  • Editor: Fixed a crash when using URP on some Adreno 6xx devices with shaders that use clip(). (UUM-4367)
  • Editor: Fixed an issue where a different mouse icon appears when hovering over the event slider in the Frame Debugger. (UUM-17184)
  • First seen in 2022.2.0b12.
  • Editor: Fixed an issue where the texture previews only worked with Tex2D types in the Frame Debugger. (UUM-4099)
  • First seen in 2022.2.0a3.
  • Editor: Fixed cloud layer so it now matches with ambient lighting. (UUM-16954)
  • First seen in 2022.2.0b10.
  • Editor: Fixed crash of profiler opened in standalone process. (UUM-16838)
  • First seen in 2022.2.0b10.
  • Editor: Fixed crash using unexpected ShaderGraph in VFX output. (UUM-13532)
  • First seen in 2022.2.0b7.
  • Editor: Fixed crash when calling EditorUtility.UnloadUnusedAssetsImmediate(false). (UUM-11648)
  • Editor: Fixed cursor-lock causes all input not working in editor. (UUM-17514)
  • First seen in 2022.2.0b11.
  • Editor: Fixed scene view tools engaging too eagerly when bound to mouse buttons. (UUM-16835)
  • First seen in 2022.2.0b10.
  • Editor: Fixed Unity crashes in batch mode when using -vcsMode Perforce. (UUM-17597)
  • Editor: Fixed Unity Event callback list calculating its height incorrectly. (UUM-8350)
  • First seen in 2022.2.0a18.
  • Editor: Frame Debugger: Fixed an issue with displaying array properties. (UUM-17668)
  • First seen in 2022.2.0b13.
  • Editor: Keeping same size for main window when switching mode should prevent this instability. (UUM-8249)
  • First seen in 2022.2.0b1.
  • Editor: Windows: you can now switch to Editor Launch Screen using alt+tab.
  • Graphics: Fixed BatchRendererGroup draws so that they are now sorted correctly with respect to non-BatchRendererGroup draws. (UUM-17773)
  • First seen in 2022.2.0b10.
  • Graphics: Fixed BatchRendererGroup performance issues with many draw commands. (UUM-16378)
  • First seen in 2022.2.0b11.
  • Graphics: Fixed BatchRendererGroup sometimes not reloading Mesh data correctly and leading to BatchDrawCommand error logs.
  • Graphics: Fixed BatchRendererGroup TempJob memory leak in special rendering situations like HDRP AOV rendering. (UUM-16733)
  • Graphics: Fixed depth-only rendering to Texture2DArray not working on Metal. (UUM-14488)
  • Graphics: Fixed DrawMeshNow for Metal when changing mesh vertex data. (UUM-9782)
  • First seen in 2023.1.0a4.
  • Graphics: Fixed Editor so it no longer hangs when trying to pick an Entity that is set as unpickable. (UUM-17203)
  • First seen in 2022.2.0b4.
  • Graphics: Fixed mapped index debug error when rendering null geometry. (UUM-11997)
  • Graphics: Fixed shader compilation in Metal when using LOAD_TEXTURE2D_LOD() to read from a depth texture. (UUM-3144)
  • First seen in 2022.2.0a13.
  • HDRP: Fixed migration of diffusion profiles on read only packages. (UUM-14818)
  • First seen in 2022.2.0b8.
  • IMGUI: Fixed various issues with Canvas. (UUM-12998)
  • First seen in 2022.2.0b5.
  • iOS: Added support for the Swift Remote Packages in XCode project API. Added PBXProject API to add to references to them, namely AddRemotePackageReferenceAtBranch, AddRemotePackageReferenceAtRevision, AddRemotePackageReferenceAtVersion, AddRemotePackageReferenceAtVersionUpToNextMajor, AddRemotePackageReferenceAtVersionUpToNextMinor, AddRemotePackageReferenceWithVersionRange. Also added way to add framework from the remote package with AddRemotePackageFrameworkToProject. (UUM-15082)
  • First seen in 2023.1.0a12.
  • iOS: Fixed iphone player dylib missing "sign on copy" in simulator. (UUM-2829)
  • iOS: Fixed orientation handling on startup (when the phone is rotated between starting up and showing unity itself). (UUM-7461)
  • iOS: Fixed unity view behavior when in "split view". (UUM-9081)
  • Particles: Fixed an issue to ensure GetTriggerParticles always returns the correct results. (UUM-14581)
  • Particles: Fixed invert culling api when used with Particle Systems. (UUM-890)
  • Particles: Orbital velocity curves must all use the same mode. Display an error and don't crash, if this is not the case. (UUM-8679)
  • Physics 2D: Fixed an issue where a contact normal would be inversed leading to Collider2D.IsTouching incorrectly filtering the collision normal angle.
  • First seen in 2022.2.0b8.
  • Profiler: Fixed ProfilerMarker initialization and usage in Release players. (UUM-9541)
  • Scene/Game View: Fixed for incorrect Global Tools dropdown icon. (UUM-17704)
  • First seen in 2022.2.0b14.
  • Scene/Game View: Fixed SceneView incorrectly subscribing to EditorApplication.update multiple times when maximizing and un-maximizing window.
  • Scripting: ApiUpdater could corrupt sources when updating attributes with parameters.
  • Scripting: Fixed an issue when ILPP did not recover after the ILPP runner gets unresponsive. (UUM-17438)
  • First seen in 2022.2.0b11.
  • Scripting: Fixed an issue where IL Post Processing would fail when some web proxy settings are defined on the user machine. (UUM-17730)
  • First seen in 2022.2.0b12.
  • Scripting: Fixed an issue with IL Post Processing in projects containing multiple versions of the same precompiled assembly. (UUM-18541)
  • First seen in 2022.2.0b13.
  • Scripting: Fixed possible Editor hang while it waits for AssemblyUpdater when importing assemblies. (UUM-7944)
  • Serialization: Fixed performance regression reading yaml objects containing large number of SerializeReference instances which were created prior to 2021.2. (UUM-15130)
  • Serialization: Fixed regression where if a mesh was used in VFX and included in an AssetBundle there could be indeterminism in its streaming info offset field. (UUM-12721)
  • Services: Link Project ID button in Services tab now activates properly when the organization name and project name selected are the same.
  • Services: Selected project in Services tab is now properly reset and Link Project ID button is now properly disabled when changing organization.
  • Shadergraph: Fixed shader graph incorrectly stripping variants for BiRP shaders that weren't built with shader graph. (UUM-14800)
  • Shaders: Fixed a crash when changing Scene view Draw mode from Shaded to Custom. (UUM-9452)
  • Shaders: Fixed a null pointer dereference with ShaderVariantCollection API. (UUM-16058)
  • Shaders: Fixed a rare crash when opening a project with compute shaders. (UUM-10259)
  • Shaders: Fixed an issue where Material.SetOverrideTag would not warn when trying to override LightMode. (UUM-11988)
  • Shaders: Fixed shader compilation error when using bit-shift operations to create the destination vector from the scalar source. (UUM-16113)
  • Shaders: Fixed Shader Variant Collection UI not working correctly with shaders with stage-specific keywords. (UUM-12220)
  • Shaders: Fixed that progressive shader warmup was not terminating when a single shader required three or more calls to warm up.
  • UI Toolkit: Fixed 9-sliced sprites imported as tight-mesh not stretching properly. (UUM-4162)
  • First seen in 2022.2.0a13.
  • UI Toolkit: Fixed an issue where a ListView with a single item would not display correctly on different dpi scales. (UUM-3643)
  • First seen in 2022.2.0a15.
  • UI Toolkit: Fixed arc glitches at certain angles when using the vector API. (UUM-7734)
  • First seen in 2022.2.0a18.
  • UI Toolkit: Fixed background-image-tint not working with sliced VectorImages. (UUM-5076)
  • First seen in 2022.2.0a10.
  • UI Toolkit: Fixed BezierCurveTo() glitch when the control points are very close together. (UUM-9846)
  • First seen in 2022.2.0a18.
  • UI Toolkit: Fixed DropdownField runtime styles. (UUM-16445)
  • First seen in 2022.2.0a20.
  • UI Toolkit: Fixed PropertyField do not call registered value changed callback when bound to a Unity Object. (UUM-16651)
  • First seen in 2022.2.0b10.
  • UI Toolkit: Fixed UI Builder double-click to rename a selector no longer works. (UUM-16308)
  • First seen in 2022.2.0b9.
  • UI Toolkit: Fixed VectorImage glitching when changing the size of the GameView window. (UUM-4158)
  • First seen in 2022.2.0a8.
  • UI Toolkit: [UI Builder] Fixed an issue where the ProgressBar Component was missing a field for setting the current value. (UUM-496)
  • Universal RP: Fixed light banding artifacts on normal maps. (UUM-11325)
  • Universal RP: Fixed render scale with SMAA. (UUM-12495)
  • First seen in 2022.2.0b5.
  • Version Control: Fixed editor refresh triggering when a workspace update is in progress
  • Fixed pending changes show global ignored as private
  • Removed encryption checkbox from create organization dialog.
  • VFX Graph: Enabled specifying the maximum point count in Attribute from Map blocks. (UUM-542)
  • VFX Graph: Exceptions about SystemNames were raised when leaving play mode if a new system had been added without saving. (UUM-529)
  • First seen in 2022.2.0a13.
  • VFX Graph: Fixed an issue that values modified in spawner or init context automatically trigger a reinit of the attached VFX component. (UUM-8472)
  • First seen in 2022.2.0b9.
  • VFX Graph: Fixed an issue to avoid unnessary allocations in the SDF Baker by using Mesh Buffer API. (UUM-2285)
  • VFX Graph: Fixed compilation error when using sorting in World space. (UUM-13590)
  • First seen in 2022.2.0b6.
  • VFX Graph: Fixed compilation errors with large graphs. (UUM-12848)
  • First seen in 2022.2.0b7.
  • VFX Graph: Fixed issues with light probes and instancing. (UUM-14470)
  • First seen in 2022.2.0b8.
  • VFX Graph: Fixed robustness issues with Collision with SDF. (UUM-4803)
  • First seen in 2022.2.0b2.
  • VFX Graph: Fixed the Preserve Specular Lighting mode on non-Shader Graph lit outputs. (UUM-13778)
  • VFX Graph: Fixed unpredictable behavior in spawners using instancing with more than one instance. (UUM-12522)
  • First seen in 2022.2.0b7.
  • VFX Graph: Improved dragging and dropping of blocks when you want to change their order or move them to another context. (UUM-12221)
  • First seen in 2022.2.0b4.
  • VFX Graph: Updated non-deterministic test: InstancingBatch. (UUM-12828)
  • First seen in 2022.2.0b7.
  • Video: Fixed a bug where video playback would cause severe CPU utilization. (UUM-13294)
  • First seen in 2022.2.0b7.
  • Video: Fixed virtual camera not playing due to DevicePath missing. (UUM-3367)
  • Video: Updated the WebGL Video Player to show a previously sought frame when seeking a paused video. (UUM-11808)
  • First seen in 2023.1.0a6.
  • Web: Added FMOD audibility stubs for WebGL. (UUM-15263)
  • First seen in 2022.2.0b8.
  • Web: Allowed "Name Files As Hashes" option for WebGL Development builds. (UUM-1133)
  • First seen in 2023.1.0a6.
  • Web: Use glGetBufferSubData in AsyncGPUReadback Request for WebGL builds. (UUM-7112)
  • First seen in 2022.2.0b1.
  • WebGL: Added streaming download of response body in UnityWebRequest. (UUM-1149)
  • WebGL: Added warning that WebGL builds with the Linux Editor require glibc 2.27 or later (i.e. Ubuntu 18+). (UUM-1156)
  • First seen in 2023.1.0a6.
  • WebGL: Fixed an issue where WebGL would run in low power mode in some browsers. (UUM-7962)
  • First seen in 2023.1.0a1.
  • Windows: Fixed an issue with the recent change to ExternalTask limiting the amount of handles inherited by child processes. (UUM-12586)
  • First seen in 2022.2.0b5.
  • XR: Fixed light culling so that the legacy stereo culling path is now disabled for SRP. (UUM-14837)
  • First seen in 2022.2.0b8.
  • New 2022.2.0b15 Package Changes since 2022.2.0b14:
  • Packages updated:
  • com.unity.2d.animation: 9.0.0 → 9.0.1
  • com.unity.2d.common: 8.0.0 → 8.0.1
  • com.unity.2d.psdimporter: 8.0.0 → 8.0.1
  • com.unity.2d.spriteshape: 9.0.0 → 9.0.1
  • com.unity.cinemachine: 2.9.0-pre.6 → 2.9.2
  • com.unity.collab-proxy: 1.17.2 → 1.17.6
  • com.unity.inputsystem: 1.4.3 → 1.4.4
  • com.unity.purchasing: 4.5.0 → 4.5.1
  • com.unity.services.core: 1.5.2 → 1.6.0
  • com.unity.services.economy: 2.0.2 → 3.0.0
  • com.unity.splines: 2.0.0 → 2.1.0
  • com.unity.testtools.codecoverage: 1.2.0 → 1.2.1
  • com.unity.netcode.gameobjects: 1.0.2 → 1.1.0
  • com.unity.ai.navigation: 1.1.0-pre.1 → 1.1.1
  • Pre-release packages added:
  • [email protected]

New in Unity 2022.1.23 (Nov 16, 2022)

  • Improvements:
  • 2D: [com.unity.2d.animation] Improved the Auto Geometry generation speed.
  • 2D: [com.unity.2d.animation] The visibility tab now scrolls to the selected bone in the Skinning editor.
  • Animation: Further improvements to animation job performance (esp. some forms of IK).
  • Multiplayer: Added Netcode for GameObjects 1.0.2.
  • Multiplayer: Added Netcode for GameObjects 1.1.0.
  • Profiler: Improved performance of rendering the CPU timeline view when viewing large captures.
  • VFX Graph: Reduced the time taken by VFXGraph.CheckCompilationVersion that would previously potentially query all assets on every domain reload.
  • Changes:
  • URP: Avoid using Depth32Stencil8 format on Android.
  • Version Control: Changed the "Go back to changeset" option in Changesets tab to "Revert to changeset"
  • Improved notification banner appearance.
  • XR: Eye tracked foveated rendering no longer spews console messages.
  • Fixes:
  • 2D: Fixed result of the Tilemap.GetCellCenterLocal/World API for a Hexagonal Grid and a large Tile Anchor offset.
  • 2D: Refactored the internal triangulation and tessellation APIs.
  • 2D: Updated API docs to reflect the behaviour of setting SpriteRenderer.size property. (UUM-13795)
  • 2D: [com.unity.2d.animation] Fixed a case where the auto weight generation would associate incorrect bones to vertices. (DANB-22)
  • 2D: [com.unity.2d.animation] Fixed an issue where the Sprite Skin editor would throw an exception if Sprite Renderer doesn't have a Sprite assigned to it.
  • 2D: [com.unity.2d.animation] Fixed IK Manager 2D's inspector slow downs.
  • Android: Fixed infinite loop when requesting for runtime permission that is automatically rejected by the OS. (UUM-15923)
  • Android: Fixed stacktrace on Chrome OS x86_64. (UUM-781)
  • Android: InputView is not clickable when isInputFieldHidden AND !mConsumeOutsideTouches. (UUM-16292)
  • Asset Pipeline: Asset tracking should only be done for main thread for editor process imports. (UUM-920)
  • Editor: Fixed an issue where TextureImporter.GetPlatformTextureSettings would not perform fix-up on the platform string argument correctly. (UUM-15361)
  • Editor: Fixed crash of profiler opened in standalone process. (UUM-16838)
  • Editor: Fixed crash when using URP on some Adreno 6xx devices with shaders that use clip(). (UUM-4367)
  • Editor: Fixed exception incorrectly reporting object already in pool when equal instances of classes implementing IEquatable are released to ObjectPool. (UUM-8083)
  • Editor: Fixed mouse button paste function in packman. (UUM-2304)
  • Editor: Fixed scripted importer registration errors, when changing platform. (UUM-14062)
  • Editor: Fixed Unity crashes in batch mode when using -vcsMode Perforce. (UUM-17597)
  • Editor: [SpeedTree] ExtraTexture texture is no longer marked sRGB (Color Data) when imported with a SpeedTree asset. (UUM-10912)
  • Graphics: Fixed closesthit, anyhit or intersection shaders in .raytrace files causing a GPU hang. Log an error when these shader types are present in a .raytrace file since they are not currently supported. (UUM-10113)
  • Graphics: Fixed issue in which editor would get stuck when importing corrupted FBX models. (UUM-3981)
  • IL2CPP: Avoid a crash in the IL2CPP runtime when the GUID property of a type is obtained for a type with a StructLayout attribute but without a Guid attribute. (UUM-10859)
  • IL2CPP: Avoid a crash when using GetFiles multiple times for directories with many files on iOS.. (UUM-8885)
  • IL2CPP: Avoid a possible race condition when the garbage collector is enabled or disabled that could cause it to become permanently disabled. (UUM-16300)
  • IL2CPP: Avoid an exception from Buffer.BlockCopy when the destination array is of type sbyte. (UUM-12875)
  • IL2CPP: Avoid an intermittent crash in the .NET thread pool implementation when a thread is incorrectly removed from the pool twice. (UUM-11191)
  • IL2CPP: Avoid an intermittent crash on shutdown when many threads are waiting on a Monitor object inside for a C# lock statement. (UUM-10374)
  • IL2CPP: Corrected handle enums declared inside a generic type. (UUM-612)
  • IL2CPP: Corrected the behavior of the System.IO.Compression.ZipArchive API. (UUM-14582)
  • IL2CPP: Fixed compilation error that occurred when a enum was passed by reference in a marshalling definition. (UUM-11353)
  • IL2CPP: Fixed crash in IL2CPP metadata code when loading a field RVA value. (UUM-17473)
  • IL2CPP: Fixed exception when calling Enum.CompareTo on enum with a System.Uint16 underling type. (UUM-11944)
  • IL2CPP: Fixed possible crash/corruption when invoking a virtual generic method on a generic type by reflection or when Faster (smaller) builds is enabled. (UUM-12498)
  • IL2CPP: Fixed possible memory corrupt/crash when calling into shared generic code. (UUM-14924)
  • IL2CPP: Fixed syntax error: ')' " when "Faster (smaller) builds" is selected on function pointer call with a return type but no parameters. (UUM-14778)
  • IL2CPP: Implemented the Assembly.Location property. (UUM-15152)
  • IL2CPP: Improved error messages for unsupported Process API methods. (UUM-11147)
  • IL2CPP: Workaround an MSVC C++ compiler optimization bug related the Math.Max implementation for System.Decimal. (UUM-11487)
  • Kernel: Fixed AssertOnRecursiveCall with tests. (UUM-13234)
  • Linux: Fixed building for Linux with IL2CPP from Windows fails if your system username contains a space. (UUM-4960)
  • Linux: Fixed CinemachineVirtualCamera Component's body's "ScreenY" and "ScreenX" values move towards 1.5 while pressing and moving the mouse. (UUM-14611)
  • Linux: Fixed inspector window black out after addComponent through menu or shortcut. (UUM-1565)
  • Linux: Fixed print stack trace frequently crashing.
  • Linux: Fixed random user key combination would open debug canvas in playmode. (UUM-17026)
  • Linux: Updated Simple DirecMedia Layer to 2.0.22. (UUM-6773)
  • Mono: Fixed an editor crash when the debugger code fails to lookup the signature of a method. (UUM-9219)
  • Mono: Fixed Editor liveness crash when processing RealProxy classes. (UUM-13031)
  • Mono: Fixed exception when registering a window class in different domain instances. (UUM-13189)
  • Mono: Fixed issue where DeflateStream would swallow exceptions instead of throwing them. (UUM-17185)
  • Particles: Fixed invert culling api when used with Particle Systems. (UUM-890)
  • Physics: Fixed ArticulationBody SetDriveTargets and SetDriveTargetVelocities methods checking List capacity instead of count and improved the error message. (UUM-12713)
  • Profiler: Fixed freeze caused when opening profiler data recorded on Editor versions 2019.4.28f1 and prior. (UUM-2234)
  • Scripting: Fixed possible Editor hang while it waits for AssemblyUpdater when importing assemblies. (UUM-7944)
  • Serialization: Fixed performance regression reading yaml objects containing large number of SerializeReference instances which were created prior to 2021.2. (UUM-15130)
  • Serialization: Fixed regression where if a mesh was used in VFX and included in an AssetBundle there could be indeterminism in its streaming info offset field. (UUM-12721)
  • Services: Link Project ID button in Services tab now activates properly when the organization name and project name selected are the same.
  • Services: Marking UserInfo apis as obsolete.
  • Services: Selected project in Services tab is now properly reset and Link Project ID button is now properly disabled when changing organization.
  • Shadergraph: Shadergraph: Fixed shader graph incorrectly stripping variants for BiRP shaders that weren't built with shader graph. (UUM-14800)
  • Shaders: Fixed a crash when changing Scene view Draw mode from Shaded to Custom. (UUM-9452)
  • Shaders: Fixed a rare crash when opening a project with compute shaders. (UUM-10259)
  • Shaders: Fixed Shader Variant Collection UI not working correctly with shaders with stage-specific keywords. (UUM-12220)
  • Shaders: Material.SetOverrideTag will now warn when trying to override LightMode. (UUM-11988)
  • uGUI: Fixed various Canvas issues. (UUM-12998)
  • UI Toolkit: Fixed the position of the drag line anchor of the TwoPanSplitView when the orientation is changed and when there is margin around the child elements. (UUM-870)
  • UI Toolkit: UI Toolkit: Fixed VisualElement alignment issue in non-standard DPIs. (UUM-11741)
  • Universal RP: Broken setters which could cause infinite loop in URP pipeline asset. (UUM-18025)
  • Version Control: Fixed editor refresh triggering when a workspace update is in progress
  • Fixed pending changes show global ignored as private
  • Removed encryption checkbox from create organization dialog.
  • Video: Fixed virtual camera not playing due to DevicePath missing. (UUM-3367)
  • Video: VP8 Video Encoder bitrate corrected to use bps instead of kbps. (UUM-12918)
  • Video: [WebGL] Video Player updates to a previously sought frame when seeking a paused video. (UUM-11808)
  • Web: Updated UglifyJS from 2.7.5 to 3.17.0. (UUM-6914)
  • WebGL: Added fallback configuration for company name, product name and product version to ensure the web cache is always enabled. (UUM-3944)
  • WebGL: Added streaming download of response body in UnityWebRequest. (UUM-1149)
  • WebGL: Added warning that WebGL builds with the Linux Editor require glibc 2.27 or later (i.e. Ubuntu 18+). (UUM-1156)
  • WebGL: Use glGetBufferSubData in AsyncGPUReadback Request for WebGL builds. (UUM-7112)
  • Windows: Fixed IL2CPP runtime compilation failing when building C++ code using Visual Studio 2022 17.4 or newer. (UUM-17921)
  • XR: Updated XR Interaction Toolkit to 2.0.4.
  • Package changes in 2022.1.23f1:
  • Packages updated:
  • com.unity.2d.animation: 8.0.4 → 8.0.5
  • com.unity.2d.common: 7.0.2 → 7.0.3
  • com.unity.collab-proxy: 1.17.2 → 1.17.6
  • com.unity.inputsystem: 1.4.3 → 1.4.4
  • com.unity.purchasing: 4.4.1 → 4.5.1
  • com.unity.services.core: 1.5.2 → 1.6.0
  • com.unity.xr.interaction.toolkit: 2.0.3 → 2.0.4
  • com.unity.netcode.gameobjects: 1.0.1 → 1.1.0

New in Unity 2023.1.0 Alpha 18 (Nov 10, 2022)

  • Features:
  • Android: Added build_fingerprint information to Android builds.
  • Package: Added new IPerformanceModeStatus to retrieve performance mode and listen to performance mode changes.
  • Package: Implemented new APIs to control the lifecycle of Adaptive Performance.
  • Package: Integrated Android GameManager APIs.
  • Package: Integrated Android PowerManager and PerformanceHintManager APIs.
  • URP: Added shadow interoperability with Sprite, Colliders, SpriteShape, and 2D Animation.
  • URP: Added soft shadow rendering. Shadow softness can be set on shadow casting Light2Ds.
  • Improvements:
  • 2D: Improved user experience for creating Tile Palettes.
  • Android: Introduce new event PermissionCallbacks.PermissionRequestDismissed and fallback to Denied if not subscribed; no longer ask again as request can be auto-dismissed by OS. (UUM-15923)
  • First seen in 2023.1.0a12.
  • Editor: Improved internal calls to CustomEditorAttributes static methods.
  • Graphics: Improved Load/Store Action debugger and added a graphics test.
  • Multiplayer: Added Netcode for GameObjects 1.1.0.
  • Package: Adaptive Performance Subsystem is using the internal Subsystems module now and removed the subsystem registration. This introduces an internal APProvider class.
  • Package: Changed Samsung provider to support the new APIs.
  • Package: Improved handling for Samsung GameSDK APIs that may not be available on certain devices.
  • API Changes:
  • Core: Added: Added new Gizmos.DrawLineList() API which allow a sequence of disconnected lines to be drawn with a single API call improving performance over repeated calls to Gizmos.DrawLine().
  • Core: Added: Added new Gizmos.DrawLineStrip() API which allow a sequence of connected lines to be drawn with a single API call improving performance over repeated calls to Gizmos.DrawLine().
  • Core: Added: Added several new batch Transform APIs that can process multiple points or vectors in a single API call rather than having to make repeated calls on each point in turn which drastically improves performance
  • Transform.TransformPoints() - batch version of Transform.TransformPoint()
  • Transform.TransformDirections() - batch version of Transform.TransformDirection()
  • Transform.TransformVectors() - batch version of Transform.TransformVector()
  • Transform.InverseTransformPoints() - batch version of Transform.InverseTransformPoint()
  • Transform.InverseTransformDirections() - batch version of Transform.InverseTransformDirection()
  • Transform.InverseTransformVectors() - batch version of Transform.InverseTransformVector().
  • Graphics: Added: Added RayTracingAccelerationStructure.AddInstances for adding multiple ray tracing instances of a Mesh to the acceleration structure. In ray tracing, this is the equivalent of Graphics.RenderMeshInstanced from the rasterization pipeline.
  • Package: Added: Added a C# API to add pip packages.
  • Package: Added: Added a C# API to add to site packages.
  • Package: Added: Added a C# API to launch an external process with the PATH set up to point to the Python distribution.
  • Package: Added: Exposed FBX Recorder Settings class to the public API.
  • Package: Added: Exposed function to convert to prefab variant to the public API.
  • Package: Added: Exposed functions to pass export options on export to the public API.
  • Package: Removed: Removed the remnants of the Python Client API.
  • Scripting: Removed: Visual Studio Code package is now deprecated.
  • Shaders: Added: Allow passing define directives to the platform compiler (e.g. DXC).
  • Universal RP: Added: Added Clearing of Multi Render Targets in RenderingCommandBuffer.
  • Changes:
  • Editor: Updated the package manifest to use terrain-tools 5.0.2 in the Package Manager.
  • Package: Added support for exporting texture offset, scale, and wrap mode.
  • Package: Updated minimum Unity version to 2020.3.
  • Package: Updated Python from 3.9 to 3.10.
  • Package: Updated the FBX SDK bindings to 5.0.0-pre.1.
  • Package: Updated the minimum Recorder version to 4.0.0.
  • Package: Updated the minimum Unity version to 2020.3.
  • XR: Added warning if stereo projection matrices are accessed before they have been set.
  • Fixes:
  • 2D: Fixed Stencil so it now works when rendering sprites with GPU instancing on. (UUM-15295)
  • Android: Fixed build error when Fullscreen Mode is set to Windowed. (UUM-15403)
  • First seen in 2023.1.0a12.
  • Android: Modified Play Asset Delivery support to now use Google libraries from version 2.0. (UUM-10802)
  • First seen in 2023.1.0a5.
  • Build Pipeline: Fixed performance regression when doing a player build with many files in the resource folder. (UUM-17430)
  • First seen in 2023.1.0a17.
  • DX12: Fixed a validation error when using a depth target as shader resource and depth read after using it in RT. (UUM-16265)
  • First seen in 2023.1.0a14.
  • DX12: Fixed flickering meshes when using DrawMeshNow() on DX12. (UUM-11731)
  • First seen in 2023.1.0a4.
  • Editor: Added top_view and bottom_view support for WindowLayout.ShowWindowWithDynamicLayout. (UUM-17574)
  • First seen in 2023.1.0a16.
  • Editor: Added drawSettings.fallbackMaterial support in BRG. (UUM-14494)
  • First seen in 2023.1.0a14.
  • Editor: Fixed an issue where a different mouse icon appears when hovering over the event slider in the Frame Debugger. (UUM-17184)
  • Editor: Fixed an issue where the texture previews only worked with Tex2D types in the Frame Debugger. (UUM-4099)
  • Editor: Fixed an issue where TextureImporter.GetPlatformTextureSettings would not perform fix-up on the platform string argument correctly. (UUM-15361)
  • Editor: Fixed character encoding for error messages in the Unity Accelerator. (UUM-16372)
  • First seen in 2023.1.0a13.
  • Editor: Fixed crash of profiler opened in standalone process. (UUM-16838)
  • Editor: Fixed crash when calling EditorUtility.UnloadUnusedAssetsImmediate(false). (UUM-11648)
  • First seen in 2023.1.0a12.
  • Editor: Fixed instability by keeping the same size for the main window when switching modes. (UUM-8249)
  • First seen in 2023.1.0a3.
  • Editor: Fixed issue where mouse up and mouse down events were reported twice in OnGUI when using the Device Simulator. (UUM-14340)
  • Editor: Fixed Preset support for the ParticleSystem and its renderer. (UUM-2177)
  • First seen in 2023.1.0a12.
  • Editor: Fixed scene view tools engaging too quickly when bound to mouse buttons. (UUM-16835)
  • First seen in 2023.1.0a13.
  • Editor: Fixed upgrading project with missing MonoScripts coming from an incompatible Plugin. (UUM-15154)
  • First seen in 2023.1.0a11.
  • Editor: Modified EditorMode so that the current view size is kept when switching modes unless the mode file asks for it explicitly. (UUM-16428)
  • First seen in 2023.1.0a12.
  • Editor: Reimplemented the RecompileAfterFinishedPlaying option. (UUM-16168)
  • Graphics: Fixed BatchRendererGroup draws so that they are now sorted correctly with respect to non-BatchRendererGroup draws. (UUM-17773)
  • Graphics: Fixed Editor so it no longer hangs when trying to pick an Entity that is set as unpickable. (UUM-17203)
  • Graphics: Fixed ShadowMaps so it now only resolves AA when necessary. (UUM-13371)
  • First seen in 2023.1.0a8.
  • IL2CPP: Fixed a build failure when Script Debugging is enabled on some consoles. (UUM-17064)
  • First seen in 2023.1.0a16.
  • iOS: Fixed Launch Screen properties so they are now reflected in the Player build without an Editor restart. (UUM-17063)
  • License: Modified Unity build to be deterministic when using floating licenses. (LIT-1973)
  • Linux: Fixed Scene view Flythrough mode so it now works when using a non-lating alphabet-based keyboard layout. (UUM-5302)
  • First seen in 2023.1.0a6.
  • Mono: Fixed a crash when mixed callstack debugging was enabled on non-Windows platforms. (UUM-16791)
  • Package: Added cache result of SelectionContainsPrefabInstance in Editor Window to avoid unnecessary recalculations.
  • Package: Added optimizations to speed up convert to prefab variant.
  • Package: Enabled using lists instead of dictionaries for property channel maps.
  • Package: Improved formatting and functions of the FBX exporter.
  • Profiler: Modified Module Editor so it now displays list items at the correct height. (UUM-17534)
  • First seen in 2023.1.0a16.
  • Scripting: Fixed IL Post Processing so it now works when some web proxy settings are defined on the user machine. (UUM-17730)
  • First seen in 2023.1.0a15.
  • Shaders: Fixed progressive shader warmup so it now terminates when a single shader required three or more calls to warm up.
  • Timeline: Fixed Animator culling so it can now be used in conjunction with Timeline without stopping the whole Timeline. (UUM-17672)
  • UI Toolkit: Added a missing field for setting the current value in the ProgressBar Component of the UI Builder. (UUM-496)
  • First seen in 2023.1.0a10.
  • UI Toolkit: Enabled asterisk marking unsaved UXML changes in the UI Builder's UXML Hierarchy to appear. This asterisk is decoupled from the one marking unsaved USS changes. (UUM-8192)
  • First seen in 2023.1.0a3.
  • UI Toolkit: Fixed incorrect width calculated for Labels with style tags. (UUM-8428)
  • UI Toolkit: Fixed objects in UI Builder so it now keeps their actual sizes when zooming in and out. (UUM-15833)
  • First seen in 2023.1.0a10.
  • UI Toolkit: Fixed PropertyField so it now calls registered value changed callback when bound to a Unity Object. (UUM-16651)
  • First seen in 2023.1.0a13.
  • UI Toolkit: Fixed read-only TextField so it can now be copied. (UUM-7852)
  • VFX Graph: Fixed internal issue with Editor test and inspector rendering. (UUM-14621)
  • First seen in 2023.1.0a12.
  • VFX Graph: Fixed ShaderGraph so that changes are now saved in the Mesh Output shader property when saving. (UUM-563)
  • VFX Graph: Fixed some VFX Graphs that were not compiled until the asset was opened. (UUM-570)
  • VFX Graph: Fixed undo so it now works with shader property in the Mesh Output context. (UUM-10400)
  • First seen in 2023.1.0a4.
  • VFX Graph: Improved shader input properties synchronization with VFX Graph output context when the shader is deleted or set to None. (UUM-561)
  • VFX Graph: Updated non-deterministic InstancingBatch test in VFX_URP. (UUM-12828)
  • First seen in 2023.1.0a9.
  • Web: Updated UglifyJS from 2.7.5 to 3.17.0. (UUM-6914)
  • First seen in 2023.1.0a6.
  • WebGL: Added streaming download of response body in UnityWebRequest. (UUM-1149)
  • WebGL: Added warning that WebGL builds with the Linux Editor require glibc 2.27 or later (i.e. Ubuntu 18+). (UUM-1156)
  • First seen in 2023.1.0a6.
  • XR: Fixed light culling so that the legacy stereo culling path is now disabled for SRP. (UUM-14837)

New in Unity 2022.1.22 (Nov 9, 2022)

  • Improvements:
  • 2D: Updated 2D URP Template for 2022.2 to match with latest URP version.
  • Editor: Console messages logged from Burst code now have clickable stacktraces. (UUM-10143)
  • First seen in 2022.2.0a18.
  • Scripting: Always inline the Mathf Sign() script API function.
  • Changes:
  • XR: Added warning if stereo projection matrices are accessed before they have been set.
  • Fixes:
  • 2D: Fixed Sprite Editor causing error when editing sprites in playmode. (UUM-12181)
  • First seen in 2022.2.0b8.
  • Android: Fixed infinite loop when requesting for runtime permission that is automatically rejected by the OS. (UUM-15923)
  • First seen in 2022.2.0b9.
  • Asset Pipeline: Fixed regression where Vulkan initialization hook was not being registered prior to the engine graphic's being initialized. (UUM-9675)
  • First seen in 2023.1.0a4.
  • Audio: Fixed audio mixer groups not visible from the packages. (UUM-369)
  • Editor: Fixed a memory issue where an object could be accessed after it has been freed. (UUM-12903)
  • First seen in 2022.2.0b5.
  • Editor: Fixed an issue with missing data for Ray Tracing and Compute events in Frame Debugger. (UUM-16663)
  • First seen in 2022.2.0b12.
  • Editor: Fixed exception incorrectly reporting object already in pool when equal instances of classes implementing IEquatable are released to ObjectPool. (UUM-8083)
  • Editor: Fixed gizmo rendering of a selected area in a Hexagonal Grid with a non-zero Z position. (UUM-11308)
  • Editor: Fixed scripted importer registration errors, when changing platform. (UUM-14062)
  • Editor: Fixed shader graph's preview window when using deferred rendering in URP. (UUM-11582)
  • First seen in 2022.2.0b11.
  • Editor: Fixed the 'texture scheduled for reimport during Refresh Loop' error when importing SpeedTree assets with color textures. (UUM-9835)
  • First seen in 2022.2.0a13.
  • GI: Added proper clamping of Lightmap Streaming Priority in Player Settings window. (UUM-10016)
  • GI: Fixed an issue where Enlighten RTGI schedules material updates indefinitely when animating the emission color of an emissive mesh renderer. (UUM-10037)
  • Graphics: Fixed a crash in BatchRendererGroup that would sometimes happen when assets are loaded or unloaded.
  • Graphics: Fixed clearing issues on Vulkan XR. (UUM-729)
  • First seen in 2022.2.0a13.
  • Graphics: Fixed for depth submission crash when no MSAA is enabled (Quest 2). (UUM-13249)
  • First seen in 2022.2.0b6.
  • Graphics: Fixed issue in which editor would get stuck when importing corrupted FBX models. (UUM-3981)
  • Graphics: Fixed ShadowMaps resolving AA when not necessary. (UUM-13371)
  • First seen in 2022.2.0b6.
  • Graphics: Fixed sporadic editor crash caused by render surface copy when using Vulkan. (UUM-1895)
  • First seen in 2022.2.0a13.
  • HDRP: Fixed a number of outdated reference to "HDRP Default Settings" in the UI. (UUM-11494)
  • HDRP: Fixed ambient probe for volumetric clouds.
  • HDRP: Fixed black dots when clouds rendered in local mode. (UUM-11651)
  • HDRP: Fixed decal material validation after saving. (UUM-12750)
  • HDRP: Fixed embedding the config package when it's not a direct dependency. (UUM-8012)
  • HDRP: Fixed graphics issues with sky and fog in game view when filtering objects in the hierarchy. (UUM-11952)
  • HDRP: Fixed Layer List is not duplicated when duplicating a LayeredLit Material. (UUM-11123)
  • HDRP: Fixed missing limitation in path tracing documentation regarding Local Volumetric Fog. (UUM-13354)
  • First seen in 2023.1.0a8.
  • HDRP: Fixed performance when volumetric fog is disabled. (UUM-14318)
  • First seen in 2023.1.0a9.
  • HDRP: Fixed scene depth node not working in the Decal ShaderGraph material type. (UUM-8237)
  • First seen in 2023.1.0a3.
  • HDRP: Fixed the ray tracing reflection denoiser being partially broken. (UUM-10443)
  • First seen in 2023.1.0a1.
  • HDRP: Fixed unlit pixels contributing to screen space effects. (UUM-7911)
  • HDRP: Fixed unnecessary loss of precision when all post processing are disabled. (UUM-13277)
  • HDRP: Improved the motion and receiver rejection tooltips for RTGI and RTAO. (UUM-13152)
  • HDRP: Removed unwanted RTAO effect on indirect specular lighting. (UUM-8772)
  • IL2CPP: Fixed possible memory corrupt/crash when calling into shared generic code. (UUM-14924)
  • First seen in 2022.2.0b4.
  • IL2CPP: Fixed syntax error: ')' " when "Faster (smaller) builds" is selected on function pointer call with a return type but no parameters. (UUM-14778)
  • IL2CPP: Implemented the Assembly.Location property. (UUM-15152)
  • First seen in 2022.2.0b8.
  • IL2CPP: Removed boxing for more cases of comparisons to null in value type generic instances. (UUM-10787)
  • First seen in 2022.2.0b3.
  • Linux: Fixed "ExternalProcess::OnExitedMainThread" logged in the Console window when closing Profiler (Standalone Process) window. (UUM-5888)
  • macOS: Fixed new InputSystem mouse position not being updated after resolution change. (UUM-10519)
  • Mono: Fixed a crash when mixed callstack debugging was enabled on non-Windows platforms. (UUM-16791)
  • N/A (internal): Added filter to exclude test namespace from the API doc. (UUM-10855)
  • First seen in 2022.2.0b3.
  • Package Manager: Fixed an issue where .unitypackage dependencies exported from an older editor were not updated when importing in a newer editor. (UUM-15081)
  • Scene/Game View: Fixed for tool context button showing incorrect context icons. (UUM-16237)
  • First seen in 2022.2.0b4.
  • Scripting: Fixed upgrading project with missing MonoScripts coming from uncompatible Plugin. (UUM-15154)
  • First seen in 2022.2.0b7.
  • Scripting: Removed the ability to disable Roslyn Analyzers, since a lot of functionality relies on Source Generators having run. (UUM-11374)
  • First seen in 2022.2.0b3.
  • SRP Core: Fixed dropdowns for multiple editors. (UUM-4377)
  • First seen in 2022.2.0a16.
  • SRP Core: Fixed global probe volumes not fitting to all objects. (UUM-11254)
  • First seen in 2022.2.0b10.
  • SRP Core: Fixed shadow cascade editor so the snatches now appear and the gradient appearance is improved. (UUM-12585)
  • SRP Core: Fixed the behaviour preventing the bake to restart if probe volumes are changed while a bake has started. (UUM-11881)
  • First seen in 2022.2.0b10.
  • UI: Fixed missing tooltip for "Screen Weight Distance" in Screen Space Refraction override. (UUM-12116)
  • UI Toolkit: Fixed UI Toolkit Debugger's context menu overrides the context menus of other windows. (UUM-8798)
  • First seen in 2022.2.0b1.
  • Universal RP: Fixed soft shadow filtering quality when using large empty shadow atlas. Use allocated atlas size instead of requested size. (UUM-10520)
  • WebGL: Added fallback configuration for company name, product name and product version to ensure the web cache is always enabled. (UUM-3944)
  • WebGL: Fixed brotli compressed webgl builds on Mac/Linux editors. (UUM-1145)
  • First seen in 2023.1.0a6.
  • Windows: Removed "Unity playback engine" text from the property sheets for Windows player executable. (UUM-15330)
  • New 2022.2.0b14 Package Changes since 2022.2.0b13:
  • Packages updated:
  • com.unity.ide.rider: 3.0.15 → 3.0.16
  • com.unity.mobile.notifications: 2.0.1 → 2.1.0
  • com.unity.purchasing: 4.4.1 → 4.5.0
  • com.unity.remote-config: 3.1.3 → 3.2.2
  • com.unity.services.analytics: 4.0.1 → 4.2.0
  • com.unity.services.authentication: 2.2.0 → 2.3.1
  • com.unity.services.cloudcode: 2.0.1 → 2.1.1
  • com.unity.services.core: 1.4.3 → 1.5.2
  • com.unity.timeline: 1.7.1 → 1.7.2
  • com.unity.transport: 1.2.0 → 1.3.0
  • Pre-release packages added:
  • [email protected]
  • [email protected]
  • com.unity.ide.rider: 3.0.7 → 3.0.16
  • com.unity.ide.visualstudio: 2.0.12 → 2.0.16
  • com.unity.ide.vscode: 1.2.4 → 1.2.5
  • com.unity.inputsystem: 1.2.0 → 1.4.3
  • com.unity.live-capture: 2.0.0-pre.3 → 3.0.0
  • com.unity.localization: 1.0.5 → 1.3.1
  • com.unity.mathematics: 1.2.5 → 1.2.6
  • com.unity.mobile.android-logcat: 1.2.3 → 1.3.2
  • com.unity.mobile.notifications: 1.4.2 → 2.1.0
  • com.unity.nuget.mono-cecil: 1.10.2 → 1.11.4
  • com.unity.nuget.newtonsoft-json: 2.0.2 → 3.0.2
  • com.unity.polybrush: 1.1.2 → 1.1.3
  • com.unity.postprocessing: 3.2.0 → 3.2.2
  • com.unity.profiling.core: 1.0.0 → 1.0.2
  • com.unity.purchasing: 4.1.1 → 4.5.0
  • com.unity.purchasing.udp: 2.2.3 → 2.2.5
  • com.unity.recorder: 3.0.3 → 4.0.0
  • com.unity.remote-config: 2.1.2 → 3.2.2
  • com.unity.remote-config-runtime: 2.1.2 → 3.1.3
  • com.unity.render-pipelines.core: 13.1.2 → 14.0.3
  • com.unity.render-pipelines.high-definition: 13.1.2 → 14.0.3
  • com.unity.render-pipelines.high-definition-config: 13.1.2 → 14.0.3
  • com.unity.render-pipelines.universal: 13.1.2 → 14.0.3
  • com.unity.scriptablebuildpipeline: 1.19.3 → 1.21.0
  • com.unity.searcher: 4.9.1 → 4.9.2
  • com.unity.services.analytics: 1.0.4 → 4.2.0
  • com.unity.services.core: 1.0.1 → 1.5.2
  • com.unity.shadergraph: 13.1.2 → 14.0.3
  • com.unity.splines: 1.0.0-pre.5 → 2.0.0
  • com.unity.test-framework: 1.1.30 → 1.1.33
  • com.unity.testtools.codecoverage: 1.1.0 → 1.2.0
  • com.unity.timeline: 1.7.0-pre.1 → 1.7.2
  • com.unity.visualeffectgraph: 13.1.2 → 14.0.3
  • com.unity.visualscripting: 1.7.5 → 1.7.8
  • com.unity.xr.arcore: 4.2.1 → 5.0.2
  • com.unity.xr.arfoundation: 4.2.1 → 5.0.2
  • com.unity.xr.arkit: 4.2.1 → 5.0.2
  • com.unity.xr.arkit-face-tracking: 4.2.1 → 5.0.2
  • com.unity.xr.arsubsystems: 4.2.1 → 5.0.2
  • com.unity.xr.core-utils: 2.0.0-pre.5 → 2.1.0
  • com.unity.xr.interaction.toolkit: 2.0.0-pre.5 → 2.1.1
  • com.unity.xr.legacyinputhelpers: 2.1.8 → 2.1.10
  • com.unity.xr.oculus: 1.11.0 → 3.2.1
  • com.unity.xr.openxr: 1.3.0 → 1.5.3
  • com.unity.formats.fbx: 4.1.1 → 4.2.0
  • com.autodesk.fbx: 4.1.1 → 4.2.0
  • com.unity.connect.share: 4.2.2 → 4.2.3
  • com.unity.learn.iet-framework: 2.1.1 → 3.1.1
  • com.unity.learn.iet-framework.authoring: 1.0.0 → 1.2.1
  • com.unity.sequences: 1.1.0-pre.1 → 2.0.1
  • com.unity.terrain-tools: 4.0.3 → 5.0.1
  • com.unity.profiling.systemmetrics.mali: 1.0.0-pre.2 → 1.0.2
  • com.unity.device-simulator.devices: 1.0.0-pre.4 → 1.0.0
  • Packages added:
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • Packages no longer available:
  • com.unity.services.analytics-runtime
  • Pre-release packages added:
  • [email protected]
  • [email protected]

New in Unity 2022.2.0 Beta 14 (Nov 8, 2022)

  • Improvements:
  • 2D: Updated 2D URP Template for 2022.2 to match with latest URP version.
  • Editor: Console messages logged from Burst code now have clickable stacktraces. (UUM-10143)
  • First seen in 2022.2.0a18.
  • Scripting: Always inline the Mathf Sign() script API function.
  • Changes:
  • XR: Added warning if stereo projection matrices are accessed before they have been set.
  • Fixes:
  • 2D: Fixed Sprite Editor causing error when editing sprites in playmode. (UUM-12181)
  • First seen in 2022.2.0b8.
  • Android: Fixed infinite loop when requesting for runtime permission that is automatically rejected by the OS. (UUM-15923)
  • First seen in 2022.2.0b9.
  • Asset Pipeline: Fixed regression where Vulkan initialization hook was not being registered prior to the engine graphic's being initialized. (UUM-9675)
  • First seen in 2023.1.0a4.
  • Audio: Fixed audio mixer groups not visible from the packages. (UUM-369)
  • Editor: Fixed a memory issue where an object could be accessed after it has been freed. (UUM-12903)
  • First seen in 2022.2.0b5.
  • Editor: Fixed an issue with missing data for Ray Tracing and Compute events in Frame Debugger. (UUM-16663)
  • First seen in 2022.2.0b12.
  • Editor: Fixed exception incorrectly reporting object already in pool when equal instances of classes implementing IEquatable are released to ObjectPool. (UUM-8083)
  • Editor: Fixed gizmo rendering of a selected area in a Hexagonal Grid with a non-zero Z position. (UUM-11308)
  • Editor: Fixed scripted importer registration errors, when changing platform. (UUM-14062)
  • Editor: Fixed shader graph's preview window when using deferred rendering in URP. (UUM-11582)
  • First seen in 2022.2.0b11.
  • Editor: Fixed the 'texture scheduled for reimport during Refresh Loop' error when importing SpeedTree assets with color textures. (UUM-9835)
  • First seen in 2022.2.0a13.
  • GI: Added proper clamping of Lightmap Streaming Priority in Player Settings window. (UUM-10016)
  • GI: Fixed an issue where Enlighten RTGI schedules material updates indefinitely when animating the emission color of an emissive mesh renderer. (UUM-10037)
  • Graphics: Fixed a crash in BatchRendererGroup that would sometimes happen when assets are loaded or unloaded.
  • Graphics: Fixed clearing issues on Vulkan XR. (UUM-729)
  • First seen in 2022.2.0a13.
  • Graphics: Fixed for depth submission crash when no MSAA is enabled (Quest 2). (UUM-13249)
  • First seen in 2022.2.0b6.
  • Graphics: Fixed issue in which editor would get stuck when importing corrupted FBX models. (UUM-3981)
  • Graphics: Fixed ShadowMaps resolving AA when not necessary. (UUM-13371)
  • First seen in 2022.2.0b6.
  • Graphics: Fixed sporadic editor crash caused by render surface copy when using Vulkan. (UUM-1895)
  • First seen in 2022.2.0a13.
  • HDRP: Fixed a number of outdated reference to "HDRP Default Settings" in the UI. (UUM-11494)
  • HDRP: Fixed ambient probe for volumetric clouds.
  • HDRP: Fixed black dots when clouds rendered in local mode. (UUM-11651)
  • HDRP: Fixed decal material validation after saving. (UUM-12750)
  • HDRP: Fixed embedding the config package when it's not a direct dependency. (UUM-8012)
  • HDRP: Fixed graphics issues with sky and fog in game view when filtering objects in the hierarchy. (UUM-11952)
  • HDRP: Fixed Layer List is not duplicated when duplicating a LayeredLit Material. (UUM-11123)
  • HDRP: Fixed missing limitation in path tracing documentation regarding Local Volumetric Fog. (UUM-13354)
  • First seen in 2023.1.0a8.
  • HDRP: Fixed performance when volumetric fog is disabled. (UUM-14318)
  • First seen in 2023.1.0a9.
  • HDRP: Fixed scene depth node not working in the Decal ShaderGraph material type. (UUM-8237)
  • First seen in 2023.1.0a3.
  • HDRP: Fixed the ray tracing reflection denoiser being partially broken. (UUM-10443)
  • First seen in 2023.1.0a1.
  • HDRP: Fixed unlit pixels contributing to screen space effects. (UUM-7911)
  • HDRP: Fixed unnecessary loss of precision when all post processing are disabled. (UUM-13277)
  • HDRP: Improved the motion and receiver rejection tooltips for RTGI and RTAO. (UUM-13152)
  • HDRP: Removed unwanted RTAO effect on indirect specular lighting. (UUM-8772)
  • IL2CPP: Fixed possible memory corrupt/crash when calling into shared generic code. (UUM-14924)
  • First seen in 2022.2.0b4.
  • IL2CPP: Fixed syntax error: ')' " when "Faster (smaller) builds" is selected on function pointer call with a return type but no parameters. (UUM-14778)
  • IL2CPP: Implemented the Assembly.Location property. (UUM-15152)
  • First seen in 2022.2.0b8.
  • IL2CPP: Removed boxing for more cases of comparisons to null in value type generic instances. (UUM-10787)
  • First seen in 2022.2.0b3.
  • Linux: Fixed "ExternalProcess::OnExitedMainThread" logged in the Console window when closing Profiler (Standalone Process) window. (UUM-5888)
  • macOS: Fixed new InputSystem mouse position not being updated after resolution change. (UUM-10519)
  • Mono: Fixed a crash when mixed callstack debugging was enabled on non-Windows platforms. (UUM-16791)
  • N/A (internal): Added filter to exclude test namespace from the API doc. (UUM-10855)
  • First seen in 2022.2.0b3.
  • Package Manager: Fixed an issue where .unitypackage dependencies exported from an older editor were not updated when importing in a newer editor. (UUM-15081)
  • Scene/Game View: Fixed for tool context button showing incorrect context icons. (UUM-16237)
  • First seen in 2022.2.0b4.
  • Scripting: Fixed upgrading project with missing MonoScripts coming from uncompatible Plugin. (UUM-15154)
  • First seen in 2022.2.0b7.
  • Scripting: Removed the ability to disable Roslyn Analyzers, since a lot of functionality relies on Source Generators having run. (UUM-11374)
  • First seen in 2022.2.0b3.
  • SRP Core: Fixed dropdowns for multiple editors. (UUM-4377)
  • First seen in 2022.2.0a16.
  • SRP Core: Fixed global probe volumes not fitting to all objects. (UUM-11254)
  • First seen in 2022.2.0b10.
  • SRP Core: Fixed shadow cascade editor so the snatches now appear and the gradient appearance is improved. (UUM-12585)
  • SRP Core: Fixed the behaviour preventing the bake to restart if probe volumes are changed while a bake has started. (UUM-11881)
  • First seen in 2022.2.0b10.
  • UI: Fixed missing tooltip for "Screen Weight Distance" in Screen Space Refraction override. (UUM-12116)
  • UI Toolkit: Fixed UI Toolkit Debugger's context menu overrides the context menus of other windows. (UUM-8798)
  • First seen in 2022.2.0b1.
  • Universal RP: Fixed soft shadow filtering quality when using large empty shadow atlas. Use allocated atlas size instead of requested size. (UUM-10520)
  • WebGL: Added fallback configuration for company name, product name and product version to ensure the web cache is always enabled. (UUM-3944)
  • WebGL: Fixed brotli compressed webgl builds on Mac/Linux editors. (UUM-1145)
  • First seen in 2023.1.0a6.
  • Windows: Removed "Unity playback engine" text from the property sheets for Windows player executable. (UUM-15330)
  • New 2022.2.0b14 Package Changes since 2022.2.0b13:
  • Packages updated:
  • com.unity.ide.rider: 3.0.15 → 3.0.16
  • com.unity.mobile.notifications: 2.0.1 → 2.1.0
  • com.unity.purchasing: 4.4.1 → 4.5.0
  • com.unity.remote-config: 3.1.3 → 3.2.2
  • com.unity.services.analytics: 4.0.1 → 4.2.0
  • com.unity.services.authentication: 2.2.0 → 2.3.1
  • com.unity.services.cloudcode: 2.0.1 → 2.1.1
  • com.unity.services.core: 1.4.3 → 1.5.2
  • com.unity.timeline: 1.7.1 → 1.7.2
  • com.unity.transport: 1.2.0 → 1.3.0
  • Pre-release packages added:
  • [email protected]
  • [email protected]
  • com.unity.ide.rider: 3.0.7 → 3.0.16
  • com.unity.ide.visualstudio: 2.0.12 → 2.0.16
  • com.unity.ide.vscode: 1.2.4 → 1.2.5
  • com.unity.inputsystem: 1.2.0 → 1.4.3
  • com.unity.live-capture: 2.0.0-pre.3 → 3.0.0
  • com.unity.localization: 1.0.5 → 1.3.1
  • com.unity.mathematics: 1.2.5 → 1.2.6
  • com.unity.mobile.android-logcat: 1.2.3 → 1.3.2
  • com.unity.mobile.notifications: 1.4.2 → 2.1.0
  • com.unity.nuget.mono-cecil: 1.10.2 → 1.11.4
  • com.unity.nuget.newtonsoft-json: 2.0.2 → 3.0.2
  • com.unity.polybrush: 1.1.2 → 1.1.3
  • com.unity.postprocessing: 3.2.0 → 3.2.2
  • com.unity.profiling.core: 1.0.0 → 1.0.2
  • com.unity.purchasing: 4.1.1 → 4.5.0
  • com.unity.purchasing.udp: 2.2.3 → 2.2.5
  • com.unity.recorder: 3.0.3 → 4.0.0
  • com.unity.remote-config: 2.1.2 → 3.2.2
  • com.unity.remote-config-runtime: 2.1.2 → 3.1.3
  • com.unity.render-pipelines.core: 13.1.2 → 14.0.3
  • com.unity.render-pipelines.high-definition: 13.1.2 → 14.0.3
  • com.unity.render-pipelines.high-definition-config: 13.1.2 → 14.0.3
  • com.unity.render-pipelines.universal: 13.1.2 → 14.0.3
  • com.unity.scriptablebuildpipeline: 1.19.3 → 1.21.0
  • com.unity.searcher: 4.9.1 → 4.9.2
  • com.unity.services.analytics: 1.0.4 → 4.2.0
  • com.unity.services.core: 1.0.1 → 1.5.2
  • com.unity.shadergraph: 13.1.2 → 14.0.3
  • com.unity.splines: 1.0.0-pre.5 → 2.0.0
  • com.unity.test-framework: 1.1.30 → 1.1.33
  • com.unity.testtools.codecoverage: 1.1.0 → 1.2.0
  • com.unity.timeline: 1.7.0-pre.1 → 1.7.2
  • com.unity.visualeffectgraph: 13.1.2 → 14.0.3
  • com.unity.visualscripting: 1.7.5 → 1.7.8
  • com.unity.xr.arcore: 4.2.1 → 5.0.2
  • com.unity.xr.arfoundation: 4.2.1 → 5.0.2
  • com.unity.xr.arkit: 4.2.1 → 5.0.2
  • com.unity.xr.arkit-face-tracking: 4.2.1 → 5.0.2
  • com.unity.xr.arsubsystems: 4.2.1 → 5.0.2
  • com.unity.xr.core-utils: 2.0.0-pre.5 → 2.1.0
  • com.unity.xr.interaction.toolkit: 2.0.0-pre.5 → 2.1.1
  • com.unity.xr.legacyinputhelpers: 2.1.8 → 2.1.10
  • com.unity.xr.oculus: 1.11.0 → 3.2.1
  • com.unity.xr.openxr: 1.3.0 → 1.5.3
  • com.unity.formats.fbx: 4.1.1 → 4.2.0
  • com.autodesk.fbx: 4.1.1 → 4.2.0
  • com.unity.connect.share: 4.2.2 → 4.2.3
  • com.unity.learn.iet-framework: 2.1.1 → 3.1.1
  • com.unity.learn.iet-framework.authoring: 1.0.0 → 1.2.1
  • com.unity.sequences: 1.1.0-pre.1 → 2.0.1
  • com.unity.terrain-tools: 4.0.3 → 5.0.1
  • com.unity.profiling.systemmetrics.mali: 1.0.0-pre.2 → 1.0.2
  • com.unity.device-simulator.devices: 1.0.0-pre.4 → 1.0.0
  • Packages added:
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • [email protected]
  • Packages no longer available:
  • com.unity.services.analytics-runtime
  • Pre-release packages added:
  • [email protected]
  • [email protected]

New in Unity 2023.1.0 Alpha 17 (Nov 6, 2022)

  • Features:
  • 2D: Added Brush Picks to the Tile Palette window.
  • Graphics: Added DirectX Raytracing (DXR) 1.1 support in compute shaders. Added the following APIs: SystemInfo.supportsInlineRayTracing, SystemInfo.supportsRayTracingShaders, ComputeShader.SetRayTracingAccelerationStructure, and CommandBuffer.SetRayTracingAccelerationStructure(ComputeShader, ...). Added #pragma require inlineraytracing to compute shaders.
  • HDRP: Added a third level of noise for volumetric clouds.
  • HDRP: Added various improvements to the HDRP Water System.
  • Physics 2D: Added the ability to use sub-stepping simulation when Simulation Mode is Update.
  • Shaders: Added standard shader variant for native 16-bit shader types.
  • URP: Added Decal support to Render Graph.
  • Improvements:
  • Android: Enabled handling APK/OBB files that are larger than 2GB. (UUM-14411)
  • First seen in 2023.1.0a9.
  • Editor: Added a Jobs Preference menu to the Edit > Preferences window. This window allows specifying the Native Leak Detection mode, the use of Job Threads, and Enabling/Disabling the Job Debugger (also known as the Job Safety System).
  • HDRP: Improved CPU shadow performance with burst.
  • N/A (internal): Added a tiled rendering test in DXR Tests project for better coverage.
  • Physics: Increased the Articulation Body tree limit from 64 to 256 bodies.
  • Scripting: Improved Scripting Define Symbols copy button by disabling the copy button when the list is empty.
  • Scripting: Removed discard of AssemblyUpdater output when no updates have been applied.
  • Shaders: Integrated the latest DXC & SPIRV-Cross libraries.
  • API Changes:
  • Build Pipeline: Added: Added new signature for BuildPipeline.BuildAssetBundles.
  • Editor: Added: Added EditorApplication.consoleLogsChanged event.
  • Editor: Added: Added EditorApplication.GetConsoleLogCounts method.
  • Editor: Added: Exposed BRG stripping mode to C#.
  • Editor: Obsoleted: PresetSelector.ShowSelector(Object, Preset, bool, PresetSelectorReceiver) is now obsolete. Please use ShowSelector(Object[], Preset, bool).
  • Editor: Obsoleted: PresetSelector.ShowSelector(PresetType, Preset, bool, PresetSelectorReceiver) is now obsolete. Please use ShowSelector(Object[], Preset, bool).
  • Editor: Obsoleted: The PresetSelectorReceiver is now obsolete.
  • Graphics: Added: Added new Scripting API function signatures for setting buffers in ray tracing shaders. The new signatures take GraphicsBufferHandle as argument.
  • HDRP: Changed: Added support of Runtime Display Stats to Strip Debug Shader Variants.
  • Scene/Game View: Added: Added CameraEditor.CreatePreviewOverlay, allowing custom editors to override the camera preview overlay.
  • Scripting: Changed: Renamed AwaitableCoroutine to Awaitable, to avoid confusion with iterator-based coroutines.
  • Changes
  • Android: Changed the default scripting backend to IL2CPP for new projects. Existing projects will not be impacted.
  • Android: Modified FrameLayout so you can call getFrameLayout function on UnityPlayer instance if you need access to frame layout. UnityPlayer/UnityPlayerForActivityOrService no longer derives from FrameLayout.
  • Editor: Enabled showing overlays added through code in the Overlay Menu.
  • Editor: Increased system requirements for the Windows Editor to Windows 10 Version 1909 (build 18363).
  • Graphics: Removed MeshSkinning.GPUSkinning profiler marker.
  • Graphics: Renamed ComputeSkinningDispatch profiler marker to MeshSkinning.ComputeBlendShape for blend shape dispatches.
  • Graphics: Renamed ComputeSkinningDispatch profiler marker to MeshSkinning.ComputeSkinning for skinning dispatches.
  • HDRP: Replaced CustomEditorForRenderPipeline and VolumeComponentMenuForRenderPipeline with separate attributes.
  • SRP Core: Enabled VolumeComponent BoolParameter UI to display enabled/disabled dropdown instead of checkboxes.
  • URP: Disabled support for using Depth32Stencil8 format on Android due to crashes.
  • URP: Replaced CustomEditorForRenderPipeline and VolumeComponentMenuForRenderPipeline with separate attributes.
  • Version Control: Changed the Go back to changeset option in Changesets tab to Revert to changeset. Improved notification banner appearance.
  • XR: Updated the Oculus XR Plugin package to 3.2.1 with support for Quest Pro.
  • Fixes:
  • 2D: Fixed Sprite Editor so it no longer causes errors when editing sprites in playmode. (UUM-12181)
  • First seen in 2023.1.0a6.
  • 2D: Updated API docs to reflect the behaviour of setting SpriteRenderer.size property. (UUM-13795)
  • First seen in 2023.1.0a10.
  • Android: Fixed a rare crash during Application.Quit call.
  • Android: Fixed stacktrace on Chrome OS x86_64. (UUM-781)
  • First seen in 2023.1.0a9.
  • Android: Removed wrapping of native crashes into java exceptions, so Unity now correctly forwards signal to previous handlers. Refer to Handle Android crashes. (UUM-9458)
  • First seen in 2023.1.0a4.
  • Asset Bundles: Fixed AssetBundle so empty folders no longer remain in the cache. (UUM-15702)
  • First seen in 2023.1.0a4.
  • Asset Pipeline: Fixed Editor crash on MacOS when exporting to Android when PVRTC texture compression setting is selected. (UUM-14401)
  • First seen in 2023.1.0a10.
  • Build Pipeline: Enabled building a player to overwrite output files which have been changed by the user since the last build. (UUM-11857)
  • Core: Modified Mesh Renderer settings so the probe section is now hidden when APV is enabled. (UUM-14689)
  • First seen in 2023.1.0a12.
  • DX12: Fixed crash when using more texture units than supported. (UUM-14266)
  • First seen in 2023.1.0a14.
  • DX12: Fixed for PSO naming in PIX. (UUM-7381)
  • DX12: Fixed single frame flicker which can occur when streaming textures. (UUM-15646)
  • First seen in 2023.1.0a12.
  • Editor: Added a proper error message when trying to run the Editor in a misconfigured environment with no HOME variable set (Mac and Linux). (UUM-14787)
  • Editor: Added an option to automatically refresh Search Window in playmode. (UUM-5569)
  • First seen in 2023.1.0a10.
  • Editor: Disabled automatic generation of lighting when the Entities package has been installed. (UUM-15678)
  • First seen in 2023.1.0a12.
  • Editor: Enabled matching legacy search filter directly and disabled partial match. (UUM-822)
  • First seen in 2023.1.0a10.
  • Editor: Fixed a crash when using URP on some Adreno 6xx devices with shaders that use clip(). (UUM-4367)
  • Editor: Fixed an issue with missing data for Ray Tracing and Compute events in Frame Debugger. (UUM-16663)
  • Editor: Fixed BatchRendererGroup performance issues with many draw commands. (UUM-16378)
  • Editor: Fixed Build Settings so the Install into source code checkbox now appears. (UUM-13370)
  • First seen in 2023.1.0a9.
  • Editor: Fixed case where Spriteshape ClosedShape_CornersCSJob Performance tests were failing on Yamato on various platforms. (UUM-16274)
  • First seen in 2023.1.0a12.
  • Editor: Fixed EditorWindow maximum size calculations when using a display not at integer scaling. (UUM-12808)
  • First seen in 2023.1.0a9.
  • Editor: Fixed material copy/paste so it now copies all properties. (UUM-6041)
  • Editor: Fixed orthographic camera so it now correctly renders textures that are within appropriate view of the camera. (UUM-1809)
  • Editor: Fixed shader graph's preview window when using deferred rendering in URP. (UUM-11582)
  • First seen in 2023.1.0a14.
  • Editor: Fixed SpriteShape so it now renders with SRP Batching disabled in URP. (UUM-17290)
  • First seen in 2023.1.0a15.
  • Editor: Fixed the documentation link for LightingDataAsset. (AW-1094)
  • Editor: Fixed Overlay.OnWillBeDestroyed so it is now called on all cases.
  • Error: The following errors were found when trying to parse the release notes of this PR:
  • Unexpected '[Any release notes for the user, note bug#s here, non userfacing changes or package updates should be marked internal]'.
  • GI: Fixed editor crash when viewing the texel validity. (UUM-17235)
  • First seen in 2023.1.0a16.
  • GI: Fixed lightprobes getting direct lighting in subtractive mode. (UUM-1344)
  • Graphics: Fixed a crash on launch when the most prioritized graphics API is Vulkan and Vulkan drivers are not fully functional.
  • Graphics: Fixed a crash on some platforms when the mesh buffers do not exist on a MeshRenderer. (UUM-4150)
  • Graphics: Fixed depth-only rendering to Texture2DArray not working on Metal. (UUM-14488)
  • Graphics: Fixed incorrect values in ReadPixel for some graphics formats on DirectX. (UUM-15344)
  • First seen in 2023.1.0a10.
  • Graphics: Fixed mapped index debug error when rendering null geometry. (UUM-11997)
  • First seen in 2023.1.0a5.
  • Graphics: Fixed multiple delete error of ObjectSelector. (UUM-2237)
  • Graphics: Fixed ReadbackImage using unsigned textures on DirectX. (UUM-13528)
  • First seen in 2023.1.0a9.
  • Graphics: Fixed GC.Alloc (garbage collection) calls after RayTracingAccelerationStructure.CullInstances. (UUM-14779)
  • Graphics: Fixed GraphicsFenceType so it is now set correctly from CommandBuffer.CreateGraphicsFence. (UUM-11450)
  • Graphics: Fixed SystemInfo.computeSubGroupSize, so it no longer outputs 1. (UUM-15656)
  • HDRP: Enabled APV on newly created projects. (UUM-15525)
  • First seen in 2023.1.0a13.
  • HDRP: Fixed an implementation problem related to the environment lights and ray tracing. (UUM-14693)
  • HDRP: Fixed APV leaking into preview rendering. (UUM-14710)
  • First seen in 2023.1.0a12.
  • HDRP: Fixed error for VT node on decal subtargets. (UUM-4557)
  • First seen in 2023.1.0a3.
  • HDRP: Fixed TAA when path tracing is not supported. (UUM-14491)
  • First seen in 2023.1.0a11.
  • HDRP: Fixed the sky in path traced interleaved tiled rendering. (UUM-14292)
  • First seen in 2023.1.0a9.
  • HDRP: Implemented proper interactions between the water and the cloud system. (UUM-14789)
  • HDRP: Moved Debug Shader Variants to Shader Stripping section on HDRP Global Settings.
  • IL2CPP: Corrected the behavior of type layout when structs with explicit layout and a size directive are used as fields. (UUM-13597)
  • First seen in 2023.1.0a9.
  • IL2CPP: Fixed an exception when calling Enum.CompareTo on enum with a System.Uint16 underling type. (UUM-11944)
  • IL2CPP: Fixed possible memory corrupt/crash when calling into shared generic code. (UUM-14924)
  • macOS: Implemented Application.RequestUserAuthorization on macOS.
  • Package Manager: Fixed an issue where .unitypackage dependencies exported from an older editor were not updated when importing in a newer editor. (UUM-15081)
  • Package Manager: Fixed My Assets sign-in so it now works (visually) when in play mode. (UUM-16429)
  • First seen in 2023.1.0a12.
  • Particles: Enabled GetTriggerParticles to always return the correct results. (UUM-14581)
  • Particles: Fixed a crash race condition in geometry jobs used by the shuriken particle system when native graphics jobs in use. (UUM-14684)
  • First seen in 2023.1.0a12.
  • Particles: Fixed invert culling API when used with Particle Systems. (UUM-890)
  • Physics: Fixed RaycastHit.textureCoord to be available off the main thread.
  • Physics: Fixed TerrainCollider so it now displays an error if it is added to an GameObject hierarchy that contains an Rigidbody or ArticulationBody. (DOTS-6993)
  • Player: Fixed RuntimeInitializeOnLoad not working when used in precompiled assemblies in packages. (UUM-14487)
  • Profiler: Fixed Profiler charts so they now show custom counters properly when the displayed frame range contains frames that have been gathered from different targets (e.g. from Playmode and from a built Player). If those counters use custom ProfilerCategories, the charts now also properly resolve if two counters have the same name but different categories, and will correctly respect the state of the Category being enabled via Profiler.SetCategoryEnabled(). (UUM-6739)
  • First seen in 2023.1.0a5.
  • Profiler: Fixed saving and loading of Profiler Data when the frame range contains frames that have been gathered from different different targets (e.g. from Playmode and from a built Player). Previously saved .data files with such data are irreparably corrupted and will crash on opening. This fix only applies to data saved from this version onwards. (UUM-14767)
  • First seen in 2023.1.0a11.
  • Scene/Game View: Fixed errors when calling Handles.DrawOutline outside of a repaint event type. (UUM-11318)
  • First seen in 2023.1.0a2.
  • Scene/Game View: Fixed ScaleHandle so it now dims the uniform scale handle when disabled. (UUM-15752)
  • First seen in 2023.1.0a12.
  • Scene/Game View: Fixed the Set as first/last sibling menu items so it now works for prefab instances. (UUM-16193)
  • First seen in 2023.1.0a11.
  • Scene/Game View: Fixed the tool context button so it now shows correct context icons. (UUM-16237)
  • First seen in 2023.1.0a14.
  • Scene/Game View: Fixed HandleUtility.WorldPointToSizedRect incorrectly calculating contents rect when applying TextAnchor. (UUM-16503)
  • First seen in 2023.1.0a10.
  • Scripting: Enabled the Editor to recognise script when it contains classes that share the same name, one templated and the other not templated.
  • Scripting: Fixed APIUpdater so it now longer corrupts sources when updating attributes with parameters.
  • Scripting: Fixed documentation for didStart.
  • Scripting: Fixed the caching of package assemblies so it no longer causes script debugging to pick up files from a different project.
  • Scripting: Removed the ability to disable Roslyn Analyzers, since a lot of functionality relies on Source Generators having run. (UUM-11374)
  • First seen in 2023.1.0a4.
  • Shadergraph: Fixed Shader Graph BiRP Target so it now works correctly with point lights and transparent objects. (UUM-9823)
  • Shaders: Fixed a crash on startup with global static const FastPropertyName objects on high optimization levels on some platforms (e.g. LTO).
  • Shaders: Fixed a null pointer dereference with ShaderVariantCollection API. (UUM-16058)
  • Shaders: Fixed shader compilation error when using bit-shift operations to create the destination vector from the scalar source. (UUM-16113)
  • SRP Core: Fixed changing current value by mouse click on DebugUI.ObjectFields on the runtime UI.
  • SRP Core: Fixed missing subdivision label when looking at APV realtime subdivision preview. (UUM-9899)
  • SRP Core: Fixed shadow cascade editor so the snatches now appear and the gradient appearance is improved. (UUM-12585)
  • SRP Core: Updated the Volumes when the Volume Info is collapsed. (UUM-11068)
  • Text: Fixed the soft keyboard functionality for UITK TextFields.
  • uGUI: Fixed various issues with Canvas. (UUM-15518)
  • First seen in 2023.1.0a10.
  • UI Toolkit: Fixed an issue so that setting VisualElement.pickingMode as ignore no longer makes it unselectable in the builder canvas/viewport. The fix overrides any VisualElement's picking mode to position when outside of preview mode, but memorises and reapplies it during the preview mode. (UUM-12681)
  • UI Toolkit: Fixed an issue where the VisualElement's uxml attributes would not get properly cleared after calling Unset or Unset All in the UI Builder. (UUM-6578)
  • First seen in 2023.1.0a1.
  • UI Toolkit: Fixed DropdownField runtime styles. (UUM-16445)
  • First seen in 2023.1.0a13.
  • UI Toolkit: Fixed DynamicColor hint not working with VectorImage gradients. (UUM-4163)
  • First seen in 2023.1.0a1.
  • UI Toolkit: Fixed ListView with a single item so it now displays correctly on different DPI scales. (UUM-3643)
  • First seen in 2023.1.0a1.
  • UI Toolkit: Fixed Painter2D thin strokes so their appearance is no longer semi-transparent. (UUM-15265)
  • First seen in 2023.1.0a11.
  • UI Toolkit: Fixed scale 0 to 1 transition bug. (UUM-4171)
  • UI Toolkit: Fixed UI Builder so that double-clicking renames a selector. (UUM-16308)
  • First seen in 2023.1.0a12.
  • UI Toolkit: Fixed UI Toolkit Debugger's context menu so it no longer overrides the context menus of other windows. (UUM-8798)
  • First seen in 2023.1.0a3.
  • UI Toolkit: Fixed yoga bug when calculating margin in percentage to be relative to parent instead of current item. (UUM-12999)
  • UI Toolkit: Removed ability to invoke clickable when target VisualElement is disabled. (UUM-16476)
  • First seen in 2023.1.0a10.
  • Universal RP: Fixed rare iOS shader building failure due to URP Lit Forward Pass shader varyings struct variable mismatch. (UUM-1916)
  • First seen in 2023.1.0a13.
  • Universal RP: Fixed SSAO in rendergraph on the SetSourceSize call.
  • URP: Added missing URL links to decal projector and 2D shadow casters. (UUM-9450)
  • First seen in 2023.1.0a4.
  • URP: Fixed a case where TAA was flickering in XR.
  • Version Control: * Fixed Editor refresh triggering when a workspace update is in progress.
  • Fixed pending changes showing global ignored as private.
  • Removed encryption checkbox from create organization dialog.
  • VFX Graph: Fixed an exception while using Unlit ShaderGraph with VFX. (UUM-8053)
  • VFX Graph: Fixed build errors with VFX-DXR. (UUM-16370)
  • First seen in 2023.1.0a13.
  • VFX Graph: Fixed compilation errors with large graphs. (UUM-12848)
  • VFX Graph: Fixed issues with light probes and instancing. (UUM-14470)
  • VFX Graph: Fixed the Preserve Specular Lighting mode on non-Shader Graph lit outputs. (UUM-13778)
  • VFX Graph: Fixed unpredictable behavior in spawners using instancing with more than one instance. (UUM-12522)
  • First seen in 2023.1.0a8.
  • VFX Graph: Updated non-deterministic test in VFX_HDRP: InstancingBatch. (UUM-12828)
  • First seen in 2023.1.0a9.
  • Web: Added FMOD audibility stubs for WebGL. (UUM-15263)
  • First seen in 2023.1.0a11.
  • WebGL: Implemented glGetBufferSubData in AsyncGPUReadback Request for WebGL builds. (UUM-7112)
  • First seen in 2023.1.0a4.
  • XR: Updated XR Interaction Toolkit to 2.2.0.
  • New 2023.1.0a17 Package Changes since 2023.1.0a16:
  • Packages updated:
  • com.unity.ads: 4.3.0 → 4.4.1
  • com.unity.collab-proxy: 1.17.2 → 1.17.6
  • com.unity.ide.rider: 3.0.15 → 3.0.16
  • com.unity.inputsystem: 1.4.2 → 1.4.3
  • com.unity.live-capture: 3.0.0-pre.5 → 3.0.0
  • com.unity.mobile.notifications: 2.0.2 → 2.1.0
  • com.unity.remote-config: 3.1.3 → 3.2.2
  • com.unity.services.analytics: 4.0.1 → 4.2.0
  • com.unity.services.authentication: 2.2.0 → 2.3.1
  • com.unity.services.cloudcode: 2.0.1 → 2.1.1
  • com.unity.xr.arcore: 5.0.0-pre.13 → 5.0.2
  • com.unity.xr.arfoundation: 5.0.0-pre.13 → 5.0.2
  • com.unity.xr.arkit: 5.0.0-pre.13 → 5.0.2
  • com.unity.xr.arkit-face-tracking: 5.0.0-pre.13 → 5.0.2
  • com.unity.xr.arsubsystems: 5.0.0-pre.13 → 5.0.2
  • com.unity.xr.interaction.toolkit: 2.1.1 → 2.2.0
  • com.unity.xr.oculus: 3.0.2 → 3.2.1
  • com.unity.xr.openxr: 1.5.1 → 1.5.3
  • com.unity.transport: 1.2.0 → 1.3.0
  • Pre-release packages added:
  • [email protected]
  • [email protected]
  • [email protected]

New in Unity 2022.1.21 (Oct 28, 2022)

  • Features:
  • 2D: [com.unity.2d.pixelperfect] Added URP Pixel Perfect Camera converter.
  • Improvements:
  • 2D: [com.unity.2d.psdimporter] Improved import speed and memory allocation for psd/psb files by reducing the intermediate texture buffers.
  • Animation: Improved animation performance across the board
  • Undo System: The Undo history now records the name of changed properties ("Modified Intensity") instead of just showing "Modified Property"
  • API Changes:
  • Shaders: Added: Added an API to control shader memory usage at runtime. (UUM-5583)
  • Changes:
  • Universal RP: Messages regarding reducing resolution for additional punctual lights are now only displayed in debug builds. (UUM-10166)
  • XR: The Oculus XR Plugin package has been updated to 3.2.1 with support for Quest Pro.
  • Fixes:
  • 2D: Fix memory leak with the TilemapCollider2D when used with a CompositeCollider2D (UUM-15822)
  • 2D: [com.unity.2d.animation] Fixed a case where moving vertices forcefully in the Skinning editor could cause a quad reset of the mesh. (DANB-7)
  • 2D: [com.unity.2d.animation] Fixed a case where multi selecting Sprite Skins would cause a null reference exception to be thrown. (DANB-126)
  • 2D: [com.unity.2d.animation] Fixed a case where pasting bones in the Skinning Editor would move bones rather than copy them.
  • 2D: [com.unity.2d.animation] Fixed a case where setting IKManager2D's or Solver2D's weight to '0' doesn't update solver's effector position.
  • 2D: [com.unity.2d.animation] Fixed an issue where selecting bones in the Skinning Editor after removing any bone in the skeleton will throw an exception.
  • 2D: [com.unity.2d.psdimporter] Fixed an editor freeze caused by over allocating intermediate texture buffers. (DANB-140)
  • 2D: [com.unity.2d.psdimporter] Fixed an issue where some layers would become invisible when merging multiple layers together. (DANB-131)
  • 2D: [com.unity.2d.psdimporter] Fixed exception when showing PSDImporter inspector. (DANB-194)
  • AI: Colliders set as trigger are excluded from NavMesh generation (UUM-10109)
  • Android: New Input System's Keyboard class will treat DPad Center button clicks as Key.Enter. Since that's hold the old input was treating them. (UUM-882)
  • Android: Use fixed instancing batch size on PowerVR GPUs on Android with OpenGL ES to avoid long compile times in shader warmup (UUM-739)
  • Audio: Made preLoadAudioData a per platform setting instead of a global default setting. (UUM-362)
  • Burst: Burst will now correctly handle projects that have paths containing semi-colons. (UUM-8322)
  • Editor: Add warning log when the size of a Sprite in a Secondary Texture used in a Sprite Atlas does not match its size in the Main Texture (UUM-11164)
  • Editor: Fix crash with TilemapCollider2D when used with a CompositeCollider2D and a Tile with no Sprite with Collider Type Sprite is set (UUM-15912)
  • Editor: Fix tile palette dropdown flickering (UUM-8307)
  • Editor: Fixed deadlock scenario in shader compiler. (UUM-14040)
  • Editor: Fixed EditorUtility.DisplayDialog layout after showing dialog with a long text (UUM-9447)
  • Editor: Fixed issue where Camera and Lights animations are transferred to the wrong animation clip when importing a FBX file with multiple takes. (UUM-13001)
  • Editor: Fixed lost references to AnimationClips when the ModelImporter clips settings are modified for the first time. (UUM-2203)
  • Editor: Fixed Verify Saved Assets modal window to accept changed graphics api (UUM-6898)
  • Editor: Frame Debugger: Fixed an issue where the window would constantly refresh when debugging a remote device. (UUM-4096)
  • Linux: Fixed scrolling with the scroll wheel is slower on builds when using the New Input System package on Linux Standalone. (UUM-12564)
  • Linux: Fixed Verify Saved Assets modal window to accept user input (UUM-6897)
  • Physics: Fixed ArticulationBody indices not matching when using methods like GetJointPositions and GetDriveTargets (UUM-1805)
  • Prefabs: Handle ManagedReferences that cannot be applied or reverted. Also make sure the root of the Managed Reference can be applied to apply sub fields that are overriden. (UUM-5961)
  • Shaders: Exposed Player settings to control shader memory usage at runtime. (UUM-5583)
  • UI Toolkit: Fix backspace support on linux. (UUM-3695)
  • UI Toolkit: Fixed an issue where creating a UI Document would re-generate the UXML schema files every time. (UUM-3985)
  • UI Toolkit: Prevent Tab key propagation when already handled in user scripts. (UUM-3694)
  • Universal RP: Fixed a resource leak when switching between scenes with different pipeline assets (UUM-14239)
  • Universal RP: Fixed graphics stereo tests
  • Video: Remove spike on the main thread when changing the video clip (UUM-878)
  • Windows: Fixed cursor position not updated when using pen tablet with Windows Ink enabled (UUM-10258)
  • Windows: Fixed Input.mousePosition not updated when using a tablet (UUM-11989)
  • Package changes in 2022.1.21f1:
  • Packages updated:
  • com.unity.2d.animation: 8.0.3 → 8.0.4
  • com.unity.2d.common: 7.0.1 → 7.0.2
  • com.unity.2d.pixel-perfect: 5.0.1 → 5.0.2
  • com.unity.2d.psdimporter: 7.0.2 → 7.0.3
  • com.unity.mobile.notifications: 2.0.2 → 2.1.0
  • com.unity.xr.oculus: 3.0.2 → 3.2.1

New in Unity 2023.1.0 Alpha 16 (Oct 28, 2022)

  • Features:
  • 2D: Enabled opening Sprite Editor Window from SpriteRenderer inspector to edit the Sprite that is assigned to the SpriteRenderer.
  • 2D: Enabled ScriptablePacker to add custom packing algorithm for SpriteAtlas.
  • Android: Enabled adding device using IP address for Chrome OS Build & Run Support.
  • Improvements:
  • Animation: Improved animation performance by limiting asserts.
  • Editor: Added Unity.com executable to Windows editor installation, which runs Unity but is compiled as a console application instead of Windows application.
  • Editor: Improved performance of SRP DecalProjector Gizmo rendering by LODing.
  • GI: Added a toggle for automatic recalculation of environment lighting in the Workflow section of the Lighting window.
  • Profiler: Improved performance of rendering the CPU timeline view when viewing large captures.
  • Universal RP: Improved visual quality of FXAA so it no longer introduces structured noise and blurring. Performance should be mostly unchanged.
  • Universal RP: Removed the remaining obsolete usages of render targets to use RTHandles properly.
  • API Changes:
  • Android: Added: Added Android Project Configuration Manager API. This API is a set of classes that represents and allows to modify as well as add new Gradle project files in C#.
  • Android: Added: Introduced GameMode property to access Android getGameMode API.
  • Android: Added: Introduced SetGameState method to access Android setGameState API.
  • Animation: Added: Added API GenericBindingUtility to Read/Write animatable properties generically from any Unity components.
  • Core: Added: Added overload of GameObject.FindGameObjectsWithTag that takes a List to bypass allocations.
  • Graphics: Added: Added an API that let scriptable render pipelines configure the msaa resolve of the system render target.
  • Graphics: Added: Added new API to the RenderGraph to allow native render pass support in the future.
  • Changes:
  • Android: Added support for Android SDK 31 and 33.
  • Android: Updated CMake to version 3.22.1.
  • Editor: Events that are propagating to all IMGUIContainers if not handled on their propagation path will no longer be propagated if their isDefaultPrevented flag is set. Note: The propagations of ExecuteCommandEvent, ValidateCommandEvent, DragExitedEvent, MouseEnterWindowEvent, MouseLeaveWindowEvent, IMGUIEvent events are not affected by this change.
  • Package: Updated Sequences (com.unity.sequences) to 2.0.1.
  • Universal RP: Removed Volume Update Mode from Additional Settings. (UUM-9254)
  • XR: Added XR Core Utilities 2.2.0-pre.1 as a pre-release package.
  • Fixes:
  • 2D: Fixed memory leak with the TilemapCollider2D when used with a CompositeCollider2D. (UUM-15822)
  • 2D: Fixed regression where GameObjects are not instantiated by Tiles when the Tilemap is not active. (UUM-14293)
  • Android: Fixed crash if Java proxy is invoked at the same time as Unity is quit. (UUM-15968)
  • First seen in 2023.1.0a12.
  • Android: Fixed Password Masking on Numeric Keypads. (UUM-10961)
  • First seen in 2023.1.0a5.
  • Animation: Enabled supporting clips with animation bindings on enum inside structs. (UUM-11386)
  • Apple TV: Added support for Siri Remote 2nd Gen. (1394018)
  • DX12: Fixed issues with rendering instanced objects. (UUM-14433)
  • First seen in 2023.1.0a9.
  • Editor: Enabled installing 2D Sprite package from TextureImporter inspector and SpriteRenderer inspector.
  • Editor: Enabled matching full type (including namespace) with the type filter for AssetIndexer and for SceneQueryEngine. (UUM-10221)
  • First seen in 2023.1.0a4.
  • Editor: Enabled on-demand threads to be attached to scripting domain. (UUM-15446)
  • First seen in 2023.1.0a11.
  • Editor: Enabled the first import from TextureImporter to generate Sprites by automatically detecting regions when project Default Behavior is in 2D Mode. This is the same behaviour found in Automatic Slicing in Sprite Editor Window.
  • Editor: Fixed crash with TilemapCollider2D when used with a CompositeCollider2D and a Tile with no Sprite with Collider Type Sprite is set. (UUM-15912)
  • Editor: Fixed issue with leak checking.
  • Editor: Fixed scripted importer registration errors that occur when changing platform. (UUM-14062)
  • First seen in 2023.1.0a10.
  • Editor: Fixed the 'texture scheduled for reimport during Refresh Loop' error when importing SpeedTree assets with color textures. (UUM-9835)
  • First seen in 2023.1.0a4.
  • Editor: Fixed unexpected rendering when Fragment Normal uses Object Space. (UUM-10045)
  • Editor: Fixed AssetPreview.GetMiniTypeThumbnail so it is able to find icons associated to custom MonoBehaviour classes.
  • Editor: Implemented indexing the default platform settings for Texture. (UUM-14551)
  • First seen in 2023.1.0a10.
  • Editor: Modified Experimental package versions so that patches of the package's lifecycle manifest version are no longer erroneously tagged as Release. (UUM-16118)
  • First seen in 2023.1.0a14.
  • Editor: Re-implemented the original fix for case 1393058. (UUM-9278)
  • Editor: Stopped OnBecameVisible from being invoked multiple times without a corresponding OnBecameInvisible. (UUM-12133)
  • First seen in 2023.1.0a6.
  • Error: The following errors were found when trying to parse the release notes of this PR:
  • Unexpected 'POI-467' in 'Feature POI-467 @youngkyoung-kim:nAndroid: Chrome OS Build & Run Support - Add device using IP address'.
  • Graphics: Fixed a crash in BatchRendererGroup that would occur when assets are loaded or unloaded.
  • Graphics: Fixed DrawMeshNow for Metal when changing mesh vertex data. (UUM-9782)
  • First seen in 2023.1.0a4.
  • Input: Fixed the instability in GUIButtonRespondsToTouch test caused by a inconsistent UWP touch event. (UUM-11387)
  • First seen in 2023.1.0a6.
  • iOS: Added support for the Swift Remote Packages in XCode project API. Added PBXProject API to add to references to them, namely AddRemotePackageReferenceAtBranch, AddRemotePackageReferenceAtRevision, AddRemotePackageReferenceAtVersion, AddRemotePackageReferenceAtVersionUpToNextMajor, AddRemotePackageReferenceAtVersionUpToNextMinor, AddRemotePackageReferenceWithVersionRange. Also added way to add framework from the remote package with AddRemotePackageFrameworkToProject. (UUM-15082)
  • First seen in 2023.1.0a12.
  • Kernel: Fixed AssertOnRecursiveCall with tests. (UUM-13234)
  • First seen in 2023.1.0a1.
  • Linux: Fixed "ExternalProcess::OnExitedMainThread" logged in the Console window when closing Profiler (Standalone Process) window. (UUM-5888)
  • Particles: Fixed some particle script API so it now syncs in-flight update jobs before modifying state. (UUM-12469)
  • Physics: Fixed an issue where having multiple Collider components on the same GameObject would cause a crash if one of the colliders was disabled. (UUM-13922)
  • First seen in 2023.1.0a10.
  • Scene/Game View: Fixed Handles.DrawWireCube not respecting the current Handles.color. (UUM-14288)
  • First seen in 2023.1.0a9.
  • Scene/Game View: Fixed SceneView incorrectly subscribing to EditorApplication.update multiple times when maximizing and minimizing window. (UUM-12133)
  • First seen in 2023.1.0a6.
  • Scripting: Fixed incomplete and incorrect "domain reload profiling" data output in the Editor.log on domain reload. (UUM-13295)
  • Shaders: Fixed an error that occurred when drawing an instanced mesh with async shader compilation enabled. (UUM-13174)
  • Shaders: Fixed issue where shader compilation reported errors in cases where compilation was skipped. (UUM-15189)
  • First seen in 2023.1.0a12.
  • Shaders: Removed old compiler options and modified DXC to use the default optimization level (-O3) instead of -O2. (UUM-14461)
  • First seen in 2023.1.0a12.
  • UI Toolkit: Fixed an issue in play mode so ScrollView offset no longer resets to zero when doing drag operations on controls inside it. (UUM-10441)
  • First seen in 2023.1.0a4.
  • UI Toolkit: Fixed the context menu of the variable text field so it now contains Cut, Copy, Paste actions. (UUM-3484)
  • First seen in 2023.1.0a1.
  • URP: Fixed lens flare position and occlusion for all OpenGL APIs. (UUM-1076)
  • URP: Fixed the TerrainLit shader so that mixed light baking now works with shadow mask. (UUM-3897)
  • VFX Graph: Added a Visual Effect Graph to a scene that did not take the default parent into account. (UUM-11362)
  • VFX Graph: Fixed exceptions for SystemNames when leaving play mode if a new system had been added without saving.
  • VFX Graph: Improved dragging and dropping of blocks when you want to change their order or move them to another context. (UUM-12221)
  • VFX Graph: Re-enabled multithreaded VFX Update on console platforms. (UUM-559)
  • First seen in 2023.1.0a11.
  • Video: Updated the WebGL Video Player to show a previously sought frame when seeking a paused video. (UUM-11808)
  • First seen in 2023.1.0a6.
  • WebGL: Fixed brotli compressed WebGL builds on Mac/Linux editors. (UUM-1145)
  • First seen in 2023.1.0a6.
  • Windows: Removed "Unity playback engine" text from the property sheets for Windows player executable. (UUM-15330)
  • New 2023.1.0a16 Package Changes since 2023.1.0a15:
  • Packages updated:
  • com.unity.purchasing: 4.4.1 → 4.5.0
  • com.unity.splines: 2.0.0-pre.2 → 2.0.0
  • com.unity.sequences: 2.0.0 → 2.0.1
  • Pre-release packages added:
  • [email protected]

New in Unity 2022.2.0 Beta 13 (Oct 28, 2022)

  • Features:
  • TextMeshPro: Added support for Color Glyphs and extracting OpenType font features.
  • Improvements:
  • Animation: Improved animation performance across the board.
  • Multiplayer: Added Netcode for GameObjects 1.0.2.
  • Undo System: The Undo history now records the name of changed properties ("Modified Intensity") instead of just showing "Modified Property".
  • Changes:
  • Universal RP: Messages regarding reducing resolution for additional punctual lights are now only displayed in debug builds. (UUM-10166)
  • Universal RP: Moved Volume Update Mode out of Additional Settings. (UUM-9254)
  • First seen in 2022.2.0b1.
  • XR: The Oculus XR Plugin package has been updated to 3.2.1 with support for Quest Pro.
  • Fixes:
  • 2D: Fixed memory leak with the TilemapCollider2D when used with a CompositeCollider2D. (UUM-15822)
  • 2D: Fixed regression where GameObjects are not instantiated by Tiles when the Tilemap is not active. (UUM-14293)
  • Android: Fixed the long compile times in shader warmup issue on Android with OpenGL EX by using fixed instancing batch size on PowerVR GPU. (UUM-739)
  • Asset Import: Adding a tag no longer causes issues when running off of the main thread. (UUM-3199)
  • First seen in 2022.2.0a12.
  • Burst: Burst will now correctly handle projects with paths containing semi-colon (;) characters. (UUM-8322)
  • Editor: Changing the Name of a Renderer Feature in a URP renderer setting does not throw errors anymore. (UUM-10175)
  • First seen in 2022.2.0b3.
  • Editor: Fixed an issue where InitializeExtraData would be called in an AssetImporterEditor after a Revert for no reason. (UUM-13321)
  • First seen in 2022.2.0b6.
  • Editor: Fixed Camera.stereoEnabled when SRP is used and fixed the Camera.stereoSeparation value. (UUM-13940)
  • First seen in 2022.2.0b6.
  • Editor: Fixed crash with TilemapCollider2D when used with a CompositeCollider2D and a Tile with no Sprite with Collider Type Sprite is set. (UUM-15912)
  • Editor: Fixed deadlock scenario in shader compiler. (UUM-14040)
  • Editor: Fixed EditorUtility.DisplayDialog layout after showing dialog with a long text. (UUM-9447)
  • Editor: Fixed Highlighter in the project settings. (UUM-15971)
  • First seen in 2022.2.0b10.
  • Editor: Fixed issue where Camera and Lights animations are transferred to the wrong animation clip when importing a FBX file with multiple takes. (UUM-13001)
  • First seen in 2022.2.0b4.
  • Editor: Fixed the package manager add by name/git dropdown sometimes shows up in random location. (UUM-11291)
  • First seen in 2022.2.0b3.
  • Editor: Package Manager: Ensure that only the manifest version and patches of that version are tagged as Release in Package Manager. (UUM-8938)
  • Editor: Pressing Apply in the Avatar edition isolation inspector does not close the edition anymore. (UUM-1040)
  • First seen in 2022.2.0a6.
  • Editor: Renaming a material does not prevent the colour palette to open anymore. (UUM-7988)
  • First seen in 2022.2.0a18.
  • Editor: [URP] Fixed the exception thrown in SpeedTree8MaterialUpgrader.GetWindQuality() when SpeedTree v7 assets (.spm) are imported. (UUM-7649)
  • First seen in 2022.2.0a17.
  • GI: Fixed a crash and assertion "Assertion failed on expression: 'texture != NULL'" when baking lighting and cancelling repeatedly when using the progressive lightmapper. (UUM-1368)
  • First seen in 2022.2.0a16.
  • Graphics: Enabled Ray Tracing Support in Terrain settings by default for new Terrains.
  • Graphics: Improved validation for BatchRendererGroup draw commands. (UUM-15385)
  • First seen in 2022.2.0b10.
  • HDRP: Fixed an error regarding the max number of visible local volumetric fog in the view. (UUM-13214)
  • First seen in 2022.2.0b7.
  • HDRP: Fixed an implementation problem related to the environment lights and ray tracing. (UUM-14693)
  • First seen in 2022.2.0b8.
  • HDRP: Fixed APV leaking into preview rendering. (UUM-14710)
  • First seen in 2023.1.0a12.
  • HDRP: Fixed bug in path tracing dirtiness check. (UUM-13514)
  • HDRP: Fixed Ray Tracing leaks due to not supporting APV. (UUM-7886)
  • First seen in 2022.2.0a17.
  • HDRP: Fixed scroll speed in Local Density Volumes not updating. (UUM-9984)
  • First seen in 2022.2.0b2.
  • HDRP: Fixed sky in path traced interleaved tiled rendering. (UUM-14292)
  • First seen in 2022.2.0b7.
  • HDRP: Fixed the water system causing exceptions when enabling MSAA. (UUM-13880)
  • First seen in 2022.2.0b7.
  • HDRP: Fixed volumetric fog samples description docs. (UUM-16711)
  • First seen in 2022.2.0b10.
  • License: Fixed Editor console getting spammed with: 'Generic message code 233 has not been handled.'
  • Linux: Fixed scrolling with the scroll wheel is slower on builds when using the New Input System package on Linux Standalone. (UUM-12564)
  • Particles: Fixed a crash race condition in geometry jobs that were used by the shuriken particle system when native graphics jobs in use. (UUM-14684)
  • Physics: Fixed Physics.CapsuleCast extremely rarely finding a false hit against a non-convex mesh. (UUM-7402)
  • First seen in 2022.2.0a17.
  • Scene/Game View: Fix for set as first/last sibling menu items not working for prefab instances. (UUM-16193)
  • First seen in 2022.2.0b8.
  • Scene/Game View: Fixed the ScaleHandle not dimming the uniform scale handle when disabled. (UUM-15752)
  • First seen in 2022.2.0b9.
  • Scene/Game View: Fixed HandleUtility.WorldPointToSizedRect incorrectly calculating contents rect when applying TextAnchor. (UUM-16503)
  • First seen in 2022.2.0b8.
  • Serialization: Prevent "Objects are trying to be loaded during a domain backup. This is not allowed as it will lead to undefined behaviour!" from occuring on DomainReload when SerializeReference instance contained a Unity.Object reference to an already unloaded asset. (UUM-2116)
  • Services: Marked UserInfo APIs as obsolete.
  • UI Toolkit: Fixed an issue that occurred when setting VisualElement.pickingMode as ignore no longer makes it unselectable in the builder canvas/viewport. The fix overrides any VisualElement's picking mode to position when outside of preview mode, but memorises and reapplies it during the preview mode. (UUM-12681)
  • First seen in 2022.2.0b7.
  • UI Toolkit: Fixed MaskField parity issues. (UUM-3477)
  • First seen in 2022.2.0a1.
  • UI Toolkit: Fixed objects in UI Builder are changing their actual size when zooming in and out. (UUM-15833)
  • First seen in 2022.2.0b8.
  • Universal RP: Disabled depth priming on GLES when MSAA is enabled. (UUM-2519)
  • First seen in 2022.2.0b7.
  • Universal RP: Disabled depth priming when baking reflection probes. (UUM-12397)
  • First seen in 2022.2.0b7.
  • Universal RP: Fixed a resource leak when switching between scenes with different pipeline assets. (UUM-14239)
  • First seen in 2022.2.0b7.
  • Universal RP: Fixed missing Depth Copy texture in Scene view. (UUM-16000)
  • First seen in 2022.2.0b9.
  • Windows: Fixed cursor position not updated when using pen tablet with Windows Ink enabled. (UUM-10258)
  • First seen in 2022.2.0b3.
  • Windows: Fixed Input.mousePosition not updated when using a tablet. (UUM-11989)
  • First seen in 2022.2.0b5.
  • New 2022.2.0b13 Package Changes since 2022.2.0b12:
  • Packages updated:
  • com.unity.addressables: 1.20.5 → 1.21.1
  • com.unity.inputsystem: 1.4.2 → 1.4.3
  • com.unity.scriptablebuildpipeline: 1.20.2 → 1.21.0
  • com.unity.services.wire: 1.1.0 → 1.1.1
  • com.unity.splines: 2.0.0-pre.2 → 2.0.0
  • com.unity.xr.arcore: 5.0.0-pre.13 → 5.0.2
  • com.unity.xr.arfoundation: 5.0.0-pre.13 → 5.0.2
  • com.unity.xr.arkit: 5.0.0-pre.13 → 5.0.2
  • com.unity.xr.arkit-face-tracking: 5.0.0-pre.13 → 5.0.2
  • com.unity.xr.arsubsystems: 5.0.0-pre.13 → 5.0.2
  • com.unity.xr.oculus: 3.0.2 → 3.2.1
  • com.unity.xr.openxr: 1.5.1 → 1.5.3
  • com.unity.sequences: 2.0.0 → 2.0.1
  • com.unity.netcode.gameobjects: 1.0.1 → 1.0.2

New in Unity 2023.1.0 Alpha 15 (Oct 23, 2022)

  • Features:
  • Core: Merged the APV window with the Lighting window.
  • TextMeshPro: Added support for Color Glyphs and extracting OpenType font features.
  • Universal RP: Added Detailed Stats to URP Rendering Debugger.
  • Improvements:
  • Android: Enabled printing of Device Model, Operating System, Device API Level, Min API Level, Target API Level when app starts.
  • Shadergraph: Modified the AssetPostprocessor for Shader Graph so it now performs the majority of its work when a shader-related asset has been changed.
  • API Changes:
  • iOS: Added: Added identifiers for iPhone 14 models.
  • Scripting: Added: Added type AwaitableCoroutine usable as an async method return type, and providing await compatibility for coroutines such as NextFrame, UnityEvent, AsyncGPUReadBacks or any AsyncOperation.
  • Search: Added: Exposed New search APIs.
  • Search: Obsoleted: Deprecated APIs related to IMGUI.
  • Search: Removed: Removed obsolete APIs.
  • SRP Core: Added: Added bigQuery Nested columns extensions.
  • SRP Core: Changed: Moved HDRP & URP IPostProcessComponent to shared IPostprocessComponent interface under RP Core package in UnityEngine.Rendering namespace.
  • Changes:
  • Android: Modified the input device listener so it now processes the callback on the UI thread. The callbacks were previously being processed in Unity's main thread but this is incompatible with the GameActivity setup, where Java looper is not present on Unity's main thread.
  • Documentation: Added documentation for public-facing methods EditorUserBuildSettings.SwitchActiveBuildTarget, NamedBuildTarget.FromBuildTargetGroup, and NamedBuildTarget.ToBuildTargetGroup.
  • Editor: Disabled the CS0282 compiler warning when PlayerSettings.SuppressCommonWarnings is enabled.
  • Editor: Implemented RationalTime for Time Management.
  • iOS: Removed ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES from being enforced when a Swift file is encountered. If it is still needed (for swift4 plugins), it can be set in the post-processor script. (UUM-10232)
  • First seen in 2023.1.0a1.
  • Fixes:
  • Android: Fixed an issue to not move files in custom asset packs to src/main/assets, the directory structure is preserved as it is. (UUM-15109)
  • First seen in 2023.1.0a10.
  • Asset Pipeline: Fixed regression where Vulkan initialization hook was not being registered prior to the engine graphic's being initialized. (UUM-9675)
  • First seen in 2023.1.0a4.
  • Build Pipeline: Fixed static batching sorting to ensure deterministic build results. (UUM-11427)
  • Burst: Fixed an issue that alongside update burst packages, burst will now correctly handle projects whose paths contain ;'s. (UUM-8322)
  • Editor: Fixed a crash when stop a playable director and evaluating at the same time in a notification output. (UUM-14640)
  • Editor: Fixed baking with unloaded scenes. (UUM-11841)
  • First seen in 2023.1.0a6.
  • Editor: Fixed crash in standalone profiler during shutdown. (UUM-13932)
  • First seen in 2023.1.0a10.
  • Editor: Fixed IndexOutOfBoundsException in player settings.
  • Editor: Fixed the exception thrown in SpeedTree8MaterialUpgrader.GetWindQuality() when SpeedTree v7 assets (.spm) are imported. (UUM-7649)
  • First seen in 2023.1.0a1.
  • Editor: Fixed URP XR Automation Failure.
  • Graphics: Fixed float to half conversion. (UUM-13334)
  • Graphics: Improved validation for BatchRendererGroup draw commands.
  • HDRP: Changed Gate Fit Mode default value. (UUM-10160)
  • First seen in 2023.1.0a4.
  • HDRP: Fixed a bug in path tracing dirtiness check. (UUM-13514)
  • First seen in 2023.1.0a10.
  • HDRP: Fixed a number of outdated reference to "HDRP Default Settings" in the UI. (UUM-11494)
  • HDRP: Fixed a regression issue which breaks XR font rendering. (GFXRPCXR-15)
  • HDRP: Fixed ambient probe for volumetric clouds.
  • HDRP: Fixed an error regarding the max number of visible local volumetric fog in the view. (UUM-13214)
  • First seen in 2023.1.0a10.
  • HDRP: Fixed an issue that the Lens Flare Data Driven are now occluded by cloud layer. (1412514)
  • HDRP: Fixed bad rendering when using contact shadows on xbox. (UUM-13424)
  • HDRP: Fixed black dots when clouds rendered in local mode. (UUM-11651)
  • HDRP: Fixed decal material validation after saving. (UUM-12750)
  • HDRP: Fixed embedding the config package when it's not a direct dependency. (UUM-8012)
  • HDRP: Fixed graphics issues with sky and fog in game view when filtering objects in the hierarchy. (UUM-11952)
  • HDRP: Fixed HDRP test framework by adding the possibility to capture from Back Buffer instead of just Render Texture. (UUM-10530)
  • First seen in 2023.1.0a5.
  • HDRP: Fixed interleaved sampling for secondary rays in the path tracer. (UUM-9748)
  • First seen in 2023.1.0a4.
  • HDRP: Fixed Layer List is not duplicated when duplicating a LayeredLit Material. (UUM-11123)
  • HDRP: Fixed missing limitation in path tracing documentation regarding Local Volumetric Fog. (UUM-13354)
  • HDRP: Fixed nullref exception when trying to use the HD Wizard "fix all" button. (UUM-12793)
  • HDRP: Fixed performance when volumetric fog is disabled. (UUM-14318)
  • First seen in 2023.1.0a9.
  • HDRP: Fixed Ray Tracing leaks due to not supporting APV. (UUM-7886)
  • First seen in 2023.1.0a3.
  • HDRP: Fixed scene depth node not working in the Decal ShaderGraph material type. (UUM-8237)
  • First seen in 2023.1.0a3.
  • HDRP: Fixed scroll speed in Local Density Volumes not updating. (UUM-9984)
  • HDRP: Fixed shadows in transparent unlit shadow matte. (UUM-12284)
  • First seen in 2023.1.0a5.
  • HDRP: Fixed sky/background alpha in path tracing (affects post processing). (UUM-12515)
  • First seen in 2023.1.0a5.
  • HDRP: Fixed the ray tracing reflection denoiser being partially broken. (UUM-10443)
  • First seen in 2023.1.0a1.
  • HDRP: Fixed the water system causing exceptions when enabling MSAA. (UUM-13880)
  • HDRP: Fixed unlit pixels contributing to screen space effects. (UUM-7911)
  • HDRP: Fixed unnecessary loss of precision when all post processing are disabled. (UUM-13277)
  • HDRP: Improved the motion and receiver rejection tooltips for RTGI and RTAO. (UUM-13152)
  • HDRP: Removed unwanted RTAO effect on indirect specular lighting. (UUM-8772)
  • HDRP: Worked around exception when enabling raytracing when resources for raytracing have not been built. (UUM-9570)
  • IL2CPP: Corrected handle enums declared inside a generic type. (UUM-612)
  • IL2CPP: Fixed compilation error that occurred when a enum was passed by reference in a marshalling definition. (UUM-11353)
  • IL2CPP: Fixed fatal error in Unity CIL Linker with RecognizedReflectionAccessPattern reporting. (UUM-13281)
  • IL2CPP: Fixed possible crash/corruption when invoking a virtual generic method on a generic type by reflection or when Faster (smaller) builds is enabled. (UUM-12498)
  • IL2CPP: Fixed syntax error: ')' " when "Faster (smaller) builds" is selected on function pointer call with a return type but no parameters. (UUM-14778)
  • IL2CPP: Fixed UnintializedDataAccessException when processing a function pointer that has a function pointer as a parameter. (UUM-9030)
  • IL2CPP: Improved error messages for unsupported Process API methods. (UUM-11147)
  • IL2CPP: Worked around an exception from Buffer.BlockCopy when the destination array is of type sbyte. (UUM-12875)
  • IL2CPP: Worked around an intermittent crash in the .NET thread pool implementation when a thread is incorrectly removed from the pool twice. (UUM-11191)
  • IL2CPP: Worked around an MSVC C++ compiler optimization bug related the Math.Max implementation for System.Decimal. (UUM-11487)
  • iOS: Fixed iphone player dylib missing "sign on copy" in simulator. (UUM-2829)
  • Mono: Avoided exception when registering a window class in different domain instances. (UUM-13189)
  • Mono: Fixed an editor crash when the debugger code fails to lookup the signature of a method. (UUM-9219)
  • Mono: Fixed Editor liveness crash when processing RealProxy classes. (UUM-13031)
  • Mono: Fixed LINQ performance regression on linux by switching to a more efficient stack checking method. (UUM-11526)
  • N/A (internal): Added filter to exclude test namespace from the API doc. (UUM-10855)
  • Package Manager: Added recognition of local LICENSE named files as license information.
  • Package Manager: Fixed an issue that flash when installing or removing a package is removed. (UUM-13994)
  • Prefabs: Fixed duplicate file ids known bugs. (UUM-1175, UUM-1282)
  • Profiler: Fixed InvalidOperationException in ProfilerRecorder in projects with Scriptable Render Pipeline for Release Player builds. (UUM-14623)
  • First seen in 2023.1.0a12.
  • Serialization: Fixed an issue to prevent "Objects are trying to be loaded during a domain backup. This is not allowed as it will lead to undefined behaviour!" from occuring on DomainReload when SerializeReference instance contained a Unity.Object reference to an already unloaded asset. (UUM-2116)
  • First seen in 2023.1.0a9.
  • Serialization: Fixed performance regression reading yaml objects containing large number of SerializeReference instances which were created prior to 2021.2. (UUM-15130)
  • First seen in 2023.1.0a10.
  • Shadergraph: Fixed shader graph incorrectly stripping variants for BiRP shaders that weren't built with shader graph. (UUM-14800)
  • SRP Core: Fixed global probe volumes not fitting to all objects. (UUM-11254)
  • SRP Core: Fixed the behaviour preventing the bake to restart if probe volumes are changed while a bake has started. (UUM-11881)
  • UI: Fixed missing tooltip for "Screen Weight Distance" in Screen Space Refraction override. (UUM-12116)
  • Universal RP: Fixed a resource leak when switching between scenes with different pipeline assets. (UUM-14239)
  • First seen in 2023.1.0a9.
  • Universal RP: Fixed for BatchRendererGroup global SH values and the URP unity_ProbesOcclusion that use float16 on iOS, which caused rendering problems. (UUM-14877)
  • First seen in 2023.1.0a10.
  • Universal RP: Fixed graphics stereo tests.
  • VFX Graph: Enabled specifying the maximum point count in Attribute from Map blocks. (UUM-542)
  • VFX Graph: Fixed an issue that values modified in spawner or init context automatically trigger a reinit of the attached VFX component. (UUM-8472)
  • VFX Graph: Fixed an issue that vertex Color was black while using new shader graph integration on planar primitive output. (UUM-12866)
  • VFX Graph: Fixed compilation error when using sorting in World space. (UUM-13590)
  • Windows: Fixed cursor position not updated when using pen tablet with Windows Ink enabled. (UUM-10258)
  • First seen in 2023.1.0a4.
  • Windows: Fixed Input.mousePosition not being updated when using a tablet. (UUM-11989)
  • First seen in 2023.1.0a6.
  • XR: Fixed Camera.stereoEnabled when SRP is used and fixed the Camera.stereoSeparation value.
  • New 2023.1.0a15 Package Changes since 2023.1.0a14:
  • Packages updated:
  • com.unity.learn.iet-framework: 2.2.2 → 3.1.1
  • com.unity.learn.iet-framework.authoring: 1.0.3 → 1.2.1

New in Unity 2022.2.0 Beta 12 (Oct 21, 2022)

  • Features:
  • Editor: Frame Debugger: Not possible to set the min and max values for the Levels slider.
  • Editor: Frame Debugger: Now possible to add a shortcut to enable/disable a capture.
  • Editor: Frame Debugger: Now possible to copy a foldout or an entire event.
  • Editor: Frame Debugger: Now possible to see the Original and Used shaders in an event. Useful for events that are using USEPASS or falling back to an assigned fallback shader.
  • Editor: Frame Debugger: Now possible to view individual meshes in an SRP Batch inside the Mesh Preview.
  • Editor: Frame Debugger: Stage, Scope and Dynamic info added to keywords.
  • Editor: Frame Debugger: Texture format now split into two fields, Color Format and DepthStencil Format.
  • Improvements:
  • Editor: Frame Debugger: Arrays are now displayed inside the window instead of using a popup.
  • Editor: Frame Debugger: Holding down Shift or Alt buttons while clicking a foldout triangle will now open/close them all.
  • Editor: Frame Debugger: Scope values changed from v/f/g/h/d to vs/fs/gs/hs/ds.
  • Editor: Frame Debugger: Shader Properties are now sorted by property names.
  • Editor: Frame Debugger: Table headers added to properties.
  • Changes:
  • Editor: Disabled the CS0282 compiler warning when PlayerSettings.SuppressCommonWarnings is enabled.
  • Fixes:
  • Core: Fixed slow native memory leak when in Playmode caused by the temp memory allocator not flushing correctly when requested. Previously leaving Playmode running could result in Out of Memory if left running for hours. (UUM-12094)
  • First seen in 2022.2.0b5.
  • Editor: Ensure PropertyDatabase doesn't stay locked even if Unity crashes. (UUM-14553)
  • First seen in 2022.2.0b8.
  • Editor: Fixed inconsistent allowed characters in different operating systems while creating ShortcutManager profiles. (UUM-5580)
  • First seen in 2022.2.0b2.
  • Editor: Frame Debugger: Fixed an issue where a NullReferenceException would happen when trying to open the Frame Debugger from the Profiler Window. (UUM-4088)
  • First seen in 2022.2.0a5.
  • Editor: Frame Debugger: Fixed an issue where depth and shadow maps were not displayed in HDRP projects. (UUM-4101)
  • Editor: Frame Debugger: Fixed an issue where duplicate meshes would appear in the list of meshes. (UUM-4095)
  • First seen in 2022.2.0b1.
  • Editor: Frame Debugger: Fixed an issue where the Depth buffer was incorrectly displayed after selecting DrawOpaqueObjects event. (UUM-4087)
  • Editor: Frame Debugger: Fixed an issue where the output image would flicker when looking at DrawMesh events in URP Deferred. (UUM-4102)
  • Editor: Frame Debugger: Fixed an issue where the window would constantly refresh when debugging a remote device. (UUM-4096)
  • Editor: Frame Debugger: Fixed an issue with showing events that have Render Targets using MSAA. (UUM-4100)
  • First seen in 2022.2.0b1.
  • HDRP: Fixed hard edges on volumetric clouds. (UUM-3153)
  • First seen in 2022.2.0a16.
  • HDRP: Fixed interleaved sampling for secondary rays in the path tracer. (UUM-9748)
  • First seen in 2022.2.0b1.
  • HDRP: Fixed issues with ray traced area light shadows. (UUM-5925)
  • HDRP: Fixed missing RT shader passes for the LOD terrain mesh. (UUM-8924)
  • First seen in 2022.2.0b1.
  • HDRP: Fixed shadows in transparent unlit shadow matte. (UUM-12284)
  • First seen in 2022.2.0b4.
  • HDRP: Fixed sky/background alpha in path tracing (affects post processing). (UUM-12515)
  • First seen in 2022.2.0b8.
  • HDRP: Fixed the majority of GCAllocs with realtime planar probes and on demand update of reflection probes. (UUM-3327)
  • First seen in 2022.2.0a17.
  • URP: 2D - Fixed incorrect blit material set during Pixel Perfect Upscale pass.
  • First seen in 2022.2.0b7.
  • VFX Graph: Fixed NRE when the Vector2 is configured as a range, it was preventing Decal output context creation. (UUM-2840)
  • First seen in 2022.2.0a13.

New in Unity 2022.2.0 Beta 11 (Oct 18, 2022)

  • Improvements:
  • Shadergraph: Reduced time taken by code generation when a shader graph asset is imported.
  • SRP Core: Allow setting order for panels on the rendering debugger. (UUM-10698)
  • First seen in 2022.2.0b3.
  • VFX Graph: Reduced the time taken by VFXGraph.CheckCompilationVersion that would previously potentially query all assets on every domain reload.
  • VFX Graph: Reduced time taken by code generation when a VFX asset is imported.
  • API Changes:
  • iOS: Added: Identifiers for iPhone 14 models.
  • Changes:
  • macOS: Deprecated OpenGL for macOS targets. OpenGL support will be removed in Unity 2023.1. (UUM-3997)
  • First seen in 2022.2.0b8.
  • Fixes:
  • AI: Patches of the generated NavMesh were sometimes getting the area type from distant objects below due to their connection through a sloped wall. (UUM-3457)
  • Editor: Avoid crash when old SG integration is invalid. (UUM-5728)
  • First seen in 2022.2.0a15.
  • Editor: Fixed highlighted element is not being scrolled to when calling Highlighter.Highlight. (UUM-3532)
  • First seen in 2022.2.0a17.
  • Editor: Fixed Highlighter.Highlight does not disappear when the highlighted element disappears from view. (UUM-3535)
  • First seen in 2022.2.0a17.
  • Editor: Fixed mouse offset for dragging elements to the inspector on Linux. (UUM-1568)
  • Editor: Fixed tracking of leaks in thread safe linear allocator. (UUM-10186)
  • First seen in 2022.2.0a12.
  • Editor: Job worker threads will now prefer executing jobs scheduled during job execution, avoiding long job wait --> steal --> wait -> steal chains which could result in a stack overflow.
  • The main thread will only steal work when the main thread can contribute to a parallel job being explicitly waited on, or all worker threads are busy executing. This reduces the chances for the main thread to pickup work best left to workers, reducing main thread stalls. (UUM-10874)
  • First seen in 2022.2.0b3.
  • GI: Avoid unnecessary gfx fence when Enlighten Realtime GI is not enabled. (UUM-8035)
  • First seen in 2022.2.0a18.
  • Graphics: Fixed an issue where TextureImporter.GetAutomaticFormat would return the incorrect format for platforms that had their override turned off. (UUM-11694)
  • Graphics: Fixed problems with 16-bit floats on iOS with URP and BatchRendererGroup. (UUM-14877)
  • First seen in 2022.2.0b8.
  • HDRP: Display Stats is now always shown in the first position on the Rendering Debugger. (UUM-10698)
  • First seen in 2022.2.0b3.
  • HDRP: Fixed an issue to initialize Volume before diffusion profile list. (UUM-7729)
  • First seen in 2022.2.0a18.
  • HDRP: Fixed light layers when using motion vectors. (UUM-15125)
  • HDRP: Fixed nullref exception when trying to use the HD Wizard "fix all" button. (UUM-12793)
  • First seen in 2022.2.0b6.
  • IL2CPP: Avoid an exception from Buffer.BlockCopy when the destination array is of type sbyte. (UUM-12875)
  • IL2CPP: Avoid an intermittent crash in the .NET thread pool implementation when a thread is incorrectly removed from the pool twice. (UUM-11191)
  • IL2CPP: Fixed a crash in the IL2CPP runtime when the GUID property of a type is obtained for a type with a StructLayout attribute but without a Guid attribute. (UUM-10859)
  • IL2CPP: Fixed a crash when using GetFiles multiple times for directories with many files on iOS. (UUM-8885)
  • IL2CPP: Fixed an intermittent crash on shutdown when many threads are waiting on a Monitor object inside for a C# lock statement. (UUM-10374)
  • IL2CPP: Fixed compilation error that occurred when a enum was passed by reference in a marshalling definition. (UUM-11353)
  • IL2CPP: Fixed fatal error in Unity CIL Linker with RecognizedReflectionAccessPattern reporting. (UUM-13281)
  • IL2CPP: Fixed possible crash/corruption when invoking a virtual generic method on a generic type by reflection or when Faster (smaller) builds is enabled. (UUM-12498)
  • IL2CPP: Improved error messages for unsupported Process API methods. (UUM-11147)
  • IL2CPP: Workaround for a MSVC C++ compiler optimization bug related the Math.Max implementation for System.Decimal. (UUM-11487)
  • iOS: Stop Touch.rawPosition changing position when touch is dragged. (UUM-7581)
  • First seen in 2022.2.0a18.
  • macOS: Fixed Display systemWidth and systemHeight being wrong until window was moved to another display. (UUM-501)
  • Mono: Avoid an editor crash when the debugger code fails to lookup the signature of a method. (UUM-9219)
  • Mono: Fixed Editor liveness crash when processing RealProxy classes. (UUM-13031)
  • Mono: Fixed LINQ performance regression on linux by switching to a more efficient stack checking method. (UUM-11526)
  • Package Manager: Fixed an issue where having packages with a lot of versions increases domain reload time drastically. (UUM-12670)
  • First seen in 2022.2.0b6.
  • Profiler: Fixed freeze caused when opening profiler data recorded on Editor versions 2019.4.28f1 and prior. (UUM-2234)
  • Scene/Game View: Fixed a crash when exiting play mode with a GameObject that is not associated with a scene. (UUM-1685)
  • First seen in 2022.2.0a13.
  • Scene/Game View: Fixed case where gizmos with bounds near the camera could be incorrectly culled. (UUM-9158)
  • First seen in 2022.2.0b1.
  • SRP Core: Fixed missing subdivision label when looking at APV realtime subdivision preview. (UUM-9899)
  • First seen in 2022.2.0b9.
  • Universal Windows Platform: Fixed float values stored in player prefs getting corrupted on startup. (UUM-14671)
  • URP: Display Stats is now always shown in the first position on the Rendering Debugger. (UUM-10698)
  • First seen in 2022.2.0b3.
  • URP: Fixed wireframe view in URP ([UUM-2548](https://jira.unity3d.com/browse/UUM-2548)).
  • VFX Graph: Fixed single pass stereo rendering issue with SG integration due to uncorrectly setup instanceID. (UUM-540)

New in Unity 2023.1.0 Alpha 14 (Oct 14, 2022)

  • Features:
  • 2D: Added API to allow Sprite to get and set references to ScriptableObjects.
  • Editor: Added Stage, Scope, and Dynamic information to keywords for the Frame Debugger.
  • Editor: Enabled adding a shortcut to enable/disable a capture for the Frame Debugger.
  • Editor: Enabled connection to Perforce servers using accounts with MFA.
  • Editor: Enabled copying a foldout or an entire event for the Frame Debugger.
  • Editor: Enabled seeing the Original and Used shaders in an event for the Frame Debugger. Useful for events that are using USEPASS or falling back to an assigned fallback shader.
  • Editor: Enabled setting the minimum and maximum values for the Levels slider for the Frame Debugger.
  • Editor: Enabled viewing the individual meshes in a SRP Batch inside the Mesh Preview for the Frame Debugger.
  • Editor: Split texture format for the Frame Debugger into two fields: Color Format and DepthStencil Format.
  • Networking: Added new Dedicated Server Standalone player options to assembly definition exclude/include platform lists.
  • Improvements:
  • DX12: D3D12MemoryManager optimization. Reduced work amount.
  • Editor: Added Volumetric Material samples.
  • Editor: Frame Debugger: Arrays are now displayed inside the window instead of using a popup.
  • Editor: Frame Debugger: Holding down Shift or Alt buttons while clicking a foldout triangle will now open/close them all.
  • Editor: Frame Debugger: Scope values changed from v/f/g/h/d to vs/fs/gs/hs/ds.
  • Editor: Frame Debugger: Shader Properties are now sorted by property names.
  • Editor: Frame Debugger: Table headers added to properties.
  • Editor: Reduced the time taken by AssetDatabase.FindAssets when used with a custom filter, speeding up domain reloads and other editor operations that made the poor choice of calling this function in the first place.
  • Editor: The 2 by 3 layout now defaults to one column view for the project browser.
  • N/A (internal): Added orderedTestList argument support for UTF in UTR.
  • VFX Graph: Reduced the time taken by VFXGraph.CheckCompilationVersion that would previously potentially query all assets on every domain reload.
  • API Changes:
  • Editor: Added: Added Gizmos.CalculateLOD API to allow Gizmo lodding and fading.
  • Editor: Added: Added public API for ChannelService.DispatchMessages.
  • Changes:
  • Editor: Stop icon now used by exit PlayMode button.
  • Universal RP: Messages regarding reducing resolution for additional punctual lights are now only displayed in debug builds.
  • Fixes:
  • Core: Fixed slow native memory leak when in Playmode caused by the temp memory allocator not flushing correctly when requested. Previously leaving Playmode running could result in Out of Memory if left running for hours. (UUM-12094)
  • First seen in 2023.1.0a6.
  • Editor: Enabling shader keyword pre-filtering so that build process does not have to enumerate through full shader variant space. This fixes the issue of URP builds even with warm shader cache taking really long time. This fix does not reduce the time spent on actually compiling shaders. (UUM-3711)
  • Editor: Fixed a bug where the shader variants with terrain holes were incorrectly getting stripped when the user used the builtin renderer, but had included shader graph in the project. (UUM-11426)
  • First seen in 2023.1.0a2.
  • Editor: Fixed a memory issue where an object could be accessed after it has been freed. (UUM-12903)
  • Editor: Fixed an issue that the SpeedTree assets now generate separate materials / LOD on user demand during import.
  • First seen in 2023.1.0a5.
  • Editor: Fixed an issue where InitializeExtraData would be called in an AssetImporterEditor after a Revert for no reason. (UUM-13321)
  • First seen in 2023.1.0a10.
  • Editor: Fixed crash on Linux inside profiler memory sampling function. (UUM-11011)
  • First seen in 2023.1.0a4.
  • Editor: Fixed SceneVisibilityManager exceptions when using shortcuts with no Hierarchy window. (1425103)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Frame Debugger: Fixed an issue where a NullReferenceException would happen when trying to open the Frame Debugger from the Profiler Window. (UUM-4088)
  • Editor: Frame Debugger: Fixed an issue where depth and shadow maps were not displayed in HDRP projects. (UUM-4101)
  • Editor: Frame Debugger: Fixed an issue where duplicate meshes would appear in the list of meshes. (UUM-4095)
  • Editor: Frame Debugger: Fixed an issue where the Depth buffer was incorrectly displayed after selecting DrawOpaqueObjects event. (UUM-4087)
  • Editor: Frame Debugger: Fixed an issue where the output image would flicker when looking at DrawMesh events in URP Deferred. (UUM-4102)
  • Editor: Frame Debugger: Fixed an issue where the window would constantly refresh when debugging a remote device. (UUM-4096)
  • Editor: Frame Debugger: Fixed an issue with showing events that have Render Targets using MSAA. (UUM-4100)
  • Editor: Windows: now you can switch to Editor Launch Screen using alt+tab.
  • Graphics: Fixed BRG DrawCommands bad sorting. (UUM-14236)
  • Graphics: Fixed sporadic editor crash caused by render surface copy when using Vulkan. (UUM-1895)
  • Package Manager: Fixed an issue where having packages with a lot of versions increases domain reload time drastically. (UUM-12670)
  • First seen in 2023.1.0a8.
  • Profiler: Fixed Unity report invalid value for TSLA (Temp) allocators in memory snapshot. (PROF-2304)
  • Scripting: Fixed an issue where projects with Entities 0.51-preview.32 would fail to load if build target is WebGL. (UUM-14006)
  • First seen in 2023.1.0a6.
  • Scripting: Fixed possible Editor hang while it waits for AssemblyUpdater when importing assemblies. (UUM-7944)
  • First seen in 2023.1.0a1.
  • UI Toolkit: Fixed MaskField parity issues. (UUM-3477)
  • Universal RP: Set default contribution to 0 for ColorLookup VolumeComponent, which makes the interpolation with the implicit default global volume behave as expected. (UUM-12321)
  • URP: Fixed incorrect blit material set during Pixel Perfect Upscale pass.
  • First seen in 2023.1.0a9.
  • VFX Graph: Fixed an issue that VisualEffect spawned behind the camera were always updated until visible and culled. (UUM-6379)
  • VFX Graph: Fixed Bounds helper compilation error. (UUM-13637)
  • First seen in 2023.1.0a11.
  • VFX Graph: Fixed compilation time increase due to DXR passes. (UUM-14869)
  • First seen in 2023.1.0a10.
  • VFX Graph: Fixed unexpected unrecognized identifier 'GraphValues' while using SG. (UUM-15183)
  • First seen in 2023.1.0a12.
  • VFX Graph: Forbid drag and drop of material from project browser to VFX component in scene. (UUM-14790)
  • Video: Fixed virtual camera not playing due to DevicePath missing. (UUM-3367)
  • First seen in 2023.1.0a3.
  • WebGL: Fixed a bug where the application's background image wouldn't appear while loading. (UUM-8692)
  • First seen in 2023.1.0a6.
  • New 2023.1.0a14 Package Changes since 2023.1.0a13:
  • Packages updated:
  • com.unity.xr.core-utils: 2.1.0-pre.1 → 2.1.0
  • com.unity.xr.interaction.toolkit: 2.1.0-pre.1 → 2.1.1
  • com.unity.xr.legacyinputhelpers: 2.1.9 → 2.1.10
  • com.unity.netcode.gameobjects: 1.0.1 → 1.0.2

New in Unity 2022.1.20 (Oct 13, 2022)

  • Improvements:
  • Multiplayer: Added Unity Netcode for Gamebjects Package 1.0.1.
  • Multiplayer: Added Unity Transport Package 1.2.0.
  • API Changes:
  • iOS: Added: Added identifiers for iPhone 14 models.
  • Changes:
  • Editor: Updated manifest.json to use com.unity.inputsystem package version 1.4.3.
  • XR: Removed the pre-release version v5.0.0-pre.13 of AR Foundation related packages since v5.0.2 is available.
  • XR: Updated the verified version of AR Foundation related packages to v4.2.6.
  • Fixes:
  • 2D: Fixed regression where GameObjects are not instantiated by Tiles when the Tilemap is not active. (UUM-14293)
  • AI: Patches of the generated NavMesh were sometimes getting the area type from distant objects below due to their connection through a sloped wall. (UUM-3457)
  • Asset Pipeline: Improved performance of asset imports in large projects. (UUM-9548)
  • Editor: Added missing icons for QueryBuilder for SearchWindow. (UUM-14547)
  • GI: Fixed an issue where environment lighting is missing from player builds when the scene hasn't been baked. (UUM-2743)
  • Graphics: Fixed an issue where TextureImporter.GetAutomaticFormat would return the incorrect format for platforms that had their override turned off. (UUM-11694)
  • HDRP: Fixed light layers when using motion vectors. (UUM-15125)
  • Linux: Fixed diagnostic switches can not be set using command line arguments. (UUM-10269)
  • uGUI: Fixed the NullReferenceException when using Tile image types with a sprite atlas being omitted from build. (UUM-4340)
  • UI Toolkit: Make sure buttons are navigatable by default. (UUM-5077)
  • Universal Windows Platform: Fixed float values stored in player prefs getting corrupted on startup. (UUM-14671)
  • Video: Fixed editor crash when playing a video file with 14 audio tracks in Play mode. (UUM-861)
  • WebGL: Fixed 3D audio effects. (UUM-1165)
  • WebGL: Fixed changing AudioSource.time while audio source is paused. (UUM-1157)
  • WebGL: Fixed division by zero error when calling AudioSource.time. (UUM-2302)
  • WebGL: Fixed immediate playback of scheduled audio source if AudioSource.time is changed. (UUM-1147)
  • WebGL: Fixed playback of audio clips on timeline. (UUM-6801)
  • Package changes in 2022.1.20f1:
  • Packages updated:
  • com.unity.inputsystem: 1.4.1 → 1.4.3
  • com.unity.services.authentication: 2.1.1 → 2.2.0
  • com.unity.services.core: 1.4.2 → 1.4.3
  • com.unity.xr.arcore: 4.2.3 → 4.2.6
  • com.unity.xr.arfoundation: 4.2.3 → 4.2.6
  • com.unity.xr.arkit: 4.2.3 → 4.2.6
  • com.unity.xr.arkit-face-tracking: 4.2.3 → 4.2.6
  • com.unity.xr.arsubsystems: 4.2.3 → 4.2.6
  • com.unity.transport: 1.1.0 → 1.2.0
  • com.unity.netcode.gameobjects: 1.0.0 → 1.0.1

New in Unity 2022.2.0 Beta 10 (Oct 7, 2022)

  • Improvements:
  • 2D: [com.unity.2d.pixel-perfect] - Added URP Pixel Perfect Camera converter.
  • 2D: [com.unity.2d.pixel-perfect] - Hide duplicate Pixel Perfect menus if URP Package is installed.
  • 2D: [com.unity.2d.spriteshape] - Refactored internal triangulation and tessellation APIs.
  • Graphics: Improved AlphaIsTransparency API docs and tooltip. (UUM-2364)
  • HDRP: Updated an out-of-date guide in TextureStack.hlsl. (UUM-2513)
  • Scripting: Performance improvements on startup time and code iterations.
  • API Changes:
  • Shaders: Added: Added an API to control shader memory usage at runtime. (UUM-5583)
  • Fixes:
  • 2D: [com.unity.2d.animation] - Fixed a case where moving vertices forcefully in the Skinning editor could cause a quad reset of the mesh.
  • First seen in 2022.2.0.
  • 2D: [com.unity.2d.animation] - Fixed a case where multi selecting Sprite Skins would cause a null reference exception to be thrown.
  • First seen in 2022.2.0.
  • 2D: [com.unity.2d.pixel-perfect] - Removed AudioModule package dependency from sample project.
  • 2D: [com.unity.2d.psdimporter] - Fixed exception when showing PSDImporter inspector.
  • First seen in 2022.2.0.
  • Android: Fixed a sporadic crash on screen rotation when Optimized Frame Pacing was enabled. (UUM-5790)
  • First seen in 2022.2.0b6.
  • Android: Fixed an incorrect aspect ratio when the phone was in landscape mode, "Apply display rotation during rendering" was enabled and URP post processing was used with Vulkan. (UUM-5653)
  • First seen in 2022.2.0b6.
  • Android: Fixed an incorrect value of Android/Vulkan specific shader constant UNITY_DISPLAY_ORIENTATION_PRETRANSFORM when "Apply display rotation during rendering" was enabled. (UUM-5654)
  • First seen in 2022.2.0b6.
  • Asset Import: Fixed import of some meshes with Blend Shape Normals set to Calculate. (UUM-7867)
  • First seen in 2023.1.0a3.
  • Asset Pipeline: Fixed spritesheet and other previews not being updated in project browser sometimes. (UUM-2811)
  • Editor: Fixed crash in standalone profiler during shutdown. (UUM-13932)
  • Editor: Fixed diagnostic switches can not be set using command line arguments. (UUM-10269)
  • Editor: Fixed dragging with hot key pressed on linux. (UUM-1601)
  • Editor: Fixed pan mode shortcuts. (UUM-8450)
  • First seen in 2022.2.0b1.
  • Editor: Fixed performance regressions for test class Editor.AssetDatabaseScalability.Tests.PrefabTests (GC alloc issue). (UUM-10726)
  • First seen in 2022.2.0b3.
  • Editor: The Prefab Overrides window 'Revert All' button is enabled so non-applicable overrides can be reverted. (UUM-10714)
  • First seen in 2022.2.0b3.
  • GI: Fixed baking stall occuring when baking terrain with holes. (UUM-950)
  • Graphics: BRG DrawCommands bad sorting fixed. (UUM-14236)
  • First seen in 2022.2.0b6.
  • Graphics: Fixed a crash that could happen when a Material or Mesh would be deleted in specific circumstances. (UUM-15089)
  • First seen in 2022.2.0b8.
  • Graphics: Fixed BatchRendererGroup resource reloading routines. (UUM-12153)
  • First seen in 2022.2.0b4.
  • Graphics: Fixed ReadPixels. (UUM-2998)
  • First seen in 2022.2.0a13.
  • HDRP: Clamp negative absorption distance. (UUM-6746)
  • HDRP: Clear custom pass color and depth buffers when the fullscreen debug modes are enabled. (UUM-8397)
  • First seen in 2023.1.0a3.
  • HDRP: Fixed an issue that the Shaders now correctly fallback to error shader. (UUM-1417)
  • HDRP: Fixed custom pass UI not refreshed when changing the injection point. (UUM-8410)
  • HDRP: Fixed Depth Of Field compute shader warnings on metal. (UUM-7783)
  • HDRP: Fixed refraction fallback when object center is out of screen. (UUM-3324)
  • HDRP: Fixed spams in the console related to the water inspector. (UUM-8418)
  • First seen in 2022.2.0a18.
  • HDRP: Fixed SpeedTree importer when shader has no diffusion profile. (UUM-1875)
  • HDRP: Fixed the display of the water surfaces in prefab mode. (UUM-10245)
  • First seen in 2022.2.0b3.
  • HDRP: Fixed the error message saying the HDRP is not supported on a certain platform. (UUM-7419)
  • First seen in 2023.1.0a1.
  • HDRP: Fixed the material rendering pass not correctly changed with multi-selection. (UUM-2236)
  • HDRP: Fixed the new ray tracing quality nodes not working.
  • HDRP: Fixed unwanted menu item related to water amplitude generation. (UUM-10861)
  • First seen in 2022.2.0b3.
  • HDRP: Removed "Sprite Mask" from scene view draw modes as it is not supported by HDRP. (UUM-3320)
  • First seen in 2023.1.0a3.
  • HDRP: SRP Lens flares occlusion improvements. (UUM-11771)
  • IL2CPP: Corrected the build of a Mac Standalone player with an exported Xcode project when script debugging is enabled. (UUM-11352)
  • iOS: Disabled depth16 support on pre-iOS14 or pre-A9, since depth-bias does not work correctly. (UUM-9562)
  • iOS: Fixed crash on warming up shader variants with procedural instancing. (UUM-10114)
  • Kernel: Added logging when reporting temp memory leaks. (UUM-10186)
  • First seen in 2022.2.0a12.
  • Linux: Fixed second cursor appearing when toggling between hardware and software cursor modes on Standalone player and Game View on Editor. (UUM-1594)
  • First seen in 2023.1.0a1.
  • Package Manager: Package extensions should now appear directly after package is added. (UUM-2183)
  • First seen in 2022.2.0a13.
  • Physics 2D: Fixed a crash when using the PlatformEffector2D and toggling the "Used By Effector" on any 2D Collider in the Editor Inspector view. (UUM-12859)
  • First seen in 2022.2.0b6.
  • Scene/Game View: Added tooltips to Play, Pause, and Step buttons in the main toolbar. (UUM-7007)
  • First seen in 2022.2.0a18.
  • Scripting: Fixed a regression on project load related to IL post processing. (UUM-12216)
  • First seen in 2023.1.0a7.
  • Scripting: Fixed an issue where projects with Entities 0.51-preview.32 would fail to load if build target is WebGL. (UUM-14006)
  • First seen in 2023.1.0a6.
  • Scripting: Fixed an issue while doing domain reloads, we sometimes got the Standard default shader. (UUM-4383)
  • Scripting: ILPP runner and trigger executables are now signed. (UUM-13575)
  • First seen in 2022.2.0b6.
  • Services: Fixed issue that would make it so that services could not be used after computer returned from sleep.
  • Shadergraph: Fixed a compilation bug in BiRP Target in some variants with lightmaps. (UUM-7354)
  • Shaders: Exposed Player settings to control shader memory usage at runtime. (UUM-5583)
  • Shaders: Fixed a crash when calling GetShaderKeywords on a user-constructed ShaderKeywordSet. (UUM-2536)
  • uGUI: Fixed the NullReferenceException when using Tile image types with a sprite atlas being omitted from build. (UUM-4340)
  • First seen in 2022.2.0a16.
  • UI Toolkit: Fixed a bug in play mode where ScrollView offset would reset to zero when doing drag operations on controls inside it. (UUM-10441)
  • First seen in 2022.2.0b3.
  • UI Toolkit: Fixed caret in disappearing depending on Reference DPI. (UUM-2348)
  • First seen in 2022.2.0b3.
  • UI Toolkit: Fixed last character of wrapped line not selected in text field. (UUM-7592)
  • First seen in 2022.2.0a17.
  • UI Toolkit: Fixed PropertyField bound on a SerializedReference doesn't update when referenced type changes. (UUM-4159)
  • First seen in 2022.2.0a13.
  • UI Toolkit: Fixed PropertyField.BindProperty(SerializedProperty) fails to clear the previously bound property when a new one is bounded. (UUM-4165)
  • First seen in 2022.2.0a13.
  • UI Toolkit: Fixed shift+tab not working on Mac. (UUM-5098)
  • First seen in 2022.2.0a16.
  • UI Toolkit: Fixed TextValueField allocation when setting the same value. (UUM-8156)
  • First seen in 2022.2.0a17.
  • UI Toolkit: Fixed vertical scroll bar not working with text fields. (UUM-7626)
  • First seen in 2022.2.0a17.
  • UI Toolkit: TextField scrolls up when highlighting text at the bottom of the TextField. (UUM-8427)
  • First seen in 2022.2.0a17.
  • Universal RP: Fixed decal msaa error then camera is selected in deferred rendering path. (UUM-13666)
  • First seen in 2022.2.0b7.
  • Universal RP: Fixed decal screen space to work without intermediate texture and DBuffer to force using intermediate texture. (UUM-13682)
  • First seen in 2022.2.0b7.
  • Universal RP: Fixed decals correctly handle last batch. (UUM-13660)
  • First seen in 2022.2.0b7.
  • Universal RP: Fixed decals to pass correct viewDirectionWS to screen space and gbuffer lighting.
  • Universal RP: Fixed decals to produce correct world to tangent matrix. (UUM-13674)
  • First seen in 2022.2.0b7.
  • Universal RP: Fixed excessive banding from FSR in URP. (UUM-9558)
  • First seen in 2022.2.0b7.
  • Universal RP: Fixed instacing error when decals loaded, but not the decal shaders.
  • Universal RP: Fixed render scale correctly work with screen size property. This includes decals. (UUM-13667)
  • First seen in 2022.2.0b7.
  • URP: Fixed an issue that the Shaders now correctly fallback to error shader. (UUM-1417)
  • VFX Graph: Error thrown when entering a subgraph that is already opened. (UUM-10246)
  • First seen in 2022.2.0b2.
  • VFX Graph: Fixed position where VFX are created when VFX asset is dragged to Scene View. (UUM-4749)
  • First seen in 2022.2.0b2.
  • VFX Graph: Stop rendering VFX shadows when VFX are disabled in Scene View visibility menu. (UUM-4752)
  • First seen in 2022.2.0b2.
  • WebGL: Fixed a bug where losing focus on the player would cause buttons to become stuck. (UUM-3230)
  • WebGL: Fixed a bug where pressing the CMD key on Safari would cause buttons to become stuck. (UUM-12013)
  • WebGL: Fixed changing playback position of scheduled audio clip. (UUM-1147)
  • First seen in 2022.2.0a17.
  • WebGL: Fixed playback of audio clips on timeline. (UUM-6801)
  • New 2022.2.0b10 Package Changes since 2022.2.0b9:
  • Packages updated:
  • com.unity.2d.animation: 9.0.0-pre.3 → 9.0.0
  • com.unity.2d.common: 8.0.0-pre.2 → 8.0.0
  • com.unity.2d.pixel-perfect: 5.0.1 → 5.0.2
  • com.unity.2d.psdimporter: 8.0.0-pre.3 → 8.0.0
  • com.unity.2d.spriteshape: 9.0.0-pre.1 → 9.0.0
  • com.unity.live-capture: 3.0.0-pre.5 → 3.0.0
  • com.unity.purchasing: 4.4.0 → 4.4.1
  • com.unity.testtools.codecoverage: 1.1.1 → 1.2.0
  • com.unity.xr.core-utils: 2.1.0-pre.1 → 2.1.0
  • com.unity.xr.interaction.toolkit: 2.1.0-pre.1 → 2.1.1
  • com.unity.xr.legacyinputhelpers: 2.1.9 → 2.1.10
  • com.unity.learn.iet-framework: 2.2.1 → 3.1.1
  • com.unity.learn.iet-framework.authoring: 1.0.2 → 1.2.1
  • com.unity.terrain-tools: 5.0.0-pre.3 → 5.0.1
  • Packages added:
  • [email protected]

New in Unity 2022.1.19 (Oct 5, 2022)

  • Improvements:
  • Core: Added Transform.SetLocalPositionAndRotation(). This allows you to set both the localPosition and localRotation of a transform in a single call, which is more efficient than assigning to localPosition and localRotation separately. (Thank you to @DevDunk on the forum for the request!).
  • Shadergraph: Reduced time taken by code generation when a shader graph asset is imported.
  • VFX Graph: Reduced time taken by code generation when a VFX asset is imported.
  • Changes:
  • Burst: Entry point functions weren't always included in crash callstacks; now they are.
  • Fixes:
  • Android: Fixed overflow of MotionEvent global references. (UUM-8438)
  • Bug Reporter: Fixed the crash reporter text button truncated when screen is scaled. (UUM-4017)
  • Burst: ;'s in paths would cause burst to fail. Note - Also requires a fix in the Editor, so if your project has ;'s in its path, the workaround is to remove the ; from the folder name for now.
  • Burst: An Internal Compiler Error that could occur if a function that requires a struct ret (due to ABI) has been discarded by other logic.
  • Burst: Corrupted binary could be produced on M1 if there was not enough space for UUID+codesign injection.
  • Burst: Disabling Burst from the command line via --burst-disable-compilation no longer results in Burst errors when building a player for Android.
  • Burst: Fixed a bug in Burst player builds where sufficiently complicated Bursted code could cause a deadlock deep within LLVM.
  • Burst: Fixed a bug where static fields in generic types could in some situations be initialized with the incorrect value.
  • Burst: Fixed a bug with locally declared array variables in functions where storing null into them could cause invalid codegen.
  • Burst: Fixed a safety check bug with Span/ReadOnlySpan and Slice(start, length) where if start + length was equal to the Length of the original span, the safety check would incorrectly report an out-of-bounds access.
  • Burst: Fixed access violation race condition bug.
  • Burst: Fixed error that occurs with a specific formulation of IL, using xx with an early out escape and unbalanced calculation stack. (Object reference not set to an instance of ... in CollectBlock.ToVisitOrder).
  • Burst: Fixed error when compiling assemblies with spaces in their names.
  • Burst: Fixed that UWP builds wouldn't respect the specified "Target SDK Version" and "Visual Studio Version" settings.
  • Burst: Interface methods where not being hashed correctly for constrained types, which would result in burst failing to recompile code that had changed in an implementation class.
  • Burst: Linking issue when exports differ only by module.
  • Editor: Corrected the build of a Mac Standalone player with an exported Xcode project when script debugging is enabled. (UUM-11352)
  • Editor: Fixed crash in standalone profiler during shutdown. (UUM-13932)
  • Editor: Fixed the "Auto-hide gizmos" preference in the Scene View page to persist value when reopening the editor. (UUM-7848)
  • Editor: Fixed the selection when the root game object has a SelectionBase component and the child is a prefab. (UUM-7831)
  • Editor: Game/Scene view window now no longer flickers on resizing when Graphics API is set to OpenGL. (UUM-1682)
  • GI: Fixed failing assert by relaxing precision requirement in Ray's IsNormalized check. (UUM-2787)
  • Graphics: Added error message for indirect compute buffers incorrectly flagged on DX11. (UUM-899)
  • Graphics: Fixed crash when loading a specific window layout on the Mac editor. (UUM-11907)
  • HDRP: Clamp negative absorption distance. (UUM-6746)
  • HDRP: Clarify the error message saying the HDRP is not supported on a certain platform. (UUM-7419)
  • HDRP: Clear custom pass color and depth buffers when the fullscreen debug modes are enabled. (UUM-8397)
  • HDRP: Fixed a null ref exception when destroying a used decal material. (UUM-4353)
  • HDRP: Fixed bad undo behaviour with light layers and shadows. (UUM-5701)
  • HDRP: Fixed broken denoiser for ray traced shadows in HDRP. (UUM-2140)
  • HDRP: Fixed color grading issue when multiple cameras have same volume properties but different frame settings. (UUM-3314)
  • HDRP: Fixed custom pass UI not refreshed when changing the injection point. (UUM-8410)
  • HDRP: Fixed Depth Of Field compute shader warnings on metal. (UUM-7783)
  • HDRP: Fixed discrepency in the fog in RT reflections and RTGI between perf and quality. (UUM-7434)
  • HDRP: Fixed Geometric AA tooltip. (UUM-2294)
  • HDRP: Fixed HDR Output behaviour when platform doesn't give back properly detected data. (UUM-6400)
  • HDRP: Fixed history transform management not being properly handeled for ray traced area shadows. (UUM-2150)
  • HDRP: Fixed scalarization not scalarizing properly. (UUM-6360)
  • HDRP: Fixed shadow dimmer not affecting screen space shadows. (UUM-6512)
  • HDRP: Fixed sky rendering in the first frame of path tracing. This also fixes issues with auto-exposure. (UUM-2427)
  • HDRP: Fixed SpeedTree importer when shader has no diffusion profile. (UUM-1875)
  • HDRP: Fixed tessellation in XR. (UUM-3338)
  • HDRP: Fixed the material rendering pass not correctly changed with multi-selection. (UUM-2236)
  • HDRP: Fixed the new ray tracing quality nodes not working.
  • HDRP: Fixed the ray traced ambient occlusion not rejecting the history when it should leading to severe ghosting. (UUM-3225)
  • HDRP: Fixed tonemapping not being applied when using the Show Cascades debug view. (UUM-3942)
  • HDRP: Fixed upperHemisphereLuxValue when changing HDRI Sky. (UUM-3326)
  • HDRP: Fixed volumetric clouds fog history issue that leads to severe ghosting. (UUM-4801)
  • HDRP: Initialize DLSS at loading of HDRP asset. Previously intialization was too late (ad HDRP pipeline constructor). Moved initialization to OnEnable of SRP asset. (UUM-5928)
  • HDRP: Removed "Sprite Mask" from scene view draw modes as it is not supported by HDRP. (UUM-3320)
  • HDRP: RTHandle sampling out of bounds on previous frame pyramid color. This causes sometimes bad pixel values to be reflected. (UUM-2331)
  • iOS: Stopped Touch.rawPosition changing position when touch is dragged. (UUM-7581)
  • Linux: Fixed package manager dropdown position and GUIDepth error message on linux. (UUM-11291)
  • Package Manager: Package extensions should now appear directly after package is added. (UUM-2183)
  • Profiler: Fixed issue on Metal where an error message about texture binding may appear in some situations. (UUM-907)
  • Scripting: When using ObjectFactory.CreateInstance with a custom type deriving directly from UnityEngine.Object, a clearer exception message is thrown. (UUM-7896)
  • UI Toolkit: Fixed arc glitches at certain angles when using the vector API. (UUM-7734)
  • UI Toolkit: Fixed background-image-tint not working with sliced VectorImages. (UUM-5076)
  • UI Toolkit: Fixed BezierCurveTo() glitch when the control points are very close together. (UUM-9846)
  • UI Toolkit: Fixed EventSystem error logged in Editor when entering and leaving Play mode if there's a UIDocument in the scene. (UUM-10360)
  • UI Toolkit: Fixed for 2022.1.X: [UI Builder] @import is stripped from the associated .uss file when saving .uxml. (UUM-14414)
  • UI Toolkit: Fixed VectorImage glitching when changing the size of the GameView window. (UUM-4158)
  • Universal RP: Fixed error when viewing camera preview in editor window when using a feature AfterRenderingPostProcessing. (UUM-11947)
  • URP: Fixed memory leak issue in URP deferred when resizing preview camera window. (UUM-2385)
  • WebGL: Fixed a bug where losing focus on the player would cause buttons to become stuck. (UUM-3230)
  • WebGL: Fixed a bug where pressing the CMD key on Safari would cause buttons to become stuck. (UUM-12013)
  • WebGL: Fixed a bug where WebGL would run in low power mode in some browsers. (UUM-7962)
  • Windows: Fixed mouse buttons do not get switched when the primary mouse button is changed. (UUM-3959)
  • Package changes in 2022.1.19f1:
  • Packages updated:
  • com.unity.burst: 1.7.3 → 1.7.4
  • com.unity.cinemachine: 2.8.6 → 2.8.9

New in Unity 2022.2.0 Beta 9 (Oct 5, 2022)

  • Features:
  • Editor: Added the possibility of running tests in a specified order from a test list.
  • Improvements:
  • 2D: Improved performance of TilemapCollider2D. (UUM-6046)
  • First seen in 2023.1.0a1.
  • Core: Added Transform.SetLocalPositionAndRotation(). This allows you to set both the localPosition and localRotation of a transform in a single call, which is more efficient than assigning to localPosition and localRotation separately. (Thank you to @DevDunk on the forum for the request!).
  • GI: Replaced the "New Lighting Settings" button in the Lighting window with 2 new buttons, labelled "New" and "Clone". One creates a Lighting Settings asset with default settings, while the other bases them off the current settings. (UUM-10306)
  • First seen in 2023.1.0a5.
  • Scripting: Improved pop-up error messages when attaching scripts to GameObjects. (UUM-2557)
  • Changes:
  • Package: Updated the Python for .NET DLL to a custom patch, based on the official version 3.0.0-rc4.
  • Fixes:
  • 2D: Added 2D Triangle default asset to replace missing place holder. (DANB-125)
  • 2D: Fixed an issue causing Sprite references to occasionally be lost when upgrading from 2020.3. (DANB-133)
  • First seen in 2022.2.0.
  • Android: Fixed Android Build Settings window on OSX when Unity doesn't have access permissions to SDK directory. (UUM-10700)
  • First seen in 2022.2.0b3.
  • Android: Fixed performance issue caused by redundant depth/stencil stores on some Adreno OpenGL ES drivers. (UUM-719)
  • First seen in 2022.2.0a9.
  • Asset Import: Fixed out of bounds exception on empty array access when importing SpeedTree billboards with no mesh data. (UUM-8950)
  • Editor: Fixed an API breaking change for the EditorToolAttribute constructor. (UUM-5792)
  • First seen in 2022.2.0a16.
  • Editor: Fixed inspector and documentation to reflect intended behavior. (UUM-2392)
  • Editor: Fixed lost references to AnimationClips when the ModelImporter clips settings are modified for the first time. (UUM-2203)
  • Editor: Fixed possible out of bound access on GPU. (UUM-11966)
  • First seen in 2022.2.0a15.
  • Editor: Prevent exceptions if ShortcutManager cannot read profile id from file. (UUM-9220)
  • First seen in 2023.1.0a4.
  • HDRP: Fixed material preview with SSS. (UUM-9375)
  • First seen in 2022.2.0b2.
  • HDRP: Fixed saving after auto register of a diffusion profile. (UUM-9488)
  • First seen in 2022.2.0b2.
  • HDRP: Fixed shader compilation errors when adding OpenGL in an HDRP project. (UUM-3644)
  • First seen in 2022.2.0a1.
  • HDRP: Fixed stencil state not set correctly when depth write is enabled in custom passes. (UUM-1548)
  • First seen in 2022.2.0b1.
  • HDRP: Shadow near plane can now be set to 0, clamped to 0.01 only on Cone, Pyramid and Point Lights. (UUM-8164)
  • First seen in 2022.2.0b7.
  • iOS: Disabled capitalization, autocorrection and others when soft keyboard is secure and input is hidden. (UUM-5974)
  • macOS: Fixed an issue with exposing profiler markers in non-development players. (UUM-2990)
  • First seen in 2022.2.0a13.
  • Package: Fixed multiple problems with C# objects lifetime and domain reloads.
  • Package Manager: Fixed a regression where packages would fail to resolve with a ENOENT mkdir error when the project path or global cache path contained quotes. (UUM-13252)
  • First seen in 2022.2.0a20.
  • Physics 2D: Fixed an issue now that when a CompositeCollider2D is copied to a new GameObject, any persisted 2D Collider paths are rebuilt if they are no longer appropriate to the new hierarchy. (UUM-7860)
  • Physics 2D: Fixed an issue where "Rigidbody2D.IsTouching()" resulted in incorrect results even though there were valid contacts. (UUM-7698)
  • Physics 2D: Fixed and issue where the ContactPoint2D relative velocity reported was incorrect when using Continuous Collision Detection. (UUM-6574)
  • Scene Manager: Fixed an issue where opening a broken scene with light mapping enabled could crash the editor. (UUM-9319)
  • SRP Core: Fixed an issue where FreeCamera would print an error when using old InputSystem. (UUM-2697)
  • First seen in 2022.2.0b3.
  • UI Toolkit: Fixed an issue where creating a UI Document would re-generate the UXML schema files every time. (UUM-3985)
  • UI Toolkit: Fixed an issue with numeric fields where entering negative value would yield incorrect values. (UUM-10177)
  • First seen in 2022.2.0b3.
  • UI Toolkit: Fixed backspace support on linux. (UUM-3695)
  • UI Toolkit: Fixed null-ref exception in UXML preview generation when closing UI Builder. (UUM-11315)
  • First seen in 2022.2.0b4.
  • UI Toolkit: Fixed the flag value not being updated with change of selection for unsigned int in enum mask field. (UUM-3688)
  • First seen in 2022.2.0a10.
  • UI Toolkit: Improved performance of layout update in display:none cases. (UUM-9694)
  • URP: Fixed issue where selecting the URP asset could break HDRP blitter when HDRP is the active pipeline. (UUM-2432)
  • First seen in 2022.2.0b3.
  • Virtual Texturing: Added a notice regarding the experimental state of Virtual Texturing to the Player Settings editor.
  • Virtual Texturing: Added a warning for Procedural Virtual Texturing clarifying that the feature is not currently supported.
  • Virtual Texturing: The experimental state of Streaming Virtual Texturing and Procedural Virtual Texturing was not clearly indicated in the API docs and Manual, this has been corrected. For clarity, these features should not be used in production.
  • New 2022.2.0b9 Package Changes since 2022.2.0b8:
  • Packages updated:
  • com.unity.test-framework: 1.1.31 → 1.1.33
  • com.unity.sequences: 2.0.0-pre.2 → 2.0.0
  • com.unity.scripting.python: 5.0.0-pre.5 → 6.0.0
  • com.unity.scripting.python.windows: 1.2.0-pre.4 → 1.2.0
  • com.unity.scripting.python.macos: 1.2.0-pre.4 → 1.2.0
  • com.unity.scripting.python.linux: 1.2.0-pre.4 → 1.2.0
  • com.unity.transport: 1.1.0 → 1.2.0
  • com.unity.netcode.gameobjects: 1.0.0 → 1.0.1
  • Packages added:
  • [email protected]

New in Unity 2022.1.18 (Sep 29, 2022)

  • Improvements:
  • HDRP: Updated an out-of-date guide in TextureStack.hlsl. (UUM-2513)
  • Scripting: Improved pop-up error messages when attaching scripts to GameObjects. (UUM-2557)
  • Fixes:
  • 2D: Added 2D Triangle default asset to replace missing place holder. (DANB-125)
  • 2D: Fixed upgrading from 2020.3 might lost Sprite reference. (DANB-133)
  • Audio: Fixed doc for GamepadSpeakerOutputType to be used exclusively for playstation 4, playstation 5 platforms and editor platforms only. (UUM-407)
  • Build Pipeline: Fixed edge case where isDebugBuild would not revert to true after the build. (UUM-12064)
  • DX12: Fixed crash that can occur when calling ComputeBuffer.GetData() with non zero computeBufferStartIndex parameter. (UUM-11444)
  • Editor: Fixed an API breaking change for the EditorToolAttribute constructor. (UUM-5792)
  • Editor: Fixed drag and drop with ctrl key will not work on linux. (UUM-1601)
  • Editor: Prevented exceptions if ShortcutManager cannot read profile id from file. (UUM-9220)
  • GI: Fixed baking stall occuring when baking terrain with holes. (UUM-950)
  • GI: Fixed incorrect calculation for total bake time when baking lights in a scene. (UUM-862)
  • Graphics: Fixed sporadic freeze in mesh upload. (UUM-4293)
  • Kernel: Race condition in DualThreadAllocator when using BatchDelete. (UUM-5941)
  • Linux: Fixed second cursor appearing when toggling between hardware and software cursor modes on Standalone player and Play Mode on Editor. (UUM-1594)
  • Mobile: Fixed trigger OnMouse events on mobile platforms iOS and android. (UUM-956)
  • Mono: Updated the machine config file for Android Player builds. (UUM-12561)
  • Package Manager: Fixed a regression where packages would fail to resolve with a ENOENT mkdir error when the project path or global cache path contained quotes. (UUM-13252)
  • Package Manager: HTML text cleaned up in details view. (UUM-7701)
  • Physics 2D: Fixed an issue where ContactPoint2D relative velocity would intermittently spike when using Continuous Collision Detection. (UUM-6574)
  • Physics 2D: Fixed an issue where copying an existing CompositeCollider2D to another GameObject would not result in the new Collider2D in its hierarchy being composited. (UUM-7860)
  • Scene Manager: Opening a broken scene with light mapping enabled could crash the editor. (UUM-9319)
  • Scripting: Fixed an issue where adding a component declared in a nested class could end up adding the wrong component type. (UUM-9221)
  • UI Toolkit: Fixed caret in disappearing depending on Reference DPI. (UUM-2348)
  • UI Toolkit: Fixed last character of wrapped line not selected in text field. (UUM-7592)
  • UI Toolkit: Fixed UxmlValueBounds setting invalid facet value for undefined bound. (UUM-5696)
  • UI Toolkit: InspectorElement layout is broken if parent container flex direction is set to row. (UUM-8431)
  • Universal RP: Fixed default URP asset being included in builds when it wasn't supposed to be (when URP asset overrides are available for all target's quality levels). (UUM-8487)
  • VFX Graph: Fixed position where VFX are created when VFX asset is dragged to Scene View. (UUM-4749)
  • VFX Graph: Renaming a VFX asset that was clearing any reference to subgraphs in opened VXF asset. (UUM-5081)
  • VFX Graph: Stop rendering VFX shadows when VFX are disabled in Scene View visibility menu. (UUM-4752)
  • Virtual Texturing: Added a notice regarding the experimental state of Virtual Texturing to the Player Settings editor.
  • Virtual Texturing: Added a warning for Procedural Virtual Texturing clarifying that the feature is not currently supported.
  • Virtual Texturing: The experimental state of Streaming Virtual Texturing and Procedural Virtual Texturing was not clearly indicated in the API docs and Manual, this has been corrected. For clarity, these features should not be used in production.

New in Unity 2022.1.17 (Sep 21, 2022)

  • Features:
  • Editor: Added [email protected].
  • Improvements:
  • 2D: Improved performance of TilemapCollider2D. (UUM-6046)
  • API Changes:
  • Android: Changed: Updated SupportsAccelerometer() API to return whether a device has an accelerometer sensor or not.
  • Fixes:
  • Android: Fixed orientation issues in laptop mode and tablet mode on Chromebooks. (UUM-782)
  • Asset Bundles: Refactors out the requiresTextureCompression boolean flag.
  • The texture compression setting is now set internally from either the existing EditorPrefs setting kCompressTexturesOnImport or checking if the BuildPipeline build is in progress. (UUM-3653)
  • Editor: Backport Fix [2022.1] - Android Builds Fail When Windows Regional Format is Set to Thai. (UUM-954)
  • Editor: Fixed: Build process should be quicker to detect scripting backend changes when building to a pre-used folder (1421700). (UUM-1949)
  • GI: Fixed an issue where emission color was erroneously reused for different renderers using the same material when they have similar lightmap UVs. (UUM-2771)
  • Graphics: Ensure LineRenderers and TrailRenderers with only 2 points don't vanish, if the points are close together. (UUM-887)
  • Graphics: Fixed a crash happening when an invalid Skinned Mesh Renderer is used with Ray Tracing effects. (UUM-13269)
  • Graphics: Fixed crash when using bad args in CommandBuffer.DrawRenderer. (HRB-20)
  • Networking: UnityWebRequest will not change HEAD to GET on 302 or 303 response. (UUM-7274)
  • Profiler: Fixed failures in opening local documentation files from Editor on macOS. (UUM-6164)
  • Scripting: LoadAsync and Instantiate with missing prefabs should no longer cause deadlock. (UUM-2374)
  • Search: Fixed Unity hanging when dragging Search's area blocks. (UUM-10270)
  • Shaders: Fixed "State comes from an incompatible keyword space" assertion firing sometimes when building asset bundles. (UUM-11958)
  • Shaders: Shaders: fixed a crash when calling GetShaderKeywords on a user-constructed ShaderKeywordSet. (UUM-2536)
  • UI Toolkit: Improved performance of layout update in display:none cases. (UUM-9694)
  • WebGL: Fixed bug where the old input system wasn't recognizing stationary touch input. (UUM-1137)

New in Unity 2022.2.0 Beta 8 (Sep 11, 2022)

  • Features:
  • Graphics: Added Foveated Rendering support for D3D12/Vulkan.
  • Video: WebGL VideoPlayer now has a configurable time update mode, to support game time, unscaled game time and audio dsp time.
  • Improvements:
  • Editor: Added Enable PlayMode Tooltips toggle to preferences.
  • API Changes:
  • Android: Changed: Updated SupportsAccelerometer() API to return whether a device has an accelerometer sensor or not.
  • Editor: Added: EditorUtility.IsValidUnityYAML, which determines whether or not a string contains YAML that can be parsed by Unity.
  • Editor: Added: Exposed Handles.DrawAAPolyLine(Color[] colors, Vector3[] points) and Handles.DrawAAPolyLine(float width, Color[] colors, Vector3[] points).
  • Editor: Added: RespectSceneVisibilityWhenBakingGI property to LightSettings for offline baking configuration.
  • Editor: Changed: Lightmapping.SetAdditionalBakedProbes now accepts a boolean value to indicate if probes should be deringed.
  • Graphics: Added: CommandBuffer API to pass flags to our native plugin callback managing code to perform device state invalidation if needed.
  • SRP Core: Added: New XRSystem API to allow SRPs override the XR built-in stereo matrices.
  • Changes:
  • Documentation: Added more details to documentation for material and texture export.
  • Documentation: Added troubleshooting documentation for exporting camera animation only from Maya plugin.
  • HDRP: Displayed selection for common values on the Rendering Debugger for Material -> Material. (UUM-6154)
  • First seen in 2023.1.0a1.
  • Fixes:
  • 2D: Fixed an issue where SpriteShapeRenderer Mask Interaction affected other SpriteShapes in scene.
  • 2D: Fixed case where Asset Preview window does not update when packing preview after modifying objects for packing or packing settings. (UUM-6642)
  • First seen in 2022.2.0a18.
  • 2D: When a recursive depth from instantiating GameObjects using a Tilemap Tile reaches a threshold, an error message is now logged and the recursive loop is stopped in the Editor or in Development Players. (UUM-8380)
  • Android: Added mono audio output support. (UUM-9205)
  • First seen in 2022.2.0b1.
  • Android: Fixed an Android audio crash when targeting API Level 31 and running on an Android 12 device. Also fixed an AudioManager.GetStreamVolume exception when targeting API Level 29 or later, which caused the AudioSettings.Mobile.stopAudioOutputOnMute feature to not work correctly, if enabled. (UUM-5652)
  • First seen in 2022.2.0a16.
  • Android: Fixed an intermittent issue with manual lifetime tests failing.
  • Android: Fixed an issue with scaler not being initialized with settings from the Editor UI properly when using profiles.
  • Android: Fixed an issue with scaler types getting stripped out when building with IL2CPP.
  • Android: Fixed an issue with the test provider and settings showing up in Project Settings.
  • Android: Fixed orientation issues in laptop mode and tablet mode on Chromebooks. (UUM-782)
  • First seen in 2022.2.0b6.
  • Asset Pipeline: Asset preview thumbnails in the Editor's project window would sometimes be missing reflection probe lighting, this has been fixed and re-baking reflection probes (after making some change, such as to the material) will update thumbnails. (UUM-1820)
  • Core: Fixed crash that could happen on some platforms (e.g. WebGL) when scheduling a non-parallel job due to ABI differences. (UUM-11337)
  • First seen in 2022.2.0b3.
  • Editor: Fixed a selection cycling regression. (UUM-9561)
  • First seen in 2022.2.0b3.
  • Editor: Fixed an error regarding the reflection atlas size after upgrading a project. (UUM-10459)
  • First seen in 2022.2.0b3.
  • Editor: Fixed case where Editor would crash when a selected renderer was deleted. (UUM-3249)
  • Editor: Fixed drag related event exceptions in ShortcutManager shortcut list. (UUM-9099)
  • First seen in 2023.1.0a3.
  • Editor: Fixed hang when dragging first root GameObject below itself in the Hierarchy. (UUM-10504)
  • First seen in 2022.2.0b3.
  • Editor: Fixed the "Auto-hide gizmos" preference in the Scene View page to persist value when reopening the editor. (UUM-7848)
  • First seen in 2022.2.0a18.
  • Editor: Fixed the selection when the root game object has a SelectionBase component and the child is a prefab. (UUM-7831)
  • First seen in 2022.2.0a19.
  • Editor: Reenable editor window close test on linux. (UUM-1593)
  • GI: Fixed an issue where environment lighting is missing from player builds when the scene hasn't been baked. (UUM-2743)
  • Graphics: Fixed a crash in RecalculateBounds when called on the mesh with unloaded vertices/indices. (UUM-7712)
  • First seen in 2022.2.0b2.
  • Graphics: Fixed a sporadic freeze in mesh upload. (UUM-4293)
  • HDRP: Added a specular occlusion fallback on normal when bent normal is not available. (UUM-6662)
  • HDRP: Added async compute support doc. (UUM-6183)
  • HDRP: Added missing using statements in one of the example scripts in the documentation for the accumulation API. (UUM-3224)
  • HDRP: Disabled Volumetric Clouds for Default Sky Volumes. (UUM-6185)
  • HDRP: Fixed a discrepency between recursive rendering and path tracing for refraction models. (UUM-6179)
  • HDRP: Fixed a null ref exception when destroying a used decal material. (UUM-4353)
  • HDRP: Fixed a render graph error when rendering a scene with no opaque objects in forward. (UUM-6189)
  • HDRP: Fixed a rounding issue in ray traced reflections at half resolution. (UUM-6177)
  • HDRP: Fixed an issue by greying out the profile list button instead of throwing an error. (UUM-6174)
  • HDRP: Fixed an issue with DOTS and Look Dev tool causing entities in the tool to be drawn in the game view. (UUM-6188)
  • HDRP: Fixed an issue with RTHandle sampling out of bounds on previous frame pyramid color. This occasionally caused bad pixel values to be reflected. (UUM-2331)
  • First seen in 2023.1.0a1.
  • HDRP: Fixed artifacts on PBR DOF camera cuts such as the COC sticking around with blurry values. (UUM-6187)
  • HDRP: Fixed bad undo behaviour with light layers and shadows. (UUM-5701)
  • HDRP: Fixed broken denoiser for ray traced shadows in HDRP. (UUM-2140)
  • HDRP: Fixed color grading issue when multiple cameras have same volume properties but different frame settings. (UUM-3314)
  • HDRP: Fixed Decal Layer Texture lifetime in rendergraph. (UUM-6664)
  • HDRP: Fixed discrepency in the fog in RT reflections and RTGI between perf and quality. (UUM-7434)
  • HDRP: Fixed duplicated code sample in the custom pass documentation. (UUM-6173)
  • HDRP: Fixed Geometric AA tooltip. (UUM-2294)
  • HDRP: Fixed HDR Output behaviour when platform doesn't give back properly detected data. (UUM-6400)
  • HDRP: Fixed history transform management not being properly handeled for ray traced area shadows. (UUM-2150)
  • HDRP: Fixed incorrect false positives in shadow culling. (UUM-1294)
  • First seen in 2022.2.0a13.
  • HDRP: Fixed isssue with up direction of the light anchor tool sometime getting wrong. (UUM-6190)
  • HDRP: Fixed leaks in ray tracing effects due to missing ambient probe for ray tracing effects. (UUM-589)
  • HDRP: Fixed noisy top shadows when using 'High' Filtering Quality with Tesselated Meshes (Lit Tesselation). (UUM-3341)
  • HDRP: Fixed quad artifacts on TAA and fixed an issue on bicubic filtering. (UUM-6205)
  • HDRP: Fixed reflection issue upon scene filtering. (UUM-6514)
  • HDRP: Fixed shadow dimmer not affecting screen space shadows. (UUM-6512)
  • HDRP: Fixed sky rendering in the first frame of path tracing. This also fixes issues with auto-exposure. (UUM-2427)
  • HDRP: Fixed SSGI using garbage outside the frustum. (UUM-6175)
  • HDRP: Fixed tessellation in XR. (UUM-3338)
  • HDRP: Fixed the clamp happening on the sum of ray tracing samples instead of per sample. (UUM-6513)
  • HDRP: Fixed the default DXR volume not having any DXR effects enabled. (UUM-6182)
  • HDRP: Fixed the ray traced ambient occlusion not rejecting the history when it should leading to severe ghosting. (UUM-3225)
  • HDRP: Fixed tonemapping not being applied when using the Show Cascades debug view. (UUM-3942)
  • HDRP: Fixed transmission for box lights. (UUM-8765)
  • HDRP: Fixed upperHemisphereLuxValue when changing HDRI Sky. (UUM-3326)
  • First seen in 2023.1.0a5.
  • HDRP: Initialize DLSS at loading of HDRP asset. Previously intialization was too late (ad HDRP pipeline constructor). Moved initialization to OnEnable of SRP asset. (UUM-5928)
  • HDRP: Updated misleading tooltip in the environment lighting in HDRP. (UUM-6178)
  • IL2CPP: Allow breakpoints to be set in managed code in private and internal types. (UUM-9132)
  • IL2CPP: Corrected the behavior of Ping on Windows platforms. (UUM-8801)
  • IL2CPP: Do not strip out ETW patterns on non-windows platforms. (UUM-5771)
  • Mono: Fixed crash when passing a generic class to a function pointer. (UUM-603)
  • Mono: Fixed Interlocked.CompareExchange float on M1. (UUM-9159)
  • Networking: UnityWebRequest will not change HEAD to GET on 302 or 303 response. (UUM-7274)
  • Scripting: Fixed an issue where adding a component declared in a nested class could end up adding the wrong component type. (UUM-9221)
  • Scripting: Fixed bug where Components added of Emitted types was returning null after a domain reload. (UUM-3996)
  • First seen in 2022.2.0a15.
  • Scripting: Fixed case when trying to serialize generics with generic fields of types from different assemblies. (UUM-8844)
  • Search: Fixed Unity hanging when dragging Search's area blocks. (UUM-10270)
  • First seen in 2022.2.0a3.
  • Shaders: Fixed "State comes from an incompatible keyword space" assertion firing sometimes when building asset bundles. (UUM-11958)
  • Shaders: Fixed a rare issue with Asset Bundle builds being non-deterministic when Asset Bundles contain shaders. (UUM-7193)
  • First seen in 2023.1.0a2.
  • Terrain: Fixed an issue that caused URP to fail to render grass Terrain details. (UUM-9122)
  • First seen in 2022.2.0b1.
  • Terrain: When selecting a .raw file to import as a Heightmap, the following error is no longer thrown: "EndLayoutGroup: BeginLayoutGroup must be called first".
  • UI Elements: Fixed the hover state of the entire ancestry chain of an element that captures the mouse. (UUM-12382)
  • First seen in 2022.2.0b4.
  • UI Toolkit: Fixed alternate row background sometimes disappearing after a refresh.
  • UI Toolkit: Fixed bind/unbind discrepancies with items in ListView/TreeViews controls.
  • UI Toolkit: Fixed dynamic height caching and reordering issues on ListView/TreeView controls.
  • UI Toolkit: Fixed ListView to accept drag and drop to populate serialized arrays in the Editor. (UUM-7948)
  • First seen in 2022.2.0a18.
  • UI Toolkit: Fixed some Layout Update Struggling issues related to ScrollViews.
  • UI Toolkit: Improved performance of the UITK NonReorderable and Reorderable ListView in the inspector. (UUM-3483)
  • First seen in 2022.2.0a13.
  • Undo System: Handle additional changes when entering and exiting playmode. (UUM-9631)
  • First seen in 2022.2.0b2.
  • Universal Windows Platform: Fixed IL2CPP failing to initialize when called from Windows Runtime component.
  • Universal Windows Platform: Fixed IL2CPP failing to initialize when invoked in background task. (UUM-9644)
  • URP: Fixed an issue where camera UI inspector's clearFlag is not respected. (UUM-3991)
  • URP: Fixed memory leak issue in URP deferred when resizing preview camera window. (UUM-2385)
  • First seen in 2022.2.0b4.
  • VFX Graph: Fixed an issue that caused an unexpected compilation failure with URP Lit Output. (UUM-11429)
  • First seen in 2022.2.0b4.
  • VFX Graph: Fixed an unexpected memory allocation in inspector preview when interacting with mouse while in pause. (UUM-7986)
  • First seen in 2022.2.0a17.
  • WebGL: Fixed bug where the cursor would transition back to the system cursor rather than the Unity default cursor. (UUM-1158)
  • First seen in 2023.1.0a1.
  • WebGL: Fixed bug where the old input system wasn't recognizing stationary touch input. (UUM-1137)
  • First seen in 2023.1.0a1.
  • Windows: Fixed incorrect scan codes that are exposed through KeyControl.scanCode of New Input System. (UUM-9029)
  • First seen in 2022.2.0b1.
  • XR: Fixed a crash when using MRTK on MagicLeap2.
  • New 2022.2.0b8 Package Changes since 2022.2.0b7:
  • Packages updated:
  • com.unity.adaptiveperformance: 4.0.0 → 4.0.1
  • com.unity.adaptiveperformance.samsung.android: 4.0.0 → 4.0.1
  • com.unity.addressables: 1.20.3 → 1.20.5
  • com.unity.ads: 4.1.0 → 4.3.0
  • com.unity.inputsystem: 1.4.1 → 1.4.2
  • com.unity.recorder: 4.0.0-pre.5 → 4.0.0
  • com.unity.xr.arcore: 5.0.0-pre.12 → 5.0.0-pre.13
  • com.unity.xr.arfoundation: 5.0.0-pre.12 → 5.0.0-pre.13
  • com.unity.xr.arkit: 5.0.0-pre.12 → 5.0.0-pre.13
  • com.unity.xr.arkit-face-tracking: 5.0.0-pre.12 → 5.0.0-pre.13
  • com.unity.xr.arsubsystems: 5.0.0-pre.12 → 5.0.0-pre.13
  • com.unity.xr.openxr: 1.4.2 → 1.5.1
  • com.unity.formats.fbx: 4.2.0-pre.1 → 4.2.0
  • com.autodesk.fbx: 4.2.0-pre.1 → 4.2.0
  • com.unity.profiling.systemmetrics.mali: 1.0.1 → 1.0.2
  • Packages added:
  • [email protected]

New in Unity 2022.1.16 (Sep 9, 2022)

  • Changes:
  • IAP: # Changelog
  • ## [4.4.1] - 2022-08-11
  • ### Fixed:
  • GooglePlay - Fixed NullReferenceException and ArgumentException that would rarely occur due to a concurrency issue introduced in Unity IAP 4.2.0
  • Amazon - Set android:export to true to support Android API level 31+.
  • Fixes:
  • 2D: When a recursive depth from instantiating GameObjects using a Tilemap Tile reaches a threshold, an error message is logged and the recursive loop is stopped in the Editor or in Development Players. (UUM-8380)
  • Android: Added mono audio output support. (UUM-9205)
  • Android: Fixed an Android audio crash when targeting API Level 31 and running on an Android 12 device. Also fixed an AudioManager.GetStreamVolume exception when targeting API Level 29 or later, which caused the AudioSettings.Mobile.stopAudioOutputOnMute feature to not work correctly, if enabled. (UUM-5652)
  • Asset Pipeline: Asset preview thumbnails in the Editor's project window would sometimes be missing reflection probe lighting, this has been fixed and re-baking reflection probes (after making some change, such as to the material) will update thumbnails. (UUM-1820)
  • Asset Pipeline: Fixed 'learn more' online documentation links for asset import workers and Unity Accelerator in the editor UI, so they target the currently loaded version of Unity. (UUM-12248)
  • Asset Pipeline: Fixed intermittent Accelerator disconnection caused by interrupt signals raised by Mono. (UUM-3655)
  • Audio: Fixed Audio Clip Import Settings not getting saved when the "Override for Dedicated Server" setting is enabled. (UUM-399)
  • Editor: Fixed issue with too many open files when downloading from Accelerator. (UUM-4330)
  • Editor: Fixed the deadlock in Accelerator upload while using '-quit'. (UUM-3184)
  • GI: Fixed rapid changes to environment lighting causing a "UpdateEnvironment readback buffer overflow, please schedule fewer updates." warning to be emitted. (UUM-936)
  • Graphics: Set the default value of Normalize Output toggle in Transform Node to true for consistency in different node versions.
  • IL2CPP: Allow breakpoints to be set in managed code in private and internal types. (UUM-9132)
  • IL2CPP: Corrected layout structures in memory with an explicit layout and a size parameter. (UUM-9100)
  • IL2CPP: Corrected the behavior of Ping on Windows platforms. (UUM-8801)
  • IL2CPP: Do not inflate RGCTX for types and methods with non-inflated generic parameters. (UUM-6057)
  • IL2CPP: Do not strip out ETW patterns on non-windows platforms. (UUM-5771)
  • IL2CPP: Support marshaling of blittable generic instances in delegates and P/Invokes. (UUM-9460)
  • iOS: Disabled capitalization, autocorrection and others when soft keyboard is secure and input is hidden. (UUM-5974)
  • iOS: Fixed embedded frameworks loosing "sign on copy". (UUM-7653)
  • Mono: Fixed crash that would occur when assigning a large struct to the field of a null object. (UUM-10477)
  • Mono: Fixed crash when passing a generic class to a function pointer. (UUM-603)
  • Mono: Fixed Interlocked.CompareExchange float on M1. (UUM-9159)
  • Shaders: Fixed a rare issue with Asset Bundle builds being non-deterministic when Asset Bundles contain shaders. (UUM-7193)
  • Shaders: Fixed an issue where adding packages to a project would not update the Shader Compiler include search paths. (UUM-3982)
  • UI: Unity Game Services projects no longer creates a dropdown when the project names contains a slash in the Editor Project Linking UI. (UUM-12134)
  • UI Elements: Fixed min max slider behaving abnormally when using larger thumb styling. (UUM-5017)
  • UI Toolkit: Fixed bug where prefabs dragged to the Scene window aren't properly canceled if the drag ends on top of an overlay window. (UUM-10082)
  • Universal Windows Platform: Fixed IL2CPP failing to initialize when invoked in background task. (UUM-9644)
  • URP: Fixed an issue with Depth Priming when executing the DepthNormals prepass with MSAA on. (UUM-5684)
  • VFX Graph: Removed incompatible target generating shader targetting VFX. (UUM-8476)
  • WebGL: Fixed bug where the cursor would transition back to the system cursor rather than the Unity default cursor. (UUM-1158)
  • Windows: Fixed incorrect scan codes that are exposed through KeyControl.scanCode of New Input System. (UUM-9029)
  • XR: Updated XR Interaction Toolkit to 2.0.3.
  • XR: Updated XR Legacy Input Helpers to 2.1.10.
  • Package changes in 2022.1.16f1:
  • Packages updated:
  • com.unity.ads: 4.1.0 → 4.3.0
  • com.unity.purchasing: 4.4.0 → 4.4.1
  • com.unity.services.analytics: 4.0.1 → 4.2.0
  • com.unity.xr.interaction.toolkit: 2.0.2 → 2.0.3
  • com.unity.xr.legacyinputhelpers: 2.1.9 → 2.1.10
  • com.unity.learn.iet-framework: 2.1.1 → 2.2.2
  • com.unity.learn.iet-framework.authoring: 1.0.0 → 1.0.3
  • com.unity.profiling.systemmetrics.mali: 1.0.1 → 1.0.2

New in Unity 2022.2.0 Beta 7 (Sep 4, 2022)

  • Improvements:
  • Documentation: Added a summary and code example for IJobParallelForTransform.
  • Graphics: Changed the scope of Frame Timing Manager FrameTime.GPU on DX11 to include VFX.Update for more accurate GPU frame timings.
  • Shaders: Added an editor only option to disable shader optimizations for reduced compile times.
  • API Changes:
  • Build Pipeline: Obsoleted: BuildPipelineExperimental is now deprecated.
  • Input: Added: Moved Input System gamepad from XInput to Windows.Gaming.Input on Windows.
  • Shaders: Added: API ShaderVariantCollection.WarmUpProgressively that allows users to timeslice shader warmup across multiple frames.
  • Fixes:
  • Android: Accept directory with NDK OSX App as a valid NDK root directory. (UUM-7703)
  • First seen in 2022.2.0a17.
  • Audio: Fixed unexpected output from OnAudioFilterRead when the audio source is stopped and the 'spatialize' property is enabled. (UUM-6318)
  • Build Pipeline: Fixed PlayerBuildInterface.ExtraTypesProvider API not working.
  • Core: Fixed alignment issues in ujobs when using memset on Release builds. (UUM-9178)
  • First seen in 2022.2.0b1.
  • Editor: Fixed an issue where certain properties could not be excluded in the TextureImporterInspector. (UUM-3787)
  • Editor: Fixed multiple mouse delta with one single frame. (UUM-1905)
  • First seen in 2022.2.0a16.
  • Editor: Fixed not being able to summon context menu when SceneView is active. (UUM-6142)
  • First seen in 2022.2.0a17.
  • Graphics: Fixed for updated XR Display headers breaking Oculus App Spacewarp (ASW) due to error in back-compat code path. (UUM-7369)
  • First seen in 2022.2.0a16.
  • Package Manager: Fixed keyboard navigation in Asset tab in package manager. (UUM-6478)
  • First seen in 2022.2.0a17.
  • Profiler: Fixed failures in opening local documentation files from Editor on macOS. (UUM-6164)
  • Profiler: Removed deprecated functionality in the Memory Module, which is replaced by the Memory Profiler package. (UUM-6732)
  • First seen in 2022.2.0a15.
  • Scene/Game View: Fixed crash in particular cases when trying to render BRG objects selection outline. (UUM-11676)
  • First seen in 2022.2.0a17.
  • Scripting: Fixed test instability in ProjectSettingsModifiedExternally_ModifyDefineSymbols_TriggersScriptCompilation. (UUM-9379)
  • First seen in 2022.2.0b2.
  • Terrain: Fixed an issue when quality settings don't update detail density in certain conditions. (UUM-7109)
  • First seen in 2022.2.0a17.
  • Tests: Fixed unstable test 'AudioRendererTest'. (UUM-8132)
  • First seen in 2022.2.0a16.
  • TLS: Updated underlying implementation. (UUM-3245)
  • First seen in 2022.2.0b1.
  • uGUI: Fixed calculation of pointer position when running in multiple display mode and the main display was fullscreen with a non-native aspect ratio. (UUM-7893)
  • UI Toolkit: Ensure that the old header content of a column is removed when changing its header template. (UUM-4129)
  • First seen in 2022.2.0a16.
  • UI Toolkit: Fixed invalid vertex count shown for UIToolkit draw calls in the frame debugger and the game view statistics. (UUM-2725)
  • UI Toolkit: Fixed UxmlValueBounds setting invalid facet value for undefined bound. (UUM-5696)
  • First seen in 2022.2.0a17.
  • Universal RP: Fixed additional light perf regression on Quest. (UUM-9423)
  • First seen in 2022.2.0a16.
  • VFX Graph: Fixed an issue with Motion Vector target offset with Line Output. (UUM-3303)
  • Video: Added "Can't play movie" error message when setting VideoPlayer.url to an invalid url through a script. (UUM-11380)
  • Web: Blur active element before focusing window to correct behavior on Firefox. (UUM-1169)
  • WebGL: Fixed bug where the rendering canvas wasn't resizing when changing orientation. (UUM-1135)
  • Windows: Fixed executable PDB name when using "Generate Visual Studio" solution build option. (UUM-10368)
  • First seen in 2023.1.0a4.
  • Windows: UnityPlayer.dll properties sheet is now more complete. (UUM-10370)
  • First seen in 2022.2.0b1.
  • New 2022.2.0b7 Package Changes since 2022.2.0b6:
  • Packages updated:
  • com.unity.purchasing: 4.3.0 → 4.4.0
  • com.unity.services.authentication: 2.1.1 → 2.2.0
  • com.unity.services.core: 1.4.2 → 1.4.3

New in Unity 2022.1.15 (Sep 1, 2022)

  • Improvements:
  • Documentation: Added a summary and code example for IJobParallelForTransform.
  • Changes:
  • 2D: Added dialog box to the Skinning Editor when entering Play Mode to allow saving unsaved changes.
  • 2D: Internal code clean up.
  • 2D: Refactored internal triangulation and tessellation APIs.
  • Build Pipeline: Unity now shows a warning if there are any pending uncompiled script changes when doing a player build.
  • Build Pipeline: Will no longer recompile editor scripts during a player build
  • Scripting: Will no longer synchronously recompile scripts in batchmode when changing settings affecting script compilation.
  • XR: Updated the AR Foundation related preview packages to 5.0.0-pre.13.
  • Fixes:
  • 2D: Creating a new vertex or an edge outside of the main geometry is handled correctly (1398541)
  • Audio: Fixed unexpected output from OnAudioFilterRead when the audio source is stopped and the 'spatialize' property is enabled. (UUM-6318)
  • Editor: Fixed a deadlock when cancelling project loading during shader compilation. (1408188)
  • GI: Fix bug in progressive light mapper Gaussian filter that was causing burn-out and haloing when filtering lightmaps. Fix incorrect Gaussian weights with analytically derived values so filter now behaves correctly. (UUM-846)
  • Networking: Fix texture leak when UnityWebRequest is used with DownloadHandlerTexture and a texture is never queried. (UUM-953)
  • Networking: Upgrade curl to 7.84.0 (UUM-11134)
  • Profiler: Fixed issue where autoconnecting to/disconnecting from profiling tools could cause a crash (UUM-876)
  • Scripting: Fix case when trying to serialize generics with generic fields of types from different assemblies. (UUM-8844)
  • Scripting: Fix Scripting Defines Symbols not being shown correctly in the Player Settings for platforms that aren't the default platform (usually the Editor's platform) (UUM-3083)
  • Serialization: Avoid crash and log error message when struct assigned to SerializeReference field (UUM-661)
  • Serialization: Fix issue where a PropertyModification targetting a serialize reference instance which was no longer being present could cause memory corruption. (UUM-959)
  • Shaders: DrawMeshInstanced now provides error feedback when using a shader that does not support instancing (UUM-6026)
  • Shaders: Made compute shaders respect #pragma enable_cbuffers (UUM-11520)
  • Undo System: Fixes: "Reordering GameObjects in Hierarchy doesn't register Undo" (UUM-1187)
  • URP: Adding force depth prepass option when requesting the Depth Texture (UUM-8273)
  • URP: Fixed an issue where camera UI inspector's clearFlag is not respected. (1422234)
  • URP: Fixes alpha discard on Unlit Sprite targets for Shadergraph (UUM-6998)
  • URP: URP 2D - Fixed 2D Spot Light artifacts in light (UUM-7839)
  • Version Control: Fixed not being able to view changesets in a Gluon workspace.
  • Fixed not being able to insert carriage return in checkin dialog.
  • VFX Graph: Motion Vector with Line Output (UUM-3303)
  • Video: "Can't play movie" error is thrown when setting VideoPlayer.url to an invalid url through a script (UUM-11380)
  • Windows: Fixed crash on startup when Vjoy HID device is connected to a computer. (UUM-8786)
  • Windows: UnityPlayer.dll properties sheet is now more complete. (UUM-10370)
  • Package changes in 2022.1.15f1:
  • Packages updated:
  • com.unity.2d.animation: 8.0.2 → 8.0.3
  • com.unity.2d.common: 7.0.0 → 7.0.1
  • com.unity.2d.psdimporter: 7.0.1 → 7.0.2
  • com.unity.2d.spriteshape: 8.0.0 → 8.0.1
  • com.unity.collab-proxy: 1.17.1 → 1.17.2
  • Packages added:
  • [email protected]

New in Unity 2022.2.0 Beta 6 (Aug 30, 2022)

  • Improvements:
  • GI: Updated the Lightmap Parameters Custom UI to make it easier to understand what each parameter should affect.
  • Changes:
  • XR: Removed deprecated package com.unity.xr.arkit-face-tracking from AR Feature Set. The APIs from ARKit Face Tracking package has been moved to ARKit package.
  • Fixes:
  • Android: Workaround for crash on many PowerVR based devices. (UUM-7782)
  • Asset Bundles: Refactored out the requiresTextureCompression boolean flag.
  • The texture compression setting is now set internally from either the existing EditorPrefs setting kCompressTexturesOnImport or checking if the BuildPipeline build is in progress. (UUM-3653)
  • Audio: Fixed Audio Clip Import Settings not getting saved when the "Override for Dedicated Server" setting is enabled. (UUM-399)
  • Audio: Fixed AudioClipPlayable.IsDone is false when AudioClipPlayable.Seek is used to reset the time. (UUM-398)
  • Core: Asset import workers will not inherit open handles from the main editor causing trouble rebinding network sockets. (UUM-939)
  • Editor: Fixed LODGroup editor not updating immediately when changed. (UUM-5815)
  • GI: Fixed an issue where emission color was erroneously reused for different renderers using the same material when they have similar lightmap UVs. (UUM-2771)
  • Graphics: 2D Textures with multiple faces or images now correctly update their hash values when any face/image is changed and not just the first one. (UUM-2506)
  • Graphics: BatchRendererGroup: Removed asset subscribers from Mesh & Materials upon deletion.
  • Graphics: DX12: Allow releasing memory with GL.Flush() within a single frame. (UUM-5879)
  • First seen in 2022.2.0a16.
  • Graphics: Fixed an issue that prevented Meshes to be correctly shared between RayTracingAccelerationStructures. (UUM-5526)
  • First seen in 2023.1.0a1.
  • Graphics: Improved shadow map draw sorting for BatchRendererGroup. (HRB-51)
  • Kernel: Fixed race condition in DualThreadAllocator when using BatchDelete. (UUM-5941)
  • First seen in 2022.2.0a16.
  • Linux: Fixed prefab override button in inspector spams gui error when clicking it multiple times. (UUM-1566)
  • Scripting: Fixed Scripting Defines Symbols not being shown correctly in the Player Settings for platforms that aren't the default platform (usually the Editor's platform). (UUM-3083)
  • Scripting: LoadAsync and Instantiate with missing prefabs should no longer cause a deadlock. (UUM-2374)
  • First seen in 2022.2.0a13.
  • UI Elements: Fixed Min Max slider behaving abnormally when using larger thumb styling. (UUM-5017)
  • UI Toolkit: Fixed EventSystem error logged in Editor when entering and leaving Play mode if there's a UIDocument in the scene. (UUM-10360)
  • UI Toolkit: Fixed inspector alignment. (UUM-3476)
  • First seen in 2023.1.0a1.
  • UI Toolkit: Fixed property drawers alignment. (UUM-3451)
  • First seen in 2023.1.0a2.
  • Universal RP: Fixed 2D Spot Light artifacts in light. (UUM-7839)
  • Universal RP: Fixed alpha discard on Unlit Sprite targets for Shadergraph. (UUM-6998)
  • Universal RP: Fixed depth pre-pass being always executed on GLES devices. (UUM-8381)
  • Universal RP: Fixed incorrect light brightness when using SimpleLit shader. (UUM-7851)
  • Universal RP: Fixed specular highlight edges on Android. (UUM-7654)
  • WebGL: Fixed 3D audio effects. (UUM-1165)
  • First seen in 2022.2.0a9.

New in Unity 2022.2.0 Beta 5 (Aug 24, 2022)

  • Features:
  • Graphics: Shader Warmup can now compile pipeline state objects asynchronously.
  • Improvements:
  • GI: Changed gaussian filter slider to move in 0.1 increments. In the C# API, int LightingSettings.filteringGauss* properties are replaced by float LightingSettings.filteringGaussian*. (UUM-9703)
  • First seen in 2022.2.0b1.
  • Fixes:
  • Editor: Added a new Edit button for Light Probe UI. (UUM-919)
  • Editor: Build process should be quicker to detect scripting backend changes when building to a pre-used folder. (UUM-1949)
  • First seen in 2022.2.0a11.
  • Editor: Fixed contents of GridSelection in the Inspector window, when the Select Tool is used while the Inspector and Tile Palette are docked in the same window. (UUM-7857)
  • First seen in 2022.2.0a17.
  • Editor: Fixed crash when OnDemand scheduler tries to upload previews without accelerator connection. (UUM-5544)
  • First seen in 2022.2.0a16.
  • Editor: Fixed Edit button status of Tile Palette when editing a GridSelection. (UUM-7857)
  • First seen in 2022.2.0a17.
  • Editor: Fixed Launch screen scaling and dialog box issues. (UUM-6395)
  • First seen in 2022.2.0a17.
  • Editor: Fixed that Undo does not work when GameObject is replaced with Prefab instance by holding Alt and dragging the Prefab, also the scene was not marked dirty. The modifier key has changed from Alt to Ctrl on Windows and Linux and Cmd on OSX. (UUM-2264)
  • First seen in 2022.2.0a3.
  • Editor: Fixed to correctly display C# fixed-size arrays in the UIToolkit inspector. (UUM-4153)
  • First seen in 2023.1.0a1.
  • Editor: MacOS launch screen is no longer displayed in batch mode. (UUM-10197)
  • First seen in 2022.2.0b2.
  • HDRP: Added a check to prevent users from clicking the denoising package install button multiple times while waiting for the installation to finish. (UUM-1202)
  • First seen in 2022.2.0a13.
  • iOS: Fixed Archive option failing on missing bitcode on iOS/tvOS. (UUM-9413)
  • First seen in 2022.2.0b1.
  • iOS: Fixed embedded frameworks loosing "sign on copy". (UUM-7653)
  • Linux: Close Aux window when main window is closed. (UUM-1574)
  • First seen in 2022.2.0a17.
  • Package Manager: Features reset button behaviour has been fixed for custom packages. (UUM-6410)
  • First seen in 2022.2.0a17.
  • Package Manager: Package with invalid version cannot be removed from PackageManager UI. (UUM-8293)
  • First seen in 2023.1.0a3.
  • Scripting: Fixed Disabled Plugin Assembly validation not working on startup. (UUM-4560)
  • Serialization: Fixed case where Enums could display as an Integer fields in the Inspector, when working with SerializedReference fields and doing an Undo operation. (UUM-608)
  • SRP Core: Fixed editor drawer for Value tuples in the Rendering Debugger. (UUM-7000)
  • First seen in 2022.2.0a17.
  • UI Toolkit: Aligned UITK tree view indentation with imgui's padding. (UUM-3480)
  • First seen in 2022.2.0a8.
  • UI Toolkit: Fixed antialiasing on 9-sliced backgrounds. (UUM-10295)
  • First seen in 2022.2.0b2.
  • UI Toolkit: Fixed rendering glitch on circles caused by incorrect geometry. (UUM-10297)
  • First seen in 2022.2.0b2.
  • UI Toolkit: Fixed visual artifact when border width is larger than border radius. (UUM-10298)
  • First seen in 2022.2.0b2.
  • URP: Fixed Gizmos in Game View when using Viewports (UUM-7069).
  • URP: Fixed SpeedTree Shadergraph causes errors spammed in console. (UUM-3126)
  • First seen in 2022.2.0a17.
  • Web: Applied a new icon to the diagnostics overlay. (UUM-7766)
  • First seen in 2022.2.0a17.
  • WebGL: Fixed changing AudioSource.time while audio source is paused. (UUM-1157)
  • First seen in 2022.2.0a13.
  • WebGL: Fixed division by zero error when calling AudioSource.time. (UUM-2302)
  • First seen in 2022.2.0a17.
  • Windows: Fixed builds launching on the wrong display after upgrading the project from Unity 2020.3. If the project was previously upgraded to 2021.3, this may cause the builds to start up on a different display first. Use Win + Shift + Left/Right arrow to move the window to the desired display. (UUM-4178)
  • Windows: Fixed resolution misdetection on vertical displays, which caused APIs like Screen.currentResolution or Screen.GetDisplayLayout() return wrong data and the player contain letterboxing when it shouldn't. (UUM-7552)
  • Windows: Restored the display enumeration behaviour of Unity 2021.1 and earlier: the primary display will always be treated as display 1.

New in Unity 2022.1.14 (Aug 24, 2022)

  • Features:
  • Editor: Added the possibility of running tests in a specified order from a test list (DSTR-494).
  • Version Control: Added notification banner on the status bar for live updates.
  • Improvements:
  • GI: Updated to the Lightmap Parameters Custom UI to make it easy to understand what each parameter should affect.
  • Changes:
  • IAP: Changelog:
  • [4.4.0] - 2022-07-11
  • Added:
  • GooglePlay - Google Play Billing Library version 4.0.0.
  • The Multi-quantity feature is not yet supported by the IAP package and will come in a future update. Do not enable Multi-quantity in the Google Play Console.
  • Add support for
  • the [IMMEDIATE_AND_CHARGE_FULL_PRICE](https://developer.android.com/reference/com/android/billingclient/api/BillingFlowParams.ProrationMode#IMMEDIATE_AND_CHARGE_FULL_PRICE)
  • proration mode. Use GooglePlayProrationMode.ImmediateAndChargeFullPrice for easy access.
  • Fixed:
  • GooglePlay - Fix IGooglePlayConfiguration.SetDeferredPurchaseListener
  • and IGooglePlayConfiguration.SetDeferredProrationUpgradeDowngradeSubscriptionListener callbacks sometimes not being
  • called from the main thread.
  • GooglePlay - When configuring IGooglePlayConfiguration.SetQueryProductDetailsFailedListener(Action retryCount), the action will be invoked with retryCount starting at 1 instead of 0.
  • GooglePlay - Added a validation when upgrading/downgrading a subscription that calls IStoreListener.OnPurchaseFailed with PurchaseFailureReason.ProductUnavailable when the old transaction id is empty or null. This can occur when attempting to upgrade/downgrade a subscription that the user doesn't own.
  • Text: Upgraded freetype to 2.12.1. (UUM-6502)
  • Version Control: Renamed "Invite members to workspace" option to "Invite members to organization".
  • Fixes:
  • Android: Fixed crash when creating pipeline objects for some URP Lit shader on some older Adreno drivers. (UUM-3650)
  • Asset Pipeline: Fixed an issue where assets with dots in the filename (other than the extension) could incorrectly invoke a warning about mismatched main object names. (UUM-3986)
  • Editor: Fixed a bug where changing the selection with a locked inspector and an active EditorToolContext was throwing errors. (UUM-5836)
  • Editor: Fixed gui error when openning prefab override button in inspector. (UUM-1566)
  • Editor: MacOS launch screen should not be shown in batch mode. (UUM-10197)
  • GI: Fixed for prefab assets showing in Light Explorer when Show Inactive Objects is checked. (UUM-835)
  • GI: Fixed GPU lightmapper FIFO Job thread shutdown is triggering assertion in StackAllocator. (UUM-5889)
  • Graphics: Fixed an issue where creating SparseTextures with certain TextureFormats could crash Unity, even though the equivalent GraphicsFormat is marked as unsupported for SparseTextures. (UUM-7671)
  • Graphics: Fixed an issue where SystemInfo.IsFormatSupported((My GraphicsFormat), FormatUsage.Sparse) would always return false on Metal, even if the requested GraphicsFormat actually is supported.
  • Graphics: Fixed an issue where the D3D11 WARP driver would crash when creating a SparseTexture with the BC1/BC4 GraphicsFormats. (UUM-7664)
  • Graphics: Fixed an issue where using TextureFormat.YUY2 / GraphicsFormat.YUV2 with a SparseTexture would crash on Metal. (if sparse textures are supported).
  • Graphics: Fixed crash in Vulkan Editor on Windows when using XR Mock HMD. (UUM-6726)
  • HDRP: Fixed pivot position in the eye material sample scene. (UUM-10663)
  • Profiler: Fixed profiler not opening the correct version of the documentation. (UUM-4963)
  • Scripting: Changed to rulesetfile not triggering compilation. (UUM-3560)
  • UI Toolkit: Fixed an issue where the children of a TwoPaneSplitView would have incorrect sizes when displayed after being hidden. (UUM-2538)
  • Universal RP: Fixed depth pre-pass being always executed on GLES devices. (UUM-8381)
  • Universal RP: Fixed incorrect light brightness when using SimpleLit shader. (UUM-7851)
  • Universal RP: Fixed specular highlight edges on Android. (UUM-7654)
  • WebGL: Fixed a bug where the soft keyboard would leave whitespace at the bottom of the page after being dismissed. (UUM-1159)
  • XR: Improved GLES3 multiview rendering performance. (UUM-7008)

New in Unity 2022.1.13 (Aug 11, 2022)

  • Features:
  • Editor: Added editor analytics event tracking for "Refresh access" and "New link..." button click.
  • Improvements:
  • Graphics: 3D: [com.unity.template.3d] Defaulting color space to Linear.
  • UI Toolkit: Improved TextField performance.
  • Fixes:
  • Editor: Fixed an issue where certain properties could not be excluded in the TextureImporterInspector. (UUM-3787)
  • iOS: Fixed a bug with the "Force iOS Speakers when Recording" player setting. In addition, a few other iOS Bluetooth audio bugs were fixed. When starting up with Bluetooth headphones connected, audio output used to play through the built-in speakers (which was an error). The list of available microphones was not always correct when connecting / dis-connecting Bluetooth headphones at runtime. Bluetooth microphone input was really choppy. (1387403)
  • Scripting: Fixed an issue where Application.logMessageReceived can be called from a job, when the job is scheduled on the main thread. (UUM-3085)
  • Scripting: Fixed an issue where define constraints on unity's pre-defined symbols like "UNITY_INCLUDE_TESTS" were misbehaving for Precompiled assemblies. (UUM-9378)
  • UI Toolkit: Improved UI Builder performance when adding a visual element to a project. (UUM-5126)
  • URP: Fixed Gizmos in Game View when using Viewports (UUM-7069).
  • WebGL: Fixed bug where the rendering canvas wasn't resizing when changing orientation. (UUM-1135)
  • Windows: Fixed builds launching on the wrong display after upgrading the project from Unity 2020.3. If the project was previously upgraded to 2021.3, this may cause the builds to start up on a different display first. Use Win + Shift + Left/Right arrow to move the window to the desired display. (UUM-4178)
  • Windows: Fixed resolution misdetection on vertical displays, which caused APIs like Screen.currentResolution or Screen.GetDisplayLayout() return wrong data and the player contain letterboxing when it shouldn't. (UUM-7552)
  • Windows: Restore the display enumeration behaviour of Unity 2021.1 and earlier: the primary display will always be treated as display 1.

New in Unity 2022.2.0 Beta 4 (Aug 8, 2022)

  • Features:
  • Android: Added preliminary support for Magic Leap 2.
  • URP: Added light cookies stripping.
  • VFX Graph: VFX Instancing now optimizes both CPU and GPU VFX runtime.
  • API Changes:
  • SRP Core: Added: Extension method to fetch the Render Pipeline assets from a BuildTarget. (UUM-8487)
  • First seen in 2022.2.0a18.
  • Fixes:
  • Asset Pipeline: Fixed an issue where assets with dots in the filename (other than the extension) could incorrectly invoke a warning about mismatched main object names. (UUM-3986)
  • First seen in 2023.1.0a1.
  • Editor: Fixed exception thrown when multiple generic methods when the [HideInCallstack] attribute have the same name. (UUM-8553)
  • First seen in 2022.2.0a18.
  • GI: Fixed regression introduced by a fix for baked probes that were sometimes black. The regression caused a crash during a bake on MacOS. (UUM-1207)
  • First seen in 2022.2.0a13.
  • Graphics: Fixed code generation for signed bitfieldExtract for OpenGL ES 3 shaders. (UUM-476)
  • First seen in 2023.1.0a1.
  • IL2CPP: Corrected the behavior of RuntimeInformation.OSDescription on WebGL. (UUM-1144)
  • IL2CPP: Fixed IL2CPP build failure when using Unbox instruction with generic by reference return type. (UUM-5942)
  • IL2CPP: Prevent a memory corruption that could happen when the "Faster (smaller) builds" option is used with generic types that have a generic base class with no fields, and a different base class with at least one generic field. (UUM-3066)
  • Linux: Fixed print stack trace frequently crashing. (UUM-1595)
  • First seen in 2022.2.0a13.
  • Physics: Fixed overlap queries missing small Mesh Colliders. (UUM-6271)
  • First seen in 2022.2.0a17.
  • Physics: Fixed the Anchor Transform Tool gizmo position not being affected by parent Transform rotation. (UUM-7679)
  • First seen in 2022.2.0a3.
  • Scripting: Fixed an issue where Application.logMessageReceived can be called from a job, when the job is scheduled on the main thread. (UUM-3085)
  • Scripting: Fixed Assemblies without any class or structs produces warnings. (UUM-4342)
  • First seen in 2022.2.0a16.
  • Serialization: Avoid a crash and log error message when struct assigned to SerializeReference field. (UUM-661)
  • Serialization: When performing an undo on an object that uses SerializeReference, reuse existing C# objects, instead of recreating them. (UUM-651)
  • SRP Core: Volume Component Editor Foldouts states are now stored by type instead of by position.
  • Fixed SerializedObjectNotCreatableException on Volume Component Editors.
  • Fixed null reference exception when settings null Render Pipeline Global settings on the Settings provider.
  • Fixed swapping Volume Component in a Volume profile with mixed pipeline Volume Components.
  • Default Volume Profile can now be recovered when it is being deleted from the project folder. (UUM-7968)
  • First seen in 2022.2.0a17.
  • UI Toolkit: Allow users to interact with subsections of the text. (UUM-4313)
  • First seen in 2022.2.0a16.
  • UI Toolkit: Fixed an issue where the children of a TwoPaneSplitView would have incorrect sizes when displayed after being hidden. (UUM-2538)
  • First seen in 2023.1.0a1.
  • Universal Windows Platform: Fixed a crash when entering a composition string longer than 64 characters into the IME. (UUM-928)
  • Universal Windows Platform: Fixed Build & Run picking the wrong instance of Visual Studio which potentially doesn't have required components installed to deploy the application. (UUM-931)
  • URP: Fixed an issue with Depth Priming when executing the DepthNormals prepass with MSAA on. (UUM-5684)
  • First seen in 2022.2.0a16.

New in Unity 2022.1.12 (Aug 5, 2022)

  • Features:
  • Graphics: Added gaze foveated rendering (GFR) on Vulkan.
  • Changes:
  • URP: Updated Burst dependency to 1.7.3.
  • Fixes:
  • Android: Fixed Screen.safeArea returning wrong height when building Native app with Unity as a Library. (UUM-515)
  • Asset Import: Fixed editor crash when importing a folder with an FBX file where its optimizeBones is set to 0. (1426872)
  • Graphics: Graphic and Compute Buffer allocations will now allocate less garbage collected memory. (UUM-4005)
  • HDRP: Added async compute support doc. (UUM-6183)
  • HDRP: Added missing using statements in one of the example scripts in the documentation for the accumulation API. (UUM-3224)
  • HDRP: Disabled Volumetric Clouds for Default Sky Volumes. (UUM-6185)
  • HDRP: Fixed a discrepency between recursive rendering and path tracing for refraction models. (UUM-6179)
  • HDRP: Fixed a rounding issue in ray traced reflections at half resolution. (UUM-6177)
  • HDRP: Fixed an issue with the ray traced screen space shadows slots/indices. (1424996)
  • HDRP: Fixed artifacts on PBR DOF camera cuts such as the COC sticking around with blurry values. (UUM-6187)
  • HDRP: Fixed artifacts on quarter and half res depth of field when dynamic resolution jumps between resolutions. (UUM-6184)
  • HDRP: Fixed Decal Layer Texture lifetime in rendergraph. (UUM-6664)
  • HDRP: Fixed duplicated code sample in the custom pass documentation. (UUM-6173)
  • HDRP: Fixed errors in CPU lights: includeForRaytracing, lightDimmer not working for HDAdditionalLightData and camera rel rendering. (1424704)
  • HDRP: Fixed incorrect distortion when hardware DRS is enabled. (UUM-3322)
  • HDRP: Fixed leaks in ray tracing effects due to missing ambient probe for ray tracing effects. (UUM-589)
  • HDRP: Fixed reflection issue upon scene filtering. (UUM-6514)
  • HDRP: Fixed SSGI using garbage outside the frustum. (UUM-6175)
  • HDRP: Fixed the default DXR volume not having any DXR effects enabled. (UUM-6182)
  • HDRP: Fixed transparent canvas not displaying in camera preview. (1403011)
  • HDRP: Grey out the profile list button instead of throwing an error. (UUM-6174)
  • HDRP: Specular occlusion fallback on normal when bent normal is not available. (UUM-6662)
  • HDRP: Updated misleading tooltip in the environment lighting in HDRP. (UUM-6178)
  • IL2CPP: Corrected the assembly reference for the base type of stubbed reference types created by the UnityLinker. (UUM-7772)
  • IL2CPP: Corrected the behavior of RuntimeInformation.OSDescription on WebGL. (UUM-1144)
  • IL2CPP: Fixed IL2CPP build failure when using Unbox instruction with generic by reference return type. (UUM-5942)
  • IL2CPP: Fixed incorrect code generation for references to void* pointers. (UUM-4299)
  • IL2CPP: Fixed leak of internal thread objects that could manifest in a pause on player exit. (UUM-607)
  • IL2CPP: Prevent a memory corruption that could happen when the "Faster (smaller) builds" option is used with generic types that have a generic base class with no fields, and a different base class with at least one generic field. (UUM-3066)
  • IL2CPP: Throw an exception from Buffer.BlockCopy when the destination array has a non-primitive element type. (UUM-3302)
  • IL2CPP: Updated zlib to version 1.2.12 for CVE-2018-25032. (UUM-599)
  • Linux: Fixed Server runtime not responding to SIGTERM and other signals. (UUM-1582)
  • Mono: Fixed a crash during stack trace construction if a this object is null. (UUM-611)
  • Physics: Fixed Articulation Bodies teleporting to NaN coordinates when changing joint type at runtime. (UUM-7418)
  • Prefabs: Enabled saving Prefab Instances with missing source & disabled dragging Prefab Instances merged as missing. (UUM-877)
  • Prefabs: Fixed for Prefab instances with missing Prefab asset lose their root order info. (UUM-933)
  • Prefabs: Fixed for WasStrippedOnRead flag is not set correctly for MonoBehaviours. (UUM-935)
  • Serialization: Fixed Serialization performance test suite cleanups. (UUM-925)
  • Text: Fixed cursor position reset in UI Toolkit text field when focusing on text field when selectAllOnFocus = false. (UUM-5441)
  • UI Toolkit: Aligned UITK tree view indentation with imgui's padding. (UUM-3480)
  • UI Toolkit: Fixed a bug where a scale of 0 was affecting the layout of the label. (UUM-6610)
  • UI Toolkit: Fixed warning caused by unprocessed focus events sometimes happening when detaching a UIDocument containing a focused element from its parent panel. (UUM-1296)
  • UI Toolkit: The hierarchy tree will keep its expanded state and selection when saving in the UI Builder. (UUM-1884)
  • UI Toolkit: [UI Builder] buttons tooltip in the inline styles are showing its parent's. (UUM-1816)
  • Universal Windows Platform: Fixed a crash when entering a composition string longer than 64 characters into the IME. (UUM-928)
  • Universal Windows Platform: Fixed Build & Run picking the wrong instance of Visual Studio which potentially doesn't have required components installed to deploy the application. (UUM-931)
  • Video: Fixed the issue where the first video's frame is drawn after some time when the H.264 B-Frames video is used. (UUM-819)
  • Video: [WIN 8 KN/N]VideoPlayer inadequate error reporting on errorReceived callback when Media Player is not present. (UUM-839)
  • WebGL: Fixed connection between the WebGL player and the profiler. (UUM-798)
  • WebGL: Fixed player connection used when running PlayMode tests on WebGL. (UUM-1170)

New in Unity 2022.2.0 Beta 3 (Jul 31, 2022)

  • Features:
  • Graphics: Added mipmap limit groups for more fine-grained configurability over the single value that applies to all mipmapped texture2Ds.
  • Graphics: Added the ability in the Texture2D importer and constructor to add the texture to a project-defined mipmap limit group for more fine-grained control of how texture quality gets affected per quality level.
  • Graphics: Added the ability in the Texture2D importer and constructor to exclude the texture from mipmap limits, ensuring that all mips can get uploaded regardless of the quality settings.
  • Graphics: Added the runtime-modifiable Texture2D property to toggle excluding the texture from mipmap limits (only for readable Texture2Ds).
  • URP: Added a feature to create custom post processing effects by adding a renderer feature.
  • Fixes:
  • Android: Fixed Screen.safeArea returning wrong height when building Native app with Unity as a Library. (UUM-515)
  • First seen in 2022.2.0a8.
  • Editor: Fixed GameObjectChangeTracker not being able to detect GameObject sibling order change.
  • Graphics: Fixed an issue when switching vsync mode while in a Metal player could sometimes cause a freeze due to the vsync status not syncing correctly before waiting on the frame present. (UUM-5547)
  • First seen in 2022.2.0a14.
  • Graphics: Fixed an issue where Mesh.GetBlendShapeBuffer would cause stalls when called with PerVertex layout. (UUM-9078)
  • First seen in 2022.2.0a8.
  • Graphics: Fixed some dropdown menus in the Mac Editor that would previously jitter or produce artifacts when opened. (UUM-5546)
  • First seen in 2022.2.0a9.
  • HDRP: Fixed a crash on standalone profiler executing the HDRP Upgrader
  • URP: Fixed a crash on standalone profiler executing the URP Upgrader. (UUM-2429)
  • First seen in 2022.2.0a17.
  • iOS: Fixed forcing jobified metal rendering. (UUM-7195)
  • Linux: Editor: Fixed a nullpointer exception when rapidly opening and closing selection icon dropdown. (UUM-1572)
  • First seen in 2022.2.0a13.
  • Package Manager: Fixed an issue where the Package Tag text in the details header was not visible. (1420347)
  • First seen in 2022.2.0a9.
  • Shaders: Fixed a crash in ShaderLab when switching rendering pipelines. (UUM-1249)
  • First seen in 2022.2.0a11.
  • UI Toolkit: Fixed an issue where reorderables reset array count to 0 when multi-selecting objects that have arrays with more than 64 elements. (UUM-3468)
  • First seen in 2022.2.0a1.
  • UI Toolkit: Fixed header display in UI Builder. (UUM-3449)
  • First seen in 2022.2.0a1.
  • URP: Fixed Gizmo and grid artifact in editor view
  • URP: Fixed SSAO being flipped in after opaque.
  • URP: Fixed Decals being flipped. (UUM-2299)
  • First seen in 2022.2.0a16.
  • WebGL: Fixed connection between the WebGL player and the profiler. (UUM-798)
  • WebGL: Fixed player connection used when running PlayMode tests on WebGL. (UUM-1170)
  • First seen in 2022.2.0a13.
  • Windows: Fixed "Failed to determine current display mode, falling back to main display mode." error getting spammed in certain RDP scenarios. (UUM-3700)
  • First seen in 2022.2.0a16.
  • XR: Fixed XR devices not following RunInBackground setting in Player Setting on PC standalone and playmode in Editor.

New in Unity 2022.2.0 Beta 2 (Jul 28, 2022)

  • Features:
  • HDRP: Added Ray Tracing Terrain support for HDRP.
  • URP: Changed light and decal layers to rendering layers.
  • Improvements:
  • 2D: Com.unity.2d.animation - Added ability to create Sprite Library Asset variant from the create menu.
  • IL2CPP: Fixed missing static initialization calls in static constructors on generic instances that reference different instances of the same generic type.
  • IL2CPP: Removed the null check before constructor calls.
  • Prefabs: Added not-applicable property indication to UI Toolkit. (UUM-5522)
  • First seen in 2022.2.0a18.
  • Fixes:
  • 2D: Fixed asset previews for Tilemap Prefabs by not stripping away the Grid Component when generating the asset preview. (UUM-2503)
  • Android: Fixed crash during low memory kill. (UUM-4811)
  • First seen in 2022.2.0a17.
  • Android: Fixed overhead of memory allocations in the Vulkan backend for allocation sizes between 128kB and 1024kB. (UUM-5966)
  • Editor: Fixed occasional crash when loading TIFFs with bad thumbnail tags. (UUM-3783)
  • EmbeddedLinux: Query EGL to get the correct max supported VSync value.
  • GI: [GPU PLM] OpenCL shader loading time in new projects has become significantly slower. Fixed regression by speeding up OpenCL shader loading stage by caching binaries in the GICache. (UUM-1350)
  • Graphics: Fixed an issue with Crunched textures appearing too bright in projects with linear color space. (UUM-3200)
  • First seen in 2022.2.0a13.
  • IL2CPP: Avoid a stack overflow during code conversion when an attribute constructor uses the attribute itself. (UUM-3907)
  • First seen in 2022.2.0a16.
  • IL2CPP: Fixed "Cannot add a generic parameter reference without an instance" error when converting a method with a generic function pointer. (1427170)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed issue where Assembly.GetType() on a type without a namespace could match a nested type with the same name and issue where Assembly.GetType() did not respect the ignoreCase flag for nested types. (UUM-7676)
  • First seen in 2022.2.0a17.
  • IL2CPP: Fixed leak of internal thread objects that could manifest in a pause on player exit. (UUM-607)
  • IL2CPP: Fixed performance issues in metadata access with thread contention. (UUM-609)
  • First seen in 2022.2.0a13.
  • IL2CPP: Fixed performance regression in regular expressions. (UUM-590)
  • IL2CPP: Fixed readdir reporting wrong names on QNX. (PIA-557)
  • IL2CPP: Throw an exception from Buffer.BlockCopy when the destination array has a non-primitive element type. (UUM-3302)
  • IL2CPP: Updated zlib to version 1.2.12 for CVE-2018-25032. (UUM-599)
  • First seen in 2022.2.0a13.
  • Mono: Fixed a crash during stack trace construction if a this object is null. (UUM-611)
  • First seen in 2022.2.0a13.
  • Mono: Fixed System.Windows.Forms.SendKeys.Send on Windows.
  • Scripting: Assemblies are now validated after a build target change. (UUM-3562)
  • First seen in 2022.2.0a17.
  • Scripting: Fixed AssemblyBuilder can include same Analyzer multiple times. (UUM-6242)
  • First seen in 2022.2.0a17.
  • uGUI: Reverted the default behavior for UI elements that implement IPointerEnter/Exit back to what it was before: when hovering a child component, it also sends the hovering event to the parent(s).
  • Also added a field (sendPointerHoverToParent) in the BaseInputModule that can be set to false to change the behavior to: when hovering a child component, it doesn't send the hover event to the parent(s). (UUM-2468)
  • First seen in 2022.2.0a17.
  • New 2022.2.0b2 Package Changes since 2022.2.0b1:
  • Packages updated:
  • com.unity.2d.animation: 9.0.0-pre.1 → 9.0.0-pre.3
  • com.unity.2d.common: 8.0.0-pre.1 → 8.0.0-pre.2
  • com.unity.2d.psdimporter: 8.0.0-pre.1 → 8.0.0-pre.3
  • com.unity.services.cloudcode: 2.0.0 → 2.0.1
  • com.unity.services.cloudsave: 2.0.0 → 2.0.1
  • com.unity.netcode.gameobjects: 1.0.0-pre.9 → 1.0.0
  • com.unity.multiplayer.tools: 1.0.0-pre.7 → 1.0.0

New in Unity 2022.1.10 (Jul 20, 2022)

  • Improvements:
  • HDRP: Further improve the consistency of non-physical depth of field at varying native rendering resolutions and resolution scales.
  • UI: The TextureImporterInspector will now disable the "sRGB (Color Texture)" toggle for HDR targets instead of silently overriding. (reflected in API docs). (UUM-7553)
  • Changes:
  • Android: Accept build-tools version 30.0.x instead of strictly 30.0.2.
  • Fixes:
  • Asset Bundles: Fixed memarchive0 error when entering play mode. (UUM-493)
  • HDRP: Added mechanism in HDRP to strip FragInputs, which will allow us to strip some interpolators in the pixel shader For shader graphs. (1399841)
  • HDRP: Fixed a NaN resulting from path traced hair materials with certain base color inputs. (1411249)
  • HDRP: Fixed a render error when disabling both motion vectors and opaques. (1410622)
  • HDRP: Fixed a render graph error when using Output AOV in non-dev builds. (1421560)
  • HDRP: Fixed accumulation when shutter interval is zero. (1399841)
  • HDRP: Fixed blend mode label field. (1410907)
  • HDRP: Fixed custom post-processes not released correctly when switching HDRP assets. (1419924)
  • HDRP: Improved the default state of newly created Planar Reflection Probes. (1420128)
  • HDRP: Updated accumulation API scripts to solve issue with screen shot capture in certain Unity Editor workflows. (1415399)
  • UI Toolkit: Fixed VisualElements change scaling when mouse moves over a different window on a higher DPI display. (UUM-7260)
  • Version Control: Fixed missing references in synced prefabs.
  • VFX Graph: Changing the output order in the inspector would not take effect if the asset is not opened in VFX Graph editor. (1363580)

New in Unity 2022.1.9 (Jul 14, 2022)

  • Features:
  • Version Control: Added option to enable changelists and display them in pending changes tab
  • Added changelist related options to pending changes context menu.
  • Improvements:
  • Services: Opting out of analytics within the editor is now available to all customers and will sync the settings with the Unity backend.
  • Changes:
  • Package: Updated auth package to 2.1.1.
  • Package: Updated core package to 1.4.1.
  • Fixes:
  • Android: Fixed overhead of memory allocations in the Vulkan backend for allocation sizes between 128kB and 1024kB. (UUM-5966)
  • Android: Fixed Patch (/And Run) failing on some Android 12 devices with "Permission Denied" or "No such file or directory". (UUM-2445)
  • Animation: Added back old method signature for backward compatibility. (UUM-1812)
  • DX12: Fixed for crash when an upload subupdates buffer was assigned to a compute shader as a UAV. (UUM-5770)
  • Editor: Added the option to set something as the first child of the root. (UUM-955)
  • Editor: Fixed performance issue for looping small clip with root motion extraction. (UUM-6515)
  • Graphics: Allowed a native Texture3D to be bigger than 2GB. (UUM-4006)
  • Graphics: Fixed bug with Crunched textures appear too bright in projects in linear color space. (UUM-3200)
  • Graphics: Fixed LightAnchor when camera is tilted, work with Local and World Up. (1403119)
  • Graphics: Fixed the issue where "Rim left" and "Rim right" presets are difficult to visualize in the inspector. (1399494)
  • Graphics: Switching vsync mode while in a Metal player could sometimes cause a freeze due to the vsync status not syncing correctly before waiting on the frame present - this has been fixed. (UUM-5547)
  • Graphics: Updated libjpeg-turbo to version 2.1.2 to solve security issues with version 1.3.1, used by Texture2D and ImageConversion LoadImage API and ImageConversion EncodeToJPG API. (UUM-4950)
  • HDRP: Added a blendable perceptual blending parameter on volumetric clouds to get rid of over exposure artifacts. (1407686)
  • HDRP: Added the volumetric clouds to the feature list of HDRP (case 1410051). (1410051)
  • HDRP: Facilitated reactivation of Ray Tracing Light Cluster in Path Tracing.
  • HDRP: Fixed a performance issue with Single Shadow debug mode. (1400281)
  • HDRP: Fixed an issue regarding the scaling of texture read from the after-post-process injection point. (1412459)
  • HDRP: Fixed an issue with decals not scaling with a parent transform. (1401887)
  • HDRP: Fixed artifacts on the edges of the screen when enabling volumetric clouds. (1400011)
  • HDRP: Fixed black screen with MSAA and TAAU both enabled. (1411217)
  • HDRP: Fixed blending artifacts with physically based DoF. (UUM-5901)
  • HDRP: Fixed Cloud Layer rendering on nvidia gpus. (1401162)
  • HDRP: Fixed constant repaint when static sky set to none. (1414957)
  • HDRP: Fixed decal angle fade for decal projectors. (1410918)
  • HDRP: Fixed errors in HDR comparison doc. (1410049)
  • HDRP: Fixed errors when switching to SMAA. (1401225)
  • HDRP: Fixed for Texture2D and Texture3D parameters not accepting 'None' as value. (1406928)
  • HDRP: Fixed game view goes greenish and then black in editor with DX12/Vulkan. (1415948)
  • HDRP: Fixed issue with motion blur having small holes in its blur with high velocities. (1415008)
  • HDRP: Fixed issue with specular occlusion being wrongly quantized when APV is enabled in HDRP. (1407475)
  • HDRP: Fixed label for background clouds in Environment Lighting tab. (1409875)
  • HDRP: Fixed Planar Probe not rendering when sky is None. (1410628)
  • HDRP: Fixed the documentation for recursive rendering not being clear enough for the smoothness' behavior. (1409004)
  • HDRP: Fixed the SSR not properly working on deferred with tiles with multiple variants. (1399311)
  • HDRP: Fixed Volumetric Clouds texture input fields. (1408252)
  • HDRP: Made sure that camera jittering is disabled in Path Tracing. (1399440)
  • HDRP: Removed clamping for ray traced reflections on transparent objects (case 1414178). (1414178)
  • HDRP: UX fix for baked reflection probes. (1403131)
  • HDRP: Volumetric fog color no longer affects height fog when disabled. (1414943)
  • Linux: Fixed print stack trace frequently crashing. (UUM-1595)
  • Package Manager: Fixed an issue where some PackageInfo properties would not be populated correctly if the package came from a GitHub registry. (1354652)
  • Particles: Load MeshFilter Components before Particle Systems to ensure they can be used during prewarms. (UUM-832)
  • Profiler: Fixed enabling Deep Profile on Standalone Profiler crashes the Standalone Profiler with "Sending message header failed" warnings. (1400647)
  • Profiler: Fixed potential crash when loading AudioClips. (UUM-6099)
  • Scripting: Made the Gradient API thread safe. (1428874)
  • Scripting: RequiredComponents of different MonoScripts with the same name are now resolved correctly. (UUM-1928)
  • Shaders: Fixed a surface shader error when multiple uv sets were being used on the same texture. (UUM-929)
  • Text: Fixed Text component not rendering elements with floating point coordinates correctly on machines with locale set to one that uses commas as decimal separators. (UUM-868)
  • UI Toolkit: Fixed an issue where the expanded state of the ListView would not be serialized across selections. (UUM-1461)
  • UI Toolkit: Fixed an issue where UI Toolkit controls under a namespace named "Assets" would cause an exception in the Project pane of the UI Builder.. (UUM-3481)
  • UI Toolkit: Fixed Vector image rendering was ignoring the target rect position. (UUM-860)
  • Undo System: Handle Prefab Stage changes when entering and exiting playmode. (UUM-7045)
  • Universal Windows Platform: Fixed errors when trying to use the System.Web.HttpUtility class on UWP. (UUM-4008)
  • URP: Added multi_compile_instancing to SimpleLit shader on SM 2.0. (1397612)
  • URP: URP 2D - Fixed Light2D upgrading issue with m_AlphaBlendOnOverlap property. (UUM-1845)
  • Version Control: Fixed editor hangs when there is no network available
  • Fixed existing checkout has locked the workspace error
  • Fixed checkin fails over unstable connection.

New in Unity 2022.1.8 (Jul 8, 2022)

  • Changes:
  • XR: The Oculus XR Plugin package has been updated to 3.0.2.
  • Fixes:
  • Android: Allow any file to be selected as keystore (previously only .keystore was supported). (UUM-917)
  • Android: Fixed a potential app store validation issue related to a QueryIntentActivities() call when initializing the engine.
  • Android: Fixed crash during low memory kill. (UUM-4811)
  • Asset Pipeline: Fixed an issue where generating previews of some prefabs could raise an 'unknown importer' error in the console. (UUM-2908)
  • Editor: Fixed crash on Linux when opening and closing standalone profiler in the editor. (UUM-5543)
  • Editor: Fixed padding/alignment on "on play behavior' menu items. (1376990)
  • Editor: Gradient's location value could not be edited for rgb swatches using the keyboard. (1420954)
  • Editor: Maximize on Play no longer steals focus, listens to "focus" checkbox instead. (1376988)
  • Editor: Speed up drag & drop in the Project view on large projects. (1314065)
  • GI: Fixed the pushoff setter on GPU lightprobes baking. (UUM-857)
  • GI: Light Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled. (UUM-3968)
  • Graphics: Draw calls with not all ComputeBuffers bound correctly can lead to crashes on M1. Calls are now discarded and error message is output with shader name. (1395963)
  • Graphics: Fixed false positives from checking if all buffers are bound correctly on Metal.
  • HDRP: Added an error message in the custom pass volume editor when custom passes are disabled in the HDRP asset. (1407146)
  • HDRP: Changed back height of the path tracing progress bar to 0.5% of the resolution. (1404944)
  • HDRP: Fixed custom pass material editor not displaying correctly read-only materials. (1411764)
  • HDRP: Fixed DRS resolution not working for custom post process / custom passes. Pre post effect passes looked croppted (case 1398904). (1398904)
  • HDRP: Fixed error on lens flare enabled causing motion vectors to be faulty. (1398635)
  • HDRP: Fixed flickering tiles on FPTL when light count exceeds 32 on vulkan. Caused by a compiler bug vulkan only (case 1401605). (1401605)
  • HDRP: Fixed HDRP Wizard windows duplicated when entering in play mode. (1407981)
  • HDRP: Fixed issue with overblown exposure when doing scene filtering. (1333684)
  • HDRP: Fixed issue with path tracing, when Ambient Occlusion Remapping is forced to zero on materials. (1401329)
  • HDRP: Fixed lens flare wobbling caused by using jittered matrix, more visible with DLSS (case 1403463). (1403463)
  • HDRP: Fixed min percentage of dynamic resolution in HDRenderPipeline not clamped (case 1408155). (1408155)
  • HDRP: Fixed missing menu item to create reflection proxy volume. (1401202)
  • HDRP: Fixed Reflection Proxy Volume allowing negative values. (1401205)
  • HDRP: Fixed the history buffers being all discarded when the number of ColorPyramidBuffers changed (case 1405726). (1405726)
  • HDRP: Updated frame diagram image in documentation (missing Flim grain and Dithering). (1407628)
  • HDRP: Virtual texturing streaming loading no longer hindered by transparent materials. Transparent materials, depending on their transmitance or alpha, will let the VT streaming system requests textures appropiately. (UUM-6402)
  • IL2CPP: Avoid an stack overflow during code conversion when an attribute constructor uses the attribute itself. (UUM-3907)
  • IL2CPP: Avoid incorrect behavior of the Array::Set method when the faster (smaller) builds IL2CPP code generation option is used. (1411185)
  • IL2CPP: Copy .h source plugin files into the Gradle project generated for Android builds. (UUM-3641)
  • IL2CPP: Fixed "Cannot add a generic parameter reference without an instance" error when converting a method with a generic function pointer. (1427170)
  • IL2CPP: Fixed issue where assemblies with an instance method and a static method with the same name, parameters, and return type would cause the build to fail. (1411168)
  • IL2CPP: Fixed issue where Assembly.GetType() on a type without a namespace could match a nested type with the same name and issue where Assembly.GetType() did not respect the ignoreCase flag for nested types. (1422119)
  • IL2CPP: Fixed performance issues in metadata access with thread contention. (UUM-609)
  • IL2CPP: Fixed performance regression in regular expressions. (UUM-590)
  • IL2CPP: Fixed possible runtime crash when a generic type is used as a base class generic parameter. (UUM-1129)
  • IL2CPP: Throw a managed exception when CreateDelegate is called with a delegate type that was not generated ahead of time. (UUM-817)
  • Linux: Fixed missing game controller mappings for certain controllers. (1384896)
  • Mono: Corrected issue where FileSystemEventArgs.FullPath did not return a fully qualified path. (UUM-1822)
  • Mono: Fixed "The BinaryReader read data to a Span is always zero.". (UUM-866)
  • Mono: Fixed issue where FileSystemEventArgs.FullPath would have an incorrect path if FileWatcher event was on a file in a subdirectory. (1397564)
  • Particles: When using the Built-in Rendering Pipeline, prevent the Standard Unlit Particle shader from performing unnecessary lighting calculations on the CPU. (UUM-827)
  • Prefabs: Fixed Overrides window height is not adjusted when notifications are also present in this window. (UUM-905)
  • Profiler: Fixed untracked memory allocated via AsyncUploadManager when browsing Addressables. (1410384)
  • URP: URP 2D - Fixes vertex color for sprite shapes. (UUM-1921)
  • VFX Graph: Custom attribute blend block was missing a range slider for the blend property. (UUM-6095)
  • VFX Graph: Fixed node input type could be changed when inserting a new node on an edge. (1408203)
  • VFX Graph: OutputParticle context inspector content could shift vertically when resizing the inspector panel. (UUM-6636)
  • VFX Graph: VFX asset preview is not animated by default anymore to save cpu usage. (1367447)
  • VFX Graph: VFX Graph gizmo cannot be manipulated anymore. (1398351)
  • Web: This PR implements Application.RequestUserAuthorization/HasUserAuthorization API:
  • https://docs.unity3d.com/2022.1/Documentation/ScriptReference/Application.RequestUserAuthorization.html and sets the front facing mode of devices that don't include "front" or "back" in their label to true. (1283191)
  • XR: Fixed XR devices not following RunInBackground setting in Player Setting on PC standalone and playmode in Editor.
  • UI Toolkit: This fixes the following:
  • 1357086: Changes in UI Builder are lost when editing a 2D sprite
  • UIT-1233: UIBuilder: Message in dialog unclear - "UI Builder: Document has unsaved changes"
  • The message appearing on screen is now clearer and a bit more explanatory for users. While it doesn't fix the problem at the source, it at least informs users more efficiently (about the reasons why they ended up there). (UUM-847)

New in Unity 2022.1.7 (Jun 30, 2022)

  • Improvements:
  • Windows: Added "-force-d3d11-flip-model" command line parameter to force Unity to use DXGI flip model swap chain.
  • API Changes:
  • UI Toolkit: Added: Added a NestedInteractionKind enum to ScrollView to give control over event propagation while scrolling.
  • Fixes:
  • 2D: Fixed duplicate instantiated GameObjects from Tiles on Tilemap Prefabs when instantiating the Tilemap Prefabs. (UUM-1671)
  • Android: Fixed high memory usage when uploading 2D array textures using Vulkan on Adreno devices. (1418261)
  • Android: Fixed Java local reference leak when AndroidJavaProxy is passed as argument to AndroidJavaObject.Call/CallStatic. (1389252)
  • Android: Fixed video with alpha when using Vulkan on some older devices. (1407184)
  • Android: Fixed VideoPlayer with Vulkan on Samsung GPUs. (1416478)
  • Android: To change android:screenOrientation value from "fullSensor" to "fullUser" so that the orientation of the screen can be locked when screen orientation on a device's setting is turned off. (1410778)
  • Asset Pipeline: Increasing the default import worker connect timeout, to avoid import worker client processes shutting down unnecessarily, when working with larger projects. (UUM-2502)
  • Editor: Fixed crash when moving non-empty folder to a target containing another folder with the same name in the Project Browser. (1389594)
  • GI: Fixed SetLightingDataAsset with multiscenes (caused the lightmaps to disappear for other scenes). (UUM-916)
  • Graphics: Fixed metal code generation for shaders using IBFE opcode. (UUM-2292)
  • Graphics: Fixed occasional crash when compressing to ETC2 with Texture2D.Compress. (1417802)
  • Scripting: Fixed issue where OnPostRender is called multiple times per frame when setting Application.targetFrameRate. (UUM-911)
  • Scripting: Fixed issue where yielding WaitForEndOfFrame was getting called too many times per Editor player loop. (UUM-904)
  • UI Toolkit: Fixed disabled UIDocument still being rendered on editor start. (UUM-793)
  • UI Toolkit: Fixed for issue where ArgumentOutOfRangeException is thrown when adding/removing elements from a List in the Inspector. (UUM-957)
  • UI Toolkit: Fixed for offset issues and layout delays in default PropertyField on array values when adding or removing items. (UUM-902)
  • UI Toolkit: Fixed nested scroll view behaviour on mobile; scrolling will stay in the scroll view that initiated the drag. (UUM-941)
  • UI Toolkit: Fixed wrong focus grabbing when refreshing BaseVerticalCollectionView. (1397542)
  • Universal Windows Platform: Fixed Application.OpenURL asserting due to not freeing temporary memory. (UUM-2205)
  • VFX Graph: Fixed exception when there is a GPU in subgraph and flow link in parent graph. (UUM-571)
  • Windows: Fixed Screen.currentResolution containing incorrectly rounded refresh rate. (UUM-1512)
  • Windows: Fixed the game window teleporting to another display on certain display setups when switching to exclusive fullscreen mode at resolution that's significantly lower than the display's native resolution. (UUM-1513)

New in Unity 2022.1.6 (Jun 23, 2022)

  • Improvements:
  • Burst: Added support for the System.Runtime.CompilerServices.IsExternalInit workaround documented [here](https://docs.unity3d.com/2022.1/Documentation/Manual/CSharpCompiler.html) into Burst when used in 2022.1+.
  • Changes:
  • Burst: Changed how we process static readonly fields in static constructors such that we'll allow more computational budget per static field. This fixes the case where having too many static readonly variables in a single static constructor could fail to compile, while they would work if each was in their own static constructors.
  • Burst: SDK Updates.
  • Fixes:
  • Burst: Added workaround for "cannot dlopen until fork() handlers have completed" issue seen in macOS 12.3.
  • Burst: Fixed a bug that manifested when using IAP in UWP builds with Burst - we were scanning the assembly hierarchy too deep for Bursted types, which led to an AssemblyResolutionException.
  • Burst: Fixed a bug with Span and ReadOnlySpan types where if the indices used were not already 32-bit signed integers, an internal compiler error would occur if running with safety checks enabled.
  • Burst: Fixed a compiler crash if users used __refvalue or __arglist in Burst. Neither of these are supported, but now we will nicely tell you via a compiler error that they aren't supported.
  • Burst: Fixed a compiler error when trying to acquire the function pointer of a generic function from Bursted code.
  • Burst: Fixed a really convoluted bug that could manifest in Burst returning out of date cached libraries, which would manifest as random exceptions in Burst jobs/function-pointers (users deleting the BurstCache would workaround the bug).
  • Burst: Fixed a regression where out parameters of C# 9.0 function pointers weren't working in Burst.
  • Burst: Fixed bug in static constructor ordering in the presence of indirect dependencies between static constructors (i.e. static constructor -> static method -> static constructor) that could result in a runtime crash.
  • Burst: Fixed bug where disabling native debug mode, after having previously enabled it in the same editor session, didn't in fact disable native debug mode.
  • Burst: Fixed burst inspector sometimes stalling during loading for script reloads.
  • Burst: Fixed compiler crash when the only usage of a static field was in a formatted exception string.
  • Burst: Fixed compiler crash when trying to dynamically call BurstCompiler.CompileFunctionPointer in Burst-compiled code.
  • Burst: Fixed hashing bug that could occur when a function pointer type is used in a method parameter.
  • Burst: Fixed hashing error that could occur in the presence of multiple synthesized explicit interface implementations with the same name and signature.
  • Burst: Fixed internal compiler error when encountering a calli with closed generics.
  • Burst: Using a function only through a C# function pointer could cause a crash.
  • Editor: IndexOutOfRangeException is thrown when openning Object Picker. (UUM-2825)
  • GI: The editor could crash in case of overlapping light probes when additively loaded scenes. This fix eliminates an attempt to deduplicate light probes with respect to positions. A warning is introduced as the lack of deduplication could cause flickering objects.
  • Graphics: Fixed consistent Gfx.WaitForPresentOnGfxThread editor spikes when using Metal. Also fixed issue which caused the Game View FPS to drop when the editor was moved to a different display. In addition, fixed bad performance when Game View was displayed in a different window at the same time as the Scene View. (UUM-4697)
  • Linux: Backport for bug 1134402.
  • Identical changes to trunk. (1134402)
  • Linux: Fixed crash caused by destroying MenuItem widgets and accessing their data in GTK handlers. (1372311)
  • Linux: Fixed PC does not going to sleep when the editor is open. (1418023)
  • Linux: Fixed player window cannot be resized when the player is started in full screen mode. (1372700)
  • macOS: MacOS MoveMainWindowTo no longer fails to switch screens when monitors are scaled. (1415023)
  • Particles: Fixed for glitching particle effects that showed up when using graphics jobs. (UUM-2576)
  • Physics 2D: Ensure that the PlatformEffector2D continually calculates friction/bounce when something is in contact with it. (UUM-1684)
  • Profiler: Fixed Memory Profiler capture reloading unloaded assets referenced by scripts. (UUM-898)
  • Serialization: Avoid crash during build related to assets that use SerializeReference and Garbage Collection. (UUM-644)
  • uGUI: Fixed an issue where a RectTransform that is part of a nested Canvas would get its values overridden when it would become disabled. (1374782)
  • UI Toolkit: Fixed an issue where the UI Builder breaks the cursor property when saving by appending a comma between the additional parameters. (UUM-872)
  • Universal Windows Platform: Fixed memory leak when creating new PlayerPrefs with key that is longer than 25 characters. (UUM-4166)
  • URP: URP 2D - Fix bug when upgrading parametric lights to freeform lights. (UUM-1869)
  • WebGL: Updated UnityWebRequest.url after request redirects. (1360290)

New in Unity 2022.1.5 (Jun 16, 2022)

  • Fixes:
  • Android: Fixed potential crash during shutdown when using Vulkan. (1423459)
  • Asset Import: Fixed issue where the Model Importer remaps materials even when MaterialImportMode is None. (1401070)
  • Asset Import: Scripted importers that use Allocator.Temp allocated memory no longer leak memory on the asset import worker.
  • Editor: Fixed ReorderableList 'delete element' keyboard shortcut exceptions. (1376560)
  • Editor: Fixed spurious assembly file locking which could prevent rebuild after using the right clic "Open source code" on a test in the Test Runner window.
  • Input: Fixed Alt-Tabbing out of build leaves the Alt key pressed on return. (1399038)
  • Input: Fixed keys being stuck pressed when application regains focus on Windows Standalone, macOS with input system package. (1361145)
  • Input: Fixed mouse coordinates being incorrect until first move on Windows Standalone, Linux, macOS with input system package. (1231907)
  • Input: Fixed Touchscreen.pressure being corrupted on Windows Standalone with input system package. (1378194)
  • Kernel: Fixed issue when attempting to load corrupted rest-certificate.pem cert would crash Unity. (1423569)
  • Linux: Fixed Linux Editor's new input system's mouse scroll delta values clamped between -1 and 1. (1365433)
  • UI: Updated COPPA compliance link.

New in Unity 2022.1.4 (Jun 14, 2022)

  • Improvements:
  • Graphics: Reduced command buffer CPU overhead.
  • HDRP: Reduced RenderGraph CPU overhead.
  • Changes:
  • Serialization: Changed alignment in Resource Image transfer function from 4 to 16 bytes to improve patching results on some platforms.
  • Fixes:
  • Editor: Backed out fix for 1322784. This fix created multiple regressions. (1388532)
  • Editor: [SpeedTree] Fixed default vertex colors for the billboard LOD vertex data for SpeedTree v8 imports. (1417551)
  • Graphics: Fixed for slow update of streaming virtual texturing on DX11.
  • IL2CPP: Corrected a possible crash during liveness processing when asynchronous delegate invocation is used. (1417730)
  • IL2CPP: Corrected code generation for Enum.HasFlag when its second argument is a System.Enum type. (1420369)
  • IL2CPP: Corrected the behavior of named pipes on Windows platforms. (1420995)
  • IL2CPP: Corrected the module initializer function call signature to avoid calling the wrong method on WebGL. (1399638)
  • IL2CPP: Fixed builds failures when doing .NET Framework API builds and referencing types in System.Drawing. (1413051)
  • IL2CPP: Fixed crash that would occur when attaching a Rider debugger client to a il2cpp player.
  • IL2CPP: Fixed function pointer bugs with integer casting and signature comparisons. (1391567)
  • IL2CPP: Fixed issue where a try block inside of a loop nested in a try/finally block could cause the finally handler to run multiple times. (1402180)
  • IL2CPP: Prevented delegates to instance methods from being called with a null "this" parameter. (1412320)
  • Mono: Fixed default interface method crash when using mismatched generic arguments. (1394314)
  • Mono: Fixed editor crash when de-serializing managed objects that have changed field types. (1378713)
  • Mono: Fixed PlatformNotSupportedException when calling System.Security.Cryptography.ProtectedData.Protect. (1397970)
  • Mono: Fixed random crash on exit or domain reload. (1418292)
  • Mono: Implemented ProcessStartInfo.ArgumentList which was introduced in .Net Standard 2.1. (1396842)
  • Mono: Throw a MarshalDirectiveException when marshaling generic instances as return types from pinvoke callbacks. (1390445)
  • Video: Video's Alpha not transparent when built with WebGL. (1397499)
  • WebGL: Fixed bug where some control keys were being incorrectly interpreted as text. (1417650)
  • Windows: Fixed dragging files from Unity to other applications when the file path contains non-ASCII characters. (1402070)
  • Windows: Fixed progress bar text getting cropped in the editor when running on higher than 100% scaling display. (1398360)

New in Unity 2022.1.3 (Jun 1, 2022)

  • Features:
  • Package: Analytics 4.0.1 Release
  • CloudSave 2.0.0 Release
  • CloudCode 2.0.0 Release
  • Improvements:
  • Android: Added the AssetBundle extension to the list of exceptions for gradle compression of StreamingAssets (1405245)
  • Fixes:
  • Android: Allow 2 segment package names. (1425979)
  • Android: Fixed Screen.resolutions to return all supported refresh rates, not only 60Hz. (1426366)
  • Editor: Fixed IMGUI state being reset when a EditorUtility.DisplayDialog was opened. (1380288)
  • GI: Strip shader variants with DIRLIGHTMAP_COMBINED keyword enabled when both LIGHTMAP_ON or DYNAMICLIGHTMAP_ON are disabled when building the player. Directional lightmap logic is always enclosed in the more general baked or dynamic lightmap blocks. (1307896)
  • Linux: Fixed input system package drop down is a blank square issue. (1391850)
  • Project Browser: Fixed context menu does not appear when holding Ctrl and pressing left mouse button in the Project window on Mac. (1390296)
  • Shaders: Editor in -no graphics mode does not support compute shaders. (1410540)
  • UI Toolkit: Fixed ArcTo() gap when using very small inflexion angle. (1421790)
  • URP: Backported RTHandles load/store actions fixes.
  • URP: Fixed smooth material lighting banding issues on mobile platforms. (1375791)

New in Unity 2022.1.2 (May 26, 2022)

  • Features:
  • Version Control: Added checkin comment column to Plastic SCM window Incoming Changes view.
  • Improvements:
  • Asset Import: Importing Models and their Materials using MaterialDescription will correctly use the glossiness value from the Material Fbx properties and applies it to the Standard Shader. (1370645)
  • Version Control: Updated Go Back confirmation message to be consistent with feature
  • Updated Create Child Branch dialog to focus on branch name field when opened
  • Improved messaging of Subtractive Merge after using Go Back feature.
  • Fixes:
  • Android: Fixed app-freezing when an application changes into multi-window(split-screen) on Chrome OS tablet mode. (1361131)
  • Asset Import: Fixed internal MaterialDescription AssetPostprocessor priorities to -1000 so they don't conflict with users default implementations. (1360618)
  • Asset Import: Importing Models and their Materials using MaterialDescription will correctly use the glossiness value from the Material Fbx properties and applies it to the Standard Shader in HDRP and URP. (1370665)
  • Build Pipeline: Fixed an issue where cached Sprite state could be stale.
  • Graphics: Fixed flickering of particle system when using Vulkan. (1417289)
  • Kernel: Fixed VirtualFileSystem tests failing in the case of short paths being returned. (1402346)
  • macOS: Enabled the Build and Run button for Apple Silicon builds in the Silicon Editor. (1415688)
  • macOS: Fixed flicker in splash screen when using OpenGL. (1396489)
  • macOS: Fixed OSX sending a Return keycode event when return was pressed to confirm an IME string. (1381684)
  • Mobile: Added a new Player setting "Reset resolution on window resize" to reset resolution when native window is resized. (1393410)
  • Physics 2D: Fixed an issue in the CustomCollider2D where a shapes bounds were not updating when replacing existing shapes with different vertices only. This resulted in an incorrect collision detection for that shape. (1425289)
  • Profiler: Fixed issue where Mesh memory usage was not being updated when applying new MeshData with Mesh.ApplyAndDisposeWritableMeshData. (1377773)
  • Scripting: Fixed case where the type of generic fields inside generic classes would fail to get resolved when building the project. (1415422)
  • Scripting: Fixed filtering of assemblies by platform constraints not working and by defines. (1373388)
  • Serialization: Fixed crash when deserializing a Prefab instance containing a resize on an array containing a nested type with a Fixed Buffer. (1400774)
  • Shaders: Fixed a crash when warming up a shader variant collection that had a shader with UsePass. (1407692)
  • Shaders: Fixed include dependencies being reported incorrectly when guarded by defines that depend on keywords. (1401580)
  • Shaders: Fixed redundant shader variant recompilation after Editor relaunch. (1425799)
  • Shaders: Fixed ShaderKeywordSet.Disable not disabling keywords. (1417644)
  • uGUI: Fixed InputField not correctly handling IME input when return was pressed. (1349037)
  • URP: Fixed issue of Renderer2D using the incorrect render path when lights are out of the scene view. (1400566)
  • Version Control: Fixed assets not added correctly when Plastic SCM window is not open
  • Fixed wrong position of overlay icons on Pending Changes view
  • Disallowed Go Back feature to a changeset from another branch.
  • Video: Fixed a crash when importing a file in play mode. (1305732)
  • WebGL: Fixed WebGL build in the Linux editor to include default resources. (1411380)
  • XR: Fixed Unity VR Splash screen not showing up on UWP.

New in Unity 2022.1.1 (May 19, 2022)

  • Improvements:
  • Android: Bump Android Logcat package to 1.3.2 version.
  • Burst: Removed the requirement that BurstLoader has to initialize BurstReflection during a domain reload, making BurstLoader setup 2x faster during domain reloads.
  • Graphics: Using memoryless MSAA now also applies to the MSAA attachment when depth resolve is used.
  • Mono: Added support for direct ETW profiler integration on Windows Desktop for managed code, with no plugin required.
  • API Changes:
  • iOS: Added: Added iPad Air 5 and iPhone SE 3 to devices.
  • Changes:
  • Burst: Made Burst explicitly check for any compilation requests that came from AssemblyBuilder, and do not compile these with Burst. These exist outside the normal compilation pipeline, and Burst could not support them (but we now explicitly check for that case).
  • Burst: Made Burst's ILPP 22% faster by caching dependent assemblies that the being-processed assembly uses.
  • Core: NativeArray and NativeSlice Length is no longer reset when an instance is disposed, so as to ensure entry into iterators that would likely yield a disposed object exception.
  • iOS: Changed how selection is handled if it's set before the on screen keyboard has showed up.
  • Services: UGS packages are now available in the Package Manager.
  • Fixes:
  • 2D: Fixed 'require texture compression' setting being reset during player build. (1397965)
  • 2D: Fixed issue where Sprite reference might be lost after upgrading. (1398401)
  • AI: Fixed unidirectional NavMesh links creating erroneous connection between polygons. (1328727)
  • Android: Added Initial launch size metadata into AndroidManifest.xml for Chrome OS devices with Android R or higher installed. (1360064)
  • Android: Fixed a bug with Unity UGUI and UI Elements input fields, where switching languages dynamically and IME functionality was not working. (1395812)
  • Android: Fixed a Unity Audio bug related to Bluetooth audio. This was causing issues with Vivox, and possibly other 3rd part audio libraries, with Bluetooth functionality. On Android, Bluetooth audio state is basically global, so Unity Audio now only makes the bare minimum changes to this state. We may still call startBluetoothSco and stopBluetoothSco when starting or re-initializing the audio output engine and when starting/stopping the Unity microphone. We may also call AudioManager.setMode when starting/stopping a Bluetooth mic through the Unity microphone APIs, but that's it. (1418634)
  • Android: Fixed XR subsystem initialization in case of app bundle + asset packs. (1392895)
  • Animation: Fixed an issue where the parameter preview of the animator did not work anymore. (1388833)
  • Asset Bundles: Ensure that padding is added after blocks info so that Switch patching works appropriately. This fix implies that loading newly generated AssetBundles will require using this new Unity editor/runtime combination. (1403996)
  • Asset Import: Upgraded boost::asio version to v1.20.0. (1408567)
  • Asset Pipeline: Fixed issue with assert during accelerator client corruption detection. (1376291)
  • Build System: Dedicated server build will not inadvertently strip mesh data from meshes used for collision. (1399961)
  • Build System: Removed legacy project file causing issues when opened through VSCode's Omnisharp. (1389396)
  • Burst: A potential issue with the debug info mover pass, that meant it only affected the first entry point in a module.
  • Burst: Fixed a bug when calling profiling CreateMarker on iOS, Burst could fail at runtime saying it was unable to find CreateMarker__Unmanaged.
  • Burst: Fixed a bug where if you had synchronous compilation on a job, disabled Burst compilation and entered playmode, then exited playmode, and finally re-enabled Burst compilation, a hang could occur.
  • Burst: Fixed a bug where if you used FloatMode.Fast with math.pow, where the y argument to math.pow was actually sourced from an integer, illegal codegen would be generated (LLVM would try and call out to powf from the cstdlib).
  • Burst: Fixed a bug where toggling Burst enable disable during a playmode execution using Burst, and then attaching the managed debugger, could cause an editor crash.
  • Burst: Fixed a bug where using ReinterpretStore(someIndex, (ushort)someValue) could cause an internal compiler error in Burst.
  • Burst: Fixed a memory leak where during hashing we'd pin a GC object and never unpin and free it.
  • Burst: Fixed a potential deadlock whereby if Burst was compiling in the background (the background tasks window showed Burst in it) and a user switched from release to debug in the editor, Burst could cause a deadlock.
  • Burst: Fixed a super rare bug where Burst could hit an internal error with System.InvalidOperationException: Nullable object must have a value.
  • Burst: Fixed a super rare hashing bug in Burst whereby it was possible that the Burst Hash Cache for a given assembly was out of sync with the Assembly Loader cache.
  • Burst: Fixed another rare case of the file-is-locked bug where the Burst IL Post Processor could incorrectly hold a file lock on a pdb.
  • Burst: Fixed errors when working with paths containing special characters.
  • Burst: Fixed hashing error that could occur with unbound generic type.
  • Burst: Inspector font style changing when entering and exiting play mode.
  • Burst: Right pane vertical scrollbar not always showing correctly.
  • Core: Removed disposed NativeArray and NativeSlice check when iterating or accessing properties like Length due to a performance regression when collections checks are enabled.
  • Documentation: Fixed misleading information for ModifiableContactPair.SetPoint().
  • DX12: - Offset binding support for cbuffers disabled from SystemInfo on DX12 as it has never been supported, full implementation is upcoming. (1381731)
  • Editor: Backport bug fix from 2022.2: Executing Build And Run with Dedicated Server platform now opens terminal window on Linux and macOS. (1354166)
  • Editor: Fixed default label width in material inspectors. (1405121)
  • Editor: Fixed for pen in the new input system on Windows so that displayIndex is set and button flags are more consistent. (1395895)
  • Editor: Fixed incorrect screen size when dragging in the prefab stage. (1394756)
  • Editor: Fixed rendering on overlay cameras in 2d with no post-processing. (1387283)
  • Editor: Fixed tooltips not being resolved when using a custom label that does not contain a tooltip. (1415921)
  • Graphics: Crash when calling Graphics.RenderMesh for a Mesh that was destroyed.
  • Graphics: Fixed mipmap streaming issue that could happen in projects where Quality Setting "Texture Quality" specifies a texture mipmap level of lower resolution that the one set in Quality Setting "Texture Streaming / Max Level Reduction" (case 1417479). (1410879)
  • Graphics: Fixed redundant store of depth buffer MSAA samples to memory on Quest when depth resolve is used. (1413086)
  • Graphics: Fixed reinitializing of a compressed, non-crunched texture. (1401977)
  • Graphics: Fixed wrong RT discarding on metal when using CommandBuffers in OnRenderImage. (1395106)
  • Graphics: Universal backport added missing shader keyword for shader graph when rendering with deferred rendering. (1372326)
  • HDRP: Fixed a leak when creating and destroying manually reflection probes. (1394192)
  • HDRP: Fixed an issue with overlay queued shaders not rendering in HDRP (case 1400281). (1379399)
  • HDRP: Fixed decal normal overwriting normal map when normal blending is enabled. (1400660)
  • HDRP: Fixed prefab mode context visibility not hiding custom passes, decals, and local volumetric fog objects. (1395948)
  • HDRP: Fixed volumetric fog being clamped by the max shadow distance on metal. (1419758)
  • IL2CPP: Fixed invalid C++ code for unmanged function pointer call in shared generic code. (1417082)
  • IL2CPP: Fixed issue where calls to GetHashCode on value types with no instance fields would not return a stable value. (1411455)
  • IL2CPP: Fixed rare incremental GC crash on Windows. (1411601)
  • IL2CPP: Workaround the Clang 12+ bug that could surface with IL2CPP by changing the Hash128 constructor code. (1422065)
  • Input: Fixed keyboard not working on iOS 15. (1376970)
  • iOS: Do not include .meta files in build for plugins of .plugin type. (1184957)
  • iOS: Fixed Input Field caret jumping when Hide Mobile Input is used. (1415962)
  • iOS: Fixed occasional xcode 13.3 build fail due to "a cyclic reference". (1418416)
  • Linux: Editor no longer crashes at the launch on systems that does not support Vulkan and OpenGL3.2. (1372651)
  • Linux: Fixed editor crash on startup when opened on machines with certain Intel MESA cards. (1375312)
  • Linux: Fixed linux playmode window from processing multiple mouse events on each mouse click event. (1337545)
  • Linux: Fixed maximizing of playmode window on linux while trying to change tabs to scene view. (1407426)
  • Linux: Fixed Shift + Tab keyboard input to support backwards navigation in Linux editor text fields. (1396671)
  • macOS: Fixed "Already have uncommitted encoder" error present under some circumstances. (1400691)
  • Mono: Fixed bug where the SmtpClient would ignore the ServicePointManager's SecurityProtocol level. (1389326)
  • Mono: Fixed incorrect exception being thrown via Process.Start when windows path contains '. (1387637)
  • Mono: Fixed issue where callstacks would not be reported on OSX. (1411374)
  • Mono: Removed handling SIGINT when Mono is embedded in Unity and the Player. (1376434)
  • Networking: UnityWebRequest: filter error display in players Developer console the same way as in Editor. (1413106)
  • Networking: UnityWebRequest: fix support for System.Uri with file path containing spaces and plus characters (both at the same time). (1367599)
  • Particles: Fixed ringbuffer mode to work properly with pause-and-catchup culling mode. (1385616)
  • Scripting: Ignore hidden sequence points when calling Coverage.GetSequencePointsFor. (1415957)
  • Scripting: Removed outdated System.Reactive extensions from .Net 4.8 profile. (1407597)
  • Search: Fixed a ThreadAbortException when creating multiple C# scripts in quick succession. (1398886)
  • Search: Fixed Advanced Object Picker does not persist settings in context menu. (1417074)
  • Search: Fixed failure while loading a search index concurrently. (1417609)
  • Search: Fixed quick Search does not find all files (when temp is part of the folder name). (1409878)
  • Search: Fixed search freeze Unity if opening query block selector and if the scene provider is still searching for some results. (1411739)
  • Search: Fixed thumbnails in Search window (with inspector panel turned on) changing when selected. (1402123)
  • Search: Fixed unwanted warning shown when loading URP converters. (1410719)
  • Shaders: Changing line endings in shaders or include files will no longer cause recompilation of variants. (1415557)
  • Shaders: Compute shader compilation progress bar no longer gets stuck. (1415495)
  • Shaders: Fixed a rare shader compiler crash when expanding unterminated macros. (1402454)
  • Shaders: Fixed an occasional crash when entering playmode and trying to run a compute shader. (1413012)
  • Shaders: Fixed Vulkan graphics artifacts in HDRP when there is high density of light sources. (1404875)
  • Shaders: Material, Shader and MaterialPropertyBlock will now show an error in Editor and development player builds when adding a value using one of the Set* methods with the same name but different underlying type as an existing value set previously. (1404185)
  • Source Code Build: Don't strip PlatformDependent/UnixCommon from source code releases.
  • Source Code Build: Fixed ProjectFile dependency breakage for source code customers.
  • uGUI: Fixed incorrect input coordinates when using multiple displays and the main display had a non native resolution. (1141732)
  • uGUI: Fixed RectMask2D using the wrong Canvas for calculations after it was reparented. (1395695)
  • UI Toolkit: Fixed the preview texture of linear gradients in gamma projects. (1369425)
  • UI Toolkit: Fixed Theme Style Sheet doesn't update when it has been changed more than once through script. (1377689)
  • UI Toolkit: Fixed Vector API enums that were erroneously moved to the UIElementsNative module. (1419338)
  • UI Toolkit: UI Toolkit and UI Builder packages are no longer accidentally inserted into user project when there's an indirect dependency from a different package.
  • Universal: Fixed spot and point light harsh distance falloff artefact on some platforms due to fp16 precision issue. (1416456)
  • Universal: Packed depth-stencil format is used again on some platforms to improve graphics performance. (1416507)
  • URP: Fixed URP bakedlit blend state for GLES API. (1403531)
  • WebGL: Fixed AudioClip.GetData(). (1369656)
  • WebGL: Fixed automatic playback of compressed audio. (1395655)
  • Windows: Fixed mouse button occasional becoming stuck in "down" state when running in Play Mode. (1405273)
  • XR: Fixed Oculus Quest software keyboard not showing up on InputField interaction. (1417991)
  • XR: Updated the verified AR Foundation related packages to prerelease 5.0.0-pre.9 and verified 4.2.3. Please see the AR Foundation package changelog for details.

New in Unity 2022.1.0 (May 10, 2022)

  • Features:
  • Version Control: Added "Switch to changeset" menu option in changesets view
  • Added "Go back to changeset" menu option in changesets view.
  • Improvements:
  • Editor: Enable packages to define their Service Group in the Services tab of packman without needing to update the Editor.
  • License: Show proper license error dialog when editor is opened with a build license.
  • Changes:
  • Version Control: Removed category icons from views
  • Removed "com.unity.services.core" package dependency.
  • Fixes:
  • Android: Fixed error to log about isHdr method not found on Android 7 devices. (1402949)
  • Asset Pipeline: Fixed an issue where assets with dependencies on a script might not get updated correctly if a [FormerlySerializedAs] attribute was added. (1405215)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Ported runtime test to playmode, to workaround an instability in the runtime test runner that was affecting it. (1403932)
  • Editor: Fixed issue where if the Gameview was a fixed size, upon opening the editor the Gameview was in the background it wouldn't update its size value properly. (1378321)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed ReorderableList first element height when the element uses PropertyDrawer. (1409773)
  • GI: Fixed NaN artifacts that were sometimes appearing in lightmap when sampling a rectangle light. (1360935)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed global UAVs is Ray Tracing shaders (e.g. closesthit shader) generating errors in the console window when used. (1411409)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • HDRP: Fixed the issue where an attempt to build and run a HDRP project for the first time, caused an error. (1417508)
  • macOS: Fixed splash screen settings not shown. (1404018)
  • First seen in 2022.1.0a11.
  • Package Manager: Fixed a small memory leak. (1396779)
  • Package Manager: Fixed an issue where in "My Assets" tab, some package thumbnails lead to wrong target URLs.
  • Package Manager: Fixed an issue where UPM would hang for five seconds when exiting. (1409591)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Particles: Fix particle rendering from command buffers. (1289755)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed newline in namespaces. (1407718)
  • uGUI: Fixed issue in TimeManager that led to unscaledDeltaTime to be 0, cascading to other areas such as the ScrollRect code that produced a NaN in resulting calculations. (1375087)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed hierarchy change during a layout calculation may cause a crash. (1402253)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Universal Windows Platform: Fixed Application.identifier returning an empty string. It will now return the identity name specified in the application manifest. (1399538)
  • Universal Windows Platform: Fixed development builds not starting up on Windows 10 versions prior to build 15063.
  • Universal Windows Platform: Fixed games sometimes running on integrated GPU on certain laptops. UWP player will now behave like Windows Standalone and will always try to run on the dedicated GPU. (1394866)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Universal Windows Platform: Fixed SystemInfo.operatingSystem returning wrong Windows version on some versions of Windows (notably builds 18363, 19042, 19043 and 19044). (1400786)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Version Control: Fixed light theme icons used in dark theme after pulling incoming changes
  • Fixed "Input string was not in a correct format" error.
  • Video: Fikxed a crash on UnityMain when building for server with active VideoPlayer in Scene. (1350949)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Fixed "-monitor" argument incorrectly affecting the target display when desired window bounds exceed the resolution of the target display. (1401606)
  • This has already been backported to older releases and will not be mentioned in final notes.

New in Unity 2021.3.2 (May 8, 2022)

  • Features:
  • Version Control: Added "Switch to changeset" menu option in changesets view
  • Added "Go back to changeset" menu option in changesets view
  • Improvements:
  • Graphics: Using memoryless MSAA now also applies to the MSAA attachment when depth resolve is used
  • License: show proper license error dialog when editor is opened with a build license
  • API Changes:
  • iOS: Added: Added iPad Air 5 and iPhone SE 3 to devices.
  • Changes:
  • Services: UGS packages are now available in the Package Manager
  • Version Control: Removed category icons from views
  • Removed "com.unity.services.core" package dependency
  • XR: The Oculus XR Plugin package has been updated to 3.0.1.
  • XR: Updated OpenXR Package to 1.4.0
  • Fixes:
  • 2D: [com.unity.2d.animation] Fixed an issue when Skinning Editor will lose reference after exiting Play mode. (1405289)
  • 2D: [com.unity.2d.animation] Fixed an issue where moving vertices in the Skinning Editor might result in invalid edges (1386153)
  • 2D: [com.unity.2d.animation] Fixed an issue where the SpriteSkin components would not get initialized on editor launch. (1401139)
  • 2D: [com.unity.2d.animation] Sprite Library cannot reference itself in the Main Library field or any asset that references it. (1401464)
  • 2D: [com.unity.2d.tilemap.extras] [AnimatedTileEditor] Fix undo when setting number of Sprites for Animated Tile.
  • 2D: [com.unity.2d.tilemap.extras] [RuleTileEditor] Fix undo when setting number of Rules for Rule Tile.
  • 2D: [com.unity.2d.tilemap.extras] [RuleTileEditor] Use different text color for Extend Neighbors with dark and light skin.
  • 2D: [com.unity.2d.tilemap.extras] [RuleTile] Fix data for custom container fields not being transferred in RuleOverrideTiles overriding a Custom Rule Tile.
  • Android: Added Initial launch size metadata into AndroidManifest.xml for Chrome OS devices with Android R or higher installed. (1360064)
  • Android: Fix build failure when you had .androidlib plugin in a package. (1394476)
  • Android: Fixed a bug with Unity UGUI and UI Elements input fields, where switching languages dynamically and IME functionality was not working. (1395812)
  • Android: Fixed XR subsystem initialization in case of app bundle + asset packs. (1392895)
  • Asset Bundles: Ensure that padding is added after blocks info so that Switch patching works appropriately. This fix implies that loading newly generated AssetBundles will require using this new Unity editor/runtime combination. (1403996)
  • Build System: Dedicated server build will not inadvertently strip mesh data from meshes used for collision. (1399961)
  • DX12: - Offset binding support for cbuffers disabled from SystemInfo on DX12 as it has never been supported, full implementation is upcoming. (1381731)
  • Editor: Backport bug fix from 2022.2: Executing Build And Run with Dedicated Server platform now opens terminal window on Linux and macOS.
  • Editor: Ensured that the Application Identifier errors and warnings are shown in the correct cases. (1382818)
  • Editor: Fixed an issue where the "Install into source code 'build' folder" would not build in the source code folder. (1366021)
  • Editor: Fixed crash that could occur when docking a window, if its size is momentarily zero. (1397003)
  • Editor: Fixed incorrect screen size when dragging in the prefab stage. (1394756)
  • Editor: Fixed the validation of the Application Identifier.
  • Editor: Fixed tooltips not being resolved when using a custom label that does not contain a tooltip. (1415921)
  • Editor: Fixing issue where if the Gameview was a fixed size, upon opening the editor the the Gameview was in the background it wouldn't update its size value properly. (1378321)
  • GI: Fixed NaN artifacts that were sometimes appearing in lightmap when sampling a rectangle light. (1360935)
  • Graphics: Fix global UAVs is Ray Tracing shaders (e.g. closesthit shader) generating errors in the console window when used. (1411409)
  • Graphics: Fix redundant store of depth buffer MSAA samples to memory on Quest when depth resolve is used. (1413086)
  • Graphics: Fixed a missing API documentation on the Graphics Core Package.
  • Graphics: Fixed mipmap streaming issue that could happen in projects where Quality Setting "Texture Quality" specifies a texture mipmap level of lower resolution that the one set in Quality Setting "Texture Streaming / Max Level Reduction" (case 1417480) (1410879)
  • Graphics: Fixed wrong RT discarding on metal when using CommandBuffers in OnRenderImage. (1395106)
  • Graphics: Universal backport for missing shader keyword using shader graph with deferred rendering. (1372326)
  • HDRP: Fixed an issue with overlay queued shaders not rendering in HDRP (case 1400281). (1379399)
  • HDRP: Fixed decal normal overwriting normal map when normal blending is enabled. (1400660)
  • HDRP: Fixed volumetric fog being clamped by the max shadow distance on metal. (1419758)
  • HDRP: Improved robustness of path tracing dirtiness check. (1401691)
  • IL2CPP: Workaround the Clang 12+ bug that could surface with IL2CPP by changing the Hash128 constructor code. (1422065)
  • iOS: Prioritised the connected device for Xcode's run destination when building & running an iOS project on Apple Silicon. (1402105)
  • License: Increase timeouts of license client and disable signature validation.
  • macOS: Fixed "Already have uncommitted encoder" error present under some circumstances. (1400691)
  • Networking: UnityWebRequest: filter error display in players Developer console the same way as in Editor. (1413106)
  • Package Manager: Fixed an issue where in "My Assets" tab, some package thumbnails lead to wrong target URLs.
  • Package Manager: Fixed an issue where UPM would hang for five seconds when exiting. (1409591)
  • Profiler: Added option to disable GPU ProfilerRecorders on OpenGL, which otherwise block the "GPU Usage" Profiler module. (1359552)
  • Scene/Game View: Fixed Overlays layout not maintained after domain reload. (1410898)
  • Scripting: Fixed an editor crash when loading a precompiled assembly compiled with a compiler lacking "ref struct" support.
  • Scripting: Ignore hidden sequence points when calling Coverage.GetSequencePointsFor. (1415957)
  • Shaders: Changing line endings in shaders or include files will no longer cause recompilation of variants. (1415557)
  • Shaders: Compute shader compilation progress bar no longer gets stuck. (1415495)
  • Shaders: Fixed a rare shader compiler crash when expanding unterminated macros. (1402454)
  • Shaders: Fixed Vulkan graphics artifacts in HDRP when there is high density of light sources. (1404875)
  • Shaders: Material, Shader and MaterialPropertyBlock will now show an error in Editor and development player builds when adding a value using one of the Set* methods with the same name but different underlying type as an existing value set previously. (1404185)
  • uGUI: Fixed issue in TimeManager that led to unscaledDeltaTime to be 0, cascading to other areas such as the ScrollRect code that produced a NaN in resulting calculations. (1375087)
  • UI Toolkit: Fixed asset reimportation/refresh cause exception when displayed on the game view. (1402588, 1420033)
  • UI Toolkit: Fixed erroneous visual when removing inline style related to the transform (rotate, translate and scale). (1392844)
  • UI Toolkit: Fixed UI Builder theme serialization. (1402333)
  • UI Toolkit: UI Toolkit and UI Builder packages are no longer accidentally inserted into user project when there's an indirect dependency from a different package.
  • Universal: acked depth-stencil format is used again on some platforms to improve graphics performance. (1416507)
  • Universal Windows Platform: Fixed an issue where games sometimes running on integrated GPU on certain laptops. UWP player will now behave like Windows Standalone and will always try to run on the dedicated GPU. (1394866)
  • Universal Windows Platform: Fixed development builds not starting up on Windows 10 versions prior to build 15063.
  • Universal Windows Platform: Fixed SystemInfo.operatingSystem returning wrong Windows version on some versions of Windows (notably builds 18363, 19042, 19043 and 19044). (1400786)
  • URP: Fixed Blit and MotionVectors shader compilation errors with GLES2 API. (1388668)
  • Version Control: Fixed light theme icons used in dark theme after pulling incoming changes.
  • Fixed "Input string was not in a correct format" error.
  • Video: Fixed crash on UnityMain when building for server with active VideoPlayer in Scene. (1350949)
  • Windows: Fixed "-monitor" argument incorrectly affecting the target display when desired window bounds exceed the resolution of the target display. (1401606)
  • Windows: When building for x86 with IL2CPP and Visual Studio 2017, Unity will use 64-bit tools, which makes the linker less likely to run out of memory on large projects. Unity already used 64-bit tools when using Visual Studio 2019 and 2022.
  • XR: Fixed Oculus Quest software keyboard not showing up on InputField interaction. (1417991)

New in Unity 2021.3.1 (Apr 23, 2022)

  • Improvements:
  • Version Control: Added support for TLSv1.2 connections to Perforce servers. The Plugin is now using Perforce API v17.2. (1404016)
  • API Changes:
  • Android: Changed: Rename TouchScreenKeyboard.Android.closeKeyboardOnOutsideTap to TouchScreenKeyboard.Android.consumesOutsideTouches. (1400608)
  • Editor: Removed: Made Il2CppEagerStaticClassConstructionAttribute internal to avoid conflicts with other definitions outside of the package.
  • Fixes:
  • Android: Fixed a crash caused by out of memory on Android when using Vulkan. (1394782)
  • Asset Pipeline: Fixed an issue where assets with dependencies on a script might not get updated correctly if a [FormerlySerializedAs] attribute was added. (1405215)
  • Editor: Fixed ActiveTrackers not being correctly updated when Inspector Locked or in Debug mode, leading to incorrect Gizmo behaviors.
  • Editor: Fixed Scene.isSubScene flag not persistent in some cases when reloading an open scene. (1396151)
  • GI: Fixed terrain with holes that could be wronfully ignored by the lightmapper. (1384239)
  • Graphics: Fixed a crash in Vulkan backend when out of GPU memory. (1225488)
  • Graphics: Fixed a crash in Vulkan backend when running out of GPU memory while building asset bundles on AMD GPUs. (1385669)
  • Graphics: Fixed a RenderTexture with randomWrite (UAV) that has dynamic resolution enabled with Vulkan. (1366269)
  • Graphics: Fixed a Vulkan validation error when using dynamic resolution with Vulkan on some drivers. (1367535)
  • Graphics: Fixed Vulkan validation error when creating a 3D RenderTexture with mip maps. (1367999)
  • IL2CPP: Fixed a byte to integer conversions issue when they happen across basic blocks (e.g. inside the ternary operator). (1382752)
  • IL2CPP: Fixed an issue where the UnityLinker would generated duplicate unresolved method stubs for a method that was referenced twice via two different method references. (1376513)
  • IL2CPP: Fixed RuntimeInformation.IsOSPlatform on desktop platforms issue. (1399596)
  • Input: Fixed editor shortcuts on macOS not respecting keyboard layout. (1380906)
  • Networking: Fixed an issue where UnityTLS client API did not correctly validate certificates. (1413222)
  • Particles: Fixed particle rendering from command buffers. (1263019, 1273221, 1289755)
  • Profiler: Fixed reported "system used memory" in Profiler and Profiler Counter to be closer to system tools reported values. (1383173)
  • Scene/Game View: Fixed bug with hiding overlays in overlay toolbar hiding entirely the toolbar.
  • Shaders: Fixed a missing eye index setup macro in surface shader. (1406798)
  • Shaders: Fixed an issue where there was a missing buildTarget property in the ShaderCompilerData struct. (1403750)
  • Shaders: Fixed incorrect batching for shadow casters when shaders have properties affecting fixed-function state. (1328077)
  • UI Toolkit: Fixed hierarchy change during a layout calculation may cause a crash. (1402253)
  • UI Toolkit: Fixed static initialization errors around VisualElement instances. (1394597)
  • URP: Fixed Android Vulkan issues with depth prepass and copy depth pass. (1386503)
  • Web: Fixed mouse positions in the MouseMove handler in the new input system based on the mouse event. MouseUp and MouseMove events are relative to the window object, whereas MouseDown and Wheel events are relative to the canvas object. (1385365)

New in Unity 2022.1.0 Beta 16 (Apr 13, 2022)

  • Improvements:
  • Version Control: Added support for TLSv1.2 connections to Perforce servers. The Plugin is now using Perforce API v17.2. (1404016)
  • API Changes:
  • Android: Changed: Rename TouchScreenKeyboard.Android.closeKeyboardOnOutsideTap to TouchScreenKeyboard.Android.consumesOutsideTouches. (1400608)
  • Editor: Removed: Made Il2CppEagerStaticClassConstructionAttribute internal to avoid conflicts with other definitions outside of the package.
  • Fixes:
  • Android: Fixed build failure when you had .androidlib plugin in a package. (1394476)
  • Editor: Fixed a regression in Shader Graph tool that prevented keyboard interaction and navigation with the search results until the list is explicitly clicked/focused on. (1396759)
  • Editor: Fixed bug where the OSX splash art would show 2021 copyright when it should be 2022. (1413716)
  • First seen in 2022.1.0.
  • GI: Crash in GPU lightmapper after enabling Auto at the end of Bake - OpenCLRenderLightmapBuffers.HasBakingBuffers(). (1379762)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed a bug where additively loading a scene could cause lighting data assets to be altered, and new lighting data assets to be created. (1381583)
  • GI: GPU PLM crash after enabling Auto at the end of Bake - OpenCLRenderLightmapBuffers.HasBakingBuffers(). (1389093)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • HDRP: Fixed issue that would always save Decal Materials when saving the scene.
  • IL2CPP: Corrected the behavior of byte to integer conversions when they happen across basic blocks (e.g. inside the ternary operator). (1382752)
  • IL2CPP: Corrected the behavior of RuntimeInformation.IsOSPlatform on desktop platforms. (1399596)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Networking: Fixed the issue where UnityTLS client API doesn't correctly validate certificates. (1413222)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed the target version of the update button not suggesting the correct version. (1410189)
  • Scripting: Fixed crash in AssemblyUpdater when Unity path contains space. (1393230)
  • First seen in 2022.1.0a14.
  • Services: Fixed issue with Usymtool failing to read some PDB files. (1412493)
  • UI Toolkit: Fixed 1413448: [UIToolkit] Clicking on a ListView throws errors.
  • UI Toolkit: Fixed asset reimportation/refresh cause exception when displayed on the game view. (1402588)
  • UI Toolkit: Fixed issue when item is removed from hierarchy while the pointer is still in a captured state. (1389285)
  • UI Toolkit: Fixed SVG 9-slice visual artefact. (1354273)
  • Universal Windows Platform: Fixed builds hanging on startup on HoloLens. (1414288)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • URP: Fixed a bug in where it was confusing for our users in using different renderer types and camera stacking. (1376601)
  • URP: Fixed Blit and MotionVectors shader compilation errors with GLES2 API. (1388668)
  • Web: This fix sets the mouse positions in the MouseMove handler in the new input system based on the mouse event. MouseUp and MouseMove events are relative to the window object, whereas MouseDown and Wheel events are relative to the canvas object. (1385365)
  • This has already been backported to older releases and will not be mentioned in final notes.

New in Unity 2021.3.0 (Apr 12, 2022)

  • Fixes:
  • Universal Windows Platform: Fixed an issue where builds would hang on startup on HoloLens. (1414288)

New in Unity 2022.1.0 Beta 15 (Apr 7, 2022)

  • Fixes:
  • 2D: Fixed a NullReferenceException issue when creating Preset for SpriteSkin component. (1254873)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed a skinning module flickers issue when creating in a category in a Visibility Window. (1244097)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an ArgumentException thrown issue when 2D Game Kit are imported for the first time. (1244287)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an exception that was continuously thrown when Undo operation was performed with sprites that were assigned earlier. (1256914)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an issue where an item was nog able to be added on Resetting the Preset of the SpriteShapeProfile. (1242910)
  • 2D: Fixed an issue where BakeCollider required GC every frame even when there was no changes in SpriteShape. (1263266)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an issue where the naming convention was different for Hexagon Sprite in a 2D Create GameObject and 2D Create Assets. (1255275)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fixed an issue where there was a broken documentation URL of the Component for PixelPerfect components.
  • Android: Fixed an error when exporting a gradle project that contained .aar files in the same location.
  • Android: Fixed an issue that caused wrong colors for particles when using instancing on Android. (1256567)
  • Animation: Fixed an issue where animation window icons were pixelated on HiDPI screens. (1267202)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed an issue with an invalid/incompatible PSD that would crash FreeImage and the Editor. (1264768)
  • Audio: Fixed an audio mixer reimport stall issue when toggling between mixer assets in the audio mixer window. (1264869)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed an issue where an audio clip played on the Timeline and routed out via an Audio Component was not correctly using a Mixer asset when the output Audio Component's state was toggled. (1213824)
  • Build Pipeline: Fixed an edge case issue where generated sprite texture case were being mangled and caused build errors on case sensitive file systems.
  • Build Pipeline: Fixed an edge case where Textures attempted to load data from an invalid path during build. (1268719)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed a class of GTK warnings showing up in the editor log when running the Linux editor. (1268468)
  • Editor: Fixed an issue where a prefab selection in the Scene View was not respecting user set picking flags. (1234665)
  • Editor: Fixed an issue where Alt+numpad Unicode character input would not works in the Windows editor. (1174605)
  • Editor: Fixed an issue where extra symbols were added to the field, when double clicking on non-equal values and trying to type over them. (1256909)
  • Editor: Fixed an issue where multiple calls to OnDisable() occur in Selectable.cs due to the user script. (1234461)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where no warning was occurring when duplicating an Asset from the Packages folder. (1265856)
  • Editor: Fixed an issue where the Build Settings window was not dockable. (1259782)
  • Editor: Fixed an issue where the keyboardLayout was not returning correct value on linux. (1167021)
  • Editor: Fixed an issue where the Templates Information box was misaligned when resizing New Scene dialog. (1265656)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed issue where an incorrect mesh index count was being displayed in the Mesh Inspector. (1268635)
  • Editor: Fixed the FillOrigin Enumpopup issue. (1254876)
  • Graphics: Fixed a SystemInfo.minConstantBufferOffsetAlignment return type issue. (1191780)
  • Graphics: Fixed an issue where aspect ratios are maintained and upscaled using letterboxing when rendered with Vulkan. (1192023)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue where Cubemap.CreateExternalTexture was not correctly marking the native texture as cubemap during SRV creation. (1215635)
  • Graphics: Fixed an issue where texture streaming were not loading correct mips and did not respect QualitySettings.masterTextureLimit for shadow mask textures. (1254505)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue where tree billboards were not rotated correctly when the camera was moving on mobile platforms. (1242389)
  • Graphics: Fixed an issue with packed miptails on D3D11/12 tiled resources. (1220572)
  • Graphics: Fixed transparent shaders with no _MainTex property not having offset and scale uniforms set when rendering for picking in the Scene View. (1232257)
  • Graphics: In Stadia, SetResolution now changes the rendering resolution without recreating the swapchain. (1232719)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Metal: Fixed a regression with Time.deltaTime and disabling vsync.
  • Graphics: Metal: Fixed shader compiler warnings that could appear on macOS 11 Big Sur/iOS 14.
  • IMGUI: Fixed the popup clickable area issue in MinMaxGradient with EditorGUI.indent level greater than 0. (1262838)
  • iOS: Fixed a crash on startup when running on a simulator. (1269748)
  • This is a change to a 2020.2.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Fixed a xcode warning when UnityAppController.h was included in .m file. (1267931)
  • iOS: Fixed an app freeze after showing an apps list and then going back. (1268879)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Fixed an issue where certificates that have been explicitly trusted by the user were not treated as the same as ones from the OS. (1264454)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed an issue where GetKeyUp and GetKeyDown functions were returning true on every frame. (1218784)
  • iOS: Fixed an issue where there was unintended storyboard rotation if a device changed orientation during initial application loading and autorotate was enabled. (1269547)
  • Linux: Fixed a highlighting issue in the hierarchy window while dragging assets. (1251614)
  • macOS: Fixed a mouse position in fullscreen issue when black bars are present. (1254446)
  • Package Manager: Fixed an null error issue in Scoped Registries Settings.
  • Particles: Fixed a velocity calculation issue when changes were made in LateUpdate. (1266878)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed an issue where ParticleSystem were ignoring transform changes made by constraints. (1258705)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed a cosmetic issue with mismatching names for related data. (1247208)
  • This is a change to a 2020.2.0a2 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed a crash when outputting a Profiler error to the console log. (1269988)
  • This is a change to a 2020.2.0a19 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed an issue in the Profiler window whereby the splitter separating charts and the details pane could not be adjusted on monitors with a scaling factor set. (1250806)
  • Profiler: Fixed an issue where Audio and Video memory stats were incorrectly reporting values which belong to other shared allocators.
  • Profiler: Fixed an issue where PackedMemorySnapshot.nativeObjects.gcHandleIndex would always return -1 due to not reporting the correct managed object address during processing. (1269293)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where Profile Capture data files were not loaded if they were made with Unity 2017.4 - 2018.3. (1193516)
  • SceneManager: Fixed an issue where the editor would freezes for couple of seconds when using SceneManager.LoadSceneAsync while the Hierarchy was open. (1093359)
  • Scripting: Access platform using Environment.Platform rather than probing the file system (1267836)
  • Scripting: Fixed a hang that would occur when a Debugger.Break was in the accessor of a field. (1254123)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed a random crash on OSX due to thread_get_state failure. (1268952)
  • Scripting: Fixed a runtime crash when accessing an invalid address under debugging. (1269030)
  • Serialization: Fixed an error "Expect ':' between key and value within mapping" when extra spaces were found at the end of a block mapping. (1268628)
  • Serialization: Fixed an issue where globalgamemanagers.assets was not deterministic. (1269880)
  • UI: Add dirty call when setting pixelsPerUnitMultiplier so the verts are rebuilt (1245967)
  • UI Toolkit: Fixed an issue where the label tooltip did not upate correctly when it's text value is change after elision. (1266210)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed an issue where the use of "Random" was affecting the state. (1188214)
  • UI Toolkit: Fixed an issue where the Window Creator would not allow creating a window inside the non-Editor folder. (1211403)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed an issue with LongField binding. (1252593)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Fixed a race condition that could result in a crash when running play mode tests on Mac. (1254242)
  • Virtual Texturing: Fixed an isssue where the Engine would hang at startup with certain VT cache sizes. (1243957)
  • Virtual Texturing: Fixed an issue where the default project settings caused an error in PS4. (1244037)
  • Virtual Texturing: Fixed an issue with texture corruption with VT on certain texture formats. (1259642)
  • XR: Fixed a crash with MockHMD (multipass) when a terrain was present. (1228228)
  • XR: Fixed a Quest app crash with URP 10 package due to the memory leak. (1269108)
  • XR: Fixed an URP XR crash when "Optimized Frame Pacing" was selected. (1264046)
  • API Changes:
  • Shaders: Changed: Added missing AssetImportContext arg to CreateShaderAsset/UpdateShaderAsset API. (1269484)
  • Changes:
  • 2D: Updated optional dependency support for Collections to 0.9.0-preview.6 and Burst 1.3.3 (1255839)
  • 2D: Updated to use non-experimental AssetImporter namespace in the com.unity.2d.common package. (1254381)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Updated to use non-experimental AssetImporter namespace in the com.unity.2d.psdimporter package. (1254380)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Compute: Changed the result to NaN from 0 when a 0 is divided by 0 (1257445)
  • DX12: Added support for SNorm16 and UNorm16 vertex attribute format in ray tracing shaders. (1263936)
  • GI: Prevent GPU lightmapper from using OpenCL 1.1 devices, min spec is 1.2. (1266629)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Updated Open Image Denoise to Clang compiled binary instead of ICC, This fixeda Rosetta emulation issue on a Mac.
  • Graphics: Errors are now logged and draw is skipped when using CustomRenderTexture with an incompatible shader and Vulkan API. (1263116)
  • Graphics: Render targets are now created as MemorylessMSAA only if the supported number of MSAA samples is greater than 1. (1268888)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Updated com.unity.purchasing package to version 2.1.0.
  • Particles: Added support for Meshes using Float16 (aka Half) UV channels in the Particle System Renderer. (1269545)
  • Scripting: Invalid windows proxy configuration will no longer cause a NullReferenceException to be thrown in AutoWebProxyScriptEngine::InitializeRegistryGlobalProxy (1269569)
  • This is a change to a 2020.2.0a21 change, not seen in any released version, and will not be mentioned in final notes.
  • UI: Expand the usable UV to Vector4 instead of the current limit of Vector2 (1208182)
  • Improvements:
  • Editor: Update to ProBuilder 4.4.0.
  • Package Manager: Upgraded Cinemachine to 2.6.1
  • Profiler: Load icon changed to more clearly read as "Load".
  • Profiler: Optimized Profiler Window chart updates.
  • Profiler: Reduced Profiler Window overhead on th main thread. (1260050)
  • Serialization: Improve performance applying Prefab changes to TileMap (1239162)
  • Features:
  • Mobile: Adaptive Performance 2.0.0 is now verified.

New in Unity 2021.2.18 (Apr 5, 2022)

  • Improvements:
  • EmbeddedLinux: A port field is now exposed for the managed debugger in Build settings when Debugging script is checked.
  • API Changes:
  • Physics: Added: All the physics batch queries can now run in physics scenes other than default.
  • Fixes:
  • Asset Bundles: Fixed a regression where skinned mesh was no longer being compressed. (1391542)
  • Audio: Fixed crash on AudioMixer::EnsureValidRuntime when entering Play mode. (1394571)
  • Editor: Ensure we do not try to save the layout file if switching from a mode using dynamic layout. (1382281)
  • Editor: Fixed an issue causing C# serializable generic types to incorrectly contain data for editor only fields in serialized data when in a player context.
  • Graphics: Fixed null rp asset when the selection is being canceled. (1354374)
  • IL2CPP: Correct the logging of UnityLinker and IL2CPP messages in the editor log when UNITY_EXT_LOGGING is enabled. (1386302)
  • iOS: Fixed an issue where CoreText warning spammed on iOS15. (1397966)
  • Package Manager: Show license error icon and banner with descriptive error message. (1396272)
  • Prefabs: Fixed empty error logs when importing Trees. (1354333)
  • Shaders: Fixed an assert when rendering a mesh using a material setup with CopyPropertiesFromMaterial. (1387200)
  • Shaders: Fixed keywords not present in the shader being discarded by the material. (1380745)
  • Terrain: Fixed an issue where material keyword APIs don't list keywords when using a newly imported SpeedTree. (1398133)
  • UI Toolkit: Fixed sprite 9-slices that didn't take the pixels-per-unit value into account. (1373597)
  • WebGL: Fixed a crash when using AudiClip.priority and AudioSettings.Reset. (1385590)

New in Unity 2022.1.0 Beta 14 (Mar 30, 2022)

  • Improvements:
  • EmbeddedLinux: A port field is now exposed for the managed debugger in Build settings when Debugging script is checked.
  • IL2CPP: Optimized out boxing on null checks on nullable types in generic code.
  • Changes:
  • XR: The Oculus XR Plugin package has been updated to 3.0.0.
  • Fixes:
  • Android: Fixed stack overflow crash on start up when trying to get device IP. (1409651)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed crash on AudioMixer::EnsureValidRuntime when entering Play mode. (1394571)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: Fixed an issue where some projects wouldn't build if they were located on a drive different from the Editor.
  • Editor: Fixed an issue causing C# serializable generic types to incorrectly contain data for editor only fields in serialized data when in a player context.
  • Editor: Fixed NullReference when showing UnityEvent popup and the GameObject contained a component with a missing script. (1388739)
  • Graphics: Fixed build prints out (Can't delete buffers from graphics jobs) logs in the console. (1384840)
  • Graphics: Fixed incorrectly regenerated thumbnails when reimporting sprites with an asset postprocessor. (1351651)
  • IL2CPP: Corrected the full generic sharing code generation when a generic parameter has a transitive class constraint. (1396719)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Corrected the logging of UnityLinker and IL2CPP messages in the editor log when UNITY_EXT_LOGGING is enabled. (1386302)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed Directory.GetFiles/EnumerateFiles/EnumerateDirectories throwing a System.IOException with a "The parameter is incorrect" message on Windows 7. (1377082)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed il2cpp.exe crashing on machines that used more than 64 threads. (1389102)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed issue where the wrong custom attributes would be returned for methods on an array instance. (1403460)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Prevent the UnityLinker from generated duplicate unresolved method stubs for a method that is referenced twice via two different method references. (1376513)
  • IL2CPP: Support marshaling of delegates with by reference types when the return type is blittable. (1399978)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Stop CoreText warning spam on iOS15. (1397966)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Linux: A project with a compile error no longer crashes when selecting "cancel" when prompted to enter safe mode. (1374087)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mono: Avoid an intermittent "Unexpected mark stack overflow" error. (1391935)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mono: Fixed generic default interface method crash with Environment.StackTrace. (1365974)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Added missing filters capability to My Registries view. (1409395)
  • Shaders: Fixed keywords not present in the shader being discarded by the material. (1380745)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Text: Fixed unwanted UTF-16/UTF-32 escaped sequence. (1367695)
  • uGUI: Fixed issue with a nested disabled canvas that would get its rectTransform locked and reset. (1366272)
  • First seen in 2022.1.0a6.
  • UI: Fixed an issue which would cause duplicate UI draw calls to show up in the Framedebugger. (1342417)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed erroneous visual when removing inline style related to the transform (rotate, translate and scale). (1392844)
  • UI Toolkit: Fixed sprite 9-slices that didn't take the pixels-per-unit value into account. (1373597)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed static initialization errors around VisualElement instances. (1394597)
  • Web: Updated UnityLoader.js macOS string to match the string SystemInfo.cpp checks against. (1375632)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • WebGL: Fixed crash when using AudiClip.priority and AudioSettings.Reset. (1385590)
  • This has already been backported to older releases and will not be mentioned in final notes.

New in Unity 2021.2.17 (Mar 25, 2022)

  • Improvements:
  • IL2CPP: Optimized out boxing on null checks on nullable types in generic code.
  • Scripting: Editor will display a warning if trying to open a project with an External Code Editor which was removed. (1401221)
  • Scripting: Optimized searching for scripts when the assembly name is not supplied, can significantly improve performance entering PlayMode amongst other areas.
  • Search: Many UI and UX search improvements
  • Fixes:
  • Android: Fixed Android il2cpp build when Windows Display Language is set to Turkish. (1408333)
  • Android: Fixed stack overflow crash on start up when trying to get device IP. (1409651)
  • Asset Pipeline: Fixed an issue where artifact dependencies might fail to be registered correctly during an import. (1393370)
  • Asset Pipeline: Fixed an issue where subsequent builds or manually-selected script only builds could result in incorrect code stripping.
  • Build Pipeline: Fixed an issue where building players would fail on windows if Unity is installed on a different drive than the project folder. (1412356)
  • Editor: Fixed a missing segments issue in the Bundle Identifier for Apple platforms by replacing invalid characters with hyphens (similar to Xcode's behaviour). (1352216)
  • Editor: Fixed a missing adb provider for advanced object selector search engine issue. (1398289)
  • Editor: Fixed a missing search result refresh when executing CTRL+Z to undo last block modifications. (1394732)
  • Editor: Fixed Player settings becoming invisible after importing new Graphics API on HDRP template. (1406881)
  • Editor: Use SearchViewState.group to initialize initial results tab when a new search window is created. (1400665)
  • GI: Fixed an issued caused by out-of-bounds access when light probes had no coefficients. (1394168)
  • GI: Small lighting settings UI tweaks.
  • Graphics: Fixed a sporadic crashes when using Vulkan. (1407673)
  • Graphics: Fixed an issue where crunch compression did not properly handles uncompressed formats (even if not 32-bit RGBA) without flipping color channels or getting data corruption. (1340715)
  • Graphics: Fixed an issue where EditorUtility.Compress to crunch fail with a crashing when invalid texture sizes were provided. (1331258)
  • Graphics: Fixed buffer overflow in the RenderPassDescription attachments, causing a crash on Linux. (1386745)
  • Graphics: Fixed issue with resolution change when using renderFrameInterval. (1355972)
  • Graphics: Fixed splash screen getting rendered at slightly darker color when drawing it from script and the project uses linear color space. (1369235)
  • Graphics: Fixed to reduce CPU load in a sample scene when running with Graphics jobs.
  • IL2CPP: Correct the full generic sharing code generation when a generic parameter has a transitive class constraint. (1396719)
  • IL2CPP: Fixed an issue where marshaling of delegates with by reference types was not supported when the return type is blittable. (1399978)
  • IL2CPP: Fixed error with builds where C# comments contained multiple slashes/backslashes separated by whitespace. (1391435)
  • IL2CPP: Fixed il2cpp.exe crashing on machines that used more than 64 threads. (1389102)
  • IL2CPP: Fixed issue where the wrong custom attributes would be returned for methods on an array instance. (1403460)
  • IMGUI: Fixed memory leak when continuously calling Repaint inside OnGUI after GUI.Window (1371866)
  • iOS: Fixed an issue where .meta files was incldued in build for plugins of .plugin type. (1184957)
  • iOS: Fixed Screen.safeArea returns incorrect height value when constraining rotation to landscape. (1356217)
  • Linux: Fixed an Editor crash when mappings for specific controllers were not found. (1329301)
  • macOS: Fixed a rare crash in GameView pointing to BufferMetal::IsBusy. (1405248)
  • macOS: Fixed Silicon Editor showing as iOS app in macOS System Information. (1378530)
  • Mono: Fixed an intermittent "Unexpected mark stack overflow" error. (1391935)
  • Mono: Fixed generic default interface method crash with Environment.StackTrace. (1365974)
  • Package Manager: Fixed an issue on Windows where resolving a package could fail if any files were temporarily being used by another process. (1384471)
  • Package Manager: Fixed an issue where a package download would fail if the download URL had a default port set (i.e. 80 for HTTP or 443 for HTTPS). (1388256)
  • Package Manager: Fixed an issue where having package folders without a package manifest in the project's Library folder would fail resolving local-tarball or git packages.
  • Package Manager: Fixed an issue where JSON files encoded using UTF-8 with BOM could not be parsed.
  • Package Manager: Fixed an issue where package metadata would be fetched even though the locally cached metadata was up-to-date.
  • Package Manager: Fixed an issue where the PackageManager.Client.SearchAll() method would fail if the user did not have access permission for one of the packages hosted on the registry. (1381544)
  • Package Manager: Fixed an issue where local-tarball dependencies would become unresolved if the source tarball was removed.
  • Package Manager: Fixed HTTP 5xx errors that could occur when using a proxy server. (1381238)
  • Package Manager: Fixed UnityPackageManager process leaving dangling IPC socket file after it exited.
  • Particles: Ensure Trigger Module does not ignore 2D Trigger Colliders. (1364520)
  • Particles: Fixed flickering when using Mesh GPU Instancing. (1390346)
  • Prefabs: Fixed memory gets allocated for GC each frame when using PrefabStageUtility.GetPrefabStage(). (1343935)
  • Profiler: Fixed an issue where Texture2DArrays was not reporting data usage correctly in memory samples. (1354202)
  • Scene/Game View: Fixed an input field expanding to fit more digits and creating overflow in the overlay. (1361083)
  • Search: Fixed a search indexer get document lock issue while incremental updating.
  • Search: Fixed an issue where search engines initialization was not delayed until after user code was compiled.
  • uGUI: Reentered: is true when quitting a nested UI to go back on a parent UI.
  • FullyExited: is true when quitting a UI for null or for something outside of its children. (1394226)
  • UI: Fixed an issue which would cause duplicate UI draw calls to show up in the Framedebugger (1342417)
  • UI Elements: All elements inside a foldout now have a unique name for easier restyling. (1390941)
  • Undo System: Fixed an issue where replacing prefabs would cause a crash. (1400170)
  • Undo System: Fixed an issue where undoing specific tile map additions was not handled. (1407532)
  • Windows: Fixed player window position being offset from the left side of the screen when running in windowed mode at a resolution that doesn't fully fit inside the display. (1378303)
  • Windows: Fixed Windows Editor crashing on startup on Windows 7 machines that have the latest version of Visual C++ 2013 redistributable installed. (1361676)

New in Unity 2022.1.0 Beta 13 (Mar 23, 2022)

  • Improvements:
  • Scripting: Editor will display a warning if trying to open a project with an External Code Editor which was removed. (1401221)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Fixes:
  • Asset Bundles: Fixed regression where skinned mesh were no longer being compressed. (1391542)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: Script compilation should work on win7 again. (1408591)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Ensured that the Application Identifier errors and warnings are shown in the correct cases. (1382818)
  • Editor: Fixed the validation of the Application Identifier.
  • GI: Fixed case 1394168 caused by out-of-bounds access when light probes had no coefficients. (1394168)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Small lighting settings UI tweaks.
  • Graphics: Fixed an issue where uniforms in ray tracing hit shaders that were not set by the user would cause wrong uniform values in other hit shaders. (1407052)
  • Graphics: Fixed buffer overflow in the RenderPassDescription attachments, causing a crash on Linux. (1386745)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Linux: Editor no longer crashes when mappings for specific controllers have not been found. (1329301)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed Silicon Editor showing as iOS app in macOS System Information. (1378530)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue on Windows where resolving a package could fail if any files were temporarily being used by another process. (1384471)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where a package download would fail if the download URL had a default port set (i.e. 80 for HTTP or 443 for HTTPS). (1388256)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where having package folders without a package manifest in the project's Library folder would fail resolving local-tarball or git packages.
  • Package Manager: Fixed an issue where JSON files encoded using UTF-8 with BOM could not be parsed.
  • Package Manager: Fixed an issue where package metadata would be fetched even though the locally cached metadata was up-to-date.
  • Package Manager: Fixed an issue where the PackageManager.Client.SearchAll() method would fail if the user did not have access permission for one of the packages hosted on the registry. (1381544)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where local-tarball dependencies would become unresolved if the source tarball was removed.
  • Package Manager: Fixed HTTP 5xx errors that could occur when using a proxy server. (1381238)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed UnityPackageManager process leaving dangling IPC socket file after it exited.
  • Particles: Fixed flickering when using Mesh GPU Instancing. (1390346)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed Texture2DArrays not reporting data usage correctly in memory samples. (1354202)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scene Manager: Fixed when creating a Scene Asset via the Assets/Create/Scene menu item, then the scene file is empty. (1397422)
  • First seen in 2022.1.0b2.
  • Shaders: Fixed an assert when rendering a mesh using a material setup with CopyPropertiesFromMaterial. (1387200)
  • Tests: Fixed NativeTests failing when running Editor through Command Prompt. (1382078)
  • UI Elements: All elements inside a foldout now have a unique name for easier restyling. (1390941)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Web: Fixed bug where the timestamps of mouse input events were incorrect for WebGL, which broke fixed input update mode. (1366018)
  • Windows: Fixed Windows Editor crashing on startup on Windows 7 machines that have the latest version of Visual C++ 2013 redistributable installed.
  • XR: Updated XR Interaction Toolkit to 2.0.1.

New in Unity 2021.2.16 (Mar 17, 2022)

  • Improvements:
  • 2D: Optimized texture space needed for rect packing in PSDImporter.
  • URP: Added support for FidelityFX Super Resolution 1.0 upscaling filter.
  • URP: Added support for user-selected upscaling filters. Current options are automatic, bilinear, and nearest-neighbor.
  • Fixes:
  • 2D: Fixed an issue where a user was unable to change mipmap settings in PSDImporter inspector. (1379426)
  • 2D: Fixed an issue where control point selection flickers when dragging and multi-selecting points in scene. (1382695)
  • 2D: Fixed an issue where SpriteShape corner does not respect the ControlPoint height. (1400229)
  • 2D: Fixed an issue where SpriteShape Corner was not set when setting multiple corners. (1378775)
  • 2D: Fixed an issue where SpriteShape with Cache Geometry enabled does not update arrays when saving scene off-screen. (1399392)
  • 2D: Fixed an issue where SpriteShapeGeometry Cache does not update when selecting a different Object when EditTool is active. (1392653)
  • 2D: Fixed an issue where the animation window's preview of IK targets would not be the same as in Play Mode. (1391590)
  • 2D: Fixed an issue where the collinear vertices coult not safely deleted from the sprite mesh in Skinning Editor. (1361541)
  • 2D: Fixeda null exception when importing files with masks in PSDImporter. (1388820)
  • AI: Fixed game freezing when using NavMesh.Raycast() with a NavMesh that contains an unexpected invalid polygon. (1346645)
  • Android: Change boost documentation and timing values in the simulator to reflect the boost mode timing of 10s instead of the previous 15 seconds as it changes on the driver side.
  • Android: Fixed a frequency change error case (e.g. when boost is activated). Does not retry every frame. Manual retry is required.
  • Android: Fixed a warning 'IAdaptivePerformanceSettings.k_AssetVersion' when building the project. (1373192)
  • Android: Fixed an issue where the bottleneck profiler colors did not reflect warning states correctly.
  • Android: Fixed simulator where temperature level and trend would not get updated when thermal action was updated.
  • Animation: Fixed null reference in AvatarMaskInspector on ToggleAll (1369846)
  • Build Pipeline: Fixed edge case passing in missing or deleted objects could crash the Editor during the build. (1357414)
  • Build Pipeline: make script compilation work on windows7 again (1408591)
  • Core: Update libcurl to 7.80 to address security vulnerabilities (1383040)
  • Editor: CPU and GPU usage goes up when a tooltip pops up (1401912)
  • Editor: tooltips not closing automatically when the mouse moves out from the rect of the ui part that triggered them
  • Graphics: Fixed an unnecessary memory allocation issue inside FSR's RCAS shader constants helper function.
  • Graphics: Fixed a negative scaling which caused the scene view ui to disappear. (1378547)
  • Graphics: Fixed an issue where encoding R8, R16, RFloat and RHalf to EXR did no encodes to a grayscale image. (1343287)
  • Graphics: Fixed an issue where the 16-bit FSR implementation was no automatically enabled when supported by the target platform by removing FSR_ENABLE_16BIT option from FSRCommon.hlsl.
  • Graphics: Fixed cubemap array macros for GLCore.
  • Graphics: Fixed texture gather macros for GLCore and moved them from target 4.6 to target 4.5.
  • HDRP: Fixed a camera motion vector pass issue where reading last frame depth texture.
  • HDRP: Fixed a null reference issue in CollectLightsForRayTracing. (1398381)
  • HDRP: Fixed an issue with detail normals when scale was null. (1399548)
  • HDRP: Fixed an issue with shader graph custom velocity and VFX. (1388149)
  • HDRP: Fixed motion vector rendering with shader graph with planar primitive (1398313)
  • iOS: Fixed a unityWebRequest issue with uploading with automatic authorization. (1341009)
  • Linux: Fixed crash when cancelling unity loading of the project after enter safe mode prompt. (1374087)
  • Profiler: Fixed an error on Metal which caused "Assertion failed on expression: 'gpuFrequency != 0'" assert in Editor. (1368520)
  • Scripting: Fixed an issue where Unity would not print to console all user assemblies which reference UnityEngine/UnityEditor dll's, where the file name didn't match the assembly name. (1345099)
  • Serialization: Fix crash when setting an instance containing an empty list field in SerializedProperty.managedReferenceValue and then using SerializedObject.ApplyModifiedProperties. (1398729)
  • Serialization: Fixed a crash when entering into playmode and user would change domain during OnBeforeSerialize. (1316002)
  • UI: Fixed a build error when _MainTex was not present in ui shader. (1394042)
  • UI Toolkit: Fixed button click happening when mouse was released from behind an element that wa drawn in front of the button but within its boundaries. (1360188)
  • UI Toolkit: Fixed hover state not updated properly on Button when using touch-based pointer events to activate it. (1353921)
  • UI Toolkit: Fixed VisualElements in runtime panels sometimes retaining a hover state despite the mouse moving to another element, when the new element overlaps it and belongs to another panel. (1366284)
  • URP: Fixed an incorrect shadow batching and shadow length.
  • URP: Fixed an issue in where the _ScreenParams was not setup correctly.
  • URP: Fixed an issue where 2D global lights with shadows enabled could break light layer batching.
  • URP: Fixed an issue where Light2D Sprite Light was not updating when Sprite properties were modified. (1396418, 1396422)
  • URP: Fixed decal automatic technique to correctly work with webgl. (1370326)
  • URP: Fixed FXAA quality issues when render scale was not 1.0.
  • URP: Fixed several Native RenderPass issues regarding input attachments, DepthOnly pass, and Decals.
  • VFX Graph: Fixed an exception when changing the setting of space of a shape to world. (1389076)
  • VFX Graph: Fixed Picking and Selection passes issue. (1382788)
  • Web: Fixed an issue where there was a missing truthiness check for getSupportedProfiles(). (1394392)
  • WebGL: Fixed a playback of wrong audio clip issue. (1365565)
  • Package changes in 2021.2.16f1:
  • Packages updated:
  • com.unity.2d.animation: 7.0.3 → 7.0.4
  • com.unity.2d.common: 6.0.2 → 6.0.3
  • com.unity.2d.path: 5.0.1 → 5.0.2
  • com.unity.2d.psdimporter: 6.0.2 → 6.0.3
  • com.unity.2d.spriteshape: 7.0.3 → 7.0.4
  • com.unity.adaptiveperformance: 3.0.0 → 3.0.2
  • com.unity.adaptiveperformance.samsung.android: 3.0.0 → 3.0.1
  • com.unity.postprocessing: 3.2.0 → 3.2.1
  • com.unity.render-pipelines.core: 12.1.5 → 12.1.6
  • com.unity.render-pipelines.high-definition: 12.1.5 → 12.1.6
  • com.unity.render-pipelines.high-definition-config: 12.1.5 → 12.1.6
  • com.unity.render-pipelines.universal: 12.1.5 → 12.1.6
  • com.unity.shadergraph: 12.1.5 → 12.1.6
  • com.unity.visualeffectgraph: 12.1.5 → 12.1.6
  • com.unity.xr.legacyinputhelpers: 2.1.8 → 2.1.9

New in Unity 2021.2.15 (Mar 14, 2022)

  • Features:
  • Version Control: Added branch name column in changeset view
  • Changes:
  • Version Control: Updated checkin comment box to keep the last comment after checkin error.
  • Fixes:
  • 2D: Fixed a Crash on VirtualRedirectTransfer when loading AssetBundle while entering Play Mode. (1383027)
  • 2D: Fixed an issue where Secondary Texture set from a different Sprite was re-used even if another Sprite does not have one. (1395562)
  • 2D: Fixed an issue where managedContext was never passed to MonoPostprocessSprites. (1387502)
  • Android: Fixed asking for permission for location, webcam and external storage issue. (1363472)
  • Android: Update some APIs to support the behavior changes of LocationManager in Android 12. (1379467)
  • Audio: Fixed an issue where a user was not being able to undo parameter changes from dragging in the GUI widget of the ParamEQ and Duck Volume effects. (1262453)
  • Editor: Fixed an exceptions when assigning array size via array size field in ReorderableList inspector control.
  • Editor: Fixed ReorderableList element height issue not updating when dynamic changes to list content happen. (1341015, 1342485, 1342814)
  • Graphics: Fixed a corruption of mip levels of non-readable ASTC cubemap texture issue. (1383196)
  • Package Manager: Fixed the issue where the Package Manager UI doesn't warn the user when the .unitypackage is not compatible with the current version of Unity by adding a downgrade option with warning. (1403447)
  • Particles: Fixed FPS mode when using a Single Row in the Texture Sheet Animation module. (1373996)
  • UI Toolkit: An element can now receive a PointerUpEvent notification when the mouse position is outside of the game view. (1306631)
  • Universal Windows Platform: Fixed an issue where Unity generated UWP project using hardcoded value of en-US. (1342532)
  • Version Control: Fixed performance regression in large projects due to FindObjectsOfTypeAll calls.
  • Version Control: Fixed working mode error after migration from Unity Collaborate.
  • WebGL: Fixed a MSAA effect issue for WebGL. (1377547)
  • WebGL: Fixed an issue where building WebGL projects in folders that contain Unicode characters on Windows was not supported. (1355858)

New in Unity 2021.2.14 (Mar 4, 2022)

  • API Changes:
  • UI Toolkit: Added: Allow custom USS styles to reference any kind of asset (through UnityEngine.Object).
  • Fixes:
  • AI: Fixed NavMeshAgent teleports to a wrong location when a border carved is reached by a NavMeshObstacle. (1363687)
  • Android: Fixed a crash when an app was put to the background before Unity initialiaation and then opened via URL. (1391522)
  • Android: Fixed a crash when using a custom cursor. (1379249)
  • Android: Fixed an issue where support for plugin folders with extension .plugin was missing. (1376559)
  • Build Pipeline: Fixed Dedicated Server not building for il2cpp properly. (1383477)
  • Editor: Fixed an issue where ContextMenuItems added to Lists did not show up in the List label context menu as well as the items. (1360138)
  • Graphics: Fixed a shader compiler error when using InterlockedExchange with float texture. (1383689)
  • Graphics: Fixed undo in for 1402145 DebugUI.EnumFields on the rendering debugger. (1386964)
  • HDRP: Fixed a HDRP camera debug panel rendering foldout issue.
  • HDRP: Fixed a null ref exception in Volume Explorer.
  • HDRP: Fixed a nullref exception when creating a new scene while LightExplorer was open.
  • HDRP: Fixed an error spamming issue when in player mode due to ray tracing light cluster debug view. (1390471)
  • HDRP: Fixed an issue at the edge of screen on some platforms when Screen Space Ambiant Occlusion (SSAO) was on.
  • HDRP: Fixed an issue where forced sky update (like PBR sky amortized updated) would not update ambient probe.
  • HDRP: Fixed an issue where Post Process was not editable in the default frame settings.
  • HDRP: Fixed an issue where scene list was not refreshed upon deleting an Adaptive Probe Volume (APV) baking set.
  • HDRP: Fixed an issue where sometimes full screen debug would cause render graph errors.
  • HDRP: Fixed an issue which caused the uber post process to run even if nothing was to be done, thus leading to different results when disabling every post process manually vs disabling the whole post-processing pipeline.
  • HDRP: Fixed an issue with dynamic resolution and low res transparency sampling garbage outside of the render target.
  • HDRP: Fixed an issue with Final Image Histogram displaying a flat histogram on certain GPUs and APIs.
  • HDRP: Fixed an issue with HDRI Sky and shadow filtering quality were set to high.
  • HDRP: Fixed artifacts on gpu light culling when the frustum near and far are very spread out. (1386436)
  • HDRP: Fixed custom pass name being cut-off when the name was too long in the inspector.
  • HDRP: Fixed error messages when trying to use HDSceneColor, NormalFromHeight, DDX, DDY or DDXY shader graph nodes in ray tracing.
  • HDRP: Fixed issue that placed an OnDemand shadow in the atlas before it was ever rendered.
  • HDRP: Fixed issue with accumulation motion blur and depth of field when path tracing is enabled.
  • HDRP: Fixed missing unit in ray tracing related tooltips and docs. (1397491)
  • HDRP: Fixed one frame flicker on hardware DRS. (1398085)
  • HDRP: Fixed PBR Dof using the wrong resolution for COC min/max filter, and also using the wrong parameters when running post TAAU stabilization. (1388961)
  • HDRP: Fixed performance penalty when hardware DRS was used between multiple views like editor or other gameviews.
  • HDRP: Fixed RTGI potentially reading from outside the half res pixels due to missing last pixel during the upscale pass. (1400310)
  • HDRP: Fixed screen space shadow when multiple lights cast shadows.
  • HDRP: Fixed sky jittering when TAA was enabled.
  • HDRP: Fixed static lighting sky update when using an HDRI sky with a render texture in parameter.
  • HDRP: Fixed the 'Exposure' field name to 'Exposure Compensation' name in sky volume overrides. (1392530)
  • HDRP: Fixed the default custom pass buffer format from R8G8B8A8_SNorm to R8G8B8A8_UNorm. Additionally, an option in the custom pass buffer format settings is available to use the old format.
  • HDRP: Fixed the roughness value used for screen space reflections and ray traced reflections to match environment lighting. (1390916)
  • HDRP: Fixed the volumetric clouds for the indoor template scenes by disabling them (normal and DXR). (1381761)
  • HDRP: Fixed using the wrong coordinate to compute the sampling direction for the screen space global illumination.
  • HDRP: Fixed using the wrong directional light data for clouds and the definition of current Sun when the shadow pass was culled.
  • HDRP: Fixed various issues with render graph viewer when entering playmode.
  • HDRP: Fixed vertex color mode Add name whicgh was misleading, renamed to AddSubstract.
  • HDRP: Fixed volumetric clouds in lens flares sample indoor scene by disabling it.
  • HDRP: Fixeda warning when an Adaptive Prope Volumes (APV) baking set was renamed.
  • HLSLcc: Fixed HLSLcc so it no longer generates invalid code on Metal platforms when 16-bit integer types are used. (1387697)
  • IL2CPP: Corrected the behavior of the GUID property on System.Type objects. (1397603)
  • IL2CPP: Fixed a data corruption issue when unboxing to a Nullable. (1385813)
  • IL2CPP: Fixed an error message on Windows when Windows 10 SDK was missing. (1387186)
  • IL2CPP: Fixed an issue where Android would not properly build when Windows Language was set to Turkish. (1377516)
  • IL2CPP: Fixed an issue where assemblies whose name starts with Microsoft was not preserved or allowed. (1397381)
  • IL2CPP: Fixed undefined invocation behavior for unsigned arguments. (1388270)
  • iOS: Fixed a splash screen issue which sometimes showed in the wrong orientation. (1400716)
  • iOS: Fixed an issue where picking up a background scene if no foreground scenes were found was not allowed. (1400794)
  • macOS: Fixed a crash when passing '-force-glcore' to Unity Editor on macOS. (1374768)
  • Particles: Fixed an offset param in NativeArray overload of SetPaticles API. (1376804)
  • Profiler: Fixed Profiler Rendering module not showing stats when profiling Editor. (1382934)
  • Scene/Game View: Fixed an issue where Hierarchy's picking icons were not refreshing when picking toggled via shortcut. (1386629)
  • Scene/Game View: Fixed mesh asset inspector rendering same mesh for each multi selection's preview. (1386473)
  • Serialization: Fixed SerializedProperty.DataEquals for strings and array case which was not comparing the content. (1394833)
  • Shadergraph: Fixed an issue where edges connected to SubGraphNodes would sometimes get lost on upgrading a pre-targets graphs. (1379996)
  • Shaders: Fixed a caching server issue when compute shader serialization to use relative paths. (1396974)
  • Shaders: Fixed an issue where subshader and pass information was missing in the shader error message details. (1389061)
  • Shaders: Fixed some shader errors that were not appearing in the logs during player build. (1367936)
  • Shaders: Fixed unintended errors that complained about failed shader cache entry moves. (1372561)
  • uGUI: Fixed an Editor issue where uGUI would not be able to tell which gameview (screen) was clicked on as the mechanics for playmode did not work the same. (1315870)
  • uGUI: Fixed the slider's min and max values that was being the overwritten when selecting multiple slider GameObjects in the Hierarchy window. (1388196)
  • Universal Windows Platform: Fixed playing videos back from outside the application/application data folders if the app has permissions to do so (for instance, the Videos library). (1376489)
  • URP: Fixed an incorrect blending of ParticleUnlit. (1373188)
  • URP: Fixed an issue where the menu button to be able to convert selected materials was missing.
  • URP: Fixed an issue with too many variants were being included in ShaderGraph shaders used in URP. []. (1378545)
  • URP: Fixed max light count cpu/gpu mismatch in Editor with Android target. (1392965)
  • URP: Fixed single channel compressed (BC4) cookies on main light.
  • VFX Graph: Fixed an issue wher the Blackboard "Add" button for output could be hidden when the panel is too small. (1389927)
  • VFX Graph: Fixed an issue where a subgraph could be pasted into the same subgraph. (1364480)
  • VFX Graph: Fixed an issue where collision with zero scale lead to undefined behavior. (1381562)
  • VFX Graph: Fixed an issue where custom operator (multiply, add...) did not resize to the minimum size when input types changed.
  • VFX Graph: Fixed an issue where editing the values in the graph did not impact the system in real-time after saving. (1371089)
  • VFX Graph: Fixed an issue where Particle Strip without lifetime did not die when Alive was set to false. (1376278)
  • VFX Graph: Fixed an issue where the d state of VFX blocks and operators are preserved after copy/paste.
  • VFX Graph: Fixed an unexpected possible connection between GPUEvent and Spawn context. (1362739)
  • VFX Graph: Fixed bounds helper tool (automatic systems culling, world bounds computation, ...).
  • Windows: Fixed a crash with 'Copying file failed' error on Windows when importing a file from WinRAR Archiver. (1325310)

New in Unity 2021.2.13 (Feb 24, 2022)

  • Improvements:
  • Scripting: Improved AssemblyUpdater to not try to connect to VCS unless there assemblies under VCS that needs updating. (1353761)
  • Scripting: Improved invalid ApiUpdater configs detection.
  • UI Toolkit: Refactored UI Builder's asset modification processor's OnWillSaveAssets() callback to save changes automatically on the Save and Save Project global commands.
  • UI Toolkit: Removed the Cmd+S handler code since it's not need to handle that separately anymore. Also removed the associated (and unused) OnSaveDocument callback.
  • UI Toolkit: Save operation is properly skipped on the Duplicate command which, unfortunately, also uses the (same) asset modification processor callback.
  • API Changes:
  • Shaders: Added: Pass.CompileVariant API now has an option to generate shader data for use by external tools. (1371640)
  • Changes:
  • Android: Stop trimming text input which bring it to parity between Android and iOS.
  • Fixes:
  • AI: Fixed an issue where the NavMesh obstacle carving caused narrow gaps in the NavMesh. (1363972)
  • Android: Fixed a black screen issue when resuming application with native dialog present. (1361532)
  • Android: Fixed Oculus on-screen keyboard status when not enabled in manifest. (1361663)
  • Asset Bundles: Fixed an issue where if a file or meta was copied on disk or rename the asset bundle name was not preserved. (1385129)
  • Asset Bundles: Fixed building when a bundle of the same name as built by script already exists. (1389005)
  • Asset Import: Fixed an issue where Strip Bones" was not enabled as the default for new assets. (1386538)
  • Asset Pipeline: Fixed an issue where generating previews for scenes could sometimes block saving asset until finished. (1330504)
  • Asset Pipeline: Fixed an issue with the licence for asset import workers in parallel import, which could cause platform-specific texture compression to fail. (1387039)
  • Editor: Changed to Screen class in Device Simulator are now delayed by one frame. (1372644)
  • Graphics: Fixed Brief garbage frame after changing resolution on Metal by ensuring that the recreated surface on size change doesn't dispose of its previously rendered contents. (1383853)
  • iOS: Fixed an issue where TouchScreenKeyboard.selection was being reverted when keyboard animates. (1381968)
  • Kernel: Fixed an invalid "System is running out of memory" error on macOS M1 laptops. (1386242)
  • macOS: Fixed an issue where UnityEngine.SystemInfo.processorFrequency returned 0 on Apple Silicon. (1396529)
  • Particles: Fixed a memory overwrite when using trails and ringbuffer mode together. (1378274)
  • Physics: Fixed an issue where setting inertia tensor to be equal to zero (infinite) was not enabled. (1394069)
  • Scripting: Fixed a non generic method returning generic type parameter (from declaring type) tha was being skipped. (1310558)
  • Scripting: Fixed a potential AssemblyUpdater assembly corruption if the assembly referenced specific Texture.Resize() overloads. (1374188)
  • Scripting: Fixed an issue where TypeCache.GetDerivedTypesFrom could return duplicate entries. (1369411)
  • Serialization: Fixed a play mode crash when loading asset bundles that contained assets with editor only fields.. This was true only for asset bundles generated after an initial play mode session. (1392141)
  • Shaders: Pragma directives with "_local" suffix that specify shader stage will now generate an error if the stage is specified before the "_local" suffix instead of silently ignoring the directive .altogether. (1388229)
  • uGUI: Fixed an issue when the RectMask2D component would not work properly when used on large images. (1369118)
  • UI Toolkit: Fixed a null reference when an object is dragged into and object field contained in a list view. (1369139)
  • UI Toolkit: Fixed setting Element's Margins to auto in a newly created file completely shrinks the Element and breaks the Inspector. (1336574)
  • UI Toolkit: Fixed usage of the PropertyField when the bound enum uses the InspectorName attribute. (1381528)
  • WebGL: Fixed an issue where the escape of special characters in canvas html id was not added. (1369101)
  • Windows: Fixed an issue where the 32-bit Windows standalone player binaries were not signed with Unity certificate. (1382876)
  • XR: Fixed 2x memory usage on Quest for textures that are created procedurally. (1378571)
  • XR: Fixed a texture memory leak on texture uploads. (1287057)

New in Unity 2021.2.12 (Feb 18, 2022)

  • Changes:
  • PS4: Added latest SDK 9.0 patch for 2021.2
  • Version Control: Disabled the invite button when user does not have invite permission or not on a cloud repo.
  • Version Control: Improved plugin initialization process and let the plugin functions without needing the Plastic window opened.
  • Version Control: Updated styling of number of items in incoming changes category.
  • Fixes:
  • Asset Import: Fixed an issue where AssetImportContext.AddObjectToAssets did not work in AssetPostprocessor methods. (1393009)
  • Asset Import: Fixed an issue where Textures passed to AssetPostprocessor methods did not have a name.
  • Asset Pipeline: Fixed an issue where asset previews were not updating when modifying assets in an external tool in play mode. (1282734)
  • Asset Pipeline: Fixed an issue where Assets were not checked out in Version Control when the NavMesh changed after baking.. (1321912)
  • Asset Pipeline: Fixed an issue where deleting invalid asset paths did not throw ArgumentNullException when using Perforce as VCProvider. (1333656)
  • Editor: Fixed an issue where the scriptable object leaked while previewing textures. (1378051)
  • Editor: Fixed an issue where there was no automatic filter out and ignore assemblies that were automatic included as a part of the system library references. (1363463)
  • GI: Fixed a crash on some Windows7 PCs when tbb12.dll gets loaded. (1361676)
  • GI: [Vulkan] Fixed an Editor crashes in Optix when Generating Lighting multiple times. (1358477)
  • Graphics: Fixed a sporadic freeze issue during texture upload. This issue occured mainly on ARMv8 platforms. (1345518)
  • macOS: Fixed an issue related to creating a new Unity project inside a directory with Unicode characters. (1377915)
  • Mobile: Removed warning "Using antialiasing on a mobile device may decrease performance severely." from Editor. (1396603)
  • Particles: Fixed a Forcefield Vortex determinism issue. (1365909)
  • Physics: Fixed ArticulationBody.SetJointPositions and similar setter using List.Capacity instead of List.Count to determine the element count and throwing errors because of that. (1347970)
  • Profiler: Fixed Multiple Profiler errors that were thrown when Profiler was open in Play mode. (1357865)
  • Scene/Game View: Fixed an issue where Scene View Orientation Gizmo appeared with a background incorrectly in some cases. (1388198)
  • Scene/Game View: Fixed handles drawn in MonoBehaviour.OnDrawGizmos appearing offset in the Scene View. (1381437)
  • Scripting: Fixed an exception that was being thrown when resolving a missing assembly because OS does did not provide a Global Assembly Cache. (1383700)
  • Services: Fixed a crash which occured with Il2cpp when the following engine stripping and Analytics were enabled, but without the analytics package installed. (1377563)
  • Shaders: Fixed an issue the in shader keyword enumeration that caused a missing variants in some cases.
  • TextCore: Fixed a potential editor crash due to an invalid system font file that was present on a user system where the font file was missing a font family and / or style name. (1382082)
  • UI Toolkit: Fixed an issue where ScrollView could be dragged beyond bounds when used in runtime on touch devices. (1353784)
  • Universal Windows Platform: Fixed "TlsException: Handshake failed - error code: UNITYTLS_INTERNAL_ERROR, verify result: 4294950016" error when using System.Net.Http on ARM64 machines/devices. (1387294)
  • Version Control: Fixed an Newtonsoft.Json.dll conflict issue with other external packages.
  • Version Control: Fixed an ArgumentOutOfRange exception when creating a branch.
  • Version Control: Fixed an issue where editor objects count increased when hovering over Plastic window or toolbar button.
  • Version Control: Fixed scene reloading not happening after creating a new branch.

New in Unity 2021.2.11 (Feb 11, 2022)

  • Improvements:
  • IL2CPP: Added support for Il2CppSetOption attribute on structs and assemblies.
  • API Changes:
  • Particles: Added: There is a new version of GetTrails that doesn't allocate any garbage. (1394062)
  • Fixes:
  • Android: Fixed a Java local reference leak when array is returned when using AndroidJavaObject/AndroidJavaClass. (1374806)
  • Android: Fixed an app crashing when calling Cursor.visible or Cursor.SetCursor many time during a frame. (1380363)
  • Animation: Fixed a crash when modifying an animation override controller which was in use during a state machine enter / exit behavior callback. (1346587)
  • Build Pipeline: Fixed an issue where subsequent builds or manually-selected script only builds could result in incorrect code stripping. (1388491)
  • Core: Fixed incorrect handling of C#'s readonly keyword in the JobsDebugger. (1367166)
  • Editor: Fixed a Null reference exception on enabling constrain proportions scale for a freshly created Rect Transform object. (1399997)
  • Editor: Fixed an issue where selecting a scene template modified its dependencies.
  • Editor: Fixed an issue where keyUp events were never received in the macOS editor under playmode. (1380143)
  • GI: Fixed an issue where environment lighting from an additively loaded scene would be ignored, when unloading the base scene, and that scene contains a light probe group. (1324966)
  • Graphics: Fixed a particles flickering issue on metal. (1375960)
  • IL2CPP: Fixed "Attempted to lookup type that hasn't been created" error when building a UWP project. (1390521)
  • IL2CPP: Fixed an IL2CPP crash caused by High managed code stripping producing invalid IL. (1358995)
  • IL2CPP: Fixed an issue where the Visual Studio Build Tools installations was not detected nor used.
  • iOS: Fixed an issue where the et On Demand Resources setting in XCode project was not always set to the value in Unity Player Settings. (1379736)
  • Kernel: Added additional checks to FileUtil.DeleteFileOrDirectory to fix unintentional deletion of project assets directory. (1382446)
  • Package Manager: Fixed an issue where Unity terminated with error code 0 when an exception occurs while importing a package in bach mode. (1375776)
  • Particles: Fixed an issue where there was incorrect Collider information for GetTriggerParticles, in the case where there were null colliders in the Trigger Module list. (1356510)
  • Physics: Fixed an issue where re-parenting an inactive 2D Collider using a CompositeCollider2D on the target hierarchy would not use the composite. (1386399)
  • Prefabs: Fixed a RootGameObject detection issue for missing Prefab instances to avoid creating placeholders.
  • Prefabs: Fixed a scene saving for scene backups issue when entering PlayMode to re-enable EnterPlay mode with missing Prefab instances in the scene. (1379408)
  • Prefabs: Fixed an error that was thrown when merging changes made to a Prefab into a Nested Prefab with co-dependant components. (1362574)
  • Profiler: Fixed "Call Stacks" toggle in Profiler Window enabling callstacks capturing in connected Players. (1377934)
  • Serialization: Fixed an issue where error message did not include filename when serialized map in a YAML file was badly formed. (1374218)
  • Shaders: Added the number of skipped shader variants to the shader compilation log output. (1389276)
  • Shaders: Fixed a misleading comment in UnityCG.cginc. (1374639)
  • Shaders: Fixed an issue where the shader name was not added to the error description when failing to compile or link GLSL shaders. (1378687)
  • Shaders: Fixed OOM crash when preparing shaders with a large amount of variants (100M+) for compilation. IPreprocessShaders now processes not more than 1M variants at a time. (1388530)
  • Shaders: Fixed the output of "Compile and show code" button being capped to 2GB on Windows. (1378000)
  • UI Toolkit: Fixed a UIDocument sort order issue when multiple ones had the same sort order value but some of them were disabled. (1378182)
  • UI Toolkit: Fixed an issue where the icon in the Uxml preview header would not open the uxml file in the IDE (UI Builder).
  • UI Toolkit: Fixed an issue where the Open With IDE context menu was trying to open the uxml in the builder instead of opening it in the IDE (UI Builder). (1368373)
  • VFX Graph: Fixed a collision with depth buffer issue when using a physical camera. (1344733)
  • WebGL: Fixed a MSAA effect issue for WebGL. (1377547)
  • WebGL: Fixed a template issue when quotation marks were used in company name or product name. (1370946)
  • WebGL: Fixed an issue that prevented PlayerSettings.WebGL.emscriptenArgs options from being passed to the build. (1368914)
  • WebGL: Fixed an issue with the creation of external debug symbols. (1378286)
  • Windows: Fixed an issue when building generated IL2CPP C++ code with Visual Studio 2022 Unity did not correctly recognize it as "Visual Studio 2022". (1378085)

New in Unity 2021.2.10 (Feb 4, 2022)

  • Features:
  • Video: Added support for Mac for advanced video encoding controls for H.264.
  • Improvements:
  • Graphics: Updated QualitySettings.maxQueuedFrames to work in Vulkan API.
  • Fixes:
  • Asset Pipeline: Fixed an issue where an empty meta file was not handled as malformed meta file. (1361260)
  • Burst: Fixed a bug where the compiler would reject a try/finally statement if it was the first thing in a method.
  • Burst: Fixed a compiler miscompile if you load a static readonly v128 and pass it straight to a function as an argument.
  • Burst: Fixed a null-derefence that could occur if you used UnsafeUtility.IsUnmanaged in a static readonly constructor.
  • Burst: Fixed a Unity 2021.2 and newer bug that manifested with UWP builds to use the right unityaot folder.
  • Burst: Fixed an editor crash when trying to debug a DirectCalled method.
  • Burst: Fixed an error if install in build folder is used without ever using a regular build.
  • Burst: Fixed an issue with the invalid gc handle release to avoid corrupt current domains and crashes. (1346442)
  • Burst: Fixed some memory leaks between the C# and C++ parts of the Burst compiler, and added CI tooling to ensure this doesn't happen again.
  • GI: Fixed a Black light probes after duplicating baked geometry during the bake with CPU Lightmapper. (1332156)
  • GI: Fixed the denoising of shadowmask with the GPULM. (1361651)
  • Graphics: Fixed a Vulkan instable frame time and input lag due to queuing too many frames. (1331307)
  • IL2CPP: Fixed a race condition loading string literal values. (1379139)
  • IL2CPP: Fixeda possible compilation error in field access in unsafe generic code. (1394221)
  • iOS: Hid the QuickType bar on iOS15 when Keyboard autocorrection is set to false. (1381272)
  • Kernel: Fixed Application.targetFrameRate to not cause jitter in Time.deltaTime measurements. (1373355)
  • Mono: Fixed an issue where locale name could not be resolved correctly on Android. (1376786)
  • Prefabs: Fixed crash when you hide flags on PrefabInstance objects with a missing source prefab. (1381563)
  • Scene/Game View: Reduced CPU use when hovering an Overlay. (1381613)
  • Undo System: Fixed a crash resulting from undoing object creation with unregistered child objects. (1382649)
  • Universal Windows Platform: Fixed Application.targetFrameRate rendering at a significantly lower frame rate than specified.
  • VFX Graph: Fixed Particles Simulation to behave as expected on paused effect. (1355385)

New in Unity 2021.2.9 (Jan 28, 2022)

  • Improvements:
  • Build System: The linux clang toolchain is now built with a newer bootstrap compiler.
  • Editor: Optimized calculating the size of Undo operations. Making many changes to GameObjects should now be cheaper to add to the Undo system.
  • Physics: Improved the performance of recreating 2D colliders under some circumstances. (1384863)
  • XR: TryGetBoundaryPoints now returns proper boolean values.
  • API Changes:
  • URP: Added: Adaptive Performance Decals scaler access.
  • Fixes:
  • 2D: Fixed case where Atlas Cache is inconsistent after disabling Sprite Packer and deleting atlases outside Unity Editor. (1335900)
  • 2D: Fixed error for ITilemap.Finalize. (1389416)
  • AI: Fixed NavMesh.CalculatePath missing a link exit corner in some situations. (1373302)
  • Android: Fixed an issue where manifest was loosing some permission settings when enabling Split Application Binary for App Bundles. (1388806)
  • Android: Fixed an issue where the Unity icon was overriding the user specified default icon. (1339828)
  • Android: Fixed baking reflectionprobes with Vulkan Editor and build target Android. (1344866)
  • Asset Import: Fixed AssetImportWorkerProcessLoadsPrecompiledDll instability. (1385011)
  • Asset Pipeline: Fixed an issue where importing multiple fonts could cause errors to be thrown by the Asset Database. (1370398)
  • Asset Pipeline: Fixed an issue where user fields in assets containing 'guid' could cause incorrect asset dependencies to be shown. (1384729)
  • Asset Pipeline: Fixed an issue with prefabs reimporting on editor restart. (1382793)
  • Build Pipeline: Fixed an issue where throwing a BuildFailedException in PostProcessSceneAttribute callbacks would not fail the build. (1327550)
  • Editor: Fixed a Crash in certain cases when editing multiple prefab instances. (1383949)
  • Editor: Fixed a crash on startup in the Custom Render Texture Manager for an old AVPro that's using Custom Render Texture for video interpolation. (1362634)
  • Editor: Fixed an issue and now DragAndDrop custom handler is allowed to override Drop on the scene view. (1351057)
  • Editor: Fixed crash when cacheserver was enabled but had no connection string. (1373314)
  • GI: Fixed issues with overlapping lights using shadowmask and wide spot angles. (1367864)
  • Graphics: Fixed a crash when creating a CubemapArray RenderTexture on D3D12. (1295010)
  • Graphics: Fixed an issue with the special Turkish i, when looking for the m_IsGlobal property in VolumeEditor.
  • Graphics: Fixed IES profile importer handling of overflow (outside 0-1 range) of attenutation splines values.
  • Graphics: Fixed race condition when rendering shadows for multiple lights, and using Particle Systems, Line Renderers or Trail Renderers. (1376967)
  • Graphics: Fixed XR support in CoreUtils.DrawFullscreen function.
  • HDRP: Fixed a crash with render graph viewer when render graph is not provided with an execution name.
  • HDRP: Fixed a nullref when enabling raycount without ray tracing.
  • HDRP: Fixed a shader warning in the volumetric clouds combine file.
  • HDRP: Fixed a shader warning in UnityInstancing.hlsl.
  • HDRP: Fixed a warning because of a null texture in the lens flare pass.
  • HDRP: Fixed alpha channel display in color picker in Local Volumetric Fog component (the alpha is not used for the fog). (1381267)
  • HDRP: Fixed an issue with Stacklit raytrace reflection.
  • HDRP: Fixed AO dissapearing when DRS would be turned off through a camera, while hardware drs is active in DX12 or Vulkan.
  • Fixed an issue in DynamicResolutionHandler when camera request was turned off at runtime, the ScalableBufferManager would leak state and not unset DRS state. (1383093)
  • HDRP: Fixed atmospheric scattering being incorrectly enabled when scene lighting is disabled.
  • HDRP: Fixed auto-exposure mismatch between sky background and scene objects in path tracing.
  • HDRP: Fixed broken debug views when dynamic resolution was enabled. (1365368)
  • HDRP: Fixed broken rendering when duplicating a camera while the Rendering Debugger is opened.
  • HDRP: Fixed build warnings due to the exception in burst code. (1382827)
  • HDRP: Fixed camera bridge action in release build. (1367866)
  • HDRP: Fixed CoC size computation when dynamic resolution is enabled.
  • HDRP: Fixed contact shadow disappearing when shadowmask is used and no non-static object is available.
  • HDRP: Fixed Correlated Color Temperature not being applied in Player builds for Enlighten realtime GI lights ;.
  • HDRP: Fixed custom pass utils Blur and Copy functions in XR.
  • HDRP: Fixed debug window reset.
  • HDRP: Fixed decal performances when they use different material and the same draw order.
  • HDRP: Fixed default numbder of physically based sky bounce from 8 to 3.
  • HDRP: Fixed default value of "Distortion Blur" from 1 to 0 according to the doc.
  • HDRP: Fixed dirtiness handling in path tracing, when using multiple cameras at once. (1376940)
  • HDRP: Fixed edges and ghosting appearing on shadow matte due to the shadow being black outside the range of the light. (1371441)
  • HDRP: Fixed error thrown when layered lit material has an invalid material type.
  • HDRP: Fixed exception on DLSS when motion vectors are disabled (case # 1377986). (1377986)
  • HDRP: Fixed flickering / edge aliasing issue when DoF and TAAU or DLSS are enabled. (1381858)
  • HDRP: Fixed FOV change when enabling physical camera.
  • HDRP: Fixed interpolation issue with wind orientation. (1379841)
  • HDRP: Fixed issue with typed loads on RGBA16F in Volumetric Lighting Filtering.
  • HDRP: Fixed layer lit shader UI.
  • HDRP: Fixed Lens Flare visible when being behind a camera with Panini Projection on. (1370214)
  • HDRP: Fixed light mode not available after switching a light to area "Disc" or "Tube". (1372588)
  • HDRP: Fixed misc shader warnings.
  • HDRP: Fixed missing information in the tooltip of affects smooth surfaces of the ray traced reflections denoiser. (1376918)
  • HDRP: Fixed Nans happening due to volumetric clouds when the pixel color is perfectly black. (1379185)
  • HDRP: Fixed NeedMotionVectorForTransparent checking the wrong flag.
  • HDRP: Fixed Normal Map assiignation when importing FBX Materials.
  • HDRP: Fixed nullref from debug menu in release build. (1381556)
  • HDRP: Fixed objects belonging to preview scenes being marked as dirty during migration. (1367204)
  • HDRP: Fixed option to force motion blur off when in XR.
  • HDRP: Fixed range fields for depth of field. (1376609)
  • HDRP: Fixed rasterized accumulation motion blur when DoF is enabled. (1378497)
  • HDRP: Fixed references to reflection probes that wouldn't be cleared when unloading a scene. (1357459)
  • HDRP: Fixed rendering in the editor when an incompatible API is added. (1384634)
  • HDRP: Fixed screen space shadow debug view not showing when no shadows is available.
  • HDRP: Fixed shader graph errors when disabling the bias on texture samplers.
  • HDRP: Fixed shadow cascade transition not working properly with bias.
  • HDRP: Fixed SpeedTree graph compatibility by removing custom interpolators.
  • HDRP: Fixed spot light shadows near plane.
  • HDRP: Fixed stackLit coat screen space reflection and raytrace reflection light hierarchy and IBL fallback.
  • HDRP: Fixed taa jitter for after post process materials. (1380967)
  • HDRP: Fixed the behavior the max ray length for recursive rendering to match RTR and rasterization.
  • HDRP: Fixed the fade in mode of the clouds not impacting the volumetric clouds shadows. (1381652)
  • HDRP: Fixed the intensity of the sky being reduced signficantly even if there is no clouds. (1388279)
  • HDRP: Fixed the ray tracing fallbacks being broken since an Nvidia Driver Update.
  • HDRP: Fixed the rt screen space shadows not using the correct asset for allocating the history buffers.
  • HDRP: Fixed Tile/Cluster Debug in the Rendering Debugger for Decal and Local Volumetric Fog.
  • HDRP: Fixed timeline not updating PBR HDAdditionalLightData parameters properly.
  • HDRP: Fixed Transparent Depth Pre/Post pass by default for the built-in HDRP Hair shader graph.
  • HDRP: Fixed unsupported material properties show when rendering pass is Low Resolution.
  • HDRP: Fixed various issues with using SSR lighting with IBL fallback for Lit shader with clear coat. (1380351)
  • HDRP: Fixed write to VT feedback in debug modes. (1376874)
  • HDRP: Render Graph object pools are now cleared with render graph cleanup.
  • IL2CPP: Corrected the build of a Windows Standalone player with IL2CPP via the generated Visual Studio project. (1379504)
  • iOS: Fixed a rare crash when quiting app during orientation change. (1389840)
  • Linux: Fixed an issue where Linux Dedicated Server is unable to build if the Linux Standalone support is not installed.
  • macOS: Fixed a bug where Unity apps could crash if shut down quickly after startup. (1272819)
  • Mobile: Fixed an issue where UaaL analytics might get stripped if code stripping is enabled. (1380042)
  • Package Manager: Handled InvalidCastException when the json sample data is not correct, and provided clearer messages for users and developers. (1388453)
  • Particles: Trail material is now restored if module is toggled off then on again. (1363211)
  • Physics: Fixed a crash when switching an ArticulationBody to immovable during a collision event. (1338600)
  • Physics: Fixed ModifiableContactPair.GetFaceIndex not working in CCD generated callbacks. (1381066)
  • Prefabs: Fixed missing required component causing import loop and log spamming. (1319932)
  • Profiler: Fixed a crash when taking memory profiler snapshot with Players built with newer Unity versions. (1386532)
  • Scripting: Cyclic assembly references error shows in SafeMode as well. (1307676)
  • Scripting: Fixed an issue where some properties and methods returning ScriptableObject[] would produce assertion error messages in the console. (1352921)
  • Serialization: Fixed TypeTreeCache cache key computation. (1377929)
  • Shadergraph: Fixed a ShaderGraph warning when connecting a node using Object Space BiTangent to the vertex stage.
  • Shadergraph: Fixed a validation error in ShaderGraph when using the SimpleNoise node both inside and outside a subgraph.
  • Shadergraph: Fixed the behavior of checkerboard node with raytracing.
  • Shaders: Fixed a bug where the clearing of the shader cache for compute shaders was clearing some data that it shouldn't have. The requirements are only built during import so they should persist even when cleared. (1370660)
  • Shaders: Fixed a compiler error with missing splat constructors with some platform compilers. (1352016)
  • Shaders: Fixed a crash when using SV_COVERAGE in a fragment input. (1379259)
  • Shaders: Fixed a memory leak with LocalKeywordState. (1383319)
  • Shaders: Fixed a warning in surface shaders when setting dithercrossfade about upgrading to target 3.0 when the target was already sufficient. (1358042)
  • Shaders: Fixed an issue where the frame debugger was not properly displaying some types like integers with compute shaders. (1345758)
  • UI Toolkit: Added null checks against UXML Traits returning null references. (1372713)
  • UI Toolkit: Fixed issue where the UI Builder would not suggest variables defined in a uss attached to a theme. (1369386)
  • URP: Fixed a performance regression in the 2D renderer regarding the PostProcessPass.
  • URP: Fixed a regression where filtering the scene view yielded incorrect visual results.
  • URP: Fixed decal compilation issue on mac.
  • URP: Fixed incorrect light indexing on Windows Editor with Android target. (1378103)
  • URP: Fixed mismatch on some platforms between Editor-side and Runtime-side implementations of UnityEngine.Rendering.Universal.DecalRendererFeature.IsAutomaticDBuffer(). (1364134)
  • URP: VFX: Incorrect Decal rendering when rendescale is different than one. (1343674)
  • VFX Graph: Fixed null reference exception when opening another VFX and a debug mode is enabled.
  • WebGL: Fixed Unity Editor hang on editor shutdown after doing WebGL Build and Run on Windows. (1388413)
  • Windows: Fixed an issue when setting a cursor, it was very slow when doing it for the first time for a particular texture. (1373881)
  • Windows: Fixed an issue where touch up events getting missed in rare circumstances on some touchscreen devices. (1322180)
  • Windows: Fixed Input.touch APIs not working when both old and new input systems are enabled at the same time. (1382924)
  • XR: Fixed an issue where XRBeginFrame event was added to frame debugger even if VR wasn't enabled. (1374542)
  • XR: XR Management now creates XRGeneralSettingsPerBuildTarget in all places it is requested ensuring that if the loaders exist in the project then XR will be initialized regardless of whether the XR Plug-in Management window has been opened. (1378643)

New in Unity 2021.2.8 (Jan 14, 2022)

  • Features:
  • Version Control: Added incoming changes overview bar for Gluon workspace.
  • Version Control: Added option to "Save Revision as" to the context menu in the changesets view.
  • Improvements:
  • Documentation: Expanded TextAsset text getter documentation. (1341180)
  • Documentation: Physics: Elaborate on how ForceMode affects the velocity and angular velocity in AddForce/AddTorque.
  • Editor: Improved performance of rendering selection outline in the Scene View.
  • IL2CPP: Enable sparse_hash_map and sparse_hash_set for Android and iOS for lower runtime memory usage.
  • IL2CPP: Improve the run time performance of managed code when script debugging is enabled by lowering the cost of each sequence point check.
  • Changes:
  • GI: Changed to mixed spot/point lights with no shadows to ensure they bake their direct lighting in subtractive lighting mode. (1350852)
  • Physics: Added a new contact modification event to differentiate CCD and discrete callbacks. (1372526)
  • Services: Unity Analytics renamed to Legacy Analytics in order to aid deprecation of the Analytics package.
  • XR: Removing Lumin platform support in the installer.
  • Fixes:
  • 2D: com.unity.2d.psdimporter - Fixed per platform settings does not get applied in Windows platform. (1376608)
  • Android: Fixed "Unable to initialize the Unity Engine" error when building AAB with Split App Binary. (1380909)
  • Android: Fixed an issue where Compass.headingAccuracy did not report one of predefined values giving some indication on accuracy. (1304067)
  • Android: Fixed an issue where the Gradle template placeholder DIR_UNITYPROJECT did not. (1346794)
  • Android: Fixed an issue where the RunInBackground player setting could get modified in the Editor just by switching to the Android platform in the build settings. (1368858)
  • Asset Import: Fixed an issue where additional import progress bar update prior to cache server download was missing. (1352678)
  • Build Pipeline: Fixed an issue to prevent selection of ~/Desktop folder as build target. (1357782)
  • DX12: Fixed a crash when using GL render commands. (1387491)
  • DX12: Fixed an issue where setting RandomWriteTarget and drawing without needing it would prevent subsequent draws from having it bound if they need it. (1375746)
  • Editor: Fixed 'DontSaveInEditor' to work as intended on Prefab instances. (1363573)
  • Editor: Fixed an Editor crash when using -quit command line argument on MacOS. (1362461)
  • Editor: Fixed an Editor crashes on Force Quit when Library folder was deleted and regenerated while editor is running. (1323161)
  • Editor: Fixed an issue were calling Screen.SetResolution with width/height 0, 0 in Device Simulator would not reset resolution to the default one. (1367882)
  • Editor: Fixed an issue where materials did not show Specular texture when using Standard (Specular setup) Shader. (1376325)
  • Editor: Fixed an issue where saving a C# script in Visual Studio or Rider on Windows had sometimes the pop up of the editor progress dialog in front of the IDE. (1365572)
  • Editor: Fixed LookDev main window geometry when opened for the first time. (1382285)
  • Editor: Fixed ReorderableList rendering issues on a secondary display (1371078)
  • Editor: Fixed Shift-selection issues in the Project Window when it's set to use the Two Column Layout. (1361464)
  • GI: Fixed a warning in editor warning "The referenced script (Unknown) on this Behaviour is missing!" which can occur aften opening the Environments Tab of the Lighting Window. (1367809)
  • GI: Fixed an issue where the color temperature mode did not work with Enlighten realtime GI in player builds. (1370438)
  • Graphics: Fixed an issue where Graphics.RenderMeshPrimitives did not work with reflection probes. (1335208)
  • Graphics: Fixed decompressing BC4 and BC5 to RGBA initializing alpha to 0 instead of 1, for example, when using GetPixels(). (1341470)
  • Graphics: Fixed the missing conversion from compressed blendIndices on D3D platform. (1365939)
  • HDRP: Fixed an issue causing Render Graph execution errors after a random amount of time (1379350)
  • HDRP: Fixed some XR devices: Pulling camera world space position from mainViewConstants instead of transform.
  • IL2CPP: Fixed a compiler error in unsafe code using generics. (1382279)
  • IL2CPP: Fixed a crash on Windows ARMv7 platform when parsing a GUID. (1371521)
  • IL2CPP: Fixed an error when building Windows Runtime projects with Script Debugging Enabled. (1379777)
  • IL2CPP: Fixed an issue where blittable types nested in generic types are indeed blittable were not correct. (1368711)
  • IMGUI: Fixed an issue when deleting a material from the Particle System's Inspector the inspector would break. (1379541)
  • iOS: Fixed a crash when switching to autorotation with the only available option being a reverse portrait. (1374229)
  • iOS: Fixed game objects' colors in light mode issue. (1379817)
  • Kernel: Fixed an issue where low bit set in NativeArray buffer pointer assumes NativeArray is created by NativeList.AsDeferredJobArray, which is not always the case. In some cases NativeArray can be created by NativeArray.GetSubArray, where pointer would have lowest bit set for odd byte aligned offset. (1294627)
  • Linux: Fixed an issue where the mouse scroll wheel inputs were ignored when providing inputs through RDP. (1372701)
  • Mono: Ensure Mono DllMap insert of System.Native entry is respected. (1379834)
  • Package Manager: Fixed an issue where the Read More info box link for Experimental package versions did not opens the correct documentation URL. (1385105)
  • Physics: Ensure that HingeJoint2D correctly returns its reaction torque and that the joint break-limits use the absolute magnitude of the reaction torque. (1384707)
  • Physics: Fixed an issue where multi-selecting Articulation Bodies would set some properties to the same value. (1379145)
  • Profiler: Fixed an issue where Mesh cpu data was counted twice (1339862)
  • Scene Manager: Fixed an aligned scene and instantiation behavior issue when loading a new scene between Editor and Build. (1046181)
  • Shadergraph: Fixed how graph errors were displayed when variant limits were reached. (1355815)
  • Shaders: Fixed a crash when accessing ShaderKeywordSet data outside of IPreprocessShaders or IPreprocessComputeShaders callbacks. (1383907)
  • Shaders: Fixed a rare OOB access when using Material.CompilePass. (1383915)
  • Shaders: Fixed an issue to correctly configure build target platform for custom shader targets. (1368666)
  • Shaders: Fixed an issue where counting variants based on usage will no longer make UI unusable for shaders with many variants. (1378555)
  • UI Toolkit: Fixed a wrong warning about PanelSettings not having Theme Style Sheet set when project was loading. (1382287)
  • UI Toolkit: Fixed an issue when applying opacity to text underlay, outline and face. (1379601)
  • UI Toolkit: Fixed an issue where users that don't use '.' as its decimal separator can now input decimal values in the UI Builder when the field allows doing so. (1354172)
  • UI Toolkit: Fixed the "Vector" option not being available for the background image property in the UI Builder. (1379889)
  • URP: Fixed a broken soft shadow filtering issue. (1374960)
  • URP: Fixed an issue where shadow rendering was not working correctly with shader stripping in WebGl. (1381881)
  • URP: Fixed an issue with MSAA falling back to the incorrect value when sample count 2 was not supported on some Android GPUs.
  • Version Control: Fixed a capitalization issue of Pending Changes and File History tab names.
  • Version Control: Fixed migrated projects not downloading correctly from Unity Hub
  • Version Control: Fixed the amount of spacing after the Item column title in the Pending Changes tab.
  • Version Control: Fixed the project view context menu and icons that were missing after Collaborate project migration.
  • Version Control: Removed pin striping from line items in File History tab.
  • VFX Graph: Fixed an issue where automatically offset contexts when a new node was inserted were overlapping.
  • VFX Graph: Fixed an issue with the first release of the VFX Bounds helper.
  • Video: Fixed a crash when aspect ratio was too big. (1347100)

New in Unity 2021.2.7 (Dec 17, 2021)

  • Changes:
  • Package: Update the Postprocessing v2 package to 3.2.0. Full package release notes available here:
  • https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • Package: Updated the Timeline package version to 1.6.3. Full package release notes available here:
  • https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • Fixes:
  • 2D: Fixed a reordering of Sorting Layers List issue in the Tag Manager. (1376779)
  • Graphics: [VFX] Fixed an issue where there was a useless ApplyShader call with sleeping VFX systems. This has been removed. (1346028)
  • iOS: Fixed a crash when orientation in Awake was set under some circumstances. (1371559)
  • iOS: Fixed an iOS hanging and crashing issue when a call came in. (1368258)
  • License: Fixed a license client issue when a connection was refused on pipe by forcing a relaunch. (1377916)
  • macOS: Fixed an issue where Mac standalone player builds would fail if using a custom icon and building an Xcode project.
  • macOS: Fixed an issue where switching between development and release players would cause player builds to fail. (1367944)
  • Package Manager: Fixed an issue where the BuiltIn documentation link did not open the right editor version url. (1376379)
  • UI Toolkit: Fixed an alignment of custom property drawers and nested property fields issue. (1350566)
  • UI Toolkit: Fixed an issue where the canvas document styling was broken after Save. (1378420)
  • UI Toolkit: Fixed an issue where the duplicate mouse entered and left events on composite root elements during the AtTarget propagation phase. (1367771)
  • UI Toolkit: Fixed an issue where the Editor was using of the UI Builder package instead of the built-in version.
  • UI Toolkit: Fixed an issue where transitions sometimes did not animating after the first transition. (1367510)
  • UI Toolkit: Fixed an TextField IndexOutOfRangeException issue when entering playmode. (1374412)
  • Visual Scripting: Fixed a regression where AOT Stubs were not being generated correctly, causing AOT builds to fail when run.

New in Unity 2021.2.6 (Dec 13, 2021)

  • Improvements:
  • Asset Import: It is now possible to control the execution order of AssetPostprocessor.OnPostprocessAllAssets by defining the dependencies using the attributes RunAfterClassAttribute, RunBeforeClassAttribute, RunAfterAssemblyAttribute, RunBeforeAssemblyAttribute, RunAfterPackageAttribute and RunBeforePackageAttribute.
  • Serialization: Improved the use of SerializationCache.
  • Shaders: Shader binary compression is now utilizing more than one core. (1375627)
  • Fixes:
  • 2D: Fixed a 2D URP Template Global Light with shadow settings enabled issue that was breaking batching.
  • 2D: Fixed an issue where Tilemap.SetTiles was not setting a default color of White for the set Tiles. (1380847)
  • Android: Fixed an issue were Touches were not registered when Samsung S Pen was used to touch screen. (1370814)
  • Android: Fixed an issue where IBeginDragHandler.OnBeginDrag and IDragHandler.OnDrag were triggered when using Samsung S-Pen. (1364109)
  • Android: Fixed an issue where the Stylus input was not treated as a touch rather than mouse in the older input system. (1246579)
  • Android: Fixed ClassNotFoundException errors mentioning classes in com.google.android.play.core.assetpacks package when play.core dependency was not added to the project. (1379427)
  • Android: Fixed leaked Java local reference issue when new Java object was created. (1366122)
  • Editor: Fixed an issue when double clicking on a folder in ActivityWindow the animation with folder name was rendered in a wrong place. (1366893)
  • Editor: Fixed an issue where last opened project was not loaded during license activation in batchmode if no project path was specified explicitly (-createproject, -projectpath, -openfile flags). (1337076)
  • Editor: Fixed an issue where the model preview window did not render UVs due to back face culling being turned on. (1379783)
  • Editor: Remove all usage of Search template since it is a 22.1 feature. This was removed from menus and asset code.
  • GI: Fixed an issue where light probe did not produce valid output when punctual light overlapped it. (1242829)
  • GI: Fixed an issue where setting baked light probe coefficients to an empty array caused a crash. (1342068)
  • GI: Fixed an issue where switching a texture importer to Lightmap type would change the appearance of the texture preview when in Linear color space. (1352673)
  • Graphics: Fixed a D3D12 error that was displayed in the Console Window when using ray payloads smaller than 16 bytes in size in ray tracing shaders.
  • Graphics: Fixed an issue were the correct pass was not set for the current active sub shader. (1307728)
  • Graphics: Fixed an issue where mip map streaming did not work after setting a material with streamable textures on a renderer. (1302707)
  • Graphics: Fixed an issue where there was missing GraphicsBuffer versions of DrawProceduralIndirect script APIs. (1372936)
  • Graphics: Fixed the Mac Metal editor or standalone player sometimes freezing while being resized when Vsync is disabled. (1375973)
  • IL2CPP: Fixed a crash in stack trace building code an when exception was thrown in async methods. (1377750)
  • IL2CPP: Fixed an incorrect exception filter handler on try blocks with multiple catch blocks (1335434)
  • IL2CPP: Fixed an incorrect ordering of some field reads when Smaller (faster) builds were enabled. (1378235)
  • IL2CPP: Fixed the order of operations for Thread Volatile Read and Write. (1373882)
  • Input: Fixed an issue where Windows editor and Windows player would freeze during startup when the new input system was enabled and a USB device with 65535 / 0xffff usages was connected to the computer. (1373945)
  • iOS: Fixed an issue where an extra frame would not be rendered on iOS when "Render Extra Frame on Pause" was enabled in iOS player settings. (1362184)
  • Linux: Fixed an issue where undocking editor windows would cause the entire main window to scroll on Linux. (1359135)
  • Networking: Fixed an issue where UnityWebRequest gave a warning when setting the Accept-Encoding header. (1355007)
  • Profiler: Fixed an issue where Gfx Used and Reserved Memory were not from counters available in release players. The underlying code in memory manager which counts the value was compiled out due to performance reasons and the counter value can not be set. (1339707)
  • Profiler: Remove subscription to counters in native profiler plugins to reduce overhead when platform profiler is attached (1378190)
  • Scene/Game View: Fixed a SceneView Zoom issue across multiple tabs when a mouse wheel was used. (1377063)
  • Scene/Game View: Fixed an issue MonoBehaviour icons were not rendered in Scene View when selected. (1379500)
  • Scene/Game View: Fixed an issue where Component Tools targeting a Tool Context did not displaying correctly in the Tools Overlay.
  • Scripting: Fixed CultureInfo.CurrentCulture setter that was crashing when it was called before ever querying the existing current culture. (1375944)
  • Scripting: Fixed CultureInfo.CurrentCulture throwing an exception on some locales (for instance, en-DE). (1375955)
  • Scripting: Fixed [RuntimeInitializeOnLoadMethod] in classes both namespaced and nested. (962800)
  • Serialization: Fixed an issue with fields on SerializeReference instances within Prefab losing their override when entering play mode. (1383439)
  • Shaders: Fixed a rare crash when a shader uses more than 128 keywords. (1374696)
  • Shaders: Fixed build failing when a shader from always included list has 1M variants before stripping (1379096)
  • Shaders: Fixed incorrect keyword state used for frame debugger when a shader was compiled asynchronously. (1375713)
  • Shaders: Fixed LocalKeyword.type, LocalKeyword.isOverridable and LocalKeyword.isValid that crashed Unity when called on an unitialized LocalKeyword. (1376999)
  • uGUI: Fixed an issue where the localPosition was validated each time an object was reset. (1367658)
  • UI Toolkit: Fixed a USS variable resolution issue with ScalableImage url. (1383151)
  • UI Toolkit: Fixed an issue when loading a project that contained a dialog that was embedded in the editor, the dialog's CreateGUI callback was invoked after the Awake and OnEnable callbacks. (1326173)
  • UI Toolkit: Fixed an issue where DropdownField's menu would have an offset in runtime under certain hierarchies. (1345802)
  • Universal Windows Platform: Fixed an issue were Application.internetReachability did not correctly detect the internet being unreachable when there was a LAN connection but no way to the actual Internet. (1351079)
  • Universal Windows Platform: Fixed an issue where strong assembly names were removed when building from Unity. (1375938)
  • Universal Windows Platform: Fixed an issue where the Screen.currentResolution.refreshRate did not return the actual screen refresh rate. (1373342)
  • Universal Windows Platform: Fixed packaging app fails with error "Merge failure for shared merged PRI file : error 0x80070490" when building a fat app package for both x64 and ARM64. (1375766)
  • Video: Fixed a crash on MediaEncoder_CUSTOM_Internal_AddFrame_Injected when pushing a frame into MediaEncoder that has been disposed. (1368301)
  • Windows: Fixed an issue where there were missing window resize events when on demand rendering was used. (1324843)
  • XR: Fixed crash on Oculus Quest devices related to foveated rendering. (1382093)

New in Unity 2021.2.5 (Dec 3, 2021)

  • Features:
  • Input System: Added support for PS5 DualSense controllers on Mac and Windows.
  • Version Control: Added empty state and success message for Pending Changes tab.
  • Version Control: Added metrics for Branches tab functionalities.
  • Version Control: Added option to "Add to ignore file" in context menu in the project view.
  • Improvements:
  • Editor: Added an Information Entry when the player data is rebuilt with 'Development' checkbox off. The message will be 'Rebuilding Data files because BuildOptions.Development is not set.' (1364982)
  • Input System: Improved creating single vs multi-touch touchscreen bindings in the Input Action Asset editor by making both options visible in the input action dropdown menu. Now it's not neccessary to be aware of the touch*/press path binding syntax. (1357664)
  • Scripting: Added TextAsset.GetData that returns a NativeArray view into the data without memory allocations. (1376503)
  • Changes:
  • HDRP: Depth of Field is now disabled in orthographic cameras - it was using the hidden perspective settings. (1372582)
  • HDRP: Integrate a help box to inform users of the potential dependency to directional lights when baking.
  • HDRP: Maximum light count per fine prunned tile (opaque deferred) is now 63 instead of 23.
  • Input System: When exceptions occur in user code inside of Input System callbacks, the exception message is now printed first and details about the callback second to avoid hiding exception details.
  • Package: Updated OpenXR package version to 1.3.0. Full package release notes available here:
  • https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • Package: Updated Recorder package to version 3.0.2. Full package release notes available here:
  • https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • Package: Updated Searcher package version to 4.9.1. Full package release notes available here:
  • https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • Package: Updated Tutorial Framework version to 2.1.1. Full package release notes available here:
  • https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • Version Control: Changed the default metadata columns shown in the Incoming Changes screen.
  • Version Control: Removed pinstriping in the Gluon Incoming Changes window.
  • Version Control: Removed the "Nothing to download" bar from the Incoming Changes window when there are no items to download.
  • Version Control: Updated the alignment of sorting arrows to the right of the column.
  • XR: Added SRP batcher support for late latching.
  • Fixes:
  • Android: Fixed an issue where Resource.Load did not work when running universal.apk were created from AAB which was built with Split Application Binary option that was enabled. Note: In universal.apk, Bundletool includes only install-time delivered asset packs, so resource loading can still fail if Unity creates fast-follow delivered core data asset pack. (1363907)
  • Audio: Fixed a crash that would occur when removing a custom filter from a game object and then stopping the associated audio source. (1363271)
  • DX12: Fixed linear colorspace screenshots being broken when swapchain resolution mismatched with window resolution. (1379073)
  • Editor: Fixed an issue where PropertyField methods was not including ReorderableList children by default. (1336112)
  • Editor: Fixed an issue where the game view maximized instead of tab being switched when clicking on a tab docked in the same window as the Game View window while in playmode in the Linux Editor. (1350901)
  • GI: Fixed rare infinite loop issue when baking reflection probes while shaders were asynchronously compiling. (1376248)
  • Graphics: Fixed a crash when PreviewRenderUtility.BeginPreview() was not properly followed by EndPreview(). (1338040)
  • Graphics: Fixed a crash when using ray tracing shader passes that are part of a fallback shader. (1369861)
  • Graphics: Fixed an issue when changing volume profiles at runtime with a script. (1364256)
  • Graphics: Fixed an issues on vulkan library on initialization and on AMD gpus. (1373442)
  • Graphics: Fixed serialization of DebugStateFlags where the internal Enum were not being serialized.
  • HDRP: Fixed a build-time warning regarding light loop variants. (1372256)
  • HDRP: Fixed a crash issue when adding an area light on its own.
  • HDRP: Fixed a regression that was introduced in the diffuse denoiser.
  • HDRP: Fixed an exception when the user did not set one of the renderers of a given LOD. (1372965)
  • HDRP: Fixed an infinite import loop of materials when there is no HDMetaData generated by the ShaderGraph.
  • HDRP: Fixed an issue where pyramid blur was being corrupted when hardware DRS was on. (1372245)
  • HDRP: Fixed an issue with area light support for hair.
  • HDRP: Fixed an issue with mixed cached shadow for area lights.
  • HDRP: Fixed and optimize distance shadowmask fade.
  • HDRP: Fixed compilation errors when using Elipse, Rectangle, Polygon, Checkerboard, RoundedPolygon, RoundedRectangle in a ray tracing shader graph. (1377610)
  • HDRP: Fixed emissive value when switching between HDR and LDR mode.
  • HDRP: Fixed film grain and dithering when using spatial upscaling methods for DRS.
  • HDRP: Fixed focus distance in path traced depth of field now takes into account the focus mode setting (volume vs camera).
  • HDRP: Fixed geometry scale issue with the Eye Shader.
  • HDRP: Fixed light unit conversion after changing mid gray value.
  • HDRP: Fixed motion vector buffer not accessible from custom passes in the BeforeTransparent, BeforePreRefraction and AfterDepthAndNormal injection points.
  • HDRP: Fixed outdated documentation about recursie ray tracing effects support.
  • HDRP: Fixed outdated documentation about supported GPUs for ray tracing.
  • HDRP: Fixed performance on PrepareLightsForGPU by burstifying light loop.
  • HDRP: Fixed public API to reset path tracing accumulation and check its status.
  • HDRP: Fixed rendertarget ColorMask in Forward with virtual texturing and transparent motion vectors.
  • HDRP: Fixed sky override layer mask having no effect.
  • HDRP: Fixed stencil buffer resolve when MSAA is enabled so that OR operator is used instead of picking the last sample.
  • HDRP: Fixed the bad blending between the sun and the clouds. (1373282)
  • HDRP: Fixed the point distribution for the diffuse denoiser sometimes not being properly intialized.
  • HDRP: Fixed Z axis orientation when sampling 3D textures in local volumetric fog.
  • Input System: Fixe an issue where any unhandled exception in InputManager.OnUpdate failed latter updates with InvalidOperationException: Already have an event buffer set! Was OnUpdate() called recursively?. Instead the system will try to handle the exception and recover into a working state.
  • Input System: Fixed "Default constructor not found for type UnityEngine.InputSystem.iOS.LowLevel.iOSStepCounter" any other potential exceptions due to classes, methods, fields and properties being stripped when managed stripping setting set to medium or high. (1368761)
  • Input System: Fixed a performance issue on entering/exiting play-mode where HID device capabilities JSON could be parsed multiple times for a single device. (1362733)
  • Input System: Fixed a problem where only using runtimes that are not XR supported causes a compile error. This fix adds back in ENABLE_VR checks to prevent this issue.
  • Input System: Fixed an issue that broke the VirtualMouseInput component in the editor. (1367553)
  • Input System: Fixed an issue where explicitly switching to an already active control scheme and device set for PlayerInput would cancel event callbacks for no reason when the control scheme switch would have no practical effect. This fix detects and skips device unpairing and re-pairing if the switch is detected to not be a change to scheme or devices. (1342297)
  • Input System: Fixed an issue where InvalidOperationException was thrown if an input for an action with multiple interactions is held while disconnecting the device. (1354098)
  • Input System: Fixed an issue where resetting an action via InputAction.Reset() while being in disabled state would prevent the action from being enabled again. (1370732)
  • Input System: Fixed current being null for sensors (Accelerometer.current, others). (1371204)
  • Input System: Fixed input action for Android gamepad's right stick will be correctly invoked when only the Y-axis is changing. (1308637)
  • Input System: Fixed action.ReadValue and others returning invalid data when used from FixedUpdate or early update when running in play mode in the editor. (1368559)
  • Input System: Generic gamepad short display button names where incorrectly mapped on Switch (A instead of B, etc).
  • Profiler: Fixed a crash when exiting Unity Editor related to UnsafeUtility.Malloc usage. (1377694)
  • Serialization: Fixed missed invocations of ISerializationCallbackReceiver.OnAfterDeserialization and asserts arising when that interface is implemented on structs inside a MonoBehaviour or ScriptableObject class, along with the presence of SerializeReference fields. (1372710)
  • Shadergraph: Fixed a ShaderGraph warning when connecting a node using Object Space BiTangent to the vertex stage. (1361512)
  • Shadergraph: Fixed a usability issue where in some cases searcher would suggest one collapsed category of results that user would have to manually expand anyway.
  • Shadergraph: Fixed an issue that caused exceptions to be thrown when using the up/down arrow keys with search list focused. (1358016)
  • Shadergraph: Fixed an issue that caused incorrect search results with non whitespaced queries for nodes with spaces in their name and for subgraphs. (1359158)
  • Shadergraph: Fixed an issue that caused search results to not be visible sometimes in the searcher window. (1366061)
  • Shadergraph: Fixed an issue that caused some searcher items to be irreversibly collapsed due to expand icon disappearing on collapsing those items.
  • Shaders: Prevent shader cache from growing infinitely. Shader cache is now organized into per asset folders. (1339314)
  • UI Toolkit: Fixed an issue where the element under pointer was not updated when pointer position varied very slowly (subpixel amounts on each update). (1356041)
  • Universal Windows Platform: Fixed a generated Visual Studio project issue when building to Universal Windows Platform with Visual Studio 2022. (1378086)
  • URP: Fixed a performance regression for 2D shaders where alpha discard was disabled. (1335648)
  • URP: Fixed an issue where installing the Adaptive Performance package caused errors to the inspector UI. (1368161)
  • URP: Fixed an issue where the Convert Renderering Settings would cause a freeze. (1353885)
  • URP: Fixed disabled debug lighting modes on Vulkan and OpenGL following a shader compiler fix.
  • URP: Fixed incorrect behavior of Reflections with Smoothness lighting debug mode.
  • URP: Fixed post processing with Pixel Perfect camera. (1363763)
  • Version Control: Fixed a console error when selecting an object in Scene view hierarchy or creating a new asset.
  • Version Control: Fixed NullReferenceException after closing the Plastic SCM window.
  • Version Control: Fixed UI overlays in Project view that was missing on changed assets when force checkout was disabled.
  • VFX Graph: Fixed a performance drop when Windows screen DPI setting was set to custom values (like 125%).
  • VFX Graph: Fixed an issue where there were extra nodes in Ribbon template. (1355602)
  • VFX Graph: Fixed the compilation error while using not exposed texture in ShaderGraph.
  • WebGL: Fixed a fullscreen mode issue on Safari. (1347304)
  • WebGL: Fixed AudioSource.loop property when using AudioSource.PlayScheduled() and AudioSource.PlayDelayed(). (1337312)
  • Windows: Fixed an issue where SystemInfo.operatingSystem did not recognize Windows 11. (1372750)
  • Windows: UnityCrashHandler.exe will no longer inherit all Windows handles from the editor/player when launched, which should eliminate some problems with it causing files to be locked unnecessarily.
  • XR: Fixed an issue where UnitySubsystemsManifest.json file was added to the app bundle instead of apk while building XR app for Android with Build App Bundle option. (1379905)
  • XR: Fixed for late latching pre drawcall performance regression and world space UI and terrain always drawn at origin. (1337356, 1337972, 1337973)

New in Unity 2021.2.4 (Nov 29, 2021)

  • Improvements:
  • Editor: Improved performance of Picking objects in the Scene View.
  • API Changes:
  • Core: Changed: Moved ProfilerStartFrame to Initialization section of scriptable player loop (1363905)
  • Graphics: Added: Added a field to the CullingParameters structure to allow for adjustment to the near clipping plane for shadow clipping - this is independent of the rendering camera near clipping plane.
  • Graphics: Removed: Removed uploadClearedTextureDataAfterCreationFromScript from PlayerSettings as it was not working as intended and will be superseded with a per-texture flag.
  • Windows: Added: UnityEngine.Windows.Input.ForwardRawInput now has a second overload that is usable without enabling unsafe code.
  • XR: Added: Support for late latched previous view matrix for URP motion vectors
  • Changes:
  • XR: The Oculus XR Plugin package has been updated to 1.11.0.
  • XR: Updated XR Management to 4.2.0
  • XR: Updating Build Messaging with deprecation text for Lumin
  • Fixes:
  • 2D: Fixed an issue where removing an edge in the Skinning editor would result in the mesh falling back to a quad. (1365831)
  • 2D: Fixed case where Bounds can cause spriteshape not load in when running Player. (1368107)
  • 2D: Fixed crash when optimizing the geometry of the SpriteShape in certain cases. (1364012)
  • 2D: Fixed errors in the Sprite Skin section of documentation. (1366617)
  • 2D: Quads are now generated at correct positions after removing all vertices from Sprite meshes. (1366633)
  • Android: Fixed performance regression when using MSAA backbuffer with Vulkan. (1351579)
  • Animation: Fixed grid in Animator window to always correctly cover the entire graph area. (1337632)
  • Asset Pipeline: Fixed a performance regression where projects with large numbers of precompiled assemblies might experience slower import times. (1372980)
  • Asset Pipeline: Fixed an issue where a project containing a symbolic link could crash on startup on Windows. (1370389)
  • Build System: Fixed error "Cannot find mono image in MonoManager for assembly x" during assembly reload when calling ContentBuildInterface:GetPlayerObjectIdentifiersInAsset.
  • Editor: Fixed editor crashes when exiting and keeping a tutorial project. (1338299)
  • Editor: Fixed frame debugger does not update issue after clicking frame navigation arrows. (1329150)
  • Editor: Fixed reflection probe baking sometimes containing the cyan loading shader. (1368213)
  • Editor: Fixed Unity Package Manager diagnostic tool failing to run when started via the launch script.
  • GI: Fixed bug where lighting information on renderers would occasionally be scrambled or lost when saving a scene. (1359018)
  • GI: Fixed crash when baking 4K lightmap with maximum AA setting. (1318800)
  • Graphics: [Vulkan] Profiler shows that the Texture memory usage is lower when Vulkan is used on some devices. (1354202)
  • Graphics: [Vulkan] Texture Memory in Memory Profiler Module is not updated when profiling a Vulkan build. (1351803)
  • Input System: Fixed incorrect Windows input event timestamps.
  • iOS: Enabled ProMotion on ios15 and new devices (iphone13 family). (1374612)
  • iOS: Fixed value of Screen.safeArea retrieved during initialization of packages. (1288515)
  • N/A (internal): Fixed Unity splash screen for some devices on EmbeddedLinux.
  • Networking: UnityWebRequest now supports gzip compression on Windows. (1343274)
  • Package: Fixed property drawing of Unity.Mathematics vector types when manually drawing a property that was hidden with [HideInInspector]. (1298368)
  • Package Manager: Fixed the issue where delayCall delegate's Invocation List size doubles when the Package Manager is docked and the delayCall is Invoked. (1336406)
  • Package Manager: Fixed the issue where OAuth errors are not logged in the console. (1376308)
  • Package Manager: Removed extra fetch calls after Package Manager resolve. Should fix some Package Manager unit test instabilities. (1379219)
  • Particles: Fixed right-click context menu for Renderer module Inspector. (1372195)
  • Prefabs: Fixed crash with broken scenes where Transform has a PrefabInstance, but the containing GameObject doesn't have one
  • Fixed instability caused by non deterministic order of stripped components. (1325967)
  • Profiler: Fixed "Missing Profiler.EndSample: WaitForTargetFPS" errors in development builds. (1363905)
  • Profiler: Fixed incorrect frame boundary location when profiling standalone builds. (1332845)
  • Project Browser: Project Browser slider is correctly restored when clearing the search field after selecting a favorite filter. (1348825)
  • Scene/Game View: Fixed new Scene View tabs not copying overlays layout of previous Scene View. (1336748)
  • Serialization: In addition to SerializeReference, class referred by value will also be considered and added to the list of classes not to be stripped when performing a Player Build / Asset Bundle Build / Addressable Build. (1296195)
  • UI Toolkit: Fixed issue where stylesheets added to a UIBuilder document were not cleared after created a new document. (1363722)
  • WebGL: Added workarounds for various Safari Web Audio bugs playing back compressed and looping audio clips. Fixed a regression in Unity audio backend that could cause an incorrect audio volume to be set for < 1 second duration at audio playback start time. (1350204)

New in Unity 2021.2.3 (Nov 18, 2021)

  • Features:
  • Version Control: Added visual overview bar to the incoming changes tab
  • Added progress dialog for the migration process
  • Added Branches tab that shows a list of all branches in the repository
  • Added option and dialog to create a child branch from selected branch.
  • Added option to switch to another branch
  • Added option and dialog to rename a branch
  • Added option to delete a branch
  • Added a preference to save if the window should open the Branches tab by default
  • Added metrics for Plastic SCM installation window usage
  • Improvements:
  • Graphics: UX Improvements on the material editor
  • IL2CPP: Use intrinsics for System.Runtime.CompilerServices.Unsafe methods
  • Package: 2021.2/backport-udp-2.2.3 to 2021.2/staging
  • Scripting: Add GameObject link to Warning message: "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate.".
  • Stadia: Adds missing Copy/Paste functionality (1361998)
  • Undo System: Improved performance of undo for pasting multiple objects
  • Changes:
  • 2D: Updated 2D Template to use new package format structure.
  • 2D: Updated 2D URP Template to use new package format structure.
  • Graphics: Mark OpenGL ES 2.0 as deprecated in Graphics API selection UI
  • Package: com.unity.purchasing has been updated to 4.1.1
  • Package: Updates com.unity.cinemachine to 2.8.2
  • uGUI: Updated the context menu order and grouped all non-TMP game objects and components under legacy.
  • Version Control: Updated status bar notification icons
  • Updated texts for workspace modes selection and checkin comment box
  • Fixes:
  • 2D: Fixed 2D URP project template opens "Untitled" scene instead of "SampleScene". (1368664)
  • AI: Fixed issue where the method SamplePosition did not consider detail mesh for sampling. (1325627)
  • Android: Fixed a bug related to using a touchpad with Unity UI scroll rects. Touchpad scrolling is much more sensitive now on Android and Chrome OS. (1364582)
  • Audio: Fixed audio mixer (and potentially other audio components) causing a crash on dedicated server. (1365720)
  • Editor: Fixed a console break when selecting a console message. (1369098)
  • Editor: Fixed disappearing ReorderableList elements when reordering. (1353883)
  • Editor: Fixed PackageManager memory leak when continuously opening the window. (1362559)
  • Editor: SerializedProperty.tooltip will now contain Tooltip attribute values when available. (1359356)
  • Editor: When performing an incremental build, Unity will clean intermediate build folders, if it detects that previous build was done with a different bee backend. (1371602)
  • Graphics: Added MSAA depth resolve Vulkan support.
  • Graphics: DX12 task executor no longer executes other jobs when waiting that could lead to deadlocks. (1366202)
  • Graphics: Fixed D3D12 validation error on render target and pipeline state sample count mismatch. (1371812)
  • Graphics: Fixed Graphics.CopyTexture behavior when the specified region is not aligned with compression block size. (1366297)
  • Graphics: Fixed high memory usage when running Unity in batch mode and importing a high number of assets. (1337474)
  • Graphics: Fixed incorrect compression of 8k ETC textures using the Crunch compressor. (1346908)
  • Graphics: Reverted an unintended API change. (1352178)
  • Graphics: Vulkan on EmbeddedLinux spamming "GetGfxDevice() should only be called from main thread".
  • IL2CPP: Correct an error during code conversion for an abstract method that provides an interface method implementation in an abstract base class. (1361812)
  • IL2CPP: Fixed multicast invoke calls to generic methods. Fixes runtime exceptions when de-serializing generic classes. (1374185)
  • IMGUI: Fixed GUILayout.Label changes colour when hovered over with mouse. (1358117)
  • iOS: Fixed erroneous ads enabling.
  • Linux: Key presses are now consistent with the "Use Physical Key" option in Input Manager settings. (1330732)
  • Mono: Fixed issue where System dlls were being treated as if they were plugin dlls which would cause them to get incorrectly removed from the build. (1373389)
  • Package Manager: Always keep the package manager toolbar active during refresh operations.
  • Package Manager: Fixed the issue when the list don't scroll to selected item when using arrow key sometimes. (1371678)
  • Package Manager: Implement asset's Re-Download button to fix issue when using multiple Unity versions and have one asset version cached. (1371056)
  • Package Manager: Removed special character in users initials to be in sync with Hub and Asset store. (1377478)
  • Particles: Added "enabled" script API to the ParticleSystemForceField, to turn a force field on/off. (1366533)
  • Particles: Removed slow type lookup code from SetParticles and GetParticles. (1373296)
  • Physics: Improved stability of Rigidbody2D XY constraints when X or Y constraint are used independent of each other. (1373134)
  • Physics: Stopped PhysicsShapeGroup2D producing GC waste when adding new physics shapes even when physics shape capacity wasn't reached. (1377116)
  • Profiler: Update Profile Analyzer package version to 1.1.1, which includes two bug fixes. Release notes available at https://docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@latest/index.html?subfolder=/changelog/CHANGELOG.html.
  • Search: Enable Show Package Results for the find provider (find:). (1377480)
  • Search: Fixed New table view columns should be based on the selected search group. (1371705)
  • Search: Fixed NullReferenceException after switching Description column format to Performance metric. (1364701)
  • Search: Fixed search picker fails to filter sprite assets. (1371778)
  • Stadia: Fixes Backspace and Tab not working within TextMeshPro input field. (1362018)
  • Stadia: Fixes IMGUI's TextField not receiving text input. (1222926)
  • Universal Windows Platform: Fixed build time scaling non-linearly based on the number of build output files. (1374725)
  • Universal Windows Platform: Fixed issue where UWP UnityWebRequests were not properly working with https. (1375004)
  • Universal Windows Platform: Fixed Screen.dpi returning 0. (1376703)
  • Version Control: Fixed inverted text for the force checkout option
  • Fixed typing capital O in checkin comment would open the selected item
  • Fixed loading indicator not centered on Plastic SCM installation window
  • Fixed installing Plastic SCM would sign out user from the plugin
  • Removed extra refresh button on Gluon's Incoming Changes tab
  • Fixed loading indicator not centered on Plastic SCM installation window
  • Fixed missing Plastic SCM window option when user is not signed in on Unity Hub
  • Removed meta file warning message for the deleted Beta folder
  • Fixed Plastic SCM menu missing from Project view context menu
  • Video: Fixed a crash caused by importing, reimporting or transcoding a video file in the Editor (Mac Only). (1330537)
  • WebGL: Obsoleted the old Emscripten JS string marshalling function Pointer_stringify(). Instead, use the function UTF8ToString(). (1369748)
  • WebGL: Removed the assertion with touch events that assumes that browser would create new Touch event objects for each generated touch event. This does not hold at least for Firefox for Android. This fix takes into account that TouchEvent.changedTouches and TouchEvent.targetTouches are not subsets of the "full" TouchEvent.touches array in Firefox when updating the touch list. (1354245)
  • Windows: Fixed development builds not working on machines that don't have VC++ runtime installed. (1367532)
  • XR: Fixed XR plugin interface depth issue. (1376203)
  • XR: Removed disable of showHologram support for HoloLens devices. (1375195)
  • XR: Updated the verified AR Foundation related packages to 4.2.1. Please see the AR Foundation package changelog for details.

New in Unity 2021.2.2 (Nov 12, 2021)

  • Improvements:
  • Physics: Change "Collider2D.GetShapeHash()" so that it calculates the hash incrementally rather than when entirely when it is called. This results in the time take being constant rather than scaling as the number of physics shapes increases.
  • Visual Scripting: Eliminating domain reload cost for users when not using Visual Scripting
  • API Changes:
  • Apple TV: Added: Added identifier for 2nd generation Apple TV 4K.
  • Apple TV: Changed: Changed identifiers for Apple TV HD and first generation Apple TV 4K.
  • Editor: Added: EditorStyles.iconButton is now public so custom editor windows can implement help, settings and other icon buttons
  • iOS: Added: Added identifiers for all iPhone 13 models, 6th generation iPad Minis, 9th generation iPads.
  • Shaders: Added: It is now possible to query tags on each subshader and pass (1363534)
  • URP: Added: URP global setting for stripping off shader variants.
  • URP: Added: URP global setting for stripping post processing shader variants.
  • Changes:
  • HDRP: Changed the max distance for Light Anchors to avoid unstability with high values. (1362802)
  • HDRP: In path tracing, camera ray misses now return a null value with Minimum Depth > 1.
  • Package: com.unity.purchasing has been updated to 4.1.0.
  • URP: Main light shadow, additional light shadow and additional light keywords are now enabled based on urp setting instead of existence in scene. This allows better variant stripping.
  • Fixes:
  • 2D: Fixed a case where quads generated in the Skinning Editor would be created with the wrong size and position. (1361053)
  • 2D: Fixed an issue where an error would show up when destroying a Sprite Skin component while deep profling. (1364910)
  • 2D: Fixed an issue where copying mesh and bone data from a .psb containing a single sprite would throw an exception. (1351543)
  • 2D: Fixed an issue where IK Solvers would not be updated when previewing an animation clip. (1354389)
  • 2D: Fixed artifacts on images when flatten for PSDImporter.
  • 2D: Fixed case where colliders do not extend to the end of the sprite texture when Sprite Borders are enabled. (1348701)
  • 2D: Fixed case where Edge and Polygon colliders have missing edges on certain open-ended shapes. (1362440)
  • 2D: Fixed case where enabling Fill Tessellation and setting profile's fill offset to positive causes errors. (1363215)
  • 2D: Fixed case where Sprite Shapes appear only when their pivot is revealed in the Scene view. (1356204)
  • 2D: Fixed exception "PsdInvalidException: Unrecognized layer section type" when importing certain files.
  • 2D: Fixed render texture size error in the Skinning Editor. (1357552)
  • 2D: Removed memory requirement check since we cannot properly determine if there will be enough memory to import the file in PSDImporter. (1338690)
  • 2D: [RuleTile] Fixed error in RuleTileEditor when removing all Rules and adding a new Rule
  • AI: Fixed crash caused by the Navigation system on editor shutdown (1367374)
  • Android: Asset packs located in Packages should be properly supported (1370382)
  • Android: Fixed bug where Display.systemWidth, Display.systemHeight and Screen.resolutions[] is not updated when folding/unfolding a Galaxy Fold device (1345508)
  • Android: Fixed crash when using Application.Quit with Optimized Frame Pacing. (1341467)
  • Animation: Fixed a potential crash when generating asset previews, if destructive methods are called in user callbacks. (1343886)
  • Asset Bundles: Fixed crash when reloading an AssetBundle after recompiling scripts in playmode. (1333402)
  • Asset Import: Configure button now immediately enabled when switching Animation type to Humanoid. (1197249)
  • Editor: Backported fix for a bug which prevented the access token to be refreshed after it expired. This issue required the user to close and reopen the editor every time the access token expired to get it refreshed.
  • Editor: Drag-and-drop in Editor windows no longer raises errors about unfreed allocations (1367401)
  • Editor: Fixed a crash on Apple silicon devices when using crunch compression (1344991)
  • Editor: Fixed erroneous "Unfreed allocations" error messages in the console. (1346970)
  • Editor: Fixed launching a Linux standalone player whose folder is in $PATH (1339398)
  • Editor: Fixed Mask Field not being wide enough for long layer names. (1366623)
  • Editor: Fixed number fields not reverting to zero after becoming empty. (1349798)
  • Editor: Fixed warning when instantiating a read-only scene template with new dependencies. (1368721)
  • Editor: Inspector AnimationCurve field does not try to show both the context menu and the curve editor when right-clicked now. (1312594)
  • Editor: Recent Mac Metal editor change delayed frame updates by 1, affecting selection feedback - this is now fixed. (1374546)
  • Editor: Recent Mac Metal editor change delayed frame updates by 1, affecting undo/redo update time - this is now fixed. (1374538)
  • GI: Fixed crash when generating lighting which calls print function with incorrect parameters. (1368383)
  • Graphics: Descriptor sets were not validated properly under certain circumstances for Vulkan (1300203)
  • Graphics: Fixed alpha dilation filtering when a 16 bit-per-component texture with transparent pixels is imported. (1355265)
  • Graphics: Fixed incorrect NativeArray de-allocation error when using the results of Texture2D.GetPixelData in multiple jobs per frame. (1359263)
  • Graphics: Fixed incorrect texture settings for externally created textures (1358700)
  • Graphics: Fixed player error and memory leak when player window is hidden (1361670)
  • Graphics: Fixed read/write access on NativeArray after an AsyncGPUReadback request is fulfilled (1295472)
  • Graphics: Resolved an issue where AssetPreview.GetAssetPreview would sometimes return a texture in the incorrect color space when the project itself was set to Linear color space. (1364124)
  • HDRP: Fixed emissive value when switching between HDR and LDR mode.
  • HDRP: Fixed performance on PrepareLightsForGPU by burstifying light loop.
  • Input: Recent Mac Metal editor change delayed frame updates by 1, affecting keyboard input lag - this is now fixed. (1375664)
  • iOS: Added support for iPhones, iPads and Apple TV released in 2021. (1367775)
  • Package: Fixed a usability issue where in some cases searcher would suggest one collapsed category of results that user would have to manually expand anyway, now searcher auto-expands the single suggested category
  • Fixed searcher bug that caused incorrect search results with non whitespaced queries for nodes with spaces in their name and for subgraphs [1375249]
  • Fixed bug that causes search results to not be visible sometimes in the searcher window [1375251]
  • Fixed bug that causes exceptions to be thrown when using the up/down arrow keys with search list focused [1375248]
  • Fixed bug that causes some searcher items to be irreversibly collapsed due to expand icon disappearing on collapsing those items [1375250]
  • Package Manager: Dragging and dropping Assets in projects that reference the package that they are part of (i.e. most projects that are used to test packages within Unity) will now move the Assets instead of copying them. (1374942)
  • Particles: Fixed particle face-culling when rendering into Cubemaps. (1340494)
  • Particles: Fixed stuttering slow-motion preview when using Custom Data. (1365360)
  • Physics: Fixed an issue with edge selection when editing the PolygonCollider2D or EdgeCollider2D are large Transform scales. (1361571)
  • Prefabs: Fixed Prefab sorting issue that re-arranged order of prefabs due to AddedComponents not being handled properly (1252436)
  • Profiler: Custom Profiler counters using a custom category or a category of Audio or Video now display correctly in the chart view. (1365365)
  • Profiler: Prevented an ArgumentOutOfRangeException occurring in the Module Editor when enabling deep profiling after deleting a module. (1335309)
  • Scene/Game View: Backport for lightmap exposure field negative value fix. (1370679)
  • Scene/Game View: Fixed 2D toggle not correctly positioned when starting a new 2D project (URP) (1368728)
  • Scene/Game View: Fixing GridSize value when using a linked field (1369312)
  • Scene/Game View: Fixing Increment Snapping linked property not working (1351800)
  • Scripting: Fixed assembly corruption (by AssemblyUpdater) in some scenarios where types moved to a different assembly. (1369442)
  • Shadergraph: Fixed a bug that caused the Scene Depth Node in Eye space to not work correctly when using an orthographic camera. (1311272)
  • Shadergraph: Fixed missing shader keyword stage during keyword copying.
  • Shaders: Fixed an issue with Editor using some default data until a shader is imported or compiled. (1369645)
  • UI Toolkit: Exposed ProgressBar.lowValue and ProgressBar.highValue. (1357268)
  • UI Toolkit: Fixed minor instabilities in the layout that would cause text to wrap (1332695)
  • UI Toolkit: Fixed performance test issue for UI Toolkit renderer repaints. (1337832)
  • UI Toolkit: Fixed right-click menu not appearing on Foldout header for hierarchical PropertyFields. (1306190)
  • UI Toolkit: Fixed scissor clipping on hidden elements. (1340827)
  • UI Toolkit: Fixed setting cursor value in :hover selector does not update cursor (1351689)
  • UI Toolkit: Fixed the unstable ellipsis of text (1294350)
  • UI Toolkit: UXML factory types are now preserved automatically (1336612)
  • URP: Added "Conservative Enclosing Sphere" setting to fix shadow frustum culling issue where shadows are erroneously culled in corners of cascades (1153151)
  • URP: Fixed a regression bug where XR camera postion can not be modified in beginCameraRendering (1365000)
  • URP: Fixed an issue where screen space shadows has flickering with deferred mode (1354681)
  • URP: Fixed for rendering thumbnails. (1348209)
  • URP: Fixed ShaderGraph needing updated normals for ShadowCaster in URP.
  • VFX Graph: Compilation error while using not exposed texture in ShaderGraph (1367167)
  • Virtual Texturing: Fixed issue where VT-only textures were rendered as default color in the Player when VT was disabled (1280281)
  • Visual Scripting: AOT prebuild works properly when building a project in batchmode.
  • Visual Scripting: Fixed il2cpp crash caused by infinite recursion when generating AotStubs
  • Visual Scripting: Fixed jitter on fuzzy finder.
  • Visual Scripting: Fixed missing icons when the "Transition End Arrow" is on.
  • Visual Scripting: Fixed missing textures after switching platform.
  • Visual Scripting: Fixed variable duplication not working properly.
  • Visual Scripting: Fixed Welcome Screen not opening the proper graph.
  • Visual Scripting: Restoring the public icon set api.
  • WebGL: Fixed a regression that prevented users from building .jspre plugins in Release mode. (1369085)
  • WebGL: Fixed crash on Oculus Browser when the EXT_multisampled_render_to_texture extension is enabled. (1370782)
  • Windows: Removed error.log generation for crash uploads in favor of editor.log and dmp files. (1278602)
  • XR: Fixed all cameras stop rendering when VR headset is off.
  • XR: Updated XR Interaction Toolkit to 1.0.0-pre.6 and removed it from being a discoverable pre-release package since a 1.0.0 version will not be released in the 2021 Editor version.

New in Unity 2021.2.1 (Nov 5, 2021)

  • API Changes:
  • Shaders: Added: Added a possibility to query preprocessed shader data for a given variant (1364378)
  • Fixes:
  • Android: Further improve build times, when sequential build is done with no changes in project. Previously Unity was moving apk/aab from gradle project to final location, thus forcing the gradle to rebuild apk/aab on sequential builds, Unity will perform a copy instead now. Our tests show that sequential build times improved by 50%, for ex., dropping from 12 seconds to 5 seconds. (1361602)
  • Android: Workaround a problem where using logcat would leak pipes on OSX. The underlying problem seems to be with C# Process class, where if you redirect streams and dispose process, the pipes would remain opened. This will be investigated separatly. (1303618)
  • Animation: Fixed an issue where an assert was triggered upon rebuilding an animation legacy component. (1330001)
  • Asset Bundles: Improved performance of Asset Bundle building when many bundles exist. (1358059)
  • Asset Pipeline: Fixed an issue where MonoScripts in plugins that were dependent on plugins in other folders could fail to import when reimporting all assets. (1345854)
  • Asset Pipeline: Fixed exception that Rider would catch when Disposing instances of the ArtifactInfo class. (1359723)
  • Asset Pipeline: Improved opening time of Import Activity Window. (1343709)
  • Audio: Fixed exposing multiple send levels in the audio mixer not working correctly. Note: previously created mixers with exposed send levels will cause a warning to be logged on editor startup and the send levels will have to be re-exposed. (1285638)
  • Editor: Fixed windows editor sometimes getting into a "script assemblies are locked" state after invoking a modal dialog from a C# script. (1367358)
  • GI: Environment lighting should not be affected by the Cast Shadows flag on the Mesh Renderer. (1348581)
  • Graphics: Fixed a crash in ray tracing shaders when different ray payload structures are used throughout shaders that are used in a ray tracing dispatch. (1351293)
  • Graphics: Fixed an issue were TextureIDs could leak upon recreating RenderTextures with explicit stencil views. (1365351)
  • Graphics: Fixed inconsistent behavior of Async Readbacks in the scene view. (1369329)
  • Graphics: Fixed issue where memory would leak from mesh due to mismatching memory labels. (1362505)
  • IL2CPP: Avoid copying the profile.json file output by IL2CPP into the final application package for iOS. (1357923)
  • IL2CPP: Fixed crash in player when Faster (smaller) builds is enabled. (1365032)
  • IL2CPP: Fixed incorrect metadata section size checks (1370667)
  • IL2CPP: Implement support for ConditionalWeakTable which fixes memory a leak. (1338754)
  • iOS: Stop dark mode native mobile input's background from going transparent when it's empty. (1367091)
  • Linux: Fixed Unity splash screen not responding to resize events. (1360542)
  • Mono: Fixed a crash that would occur when a recursive struct was used in user code. (1248911)
  • Mono: Fixed crash that would occur when a generic field was in a struct during burst compilation. (1345245)
  • Mono: Fixed Superluminal symbol integration. (1373568)
  • Particles: Fixed auto-upgrade of Collision Module plane colliders when using Prefab overrides. (1354906)
  • Physics: Fixed the ArticulationDrive.forceLimit to actually use forces instead of impulses. Projects with custom set force limit should review values, and consider dividing them by the simulation delta. (1370338)
  • Profiler: Fixed Timeline view's display of surrounding context frames when the recorded frame count exceeds the amount specified in Preferences/Analysis/Profiler/Frame Count. (1367470)
  • Scene/Game View: Fixed for Scale Handle center handle inconsistencies. (1365337)
  • Scene/Game View: Fixed GUI.Window not working when invoked from Editor.OnSceneGUI. (1358677)
  • Scene/Game View: Fixed SceneViewLighting overlays not being displayed. (1366159)
  • Search: Fixed NullReferenceException is thrown when typing in the Hierarchy window search bar (1360676)
  • Search: Fixed search indexation incremental update of removed components or properties. (1370415)
  • Search: Fixed search item cannot be picked in table view using SearchService.ShowPicker(...) (1371140)
  • Serialization: Prevented, at serialization time, the addition of a SerializeReference instance which is a generic inflated types. (1364524)
  • Shaders: Exceptions in IPreprocessShaders will now fail the build (1357383)
  • Shaders: Fixed a crash when loading shaders with complex fallbacks that contain GrabPasses (1360664)
  • Shaders: Fixed a crash when trying to use a non-UAV texture as ComputeShader UAV property. (1365411)
  • Shaders: Fixed Compile and show code button failing to write the file if the size is over 2 GB (1357761)
  • Shaders: Fixed uintBitsToFloat not doing a conversion from bool argument to uint (1334240)
  • Terrain: User can no longer create brushes so immense that the editor emits an error about not being able to create a RenderTexture that large. (1321932)
  • UI Toolkit: Added more asset conversion types to the Package Asset Converter tool. (1366279)
  • UI Toolkit: Fixed 3 cases of inconsistencies on binding data to UI Toolkit fields. (1353710)
  • UI Toolkit: Fixed element sometimes entering hover state when window is resized. (1290545)
  • UI Toolkit: Fixed incorrect pointer enter events and pointer leave events in playmode using the DefaultEventSystem. (1313220)
  • UI Toolkit: Fixed UXML layout breaking when an asset used in it is deleted from the project. (1351363)
  • UI Toolkit: Fixed VisualElement's editor data bindings not able to be bound to SerializedProperty of type "ulong" to "long" fields. (1303154)
  • Video: Fixed errors being spammed in the Console upon opening imported video in the Inspector tab when Target Platform is set to UWP. (1357597)
  • WebGL: Fixed Firefox crashing on startup. (1360161)
  • XR: Fixed depth/stencil discards not working on Quest GLES. (1350657)

New in Unity 2021.1.26 (Oct 21, 2021)

  • Features:
  • Version Control: Added light and dark mode versions of avatar icon.
  • Version Control: Added notification status icons.
  • Version Control: Workspace migration from Collab to Plastic which can be done with or without Plastic installed.
  • Improvements:
  • Scripting: Add GameObject link to Warning message: "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate.".
  • Changes:
  • Version Control: Improved usage analytics around Editor and Plugin version.
  • Version Control: Workspace Migration Adjustments.
  • Fixes:
  • Android: Fixed an issue where Display.systemWidth, Display.systemHeight and Screen.resolutions[] were not updated when folding/unfolding a Galaxy Fold device. (1345508)
  • Android: Fixed an issue where Java local reference was leaking in UnityWebRequest, VideoPlayer. (1297185)
  • Animation: Fixed a potential crash when generating asset previews, if destructive methods were called in user callbacks. (1343886)
  • Animation: Fixed an issue where the animation curve editor was swapping unintentionally when curves were edited in two different inspectors. (1308938)
  • Asset Pipeline: Fixed an issue with fields with default values not being set to default value, if field was removed from assets. (1337405)
  • Asset Pipeline: Fixed an issue where the artifact dependency would get ignored. (1318602)
  • Audio: Fixed an issue where exposing multiple send levels in the audio mixer were not working correctly. Previously created mixers with exposed send levels will cause a warning to be logged on editor startup and the send levels will have to be re-exposed. (1285638)
  • Documentation: Fixed an incorrect measurement units for ArticulationDrive.forceLimit. (1369825)
  • Editor: Fixed a null reference exception when opening a popup window in some cases (when a previous popup window got somehow saved into a window layout). (1295445)
  • Editor: Fixed an issue when launching a Linux standalone player whose folder was in $PATH. (1339398)
  • Editor: Fixed an issue where preset for ThemeStyleSheet was not disabled. (1298540)
  • Editor: Fixed an issue where Reorderable list null item were not displayed correctly. (1339759)
  • Editor: Fixed an issue where ReorderableList elements when reordering would disapear. (1353883)
  • Editor: Fixed an issue where the Avatar Stage editing closed on clicking anywhere in the Scene view or Hierarchy when two Inspector windows were used. (1330120)
  • Editor: Fixed an issue where the gradient picker closed when clicking on the gradient field. (1285035)
  • Editor: Fixed an issue where there was missing tooltips to the buttons of the Simulator view Control Bar. (1288711)
  • Editor: Fixed an issue where variables were not resolved before reading style values. (1297227)
  • Graphics: Fixed a Metal enforce depth clearing issue when "Don't care" load action was used, to avoid potential subtle issues later on. (1330613)
  • Graphics: Fixed a crash when loading really large (more than 2GB size) meshes. (1319594)
  • Graphics: Fixed a Mac Standalone Player memory leak issue that came with the change to presenting with CVDisplayLink. (1365570)
  • Graphics: Fixed an alpha dilation filtering issue when a 16 bit-per-component texture with transparent pixels was imported. (1355265)
  • Graphics: Fixed an issue where frames were being unnecessarily dropped before presenting on Metal OSX when using CVDisplayLink. (1363963)
  • Graphics: Fixed an issue where memory would leak from mesh due to mismatching memory labels. (1362505)
  • Graphics: Fixed an issue where MeshRenderer was rendering a mesh when the MeshFilter had been removed while editing the prefab in context. (1251154)
  • IL2CPP: Fixed a conversion issue on methods with ref readonly return values. (1367462)
  • IL2CPP: Fixed a possible crash in the GC code when the mark stack overflows while script debugging was enabled if many threads were created. (1361799)
  • IL2CPP: Fixed build issue with Linux player on Windows where builds would fail when the logged in user has a space in their username. (1336012)
  • iOS: Fixed an issue where erroneous ads were enabled.
  • macOS: Fixed an issue where the Xbox wireless gamepad triggers and DPAD were not working in the old Input. (1342338)
  • macOS: Fixed an issue where there was an inverted Y position of mouse cursor using New Input's Warp mouse. (1311064)
  • Particles: Fixed a culling issue if a Particle System mesh had changed. (1329097)
  • Particles: Fixed a stuttering slow-motion preview issue when using Custom Data. (1365360)
  • Physics: Fixed an issue with edge selection when editing the PolygonCollider2D or EdgeCollider2D with large Transform scales. (1361571)
  • Prefabs: Fixed Prefab sorting issue that re-arranged order of prefabs due to AddedComponents were not being handled properly. (1252436)
  • Profiler: Fixed an issue where Profiler.GetTotalAllocatedMemoryLong reporting was increasing values while loading and unloading the same scene. (1364643)
  • Scripting: Fixed errors that were appearing in console when using UI Toolkit package and opened the Profiler (Standalone Process). (1346850)
  • Timeline: Fixed an issue where audio tracks did not respect audio listener pause state. (1313186)
  • UI: Fixed an issue where calculation of size was incorrect for cameras that have a view rect set. (1325324)
  • UI: Fixed an issue where wrong aspect was used when a explicit aspect is assigned.
  • UI Toolkit: Fixed a wrong mouse position on events issue when a UI Toolkit element has mouse capture, the mouse was outside the element's editor window and that window did not have the active mouse capture from the OS. (1342115)
  • UI Toolkit: Fixed an exception thrown when repainting a panel that used a destroyed texture. (1364578)
  • UI Toolkit: Fixed an issue where dragging on overlapping UIDocuments was broken when using EventSystem and StandaloneInputModule.
  • UI Toolkit: Fixed an issue where the pointer events were not working correctly when multiple UI Documents had different Screen Match values. (1341135)
  • Version Control: Fixed a CoreServices namespace naming conflict.
  • Version Control: Fixed an issue where there was a missing Enterprise login link.
  • Version Control: Fixed low resolution icons issue in light theme.
  • Version Control: Fixed some situations where the history window would be blank.
  • Windows: Fixed an issue where the Physics simulations and FixedUpdate was running while the splashscreen was being displayed on Windows Standlaone and Universal Windows Platform. (1362362)

New in Unity 2021.1.25 (Oct 15, 2021)

  • Improvements:
  • 2D: Cache internal reflection to speed up Sprite editing data access.
  • Graphics: Warnings for non-native compressed formats with decompressor support are now muted in the editor. (1329157)
  • Package: Update Addressables to 1.18.6 and SBP to 1.19.2
  • Fixes:
  • 2D: Fixed an issue where the Sprite Editor Window was disabled when readonly assets were selected. (1364044)
  • Animation: Fixed unexpected behaviours when having negative parameterized time in a motion state. (1332880)
  • Asset Pipeline: Fixed an issue where the Editor crashed while entering play mode with an AssetImporter displayed in the Inspector window. (1353925)
  • Editor: Fixed an issue where there was not a prompt to save changes if the layout had changed. (1318376)
  • Editor: Fixed an issue where Time.unscaledTime and Time.fixedUnscaledTime did not update when stepping through frames. (1294730, 1360931)
  • Editor: Fixed an issue with Multiple "Failed to insert item" warnings being logged when the amount of inserted items exceeds 1000. (1343433)
  • Editor: If Adb is not able to make the file editable, we make it writable using OS function. (1353760)
  • GI: Fixed sky ambient probe and skybox reflection probe issue when reloading a scene in playmode. (1331427)
  • GI: Prevent tetrahedralization errors by removing duplicate data from additive probesets. If anything is left, append the rest. (1263524)
  • Graphics: Fixed a sporadic crash when closing BuildSettings (and maybe other) windows when using Editor with Vulkan. (1362844)
  • Graphics: Fixed an issue of missing objects when highly static batched scene + SRP Batcher. (1294742)
  • Graphics: Fixed an issue where Meshes had incorrect skin weights in builds due to faulty normalization after limiting the number of weights per vertex. (1319068)
  • Networking: UnityWebRequest: Fix raw data access in DownloadHandlerAudioClip and DownloadHandlerTexture. (1330209)
  • Particles: Fixed a crashes when trying to access fields in an uninitialized external forces module. (1354044)
  • Physics: Fixed an issue where modifying the "Rigidbody2D.position" did not temporarily stop interpolation when called during the FixedUpdate callback. (1367721)
  • Profiler: Fixed an issue where entering Play Mode with the Game View set to 'Play Maximized' and the Profiler window docked causes errors to be logged to the Console window. (1364443)
  • Scene/Game View: Fixed an issue where Hierarchy did not allow drag and drop references to be placed between root objects marked as not editable. (1337512)
  • Scripting: Fixed an issue where there were handle exceptions thrown from custom attributes' .ctor. (1321144)
  • Serialization: Fixed an issue where reference from a Prefab to a missing asset became valid once asset was added back to project, without a reimport. (1270634)
  • Serialization: Keep references to unknown ScriptableObject as "Missing" instead becoming "None" when loading Scene or Prefab. (1328065)
  • Services: Fixed an issue where the validation endpoint was been disabled, and the editor incorrectly shows that the user must wait for this validation to succeed. This lead to a lot of confusion from our users. This change simply removes this panel to avoid further confusion. (1210052)
  • uGUI: Fixed an issue where a missing shader property warnings was produced when running in batchmode. (1350059)
  • Universal Windows Platform: Fixed an issue where symbol file packaging failed when using the 'MasterWithLTCG' build configuration. (1345403)
  • Universal Windows Platform: Fixed DevicePortal deployment to handle both .appx and .msix packages. (1269676)
  • Windows: Fixed an issue where the player icon was missing from the title after the game was first launched in fullscreen mode and then later changed to windowed mode. (1361016)
  • Windows: Removed error.log generation for crash uploads in favor of editor.log and dmp files. (1278602)

New in Unity 2021.1.24 (Oct 10, 2021)

  • Features:
  • Version Control: Added horizontal scroll bar to Changesets list for easier viewing
  • Added auto-login for SSO credentials handler
  • Added metrics for changeset tab usage
  • Added metrics for checkin actions
  • Added new Undo icon
  • Added missing API documentation
  • Added ability to modify assets without checkout
  • Added ability to allow empty checkin messages
  • Added empty checking message localization
  • Added Plastic toolbar button to Unity editor
  • Added notification icon for incoming changes to Plastic toolbar button
  • Changes:
  • Package: Updated Purchasing to version 4.0.3. Please refer to the package changelog online here:
  • https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • Package: Updated Version Control package to 1.11.2. Please refer to the package changelog online here:
  • https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • Package: Updated Windows MR XR SDK package to 5.4.1. Please refer to the package changelog online here:
  • https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • Fixes:
  • Android: Allow Android on-screen keyboard dismiss behavior match iOS. (1274669)
  • Android: Fixed an issue when Input.compensateSensors was set to true, give 45 degree slack for overtilt before changing compass heading. (1186040)
  • Asset Pipeline: Fixed asset matching inconsistency with 'Compress Assets on Import' preference setting. This fix can cause textures to get reimported. (1353343)
  • Asset Pipeline: Fixed out-of-sync collection bug when multiple inspectors were opened. (1353678)
  • Audio: Fixed a crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode. (1354002)
  • Audio: Fixed audio source filters resetting on unrelated parameter changes such as audio source volume or pitch and not responding to component reordering. (1361636)
  • Editor: Fixed a crash while picking a color. (1355078)
  • GI: Fixed an issue if albedo renderer detects shaders are still loading. (1277657)
  • GI: Fixed an issue where Enlighten Post Update would take up CPU time in the Editor when it was not the active lightmapping backend. (1248311)
  • Graphics: Fixed race condition deadlock when loading textures synchronously. (1353805)
  • IL2CPP: Fixed an issue that could lead to builds not re-building when input files are passed using --compiler-flags= or --linker-flags= command line switches. This also affected certain use cases such as changing.resolution settings in PS4/PS5 builds, which are now fixed and will properly rebuild when these settings are changed. (1343625)
  • IL2CPP: Fixed conversion error that can occur with generic types that have a static constructor. (1362583)
  • IL2CPP: Fixed detectable boxing during constrained call on structs. (1254522)
  • IL2CPP: Hash parameter info and generic arguments to avoid long method names that lead to compiler errors. (1362768)
  • IL2CPP: Prevent an intermittent crash from happening during thread detach when many threads are calling reverse p/invoke wrappers at the same time. (1358863)
  • macOS: Fixed build failing when a .bundle plugin was encountered that did not have an Info.plist file. (1360646)
  • macOS: Fixed build failing when a .bundle plugin was encountered that did not have the executable name specified in its Info.plist file. (1330017)
  • macOS: Fixed key display names for non-letter keys and letter keys when using non-English keyboard layouts in the new input system. (1356230)
  • Particles: Fixed an issue with Texture Alpha clipping in the Shape module. (1349714)
  • Scripting: Fixed a performance regression when panels in a canvas were activated/deactivated. (1348763)
  • Scripting: Fixed Debug.LogFormat(LogType, LogOption, Object, string, params object[]) overload to respect logEnabled and filterLogType logger settings. (1354586)
  • Scripting: Fixed GetScriptingDefineSymbols functions to not contain empty string entries in the returned defines array. (1350561)
  • UI Toolkit: Fixed a scissor clipping on hidden elements issue. (1340827)
  • UI Toolkit: Fixed the Styles section of the UI Toolkit Samples window. (1340119)
  • Version Control: Fixed a small textbox on checkin dialog when launched from context menu.
  • Version Control: Fixed a workspace NullReferenceException issue.
  • Version Control: Fixed an issue when context menu would sometimes disappear.
  • Version Control: Fixed an issue where auto login errors were not showing up for users.
  • Version Control: Fixed an issue where the notification icon did not show on Plastic window.
  • Version Control: Fixed an issue where the Texture2D error would pop up after downloading a project.
  • Version Control: Fixed unexpected error message after user switched workspace to a label.
  • XR: Fixed a crash when using XR + URP + MSAA + Optimize buffer discards on Vulkan on Oculus Quest. (1313268)

New in Unity 2021.1.23 (Oct 1, 2021)

  • Improvements:
  • Editor: Shaders will have SHADER_API_(DESKTOP|MOBILE) define set according to the target build platform.
  • API Changes:
  • Shadergraph: Added: Added an HLSL file implementing a version of the Unity core LODDitheringTransition function which can be used in a Shader Graph.
  • Shadergraph: Added: Added View Vector Node documentation.
  • Fixes:
  • Asset Pipeline: Fixed an issue where ScriptableObjects could be loaded when querying their type using AssetDatabase.GetMainAssetTypeAtPath(). (1351973)
  • Asset Pipeline: Fixed an issue where the main object name did not update correctly when duplicating or copying assets. (1227555)
  • Editor: Fixed an infinite notification in Settingswindow. (1361351)
  • Editor: Fixed an issue where tooltips were not displayed for the reorderable lists. (1345236)
  • Graphics: Fixed a crash when uploading large number of texture assets in DX12. (1324699)
  • Graphics: Fixed a shader code generation issue when using Texture2D/Texture2DArray Load with offset. (1357095)
  • HDRP: Fixed an issue where auto baking of ambient and reflection probe performed for builtin renderer would cause wrong baking in HDRP.
  • macOS: Fixed a crash in pthread_wait_cond when launching Unity with -importPackage option. (1301071)
  • macOS: Fixed an issue where Cursor.lockState registers input movement as if the mouse was moved to the center first before following the actual mouse movement. (1283506)
  • Shadergraph: Fixed a serialization PVT property flags issue when using subgraphs. This fixes SRP batcher compatibility.
  • Shadergraph: Updated the View Direction documentation.
  • Shaders: Fixed an issue where UsePass with local keywords did not always use correct keywords. (1329514)
  • UI Toolkit: Fixed an issue with highlighter positioning and draw order. (1174816)
  • URP: Fixed an issue where soft shadows shader variants did not set to multi_compile_fragment on some shaders (gbuffer pass, speedtree shaders, WavingGrass shader).
  • URP: Fixed artifacts in Speed Tree 8 billboard LODs due to SpeedTree LOD smoothing/crossfading. (1348407)
  • URP: VFX: Fixed a soft particles issue when HDR or Opaque texture wasn't enabled.
  • URP: VFX: Fixed an OpenGL soft particles fallback issue when depth texture wasn't available.
  • VFX Graph: Fixed a compilation issue when normal was used in shadergraph for opacity with unlit output.
  • VFX Graph: Fixed a null reference exception when Camera type in VFX graph was exposed. (1315582)
  • VFX Graph: Fixed a Soft Particle depth computation isseu when using an orthographic camera. (1309961)
  • VFX Graph: Fixed an exception in VFXFilterWindow if search field was empty. (1235269)
  • VFX Graph: Fixed an incorrect buffer type for strips issue.
  • VFX Graph: Fixed an isssue where VFX with an output mesh was being always reimported. (1309753)
  • VFX Graph: Fixed an issue where a Target GameObject attach button did not allow attaching of a valid VFX if the last selection was invalid. (1312178)
  • VFX Graph: Fixed an issue where deleted properties show up in the inspector. (1320952)
  • VFX Graph: Fixed an issue where deleting a flow edge between Init and Update threw an invalid operation exception. (1315593)
  • VFX Graph: Fixed an issue where having more than five GPU Event output leaded to "unexpected token 'if" at compilation. (1323434)
  • VFX Graph: Fixed an issue where modified state in the VFX tab did not have the correct state.
  • VFX Graph: Fixed an issue where Motion Vector map sampling for flipbooks were not using the correct mips.
  • VFX Graph: Fixed an issue where some settings were not always triggering a recompilation. (1322844)
  • VFX Graph: Remove unexpected expression in spawn context evaluation. (1318412)

New in Unity 2021.1.22 (Sep 24, 2021)

  • Improvements:
  • Graphics: Reduced main thread hitching caused by Shader loading
  • iOS: Reduce memory usage for small uploads in UnityWebRequest. (1355235)
  • Particles: Optimize Mesh data stripping vertex channels that are used by particle systems when the mesh is included in assetbundles. (1313420)
  • Changes:
  • Graphics: Updated the embedded (external) TinyExr library to v1.0 (1345230)
  • Package Manager: The Git LFS cache enabled by setting the UPM_ENABLE_GIT_LFS_CACHE environment variable is now always located under the global cache root, even when the cache root location is customized.
  • XR: Updated XR Interaction Toolkit to 1.0.0-pre.5. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • Fixes:
  • 2D: Fixed a potential crash caused by a race condition when loading SpriteRenderer from multiple threads. (1351843)
  • Audio: Fixed a crash when passing a null argument to AudioMixer.FindSnapshot. (1341752)
  • Graphics: Fixed an incorrect shader code generation when using half precision SV_POSITION. (1323558)
  • Graphics: Fixed performance spikes in OSX while using an external monitor. Metal editor on OSX now uses CVDisplayLink to time frame presents. (1327408)
  • Linux: Fixed an issue where the Assets menu was disabled after using the right-click context menu, or items in the context menu were unexpectedly disabled. (1346205)
  • Package Manager: Fixed an issue where packages using Git LFS on Apple Silicon hardware would fail if Git LFS was installed through Homebrew and the Git LFS executable location was not added to the PATH environment variable. (1353769)
  • Particles: Automatically mark textures as readable, if used by the Particle System Shape module. (1344356)
  • Prefabs: Fixed a crash when GameObjects or Components are applied to Prefab while the Asset Pipeline was paused. (1324978)
  • Profiler: Fixed an issue where the CPU Usage Profiler Chart did not show Vsync as the category when the editor was waiting in WaitForTargetFPS->TimeUpdate.WaitForLastPresentationAndUpdateTime for PS4, PS5, D3D11 and D3D12. (1335370)
  • Shaders: Fixed an issue where Enabling "Optimize mesh data" in player settings made the build process significantly slower. (1349093)
  • uGUI: Fixed an issue when multiple materials with multiple textures are assigned to a single UI Element did not rendered correctly. (1341814)
  • Universal Windows Platform: Fixed a race-condition issue when using TouchScreenKeyboard's "text" or "selection" properties immediately after calling Open. (1345877)
  • Universal Windows Platform: Fixed an issue where TouchScreenKeyboard on HoloLens2 closed a few seconds after focusing a TextMeshPro input field. (1360514)
  • XR: Fixed an issue for late latching pre drawcall performance regression and world space UI and terrain always drawn at origin. (1337356, 1337972)
  • XR: Fixed an issue with camera depth normals pass in XR. (1284715)

New in Unity 2021.1.21 (Sep 16, 2021)

  • Improvements:
  • Profiler: Released [email protected] with a series of fixed and improvements. More details at https://docs.unity3d.com/Packages/[email protected]/manual/whats-new.html
  • API Changes:
  • Graphics: Added: A new API for compiling shaders from editor code and obtaining reflection info was added to ShaderData.Pass.
  • Changes:
  • Code Editor: Update com.unity.ide.vscode package to 1.2.4.
  • Package Manager: Change error and warning box to look like the info box.
  • Fixes:
  • Android: Fixed an issue where a looping, streaming video caused a Unity app to drop frames or freeze, if network latency was really high. (1341573)
  • Asset Bundles: Fixed an issue with Asset Bundle determinism. (1346263)
  • Asset Pipeline: Fixed a crash inside Physics Manager when a Default Material was present and shut down. (1338910)
  • Asset Pipeline: Fixed a crash that occurred if ImportAsset was called with "Assets" path. Also fixed an issue where any folder path ending with path separator did not get imported. (1354411)
  • Editor: Prefab override is not reset anymore when prefab is pasted as a child. (1339266)
  • Graphics: Fixed a renderingLayerMask issue with terrain tree rendering. (1324480)
  • Graphics: Fixed an issue where a Single Channel Texture2DArrays had a corrupted mips when using Box mip filtering. (1352547)
  • iOS: Fixed an issue where a presentation controller dismissal resulted in black screen when allowed orientations were changed while it was showing. (1304313)
  • iOS: Fixed an issue where Analytics temporary data was stored in a user accessible folder. (1211659)
  • iOS: Fixed an issue where Bluetooth keyboards did not handle the input outside of text entry. (1355543)
  • Linux: Fixed issue where dismissing a context menu can cause a crash. (1347655)
  • Physics: Fixed an issue where "Physics2D.Distance()" always returned zero distance when an overlapped CapsuleCollider2D with a uniform (degenerate) size was used. (1354786)
  • Profiler: Fixed an issue where there was no error message when trying to load an old profiler data format and direct users to load the data in unity 2018.4. (1341972)
  • Shaders: Fixed a shader compiler crash when asked to compile a variant for a platform that is not installed. (1348875)
  • Shaders: Fixed a spacing issue when drawing material UI for Integer based enum properties. (1355315)
  • Shaders: Fixed an issue when Pass.CompileVariant silently accepted impossible combinations of ShaderCompilerPlatform and BuildTarget. (1348874)
  • Shaders: Fixed an issue where the Editor was nearly unusable when compiling heavy compute shaders in the background. (1348455)
  • Shaders: Fixed an issue where UI sliders only allowed end values for ranges with the left value greater than the right value. (1351151)
  • Shaders: Fixed count constant generating an error when compiling shaders for Vulkan using Pass.CompileVariant API. (1348871)
  • Shaders: Fixed Pass.CompileVariant not filtering keywords not relevant to the given pass. (1349218)
  • Shaders: Fixed Pass.CompileVariant throwing errors when compiling subshaders coming from the fallback or passes coming from UsePass. (1348862)
  • Shaders: Fixed ShaderData.Pass providing no way to check whether a particular shader stage is included. (1348880)
  • UI Toolkit: Drag and drop in ListView will not bind negative index. (1319543)
  • UI Toolkit: Fixed an exception in ListView when the page up key was pressed after hitting navigation keys. (1324806)
  • UI Toolkit: Fixed selection on pointer up on mobile to allow touch scrolling. (1312139)
  • UI Toolkit: Submit event on a ListView focuses in the content to allow keyboard navigation. (1311688)
  • WebGL: Added workaround for Safari IndexedDB bug. (1342163)
  • WebGL: Set the mouse position to be in the middle of the canvas if the cursor is locked. (1347311)

New in Unity 2021.1.20 (Sep 9, 2021)

  • Improvements:
  • Scripting: Ammend CompilationPipeline.compilationFinished to include that it's currently not possible to build a player from a callback. (1338334)
  • Changes:
  • Editor: Updated com.unity.cinemachine to 2.7.8
  • Fixes:
  • Android: Fixed android:exported atribute not set to true for Uniy library activity when target API level is 31 or higher. (1356676)
  • Android: Fixed cameras with depth only clear flickering or not rendering on Adreno devices. (1314872)
  • Asset Pipeline: Fixed issue where some meshes imported from FBX are missing the first UV channel. (1342131)
  • Asset Pipeline: Improved UI performance when generating many asset previews. (1340118)
  • Audio: Fixed missing domain unload callback and excessive number of registrations for each instantiation of a custom DSP that caused an "Callback registration failed. Increase kMaxCallback." error. (1306511)
  • GI: Fixed baking on non-primary GPU on machines using a mix of NVIDIA and AMD GPUs. (1314991)
  • GI: Fixed reflection probes weight on flat objects. (1233991)
  • GI: LightProbes.needsRetetrahedralization doesn't get invoked in IL2CPP builds. (1338514)
  • Graphics: Fixed bilinear rescale on 32k wide or high images such that the image no longer flips around. (1340329)
  • Graphics: Fixed SRPBatcher not increasing CBuffer size when material shader is changed. (1353368)
  • Input System: Fixed Y coordinate being flipped in Windows Player when WarpCursorPosition in Input System. (1355722)
  • iOS: Fixed 'end Encoding' crash when force closing iOS application. (1329593)
  • iOS: Fixed Mute Other Audio Sources not muting background audio on a device when toggled on when Unity audio is enabled. (1335093)
  • iOS: Fixed video freezing or app crashing when resuming the app from suspension or unlocking the device. (1297877)
  • N/A (internal): Fixed scene-with-scrollbar-horizontal-delete-doesnt-dirty-on-save test instability by calling Focus(). (1356609)
  • Package Manager: Fixed "Load all" not working in "My Assets". (1287445)
  • Package Manager: Fixed the issue where the selection in the list is broken and the wrong package appears as selected in My Assets. (1343197)
  • Package Manager: Fixed the issue where there is a noticeable lag when selecting an asset in the PackageList when navigating a large number of assets in My Assets. (1343193)
  • Prefabs: Fixed unpacked prefabs added under a prefab instance being removed when undoing any change made to outermost root. (1339775)
  • Scripting: Fixed an issue when opening a project using rulesets, Error CS8035 is no longer thrown in the console. (1349517)
  • Services: Analytics no longer auto-activates on new project link.
  • Services: Updated analytics package. Constantly repopulating a list of strings was causing the inspector panel for the analytics tracker to spam autosave in some cases. (1150985)
  • Universal Windows Platform: Fixed Alt + Enter not entering/leaving fullscreen mode. (1304865)
  • Windows: Fixed the new input system reporting incorrect keyboard key display names when using certain non-english keyboard layouts. (1337684)

New in Unity 2021.1.19 (Sep 1, 2021)

  • Features:
  • Version Control: Added auto sign in when logged into Unity account.
  • Improvements:
  • Version Control: Added Checkin and Update confirmation notification.
  • Version Control: Improved load time performance.
  • Changes:
  • Burst: Updated the Burst Package to 1.5.6. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • HDRP: DoF is now using the min depth of the per-pixel MSAA samples when MSAA is enabled. This removes 1-pixel ringing from in focus objects. (1347291)
  • Version Control: Simplified and decluttered the UI.
  • XR: Updated OpenXR Package to 1.2.8. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • Fixes:
  • Android: Fixed a crash when using TouchScreenKeyboard with placeholder text. (1347370)
  • Android: Fixed an issue where selection highlight appeared above keyboard when "Hide Mobile Input" was enabled. (1313620)
  • Animation: Fixed an issue where the Animator.GetNextAnimatorClipInfo() methods did not return the expected result at the end of a transition. (1317097)
  • Burst: Fixed a compiler error that occurred when calling BurstCompiler.CompileFunctionPointer with a delegate type that was decorated with a custom attribute.
  • Burst: Fixed the "could not find path tempburstlibs" error message that popping up when building for Android and Burst was disabled.
  • Editor: Fixed an issue where there was no support for duplicate component names to UnityEvent selection popup. (1309997)
  • GI: Fixed a corruption in Probe baking when lightmap UVs were not provided. (1337226)
  • Graphics: Fixed a crash with accessing individual pixels on crunch compressed texture. This should now throw an error instead. (1314831)
  • GraphView: Fixed an issue where GraphView group did not allow drag and drop of nodes when edges were selected. (1348542)
  • HDRP: Fixed an issue where the sky settings were being ignored when using the recorder and path tracing. (1340507)
  • IMGUI: When using a Non-ReorderableList, pressing the Delete key on one of the element deletes it from the array. (1335322)
  • iOS: Fixed a query of Display native resolution issue. (1342424)
  • Physics: Fixed an issue where the Articulation Bodies were not being visualised in the Physics Debugger. (1343929)
  • Physics: Fixed an issue where the Physics Debugger was not reacting to filtering settings as expected. (1319356)
  • Prefabs: Fixed an issue where Prefab were instantiated with a Prefab asset as parent. (1276785)
  • Shadergraph: Fixed an issue where horizontal scrollbars in graph sub windows could not have their lower scroll button used due to being overlapped by the resize handles. (1318614)
  • uGUI: Fixed an issue with selectable (i.e. Button) where it was not shown as selected when it was re-enabled until selection was cleared manually. (1342519)
  • UI Toolkit: Fixed an issue where a TextureId leak that could occur when a Panel was disposed or when the graphics device reloaded. (1336881)
  • Universal Windows Platform: Fixed an issue where C++ source code plugins failing to get copied to output build folder with executable only build type when the plugin is in a package that's referenced in the project. (1353677)
  • URP: Fixed an error where multisampled texture was being bound to a non-multisampled sampler in XR.
  • URP: Fixed an issue with terrain hole shadowing. (1349305)
  • Version Control: Fixed an SSO renew token issue after a password change.
  • Version Control: Fixed an issue wehre view was not switching to workspace after creating an Enterprise Gluon workspace.
  • Version Control: Fixed an issue were the contextual menu was not showing up in project view.
  • Version Control: Fixed some namespace collisions issues with Antlr3.
  • Video: Fixed an issue where VideoPlayback leaked if destroyed while seeking. (1308317)
  • Windows: Fixed an issue where SystemInfo.deviceUniqueIdentifier was not actually being unique on some Windows 7 machines.

New in Unity 2021.1.18 (Aug 27, 2021)

  • Features:
  • Android: Adding support for Multi-window environments in Android applications. This include Split Screen, popup windows and freeform windowing.
  • Improvements:
  • 2D: Improved performance of RuleTile caching
  • Android: Added boot-config/command-line switch "platform-android-cpucapacity-threshold" that can be used to specify which CPU cores are treated as big cores. The cpu capacity is a value in the range between 0 and 1024. A capacity value of 870 yields the same behavior as before the fix for case 1349057.
  • Asset Import: Improved loading performances of import settings for models with a lot of animation clips. (1338096)
  • Editor: UnityEvent callbacks can be reordered
  • API Changes:
  • Asset Bundles: Added: Added public API to specify the amount of memory reserved for the shared AssetBundle loading cache.
  • Asset Bundles: Added: Adding new API DownloadHandlerAssetBundle.autoLoadAssetBundle for loading AssetBundles asynchronously from DownloadHandlerAssetBundle.
  • XR: Added: Added IUnityGraphicsVulkanV2 plugin interface to add support for chaining vulkan initialization intercepts. (1349908)
  • Changes:
  • 2D: Allow non-public fields with the SerializeField attribute as custom fields for RuleTile
  • Package: com.unity.purchasing updated to 3.2.3. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • XR: The Oculus XR Plugin package has been updated to 1.10.0.
  • XR: Unity 2020 LTS will be the last version of the editor which supports Magic Leap 1 Developers can continue to build for Magic Leap 1 using Unity 2020 LTS or 2019 LTS.
  • Fixes:
  • 2D: Fixed an exception when adding a new Rule when no Rule was selected.
  • 2D: Fixed an issue where clear buffer was executed out of order. (1292637)
  • 2D: Fixed an issue where IKManager2D did not detect classes inheritted from Solver2D. (1343260)
  • 2D: Fixed dynamic batching issue when Sprite Renderers and Tilemap Renderers in Individual mode whose batching parameters should match in runtime platforms. (1348082)
  • Android: Fixed a detection issue of big cores on Snapdragon 865 and Snapdragon 888 SoCs. (1349057)
  • Android: Fixed a long startup on Mali GPUs issue when frame timing stats was enabled. (1316285)
  • Android: Fixed an issue where a user would have stale touches present after touching the screen with multiple fingers. Previously Unity was incorrectly handling MotionEvent ACTION_CANCEL event, and was only canceling one touch, where in reality all touches must be canceled. (1335140)
  • Asset Pipeline: Fixed an issue where duplicating folders and assets did not invoke the OnWillCreateAsset callbacks on the duplicated items. (949423)
  • Asset Pipeline: Fixed an issue with OnPostProcessAllAsset listing unchanged assets as imported, when leaving safe mode. (1335729)
  • Editor: Fixed an issue where changes from the shader files were note propagated correctly due to keyword Enums not being excluded from the caching in the material inspector. (1176077)
  • Editor: Fixed an issue where SerializedObject.hasModifiedProperties was returning false after modifying reorderable array element values. (1328336)
  • Editor: Fixed an issue where the tooltips for the labels were placed at a fixed position. They now appear at the mouse cursor. (1332686)
  • Editor: [macOS | Linux | WebGL] Fixed an issue where Application.systemLanguage returned "Unknown" when system language was set to Norwegian Bokmal and Nynorsk. These were add in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer. (1288528)
  • Editor: [macOS | Linux] Fixed an issue where basic system information was not logged to the log file when launching the Editor. (1325370)
  • GI: Fixed an Editor crash on EnlightenSceneMapping::GetTerrainChunkUVST when loading a scene with a corrupt Lighting Data Asset. (1325758)
  • Graphics: Fixed a crash that was caused by a memory error when using Vulkan. (1352796)
  • Graphics: Fixed an issue where ImageConversion.LoadImage and Texture2D.LoadImage always returned true even in case of a failure. (1336892)
  • Graphics: Fixed various Store Actions setup issues. (1327395)
  • iOS: Fixed a crash when going to the background, after switching from autorotation to a fixed orientation. (1326238)
  • iOS: Fixed a crash when using external display connected with USB-C. (1321153)
  • iOS: Fixed an issue where the video became unplayable after resuming an app when video's audio output mode was set to API Only. (1330901)
  • macOS: Fixed a crash when attempting to use bluetooth from native plugin instead of crashing. Unity Editor now asks for bluetooth permission. Added "Bluetooth usage description" field to macOS player settings which is displayed in the player when asking for bluetooth. (1321219)
  • macOS: Fixed an issue where the usage description fields for macOS in player settings was not visible on Windows and Linux editors. (1323741)
  • Package Manager: Fixed an issue where the user could not view their assets in package manager (error 400) error. (1330334)
  • Particles: Fixed a corrupt particle colors issue when using a Skinned Mesh Renderer in the Shape Module. (1332410)
  • Particles: Fixed a pivot setting for Horizontal and Vertical billboard render modes issue. (1291175)
  • Prefabs: Fixed a cannot move/rotate/scale static objects issue in Prefab Mode when playing. (1343040)
  • Scripting: Fixed an issue of missing details in the sharing violation errors that happened when the Script Compilation pipeline copied assembly to their target directories. (1308323)
  • Scripting: Fixed an issue where double-clicking in some cases would not open the correct line. (1300479)
  • Scripting: Fixed an issue where there where empty lines between logs being logged when logging errors, warning or messages. The editor no longer prints newlines for Debug.Log* variants when StackTrace set to 'None'. (1332622)
  • Scripting: Fixed globalgamemanagers.assets to only contain scripts that will be part of the player builds (1335997)
  • Serialization: Fixed an issue where UnityEvent did not correctly populate the function drop down list when used with polymorphic serialization. (1314770)
  • Shaders: Fixed an issue where Shader keywords were not sorted in the error and warning messages that came from the shader compiler. (1348741)
  • Shaders: Fixed an issue where the caching preprocessor report did not include dependencies in raw GLSL shaders. (1335707)
  • Shaders: Fixed an issue where the Properties section could not be folded in the Shader Inspector. (1350236)
  • uGUI: Fixed an issue when a canvas was created manually by the user for a Template element (inside Dropdown), Sorting Layer was over written. (1343542)
  • UI Toolkit: Fixed a corruption issue of the stencil buffer caused by misplaced geometry used to pop masks. (1332741)
  • UI Toolkit: Fixed an issue where the Toolbar turned white when loading certain native plugins. (1335430)
  • Universal Windows Platform: Fixed a crash in master builds when a scene that uses lightmaps was unloaded. (1332318)
  • Video: Fixed an issue where the VideoPlayer did not work on some AMD switchable GPUs. (1237818)
  • WebGL: Fixed an error with prevViewport when full screen resized.
  • WebGL: Fixed an issue where gamepad stick Y being inverted. (1336005)
  • Windows: Fixed an issue where IME composition text duplicated between InputFields due to an issue in 3rd party Chinese IMEs. (977600)
  • Windows: Fixed an issue where the Input System failed to detect gamepad if it was connected during splash screen logos. (1328742)
  • Windows: Fixed an issue where the Input System failed to detect touchscreen devices that were connected after startup. (1305703)
  • Windows: Fixed an issue where the mouse deltas was always 0 when running Windows in a VM. (1303445)

New in Unity 2021.1.16 (Aug 1, 2021)

  • Features:
  • Android: Users can include custom asset packs into the build, by adding assets to the directory ending with '.androidpack'.
  • Android: When building Android App Bundle with Split App Binary enabled, Unity will create asset packs.
  • Improvements:
  • Virtual Texturing: Tile requests are now returned via PopRequests more frequently.
  • Virtual Texturing: InvalidateRegion calls now generate new tile requests in their "importance" order. The importance is defined as a combination of the tile's screen space size and the the number of frames since the tile has been requested. This makes completing tile requests contribute more to the rendering result when InvalidateRegion is called continuously.
  • XR: Updated OpenXR package to 1.2.3
  • API Changes:
  • Android: Added: New APIs to manage fast-follow and on-demand delivered asset packs. The APIs wrap Google's PlayCore functionality.
  • Changes:
  • Android: Gradle Plugin version upgraded from 3.6.0 to 4.0.1.
  • Android: Gradle version upgraded from 5.6.4 to 6.1.1.
  • Timeline: Updated Timeline package version to 1.5.6
  • Virtual Texturing: Now PopRequests allows the destination list to have a different size than the texture stack's maxActiveRequests value.
  • Fixes:
  • AI: Fixed an issue where the NavMesh was generated over a mesh marked as "Not Walkable". (1109195)
  • Asset Bundles: Fixed an issue where Texture Importer Inspector was no longer throwing errors when built-in texture inspector was overwritten. (1317450)
  • Asset Import: Fixed an issue where data in the AssetsStreamingAssets folder was being cached by the Unity Accelerator. (1295717)
  • Asset Pipeline: Fixed an issue where searching in the object selector would for some searches only show icons even if previews could be shown. (1309396)
  • Core: Fixed a message "Connection is no longer valid.Calling auto disconnect" issue. (1336988)
  • Editor: Fixed a InspectorWindow repaint regression between 2017.4 and 2019.4. (1320675)
  • Editor: Fixed an issue when running in Device Simulator, Touch.tapCount would no longer increased when taps happen in every frame. (1258166)
  • Editor: Fixed an issue where Command+Backspace was not deleting elements from reorderable arrays. (1329602)
  • Editor: Fixed an issue where the icon selector window did not close on selection undo. (1305625)
  • Editor: Fixed an issue where there more than one click was necessary to interact with game objects in play mode when clicking between multiple game views. (1327556)
  • Editor: Fixed an issue with context-click for reorderable lists in the mac editor. (1313317)
  • GI: Fixed ''PPtr cast failed when dereferencing! Casting from ScriptMapper to Texture!' when baking a second Reflection Probe in the Scene. (1317164)
  • Graphics: Fixed a hang when loading a texture from AssetBundles in the Editor that were built for other platforms. (1286994)
  • Graphics: Fixed an iAttachmentDescriptor.ConfigureResolveTarget() screen flip issue when resolving to backbuffer. (1327936)
  • Graphics: Fixed an issue when dynamic scaling was enabled and a Render Target was attached to a Camera the ScreenTo and ToScreen functions would no longer use the scaled viewport size, instead match the behaviour when a Render Target wasn't attached as per the documentation. (1329240)
  • Graphics: Fixed an issue where canvas was not rendering on the secondary screen, when there was no Cameras rendering to it too. (1340327)
  • Graphics: Fixed an issue where Encoding RFloat and RHalf to PNG, JPG or TGA would not encodes to a grayscale image. (1325643)
  • HDRP: Fixed an issue where an enabled GPU Instancing on a ShaderGraph Material would cause compile failures. (1338695)
  • HDRP: Fixed an issue where RenderGraph was missing support of motion vector.
  • HDRP: Fixed an issue with velocity rejection when using physically-based DoF.
  • Networking: Fixed an issue where the web request wasn't released incase of redirect to avoid memory leak.
  • Package Manager: Fixed a Not resolved variable found --icon-info console error.
  • Package Manager: Fixed an issue where function call traces from upm.log file were not removed. (1331947)
  • Package Manager: Fixed an issue where removing a project dependency using PackageManager.Client.Remove would throw an error when the project manifest has no dependencies property. (1324067)
  • Physics: Fixed an issue where Physics2D.SetLayerCollisionMask was not correctly updating all layers that had changed. (1345964)
  • Physics: Fixed an issue where the SurfaceEffector2D interact with 2D Trigger Colliders. (1337537)
  • Physics: Fixed an issue where there wasn't a fallback behaviour to Rigidbody2D when inactive when converting local/world space point/vector. (1344115)
  • Profiler: Fixed an issue in the System.Thread threads tracking and visualization in Timeline view of Profiler Window. (1339407)
  • Scripting: Fixed a crash when closing the editor after a failed AssetBundle.LoadFromStreamAsync operation. (1331280)
  • Scripting: Fixed an issue when including UIElements or Ui Builder packages, which could lead to errors when debug/release mode were changed.
  • The error could also appear if changing a setting that would get the packages recompiled. (1314920)
  • Shadergraph: Fixed an issue with GPU instancing support in Shadergraph. (1319655)
  • UI Toolkit: Fixed a precision errors in gamma-linear conversions. (1317742)
  • UI Toolkit: Fixed an issue where a panel remained unresponsive to user interactions even if it contains elements with huge dimensions. (1324728)
  • URP: Fixed an issue where the SRP batcher was not working on OpenGL.
  • Virtual Texturing: Fixed an issue where a completed request not be incorrectly canceled if the last InvalidateRegion call was made before PopRequests.
  • WebGL: Fixed a playback of videos on iOS issue. (1288692)

New in Unity 2021.1.15 (Jul 14, 2021)

  • API Changes:
  • Physics: Added: Added a property for retrieving ArticulationBody components during a collision event. Articulation bodies can be retrieved by Collision.articulationBody
  • Physics: Added: Added a property for retrieving either ArticulationBody or Rigidbody components to collision events under Collision.body.
  • Changes:
  • Android: Allow Android Player to use Vulkan on GPUs that are currently unknown to Unity on Android 11 or newer.
  • Package: Updated Code Coverage package to v1.0.1. This version includes improvements and fixes.
  • Fixes:
  • Asset Pipeline: Fixed problem with old script type dependencies. In some cases they could result in (incorrect) artifact match. (1340159)
  • Audio: Fixed OnAudioFilterRead not working as expected with respect to the component enable checkbox. (1338710)
  • Audio: One of two looping sounds sometimes disappears when removing High Pass Filter Component. (1323353)
  • Editor: Fixed async loading of SettingsWindow (this solves the current error being reported during layout loading. (1321185)
  • Editor: Fixed exception is thrown when right clicking on an object field without a valid serialized property. (1334268)
  • Graphics: D3D12 player will not crash/freeze when switching between full screen modes. (1318640)
  • Graphics: Fixed inconsistency in anisotropic level setting across temporary RenderTextures. (1319319)
  • IL2CPP: Prevent an crash in the runtime when a managed thread object that has been destroyed is used from a finalizer. (1341024)
  • iOS: Fixed crash when using several Application.RequestUserAuthorization in coroutine. (1323715)
  • iOS: Fixed input being swallowed input on native UITextField when using UaaL and Bluetooth keyboards. (1332925)
  • Networking: Fixed error in console when certificate handler is used. (1337750)
  • Networking: Updated UploadHandlerRaw to accept null, empty array or empty NativeArray payload. (1324331)
  • Particles: Fixed not correctly supportint 16-bit vertex attributes in CPU mesh particle rendering. (1340944)
  • Physics: Corrected contact event behavior for the ArticulationBody component so that it matches Rigidbody component behavior. (1339908)
  • Scripting: Fixed .Net Ping.Send() throwing NotSupportedException. (1329962)
  • Scripting: Fixed editor crash when a script has a never ending recursion (1339503)
  • UI: Backout an optimization of caching the change count where the layout is changed during a layout call. (1324089)
  • Video: FIxed video clip with unsupported audio track not usable. (1327470)
  • XR: Fixed an issue where custom XR packages would not get registered when running the Unity Editor using the -batchmode argument. (1334517)

New in Unity 2021.1.14 (Jul 8, 2021)

  • Features:
  • Mobile: Adaptive view distance scaler - A new scaler to change the Camera.main view distance automatically.
  • Mobile: Boost mode - Boost CPU and GPU for short periods of time.
  • Mobile: Cluster info - Request cluster info to have details which and how many cores are available on the device.
  • Mobile: Feature API - Check which Adaptive Performance feature is available on the current platform.
  • Mobile: Scaler profiles - Easily define and change Adaptive Performance Scalers with predefined profiles.
  • API Changes:
  • Graphics: Added: Added SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines.
  • HDRP: Added: Added SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines.
  • Shadergraph: Added: Added an HLSL file implementing a version of the Unity core LODDitheringTransition function which can be used in a Shader Graph
  • Shadergraph: Added: Added subshadergraphs for SpeedTree 8 shadergraph support: SpeedTree8Wind, SpeedTree8ColorAlpha, SpeedTree8Billboard.
  • URP: Added: Added a SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn't yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.
  • Fixes:
  • 2D: Fixed an ArgumentException error when disabling Edit Spline on Sprite Shape Controller while Cache Geometry was enabled. (1320015)
  • 2D: Fixed an issue where changing the PSD Importer inspector fields caused UnityEditor.ObjectPreview errors. (1333823)
  • 2D: Fixed an issue where Edge collider 2D and polygon collider 2D created different collision shapes during playmode for SpriteShape. (1321978)
  • 2D: Fixed an issue where Sprite Resolver component was not updated when new categories/labels were added into Sprite Library asset. (1321069)
  • 2D: Fixed an issue where SpriteLibraryAsset Category & Label did not generate a hash in the Inspector. (1340587)
  • 2D: Fixed an issue where SpriteShape Cache Geometry was not updated when changing SpriteShape Profile. (1326983)
  • 2D: Fixed an issue where the PSDImporter always reimported .psb files when switching build platforms. (1327701)
  • 2D: Fixed an issue where the SpriteResolver inspector selected first element when failing to resolve. (1340070)
  • 2D: Fixed an issue where thumbnails in Sprite Library Asset flickered when the Library Asset contained many Categories and Labels. (1333228)
  • 2D: Fixed an issue where vertex data allocation may not have beeb enough and overflows on SpriteShapes. (1319096)
  • AI: Fixed a nav mesh query initialization issue with invalid node pool sizes. (1197062)
  • Android: Fixed an unresponsive area just above keyboard when "Hide mobile input" was checked. (1305663)
  • Animation: Fixed an invalid error message when passing < 0.02f values as normalizedTime parameter to the Animator.Play function. (1311378)
  • Editor: Fixed an issue when . suffix was applied to BuildTargets without extension.
  • Editor: Fixed an issue where the inspector preview of Gradient and AnimationCurve values of a serialized object were not getting refreshed when its values were changed from script. (1311461)
  • GI: Fixed a playmode editor freeze when viewing the inspector for an instantiated GI-contributing object marked as DontDestroyOnLoad. (1094243)
  • GI: Fixed a sampling issue on GPULM that caused hard indirect shadows with non ponctual light sources. (1310621)
  • Graphics: Fixed a crash issue when importing large projects on DX12. (1265099)
  • Graphics: Fixed a terrain crash when SRP package was removed. (1321411)
  • Graphics: Fixed an issue where FrameDebugger paused the frame fully when debugging session was active. (1315256)
  • Graphics: Fixed an occasional error message when getting trail positions from script. (1335899)
  • IL2CPP: Fixed a rare compilation error on usage of IsInst on a value type. (1328551)
  • Physics: Fixed a single issue where it was impossible to edit either an EdgeCollider2D or PolygonCollider2D when the Transform Scale Z was zero. (1339608)
  • Profiler: Fixed an issue where long running IJobs were not showing up in the Profiler. (1288665)
  • Profiler: Fixed and issue where the contribution to asset garbage collection frequency from Profiler in the Editor wasn't removed. (1332708)
  • Scripting: Fixed a managed code stripping issue due to reflection in com.unity.vectorgraphics. (1327800)
  • Scripting: Fixed a rare crash in il2cpp.exe that could randomly happen under the right circumstances; (1336887)
  • Serialization: Fixed a UnityYAML parsing issue with a TextAsset containing a JSON payload. (1334277)
  • Shaders: Fixed an issue where SRP batcher was not working on OpenGL and OpenGL ES backends. (1331098)
  • UI Toolkit: Fixed an issue when an element with mouse capture enabled did not receive runtime mouse events even when the mouse position was outside the element. (1328035)
  • UI Toolkit: Fixed an issue where a visual element could use the experimental animation feature with an empty StyleValues instance without triggering a NullReferenceException. (1337074)
  • WebGL: Fixed an issue where a there was no warning to High Quality Lightmap Encoding setting in WebGL Player Settings. (1290512)

New in Unity 2021.1.13 (Jul 1, 2021)

  • Improvements:
  • Editor: Improved Inspector Preview performance for complex prefabs. (1295887)
  • Physics: Improved the stability of the HingeJoint2D angular lower/upper limits when using higher motor/external forces. (1339471)
  • Changes:
  • Editor: Updated com.unity.cinemachine to versions 2.7.4/2.8.0-pre.1.
  • Package: Updated com.unity.purchasing to version 3.2.2.
  • XR: Updated OpenXR Package to version 1.2.2.
  • Fixes:
  • 2D: Fixed missing reference on 2D default assets when upgrading project from 20.3. (1341434)
  • AI: Fixed an OffMeshLink and NavMeshLink issue where sometimes they are not automatically reconnected after navigation mesh carving. (1287238)
  • Android: Fixed an issue where there was an incorrect label for Proguard template. (1316757)
  • Android: Fixed an issue where all microphones reported the same recording state when bluetooth microphone was connected. (1298249)
  • Android: Fixed compositor error log when using linear rendering on some MediaTek/PowerVR SoCs. (1330183)
  • Android: Fixed severe disk I/O regression on Android 5.0.x. (1287681)
  • Animation: Fixed performance regression when updating curves in Animation Window. (1320250)
  • Asset Pipeline: Fixed an issue where "GetRequiredComponents result must be in cache, if requested from non-main thread." assert got raised, when downloading asset from cache server. (1338565)
  • Asset Pipeline: Fixed for loaded native assets that could get unnecessarily reloaded after a domain reload. (1323425)
  • Core: Fixed an issue that caused incremental garbage collection to sometimes fail to use all of the available spare time before vsync. (1329186)
  • Documentation: Fixed a html issue in TestRunnerApi API code snippet.
  • Fixed a typo in PreBuildSetup code example.
  • Fixed an incorrect syntax in command line reference.
  • Editor: Fixed an issue where the editor showed the static batching with instancing shaders warning when static batching was disabled for the current build platform. (1332277)
  • GI: Fixed a black baked reflection probes issue when using a non-progressive baking. (1324246)
  • Package Manager: Fixed the 401 Response code when a user tried to download a paid asset store package in My Assets.
  • Check ToS agreement before download and redirect user to Asset Store web page in order to read and accept terms. (1335976)
  • Particles: Fixed an occasional error message and invalid bounding box, when using the Collision Module in Planes mode. (1282268)
  • Scripting: Fixed a crash when generic type derives from abstract MonoBehaviour. (1333819)
  • Scripting: Fixed the error message displayed when drag&dropping a script file that had no matching class onto a game object. (1106237)
  • Scripting: Fixed Time.unscaledDeltaTime from returning negative values when OnDemandRendering was used. (1329148)
  • UI Elements: Fixed drawing behavior issue when multiple inspectors were opened and multiple objects were selected.
  • UI Toolkit: Fixed an issue with inspector fields failing to get focused when clicked depending on neighboring fields. (1335344)
  • UI Toolkit: Fixed an UnauthorizedAccessException error that was thrown when trying to save files under Version Control. The fix is to ensure to checkout control-versioned uss and uxml upon save. (1316724)
  • VFX Graph: Fixed a possible crash with sorting on particle system without kill. (1333851)
  • VFX Graph: Fixed an unexpected missing binding of deadElementCount dispatching sort issue. (1311837)
  • WebGL: Fixed an issue where Enabling "Frame Timing Stats" option in the Standalone Player Settings breaks WebGL1. (1297871)

New in Unity 2021.1.12 (Jun 18, 2021)

  • Improvements:
  • Physics: Added units of measurement to the Articulation Body properties in the scripting documentation.
  • Fixes:
  • 2D: Fixed vertices winding order for square polygonal Sprite generation. (1289069)
  • AI: Fixed NavMeshObstacle inspector when viewed in non-wide mode. (1330842)
  • AI: Selecting the Navigation Window causes the Editor to Crash. (1330235)
  • Animation: Fixed an issue where Animations played in Timeline with offsets would play incorrectly in some Avatar/Humanoid setups. (1295759)
  • Asset Import: Fixed issue where textures can't be extracted when the FBX file is located in a writeable package. (1329339)
  • Audio: Added mixer groups or snapshots would trigger a "generated inconsistent result" asset import warning in the console. (1319518)
  • Graphics: Fixed an issue that caused MSAA to not work correctly in URP on Oculus Quest. (1327973)
  • Graphics: Fixed batching for instancing when all objects are lit by the same (

New in Unity 2021.1.11 (Jun 11, 2021)

  • 2021.1.11f1 Release Notes:
  • Improvements:
  • 2D: Potentially improves performance when importing large number of textures.
  • iOS: Ignore plugins with wrong CPU type when creating xcode project, e.g. when building for run on device, libraries having CPU type "x64" (i.e. simulator libraries) will be ignored
  • Changes:
  • Package: com.unity.purchasing updated to 3.2.1. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
  • Fixes:
  • Android: Bump Android Logcat package version to 1.2.2
  • Android: Fixed issue where Unity editor does not update gradle.properties file if export destination folder already contains this file. (1308437)
  • Animation: Fixed a crash when entering playmode with a scene that contains Animator components, due to a memory corruption in the scripting layer (1338523)
  • Asset Pipeline: Fixed an issue that could cause assets with dependencies to be imported out-of-order. (1331373)
  • Build System: Fixed an edge case where executing the build tools was generating an access denied error when attempting to run git/hr inside a Visual Studio command prompt.
  • Editor: Fixed repaint issues for modal editor windows upon opening them from the project window context menu (1313636)
  • Editor: Fixed repaint issues for non-modal windows while a modal window is up (1323381)
  • GI: Fix the available memory tracker when using multiple nvidia GPUs and the GPU Lightmapper. (1313094)
  • Graphics: Mesh.SetSubMeshes with NativeArray no longer ignores MeshUpdateFlags argument. (1330299)
  • Graphics: Update Postprocessing v2 package to 3.1.1
  • iOS: When creating app extension target through PBXProject, now add headers section automatically (1332249)
  • Physics: Ensured that a Linecast or Raycast against an EdgeCollider2D always returns a correct collision normal when an attached Rigidbody2D is rotated. (1334367)
  • Physics: Fixed a crash inside Cloth caused by a memory corruption in the bindings layer (1337649)
  • Scripting: Editor logs an Error whenever the filename of an assembly does not match its name. (1109539)
  • Shaders: Improved logging when compiling shader variants (1338590)
  • uGUI: Fixed a crash when exiting playmode from a scene containing Text Elements with shadow components, due to a memory corruption in the scripting layer (1339939)
  • XR: Updated XR Interaction Toolkit to 1.0.0-pre.4.
  • Known Issues in 2021.1.11f1:
  • AI: Crash with ComputeTileMeshJob when generating Navmesh (1329346)
  • Animation: [Performance Regression] AnimationWindowState:get_allCurves takes approximately 5000ms to load animation in the Animation window (1320250)
  • Asset Import Pipeline: Infinity loop on importing Assets, when building appx package via MRTK build window (1339823)
  • Global Illumination: Reflection probes don't contain indirect scene lighting after the on-demand GI bake from the Lighting window (1324246)
  • Global Illumination: Reflection probes must be rebaked twice to update when using "Generate Lighting" button (1334283)
  • Global Illumination: [GPUPLM] Crash in RadeonRaysMeshManager::RemoveGeometry while baking Terrain game object with 4k lightmaps on certain GPU (1255993)
  • HD RP: Editor crashes on GfxDeviceD3D12Base::DrawBuffersCommon when switching between Scenes (1329083)
  • IL2CPP: Build fails when using a combination of messages, SyncVars and SyncList in a project (1328966)
  • Linux: Editor crashes at 'GfxFramebufferGLES::SetBackBufferColorDepthSurface' or freezes when creating a new shortcut profile (1334874)
  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)
  • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)
  • Mobile: [Android] App stops due to OnPixelCopyFinishedListener not being supported on devices with lower than 24 SDK (1331290)
  • Mobile Graphics: [iOS] Player crashing when connecting external Display via USB-C port (1321153)
  • Mono: [macOS] Unity crashes when exception thrown after a DLL has been loaded (1318755)
  • OpenGL: SRP Batcher not working with OpenGL APIs when the project is built (1331098)
  • Packman: Package Manager/My Assets: 401 Response code trying to download a paid asset store package (1335976)
  • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)
  • Profiling: GarbageCollectAssets is triggered frequently when higher frame counts are set (1332708)
  • Profiling: Poor profiler performance when navigating the timeline view and reviewing data with many threads (1339407)
  • Scene Management: Crash on BuildPrefabInstanceCorrespondingObjectMap when overriding nested prefab inside AssetDatabase.StartAssetEditing() block (1324978)
  • Scripting: Crashes on mono_class_init when entering Play Mode after recompiling scripts (1262671)
  • Scripting: DomainReloadTests performance tests have regressed due to removal of built-in support for Visual Studio as a code editor (1336648)
  • Scripting: Increased Script Assembly reload time (1323490)
  • Serialization: Crash in SerializedProperty::IsValid when reordering a SerializedProperty list (1320319)
  • Terrain: Terrain Lit Opacity as Density option causes alpha'd areas on the 5th layer or greater to appear with artifacts (1283124)
  • uGUI: RectMask2D Softness property has no effect when used on TextMeshPro Text (1331297)
  • WebGL: [iOS] Video is not playing (1288692)

New in Unity 2021.1.10 (Jun 4, 2021)

  • Improvements:
  • IL2CPP: Corrected provide the source file hash so that a managed debugger can determine when a source file has changed and provide a proper warning.
  • API Changes:
  • Services: Changed: On some platforms we strip out the Analytics modules completely. so any user code that references anything from Analytics will not compile on these platforms. this PR is to update the documentation informing users of the need to #ifdef this code out for this situation. (1333730)
  • Fixes:
  • AI: Fixed issue with "sweeps" memory allocation during the process of calculating regions of NavMesh. (1332341)
  • Android: Fixed crash during Application.Quit(). (1315010)
  • Android: Fixed Time.deltaTime on Android after pause/resume. (1328545)
  • Animation: Fixed a regression caused when overriding and animator controller. (1271499)
  • Asset Pipeline: Sanitized search paths passed to FindAssets. (1334620)
  • Core: Fixed Loading.PreloadManager crashes. (1320358)
  • DX12: Fixed screen flickering when changing from a lower resolution to screen resolution. (1334646)
  • Editor: Fixed for removing differences in fonts of Outerbuttons and middle buttons in GUILayout.Toolbar. (1326270)
  • Editor: Prevent automatic apply of changes when duplicate or delete is used. (1321215)
  • GI: Fixed lighting data being lost when enter play mode with scene reloading disabled. (1184204)
  • IL2CPP: Added an --generic-virtual-method-iterations command line argument to work around some code some "Attempting to call method method for which no ahead of time (AOT) code was generated" errors. (1320295)
  • IL2CPP: Corrected return information about the local host when Dns.GetHostEntry is called with an empty string. (1326854)
  • IL2CPP: Corrected the behavior of MakeTypedReference for derived types. This allows some BinaryFormatter cases to work properly. (1269771)
  • IL2CPP: Corrected the behavior of Mathf.RoundToInt with Mathf.Infinity on ARM architectures. (1323419)
  • IL2CPP: Fixed crash due to race condition allocating memory in MetadataCache::GetGenericInst. (1323462)
  • IL2CPP: Fixed embedded resources not loaded on an assembly processed with ILRepack. (1323772)
  • IL2CPP: Fixed issue with IL2CPP that could cause builds to fail when a high number of C++ files are generated. (1327846)
  • IL2CPP: Prevent an intermittent crash during script debugging while the debugger is handling exceptions. (1330441)
  • iOS: Fixed crash when closing app while still loading ODR. (1289143)
  • Profiler: Fixed profiler not being enabled and producing invalid data on enabling any profiling area with Profiler.SetAreaEnabled API. (1331058)
  • Profiler: Fixed profiler support of System.Threads restarting in the same frame on the same OS thread. (1329636)
  • Scripting: "Stop Playing and Recompile" mode (Editor Preferences -> Script Changes while Playing) now wait for playmode to be fully disabled before compiling scripts. (1326820)
  • Scripting: Fixed 'ArgumentException: method arguments are incompatible' exception when trying to invoke UnityEvent on non existent object. (1324289)
  • Scripting: Player crashes when assembly name includes apostrophe. (1316133)
  • Scripting: Script is not opened when double clicking an error thrown from it inside the Console window. (1200408)
  • Services: Initial release of [email protected].
  • WebGL: Fixed an issue that WebGL page would not load if Data Caching (IndexedDB access) was enabled, and private browsing mode was active so that IndexedDB was not available. (1318980)
  • Windows: Fixed Display.SetParam failing to change window position. (1322446)
  • Windows: Updated DPI awareness mode to enable proper scaling of window chrome for Standalone Player. (1309804)

New in Unity 2021.1.9 (May 28, 2021)

  • Improvements:
  • Burst: Added support for having [MarshalAs(UnmanagedType.U1)] or [MarshalAs(UnmanagedType.I1)] on a bool external function parameter.
  • Editor: Updated ASTC texture compressor for about 30% compression time speedup.
  • Profiler: Added missing memory labels sizes to the memory snapshot format, in order to give real value to the prexisting label list. Api for access this data will be found inside the memory profiler package.
  • Profiler: Added profiler memory stats data, data is similar to the Profiler Module data found in the Profiler Window.
  • Profiler: Added profiler target data to memory snapshot format, data consists of elements such as unity version, product name, total gfx memory, total physical memory etc.
  • Profiler: Encoded managed heap section type inside the snapshot format, for retrieval via the memory profiler package.
  • Profiler: Reworked native connection reporting for the memory profiler in order to properly report connections between assets.
  • XR: Updated OpenXR Package to 1.2.0.
  • API Changes
  • HDRP: Added: Added support for lighting full screen debug mode in automated tests.
  • Changes:
  • Burst: Fixed enums to match trunk AndroidArchitecture enums.
  • Package: Version change to 3.1.0 for com.unity.purchasing.
  • Package Manager: Changed "Import again" button text to "Reimport".
  • Timeline: Updated Timeline package to version 1.5.5.
  • XR: The Oculus XR Plugin package has been updated to 1.9.1.
  • Fixes:
  • 2D: Fixed 2D Animation manual documentation.
  • 2D: Fixed 2D Animation package description.
  • 2D: Fixed 2D PSDImporter package description.
  • 2D: Fixed crash when disabling Sprite Skin when multithreaded rendering is enabled. (1296355)
  • 2D: Fixed Sprite Editor Window not updaing when selection change was done when it is not in focus. (1327065)
  • 2D: Fixed Sprite Editor Window shows up blank when Unity is relaunched in certain occasion. (1330622)
  • 2D: Fixed Sprite Editor Window to reseting correctly after applying in certain occasion. (1322204)
  • 2D: Fixed Unity hang when importing certain PSD files. (1312835)
  • AI: Fixed rare crash that happened when an OffMeshLink on the path of the NavMeshAgent gets disconnected due to modifications to the underlying NavMesh. (1298211)
  • Android: Fixed crash on startup on Android 4.4 devices. (1331290)
  • Android: Fixed issue where too large no compress settings list will break apk build procedure. (1272592)
  • Audio: Implemented missing reset functionality for AudioGroups. (1256250)
  • Build Pipeline: Fixed issue where generating a build including script using serializable nested type deriving from type nesting it, could lead to a build at runtime. (1310970)
  • Burst: Crash due to member function debug information on tvOS.
  • Burst: Fixed a NullReferenceException in the Burst compiler when multi-dimensional arrays were used. The compiler now produces a correct error message telling users that multi-dimensional arrays are not supported by Burst.
  • Burst: Fixed DOTS Runtime Job Marshalling behaviour to properly handle marshalling generic Job types when not all closed forms of the generic type require marshalling.
  • Editor: ASTC texture compression should be platform and hardware invariant now (i.e. produce exactly the same results between AMD and Intel CPUs for example, which was not always the case before). (1307140)
  • Editor: Fixed ArgumentOutOfRangeException in TreeView when collapsing rows in quick succession. (1315468)
  • Editor: Fixed items in right click menu doing nothing on non reorderable arrays in scriptable object with custom editors. (1307389)
  • Editor: Resolved an issue where large thumbnail object fields would not scale their texture correctly. (1330963)
  • GI: Fixed performance regression when baking light probes with a light cookie in the scene. (1323393)
  • Graphics: Fixed a situation which could cause the GPU to crash when a Skinned Mesh Renderer is assigned a mesh, which does not match the expected size/stride setup, and that Skinned Mesh Renderer is then used immediately before skinning has had a chance to happen.
  • Graphics: Fixed ACES filter artefact due to half floating point error on some mobile platforms.
  • Graphics: Fixed mip streaming for static batched meshes and use of CombineMesh API. (1329555)
  • HDRP: Fixed an issue where runtime debug window UI would leak game objects.
  • HDRP: Fixed an issue where sometime a docked lookdev could be rendered at zero size and break.
  • HDRP: Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights.
  • HDRP: Fixed blocky looking bloom when dynamic resolution scaling was used.
  • HDRP: Fixed contact shadows tile coordinates calculations.
  • HDRP: Fixed fog precision in some camera positions. (1329603)
  • HDRP: Fixed issue with history buffer allocation for AOVs when the request does not come in first frame.
  • HDRP: Fixed issue with RAS build fail when LOD was missing a renderer.
  • HDRP: Fixed LightCluster debug view for ray tracing.
  • HDRP: Fixed material Emission properties not begin animated when recording an animation. (1328108)
  • HDRP: Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero. (1329624)
  • HDRP: Fixed null reference exception in Raytracing SSS volume component.
  • HDRP: Fixed pyramid color being incorrect when hardware dynamic resolution is enabled.
  • HDRP: Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness.
  • HDRP: Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera.
  • HDRP: Fixed undo of some properties on light editor.
  • iOS: Fixed occasional crash on shutdown in UnityMetalMemorylessDepth. (1333487)
  • macOS: Fixed code sign of ppc fat dylibs. (1319067)
  • macOS: Fixed loss of input and occasional crashes when connecting and reconnecting controllers. (1315229)
  • macOS: Updated xcode project template to use "modern" build system. (1326316)
  • Package Manager: Fixed a bug where closing the sample reimport dialog would execute the reimport action anyway. (1335115)
  • Package Manager: Fixed a bug where reimporting a sample would delete parent folders. (1334082)
  • Package Manager: Fixed an issue in the Package Manager port selection logic which could sometimes prevent Unity from connecting to it on startup. (1328669)
  • Particles: Added support for copy/paste of entire modules via the module header context menu. (1314490)
  • Particles: Consider the entire particle volume when using the Trigger module. (1325421)
  • Particles: Fixed velocity vertex stream for mesh particles. (1328115)
  • Physics: Fixed a crash when attempting to access the Rigidbody from the result of a OnCollision callback, when the object we've collided with is a ArticulationBody. The Collision.rigidbody member is now null in this case. (1320314)
  • Physics: Fixed an issue where setting an array of null bone transforms to a SkinnedMeshRenderer via the 'bones' property, would cause a crash if a Cloth component was present on the same GameObject. (1328023)
  • Prefabs: Access to Prefab Mode is now available for non-model immutable Prefabs via arrow buttons in the Hierarchy and for models, the Inspector's Open button is enabled. (1324356)
  • Scene/Game View: Fixed SceneView.rotation value incorrectly affecting camera rotation in 2D mode. (1314928)
  • Scripting: Fixed RuntimeInitializeOnLoadMethod attribute on methods within nested classes. (962800)
  • Scripting: Setting Timeout property on a HttpClient object will now correctly propagate the timeout value to any HttpWebRequest objects created by it for async messaging. (1313205)
  • Scripting: When environment variable UNITY_DIAG_ENABLE_DOMAIN_RELOAD_TIMINGS is set, write detailed timings on everything happening within domain reloads to the editor logs. (1328820)
  • Shadergraph: Fixed an issue where upgrading from an older version of ShaderGraph would cause Enum keywords to be not exposed. (1332510)
  • Terrain: Fixed crash caused by setting TreeInstances on Terrain in between the time Terrains are culled and the time Trees are rendered. (1317966)
  • UI: To fix clipping with VisualElements that use the GroupTransform hint, the nested masking, which is not supported in this version, forces the leaf GroupTransform element to fallback to rect clipping, but the assert presumed that it could not happen. (1328734)
  • UI Toolkit: Fixed disabled state not showing properly after hierarchical changes were applied. (1321042)
  • Universal Windows Platform: Fixed word suggestion not appearing in the Windows On Screen Keyboard when editing an InputField or TextMeshPro control. (1332468)
  • Video: Audio delay when pausing VideoPlayer. (1316817)
  • Video: Audio is desynchronized when playing via AudioSource. (1304061)
  • Video: Audio plays during VideoPlayer.Prepare. (1316819)
  • Video: Failed video import is uploaded to and pulled from the Unity Accelerator. (1292668)
  • Windows: Docked tabs keep focus when dragging from another window. (1296690)
  • Windows: GetMouseButton(int) is properly reported when clicking in the Game View after clicking on another window or tab when the Player is running. (1326568)
  • Windows: OnMouseDown is correctly reported when clicking from one Game View to another Game View when the Player is running. (1327556)
  • XR: Check the value of maxMultiviewViewCount in VkPhysicalDeviceMultiviewProperties for better detection of Vulkan multiview support. (1308540)
  • XR: Fixed missing symbols issue on some platforms. (1333794)
  • XR: Fixed Vulkan validation errors on Oculus Quest and add support for "Fragment Density Map 2" Vulkan extension. (1332783)

New in Unity 2021.1.7 (May 14, 2021)

  • Improvements:
  • Burst: Added Android x86_64 and re-enable x86 support.
  • Burst: EmbeddedLinux Platform support added.
  • Package: Visual Scripting - Migration tools were improved to allow users to migrate their project to recent Visual Scripting version.
  • XR: Updated XR Plug-in Management to 4.0.3.
  • API Changes:
  • HDRP: Added: Added an info box for micro shadow editor. (1322830)
  • HDRP: Added: Added support for alpha channel in FXAA. (1323941)
  • XR: Deprecated: Updated Windows MR XR SDK Plug-in to 5.3.0.
  • Changes:
  • Burst: Revert to internal linkage for Android X86 (32bit) to ensure ABI compliance.
  • HDRP: Changed default sidedness to double, when a mesh with a mix of single and double-sided materials is added to the ray tracing acceleration structure (case 1323451). (1323451)
  • HDRP: Changed ray tracing acceleration structure build, so that only meshes with HDRP materials are included (case 1322365). (1322365)
  • HDRP: Default black texture XR is now opaque (alpha = 1).
  • HDRP: Disabled TAA sharpening on alpha channel.
  • HDRP: Film grain does not affect the alpha channel.
  • HDRP: Increased path tracing max samples from 4K to 16K. (1327729)
  • Fixes:
  • 2D: Fixed initial rendering animated tiles when a CompleteObjectUndo is registered for a Tilemap while in Play mode.
  • 2D: Fixed issue when upgrading a Tilemap with invalid data where transform and color data was not maintained, and loaded from the original Tile Asset instead. (1324908)
  • 2D: Fixed wrong Sprites being shown for Animated Tiles when TilemapRenderer is in Individual mode and user sets new Tiles on the Tilemap. (1329054)
  • Animation: Fixed values defaulting to zero when disabling writeDefaultValue on a State and mixing. (1303570)
  • Asset Pipeline: Fixed an issue where unsaved changes could be lost when renaming/moving an asset. (1329404)
  • Burst: Burst no longer logs a warning when opening the standalone Profiler.
  • Burst: Fixed a bug where methods with the same name and namespace, but in different assemblies, could resolve to the wrong method.
  • Burst: Fixed an issue whereby default initializing the first field in a static readonly struct, but explicitly initializing a subsequent field, would result in the wrong constant data being written.
  • Burst: Fixed an UnauthorizedAccessException that could occur when using Burst in players built for the macOS App Sandbox.
  • Editor: Added System.IO.Compression to reference assemblies when targeting .NET 4.7.1 (editor only contexts). (1275859)
  • Editor: Console window 'Clear on Recompile' option no longer clears player build errors. (1327074)
  • Editor: Fixed an issue causing invalid ScriptableObjects to added as a sub-asset causing the editor to crash during serialisation. (1257558)
  • Editor: Fixed Gizmo rendering code crash in some invalid WhellCollider configurations. (1326188)
  • Editor: Fixed pivot settings buttons in top toolbar not updating scene views immediately. (1300924)
  • Editor: Fixed the resolution, insets and safe area of the Device Simulator when simulating Android devices in windowed mode. (1217736)
  • Editor: The editor no longer freezes when FixedTimestep setting in the Preferences is set to 0/0. (1326481)
  • Graphics: Fixed camera not rotating in HDRP Template with input system v1.
  • Graphics: Fixed issue with GrayScaleRGBToAlpha for 16bpc textures. (1327917)
  • Graphics: Fixed line & trails deforming when points were too close together. (1275386)
  • Graphics: Removed the error message when encountering incompatible pipeline stages on DX12. (1279311)
  • HDRP: Fixed a NaN generating in Area light code.
  • HDRP: Fixed camera preview with multi selection. (1324126)
  • HDRP: Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture.
  • HDRP: Fixed Decal's UV edit mode with negative UV.
  • HDRP: Fixed GBuffer clear option in FrameSettings not working.
  • HDRP: Fixed issue with an assert getting triggered with OnDemand shadows.
  • HDRP: Fixed issue with constant buffer being stomped on when async tasks run concurrently to shadows.
  • HDRP: Fixed issue with history buffers when using multiple AOVs. (1323684)
  • HDRP: Fixed issue with the color space of AOVs. (1324759)
  • HDRP: Fixed potential NaN on apply distortion pass.
  • HDRP: Fixed the camera controller in the template with the old input system. (1326816)
  • HDRP: Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers.
  • macOS: Removed extraneous dylibs from Contents of built mac player. (1312216)
  • Package Manager: Fixed the issue where Package Manager window does not pick up the right version when there are multiple versions of the same asset in the cache. (1330231)
  • Particles: Give better feedback in the Inspector about incorrectly configured SpriteAtlas assets. (1318608)
  • Scripting: Ensure virtual call is made when delegate target is another delegate targeting a virtual method. (1188422)
  • Scripting: Fixed crash that was caused by passing a generic type into FindObjectsOfType. (1312890)
  • Serialization: Fixed Property Diff after clearing array w/refs. (1266303)
  • Shadergraph: Fixed an issue where an integer property would be exposed in the material inspector as a float [1332563].
  • Universal: Fixed an issue where changing camera's position in the BeginCameraRendering do not apply properly. (1318629)
  • Universal: Fixed an issue where ShadowCaster2D was generating garbage when running in the editor. (1304158)
  • WebGL: Fixed the Chrome deprecation warning about the use of SharedArrayBuffer. (1323832)
  • XR: Fixed APK hang on Oculus Quest when debugging Vulkan APKs using RenderDoc that use lazily-allocated memory. (1325632)
  • XR: Release resized XR eye textures for Vulkan. (1276514)

New in Unity 2021.1.6 (May 6, 2021)

  • Features:
  • Package: Polybrush 1.1.2.
  • Improvements:
  • Editor: Added new devices to the Device Simulator:
  • Apple iPad Air 2
  • Apple iPad Air (4th generation)
  • Apple iPhone 12 mini
  • Apple iPhone 12
  • Apple iPhone 12 Pro
  • Apple iPhone 12 Pro Max
  • Apple iPhone SE (2nd generation)
  • Google Pixel 5
  • Huawei P40 Pro
  • OnePlus 7 Pro
  • Samsung Galaxy Z Fold2 5G
  • Samsung Galaxy Note10
  • Samsung Galaxy Note10+ 5G
  • Samsung Galaxy Note20 Ultra 5G
  • Samsung Galaxy S8
  • Samsung Galaxy S9
  • vivo NEX 3 5G
  • Xiaomi Mi A3.
  • Changes:
  • Graphics: Updated SRP templates to 11.0.0.
  • Fixes:
  • Android: Fixed AutoRotation not working on dual screen devices. (1259295)
  • Android: Fixed black Unity view after pausing the app when in-app purchase dialog is shown. (1249179)
  • Asset Import: Allow materials to be extracted into packages. (1282867)
  • Asset Pipeline: Fixed a crash/assert when building and uploading shaders. (1314042)
  • Asset Pipeline: Fixed for crash that could occur when downloading assets from cache server. (1319521)
  • Asset Pipeline: Initialise Sprite Vertex Data during import to fix uninitialised memory causing non-deterministic imports. (1244086)
  • Asset Pipeline: Objects loaded during import in initial script refresh, are now unloaded. (1296506)
  • Build Pipeline: Make build fail faster when strict mode build option is used. (1191481)
  • DX12: Fixed D3D12 memory leak with RenderTexture.enableRandomWrite (mostly happens when using SRPs with multiple cameras). (1329472)
  • Editor: Fixed an issue where exceptions are thrown while selecting specific console messages. (1317216)
  • Graphics: A CopyDepth pass was previously included which allowed users script access to _CameraDepthTarget but this has been removed on the metal GPU families that use Tile-based renderers (iOS, Silicon-GPU), fixing the performance decrease that this was causing. (1298799)
  • Graphics: Fixed crash caused by using a compute pipeline object after it has been destroyed in Vulkan. (1327421)
  • Graphics: Fixed missing buffer binding through Shader.SetGlobalBuffer after dispatching compute. (1313736)
  • IL2CPP: Fixed possible crash when attaching a debugger or setting breakpoints. (1327376)
  • iOS: Fixed an issue where you are unable to combine the last input character in Text Input Field when character limit exists in some languages. (1321661)
  • iOS: Fixed Time.unscaledDeltaTime getting wrong after the screen was locked. (1319890)
  • iOS: Fixed verticalOrientation deprecation warning text by adding missing information about ScreenOrientation.PortraitUpsideDown. (1307839)
  • Linux: Reduced log spam when loading lots of assets. (1320406)
  • Physics: Fixed a bug where tweaking ArticulationBody drive parameters would re-initialise anchors. (1315525)
  • Physics: Fixed Articulation Body Components not responding to changes in the Inspector window at runtime. (1325234)
  • Prefabs: Instantiating, duplicating or updating prefabs no longer disables and re-enables the whole hierarchy, just the prefab instance. (1269686)
  • Profiler: On Mac, restoring defaults in the Profiler modules dropdown list now closes the dropdown list. (1323673)
  • Serialization: Fixed SerializedProperty::arraySize when multiple objects are selected and the array has been resized. (1327027)
  • UI Toolkit: Fixed 1297002: [GraphView] Graph Inspector window sticks to the mouse cursor on changing any dropdown value in Node settings. (1297002)
  • XR: World space UI will now render in secondary cameras. (1326167)

New in Unity 2021.1.5 (Apr 29, 2021)

  • Improvements:
  • Burst: Known issue with Windows Native Debuggers and Dll numbers + workarounds.
  • Changes:
  • License: Disabled package entitlement feature.
  • Package: Added version increased to 1.16.19.
  • Services: Removed the "Migrate" button section from In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. The migration warning messages are now in the section with the "Latest Version" section.
  • Fixes:
  • Android: Fixed freeze when using blend shapes with compute skinning on some devices with Mali G78 GPU. (1298373)
  • Animation: Fixed StateMachineBehaviour callback been called when playable is paused. (1321298)
  • Asset Import: Texture Importer no longer secretly defaults values to a negative. (1204566)
  • Asset Pipeline: The main object name is now updated as appropriate when moving/renaming a file. (1210886)
  • Asset Pipeline: Unity version no longer written to serialized artifact files generated during asset importing. This was causing inconsistency import result across Unity versions. For existing projects, you must either do a "Reimport All" or delete the library folder for this fix to take effect. (1310981)
  • Burst: Broken link restored for known issues with debugging and profiling.
  • Burst: Fixed a bug where the multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) could end up generating invalid instructions.
  • Burst: Fixed an issue where PDB debug information for instance methods that also used struct return were incorrect.
  • Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check.
  • Editor: Fixed files in Packages folder getting moved to Assets when dragging in the Project Browser. (1319052)
  • Editor: Removed blue line appearing in Editor debug build Inspector windows while hovering between components and without a dragging action. (1323348)
  • Graphics: Fixed a crash when loading old asset bundles that contain shaders compiled with Vulkan. (1308947)
  • Graphics: Fixed allocations errors with EncodeNativeArrayToEXR/PNG/JPG. (1315246)
  • Kernel: Atomic 64-bit Load/Store on Win32/UWP x86 fixed (Reads and writes to 64-bit values are not guaranteed to be atomic on 32-bit Windows).
  • Kernel: Stop using recently deprecated timer native functions on Mac/iOS/tvOS and replace with current official recommendation.
  • Linux: Fixed Mouse.position showing coordinates in the window space the mouse was over, instead of the game view. (1318271)
  • Package Manager: Fixed an issue where Git dependencies using annotated tags for revisions could not be resolved. (1325920)
  • Particles: Removed 2 decimal point restriction from Duration property. (1319730)
  • Physics: Ensure that when using 'Physics2D.Distance()' where one of the colliders is an EdgeCollider2D with an adjacent start/end point, that the correct distance points and normal are calculated. (1321270)
  • Physics: Fixed an issue with setting Surface Penetration to 0 on objects that were authored on one scale but used with another. This would manifest itself as incorrect particle separation behavior. (1319488)
  • Physics: Fixed Character Controller ignoring other Colliders sometimes. (1279841)
  • Physics: Stop a crash happening when calling 'Rigidbody2D.ClosestPoint()' on an inactive Rigidbody2D. (1327333)
  • Physics: Stop exceptions being thrown by ensuring that when editing a PolygonCollider2D or EdgeCollider2D the cached collider data is kept in-sync when editing the inspector properties. (1322709)
  • Prefabs: Fixed Lego Microgame crash during tutorial - crash when undo objects array contains null object. (1297802)
  • Scene/Game View: (Backport) Fixed hangs when running EditorTool tests. (1316661)
  • Scene/Game View: Fixed for "Clicking the orientation Gizmo in the Scene View stopped working". (1311606)
  • Scripting: Assembly Version Validation can now be enabled or disabled for the editor when the project is setup to run on IL2CPP backend. (1307810)
  • Scripting: Fixed file parameter with spaces not showing up properly in some cases where there is a compilation error. (1318667)
  • Scripting: Fixed native-to-managed callback fails with Apple Silicon. (1305211)
  • Services: Fixed the "Latest Version" section of the In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. It now always offers the verified version, but adds migration warning messages about moving to newer versions which do not use the IAP Asset Store plugin.
  • Text: Fixed GetPathsToOSFonts() not returning all system font files.
  • Text: Fixed potential crash when using FontEngine.LoadFontFace(Font font) when the font object was previously unloaded.
  • UI: Fixed an issue where a camera with a render target setup that was targeting a disabled display wouldn't render UI. (1316603)
  • UI Toolkit: Fixed clipping of the content of a mask element whose size is zero. (1320182)
  • UI Toolkit: Fixed not allowing text changes on text input field when they are disabled. (1286143)
  • Universal Windows Platform: Fixed TouchScreenKeyboard to use Private keyboard layouts when "secure" flag is set. (1320676)
  • VFX Graph: Fixed ApplyRemapper failing when trying to reroute a VFX Event Attribute using VFXCopyEventAttribute. (1317796)
  • Video: [Windows 7] "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer. (1306350)
  • Virtual Texturing: : Fixed incorrect GI bounce from certain materials. (1314358)

New in Unity 2021.1.4 (Apr 22, 2021)

  • Features:
  • Search: Added support for menu states (disabled, checked) in QuickSearch. (EC-767).
  • Improvements:
  • Asset Import: Improved overall performance of FBX files import.
  • Asset Import: Improved performance of ASCII FBX files import.
  • Package: ProBuilder 5.0.3.
  • Package: Upgraded udp to 2.1.6.
  • Search: Added support for search item favorites.
  • Search: Added support to index sub objects and compress search index entries.
  • Search: Improved asset search performances by ~4x.
  • Search: Improved scene provider search performances and reduced the scene provider memory usage.
  • Search: Improved transaction manager performances.
  • Search: Many search UI and UX improvements.
  • Search: Search indexes size are now ~60% smaller.
  • Search: Settings can now be searched by their properties in Search.
  • XR: Updated OpenXR Package to 1.1.1.
  • API Changes
  • HDRP: Added: Added a fallback for the ray traced directional shadow in case of a transmission. (1307870)
  • Changes:
  • HDRP: Assets going through the migration system are now dirtied.
  • HDRP: Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one.
  • HDRP: Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior. (1320154)
  • HDRP: The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder.
  • Package Manager: Com.unity.purchasing updated with missing documentation.
  • Search: In Index Manager, for includes/excludes, we now keep the last file pattern that was selected in the enum field when adding another item.
  • Search: Ref: should only search results that has a direct dependency to .
  • Fixes:
  • Animation: Fixed an issue where the animator parameter values would truncate float values to 1 decimal. (1308930)
  • Asset Bundles: Fixed issue where loading assets from AssetBundles synchronously did not load native object types recursively in some situations. (1321141)
  • Asset Import: Fixed performance regression of animation import. (1265275)
  • Asset Pipeline: Fixed an issue where duplicated assets with children could select the wrong main object. (1302399)
  • Asset Pipeline: Improved performance of flushing the preload operation queue from the main thread. This can occur when accessing an operation's result on the main thread before it is completed. (1322086)
  • Build Pipeline: Fixed an edge case where windows relative paths were not handled correctly. (1318673)
  • Editor: Fixed ReorderableList not getting expanded height for lists inside properties. (1324456)
  • GI: Fixed an issue where Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High. (1319133)
  • Graphics: Choose the proper graphics multithreaded mode. (1223767)
  • Graphics: Fixed instanced rendering light layers to be initialized to the default (first light layer) instead of zero to fix lack of lighting on the instanced objects. (1268590)
  • HDRP: Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking.
  • HDRP: Fixed an issue with Decal normal blending producing NaNs.
  • HDRP: Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition.
  • HDRP: Fixed Exposure Frame Settings control issues on Planar reflection probes. Dynamic reflections now keep their own exposure relative to their parent camera. (1312153)
  • HDRP: Fixed generation of the packed depth pyramid when hardware Dynamic Resolution Scaling is enabled.
  • HDRP: Fixed issue in wizard when resource folder don't exist.
  • HDRP: Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter.
  • HDRP: Fixed issue with Decal projector edge on Metal. (1286074)
  • HDRP: Fixed issue with gbuffer debug view when virtual texturing is enabled.
  • HDRP: Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger.
  • HDRP: Fixed SSR Precision for 4K Screens.
  • HDRP: Fixed SSS materials in planar reflections. (1319027)
  • HDRP: Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.
  • HDRP: Fixed volumetric fog noise due to sun light leaking. (1319005)
  • HDRP: Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte).
  • IL2CPP: Corrected convert assemblies that do not have a type. (1319131)
  • IL2CPP: Corrected the behavior of by-reference parameter for delegate async invocation when the by-reference parameter is after a non-by-reference parameter. (1313160)
  • IL2CPP: Fixed crash in il2cpp::vm::LivenessState::AddProcessObject. (1315058)
  • IL2CPP: Fixed CultureInfo.DateTimeFormat being loaded incorrectly in some locales. (1252269)
  • IL2CPP: Fixed exception when converting a method with a parameter that is an in generic parameter with a default value. (1313460)
  • IL2CPP: Fixed possible IndexOutOfRangeException with script debugging enabled. (1321876)
  • IL2CPP: Workaround a crash caused by a MSVC optimizer incorrectly reuses stack space when a stack pointer is returned via a function pointer. (1317949)
  • Linux: Fixed ArgumentException errors being thrown when clicking on the camera settings button on the scene view. (1286300)
  • Linux: Fixed broken automated test, test now passes and is re-enabled. (1252268)
  • Linux: Fixed code path that allows OnGUI() to be called before Awake() in user scripts. (1273603)
  • Linux: Fixed crash when Unity Editor was closed while running the profiler. (1278719)
  • Linux: Fixed OnGUIDepth errors that spam the console when docking and undocking the Inspector window. (1299223)
  • Linux: Fixed profiler throwing BeginSample/EndSample mismatch errors when opening preferences from the profile window while profiling. (1286545)
  • Package Manager: Fixed bug where Package Manager window In Project list would be empty for a newly created project. (1319205)
  • Particles: Fixed ParticleSystemRenderer.SetMeshes script API. (1322561)
  • Prefabs: InstantiatePrebab in the editor now calls OnTransformChildrenChanged. (1319453)
  • Scene/Game View: Fixed arc handle picking when the arc is close to parallel with the camera. (1310854)
  • Scripting: Added Flags attribute to SelectionMode enum. (1298921)
  • Scripting: Instanciation of Unity objects defined in types under more than one level of nesting should work. (1299861)
  • Search: Fixed exception thrown when closing search if started from sync button. (1315777)
  • Search: Fixed floating point search expression parsing for non US locales.
  • Search: Fixed help tips and default opening option of search window. (1315793)
  • Search: Fixed hierarchy window search returns incorrect results when using ref in the search bar. (1311273)
  • Search: Fixed search index incremental update merge issue.
  • Search: Fixed searching for settings in Search that will yield results, even when keywords order doesn't match the original string. (1321890)
  • Search: Fixed SearchService.Request when used with a non-asynchronous queries.
  • See https://forum.unity.com/threads/quick-search-preview.635863/page-12#post-6907427.
  • Search: Fixed typo in PlayableScript template that created an error when Menu.GetEnabled was called on it. (1315168)
  • Search: Print a friendly error when saving an invalid search query asset. (1317448)
  • Search: Removed unchecked character from menu provider item name since it looks like a display error. (1315167)
  • Search: Updated the search provider active state when toggled in the search view provider filters dropdown. (1318459)
  • Serialization: Fixed issue where SerializedProperty.propertyPath would not return the same path when invoked multiple times with an array entry path which is no longer there. (1310571)
  • Shadergraph: Fixed a bug where synchronously compiling an unencountered shader variant for preview was causing long delays in graph updates. (1323744)
  • Shaders: Fixed regression that was dropping some shader errors from the inspector after restarting the editor. (1325521)
  • UI Toolkit: Fixed multiple errors appear after modifying ScriptableObject's array indirectly. (1303188)
  • Universal: Fixed errors when the Profiler is used with XR multipass. (1313141)
  • Video: Stereoscopic layout controls are missing in VideoPlayer and Skybox Panoramic shader. (1307239)
  • XR: Fixed deadlock when using XR + URP + D3D11 with skipPresentToMainScreen. (1323833)
  • XR: Updated the verified AR Foundation related packages to 4.1.7. Please see the AR Foundation package changelog for details.
  • XR: XRDisplaySubsystem and XRInputSubsystem now available on WebGL build target. (1283105)

New in Unity 2021.1.3 (Apr 14, 2021)

  • Improvements:
  • Web: Updated UnityWebRequest's libCurl backend (used on most platforms).
  • XR: Updated Windows MR Package to 5.2.2.
  • Changes:
  • 2D: Animation Package 6.0.0 as verified package.
  • 2D: Pixel Perfect 5.0.0 as verified package.
  • 2D: PSDImporter 5.0.0 as verified package.
  • 2D: Sprite Shape 6.0.0 as verified package.
  • 2D: Tilemap Extras 2.0.0 as verified package.
  • Fixes:
  • Audio: Don't shut down audio output device in edit mode when DSPGraph is running. (1310050)
  • DX12: Fixed black screen that would show when using a non-native resolution in fullscreen. (1318666)
  • Editor: Fixed Material Editor large thumbnails not showing up correctly for material texture properties when the texture type is Texture2DArray or Texture3D. (1288995)
  • Editor: Fixed Texture3DPreview InfoString incorrectly displaying: Texture dimensions as Z-Y-Z instead of X-Y-Z & very small resolutions. (1321095)
  • Graphics: Fixed DrawProcedural reporting incorrect triangle counts to FrameStats.
  • Graphics: Fixed performance issue when loading textures direct to GPU memory from LZ4 compressed packages. (1307820)
  • IL2CPP: Fixed possible ArgumentException when converting a call to a type that implements multiple variations of the same generic interface. (1319313)
  • IL2CPP: Redist dlls copied from MSVC & Windows SDK for Windows Games platforms. (1299856)
  • iOS: Fixed a performance issue where Microphone.Start would cause CPU spikes on iOS. If the user selects the player setting "Prepare iOS for Recording", these spikes have been eliminated. They will now only occur when switching back-and-forth between a built-in microphone and a Bluetooth microphone. When using "Prepare iOS for Recording", most projects will also want to set "Force iOS Speakers when Recording". (1281833)
  • iOS: Leaderboards now return the non deprecated player ID on appropriate OS versions. (1312882)
  • Linux: Install sysroot packages automatically only when Linux IL2CPP is present. (1325982)
  • macOS: Fixed failing to resign binaries after Unity has signed them with error: "file not in an order that can be processed (code signature data out of place):". (1324168)
  • macOS: Fixed Windows and Linux native plugins getting included into the generated Xcode project. (1321049)
  • Package Manager: Fixed an issue where adding packages from a registry which returned invalid publish dates would fail. (1318975)
  • Package Manager: Fixed an issue where the UnityEditor.PackageManager.Client.SearchAll method would result in a connection error despite using offlineMode = true. (1319585)
  • Package Manager: Fixed an issue which could sometimes cause package resolution errors due to EMFILE errors in projects with a large number of packaged assets.
  • Package Manager: Fixed an issue which could sometimes lead to missing files in successfully resolved packages in projects with a large number of packaged assets.
  • Package Manager: Fixed an issue which prevented starting UnityPackageManager.exe on Windows when its path contained non-ANSI Unicode characters. (1317244)
  • Particles: Fixed invalid AABB error when using Rate over Distance and Limit Velocity. (1317418)
  • Scene/Game View: Fixed Physics Debugger not selecting collider debug volumes first when clicking. (1309768)
  • XR: Fixed depth buffer sharing support. (1242142)
  • XR: [Lumin] : Fixed some improper temp string usage that was causing the allocator to spam the system logs. (1284830)

New in Unity 2021.1.1 (Apr 1, 2021)

  • Features:
  • VFX Graph: Added support for Texture2D Arrays in Flipbooks.
  • Improvements:
  • Editor: Added profiler markers around test setup, teardown, and execution.
  • Editor: Improving UTF documentation (DSTR-120).
  • Editor: Reduced the per-test overhead of running tests in the editor.
  • Editor: Reduced the time taken to rebuild the test tree and to scan for assets a test created but did not delete.
  • Editor: Reduced time taken by filtering operations when only a subset of tests is run.
  • Package Manager: Added support for opt-in caching of Git LFS files when downloading Git packages. Caching is enabled by setting either of the following environment variables: UPM_ENABLE_GIT_LFS_CACHE or UPM_GIT_LFS_CACHE_PATH. The latter allows overriding the default cache location.
  • Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.
  • Package Manager: Improved logging by adding logs for cache misses and tarball download steps.
  • Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order.
  • Package Manager: Increased the amount of information logged to upm.log at various levels.
  • Package Manager: Optimized Git package download times for repositories using submodules (with Git 2.28.0 or higher installed only).
  • Package Manager: Optimized Git package download times, most notably for repositories with a larger history.
  • Shaders: Reduced shader variant memory usage at runtime and memory consumption while loading shaders. (1296101)
  • Changes:
  • HDRP: Cached the base types of Volume Manager to improve memory and cpu usage.
  • HDRP: Reduced the maximal number of bounces for both RTGI and RTR. (1318876)
  • Package: Recorder: Fixed an error in the that occurred when setting the build target to macOS standalone from the Editor in Windows. (1304944)
  • VFX Graph: Property Binder : Handle Remove Component removing linked hidden scriptable objectfields.
  • VFX Graph: Property Binder : Prevent multiple VFXPropertyBinder within the same game object.
  • VFX Graph: Sphere and Cube outputs are now experimental.
  • Fixes:
  • Android: Fixed an issue that causes a "failed to load libMain.so" error when deploying an APK from an app bundle. (1314472)
  • Asset Import: Fixed the External Objects being displayed when selecting a Text Asset. (1301327)
  • Asset Pipeline: Made description for Assertion failed on expression: 'ins.second || ins.first->second... more descriptive. (1274912)
  • Editor: Corrected keymapping on linux for quote/backquote/doublequote keycodes. (1281473)
  • Editor: Fixed progress bar related asserts when calling EditorUtility.CompressTexture with an EditorUtility.DisplayProgressBar right around it. (1308740)
  • Editor: Gracefully exit Editor when the shader compiler process cannot be launched due to external conditions. (1319336)
  • Editor: Paste as Child should paste GO relative to parent instead of keeping world transform. (1320439)
  • Editor: [Collab] Defer handling for downloading plastic cloud projects so package manager will initialize the default packages. (1319580)
  • Graphics: Fixed ACES tonemaping on mobile platforms by forcing some shader color conversion functions to full float precision.
  • Graphics: Fixed biased mips not being stable when mip-biasing kicks in. (1273174)
  • Graphics: Fixed deadlock when scanning for mip streaming textures associated with a renderer. (1318903)
  • Graphics: Fixed incorrect cubemap textures on some platforms when using crunched textures. (1282758)
  • Graphics: Fixed stack overflow exception when compressing Texture to EXR with PIZ compression. (1312104)
  • Graphics: Fixed virtual texturing stats not being correctly gathered and displayed while capturing the editor. (1286033)
  • HDRP: Fixed error message when having MSAA and Screen Space Shadows. (1318698)
  • HDRP: Fixed grey screen on playstation platform when histogram exposure is enabled but the curve mapping is not used.
  • HDRP: Fixed HDRP material being constantly dirty.
  • HDRP: Fixed HDRPAsset loosing its reference to the ray tracing resources when clicking on a different quality level that doesn't have ray tracing. (1320304)
  • HDRP: Fixed issue in path tracing, where objects would cast shadows even if not present in the path traced layers. (1318857)
  • HDRP: Fixed Nans happening when the history render target is bigger than the current viewport. (1321139)
  • HDRP: Fixed SRP batcher not compatible with Decal. (1311586)
  • HDRP: Fixed Tube and Disc lights mode selection. (1317776)
  • HDRP: Fixed wrong color buffer being bound to pre refraction custom passes.
  • IL2CPP: Avoid an error deleting build cache files when a native plugin is marked as read-only in the Unity project directory. (1313412)
  • Linux: Converted "X11 did not respond within x milliseconds" error to a logged warning. (1309607)
  • Package Manager: Fixed an issue where either no submodules or the wrong submodules could be cloned when using a Git-based dependency with both a path and a revision.
  • Package Manager: Fixed an issue where files tracked by Git LFS were not retrieved when using a Git-based dependency with both a path and a revision. (1307682)
  • Package Manager: Fixed an issue where the packages-lock.json file was overwritten with the same contents but considered modified by Unity, sometimes resulting in unnecessary operations. (1299834)
  • Particles: Added missing particle attributes to the C# Job System integration. (1312288)
  • Particles: Fixed crash when using modules with no assigned Particle System. (1319658)
  • Physics: Fixed an issue when editing a PolygonCollider2D or EdgeCollider2D where you could delete edges/vertex without limit resulting in an editor tooling exception being thrown. (1318971)
  • Physics: Fixed an issue where a negative X or Y local scale on a 2D Collider used by a CompositeCollider2D caused its winding to change resulting in its geometry not handled as a geometric merging operation (union) but instead a subtraction operation. (1266460)
  • Physics: Fixed an issue where ContactPoint2D.tangentImpulse and ContactPoint2D.normalImpulse could occasionally return an undefined or NaN value. (1287916)
  • Physics: Fixed an issue where particles using the Collision Module could occasionally leak through the vertex connections in an EdgeCollider2D. (1249794)
  • Physics: Fixed an issue where the CapsuleCollider2D editor tooling incorrectly displayed gizmos when editing a GameObject with multiple CapsuleCollider2D of different orientations. (1310746)
  • Physics: Fixed an issue with Cloth disallowing SkinnedMeshRenderer bounds update outside of playmode. (1316947)
  • Physics: Made mesh collider error more descriptive by including the path to the object. (1318366)
  • Prefabs: Fixed removing components from Prefab instances when RequireComponent is added after creating the Prefab. (1284595)
  • Profiler: Fixed memory tracking of UnsafeUtility allocations. (1320540)
  • Profiler: Maximizing the Profiler window whilst profiling the Editor will no longer cause a null argument exception. (1315755)
  • Scripting: Fixed by removing dead code. (1316049)
  • Scripting: Fixed exceptions getting logged in the Console when the Logger.logEnabled is set to false. (1311534)
  • Shadergraph: Fixed a bug in master node preview generation that failed compilation when a block was deleted. (1319066)
  • Shaders: Fixed incorrect array subscripts generated for OpenGL, OpenGL ES, Metal and Vulkan when using arrays or structs in global scope. (1318555)
  • Shaders: Fixed reflection reporting for structs in the global scope for OpenGL and OpenGL ES. (1318610)
  • Shaders: Fixed reflection reporting for structs inside constant buffers for OpenGL, OpenGL ES and Metal. (1318619)
  • Shaders: Fixed reflection reporting for structs inside constant buffers for Vulkan. (1318559)
  • UI: Fixed issue with checking for CanBindTo with null sprite. (1310284)
  • UI Toolkit: Fixed showMixedValue broken on UI Toolkit PropertyField. (1311479)
  • UI Toolkit: Fixed the TwoPaneSplitView's view data will not being persisted when the viewDataKey is set.
  • Fixed the UI Builder window's layout will resetting anymore when the window is reloaded. (1314083)
  • Universal: Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.
  • Universal: Fixed an issue where 2D Shadows were casting to the wrong layers. (1300753)
  • Universal: Fixed an issue where Light2D did not upgrade Shadow Strength, Volumetric Intensity, Volumetric Shadow Strength correctly. (1317755)
  • Universal: Fixed an issue where normal-mapped Sprites could render differently depending on whether they're dynamically-batched. (1286186)
  • Universal: Fixed an issue where Post Processing doesn't enable when PostProcessData reassigned from the asset selector window.
  • Universal: Fixed an issue where the camera renders black screen when Post Processing is enabled in the 2D Renderer and in the Camera Component.
  • Universal: Fixed an issue where Transparency Sort Mode value is taken from Graphics Settings instead of 2D Renderer. (1310652)
  • Universal: Fixed issue causing missing shaders on DirectX 11 feature level 10 GPUs. (1278390)
  • VFX Graph: An existing link can be remade.
  • VFX Graph: Artefact in VFXView using efficient debug mode in component target board. (1243947)
  • VFX Graph: Consistently displays the Age Particles checkbox in Update context. (1221557)
  • VFX Graph: Fixed compute culling compilation in URP. (1309174)
  • VFX Graph: Fixed issue with VFX using incorrect buffer type for strip data.
  • VFX Graph: Fixed shader compilation errors with textures in shader graph. (1309219)
  • VFX Graph: Fixed when deleting a context node and a block while both are selected throws a null ref exception. (1315578)
  • VFX Graph: Handle correctly locked VisualEffectAsset with version control system. (1261051)
  • VFX Graph: Modified Sign operator node output for float when input is 0.0f. (1299922)
  • VFX Graph: PCache: Unexpected ditable field in Mesh Statistics, Save & Cancel pCache, error trying to access not readable texture. (1122417)
  • VFX Graph: Property Binder : Allow copy/past from a game object to another.
  • VFX Graph: Property Binder : Undo after reset. (1293794)
  • VFX Graph: Safe Normalization of Cross Products in Orient blocks. (1272724)
  • VFX Graph: Use alphabetical order in type list in blackboard "+" button. (1304109)
  • Windows: Fixed Win10 SDK not getting installed properly. (1308226)
  • XR: Fixed non-fullscreen viewport rect handling on non-stereo cameras when XR devices are enabled. (1319352)
  • XR: Fixed phrase recognizer to not throw exception after multiple runs in editor. (1301363)

New in Unity 2021.1.0 (Mar 23, 2021)

  • Features:
  • Graphics : Added real-time Point Light Shadows to URP.
  • 2D: Added a button in the Tile Palette window to let users toggle drawing of Grid Gizmo in the Tile Palette window.
  • 2D: Added a confirmation dialog for the Sprite Editor window when the Apply or Revert button is pressed. Enable or disable this option in Preferences.
  • 2D: Added an option to enable/disable Alpha Dilate for SpriteAtlas.
  • This adds ability to use Alpha Transparency for padding pixels around Sprite Borders when packing SpriteAtlas.
  • 2D: Added C# Job Tessellation support for Fill Area of SpriteShape.
  • 2D: Added Isometric Grid slicing to Sprite Editor.
  • 2D: Enabled users to toggle drawing of Grid Gizmo for a Grid component in the SceneView. To enable or disable this feature, use the SceneView Gizmo button or the list in the Gizmo dropdown.
  • Burst: Added a compiler warning for any use of throwing an exception from a method not guarded by [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")]. Since exceptions in Burst are only supported in the editor, this provides a useful warning to users who may be relying on try/catch behaviors for control-flow which is not supported in final game builds.
  • Burst: Added ability for exceptions thrown from Burst to contain a callstack.
  • Burst: Added experimental support for some ArmV8.2A intrinsics (dotprod, crypto, RDMA).
  • Burst: Added experimental support for tvOS.
  • Burst: Added first batch of Arm Neon intrinsics. Currently, only ArmV8 (AArch64) targets are supported. The supported intrinsics include all ArmV7 and ArmV8 ones.
  • Burst: Added intrinsics support for AtomicSafetyHandle.NewStaticSafetyId.
  • Burst: Added preliminary support for loading additional burst compiled libraries in play mode/standalone.
  • Burst: Added support for Apple silicon chipsets.
  • Burst: Added support for calling Burst code directly from C# without using function pointers.
  • Burst: Added support for creating profiler markers from Burst code.
  • Burst: Added support for new intrinsics.
  • Burst: Added support for stacktraces in Burst exceptions.
  • Burst: Added support for try/finally and using/foreach for IDisposable patterns.
  • Burst: Added support for version 11 of the LLVM compiler infrastructure.
  • Burst: Added support for Visual Studio 2017 for certain platforms.
  • Burst: Added support to load additional burst libraries in playmode/standalone for the intention of allowing Modding support on desktop platforms.
  • Burst: Added the new option [BurstCompile(DisableSafetyChecks = true)] which allows per job or function-pointer disabling of safety checks.
  • Burst: Added the option to display Burst compilation status in the Background Tasks window.
  • Burst: Added BurstCompiler.IsEnabled API.
  • Burst: An error message if attempting to BurstCompiler.CompileFunctionPointer() on a multicast delegate, since this is not supported in Burst.
  • Burst: Improved Editor experience by scheduling compilation immediately after assemblies are changed, instead of waiting until Play Mode is entered.
  • Burst: Improved our aliasing detection to allow DynamicBuffer structs to be easily vectorizable.
  • Burst: Updated Burst to fully support ARMv7 and ARMv8-A Neon intrinsics.
  • Burst: Updated Burst to use version 10.0.0 of the LLVM compiler infrastructure by default.
  • Burst: You can now select explicit x86/x64 architecture SIMD target for Universal Windows Platform.
  • Editor: Added Device Simulator window as a Core feature of the Editor.
  • Editor: Fetch the access token in a synchronous way if username and password are passed in arguments.
  • Editor: Improved integration Search in Unity.
  • Graphics: Added support for skinned mesh sampling in VFX.
  • Mobile: Added a transparency scaler for Adaptive Performance.
  • Mobile: Added settings for Adaptive Performance to control the Indexer's thermal and performance actions when using the Device Simulator.
  • Package: Added Visual Scripting (previously known as Bolt) as a default package.
  • Package Manager: Added a new Add package by name dropdown option and revamped the existing Add from git URL dropdown option.
  • Package Manager: Added an information box describing the current flow of the package when the version is not "Released".
  • Package Manager: Provided more choices concerning the Load Next value when using the My Assets filter.
  • Package Manager: Removed 'See all versions' option in version list for external users, and added Project Setting for internal users to re-enable this option.
  • Package Manager: Removed the "Release Candidate (RC)" tags from the Package Manager for released builds. RC packages now show the "Pre-release" tags.
  • Package Manager: The Package Manager now supports installing packages from a browser hyperlink (even experimental packages).
  • Package Manager: Updated Package Manager UI version tags for new Lifecycle and logic for recommending/showing available versions to users.
  • Particles: Added new Emitter velocity mode - Manual. This mode can be used to override the ParticleSystem's calculated emitter velocity value. This gives scripts complete control over the ParticleSystem velocity. It is also possible to use this whilst authoring a system to simulate movement when making an effect that relies on movement.
  • Scripting: Added the ability to setup script compilation defines in the assmebly definition inspector, depending on the Unity version the scripts are being compiled for.
  • UI Toolkit: Added 2D Sprites use as background style images.
  • UI Toolkit: Added in-Canvas style toggles for flex and text alignment.
  • UI Toolkit: Added rich text style properties to the Inspector.
  • UI Toolkit: Added sprite support in UI Toolkit.
  • UI Toolkit: Added support for azimuthAngle, altitudeAngle, twist, and multiple Pen devices in EventSystem when using Input System package.
  • UI Toolkit: Added support for mixed values mode in the UI Toolkit when implementing the Property field.
  • UI Toolkit: Added the ability to drag and drop and re-order elements in the Canvas.
  • UI Toolkit: Added the PanelEventHandler and PanelRaycaster components. These enable the UI Toolkit panels to receive events and selections from a standard UI EventSystem. Added the SetUITookitEventSystemOverride method to EventSystem. This lets you override the UI Toolkit event system and define whether to create panel components automatically on start. Added PanelSettings sortingOrder to determine drawing and selection order between UI Toolkit panels and UI canvases.
  • UI Toolkit: Added UI Builder, a visual UI authoring tool for UI Toolkit, to the Unity Editor. This was previously released as a package (com.unity.ui.builder).
  • UI Toolkit: Added user theme stylesheet enumeration and preview in the Canvas.
  • UI Toolkit: Added USS variable search in Inspector style fields.
  • UI Toolkit: Implemented dynamic texture slots to reduce batch breaking.
  • XR: Implemented Late Latching for XR to reduce rendering latency.
  • XR: Implemented Late Latching to reduce VR latency.
  • Improvements:
  • 2D: Added information foldout in Tilemap Inspector for showing the Tile and Sprite assets used in the Tilemap.
  • 2D: Better placements of Tiles generated from Sprites whose Texture was Isometric Sliced in the Sprite Editor.
  • 2D: Improve performance when applying changes after slicing a texture for the Sprite Editor.
  • 2D: Improved Automatic Palette Sizing by setting a better fitting size when sizes of Sprites are of multiples of each other. Otherwise, the largest size for Sprites is used.
  • 2D: Improved memory and speed of Animation SpritePostProcess for large sprite count.
  • 2D: Improved performance in SceneView for SceneViewOpenTilePaletteHelper.
  • 2D: Improved slicing performance. (1271316)
  • 2D: Show grid preview when slicing spritesheets.
  • 2D: Store and reuse last used location when creating Tiles from the Tile Palette window.
  • 2D: Update 2D template to use current verified version of 2D packages.
  • Android: Enabled use of Android 11 setFrameRate API when Optimized Frame Pacing is enabled and Vulkan is used, similar to OpenGL ES.
  • Android: Expanded the Create symbols.zip build setting for Android. The options are Disabled/Public/Debugging. Modified the symbols to always have the .so extension. Symbols are included for libil2cpp (if IL2CPP is selected), libmonobdwgc-2.0 (if Mono is selected), libunity, libmain. If uploading the zip package to Google Play Console for automatic stacktrace resolving, use Public symbols. (1288739)
  • Android: Improved load and reload time for OBBs.
  • Android: Improved Time.deltaTime consistency for OpenGL ES and Vulkan graphics APIs.
  • Android: Updated Android NDK to r21d.
  • Asset Import: Improved performance when registering Scripted Importers, especially when large numbers of scripted importers are being registered together. (1228635)
  • Asset Import: Optimized the import processing when using "Alpha is Transparency" texture import option. The processing is now several times faster.
  • Asset Import: Reduced cost of domain reloads on asset import worker process by removing unnecessary additional domain reloads.
  • Asset Pipeline: Added documentation for: IsDirectoryMonitoringEnabled, IsAssetImportWorkerProcess, GetTextMetaFilePathFromAssetPath, CacheServerConnectionChangedParameters, cacheServerConnectionChanged.
  • Asset Pipeline: Calling ForceProduceArtifact now also omits the use of local cached artifacts, in addition to omitting cache server artifacts.
  • Asset Pipeline: Changed API doc:AssetDatabase.LoadAssetAtPath.
  • Asset Pipeline: Changed how logging behaves when an import worker is importing. Logging is now forwarded to the main editor log.
  • Asset Pipeline: Improved calling ProduceArtifact rapidly so that it doesn't produce multiple artifacts.
  • Asset Pipeline: SpriteAtlas importer gathers its differences differently now.
  • Build Pipeline: (DS-1018) Added WithDebugInformationFormat to the compiler settings for MsvcCompiler.
  • Build Pipeline: Upgraded udp package to 2.1.0.
  • Burst: Improved codegen.
  • Core: Improved error message in certain cases where the disk is full.
  • Core: Reduced thread contention on JobQueue internal memory allocation.
  • Documentation: Clarified an aspect of Mip Stripping docs.
  • DX12: Optimize ray tracing acceleration structure building on the render thread (roughly 2x speedup).
  • DX12: When reading vertex attributes from vertex buffers (closest hit / any hit shaders), we now fill only the channels that are available instead of returning 0 when trying to read more attribute channels than available.
  • Editor: A newly-created Scene View window now copies last active Scene View settings. (1264773)
  • Editor: Added "Localize compiler messages" to Preference Window>Language to localize compiler messages in the current language.
  • Editor: Arrays/lists inspector UI control now supports multi-selection of array elements.
  • Editor: Clear on Recompile' option added to console's 'Clear' context menu. (1264753)
  • Editor: Improve the multi-selection display of Culling Mask and Static fields of certain components. (1190806)
  • Editor: Improved multi-select performance in ReorderableList. (1279141)
  • Editor: Improved the reliability of our SQLite implementation.
  • Editor: LODGroup values can now be edited via input fields in addition to the slider. Input field editing also works in multi-selection mode.
  • Editor: Optimized mobile ASTC texture compression (about two times faster now).
  • Editor: Optimized mobile ASTC texture compression again (~10% faster).
  • Editor: Optimized mobile ETC/ETC2/EAC texture compression (about two times faster now).
  • Editor: Optimized mobile PVRTC texture compression (8% faster).
  • Editor: Optimized various parts of texture importing (5%-20% faster depending on settings and texture types used).
  • Editor: Optimized various parts of texture importing (~10% faster depending on settings and texture types used).
  • Editor: Reduced Editor repaints while rendering HDRP.
  • Editor: Removed Enable Code Coverage option from Preferences/General and moved it inside the Code Coverage package.
  • Editor: Scene/Game view Gizmos drop-down window now has a Search field. (1274775)
  • Editor: Two new events added to ObjectSelector: ObjectSelectorSelectionDone: An item in the list is double-clicked; and ObjectSelectorCanceled: The window was closed by explicitly pressing escape on the keyboard.
  • Editor: Updated Navigation icons. (1254021)
  • GI: Hid Enlighten-specific settings when it is not supported by the SRP. Affected areas are Mesh Renderer, Light, Scene view, Lighting Explorer and Lightmap Parameters.
  • GI: Removed very verbose logging behavior during lighting data asset building.
  • GI: Unity now stores memory-related logs in a file instead of just reporting them in the console.
  • Graphics: Exposed RayTracingAccelerationStructure.RemoveInstance to C# Scripting API.
  • Graphics: Fixed async readback crashing on DX12 if buffer was a SubUpdates buffer.
  • Graphics: Improved error on DX12 while trying to set stable power state but windows was not in developer mode.
  • Graphics: Improved the compression speed of ASTC textures.
  • Graphics: Improved the loading time of single mip cubemaps on GameCore.
  • Graphics: Optimized static batching process, e.g. entering play mode with 30k static batched objects in the editor is faster by two seconds.
  • Graphics: Removed redundant calls when setting shader program parameters.
  • Graphics: UnityEngine.Profiling.Recorder.gpuElapsedNanoseconds now can measure GPU time on OpenGL ES3.
  • IL2CPP: Improved IL2CPP failure so it results in one (instead of two) error messages. The error message text is displayed with as little extra information as possible, so that it is more understandable.
  • IL2CPP: Improved the error message that was displayed when building for Windows and the required Visual Studio components were not installed.
  • IL2CPP: On Android, the public symbol file (for ex., libil2cpp.sym.so) will no longer contain debugging symbols, it will only contain the symbol table. Debugging symbols are present in libil2cpp.dbg.so. This should significantly lower the file size of libil2cpp.sym.so.
  • IL2CPP: When script debugging is enabled, stack traces include C# source code line numbers for all assemblies where debug symbols are available.
  • Kernel: Fixed instability in FolderContentsMatchesTheOneReturnedByGenerateDirectoryStructure test.
  • License: Synced access token with L-Client upon change.
  • Mobile: Updated Mobile Notifications package to 1.3.2.
  • Networking: Make UnityWebRequest objects properly show up in profiler. (1017004)
  • Package: A warning is raised when adding more than one Input unit in a SuperUnit.
  • Package: Open the inspector button and double clicking a graph in the project browser, now opens the visual scripting editor.
  • Package: Updated input system package to 1.0.2.
  • Package: Updated to ProBuilder 5.0.0.
  • Package: Updated udp 2.1.4.
  • Package: Warns the user when an Input System Package event is referencing an action of the wrong type for that event.
  • Physics: Rearrange the ArticulationBody properties so that damping and friction is located right after mass and is not visually separated from it by the anchor properties.
  • Prefabs: Optimized the performance of undo operations on objects in nested Prefabs by up to 30%.
  • Profiler: Added profiling support for Asset importing via direct IP connection.
  • Profiler: Added progress bar for loading and saving Profiler data.
  • Profiler: Added the ability to specify a port in the Profiler Window, when connecting to the Profiler to a player via an IP address.
  • Profiler: Changed call stacks displayed in the CPU Usage Profiler module so that they only show calls that have more information than just their memory address, by default. Enable Full details for Call Stacks if you want to see the addresses.
  • Profiler: Changed call stacks displayed in the selection tool-tip of Timeline view so that they are clickable if they contain file information.
  • Profiler: Duplicated sample names in the Call view's tooltip to improve readability. (1241955)
  • Scripting: Added c/cpp/mm/m/java/h as defaults to "Project Settings->Editor->Additional extensions", so they appear in the code editor, which therefore provides an easy way to edit and inspect them. (1284679)
  • Scripting: Added support for new managed code stripping annotation attributes.
  • Scripting: Added support for Unity Version Defines in Assembly definition import options.
  • This feature improvement allows scripts to easily specify different code snippets for different Unity version ranges. This is especially useful for introducing calls to newly added public APIs, in which case these API calls need to be guarded by defines based on a Unity version range of a given Unity version or later.
  • The Unity version range expression syntax is the same as the package version range expressions. The Unity version format differs from the package version format, so Unity version expressions are evaluated based on some rules specific to the Unity version format.
  • Scripting: Changed Roslyn analyzers to be run as part of the normal compilation step.
  • This also results in analyzer errors being treated as compiler errors.
  • Scripting: Greatly improved the performance of GameObject.FindGameObjectWithTag and GameObject.FindGameObjectsWithTag.
  • Scripting: Improved the performance of the ApiUpdater.
  • Scripting: Improved the user interface when setting up Unity version defines for asm definitions in the Editor.
  • Scripting: Script Compilation is now incremental across player builds.
  • Scripting: Script compilation now has a background task progress bar when auto-refresh is disbled.
  • Scripting: Script Updater approval dialog now shows you which files will be overwritten before you give permission.
  • Scripting: Script Updater now causes fewer script recompiles when importing/upgrading projects.
  • Scripting: Scripting: Improved documentation for Application.isPlaying.
  • Scripting: The errors that trigger a script updater are no longer displayed in the console window.
  • Scripting: The MenuItem for manually running script updater is removed. It now always offers to update when it finds a compilation error it can fix.
  • Search: Fixed search doesn't display all results in project view. It now includes the same result as the legacy search engine (i.e. AssetDatabase.FindAssets). (1310140)
  • Search: Improved the search help text when there is no result for the current search tab.
  • Shaders: #pragma require now works from compute shaders as well.
  • Shaders: Added shader name to messages in the log about shader state being unsupported,.
  • Shaders: Shaders can now use UNITY_PLATFORM_ defines to specialize compilation per build target platform (examples: UNITY_PLATFORM_OSX, UNITY_PLATFORM_WINDOWS).
  • Terrain: Added "Delete Brush..." button to the brush selection UI.
  • Terrain: Now a "Hole Edge Padding" option is added to terrain Detail Prototype that you can control how far details objects will be from the hole edge.
  • Terrain: Now an error message will show up on UI when you select an invalid detail prototype.
  • Terrain: Reduced Terrain per-frame CPU update cost.
  • UI Toolkit: Improved renderer batching.
  • Version Control: Smart Merge (UnityYamlMerge) now allows ignoring "tiny" float differences in some fields. For a configuration example, see mergerules.txt. (1211899)
  • WebGL: Added support for QualitySettings.vsyncCount.
  • WebGL: Added support for smooth rendering of decimated frame rates for 60/k fps (30, 20, 15, 12, 10 and 5 fps).
  • WebGL: Added support for vsyncless rendering for development/profiling purposes. To enable this, set QualitySettings.vsyncCount = 0 and Application.targetFrameRate = 1000.
  • XR: Updated API docs on XRDisplaySubsystem.scaleOfAllViewports and XRDisplaySubsystem.scaleOfAllRenderTargets.
  • XR: Updated MagicLeap XR Plugin package to 6.2.2.
  • XR: Updated Oculus XR Plugin package to 1.8.1.
  • XR: Updated Windows Mixed Reality package to 4.1.1.
  • XR: Updated XR Plug-in Management package to 3.2.16 and Windows MR XR Plug-in package to 5.0.0.
  • API Changes:
  • 2D: Added: Added Tilemap.GetUsedSpritesCount/NonAlloc to allow users to get information on the Sprites used in the Tilemap.
  • 2D: Added: Added Tilemaps.TileFlags.KeepGameObjectRuntimeOnly flag to allow users to keep GameObjects from Tiles after removing the originating Tile.
  • 2D: Added: SpriteAtlasAsset can be loaded/saved using SpriteAtlasAsset.Load and SpriteAtlasAsset.Save.
  • Android: Added: Added API level 30 to AndroidSdkVersions enum.
  • Animation: Added: Added a new parameter to the MatchTarget function for auto matching completion in case of interruption.
  • Animation: Added: Added UnbindAllStreamHandles and UnbindAllSceneHandles to manage Animation C# job handles. (1238832)
  • Asset Bundles: Added: Added AssetBundle.UnloadAsync for unloading assetbundles in the background. (1281619)
  • Asset Import: Added: Added CanOpenAssetInEditor method to check whether an asset would be opened in Editor.
  • Build Pipeline: Added: ContentBuildInterface.CalculatePlayerSerializationHashForType for providing precise per type dependency tracking for incremental rebuild of asset bundles.
  • Build Pipeline: Added: New API FilterToSubset on BuildReferenceMap & BuildUsageTagSet providing more control over native build data, reducing unnecessary asset bundle rebuilds.
  • Burst: Added: Intrinsics: Neon - Added support for basic vld1 APIs.
  • Core: Added: Added new Screen, Application and SystemInfo classes in UnityEngine.Device namespace, that can mimic platform-specific behavior in the Unity Editor when used with Device Simulator.
  • Editor: Added: Added a callback when pivot mode, pivot rotation, view tool enable and grid snap enable are changed.
  • Editor: Added: Added EditorGUIUtility.SetMainWindowPosition.
  • Editor: Added: Added MeshPreview class for drawing an interactive Editor preview of a Mesh asset. (1184921)
  • Editor: Added: Added attributeType argument to OnOpenAssetAttribute to denote a function used to check if the asset would be opened in Editor.
  • Editor: Added: API method for setting custom diff tool. (1246952)
  • Editor: Added: EditorGUI.LinkButton and EditorGUILayout.LinkButton are now public.
  • EditorUtility.OpenPropertyEditor is now public.
  • Editor: Added: EditorUtility SetDefaultParentObject and ClearDefaultParentObject methods were added.
  • Editor: Added: Improved Search API documentation and added many examples.
  • Editor: Changed: HelpURLAttribute now supports derived classes in order to generate dynamic URLs.
  • Editor: Obsoleted: Remove Slave from MPE API and documentation.
  • Editor: Obsoleted: Renamed some SearchService API's classes to prevent name clashes.
  • GI: Added: Added two new callbacks: LightProbes.needsRetetrahedralization which is called whenever the current registered probes and tetrahedralization are out of sync, and LightProbes.tetrahedralizationCompleted which fires after (re-)tetrahedralization is done.
  • Graphics: Added: Added a history rejection criterion based on if the pixel was moving in world space. (1302392)
  • Graphics: Added: Added a new function in GeometryTools.hlsl to calculate triangle edge and full triangle culling.
  • Graphics: Added: Added an additional check in the "check scene for ray tracing". (1314963)
  • Graphics: Added: Added an option to flag renderers as static shadow casters in order to facilitate the implementation of cached shadow map in SRP.
  • Graphics: Added: Added color and intensity customization for Decals.
  • Graphics: Added: Added methods to check if Material/MaterialPropertyBlock contains a property based on type (e.g. MaterialPropertyBlock.HasFloat, Material.HasColor, etc.).
  • Graphics: Added: Added new API Graphics.minOpenGLESVersion and built-in keyword SHADER_API_GLES30.
  • Graphics: Added: Added new API in CachedShadowManager.
  • Graphics: Added: Added new API SystemInfo.GetRenderTextureSupportedMSAASampleCount(RenderTextureDescriptor desc) to query the correct MSAA samples count of a RenderTexture.
  • Graphics: Added: Added new SystemInfo.supportsStoreAndResolveAction API to check for StoreAndResolveAction store action support on a specific platform.
  • Graphics: Added: Added pivot point manipulation for Decals (inspector and edit mode).
  • Graphics: Added: Added the default quality settings to the HDRP asset for RTAO, RTR and RTGI. (1304370)
  • Graphics: Added: Added UV manipulation for Decals (edit mode).
  • Graphics: Added: API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas.
  • Graphics: Added: BatchRendererGroup: Added optional visibleIndicesY array. Data available in shader in Y channel. (Hybrid Renderer V2).
  • Graphics: Added: Exposed the API to set the renderDynamicObjects for Custom reflection probes.
  • Graphics: Added: Exposed update upon light movement for directional light shadows in UI.
  • Graphics: Added: Made GraphicsSettings.GetGraphicsSettings() public.
  • Graphics: Added: Support for the PlayStation 5 platform has been added.
  • Graphics: Added: Support for the XboxSeries platform has been added.
  • Graphics: Changed: Added callbacks to RenderPipelineManager that don't cause GC. (1259717)
  • Graphics: Changed: RenderRequestMode now has enum values for PBR materials data.
  • iOS: Added: Added iOS.Device.iosAppOnMac flag to check if app built for iOS is running on Mac equipped with Apple Silicon chip.
  • iOS: Obsoleted: The public accessor for the legacy Game Center player ID is now unavailable, and will be removed completely in the next major release of Unity.
  • Mobile: Added: Adaptive Performance: Updated the version defines for the device simulator to support it in 2021.1 without package.
  • Networking: Added: UnityWebRequest now supports sending/receiving data using NativeArray, avoiding managed allocations (UploadHandlerRaw and DownloadHandlerBuffer). (1138156)
  • Package: Added: Added ApplyAfter option to ImpulseListener, to add control over the ordering of extensions.
  • Package: Added: New feature: CinemachineConfiner2D - Improved 2D confiner.
  • Package Manager: Added: The UnityEditor.PackageManager.PackageInfo class has a new GetAllRegisteredPackages method which returns the list of packages currently registered.
  • Package Manager: Obsoleted: UnityEditor.PackageManager.PackageInfo.status' and 'UnityEditor.PackageManager.PackageStatus' are now obsolete.
  • Particles: Added: Added emitterVelocity property to InitialModule.
  • Physics: Added: Expose ArticulationBody.collisionDetectionMode property to set various collision detection modes, like Discrete, Continuous and etc.
  • Physics: Added: Expose ArticulationBody.computeParentAnchor option to control whether the parent anchor is matched to the other one automatically or not.
  • Physics: Added: Expose ArticulationBody.SnapAnchorToClosestContact function to place the anchor to a position where the risk of collider overlap is minimised.
  • Physics: Added: Make WheelCollider.sprungMass writable, to enable explicit mass distributions. In addition to that, expose WheelCollider.ResetSprungMasses() to reset the vehicle back to automatically calculated implicit sprung masses. It's the same usage pattern as with Rigidbody.inertiaTensor / Rigidbody.ResetInertiaTensor().
  • Player: Added: Added several object pool implementations including: ObjectPool, LinkedPool, GenericPool, UnsafeGenericPool and CollectionPool.
  • Profiler: Added: Added API for interacting with the Profiler Window and the selection in the CPU and GPU Usage Profiler modules.
  • Scripting: Added: Added a new AsyncReadManager FileInfo() API to check for a file's existence and (if present) the file size.
  • Scripting: Added: Added Vector3Int.forward and Vector3Int.back.
  • Scripting: Added: Introduced query for compute shader hardware support:
  • ComputeShader.IsSupported(int kernelIndex).
  • Scripting: Added: Time.timeAsDouble added
  • Scripting: Time.timeSinceLevelLoadAsDouble added
  • Scripting: Time.fixedTimeAsDouble added
  • Scripting: Time.unscaledTimeAsDouble added
  • Scripting: Time.fixedUnscaledTimeAsDouble added
  • Scripting: Time.realtimeSinceStartupAsDouble added.
  • Scripting: Changed: New Added Unity.IO.LowLevel.Unsafe.ReadStatus.Truncated result for completion of a truncated read. A truncated read occurs when an asynchronous file request attempts to read beyond the end of a file.
  • Added Unity.IO.LowLevel.Unsafe.ReadStatusExtension methods -Unity.IO.LowLevel.Unsafe.ReadStatusExtension.Complete() returns true on successful completetion regardless of truncated file reads.
  • Scripting: Deprecated: Deprecated IIl2CppProcessor.
  • Scripting: Deprecated: Deprecated IUnityLinkerProcessor.OnAfterRun.
  • Scripting: Deprecated: Deprecated IUnityLinkerProcessor.OnBeforeRun.
  • Scripting: Obsoleted: Removed UnityEditorInternal.ScriptEditor.
  • Scripting: Removed: Previously undocumented EditorUtility.CompileCSharp() is removed. Its functionality can be achieved through the supported AssemblyBuilder class.
  • Scripting: Removed: Removed UnityEditorInternal.GetExternalScriptEditorArgs as it was throwing not supported exception.
  • Services: Changed: Updating analytics dashboard to point to new location.
  • Shaders: Deprecated: Material, MaterialPropertyBlock and Shader API for working with "Int" properties is deprecated. Use "Integer" or "Float" properties and the corresponding API instead.
  • UI Toolkit: Added: Added a new dropdown menu made of VisualElements to enable popup fields in runtime.
  • UI Toolkit: Added: Added a new DropdownField control to UI Toolkit runtime.
  • UI Toolkit: Added: Added KeyboardNavigationManipulator to simplify the implementation for users.
  • UI Toolkit: Added: Added MeasureTextSize method for InputFields.
  • UI Toolkit: Added: Added RadioButton and RadioButtonGroup controls.
  • UI Toolkit: Added: UQuery: Enumerator support allows for foreach iteration with no or minimal gc allocations.
  • UI Toolkit: Changed: ProgressBar was moved to UnityEngine.UIElements to support runtime.
  • UI Toolkit: Obsoleted: ShowHorizontal is obsolete. Use horizontalScrollerVisibility instead.
  • UI Toolkit: Obsoleted: ShowVertical is obsolete. Use verticalScrollerVisibility instead.
  • Universal: Added: Fixed material upgrader to run in batch mode. (1305402)
  • Universal: Added: Removed Custom.meta which was causing warnings. (1314288)
  • VFX Graph: Added: Added sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator.
  • VFX Graph: Added: Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling.
  • XR: Added: Updated XR Plug-in Management to 4.0.1.
  • Changes:
  • 2D: Updated com.unity.2d.sprite package license.
  • 2D: Updated com.unity.2d.tilemap package license.
  • Android: Removed use of QualitySettings.vSyncCount for Android.
  • Android: Vulkan is no longer preferred over OpenGL ES when using Android 7 and for all Mali Midgard GPUs.
  • Asset Import: When Meshes have no material defined in the imported file, the ModelImporter now assigns the default material to them rather than creating a 'No name' material sub-asset.
  • Burst: Burst enters RC phase.
  • Burst: Burst now uses platform-provided memory intrinsics for iOS, tvOS, WASM, and console platforms.
  • Burst: Bursted DOTS Runtime Jobs are now decorated with [NativePInvokeCallback] instead of [MonoPInvokeCallback]. This fixes the problem where [MonoPInvokeCallback] jobs could generate callback wrappers which could cause native code to inadvertently interop with the managed VM.
  • Burst: Changed how exceptions throw types and messages are stored in our Burst binaries to reduce binary size.
  • Burst: Changed the Burst menu-item Safety Checks to a modal choice of Off, On, or Force On. Force On will overwrite any user job or function-pointer with DisableSafetyChecks = true. To avoid users falling into the consistent trap of having Safety Checks set to Off, any reload of the Editor will issue a warning telling the user that Safety Checks have been reset to On.
  • Burst: Changed to inliner heuristics to improve build time and reduce executable size.
  • Burst: DOTS Runtime shares the logging code path with the general case.
  • Burst: Eager-compilation is now cancelled when script compilation starts, to prevent spurious errors related to recompiled assemblies.
  • Burst: Exception strings no longer contain the entry-point name of the job/function-pointer that caused the throw. This change was required because the Burst compiler has to produce deterministic results from any given compile, which is fundamentally opposed to per-entry-point function derivations.
  • Burst: Improved Burst initialization time.
  • Burst: Improved Burst Inspector loading time.
  • Burst: Improved eager-compilation performance.
  • Burst: Improved performance of "eager-compilation" (scheduling compilation immediately after assemblies are changed) by cancelling queued eager-compilation when entering play mode with Synchronous Compilation unchecked.
  • Burst: Improved performance of eager-compilation by not eager-compiling test assemblies.
  • Burst: In versions of Unity older than 2019.3, changing the following options in the Burst menu now requires the Editor to be restarted: Enable Compilation, Safety Checks, and Native Debug Mode Compilation. In versions of Unity older than 2019.3, previously-compiled methods were not recompiled after changing those options, which could lead to undefined behavior where methods might not be compiled with the correct options. This change removes that possibility.
  • Burst: Made the compiler better at constant-folding complex static readonly constructors.
  • Burst: Open-generic static methods are now hidden in the Burst Inspector. They are not supported by Burst, but they were previously visible.
  • Burst: Temporarily removed the Burst compiler warning about exception throws not in [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] methods, to let us address user feedback. The next minor version of Burst will reincorporate this in a more friendly manner.
  • Burst: The Burst Inspector no longer uses JIT compilation. The code it shows is now compiled the same way as for editor / player usage.
  • Burst: The command line option --burst-disable-compilation now entirely disables Burst, including the AppDomain.
  • Burst: Updated Cross Compilation Tooling To LLVM 10.
  • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default, bringing the latest optimization improvements from the LLVM project.
  • Burst: Warnings are hidden in the inspector view.
  • Burst: When using "Executable Only" build type on Universal Windows Platform, Burst will now only generate code for a single CPU architecture that you're building for.
  • Editor: Deleting an object reference array entry in the Inspector now removes that array element. Previously first deletion set the element reference to none, and the second deletion deleted the element.
  • Editor: Deprecated Device Simulator package, feature moved to Core.
  • Editor: Quick Search is now part of the Unity Editor and no package needs to be installed.
  • Graphics: Avoids unnecessary RenderGraphBuilder.ReadTexture in the "Set Final Target" pass.
  • Graphics: Changed Path Tracing's maximum intensity from clamped (0 to 100) to positive value. (1310514)
  • Graphics: Changed so texture formats DXT1 and DXT5 in the UI labels are now named "DXT1|BC1" and "DXT5|BC3", indicating terminology used by modern graphics APIs.
  • Graphics: Changed some light unit slider value ranges to better reflect the lighting scenario.
  • Graphics: Changed switch shaders to now use separate samplers instead of combined texture-samplers objects.
  • Graphics: Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality.
  • Graphics: Changed the convergence time of ssgi to 16 frames and the preset value.
  • Graphics: Changed the name from the Depth Buffer Thickness to Depth Tolerance for SSGI. (1301352)
  • Graphics: Changed the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count. (1301356)
  • Graphics: Changed the warning message for ray traced area shadows. (1303410)
  • Graphics: ComputeBuffer.IsValid now returns false when compute is not supported and ComputeBuffer.BeginWrite throws InvalidOperationException for invalid ComputeBuffers. (1259525)
  • Graphics: Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval.
  • Graphics: Improved robustness of volumetric sampling in path tracing. (1295187)
  • Graphics: Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.
  • Graphics: Removed postprocessing package from core packages list.
  • Graphics: Removed the material pass probe volumes evaluation mode.
  • Graphics: Texture2D.Compress now compressed R8 textures to BC4 and R8G8 textures to BC5, on mobile platforms ETC/EAC are used.
  • Graphics: The RTAO's history is now discarded if the occlusion caster was moving. (1303418)
  • Graphics: Tidy up of platform abstraction code for shader optimization.
  • Graphics: Transparent materials created by the Model Importer are set to not cast shadows.
  • Graphics: Unifying the history validation pass so that it is only done once for the whole frame and not per effect.
  • Graphics: Updated postprocessing package to 3.1.0.
  • Graphics: Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings). (1308048)
  • Graphics: VT-internal warnings no longer show up in the editor window, but still get printed into the editor log file.
  • Mobile: Made session bugfixes for Adaptive Performance provider subsystem management.
  • Package: Added the Code Coverage package as pre-release. This package helps you identify areas of your code that need more testing, even if you haven't written any automated tests.
  • Package: Storyboard Global Mute moved from Cinemachine menu to Cinemachine preferences.
  • Package: UI update - Moved Cinemachine menu to GameObject Create menu and Right Click context menu for Hierarchy.
  • Package: Updated Code Coverage package to v1.0.0.
  • Package: Updated com.unity.cinemachine to 2.7.2.
  • Package: Updated com.unity.purchasing version to 3.0.1.
  • Package: Updated FBX Exporter package to 4.0.1:
  • https://docs.unity3d.com/Packages/[email protected]/manual/index.html
  • Package Manager: The Package Manager no longer discards the existing package state in case of critical errors such as failure to parse the project manifest.
  • Scripting: AsyncReadManager.Read no longer writes the number of bytes read to the input ReadCommand array. The bytes read can now be accessed via the new ReadHandle.GetBytesRead method.
  • Scripting: Changed NativeArray limit of 2GiB in size, and now it can contain 2^31 items instead.
  • Scripting: Improved Roslyn analyzers that are inside assembly definition folders so that they apply to the asmdef assembly itself and to other assemblies that reference the asmdef assembly, but not to any other code in the project.
  • Scripting: Reintroduced a warning thrown when a script derived from MonoBehaviour has the same name as a built-in component (e.g. Transform).
  • Search: Removed the resource search provider (res:).
  • Shaders: Editor now skips warming up shaders from shader collections in the Preloaded shaders section of Graphics settings.
  • Shaders: Increased the global shader keyword limit to 384.
  • Shaders: Shader compiler logs are now generated in Logs folder instead of Library.
  • Timeline: Updated Timeline package to version 1.5.2
  • UI: Changed the license file based on legal requirements.
  • UI: Changed the Shader property for soft masking from _MaskSoftnessX / Y to _UIMaskSoftnessX / Y so we dont overlap with TMP's shader properties.
  • UI Toolkit: Allow :root pseudo selector to target the element receiving the style sheet.
  • UI Toolkit: Changed DynamicAtlas system to track texture references and support dynamic removals.
  • UI Toolkit: Changed the blending equation to allow blending of the resulting RenderTexture.
  • UI Toolkit: Improved renderer batching.
  • UI Toolkit: Mobile touch scrolling is now supported in scrollviews and listviews.
  • UI Toolkit: Text rendering is now handled by the textcore fontengine for both the editor and runtime.
  • UI Toolkit: Updated the menu item for Live Reload to be called "UI Toolkit Live Reload" to avoid user confusion.
  • VFX Graph: Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.
  • XR: Updated com.unity.xr.legacyinputhelpers package to 2.1.6.
  • XR: Updated Oculus XR Plugin package to 1.7.0.
  • XR: Updated the ARCore, ARKit, ARKit Face Tracking, ARFoundation, ARSubsystems packages to 4.1.1.
  • XR: Updated the verified package versions for AR Foundation and related packages.
  • XR: Updated Windows XR Plugin package to 5.2.0.
  • XR: Updated XR Plug-in Management package to 3.2.17.

New in Unity 2021.1.0 (Mar 23, 2021)

  • Fixes:
  • 2D: Clear existing Tile data in Tilemap when refreshing Tilemap due to editor validation. (1272540)
  • 2D: Fixed Create Physics2DMaterial menu item not being available when Physics2D module is enabled. (1300647)
  • 2D: Fixed dynamic batching of SpriteRenderers with TilemapRenderers in Individual Mode with the BaseMap shader property.
  • 2D: Fixed exception when upgrading/downgrading packages used by Sprite Editor Window that is currently active. (1242988)
  • 2D: Fixed Grid Selection outline when undoing a Grid Select action. (1275085)
  • 2D: Fixed IDE tooltip for Tilemap documentation. (1292596)
  • 2D: Fixed missing Sprite reference after loading scene from AssetBundles. (1274645)
  • 2D: Fixed null exception error when entering PlayMode with the Tile Palette window open and Inspector window open inspecting a GameObject. (1287664)
  • 2D: Fixed offset placement of Tile placed when dragging in a single Sprite or Tiles onto the Tile Palette window.
  • 2D: Fixed Sprite Editor Window doesn't show the Sprite when the Inspector is locked and the Sprite is not selected in the Project window.
  • 2D: Fixed Sprite is removed from Objects for Packing list of Sprite Atlas when using undo after replacing the Sprites. (1261537)
  • 2D: Fixed Sprite with no animation data is being processed during AssetPostProcessor.
  • 2D: Made com.unity.2d.sprite and com.unity.2d.tilemap discoverable in Package Manager.
  • 2D: Mark com.unity.2d.tilemap.extras as discoverable.
  • 2D: Name Tiles based on Texture of Sprite when creating Tiles from nameless Sprites. (1281572)
  • 2D: Order Tile Palette better when creating Tiles from a Sprite Texture when the size of Sprites are of multiples of each other. (1281560)
  • 2D: Prevent Tile Palette Prefabs from showing as a Active Target for the Tile Palette window when selected.
  • 2D: Removed border visual from 2D default Sprite textures. (1299684)
  • 2D: Sprite Editor Window shows Editor Window's 'Save Changes' dialog before if it is closed if there are pending changes that needs to be apply. (1274232)
  • 2D: Store modified values of Grid Selection when asset/s are saved. (1287084)
  • Ads: Fixed issue where there could be a 400 error when enabling ads. (1308010)
  • AI: Fixed editor crash when accessing null terrain tree meshes. (1271682)
  • Android: Added a warning if making a signed release Android build without Arm64 binaries. (1289652)
  • Android: Fixed a compilation error that occurred when using framebuffer fetch on single-channel texture formats. (1261534)
  • Android: Fixed a crash that occurred when enabling/disabling camera access permission. (1262468)
  • Android: Fixed a mismatch between deltaTime and unscaledDeltaTime. (1266965)
  • Android: Fixed a problem with custom Aspect ratio value in manifest file. (1284210)
  • Android: Fixed an issue when using RenderDoc on Android with Vulkan on some Adreno devices caused by Unity's ASTC HDR support detection. (1287309)
  • Android: Fixed an issue where the Build Settings window went black when SDK/build-tools were missing. (1230551)
  • Android: Fixed crash when using UAV with Vulkan on older Mali devices. (1256902)
  • Android: Fixed issue where GL_EXT_shader_framebuffer_fetch wasn't added when fragment method is in an included file.
  • Android: Fixed wrong caret position inside InputField when quickly typing or deleting text. (1252556)
  • Android: Modified behavior to deselect ARM64 when switching to Mono, and restore when switching back to IL2CPP. (1281826)
  • Android: Reduced the overhead of making the GetBigLittleConfiguration() call. (1285344)
  • Android: Removed gray banner that was displayed for projects built with -nographics enabled. (1199310)
  • Android: Updated Android Logcat package to version 1.2.1.
  • Android: Updated the Run Device tooltip on how to access the Preferences menu item. (1213519)
  • Android: When running Android SDK tool with elevated privileges use JDK bundled with Unity, previous behavior was the SDK tool would use java from PATH env variable, and would fail if there's no java installed and there's no java path set in PATH env variable. (1290206)
  • Animation: Fixed a display issue in the Inspector window that occurred after adding multiple StateMachineBehaviours to an object. (1278575)
  • Animation: Fixed an animation out of bounds issue. (1295247)
  • Animation: Fixed an issue where a humanoid mask did not correctly override during a transform. (1218558)
  • Animation: Fixed an issue where an Animation clip with a length less than 0.05 seconds would not left align. (1267304)
  • Animation: Fixed an issue where Timeline window playback was disabled after unlinking the Animation window. (1285659)
  • Animation: Fixed an issue with culling mode when the renderer became visible. (1294699)
  • Animation: Fixed an issue with stepped animation evaluation. (1277195)
  • Animation: MeshFilter.mesh property is now animatable. (1228956)
  • Asset Bundles: Fixed main thread hitching when loading an AssetBundle asynchronously while loading other assets in the background.
  • Asset Import: Added Help box in the Model importer rig panel to inform about the state of QualitySettings.skinWeights when the Model importer skin weights value is higher. (1194866)
  • Asset Import: Fixed bug where renaming a script doesn't properly take effect on asset import workers.
  • Asset Import: Fixed corrupted PSD file could crash the Editor. (1284882)
  • Asset Import: Fixed issue where embedded textures cannot be extracted from FBX files. (1307542)
  • Asset Import: Fixed issue where FBX and Sketchup files with paths longer than 260 characters cannot be imported on Windows.
  • Asset Import: Fixed issue where Reset does not apply to the 'Bake Axis conversion' setting in ModelImporter. (1228920)
  • Asset Import: Fixed OnOpenAsset callbacks ignoring callback order. (1297473)
  • Asset Import: Fixed such that Arguments are used as doubles rather than floats, allowing the FindGridCell method to have greater boundaries. (1280470)
  • Asset Import: ModelImporter's remap Materials entries do not accept sub-assets materials anymore. (1243094)
  • Asset Import: Removed auto-alphabetization of items within a prefab. (1112123)
  • Asset Import: Texture Preview now updates correctly when switching from Alpha 8. (1181655)
  • Asset Pipeline: Added warning dialog before running out of disk space. Check is done on every refresh.
  • Asset Pipeline: Asset db file scanner will now error report files/folders that have a path or name that exceeded current limits. Path limit is 505/510 bytes (510 for meta file) and file name limit is 250/255 (255 for meta file). This fixes also an issue that would occur if a folder name was too long for getting a .meta counterpart. (1280028)
  • Asset Pipeline: Deleting an asset in use in import worker could cause an infinite refresh loop. (1263755)
  • Asset Pipeline: Fixed an issue where hash of a .asset file on disk was being updated locally without going through the AssetDatabase, resulting in native source assets to not be reloaded. (1183116)
  • Asset Pipeline: Fixed for invalid artifact id assert that could get raised, when undo was restoring an object from a deleted asset. (1254071)
  • Asset Pipeline: Fixed issue when calling AssetDatabase.IsValidFolder() with a path that has a trailing slash at the end. (1153840)
  • Asset Pipeline: Fixed shutdown discovered when reimporting all assets. (1274119)
  • Asset Pipeline: Fixed: changes made to Asset outside Unity are not applied during Play Mode when "Recompile After Finish Playing" is set in preferences. (1150790)
  • Asset Pipeline: Logging in import worker will now always log to local import worker log file. (1286454)
  • Audio: Fixed a crash that occurred on the macOS version of the Unity editor when AudioRenderer was repeatedly stopped then played. (1283073)
  • Audio: Fixed a volume fluctuation issue that occurred in Timeline audio when the scene was changed. (1198128)
  • Audio: Fixed an initialization issue on macOS that occurred when no audio input devices were available.
  • Audio: Fixed an issue in the Inspector window where the Wet slider did not immediately appear after selecting "Allow wet mixing" in the AudioGroup Strip View (1276039)
  • Audio: Fixed DSPGraph playback not being paused when the player was paused.
  • Bug Reporter: Bug Reporter throws an error if the project contains a shortcut to a path outside of the Assets folder. (1160328)
  • Bug Reporter: The Bug Reporter executable is now bundled with libssl 1.0.0 version. (1293315)
  • Build Pipeline: Fixed GlobalObjectIdGlobalObjectIdentifiersToObjectsSlow returning random objects when then GlobalObjectId references a non-existing object. (1291291)
  • Build Pipeline: StreamingAssets AssetBundle manifest is now provided by default to PlayerBuild, which will result in types being referred by AssetBundle being kept in the build even if Player.Optimization.Managed Stripping Level is set to Medium or High.
  • Build System: - Removed requirements over ILRepack when building Unity source code.
  • Removed requirements over ILRepack when building Unity source code.
  • Fixed ILRepack that was detected as Trojan:Win32/Wacatac.B!ml.
  • Removed ILRepack from external directory, now downloading ILRepack from our public stevedore repository.
  • You now have to explicitly call .jam.pl BuildSystemProgramFiles to generate the solution for Unity Build System.
  • Burst: ABI struct ret/by val for trivial aggregates for WASM is now respected.
  • Burst: Added PreserveAttribute to prevent the internal log from being stripped in il2cpp builds.
  • Burst: Allow to call [BurstCompile] functions from other [BurstCompile] functions.
  • Burst: Bitmask intrinsic was broken on non intel platforms.
  • Burst: Burst will now error if a cpblk was used to copy into a [ReadOnly] parameter or field.
  • Burst: Clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.
  • Burst: Corrected 'Enable safety checks tooltip`.
  • Burst: Debug symbols are now output when using the native toolchain on mac.
  • Burst: Debug symbols for function names on some platforms are no longer hashes.
  • Burst: Dwarf symbols from multiple modules (e.g. multithreaded AOT compilation) now have correct compilation unit information.
  • Burst: Filter symbol warnings to prevent them reaching logs.
  • Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.
  • Burst: Fixed a bug where a static readonly variable that was a System.Guid would result in an internal compiler error.
  • Burst: Fixed a bug where a stfld into an element of a vector could deduce the wrong type for the underlying vector.
  • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.
  • Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.
  • Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.
  • Burst: Fixed a bug where if you used an enum argument to a function to index into a fixed array, a codegen error would occur.
  • Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.
  • Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.
  • Burst: Fixed a bug where the mm256_cvtepi32_ps intrinsic would crash the compiler.
  • Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.
  • Burst: Fixed a bug whereby for platforms that require us to write intermediate LLVM bitcode files, UTF paths would be incorrectly handled.
  • Burst: Fixed a bug with constant expressions that could cause a compile-time hang.
  • Burst: Fixed a bug with float/double vector constructors of Unity.Mathematics that take half or half vector parameters.
  • Burst: Fixed a macOS hang that could occur when a native hardware exception was thrown from Burst code while a dylib was being loaded from disk. (1307691)
  • Burst: Fixed a poor error message when a generic unsupported type (like a class or an auto-layout struct) combined with an unsupported managed array (like (int, float)[]) wouldn't give the user any context on where the code went wrong.
  • Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.
  • Burst: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992).
  • Burst: Fixed an internal compiler error when nested managed static readonly arrays were used (produces a proper Burst error instead now).
  • Burst: Fixed an issue that could prevent the Editor from shutting down.
  • Burst: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.
  • Burst: Fixed an issue where UNITY_DOTSPLAYER builds not building for NET_DOTS would be unable to compile do to references to UnityEngine.
  • Burst: Fixed compilation errors when targeting Arm CPUs and using some of the Intel intrinsics.
  • Burst: Fixed compilation errors when targeting Intel CPUs and using some of the Arm Neon intrinsics.
  • Burst: Fixed DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.
  • Burst: Fixed handling of conversion from signed integer to pointer which caused issues as discovered by Zuntatos on the forums.
  • Burst: Fixed incorrect struct layout for certain configurations of explicit-layout structs with overlapping fields.
  • Burst: Fixed Inspector slow down when scrolling/moving the window on large listings.
  • Burst: Fixed managed implementation of sub_ss intrinsic.
  • Burst: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono.
  • Burst: Fixed permissions error when running lipo tool to combine libraries.
  • Burst: Fixed potential error that could occur when unloading cached libraries.
  • Burst: Fixes a caching issue where stale cached libraries may have been used if a project was copied to a different folder, or Unity was upgraded to a newer version.
  • Burst: If targeting multiple iOS architectures, produce a combined burst library containing all architectures, this fixes "New Build System" on xcode version 12.
  • Burst: IL Function Pointer Invoke Transformation now uses correct runtime library for dots runtime.
  • Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.
  • Burst: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code.
  • Burst: Job Entry point symbols should now reflect the job name and type rather than a hash in callstacks/native profilers.
  • Burst: Job entry points without symbols now use the Execute location rather than pointing to unknown/unknown.
  • Burst: Multiple bugfixes (please look at https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html for a detailed list).
  • Burst: Private [BurstCompile] methods no longer throw MethodAccessException.
  • Burst: Sleef fallback to scalar float for WASM.
  • Burst: String interpolation issues when using Dots / Tiny runtime.
  • Burst: Strings can now be passed between methods.
  • Burst: We no longer attempt to replace the debug metadata multiple times for a given export.
  • Core: Fixed static analysis issue:
  • Non-static class member "isListening" is not initialized in this constructor nor in any functions that it calls. (1291660)
  • Documentation: Updated the documentation to describe the design of OnApplicationFocus when using Play Mode in the Editor. (1283510)
  • DX12: Fixed a crash when executing a CommandBuffer that references a deleted RayTracingAccelerationStructure object.
  • DX12: Fixed a crash when RayTracingShader.Dispatch is called with an acceleration structure that was deleted in the meantime. (1281285)
  • DX12: Fixed for incorrect parameter type on native plugin API IUnityGraphicsD3D12v5::TextureFromRenderBuffer and IUnityGraphicsD3D12v6::TextureFromRenderBuffer. (1278695)
  • DX12: Fixed potential crash in Debug builds when exiting Unity Editor when DX12 is used. (1309031)
  • Editor: Added a foolproof EditorGUIUtility.ResetGUIState(); when drawing Inspectors in the Override Preview panel. (1242693)
  • Editor: Added a new flag called forceChildVisibiityfor the SerializedObject to control the visibility of hidden children. (1273848)
  • Editor: Added padding to ReorderableList elements. (1281324)
  • Editor: Added some missing sizes (64, 128, 256) for selected icons. (1249745)
  • Editor: Allow Hyphen character in Input Field when ContentType Property is set to Name. (1270473)
  • Editor: Checking and enabling VSync when Unmaximizing the Game view. (1254640)
  • Editor: Context menu shows in destination window in the Mac editor, regardless of whether the destination window is focused. (1134774)
  • Editor: Create Empty Parent' no longer relies on Scene View position.
  • Editor: Cursor is now locked to the center of the Game view in the Linux editor instead of the center of the screen when cursor lock is called in Play mode. (1272190)
  • Editor: Detect circular asset references, instead of crashing. (1249114)
  • Editor: Double-click on tab header maximizes/unmaximizes it. (1279177)
  • Editor: Dragging-and-dropping files across folders inside the Project Window will now prompt the user to choose what to do with a file when there are conflicting file names. (1210088)
  • Editor: Fixed issue where Terrain objects could still be selected despite picking being disabled. (1251889)
  • Editor: Fixed "Frame Selected" shortcut being invoked when Game View is focused and Play Mode is active, improving performance. (1252043)
  • Editor: Fixed 'Toggle hidden packages visibility' not affecting embedded/local packages. (1245277)
  • Editor: Fixed -api-profile flag causing Editor to write to ProjectSettings/ProjectSettings.asset using binary serialization mode despite ForceText being configured in ProjectSettings/EditorSettings.asset.
  • Editor: Fixed a crash that could occur when Burst compilation was scheduled before Burst had been initialized.
  • Editor: Fixed a potential null reference exception in the Editor Tool Manager. (1251555)
  • Editor: Fixed a small issue with item position varying slightly in the Editor when display scaling is set to something other than 100%. (1269754)
  • Editor: Fixed a warning generated by undoing color change while picker is open. (1262695)
  • Editor: Fixed adding and removing components expanding collapsed components view in the Inspector window. (1280892)
  • Editor: Fixed an error where Slider1D was called with an invalid vector. (1284682)
  • Editor: Fixed an issue causing incorrect display of redo operation when using GameObject.RegisterCreatedObjectUndo with a custom action name. (1281435)
  • Editor: Fixed an issue on Mac where open/save dialogs could not use copy/paste keyboard or menu shortcuts. (1252424)
  • Editor: Fixed an issue to avoid "" string in the "Aniso Level" slider's value input field, in the Inspector, with multiple textures selected. (1226069)
  • Editor: Fixed an issue to avoid overlapping of Input fields and their labels in CustomRenderTextureEditor's Inspector if the Inspector is resized. (1268481)
  • Editor: Fixed an issue to avoid trimming of text in header, if header parameter contains line separator. (1269034)
  • Editor: Fixed an issue to create Sorting Layers with the different names. (1268131)
  • Editor: Fixed an issue to disable cut and copy in context when multiple objects are selected with different values. (1292164)
  • Editor: Fixed an issue to set EnumFlagsField values properly while editing with multi-selected objects. (1282836)
  • Editor: Fixed an issue to set static flag in inspector on 'Set to Value of X' in context menu . (1221145)
  • Editor: Fixed an issue where Account, Layer, and Layout buttons disappear when resizing the Editor beyond the width of the screen in MacOS. (1254983)
  • Editor: Fixed an issue where creating a Terrain material from a Terrain preset no longer causes a null reference access warning. (1240871)
  • Editor: Fixed an issue where on Windows, when using the mouse in a Unity window, the wrong mouse position is used in other Unity windows. (1275064)
  • Editor: Fixed an issue where the default index doesn't filter prefabs using t:prefab. (1284865)
  • Editor: Fixed an issue where UnityEngine.Selection.objects should not return nulls. (1274421)
  • Editor: Fixed an issue where, after Play In Editor completed, settings were reset to default.
  • Editor: Fixed an issue with adding new tags and sorting layers in the Preset of 'Tags & Layers'. (1268174)
  • Editor: Fixed an issue with object selector closing inappropriately on click. (1286812)
  • Editor: Fixed Animation window keyframe Copy/Paste keyboard shortcuts not working before the main curve area has been clicked on. (1265480)
  • Editor: Fixed bad initial sync of search query. (1296709)
  • Editor: Fixed blue line that appears when component cannot be placed while reordering or adding new components in the Inspector. (1300581)
  • Editor: Fixed broken search for many types when attempting to assign assets to exposed property fields. (1307402)
  • Editor: Fixed ConsoleWindow copy for SafeMode. (1276089)
  • Editor: Fixed crash in GizmoUtilTests. (1274537)
  • Editor: Fixed crash when duplicating a GameObject with HideInHierarchy flag. (1288394)
  • Editor: Fixed CSharpCompiler.CompileAssemblyFromSource on Linux.
  • Editor: Fixed Custom font reset option not resetting all the values to their defaults. (1268319)
  • Editor: Fixed doc and typo in Scene Template Pipeline. (1286440)
  • Editor: Fixed ETC Compression Legacy/Default that auto fills fast/normal settings. (1277170)
  • Editor: Fixed expand/collapse icon settings when clicking on label. (1195293)
  • Editor: Fixed focused Inspector window tab is not updated when GameObject is renamed. (1285646)
  • Editor: Fixed initial size of SafeMode when used for the first time. (1275799)
  • Editor: Fixed invisible asset created in the Project browser after renaming it with 260+ characters. (1281291)
  • Editor: Fixed issue so preview Object names when selecting multiple assets are now displayed correctly. (1184882)
  • Editor: Fixed issue so that correct prefab positioning in Hierarchy after undo and redo are called. (1268662)
  • Editor: Fixed issue so that the camera inspector FOV slider now correctly adjusts its range when the FOV axis is horizontal. (1219321)
  • Editor: Fixed issue so that when app bundle identifier contains invalid chars (iOS/Android), they are removed with warning. (1183580)
  • Editor: Fixed issue so the green button on windows in MacOS now shows menu items correctly enabled when button is held. (1268232)
  • Editor: Fixed issue to Handle Set/Clear As Active Parent Object action Undo correctly. (1275084)
  • Editor: Fixed issue to restrict the access of CurrentViewWidth Property within OnGUI. (1289492)
  • Editor: Fixed issue where changing Editor mode shows "Failed to load window layout". (1293093)
  • Editor: Fixed issue where custom cursor appears while hovering mouse on the Package Manager Window. (1186485)
  • Editor: Fixed issue where custom layout submenu item is showing when it should not (e.g. Window/Panels). (1265713)
  • Editor: Fixed issue where Handle null camera case in some of Handles functions, was producing a null reference exception when opening a ProBuilder UVEditor with a face selected. (1242263)
  • Editor: Fixed issue where Lightmap visualization tonemapping was not kept and used with Editor restarts. (1279800)
  • Editor: Fixed issue where not all memory held by the Editor console was freed after it had been cleared. (1264725)
  • Editor: Fixed issue where rectangle selection box sometimes did not select all vertices in the rectangle when editing a shape for Shadow Caster 2D. (1282153)
  • Editor: Fixed issue where switching a material in the ObjectSelector breaks the event system of IMGUI. (1308966)
  • Editor: Fixed issue where the Editor Script extending GameView function like Device Package in Non-English(e.g. Japanese) raises exceptions every frame. (1275960)
  • Editor: Fixed issue where WinMerge would not be detected as a diff tool on some systems. (1303298)
  • Editor: Fixed issue with the alignment of certain buttons in some of the 2D colliders. (1281292)
  • Editor: Fixed LayoutGroup errors when renaming Prefab after changes in Isolation mode. (1291996)
  • Editor: Fixed LOD Group presets to not include references to renderers as these are related to Game Objects rather than project Assets. (1251159)
  • Editor: Fixed modal window becoming non-interactable when creating a child modal window. (1215161)
  • Editor: Fixed not being able to delete array elements via keyboard 'Delete' key. (1260899)
  • Editor: Fixed OnDrawGizmos function is not called when the "Enter Play Mode Options" is enabled. (1296270)
  • Editor: Fixed organization refresh every tick. (1280142)
  • Editor: Fixed out of bounds errors when copying mesh renderer lists containing more renderers than the destination LOD Group in the Inspector. (1299768)
  • Editor: Fixed ping highlight does not mark a folded child GameObject in the Hierarchy correctly when scrolling is required to reach the object. (1171103)
  • Editor: Fixed Play and Pause button toggle icons not loading the correct "On" state when entering Play mode.
  • Editor: Fixed Play mode button presses not always registering if done during script compilation. (1300377)
  • Editor: Fixed Player Settings Reset not clearing some icons for Android and iOS. (1263065)
  • Editor: Fixed player settings visual glitch, "Metal API Validation" check box having an extra indentation level.
  • Editor: Fixed PropertyEditor callback issue which prevented PropertyEditor from being deallocated.
  • Editor: Fixed rare crash when several Editors are opened.
  • Editor: Fixed ReorderableList array property disregarding 'includeChildren'. (1312364)
  • Editor: Fixed ReorderableList having wrong label/field width ratio.
  • Editor: Fixed ReorderableList incorrectly looping element selection when using arrow up or arrow down keys. (1305527)
  • Editor: Fixed ReorderableList sometimes reordering items when the user is multi-selecting elements. (1299784)
  • Editor: Fixed restoration of static EditorGUI fields in case of exception during rendering of audio mixer effect inspector. (1232339)
  • Editor: Fixed Search index incremental update progress sometime never finishes. (1292594)
  • Editor: Fixed spacing in warning message when attempting to attach a debugger to the Editor. (1254306)
  • Editor: Fixed status bar's progress bar not refreshing correctly when progress finishes. (1310102)
  • Editor: Fixed the issue where AddComponentMenu could have folders with no name. (1259764)
  • Editor: Fixed the issue where Game Object name could be set to empty string when changed in Inspector window. (1169191)
  • Editor: Fixed the issue where Game View focus is lost when entering Play mode with maximized Game View. (1252097)
  • Editor: Fixed the issue with Editor mode defaulting to Normal after restart. (1156788)
  • Editor: Fixed the issue with Slider Component using an image for its Fill Rect field not marking the image's Fill Amount property as driven. (1264829)
  • Editor: Fixed the issue with space between rectangles drawn using GUILayout. (1282874)
  • Editor: Fixed the Package-related MenuItem issue. (1233571)
  • Editor: Fixed the title issue with a tooltip. Since the name of the texture you have selected is already there where you clicked, a tooltip is sufficient showing the full name if it is not being fully visible due to size constraint. (1248621)
  • Editor: Fixed the Unity crash handler on Windows to use the active project of the Editor from which it spawned when creating bug reports. (1246875)
  • Editor: Fixed Tools.ViewTool returning ViewTool.Pan when not in GUI context. (1165779)
  • Editor: Fixed Arrow Left and Arrow Right keys not collapsing and expanding array elements. (1281321)
  • Editor: Improved default Hierarchy search engine's performance. (1313691)
  • Editor: Improved Editor rendering performance. (1277222)
  • Editor: Improved the performance of the model importer when dealing with degenerate triangles. (1232201)
  • Editor: Last selected console log entry now stays active after search filter is removed. (1264776)
  • Editor: Made 3D RenderTexture inspector use 3D Texture preview. (1227413)
  • Editor: On Windows, LTS builds of the Editor will now each have their own entry in Add/Remove programs. (1267038)
  • Editor: Optimized rendering of TreeView when it has a large selection set.
  • Editor: Reduced unnecessary Game view repaint during LOD crossfade animations.
  • Editor: Resolve errors when opening Player Settings from Build Settings. (1291443)
  • Editor: Reverted changes regarding DS-1131.
  • Editor: Roslyn analyzer rulesets are now correctly applied for script compilations that happen very early during Editor startup. (1273682)
  • Editor: Scene/Game view gizmo fadeout is less aggressive now, and can be user controlled via "Fade Gizmos" slider in Gizmos window. (1274317)
  • Editor: Since the picking zones were increased for touch (tablet + finger) it seems that tablet users have trouble using scrollbars because the splitter gets in the way.
  • The behavior is reverted. (1240329)
  • Editor: String, Integer, Float, Character and BoundsInt type SerializedProperties now have Copy/Paste context menu options.
  • Editor: The input package now correctly calculates mouse deltas when the cursor is locked under Linux. (1248389)
  • Editor: The Windows standalone uninstaller now correctly cleans up all files and removes the install directory. (1277752)
  • Editor: Transform component inspector context menu is better organized now (Copy/Paste/Reset items under their own submenus). (1264870)
  • Editor: Update GUI.Color to reflect that it is not affected in personal addition. (1273117)
  • Editor: Updated sync icon. (1296453)
  • Editor: Updated the EULA for Mac installers. (1274616)
  • Editor: Use Search Default Search engine for new project. (1296465)
  • GI: Cookies on baked point lights now respect light rotation. (1289490)
  • GI: Disc Lights now have Gizmos. (1273193)
  • GI: Fixed a bug so that the Clear Baked data control now resets the ambient probe and default reflection probe fields. (1200802)
  • GI: Fixed a Static Analysis Defect 53772 in EnlightenJobHelpers.h which passed a tainted expression "sz" to "resize", which uses it as an allocation size. (1290400)
  • GI: Fixed custom bake pipeline. (1293007)
  • GI: Fixed HDR reflection probe baking when the Editor is in mobile platform mode with 11.11.10 HDR format active. (1280354)
  • GI: Improved performance; HashTexEnv in Materials.cpp was resource-intensive. (1138460)
  • GI: Scene objects the user deletes and restores now retain their lightmaps. (1225425)
  • GI: The A-Trous denoiser associated with the CPU Progressive Lightmapper no longer introduces triangle-shaped artifacts into lightmaps. (1255973)
  • GI: The Auto Generate control is now accessible from every tab of the Lighting Window. (1266957)
  • GI: The Editor now selects the correct GPU for eGPU baking. (1274223)
  • GI: The GPU Lightmapper is now compatible with the Apple Silicon DTK.
  • GI: The Radeon Pro denoiser now introduces fewer artifacts in HDR lightmaps. (1272945)
  • GI: The Unity Editor no longer returns erroneous error messages about GPU driver issues when the user's GPU does not have enough memory to support the GPU Lightmapper. (1289660)
  • GI: Users can now animate indirect bounce intensity. (1278770)
  • GI: When the Editor sets baked coefficients in Play mode, it now stops writing to stored Light Probes. (1265063)
  • GI: While the Editor is rendering cubemaps, it now backs up and restores built in parameters. (1242415)
  • Graphics: Added a space in the Tier list UI in Graphic Settings. (1259327)
  • Graphics: Added backbuffer MSAA support to OSX/Game View. (1289045)
  • Graphics: Added exposure slider to the inspector of HDR RenderTextures (excl 3D) & 2D/2DArray textures. (1225327)
  • Graphics: Added missing script API taking GraphicsBuffer parameters, for SetBufferCounterValue and SetBufferData.
  • Graphics: Added support for CreateExternalTexture with the Vulkan API.
  • Graphics: Added SupportsRandomWriteOnRenderTextureFormat to query if a given RenderTextureFormat can be used when enabling the random write flag. (1266102)
  • Graphics: Added the support of a custom shader editor per render pipeline with the CustomEditorForRenderPipeline ShaderLab keyword allowing to fix HDRP and URP material editor issues. (1276432)
  • Graphics: Adding Chinese pure dynamic font characters causes atlas memory leak of about 0.5mb each. (1273364)
  • Graphics: Backporting fix for Metal bug where multiple render targets that share a blend state can have an incorrect write mask. (1296917)
  • Graphics: Clarifies and simplifies the texture resource views within the Xcode GPU frame debugger. (1281175)
  • Graphics: Corrected list of formats supported by Virtual Texturing.
  • Graphics: Correctly referenced the postprocessing package from the package manager. (1317088)
  • Graphics: CPU optimisation for graphics memory allocation/deallocations.
  • Graphics: Dirty prefab when dirtying a material used by that prefab. (1282291)
  • Graphics: Encoding an R8-image to JPG or TGA no longer results in a cyan-tinted image; the result is now gray, as is the case for R16-images and for encoding to PNG. (1259972)
  • Graphics: Extended supported formats for GPU readback. (1123748)
  • Graphics: Fixed a casting issue when assigning an int to a bool with HLSLcc.
  • Graphics: Fixed a depth buffer size check when implicit backbuffer depth is used. Removed error message. (1268201)
  • Graphics: Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator.
  • Graphics: Fixed a reload bug when using objects from the scene in the lookdev. (1300916)
  • Graphics: Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode.
  • Graphics: Fixed after post process custom pass scale issue when dynamic resolution is enabled. (1299194)
  • Graphics: Fixed ALL/NONE to maintain the state on the Volume Component Editors.
  • Graphics: Fixed alpha output in debug view and AOVs when using shadow matte. (1311830)
  • Graphics: Fixed an exception when opening the color picker in the material UI. (1307143)
  • Graphics: Fixed an issue in shadergraph when switch from a RenderingPass. (1307653)
  • Graphics: Fixed an issue in the planar reflection probe convolution.
  • Graphics: Fixed an issue where first frame of SSAO could exhibit ghosting artefacts.
  • Graphics: Fixed an issue where high numbers of materials would slow down unloading of Asset Bundles containing shaders. (935529)
  • Graphics: Fixed an issue where selection in a debug panel would reset when cycling through enum items.
  • Graphics: Fixed an issue with half res ssgi upscale.
  • Graphics: Fixed an issue with light intensity prefab override application not visible in the inspector. (1299563)
  • Graphics: Fixed an issue with material using distortion from ShaderGraph init after Material creation. (1294026)
  • Graphics: Fixed an issue with the capture callback (now includes post processing results).
  • Graphics: Fixed an issue with the frame count management for the volumetric fog. (1299251)
  • Graphics: Fixed an issue with the mipmap generation internal format after rendering format change.
  • Graphics: Fixed an issue with transparent meshes writing their depths and recursive rendering. (1314409)
  • Graphics: Fixed box light attenuation.
  • Graphics: Fixed case 1086548 (RenderToCubemap offsets shadows when the material on the mesh has GPU Instancing enabled), by adding support for STEREO_CUBEMAP_RENDER_ON for instanced rendering. (1086548)
  • Graphics: Fixed case 1266922.
  • Graphics: Fixed Clearcoat on Stacklit or Lit breaks when URP is imported into the project. (1297806)
  • Graphics: Fixed crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP.
  • Graphics: Fixed custom shaders with no explicit Pass defined to respect the "receive shadows" flag. (1050091)
  • Graphics: Fixed decal draw order for ShaderGraph decal materials.
  • Graphics: Fixed decal normal for double sided materials. (1312065)
  • Graphics: Fixed decals in material debug display.
  • Graphics: Fixed drop of VisualEffectAsset within a prefab. (1285794)
  • Graphics: Fixed Emissive color property from Autodesk Interactive materials not editable in Inspector. (1307234)
  • Graphics: Fixed erroneous assertion after calling Object.DestroyImmediate on a rendertarget that was just unbound. (1270401)
  • Graphics: Fixed erroneous precision when deducing the precision of a sampler from a texture and using inline state. (1271276)
  • Graphics: Fixed error in Depth Of Field near radius blur calculation. (1306228)
  • Graphics: Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled.
  • Graphics: Fixed error when increasing the maximum planar reflection limit. (1306530)
  • Graphics: Fixed error when opening the default composition graph in the Graphics Compositor. (1318933)
  • Graphics: Fixed for setScissorRect crashing on metal when adjusting panels in editor. (1256241)
  • Graphics: Fixed FrameTimingManager produced incorrect frame time on Vulkan and DirectX12. (1274505)
  • Graphics: Fixed GC allocations from XR occlusion mesh when using multipass.
  • Graphics: Fixed gradient sampling in Fixed mode. (1212002)
  • Graphics: Fixed inconsistency issue where some meshes would be dynamically batched in editor but not in standalone player. (1278480)
  • Graphics: Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix.
  • Graphics: Fixed incorrect GeometryJob Fence initialisation causing graphical corruption in UI canvas rendering.
  • Graphics: Fixed issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset.
  • Graphics: Fixed issue on Metal-MacOS Standalone where HDR enabled Don't Clear and Depth Only cameras would clear the background (rendering the empty texture). (1184769)
  • Graphics: Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure.
  • Graphics: Fixed issue where changing from fullscreen to windowed mode causes black screen on Linux when using OpenGL. (1314460)
  • Graphics: Fixed issue where passing a null value to GetBlendShapeIndex function on Mesh class would cause the editor to crash. (1288012)
  • Graphics: Fixed issue with automatic exposure settings not updating scene view.
  • Graphics: Fixed issue with compositor custom pass hooks added/removed repeatedly. (1315971)
  • Graphics: Fixed issue with compositor related custom passes still active after disabling the compositor. (1305330)
  • Graphics: Fixed issue with Depth of Field CoC debug view.
  • Graphics: Fixed issue with physically-based DoF computation and transparent materials with depth-writes ON.
  • Graphics: Fixed issue with shadow mask and area lights.
  • Graphics: Fixed issue with velocity rejection in post-DoF TAA. Fixing this reduces ghosting. (1304381)
  • Graphics: Fixed issues with compositor's undo. (1305633)
  • Graphics: Fixed issues with path-traced volumetric scattering. (1295222, 1295234)
  • Graphics: Fixed label style in pbr sky editor.
  • Graphics: Fixed LayerMask editor for volume parameters.
  • Graphics: Fixed light gizmo showing shadow near plane when shadows are disabled.
  • Graphics: Fixed light layer issue when performing editing on multiple lights.
  • Graphics: Fixed lights shadow frustum near and far planes.
  • Graphics: Fixed loading of png files with large chunks. (1273050)
  • Graphics: Fixed loading Renderdoc causing textures to disappear in the texture inspector. (1296238)
  • Graphics: Fixed LookDev environment library assignement after leaving playmode.
  • Graphics: Fixed loss of persistency of ratio between pivot position and size when sliding by 0 in DecalProjector inspector. (1308338)
  • Graphics: Fixed material keywords with fbx importer.
  • Graphics: Fixed Metal error when creating pipeline state if number of shader components is less than render target pixel format. (1242218)
  • Graphics: Fixed missing BeginCameraRendering call for custom render mode of a Camera.
  • Graphics: Fixed missing option to use POM on emissive for tessellated shaders.
  • Graphics: Fixed missing support for coarse/fine derivatives in shader code.
  • Graphics: Fixed missing support for mip tails in sparse textures on Vulkan. (1265578)
  • Graphics: Fixed missing warning UI about Projector component being unsupported. (1300327)
  • Graphics: Fixed model import by adding additional data if needed.
  • Graphics: Fixed multiple HDRP Frame Settings panel issues: missing "Refraction" Frame Setting. Fixing ordering of Rough Distortion, it should now be under the Distortion setting.
  • Graphics: Fixed nullref in layered lit shader editor.
  • Graphics: Fixed nullref when adding a volume component in a Volume profile asset. (1317156)
  • Graphics: Fixed OpenGL bug where projection matrix was not correctly restored after calling Graphics.DrawMeshNow and GL.PopMatrix. (1262117)
  • Graphics: Fixed path tracing alpha channel support. (1304187)
  • Graphics: Fixed PCSS filtering issues with cached shadow maps.
  • Graphics: Fixed performance issue with ShaderGraph and Alpha Test.
  • Graphics: Fixed possible crash on Adreno when using RenderPass API and Vulkan. (1282143)
  • Graphics: Fixed potential divide by 0 when running graphics jobs on UWP Player.
  • Graphics: Fixed Prefab Inspector preview (Editor) adding Renderer components into existing RayTracingAccelerationStructures while the Inspector preview is visible. (1297799)
  • Graphics: Fixed register spilling on FXC in light list shaders.
  • Graphics: Fixed repaint of VFX Graph in play mode.
  • Graphics: Fixed resize IES when already baked in the Atlas. (1299233)
  • Graphics: Fixed Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset.
  • Graphics: Fixed sample mesh skinned (vfx) when GPUSkinning is disabled. (1275889)
  • Graphics: Fixed screen being over-exposed when changing very different skies.
  • Graphics: Fixed Shader.globalRenderPipeline tag is not being set correctly at runtime. (1141848)
  • Graphics: Fixed shadow maps in frame debugger. (1278463)
  • Graphics: Fixed shadow matte not working with ambient occlusion when MSAA is enabled.
  • Graphics: Fixed shadowmask behavior for terrain trees that have LODs. (1285466)
  • Graphics: Fixed side effect on styles during compositor rendering.
  • Graphics: Fixed situation where Hybrid Renderer could throw errors because of invalid reflection data.
  • Graphics: Fixed size and spacing of compositor info boxes. (1305652)
  • Graphics: Fixed skybox for ortho cameras.
  • Graphics: Fixed some render texture leaks.
  • Graphics: Fixed spacing between property fields on the Volume Component Editors.
  • Graphics: Fixed spacing of UI widgets in the Graphics Compositor. (1305638)
  • Graphics: Fixed SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset.
  • Graphics: Fixed StackLit ShaderGraph surface option property block to only display energy conserving specular color option for the specular parametrization. (1257050)
  • Graphics: Fixed stateful case where ComputeShader could be put in a bad state internally if user forgot to bind out buffer. Required Editor restart to get rid of previously.
  • Graphics: Fixed sub-shadow rendering for cached shadow maps.
  • Graphics: Fixed terrain material being reset to builtin terrain material after reopening an SRP project.
  • Graphics: Fixed the condition on temporal accumulation in the reflection denoiser. (1303504)
  • Graphics: Fixed the default background color for previews to use the original color.
  • Graphics: Fixed the default background color for previews to use the original color.
  • Graphics: Fixed the default background color for previews to use the original color.
  • Graphics: Fixed the display name of a Volume Parameter when is defined the attribute InspectorName.
  • Graphics: Fixed the selection of the Additional properties from ALL/NONE when the option "Show additional properties" is disabled.
  • Graphics: Fixed timing issues with accumulation motion blur.
  • Graphics: Fixed undo-redo on layered lit editor.
  • Graphics: Fixed Undo/Redo instability of light temperature.
  • Graphics: Fixed unintentional crossfades for LODs when the animated cross-fading flag is enabled. (1305495)
  • Graphics: Fixed update upon light movement for directional light rotation.
  • Graphics: Fixed Validation error from creating 0 size frame buffers on Vulkan. (1278091)
  • Graphics: Fixed various issues with non-temporal SSAO and rendergraph.
  • Graphics: Fixed VFX Assets being reverted after save. (1315191)
  • Graphics: Fixed Vulkan validation error Shader requires vertexPipelineStoresAndAtomics but is not enabled on the device. (1288889)
  • Graphics: Fixed Vulkan Validation warnings when fragment shader input is not produced for render pass attachment. (1278088)
  • Graphics: Fixed Warnings about "SceneIdMap" missing script in eye material sample scene.
  • Graphics: Fixed white flashes on camera cuts on volumetric fog.
  • Graphics: Fixed wizard checking FrameSettings not in HDRP Default Settings.
  • Graphics: Fixed wrong shader / properties assignement to materials created from 3DsMax 2021 Physical Material. (1293576)
  • Graphics: Fixed XR depth copy when using MSAA.
  • Graphics: Fixed [VFX] HUP regressions introduced by editor repaint optimizations. (1293323)
  • Graphics: Fixed: SSR with transparent. (1311088)
  • Graphics: Fixes a crash, when changing the mesh data during the frame. (1227781)
  • Graphics: Fixes instanced shadow rendering when using closest fit with a single cascade. (1257896)
  • Graphics: Fixes NullReferenceException on Terrain Shaders when project is opened after deleting Library folder. (1240491)
  • Graphics: Fixes reflections in baked reflection probes not being rendered when rendering path is set to deferred. (1260144)
  • Graphics: Fixes vulkan validation error VUID-VkFramebufferCreateInfo-pAttachments-00882. (1278684)
  • Graphics: Frame Debugger does not show formats of MRT (multiple render targets) correctly. (1261622)
  • Graphics: Handle depthSlice -1 for backbuffer when using OpenGL ES. (1281747)
  • Graphics: Improved frustum test for point lights. Fix cyclic error in computing Projection -> CalculateObliqueMatrix -> Projection. (1266851)
  • Graphics: Keep it possible to create textures using deprecated ASTC enums. (1277203)
  • Graphics: Made accessing buffer dimensions an error when compiling for metal. (1274166)
  • Graphics: Make it clear that some Line Renderer Inspector options are for Scene View editing, and do not belong to the Line Renderer instance. (1199217)
  • Graphics: Nodes using camera buffers (depth or color) from the main camera will use the buffers from the scene camera when the main camera is not rendered. (1256861)
  • Graphics: Prevent ability for users to incorrectly pick a scene object when picking a detail mesh prefab. (1270627)
  • Graphics: Prevent drag and drop of Material, Shader, Texture on a GameObject with VFXRenderer. (1251051)
  • Graphics: Removed parent hiearchy keeping world transform in sceneView for VisualEffect. (1288444)
  • Graphics: Restore all settings on LODGroup to defaults when Reset. (1254015)
  • Graphics: Sample Mesh - Color store as float. (1229974)
  • Graphics: Small bugfixes in the texture mipmap streamer.
  • Graphics: Standalone Server Build forces Gfx Threading Mode Direct.
  • Graphics: Static batching and Mesh.CombineMeshes can handle more vertex formats now, for example Float16 normals or UVs. It also no longer clamps vertex colors to UNorm8 format - if input meshes have higher precision vertex colors, then combined mesh will have high precision colors too. (1274815)
  • Graphics: StencilSampling wrongly reported as supported due to incorrect mappings of FormatUsage between C# and C++. (1315531)
  • Graphics: Terrain asset presets no longer include instance data. This corrects the intended behavior, and significantly improves performance. (1244214)
  • Graphics: Terrain no longer has artifacts on some iOS devices when using Anisotropic Textures and Instancing. (1103084)
  • Graphics: Texture2DArray, Texture3D and Texture2D inspectors now allow undo (ctrl+z) actions.
  • Runtime CustomRenderTextures can now be exported to .png from the inspector.
  • Color space change prompt can now be localized.
  • Fixed crash due to invalid shaderpass index when changing materials in a CustomRenderTexture. (1175907, 1284784, 1288007, 1293804, 1300770)
  • Graphics: The Post-processing package has been updated to version 3.0.1.
  • Graphics: Updated SRP packages to 10.2.0.
  • Graphics: Updated terrain warning against using shaders that rely on tangents to recommend the correct shaders for SRPs. (1281595)
  • Graphics: Warn user for rendering artifacts when importing texture with cubemap sequence/cross layout with non-optimal size. (1163002)
  • Graphics: When blitting textures with multiple slices, all slices are now blit across the source and destination. (1211291)
  • GraphView: Added capability support to stacks, stack children, and groups to help better avoid unsupported behaviors. Specifically with grouping and heterogeneous selections.
  • IL2CPP: Corrected initialize the value of a Nullable when the nullable object is created via the null coalescing operator from a null value. (1312533)
  • IL2CPP: Correctly report the public key for assemblies where is exists.
  • IL2CPP: Fixed issue with generated Visual Studio Solution project files that caused IntelliSense and other code analysis tools to fail when scanning source files. (1285102)
  • IL2CPP: Fixed nullable value being corrupted after a call to GetType() in generic code. (1310458)
  • IMGUI: Fixed an issue where cursor does not jump to start of text on home key in project browser window. (1287121)
  • IMGUI: Fixed Null object being created when dropping Sprite to Array in Inspector. (1281986)
  • IMGUI: Https://jira.unity3d.com/browse/UIT-191: The rect transform rectangle visual is too light.
  • IMGUI: Updated Layers drop down icon positions and images. (1184677)
  • iOS: Background audio is no longer cut when "Mute Other Audio Sources" is unchecked. (1259748)
  • iOS: Background audio no longer stopped when Unity audio is disabled. (1286259)
  • iOS: Fixed a crash when going to background from portrait upside down on some devices. (1285042)
  • iOS: Fixed an issue where password input cleared on the first character when touch keyboard input is hidden. (1251498)
  • iOS: Fixed application not rendering when using a very high Application.targetFrameRate.
  • iOS: Fixed xcode12 picking "generic" target by default, resulting in "build and run" not running app. (1279315)
  • iOS: Generated Xcode project does not use MapFileParser. (1071993)
  • iOS: Removed prohibited API usage.
  • Kernel: Fixed enter playmode regression when there are many outstanding Burst jobs to compile.
  • License: Fixed broken login during batchmode license activation. (1294709)
  • License: Fixed serverDirectory in license server configuration file.
  • Linux: Added check for return value of write to avoid failure (1228164)
  • Linux: Fixed a bug where unplugging/plugging in controllers would lead to a bad input device tracking state. (1279308)
  • Linux: Fixed an incorrect assert message on disconnecting a game controller. (1279323)
  • Linux: Fixed an issue where the Linux Downloader would not properly extract files.
  • Linux: Fixed the Bug Reporter suggestion box. (1156930)
  • Linux: Fixed tooltips are not resized correctly when shown consecutively one after another. (1279878)
  • Linux: Fixed Unity Bug Reporter taskbar icon on Ubuntu LTS showing "unknown". (1188799)
  • Linux: Package Manager's prompt keeps reappearing to resolve packages. (1315014)
  • Linux: Re-enable CanAllocateALotOfMemory test. (1111793)
  • Linux: Show error if Linux Mono support is not installed. (1276232)
  • Linux: Updated from SDL 2.0.7 to 2.0.12.
  • macOS: Added a semaphore to break out of the editor's idle loop when a tick is signaled. (1281419)
  • macOS: Added logging to Thread shutdown to help determine possible broken threads, as well as potential fix for HID thread not properly shutting down when exiting.
  • macOS: Application is correctly focussed and unfocussed when the GameCenter UI is used.
  • macOS: Eyedropper now works on multiple screens. (1278129)
  • macOS: Fixed a hang between Burst's usage of the background task UI reporting and the Editor. (1308530)
  • macOS: Fixed an issue where a unitypackage created on another filesystem might fail to import. (1266321)
  • macOS: Fixed aux window remains active when a tab is moved. (1265583)
  • macOS: Fixed crash when trying to access Movies, Music, or Photos folders on Catalina. (1280375)
  • macOS: Fixed improper layout of the Inspector when making the Editor full screen. (1283862)
  • macOS: Fixed improper layout of the Package Manager Window when making the Editor full screen. (1278245)
  • macOS: Fixed Unity Editor stealing focus, by activating tooltips when other apps are currently active. (1269177)
  • macOS: Report shader compiler error when invalid texture samplers are used in Metal shaders. (1214014)
  • macOS: Target directory has to be selected instead of target .xcodeproj when building MacOS Xcode Project.
  • Mobile: Fixed iOS plugin compile flags not updating on build append. (1254117)
  • Mobile: Ignore touch events in DeviceSimulator in notches and cutouts. (1295407)
  • Mobile: Updated the provider icon and info text to be displayed correctly.
  • Mono: Fixed regression where we would wait a full 2 second timeout on shutdown. (1295072)
  • Multiplayer: Fixed out of bounds access error when doing connection checks in unet.
  • Multiplayer: Resolved an issue where you can now set the threadpool size for LL API.
  • Networking: UnityWebRequest: fix il2cpp stripping potentially making ReceiveContentLength not called on custom download handler. (1282106)
  • Package: Dropdown icon is not clipped with TextField under "Get Variable".
  • Package: Error message when loading new scene with DontDestroyOnLoad. (1283984)
  • Package: Fixed "Restore to Defaults" buttons in the Project Settings window.
  • Package: Fixed an error when executing "Fix Missing Scripts" in a HDRP project.
  • Package: Fixed bug that causes searcher window to be offset too far when accounting for host window boundaries.
  • Package: Fixed console errors when deleting a Prefab with a Visual Script.
  • Package: Fixed console errors when editing nested graphs during Play Mode.
  • Package: Fixed edge-case exception when vcam is deleted. (1284701)
  • Package: Fixed error message when custom inspectors are generated.
  • Package: Fixed Graph getting corrupted when adding "Get Action Map" unit.
  • Package: Fixed Node description being sometimes clipped.
  • Package: Fixed the object Variables tabs not being updated when creating a Prefab.
  • Package: Fixed ThreadAbortException when entering Play Mode while searching in the Fuzzy Finder.
  • Package: Fixed warnings overflow in the console when deleting and adding a boolean variable in the blackboard.
  • Package: Fixed warnings when entering play mode when the "Script Changes While Playing" is set to Recompile And Continue Playing.
  • Package: FlowMachine type is now back in usable types.
  • Package: Fuzzy finder no longer blinks when trying to add a node [BOLT-1157](https://issuetracker.unity3d.com/product/unity/issues/guid/BOLT-1157),.
  • Package: Fuzzy finder search window no longer remains above all other windows [BOLT-1197](https://issuetracker.unity3d.com/product/unity/issues/guid/BOLT-1197)";;;;;;;;;.
  • Package: Fuzzy search no longer drops keyboard inputs and respond slowly [BOLT-1214](https://issuetracker.unity3d.com/product/unity/issues/guid/BOLT-1214),.
  • Package: GraphPointerException occurs when nesting graph within itself [BOLT-1257](https://issuetracker.unity3d.com/issues/visual-scripting-graphpointerexception-occurs-when-nesting-
  • graph-within-itself).
  • Package: Help button in the visual scripting Assets and Behaviours inspector now links to the package documentation.
  • Package: Lens inspector sometimes displayed ortho vs perspective incorrectly for a brief time. (1060230)
  • Package: Missing succession for Cooldown. Output of Cooldown completed is treated as unentered. [BOLT-725](https://issuetracker.unity3d.com/issues/bolt-1-output-of-cooldown-completed-
  • is-treated-as-unentered).
  • Package: Opening the graph window no longer causes Unity UI stop processing mouse click [BOLT-1159](https://issuetracker.unity3d.com/product/unity/issues/guid/BOLT-1159),.
  • Package: Removed unnecessary allocations and garbage collections during runtime.
  • Package: RenamedFrom attribute does not function correctly on array references to a renamed type [BOLT-1149](https://issuetracker.unity3d.com/product/unity/issues/guid/BOLT-1149).
  • Package: Rendering of inactive ObjectFields.
  • Package: Resize cursor rect on group when graph window is zoomed.
  • Package: ScalarAdd unit migration from 1.4.13 to 1.4.14 and above.
  • Package: Scale groups when zoom is not at 1x.
  • Package: Sidebar (graph inspector/blackboard) resize when a vertical scrollbar is needed.
  • Package: Variable type reset to Enum when changing from Enum to GameObject when both Blackbaord and Variables inspector are displayed.
  • Package: Visual Scripting Preferences being searchable [BOLT-1218](https://issuetracker.unity3d.com/issues/visual-scripting-preferences-are-not-searchable-when-using-search-in-the-preferences-window).
  • Package: Visual Scripting Preferences spacing has been adjusted to avoid overlaps.
  • Package: VisualScripting.Generated folder is removed when removing the VisualScripting package.
  • Package Manager: Changed the Package Manager window to open to the first package with an entitlement error after displaying a warning where the user selects Continue.
  • Package Manager: Fixed an issue in the Package Manager window where a package's status icon was being offset and wasn't aligning with other icons when its name was too long. (1287317)
  • Package Manager: Fixed an issue in the Package Manager window where the Packages view tab shrinks even though there is plenty of space to display the complete text.
  • Package Manager: Fixed an issue on the Package Manager window where the package items weren't aligning properly. (1307752)
  • Package Manager: Fixed an issue where See All Versions from the project settings was affecting package discovery in the My Registries context. (1284861)
  • Package Manager: Fixed an issue where removing packages with read-only files was throwing an UnauthorizedAccessException if the package was in the Packages directory (Git clone). (1237777)
  • Package Manager: Fixed an issue where the Package Manager was not recognizing new package names from the Asset Store.
  • Package Manager: Fixed an issue where the Package Manager wasn't applying changes in the project manifest when autorefresh was disabled. (1292471)
  • Package Manager: Fixed an issue where the Package Manager wasn't performing the search query using the specified text whenever the user would manually refresh a list.
  • Package Manager: Fixed an issue which was preventing the Unity Package Manager from starting on Linux under specific circumstances.
  • Package Manager: Fixed an issue which was preventing the Unity Package Manager from starting on Windows 7. (1298330)
  • Package Manager: Fixed issues with Samples display when switching between low width and regular width view.
  • Package Manager: Fixed the issue where new versions of a package weren't appearing after a refresh in the In Project tab. (1281125)
  • Package Manager: Fixed the issue where the Add from git URL textbox was not shrinking properly in the Package Manager window.
  • Package Manager: Fixed the issue where the advanced settings were not persisting in the project.
  • Package Manager: Fixed the issue where the package names in dependencies weren't matching either the display name or the name of the package.
  • Package Manager: Fixed the null ref exception that was occurring when a user would switch accounts and the Package Manager would try to display any new assets in the package list.
  • Package Manager: Fixed the sample display name error messages when the package was not in development and the Package Manager window was set to the lowest width.
  • Package Manager: Improved the performance of accessing HiddenPackagesCount in PackageManagerUtilityInternal. (1275248)
  • Package Manager: Release Candidate packages are no longer tagged as 'Release Candidate (RC)'. Alpha and beta versions no longer display packages appear with the "Pre-release" tag unless the Enable Pre-release setting is enabled.
  • Package Manager: Removed the Package Manager error messages that were getting logged twice. (1283355)
  • Package Manager: The Preview Packages in Use behavior now conforms to Lifecycle V2. (1284843)
  • Package Manager: The Package Manager now adds an ellipsis when the package name, version or tag is truncated. (1284866)
  • Package Manager: The Package Manager now automatically selects the first added scoped registry when opening project settings from the popup.
  • Package Manager: The Package Manager now tags scoped registry packages in the details pane according to the version tag.
  • Particles: Added shortcuts for Resimulate, Show Bounds and Show only Selected. (1268064)
  • Particles: Ensure smooth size updates when doing slow-mo scrubbing of the particle playback time. (1224857)
  • Particles: Fixed crash when prewarming a Particle System that uses a sub-emitter which itself uses the Trigger module. (1305352)
  • Particles: Fixed crash when using a Stop Action set to Disable. (1311212)
  • Particles: Fixed crash when using BakeTrails with Attach Ribbons to Transform.
  • Particles: Fixed emit from script bug when emitting particles from LateUpdate during Edit Mode. (1283939)
  • Particles: Fixed ParticleSystem Window throwing an error when Undo was performed after creating a sub-system. (1280126)
  • Particles: Fixed Simulate behaviour being incorrectly labelled as Prewarm in the profiler. (1296365)
  • Particles: Remove the warning about mis-matched vertex streams when creating a default Particle System. (1259366)
  • Physics: CCD type is restored to specified Collision Detection type in Rigidbody Inspector when isKinematic is toggled from true to false. Inspector does not show speculative CCD in use during kinematic override. There are no warnings that this is occurring. (1177698)
  • Physics: Clarified how certain HideFlags affected physics. (1239147)
  • Physics: Displa

New in Unity 2021.1.0 Beta 12 (Mar 18, 2021)

  • Fixes:
  • 2D: Create Physics2DMaterial menu item will be available when Physics2D module is enabled. (1300647)
  • 2D: Fixed offset placement of Tile placed when dragging in a single Sprite or Tiles onto the Tile Palette window.
  • 2D: Prevent Tile Palette Prefabs from showing as a Active Target for the Tile Palette window when selected.
  • 2D: Removed border visual from 2D default Sprite textures. (1299684)
  • Asset Import: Fixed issue where the Texture Inspector would notify of 'Unapplied import settings' when no import settings were changed. (1294009)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Editor crashes when downloading corrupted metadata. (1306061)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed issue where WinMerge would not be detected as a diff tool on some systems. (1303298)
  • Editor: Fixed Play mode button presses not always registering if done during script compilation. (1300377)
  • Editor: Fixed ReorderableList array property disregarding 'includeChildren'. (1312364)
  • Editor: Fixed the location of drop-down menus in the mac editor on external monitors. (1303887)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Scene view Move and Scale tool handle cone & cube end caps are no longer visibly rendered "behind" their axis line parts, in some view directions. (1312636)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator.
  • Graphics: Fixed a reload bug when using objects from the scene in the lookdev. (1300916)
  • Graphics: Fixed ability to override AlphaToMask FrameSetting while camera in deferred lit shader mode.
  • Graphics: Fixed ACES tonemaping for Nintendo Switch by forcing some shader color conversion functions to full float precision.
  • Graphics: Fixed after post process custom pass scale issue when dynamic resolution is enabled. (1299194)
  • Graphics: Fixed ALL/NONE to maintain the state on the Volume Component Editors.
  • Graphics: Fixed alpha output in debug view and AOVs when using shadow matte. (1311830)
  • Graphics: Fixed an exception when opening the color picker in the material UI. (1307143)
  • Graphics: Fixed an issue in shadergraph when switch from a RenderingPass. (1307653)
  • Graphics: Fixed an issue in the planar reflection probe convolution.
  • Graphics: Fixed an issue where first frame of SSAO could exhibit ghosting artefacts.
  • Graphics: Fixed an issue where selection in a debug panel would reset when cycling through enum items.
  • Graphics: Fixed an issue with half res ssgi upscale.
  • Graphics: Fixed an issue with light intensity prefab override application not visible in the inspector. (1299563)
  • Graphics: Fixed an issue with material using distortion from ShaderGraph init after Material creation. (1294026)
  • Graphics: Fixed an issue with the capture callback (now includes post processing results).
  • Graphics: Fixed an issue with the frame count management for the volumetric fog. (1299251)
  • Graphics: Fixed an issue with the mipmap generation internal format after rendering format change.
  • Graphics: Fixed an issue with transparent meshes writing their depths and recursive rendering. (1314409)
  • Graphics: Fixed box light attenuation.
  • Graphics: Fixed Clearcoat on Stacklit or Lit breaks when URP is imported into the project. (1297806)
  • Graphics: Fixed crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP.
  • Graphics: Fixed decal draw order for ShaderGraph decal materials.
  • Graphics: Fixed decal normal for double sided materials. (1312065)
  • Graphics: Fixed decals in material debug display.
  • Graphics: Fixed Emissive color property from Autodesk Interactive materials not editable in Inspector. (1307234)
  • Graphics: Fixed error in Depth Of Field near radius blur calculation. (1306228)
  • Graphics: Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled.
  • Graphics: Fixed error when increasing the maximum planar reflection limit. (1306530)
  • Graphics: Fixed error when opening the default composition graph in the Graphics Compositor. (1318933)
  • Graphics: Fixed GC allocations from XR occlusion mesh when using multipass.
  • Graphics: Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix.
  • Graphics: Fixed issue of accessing default frame setting stored in current HDRPAsset instead fo the default HDRPAsset.
  • Graphics: Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure.
  • Graphics: Fixed issue where changing from fullscreen to windowed mode causes black screen on Linux when using OpenGL. (1314460)
  • Graphics: Fixed issue with automatic exposure settings not updating scene view.
  • Graphics: Fixed issue with compositor custom pass hooks added/removed repeatedly. (1315971)
  • Graphics: Fixed issue with compositor related custom passes still active after disabling the compositor. (1305330)
  • Graphics: Fixed issue with Depth of Field CoC debug view.
  • Graphics: Fixed issue with physically-based DoF computation and transparent materials with depth-writes ON.
  • Graphics: Fixed issue with shadow mask and area lights.
  • Graphics: Fixed issue with velocity rejection in post-DoF TAA. Fixing this reduces ghosting. (1304381)
  • Graphics: Fixed issues with compositor's undo. (1305633)
  • Graphics: Fixed issues with path-traced volumetric scattering. (1295222, 1295234)
  • Graphics: Fixed label style in pbr sky editor.
  • Graphics: Fixed LayerMask editor for volume parameters.
  • Graphics: Fixed light gizmo showing shadow near plane when shadows are disabled.
  • Graphics: Fixed light layer issue when performing editing on multiple lights.
  • Graphics: Fixed lightmaps not working properly with shader graphs in ray traced reflections. (1305335)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed lights shadow frustum near and far planes.
  • Graphics: Fixed LookDev environment library assignement after leaving playmode.
  • Graphics: Fixed loss of persistency of ratio between pivot position and size when sliding by 0 in DecalProjector inspector. (1308338)
  • Graphics: Fixed material keywords with fbx importer.
  • Graphics: Fixed missing BeginCameraRendering call for custom render mode of a Camera.
  • Graphics: Fixed missing option to use POM on emissive for tessellated shaders.
  • Graphics: Fixed missing warning UI about Projector component being unsupported. (1300327)
  • Graphics: Fixed model import by adding additional data if needed.
  • Graphics: Fixed multiple HDRP Frame Settings panel issues: missing "Refraction" Frame Setting. Fixing ordering of Rough Distortion, it should now be under the Distortion setting.
  • Graphics: Fixed nullref in layered lit shader editor.
  • Graphics: Fixed nullref when adding a volume component in a Volume profile asset. (1317156)
  • Graphics: Fixed path tracing alpha channel support. (1304187)
  • Graphics: Fixed PCSS filtering issues with cached shadow maps.
  • Graphics: Fixed performance issue with ShaderGraph and Alpha Test.
  • Graphics: Fixed Quality Level set to the last one of the list after a Build. (1307450)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed register spilling on FXC in light list shaders.
  • Graphics: Fixed regression in Wizard that not fix runtime ressource anymore. (1287627)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed resize IES when already baked in the Atlas. (1299233)
  • Graphics: Fixed Rough Distortion frame setting not greyed out when Distortion is disabled in HDRP Asset.
  • Graphics: Fixed screen being over-exposed when changing very different skies.
  • Graphics: Fixed shadow matte not working with ambient occlusion when MSAA is enabled.
  • Graphics: Fixed side effect on styles during compositor rendering.
  • Graphics: Fixed size and spacing of compositor info boxes. (1305652)
  • Graphics: Fixed skybox for ortho cameras.
  • Graphics: Fixed some render texture leaks.
  • Graphics: Fixed spacing between property fields on the Volume Component Editors.
  • Graphics: Fixed spacing of UI widgets in the Graphics Compositor. (1305638)
  • Graphics: Fixed SSGI frame setting not greyed out while SSGI is disabled in HDRP Asset.
  • Graphics: Fixed StackLit ShaderGraph surface option property block to only display energy conserving specular color option for the specular parametrization. (1257050)
  • Graphics: Fixed sub-shadow rendering for cached shadow maps.
  • Graphics: Fixed tesselation culling, big triangles using lit tesselation shader would dissapear when camera is too close to them. (1299116)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed the condition on temporal accumulation in the reflection denoiser. (1303504)
  • Graphics: Fixed the default background color for previews to use the original color.
  • Graphics: Fixed the default background color for previews to use the original color.
  • Graphics: Fixed the default background color for previews to use the original color.
  • Graphics: Fixed the display name of a Volume Parameter when is defined the attribute InspectorName.
  • Graphics: Fixed the selection of the Additional properties from ALL/NONE when the option "Show additional properties" is disabled.
  • Graphics: Fixed timing issues with accumulation motion blur.
  • Graphics: Fixed undo-redo on layered lit editor.
  • Graphics: Fixed Undo/Redo instability of light temperature.
  • Graphics: Fixed update upon light movement for directional light rotation.
  • Graphics: Fixed various issues with non-temporal SSAO and rendergraph.
  • Graphics: Fixed Warnings about "SceneIdMap" missing script in eye material sample scene.
  • Graphics: Fixed white flashes on camera cuts on volumetric fog.
  • Graphics: Fixed wizard checking FrameSettings not in HDRP Default Settings.
  • Graphics: Fixed wrong shader / properties assignement to materials created from 3DsMax 2021 Physical Material. (1293576)
  • Graphics: Fixed XR depth copy when using MSAA.
  • Graphics: Fixed: SSR with transparent. (1311088)
  • Graphics: VFX Assets reverted after save. (1315191)
  • IL2CPP: Corrected initialize the value of a Nullable when the nullable object is created via the null coalescing operator from a null value. (1312533)
  • IL2CPP: Emit correct code for virtual methods with an in parameter of an array type. (1302459)
  • Package: Removed unnecessary allocations and garbage collections during runtime.
  • Package Manager: Fixed an issue where the Package Manager was asking for write access when opening a project even though it only needs read access. (1263378)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where the project manifest and the lock file were automatically checked out after an upgrade even though there were no changes. (1263363)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue with some version control systems where the Package Manager wasn't automatically checking out the project manifest and lock file after being made writable while upgrading the project. (1263362)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed the issue where the update icon for assets takes a very long time to appear if the user has a lot of downloaded assets. (1315426)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed crash when using a Stop Action set to Disable. (1311212)
  • Prefabs: Added and applying new events to a deeper level Prefab when there is an event already corrupts the newly added events. (1292519)
  • Prefabs: Fixed Editor crashes when applying changes to Prefab Mesh via Script. (1307624)
  • Profiler: Fixed GLES performance regression caused by the new GPU Recorder GLES backend. (1297080)
  • This is a change to a 2021.1.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed HDRP/URP GPU statistics in Editor showing zeroes. (1299569)
  • Profiler: Fixed potential array outbound access on non-paired GPU marker begin/end. (1295390)
  • Profiler: Fixed sample names of samples in surrounding frames disappearing in Timeline view. (1317697)
  • Scene/Game View: Fixed rare crash when rendering gizmos after a script recompilation. (1259765)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Fixed SerializedProperty.arraySize and add SerializedProperty.minArraySize. (1279753)
  • Shadergraph: Fixed an issue where generated BuildVertexDescriptionInputs() produced an HLSL warning, "implicit truncation of vector type". (1299179)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shadergraph: Fixed an issue where SampleRawCubemapNode were requiring the Normal in Object space instead of World space. (1307962)
  • Shadergraph: Fixed issue with Hybrid renderer compatibility. (1296776)
  • Shadergraph: Fixed issue with SRP Batcher compatibility. (1310624)
  • Shadergraph: Fixed the Custom Editor GUI field in the Graph settings that was ignored.
  • Shaders: Fixed ShaderCache.db growing in size after each build. (1317744)
  • UI: Fixed issue with disabled fonts getting added to tracking list and never removed. (1315573)
  • UI Toolkit: Fixed "unsaved changes will be lost" popup when changing an uxml file using an external editor. (UI Builder). (1316730)
  • UI Toolkit: Fixed an issue where changing the size of a TwoPaneSplitView would not resize its content. (1313077)
  • UI Toolkit: Fixed editor freeze when adding circular dependencies through the UI Builder and a external editor. (1315612)
  • UI Toolkit: Fixed ellipsis showing up for no reason on UI Toolkit labels. (1291452)
  • Universal: Fixed a regression where the precision was changed. (1313942)
  • Universal: Fixed an issue such that it is now posible to enqueue render passes at runtime.
  • Universal: Fixed an issue where bokeh dof is applied incorrectly when there is an overlay camera in the camera stack. (1303572)
  • Universal: Fixed an issue where having "Opaque Texture" and MSAA enabled would cause the opaque texture to be rendered black on old Apple GPUs. (1247423)
  • Universal: Fixed an issue where the scene view camera was not correctly cleared for the 2D Renderer. (https://issuetracker.unity3d.com/product/unity/issues/guid/1311377/). (1311377)
  • Universal: Fixed GC allocations from XR occlusion mesh when using multipass.
  • Universal: Fixed shadow cascade blend culling factor.
  • Universal: Fixed the default background color for previews to use the original color.
  • Universal: Fixed wrong shader / properties assignement to materials created from 3DsMax 2021 Physical Material. (1293576)
  • Universal Windows Platform: Fixed Backspace deleting 2 characters from InputField and TextMeshPro. (1312159)
  • This is a change to a 2021.1.0b2 change, not seen in any released version, and will not be mentioned in final notes.
  • Universal Windows Platform: Fixed IME composition text not displaying correctly within the focused InputField. (1298881)
  • Universal Windows Platform: Fixed Tab key on the TouchScreenKeyboard not inserting a tab character. (1314405)
  • Universal Windows Platform: Fixed TouchScreenKeyboard incorrectly selecting text when using the left/right arrows. (1312317)
  • VFX Graph: Prevent infinite compilation loop. (1298466)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • VFX Graph: Removed some useless compilation triggers (modifying not connected or disabled nodes for instance).
  • Video: Changing VideoPlayer.frame before playing the video does not change Video clock time. (1297646)
  • Video: VideoPlayer.frameReady does not get invoked after seeking a video to a frame. (1302462)
  • XR: Enabled EditorXR edit mode to work with XR SDK. (1318732)
  • XR: Fixed an issue where the frame debugger caused the Editor to freeze, and broke HMD rendering when XR was enabled. (1275361)
  • API Changes:
  • Graphics: Added: Added a history rejection criterion based on if the pixel was moving in world space. (1302392)
  • Graphics: Added: Added an additional check in the "check scene for ray tracing". (1314963)
  • Graphics: Added: Added color and intensity customization for Decals.
  • Graphics: Added: Added new API in CachedShadowManager.
  • Graphics: Added: Added pivot point manipulation for Decals (inspector and edit mode).
  • Graphics: Added: Added the default quality settings to the HDRP asset for RTAO, RTR and RTGI. (1304370)
  • Graphics: Added: Added UV manipulation for Decals (edit mode).
  • Graphics: Added: API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas.
  • Graphics: Added: Exposed update upon light movement for directional light shadows in UI.
  • Graphics: Added: New function in GeometryTools.hlsl to calculate triangle edge and full triangle culling.
  • Graphics: Added: Support for the PlayStation 5 platform has been added.
  • Graphics: Added: Support for the XboxSeries platform has been added.
  • Services: Changed: Updating analytics dashboard to point to new location.
  • Changes:
  • Graphics: Avoid unnecessary RenderGraphBuilder.ReadTexture in the "Set Final Target" pass.
  • Graphics: Changed Path Tracing's maximum intensity from clamped (0 to 100) to positive value. (1310514)
  • Graphics: Changed some light unit slider value ranges to better reflect the lighting scenario.
  • Graphics: Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality.
  • Graphics: Changed the convergence time of ssgi to 16 frames and the preset value.
  • Graphics: Changed the name from the Depth Buffer Thickness to Depth Tolerance for SSGI. (1301352)
  • Graphics: Changed the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count. (1301356)
  • Graphics: Changed the warning message for ray traced area shadows. (1303410)
  • Graphics: Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval.
  • Graphics: Improved robustness of volumetric sampling in path tracing. (1295187)
  • Graphics: Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.
  • Graphics: Removed the material pass probe volumes evaluation mode.
  • Graphics: The RTAO's history is now discarded if the occlusion caster was moving. (1303418)
  • Graphics: Tidy up of platform abstraction code for shader optimization.
  • Graphics: Transparent materials created by the Model Importer are set to not cast shadows.
  • Graphics: Unifying the history validation pass so that it is only done once for the whole frame and not per effect.
  • Graphics: Updated postprocessing package to 3.1.0.
  • Graphics: Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings). (1308048)
  • Package: Updated com.unity.purchasing version to 3.0.1.
  • Scripting: AsyncReadManager.Read no longer writes the number of bytes read to the input ReadCommand array. The bytes read can now be accessed via the new ReadHandle.GetBytesRead method.
  • VFX Graph: Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.
  • Improvements:
  • 2D: Better placements of Tiles generated from Sprites whose Texture was Isometric Sliced in the Sprite Editor.
  • Graphics: Removed redundant calls when setting shader program parameters.

New in Unity 2020.3.0 (Mar 12, 2021)

  • Fixes:
  • Asset Import: Fixed a rare unstable asset hash for assets with large metadata. (1285620)
  • Audio: Fixed a DSPGraph/Burst player crash. (1297730)
  • Editor: Fixed a ReorderableList GC issue due to registry usage. (1315466)
  • Editor: Fixed issue on Windows where mouse pointer did not hide while in Play mode. (1273522)
  • Graphics: A CopyDepth pass was previously included which allowed users script access to _CameraDepthTarget but this has been removed on the metal GPU families that use Tile-based renderers (iOS, Silicon-GPU), fixed the performance decrease that caused this (1298799)
  • macOS: Fixed a code signing issue of native plugins in Xcode projects. (1276317)
  • macOS: Fixed an issue when exported macOS Standalone player builds were refusing to launch and showing " was damaged and could not be opened" error when downloaded from the internet. (1304455)
  • Scene Manager: Fixed a crash when the asset of a current opened scene had been deleted, a new scene asset was imported, with same GUID, and the user choose "reload". (1309393)
  • Scripting: Fixed an issue when Application.quitting event was not raised when application was terminated from the OS side. (1309540)
  • Scripting: Validate cyclic dependencies on assembly definition update (1293762)
  • Serialization: Fixed a crash when using JSONUtility to deserialize objects that had Serialized References. (1296236)
  • UI Toolkit: Fixed an issue where use cases for SerializedObject bindings would cause the Editor to crash. (1305198)
  • Changes:
  • Graphics: Update SRP packages to 10.3.2 (1298466, 1309219)

New in Unity 2021.1.0 Beta 11 (Mar 12, 2021)

  • Fixes:
  • Ads: Fixed issue where there could be a 400 error when enabling ads. (1308010)
  • Asset Bundles: Fixed issue where loading an asset from a bundle asynchronously while loading a texture synchronously causes a deadlock on the main thread. (1277297)
  • Burst: Added PreserveAttribute to prevent the internal log from being stripped in il2cpp builds.
  • Burst: Corrected 'Enable safety checks tooltip`.
  • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.
  • Burst: Fixed a bug where the Burst post-processing for direct call would cause duplicate function pointers to be compiled, wasting compile time in the editor and caused an Editor launch stall.
  • Burst: Fixed a bug where the progress bar would report double the amount of pending compile jobs if a user changed the Burst options while background compilation was going on.
  • Burst: Fixed a very obscure bug where if you had a function-pointer that was called from another function-pointer of job, and that function-pointer happened to be compiled in a player build in the same bucket as the caller, and the no-alias cloning analysis identified that it could clone the original function-pointer to enable more aliasing optimizations, it could create a duplicate symbol error.
  • Burst: Fixed compilation errors when targeting Arm CPUs and using some of the Intel intrinsics.
  • Burst: Fixed compilation errors when targeting Intel CPUs and using some of the Arm Neon intrinsics.
  • Burst: IL Function Pointer Invoke Transformation now uses correct runtime library for dots runtime.
  • Burst: IL Function Pointer Invoke Transformation updated to handle transforms that affect instructions that are the destination of a branch.
  • Burst: String interpolation issues when using Dots / Tiny runtime.
  • Editor: Fixed an issue where custom inspector preview of serialized objects was not getting refreshed when its values are changed from script. (1311461)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed ReorderableList GC problems due to registry usage. (1315466)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed assertion failure due to duplicate lightprobe assests being detected during an additive scene merge. (1211198)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed renderer data being out of sync after the OnBecameVisible callback in SRP. (1311717)
  • Graphics: StencilSampling wrongly reported as supported due to incorrect mappings of FormatUsage between C# and C++. (1315531)
  • Graphics: Texture2DArray, Texture3D and Texture2D inspectors now allow undo (ctrl+z) actions.
  • Runtime CustomRenderTextures can now be exported to .png from the inspector.
  • Color space change prompt can now be localized.
  • Fixed crash due to invalid shaderpass index when changing materials in a CustomRenderTexture. (1175907, 1284784, 1288007, 1293804, 1300770)
  • iOS: Added identifiers for all iPhone 12 models, 4th generation iPad Airs, 8th generation iPads. (1299093)
  • iOS: Fixed an issue where Screen.dpi returned zero on some iPads. (1300359)
  • Linux: Package Manager's prompt keeps reappearing to resolve packages. (1315014)
  • macOS: Fixed crash when product name contains Unicode characters. (1296208)
  • macOS: Fixed exported macOS Standalone player builds refusing to launch (due to being "damaged") when they are downloaded from the internet. (1304455)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Clarified how certain HideFlags affected physics. (1239147)
  • Physics: Fixed a crash when the maximum allowed ArticulationBody components (64) was reached in a single hierarchy. (1284372)
  • Physics: Fixed crash when calling ArticulationBody.GetDenseJacobian method with a ArticulationJacobian that was initialized with the default constructor. (1275091)
  • Physics: Fixed the kinematic flag not being not being applied correctly when off and when there were concave meshes attached. (1299855)
  • Physics: Fixed the physics debug window being lost forever after entering the playmode. (1230368)
  • Physics: Hide the joint editor tool gizmos when the joint is not active at all. (1275862)
  • Prefabs: Fixed that the scene is no longer dirty after dragging a Prefab into the Scene view and then undoing. (1299185)
  • Scripting: Scripting: Fixed issue when Application.quitting event is not raised when application is terminated from OS side. (1309540)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Fixed for hard to repro crash when using JSONUtility to deserialize objects that have Serialized References. (1296236)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Services: Fixed issue where user could get stuck at "Please wait..." message. (1276184)
  • Timeline: Don't skip the first 2048 frames of an audio clip scheduled at the beginning of a timeline. (1215183)
  • Timeline: Don't skip the first 2048 frames of an audio clip scheduled at the beginning of a timeline. (1302398)
  • UI Toolkit: Drag and drop of class pills in stylesheet pane now support selector reordering. (UI Builder). (1313148)
  • UI Toolkit: Fixed button text on the circular dependency dialog box. (UI Builder). (1313150)
  • UI Toolkit: Fixed KeyboardNavigationManipulator does not trigger the callback if operation is None. (1314063)
  • UI Toolkit: Trying to move/rename nested uxml/uss files of an opened document will prompt the invalid action dialog as it should. (UI Builder). (1315594)
  • Universal Windows Platform: Fixed Certificate not being set in UWP publish settings with certain passwords. (1301223)
  • XR: Fixed for both eyes being cleared when using Single Pass Instancing and a camera with the target eye set to a single eye. Also fixes an issue on PlayStation VR where a camera with the target eye set to Right is rendered before any Left eye cameras. (1299778)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Changes:
  • Burst: DOTS Runtime shares the logging code path with the general case.
  • Graphics: Removed postprocessing package from core packages list.
  • Package: Updated Code Coverage package to v1.0.0-pre.4.
  • Improvements:
  • Scripting: Scripting: Improved documentation for Application.isPlaying.

New in Unity 2021.1.0 Beta 10 (Mar 7, 2021)

  • Fixes:
  • 2D: Fixed PVRTC altas variant size adjustment leading to incorrect sprite UVs. (1284374)
  • Android: Fixed Editor crash when Unity Remote is used in project and Android support not installed. (1302221)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed an issue where the animation values in the import settings could not be changed if an event was selected. (1304022)
  • Audio: Work around DSPGraph/Burst player crash regression. (1297730)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build System: - Removed requirements over ILRepack when building Unity source code.
  • Removed requirements over ILRepack when building Unity source code.
  • Fixed ILRepack that was detected as Trojan:Win32/Wacatac.B!ml.
  • Removed ILRepack from external directory, now downloading ILRepack from our public stevedore repository.
  • You now have to explicitly call .jam.pl BuildSystemProgramFiles to generate the solution for Unity Build System.
  • Editor: Fixed array SerializedProperty using ReorderableList not returning true via EditorGUI.PropertyField when children are not included but the property is expanded. (1311349)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed blue line that appears when component can not be placed while reordering or adding new components in the Inspector. (1300581)
  • Editor: Fixed LayoutGroup errors when renaming prefab after changes in isolation mode. (1291996)
  • Editor: Fixed mouse hide issues in windows editor playmode. (1273522)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed not being able to edit array items when EditorGUI.PropertyField is using SerializedProperty created from the target of custom editor. (1308472)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed Simulator Control Bar menus and buttons so that they don't shrink or overlap when minimising the width of the Simulator window. (1288425)
  • This is a change to a 2021.1.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Improved Editor rendering performance. (1277222)
  • GI: Baking using the Reflection Probe Inspector now works as expected. (1311231)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed an issue related to the OpenRL library the CPU lightmapper uses so that the Bug Reporter consistently launches when Unity crashes. (1219458)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: The user can now reposition Reflections Probes after baking. (1310112)
  • This is a change to a 2021.1.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed an issue where calling RenderTexture.ReleaseTemporary and then RenderTexture.GetTemporary could cause invalid load/store actions if the RenderTexture was active before being released. (1279714)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed Metal Graphics Jobs crash caused by uncommitted encoder. (1227236)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed unintentional crossfades for LODs when the animated cross-fading flag is enabled. (1305495)
  • Graphics: Resolves pixel-like grid artifacts that were present on MacOS Catalina with some Intel graphics cards in the Scene View and Prefab view. (1255995)
  • IL2CPP: Fixed C++ compile error can occur when a constrained call that returns a generic struct is followed by a stloc, with certain generic constraints. (1310304)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed nullable value being corrupted after a call to GetType() in generic code. (1310458)
  • IMGUI: Fixed an issue where cursor does not jump to start of text on home key in project browser window. (1287121)
  • Linux: Fixed issue where calling SetResolutionImmediate in HDRP would display blue. (1309848)
  • macOS: Fixed a hang between Burst's usage of the background task UI reporting and the Editor. (1308530)
  • macOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed. (1295179)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mobile: Ignore touch events in DeviceSimulator in notches and cutouts. (1295407)
  • Networking: Fixed possible division by zero in UploadHandlerFile. (1308017)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package: Dropdown icon is not clipped with TextField under "Get Variable".
  • Package: Error message when custom inspectors are generated.
  • Package: Error when executing "Fix Missing Scripts" in a HDRP project.
  • Package: Fixed "Restore to Defaults" buttons in the Project Settings window.
  • Package: Fixed console errors when deleting a Prefab with a Visual Script.
  • Package: Fixed console errors when editing nested graphs during Play Mode.
  • Package: Fixed Graph getting corrupted when adding "Get Action Map" unit.
  • Package: Fixed Node description being sometimes clipped.
  • Package: Fixed ThreadAbortException when entering Play Mode while searching in the Fuzzy Finder.
  • Package: Fixed warnings overflow in the console when deleting and adding a boolean variable in the blackboard.
  • Package: Fixed warnings when entering play mode when the "Script Changes While Playing" is set to Recompile And Continue Playing.
  • Package: FlowMachine type is now back in usable types.
  • Package: Fuzzy finder no longer blinks when trying to add a node [BOLT-1157](https://issuetracker.unity3d.com/product/unity/issues/guid/BOLT-1157),.
  • Package: Fuzzy finder search window no longer remains above all other windows [BOLT-1197](https://issuetracker.unity3d.com/product/unity/issues/guid/BOLT-1197)";;;;;;;;;.
  • Package: Fuzzy search no longer drops keyboard inputs and respond slowly [BOLT-1214](https://issuetracker.unity3d.com/product/unity/issues/guid/BOLT-1214),.
  • Package: GraphPointerException occurs when nesting graph within itself [BOLT-1257](https://issuetracker.unity3d.com/issues/visual-scripting-graphpointerexception-occurs-when-nesting-
  • graph-within-itself).
  • Package: Help button in the visual scripting Assets and Behaviours inspector now links to the package documentation.
  • Package: Missing succession for Cooldown. Output of Cooldown completed is treated as unentered. [BOLT-725](https://issuetracker.unity3d.com/issues/bolt-1-output-of-cooldown-completed-
  • is-treated-as-unentered).
  • Package: Object Variables tabs not updated when creating a Prefab.
  • Package: Opening the graph window no longer causes Unity UI stop processing mouse click [BOLT-1159](https://issuetracker.unity3d.com/product/unity/issues/guid/BOLT-1159),.
  • Package: RenamedFrom attribute does not function correctly on array references to a renamed type [BOLT-1149](https://issuetracker.unity3d.com/product/unity/issues/guid/BOLT-1149).
  • Package: Rendering of inactive ObjectFields.
  • Package: Resize cursor rect on group when graph window is zoomed.
  • Package: ScalarAdd unit migration from 1.4.13 to 1.4.14 and above.
  • Package: Scale groups when zoom is not at 1x.
  • Package: Sidebar (graph inspector/blackboard) resize when a vertical scrollbar is needed.
  • Package: Variable type reset to Enum when changing from Enum to GameObject when both Blackbaord and Variables inspector are displayed.
  • Package: Visual Scripting Preferences being searchable [BOLT-1218](https://issuetracker.unity3d.com/issues/visual-scripting-preferences-are-not-searchable-when-using-search-in-the-preferences-window).
  • Package: Visual Scripting Preferences spacing has been adjusted to avoid overlaps.
  • Package: VisualScripting.Generated folder is removed when removing the VisualScripting package.
  • Package Manager: Fixed an issue with Perforce where embedded packages would be checked out for edit after being fetched and imported into the project. (1279371)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where adding a Cloth component would not compute the correct bounds for the related SkinnedMeshRenderer, unless update off-screen was toggled on. (1290726)
  • Physics: Fixed an issue with Cloth bounds computation where objects with non-uniform scale would cause the bounds to incorrectly expand. (1209765)
  • Physics: Fixed an issue with Cloth getting residual forces from meshes with bones. (1294086)
  • Physics: Fixed an issue with Cloth where attempting to use Undo functionality would result in a NullReferenceException. (1289060)
  • Physics: Fixed an issue with Cloth where the simulation would receive incorrect data during initialization, causing it to become jittery and offset the simulation space. (1257005)
  • Physics: Fixed an issue with the Cloth Inspector where constraints could end up being painted even though the brush was outside of the models bounds. (1296484)
  • Scripting: Fixed Application.wantsToQuit not being raised before OnApplicationQuit in the Editor. (1261125)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Search: Fixed NullReferenceException gets thrown in the Console when clicking on the Help button in the Preview Inspector. (1309227)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Search: Fixed NullReferenceException is thrown on enabling quick Search with background task window in HDRP template. (1313706)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Search: Fixed search window appears with the clipped header when opened after reset. (1306463)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Search: Slightly improved scene indexing performances. (1310424)
  • Serialization: Fixed crash on JSONUtility read when class has both a field named "references" and [SerializedReference] fields. (1198073)
  • Shadergraph: Newly created properties and keywords no longer use obfuscated GUID-based reference names in the shader code. (1300484)
  • Shadergraph: The Material Inspector now displays Boolean keywords without requiring them to have reference names that end in _ON. (1306820)
  • Shaders: Fixed shader compiler communication instability. (1314994)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed the "end of shader compiler log" printing to the editor log at compiler crashes if the compiler log is very small.
  • Shaders: Prevent editor crash on unlucky timing when a shader compiler process is being killed.
  • UI: Fixed a issue where adjusting the canvas rendering size to render a custom camera render would cause scaling issues. (1301378)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Backport - Added new controls (RadioButton, RadioButtonGroup, DropdownField) to the UITK Samples and UI Builder Standard Library pane. (1310158)
  • UI Toolkit: Backport - Fixed RadioButtonGroup and DropdownField choice attribute parsing in the UI Builder.
  • UI Toolkit: Backport - GenericDropdownMenu no longer needs to be reinstanced on every use. (1308433)
  • UI Toolkit: Double-clicking a uxml file will always open the UI Builder. (1313423)
  • UI Toolkit: Fixed the inability to launch the editor in clamped GLES 3.0 and 3.1 mode. Also, it is now possible to use UIToolkit on GLES 3.0 and 3.1 devices that do not support float render textures. (1311845)
  • Version Control: ProjectVersion.txt file is correctly updated when updating a project to a new Unity version while having Provider.preCheckoutCallback set to a non null value. (1291360)
  • Video: Video starts playing from an arbitrary frame when VideoPlayer.Pause is called before VideoPlayer.Play. (1297648)
  • Windows: Fixed the built Windows Standalone player hanging after losing focus on some machines. (1312411)
  • This is a change to a 2021.1.0b2 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: Enabled Vulkan lazy allocation for memory savings on Oculus Quest. (1314165)
  • XR: Fixed occlusion culling does not work in XR SRPs. (1304299)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • Universal: Added: Fixed material upgrader to run in batch mode. (1305402)
  • Universal: Added: Removed Custom.meta which was causing warnings. (1314288)
  • VFX Graph: Added: Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling.
  • VFX Graph: Added: Sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator.
  • XR: Added: Updated XR Plug-in Management to 4.0.1.
  • Changes:
  • Package: Updated com.unity.cinemachine to 2.7.2.
  • Package: Updated com.unity.purchasing to 3.0.0-pre.6.
  • Particles: Ensure Force Field Components behave the same regardless of framerate. (1314426)
  • Improvements:
  • Editor: Removed Enable Code Coverage option from Preferences/General and moved inside the Code Coverage package.
  • Package: A warning is raised when adding more than one Input unit in a SuperUnit.
  • Package: Open" inspector button and double clicking a graph in the project browser now opens the visual scripting editor.
  • Package: Warn the user when an Input System Package event is referencing an action of the wrong type for that event.
  • Search: Added a way to manage the indices from the Search windows directly. (1307787)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Search: Each search index have their search unique group ID. (1307734)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Search: Fixed search doesn't display all results in project view. It now includes the same result as the legacy search engine (i.e. AssetDatabase.FindAssets). (1310140)
  • Search: Pressing ESC should not close the search window if docked. (1311205)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Search: Updated package search provider Install, Update and Remove button availability. (1309659)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: Updated AR Foundation package dependencies to XR Management 4.0.
  • XR: Updated MagicLeap XR Plugin package to 6.2.2.
  • XR: Updated Oculus XR Plugin package to 1.8.1.
  • XR: Updated WindowsMR to version 5.2.1.
  • Features:
  • XR: Reducing rendering latency with controller Late Latching.
  • XR: Release OpenXR 1.0.0-pre.1

New in Unity 2020.2.7 (Mar 5, 2021)

  • Fixes:
  • Asset Import: Added a warning when for when a fbx crashes the uv-unwrapper. The mesh still imports, but with a warning that tells which mesh is crashing (1302233)
  • Documentation: Fixed malformed URIs when requesting "Help->Unity Manual" and "Help->Script Reference" from the main menu, while using a redirect Documentation Server in Preferences. (1300346)
  • Editor: Fixed an issue of not being able to edit Array items when EditorGUI.PropertyField was using SerializedProperty created from the target of the custom editor. (1311349)
  • Editor: Fixed Array SerializedProperty using Reorderable List not returning true via EditorGUI.PropertyField when children are not included but the property is expanded (1308472)
  • Editor: Fixed PropertyEditor callback issue which prevented PropertyEditor from being deallocated
  • GI: Baking using the Reflection Probe Inspector now works as expected. (1311231)
  • GI: Fixed an issue related to the OpenRL library the CPU lightmapper uses so that the Bug Reporter now consistently launches when Unity crashes. (1219458)
  • Graphics: Fixed a crash on warming up shaders using dots instancing. (1307706)
  • Graphics: Fixed an issue where Virtual texturing stats were not correctly gathered and displayed while capturing the editor. (1286033)
  • Graphics: Fixed Metal Graphics Jobs crash that was caused by uncommitted encoder. (1227236)
  • iOS: Fixed an iOS crash that occurred when terminating an app from background. (1301133)
  • Networking: Fixed possible division by zero in UploadHandlerFile. (1308017)
  • Package Manager: Fixed an issue with Perforce where embedded packages would be checked out for edit after being fetched and imported into the project. (1279371)
  • Scripting: Fixed a FileNotFoundException issue when doing a player build while running IL Post Processors.
  • Shaders: Fixed shader compiler communication instability cause builds to fail. (1314994)
  • Shaders: Fixed the "end of shader compiler log" printing to the editor log at compiler crashes if the compiler log is very small.
  • Shaders: Prevent editor crash on unlucky timing when a shader compiler process is being killed.
  • UI: Ensuring we only disable the ARF for root non world space canvas's as they are the ones that have a fixed resolution that would be overwritten constantly. (1302464)
  • UI: Fixed an issue where adjusting the canvas rendering size to render a custom camera render would cause scaling issues. (1301378)
  • WebGL: Fixed a crash at startup that occurred if initial filesystem data triggered a heap resize. (1174367)
  • WebGL: Fixed an issue where audio was not looping seamlessly in WebGL. (1189720)
  • Windows: Fixed a rendering freezing issue when switching from windowed mode to exclusive fullscreen and back on D3D11 and D3D12 graphics API when Nahimic software was installed and NahimicOSD.dll injects itself into the game. (1265095)
  • Windows: Fixed an issue where the input latency increased by 1 frame when switching between exclusive fuilscreen and other fullscreen modes on D3D11 and D3D12 graphics APIs.
  • Windows: Fixed an issue where Windows player was infrequently deadlocking when changing fullscreen modes on D3D11 and D3D12 graphics APIs.
  • XR: Fixed a performance issue with URP Vulkan when running a development build. (1299445)
  • XR: Fixed an issue where occlusion culling did not work in XR SRPs. (1304299)
  • API Changes:
  • XR: Added: Update XR Plug-in Management to 4.0.1
  • Improvements:
  • Editor: Improved the performance of the model importer when dealing with degenerate triangles. (1232201)
  • XR: Updated the AR Foundation package dependencies to XR Management version 4.0.
  • XR: Updated the MagicLeap XR Plugin package to version 6.2.2.
  • XR: Updated the Oculus XR Plugin package to version 1.8.1.
  • XR: Updated the Windows XR Plugin package to version 4.4.1.
  • Features:
  • XR: Release OpenXR 1.0.0

New in Unity 2020.2.6 (Feb 25, 2021)

  • Fixes:
  • Android: Fixed Java local reference leaking issue when using AndroidJavaClass/Object. (1283209)
  • Animation: Fixed an issue where low numbers of Animators would not multithread correctly. (1297358)
  • Asset Import: Fixed a crash after an Assembly reload triggered by editing a Monobehaviour added to the currently selected GameObject in the inspector. (1302872)
  • Asset Pipeline: Fixed a rare deadlock when uploading to an accelerator. (1296800, 1301187)
  • Editor: Fixed a crash importing Book of the Dead into a new HDRP Project. (1300615)
  • Editor: Fixed an issue where multiple instances of derived EventSystem objects in a scene were not allowed. (1303961)
  • Editor: Fixed an issue where the Android TV Banner would disappear after being set. (1313048)
  • Editor: Fixed script order exception when adding scripts from dll. (1280737)
  • Editor: When installing the Windows editor, installing Linux Mono support alongside Linux IL2CPP support will no longer overwrite Linux IL2CPP support. (1276104)
  • Graphics: Fixed an issue where renderer Scenehandles became invalid due to the flush of pending changes after a Render. (1292526)
  • Graphics: Fixed an issue where reseed would not proceed while calling an OnPlayEvent. (1300115)
  • IL2CPP: Fixed an exception that occured when converting a void method with a reqmod or optmod modifier. (1293309)
  • IL2CPP: Fixed C++ compile error could occur when a constrained call that returned a generic struct was followed by a stloc, with certain generic constraints. (1310304)
  • Networking: UnityWebRequest: do not print errors to console for aborted requests. (1297654)
  • Particles: Fixed inspector locking issue when editing sub-emitters that were not descendants. (1311111)
  • Profiler: Fixed a crash in EditorProfilerConnection::HandleProfilerPlayerInfoMessage during Editor shutdown. (1297988)
  • Profiler: Fixed an occasional crash when using deep profiler with il2cpp. (1303033)
  • Profiler: Fxed an issue where sorting was unstable for identically named threads in Profiler CPU Timeline view. (1283571)
  • Scene/Game View: Fixed an arc handle picking issue when the arc was close to parallel with the camera. (1310854)
  • Scene/Game View: Fixed an issue where toggling scene visibility for shadow casting objects would not affect shadows cast from local lights. (1282033)
  • Serialization: Fixed crash parsing invalid yaml containing : inside an inline mapping sequence []. (1302150)
  • Serialization: Fixed for Custom PropertyDrawer on fields inside managed array of polymorphic classes (1232538)
  • Serialization: Removes "Unexpected node type" errors from JSONUtility when non-array input applied to an array field. (1201453)
  • Shaders: HLSLcc: Fixed missing bitcasts on some corner cases. (1299704)
  • Text: Added support for selecting which font face and style will be loaded from TrueType Collection (TTC) font files. (1309610)
  • Text: Fixed an excessive memory overhead issue when loading font files from Font objects. (1309608)
  • Text: Fixed an issue where glyph positional adjustments sometimes returned a value of -Infinity. (1309609)
  • Changes:
  • Timeline: Changed minimum version of the Timeline package to 1.4.6

New in Unity 2021.1.0 Beta 8 (Feb 25, 2021)

  • Fixes:
  • Android: Fixed Android TV Banner disappearing after being set. (1313048)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed Java local reference leaking when using AndroidJavaClass/Object. (1283209)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed an issue where setting the speed to an animatorControllerPlayable would not affect the speed of its child animation clips. (1304259)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: If a fbx crashes the uv-unwrapper, the mesh will still import, but now with a warning that tells which mesh is crashing. (1302233)
  • Asset Import: Preventing a crash after an Assembly reload triggered by editing a Monobehaviour added to the currently selected GameObject in the inspector. (1302872)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed rare deadlock when uploading to an accelerator. (1301187)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Burst: Fixed a macOS hang that could occur when a native hardware exception was thrown from Burst code while a dylib was being loaded from disk. (1307691)
  • Editor: Fixed a crash when using middle mouse button in SceneView during play mode in a scene that uses meshes from asset bundles. (1250013)
  • Editor: Fixed an editor scene view performance regression which renders all passes in the shader while drawing the wireframe. (1310412)
  • This is a change to a 2021.2.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed Object Picker's initial selection highlight. (1302335)
  • Editor: Fixed ReorderableList freezing Unity Editor when element height is 0. (1298594, 1300381)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed ReorderableList ignoring custom property labels in the inspector. (1297656)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed status bar's progress bar not refreshing correctly when progress finishes. (1310102)
  • Editor: Fixed to allow multiple instances of derived EventSystem objects in a scene. (1303961)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Improved default Hierarchy search engine's performance. (1313691)
  • Editor: Windows Download Assistant no longer calculates the install size as being the same as the download size. (1297868)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Make the default skybox probe and ambient probe automatically baked until a first manual bake is done. (1250293)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed loading Renderdoc causing textures to disappear in the texture inspector. (1296238)
  • Graphics: Fixed Renderer Scenehandles becoming invalid due to the flush of pending changes after a Render. (1292526)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed inspector locking when editing sub-emitters that were not descendants. (1311111)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shadergraph: Fixed a broken link in the TOC to Main Preview.
  • Shadergraph: Fixed an issue where blackboard properties when dragged wouldn't scroll the list of properties to show the user more of the property list. (1293632)
  • Shadergraph: Fixed an issue where blackboard wasn't resizable from all directions like the Inspector and Main Preview.
  • Shadergraph: Fixed an issue where deleting a property node while your mouse is over it leaves the property highlighted in the blackboard. (1238635)
  • Shadergraph: Fixed an issue where Float/Vector1 properties did not have the ability to be edited using a slider in the Inspector like the other Vector types.
  • Shadergraph: Fixed an issue where renaming blackboard properties through the Blackboard wouldn't actually change the underlying property name.
  • Shadergraph: Fixed an issue where, when blackboard properties were dragged and then the user hit the "Escape" key, the drag indicator would still be visible.
  • Shadergraph: Fixed an issue with the Gradient color picker displaying different values than the selected color.
  • Shadergraph: Fixed the ViewDirection Node in Tangent space's calculation to match how the transform node works.
  • Terrain: Avoid unnecessary object loading in the terrain rendering code, therefore eliminate some main thread lock up due to scene being loaded asynchronously in the background. (1276854)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Ensuring we only disable the ARF for root non world space canvas's as they are the ones that have a fixed resolution that would be overwritten constantly. (1302464)
  • UI Toolkit: Fixed issue where SerializedObject bindings use cases would lead to editor crashes. (1305198)
  • UI Toolkit: Fixed PropertyField created from UXML missing its default label. (1309780)
  • Universal: Fixed an issue where objects in motion might jitter when the Pixel Perfect Camera is used. (1300474)
  • Universal: Fixed an issue where the Cinemachine Pixel Perfect Extension might cause the Orthographic Size of the Camera to jump to 1 when the Scene is loaded. (1249076)
  • Universal: Fixed an issue where the inspector of Renderer Data would break after adding RenderObjects renderer feature and then adding another renderer feature.
  • Universal: Fixed an issue where the letter box/pillar box areas were not properly cleared when the Pixel Perfect Camera is used. (1291224)
  • Version Control: Fixed moving asset just after adding it via AssetDatabase API losing asset VC state. (1283635)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • VFX Graph: Fixed unexpected compilation warning in VFXMouseBinder. (1313003)
  • VFX Graph: Fixed VFXEventBinderBase throwing a null reference exception in runtime.
  • XR: ApplicationInfo was not being properly populated on Lumin platfom. (1304736)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • Physics: Added: Expose ArticulationBody.collisionDetectionMode property to set various collision detection modes, like Discrete, Continuous and etc.

New in Unity 2020.2.5 (Feb 19, 2021)

  • Fixes:
  • 2D: Fixed "Root Bone" and "Bone" Properties tooltip missing in Sprite Skin component (1285255)
  • 2D: Fixed an error when adding AngleRange to SpriteShapeProfile Preset that was reset before. (1273635)
  • 2D: Fixed ArgumentException when tangents and cache geometry are enabled on SpriteShapeController component. (1287237)
  • 2D: Fixed Category List dropdown doesn't expand on clicking its title in the Inspector for Sprite Library Asset (1294948)
  • 2D: Fixed InvalidOperationException thrown continuously on adding SpriteShapeController component to a GameObject with SpriteRenderer. (1240514)
  • AI: Fixed an issue where OffMeshLink prefab was leaking to the main scene after closing the prefab window. (1120451)
  • Android: Fixed an Editor crash when Unity Remote was used in project and Android support not installed. (1302221)
  • Android: Update Android Logcat package to version 1.2.1. See the package change log for full details.
  • Asset Pipeline: Fixed an issue with ResourceManager that at startup sometimes would get invalid asset states. (1296212)
  • Asset Pipeline: Fixed an issue where the AssetDatabase could unload active AssetBundle streams, causing object data to be incomplete (1256745, 1281356)
  • Build Pipeline: Fixed excessive gizmo rebuilding increasing the player build times by a lot. (1307498)
  • Editor: Fixed a changing editor mode issue which showed "Failed to load window layout" message. (1309845)
  • Editor: Fixed ReorderableList freezing Unity Editor when element height is 0. (1298594, 1300381)
  • Editor: Fixed ReorderableList ignoring custom property labels in inspector. (1297656)
  • Editor: Tooltips are now passed through into PropertyDrawers as part of the label. (885341)
  • Graphics: Fixed an Editor crashes with VFXExpressionContainer::EvaluateExpressions when opening a VFX Graph file.
  • Graphics: [SRP] Fixed an issue were reflections flickered when using SRP Batcher and Custom SRP. (1301727)
  • Particles: Fixed a crash when calling TriggerSubEmitter with a null sub emitter. A warning will now be produced. (1300728)
  • Profiler: Fixed Hierarchy view expansion state not persisting properly across frames stemming from the same session and between Hierarchy and Raw Hierarchy views. Additionally this fixes a potential NullPointerException in ProfilerFrameDataTreeView.AddExpandedChildrenRecursively. (1242253)
  • Scene/Game View: Fixed rare crash when rendering gizmos after a script recompilation. (1259765)
  • Scripting: Allow CreateDelegate to work when the delegate type returns an integer, but the method type returns an enum. (1288796)
  • Scripting: Fixed a crash when attempting to deserialize and new a class that was not fully instantiated. (1293534)
  • Scripting: Fixed a crash when calling fast memory APIs with null CommandBuffer. (1290649)
  • Scripting: Fixed incorrect UTC offset during daylight savings time transitions. (1288231)
  • Scripting: Fixed issue where CreateNLSocket on posix systems would return an incorrect handle. (1292368)
  • Services: Fixed an issue where in some cases a game would stall on close if analytics are enabled. (1300333)
  • Shaders: Added missing isnan() support to HLSLcc. (1300409)
  • Shaders: Fixed a caching preprocessor issue that incorrectly handle function-like macros declared in include files during shader import. (1311259)
  • Shaders: Fixed an Editor crashing issue when trying to render non-existent shader properties. (1304931)
  • Shaders: Fixed bad HLSLcc shader code generation on some RWTexture writes (1296751)
  • Shaders: Fixed GetSamplePosition support on Metal shaders. (1292155)
  • Shaders: Fixed GetSamplePosition support on Vulkan shaders. (1230243)
  • Terrain: Avoid unnecessary object loading in the terrain rendering code, therefore eliminate some main thread lock up due to scene being loaded asynchronously in the background. (1276854)
  • UI Elements: Fixed a graphics issue with Intel drivers that were causing bad stretching and clipping in the editor. (1309555)
  • UI Toolkit: Fixed an issue when undocking and redocking a shadergraph and then selecting a property on the blackboard throws UIElement errors (1302295)
  • Version Control: Fixed an issue where moving an asset just after adding it via AssetDatabase API was losing the asset VC state. (1283635)
  • WebGL: Fixed pixelated edges of soft shadows for WebGL. (1240932)
  • XR: Fixed an issue where ApplicationInfo was not being properly populated on Lumin platfom. (1304736)
  • Changes:
  • Shaders: Shader compiler logs are now generated in Logs folder instead of Library.

New in Unity 2021.1.0 Beta 7 (Feb 18, 2021)

  • Fixes:
  • 2D: Mark com.unity.2d.tilemap.extras as discoverable.
  • Android: Updated Android Logcat package to version 1.2.1.
  • Asset Pipeline: Fixed problem with ResourceManager that at startup sometimes could get invalid asset states. (1296212)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Bug Reporter: The Bug Reporter executable is now bundled with libssl 1.0.0 version. (1293315)
  • Burst: Clang segmentation fault on iOS when member function debug information was emitted, it is disabled for this platform now.
  • Burst: Fixed a bug that occurred when an explicitly laid out struct was used by a dup instruction, which caused an internal compiler error.
  • Burst: Fixed a bug where explicitly casting from an int to IntPtr would not sign extend the value.
  • Burst: Fixed a bug where if a user had defined multiple implicit or explicit casts, the compiler could resolve to the wrong cast.
  • Burst: Fixed a bug where loading from a vector within a struct, that was got from a NativeArray using an indexer, would cause the compiler to crash.
  • Burst: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992).
  • Burst: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.
  • Burst: Fixed DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.
  • Burst: Fixed managed implementation of sub_ss intrinsic.
  • Burst: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono.
  • Burst: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code.
  • Burst: Private [BurstCompile] methods no longer throw MethodAccessException.
  • Documentation: Fixed malformed URIs when requesting "Help->Unity Manual" and "Help->Script Reference" from the main menu, while using a redirect Documentation Server in Preferences. (1300346)
  • DX12: Fixed potential crash in Debug builds when exiting Unity Editor when DX12 is used. (1309031)
  • Editor: Fixed broken search for many types when attempting to assign assets to exposed property fields. (1307402)
  • Editor: UI Toolkit: UI Toolkit: Fixed cases where errors during static initialization of style resources would cause an infinite window layout loading error loop. (1309276)
  • GI: Fixed custom bake pipeline. (1293007)
  • IL2CPP: Avoid an incorrect InvalidCastException when a generic type using an enum generic parameter is cast. (1306288)
  • IL2CPP: Fixed exception when converting a void method with a reqmod or optmod modifier. (1293309)
  • iOS: Fixed iOS crash on termination of app from background. (1301133)
  • iOS: Generated Xcode project does not use MapFileParser. (1071993)
  • Package Manager: Fixed the issue where package items in the Package Manager window does not align properly. (1307752)
  • Package Manager: If a user chooses to continue from the UPM dialog warning them of an entitlement error in one of their packages, then once the Editor is open, Package Manager window will immediately open to the first package with an entitlement error.
  • Package Manager: Release Candidate packages will just be tagged as 'RC' again. Users on alpha/beta versions will no longer see packages tagged as 'Pre' if they don't have 'Enable Pre-release' setting enabled.
  • Particles: Fixed crash when calling TriggerSubEmitter with a null sub emitter. A warning will now be produced. (1300728)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed crash when prewarming a Particle System that uses a sub-emitter which itself uses the Trigger module. (1305352)
  • Physics: Ensure that the LocalPhysicsMode argument when used to load a Unity scene correctly creates a 2D/3D local physics world. (1295676)
  • Physics: Fixed an issue where a line/ray cast against a rotated BoxCollider2D that uses a non-zero EdgeRadius didn't always return a detection. (1303344)
  • Physics: Fixed an issue where an empty set of brackets would appear in a scene file when regenerating a CompositeCollider2D. (1292639)
  • Physics: Fixed multiple issues with the HingeJoint2D including maintaining a reference angle when deactivating and subsequently reactivating, ensuring that any initial rotation of either anchored Rigidbody2D are correctly taken into account and that the associated scene gizmo takes into account the reference angle used when displaying the joint limits. (1297373)
  • Profiler: Fixed Hierarchy view expansion state not persisting properly across frames stemming from the same session and between Hierarchy and Raw Hierarchy views. Additionally this fixes a potential NullPointerException in ProfilerFrameDataTreeView.AddExpandedChildrenRecursively. (1242253)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Validate cyclic dependencies on assembly definition update. (1293762)
  • Serialization: Fixed crash parsing invalid yaml containing : inside an inline mapping sequence []. (1302150)
  • Serialization: Fixed for Custom PropertyDrawer on fields inside managed array of polymorphic classes. (1232538)
  • Serialization: Fixed for inspection of enum fields on classes referenced with SerializeReference. (1304095)
  • Serialization: Fixed to delay OnAfterDeserialization call on objects referenced by serializedreference until all serializedreference objects had been instantiated. (1245749)
  • Serialization: Removed "Unexpected node type" errors from JSONUtility when non-array input applied to an array field. (1201453)
  • Shaders: Caching preprocessor will now correctly handle function-like macros declared in include files during shader import. (1311259)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed Editor crashing when trying to render non-existent shader properties. (1304931)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed shader breakage regression on certain project upgrade cases. (1306116)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: HLSLcc version bumps trigger compute shader recompilation again. (1307185)
  • Shaders: HLSLcc: Fixed missing bitcasts on some corner cases. (1299704)
  • Text: Fixed / added support for selecting which font face and style will be loaded from TrueType Collection (TTC) font files. (1309610)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Text: Fixed excessive memory overhead when loading font files from Font objects. (1309608)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Text: Fixed glyph positional adjustments sometimes returning a value of -Infinity. (1309609)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed errors caused by the use of the current culture to parse UXML attributes as float/double. (1308180)
  • UI Toolkit: Fixed playmode tint applied twice on UI Toolkit text. (1283050)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed undocking and redocking a shadergraph and then selecting a property on the blackboard throws UIElement errors. (1302295)
  • UI Toolkit: Patched graphics issue with Intel drivers causing bad stretching and clipping in the editor. (1309555)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Selecting the UI Builder selector creation field no longer selects the dot character, but instead places the curser right after it, to avoid erasing it by mistake. (UI Builder). (1310160)
  • Windows: Object selector no longer opens in between two windows in side-by-side multi-monitor setups. (1289440)
  • XR: Updated XR Interaction Toolkit to 1.0.0-pre.2.
  • XR: Fixed so XR Interaction Toolkit appears in Package Manager when pre-release packages are enabled.
  • API Changes:
  • Burst: Added: Intrinsics: Neon - Added support for basic vld1 APIs.
  • Changes:
  • Burst: Changed how exceptions throw types and messages are stored in our Burst binaries to reduce binary size.
  • Burst: Exception strings no longer contain the entry-point name of the job/function-pointer that caused the throw. This change was required because the Burst compiler has to produce deterministic results from any given compile, which is fundamentally opposed to per-entry-point function derivations.
  • Burst: Upgraded Burst to use LLVM Version 11.0.1 by default, bringing the latest optimization improvements from the LLVM project.
  • Shaders: Shader compiler logs are now generated in Logs folder instead of Library.
  • Timeline: Updated Timeline package to version 1.5.2.
  • Improvements:
  • Scripting: Changed Roslyn Analyzers to be run part of normal Compilation Step.
  • This will also result in Analyzer errors to be treated as an Compile Error.

New in Unity 2020.2.4 (Feb 14, 2021)

  • Fixes:
  • Android: Fixed rendering artifacts when using HDR rendering with MSAA on sold Mali Bifrost GPUs. (1303685)
  • Asset Pipeline: The Assembly version is no longer included in the script type hashes that was used for script type dependencies. (1294785)
  • Build Pipeline: During Player build, the progress bar would display the message "Bunding and compressing data", which contains a typo. This has been fixed to read "Bundling and compressing data". (1298398)
  • Burst: Fixed a crash when a call to System.Diagnostics.Debugger.Break from a Burst-compiled job or function pointer was called without a debugger attached. (1304756)
  • DX12: Fixed GPU hang due to corrupt SRV. (1290125)
  • Editor: Fixed an issue with the progress bar on windows when user code drives it in "non-modal" way. (1294895, 1294898)
  • Editor: Fixed crash in some progress bar scenarios that resulted in recursive repaints (e.g. after turning on raytracing support in HDRP) (1299576)
  • GI: Fixed an issue of a missing occlusion when baking LODs with the CPU lightmapper. (1296326)
  • GI: Make the default skybox probe and ambient probe automatically baked until a first manual bake is done. (1250293)
  • Graphics: Fixed a Severe one frame Motion blur artifacts issue that occurred on editing of blend shapes. (1299209)
  • Graphics: Fixed an incorrect GeometryJob Fence initialisation that caused graphical corruption in UI canvas rendering. (1290714)
  • Graphics: Fixed an issue where ComputeShader.SetConstantBuffer caused a freeze. (1299319)
  • IL2CPP: Emit compilable C++ code for C# string literals containing the "//" character sequence. (1288271)
  • IL2CPP: Ensure that FieldInfo objects for the same base class field from two different derived types do not match. (1295396)
  • IL2CPP: Fixed an incorrect behavior of asynchronous file stream reads. (1295116)
  • IL2CPP: Fixed an issue with re-throwing an exception from a catch that includes a nested try/catch block. (1281069)
  • iOS: Fixed an issue where UnityWebRequest sometimes got stuck on iOS 14.2+ when using ARFoundation. (1299873)
  • Kernel: Fixed random crash while executing TLSAllocator::FrameMaintenance. (1297307)
  • Linux: Automatically install toolchain for building Linux IL2CPP players when Linux IL2CPP component present. (1275117)
  • Package: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime.
  • Package: Fixed an issue where clang segmentation fault on iOS when member function debug information were emitted, it is disabled for this platform now.
  • Package: Fixed an issue where explicitly casting from an int to IntPtr would not sign extend the value.
  • Package: Fixed DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs.
  • Package: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono
  • Package: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code
  • Package Manager: Fixed an issue where users cannot use downloaded filter for the My Assets tab in Package Manager UI. (1307862)
  • Particles: Fixed an issue where Rate over Distance emission sets particle ages correctly. (1261813)
  • Profiler: Fixed an issue with sending enable/disable recording messages to connected players, where the player would not respond to the message correctly. (1271012)
  • Scripting: Fixed an issue where Response files list (csc.rsp) was not passed up to external compilers. (1307780)
  • Serialization: Fixed a crash when opening the Preset window on an object containing SerializeReference with instances accessible from multiple property path. (1290753)
  • Shaders: Fixed an issue where the Shader compiler did not handles CR line endings. (1297115)
  • Shaders: Fixed an issue where the Shader compiler would generate calls to bitfieldExtract when building for OpenGL ES 3 or WebGL 2. (1297812)
  • Shaders: Fixed incorrect code being generated for GATHER_PO instruction on Vulkan. (1299508)
  • Text: Fixed an issue where changes to TextMesh.color could be rendered a frame too early. (1252193)
  • UI: Fixed an issue where if a aspectRatioFitter has a parent assigned afterwards the cached parent wouldn't update properly. (1291977)
  • UI Toolkit: Binding operations are done asynchronously to improve performance and avoid editor lockups (1243897)
  • UI Toolkit: Fixed an issue where Right-click context menu on properties would not show on every bound field. (1197268)
  • UI Toolkit: Fixed an issue where UQuery: Query would not correctly returns all elements. (1288531)
  • UI Toolkit: Fixed an issue with Focus() method on TextField controls. (1206181)
  • UI Toolkit: Fixed Element not visible after being hidden/shown in a specific sequence issue.
  • UI Toolkit: Fixed missing icons when the atlas render texture was destroyed by the engine.
  • UI Toolkit: Fixed wrong addressing of dynamic transforms issue when new atlas slot is used. (1293058)
  • Video: Fixed an issue where the VideoPlayer.frameReady was not invoked for some frames. (1187256)
  • Video: [MacOS] Fixed an issue where UrlSource streaming stuttered in Video Player. (1227128)
  • XR: Fixed a deadlock when Windows player is invisible with VR enabled. (1304200)
  • XR: Updated the verified AR Foundation related packages to 4.0.10. Please see the AR Foundation package changelog for details.
  • API Changes:
  • GI: Added: Added two new callbacks: LightProbes.needsRetetrahedralization which is called whenever the current registered probes and tetrahedralization are out of sync, and LightProbes.tetrahedralizationCompleted which fires after (re-)tetrahedralization is done.
  • UI Toolkit: Changed: ChangeEvent are now called on bound field when value is first set on the control and matches default value (1273589)
  • Changes:
  • Graphics: Update SRP packages to 10.3.1 (1300426)
  • Package Manager: Update com.unity.purchasing to 2.2.2
  • Timeline: Updated Timeline package to version 1.4.6
  • Improvements:
  • Package: Update ProBuilder to 4.5.0.
  • Package: Upgrading input system package to 1.0.2
  • Scripting: Added support for Unity Version Defines in Assembly definition import options.
  • This feature improvement allows scripts to easily specify different code snippets for different unity version ranges. This is especially useful for introducing calls to newly added public APIs, in which case these API calls needs to be guarded by defines based on a unity version range of a given unity version or later.
  • Unity version range expression syntax is the same as package version range expressions. Unity version format differs from package version format, thus Unity version expressions are evaluated based on some rules specific to the Unity version format.
  • Comparison of release types follows the following rules: a

New in Unity 2021.1.0 Beta 6 (Feb 11, 2021)

  • Fixes:
  • Asset Import: Fixed issue where embedded textures cannot be extracted from FBX files. (1307542)
  • Burst: Moved burst to its own app domain, and handle the editor switching between release/debug script compilation, ensuring the burst domain is correctly recreated in with the same script compilation settings. This will fix managed debugging instabilities when burst compilation occurs during the debug session after the compilation mode was switched from release at launch. (1293391)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • DX12: Fix player crashing with "Failed to switch resolution" dialog in non-development builds. (1306126)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: 'Create Empty Parent' does not rely on Scene View position anymore
  • Editor: Fixed crash importing Book of the Dead into a new HDRP Project. (1300615)
  • GI: Fix missing selection highlighting in the light explorer window. (1295670)
  • This is a change to a 2021.1.0a2 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fix wrong game view rendering when using very special projection matrices with SRP (1268477)
  • Networking: UnityWebRequest: do not print errors to console for aborted requests. (1297654)
  • Profiler: Fixed crash in EditorProfilerConnection::HandleProfilerPlayerInfoMessage during Editor shutdown (1297988)
  • Profiler: Fixed occasional crash when using deep profiler with il2cpp (1303033)
  • Profiler: Fixed performance overhead in Asset Importer process due to profiler capture always enabled (1298257)
  • Profiler: Fixed statistics window showing 0 or flickering when in the Play Mode (1301835)
  • Scripting: Fix incorrect UTC offset during daylight savings time transitions (1288231)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed crash that would occur when we would attempt to deserialize and new a class that is not fully instantiated. (1293534)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed a bug where users could drag the slider knob behind the its text field when enabled.
  • UI Toolkit: Fixed PropertyField now able to have no label displayed if an empty string is passed as the label argument. Note that if a null value is passed, the label will still be displayed using the localized display name, like before. (1293580)
  • UI Toolkit: Fixed wrong addressing of dynamic transforms when new atlas slot is used (1293058)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: UQuery: Query now correctly returns all elements (1288531)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • iOS: Added: Added iOS.Device.iosAppOnMac flag to check if app built for iOS is running on Mac equipped with Apple Silicon chip.
  • UI Toolkit: Added: UQuery: Enumerator support allows for foreach iteration with no or minimal gc allocations
  • Improvements:
  • GI: Move memory related logging from console to log file.

New in Unity 2020.2.3 (Feb 4, 2021)

  • Fixes:
  • 2D: Fixed TilemapRenderer in Individual mode not rendering Tiles with Tilemap Color. (1295449)
  • Android: Fix Application.targetFrameRate and Screen.currentResolution.refreshRate on some variable refresh rate displays (1297149)
  • Android: Fixed Android Export Project option when Il2CPP used with C++ Compiler Configuration Master (1273917)
  • Animation: Fixed a bug where the most recent Animation Event is not triggered again when resetting Playable Time with SetTime(-1) (1230810)
  • Asset Import: Removed unsupported layerElement reference mode error logs. (1225010)
  • Audio: Fixed DSPGraph mixer thread exceptions. (1297730)
  • Audio: Fixed DSPGraph playback not pausing when player is paused.
  • Build Pipeline: Fix Unity command line player build failing due to invalid path argument to '-buildLinux64Player' (1285375)
  • Burst: Support for loading additional burst libraries in playmode/standalone for modding support. (1294664)
  • DX12: Fix for shader resource view of indirect argument buffer (1276431)
  • Editor: Added missing keycode mappings for special characters (e.g. ^, ~, |) (1281473)
  • Editor: Ensure there's proper Prefab and context menu handling for a ReorderableList as a whole, also when removing elements from the list. (1292522)
  • Editor: Exposed BuildUtility.BuildCanBeAppended to check for possibility of BuildOptions.AcceptExternalModificationsToPlayer usage (1288856)
  • Editor: Fix SceneHierarchy renaming using the context menu while a renaming is already active. (981190)
  • Editor: Fixed an issue where Asset Database dependencies were not included when exporting packages. (1250495)
  • Editor: Fixed AppStatusBar throwing MissingReferenceException when the Editor Layout is reset during Progress Bar updates. (1296666)
  • Editor: Fixed audio clip preview playback position when clicking on the waveform. (1294273)
  • Editor: Fixed Game Objects with Playable Director component can't be turned into a prefab when Timeline window is open in preview mode. (1223541)
  • Editor: Fixed ReorderableList not being drawn correctly while in horizontal layout (1289222)
  • Editor: Fixed serialized private inherited arrays not being reorderable by default (1298115)
  • Editor: Fixed [NonReorderable] not being applied to a private arrays inside a struct (1298288)
  • GI: Fixed color space for directional lightmap while baking with progressive updates. (1296784)
  • GI: Increase numerical stability in tetrahedralization code. (1287878)
  • Graphics: Added support for CreateExternalTexture with the Vulkan API
  • Graphics: Fixed an issue where the was no warning about double usage in shaders on metal. (1281502)
  • Graphics: Fixed incorrect shadows when using DrawMeshInstancedIndirect. (1281700)
  • Graphics: Fixed issue where speedtree textures were becoming unbound after clicking "Regenerate materials". (1231184)
  • Graphics: Fixed metal/vulkan shaders sometimes referencing inputs omitted by the compiler. (1277144)
  • Graphics: Fixed metal/vulkan shaders sometimes referencing outputs omitted by the compiler. (1290551)
  • Graphics: Fixed shaders that use immediate consts failing compilation under some circumstances (1283218)
  • Graphics: Fixed situation where Hybrid Renderer could throw errors because of invalid reflection data
  • Graphics: Issue an error message when trying to use the Hybrid Renderer V2 with SRP Batcher OFF. Also deterministically skip the rendering in this case. (1300072)
  • Graphics: Readded VSync Count tooltip in Quality Settings (1296699)
  • Graphics: Removed excessive CustomRenderTexture updates and fixed various dependency issues. (1249916, 1279212)
  • Graphics: Support for Crunched 16k textures. (1286157)
  • Graphics: Texture2D.PackTextured changes so that compressed textures with mips and a padding greater than zero are now decompressed (see documentation for details) (1063640)
  • IL2CPP: Avoid a crash on startup for assemblies that use nested types in the type. Google Ad Mobs has one such assembly, for example. (1287997)
  • IL2CPP: Fixed file and directory patterns ending with ".*" incorrectly including files names that partially match on non Windows platforms. (1286554)
  • IMGUI: Fixed the MissingMethodException when adding elements to ReorderableList with String type (1289219)
  • iOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.
  • Linux: Fixed an issue where the Linux Downloader would not properly extract files (1278063)
  • Linux: Fixed tooltip shows up in the window switcher as a separate window (1287440)
  • macOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.
  • Networking: UnityWebRequest: DownloadHandler.text will handle exception if encoding is not supported (fallback to UTF-8). (1288445)
  • Package Manager: Fixed 'My Registries' menu not showing up after configuring a scoped registry.
  • Package Manager: Fixed an issue where missing localhost in the hosts file configuration could prevent Unity from connecting to the Unity Package Manager. (1295543)
  • Package Manager: Fixed issues when using Unity Package Manager on Intel's 10th generation processor. (1238432)
  • Package Manager: Fixed issues where updates to outdated Assets does not show up in the Package Manager UI (1304459)
  • Package Manager: Fixed the issue where Open in Unity from Asset Store results in endless loading in Package Manager (1297749)
  • Particles: Fixed ParticleSystemRenderer GetMeshes freezing when one of its meshes had been destroyed and had gone null. (1238765)
  • Physics: Display Linear and Angular damping in the root of the ArticulationBody.
  • Prefabs: Fixed that dragging a Prefab asset to the Scene view while in Prefab Mode in Context did not render the dragged object normally but instead using the context render mode. (1279539)
  • Profiler: Fixed crash due to used textures stats counting when gfx jobs are enabled (1293569)
  • Profiler: Fixed ProfilerRecorder for "GC Allocated In Frame" reports 0 bytes if the Profiler isn't currently recording (1293607)
  • Profiler: Prevent disabled Profiler modules from pulling Profiler statistics. (1293059)
  • Profiler: Prevent the chart separator lines from disappearing when resizing or scrolling in the Profiler window. (1293049)
  • Scripting: Changed NativeArray limit of 2GiB in size, and now it can contain 2^31 items instead. (1262850)
  • Scripting: Fixed ApiUpdater internal recursion when assigning to deprecated Component.rigidbody (1276562)
  • Scripting: Fixed hang that would be encountered when mono's finalizer thread would compete with the debugger thread for a lock. (1288953)
  • Scripting: Fixed potential AsseblyUpdater assembly corruption when applying Camera.GetScreenHeight() / GetScreenWidth() -> Screen.height/width updates.
  • Scripting: Fixed potential AsseblyUpdater assembly corruption when field name and type needs updating.
  • Serialization: Fixed crash reordering array of struct, containing SerializeReference fields and non SerializeReference fields as well under certain circumstances. (1302360)
  • Serialization: FormerlySerializedAs attribute now correctly new value instead of old value if both are present. (1296458)
  • Serialization: ProjectSettings will now get re-serialized as text instead of as binary. (1289736)
  • Shaders: Fixed a crash when trying to set keywords on a material that has no shader assigned (1297087)
  • Shaders: Fixed compute and raytracing shader caching regression. (1306116)
  • Shaders: Fixed handling of the scalar after the matrix that is not 4xN. (1242345)
  • Shaders: Fixed local keyword from UsePass not working in the shader that uses the pass (1292128)
  • Shaders: Fixed shader memory being attributed to ShaderLab instead of individual shaders (1292198)
  • Terrain: Fix the case where terrain appears temporarily white during a scene save. (1304414)
  • Terrain: Fixed a crash when neighboring terrains have inconsistent heightmap settings. (1300660)
  • Terrain: Fixed terrain GI baking where holes are painted. (1300585)
  • Terrain: Fixed terrain normal maps and mask textures around holes. (1301214)
  • Terrain: Fixed the terrain geometry after painting holes. (1299939)
  • UI: Fix issue where a Graphic could be set as a raycast target even is disabled. (1290917)
  • UI Toolkit: Fixed performance of Line Renderer list of positions when its size is big enough to require scroll on the Inspector view. (1296193)
  • Video: [osx] Fixed a crash when playing a video at speed > 2x. (1240116)
  • XR: Fix Vulkan broken on Oculus Quest. (1304463)
  • Changes:
  • Shaders: Increased the global shader keyword limit to 384.
  • XR: The Oculus XR Plugin package has been updated to 1.7.0.
  • XR: Updated Windows XR SDK Plug-in to 4.4.0
  • XR: Updated XR Plug-in Management to 3.2.17
  • Improvements:
  • Physics: Rearrange the ArticulationBody properties so that damping and friction is located right after mass and is not visually separated from it by the anchor properties
  • Prefabs: Undo operations on objects in nested prefabs has been optimized by up to 30%
  • Shaders: Improved a warning about arrays in property sheets being capped to previous size (1297245)

New in Unity 2021.1.0 Beta 5 (Feb 4, 2021)

  • Fixes:
  • Android: Fixed rendering artifacts when using HDR rendering with MSAA on sold Mali Bifrost GPUs. (1303685)
  • Animation: Fixed an issue where low numbers of Animators would not multithread correctly. (1297358)
  • Asset Import: Fixed OnOpenAsset callbacks ignoring callback order. (1297473)
  • Asset Pipeline: Fixed an issue where the AssetDatabase could unload active AssetBundle streams, causing object data to be incomplete. (1256745, 1281356)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: The assembly version no longer included in the script type hashes that are used for script type dependencies. (1294785)
  • Editor: Fixed issues with progress bar on windows when user code drives it in "non-modal" way. (1294895, 1294898)
  • Editor: Fixed mouse up events not always correctly processed in Windows Editor when a progress bar is involved (e.g. scripts not immediately compiled when creating a new script and canceling the script rename operation, or clicking on Play button while scripts are still compiled). (1298258, 1300377)
  • Editor: Fixed out of bounds errors when copying mesh renderer lists containing more renderers than the destination LOD Group in the Inspector. (1299768)
  • Editor: Fixed PropertyEditor callback issue which prevented PropertyEditor from being deallocated.
  • Editor: Fixed ReorderableList incorrectly looping element selection when using arrow up or arrow down keys. (1305527)
  • Editor: Fixed ReorderableList sometimes reordering items when the user is multi-selecting elements. (1299784)
  • Editor: Tooltips are now passed through into PropertyDrawers as part of the label. (885341)
  • Graphics: Fixed a crash, when loading RenderDoc. (1298477)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed ComputeShader.SetConstantBuffer causing a freeze. (1299319)
  • Graphics: Fixed incorrect GeometryJob Fence initialisation causing graphical corruption in UI canvas rendering.
  • Graphics: Fixed missing clamp in spawn count, when the system support reaping particles. (1122404)
  • Graphics: Fixed Prefab Inspector preview (Editor) adding Renderer components into existing RayTracingAccelerationStructures while the Inspector preview is visible. (1297799)
  • Graphics: Fixed reflections flicker when using SRP Batcher and Custom SRP. (1301727)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed Severe 1 frame Motion blur artifacts occurring on editing of blend shapes is fixed, by not sending invalid motion vector state to the GPU. (1299209)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed [VFX] HUP regressions introduced by editor repaint optimizations. (1293323)
  • Graphics: Reseed is proceed while calling an OnPlayEvent. (1300115)
  • IL2CPP: Corrected stack frame entries for instance methods on value types. (1289863)
  • IL2CPP: Emit compilable C++ code for C# string literals containing the "//" character sequence. (1288271)
  • iOS: Fixed UnityWebRequest sometimes getting stuck on iOS 14.2+ when using ARFoundation. (1299873)
  • Linux: Automatically install toolchain for building Linux IL2CPP players when Linux IL2CPP component present. (1275117)
  • Package Manager: Fixed the issue where users cannot use downloaded filter for the My Assets tab in Package Manager UI. (1307862)
  • Profiler: Fixed an issue with sending enable/disable recording messages to connected players, where the player would not respond to the message correctly. (1271012)
  • Profiler: Fixed exit gui state when clearing to prevent errors when clearing profiler. (1305901)
  • Scripting: Fixed potential error due to ApiUpdater not handling extension methods correctly.
  • Search: Fixed mesh filtering in Project window (t:Mesh) doesn't show any Meshes. (1305383)
  • Search: Fixed search view inspector wide mode issues. (1299583)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Search: Fixed search window regresses usability when searching for files in packages. (1306179)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Serialization: Fixed to avoid YAML parse errors if script class had field names ending with "guid". (1273539)
  • Services: Fixed an issue where in some cases a game would stall on close if analytics are enabled. (1300333)
  • Text: Fixed bug where changes to TextMesh.color could be rendered a frame too early. (1252193)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed being able to paste USS Selectors from the Hierarchy pane and elements from the StyleSheets pane. Paste now works based on which pane is currently active. (UI Builder).
  • UI Toolkit: Fixed clicking in empty space in Hierarchy pane not deselecting a USS Selector and vice-versa for the StyleSheets pane. (UI Builder).
  • UI Toolkit: Fixed document settings (like Canvas background and zoom) being reset when editing a sub-document in-place. (UI Builder).
  • UI Toolkit: Fixed element highlight overlay not being reset after deleting the element. (UI Builder).
  • UI Toolkit: Fixed exception thrown when selecting the currently open UXML asset in the Project Window. (UI Builder).
  • UI Toolkit: Fixed float and double attributes not being stored correctly in UXML as CultureInvariant. (UI Builder).
  • UI Toolkit: Fixed handling of a deleted StyleSheet that is being used by the currently open UXML UI Document. (UI Builder).
  • UI Toolkit: Fixed non-whole pixel size and position values resulting from resizing or moving elements in the Viewport with the zoom set to 75%. (UI Builder).
  • UI Toolkit: Fixed not being able to create a single-character selector. (UI Builder).
  • UI Toolkit: Fixed not being able to rename USS Selectors directly inside the StyleSheets pane via double-click or the right-click menu.
  • UI Toolkit: Fixed null reference exception when using the Align style properties on a USS Selector. (UI Builder).
  • UI Toolkit: Fixed settings search not working for UI Builder settings in the Project Settings window. (UI Builder).
  • UI Toolkit: Fixed the InvalidCastException thrown when assigning a built-in image asset to a Texture2D in the UI Builder inspector. (UI Builder).
  • Video: Fixed VideoPlayer.frameReady not invoked for some frames. (1187256)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Fixed [osx] crash when playing a video at speed > 2x. (1240116)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed issue where shadows would jitter while rotating a camera at an extreme distance from the origin of the scene in mono rendering. (1281930)
  • XR: Updated the verified AR Foundation related packages to 4.1.3. Please see the AR Foundation packages' changelogs for details.
  • API Changes:
  • GI: Added: Added two new callbacks: LightProbes.needsRetetrahedralization which is called whenever the current registered probes and tetrahedralization are out of sync, and LightProbes.tetrahedralizationCompleted which fires after (re-)tetrahedralization is done.
  • Changes:
  • 2D: Updated com.unity.2d.sprite package license.
  • 2D: Updated com.unity.2d.tilemap package license.
  • Package: Updated Code Coverage package to v1.0.0-pre.3.
  • Search: Removed the resource search provider (res:).
  • XR: Updated verified Windows Mixed Reality package to version 5.2.0.
  • Improvements:
  • Package: Updated input system package to 1.0.2.

New in Unity 2021.1.0 Beta 4 (Jan 31, 2021)

  • Fixes:
  • 2D: Fixed GameView does not refresh when dragging Sprite into SceneView on Windows. (1284452)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed Application.targetFrameRate and Screen.currentResolution.refreshRate on some variable refresh rate displays. (1297149)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed a bug where the most recent Animation Event is not triggered again when resetting Playable Time with SetTime(-1). (1230810)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Burst: Fixed a crash when a call to System.Diagnostics.Debugger.Break from a Burst-compiled job or function pointer was called without a debugger attached. (1304756)
  • Editor: Device Simulator added support for changing PlayModeView when maximized. (1288712)
  • This is a change to a 2021.1.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Device Simulator no longer throws errors when swapping to the Game window when maximized. (1288424)
  • This is a change to a 2021.1.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Enabled texture compression on built-in Device Simulator overlays, reducing editor size by 350 MB. (1298009)
  • This is a change to a 2021.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed AppStatusBar throwing MissingReferenceException when the Editor Layout is reset during Progress Bar updates. (1296666)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed array element selection being lost after performing undo. (1292456)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed array inspector header not opening a context menu. (1282685)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed bad initial sync of searchquery. (1296709)
  • Editor: Fixed selection outline rendering for objects with a custom selection outline pass, including Terrain. (1304439)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the Background Tasks window's progress bar styling and scrollbar issues. (1295686)
  • This is a change to a 2021.1.0a6 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Updated sync icon. (1296453)
  • Editor: Use Search Default Search engine for new project. (1296465)
  • GI: Fixed an issue of missing occlusion when baking LODs with the CPU lightmapper. (1296326)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed color space for directional lightmap while baking with progressive updates. (1296784)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Increased numerical stability in tetrahedralization code. (1287878)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed missing support for coarse/fine derivatives in shader code.
  • Graphics: Readded VSync Count tooltip in Quality Settings. (1296699)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Removed excessive CustomRenderTexture updates and fixed various dependency issues. (1249916, 1279212)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Kernel: Fixed random crash while executing TLSAllocator::FrameMaintenance. (1297307)
  • Mono: Allow CreateDelegate to work when the delegate type returns an integer, but the method type returns an enum. (1288796)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mono: Fixed regression where we would wait a full 2 second timeout on shutdown. (1295072)
  • This is a change to a 2021.1.0a4 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where missing localhost in the hosts file configuration could prevent Unity from connecting to the Unity Package Manager. (1295543)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue which prevented starting the Unity Package Manager on Linux under specific circumstances.
  • Package Manager: Fixed an issue which prevented starting the Unity Package Manager on Windows 7. (1298330)
  • Package Manager: Fixed sample display name error info box when package is not in development and package manager set to lowest width.
  • Package Manager: Fixed the issue where Open in Unity from Asset Store results in endless loading in Package Manager. (1297749)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed an issue with System.XML depending on writing/reading from the registry which caused macOS Notarization to fail. (1292941)
  • Scripting: Fixed hang that would be encountered when mono's finalizer thread would compete with the debugger thread for a lock. (1288953)
  • Scripting: This PR fixes various issues when starting the editor and loading a project with compilation setup errors (eg. cyclic assembly references, multiple precompiled assemblies with the same name and others). These type of errors are now treated as other compilation errors, the Editor will suggest entering Safe Mode and will correctly report the setup errors in the Unity editor console regardless if user chooses to enter Safe Mode or load the project in normal editor mode. (1277885)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Fixed crash reordering array of struct, containing SerializeReference fields and non SerializeReference fields as well under certain circumstances. (1302360)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: FormerlySerializedAs attribute now correctly new value instead of old value if both are present. (1296458)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed an issue with Editor not showing 2D sprites when build target is set to WebGL. (1298555)
  • This is a change to a 2021.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: Fixed incorrect code being generated for GATHER_PO instruction on Vulkan. (1299508)
  • Shaders: Shader compiler how handles CR line endings. (1297115)
  • Shaders: Shader compiler will no longer generate calls to bitfieldExtract when building for OpenGL ES 3 or WebGL 2. (1297812)
  • Terrain: Fixed terrain normal maps and mask textures around holes. (1301214)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Terrain: Fixed the terrain geometry after painting holes. (1299939)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed performance of Line Renderer list of positions when its size is big enough to require scroll on the Inspector view. (1296193)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: UrlSource streaming stutters in Video Player. (1227128)
  • XR: Fixed deadlock when Windows player invisible with VR enabled. (1303904)
  • XR: Fixed for Vulkan broken on Quest Apps. (1304463)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Improvements:
  • License: Sync access token with L-Client upon change.
  • Physics: Rearrange the ArticulationBody properties so that damping and friction is located right after mass and is not visually separated from it by the anchor properties.

New in Unity 2020.2.2 (Jan 22, 2021)

  • Fixes:
  • AI: Fix NavMeshAgent oscillates across a point when moving close to edges (1274343)
  • AI: Fixed a crash that occured during building Navmesh from multi-floor multi-area-type source. (1273805)
  • AI: Fixed an editor crash when a mesh used for baking the NavMesh got destroyed. (1070148)
  • AI: Fixed exception when requesting a path with a negative agent type ID. (1278829)
  • Android: Export gradle project failing when using custom base build.gradle only the first time. (1245249)
  • Android: Fix regression in 180 degree rotation reporting. (1273594)
  • Android: Fixed a framebuffer fetch on Adreno issue. (1271787)
  • Android: Fixed an issue where draws after indirect draw result in corrupt geometry on Adreno. (1271258)
  • Android: Fixed issue when Unity Remote system is unable to connect to Android devices due to incorrect adb executable file path. (1251622)
  • Animation: Fixed a crash caused by Avatars in Prefabs. (1278233)
  • Animation: Fixed crash when calling SamplePlayableGraph with Custom Playable (1272325)
  • Asset Bundles: Fixed occasional graphics job related crash when unloading an AssetBundle that contains Shaders (1264580)
  • Asset Import: Fixed "ArgumentOutOfRangeException: StartIndex cannot be less than zero" errors when selecting some specific Models. (1287132)
  • Asset Import: Fixed issue where meshes with no material assigned in FBX files are imported with a transparent material. (1290483)
  • Asset Import: Fixed wrong pivot conversion when ResampleCurves is disabled in ModelImporter. (1283884)
  • Asset Pipeline: Fixed an issuw where previews of assets using SRP were pink when the pipeline hasn't been persisted. (1264676)
  • Asset Pipeline: Fixed issue where Assertion failed on expression: 'txn.IsBlacklistEmpty()' was being triggered, due to certain checks not happening before a Refresh was deemed completed. (1247090)
  • Audio: In the editor the audio output device is now automatically suspended after a longer duration of inactivity in order to allow the operating system to enter sleep mode. This can be disabled in the audio project settings. (995866)
  • Burst: Fixed a bug in LLVM that it would incorrectly convert some memset -> memcpy if both pointers derived from the same memory address, and where one indexed into the 0th element of the pointer.
  • Burst: Fixed a failure on linux builds where libdl.so cannot be found.
  • Burst: Fixed managed implementation of sub_ss intrinsic.
  • Burst: Made math.shuffle compile correctly when non-constant ShuffleComponent's are used.
  • DX12: Fixed a crash when executing a CommandBuffer that references a deleted RayTracingAccelerationStructure object. (1296035)
  • DX12: Fixed recurring errors in the Console window when using Light Probe mode Off usage and ray tracing. (1291419)
  • DX12: Fixed [D3d12 - "Failed to create a heap!"] message when starting editor in D3D12 mode (1284462)
  • Editor: C# scripts containing instructions in disabled conditional sections that are located before preprocessor directives are now correctly imported. (1295088)
  • Editor: Fixed a crash occurring in the Recent Scenes menu option when a Scene is unloaded in SceneOpenedCallback. (1294937)
  • Editor: Fixed a FileNotFoundException issue when using gzip compression for WebGL on Linux. (1268262)
  • Editor: Fixed an issue that would result in the Unity Editor Update Check window opened in an incorrect state followed by the Editor crashing. (1285668)
  • Editor: Fixed an issue when pop-up windows like Color Picker closed upon clicking them when they were hovered on immediately after opening. (1239613)
  • Editor: Fixed an issue where deselecting floating preview window throws null reference exception and GUI errors. (1278192)
  • Editor: Fixed an issue where SearchField showed a clear button when passed a null search text string. (1252262)
  • Editor: Fixed array element selection being lost after performing undo. (1292456)
  • Editor: Fixed array inspector header not opening a context menu issue. (1282685)
  • Editor: Fixed issue where scene visiblity/picking didn't work with objects in the DontDestroyOnLoad scene. (1234777)
  • Editor: Fixed missing icon size slider in project browser in one column layout. (1295227)
  • Editor: Fixed ReorderableList having wrong label/field width ratio
  • Editor: Fixed ReorderableList not being correctly indented while defined in serializable classes and structs (1292183)
  • Editor: Fixed Script Execution Order Add Item drop-down menu in Project Setings was not opening in the Windows Editor when there were over 1000 items, prevents drop down menu item insertion when system limit was reached instead of preventing insertion above 1000 item. (1265757)
  • Editor: Fixed spurious memory leak warning when using JobHandle.CombineDependencies() with long-running jobs. (1284488)
  • Editor: Fixed the null reference exception that occurs each time a user game is recompiled. (1273144)
  • Editor: Properly show update check window in the editor on application launch when a new version is available. (1274737)
  • Editor: Reverted fontRenderingMode from FontRenderingMode.Smooth back to FontRenderingMode.OSDefault. (1262281)
  • Editor: Windows Download Assistant no longer calculates the install size as being the same as the download size (1297868)
  • GI: Fixed a crash in Enlighten::CpuUpdateManager::UpdateGpuTexture when starting GI bake after baking previous scene with GPU progressive lightmapper. (1250819)
  • GI: Fixed a crash in progressive lightmapper seam stitching when a mesh containing NaNs was added. (1263058)
  • GI: Fixed an issue wehre the reflection probe encoding was not independent of convolution type on mobile. (1269207)
  • GI: Fixed an issue where realtime textures could be assigned to a customProbe. A warning is now displayed. (1243849)
  • Graphics: Added ability to check equality for SwapChainConfiguration.
  • Graphics: Added fast bath for ComputeShader.Begin/EndWrite on Console DX11 (1295411)
  • Graphics: CPU optimisation for graphics memory allocation/deallocations.
  • Graphics: Disabled Texture MipMap Stripping of Crunch Compressed textures. (1295490)
  • Graphics: Fix targetTexture rendering black screen when changing it in OnPreRender(). (1274376)
  • Graphics: Fixed a crash when optimizing Mesh which contained overlapped indices in sub meshes. (1288561)
  • Graphics: Fixed a performance isssue with SRP Batcher ON and very specific highly static batched scene. (1295145)
  • Graphics: Fixed a Player crash with Size overflow in allocator from AllocAndFillInstancedData (hybrid v1). (1289613)
  • Graphics: Fixed an incorrect rendering order issue by the Particle System when using 'Sorting Fudge'. (1256788)
  • Graphics: Fixed an issue where a list of exposed VT formats were out of sync. (1283237)
  • Graphics: Fixed an issue where the Editor text on Mac OSX would randomly become corrupted. (1267885)
  • Graphics: Fixed assert triggered when using RenderTexture with a VT stack. (1284710)
  • Graphics: Fixed cascaded shadows from directional lights suddenly disappearing under certain nearplane/shadow distance constellations. This error was occurring when Stable Fit shadow cascades were used. (1225499)
  • Graphics: Fixed data race on constant buffer data on DX12. (1299525)
  • Graphics: Fixed GLES device leaking texture IDs in some circumstances (1261513)
  • Graphics: Fixed mastertexture limit affecting the miplevel of cubemaps in the player. (1277191)
  • Graphics: Fixed Texture2DArray, CubemapArray and SparseTexture being not supported in batch mode (1291999)
  • Graphics: terrain tree imposters transparency fix on GLES (1287879)
  • Graphics: Using Mesh Compression import setting on non-standard vertex data formats no longer crashes. (1267820)
  • Graphics: [VFX] SRP Batcher issues with VFX Shadow-casters (1296980)
  • IL2CPP: Fix a case where an interface could be incorrectly removed from a type when no .ctor for that type was marked. (1222808)
  • IMGUI: Fixed an issue when Event.mousePosition value was not updated throughout the drag operation while dragging assets in scene. (1287856)
  • IMGUI: Fixed the text cursor becoming invisible if an exception was thrown from inside of SelectableLabel. (1293370)
  • Kernel: Print info about which allocator Unity engine is using. (1296992)
  • License: Client can now parse latest PACL xml schema
  • License: Fixed license validation when serial number is empty on macOS (1279866)
  • Linux: Fixed an issuw with Invalid window layouts crashing the editor when loaded. (1286251)
  • Linux: Fixed game controller and joystick serial numbers (1269974)
  • macOS: Fixed Apple silicon DTK freezing when running Unity. (1292999)
  • Networking: UnityWebRequest: fix possible data corruption in UploadHandlerFile (1238418)
  • Package: The Post-Processing package has been updated to version 3.0.1. See package change log for full details.
  • Package Manager: Fixed an issue on startup where assets in immutable packages could be incorrectly logged as having been modified. (1279382, 1287305)
  • Package Manager: Fixed an issue when a user switches an account and the package list refresh the new assets, a null ref exception occured.
  • Package Manager: Fixed the issue where TextFields added to Package Manager window as extensions being set to readonly by default. (1285806)
  • Package Manager: Recommend update to latest version for packages that is not part of the Unity registry and packages that are in preview.
  • Particles: Fixed inspector switching from multi edit mode to single edit whilst making changes. (1282252)
  • Physics: Added a missing property tooltips for Physics 2D project setting properties of "Gizmos" and "Layer Collision Matrix". (1276423)
  • Physics: Ensure that changing a Rigidbody2D constraint on a prefab instance results in the change being indicated by a bold label in the inspector. (1265836)
  • Physics: Ensure that changing the Rigidbody2D mass distribution correctly adjusts the center of mass velocity. (1272075)
  • Physics: Ensure the 2D per-frame SimulationMode2D correctly runs the simulation after the Update script callback and not before it to match FixedUpdate script callback. (1274820)
  • Physics: Fixed an issue when filtering out bad 2D physics collision shapes produced by the internal shape tessellator where occasionally a good shape is filtered out. (1274172)
  • Physics: Fixed an issue where OnCollision events wer not happening when the listening script was added to a GameObject after the ArticulationBody component. (1258247)
  • Physics: Fixed an occasional crash when destroying a PhysicsScene2D while destroying active contacts or collider-ignore-collision settings. (1268659)
  • Playables: Fixed crash in playable graphs when multiple notification receivers callbacks exist and change the source playable graph in a destructive manner (1290690)
  • Prefabs: Fixed a distorted UI for Prefab override comparison window when a changed component is selected. (1069062)
  • Prefabs: Fixed a regression preventing both required component and the dependent from both being removed from a prefab instance. (1277654)
  • Prefabs: Fixed collection of direct dependencies on Prefabs (1178737)
  • Prefabs: Fixed lost reference issues when applying added GameObject from context menu. (1237942)
  • Prefabs: Improved error handling when loading broken prefab files (1278298)
  • Profiler: Fixed a situation when Profiler remains active even with Profiler window closed in play mode. (1249581)
  • Profiler: Fixed an issue where Hierarchy Views randomly collapsed (i.e. hiding their children) parts of the sample tree when Editor Only samples were present in a frame and the "Collapse EditorOnly Samples" option was turned on (default setting is on). (1297955)
  • Profiler: Fixed an issue where the Profiler connection dropdown was not showing multiple players running on the same machine. (1271502)
  • Profiler: Fixed CPU Module Detailed view sorting when search field is active (1214785)
  • Profiler: Fixed visualization of a selected frame which is no longer available in Profiler hierarchy view to unify hierarchy and timeline view behavior. (1242627)
  • Scene Manager: Allow scenes to be saved to packages from the save panel. (1276187)
  • Scripting: Added an option to disable Signed Assembly version validation. (1193928)
  • Scripting: DEVELOPMENT_BUILD is included in Assembly define list when EditorUserBuildSettings.development is set to true (1294142)
  • Scripting: Fix minor documentation issue in Player Settings for Get/SetAdditionalCompilerArgumentsForGroup.
  • Scripting: Fixed a compilation problem when using Reference assemblies and an assembly has compiler errors, some dependent assemblies might not get recompiled
  • Scripting: Fixed a StackOverflow isue when building player in certain cases. (1288883)
  • Scripting: Fixed crash during Domain Reloads after modifying scripts. (1262671)
  • Serialization: Ensure that SerializedProperty.DataEquals works consistently even on fields prior to an alignment boundary. (1294238)
  • Serialization: Fixed crash in player due to corruption in GlobalGameManager caused by usage of UIToolkit package under specific scenario. (1296253)
  • Shaders: Exposed Render Queue control on the Standard shader (1287934)
  • Shaders: Fixed allocator errors due to orphaned memory when canceling a build during shader compilation. (1224325)
  • Shaders: Fixed an Editor failurs due to shader compiler communication issues when using some VPN solutions. (1025558)
  • Shaders: Fixed bad GLSL code generation on some cases accessing loop inductor inside the loop. (1267920)
  • Shaders: Fixed missing shader warnings when getting the shader variant from cache server. (1283021)
  • Shaders: Fixed missing shared compiler warnings when targeting GL/Vulkan/Metal/Switch. (1281243)
  • SpeedTree: Fixed an issuw where the button would not appear in Mesh Renderer and LOD Group component inspector if Unity detected wrong SpeedTree shader is used (for instance Nature/SpeedTree8 shader is used for meshes that come from SpeedTree 7 assets, and vice versa), and will correct them if clicked. (1237736)
  • UI: Add option to not activate the inputfield on selection. Helpful for controller based platforms where navigating to items is required to navigate UI. (1268708)
  • UI: Fallback to non SRP when rendering uGUI's profiler rerender even if SRP is in use. (1275870)
  • UI: Fixed an issue where OnDrop callback was not being called when using a TouchScreen. (1279352)
  • UI: Fixed an issue where the tiling and offset were no longer applied at the material level. (1287864)
  • Universal Windows Platform: Fixed a rare crash within TouchScreenKeyboard caused by a race condition (1286442)
  • Universal Windows Platform: Fixed Backspace and Selection not working properly on Xbox and HoloLens (1288229)
  • Universal Windows Platform: Fixed old TouchScreenKeyboard and XAML forms from being used in XAML HoloLens apps (1256386)
  • Universal Windows Platform: Fixed TouchScreenKeyboard immediately hiding on Xbox One when focusing an InputField (1287100)
  • Version Control: Fixed a crash on initial script recompilation when script tried to checkout assets (1275692)
  • Video: [macOS][iOS][tvOS] Fixed a Video Player lags issue when Playback Speed is changed. (1168597)
  • Virtual Texturing: Fixed a crash that occured during tile extraction of invalid virtual texture stacks.
  • WebGL: Fixed a bug where calling unityInstance.Quit() from JavaScript would not let JS VM garbage collect away the Unity game instance. (1188667)
  • WebGL: Fixed a memory error crash when using the "Convert To Entity" component. (1254779)
  • Windows: Fixed an issue where the full Windows 10 version including edition, build (with UTR) Version, and architecture was not logged when running the editor for diagnosis. (1251004)
  • XR: Updated the com.unity.xr.legacyinputhelpers to 2.1.7 package. Fixes automation compilation error when URP and HDRP are in the same project and fix for isolation compilation. (1297184)
  • API Changes:
  • Build Pipeline: Added: ContentBuildInterface.CalculatePlayerSerializationHashForType for providing precise per type dependency tracking for incremental rebuild of asset bundles.
  • Changes:
  • Asset Import: When Meshes have no material defined in the imported file, the ModelImporter will now assign the default material to them rather than creating a 'No name' material sub-asset.
  • Burst: Preserve the frame pointer when debugging is enabled to aid debugging.
  • Package Manager: com.unity.purchasing updated to 2.2.1, adding full support for the implementation of GooglePlay Billing Library v3 library in the Asset Store In-App Purchasing module (includes an essential runtime hotfix over 2.2.0).
  • Timeline: Updated Timeline package to version 1.4.5
  • UI: Changed the Shader property for soft masking from _MaskSoftnessX / Y to _UIMaskSoftnessX / Y so we dont overlap with TMP's shader properties.
  • Improvements:
  • Graphics: Improved handling of VirtualTexturing enabled state outside of the player settings UI. (1264576)
  • WebGL: Added support for PVRTC and RG16 textures. Enable use of high-performance WebGL GPU powerPreference. (1187965)

New in Unity 2021.1.0 Beta 3 (Jan 22, 2021)

  • Fixes:
  • 2D: Fixed TilemapRenderer in Individual mode not rendering Tiles with Tilemap Color. (1295449)
  • Audio: Fixed DSPGraph mixer thread exceptions. (1297730)
  • Audio: Fixed DSPGraph playback not pausing when player is paused.
  • Build Pipeline: During Player build, the progress bar would display the message "Bunding and compressing data", which contains a typo. This has been fixed to read "Bundling and compressing data". (1298398)
  • Editor: Added padding to ReorderableList elements. (1281324)
  • Editor: Fixed audio clip preview playback position when clicking on the waveform. (1294273)
  • Editor: Improved the performance of the model importer when dealing with degenerate triangles. (1232201)
  • Editor: String, Integer, Float, Character and BoundsInt type SerializedProperties now have Copy/Paste context menu options.
  • Graphics: Backporting fix for Metal bug where multiple render targets that share a blend state can have an incorrect write mask. (1296917)
  • Graphics: Fixed situation where Hybrid Renderer could throw errors because of invalid reflection data.
  • Graphics: GetGraphicsApiMask should be called in VisualEffectImporter to force reimport while changing API. (1300054)
  • Graphics: Issue an error message when trying to use the Hybrid Renderer V2 with SRP Batcher OFF. Also deterministically skip the rendering in this case. (1300072)
  • Graphics: Texture2D.PackTextured changes so that compressed textures with mips and a padding greater than zero are now decompressed (see documentation for details). (1063640)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Typed UAV read supports mediump on Switch.
  • IL2CPP: Corrected the behavior of asynchronous file stream reads. (1295116)
  • IL2CPP: Ensured that FieldInfo objects for the same base class field from two different derived types do not match. (1295396)
  • IL2CPP: Fixed file and directory patterns ending with "." incorrectly including files names that partially match on non Windows platforms. (1286554)
  • *This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed issues where updates to outdated Assets does not show up in the Package Manager UI. (1304459)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Display Linear and Angular damping in the root of the ArticulationBody.
  • Profiler: Fixed crash due to used textures stats counting when gfx jobs are enabled. (1293569)
  • Profiler: Fixed crash when -profiler-enable arg is used. (1295637)
  • Profiler: Fixed ProfilerRecorder for "GC Allocated In Frame" reports 0 bytes if the Profiler isn't currently recording. (1293607)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Prevent disabled Profiler modules from pulling Profiler statistics. (1293059)
  • Profiler: Prevent the chart separator lines from disappearing when resizing or scrolling in the Profiler window. (1293049)
  • Shaders: Fixed a crash when trying to set keywords on a material that has no shader assigned. (1297087)
  • Shaders: Fixed local keyword from UsePass not working in the shader that uses the pass. (1292128)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed shader memory being attributed to ShaderLab instead of individual shaders. (1292198)
  • Terrain: Fixed a crash when neighboring terrains have inconsistent heightmap settings. (1300660)
  • Terrain: Fixed terrain GI baking where holes are painted. (1300585)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Terrain: Fixed the case where terrain appears temporarily white during a scene save. (1304414)
  • This is a change to a 2021.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Changes:
  • Editor: Deleting an object reference array entry in inspector now removes that array element. Previously first deletion was setting element reference to none, and only the second deletion was deleting the element.
  • XR: The Oculus XR Plugin package has been updated to 1.7.0.
  • Improvements:
  • Editor: Improved multi-select performance in ReorderableList. (1279141)
  • Scripting: Performance improvements in ApiUpdater.
  • Shaders: Improved a warning about arrays in property sheets being capped to previous size. (1297245)
  • Features:
  • Package Manager: Ability to install a upm package from a browser hyperlink (including an experimental package).

New in Unity 2021.1.0 Beta 2 (Jan 14, 2021)

  • Fixes:
  • Editor: Fixed Asset Store tools no longer working. (1299815)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed ReorderableList not being drawn correctly while in horizontal layout. (1289222)
  • Editor: Fixed repeated 'Month must be in range [1-12]!' errors. (1302915)
  • This is a change to a 2021.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed serialized private inherited arrays not being reorderable by default. (1298115)
  • Editor: Fixed [NonReorderable] not being applied to a private arrays inside a struct. (1298288)
  • macOS: Fixed Apple silicon DTK freezing when running Unity. (1292999)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed ParticleSystemRenderer GetMeshes freezing when one of its meshes had been destroyed and had gone null. (1238765)
  • Scene/Game View: Fixed exception when deleting a selected Particle Effect. (1295035)
  • Shaders: Frame debugger now shows Integer properties in the draw call description. (1294069)
  • Universal Windows Platform: Fixed input on IMGUI elements when using the new input system. (1201666)
  • Windows: Fixed input latency increasing by 1 frame when switching between exclusive fullscreen and other fullscreen modes on D3D11 and D3D12 graphics APIs. Also fixed rendering freezing when switching from windowed mode to exclusive fullscreen and back on D3D11 and D3D12 graphics API when Nahimic software is installed and NahimicOSD.dll injects itself into the game. (1265095)
  • Windows: Fixed Windows player infrequently deadlocking when changing fullscreen modes on D3D11 and D3D12 graphics APIs.
  • XR: Backport trunk fix for gfx event was missing when FrameDebugger enabled to 2021.1 branch. (1275361)
  • Changes:
  • Shaders: Increased the global shader keyword limit to 384.

New in Unity 2020.2.1 (Dec 24, 2020)

  • Fixes:
  • Documentation: Fixed an issue with the editor documentation redirect links. (1300346)
  • Editor: Fixed an issue where the Asset Store tools were no longer working. (1299815)
  • WebGL: Fixed an audio clip autoplay regression in WebGL builds. (1276713)

New in Unity 2020.2.0 (Dec 17, 2020)

  • Fixes:
  • Android: Fixed an issue when accessing streamable assets time is increased due to incorrect compression settings. (1276114)
  • Animation: Fixed an issue where changes to an entry transition would not rebuild the state machine. (1282801)
  • Asset Pipeline: Fixed a Project Startup slow time issue due to an unmatched Custom Dependencies. (1276078)
  • Graphics: Fixed a bad sort operation that caused random crashes during lightmap baking on OSX. (1271626)
  • macOS: Fixed an issue where target .xcodeproj was used instead of the target directory when building MacOS Xcode Project. (1288729)
  • Scripting: Fixed an Infinite project load when PrecompiledAssemblyException was encountered with clean project. (1277885)
  • Changes:
  • Graphics: Updated the SRP packages and template to version 10.2.2 (1291998)

New in Unity 2021.1.0 Alpha 9 (Dec 11, 2020)

  • Fixes:
  • 2D: Fixed IDE tooltip for Tilemap documentation. (1292596)
  • 2D: Fixed NullReferenceException thrown continuously on selecting Sprite Atlas V2(Experimental) Mode is selected in Editor Settings. (1294726)
  • This is a change to a 2021.1.0a6 change, not seen in any released version, and will not be mentioned in final notes.
  • AI: Fixed an issue with OffMeshLink prefab leaking to the main scene after closing the prefab window. (1120451)
  • Android: Don't make gray banner when no graphics. (1199310)
  • Android: Fixed case 1287770, related to super-slow playback of video in asset bundles on Android. (1287770)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Added a null check when using culling mode and having the renderer become visible. (1294699)
  • Animation: Fixed an animation coverity defect by making sure we cannot go out of bounds. (1295247)
  • Asset Import: Fixed a rare unstable asset hash for assets with large metadata. (1285620)
  • Asset Import: Fixed wrong pivot conversion when ResampleCurves is disabled in ModelImporter. (1283884)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Texture Preview now updates correctly when switching from Alpha 8. (1181655)
  • Asset Pipeline: Fixed an issue where hash of a .asset file on disk was being updated locally without going through the AssetDatabase, resulting in native source assets to not be reloaded. (1183116)
  • Asset Pipeline: Previews of assets using SRP are pink when the pipeline hasn't been persisted. (1264676)
  • Documentation: Updated the documentation to describe the design of OnApplicationFocus when using Play Mode in the Editor. (1283510)
  • Editor: Double click on tab header maximizes/unmaximizes it. (1279177)
  • Editor: Fixed an issue to disable cut and copy in context when multiple objects are selected with different values. (1292164)
  • Editor: Fixed an issue to set EnumFlagsField values properly while editing with multi-selected objects. (1282836)
  • Editor: Fixed FileNotFoundException when using gzip compression for WebGL on Linux. (1268262)
  • Editor: Fixed focused inspector window tab is not updated when GameObject is renamed. (1285646)
  • Editor: Fixed missing icon size slider in project browser in one column layout. (1295227)
  • Editor: Fixed Search icon size slider. (1293955)
  • This is a change to a 2021.1.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed to restrict the access of CurrentViewWidth Property within OnGUI. (1289492)
  • Editor: Null Reference check missing. (1295024)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Shows the filename if the SearchQuery don't have a name. (1293948)
  • This is a change to a 2021.1.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: The input package now correctly calculates mouse deltas when the cursor is locked under Linux. (1248389)
  • Editor: The Unity Download Assistant on Windows now correctly displays progress as a positive percentage. (1294162)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: The Unity Download Assistant on Windows now correctly prompts for the download and install path. (1294753)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Make reflection probe encoding independent of convolution type on mobile. (1269207)
  • Graphics: Fixed a crash when changing graphics API to vulkan. (1293565)
  • This is a change to a 2021.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed a memory leak and a potential crash, when re-writing mesh buffers contents. (1293317)
  • This is a change to a 2021.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed an issue where high numbers of materials would slow down unloading of Asset Bundles containing shaders. (935529)
  • Graphics: Fixed bad sort operation that was causing random crashes during lightmap baking on OSX. (1271626)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed erroneous assertion after calling Object.DestroyImmediate on a rendertarget that was just unbound. (1270401)
  • Graphics: Removed parent hiearchy keeping world transform in sceneView for VisualEffect. (1288444)
  • Graphics: Standalone Server Build forces Gfx Threading Mode Direct.
  • IMGUI: Fixed the MissingMethodException when adding elements to ReorderableList with String type. (1289219)
  • IMGUI: Fixed the text cursor becoming invisible if an exception was thrown from inside of SelectableLabel. (1293370)
  • iOS: Background audio is no longer cut when "Mute Other Audio Sources" is unchecked. (1259748)
  • iOS: Background audio no longer stopped when Unity audio is disabled. (1286259)
  • iOS: Fixed game crashing after using Social.LoadUsers and then changing scene. (1270230)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • License: Fixed broken login during batchmode license activation. (1294709)
  • macOS: Fixed an issue where Editor windows turn black when dragging them from one monitor to another. (1294228)
  • This is a change to a 2021.1.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • macOS: Fixed non-development Apple silicon builds not running. (1293633)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mobile: Fixed iOS plugin compile flags not updating on build append. (1254117)
  • Package Manager: Fixed an issue on startup where assets in immutable packages could be incorrectly logged as having been modified. (1279382, 1287305)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed the issue where package name in dependencies does not match either the display name or name.
  • Package Manager: Fixed the issue where TextFields added to Package Manager window show as labels. (1285449, 1285806)
  • Package Manager: Fixed when a user switches account, and the package list refresh the new assets, a null ref exception occurs.
  • Physics: Fixed OnCollision events not happening when the listening script was added to a GameObject after the ArticulationBody component. (1258247)
  • Prefabs: Fixed so deleting the context parent in Prefab Mode in Context is prevented from the UI. (1291699)
  • Profiler: Fixed a crash on Editor shutdown if Profiler window is open. (1293834)
  • This is a change to a 2021.1.0a6 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed a crash while using Profiler ProfilerProperty and ProfilerFrameDataIterator API. (1289580)
  • Profiler: Fixed an issue when Profiler might lose metadata for markers spanned across multiple frames. (1288339)
  • Profiler: Fixed an issue with wrong chart scale after profiler capture load. (1283344)
  • Profiler: Fixed Mesh runtime size reporting in development builds, previously we would not track some of the mesh data when reporting memory footprint. (1268289)
  • Scripting: Fixed a bug where IL postprocessors like used in dots packages fail to run when editor installation path contains a space. (1294155)
  • This is a change to a 2021.1.0a6 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed a crash when calling fast memory APIs with null CommandBuffer. (1290649)
  • Search: Fixed double sided Global Illumination field is clipped with its checkbox. (1294995)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Search: Fixed icon for edit collider is blurred in Preview Inspector of the Quick search window. (1294996)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Search: Fixed search window is not getting refreshed for added components. (1294997)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Search: Removed default search shortcut bindings. (1295199)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Serialization: Ensure that SerializedProperty.DataEquals works consistently even on fields prior to an alignment boundary. (1294238)
  • Shaders: Fixed allocator errors due to orphaned memory when canceling a build during shader compilation. (1224325)
  • Shaders: Fixed Integer property type not affecting uniform state and fixed function state in shaders. (1294048)
  • Shaders: ShaderUtil.ClearShaderMessages() now actually clears all the current shader errors. Any previously encountered errors will come back when trying to compile the shader again either for build or rendering, or when reimporting. (1283645)
  • Windows: Fixed frame rate issues in exclusive fullscreen mode when running with VSync disabled at high frame rates with Direct3D 11 graphics API. (1293091)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Removed UWP "USB Device" Build and Run option. (1292590)
  • Changes:
  • UI: Changed license file based on legal requirements.
  • Improvements:
  • Android: Use Android 11 setFrameRate API when Optimized Frame Pacing is enabled and Vulkan is used, similar to OpenGL ES.
  • Package: Upgrading input system package to 1.0.1.

New in Unity 2020.1.17 (Dec 11, 2020)

  • Fixes:
  • Asset Import: Fixed wrong pivot conversion when ResampleCurves is disabled in ModelImporter. (1283884)
  • Editor: Fixed an issue where filenames could be corrupted when dragging files into the project window. (1288679)
  • GI: Fixed crash in Enlighten::CpuUpdateManager::UpdateGpuTexture when starting GI bake after baking previous scene with GPU progressive lightmapper. (1250819)
  • GI: Fixed to make GPU lightmapper work on Apple Silicon.
  • GI: Fixed to prevent user from assigning realtimeTexture to a customProbe, and show a warning if attempted. (1243849)
  • Graphics: Fixed issue where SRP cannot know if a specific platform can do multiview rendering. It is hardcoded in for Android.
  • This will allow it to check a bool if it is possible on the platform.
  • iOS: Fixed to prevent a possible hang on shutdown after UnityWebRequest is used with TLS. (1233486)
  • Linux: Fixed to no longer export statically linked lib's symbols thus making it easier for plugin developers to use 3rd party libs. (1255038)
  • Package: Fixed an issue where CinemachineBlendListCamera was incorrectly holding 0-length camera cuts.
  • Package: Fixed an issue where OnTargetObjectWarped was broken for CinemachineOrbitalTransposer. (1274989)
  • Scripting: Fixed an issue causing the incorrect ApiCompatibilityLevel to be selected when compiling C# assemblies in certain circumstances. (1252197)
  • API Changes:
  • Editor: Added: Added EditorUtility.IsRunningUnderCPUEmulation to detect whether Unity is running under CPU emulation.
  • Changes:
  • Package Manager: Updated com.unity.purchasing to 2.2.1, adding full support for the implementation of GooglePlay Billing Library v3 library in the Asset Store In-App Purchasing module (includes an essential runtime hotfix over 2.2.0).

New in Unity 2020.1.16 (Dec 4, 2020)

  • Fixes:
  • Build Pipeline: Fixed such that SerializeReference instance types are now preserved when setting Player.Optimization.Managed Stripping Level to Medium or High. (1232785)
  • Build Pipeline: Fixed such that StreamingAssets AssetBundle manifest is now provided by default to PlayerBuild, which will result in types being referred by AssetBundle being kept in the build even if Player.Optimization.Managed Stripping Level is set to Medium or High.
  • GI: Fixed such that TextureImporter now chooses the ETC2 format instead of PVRTC for directional lightmaps by default when build target is iOS. (1235359)
  • Graphics: Fixed crash when optimizing Mesh which contains overlapped indices in sub meshes. (1288561)
  • Graphics: Fixed frame debugger not showing correct keywords when stage-specific shader features are used. (1261620)
  • Graphics: Fixed separate samplers support for Nintendo Switch.
  • Graphics: Fixed SRP not firing visibility callbacks when an object is indirectly became visible due to shadow culling. (1286377)
  • Graphics: Fixed unstable mip streaming tests. (1188754)
  • Graphics: Updated SRP packages to 8.3.1.
  • iOS: Fixed builtin deferred renderer using 2 extra encoders to just clear GBuffer. (1277009)
  • iOS: Fixed such that Arcade's application is using a prohibited API when using Social API function.
  • Package: Updated the Post-processing package to version 3.0.1.
  • Package Manager: Fixed issues when using Unity Package Manager on Intel's 10th generation processor. (1238432)
  • Package Manager: Fixed the issue where PackageList have null ref errors when domain reload happens during Asset Store list request.
  • Package Manager: Fixed the issue where refresh in Asset Store tab would not fit the page.
  • Profiler: Fixed a race condition in the Shadow Casters stat, which can cause inconsistent collection of the stat. (1265648)
  • Scripting: Fixed crash during Domain Reloads after modifying scripts. (1262671)
  • Scripting: Fixed Version Defines not being taken into account by the Define Constraints in the Asmdef inspector. (1285024)
  • Shaders: Fixed native metal shaders failing to import when using caching preprocessor. (1284963)
  • Shaders: Fixed options not being parsed for multi_compile_instancing when using caching preprocessor. (1285968)
  • Shaders: Fixed out of bounds access to static const arrays in generated GLSL code. (1276781)
  • Text: Fixed IME getting permanently disabled on focus and / or context change. (1091254)
  • XR: Fixed such that Lumin builds no longer needlessly package pre-compiled managed DLLs into the final MPK. (1233875)
  • XR: Fixed such that Lumin builds now properly include source plugins when building the IL2CPP library. (1218580)
  • XR: Fixed VSync not displaying in profiler when VR enabled. (1114382)
  • Changes:
  • Shaders: Changed such that the Editor now skips warming up shaders from shader collections in the Preloaded shaders section of Graphics settings.
  • XR: Updated verified version of com.unity.xr.legacyinputhelpers to v2.1.6
  • Changelog for 2.1.6 of com.unity.xr.legacyinputhelpers:
  • Fixes error message when using the color camera
  • Changes default near clip plane to 0.01f
  • Fixes rig migration for URP and HDRP.
  • Support for URP/HDRP v10.1.
  • Improvements:
  • Mobile: Updated com.unity.mobile.notifications to 1.3.2.
  • Prefabs: Improved general prefab editor performance.

New in Unity 2021.1.0 Alpha 8 (Dec 4, 2020)

  • Fixes:
  • AI: Fixed issue with crash during building Navmesh from multi-floor multi-area-type source. (1273805)
  • AI: Fixed NavMeshAgent oscillates across a point when moving close to edges. (1274343)
  • Animation: Fixed a bug where stepped animation was not evaluated properly. (1277195)
  • Animation: Fixed a bug where the application would crash when creating an animation mixer playable during an animation blending. (1290319)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: ModelImporter's remap Materials entries do not accept sub-assets materials anymore. (1243094)
  • Asset Pipeline: Added warning dialog before running out of disk space. Check is done on every refresh.
  • Asset Pipeline: Asset Pipeline: Crash fix that could happen, when leaving safe mode using the "leave safe mode" button. (1290368)
  • Asset Pipeline: Fixed for bug where the main object would change after renaming a native asset. (1189089)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed: changes made to Asset outside Unity are not applied during Play Mode when "Recompile After Finish Playing" is set in preferences. (1150790)
  • Audio: Fixed initialization issue on macOS when no audio input devices are available.
  • Build Pipeline: Fixed a case where calling GetImplicitAssetBundleName or GetImplicitAssetBundleVariantName on a deleted asset would throw an incorrect exception and return invalid values. (913864)
  • Build Pipeline: Fixed a case where IOrderedCallback returning int.Max or int.Min could be called in incorrect order. (1282571)
  • Build Pipeline: Fixed a case where selecting a dll while the Build Window was open could throw exceptions. (1137088)
  • Build Pipeline: Fixed a case where Textures generated from SpriteAtlas v2 would shift their locations at build time. (1293028)
  • Build Pipeline: Fixed instability in Lzma compressor where a complete signal could be fired and the compressor will exit before processing all data. (1170712)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: GlobalObjectIdGlobalObjectIdentifiersToObjectsSlow returned random objects when then GlobalObjectId references a non-existing object. Now fixed. (1291291)
  • Editor: Ensure there's proper Prefab and context menu handling for a ReorderableList as a whole, also when removing elements from the list. (1292522)
  • Editor: Expand/collapse icon settings when clicking on label. (1195293)
  • Editor: Fixed an issue to avoid trimming of text in header, if header parameter contains line separator. (1269034)
  • Editor: Fixed an issue with object selector closing inappropriately on click. (1286812)
  • Editor: Fixed changing editor mode shows "Failed to load window layout". (1293093)
  • Editor: Fixed mobile ASTC format textures in some cases having black color block artifacts, when using "Fast" compressor quality setting override. (1292870)
  • This is a change to a 2021.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed not being able to delete array elements via keyboard 'Delete' key. (1260899)
  • Editor: Fixed ping highlight does not mark a folded child GameObject in the Hierarchy correctly when scrolling is required to reach the object. (1171103)
  • Editor: Fixed search index incremental update progress sometime never finishes. (1292594)
  • Editor: Fixed SearchField showing a clear button when passed a null search text string. (1252262)
  • Editor: Fixed the issue with Cancelling Display Dialog error when switching active input handling setting. (1283400)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the issue with space between rectangles drawn using GUILayout. (1282874)
  • Editor: Fixed Arrow Left and Arrow Right keys not collapsing and expanding array elements. (1281321)
  • Editor: Reduced unnecessary gameview repaint during lod crossfade animations.
  • Editor: Updated the EULA for Mac installers. (1274616)
  • GI: Prevent user from assigning relatimeTexture to a customProbe, and show a warning if he tries. (1243849)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Added the support of a custom shader editor per render pipeline with the CustomEditorForRenderPipeline ShaderLab keyword allowing to fix HDRP and URP material editor issues. (1276432)
  • Graphics: Fixed assert generated when Light Probe usage is Off when using ray tracing effects. (1291419)
  • Graphics: Fixed bilinear filtering for wide integer (32+ bit) formats. (1289085)
  • This is a change to a 2021.1.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed cascaded shadows from directional lights suddenly disappearing under certain nearplane/shadow distance constellations. This error was occurring when Stable Fit shadow cascades were used. (1225499)
  • Graphics: Fixed case 1086548 (RenderToCubemap offsets shadows when the material on the mesh has GPU Instancing enabled), by adding support for STEREO_CUBEMAP_RENDER_ON for instanced rendering. (1086548)
  • Graphics: Fixed crash when optimizing Mesh which contains overlapped indices in sub meshes. (1288561)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed drop of VisualEffectAsset within a prefab. (1285794)
  • Graphics: Fixed FrameTimingManager produced incorrect frame time on Vulkan and DirectX12. (1274505)
  • Graphics: Fixed inconsistency issue where some meshes would be dynamically batched in editor but not in standalone player. (1278480)
  • Graphics: Fixed issue on Metal-MacOS Standalone where HDR enabled Don't Clear and Depth Only cameras would clear the background (rendering the empty texture). (1184769)
  • Graphics: Fixed Metal error when creating pipeline state if number of shader components is less than render target pixel format. (1242218)
  • Graphics: Fixed Particle System incorrect rendering order when using 'Sorting Fudge'. (1256788)
  • Graphics: Fixed Vulkan crash when target framerate was set too high. (1292189)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Avoided a crash on startup for assemblies that use nested types in the type. Google Ad Mobs has one such assembly, for example. (1287997)
  • Kernel: Fixed enter playmode regression when there are many outstanding Burst jobs to compile.
  • macOS: Fixed improper layout of the Inspector when making the Editor full screen. (1283862)
  • macOS: Fixed improper layout of the Package Manager Window when making the Editor full screen. (1278245)
  • macOS: Fixed making macOS Standalone player builds on case sensitive file systems. (1293383)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Networking: Error in console about undisposed native colletion when enabling/disabling analytics. (1291903)
  • This is a change to a 2021.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Networking: UnityWebRequest: DownloadHandler.text will handle exception if encoding is not supported (fallback to UTF-8). (1288445)
  • Package Manager: Fixed an issue where changes in the project manifest wouldn't be applied when autorefresh is disabled. (1292471)
  • Package Manager: Fixed the issue where advanced settings no longer persisted in project.
  • Package Manager: Fixed the issue where opening Package Manager window throws an null exception error. (1293933)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Updated com.unity.purchasing to 3.0.0-pre.4.
  • Package Manager: Whenever the user manually refreshes a list, we should apply the search query text.
  • Particles: Fixed emit from script bug when emitting particles from LateUpdate during Edit Mode. (1283939)
  • Particles: Fixed inspector switching from multi edit mode to single edit whilst making changes. (1282252)
  • Plugins: Removed console exceptions for Magic Leap. (1252217)
  • Prefabs: The apply menu in the Prefab overrides comparison view no longer lists apply targets where all overrides are default overrides compared to that apply target. This brings the apply menu items in the comparison view in line with the apply menu items in component context menus and ensures there's no apply menu items that don't have any effect. (1190143)
  • Profiler: Fixed UnityEngine.Profiling.Recorder.gpuElapsedNanoseconds produced invalid results on Vulkan. (1273246)
  • Scene/Game View: Fixed picking in sceneview for materials with non-2D _MainTex textures. (1288999)
  • SceneManager: Allow scenes to be saved to packages from the save panel. (1276187)
  • Scripting: DEVELOPMENT_BUILD is included in Assembly define list when EditorUserBuildSettings.development is set to true. (1294142)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed crash during Domain Reloads after modifying scripts. (1262671)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Sign bee_backend.exe so it does not trip up user virus protection.
  • Scripting Upgrade: Fixed potential AsseblyUpdater assembly corruption when applying Camera.GetScreenHeight() / GetScreenWidth() -> Screen.height/width updates.
  • Scripting Upgrade: Fixed potential AsseblyUpdater assembly corruption when field name and type needs updating.
  • Shaders: Added a new keyword to handle the custom editors per render pipeline in ShaderLab to ensure a smooth material workflow between render pipelines.
  • Shaders: Fixed a crash when PrimitiveID is the only input to a stage. (1289378)
  • Shaders: Fixed an issue with Compile and show code button when "Custom:" API is selected. (1294078)
  • This is a change to a 2021.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: Fixed rendering on DX when using "Use full Sampler precision by default" option in the player settings. (1293568)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Terrain: Fixed memory OOB crash when painting detail objects on patches containing holes. (1293366)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Terrain: Fixed Terrain paint tool selection persistence when loading or removing paint tools. (1283242)
  • Text: Fixed a crash in the Text system. (1288809)
  • Text: Fixed IME getting permanently disabled on focus and / or context change. (1091254)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fixed issue where a Graphic could be set as a raycast target even is disabled. (1290917)
  • UI: Fixed issue where the tiling and offset were no longer applied at the material level. (1287864)
  • UI Toolkit: Added the possibility to put an event on mouse down before showing a contextual menu. (1268159)
  • UI Toolkit: Changed EnumField+derivatives & BasePopupField-based classes to properly handle pointer down events. (1248669)
  • UI Toolkit: Changed TextField to match IMGUI behavior of select-all-on-mouse-up. (1179932)
  • UI Toolkit: Fixed being able to drag elements onto existing elements outside the currently active sub-document.
  • UI Toolkit: Fixed being able to drag or create elements onto empty space in the Canvas while editing a child sub-document in-place, leading to elements being added to the wrong document.
  • UI Toolkit: Fixed closing of no UI Toolkit installed warning disabling Viewport zoom.
  • UI Toolkit: Fixed ListView Horizontal Scrolling attribute value not being reflected properly in the Inspector.
  • UI Toolkit: Fixed ListView range selection when initial selection is set programmatically.
  • UI Toolkit: Fixed possible instability inside in-place sub-document editing mode after selecting elements belonging to a parent document.
  • UI Toolkit: Fixed potentially losing assigned StyleSheets in parent document when discarding changes before going inside a sub-document.
  • UI Toolkit: Fixed re-importing of a child UXML asset that is instanced by a parent UXML asset causing the parent to be unusable via the Library pane.
  • UI Toolkit: Fixed unsaved changes * indicator not being reset when going inside a child sub-document while discarding changes in the parent.
  • UI Toolkit: PropertyFields on array fields would not refresh properly when array size changed in some use cases. (1290774)
  • WebGL: Fixed UnityWebRequest with relative URLs on WebGL platform when built with no exception support (Enable Exceptions = None). (1283652)
  • XR: Added XR Interaction Toolkit as a pre-release package.
  • XR: Fixed VSync is not displayed at all in the profiler when running with VR enabled. (1114382)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • UI Toolkit: Added: Added RadioButton and RadioButtonGroup controls.
  • Changes:
  • Timeline: Updated Timeline package to version 1.5.1-pre.2.
  • UI: Changed the Shader property for soft masking from _MaskSoftnessX / Y to _UIMaskSoftnessX / Y so we dont overlap with TMP's shader properties.
  • UI Toolkit: Allow :root pseudo selector to target the element receiving the style sheet.
  • UI Toolkit: Mobile touch scrolling is now supported in scrollviews and listviews.
  • UI Toolkit: Text rendering is now handled by the textcore fontengine for both the editor and runtime.
  • XR: Updated ARCore, ARKit, ARKit Face Tracking, ARFoundation, ARSubsystems packages to 4.1.1.
  • XR: Updated verified version of com.unity.xr.legacyinputhelpers to v2.1.6
  • Changelog for 2.1.6 of com.unity.xr.legacyinputhelpers:
  • Fixes error message when using the color camera
  • Changes default near clip plane to 0.01f
  • Fixes rig migration for URP and HDRP.
  • Support for URP/HDRP v10.1.
  • Improvements:
  • Asset Pipeline: Changed API doc:
  • AssetDatabase.LoadAssetAtPath.
  • Core: Improved error message in certain cases of disk full.
  • Editor: Optimized mobile PVRTC texture compression (8% speedup).
  • Graphics: Improved the performance of loading single mip cubemaps on GameCore.
  • Graphics: UnityEngine.Profiling.Recorder.gpuElapsedNanoseconds now can measure GPU time on OpenGL ES3.
  • IL2CPP: On Android public symbol file (for ex., libil2cpp.sym.so) will no longer contain debugging symbols, it will only contain symbol table, debugging symbol are present in libil2cpp.dbg.so. This should significantly lower the file size of libil2cpp.sym.so.
  • Mobile: Updated com.unity.mobile.notifications to 1.3.2.
  • Features:
  • Package: Updated to ProBuilder 5.0.0-pre.7.
  • Package Manager: Package Manager: 'Release Candidate (RC)' packages will no longer be tagged as such for users on release builds- it was decided that it's confusing for users to see a tag different from the version tag (-pre), so release builds just tag RC packages as Pre-Release now. Users on Developer builds still see RC packages tagged as RC.
  • UI Toolkit: Added 2D Sprites use as background style images.
  • UI Toolkit: Added element drag and drop and re-ordering support in the Canvas.
  • UI Toolkit: Added in-Canvas style toggles for flex and text alignment.
  • UI Toolkit: Added Rich Text style properties to the Inspector.
  • UI Toolkit: Added user Theme StyleSheet enumeration and preview in the Canvas.
  • UI Toolkit: Added USS variable search in Inspector style fields.

New in Unity 2020.2.0 Beta 14 (Dec 4, 2020)

  • Fixes:
  • Android: Disabled Optimized Frame Pacing on Android 4.4-5.1 to fix crash/freeze. (1268910)
  • Android: Fixed a super-slow playback of video issue in asset bundles on Android. (1287770)
  • Asset Pipeline: Fixed for bug where the main object would change after renaming a native asset. (1189089)
  • Editor: Fixed an error in player settings caused by switching platforms. (1284565)
  • Editor: Fixed an issue where assembly reloading happened more than once when switching to the Unity Editor from another app or between Unity Editor windows. (1272211)
  • Editor: fixed an issue where mouse dragging on macOS would impact editor performance. (1281005)
  • This is a change to a 2020.2.0a21 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where the bundle identifier could not be set in the generated Xcode project for iOS. (1284759)
  • This is a change to a 2020.2.0b7 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where the Unity Download Assistant on Windows did not correctly displays progress as a positive percentage. (1294162)
  • Editor: Fixed an issue where the Unity Download Assistant on Windows did not correctly prompts for the download and install path. (1294753)
  • Editor: Fixed an issue with Cancelling Display Dialog error when switching active input handling setting. (1283400)
  • Editor: Fixed loss of raw input when changing focus in playmode, this primarily effected mouse axis and was not a problem in an undocked gameview. (1285464)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: TextureImporter now chooses the ETC2 format instead of PVRTC for directional lightmaps by default when build target is iOS. (1235359)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a crash when loading assetbundle texture with out-of-bound mipmap bias value in DX12. (1179311)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a Vulkan crash when target framerate was set too high. (1292189)
  • This is a change to a 2020.2.0a9 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed an issue in the texture mipmap streamer. (1188754)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue where SRP would not firing visibility callbacks when an object is indirectly became visible due to shadow culling. (1286377)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed frame debugger not showing correct keywords when stage-specific shader features are used. (1261620)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed missing type check from VFX component sheet, error possible if. (1258022)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed two gfx memory leaks that occurred when running HDRP and using a custom rendering solution in client/worker rendering mode.
  • Graphics: Separate samplers support for Nintendo Switch.
  • GraphView: Fixed an issue where the GraphView would become unresponsive after dropping a node in a stack. (1275569)
  • This is a change to a 2020.2.0a4 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Fixed an issue where Arcade's application was using a prohibited API when using Social API function.
  • Kernel: Fixed a stall issue when entering playmode with many pending Burst jobs to compile.
  • macOS: Fixed an issue where macOS Standalone player would not build on case sensitive file systems. (1293383)
  • macOS: Fixed an issue where non-development Apple silicon builds not running. (1293633)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Package: Fixed an issue where CinemachineBlendListCamera was incorrectly holding 0-length camera cuts.
  • Package: Fixed an issue where OnTargetObjectWarped was broken for CinemachineOrbitalTransposer. (1274989)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue with search query after manual refresh.
  • Prefabs: Fixed an issue when opening Prefab from the prompt displayed when deleting 2nd level nested Prefab shows double rendering in Prefab Mode. (1277627)
  • Prefabs: Fixed Applying component or property takes current Animation Mode Preview or Recording values. (1077718)
  • Prefabs: Fixed that the Inspector preview window displays all LODs on a prefab simultaneously, stacked on top of one another. (1089143)
  • Profiler: Fixed an issue that caused Profiler Counters of type TimeNanoseconds or FrequencyHz to be displayed as counts. (1278281)
  • Scripting: Fixed a hang that would manifest when the debugger agent would get stuck waiting to do a thread_join on a suspended thread. (1275345)
  • Scripting: Fixed a HttpClient WebException thrown when requesting with PostAsync. (1276200)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed a performance regression isuee when loading struct fields. (1276888)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed an issue where project files were generated incorrectly with Safe Mode in regards to Precompiled assembly references. (1288026)
  • Scripting: Fixed an issue where the macOS Standalone player built for Apple silicon architecture would crash on startup with Mono scripting backend when running on macOS Big Sur Beta 6 or later. (1278359)
  • This is a change to a 2020.2.0b2 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed an issue where thread statics that reused thread static slots would not adhere to type alignment. This would cause the garbage collector to incorrectly clean up thread static data because it would only scan pointer aligned memory for references. This would lead to memory becoming corrupted and inducing random crashes. (1266322)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed an issue with dynamic methods not being cleaned up on domain reload which would lead to corrupted data that would then cause this crash. (1273662)
  • Shaders: Fixed include files not enabling Adreno framebuffer fetch extension. (1269926)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed native metal shaders failing to import when using caching preprocessor. (1284963)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed options not being parsed for multi_compile_instancing when using caching preprocessor. (1285968)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed out of bounds access to static const arrays in generated GLSL code. (1276781)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed rendering on DX when using "Use full Sampler precision by default" option in the player settings. (1293568)
  • Terrain: Fixed a memory OOB crash when painting detail objects on patches containing holes. (1293366)
  • Text: Fixed an issue where IME would get permanently disabled on focus and / or context change. (1091254)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Version Control: Fixed UnityYAMLMerge corrupting external tool command arguments during conversion of paths to native format on Windows. (1281941)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • WebGL: Fixed an issue with compressed single channel textures attempting to target unsupported BC4 compression format. (1274662)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Fixed frame rate issues in exclusive fullscreen mode when running with VSync disabled at high frame rates with Direct3D 11 graphics API. (1293091)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: Fixed an issue where the Lumin builds did not properly include source plugins when building the IL2CPP library. (1218580)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed an issue where the Lumin builds needlessly packaged pre-compiled managed DLLs into the final MPK. (1233875)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed an issue where VSync did not displaying at all when VR enabled to 2020.2. (1114382)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Changes:
  • Shaders: Changed Editor so that it skips warming up shaders from shader collections in the Preloaded shaders section of Graphics settings.
  • XR: Updated verified version of com.unity.xr.legacyinputhelpers to v2.1.6
  • Changelog for 2.1.6 of com.unity.xr.legacyinputhelpers:
  • Fixes error message when using the color camera
  • Changes default near clip plane to 0.01f
  • Fixes rig migration for URP and HDRP.
  • Support for URP/HDRP v10.1.
  • Improvements:
  • Mobile: Updated com.unity.mobile.notifications to 1.3.2.
  • Package: Updated input system package to 1.0.1. (1292513)

New in Unity 2020.1.15 (Dec 1, 2020)

  • Fixes:
  • 2D: Fixed issue where when using Safe or Smart slicing caused some sprite rects to become parented or unselectable. (1264701)
  • Asset Bundles: Fixed main thread hitching when loading an AssetBundle asynchronously while loading other assets in the background.
  • Asset Import: Fixed issue where FBX and Sketchup files with paths longer than 260 characters could not be imported on Windows. (1283359)
  • Asset Import: Fixed issue with OnAssignMaterialModel next methods not being called even when the first one returns a null object. (1280978)
  • Build Pipeline: Fixed such that 'Compress Assets on Import' setting no longer gets enabled each time a player is built. (1277242)
  • Editor: Fixed to make EditorUtility.DisplayProgressBar visible, even for async/background tasks. (1285801)
  • Editor: Fixed to make it possible to alt-tab or click on main Windows Editor window while a modal progress is active. (1234674)
  • Editor: Fixed Windows Editor progress bar not displaying progress overlay in the taskbar icon when the progress dialog is focused. (1269517)
  • GI: Fixed broken shadow angles for GPU lightmapper. (1240991)
  • Graphics: Fixed crash with accessing invalid texture ID. (1277836)
  • Graphics: Fixed missing type check from VFX component sheet. (1258022)
  • Graphics: Fixed terrain trees showing both baked and realtime shadows when using a static prefab. (1122324)
  • IMGUI: Fixed an issue where Editor slowed down when ObjectSelector/ProjectBrowser had a large number of objects. (1285342)
  • Kernel: Fixed to improve memory management for storing object information. (1275751)
  • macOS: Fixed Mac editor/player hanging the whole OS on Apple silicon devices. (1285304)
  • Package Manager: Fixed an error being thrown when inspecting packages in the 'My Assets' section of Package Manager. (1265358)
  • Package Manager: Fixed to ensure that at Unity shutdown time, we do not crash if a user keeps sending progress report. (1282030)
  • Particles: Fixed an issue where procedural emission was being capped incorrectly leading to burst emission in excess of the Max Particles limit. (1285328)
  • Particles: Fixed to limit the rendering cache size to avoid using lots of memory when using multiple cameras. (1270438)
  • Serialization: Fixed such that SerializeReference reuses polymorphic instances when changing specific values in the inspector. (1193322)
  • Services: Fixed the parameter supplied to the request to enable analytics.
  • UI Toolkit: Fixed package version numbers flickering while resizing the Package Manager window when the display scaling is above 100%. (1268016)
  • Video: Fixed crash with videos that have rotation metadata on Windows. (1268145)
  • WebGL: Added support for PVRTC and RG16 textures. Enable use of high-performance WebGL GPU powerPreference. (1187965)
  • WebGL: Fixed a crash with Unity web loader on new macOS Big Sur.
  • Changes:
  • XR: Updated the Oculus XR Plugin package to 1.6.1.
  • Improvements:
  • Editor: Improved mobile ETC/ETC2/EAC texture compression (about 1.4x speedup).

New in Unity 2020.2.0 Beta 13 (Dec 1, 2020)

  • Fixes:
  • 2D: Fixed a crash when using Sprite Atlas with secondary texture assigned. (1288572)
  • 2D: Fixed assertion failed exception being thrown on undoing after clicking on Create Range button. (1273705)
  • 2D: Fixed being unable to create Sprite Shape Profile along with ArgumentNullException being thrown in the Project window. (1280016)
  • 2D: Fixed issue where SpriteShape Bounding Box would not take into account certain vertices. (1274400)
  • 2D: Fixed NullReferenceException getting thrown on performing Redo operation after creating Range property in the SpriteShape profiler preset. (1274776)
  • 2D: Fixed properties under the Sprite Library Asset overlappig in inspector. (1280017)
  • 2D: Fixed Sprite with no animation data being processed during AssetPostProcessor.
  • 2D: Fixed vertical slider handle not being aligned and being placed slightly to the right side in the Bone Influence window. (1260568)
  • Android: Fixed Android build error when OBB size exceeds 2GB. (1272239)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed error messages being printed as two items in Editor console instead of item per line when running external tools. (1269685)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Bundles: Fixed AssetBundle related race condition that would occasionally crash when calling AssetBundle.Unload while an async load operation out of that AssetBundle was in progress. (1228306)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Bundles: Fixed main thread hitching when loading an AssetBundle asynchronously while loading other assets in the background. (1290055)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed issue with OnAssignMaterialModel next methods not called even when the first one returns a null object. (1280978)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed an issue where unavailable asset previews could get stuck repeatedly trying to load. (1283558)
  • This is a change to a 2020.2.0b10 change, not seen in any released version, and will not be mentioned in final notes.
  • Asset Pipeline: Fixed bug where renaming a script doesn't properly take effect on asset import workers. (1258644)
  • Build Pipeline: Fixed such that 'Compress Assets on Import' setting no longer gets enabled each time a player is built. (1277242)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • DX12: Fixed Int shader properties (declared in the Properties block) not being set up correctly in ray tracing shader code. (1287762)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue on Mac where user-defined NSWindows could not get copy/paste events. (1279756)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed to make GPU lightmapper work on Apple Silicon.
  • Graphics: Corrected priority for the vfx assets. (1284439)
  • This is a change to a 2020.2.0b6 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed crash when accessing invalid texture ID. (1277836)
  • Graphics: Fixed custom spawner on disabled visual effect component not being cleaned correctly before domain reload. (1261343)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed errors when there is a change in antialiasing requirements when camera preview texture is visible. (1176014)
  • Graphics: Updated SRP packages to 10.2.0.
  • IL2CPP: Fixed issue where Directory.GetFiles (and similar) could return the same filename more than once for patched files. (1244056)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed to make Runtime generic depth limit match conversion time. (1286650)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IMGUI: Fixed an issue where Editor slows down when ObjectSelector/ProjectBrowser has large number of objects. (1285342)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed game crashing after using Social.LoadUsers and then changing scene. (1270230)
  • Linux: Fixed performance regression while running in Play mode inside the editor. (1271213)
  • Particles: Fixed an issue where procedural emission was being capped incorrectly leading to burst emission in excess of the Max Particles limit. (1285328)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed that Prefab is marked dirty when cancelling the 'Create new prefab' and 'Create new Variant' dialogs while in Prefab Mode. (1285301)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed "Show Calls" view not counting Calls correctly for the "Called From" section in Profiler Window. (1180144)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed Version Defines not being taken into account by the Define Constraints in the Asmdef inspector. (1285024)
  • Scripting: Fixed VT cache not being editable after enabling the Virtual Texture in Player Settings in OSX. (1274526)
  • Services: Fixed the parameter supplied to the request to enable analytics.
  • Terrain: Fixed Paint Tools which are overriden to forward shortcut selection to the tool that is overriding them. (1251645)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fixed an issue where the RectTransform would record an undo too often dirtying the scene. (1268783)
  • Universal Windows Platform: Fixed an issue in D3D12 where disabling VSync didn't allow running at unlocked frame rate. (1289170)
  • Windows: Fixed UI animation stutter when Alt-Tabbing to and from the Editor. (1278085)
  • This is a change to a 2020.2.0b2 change, not seen in any released version, and will not be mentioned in final notes.
  • Changes:
  • XR: Updated the Oculus XR Plugin package to 1.6.1.
  • Improvements:
  • Asset Pipeline: Reduced cost of domain reloads on asset import worker processed by removing unnecessary additional domain reloads.
  • Editor: Improved mobile ETC/ETC2/EAC texture compression (about 1.4x speedup).
  • Features:
  • 2D: Added C# Job Tessellation support for Fill Area of SpriteShape.

New in Unity 2021.1.0 Alpha 7 (Dec 1, 2020)

  • Fixes:
  • 2D: Fixed a Crash on when using Sprite Atlas with secondary texture assigned. (1288572)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed assertion failed exception is thrown on undoing after clicking on Create Range button. (1273705)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed icon is missing on creating SpriteShapeProfile at the time of creating. (1271817)
  • 2D: Fixed NullReferenceException thrown on performing Redo operation after creating Range property in the SpriteShape profiler preset. (1274776)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed properties under the Sprite Library Asset overlappig in inspector. (1280017)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed Sprite with no animation data is being processed during AssetPostProcessor.
  • 2D: Fixed SpriteShape Bounding Box does not take into account certain vertices. (1274400)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed unable to create Sprite Shape Profile along with ArgumentNullException thrown in the Project window. (1280016)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed vertical slider handle is not aligned and placed slightly to the right side in the Bone Influence window. (1260568)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Name Tiles based on Texture of Sprite when creating Tiles from nameless Sprites. (1281572)
  • 2D: Order Tile Palette better when creating Tiles from a Sprite Texture when the size of Sprites are of multiples of each other. (1281560)
  • 2D: Store modified values of Grid Selection when asset/s are saved. (1287084)
  • AI: Fixed editor crash when a mesh used for baking the NavMesh gets destroyed. (1070148)
  • AI: Fixed exception when requesting a path with a negative agent type ID. (1278829)
  • Android: Fixed Android Export Project option when Il2CPP used with C++ Compiler Configuration Master. (1273917)
  • Android: Fixed problem with custom Aspect ratio value in manifest file. (1284210)
  • Android: SafeArea size not being correctly calculated when resolution is changed. (1285223)
  • Android: When running Android SDK tool with elevated privileges use JDK bundled with Unity, previous behavior was the SDK tool would use java from PATH env variable, and would fail if there's no java installed and there's no java path set in PATH env variable. (1290206)
  • Animation: Fixed crash caused by Avatars in Prefabs. (1278233)
  • Animation: Fixed humanoid mask not overriding correctly the base mask when there is transform. (1218558)
  • Asset Import: Fixed "ArgumentOutOfRangeException: StartIndex cannot be less than zero" errors when selecting some specific Models. (1287132)
  • Bug Reporter: Bug Reporter throws an error if the project contains a shortcut to a path outside of the Assets folder. (1160328)
  • Build Pipeline: Compress Assets on Import' setting no longer gets enabled each time a player is built. (1277242)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Core: Fixed static analysis issue:
  • Non-static class member "isListening" is not initialized in this constructor nor in any functions that it calls. (1291660)
  • DX12: Fixed GPU hang due to corrupt SRV. (1290125)
  • Editor: Added missing keycode mappings for special characters (e.g. ^, ~, |). (1281473)
  • Editor: Exposed BuildUtility.BuildCanBeAppended to check for possibility of BuildOptions.AcceptExternalModificationsToPlayer usage. (1288856)
  • Editor: Fixed an issue to avoid overlapping of Input fields and their label in CustomRenderTextureEditor's Inspector if the Inspector is resized. (1268481)
  • Editor: Fixed color picker in shader graph doesn't work on mouse up. (1289161)
  • Editor: Fixed crash when duplicating a GameObject with HideInHierarchy flag. (1288394)
  • Editor: Fixed CSharpCompiler.CompileAssemblyFromSource on Linux.
  • Editor: Fixed EnterExitPlayMode test has regressed in performance due to quick search module. (1286019)
  • This is a change to a 2021.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed error in player settings caused by switching platforms. (1284565)
  • Editor: Fixed Indexing is not complete if you move a folder while previous indexing is not finished. (1288447)
  • This is a change to a 2021.1.0a4 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed loss of raw input when changing focus in playmode, this primarily effected mouse axis and was not a problem in an undocked gameview. (1285464)
  • Editor: Fixed scene view move/rotate/scale handles not rendering if editor is using OpenGL ES 2 graphics API. (1287914)
  • Editor: Last selected console log entry now stays active after search filter is removed. (1264776)
  • Editor: Reverted changes regarding DS-1131.
  • Editor: Roslyn analyzer rulesets are now correctly applied for script compilations that happen very early during editor startup. (1273682)
  • Editor: Unable to search types in project window. (1288101)
  • This is a change to a 2021.1.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed a crash in progressive lightmapper seam stitching when adding a mesh containing NaNs. (1263058)
  • GI: Fixed cookies on baked point lights ignoring light rotation. (1289490)
  • GI: Fixed error message in console regarding GPULM when GPU doesn't meet GPULM requirement. (1289660)
  • GI: HashTexEnv in Materials.cpp can be expensive. (1138460)
  • Graphics: Added support for Buffer and RWBuffer in all shader stages (not just compute) for Nintendo Switch.
  • Graphics: Added support for CreateExternalTexture with the Vulkan API.
  • Graphics: Corrected list of formats supported by Virtual Texturing.
  • Graphics: CPU sampling of gradient in vfx now longer convert from gamma. (1289889)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Custom spawner on disabled visual effect component not correctly cleaned before domain reload. (1261343)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed Crash when loading assetbundle texture with out-of-bound mipmap bias value in DX12. (1179311)
  • Graphics: Fixed crash with accessing invalid texture id. (1277836)
  • Graphics: Fixed exposed Mesh & Texture for VisualEffect component. (1293010)
  • This is a change to a 2021.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed gradient sampling in Fixed mode. (1212002)
  • Graphics: Fixed issue where speedtree textures were becoming unbound after clicking "Regenerate materials". (1231184)
  • Graphics: Fixed metal/vulkan shaders sometimes referencing outputs omitted by the compiler. (1290551)
  • Graphics: Fixed missing support for mip tails in sparse textures on Vulkan. (1265578)
  • Graphics: Fixed missing type check from VFX component sheet, error possible if. (1258022)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed possible crash on Adreno when using RenderPass API and Vulkan. (1282143)
  • Graphics: Fixed regression with blend shape on Mali GPU. (1285097)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed shaders that use immediate consts failing compilation under some circumstances. (1283218)
  • Graphics: Fixed shadowmask behavior for terrain trees that have LODs. (1285466)
  • Graphics: Fixed SRP not firing visibility callbacks when an object is indirectly became visible due to shadow culling. (1286377)
  • Graphics: Fixed stateful case where ComputeShader could be put in a bad state internally if user forgot to bind out buffer. Required Editor restart to get rid of previously.
  • Graphics: Nodes using camera buffers (depth or color) from the main camera will use the buffers from the scene camera when the main camera is not rendered. (1256861)
  • Graphics: Removed assert that would trigger before a clean error could be logged. (1284710)
  • Graphics: Small bugfixes in the texture mipmap streamer.
  • Graphics: Terrain no longer has artifacts on some iOS devices when using Anisotropic Textures and Instancing. (1103084)
  • Graphics: Updated SRP packages to 10.2.0.
  • GraphView: Fixed unresponsive GraphView after dropping a node in a stack. (1275569)
  • IMGUI: Fixed an issue where Editor slows down when ObjectSelector/ProjectBrowser has large number of objects. (1285342)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed crash/hang when going to background from portrait upside down on some devices. (1285042)
  • iOS: Fixed xcode12 picking "generic" target by default resulting in "build and run" not running app. (1279315)
  • iOS: Removed prohibited API usage.
  • macOS: Fixed Mac editor/player hanging the whole OS on Apple silicon devices. (1285304)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mobile: Fixed UnityEngine.Rendering.OnDemandRendering.effectiveRenderFrameRate returning 0 instead of -1 when Application.targetFrameRate is -1. (1288213)
  • This is a change to a 2021.1.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Package: Edge-case exception when vcam is deleted. (1284701)
  • Package: Error message when loading new scene with DontDestroyOnLoad. (1283984)
  • Package: Lens inspector sometimes displayed ortho vs perspective incorrectly for a brief time. (1060230)
  • Package Manager: An error is thrown when inspecting packages in the 'My Assets' section of Package Manager. (1265358)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed the issue where the add from git URL text field does not shrink properly.
  • Package Manager: Packages view tab shrinks when there is plenty of space to display complete text.
  • Particles: Limited the rendering cache size to avoid using lots of memory when using multiple cameras. (1270438)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: When using the Physics Debugger, GameView and SceneView gizmo highlights are now synced. (1285340)
  • Playables: Fixed crash in playable graphs when multiple notification receivers callbacks exist and change the source playable graph in a destructive manner. (1290690)
  • Prefabs: Fixed collection of direct dependencies on Prefabs. (1178737)
  • Prefabs: Fixed lost references when applying added GameObject from context menu. (1237942)
  • Profiler: Fixed a bug when UnityEditor.UnityStats returned invalid number of active animations. (1252764)
  • Profiler: Fixed an issue that caused Profiler Counters of type TimeNanoseconds or FrequencyHz to be displayed as counts. (1278281)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed situation when Audio Profiler view can show information from an invalid frame. (1240903)
  • Profiler: Stops UI System Preview Window from being maximised and throwing an exception. (1287275)
  • Scene/Game View: Exposed a property to make grid snapping usable from custom EditorTools.
  • SceneManager: Made sure object are cleaned up properly if they are children of GameObject with DontSave flag. (1157422)
  • SceneManager: When starting Unity we now verify that last opened scenes still exist on disk before adding them to the SceneManager. (1286322)
  • This is a change to a 2021.1.0a2 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed Version Defines not being taken into account by the Define Constraints in the Asmdef inspector. (1285024)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Fixed crash when opening the Preset window on an object containing SerializeReference with instances accessible from multiple property path. (1290753)
  • Services: Fixed the parameter supplied to the request to enable analytics.
  • Shaders: Exposed Render Queue control on the Standard shader. (1287934)
  • Terrain: The reset functionality from the component burger menu was not working for trees, the PR fixes this. (1252536)
  • UI: Added OnSubmit functionality which will be called when the input field should be sumitted. (1262424)
  • UI: Fixed issue where focus wouldnt be given back to main window on mouse click causing incorrect input event position. (1290074)
  • UI: Fixed issue with UI profiler showing wrong batch count for canvas's that shrink. (1290246)
  • UI Toolkit: Fixed scrollView's showHorizontal and showVertical limitations. They are converted to a tristate enum, horizontalScrollerVisibility and verticalScrollerVisibility, to support a new Hidden state, along with AlwaysVisible and Auto. (1278466)
  • Version Control: Fixed UnityYAMLMerge corrupting external tool command arguments during conversion of paths to native format on Windows. (1281941)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Virtual Texturing: Fixed a crash during tile extraction of invalid virtual texture stacks.
  • Windows: Batchmode now allows settings resolution and window mode. (1266308)
  • API Changes:
  • 2D: Added: Added Tilemap.GetUsedSpritesCount/NonAlloc to allow users to get information on the Sprites used in the Tilemap.
  • Editor: Added: EditorGUI.LinkButton and EditorGUILayout.LinkButton are now public.
  • EditorUtility.OpenPropertyEditor is now public.
  • Editor: Changed: HelpURLAttribute now supports derived classes in order to generate dynamic URLs.
  • Mobile: Added: Adaptive Performance: Updated the version defines for the device simulator to support it in 2021.1 without package.
  • Package: Added: Added ApplyAfter option to ImpulseListener, to add control over the ordering of extensions.
  • Package: Added: New feature: CinemachineConfiner2D - Improved 2D confiner.
  • Particles: Added: Added emitterVelocity property to InitialModule.
  • Physics: Added: Expose ArticulationBody.computeParentAnchor option to control whether the parent anchor is matched to the other one automatically or not.
  • Physics: Added: Expose ArticulationBody.SnapAnchorToClosestContact function to place the anchor to a position where the risk of collider overlap is minimised.
  • Profiler: Added: Added API for interacting with the Profiler Window and the selection in the CPU and GPU Usage Profiler modules.
  • UI Toolkit: Added: Added a new dropdown menu made of VisualElements to enable popup fields in runtime.
  • UI Toolkit: Added: Added a new DropdownField control to UI Toolkit runtime.
  • UI Toolkit: Added: Added KeyboardNavigationManipulator to simplify the implementation for users.
  • UI Toolkit: Obsoleted: ShowHorizontal is obsolete. Use horizontalScrollerVisibility instead.
  • UI Toolkit: Obsoleted: ShowVertical is obsolete. Use verticalScrollerVisibility instead.
  • Changes:
  • Mobile: Adaptive Performance: Session bugfixes for Adaptive Performance provider subsystem management.
  • Package: Added FBX Exporter package 4.0.0-pre.1 as a core package:
  • https://docs.unity3d.com/Packages/[email protected]/manual/index.html.
  • Package: Added the Code Coverage package as pre-release. This package helps you identify areas of your code that need more testing, even if you haven't written any automated tests.
  • Package: Storyboard Global Mute moved from Cinemachine menu to Cinemachine preferences.
  • Package: UI update - Moved Cinemachine menu to GameObject Create menu and Right Click context menu for Hierarchy.
  • Package Manager: Recorder verified package to 2.5.0-pre.1.
  • XR: The Oculus XR Plugin package has been updated to 1.5.0.
  • Improvements:
  • 2D: Added information foldout in Tilemap Inspector for showing the Tile and Sprite assets used in the Tilemap.
  • 2D: Improved Automatic Palette Sizing by setting a better fitting size when sizes of Sprites are of multiples of each other. Otherwise, the largest size for Sprites is used.
  • 2D: Store and reuse last used location when creating Tiles from the Tile Palette window.
  • Android: Expand Create Symbols.zip option, you can now choose from Disabled/Public/Debugging, the symbols will always have an extension .so, the symbols for libil2cpp (if IL2CPP is selected), libmonobdwgc-2.0 (if Mono is selected), libunity, libmain will all be present. You can upload the zip package to Google Play Console for automatic stacktrace resolving (In this case pick Public symbols). (1288739)
  • Editor: Optimized mobile ASTC texture compression some more (10% speedup).
  • Graphics: Fixed async readback crashing on DX12 if buffer was a SubUpdates buffer.
  • Graphics: Improved error on DX12 while trying to set stable power state but windows was not in developer mode.
  • Scripting: Added support for Unity Version Defines in Assembly definition import options.
  • This feature improvement allows scripts to easily specify different code snippets for different unity version ranges. This is especially useful for introducing calls to newly added public APIs, in which case these API calls needs to be guarded by defines based on a unity version range of a given unity version or later.
  • Unity version range expression syntax is the same as package version range expressions. Unity version format differs from package version format, thus Unity version expressions are evaluated based on some rules specific to the Unity version format:
  • Comparison of release types follows the following rules: a

New in Unity 2020.1.14 (Nov 21, 2020)

  • Fixes:
  • 2D: Reduced memory used for Automatic Slicing of Sprites. (1263213)
  • Android: Fixed all microphones reporting recording when only one actually is recording. (1278739)
  • Android: Fixed Android build error when OBB size exceeds 2GB. (1272239)
  • Android: Fixed such that when running external tools, print error messages as two items in Editor console instead of item per line. (1269685)
  • Android: Fixed to switch internal Unity allocator to DynamicHeapAllocator which is compatible with Scudo allocator introduced in Android 11. This fixes an error "Using memoryadresses from more than 16GB of memory". If by some reason you want to revert to previous allocator, pass "-systemallocator" command line argument in UnityPlayerActivity updateUnityCommandLineArguments. (1284525)
  • Asset Bundles: Fixed AssetBundle related race condition that would occasionally crash when calling AssetBundle.Unload while an async load operation out of that AssetBundle was in progress. (1228306)
  • Asset Bundles: Fixed main thread hitching when loading an AssetBundle asynchronously while loading other assets in the background.
  • Asset Import: Fixed reimport of an FBX used in prefabs to be faster in large scenes. (1279974)
  • Asset Import: Fixed to ensure 3DS Importer handles NaN vertices. (1268563)
  • Asset Pipeline: Fixed editor not crashing when asset database files are read only or locked by another process. (1208749)
  • Audio: Fixed audio in timeline preview not pausing/resuming when changing focus between the editor and other applications. (1016423)
  • Audio: Fixed player "hang" when multiple load-in-background clips are in the initial scene. (1280491)
  • Build Pipeline: Fixed an issue where asset bundle dependencies might not have been deterministic. (1282671)
  • Build Pipeline: Fixed errors in build when many assemblies are passed to UnityLinker or BuildPlayerDataGenerator. (1267783)
  • Editor: Added a new prompt for a user to attach a managed debugger when on Linux, on a headless server build. Also prevents timeout to attach Profiler triggering when allowDebugging is set. (1274332)
  • Editor: Fixed an issue on Mac where user-defined NSWindows could not get copy/paste events. (1279756)
  • Editor: Fixed cannot load editor layout, stuck in infinite loop of "failed to load window layout". (1275270)
  • Editor: Fixed crash on update in collab. (913690)
  • Editor: Fixed Editor locking up after renaming a prefab in isolation mode and dragging a new material on it. (1284799)
  • Editor: Fixed missing Profiler.EndSample and Non matching Profiler.EndSample errors while profiling editor and mouse dragging objects. (1264736)
  • Editor: Fixed text from edited prefab's component not accounting for bold style when placing caret. (1274722)
  • Editor: Fixed the Inspector being empty when selecting the Blend Tree that has been copied and pasted from another Blend Tree. (1274572)
  • Editor: Fixed the warnings when a UI asset is loaded for the first time in the editor. (1263521)
  • Editor: Fixed to revert fontRenderingMode from FontRenderingMode.Smooth back to FontRenderingMode.OSDefault. (1262281)
  • GI: Fixed error where changing the Range of Lights following a successful bake caused them to disappear for remainder of Editor session.
  • GI: Fixed fallback to CPU progressive lightmapper with 'CL_UNKNOWN' error after force stopping the light bake and restarting bake. (1279529)
  • GI: Fixed the 'Could not load symbol clCreateCommandQueueWithProperties' error when opening project on some systems with OpenCL 1.2 or older drivers. (1268288)
  • Graphics: Fixed black screen on Stadia when resuming from Suspend. (1270045)
  • Graphics: Fixed crash on DrawUtil::DrawProceduralIndirectRawFromNodeQueue/BatchRenderer::RenderBatch when recompiling a script. (1274568)
  • Graphics: Fixed issue where texture memory used by Vulkan was more than other APIs. (1223298)
  • Graphics: Fixed potential divide by 0 when running graphics jobs on UWP Player. (1284815)
  • Graphics: Fixed splashscreen playmode test crash. (1286956)
  • IL2CPP: Corrected a crash on startup with BOLT and IL2CPP when there is at least 1 Node present in a Graph. (1284772)
  • IL2CPP: Fixed to correctly report the public key for assemblies where it exists. (1271060)
  • IL2CPP: Fixed to make Runtime generic depth limit match conversion time. (1286650)
  • IL2CPP: Fixed to reuse macOS implementation of IPInterfaceProperties.GatewayAddresses for iOS/tvOS. Requires defines and structs from route.h having been copied into the source file for use on Apple mobile platforms. (1269403)
  • IL2CPP: Fixed unnecessary box call in generic code when using enums. (1271254)
  • IL2CPP: Removed unnecessary assertions that are triggered incorrectly in WebGL debug builds. (1165055)
  • iOS: Added iPad Pro 4th Generation and iPad Pro 11" 2nd Generation to DeviceGeneration. (1280059)
  • macOS: Fixed issue where OnApplicationFocus misreported when GameCenter UI was visible. (1278005)
  • Package Manager: Fixed an issue where requests would fail when they took over 2 minutes to complete. (1287098)
  • Package Manager: Fixed the Packager Manager to no longer fail to write the project manifest file (Packages/manifest.json) or the lock file (Packages/packages-lock.json) when they are read-only. (1263361)
  • Particles: Fixed assertion failure caused by active ParticleSystems. (1272220)
  • Physics: Fixed an issue when filtering out bad 2D physics collision shapes produced by the internal shape tessellator where occasionally a good shape is filtered out. (1274172)
  • Physics: Fixed an occasional crash when destroying a PhysicsScene2D while destroying active contacts or collider-ignore-collision settings. (1268659)
  • Physics: Fixed to ensure that changing a Rigidbody2D constraint on a prefab instance results in the change being indicated by a bold label in the inspector. (1265836)
  • Physics: Fixed to ensure that changing the Rigidbody2D mass distribution correctly adjusts the center of mass velocity. (1272075)
  • Physics: Fixed to ensure the 2D per-frame SimulationMode2D correctly runs the simulation after the Update script callback and not before it to match FixedUpdate script callback. (1274820)
  • Prefabs: Fixed PrefabImporter crashes when it can't allocate a preview scene
  • Now user code no longer interferes with prefab importer's preview scenes. (1246844)
  • Prefabs: Fixed that a reference to the root prefab child is lost when pressing "Unpack Prefab" on root prefab and entering Play mode. (1151512)
  • Prefabs: Fixed that dragging a Prefab asset to the Scene view while in Prefab Mode in Context did not render the dragged object normally but instead using the context render mode. (1279539)
  • Prefabs: Fixed that Prefab is marked dirty when cancelling the 'Create new prefab' and 'Create new Variant' dialogs while in Prefab Mode. (1285301)
  • Profiler: Fixed "Show Calls" view not counting Calls correctly for the "Called From" section in Profiler Window. (1180144)
  • Profiler: Fixed an issue where FrameCount inside the ProfilerUserSettings would clamp to a 0 - 2000 frame range instead of 300 - 2000, thus causing the charts inside the ProfilerWindow to throw out of range exceptions. (1288878)
  • Profiler: Fixed CPU Module Detailed view sorting when search field is active. (1214785)
  • Profiler: Fixed issue where entering PlayMode with the editor open would throw "GetInt is not allowed error". (1289794)
  • Profiler: Fixed scroll wheel to now work on the scroll bars in the profiler timeline view. (1280335)
  • Profiler: Fixed visualization of a selected frame which is no longer available in Profiler hierarchy view to unify hierarchy and timeline view behavior. (1242627)
  • SceneManager: Fixed GetManagerFromContext crash when unloading a Scene while loading another Scene asynchronously with allowSceneActivation = false. (1092438)
  • Scripting: Fixed generic mono array overwrite in bindings code. (1268308)
  • Scripting: Fixed issue where thread statics that reused thread static slots would not adhere to type alignment. This would cause the garbage collector to incorrectly clean up thread static data because it would only scan pointer aligned memory for references. This would lead to memory becoming corrupted and inducing random crashes. (1266322)
  • Shaders: Fixed files not enabling Adreno framebuffer fetch extension. (1269926)
  • Terrain: Fixed such that Paint Tools which are overriden forward shortcut selection to the tool that is overriding them. (1251645)
  • UI: Fixed Canvas RectTransform size calculation to be done for standalone renders as well. Camera needs to be enabled to pick up the RenderTexture size change. (833456)
  • UI: Fixed OnDrop callback not being called when using a TouchScreen. (1279352)
  • UI Toolkit: Added EditorWindow.CreateGUI entry point to safely add visual elements to the window. (1281376)
  • WebGL: Fixed a bug with compressed single channel textures attempting to target unsupported BC4 compression format. (1274662)
  • WebGL: Fixed DST time computation for locales that have changed their DST behavior since year 2000. (e.g. Lithuania). (1179945)
  • Windows: Fixed crashes in PhraseRecognizer when mic disconnected. (1268538)
  • XR: Fixed to utilize volume up and down buttons on VR devices to confirm and proceed when Android dialog is not visible on VR devices instead of only restricting to click "Ok" button on screen. (1140155)
  • Changes:
  • Burst: Changed to temporarily remove the Burst compiler warning about exception throws not in [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] methods, to let us address user feedback. The next minor version of Burst will reincorporate this in a more friendly manner.
  • Improvements:
  • Android: Improved scuh that in the case of incomplete application install, where native libraries are missing, a dialog will be shown where app can be gracefully quit. Previous behaviour was an application crash in com.unity3d.player.UnityPlayer., java.lang.System.loadLibrary functions. (1281533)
  • IL2CPP: Improved error message when required Visual Studio components are not installed when building for Windows.

New in Unity 2021.1.0 Alpha 6 (Nov 21, 2020)

  • Fixes:
  • 2D: Fixed dynamic batching for TilemapRenderer in Individual mode with SpriteRenderers when Sprites have secondary textures set. (1277223)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed dynamic batching of SpriteRenderers with TilemapRenderers in Individual Mode with the BaseMap shader property.
  • 2D: Fixed null exception error when entering PlayMode with the Tile Palette window open and Inspector window open inspecting a GameObject. (1287664)
  • 2D: Made com.unity.2d.sprite and com.unity.2d.tilemap discoverable in Package Manager.
  • Android: Added a warning if making a signed release Android build without Arm64 binaries. (1289652)
  • Android: Disabled Optimized Frame Pacing on Android 4.4-5.1 to fix crash/freeze. (1268910)
  • Android: Fixed issue when using RenderDoc on Android with Vulkan on some Adreno devices caused by Unity's ASTC HDR support detection. (1287309)
  • Animation: Fixed a bug where changes to an entry transition wouldn't rebuild the state machine. (1282801)
  • Animation: Fixed crash when calling SamplePlayableGraph with Custom Playable. (1272325)
  • Asset Bundles: Fixed occasional graphics job related crash when unloading an AssetBundle that contains Shaders. (1264580)
  • Asset Import: Fixed corrupted PSD file could crash the Editor. (1284882)
  • Asset Import: Fixed issue with model rotated 90 degrees when upgrading project from version 2020.2.0a20 and below to 2020.2.0a21 and above. (1276677)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed issue with OnAssignMaterialModel next methods not called even when the first one returns a null object. (1280978)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Removed unsupported layerElement reference mode error logs. (1225010)
  • Asset Pipeline: Added AssetPathToGUIDOptions enum to modify behavior of AssetPathToGUID. (1278834)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed shutdown discovered when reimporting all assets. (1274119)
  • DX12: Fixed Int shader properties (declared in the Properties block) not being set up correctly in ray tracing shader code. (1287762)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Added a foolproof EditorGUIUtility.ResetGUIState(); when drawing inspectors in override preview panel. (1242693)
  • Editor: Fixed an error where Slider1D was called with an invalid vector. (1284682)
  • Editor: Fixed an issue causing input handler to be set incorrectly when upgrading projects. (1287791)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed bundle identifier can't be set in the generated Xcode project for iOS. (1284759)
  • Editor: Fixed crash on update in collab. (913690)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed issue where not all memory held by the editor console was freed after it had been cleared. (1264725)
  • Editor: Fixed issue where scene visiblity/picking didn't work with objects in the DontDestroyOnLoad scene. (1234777)
  • Editor: Fixed organization refresh every tick. (1280142)
  • Editor: Fixed repaint during Drag and drop. (1282237)
  • Editor: Fixed repaint during Drag and drop. (1288096)
  • Editor: Fixed resize hover state. (1212854)
  • Editor: Fixed the issue where game object name could be set to empty string when changed in inspector window. (1169191)
  • Editor: Fixed the issue where Game View focus is lost when entering Play mode with maximized Game View. (1252097)
  • Editor: Scripting defines list cut/copy/paste functionality improved. (1287729)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Since the picking zones were increased for touch (tablet + finger) it seems that tablet users have trouble using scrollbars because the splitter gets in the way.
  • The behavior is reverted. (1240329)
  • GI: Fixed Static Analysis Defect 53772 in EnlightenJobHelpers.h: Passing tainted expression "sz" to "resize", which uses it as an allocation size. (1290400)
  • GI: Made indirect bounce intensity animatable. (1278770)
  • GI: TextureImporter now chooses the ETC2 format instead of PVRTC for directional lightmaps by default when build target is iOS. (1235359)
  • Graphics: Added backbuffer MSAA support to OSX/Game View. (1289045)
  • Graphics: Corrected priority for the vfx assets. (1284439)
  • Graphics: Fixed blit operation when source is null and a custom shader is being used. (1278604)
  • Graphics: Fixed case 1266922.
  • Graphics: Fixed for setScissorRect crashing on metal when adjusting panels in editor. (1256241)
  • Graphics: Fixed frame debugger not showing correct keywords when stage-specific shader features are used. (1261620)
  • Graphics: Fixed issue where passing a null value to GetBlendShapeIndex function on Mesh class would cause the editor to crash. (1288012)
  • Graphics: Fixed NullReferenceException thrown cause by a missing Null check on Texture3DPreview::GetInfoString(). (1289610)
  • This is a change to a 2021.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed progress bar showing incorrect project initialization sequence. (1284748)
  • Graphics: Fixed repaint of VFX Graph in play mode.
  • Graphics: Fixed Vulkan validation error Shader requires vertexPipelineStoresAndAtomics but is not enabled on the device. (1288889)
  • Graphics: Improved handling of VirtualTexturing enabled state outside of the player settings UI. (1264576)
  • Graphics: Shadows are not taken into account on any light type if object is not on Default Light Layer. (1289846)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Updated terrain warning against using shaders that rely on tangents to recommend the correct shaders for SRPs. (1281595)
  • Graphics: [Stadia] Black screen when invalidating Vulkan swapchain on resume after app is suspended. (1270045)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed an exception that could be throw if System.Data.DataCommonEventSource.ExitScope was called at runtime on a non-windows platform when managed code stripping is enabled. (1278839)
  • IL2CPP: Fixed issue with re-throwing an exception from a catch that includes a nested try/catch block. (1281069)
  • macOS: Fixed crash when trying to access Movies, Music, or Photos folders on Catalina. (1280375)
  • Package Manager: Improved performance of accessing HiddenPackagesCount in PackageManagerUtilityInternal. (1275248)
  • Physics: Added missing property tooltips for Physics 2D project setting properties of "Gizmos" and "Layer Collision Matrix". (1276423)
  • Physics: Ensure that changing a Rigidbody2D constraint on a prefab instance results in the change being indicated by a bold label in the inspector. (1265836)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Ensure that changing the Rigidbody2D mass distribution correctly adjusts the center of mass velocity. (1272075)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Ensure the 2D per-frame SimulationMode2D correctly runs the simulation after the Update script callback and not before it to match FixedUpdate script callback. (1274820)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue when filtering out bad 2D physics collision shapes produced by the internal shape tessellator where occasionally a good shape is filtered out. (1274172)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an occasional crash when destroying a PhysicsScene2D while destroying active contacts or collider-ignore-collision settings. (1268659)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed regression preventing both required component and the dependent from both being removed from a prefab instance. (1277654)
  • Prefabs: Fixed that there is no information provided about the Prefab when a Prefab's child has broken references after using ForceReserializeAssets. (1262196)
  • Prefabs: Fixed using 'Clear Parent' menu item in Prefab Mode. (1288117)
  • This is a change to a 2021.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Prefabs: Improved error handling when loading broken prefab files. (1278298)
  • Profiler: Fixed an issue where FrameCount inside the ProfilerUserSettings would clamp to a 0 - 2000 frame range instead of 300 - 2000, thus causing the charts inside the ProfilerWindow to throw out of range exceptions. (1288878)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed CPU Recorder sampleBlockCount is unstable depending of thread scheduling. (1201319)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed gc allocation in unsafe version of Profiler.EmitFrameMetaData. (1281405)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed issue where entering PlayMode with the editor open would throw "GetInt is not allowed error". (1289794)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Hierarchy Views randomly collapsing (i.e. hiding their children) parts of the sample tree when Editor Only samples are present in a frame and the "Collapse EditorOnly Samples" option is turned on (default setting is on).
  • Profiler: Selections CPU or GPU samples made in the CPU Usage and GPU Usage Profiler Modules now carry over correctly and persistently to all views (Timeline, Hierarchy, Raw Hierarchy) as well as to all frames that contain them. In frames other than the one the selection was originally made in, the selection will point to the first sample that provides the best match to the stack of sample names that lead up to that original sample. So if there are e.g. multiple Components of the same type "MyComponent", and you select the "MyComponent.Update()" sample of one of them, there is no way for the Profiler to identify the "MyComponent.Update()" sample of exactly that sample Component in the next frame. It will therefore just select the very first "MyComponent.Update()" sample it can find. If a part of the Sample Stack is missing in a frame, the selection Tooltip in Timeline or an extra line at the bottom of the Hierarchy views will alert you of the fact, that the selection that was carried over to this frame is just an approximation. An option was added to show the difference in this approximated Sample Stack, and the originally selected Sample Stack. If not even one of the sample names from the original selection fits the samples in a particular frame and thread, no selection will be displayed. If a selection was made on a thread other than the Main Thread, switching to the Hierarchy Views will automatically switch them to the right thread this selection was made in. (1066309)
  • Scene/Game View: Picking: Needed for PolyBrush PR : https://github.com/Unity-Technologies/polybrush/pull/144. (1271427)
  • Shaders: Fixed Editor failures due to shader compiler communication issues when using some VPN solutions. (1025558)
  • Shaders: Fixed out of bounds access to static const arrays in generated GLSL code. (1276781)
  • Shaders: Support Texture.CalculateLevelOfDetail function in Metal shaders. (1237836)
  • UI: Fallback to non SRP when rendering uGUI's profiler rerender even if SRP is in use. (1275870)
  • Universal Windows Platform: Fixed an issue in D3D12 where disabling VSync didn't allow running at unlocked frame rate. (1289170)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Crash with videos that have rotation metadata on Windows. (1268145)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Enabled the previously disabled tests and re-ran them on PS4 and Android on Katana with testRepetitions set to 100. (1068853)
  • Video: Uncommented the EndReached callback in VideoPlayback playmode tests and updated the tests since the original fix for the callback issue had landed. (1062515)
  • XR: Utilize volume up and down buttons on VR devices to confirm and proceed when Android dialog is not visible on VR devices instead of only restricting to click "Ok" button on screen. (1140155)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • Build Pipeline: Added: ContentBuildInterface.CalculatePlayerSerializationHashForType for providing precise per type dependency tracking for incremental rebuild of asset bundles.
  • Core: Added: Added new Screen, Application and SystemInfo classes in UnityEngine.Device namespace, that can mimic platform-specific behavior in the Unity Editor when used with Device Simulator.
  • Scripting: Removed: Previously undocumented EditorUtility.CompileCSharp() is removed. Its functionality can be achieved through the supported AssemblyBuilder class.
  • Shaders: Deprecated: Material, MaterialPropertyBlock and Shader API for working with "Int" properties is deprecated. Use "Integer" or "Float" properties and the corresponding API instead.
  • UI Toolkit: Changed: ProgressBar was moved to UnityEngine.UIElements to support runtime.
  • Changes:
  • Burst: Temporarily removed the Burst compiler warning about exception throws not in [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] methods, to let us address user feedback. The next minor version of Burst will reincorporate this in a more friendly manner.
  • Scripting: Changed NativeArray limit of 2GiB in size, and now it can contain 2^31 items instead.
  • Shaders: Editor now skips warming up shaders from shader collections in the Preloaded shaders section of Graphics settings.
  • Improvements
  • Build Pipeline: Upgraded udp package to 2.1.0.
  • Editor: Optimized mobile ASTC texture compression (about two times faster now).
  • Profiler: Call Stacks displayed in the CPU Usage Profiler now by default only show calls for which more information than just their memory address is present. You can toggle on "Full details for Call Stacks" if you want to see the addresses.
  • Profiler: Call Stacks displayed in the selection tool-tip of Timeline view are now clickable if they contain file information.
  • Scene/Game View: Improved performance of selection outline and wireframe rendering in the Scene View. (1271634)
  • Scripting: MenuItem for manually running script updater is removed. It now always offers to update when it finds a compilation error it can fix.
  • Scripting: Script compilation has a background task progress bar when auto-refresh is disbled.
  • Scripting: Script Compilation is now incremental across player builds.
  • Scripting: Script Updater approval dialog will show you which files will be overwritten before you give permission.
  • Scripting: Script Updater causes fewer script recompiles when importing/upgrading projects.
  • Scripting: The errors that trigger a script updater are no longer displayed in the console window.
  • Features:
  • 2D: Added an option to enable/disable Alpha Dilate for SpriteAtlas.
  • This adds ability to use Alpha Transparency for padding pixels around Sprite Borders when packing SpriteAtlas.

New in Unity 2020.2.0 Beta 12 (Nov 21, 2020)

  • Fixes:
  • 2D: Fixed an issue where when using Safe or Smart slicing causes some sprite rects to become parented or unselectable. (1264701)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • AI: Fixed an editor crash when building a NavMesh with excessively distant sources. (1231244)
  • Android: Automatically enable 'Custom ... Manifest' and 'Custom ... Template' checkboxes in Player Settings if appropriate files are added to Plugins/Android directory. (1227315)
  • Android: Fixed a error logging issue when using optimized frame pacing. (1284522)
  • Android: Fixed all microphones reporting recording when only one actually is recording. (1278739)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed OpenGL ES error generated by ETC texture uploads on very old Adreno drivers. (1286820)
  • Animation: Added a new function that copies a motion output in its integrality from an animationStream into another animationStream (1277405)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed an issue where FBX Meshes were imported deterministically between MacOS and Windows. (1281393)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed an issue with the model rotated 90 degrees when upgrading project from version 2020.2.0a20 and below to 2020.2.0a21 and above. (1276677)
  • Asset Import: Fixed and issue where 3DS Importer did not handle NaN vertices. (1268563)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed issue where FBX and Sketchup files with paths longer than 260 characters cannot be imported on Windows. (1283359)
  • Asset Pipeline: Fixed editor not crashing when asset database files are read only or locked by another process. (1208749)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed a player "hang" when multiple load-in-background clips were in the initial scene. (1280491)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed audio in timeline preview not pausing/resuming when changing focus between the editor and other applications. (1016423)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: Fixed an issue where asset bundle dependencies might not have been deterministic. (1282671)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Added a new prompt for a user to attach a managed debugger when on Linux, on a headless server build. Also prevents timeout to attach Profiler triggering when allowDebugging is set. (1274332)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: EditorUtility.DisplayProgressBar now again shows up even for async/background tasks. (1285801)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed a crash on update in collab. (913690)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue for GameObject in the Hierarchy getting highlighted when selecting a package in the Package Manager. (1276583)
  • This is a change to a 2020.2.0b2 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue when using the mouse in a Unity window on Windows, the wrong mouse position was used in other Unity windows. (1274741)
  • This is a change to a 2020.2.0b2 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where the Editor locked up after renaming a prefab in isolation mode and dragging a new material on it. (1284799)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where the input handler was set incorrectly when upgrading projects. (1287791)
  • Editor: Fixed an issue where the Inspector was empty when selecting the Blend Tree that had been copied and pasted from another Blend Tree. (1274572)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where the Windows Editor progress bar was not displaying progress overlay in the taskbar icon when the progress dialog was focused. (1269517)
  • Editor: Fixed material drag reassigning last material before undo. (1260931)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Make it possible to alt-tab or click on main Windows Editor window while a modal progress is active. (1234674)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed a fallback from GPU to CPU progressive lightmapper with various OpenCL errors when moving the viewport during baking with Progressive updates on. (1286418)
  • GI: Fixed a fallback to CPU progressive lightmapper with 'CL_UNKNOWN' error after force stopping the light bake and restarting bake. (1279529)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed crash with progressive GPU when baking lighting with the AZURE Nature demo scene with a GPU that is below min spec. (1277383)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed the 'Could not load symbol clCreateCommandQueueWithProperties' error when opening project on some systems with OpenCL 1.2 or older drivers. (1268288)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a crash on DrawUtil::DrawProceduralIndirectRawFromNodeQueue/BatchRenderer::RenderBatch when recompiling a script. (1274568)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a crash when resizing the materials array on a renderer when using material property blocks. (1188507)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a potential crash when switching vsync at runtime. (1251670)
  • Graphics: Fixed a potential divide by 0 issue when running graphics jobs on UWP Player. (1284815)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue where a black screen on Stadia would appear when resuming from Suspend. (1270045)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue where CPU sampling of gradient in vfx was converted from gamma. (1289889)
  • This is a change to a 2020.2.0b8 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed an issue where the texture memory used by Vulkan was more than other APIs. (1223298)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue with blend shape on Mali GPU. (1285097)
  • Graphics: Fixed an issue with shadow caster culling for HDRP. (1185407)
  • Graphics: Fixed VertexCompression setting being interpreted incorrectly. (1281361)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: [Hybrid] Fixed an issue where shadows were not taken into account on any light type if object was not on Default Light Layer. (1289846)
  • IL2CPP: Fixed an exception that could be throw if System.Data.DataCommonEventSource.ExitScope was called at runtime on a non-windows platform when managed code stripping is enabled. (1278839)
  • IL2CPP: Fixed an issue where the public key for assemblies was incorrectly reported. (1271060)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Removed unnecessary assertions that are triggered incorrectly in WebGL debug builds. (1165055)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed an issue where builtin deferred renderer used 2 extra encoders to just clear GBuffer. (1277009)
  • macOS: Fixed an issue where OnApplicationFocus misreported when GameCenter UI was visible. (1278005)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed an issue where the Mac editor/player was hanging the whole OS on Apple silicon devices. (1285304)
  • This is a change to a 2020.2.0b6 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where an error was thrown when inspecting packages in the 'My Assets' section of Package Manager. (1265358)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where requests would fail when they took over two minutes to complete. (1287098)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed and issue where the Packager Manager would fail to write the project manifest file (Packages/manifest.json) or the lock file (Packages/packages-lock.json) when they were read-only. (1263361)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: VW unable to see Unity packages since they access them from a server that is not on unity.com domain. (1274555)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Limit the rendering cache size to avoid using lots of memory when using multiple cameras (1270438)
  • Prefabs: Fixed an issue where a reference to the root prefab child was lost when pressing "Unpack Prefab" on root prefab and entering Play mode. (1151512)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where CPU Recorder sampleBlockCount was unstable depending of thread scheduling. (1201319)
  • Profiler: Fixed an issue where FrameCount inside the ProfilerUserSettings would clamp to a 0 - 2000 frame range instead of 300 - 2000, thus causing the charts inside the ProfilerWindow to throw out of range exceptions. (1288878)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where the scroll wheel would not work on the scroll bars in the profiler timeline view. (1280335)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed gc allocation in unsafe version of Profiler.EmitFrameMetaData. (1281405)
  • Profiler: Fixed issue where entering PlayMode with the editor open would throw "GetInt is not allowed error". (1289794)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed PlayerLoop.Initialization.PlayerUpdateTime player loop component, moved it to its own category (PlayerLoop.TimeUpdate) and changed its name to better reflect what it actually does. It's now called PlayerLoop.TimeUpdate.WaitForLastPresentationAndUpdateTime. (1284015)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Serialization: SerializeReference reuse polymorphic instances when changing specific values in the inspector. (1193322)
  • Shaders: Fixed an issue where the RenderTexture was not created when ComputeShader.Dispatch is called when setting texture parameter to a compute shade. (1261303)
  • Terrain: Fixed an issue where there was no warning message showing up on UI if a user uses LOD Group component on the detail prototype prefab. (1209026)
  • UI: Canvas RectTransform size calculation now done for standalone renders as well. Camera needs to be enabled to pick up the RenderTexture size change. (833456)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Fixed a crash with videos that have rotation metadata on Windows. (1268145)
  • Video: Fixed an issue where that video player jumped to keyframe when calling Play() if paused before a keyframe. (1271421)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • WebGL: Fixed a crash with Unity web loader on new macOS Big Sur.
  • Windows: Fixed a crashed in PhraseRecognizer when mic disconnected. (1268538)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Fixed Time.deltaTime calculations on D3D11 and D3D12 when running on a secondary monitor that has a refresh rate that is not a divisor of the primary monitor refresh rate (like 60 Hz and 144 Hz). (1285420)
  • Windows: Fixed Time.deltaTime calculations on D3D11 and D3D12 when VSync is force disabled from the driver software (like Nvidia Control Panel, Radeon Settings or Intel Graphics Command Center).
  • XR: UWP: Fix erroneous assert when running in XR mode: WaitForLastPresentationAndGetTimestamp() was called multiple times in a row... (1287953)
  • API Changes:
  • Editor: Added: EditorGUIUtility.SetMainWindowPosition added
  • Graphics: Added: Made GraphicsSettings.GetGraphicsSettings() public.
  • Scripting: Added: Added Vector3Int.forward and Vector3Int.back
  • Scripting: Added: Time.timeAsDouble added
  • Scripting: Time.timeSinceLevelLoadAsDouble added
  • Scripting: Time.fixedTimeAsDouble added
  • Scripting: Time.unscaledTimeAsDouble added
  • Scripting: Time.fixedUnscaledTimeAsDouble added
  • Scripting: Time.realtimeSinceStartupAsDouble added
  • Changes:
  • Android: Switch internal Unity allocator to DynamicHeapAllocator which is compatible with Scudo allocator introduced in Android 11. This fixes an error "Using memoryadresses from more than 16GB of memory". If a user wants to revert to previous allocator, pass "-systemallocator" command line argument in UnityPlayerActivity updateUnityCommandLineArguments. (1284525)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Burst: Temporarily removed the Burst compiler warning about exception throws not in [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] methods, to let us address user feedback. The next minor version of Burst will reincorporate this in a more friendly manner.
  • Improvements:
  • Editor: Scripting defines list cut/copy/paste functionality improved (1287729)
  • IL2CPP: improved error message when required Visual Studio components are not installed when building for Windows.
  • iOS: Added iPad Pro 4th Generation and iPad Pro 11" 2nd Generation to DeviceGeneration (1280059)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Kernel: Better memory management for storing object information. (1275751)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Add support for new managed code stripping annotation attributes.
  • Scripting: Raise temporary memory allocation limit, from 1GB/thread to 32TB/thread. (1280790)
  • This is a change to a 2020.2.0b5 change, not seen in any released version, and will not be mentioned in final notes.
  • Terrain: Add "Delete Brush..." button to the brush selection UI.
  • Terrain: If you paint too many detail objects on terrain now Unity will draw red boxes highlighting these areas in the scene view and displaying a text warning against the situation. (1248488)
  • Terrain: Now a warning message will show up on UI after you select a detail prototype if terrain cannot hold all the detail objects when you paint at maximum density. (1248486)
  • XR: Utilize volume up and down buttons on VR devices to confirm and proceed when Android dialog is not visible on VR devices instead of only restricting to click "Ok" button on screen. (1140155)
  • This has already been backported to older releases and will not be mentioned in final notes.

New in Unity 2021.1.0 Alpha 5 (Nov 17, 2020)

  • Fixes:
  • 2D: Fixed exception when upgrading/downgrading packages used by Sprite Editor Window that is currently active. (1242988)
  • 2D: Fixed missing Sprite reference after loading scene from AssetBundles. (1274645)
  • Android: Fixed to automatically deselect ARM64 when switching to Mono, restore when switching back to IL2CPP. (1281826)
  • Asset Import: Fixed issue where FBX and Sketchup files with paths longer than 260 characters cannot be imported on Windows.
  • Asset Import: Fixed such that Arguments are used as doubles rather than floats, allowing the FindGridCell method to have greater boundaries. (1280470)
  • Asset Pipeline: Fixed project Startup time being slow due to unmatched Custom Dependencies. (1276078)
  • Audio: Fixed player "hang" when multiple load-in-background clips are in the initial scene. (1280491)
  • Editor: Fixed an issue to set static flag in inspector on 'Set to Value of X' in context menu . (1221145)
  • Editor: Fixed cannot load editor layout, stuck in infinite loop of "failed to load window layout". (1275270)
  • Editor: Fixed double-clicking a script in the Inspector window does not open the External Script Editor. (1287702)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed error thrown continuously on deleting Asset in Global search window. (1286605)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the DirectoryNotFoundException thrown when following the example outlined in our documentation on Roslyn analyzers: https://fogbugz.unity3d.com/f/cases/1283992/.
  • Editor: Fixed unable to assign Logos Sprite from asset selector window in Splash Image. (1287270)
  • This is a change to a 2021.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed crash on DrawUtil::DrawProceduralIndirectRawFromNodeQueue/BatchRenderer::RenderBatch when recompiling a script. (1274568)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed custom shaders with no explicit Pass defined to respect the "receive shadows" flag. (1050091)
  • Graphics: Removed misleading default constructor. (1265576)
  • IMGUI: Fixed Null object being created when dropping Sprite to Array in Inspector. (1281986)
  • IMGUI: Updated Layers drop down icon positions and images. (1184677)
  • macOS: Added logging to Thread shutdown to help determine possible broken threads, as well as potential fix for HID thread not properly shutting down when exiting.
  • Package Manager: Fixed packages left selected when clicking a package that has a path exceeding the maximum path limit. (1268917)
  • Package Manager: Fixed to support installing a package to a location that exceeds the maximum path length. (1268396)
  • Package Manager: Fixed uninformative error when path to package files exceeds the maximum path length limitation. (1266765)
  • Particles: Fixed to ensure Rate over Distance emission sets particle ages correctly. (1261813)
  • Physics: Fixed Physics Debug window section titles to be clickable for dropdown. (1261353)
  • Profiler: Fixed issue when threads could have empty name in Profiler. (1278270)
  • Profiler: Fixed to generate unique names for new Profiler Modules to avoid confusion. (1256273)
  • Profiler: Fixed to make sorting stable for identically named threads in Profiler CPU Timeline view. (1283571)
  • Scripting: Fixed issue where thread statics that reused thread static slots would not adhere to type alignment. This would cause the garbage collector to incorrectly clean up thread static data because it would only scan pointer aligned memory for references. This would lead to memory becoming corrupted and inducing random crashes. (1266322)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed macOS Standalone player built for Apple silicon architecture crashing on startup with Mono scripting backend when running on macOS Big Sur Beta 6 or later. (1278359)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed PlayerLoop.Initialization.PlayerUpdateTime player loop component, moved it to its own category (PlayerLoop.TimeUpdate) and changed its name to better reflect what it actually does. It's now called PlayerLoop.TimeUpdate.WaitForLastPresentationAndUpdateTime. (1284015)
  • Serialization: Fixed such tthat SerializeReference will reuse polymorphic instances when changing specific values in the inspector. (1193322)
  • Shaders: Fixed handling of the scalar after the matrix that is not 4xN. (1242345)
  • Shaders: Fixed iOS Tesselation shader compilation issue when using appdata_full. (1281129)
  • Shaders: Fixed native metal shaders failing to import when using caching preprocessor. (1284963)
  • Shaders: Fixed options not being parsed for multi_compile_instancing when using caching preprocessor. (1285968)
  • Terrain: Fixed being unable to rotate branch group. (1283095)
  • Timeline: Fixed misalignment of exposed property reference fields in Timeline. (1222744)
  • UI: Added option to not activate the inputfield on selection. Helpful for controller based platforms where navigating to items is required to navigate UI. (1268708)
  • UI: Fixed a issue where the RectTransform would record a undo too often dirtying the scene. (1268783)
  • UI: Fixed Unity Events that were set as Runtime only to initialize properly upon entering playmode with the FastEnterPlay mode enabled. (1206410)
  • UI Toolkit: Enabled dynamic atlassing of sprites. Fixed tight sprite scale modes.
  • UI Toolkit: Fixed Element not visisle after being hiden/shown in specific sequence. (1269414)
  • UI Toolkit: Fixed such that binding operations are done asynchronouly to improve performance and avoid editor lockups. (1243897)
  • UI Toolkit: Fixed such that right-click context menu on properties now shows on every bound field. (1197268)
  • WebGL: Fixed occasional large values with Input.GetAxis. (1208971)
  • WebGL: Removed support for Wasm arithmetic exceptions in preparation for updating to LLVM Wasm backend. (1286167)
  • Windows: Fixed Time.deltaTime calculations on D3D11 and D3D12 when running on a secondary monitor that has a refresh rate that is not a divisor of the primary monitor refresh rate (like 60 Hz and 144 Hz). (1285420)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Fixed Time.deltaTime calculations on D3D11 and D3D12 when VSync is force disabled from the driver software (like Nvidia Control Panel, Radeon Settings or Intel Graphics Command Center).
  • XR: Fixed erroneous assert when running in XR mode: WaitForLastPresentationAndGetTimestamp() was called multiple times in a row... (1287953)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed issue when using deferred rendering and stereo multipass where if the spotlight intersected the camera near and camera far planes then the spotlight would render incorrectly in the right eye. (1140490)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed issue where attempting to use separate cameras while using stereo multipass to render each eye caused the left eye to render the right eye and the right eye to not render at all. (1280266)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • Editor: Added: Added EditorGUIUtility.SetMainWindowPosition.
  • Scripting: Obsoleted: Removed UnityEditorInternal.ScriptEditor.
  • Scripting: Removed: Removed UnityEditorInternal.GetExternalScriptEditorArgs as it was throwing not supported exception.
  • Changes:
  • Asset Import: Changed Alembic verified package to 2.1.1-pre.1.
  • Graphics: Changed so texture formats DXT1 and DXT5 in the UI labels are now named "DXT1|BC1" and "DXT5|BC3", indicating terminology used by modern graphics APIs.
  • Graphics: Changed switch shaders to now use separate samplers instead of combined texture-samplers objects.
  • UI Toolkit: Changed are now called on bound field when value is first set on the control and matches default value. (1273589)
  • UI Toolkit: Changed DynamicAtlas system to track texture references and support dynamic removals.
  • UI Toolkit: Updated menu item for Live Reload to be called "UI Toolkit Live Reload" to avoid user confusion.
  • Improvements:
  • Core: Reduced thread contention on JobQueue internal memory allocation.
  • Editor: Added "Localize compiler messages" to Preference Window>Language to localize compiler messages in the current language.
  • Shaders: Added shader name to messages in the log about shader state being unsupported,.
  • UI Toolkit: Improved renderer batching.
  • Features:
  • 2D: Added support to allow user to toggle drawing of Grid Gizmo in the Tile Palette window with a button in the Tile Palette window.
  • 2D: Added support to allow users to toggle drawing of Grid Gizmo for a Grid component in the SceneView using the SceneView Gizmo button or through the list in the Gizmo dropdown.
  • Burst: Added support to load additional burst libraries in playmode/standalone for the intention of allowing Modding support on desktop platforms.
  • Package Manager: Added a new add package by name dropdown and revamped the existing add from git URL dropdown.
  • UI Toolkit: Added UI Builder, a visual UI authoring tool for UI Toolkit. It was initially released as a package (com.unity.ui.builder) and is now part of core Unity for its 1.0 full release.
  • https://unity3d.atlassian.net/browse/UR-1324.

New in Unity 2020.2.0 Beta 11 (Nov 12, 2020)

  • Fixes:
  • AI: Corrected the stray NavMeshAgent to always move to the closest NavMesh instead of somewhere above or below. (1072945)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • AI: Fixed NavMesh link cost modifiers improper behavior. (1281314)
  • Android: Enables Unity perform Android SDK update with elevated privileges on Windows. Previously if Android SDK/NDK would be installed in folder like Program Files, Unity wouldn't be able to update Android SDK. With new behavior user will be prompted with a dialog where Unity will ask - if it can run sdkmanager.bat with elevated privileges. (1281951)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed an issue where new format of SDK's command-line tools were not detected. (1256617)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed an issue where an animation event at time 0 would not be triggered after resetting the time. (1230811)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed an issue where the current directory was changed in beginning of refresh. (1278242)
  • Build Pipeline: Fixed an issue where SerializeReference instance types were not preserved when setting Player.Optimization.Managed Stripping Level to Medium or High. (1232785)
  • Build Pipeline: Fixed an issue where StreamingAssets AssetBundle manifest were not provided by default to PlayerBuild, which resulted in types being referred by AssetBundle being kept in the build even if Player.Optimization.Managed Stripping Level was set to Medium or High.
  • Editor: Fix resizing of columns in Shortcut Manager window (1288083)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where child task state was not updated when paused/unpaused. (1276522)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Added prompt when switching colors space in editor.
  • Setting color space to uninitialized via script is no longer valid.
  • Updated RenderTextureDesc documentation. (1274452, 1274453)
  • Graphics: Fixed a crash when using Graphics.CopyTexture or CommandBuffer.CopyTexture between render targets with different sample count. (1282705)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed an exception that was thrown when creating unsupported Crunched Cubemap from script, Crunched Texture3D, CubemapArray, Texture2DArray and SparseTexture. (1278154)
  • Graphics: Fixed an issue whene import of 16 bit cubemaps with spherical or cylindrical mapping would fail. (1284767)
  • iOS: Fixed a rotation issue when app was not required to be full-screen and was running on iPad. (1091688)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed a crash that was due to a corrupted ProjectCache.bin that occured when opening a project last opened in a different Unity Editor version. (1276565)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an crash when a user kept sending a progress report during Unity shutdown time. (1282030)
  • Particles: Fixed assertion failure caused by active ParticleSystems. (1272220)
  • Profiler: Fixed an issue where the UI System Preview Window in the UI Profiler module did not have its title set correctly. (1238881)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fix a modifying Assembly Definitions results issue in recompile all. Adding/Removing/Moving still results in a recompile all. (1268925)
  • Services: Added a fix for the removal of CEF from the editor that caused an exception when a tracker was added to a game object.
  • The removal of CEF meant that when analytics was not enabled, and a user adds an analytics tracker to a game object, the library
  • required to create the "go to service menu and enable analytics" button did not exist, and thus would throw an exception. The solution was
  • to have a seperate class initialised on load that would override this functionality for all editors that don't have this library. (1277664)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed bad constant buffer data in Editor compute shaders right after build. The bug could cause Editor to crash after build. (1263233)
  • This is a change to a 2020.2.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • Terrain: Fixed an issue where there was unnecessary CPU time spent in culling terrain trees with LOD. (1256992)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Added EditorWindow.CreateGUI entry point to safely add visual elements to the window. (1281376)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fix MissingMethodException issue with Shortcut Manager window when UI Toolkit package is installed. (1276678)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Fixed a crash when destroying VideoPlayer while it was still initializing. (1241848)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Virtual Texturing: Fixed a crash when preview a VT texture with an unsupported format. (1274476)
  • Virtual Texturing: Fixed an issue where the VT system was using some formats that are not natively supported by the GfxDevice. (1253381)
  • WebGL: Fixed an issue where shaders placed in extra resources ("Always Included Shaders" list) might be built incorrectly. (1120359)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • WebGL: Fixed DST time computation for locales that have changed their DST behavior since year 2000. (e.g. Lithuania). (1179945)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • WebGL: Fixed WebGL build issue when the default system Python version is Python3 instead of Python2. (1280386)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed an issue when using deferred rendering and stereo multipass where if the spotlight intersected the camera near and camera far planes then the spotlight would render incorrectly in the right eye. (1140490)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed an issue where attempting to use separate cameras while using stereo multipass to render each eye caused the left eye to render the right eye and the right eye to not render at all. (1280266)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Changes:
  • Timeline: Updated Timeline package to version 1.4.4
  • Improvements:
  • Asset Import: Reimport of a FBX used in prefabs is now faster in large scenes. (1279974)
  • This has already been backported to older releases and will not be mentioned in final notes.

New in Unity 2020.1.13 (Nov 11, 2020)

  • Fixes:
  • 2D: Fixed to cull individual Sprites in TilemapRenderer Individual mode instead of using chunk culling.
  • AI: Corrected the stray NavMeshAgent to always move to the closest NavMesh instead of somewhere above or below. (1072945)
  • Animation: Added a new function that copies a motion output in its integrality from an animationStream into another animationStream. (1277405)
  • Animation: Fixed a bug where an animation event at time 0 would not be triggered after resetting the time. (1230811)
  • Asset Import: Fixed such that FBX Meshes are imported deterministically between MacOS and Windows. (1281393)
  • DX12: Added SNorm16 and UNorm16 vertex attribute formats support in ray tracing HLSL code. (1263936)
  • DX12: Fixed a potential GPU crash that can happen on some GPU architectures because of missing NonUniformResourceIndex index modifier when accessing resource arrays in ray tracing HLSL code. (1282101)
  • Editor: Fixed "Run in background" option causing a dramatic increase in CPU usage. (1275832)
  • Editor: Fixed such that the Linux editor main window now correctly remembers saved window layout. (1258663)
  • GI: Fixed crash with progressive GPU when baking lighting with the AZURE Nature demo scene with a GPU that is below min spec. (1277383)
  • Graphics: Fixed artifacts on some mesh triangles generated when using ray tracing. This bug could be reproduced when using 16-bit index buffers and meshes that have an odd number of triangles. (1283942)
  • Graphics: Fixed so aspect ratios are maintained and upscaled using letterboxing when rendering with Vulkan. (1192023)
  • Graphics: Fixed such that, in Stadia, SetResolution now changes the rendering resolution without recreating the swapchain. (1232719)
  • iOS: Fixed rotation issues when app is not required to be full-screen and is running on iPad. (1091688)
  • Profiler: Fixed RawFrameDataIterator.threadId always returning 0 for profiler frame data loaded from .data files. (1279213)
  • Scripting: Added support for "||" (OR) operator for the Plugin Inspector. (1270592)
  • Scripting: Fixed modules being disabled by a platform not getting reenabled when switching platforms which could cause incorrect compiler errors. (1196164)
  • UI Elements: Fixed visual artifacts occurring when resizing windows. (1218455)
  • UI Toolkit: Fixed MissingMethodException issue with Shortcut Manager window when UI Toolkit package is installed. (1276678)
  • Video: Fixed crash when destroying VideoPlayer while it is still initializing. (1241848)
  • Video: Fixed such that VideoPlayer jumps to kf on Play() if paused near kf. (1271421)
  • Virtual Texturing: Reduced sizes of VT fallback caches used by GfxTests to prevent out-of-memory. (1266524)
  • WebGL: Fixed a bug where shaders placed in extra resources ("Always Included Shaders" list) might be built incorrectly. (1120359)
  • WebGL: Fixed WebGL build issue when the default system Python version is Python3 instead of Python2. (1280386)
  • Windows: Fixed for the issue in which Overrides window stays stuck open when user returns to the Scenes. (1233487)
  • XR: Fixed an issue where the XR splash screen is missing when using SRP. (1230976)
  • XR: Fixed issue where attempting to use separate cameras while using stereo multipass to render each eye caused the left eye to render the right eye and the right eye to not render at all. (1140490)
  • API Changes:
  • Physics: Added: Added writeable WheelCollider.sprungMass, to enable explicit mass distributions. In addition to that, exposed WheelCollider.ResetSprungMasses() to reset the vehicle back to automatically calculated implicit sprung masses. It uses the same usage pattern as with Rigidbody.inertiaTensor / Rigidbody.ResetInertiaTensor().
  • Improvements:
  • 2D: Improved performance of TilemapRenderer Individual mode.
  • Profiler: Added progress bar when loading and saving Profiler data.

New in Unity 2020.1.12 (Nov 5, 2020)

  • Fixes:
  • 2D: Fixed dynamic batching for TilemapRenderer in Individual mode with SpriteRenderers when Sprites have secondary textures set. (1277223)
  • 2D: Fixed totalSpriteSurfaceArea to get reserialized when switching build platforms. (1273235)
  • AI: Fixed an issue where CreateLocation does not return correct projection of an input point on an OffMeshLink. (1246726)
  • Android: Fixed to enable Unity perform Android SDK update with elevated privileges on Windows. Previously if Android SDK/NDK would be installed in folder like Program Files, Unity wouldn't be able to update Android SDK. With new behavior user will be prompted with a dialog where Unity will ask - if it can run sdkmanager.bat with elevated privileges. (1281951)
  • Asset Import: Fixed such that substance files do not display an import warning anymore when the substance plugin is correctly set up in a new project. (1221240)
  • Audio: Fixed to synchronize audio source playing state with timeline clip playing state. (1146694)
  • Audio: Fixed to unblock streaming mp3 on supported platforms. (1224487)
  • Editor: Fixed -api-profile flag causing editor to write to ProjectSettings/ProjectSettings.asset using binary serialization mode despite ForceText being configured in ProjectSettings/EditorSettings.asset.
  • Editor: Fixed a crash that could occur when Burst compilation was scheduled before Burst had been initialized.
  • Editor: Fixed incorrect error message in audio importer. (1279810)
  • Editor: Fixed incorrect key values being passed to the new input system on Linux. (1275964)
  • Editor: Fixed to unblock streaming mp3 when targeting webgl. (1252868)
  • GI: Fixed an error log message in the light conversion script that could occur when light colors produced denormalized floats. Light without any color channel exceeding 1e-20 will be treated as completely black (0,0,0). (1275179)
  • GI: Fixed an issue where Enlighten would run on build despite being disabled. (1258154)
  • Graphics: Fixed an issue where in some cases, Custom Render Textures would not be rendered (generally with asset bundles or in a standalone build). (1281400)
  • Package Manager: FIxed the Assets > Properties window to display a selected package's display name instead of the id in the title tab. (1217758)
  • Package Manager: Fixed the crash due to a corrupted ProjectCache.bin that could occur when opening a project last opened in a different Unity Editor version. (1276565)
  • Package Manager: Fixed VW being unable to see Unity packages since they access them from a server that is not on unity.com domain. (1274555)
  • Particles: Fixed missing Trail Material slot in the Inspector. (1284719)
  • Prefabs: Fixed crashes caused by broken scenes, where missing prefabs have been serialized badly into the scene file. (1280054)
  • Prefabs: Fixed editor crashes caused by prefabs instance with missing assets. (1219109)
  • Prefabs: Fixed Editor crashes/hangs when using PrefabUtillity.SetPropertyModifications() where some propertymodification.target are invalid (null). (1276769)
  • Prefabs: Fixed such that managed field types in prefabs containing Arrays are now serialized correctly to allow field to be initialized before Array.size is set. (1255012)
  • Profiler: Fixed such that the UI System Preview Window in the UI Profiler module now has its title set correctly. (1238881)
  • Serialization: Fixed to make sure that when objects are created as part of a deserialization process the class default initializers are called. (1253433)
  • Services: Added a fix for the removal of CEF from the editor causing an exception when a tracker is added to a game object.
  • The removal of CEF meant that when analytics is not enabled, and you add an analytics tracker to a game object, the library
  • required to create the "go to service menu and enable analytics" button didn't exist, and thus would throw an exception. The solution was
  • to have a seperate class initialised on load that would override this functionality for all editors that don't have this library. (1277664)
  • Universal Windows Platform: Fixed a crash which happens when rapidly switching between input fields with text in them. (1278859)
  • Universal Windows Platform: Fixed excessive memory usage when application gets suspended. (1279629)
  • Universal Windows Platform: Fixed Y coordinate on new input system when running on non-100% scaled display. (1278638)
  • Version Control: Fixed an issue where duplicate keys could cause empty data to be output, and improved transform mapping to work with a wider range of Unity versions. (1258865)
  • Video: Fixed to use 2d spatial blending when playing audio in direct mode. (1276611)
  • Changes:
  • Package Manager: Fixed such that the Package Manager no longer discards the existing package state in case of critical errors such as failure to parse the project manifest.

New in Unity 2021.1.0 Alpha 4 (Nov 5, 2020)

  • Fixes:
  • 2D: Fixed issue where when using Safe or Smart slicing causes some sprite rects to become parented or unselectable. (1264701)
  • AI: Correct the stray NavMeshAgent to always move to the closest NavMesh instead of somewhere above or below. (1072945)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • AI: Fixed behavior of improper NavMesh link cost modifiers. (1281314)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • AI: Fixed editor crash when building a NavMesh with excessively distant sources. (1231244)
  • Android: Added .mov to supported extensions in VideoPlayer. (1282206)
  • Android: Fixed Android build when streaming asset has quote in it's name. (1281934)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Android: Fixed error logging when using optimized frame pacing. (1284522)
  • Android: Fixed OpenGL ES error generated by ETC texture uploads on very old Adreno drivers. (1286820)
  • Android: Greatly reduced the overhead of GetBigLittleConfiguration() call happening every frame. (1285344)
  • Android: Switch internal Unity allocator to DynamicHeapAllocator which is compatible with Scudo allocator introduced in Android 11. This fixes an error "Using memoryadresses from more than 16GB of memory". If by some reason you want to revert to previous allocator, pass "-systemallocator" command line argument in UnityPlayerActivity updateUnityCommandLineArguments. (1284525)
  • Animation: Fixed a bug where an animation event at time 0 would not be triggered after resetting the time. (1230811)
  • Animation: Fixed crash caused by AnimationState using invalid reference. (1256962)
  • Animation: Fixed timeline playback being disabled after unlinking the AnimationWindow. (1285659)
  • Asset Bundles: Fixed AssetBundle related race condition that would occasionally crash when calling AssetBundle.Unload while an async load operation out of that AssetBundle was in progress. (1228306)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed an issue where the Clip panel of the model importer did not allow for animation preview. (1281411)
  • This is a change to a 2021.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Asset Import: Fixed bug where renaming a script doesn't properly take effect on asset import workers.
  • Asset Pipeline: Fixed an issue where unavailable asset previews could get stuck repeatedly trying to load. (1283558)
  • Asset Pipeline: Fixed editor not crashing when asset database files are read only or locked by another process. (1208749)
  • Asset Pipeline: Logging in import worker will now always log to local import worker log file. (1286454)
  • Audio: Fixed macOS editor crashing when repeatedly stopping and playing the AudioRenderer. (1283073)
  • Audio: Fixed potential volume fluctuation in timeline audio on scene change. (1198128)
  • Audio: Unblock streaming mp3 on supported platforms. (1224487)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Bug Reporter: Updated Bug Reporter styling on Mac to accommodate the dark theme. (1188713)
  • Burst: Fixed a bug where if you used an enum argument to a function to index into a fixed array, a codegen error would occur.
  • Burst: Fixed a bug whereby for platforms that require us to write intermediate LLVM bitcode files, UTF paths would be incorrectly handled.
  • Burst: Fixed a poor error message when a generic unsupported type (like a class or an auto-layout struct) combined with an unsupported managed array (like (int, float)[]) wouldn't give the user any context on where the code went wrong.
  • Burst: Fixed an internal compiler error when nested managed static readonly arrays were used (produces a proper Burst error instead now).
  • Burst: Fixed an issue that could prevent the Editor from shutting down.
  • Burst: Fixed permissions error when running lipo tool to combine libraries.
  • Burst: If targeting multiple iOS architectures, produce a combined burst library containing all architectures, this fixes "New Build System" on xcode version 12.
  • DX12: Fixed artifacts on some mesh triangles generated when using ray tracing. This bug can be reproduced when using 16-bit index buffers and meshes that have an odd number of triangles. (1283942)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • DX12: Fixed [D3d12 - "Failed to create a heap!"] message when starting editor in D3D12 mode. (1284462)
  • Editor: Creating a terrain material from a terrain preset no longer causes a null reference access warning. (1240871)
  • Editor: Fixed -api-profile flag causing editor to write to ProjectSettings/ProjectSettings.asset using binary serialization mode despite ForceText being configured in ProjectSettings/EditorSettings.asset.
  • Editor: Fixed adding and removing components expands collapsed components view in the inspector window. (1280892)
  • Editor: Fixed an issue where 'static' keyword gets clipped in the inspector header when a prefab instance is marked as static. (1166126)
  • Editor: Fixed default index doesn't filter prefabs using t:prefab. (1284865)
  • Editor: Fixed doc and typo in Scene Template Pipeline. (1286440)
  • Editor: Fixed Editor locking up after renaming a prefab in isolation mode and dragging a new material on it. (1284799)
  • Editor: Fixed inconsistent element selection when selecting with shift/command/ctrl + up arrow. (1283696)
  • This is a change to a 2021.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed incorrect error message in audio importer. (1279810)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed invisible asset created in the project browser after renaming it with 260+ characters. (1281291)
  • Editor: Fixed issue with Mono Project credits being clipped in About Unity Window. (1283640)
  • This is a change to a 2021.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed material drag reassigning last material before undo. (1260931)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed resizing of columns in Shortcut Manager window. (1288083)
  • Editor: Fixed the issue with Slider Component using an Image for its Fill Rect field not marking the Image's Fill Amount property as driven. (1264829)
  • Editor: Fixed Windows Editor progress bar not displaying progress overlay in the taskbar icon when the progress dialog is focused. (1269517)
  • Editor: Fixes Script Execution Order Add Item drop-down menu in Project Setings not opening in the Windows Editor when there are over 1000 items, prevents drop down menu item insertion when system limit is reached instead of preventing insertion above 1000 item. (1265757)
  • Editor: Fixes that when Assets are added multiple times until the scrollbar is appeared then on using Add(+) & Remove(-) Buttons they don't show intended behavior in Search Index Manager window. (1284405)
  • This is a change to a 2021.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Make it possible to alt-tab or click on main Windows Editor window while a modal progress is active. (1234674)
  • Editor: Properly show update check window in the editor on application launch when a new version is available. (1274737)
  • Editor: Rare crash when several editors are opened fixed.
  • Editor: Unblock streaming mp3 when targeting webgl. (1252868)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Update GUI.Color to reflect that it doesnt get effected in personal addition. (1273117)
  • GI: Fallback from GPU to CPU progressive lightmapper with various OpenCL errors when moving the viewport during baking with Progressive updates on. (1286418)
  • GI: Fixed crash with progressive GPU when baking lighting with the AZURE Nature demo scene with a GPU that is below min spec. (1277383)
  • GI: Fixed fallback to CPU progressive lightmapper with 'CL_UNKNOWN' error after force stopping the light bake and restarting bake. (1279529)
  • GI: Fixed Radeon Pro denoiser artifacts when using HDR lightmaps. (1272945)
  • Graphics: Added missing macros to sample 2D textures.
  • Fixed issue on Switch where declaration of a texture with full-float precision was ignored.
  • Graphics: Adding Chinese pure dynamic font characters causes atlas memory leak of about 0.5mb each. (1273364)
  • Graphics: Dirty prefab when dirtying a material used by that prefab.
  • Graphics: Extended supported formats for GPU readback. (1123748)
  • Graphics: Fixed a crash when resizing the materials array on a renderer when using material property blocks. (1188507)
  • Graphics: Fixed a crash when using Graphics.CopyTexture or CommandBuffer.CopyTexture between render targets with different sample count. (1282705)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue when there is a change in antialiasing requirements when camera preview texture is visible a lot of console errors happen. (1176014)
  • Graphics: Fixed failing import of 16 bit cubemaps with spherical or cylindrical mapping. (1284767)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed GLES device leaking texture IDs in some circumstances. (1261513)
  • Graphics: Fixed not throwing exception when creating unsupported Crunched Cubemap from script, Crunched Texture3D, CubemapArray, Texture2DArray and SparseTexture. (1278154)
  • Graphics: Fixed OpenGL bug where projection matrix was not correctly restored after calling Graphics.DrawMeshNow and GL.PopMatrix. (1262117)
  • Graphics: Fixed sample mesh skinned (vfx) when GPUSkinning is disabled. (1275889)
  • Graphics: Fixed sporadic crash when switching vsync at runtime. (1251670)
  • Graphics: Fixed VertexCompression setting being interpreted incorrectly. (1281361)
  • Graphics: Fixed Vulkan Validation warnings when fragment shader input is not produced for render pass attachment. (1278088)
  • Graphics: Fixes compute buffer corruption in instance rendering. (1284433)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: The amount of memory allocated for textures on Vulkan is almost doubled compared to GLES3. (1223298)
  • Graphics: The Post-processing package has been updated to version 3.0.1.
  • Graphics: Update SRP packages to 10.1.0.
  • Graphics: When blitting textures with multiple slices, all slices are now blit across the source and destination. (1211291)
  • IL2CPP: Correctly report the public key for assemblies where is exist. (1271060)
  • IMGUI: Https://jira.unity3d.com/browse/UIT-191: The rect transform rectangle visual is too light.
  • iOS: Fixed password input cleared on first character when touch keyboard input is hidden. (1251498)
  • Linux: Fixed an issue where the Linux Downloader would not properly extract files.
  • Linux: Fixed performance regression while running in Play mode inside the editor. (1271213)
  • Linux: Invalid window layouts do not crash the editor when loaded. (1286251)
  • macOS: Fixed duplicate "Replace" dialog when building iOS target. (1265065)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed issue where OnApplicationFocus misreported when GameCenter UI was visible. (1278005)
  • macOS: Report shader compiler error when invalid texture samplers are used in Metal shaders. (1214014)
  • Package Manager: Added ellipsis when package (name, version and tag) is truncated. (1284866)
  • Package Manager: Fixed an issue where requests would fail when they took over 2 minutes to complete. (1287098)
  • Package Manager: Fixed issue where samples display does not refresh when samples info is changed in package.json. (1233444)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed the crash due to a corrupted ProjectCache.bin that could occur when opening a project last opened in a different Unity Editor version. (1276565)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed the issue where new versions of a package doesn't show up after a refresh in In Project tab. (1281125)
  • Package Manager: The Assets > Properties window now displays a selected package's display name instead of the id in the title tab. (1217758)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: The Packager Manager no longer fails to write the project manifest file (Packages/manifest.json) or the lock file (Packages/packages-lock.json) when they are read-only. (1263361)
  • Package Manager: When a package name text is long, the status icon gets an offset and won't be aligned to other icons. (1287317)
  • Particles: Added shortcuts for Resimulate, Show Bounds and Show only Selected. (1268064)
  • Particles: Ensure smooth size updates when doing slow-mo scrubbing of the particle playback time. (1224857)
  • Particles: Fixed an issue where procedural emission was being capped incorrectly leading to burst emission in excess of the Max Particles limit. (1285328)
  • Particles: Fixed ParticleSystem Window throwing an error when Undo was performed after creating a sub-system. (1280126)
  • Prefabs: Fixed distorted UI for Prefab override comparison window when a changed component is selected. (1069062)
  • Prefabs: Fixed that a reference to the root prefab child is lost when pressing "Unpack Prefab" on root prefab and entering Play mode. (1151512)
  • Prefabs: Fixed that Prefab is marked dirty when cancelling the 'Create new prefab' and 'Create new Variant' dialogs while in Prefab Mode. (1285301)
  • Profiler: Fixed: scroll wheel will now work on the scroll bars in the profiler timeline view. (1280335)
  • Profiler: The UI System Preview Window in the UI Profiler module now has its title set correctly. (1238881)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scene/Game View: Fixed "Width & Height" field in the new Game View aspect ratio menu not allowing mouse drag input. (1284724)
  • Scene/Game View: Fixed Scene View overlays preventing other IMGUI windows in the Scene View from receiving input. (1282859)
  • Scripting: Fixed hang that would manifest when the debugger agent would get stuck waiting to do a thread_join on a suspended thread. (1275345)
  • Scripting: Fixes usage of comment in rsp file. (1216598)
  • Scripting: Fixes usage of whitespace in rsp command arguments. (1223381)
  • Serialization: HDRP/TerrainLit shader no longer produce build errors when in Always included Shaders list. (1237876)
  • Shaders: Fixed missing shader warnings when getting the shader variant from cache server. (1283021)
  • Shaders: Fixed missing shared compiler warnings when targeting GL/Vulkan/Metal/Switch. (1281243)
  • Terrain: Fixed new Tree GameObjects instantiating with the name "OptimizedTree" instead of "Tree.". (1283097)
  • Terrain: Internal: fixed crash when copying terrain during callback with debug allocator active. (1286747)
  • Terrain: Now a warning message will show up on UI if you use LOD Group component on the detail prototype prefab. (1209026)
  • Terrain: Tree with LODGroup and unused renderer no longer throws warning. (1278058)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fixed uGUI description to not mention UI Toolkit to avoid confusion.
  • UI Toolkit: Declaring an AssetImporterEditor extension with showImportedObject set to false no longer makes its inspector repaint over and over again. (1264833)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed MissingMethodException issue with Shortcut Manager window when UI Toolkit package is installed. (1276678)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: PropertyField will now use a custom label(if provided) when drawing a property with an IMGUI PropertyDrawer.
  • Video: Random crashes in Windows builds. (1241848)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: [Mac] VideoPlayer jumps to kf on Play() if paused near kf. (1271421)
  • WebGL: Added more detailed information when a page load fails due to misconfiguration in server hosting settings. Note that Firefox does not currently support Brotli compression for local development (https://bugzilla.mozilla.org/show_bug.cgi?id=1670675). (1283658)
  • WebGL: Fixed a memory error crash when using the "Convert To Entity" component. (1254779)
  • WebGL: Fixed default page template to properly scale the canvas size at startup on mobile. Removed by-default low DPI scaling on mobile pages (use a custom template .html to do half-res or quarter-res rendering if desired). (1274295)
  • WebGL: Fixed Screen.orientation API to work on Android and iOS. On desktop browsers Screen.orientation is simulated by checking whether browser window width < height. (1283211)
  • WebGL: Overlay cameras will no longer cause full screen renders to be incorrect. (1184385)
  • Windows: Fixes crash in PhraseRecognizer when microphone disconnected. (1268538)
  • Windows: We now log the full Windows 10 version including edition, build (with UTR) Version, and architecture when running the editor for better diagnosis. (1251004)
  • Windows: X86_64 is now the default Windows architecture. (1283651)
  • XR: Fixed for single-pass instancing with MSAA and postprocessing renders a grey image with built-in renderer. (1280458)
  • XR: Update verified packages for AR Foundation and related packages.
  • API Changes:
  • Editor: Added: Added MeshPreview class for drawing an interactive Editor preview of a Mesh asset. (1184921)
  • Scripting: Added: Added Vector3Int.forward and Vector3Int.back.
  • Changes:
  • Android: Vulkan is no longer preferred over OpenGL ES when using Android 7 and for all Mali Midgard GPUs.
  • Burst: Burst enters RC phase.
  • Burst: Eager-compilation is now cancelled when script compilation starts, to prevent spurious errors related to recompiled assemblies.
  • Burst: Open-generic static methods are not supported by Burst, but they were previously visible in Burst InspectorBurst: they are now hidden.
  • Graphics: Texture2D.Compress now compressed R8 textures to BC4 and R8G8 textures to BC5, on mobile platforms ETC/EAC are used.
  • Graphics: VT-internal warnings no longer show up in the editor window, but still get printed into the editor log file.
  • Scripting: Roslyn Analyzers inside Assembly Definitions Folders are now only applied to the Asmdef Assembly itself and to other Assemblies referencing the Asmdef Assembly - but not to any other code in the project.
  • Timeline: Updated Timeline package to version 1.4.4.
  • Improvements:
  • 2D: Improved slicing performance. (1271316)
  • Asset Import: Reduced cost of domain reloads on asset import worker processed by removing unnecessary additional domain reloads.
  • Asset Pipeline: Calling ForceProduceArtifact not only omits the use of cache server artifact but now also local cached artifacts.
  • Asset Pipeline: Calling ProduceArtifact rapidly doesn't produce multiple artifacts anymore.
  • DX12: Optimize ray tracing acceleration structure building on the render thread (roughly 2x speedup).
  • Editor: A newly-created Scene View window now copies last active Scene View settings. (1264773)
  • Editor: Improved the reliability of our SQLite implementation.
  • Editor: Optimized mobile ETC/ETC2/EAC texture compression (about two times faster now).
  • Editor: Reduced editor repaints while rendering HDRP.
  • IL2CPP: Improved error message when required Visual Studio components are not installed when building for Windows.
  • Kernel: Fixed instability in FolderContentsMatchesTheOneReturnedByGenerateDirectoryStructure test.
  • Scripting: Added c/cpp/mm/m/java/h as defaults to "Project Settings->Editor->Additional extensions", so they would appear in code editor, and thus providing easy way to edit them and inspect them. (1284679)
  • Scripting: Added support for new managed code stripping annotation attributes.
  • Terrain: Added "Delete Brush..." button to the brush selection UI.
  • Terrain: If you paint too many detail objects on terrain now Unity will draw red boxes highlighting these areas in the scene view and displaying a text warning against the situation. (1248488)
  • Terrain: Now a warning message will show up on UI after you select a detail prototype if terrain cannot hold all the detail objects when you paint at maximum density. (1248486)
  • Terrain: Now an error message will show up on UI when you select an invalid detail prototype.
  • WebGL: Added support for QualitySettings.vsyncCount so it is no longer ignored.
  • WebGL: Added support for smooth rendering of decimated frame rates for 60/k fps (30, 20, 15, 12, 10 and 5 fps).
  • WebGL: Added support for vsyncless rendering for development/profiling purposes (enabled by setting QualitySettings.vsyncCount = 0; and Application.targetFrameRate = 1000;).
  • Features:
  • Editor: Added Device Simulator window as a core feature of the Editor.
  • Package Manager: Infobox text that describes the current flow of the package when the version is not a Release.

New in Unity 2020.2.0 Beta 10 (Nov 5, 2020)

  • Fixes:
  • 2D: Fixed dynamic batching for TilemapRenderer in Individual mode with SpriteRenderers when Sprites have secondary textures set. (1277223)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • AI: Fixed a missing override indicators in NavMesh editors for the size of NavMeshObstacle and Area Mask for NavMeshAgent. (1269446)
  • AI: Fixed an issue where CreateLocation did not return correct projection of an input point on an OffMeshLink. (1246726)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • AI: Fixed an issue where NavMesh agent 'Area Mask' dropdown displayws when all values are selected. (1117300)
  • AI: Fixed an issue where pathfinding returned the end point on the wrong "floor" of the NavMesh. (1124570)
  • Android: Fixed an issue where screen keyboard was not showing up on Android 11, when the input field was hidden. Previously, the input field was placed out of bounds of window when hidden, but due behavioral changes in Android 11, this was no longer a valid way. They input field will be made completely transparent now when input field is requested to be hidden. (1258071)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed an issue when ScriptedImporters create a Prefab as the main asset did not throw UI errors when renamed anymore. (1263389)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Asset Import: Fixed an issue where Prefab Variant operations in the project browser did not throw UI errors in the console. (1263712)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Asset Import: Fixed an issue where Substance files did not display an import warning when the substance plugin was incorrectly set up in a new project. (1221240)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Disable editors for removed assets (1158081)
  • Asset Pipeline: Fixed a crash when a preview image was destroyed indirectly. (1163297)
  • Audio: Fixed "Assertion failed on expression" message in console when disabling the audio system from the project settings while an audio clip preview is playing. Also, the preview playback will now stop in this scenario. (1232267)
  • Editor: Fixed a crash that could occur when Burst compilation was scheduled before Burst had been initialized.
  • Editor: Fixed a crash when several editors were opened at the same time.
  • Editor: Fixed an incorrect error message in audio importer. (1279810)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where "Run in background" option caused a dramatic increase in CPU usage. (1275832)
  • Editor: Fixed an issue where incorrect key values were being passed to the new input system on Linux issue. (1275964)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where the -api-profile flag caused the editor to write to ProjectSettings/ProjectSettings.asset using binary serialization mode despite ForceText was configured in ProjectSettings/EditorSettings.asset.
  • GI: Fixed an error log message in the light conversion script that could occur when light colors produced denormalized floats. Light without any color channel exceeding 1e-20 will be treated as completely black (0,0,0). (1275179)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed an issue where Enlighten would run on build despite being disabled. (1258154)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a calculation of disk read data issue. (1274963)
  • Graphics: Fixed a casting issue when assigning int to bool with HLSLcc. (1254625)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a compute buffer corruption issue in instance rendering. (1284433)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a crash that occured while calling VFX.VisualEffect.SetGradient with null. (1271839)
  • Graphics: Fixed an issue where m_PreWarmDeltaTime had negative values. (1167237)
  • Graphics: Fixed an issue where the Draw calls in script were not displayed correctly when the Frame Debugger was connected to remote players. (1261959)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed artifacts on some mesh triangles generated when using ray tracing. This issue could be reproduced when using 16-bit index buffers and meshes that had an odd number of triangles. (1283942)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed duplicate "Replace" dialog when building iOS target on macOS 10.15. (1265065)
  • Package Manager: Fixed a issue where samples for a package were not refreshed after modifying in package.json. (1233444)
  • Package Manager: Fixed an issue where the Assets > Properties window did not display a selected package's display name instead of the id in the title tab. (1217758)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed a Trail Material slot in the Inspector issue. (1284719)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed an editor crashes that was caused by prefabs instance with missing assets. (1219109)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed an Editor crashes/hangs when using PrefabUtillity.SetPropertyModifications() where some propertymodification.target are invalid (null). (1276769)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed an issue where managed field types in prefabs containing Arrays were not serialized correctly to allow field to be initialized before Array.size was set. (1255012)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where RawFrameDataIterator.threadId always returned 0 for profiler frame data loaded from .data files. (1279213)
  • Scripting: Fixed an issue where modules were being disabled by a platform and not getting reenabled when switching platforms which could cause incorrect compiler errors. (1196164)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting Upgrade: Fixed an issue where compiler error verification check would prolong compilation by 10-20 minutes when handling multiple errors. (1238888)
  • Scripting Upgrade: Fixed an issue which might have prevented ApiUpdater from running when C# syntax (>= 5.0) was used. (1046329)
  • Terrain: Fixed an issue where Paint Terrain Help did not properly wrap. (1281097)
  • Terrain: Fixed an issue where painted terrain details were not culled precisely against hole edges. (1270061)
  • Version Control: UnityYAMLMerge : Fixed an issue where duplicate keys could cause empty data to be output, and improved transform mapping to work with a wider range of Unity versions (1258865)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • Physics: Added: Make WheelCollider.sprungMass writable, to enable explicit mass distributions. In addition to that, expose WheelCollider.ResetSprungMasses() to reset the vehicle back to automatically calculated implicit sprung masses. It's the same usage pattern as with Rigidbody.inertiaTensor / Rigidbody.ResetInertiaTensor().
  • Changes:
  • Audio: Unblock streaming mp3 on supported platforms (1224487)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Unblock streaming mp3 when targeting webgl (1252868)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Update SRP packages to 10.1.0
  • Scripting: Roslyn Analyzers inside Assembly Definitions Folders are now only applied to the Asmdef Assembly itself and to other Assemblies referencing the Asmdef Assembly - but not to any other code in the project.
  • Improvements:
  • 2D: Improved performance in SceneView for SceneViewOpenTilePaletteHelper
  • Graphics: Copy spawn count because we can process several time Init/Update per frame. (1268360)
  • Graphics: Peformance improvement by initialize intermediate tree renderer with AABB::zero instead of NaN to prevent printing warnings.
  • Profiler: Added progress bar when loading and saving Profiler data
  • Terrain: Now a "Hole Edge Padding" option is added to terrain Detail Prototype that you can control how far details objects will be from the hole edge.
  • XR: Update verified packages for AR Foundation and related packages.

New in Unity 2021.1.0 Alpha 2 (Oct 23, 2020)

  • Fixes:
  • 2D: Clear existing Tile data in Tilemap when refreshing Tilemap due to editor validation. (1272540)
  • 2D: Fix dynamic batching for TilemapRenderer in Individual mode with SpriteRenderers when Sprites have secondary textures set. (1277223)
  • 2D: Fix Grid Selection outline when undoing a Grid Select action. (1275085)
  • 2D: Fixed Sprite Editor Window doesn't show the Sprite when the Inspector is locked and the Sprite is not selected in the Project window.
  • 2D: Sprite Editor Window shows Editor Window's 'Save Changes' dialog before if it is closed if there are pending changes that needs to be apply. (1274232)
  • 2D: Sprite is removed from Objects for Packing list of Sprite Atlas when using undo after replacing the Sprites. (1261537)
  • 2D: [Android][SpriteAtlas] totalSpriteSurfaceArea get reserialized when switching build platforms. (1273235)
  • AI: Fix an issue where pathfinding returns the end point on the wrong "floor" of the NavMesh. (1124570)
  • AI: Fix missing override indicators in NavMesh editors for the size of NavMeshObstacle and Area Mask for NavMeshAgent. (1269446)
  • AI: Fix NavMesh agent 'Area Mask' dropdown display when all values are selected. (1117300)
  • AI: Fixed an issue where CreateLocation does not return correct projection of an input point on an OffMeshLink. (1246726)
  • AI: Fixed editor crash when accessing null terrain tree meshes. (1271682)
  • Android: Automatically enable 'Custom ... Manifest' and 'Custom ... Template' checkboxes in Player Settings if appropriate files are added to Plugins/Android directory. (1227315)
  • Android: Enables Unity perform Android SDK update with elevated privileges on Windows. Previously if Android SDK/NDK would be installed in folder like Program Files, Unity wouldn't be able to update Android SDK. With new behavior user will be prompted with a dialog where Unity will ask - if it can run sdkmanager.bat with elevated privileges. (1281951)
  • Android: Export gradle project failing when using custom base build.gradle only the first time. (1245249)
  • Android: Fix all microphones reporting recording when only one actually is recording. (1278739)
  • Android: Fix Android build error when OBB size exceeds 2GB. (1272239)
  • Android: Fix black build settings window when SDK/build-tools are missing. (1230551)
  • Android: Fix bug where draws after indirect draw result in corrupt geometry on Adreno. (1271258)
  • Android: Fix crash when using UAV with Vulkan on older Mali devices. (1256902)
  • Android: Fix messages, pointing to Preferences menu item (OSX vs. Windows). (1213519)
  • Android: Fix regression in 180 degree rotation reporting. (1273594)
  • Android: Fixed compilation error when using framebuffer fetch on single-channel texture formats. (1261534)
  • Android: Fixed GL_EXT_shader_framebuffer_fetch not being added when fragment method is in an included file.
  • Android: Fixed issue when Unity Remote system is unable to connect to Android devices due to incorrect adb executable file path. (1251622)
  • Android: Fixed mismatch between deltaTime and unscaledDeltaTime. (1266965)
  • Android: Fixed problem with camera capture session related crash while enabling/disabling camera access permission. (1262468)
  • Android: Fixed wrong caret position inside InputField when typing/deleting text fast. (1252556)
  • Android: When running external tools, print error messages as two items in Editor console instead of item per line. (1269685)
  • Animation: Added a new function that copies a motion output in its integrality from an animationStream into another animationStream. (1277405)
  • Animation: Adding multiple StateMachineBehaviours to an object will now properly display in the Inspector Window. This may cause generated behaviours on Playables to also be displayed in the inspector in play mode (see case 1173312). (1278575)
  • Animation: Fixed a Playmode crash in the Editor that happens after modifying scripts while animating certain UI Components using the Animation Component. (1238859)
  • Animation: Fixed an issue where the animation clip timeline is not aligned to the left if its length is lower than 0.05s. (1267304)
  • Animation: MeshFilter.mesh property is now animatable. (1228956)
  • Asset Bundles: Fix main thread hitching when loading an AssetBundle asynchronously while loading other assets in the background.
  • Asset Import: Added Help box in the Model importer rig panel to inform about the state of QualitySettings.skinWeights when the Model importer skin weights value is higher. (1194866)
  • Asset Import: Ensure 3DS Importer handles NaN vertices. (1268563)
  • Asset Import: FBX Meshes are imported deterministically between MacOS and Windows. (1281393)
  • Asset Import: Fixed issue where Reset does not apply to the 'Bake Axis conversion' setting in ModelImporter. (1228920)
  • Asset Import: Prefab Variant operations in the project browser do not throw UI errors in the console. (1263712)
  • Asset Import: Reimport of a FBX used in prefabs is now faster in large scenes. (1279974)
  • Asset Import: ScriptedImporters that create a Prefab as the main asset does not throw UI errors when renamed anymore. (1263389)
  • Asset Import: Substance files do not display an import warning anymore when the substance plugin is correctly set up in a new project. (1221240)
  • Asset Pipeline: Asset db file scanner will now error report files/folders that have a path or name that exceeded current limits. Path limit is 505/510 bytes (510 for meta file) and file name limit is 250/255 (255 for meta file). This fixes also an issue that would occur if a folder name was too long for getting a .meta counterpart. (1280028)
  • Asset Pipeline: Check that current directory has not changed in beginning of refresh. (1278242)
  • Asset Pipeline: Deleting an asset in use in import worker could cause an infinite refresh loop. (1263755)
  • Asset Pipeline: Disable editors for removed assets. (1158081)
  • Asset Pipeline: Do not crash if preview image is destroyed indirectly. (1163297)
  • Asset Pipeline: Fix for invalid artifact id assert that could get raised, when undo was restoring an object from a deleted asset. (1254071)
  • Asset Pipeline: Fix issue when calling AssetDatabase.IsValidFolder() with a path that has a trailing slash at the end. (1153840)
  • Asset Pipeline: Fixed issue where Assertion failed on expression: 'txn.IsBlacklistEmpty()' was being triggered, due to certain checks not happening before a Refresh was deemed completed. (1247090)
  • Audio: Fix incorrect behavior of audio filter components on game object with multiple attached audio sources. Previously the effects were only applied to the first source, now the effects are instantiated per source. (1241932)
  • Audio: Fixed "Assertion failed on expression" message in console when disabling the audio system from the project settings while an audio clip preview is playing. Also, the preview playback will now stop in this scenario. (1232267)
  • Audio: Fixed audio in timeline preview not pausing/resuming when changing focus between the editor and other applications. (1016423)
  • Audio: Fixed inspector window not immediately showing the "Wet" slider after selecting "Allow wet mixing" on an effect in the AudioGroup Strip View. (1276039)
  • Audio: Synchronize audio source playing state with timeline clip playing state. (1146694)
  • Build Pipeline: Fixed an issue where asset bundle dependencies might not have been deterministic. (1282671)
  • Build Pipeline: SerializeReference instance types are now preserved when setting Player.Optimization.Managed Stripping Level to Medium or High. (1232785)
  • Build Pipeline: StreamingAssets AssetBundle manifest is now provided by default to PlayerBuild, which will result in types being referred by AssetBundle being kept in the build even if Player.Optimization.Managed Stripping Level is set to Medium or High.
  • Burst: ABI struct ret/by val for trivial aggregates for WASM is now respected.
  • Burst: Allow to call [BurstCompile] functions from other [BurstCompile] functions.
  • Burst: Bitmask intrinsic was broken on non intel platforms.
  • Burst: Burst will now error if a cpblk was used to copy into a [ReadOnly] parameter or field.
  • Burst: Debug symbols are now output when using the native toolchain on mac.
  • Burst: Debug symbols for function names on some platforms are no longer hashes.
  • Burst: Dwarf symbols from multiple modules (e.g. multithreaded AOT compilation) now have correct compilation unit information.
  • Burst: Filter symbol warnings to prevent them reaching logs.
  • Burst: Fix a bug where a static readonly variable that was a System.Guid would result in an internal compiler error.
  • Burst: Fixed a bug where a stfld into an element of a vector could deduce the wrong type for the underlying vector.
  • Burst: Fixed a bug where the mm256_cvtepi32_ps intrinsic would crash the compiler.
  • Burst: Fixed a bug with constant expressions that could cause a compile-time hang.
  • Burst: Fixed a bug with float/double vector constructors of Unity.Mathematics that take half or half vector parameters.
  • Burst: Fixed an issue where UNITY_DOTSPLAYER builds not building for NET_DOTS would be unable to compile do to references to UnityEngine.
  • Burst: Fixed handling of conversion from signed integer to pointer which caused issues as discovered by Zuntatos on the forums.
  • Burst: Fixed incorrect struct layout for certain configurations of explicit-layout structs with overlapping fields.
  • Burst: Fixed potential error that could occur when unloading cached libraries.
  • Burst: Fixes a caching issue where stale cached libraries may have been used if a project was copied to a different folder, or Unity was upgraded to a newer version.
  • Burst: Inspector slow down when scrolling/moving the window on large listings.
  • Burst: Job Entry point symbols should now reflect the job name and type rather than a hash in callstacks/native profilers.
  • Burst: Job entry points without symbols now use the Execute location rather than pointing to unknown/unknown.
  • Burst: Sleef fallback to scalar float for WASM.
  • Burst: We no longer attempt to replace the debug metadata multiple times for a given export.
  • DX12: Fix a crash when RayTracingShader.Dispatch is called with an acceleration structure that was deleted in the meantime.
  • DX12: Fix for incorrect parameter type on native plugin API IUnityGraphicsD3D12v5::TextureFromRenderBuffer and IUnityGraphicsD3D12v6::TextureFromRenderBuffer. (1278695)
  • DX12: Fix for shader resource view of indirect argument buffer. (1276431)
  • DX12: Fixed alembic mesh udpating.
  • Editor: Added a foolproof EditorGUIUtility.ResetGUIState(); when drawing inspectors in override preview panel. (1242693)
  • Editor: Added a new flag called forceChildVisibiityfor the SerializedObject to control the visibility of hidden children. (1273848)
  • Editor: Added some missing sizes (64, 128, 256) for selected icons. (1249745)
  • Editor: Adds a new prompt for a user to attach a managed debugger when on Linux, on a headless server build. Also prevents timeout to attach Profiler triggering when allowDebugging is set. (1274332)
  • Editor: Allow Hyphen character in Input Field when ContentType Property is set to Name. (1270473)
  • Editor: Checking and enabling VSync when Unmaximizing the game view. (1254640)
  • Editor: Correct prefab positioning in hierarchy after undo and redo are called. (1268662)
  • Editor: Cursor is now locked to the center of the gameview in the linux editor instead of the center of the screen when cursor lock is called in playmode. (1272190)
  • Editor: Detect circular asset references, instead of crashing. (1249114)
  • Editor: Fix 'Toggle hidden packages visibility' does not affect embedded/local packages. (1245277)
  • Editor: Fix an issue where, after Play In Editor completed, settings were reset to default.
  • Editor: Fix ConsoleWindow copy for SafeMode. (1276089)
  • Editor: Fix custom cursor appears while hovering mouse on the Package Manager Window. (1186485)
  • Editor: Fix ETC Compression Legacy/Default that auto fills fast/normal settings. (1277170)
  • Editor: Fix GameObjects with Playable Director component can't be turned into a prefab when Timeline window is open in preview mode. (1223541)
  • Editor: Fix initial size of SafeMode if first time usage. (1275799)
  • Editor: Fix issue where the Editor Script extending GameView function like Device Package in Non-English(e.g. Japanese) raises exceptions every frame. (1275960)
  • Editor: Fix issue with the alignment of certain buttons in some of the 2D colliders. (1281292)
  • Editor: Fix Player Settings Reset not clearing some icons for Android and iOS. (1263065)
  • Editor: Fix player settings visual glitch, "Metal API Validation" checkbox had an extra indentation level.
  • Editor: Fix restoration of static EditorGUI fields in case of exception during rendering of audio mixer effect inspector. (1232339)
  • Editor: Fix SceneHierarchy renaming using the context menu while a renaming is already active. (981190)
  • Editor: Fix script order exception when adding scripts from dll. (1280737)
  • Editor: Fixed "Frame Selected" shortcut being invoked when Game View is focused and Play Mode is active, improving performance. (1252043)
  • Editor: Fixed "Run in background" option causing a dramatic increase in CPU usage. (1275832)
  • Editor: Fixed a bug in the Preferences window where searching for "Create Objects at Origin" would not show any results. (1276118)
  • Editor: Fixed a crash that could occur when Burst compilation was scheduled before Burst had been initialized.
  • Editor: Fixed a potential null reference exception in the Editor Tool Manager. (1251555)
  • Editor: Fixed a small issue with item position varying slightly in the editor when display scaling is set to something other than 100%. (1269754)
  • Editor: Fixed an issue on Mac where open/save dialogs could not use copy/paste keyboard or menu shortcuts. (1252424)
  • Editor: Fixed an issue on Mac where user-defined NSWindows could not get copy/paste events. (1279756)
  • Editor: Fixed an issue to avoid "" string in the "Aniso Level" slider's value input field, in the Inspector, with multiple textures selected. (1226069)
  • Editor: Fixed an issue to create Sorting Layers with the different names. (1268131)
  • Editor: Fixed an issue where Account, Layer and Layout buttons disappear when resizing the editor beyond the width of the screen in the macOS. (1254983)
  • Editor: Fixed an issue where assembly reloading happened more than once when switching to the Unity Editor from another app or between Unity Editor windows. (1272211)
  • Editor: Fixed an issue where deselecting floating preview window throws null reference exception and GUI errors. (1278192)
  • Editor: Fixed an issue with adding new tags and sorting layers in the Preset of 'Tags & Layers'. (1268174)
  • Editor: Fixed Animation window keyframe Copy/Paste keyboard shortcuts not working before the main curve area has been clicked on. (1265480)
  • Editor: Fixed case case where terrain objects could still be selected despite picking being disabled. (1251889)
  • Editor: Fixed crash in GizmoUtilTests. (1274537)
  • Editor: Fixed Custom font reset option not resetting all the values to their defaults. (1268319)
  • Editor: Fixed custom layout submenu item is showing when it should not (i.e. Window/Panels). (1265713)
  • Editor: Fixed incorrect key values being passed to the new input system on Linux. (1275964)
  • Editor: Fixed LOD Group presets not to include references to renderers as these are related to Game Objects rather than project assets. (1251159)
  • Editor: Fixed modal window becoming non-interactable when creating a child modal window. (1215161)
  • Editor: Fixed Play and Pause button toggle icons not loading the correct "On" state when entering Play mode.
  • Editor: Fixed rectangle selection box sometimes does not select all vertices in the rectangle when editing shape for Shadow Caster 2D. (1282153)
  • Editor: Fixed spacing in warning message when attempting to attach a debugger to the Editor. (1254306)
  • Editor: Fixed spurious memory leak warning when using JobHandle.CombineDependencies() with long-running jobs. (1284488)
  • Editor: Fixed the Inspector is empty when selecting the Blend Tree that has been copied and pasted of other Blend Tree. (1274572)
  • Editor: Fixed the issue where AddComponentMenu could have folders with no name. (1259764)
  • Editor: Fixed the issue with Editor mode defaulting to Normal after restart. (1156788)
  • Editor: Fixed the Package related MenuItem issue. (1233571)
  • Editor: Fixed the title issue with a tooltip. Since the name of the texture you have selected is already there where you clicked, a tooltip is sufficient showing the full name if it is not being fully visible due to size constraint. (1248621)
  • Editor: Fixed the Unity crash handler on Windows to use the active project of the editor from which it spawned when creating bug reports. (1246875)
  • Editor: Fixed Tools.ViewTool returning ViewTool.Pan when not in GUI context. (1165779)
  • Editor: Fixed undoing color change while picker is open produces a warning. (1262695)
  • Editor: Fixed UnityEngine.Selection.objects should not return nulls. (1274421)
  • Editor: Handle null camera case in some of Handles functions, was for example producing a null reference exception when opening a ProBuilder UVEditor with a face selected. (1242263)
  • Editor: Handle Set/Clear As Active Parent Object action Undo correctly. (1275084)
  • Editor: Include Asset Database dependencies when exporting packages. (1250495)
  • Editor: Lightmap visualization tonemapping now works on Editor start (1279800)
  • Editor: Made 3D RenderTexture inspector use 3D Texture preview. (1227413)
  • Editor: Mouse dragging on macOS no longer degrades editor performance. (1281005)
  • Editor: Object are not selected anymore when clicked on backfaces. (1282977)
  • Editor: On Windows, LTS builds of the editor will now each have their own entry in Add/Remove programs. (1267038)
  • Editor: On Windows, when using the mouse in a Unity window, the wrong mouse position is used in other Unity windows. (1274741)
  • Editor: On Windows, when using the mouse in a Unity window, the wrong mouse position is used in other Unity windows. (1275064)
  • Editor: Optimized rendering of TreeView when it has a large selection set.
  • Editor: Preview Objects names when selecting multiple assets are now displayed correctly. (1184882)
  • Editor: Reverted fontRenderingMode from FontRenderingMode.Smooth back to FontRenderingMode.OSDefault. (1262281)
  • Editor: Scene/Game view gizmo fadeout is less aggressive now, and can be user controlled via "Fade Gizmos" slider in Gizmos window. (1274317)
  • Editor: The camera inspector FOV slider now correctly adjusts its range when the FOV axis is horizontal. (1219321)
  • Editor: The green button on windows in macOS now shows menu items correctly enabled when button is held. (1268232)
  • Editor: The Windows standalone uninstaller now correctly cleans up all files and removes the install directory. (1277752)
  • Editor: Transform component inspector context menu is better organized now (Copy/Paste/Reset items under their own submenus). (1264870)
  • Editor: Updated Navigation icons. (1254021)
  • Editor: When app bundle identifier contains invalid chars (iOS/Android), remove them with warning. (1183580)
  • Editor: When installing the Windows editor, installing Linux Mono support alongside Linux IL2CPP support will no longer overwrite Linux IL2CPP support. (1276104)
  • GI: Add a Gizmo for the Disc Light. (1273193)
  • GI: Backup and restore builtin parameters when rendering cubemaps. (1242415)
  • GI: Fixed an issue where Enlighten would run on build despite being disabled. (1258154)
  • GI: Fixed crash in Enlighten::CpuUpdateManager::UpdateGpuTexture when starting GI bake after baking previous scene with GPU progressive lightmapper. (1250819)
  • GI: Fixed HDR reflection probe baking when editor is in mobile platform mode with 11.11.10 HDR format active. (1280354)
  • GI: Fixed the 'Could not load symbol clCreateCommandQueueWithProperties' error when opening project on some systems with OpenCL 1.2 or older drivers. (1268288)
  • GI: Fixes an error log message in the light conversion script that could occur when light colors produced denormalized floats. Light without any color channel exceeding 1e-20 will be treated as completely black (0,0,0). (1275179)
  • GI: Make GPU lightmapper work on Apple Silicon DTK.
  • GI: Prevent CPU version of A-Trous lightmap denoiser from introducing triangle-aligned artefacts into the filtered output. (1255973)
  • GI: Stop writing to stored LightProbes when setting baked coefficients in play mode. (1265063)
  • GI: The "Auto Generate" is now available on every tab in the Lighting Window. (1266957)
  • GI: The user observed that their scene was still being lit after they pressed the clear baked data button. This was due to the ambient probe and the default reflection probe, created from the skybox, never being reset. This change very simply resets these fields when the button is pressed. (1200802)
  • GI: The user observed that upon deleting a lightmapped scene object and undoing the deletion, the scene object was no longer being lit. This was caused by the fact that we do not serialize lightmapping data such as indices and ST. This change explicitly handles the case where a lightmapped scene object is deleted in an undo-able manner. (1225425)
  • GI: Wrong GPU chosen when baking using eGPU. (1274223)
  • Graphics: Add Shader Precision Model into Player Settings, to change between current platform defaults and the new Unified Model. Unified model defaults to full sampler precision on all platforms, but allows declaring lower precision explicitly and use FP16 ops on targets where available. (1280157)
  • Graphics: Added a space in the Tier list UI in Graphic Settings. (1259327)
  • Graphics: Added exposure slider to the inspector of HDR RenderTextures (excl 3D) & 2D/2DArray textures. (1225327)
  • Graphics: Added missing script API taking GraphicsBuffer parameters, for SetBufferCounterValue and SetBufferData.
  • Graphics: Added prompt when switching colors space in editor.
  • Setting color space to uninitialized via script is no longer valid.
  • Updated RenderTextureDesc documentation. (1274452)
  • Graphics: Added SupportsRandomWriteOnRenderTextureFormat to query if a given RenderTextureFormat can be used when enabling the random write flag. (1266102)
  • Graphics: Avoid m_PreWarmDeltaTime negative values. (1167237)
  • Graphics: Clarifies and simplifies the texture resource views within the Xcode GPU frame debugger. (1281175)
  • Graphics: Copy spawn count because we can process several time Init/Update per frame. (1268360)
  • Graphics: Crash while calling VFX.VisualEffect.SetGradient with null. (1271839)
  • Graphics: Draw calls done in script are now displayed correctly when the Frame Debugger is connected to remote players. (1261959)
  • Graphics: Editor text on Mac OSX will no longer randomly become corrupted. (1267885)
  • Graphics: Encoding an R8-image to JPG or TGA no longer results in a cyan-tinted image; the result is now gray, as is the case for R16-images and for encoding to PNG. (1259972)
  • Graphics: Fix a casting issue when assigning int to bool with HLSLcc.
  • Graphics: Fix in calculation of disk read data. (1274963)
  • Graphics: Fix shadow caster culling for HDRP. (1185407)
  • Graphics: Fix targetTexture rendering black screen when changing it in OnPreRender(). (1274376)
  • Graphics: Fix Validation error from creating 0 size frame buffers on Vulkan. (1278091)
  • Graphics: Fixed depth buffer size check when implicit backbuffer depth is used, removing error message spam. (1268201)
  • Graphics: Fixed erroneous precision when deducing the precision of a sampler from a texture and using inline state. (1271276)
  • Graphics: Fixed incorrect shadows when using DrawMeshInstancedIndirect. (1281700)
  • Graphics: Fixed loading of png files with large chunks. (1273050)
  • Graphics: Fixed metal/vulkan shaders sometimes referencing inputs omitted by the compiler. (1277144)
  • Graphics: Fixed potential divide by 0 when running graphics jobs on UWP Player.
  • Graphics: Fixed Shader.globalRenderPipeline tag is not being set correctly at runtime. (1141848)
  • Graphics: Fixed terrain material being reset to builtin terrain material after reopening an SRP project.
  • Graphics: Fixed terrain trees casting both real-time and baked shadows in shadowmask mode. (1122324)
  • Graphics: Fixes a crash, when changing the mesh data during the frame. (1227781)
  • Graphics: Fixes instanced shadow rendering when using closest fit with a single cascade. (1257896)
  • Graphics: Fixes NullReferenceException on Terrain Shaders when project is opened after deleting Library folder. (1240491)
  • Graphics: Fixes reflections in baked reflection probes not being rendered when rendering path is set to deferred. (1260144)
  • Graphics: Fixes vulkan validation error VUID-VkFramebufferCreateInfo-pAttachments-00882. (1278684)
  • Graphics: Frame Debugger does not show formats of MRT (multiple render targets) correctly. (1261622)
  • Graphics: Handle depthSlice -1 for backbuffer when using OpenGL ES. (1281747)
  • Graphics: Improved frustum test for point lights. Fix cyclic error in computing Projection -> CalculateObliqueMatrix -> Projection. (1266851)
  • Graphics: Keep it possible to create textures using deprecated ASTC enums. (1277203)
  • Graphics: Made accessing buffer dimensions an error when compiling for metal. (1274166)
  • Graphics: Make it clear that some Line Renderer Inspector options are for Scene View editing, and do not belong to the Line Renderer instance. (1199217)
  • Graphics: Prevent ability for users to incorrectly pick a scene object when picking a detail mesh prefab. (1270627)
  • Graphics: Prevent drag and drop of Material, Shader, Texture on a GameObject with VFXRenderer. (1251051)
  • Graphics: Properly warn about double usage in shaders on metal.
  • Graphics: Restore all settings on LODGroup to defaults when Reset. (1254015)
  • Graphics: Sample Mesh - Color store as float. (1229974)
  • Graphics: Shaders in development builds using the DX12 rendering API will now be displayed in external frame debuggers. (1221511)
  • Graphics: Static batching and Mesh.CombineMeshes can handle more vertex formats now, for example Float16 normals or UVs. It also no longer clamps vertex colors to UNorm8 format - if input meshes have higher precision vertex colors, then combined mesh will have high precision colors too. (1274815)
  • Graphics: Terrain asset presets no longer include instance data. This corrects the intended behavior, and significantly improves performance. (1244214)
  • Graphics: Using Mesh Compression import setting on non-standard vertex data formats no longer crashes. (1267820)
  • Graphics: Warn user for rendering artifacts when importing texture with cubemap sequence/cross layout with non-optimal size. (1163002)
  • Graphics: Warning while compiling player (internal). (1262740)
  • GraphView: Added capability support to stacks, stack children, and groups to help better avoid unsupported behaviors. Specifically with grouping and heterogeneous selections.
  • IL2CPP: Correctly report the public key for assemblies where is exists.
  • IL2CPP: Fixed issue with generated Visual Studio Solution project files that caused IntelliSense and other code analysis tools to fail when scanning source files. (1285102)
  • IL2CPP: Remove unnecessary assertions that are triggered incorrectly in WebGL debug builds. (1165055)
  • iOS: Added iPad Pro 4th Generation and iPad Pro 11 2nd Generation to DeviceGeneration. (1280059)
  • iOS: Fixed application not rendering when using a very high Application.targetFrameRate.
  • iOS: Fixed builtin deferred renderer using 2 extra encoders to just clear GBuffer. (1277009)
  • iOS: Fixed rotation issues when app is not required to be full-screen and is running on iPad. (1091688)
  • License: Fixed license validation when serial number is missing on Mac. (1279866)
  • Linux: Added check for return value of write as its possible it could fail. (1228164)
  • Linux: Fix the Bug Reporter suggestion box. (1156930)
  • Linux: Fixed a bug where unplugging/plugging in controllers would lead to a bad input device tracking state. (1279308)
  • Linux: Fixed an incorrect assert message on disconnecting a game controller. (1279323)
  • Linux: Fixed game controller and joystick serial numbers. (1269974)
  • Linux: Fixed Linux test instability by making GTK window creation and resize events blocking. (1262870)
  • Linux: Fixed Linux test instability by making GTK window creation and resize events blocking. (1274255)
  • Linux: Fixed Linux test instability by making GTK window creation and resize events blocking. (1274897)
  • Linux: Fixed Linux test instability by making GTK window creation and resize events blocking. (1275098)
  • Linux: Fixed Linux test instability by making GTK window creation and resize events blocking. (1275150)
  • Linux: Fixed Unity Bug Reporter taskbar icon on Ubuntu LTS showing "unknown". (1188799)
  • Linux: Re-enable CanAllocateALotOfMemory test. (1111793)
  • Linux: Show error if Linux Mono support is not installed. (1276232)
  • Linux: Updated from SDL 2.0.7 to 2.0.12.
  • macOS: Application is correctly focussed and unfocussed when the GameCenter UI is used. (1278005)
  • macOS: Fix code signing of native plugins in Xcode projects. (1276317)
  • macOS: Fixed an issue where a unitypackage created on another filesystem might fail to import. (1266321)
  • macOS: Fixed aux window remains active when a tab is moved. (1265583)
  • macOS: Fixed Unity Editor activating tooltips when other apps are currently active. (1269177)
  • macOS: Fixed x64 + ARM64 builds not starting on macOS Big Sur beta 6 and later when run on Apple silicon devices. (1278362)
  • Multiplayer: Fixed out of bounds access error when doing connection checks in unet.
  • Multiplayer: Resolved an issue where you can now set the threadpool size for LL API.
  • Networking: UnityWebRequest: fix il2cpp stripping potentially making ReceiveContentLength not called on custom download handler. (1282106)
  • Networking: UnityWebRequest: fix possible data corruption in UploadHandlerFile. (1238418)
  • Package Manager: 'See All Versions' from Project Settings should not affect 'My Registries' package version discovery. (1284861)
  • Package Manager: Clear subsystem instance map on deinitialize so that stale instances aren't being retrieved on restarts.
  • Package Manager: Document link underlining is correct.
  • Package Manager: Fix NullReference Exception when fetching sample from package.json. (1260558)
  • Package Manager: Fix removing package with a read-only file throws UnauthorizedAccessException if package is in Packages directory (Git clone). (1237777)
  • Package Manager: Fixed issues with Samples display when switching between low width and regular width view.
  • Package Manager: Modify Preview Packages in Use behavior to conform to lifecycle v2. (1284843)
  • Package Manager: Package manager not recognizing new package name from A$.
  • Package Manager: Remove the upm error that is logged twice. (1283355)
  • Package Manager: Select the first added scoped registry when we open the project settings from the popup.
  • Package Manager: Updated com.unity.purchasing to 2.1.1 - fixes some compatibility issues with platforms without analytics.
  • Package Manager: VW unable to see Unity packages since they access them from a server that is not on unity.com domain. (1274555)
  • Package Manager: We now tag Scoped Registry packages in their Package Details according to the version tag.
  • Particles: Fixed assertion failure caused by active ParticleSystems. (1272220)
  • Particles: Fixed crash when using BakeTrails with Attach Ribbons to Transform.
  • Particles: Fixed missing Trail Material slot in the inspector. (1284719)
  • Particles: Remove the warning about mis-matched vertex streams when creating a default Particle System. (1259366)
  • Physics: Add an icon for the ArticulationBody component. (1201422)
  • Physics: CCD type is restored to specified Collision Detection type in Rigidbody Inspector when isKinematic is toggled from true to false. Inspector does not show speculative CCD in use during kinematic override. There are no warnings that this is occurring. (1177698)
  • Physics: Physics Collider Tooltips were revised. (1261350)
  • Playables: Fixed an issue where an Assert would pop if you were evaluating a PlayableDirector in OnEnable of a MonoBehaviour that has the [ExecuteInEditMode] Attrbute. (1246997)
  • Prefabs: Added missing tooltips for Revert and Apply buttons in Prefab overrides comparison view. (1261334)
  • Prefabs: Fix Applying component or property takes current Animation Mode Preview or Recording values. (1077718)
  • Prefabs: Fix editor crashes caused by prefabs instance with missing assets. (1219109)
  • Prefabs: Fix Editor crashes/hangs when using PrefabUtillity.SetPropertyModifications() where some propertymodification.target are invalid (null). (1276769)
  • Prefabs: Fix Prefab preview in Inspector doesn't update until reselected. (1056071)
  • Prefabs: Fix that dragging a Prefab asset to the Scene view while in Prefab Mode in Context did not render the dragged object normally but instead using the context render mode. (1279539)
  • Prefabs: Fix that the Inspector preview window displays all LODs on a prefab simultaneously, stacked on top of one another. (1089143)
  • Prefabs: Fixed crash when exiting prefab mode in some circumstances. (1269978)
  • Prefabs: Managed field types in prefabs containing Arrays are now serialized correctly to allow field to be initialized before Array.size is set. (1255012)
  • Prefabs: Opening Prefab from the prompt displayed when deleting 2nd level nested Prefab shows double rendering in Prefab Mode. (1277627)
  • Prefabs: When opening a UI Prefab in Prefab Mode in Context and then opening a child UI Prefab in a nested Prefab Mode in Context, the UI of the child would sometimes get hidden below the UI of the context. (1268329)
  • Profiler: Fix CPU Module Detailed view sorting when search field is active. (1214785)
  • Profiler: Fixed "Show Calls" view not counting Calls correctly for the "Called From" section in Profiler Window. (1180144)
  • Profiler: Fixed a bug which caused RegisterNewMarkerCallback to be called multiple times with the same marker. (1158554)
  • Profiler: Fixed a situation when Profiler remains active even with Profiler window closed in play mode. (1249581)
  • Profiler: Fixed large amount of tris and verts are being reported in an empty scene by the Game View statistics when refocusing the Editor. (1275827)
  • Profiler: Fixed Profiler settings option to clarify what it does. (1240432)
  • Profiler: Fixed RawFrameDataIterator.threadId always returning 0 for profiler frame data loaded from .data files. (1279213)
  • Profiler: Fixed recursive call in ProfilerUnsafeUtility.CreateMarker causing il2cpp builds to fail.
  • Profiler: Fixed sorting order in Show Related Objects panel to be numerical instead of alphabetical. (1198266)
  • Profiler: Fixed Standalone Profiler recording without clearing previously recorded data when Clear on Play is selected. (1249920)
  • Profiler: Fixed visualization of a selected frame which is no longer available in Profiler hierarchy view to unify hierarchy and timeline view behavior. (1242627)
  • Profiler: Fixes a race condition in the Shadow Casters stat observed as part of case 1265648, which can cause inconsistent collection of the stat. (1265648)
  • Scene/Game View: Fix Scene View Invert Selection not taking into account scene picking/visibility state. (1277187)
  • Scene/Game View: Fixed an issue where toggling scene visibility for shadow casting objects would not affect shadows cast from local lights. (1282033)
  • Scene/Game View: Fixed crash in GizmoManager when trying to build gizmos for a GameObject with a null transform component. (1260013)
  • Scene/Game View: Fixed Line Renderer editor not repainting the Scene View when selecting points. (1276045)
  • SceneManager: Enforce required full path for LoadSceneInPlayMode. (1220015)
  • SceneManager: Make GetSceneByPath no longer case sensitive. (1214583)
  • SceneManager: Prevent loading scene where multiple objects have same identifier. (1138553)
  • SceneManager: Scene is set dirty when child dragged upon own parent. (1278128)
  • Scripting: Add option to disable Signed Assembly version validation. (1193928)
  • Scripting: C# scripts containing invalid characters in disabled conditional sections are now correctly imported. (1279339)
  • Scripting: Common math and geometry structs such as Vector3 no longer depend on CultureInfo.CurrentCulture to implement ToString method overloads. (1275065)
  • Scripting: Fix debugger crashes caused due to incorrect marshalling for pinvoke byte array return type. (1274470)
  • Scripting: Fix modifying Assembly Definitions results in recompile all.
  • When Adding/Removing/Moving we still result in a recompile all. But we are working towards getting this fixed as well. (1268925)
  • Scripting: Fix modules being disabled by a platform not getting reenabled when switching platforms which could cause incorrect compiler errors. (1196164)
  • Scripting: Fixed issue with dynamic methods not being cleaned up on domain reload which would lead to corrupted data that would then cause this crash. (1273662)
  • Scripting: Quaternion.Angle: Apply the same epsilon tolerance value when comparing q & -q as we do when comparing q & q, both of which should always result in an angle of 0. (1246947)
  • Scripting Upgrade: Compiler error verification check prolongs compilation by 10-20 minutes when handling multiple errors. (1238888)
  • Scripting Upgrade: Fix issue which may prevent ApiUpdater from running when C# syntax (>= 5.0) is used. (1046329)
  • Serialization: Fields of type UnityEngine.Hash128 are now correctly serialized in ScriptableObjects and MonoBehaviours. (1271062)
  • Services: Added a fix for the removal of CEF from the editor causing an exception when a tracker is added to a game object.
  • The removal of CEF meant that when analytics is not enabled, and you add an analytics tracker to a game object, the library
  • required to create the "go to service menu and enable analytics" button didn't exist, and thus would throw an exception. The solution was
  • to have a seperate class initialised on load that would override this functionality for all editors that don't have this library. (1277664)
  • Shaders: Added Material.SetInteger, Material.GetInteger, MaterialPropertyBlock.SetInteger, MaterialPropertyBlock.GetInteger, Shader.SetGlobalInteger and Shader.GetGlobalInteger that use integers internally; added Integer property type to ShaderLab. (1277994)
  • Shaders: Fixed bad constant buffer data in Editor compute shaders right after build. The bug could cause Editor to crash after build. (1263233)
  • Shaders: Fixed bad GLSL code generation on some cases accessing loop inductor inside the loop. (1267920)
  • Shaders: Fixed include files not enabling Adreno framebuffer fetch extension. (1269926)
  • Shaders: Having a compute shader inspector open will no longer produce an error in the console when entering Play mode. (1270335)
  • Shaders: Reduced memory consumption of Caching preprocessor by a factor of 2 on large shaders. (1278110)
  • Shaders: Removed redundant shader upgrader pass on editor startup. (1274174)
  • Shaders: Reset m_LightmapFlags in Material::ResetWithShader(). (1283694)
  • Shaders: When set texture parameter to a compute shader, check if it is a RenderTexture and if it has been created. If not, created it. This made sure the RenderTexture is created when ComputeShader.Dispatch is called. (1261303)
  • Terrain: Fixed a connection cleared when AutoConnect is not used in first frame. (1241302)
  • Terrain: Fixes confusing behavior for Lock Width To Height feature when painting trees on Terrain where width is randomized within the specified height range instead of using the randomized height value. (1265350)
  • Terrain: Fixes crash that occurs when deleting terrain component during OnTerrainChanged callback. (1281737)
  • Terrain: Paint Terrain Help text properly wraps. (1281097)
  • Terrain: Paint Tools which are overriden forward shortcut selection to the tool that is overriding them. (1251645)
  • Terrain: Painted terrain details now are culled more precisely against hole edges. (1270061)
  • Terrain: Re-use of the leaf icon for the tree component as the component icon was missing. (1260457)
  • Terrain: Undoing after removing terrain layer correctly restores alphamaps. (1276283)
  • Terrain: When reparenting a element of the tree, all modification made by hand are reset to avoid strange behaviors. (1272795)
  • Timeline: Fixed timeline audio playing at the wrong time when Time.timeScale is not 1. (981046)
  • Timeline: Fixed timeline audio playing on timelines with GameTime update mode when Time.timeScale is 0. (1269783)
  • UI: Canvas RectTransform size calculation now done for standalone renders as well. Camera needs to be enabled to pick up the RenderTexture size change. (833456)
  • UI: Fix issue where a selected UI element would not get the highlight state when hovered. (1274735)
  • UI: Fixed issue where PixelPerfect wouldn't update right away when toggled on the Canvas. (1261788)
  • UI: Fixing issue with vertex attributes not getting pass through to the profile rerendering leaving the view empty. (1276001)
  • UI: Fixing uGUI doc population.
  • UI: Make use to first materials texture ID and texel size if no texture has been provided. (1257149)
  • UI: OnDrop callback not being called when using a TouchScreen. (1279352)
  • UI Toolkit: Fixed disappearing icons. (1279796)
  • UI Toolkit: Fixed error with UI Elements Samples window after Minimizing/Maximizing another window. (1244800)
  • UI Toolkit: Fixed layout being affected by the state of RenderTexture.active. (1268095)
  • UI Toolkit: Fixed panel color that was not being premultiplied before clearing the target texture background. (1277149)
  • UI Toolkit: Fixed ScrollView's scroll bars not showing when children are using position:absolute. (1247583)
  • UI Toolkit: Fixed the ellipsis activated unpredictably with scaling factor other than 100%. (1268016)
  • UI Toolkit: Only use mapped buffers when the graphics device support it. (1281641)
  • UI Toolkit: Prevent NullRefException when providing textureless sprites as background.
  • UI Toolkit: Throw a proper argument null exception when using UQuery.
  • Universal Windows Platform: Fixes duplicate OnClick event from an Xbox controller after loading a new Scene. (1263078)
  • Version Control: Fixed '-vcsMode' command-line argument being applied after API Updater. (1266509)
  • Version Control: Fixed a crash on initial script recompilation when script tried to checkout assets. (1275692)
  • Version Control: Status overlay icons are no longer "washed out colors" in Linear color space. (1218701)
  • Version Control: UnityYAMLMerge : Fixed an issue where duplicate keys could cause empty data to be output, and improved transform mapping to work with a wider range of Unity versions. (1258865)
  • Video: Fix video preview in editor.
  • Video: Use 2d spatial blending when playing audio in direct mode. (1276611)
  • Virtual Texturing: Fixed issue where the VT system was trying to use some formats that are not natively supported by the GfxDevice. (1253381)
  • Virtual Texturing: Fixes crash when trying to preview a VT texture with an unsupported format. (1274476)
  • Virtual Texturing: Reduced sizes of VT fallback caches used by GfxTests to prevent out-of-memory. (1266524)
  • WebGL: Add sysroot package support to Unity for building WebGL platform on Linux, providing a consistent and self contained build environment. (1268262)
  • WebGL: Added support for JS side to customize the render target size of the WebGL canvas, instead of requiring it to always match 1:1 with the High DPI CSS size of the canvas (enabled by setting 'config.matchWebGLToCanvasSize = false; in page .html template). (1178725)
  • WebGL: Added support for PVRTC and RG16 textures. Enable use of high-performance WebGL GPU powerPreference. (1187965)
  • WebGL: Applied a workaround to Chrome specific Web Audio performance issue https://bugs.chromium.org/p/chromium/issues/detail?id=1133233. (1270768)
  • WebGL: Attempting to open a dynamic library will now throw a DllNotFoundException rather than aborting execution as a runtime error. (1227393)
  • WebGL: Consistently refer to WebGL APIs by names "WebGL 1" and "WebGL 2". (1260548)
  • WebGL: Fix for TAB keys being ignored by UI input fields. (1281765)
  • WebGL: Fix mouse wheel scrolling with the new input system on WebGL. (1264545)
  • WebGL: Fix pixelated edges of soft shadows for WebGL. (1240932)
  • WebGL: Fixed a bug where calling unityInstance.Quit() from JavaScript would not let JS VM garbage collect away the Unity game instance. (1188667)
  • WebGL: Fixed a bug where keyboard up events would be missed if WebGLInput.captureAllKeyboardInput was set to false while a key was being held down. (1195047)
  • WebGL: Fixed a bug where shaders placed in extra resources ("Always Included Shaders" list) might be built incorrectly. (1120359)
  • WebGL: Fixed a bug with compressed single channel textures attempting to target unsupported BC4 compression format. (1274662)
  • WebGL: Fixed a crash at startup that occurred if initial filesystem data triggered a heap resize. (1174367)
  • WebGL: Fixed a crash with Unity web loader on new macOS Big Sur.
  • WebGL: Fixed a GUI blit issue in WebGL builds with linear color space enabled, that caused washed out UI images on web browsers compared to other platforms. (1187401)
  • WebGL: Fixed a hang in Caching.ClearCache() when building against multithreaded WebGL. (1146530)
  • WebGL: Fixed a WebAssembly trap when a touch point got canceled on mobile devices. (1262657)
  • WebGL: Fixed an issue when a failing cross-domain revalidation request prevents a file from being downloaded. (1266091)
  • WebGL: Fixed audio clip autoplay regression in WebGL builds. (1276713)
  • WebGL: Fixed audio not looping seamlessly in WebGL. (1189720)
  • WebGL: Fixed DST time computation for locales that have changed their DST behavior since year 2000. (e.g. Lithuania). (1179945)
  • WebGL: Fixed inverted y axis for game controllers with the Input System on WebGL. (1273623)
  • WebGL: Fixed issue with paused audio clicking in Firefox. (1238052)
  • WebGL: Fixed Keyboard.current and Mouse.current to be immediately available in MonoBehaviour.Start() functions, instead of returning null. (1239007)
  • WebGL: Fixed Preset incompatibilities in Player Settings. (1232138)
  • WebGL: Fixed video playback in Firefox to loop seamlessly. For more information, see https://bugzilla.mozilla.org/show_bug.cgi?id=1668591. (1267333)
  • WebGL: Fixes WebGL build issue when the default system Python version is Python3 instead of Python2. (1280386)
  • WebGL: Improved error messages that are printed when a build to WebGL fails. (1245847)
  • WebGL: Keyboard input is not detected in the Input Field when built on WebGL. (1258876)
  • WebGL: Reduced memory usage on dual Intel integrated + NVidia GPU Windows laptops when using URP in a large scene with many individual objects. (1225254)
  • WebGL: Resolved issues with touch events and the new input system on WebGL. (1257101)
  • WebGL: WebGL: WebGL: Fix use after free of m_Context in GfxDeviceGLES destructor, which resulted in "Memory access out of bounds" exceptions when quitting an application in WebGL builds. (1204734)
  • Windows: Fix Unity Editor Icon at the top left is blurry. (1264422)
  • Windows: Fixed UI animation stutter when Alt-Tabbing to and from the Editor. (1278085)
  • Windows: Popover window in Frame debugger now closes when pressing up or down on the keyboard in the tree view.
  • XR: Fix CommandBuffer.SetRenderTarget() with XR single-pass rendering. (1261545)
  • XR: Fix Graphics.Blit when using VRTextureUsage.TwoEyes. (1258990)
  • XR: Fix screenspace shadows with XR multiview. (1168315)
  • XR: XR Devices no longer report errors if no tracking features found on device.
  • XR: [Lumin] Lumin builds no longer needlessly package pre-compiled managed DLLs into the final MPK. (1218580)
  • XR: [Lumin] Lumin builds now properly include source plugins when building the IL2CPP library. (1233875)
  • API Changes:
  • 2D: Added: Add Tilemaps.TileFlags.KeepGameObjectRuntimeOnly flag to allow users to keep GameObjects from Tiles after removing the originating Tile
  • 2D: Added: SpriteAtlasAsset can be loaded/saved using SpriteAtlasAsset.Load and SpriteAtlasAsset.Save.
  • Android: Added: Add API level 30 to AndroidSdkVersions enum.
  • Animation: Added: A new parameter was added to the MatchTarget function for auto matching completion in case of interruption
  • Animation: Added: Published UnbindAllStreamHandles and UnbindAllSceneHandles to manage Animation C# job handles life cycle. (1238832)
  • Asset Bundles: Added: Added AssetBundle.UnloadAsync for unloading assetbundles in the background (1281619)
  • Asset Import: Added: Added CanOpenAssetInEditor method to check whether an asset would be opened in Editor
  • Build Pipeline: Added: New API FilterToSubset on BuildReferenceMap & BuildUsageTagSet providing more control over native build data, reducing unnecessary asset bundle rebuilds.
  • Editor: Added: Added a callback when pivot mode, pivot rotation, view tool enable and grid snap enable are changed.
  • Editor: Added: Added attributeType argument to OnOpenAssetAttribute to denote a function used to check if the asset would be opened in Editor
  • Editor: Added: API method for setting custom diff tool (1246952)
  • Editor: Obsoleted: Remove Slave from MPE API and documentation.
  • Editor: Obsoleted: Renamed some SearchService API's classes to prevent name clashes.
  • Graphics: Added: Add new API Graphics.minOpenGLESVersion and built-in keyword SHADER_API_GLES30
  • Graphics: Added: Added an option to flag renderers as static shadow casters in order to facilitate the implementation of cached shadow map in SRP.
  • Graphics: Added: Added methods to check if Material/MaterialPropertyBlock contains a property based on type (e.g. MaterialPropertyBlock.HasFloat, Material.HasColor, etc.).
  • Graphics: Added: Added new API SystemInfo.GetRenderTextureSupportedMSAASampleCount(RenderTextureDescriptor desc) to query the correct MSAA samples count of a RenderTexture
  • Graphics: Added: BatchRendererGroup: Added optional visibleIndicesY array. Data available in shader in Y channel. (Hybrid Renderer V2)
  • Graphics: Added: Expose API to set the renderDynamicObjects for Custom reflection probes.
  • Graphics: Added: Made GraphicsSettings.GetGraphicsSettings() public.
  • Graphics: Changed: Add callbacks to RenderPipelineManager that don't cause GC. (1259717)
  • Graphics: Changed: RenderRequestMode now has enum values for PBR materials data
  • iOS: Obsoleted: The public accessor for the legacy Game Center player ID is now unavailable, and will be removed completely in the next major release of Unity
  • Networking: Added: UnityWebRequest now supports sending/receiving data using NativeArray, avoiding managed allocations (UploadHandlerRaw and DownloadHandlerBuffer). (1138156)
  • Package Manager: Added: The UnityEditor.PackageManager.PackageInfo class has a new GetAllRegisteredPackages method which returns the list of packages currently registered.
  • Package Manager: Obsoleted: 'UnityEditor.PackageManager.PackageInfo.status' and 'UnityEditor.PackageManager.PackageStatus' are now obsolete.
  • Physics: Added: Make WheelCollider.sprungMass writable, to enable explicit mass distributions. In addition to that, expose WheelCollider.ResetSprungMasses() to reset the vehicle back to automatically calculated implicit sprung masses. It's the same usage pattern as with Rigidbody.inertiaTensor / Rigidbody.ResetInertiaTensor().
  • Player: Added: Added several object pool implementations including: ObjectPool, LinkedPool, GenericPool, UnsafeGenericPool and CollectionPool.
  • Scripting: Added: Added a new AsyncReadManager FileInfo() API to check for a file's existence and (if present) the file size.
  • Scripting: Added: Introduced query for compute shader hardware support:
  • ComputeShader.IsSupported(int kernelIndex)
  • Scripting: Added: Time.timeAsDouble added
  • Scripting: Time.timeSinceLevelLoadAsDouble added
  • Scripting: Time.fixedTimeAsDouble added
  • Scripting: Time.unscaledTimeAsDouble added
  • Scripting: Time.fixedUnscaledTimeAsDouble added
  • Scripting: Time.realtimeSinceStartupAsDouble added
  • Scripting: Changed: New
  • Added Unity.IO.LowLevel.Unsafe.ReadStatus.Truncated result for completion of a truncated read. A truncated read occurs when an asynchronous file request attempts to read beyond the end of a file.
  • Added Unity.IO.LowLevel.Unsafe.ReadStatusExtension methods -Unity.IO.LowLevel.Unsafe.ReadStatusExtension.Complete() returns true on successful completetion regardless of truncated file reads.
  • UI Toolkit: Added: Add MeasureTextSize method for InputFields
  • UI Toolkit: Added: Added EditorWindow.CreateGUI entry point to safely add visual elements to the window (1281376)
  • Changes:
  • Android: Android does not longer make use of QualitySettings.vSyncCount to match iOS behavior.
  • Android: Bump Android Logcat verified version to 1.2.0.
  • Burst: Bursted DOTS Runtime Jobs are now decorated with [NativePInvokeCallback] instead of [MonoPInvokeCallback] which could generate callback wrappers which could cause native code to inadvertently interop with the managed VM.
  • Burst: Improved Burst initialization time.
  • Burst: Improved Burst Inspector loading time.
  • Burst: Improved eager-compilation performance.
  • Burst: Improved performance of "eager-compilation" (scheduling compilation immediately after assemblies are changed) by cancelling queued eager-compilation when entering play mode with Synchronous Compilation unchecked.
  • Burst: Improved performance of eager-compilation by not eager-compiling test assemblies.
  • Burst: In versions of Unity older than 2019.3, changing the following options in the Burst menu now requires the Editor to be restarted: Enable Compilation, Safety Checks, and Native Debug Mode Compilation. In versions of Unity older than 2019.3, previously-compiled methods will not be recompiled after changing those options, which could lead to undefined behavior where methods may or may not be compiled with the correct options. This change removes that possibility.
  • Burst: Made the compiler better at constant-folding complex static readonly constructors.
  • Burst: The Burst Inspector no longer uses JIT compilation. The code it shows is now compiled the same way as for editor / player usage.
  • Burst: The Burst menu-item Safety Checks has been changed to a modal choice of Off, On, and Force On. Force On will overwrite any user job or function-pointer with DisableSafetyChecks = true. To avoid users falling into the consistent trap of having Safety Checks set to Off, any reload of the Editor will issue a warning telling the user that Safety Checks have been reset to On.
  • Burst: The command line option --burst-disable-compilation is now disabling entirely Burst, including the AppDomain.
  • Burst: Updated Cross Compilation Tooling To LLVM 10.
  • Burst: Use platform provided memory intrinsics for iOS, tvOS, WASM, and console platforms.
  • Burst: Warnings are hidden in the inspector view.
  • Burst: When using "Executable Only" build type on Universal Windows Platform, Burst will now only generate code for a single CPU architecture that you're building for.
  • Editor: Quick Search is now built-in the Unity Editor and no package needs to be installed.
  • Graphics: ComputeBuffer.IsValid now returns false when compute is not supported and ComputeBuffer.BeginWrite throws InvalidOperationException for invalid ComputeBuffers. (1259525)
  • Package Manager: The Package Manager no longer discards the existing package state in case of critical errors such as failure to parse the project manifest.
  • Scripting: Reintroduced warning that is thrown when a script that is derived from MonoBehaviour has the same name as a built-in component (e.g. Transform).
  • Timeline: Updated Timeline package to version 1.4.3.
  • UI Toolkit: Changed the blending equation to allow blending of the resulting RenderTexture.
  • UI Toolkit: Improved renderer batching.
  • XR: The Oculus XR Plugin package has been updated to 1.5.0.
  • XR: Update verified packages for AR Foundation and related packages.
  • Improvements:
  • 2D: Improve performance when applying changes after slicing a texture for the Sprite Editor.
  • 2D: Improved memory and speed of Animation SpritePostProcess for large sprite count.
  • 2D: Improved performance in SceneView for SceneViewOpenTilePaletteHelper.
  • 2D: Show grid preview when slicing spritesheets.
  • 2D: Update 2D template to use current verified version of 2D packages.
  • Android: Improved load and reload time for obbs.
  • Android: Improved Time.deltaTime consistency for OpenGL ES and Vulkan graphics APIs.
  • Android: updating NDK to r21d.
  • Asset Import: Improved performance of registering Scripted Importers especially when large numbers are being registered together. (1228635)
  • Asset Import: Optimized "Alpha is Transparency" texture import option processing; it's several times faster now.
  • Asset Pipeline: Added documentation for: IsDirectoryMonitoringEnabled, IsAssetImportWorkerProcess, GetTextMetaFilePathFromAssetPath, CacheServerConnectionChangedParameters, cacheServerConnectionChanged.
  • Asset Pipeline: Logging done in imports run in an import worker is now forwarded to the main editor log.
  • Asset Pipeline: SpriteAtlas importer gathers its differences differently now.
  • Build Pipeline: (DS-1018) Add WithDebugInformationFormat to the compiler settings for MsvcCompiler.
  • Documentation: Clarified an aspect of Mip Stripping docs.
  • DX12: When reading vertex attributes from vertex buffers (closest hit / any hit shaders), we now fill only the channels that are available instead of returning 0 when trying to read more attribute channels than available.
  • Editor: Arrays/lists inspector UI control supports multi-selection of array elements now.
  • Editor: Clear on Recompile' option added to console's 'Clear' context menu. (1264753)
  • Editor: Improve the multi-selection display of Culling Mask and Static fields of certain components. (1190806)
  • Editor: LOD Group values can now be edited via input fields in addition to the slider. Input field editing also works in multi-selection mode.
  • Editor: Optimized various parts of texture importing (5%-20% faster depending on settings & texture types used).
  • Editor: Optimized various parts of texture importing (~10% faster depending on settings & texture types used).
  • Editor: Scene/Game view Gizmos dropdown window now has a search field. (1274775)
  • Editor: Two new events added to ObjectSelector: ObjectSelectorSelectionDone: An item in the list is double-clicked; and ObjectSelectorCanceled: The window was closed by explicitly pressing escape on the keyboard.
  • GI: Hiding Enlighten specific settings when it is not supported by the SRP. Affected areas are Mesh Renderer, Light, Scene view, Lighting Explorer and Lightmap Parameters.
  • Graphics: Improved compression speed for ASTC textures.
  • Graphics: Optimized static batching process, e.g. entering play mode with 30k static batched objects in the editor is faster by two seconds.
  • IL2CPP: An IL2CPP failure will now result in one (instead of two) error messages. The error message text will be displayed with as little extra information as possible, so that the error is (hopefully) more understandable.
  • IL2CPP: When script debugging is enabled, stack traces will now include C# source code line numbers for all assemblies where debug symbols are available.
  • Networking: Make UnityWebRequest objects properly show up in profiler. (1017004)
  • Prefabs: Performance of 'Undo' operations on objects in nested prefabs has been optimized by up to 30%.
  • Profiler: Added ability to specify port in the direct Profiler connection UI.
  • Profiler: Added profiling support to Asset Import process via direct IP connection.
  • Profiler: Added progress bar when loading and saving Profiler data.
  • Profiler: Duplicated sample name for the Call view in Profiler in the tooltip to ensure it is fully readable. (1241955)
  • Scripting: GameObject.FindGameObjectWithTag and GameObject.FindGameObjectsWithTag are much faster.
  • Shaders: #pragma require now works from compute shaders as well.
  • SpeedTree: A Fix button now will appear in Mesh Renderer and LOD Group component inspector if Unity detects wrong SpeedTree shader is used (for instance Nature/SpeedTree8 shader is used for meshes that come from SpeedTree 7 assets, and vice versa), and will correct them if clicked. (1237736)
  • Terrain: Now a "Hole Edge Padding" option is added to terrain Detail Prototype that you can control how far details objects will be from the hole edge.
  • Terrain: Reduced Terrain per-frame CPU update cost.
  • Version Control: Smart Merge (UnityYamlMerge) now allows ignoring "tiny" float differences in some fields. For a configuration example, see mergerules.txt. (1211899)
  • XR: Update XR Plug-in Management to 3.2.16 and Windows MR XR Plug-in to 5.0.0.
  • XR: Updated api docs on XRDisplaySubsystem.scaleOfAllViewports and XRDisplaySubsystem.scaleOfAllRenderTargets.
  • XR: Updated Windows Mixed Reality XR Plugin verified version to 4.1.1.
  • Features:
  • 2D: Add Isometric Grid slicing to Sprite Editor
  • 2D: Allow showing of confirmation dialog when Apply or Revert button on Sprite Editor Window in pressed. This can be turned on or off in Preferences
  • Burst: A new option [BurstCompile(DisableSafetyChecks = true)] that allows per job or function-pointer disabling of safety checks. This allows users to have blessed code run fast always.
  • Burst: Add intrinsics support for AtomicSafetyHandle.NewStaticSafetyId
  • Burst: Add support for try/finally and using/foreach for IDisposable patterns.
  • Burst: Add BurstCompiler.IsEnabled API.
  • Burst: Added a compiler warning for any use of throwing an exception from a method not guarded by [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")]. Since exceptions in Burst are only supported in the editor, this provides a useful warning to users who may be relying on try/catch behaviors for control-flow which is not supported in final game builds.
  • Burst: Added first batch of Arm Neon intrinsics. Currently, only ArmV8 (AArch64) targets are supported. The supported intrinsics include all ArmV7 and ArmV8 ones.
  • Burst: An error message if attempting to BurstCompiler.CompileFunctionPointer() on a multicast delegate, since this is not supported in Burst.
  • Burst: Burst compilation status is now displayed in the Background Tasks window in Unity 2020.1 and above (click the spinner in the bottom-right of the Editor to open this window).
  • Burst: Experimental support for tvOS
  • Burst: Improve Editor experience by scheduling compilation immediately after assemblies are changed, instead of waiting until Play Mode is entered.
  • Burst: Improved our aliasing detection to allow DynamicBuffer structs to be easily vectorizable.
  • Burst: Upgraded Burst to use LLVM Version 10.0.0 by default, bringing the latest optimization improvements from the LLVM project.
  • Burst: VS 2017 support for platform that needs it.
  • Burst: You can now select explicit x86/x64 architecture SIMD target for Universal Windows Platform.
  • Graphics: Mesh sampling skinned & Index
  • Package Manager: Give the users

New in Unity 2020.2.0 Beta 8 (Oct 23, 2020)

  • Fixes:
  • 2D: Fixed a crash when a Tilemap with a Tile with an invalid Tile Index is loaded. (1275562)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed a crash when undoing and redoing after a Tile Palette is saved. (1280263)
  • 2D: Fixed an issue where nested Prefab Instances in Tile Palette asset were becoming normal GameObjects when opened in Tile Palette window. (1273643)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an issue where NullReferenceException error was being thrown upon entering Play Mode when Tile Palette window is open. (1271740)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed a memory leak issue when using obb. (1207718)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed an application crash in com.unity3d.player.UnityPlayer., java.lang.System.loadLibrary functions due to an incomplete app install where native libraries were missing. (1281533)
  • Asset Pipeline: Fixed an issue where the AssetPathToGUID documentation did not reflect the correct method returned. (1278834)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where the Renderer component editor did not list the reflection probes when they were disabled in the SupportedRenderingFeatures. (1254082)
  • Editor: Fixed an issue where there was no check to determine if the build could be appended when using BuildPipeline.BuildPlayer with BuildOptions.AcceptExternalModificationsToPlayer. (1271712)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue with copy and pasting a GameObject selection to a different level of the scene hierarchy. (895240)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed aVFX Selection outline issue when Output Mesh was used in the effect. (1218472)
  • macOS: Fixed an issue where the Catalina system font directory to font search paths was not added. (1249128)
  • macOS: Fixed generated Xcode project build which gets generated by building macOS Standalone player with IL2CPP scripting backend. (1284040)
  • This is a change to a 2020.2.0b6 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Fixed an issue when downloading a Git package with LFS files using a Git URL containing a path extension. (1256330)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue when searching packages on an ill-configured scoped registry would fail. (1281081)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where a package tarball could sometimes appear to be corrupted. (1281090)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where packages would sometimes disappear from the Package Manager UI. (1273008)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where scoped registry caches could be populated with bundled Unity packages. (1281123)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed a crash when using BakeTrails with Attach Ribbons to Transform.
  • Particles: Fixed an issue where the BakeTrails used the wrong transform position. (1250834)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed world space Ribbon trails using the wrong transform position when Attach Ribbons To Transform was enabled. (1263178)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue with the cloth component where increasing/decreasing frame-rate would affect the forces given to the simulation. (1255801)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue with the cloth simulation where setting the time scale to a floating point value close to zero and back to one, would cause additional force to be applied. (1181701)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where the Profiler would have inconsistent data stream states between Editor and Player, which would cause the Editor to receive not be able to process received data or receive none at all (1268975)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where the System Used Memory was reporting useless system memory and not app memory usage. (1267773)
  • Shaders: Fixed a crash when importing a project from an external drive formatted as exFAT on MacOS. (727114)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed a crash where there was a unsuccessful shader compiler process spawning. (1277135)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Terrain: Fixed an issue where undo after removing a terrain layer incorrectly restored alphamaps. (1276283)
  • API Changes:
  • Android: Added: Add API level 30 to AndroidSdkVersions enum.
  • Build Pipeline: Added: New API FilterToSubset on BuildReferenceMap & BuildUsageTagSet providing more control over native build data, reducing unnecessary asset bundle rebuilds.
  • Graphics: Added: Added new API SystemInfo.GetRenderTextureSupportedMSAASampleCount(RenderTextureDescriptor desc) to query the correct MSAA samples count of a RenderTexture
  • Graphics: Added: Expose API to set the renderDynamicObjects for Custom reflection probes. (1269743)
  • Changes:
  • Services: Updated com.unity.purchasing to 2.1.1
  • XR: The Oculus XR Plugin package has been updated to 1.5.0.
  • Improvements:
  • Graphics: Add Shader Precision Model into Player Settings, to change between current platform defaults and the new Unified Model. Unified model defaults to full sampler precision on all platforms, but allows declaring lower precision explicitly and use FP16 ops on targets where available. (1280157)
  • Graphics: Added SRP batcher workaround for out of memory issues on Mali GPUs caused by high vertex load. (1281036)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Added ability to specify port in the direct Profiler connection UI

New in Unity 2020.2.0 Beta 7 (Oct 16, 2020)

  • Fixes:
  • Asset Import: Fixed an issue where TextureImporter per-platform settings were incorrectly applied when applying a Preset or using the Reset option in the TextureImporter context menu. (1191644)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed an issue where TextureImporter Presets incorrectly saved their per-platform settings when modified. (1225457)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an incorrect drag indicator issue when dragging sprites to the hierarchy. (1178106)
  • Editor: NullReferenceException is thrown when calling AssetDatabase.OpenAsset after reopening Unity with the Project tab unfocused (1274633)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed an issue where if a scene wasn't baked/had no lightmaps, the value of its lightmaps mode should be ignored. (1259485)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fix an issue where an un-needed box call in generic code when using enums. (1271254)
  • IL2CPP: Fixed a performance regression when parsing an XML document with a DTD. (1243665)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed an issue that did not provide a user-readable error during code conversion for value types which have a recursively defined field that is a nullable version of the same type. (1268007)
  • IL2CPP: Fixed an issue where reverse p/invoke did not work with methods that are only called via reflection. (1271247)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed an issue where the --maximum-recursive-generic-depth command line option at run time was not enforced. (1276405)
  • IL2CPP: Fixed an issue with incorrect behavior of UnityEngine.Mathf methods when invoked via a delegate for WebGL players. (1252289)
  • IL2CPP: Fixed an issue with thread names on Android. (1272098)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Work around ARM linker branch out of range errors for large projects by enabling the IL2CPP_LARGE_EXECUTABLE_ARM_WORKAROUND define. (1261925)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Linux: Fixed an issue with keyboard keypad number input. (1280104)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where the same git package twice could not be added twice. (1263238)
  • Particles: Fixed an uninitialized compute buffer access when using particle quads and gfx jobs. (1274445)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed particles having incorrect bounds after calling Play when the system contained user-provided particles via SetParticles. (1273773)
  • Prefabs: Fixed a prefab merging issue when managed reference instances had been changed. (1237191)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where Assert and Deadlock were getting triggered in ProfilerHistory::SetSelectedPropertyPath when called. e.g. via UnityEditorInternal.ProfilerDriver.selectedPropertyPath, while no frame data was loaded into the Profiler. (1278249)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where the scroll wheel was not working on thread names and the repeat button was not working on scroll bars. (1238871)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed an issue where ObjectChangeEventStream was no contained in a SceneChangeEvent when a scene was reloaded. (1278201)
  • Shaders: Fixed an issue where caching preprocessor would not handles error and warning directive arguments that contained characters with special meaning. (1273453)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed an issue where compute shader import errors and warnings were ignored. (1276366)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed an issue where macro calls spanning multiple lines were not handled correctly by the caching preprocessor. (1275604)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed an issue where shader code tags were not checked for balance. (1276396)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed an issue where shader compiler emited code for precise keyword when the target GLSL version was not support it. (1274141)
  • Text: Fixed an issue where IME composition was duplicate on focus change of text fields. (989131)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Fixed an issue where the resolution setting was not saved properly to PlayerPref when used in ExclusiveFullscreen mode. (1277983)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: [TextMeshPro] Fixed an issue where Chinese Windows IME initialized at wrong position and then jumping to correct position after first symbol was typed. (1043535)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • Animation: Added: A new parameter was added to the MatchTarget function for auto matching completion in case of interruption
  • Improvements:
  • 2D: Update 2D template to use current verified version of 2D packages
  • DX12: When reading vertex attributes from vertex buffers (closest hit / any hit shaders), we now fill only the channels that are available instead of returning 0 when trying to read more attribute channels than available.
  • Graphics: Add command line switch '-disable-gpu-skinning'. (1274530)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GraphView: Added capability support to stacks, stack children, and groups to help better avoid unsupported behaviors. Specifically with grouping and heterogeneous selections.
  • IL2CPP: An IL2CPP failure will now result in one (instead of two) error messages. The error message text will be displayed with as little extra information as possible, so that the error is (hopefully) more understandable.
  • IL2CPP: Implement IPInterfaceProperties.GatewayAddresses for iOS. (1269403)
  • Linux: No longer export statically linked lib's symbols thus making it easier for plugin developers to use 3rd party libs. (1255038)
  • XR: Updated Windows Mixed Reality XR Plugin verified version to 4.1.1.

New in Unity 2020.1.9 (Oct 14, 2020)

  • Fixes:
  • 2D: Fixed importing files with vector layers generates textures incorrectly for PSDImporter. (1266986)
  • 2D: Fixed Sprite Variant Window does not appear in Sprite Shape Controller Component when selecting a Spline. (1267542)
  • 2D: Fixed unable to add item on Resetting the Preset of the SpriteShapeProfile. (1242910)
  • 2D: Updated optional dependency support for Collections to 0.9.0-preview.6 and Burst 1.3.3 for 2D Animation package. (1255839)
  • Android: Fixed framebuffer fetch on Adreno. (1271787)
  • Asset Import: Fixed such that changing TextureImporter in the inspector no longer affects instantiated Texture2D until Apply/Revert is pressed and a new import is triggered. (1241204)
  • Asset Import: Fixed the crash when using global search patterns. (1267138)
  • Audio: Fixed an issue where an audio clip playing on the Timeline and routed out via an Audio Component wasn't correctly using a Mixer asset when the output Audio Component's state was toggled. (1213824)
  • Editor: Added missing tooltips for Audio inspectors. (1258773)
  • Editor: Added validator for audio source object field in video player inspector. (1194100)
  • Editor: Fixed crash during player building where terrains are included in the build. (1273804)
  • Editor: Fixed so a GameObject that is copy pasted to a different parent does have the same world position as the original GameObject. (1268152)
  • Editor: Fixed such that NullReferenceException is thrown when calling AssetDatabase.OpenAsset after reopening Unity with the Project tab unfocused. (1274633)
  • Editor: Improved playback/scrubbing display when manually drawing multiple audio clip previews. (1271167)
  • Editor: Updated pubnub origin for collab to continue to support legacy TLS/SSL connections. (1274506)
  • GI: Fixed a regression to denoising quality when using the Optix denoiser with the GPU Lightmapper. (1272950)
  • GI: Fixed regression to denoising quality when using the OIDN denoiser with the GPU Lightmapper. (1272954)
  • GI: Fixed such that if a scene isn't baked/has no lightmaps, the value of its lightmaps mode will be ignored. (1259485)
  • Graphics: Added SRP batcher workaround for out of memory issues on Mali GPUs caused by high vertex load. (1281036)
  • Graphics: Fixed crash on Stadia during launch. (1278507)
  • Graphics: Fixed GetPixels on Texture2D that is compressed with Crunch to throw an exception and not crash. (1257655)
  • Graphics: Fixed memory leak that occurs when loading a Scene with Addressables.LoadSceneAsync which has a large number of Texture references. (1245368)
  • Graphics: GrabPass does not support Depth targets and only a single color target is supported. This applies to all platforms that we have. Added error check to prevent editor from crashing. (1208293)
  • GraphView: Added capability support to stacks, stack children, and groups to help better avoid unsupported behaviors. Specifically with grouping and heterogeneous selections.
  • IL2CPP: Fixed to allow reverse p/invoke to work with methods that are only called via reflection. (1271247)
  • Linux: Fixed keyboard keypad number input. (1280104)
  • macOS: Fixed building player with IL2CPP scripting backend when running on macOS Big Sur. (1259859)
  • macOS: Fixed modifier keys states after OS shortcut performed. (1268573)
  • Particles: Fixed uninitialized compute buffer access when using particle quads and gfx jobs. (1274445)
  • Profiler: Fixed an Assert and Deadlock getting triggered in ProfilerHistory::SetSelectedPropertyPath when called, e.g. via UnityEditorInternal.ProfilerDriver.selectedPropertyPath, while no frame data is loaded into the Profiler. (1278249)
  • Profiler: Fixed scroll wheel not working on thread names and repeat button not working on scroll bars. (1238871)
  • Scripting: Fixed a hang that would occur when there is incorrectly set time zone data in the windows registry. (1256569)
  • Scripting: Fixed issue where packets of a certain size would not get processed correctly and would cause the asynchronous task to timeout. (1276200)
  • Scripting: Fixed issue where RuntimeInformation.IsOSPlatform would check the filesystem for a .dylib to see if the operating system was OSX. It now will reference Environment.Platform which makes a native call to check which OS we are on. (1267836)
  • Scripting: Fixed performance regression when loading struct fields. (1276888)
  • Scripting: Fixed runtime crash when accessing invalid address under debugging. (1269030)
  • Scripting: Fixed such that invalid windows proxy configuration will no longer cause a NullReferenceException to be thrown in AutoWebProxyScriptEngine::InitializeRegistryGlobalProxy. (1269569)
  • Shaders: Fixed crash when importing a project from an external drive formatted as exFAT on MacOS. (727114)
  • Text: Fixed IME composition duplication on focus change of text fields. (989131)
  • Video: Fixed potential invalid memory access while executing queued video player script callbacks. (1270858)
  • Video: Fixed to respect enabled state of output audio sources. (1268769)
  • Windows: Fixed Chinese Windows IME initialising at wrong position, jumping to correct position after first symbol is typed. (1043535)
  • Windows: Fixed predictive text IME appearing in wrong location when inputting non-English text. (1171328)
  • API Changes:
  • Animation: Added: Added a new parameter to the MatchTarget function for auto matching completion in case of interruption.
  • Changes:
  • Multiplayer: Bumped multiplayer hlapi minimum package version to 1.0.6. (1267217)
  • XR: Updated the Oculus XR Plugin package to 1.5.0.
  • Improvements:
  • Animation: Improved the warning detecting clashes of animated property curve names, so it has fewer false-positives and isn't logged repeatedly. (1265854)
  • Editor: Added two new events to ObjectSelector: ObjectSelectorSelectionDone: An item in the list is double-clicked; and ObjectSelectorCanceled: The window was closed by explicitly pressing escape on the keyboard. (1279665)
  • Video: Improved to allow video player to use blob urls on webgl. (1265342)
  • XR: Updated api docs on XRDisplaySubsystem.scaleOfAllViewports and XRDisplaySubsystem.scaleOfAllRenderTargets.

New in Unity 2020.2.0 Beta 6 (Oct 9, 2020)

  • Fixes:
  • 2D: Fixed a 2D menu position inconsistency issue. (1268024)
  • 2D: Fixed a Null reference exception when changing values of a material while recording animation with Skinning Module enabled. (1267300)
  • 2D: Fixed an 'Invalid worldAABB' error message when the Pack Preview button was repeatedly pressed. (1270150)
  • 2D: Fixed an issue where 'Depth' column label clipped in the Visibility Tool Window. (1257991)
  • 2D: Fixed an issue where dragging a Sprite Shape Profile to Hierarchy created a Game Object in main Scene when in Prefab Mode. (1265846)
  • 2D: Fixed an issue where importing files with vector layers generates textures were incorrect. (1266986)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an issue where Sprite Editor Window did not show the Sprite when the Inspector was locked and the Sprite was not selected in the Project window.
  • 2D: Fixed an issue where Sprite Variant Window did not appear in Sprite Shape Controller Component when a Spline pivot point was selected. (1267542)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an issue where visibility window overlaps with weights and geometry window when Sprite Editor Window was resized. (1263353)
  • Android: Fixed an issue when using storage buffer object in both vertex and fragment shader on Adreno. (1251305)
  • Editor: Fixed a crash during player building where terrains were included in the build. (1273804)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an Editor crash with TLSAllocator::GetAllocatedMemorySize() const when connecting wire-free earbuds in the Play mode. (1261961)
  • Editor: Fixed an issue where SerializedProperty m_Enabled was disappeared and an error was thrown when using Inspector window in debug mode. (1278414)
  • This is a change to a 2020.2.0b3 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where tool tips in camera inspector were missing. (1263085)
  • Editor: Updated pubnub origin for collab to continue to support legacy TLS/SSL connections. (1274506)
  • GI: Fixed a regression to denoising quality when using the OIDN denoiser with the GPU Lightmapper. (1272954)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed an editor crash after switching lightmapper and toggling off and back on auto-mode.. (1270355)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed an issue where denoising quality when using the Optix denoiser with the GPU Lightmapper. (1272950)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a memory leak issue that occurs when loading a Scene with Addressables.LoadSceneAsync which had a large number of Texture references. (1245368)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed a rare osver/device dependent crash on exit, when [UIViewController viewWillTransitionToSize:withTransitionCoordinator:] was called on killing unity view. (1278124)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed a UnityPause/UnityIsPaused crash when called with unity runtime not initialized. (1278746)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where a recursive call in ProfilerUnsafeUtility.CreateMarker caused il2cpp builds to fail.
  • Profiler: Fixed an issue where Profiler.enabled getter and Profiler.EmitFrameMetaData were not thread safe. (1276709)
  • Video: Fixed a potential invalid memory access while executing queued video player script callbacks. (1270858)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Fixed an issue where enabled state of output audio sources was not respected. (1268769)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Fixed an issue where a requested custom gfx device callbacks would not occur on the "main" rendering thread. (1255849)
  • Windows: Fixed a deadlock which would sometimes occur when logging messages from several different threads simultaneously with cloud diagnostics enabled. (1261694)
  • Windows: Fixed an error "An abnormal situation has occurred: the PlayerLoop internal function has been called recursively." would appear when showing file picker dialog after dragging standalone player window. (1271852)
  • Changes:
  • XR: Update verified packages for AR Foundation and related packages.
  • Improvements:
  • 2D: Improved memory and speed of Animation SpritePostProcess for large sprite count
  • Editor: Add validator for audio source object field in video player inspector. (1194100)
  • Editor: Two new events added to ObjectSelector: ObjectSelectorSelectionDone: An item in the list is double-clicked; and ObjectSelectorCanceled: The window was closed by explicitly pressing escape on the keyboard. Required to fix https://fogbugz.unity3d.com/f/cases/1276241/ (1279665)
  • Graphics: Update SRP packages to 10.0.0-preview and template to 10.0.0
  • Video: Allow video player to use blob urls on webgl (1265342)
  • This has already been backported to older releases and will not be mentioned in final notes.

New in Unity 2020.1.8 (Oct 7, 2020)

  • Fixes:
  • Asset Import: Fixed an issue throwing errors in the console when changing Rig settings of multiple models at once. (1272865)
  • Build Pipeline: Fixed regression crash with serialized PropertyName field. (1267271)
  • Editor: Fixed materials not getting reverted back when performing drag along with other asset types using ProBuilder face selection. (1260931)
  • Editor: Fixed MinMaxCurve and MinMaxGradient dropdown style to match other dropdown styles(bigger icon). (1267276)
  • Editor: Fixed new input system mouse coordinate scaling in editor play mode on Linux. (1252149)
  • Editor: Fixed the issue with an infinite loop while loading editor layout. (1275270)
  • Editor: Fixed to allow multithreaded graphics in the Linux editor when using Vulkan. (1252387)
  • GI: Fixed a synchronization issue that caused GI bakes to never complete when using the GPU lightmapper on MacOS. (1204412)
  • GI: Fixed Sphere.IsInside. (1271048)
  • Graphics: Improved objects sorting when scene contains both GameObject & Hybrid rendered entities. (1270315)
  • iOS: Fixed crash on UnityPause/UnityIsPaused when called with unity runtime not inited. (1278746)
  • iOS: Fixed memory corruption under rare circumstances. (1256815)
  • iOS: Fixed rare osver/device dependent crash on exit, when [UIViewController viewWillTransitionToSize:withTransitionCoordinator:] is called on killing unity view. (1278124)
  • Kernel: Fixed player connection to PS4 when using it IP. (1275104)
  • Nintendo Switch: Fixed DateTime stamp appearing incorrectly when taking a Memory Profiler snapshot on Nintendo Switch. (1266380)
  • Package Manager: Fixed preview packages from Scoped Registries to no longer be filtered out.
  • Particles: Improved performance when using Rigidbody velocity mode. Previously a search for a valid Rigidbody was made every update, we now only perform the search once and cache the result. (1268442)
  • Physics: Fixed editor crash on AnchoredJoint2D::ConfigureAnchors when opening a scene containing GameObject with Joints but without Rigidbody. (1272231)
  • Serialization: Improved performance applying Prefab changes to TileMap. (1239162)
  • Shaders: Fixed "pos == inputBuffer.size()" errors when fetching compute shader data from accelerator server. (1229986)
  • XR: Fixed SRP batcher activation with XR multipass rendering.
  • XR: Improved Vulkan memory usage with offscreen swapchains. (1278553)
  • Changes:
  • Android: Bumped Android Logcat verified version to 1.2.0.

New in Unity 2020.2.0 Beta 5 (Oct 2, 2020)

  • Fixes:
  • Audio: Fixed a crash on playback of an AudioSource that had a negative pitch value under a certain threshold. (928576)
  • Build Pipeline: Fixed a regression crash with serialized PropertyName field. (1267271)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an infinite loop issue when loading an editor layout. (1275270)
  • Editor: Fixed an issue where a tooltips for Audio inspectors was missing. (1258773)
  • Editor: Fixed player settings visual glitch issue where "Metal API Validation" checkbox had an extra indentation level.
  • GI: Fixed an issue where there were broken shadows on directional lights due to a regression introduced on a core function sphere.isInside. (1271048)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue where GetShadowCasterBounds method were not correctly returning false when casters were beyond the set shadow distance. (1250914)
  • iOS: Fixed a memory corruption issue under rare circumstances. (1256815)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed an issue where MONO variable path did not have quotes in generated .sh script when exporting the Xcode project. (1274999)
  • Package Manager: Fixed an issue where preview packages from Scoped Registries where filtered out.
  • Particles: Fixed a crash when instantiating mesh particles from script. (1274851)
  • This is a change to a 2020.2.0b2 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: Fixed a build missing vertex data issue where on certain circumstances when "Optimize Mesh Data" is selected and Editor graphics API differs from the target platform API. (1275368)
  • Shaders: Fixed an issue where "pos == inputBuffer.size()" would error when fetching compute shader data from accelerator server. (1229986)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fixed a memory error message. (1275239)
  • UI Toolkit: Fixed an issue where artifacts were visible when resizing windows. (1218455)
  • UI Toolkit: Fixed an issue where declaring an AssetImporterEditor extension with showImportedObject set to false would make its inspector repaint over and over again. (1264833)
  • UI Toolkit: Fixed an issue where TextField focus was not selecting text. (1262318)
  • UI Toolkit: Fixed an issue where TextField was ignoring AltGr character combinations. (1238207, 1261739)
  • UI Toolkit: Fixed an issue where [Scene Template] "Layout update is struggling" was throwing an error continuously when creating a "Scene Template" in the Project. (1275253)
  • UI Toolkit: Fixed an issue whwewre UXML preview rendered outside the preview zone. (1227277)
  • XR: Fix SRP batcher activation with XR multipass rendering (1265465)
  • API Changes:
  • Graphics: Added: Add new API Graphics.minOpenGLESVersion and built-in keyword SHADER_API_GLES30
  • Graphics: Added: BatchRendererGroup: Added optional visibleIndicesY array. Data available in shader in Y channel. (Hybrid Renderer V2) (1252507)
  • Graphics: Changed: RenderRequestMode now has enum values for PBR materials data
  • Changes:
  • Graphics: "Gfx command not handled: 0 (Last command: 10123)" will no longer be disabled in the Editor's console while in scene view when using the wireframe mode and Vulkan rendering API. (1276056)
  • Improvements:
  • Editor: Improve playback/scrubbing display when manually drawing multiple audio clip previews (1271167)
  • Scripting: Added support for "||" (OR) operator for the Plugin Inspector. (1270592)

New in Unity 2020.1.7 (Oct 1, 2020)

  • Fixes:
  • Android: Fixed bug that caused wrong colors for particles when using instancing on Adreno. (1256567)
  • Android: Force MSAA support for R11G11B10 on Adreno drivers where we force R11G11B10-support. (1265267)
  • Animation: Fixed a memory leak when clearing a playable output notification queue while iterating over this queue. (1266586)
  • Audio: Audio with channel counts larger than 2 specified to be encoded as XMA are now automatically encoded as Vorbis due to limitations in the XMA decoder. (1251528)
  • Bug Reporter: Fixed a bug that allowed temporary files to be uploaded. (1220950)
  • Burst: Fixed a bug on macOS/Linux where if a native hardware exception was triggered, the stack was not aligned correctly and could cause a crash. (1275056)
  • Editor: Fixed inspectors not updated when using 'Recompile After Finished Playing. (1196494)
  • Graphics: Fixed CopyTexture not copying non-square mips with a width or height of 1. (1272789)
  • Graphics: Fixed not correctly falling back to CPU skinning on feature level D3D10.x. (1269149)
  • IL2CPP: Correct IL2CPP_SIZEOF_VOID_P defines. (1234885)
  • IL2CPP: Fixed error "Attempting to constrain an invalid type" when making a constrained call on a by ref parameter with a modreq or modopt modifier. (1265192)
  • IL2CPP: Fixed memory corruption accessing generic structs with StructLayoutAttribute.Size in arrays. (1254451)
  • IL2CPP: Properly throw a DirectoryNotFoundException exception on Xbox One when a malformed path is used. (1259468)
  • IL2CPP: Properly throw an exception from a finally block nested in a try/catch block. (1248673)
  • IL2CPP: Throw a TypeLoadException for a recursively defined type. (1259566)
  • IL2CPP: Work around ARM linker branch out of range errors for large projects by enabling the IL2CPP_LARGE_EXECUTABLE_ARM_WORKAROUND define. (1261925)
  • Playables: Fixed issue where playing a PlayableDirector in OnDisable would crash Unity. (1274413)
  • SceneManager: Fixed crash in EditorSceneManager when running tests with debugallocator.
  • SceneManager: Make sure you can't load scenes from script while exiting playmode. (1266194)
  • Scripting: Corrected an error in the UnityLinker with System.Text.Json.dll is used. (1241237)
  • Terrain: Fixes crash that occurs when modifying terrain data asset during terrain callbacks. Disables destruction of terrain data during callbacks. (1152858)
  • Terrain: Improved error messages when parsing BaseMapGen shader passes. (1224162)
  • Video: Fixed a race condition that could result in a crash when running play mode tests on Mac. (1254242)
  • Changes:
  • Timeline: Updated Timeline package version to 1.3.6

New in Unity 2020.2.0 Beta 4 (Sep 29, 2020)

  • Fixes:
  • 2D: Cull individual Sprites in TilemapRenderer Individual mode instead of using chunk culling.
  • Animation: Fixed a memory corruption issue that was triggered when destroying a playable in PrepareFrame. (1266564)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed an issue where Light.innerSpotAngle could not be animated. (1270159)
  • Asset Pipeline: Fixed an issue where ''GetCurrentCacheServerIp' was returning an empty string instead of actual value.
  • Burst: Fixed an issue on macOS/Linux where if a native hardware exception was triggered, the stack was not aligned correctly and could cause a crash. (1275056)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed a Mac editor crashwhen displaying a progress bar with a long text string, that was trimmed at an unfortunate length to result in invalid UTF8 sequence. (1268063)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an incorrect Blend Tree factor marker behaviour in Inspector. (1258827)
  • This is a change to a 2020.2.0a13 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where changing sibling order did not mark the scene dirty. (1269464)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where disabling a low priority camera disabled rendering of a higher priority camera. (1272799)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where DrawGizmo attribute was not supporting interfaces. (1271985)
  • Editor: Fixed an issue where hierarchy search field was not always resetting when exiting prefab edit mode. (1265782)
  • Editor: Fixed an issue where Inspectors were not getting updated when using 'Recompile After Finished Playing'. (1196494)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where MinMaxCurve and MinMaxGradient dropdown style to din not match other dropdown styles(bigger icon). (1267276)
  • Editor: Fixed an issue where missing Profiler.EndSample and Non matching Profiler.EndSample errors while profiling editor and mouse dragging objects. (1264736)
  • Editor: Fixed an issue where Scene View picking always returning the selection base when a prefab is the first selected object with a non-prefab GameObject behind. (1166101)
  • Editor: Fixed an issue where Settings Window was not refreshing after selecting a Preset. (1268130)
  • Editor: Fixed an issue where text from edited prefab's component did not account for bold style when placing caret. (1274722)
  • Editor: Fixed an issue where you could not drag and drop from outside the project folder. (1270452)
  • Editor: Fixed the warnings when a UI asset is loaded for the first time in the editor (1263521)
  • Editor: Reorderable array inspector fixes: Array size field overriding other changes made while it was selected, errors when editing multiple large arrays, not taking into account decoration height, Alt + click not expanding or collapsing all array elements, multi-dimensional arrays set via script not recalculating element height in GUI control, array header foldout getting disabled along with array elements, not recalculating element height if it takes more or fewer controls to draw it than before, and improved performance (1252595, 1255916, 1255917, 1260181, 1268479)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: [Android] Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232117)
  • Editor: [Default] Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232077)
  • Editor: [iOS] Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232104)
  • Editor: [PS4] Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232100)
  • Editor: [tvOS] Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232095)
  • Editor: [UWP] Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232092)
  • Editor: [WebGL] Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232141)
  • Editor: [XboxOne] Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232112)
  • GI: Fixed a crash due to an out of bounds access when eGPU was selected and restarting the editor after the eGPU was unplugged. (1272640)
  • GI: Fixed a crash in Radeon::AnalyzeImageLuminance after toggling baked object state while baking GI on GPU with Radeon denoiser. (1260192)
  • GI: Fixed a synchronization issue that caused GI bakes to never complete when using the GPU lightmapper on MacOS. (1204412)
  • Graphics: Fixed a memory regression during building where VT loaded textures without unloading them. (1268383)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue where CopyTexture was not copying non-square mips with a width or height of 1. (1272789)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue where material references were getting discarded when a Renderer is Reset. (1186957)
  • Graphics: Fixed an issue where RGBA64 normal maps were incorrectly imported. (1258121)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed inheritance of custom editors for renderpipeline when inheriting RenderPipelines. (1263659)
  • IMGUI: Fixed an issue where the space between World Bounds and World Subdivision fields in Physics Settings. (1263384)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • IMGUI: Fixed text input field not scrolling issue when cursor is moved. (1268088)
  • iOS: Fixed an issue where external screen turned black (instead of mirroring) upon connecting it through airplay where nothing was being rendered there by the game. (1261950)
  • This is a change to a 2020.2.0a2 change, not seen in any released version, and will not be mentioned in final notes.
  • License: Fixed an issue where Unity installers could display out-of-date terms of service on Windows. (1271930)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed an issue where Unity was displaying an error message if you were using IL2CPP scripting backend and you did not have the correct macOS SDK version. (1266620)
  • This is a change to a 2020.2.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • Particles: Fixes a crash that was caused by changing the duration in the editor during playmode. (1273529)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where the changes and the prefab override conditions were not being properly handled and displayed by the MeshCollider inspector for the Cooking Options property. (1267893)
  • Physics: Fixed a crash when a BoxCollider produced more than 64 contact points with another convex collider. (1269931)
  • Physics: Fixed a memory leak than occured when a physics scene was unloaded. (1257745)
  • Prefabs: Fixed an exception that was thrown on Reimporting a Project in which the Tile Palette window was docked and New Palette was created. (1275071)
  • Profiler: Fix an issue that CPU module Detailed view mode switch to "Raw Hierarchy" were ignored in some cases (1242631)
  • This is a change to a 2020.2.0a4 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed a C# exceptions when switching between Flow Events in Profiler Timeline view. (1244759)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed a crash on load of corrupted profiler data captures. (1119369)
  • Profiler: Fixed an issue where Profiler Timeline view displayed overlapping samples if their start time was in sub microseconds range. (1274134)
  • Profiler: Fixed an issue where Profiler UI Details module was not showing outdated markers. (1240928)
  • Profiler: Fixed an issue where Profiler was showing metadata for sliced samples only in the first frame. (1133819)
  • Profiler: Fixed an issue whereby the Profiler would stop recording when entering play mode whilst profiling the Editor. (1273129)
  • This is a change to a 2020.2.0a21 change, not seen in any released version, and will not be mentioned in final notes.
  • SceneManager: Fixed a GetManagerFromContext crash when unloading a Scene while loading another Scene asynchronously with allowSceneActivation = false. (1092438)
  • SceneManager: Fixed an issue where you could load scenes from script while exiting playmode. (1266194)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed an issue where setting the parent of the child of a disabled game object to null moved the child to the active scene if it was not already there. (1275898)
  • Scripting: Fixed generic mono array overwrite in bindings code. (1268308)
  • XR: Fixed an issue where ScreenCapture c# binding was not working with URP. (1267968)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • API Changes:
  • Asset Pipeline: Added: 'CloseCacheServerConnection' for closing the active connection to the cache server.
  • Asset Pipeline: Added: 'ResetCacheServerReconnect' for resetting internal reconnect timers.
  • Editor: Added: Added HandleUtility.FindNearestVertex method to select the vertex position nearest a GUI point.
  • Editor: Added: Added overload to HandleUtility.PickGameObject that accepts an array of GameObject as a filter.
  • Editor: Added: Added Selection.count property to retrieve the number of objects in the active Selection without creating a copy of the Selection.objects array.
  • iOS: Added: Added a public accessor for the legacy Game Center player ID, to give games an easier pathway to migrate to the new ID types in iOS 12.4
  • Changes:
  • Asset Pipeline: Only accept protocol >=TLSv1.2. SECURITY-1828
  • Mobile: Folders and files which are not needed by Adaptive Performance have been removed from the package. (github, buildfarm configurations)
  • Mobile: Provider downloader will now download latest available build instead of verified if verified version is below 2.0.0. This can happen on 2019 and 2020.1 as the verified package version is 1.x.
  • Scripting: Reintroduced warning that is thrown when a script that is derived from MonoBehaviour has the same name as a built-in component (e.g. Transform).
  • Timeline: Updated Timeline package to version 1.4.3
  • UI: Switch m_CullTransparentMesh to true so transparent Meshs are culled by default (1257834)
  • Improvements:
  • 2D: Improved performance of TilemapRenderer Individual mode
  • Asset Pipeline: Switch between Standalone platforms (e.g. Win32->Win64, or Mac->Linux) no longer needs to reimport all textures/audio/video.
  • Build Pipeline: Added support to obtain GameCore redist DLLS from locally installed MSVC instances
  • GI: Added the ability to override the tooltip for Probe Anchor for SRPs. (1254082)
  • GI: When using com.unity.rendering.hybrid package, force all lightmaps to max atlas size to allow for storing them in texture arrays.
  • Graphics: Colorspace switching only recreates textures with colorspace sensitive formats. (e.g. DXT1_sRGB/UNorm)
  • Kernel: Entering playmode with many IJobChunk-style Burst compiled jobs is much faster.
  • Mobile: Improved Provider Stats reporting.
  • Physics: Added missing tooltips for some of the physics settings in the editor. (1268052)
  • Physics: Added tooltips to the properties exposed in the ArticulationBody inspector. (1256304)
  • Shaders: Using SV_VertexID semantic on OpenGL ES 2 now produces a human-readable error
  • XR: Improved Vulkan memory usage with offscreen swapchains. (1278553)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Features:
  • Asset Pipeline: New Safe Mode for startup to avoid asset importing, when there are script compilation errors

New in Unity 2020.1.6 (Sep 17, 2020)

  • Fixes:
  • 2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields. (1250883)
  • AI: Fixed editor crash happening when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file. (1257220)
  • Android: Fixed GrabPass when Blit Type is Auto. (1271765)
  • Animation: Fixed a bug where the additive scaling would have unexpected behavior if the referenced clip did not contain that scaling property. (1267981)
  • Animation: Fixed a memory corruption that would trigger when destroying a playable in PrepareFrame. (1266564)
  • Animation: Fixed a padding issue with the new northstar theme for the transition list in the state machine inspector. (1262203)
  • Animation: Fixed flicker of whole animator transition inspector window when resizing it. (1233111)
  • Asset Import: Fixed invalid/incompatible PSD that would crash FreeImage and the Editor. (1264768)
  • Asset Import: Fixed TextureImporter Presets to correctly save their per-platform settings when modified. (1225457)
  • Asset Import: Fixed to ensure TextureImporter per-platform settings are correctly applied when applying a Preset or using the Reset option in the TextureImporter context menu. (1191644)
  • Build Pipeline: Fixed an edge case where Textures attempt to load data from an invalid path during the build. (1268719)
  • DX12: Fixed Standalone applications freezing sometimes when ray tracing effects are used in HDRP. (1272952)
  • Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project. (1238870)
  • Editor: Fixed automatic "Busy" dialog in Windows Editor to no longer shows up while Unity is in play mode. (1267999)
  • Editor: Fixed possible Mac editor crash if it was trying to display a progress bar with a long text string, that got trimmed at an unfortunate length to result in invalid UTF8 sequence. (1268063)
  • Editor: Fixed to avoid callback to IExternalScriptEditor.Initialize. (1271869)
  • GI: Fixed a crash in Radeon::AnalyzeImageLuminance after toggling baked object state while baking GI on GPU with Radeon denoiser. (1260192)
  • GI: Fixed issue where a NullReferenceException is thrown after creating the new scene when the Light Explorer window is opened. (1244688)
  • Graphics: Added an option to delay acquiring the swapchain buffer until after rendering in Vulkan. (1271108)
  • Graphics: Fixed a bug where Cubemap.CreateExternalTexture was not correctly marking the native texture as cubemap during SRV creation. (1215635)
  • Graphics: Fixed a casting issue when assigning int to bool with HLSLcc.
  • Graphics: Fixed color writes to work during a shadow pass when a color attachment is present. (1259973)
  • Graphics: Fixed issue with packed miptails on D3D11/12 tiled resources. (1220572)
  • Graphics: Fixed memory regression during building where VT was loading textures without unloading them. (1268383)
  • Graphics: Fixed SRP Batcher to be better per shader sort during shadow pass. (1261542)
  • IMGUI: Fixed the popup clickable area issue in MinMaxGradient with EditorGUI.indent level greater than 0. (1262838)
  • License: Fixed an issue where Unity installers could display out-of-date terms of service. (1271930)
  • License: Fixed to drain leftover messages from licensing IPC after timeout. (1226308)
  • Linux: Fixed keypad period to associate with the correct keycode. (1267430)
  • macOS: Fixed mouse position in fullscreen when black bars are present. (1254446)
  • Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages. (1267050)
  • Particles: Fixed a crash caused by changing the duration in the editor during playmode. (1273529)
  • Particles: Fixed the Stop Action setting to consider children and sub-emitters before triggering its event. (1261459)
  • Prefabs: Fixed an issue where a parent prefab might fail to correctly override changes to its nested children. (1271021)
  • Prefabs: Fixed crash when using the logging functionality before instantiating prefabs in an enumerator. (1257683)
  • Profiler: Fixed an issue in the Profiler window whereby the splitter separating charts and the details pane could not be adjusted on monitors with a scaling factor set. (1250806)
  • Profiler: Reduced Profiler Window overhead on main thread. (1260050)
  • PS4: Fixed issue where default project settings caused an error in PS4. (1244037)
  • PS4: Fixed issue where Engine hangs at startup with certain VT cache sizes. (1243957)
  • PS4: Fixed texture corruption with VT on certain texture formats. (1259642)
  • Scripting Upgrade: Fixed to avoid checking VCS if only the files outside /assets folder need updating. (1217542)
  • Shaders: Added missing AssetImportContext arg to CreateShaderAsset/UpdateShaderAsset API. (1269484)
  • Shaders: Fixed HLSLcc doing bad precision downgrading on some cases. (1228687)
  • Terrain: Fixed incorrect error message "A tree couldn't be loaded because the prefab is missing" printed during asset importing. (1191833)
  • Terrain: Fixed instanced terrain rendering when the player is built with -nographics command line argument. (1195302)
  • Terrain: Fixed issue where tree colliders are not rotated according to their mesh when random rotation is applied. (1248407)
  • Terrain: Fixed that 'Control Texture Resolution' and 'Base Texture Resolution' were not saved. (1258969)
  • XR: Fixed issue where GetStereoViewMatrix and GetStereoProjectionMatrix return the same value in both eyes in Multi Pass mode. (1262524)
  • XR: Reduced unnecessary Vulkan backbuffer allocations. (1275149)
  • API Changes:
  • iOS: Added: Added a public accessor for the legacy Game Center player ID, to give games an easier pathway to migrate to the new ID types in iOS 12.4
  • Changes:
  • XR: Update verified packages for AR Foundation and related packages.
  • Improvements:
  • 2D: Update 2D template to use current verified version of 2D packages

New in Unity 2020.1.5 (Sep 11, 2020)

  • Fixes:
  • 2D: Fixed batching and rendering order for TilemapRenderer chunks when there are high vertex counts for the Tilemap mesh. (1260462)
  • 2D: Fixed Enter Playmode speedup if user wants Sprite Atlas to always be enabled with Sprite Atlas v1 for fairly large projects. (1252917)
  • 2D: Fixed Eraser tool changing to Paint tool after a mouse drag. (1241157)
  • 2D: Fixed layout of Tiles in the Tile Palette to be equal in width and height where possible when dragging in Sprites and Tiles to Tile Palette.
  • 2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields. (1250883)
  • 2D: Fixed Shift-Erase not returning to the Paint Tool when painting with the Tile Palette.
  • AI: Fixed editor crash happening when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file. (1257220)
  • Android: Fixed GrabPass when Blit Type is Auto. (1271765)
  • Animation: Fixed Animation Window icons that where pixelated on HiDPI screens. (1267202)
  • Animation: Fixed flicker of whole animator transition inspector window when resizing it. (1233111)
  • Asset Import: Fixed crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial. (1267717)
  • Asset Import: Fixed invalid/incompatible PSD that would crash FreeImage and the Editor. (1264768)
  • Asset Import: Fixed LoadImage to return PNGs in the authored colorspace when gAMA block is authored, instead of gamma 2.0. A new static flag has been added to the ImageConversion class to disable this behavior. See Texture2D.LoadImage for additional details. (1263825)
  • Audio: Fixed audio mixer reimport stalls when toggling between mixer assets in the audio mixer window. (1264869)
  • Audio: Fixed Streaming AudioClip file handle leaks on sounds that are stopped before having finished the initial buffering of the stream. (1251581)
  • Build Pipeline: Fixed an edge case where Textures attempt to load data from an invalid path during the build. (1268719)
  • DX12: Fixed Standalone applications freezing sometimes when ray tracing effects are used in HDRP. (1272952)
  • Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project. (1238870)
  • Editor: Fixed an issue where foldout arrow icon is misaligned after expanding Material Reference[0] property in the Animation window. (1250971)
  • Editor: Fixed an issue where multiple calls to OnDisable() occur in Selectable.cs due to the user script. (1234461)
  • Editor: Fixed automatic "Busy" dialog in Windows Editor to no longer shows up while Unity is in play mode. (1267999)
  • Editor: Fixed crash when pasting a copied UI GameObject in the Hierachy window, when an attached script changes Transform type and deletes objects in Awake. (1266550)
  • Editor: Fixed possible Mac editor crash if it was trying to display a progress bar with a long text string, that got trimmed at an unfortunate length to result in invalid UTF8 sequence. (1268063)
  • Editor: Fixed to avoid callback to IExternalScriptEditor.Initialize. (1271869)
  • GI: Fixed an issue where identical probe positions get mistaken for one another, even if they have different light stored in it. (1244629)
  • GI: Fixed GPU Baking Device dropdown showing the first device in the list by default, regardless of the actual baking device. (1225150)
  • GI: Fixed syncing of custom LightProbes set on the API with all LightProbe objects. (1265048)
  • GI: Returned the correct state of LightProbes when specifying a different object than Lightmapping.lightProbes. (1262917)
  • Graphics: Added a Retry and additional logging when ETC compression fails. (1255261)
  • Graphics: Added Mesh.SetVertexBufferParams and MeshData.SetVertexBufferParams overloads that take a NativeArray vertex attributes array. (1258543)
  • Graphics: Fixed a bug where the wrong Virtual Texturing Texture Stacks got sampled in a Material with more than one Texture Stack in a non-development Player. (1261371)
  • Graphics: Fixed a crash when doing custom frequency shadow cascade updates. (1254121)
  • Graphics: Fixed broken virtual texturing on Xbox. (1215730)
  • Graphics: Fixed issue with the BC6 texture format when using Streaming Virtual Texturing. (1236255)
  • Graphics: Fixed memory corruption when calling GetPixels on a compressed texture to get a top mipmap (1x1,2x2,..) that has a dimension that is lower than the used texture compression block size (typically 4x4). (1266551)
  • Graphics: Fixed memory regression during building where VT was loading textures without unloading them. (1268383)
  • Graphics: Fixed render targets to be created as MemorylessMSAA only if the supported number of MSAA samples is greater than 1. (1268888)
  • Graphics: Fixed shader with constant buffer not used to prevent crashes in editor. (1263127)
  • Graphics: Fixed SkinnedMeshRenderer.BakeMesh to bake cloth changes into the target Mesh. (1239074)
  • Graphics: Fixed texture streaming not loading correct mips and not respecting QualitySettings.masterTextureLimit for shadow mask textures. (1254505)
  • Graphics: Fixed the mojo-shader-preprocessor to not use fixed arrays while reducing an expression. (1217043)
  • Graphics: Fixed Virtual Texturing spamming errors to the log in ShaderGraph when using incomplete Texture Stacks. (1254692)
  • IL2CPP: Fixed a JSON exception when building a project with large number of scenes. (1256534)
  • IL2CPP: Fixed crash on startup with script debugging enabled with deeply nested generics. (1226831)
  • IL2CPP: Fixed handling of enum types with more than 32784 fields. (1258202)
  • IL2CPP: Fixed open delegate invocation on a struct method that implemented an interface method. (1267228)
  • IL2CPP: Fixed performance regression when parsing an XML document with a DTD. (1243665)
  • IL2CPP: Fixed support for IPv6 addresses in Dns.GetHostAddress on Windows. (1258695)
  • IL2CPP: Fixed to avoid warnings from IL2CPP generated code when struct prototype warnings are enabled for C files. (1247033)
  • IL2CPP: Removed an unnecessary assertion in SetFindPluginCallback. (1252614)
  • iOS: Fixed a rare crash when iOS device is mirrored to an AppleTV. (1159944)
  • iOS: Fixed an issue with the loading of the system font on iOS 13. (1246465)
  • iOS: Fixed treatmeant of certificates that have been explicitly trusted by the user to be the same as ones from the OS. (1264454)
  • iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading and autorotate is enabled. (1269547)
  • Kernel: Fixed handling of recursive exceptions being raised whilst running burst compiled code. (1263781)
  • Linux: Fixed issue where Nvidia GPUs would not properly support GPU based lightbaking. (1263018)
  • Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows. (1239227)
  • Linux: Fixed keypad period to associate with the correct keycode. (1267430)
  • Mobile: Fixed broken 1.2.0 package which should not have been release and replace it with the correct version. 1.2.0 should never be used.
  • Package Manager: Fixed Package Manager dialog box being empty if the error message was too long. (1261282)
  • Package Manager: Fixed Package Manager to display packages when using candidates registry. (1267898)
  • Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages. (1267050)
  • Particles: Added support for Meshes using Float16 (aka Half) UV channels in the Particle System Renderer. (1269545)
  • Particles: Fixed Assert not being produced when setting the duration or randomSeed property and the system was paused. This is not supported. (1247192)
  • Particles: Fixed ParticleSystem ignoring transform changes made by Constraints. (1258705)
  • Particles: Fixed the Stop Action setting to consider children and sub-emitters before triggering its event. (1261459)
  • Particles: Fixed velocity calculations when changes are made in LateUpdate. (1266878)
  • Physics: When using a configurable joint, a warning message is raised and values are clamped to the Quaternion Identity if the Target Rotation quaternion is invalid (not normalizable). (1253024)
  • Prefabs: Fixed 50% of all object references appear as null within a scripts OnBeforeSerialize callback, during domain reloads. (1152124)
  • Prefabs: Fixed crash when using the logging functionality before instantiating prefabs in an enumerator. (1257683)
  • Profiler: Fixed "System Used Memory" memory counter reporting 0 on iOS, XboxOne and PS4. (1263861)
  • Profiler: Fixed an issue in the Profiler window whereby the splitter separating charts and the details pane could not be adjusted on monitors with a scaling factor set. (1250806)
  • Profiler: Fixed an issue with multi-dimensional arrays of reference types not having their metadata type being reported. (1273416)
  • Profiler: Fixed an issue with player to editor serialization getting corrupted, due to the addition of missing root references to the memory profiler backend. (1271829)
  • Profiler: Fixed m_SelectedThread not checked for null before accessing during frame selection. (1248631)
  • Profiler: Fixed profiler not counting number of draw calls correctly when using CommandBuffer. (1115727)
  • Scripting Upgrade: Fixed to avoid checking VCS if only the files outside /assets folder need updating. (1217542)
  • Serialization: Ensured that globalgamemanagers.assets is deterministic. (1269880)
  • Serialization: Fixed error "Expect ':' between key and value within mapping" when extra spaces were found at the end of a block mapping. (1268628)
  • Universal Windows Platform: Fixed Burst not working in ExecutableOnly builds. (1271694)
  • Universal Windows Platform: Fixed bursted code falling back to non-burst path. (1271195)
  • Universal Windows Platform: Fixed plugin .pdb files not getting packaged into .appxsym package when creating a build to be uploaded to the Windows Store. (1271695)
  • XR: Reduced unnecessary Vulkan backbuffer allocations. (1275149)
  • Changes:
  • Package Manager: Package com.unity.purchasing updated to 2.1.0.
  • XR: Updated Oculus XR Plugin package to 1.4.3.
  • Improvements:
  • Editor: Updated to ProBuilder 4.4.0.
  • GI: Changed AMD board names shown in the Lighting window to GPU device dropdown instead of gfx901, gfx1010 etc.
  • Package Manager: Upgraded Cinemachine to 2.6.1.
  • Profiler: Load icon changed to more clearly read as "Load".
  • XR: Changed XR Statistics to cache thread-safe stats that only get promoted to 'live' data after a render pass. However a number of data points need to be 'initialized' before we actually render a frame (like Frame Rate).

New in Unity 2020.2.0 Beta 2 (Sep 10, 2020)

  • Fixes:
  • AI: Fixed an editor crash when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file. (1257220)
  • Android: Fixed an issue with GrabPass when Blit Type was Auto. (1271765)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed a flicking issue where the whole animator transition inspector window was resizing. (1233111)
  • Animation: Fixed an issue where the additive scaling would have unexpected behavior if the referenced clip did not contain that scaling property. (1267981)
  • Asset Import: Fixed a for crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial/ (1267717)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Bug Reporter: Fixed an issue that allowed temporary files to be uploaded. (1220950)
  • Build Pipeline: Fixed a build corrupted issue when a field coming from an assembly override was serialized in assets/scenes. (1265330)
  • Build Pipeline: Fixed a build error issue when many assemblies are passed to UnityLinker or BuildPlayerDataGenerator. (1267783)
  • DX12: Fixed Standalone applications freezing sometimes when ray tracing effects are used in HDRP. (1272952)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed a Null reference exception issue with New Scene Dialog IsPlaying. (1272121)
  • This is a change to a 2020.2.0a19 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where a GameObject that was copy pasted to a different parent did not have the same world position as the original GameObject. (1268152)
  • Editor: Fixed an issue where bundle identifier did not update on changing the company and product name in the Player Settings. (1268158)
  • This is a change to a 2020.2.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where dragging from a closed window in the mac Editor would crash. (1257002)
  • Editor: Fixed an issue where the Editor Windows would not stay open if there is an exception thrown during the save process. (1255998)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where the inspector was not displaying state and transition properties that were not migrated. (1251586)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where the Line Renderer Simplify toggle would not refresh the scene view. (1258815)
  • Editor: Fixed an issue where the Linux editor main window would not correctly remember saved window layout. (1258663)
  • Editor: Fixed an issue where the Scene View's Select All would not taking into account scene picking/visibility state. (1250345)
  • Editor: Fixed an issue with restoring of Rect Transform on UNDO after a render mode change. (1246899)
  • Editor: Fixed an issues related to labels that disappeared and Overlaping of labels in Layer Collision Matrix. (1259361)
  • Editor: Fixed an issuey where the Editor toggle boxes' height did not adjusted to align with their label. (1260494, 1267326)
  • Editor: Fixed an object sixing issue when the Center scale handle was not given an initial scale that was [1,1,1]. (1264038)
  • Editor: Fixed an overflow issue where keycode mappings were not using the std maps. (1270330)
  • Editor: Fixed the Collider component alignment issue. (1254624)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Forces normal windows to open in the active space (on top of the editor) when editor is full screened on mac. This prevents a 'hidden' window. (1218891)
  • Editor: Game tab no longer undocks when switching between tabs while cursor is locked. Cursor no longer locks on focus, only on a click in the Game tab. Also fixes an issue where cursor lock would not function properly (e.g. lock without hiding) when moving docked window to a new location in the editor. All fixes are specific to the editor on Windows. (1246445)
  • Editor: In the linux editor, guiviews no longer gain focus on scroll events (scroll still occurs), which has the effect of preventing the editor from stealing focus on scrolls over guiviews that were previously unfocused. (1270605)
  • GI: Fixed a crash in the lightmapper when using a rendertarget as a cookie texture. (1261117)
  • GI: Fixed an issue where the Force Stop button to was not stopping when baking with the progressive lightmappers and composite lightmaps were in their current state. (1069481)
  • GI: Fixed and issue where users were not allowed to select UV colors for the Lightmap Preview. (1252445)
  • Graphics: Fixed a memory corruption issue when calling GetPixels on a compressed texture trying to get a top mipmap (1x1,2x2,..) where the dimension that was lower than the used texture compression block size (typically 4x4). (1266511)
  • Graphics: Fixed a potential crash when enabling hardware dynamic resolution using DX12 renderer. (1158661)
  • Graphics: Fixed a shader compilation for OpenGL ES issue when using shadow samplers. (1271470)
  • This is a change to a 2020.2.0a11 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed an int32 overflow issue that occured during RenderTexture runtime memory calculations (1263913)
  • Graphics: Fixed an issue where anisotropic UI was being disabled in the texture inspector. (1271794)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed an issue where color writes would not work during a shadow pass when a color attachment was present. (1259973)
  • Graphics: Fixed an issue where copying compressed volume textures did not uses correct volume slice sizes. (1266585)
  • Graphics: Fixed an issue where GetPixels on Texture2D was compressed with Crunch would throw an exception and crash. (1257655)
  • Graphics: Fixed an issue where RenderTexture.Create with bindTextureMS option would fail silently if the used MSAA antiAliasing value was unsupported with the active graphics device.
  • Graphics: Fixed an issue where scene view wireframe mode did not works correctly in editor when using Vulkan with a terrain. (1205332)
  • Graphics: Fixed an issue where skinning on feature level D3D10.x would not fallback to CPU. (1269149)
  • Graphics: Fixed an issue where some of the fields on the SkinnedMeshRenderer were missing tooltips. (1263903)
  • Graphics: Fixed an issue where vulkan scratchbuffer int32 overflowed. (1272953)
  • Graphics: Fixed buffer over-read when decoding BC4/5 texture data. (1270857)
  • Graphics: Metal: Fixed a compatibility issues with MSAA/filtering on Apple Silicon and macOS 11.
  • IL2CPP: Avoid calling a default constructor during marshaling for reference types that are not out parameters. (1263916)
  • IL2CPP: Fixed a crash on startup with script debugging enabled with deeply nested generics. (1226831)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed an error "Attempting to constrain an invalid type" when making a constrained call on a by ref parameter with a modreq or modopt modifier. (1265192)
  • IMGUI: Fixed a scroll bar thumb overlapping with arrow icons issue in the console window. (1269928)
  • License: Fixed an issue where Report/log licensing errors were not sent by the client. (1273213)
  • Linux: Fixed an issue where keypad period was not associated with the correct keycode. (1267430)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Linux: Fixed an issue where Nvidia GPUs would not properly support GPU based lightbaking. (1263018)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Linux: Fixed an issue where the eyedropper tool in the color picker did not work on Linux. (1174814)
  • Linux: Fixed several crashes in the Linux Download Assistant. (1248265)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed an issue where shader pre-warming woulc crash when a fragment shader returns something else than the usual 4 components. (1264839)
  • Package Manager: Fixed an issue where Asset Store package download progress tracking UX was inconsistent in the Package Manager window. (1272970)
  • Package Manager: Fixed an issue where the version numbers in Package Manager UI and Asset Store did not match for certain packages. (1267050)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed s hang when viewing sub-emitters on a Particle System Preset. (1266963)
  • This is a change to a 2020.2.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • Particles: Fixed the Stop Action setting to consider children and sub-emitters before triggering its event. (1261459)
  • Prefabs: Fixed a crash when loading a scene with a legacy disconnected prefab. (1270456)
  • Prefabs: Fixed a crash when using the logging functionality before instantiating prefabs in an enumerator. (1257683)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed an issue where the "Removed Component" title bar in the Inspector was not removed when a prefab instance was unpacked. (1263892)
  • This is a change to a 2020.2.0a4 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed an issue where the Profiler chart counters were not preserved their enabled states when being reordered via the Module Editor. (1254867)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed an issue where the profiler was not counting number of draw calls correctly when using CommandBuffer. (1115727)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue with multi-dimensional arrays of reference types not having their metadata type being reported (1273416)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue with player to editor serialization getting corrupted, due to the addition of missing root references to the memory profiler backend. (1271829)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray documentation now correctly states the its length parameter is in number of elements, not bytes.
  • Shaders: Fixed an issue where HLSLcc was doing bad precision downgrading in some cases. (1228687)
  • Terrain: Fixed a crash that occurs when modifying terrain data asset during terrain callbacks. Disables destruction of terrain data during callbacks. (1152858)
  • Terrain: Fixed a null exception thrown from the Paint Texture terrain tool. (1268578)
  • Terrain: Fixed an incorrect error message "A tree couldn't be loaded because the prefab is missing" that was printed during asset importing. (1191833)
  • Terrain: Fixed an issue where 'Control Texture Resolution' and 'Base Texture Resolution' were not saved. (1258969)
  • Terrain: Fixed an issue where tree colliders were not rotated according to their mesh when random rotation was applied. (1248407)
  • UI: Fixed an issue where AspectRatio was not able to be set when the mode was none in the editor. (1264569)
  • UI Toolkit: Fixed an issue where PropertyField's label width calculation did not match IMGUI. (1230326)
  • Universal Windows Platform: Fixed an incorrect error generated by Reference Rewriter tool for certain array types. (1254820)
  • Universal Windows Platform: Fixed an issue where Burst was not working in ExecutableOnly builds. (1271694)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Universal Windows Platform: Fixed an issue where bursted code was falling back to non-burst path. (1271195)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Universal Windows Platform: Fixed an issuey where plugin .pdb files were not getting packaged into .appxsym package when creating a build to be uploaded to the Windows Store. (1271695)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Fixed an issue where audio would not pause when the Editor was minimized by clicking the taskbar. (1208758)
  • XR: Fixed a stereo skybox rendering issue when a sphere was used instead of a cube. (1223567)
  • XR: Fixed an issue where GetStereoViewMatrix and GetStereoProjectionMatrix would not return the same value in both eyes in Multi Pass mode. (1262524)
  • API Changes:
  • Build Pipeline: Added: Added public API to capture performance data from the ContentBuildInterface methods.
  • Graphics: Changed: Auto Graphics API for Mac is now Metal only, unless running the Editor on a VM without Metal support. OpenGL is being deprecated, but can still be enabled explicitly. Editor and native player running on Apple Silicon will require Metal.
  • Scripting: Added: Language version added to ScriptCompilerOptions
  • Changes:
  • Android: Force MSAA support for R11G11B10 on Adreno drivers where we force R11G11B10-support. (1265267)
  • Audio: Audio with channel counts larger than 2 specified to be encoded as XMA are now automatically encoded as Vorbis due to limitations in the XMA decoder. (1251528)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Updated com.unity.ide.rider package to version 2.0.7 as verified.
  • IL2CPP: Support IPv6 addresses in Dns.GetHostAddress on Windows (1258695)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Player: Added ToString override to PlayerLoopSystem to show system type.
  • XR: Updated Oculus XR Plugin package to version 1.4.3.
  • Improvements:
  • Android: Improved logging when trying to find a plugin that is missing. (1268172)
  • Asset Pipeline: Added documentation for: GetCacheServerEnableDownload GetCacheServerEnableUpload GetCacheServerNamespacePrefix RefreshSettings
  • Asset Pipeline: Added documentation to CanConnectToCacheServer GetCacheServerAddress GetCacheServerPort IsCacheServerEnabled IsConnectedToCacheServer
  • Asset Pipeline: Moved API documentation from Experimental and Added API examples for:
  • GetAvailableImporterTypes
  • GetImporterOverride
  • SetImporterOverride
  • ClearImporterOverride
  • Editor: Layers 3, 6 and 7 are no longer treated as reserved by Unity. (1264751)
  • IL2CPP: Enable Parallel IL2CPP Conversion as default to improve IL2CPP build performance.
  • Particles: Improved performance when using Rigidbody velocity mode. Previously a search for a valid Rigidbody was made every update, we now only perform the search once and cache the result. (1268442)
  • Particles: Removed unnecessary calls to ParticleSystemRenderer::UpdateCachedMesh, to improve performance, particularly when enabling/disabling ParticleSystemRenderers that use meshes consisting of Triangle Strip geometry. (1271169)
  • Profiler: Aligning Memory and Rendering module detailed panel test with runtime counter names.
  • Profiler: Burst Jobs now have a different color from normal jobs in Unity Profile Timeline view.
  • Profiler: Fixed profiler window not processing small frames immediately when they come to Profiler Window. (1260269)
  • Terrain: Improved error messages when parsing BaseMapGen shader passes. (1224162)
  • XR: Reduced unnecessary Vulkan backbuffer allocations.

New in Unity 2020.2.0 Beta 1 (Sep 3, 2020)

  • Fixes:
  • 2D: Fixed a NullReferenceException issue when creating Preset for SpriteSkin component. (1254873)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed a skinning module flickers issue when creating in a category in a Visibility Window. (1244097)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an ArgumentException thrown issue when 2D Game Kit are imported for the first time. (1244287)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an exception that was continuously thrown when Undo operation was performed with sprites that were assigned earlier. (1256914)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an issue where an item was nog able to be added on Resetting the Preset of the SpriteShapeProfile. (1242910)
  • 2D: Fixed an issue where BakeCollider required GC every frame even when there was no changes in SpriteShape. (1263266)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an issue where the naming convention was different for Hexagon Sprite in a 2D Create GameObject and 2D Create Assets. (1255275)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fixed an issue where there was a broken documentation URL of the Component for PixelPerfect components.
  • Android: Fixed an error when exporting a gradle project that contained .aar files in the same location.
  • Android: Fixed an issue that caused wrong colors for particles when using instancing on Android. (1256567)
  • Animation: Fixed an issue where animation window icons were pixelated on HiDPI screens. (1267202)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed an issue with an invalid/incompatible PSD that would crash FreeImage and the Editor. (1264768)
  • Audio: Fixed an audio mixer reimport stall issue when toggling between mixer assets in the audio mixer window. (1264869)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed an issue where an audio clip played on the Timeline and routed out via an Audio Component was not correctly using a Mixer asset when the output Audio Component's state was toggled. (1213824)
  • Build Pipeline: Fixed an edge case issue where generated sprite texture case were being mangled and caused build errors on case sensitive file systems.
  • Build Pipeline: Fixed an edge case where Textures attempted to load data from an invalid path during build. (1268719)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed a class of GTK warnings showing up in the editor log when running the Linux editor. (1268468)
  • Editor: Fixed an issue where a prefab selection in the Scene View was not respecting user set picking flags. (1234665)
  • Editor: Fixed an issue where Alt+numpad Unicode character input would not works in the Windows editor. (1174605)
  • Editor: Fixed an issue where extra symbols were added to the field, when double clicking on non-equal values and trying to type over them. (1256909)
  • Editor: Fixed an issue where multiple calls to OnDisable() occur in Selectable.cs due to the user script. (1234461)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where no warning was occurring when duplicating an Asset from the Packages folder. (1265856)
  • Editor: Fixed an issue where the Build Settings window was not dockable. (1259782)
  • Editor: Fixed an issue where the keyboardLayout was not returning correct value on linux. (1167021)
  • Editor: Fixed an issue where the Templates Information box was misaligned when resizing New Scene dialog. (1265656)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed issue where an incorrect mesh index count was being displayed in the Mesh Inspector. (1268635)
  • Editor: Fixed the FillOrigin Enumpopup issue. (1254876)
  • Graphics: Fixed a SystemInfo.minConstantBufferOffsetAlignment return type issue. (1191780)
  • Graphics: Fixed an issue where aspect ratios are maintained and upscaled using letterboxing when rendered with Vulkan. (1192023)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue where Cubemap.CreateExternalTexture was not correctly marking the native texture as cubemap during SRV creation. (1215635)
  • Graphics: Fixed an issue where texture streaming were not loading correct mips and did not respect QualitySettings.masterTextureLimit for shadow mask textures. (1254505)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue where tree billboards were not rotated correctly when the camera was moving on mobile platforms. (1242389)
  • Graphics: Fixed an issue with packed miptails on D3D11/12 tiled resources. (1220572)
  • Graphics: Fixed transparent shaders with no _MainTex property not having offset and scale uniforms set when rendering for picking in the Scene View. (1232257)
  • Graphics: In Stadia, SetResolution now changes the rendering resolution without recreating the swapchain. (1232719)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Metal: Fixed a regression with Time.deltaTime and disabling vsync.
  • Graphics: Metal: Fixed shader compiler warnings that could appear on macOS 11 Big Sur/iOS 14.
  • IMGUI: Fixed the popup clickable area issue in MinMaxGradient with EditorGUI.indent level greater than 0. (1262838)
  • iOS: Fixed a crash on startup when running on a simulator. (1269748)
  • This is a change to a 2020.2.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Fixed a xcode warning when UnityAppController.h was included in .m file. (1267931)
  • iOS: Fixed an app freeze after showing an apps list and then going back. (1268879)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Fixed an issue where certificates that have been explicitly trusted by the user were not treated as the same as ones from the OS. (1264454)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed an issue where GetKeyUp and GetKeyDown functions were returning true on every frame. (1218784)
  • iOS: Fixed an issue where there was unintended storyboard rotation if a device changed orientation during initial application loading and autorotate was enabled. (1269547)
  • Linux: Fixed a highlighting issue in the hierarchy window while dragging assets. (1251614)
  • macOS: Fixed a mouse position in fullscreen issue when black bars are present. (1254446)
  • Package Manager: Fixed an null error issue in Scoped Registries Settings.
  • Particles: Fixed a velocity calculation issue when changes were made in LateUpdate. (1266878)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed an issue where ParticleSystem were ignoring transform changes made by constraints. (1258705)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed a cosmetic issue with mismatching names for related data. (1247208)
  • This is a change to a 2020.2.0a2 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed a crash when outputting a Profiler error to the console log. (1269988)
  • This is a change to a 2020.2.0a19 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed an issue in the Profiler window whereby the splitter separating charts and the details pane could not be adjusted on monitors with a scaling factor set. (1250806)
  • Profiler: Fixed an issue where Audio and Video memory stats were incorrectly reporting values which belong to other shared allocators.
  • Profiler: Fixed an issue where PackedMemorySnapshot.nativeObjects.gcHandleIndex would always return -1 due to not reporting the correct managed object address during processing. (1269293)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where Profile Capture data files were not loaded if they were made with Unity 2017.4 - 2018.3. (1193516)
  • SceneManager: Fixed an issue where the editor would freezes for couple of seconds when using SceneManager.LoadSceneAsync while the Hierarchy was open. (1093359)
  • Scripting: Access platform using Environment.Platform rather than probing the file system (1267836)
  • Scripting: Fixed a hang that would occur when a Debugger.Break was in the accessor of a field. (1254123)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed a random crash on OSX due to thread_get_state failure. (1268952)
  • Scripting: Fixed a runtime crash when accessing an invalid address under debugging. (1269030)
  • Serialization: Fixed an error "Expect ':' between key and value within mapping" when extra spaces were found at the end of a block mapping. (1268628)
  • Serialization: Fixed an issue where globalgamemanagers.assets was not deterministic. (1269880)
  • UI: Add dirty call when setting pixelsPerUnitMultiplier so the verts are rebuilt (1245967)
  • UI Toolkit: Fixed an issue where the label tooltip did not upate correctly when it's text value is change after elision. (1266210)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed an issue where the use of "Random" was affecting the state. (1188214)
  • UI Toolkit: Fixed an issue where the Window Creator would not allow creating a window inside the non-Editor folder. (1211403)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed an issue with LongField binding. (1252593)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Fixed a race condition that could result in a crash when running play mode tests on Mac. (1254242)
  • Virtual Texturing: Fixed an isssue where the Engine would hang at startup with certain VT cache sizes. (1243957)
  • Virtual Texturing: Fixed an issue where the default project settings caused an error in PS4. (1244037)
  • Virtual Texturing: Fixed an issue with texture corruption with VT on certain texture formats. (1259642)
  • XR: Fixed a crash with MockHMD (multipass) when a terrain was present. (1228228)
  • XR: Fixed a Quest app crash with URP 10 package due to the memory leak. (1269108)
  • XR: Fixed an URP XR crash when "Optimized Frame Pacing" was selected. (1264046)
  • API Changes:
  • Shaders: Changed: Added missing AssetImportContext arg to CreateShaderAsset/UpdateShaderAsset API. (1269484)
  • Changes:
  • 2D: Updated optional dependency support for Collections to 0.9.0-preview.6 and Burst 1.3.3 (1255839)
  • 2D: Updated to use non-experimental AssetImporter namespace in the com.unity.2d.common package. (1254381)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Updated to use non-experimental AssetImporter namespace in the com.unity.2d.psdimporter package. (1254380)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Compute: Changed the result to NaN from 0 when a 0 is divided by 0 (1257445)
  • DX12: Added support for SNorm16 and UNorm16 vertex attribute format in ray tracing shaders. (1263936)
  • GI: Prevent GPU lightmapper from using OpenCL 1.1 devices, min spec is 1.2. (1266629)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Updated Open Image Denoise to Clang compiled binary instead of ICC, This fixeda Rosetta emulation issue on a Mac.
  • Graphics: Errors are now logged and draw is skipped when using CustomRenderTexture with an incompatible shader and Vulkan API. (1263116)
  • Graphics: Render targets are now created as MemorylessMSAA only if the supported number of MSAA samples is greater than 1. (1268888)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Updated com.unity.purchasing package to version 2.1.0.
  • Particles: Added support for Meshes using Float16 (aka Half) UV channels in the Particle System Renderer. (1269545)
  • Scripting: Invalid windows proxy configuration will no longer cause a NullReferenceException to be thrown in AutoWebProxyScriptEngine::InitializeRegistryGlobalProxy (1269569)
  • This is a change to a 2020.2.0a21 change, not seen in any released version, and will not be mentioned in final notes.
  • UI: Expand the usable UV to Vector4 instead of the current limit of Vector2 (1208182)
  • Improvements:
  • Editor: Update to ProBuilder 4.4.0.
  • Package Manager: Upgraded Cinemachine to 2.6.1
  • Profiler: Load icon changed to more clearly read as "Load".
  • Profiler: Optimized Profiler Window chart updates.
  • Profiler: Reduced Profiler Window overhead on th main thread. (1260050)
  • Serialization: Improve performance applying Prefab changes to TileMap (1239162)
  • Features:
  • Mobile: Adaptive Performance 2.0.0 is now verified.

New in Unity 2020.1.4 (Sep 2, 2020)

  • Fixes:
  • 2D: Fixed animation has incorrect dependency on UnityEngine.XR.WSA.Input (1249390)
  • 2D: Fixed ArgumentException errors are thrown when 2D Game Kit is imported for the first time (1244287)
  • 2D: Fixed ArgumentException when applying Sprite Import settings with mosaic property unchecked (1253198)
  • 2D: Fixed BakeCollider requires GC every frame even when there are no changes in SpriteShape (1263266)
  • 2D: Fixed exception thrown continuously when Undo operation is performed with sprites are assigned earlier (1256914)
  • 2D: Fixed NullReferenceException on creating Prefab with SpriteSkin (1245149)
  • 2D: Fixed NullReferenceException when creating Preset for SpriteSkin component (1254873)
  • 2D: Fixed Skinning Module flickers when creating new category in Visibility Window (1244097)
  • 2D: SpriteAtlasManager late binding crash (1265427)
  • 2D: [Sprite Atlas] atlasRequested callback does not trigger after unloading and loading sprite atlas (1261547)
  • AI: Resolves an issue where NavMeshQuery::Raycast could get stuck in an infinite loop if the NavMesh contains degenerate polygons. (1254813)
  • Asset Pipeline: Fix a crash that can occur when downloading non primary artifacts from cache server (1263560)
  • Asset Pipeline: Fixes editor hang after getting disconnected and quickly reconnected to cache server. (1225627)
  • DX12: 8 Multi-RenderTarget gives Assert error d3d12: querying for an out-of-bounds color surface (1219274)
  • DX12: Editor crashes when shader global constant buffer exceeds 64kB on dx12 (1210562)
  • DX12: Editor crashes when using ProBuilder in Vertex Edit mode View on Crashes HQ with HDRP/DXR (1213285)
  • DX12: Texture2DArray MSAA resolve is broken on d3d12 (1249422)
  • Editor: corrects keycode mappings in play mode by only using gdk keyvals to map to sdlk values (1263921)
  • Editor: Fixed an issue where Inspector window is not updated when multiple assets from the Project window are deselected/selected. (1253173)
  • Editor: Fixed Editor crashes when unlocking Inspector with PropertyInfo.SetValue function. (1250419)
  • Editor: Fixed Mac OpenGL editor causing a kernel panic on Intel Graphics (1232673)
  • Editor: Fixed NullReferenceException when changing Asset serialization mode. (1267028)
  • Editor: fixes crash on drag and drop from a closing window (1221016)
  • Editor: Renamed themes to Light and Dark now that they are available irrespective of license. (1252258)
  • Editor: Update Collab package to 1.3.9
  • GI: Fix Static Analysis Defect 53214 (Potentially overflowing expression in RRBakeLightProbesTechnique.cpp) (1228654)
  • GI: Fixed erroneous logic for resolving shadowmask texture format. (1238420)
  • Graphics: fixed readback from temporary RT not working on metal (1265379)
  • Graphics: Metal: Fix shader compiler warnings that could appear on macOS 11 Big Sur/iOS 14
  • Graphics: SkinnedMeshRenderer.BakeMesh now bakes cloth changes into the target Mesh (1232822)
  • GraphView: Addressed some issues with heterogeneous selections involving stack nodes and disabled animations.
  • iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading. (1190428)
  • Kernel: Fixed an editor crash in the Jobs Debugger which could happen when using the Hybrid renderer. (1262363)
  • Linux: Reduced polling frequency for stale Editor windows (1266823)
  • Package Manager: Added support for External symbols on a platform that required it.
  • Package Manager: Don't prints message in console when user cancels "Add package from disk" dialog (1256176)
  • Package Manager: Fixed a potential error when running the linker with a failure on lld command.
  • Package Manager: Fixed an issue where Git dependencies could cause UPM to hang when using SSH with a passphrase-protected private key without setting up an SSH authentication agent. (1214864)
  • Package Manager: Fixed Debug.Log by re-enabling it when used in function pointers or jobs.
  • Package Manager: Fixed errors when opening Inspector with a non-public Execute method on a job producer type
  • Package Manager: If path to the package contained spaces, then native command execution could fail. This would manifiest as weird errors with 'lld' or 'vswhere' or other native tools.
  • Prefabs: Fixed SerializableObject.GetIterator() throws ArgumentNullException when UnpackPrefabInstance() is called on an instantiated Prefab in Inspector logic . (1249167)
  • Profiler: Fixed an issue where attempting to order a set of filtered samples by either time or size in either Hierarchy or Raw Hierarchy would cause all the items to disappear (1268633)
  • Profiler: Fixed an issue where PackedMemorySnapshot.nativeObjects.gcHandleIndex would always return -1 due to not reporting the correct managed object address during processing (1269293)
  • Profiler: Fixed an issue with the memory profilers type metadata where some fields would be skipped due to types failing to be reported (1266540)
  • Scripting: Build incompatible custom assemblies with a dirty predefined assembly ref should not be compiled (1232160)
  • Scripting: Correct file sharing for exFAT partitions on macOS (1253812)
  • Scripting: Fix unlimited warnings to Editor.log using all disk space (1238954)
  • Scripting: Fixed crash that would occur when an exception was thrown during the initialization of a custom attribute. (1255935)
  • Scripting: Fixed hang that would occur when a Debugger.Break was in the accessor of a field. (1254123)
  • Scripting: Fixed NotImplementedException when accessing X509Chain.ChainStatus in certificate validation callback (1261388)
  • Scripting: Include Defines in Response Files(csc.rsp) for Define Constraints (1207413)
  • Serialization: Fixed data loss that could occur when serializing string arrays where elements started with the character ':' (1261524)
  • Serialization: Restore arrays from null serialized properties backport (1249099)
  • UI: Fixed canvas drawing multiple times per frame when OnDemandRendering.renderFrameInterval is more than 1. (1214921)
  • UI Toolkit: Fix LongField binding (1252593)
  • UI Toolkit: Fixed Label tooltip behavior when text value can change while elided (1266210)
  • UI Toolkit: Fixed TextElements that generates more than 16k vertices cause IndexOutOfRangeException on vertex buffers
  • Fixed UI Toolkit leaks memory when new large mesh is allocated via MeshGenerationContext
  • Fixed Small visual regressions (1230939, 1259449, 1259808)
  • Universal Windows Platform: Fixed incorrect warning saying that BC7 texture format is not supported on UWP when in fact it is. (1264626)
  • Universal Windows Platform: Fixed Unity crashing after initializing it second time if splashscreen is enabled. (1231532)
  • Universal Windows Platform: Work around MSBuild issue when building UWP AppxBundles from the command line (1165205)
  • Web: UnityWebRequest: fix hang or crash on iOS (upload/abort related) (1211549)
  • Windows: Fix Shift key not reporting in GUI Event.keyCode property (991861)
  • XR: Added option to always discard depth after rendering. (1263448)
  • API Changes:
  • iOS: Removed: Removed the breaking interface change to IUserProfile (gameID)
  • Changes:
  • Package Manager: Asserts that are currently discarded no longer discard arguments with potential side effects.
  • Package Manager: Automatically add embedded package files to the version control system (1271116)
  • Package Manager: Bump com.unity.mathematics to 1.2.1 version
  • Timeline: Updated Timeline package to version 1.3.5
  • Improvements:
  • Editor: Update Polybrush to 1.0.2
  • Package Manager: Added support for returning enterprise entitlement packages from the PackageManager.Client.SearchAll() method. These packages will now show in the Package Manager UI Unity Registry section when users have the entitlement to use them.
  • Serialization: Increased the allowed serialization depth to allow larger, more complex data models to be serialized
  • Features:
  • Package Manager: Added a UI for users to manage their Scoped Registries from inside the Editor. Also added a popup alert for when Scoped Registries are added to their project from outside that Scoped Registries management UI. The Scoped Registries management UI is automatically opened when the popup shows.

New in Unity 2020.1.3 (Aug 23, 2020)

  • Fixes:
  • Asset Bundles: Fixed an edge case with AssetBundle.Contains not returning true for case sensitive paths. (1253270)
  • Editor: Context menus that are deeper than root level are not removed. (1263906)
  • Editor: Fixed Screen.resolutions returning 0 length collection in the Linux editor (1200397)
  • Editor: Fixed the issue with Foldout click rect not aligning with the icon. (1244058)
  • GI: Fixed lightmappers carrying over stale state when switching scenes. (1244384)
  • Graphics: Fixed missing memory barrier when image is repeatedly bound for writing between dispatch calls.
  • Graphics: Prevent memory leak of Command Buffers on Metal devices. (1266209)
  • iOS: Fixed storyboards sometimes still rotating to forbidden orientations on iOS 13+ (1266961)
  • Mobile: Adaptive Performance - Added workaround to send temperature warning when the device starts as warm already as currently no events are sent.
  • Mobile: Adaptive Performance - Automatic Performance Mode: lower CPU and GPU levels at the same time instead of one at a time to increase efficiency and higher power savings.
  • Mobile: Adaptive Performance - Fixed Automatic Performance Control flag to respect the function and not be read only anymore.
  • Mobile: Adaptive Performance - Thermal Mitigation Logic changes in GameSDK 3.2 and it was updated in SetFreqLevels() to react to the correct return values.
  • Physics: Ensured that multi-threaded 2D physics solver handles contact response the same as the non-multi-threaded one. Fix bug where contact masses were different. (1267509)
  • Physics: Fixed an issue where a Cloth components external acceleration would be applied in local space instead of world space (1221805)
  • Physics: Fixed an issue where a Cloth components penetration constraint's would be influenced by the Transforms scale, resulting in incorrect behavior (1215212)
  • Physics: Fixed an issue where adding Colliders via the inspector to a Cloth component would not register when done in Play Mode (1260337)
  • Physics: Fixed an issue where providing a null mesh to a previously authored Cloth component, would not clear the constraints causing the inspector to throw (1217772)
  • Physics: Fixed Cloth components Reset functionality to properly reset all data, including colliders, virtual particle weights and self-inter collision indices (1263702)
  • Prefabs: Fixed crash when opening scene with broken prefabs (1261297)
  • Profiler: Optimized frame stats calculation when selecting a sample in Profiler Window. (967289)
  • UI: Fixed the issue where the vertices were not stripped for rich text in multi line (1182818)
  • Universal Windows Platform: Fixed TouchScreenKeyboard not setting Text on HoloLens2 (1246744)
  • Windows: Fixed HID devices for NewInput failing to initialize in x86 builds (1188222)
  • XR: Fixed for crash when passing empty string to TryGetFeatureValue (1225985)
  • XR: Fixed Input System always executing XR buttons in LateUpdate
  • Changes:
  • Mobile: Adaptive Performance - Automatic Performance Control does not lower CPU lower than 1 on GameSDK 3.2 workaround.
  • Mobile: Adaptive Performance - Automatic Performance Mode: gpuFactor increased from 0.72 to 0.92 to increase effeciency.
  • Mobile: Adaptive Performance - Automatic Performance Mode: gpuUtilizationThreshold increased from 0.7 to 0.9 to increase effeciency.
  • Mobile: Adaptive Performance - Automatic Performance Mode: Increase GPU Active time Ratio.
  • Mobile: Adaptive Performance - Changed Documentation to make clear that changing CPU and GPU levels is risky and the Automatic Performance Mode should be used instead.
  • Mobile: Adaptive Performance - Exchanged GameSDK wrapper with updated version removing GameSDK 3.1 support.
  • Mobile: Adaptive Performance - Upgraded to Subsystem Registry 1.1.0 which bumps min version of Adaptive Performance to 2019.4
  • XR: Updated Windows Mixed Reality verified package to version 3.3.1.
  • Improvements:
  • iOS: Improved dynamic resolution performance for iOS 13, macOS 15 and tvOS 13. (1252731)

New in Unity 2020.2.0 Alpha 21 (Aug 21, 2020)

  • Fixes:
  • 2D: Added Grid GameObject to Tilemap GameObject without a parented Grid when opened in Prefab Mode. (1268269)
  • 2D: Fixed a batching and rendering order issue for TilemapRenderer chunks when there was high vertex counts for the Tilemap mesh. (1260462)
  • 2D: Fixed a SpriteAtlasManager late binding crash. (1265427)
  • 2D: Fixed an issue where math expression evaluated prematurely in Sprite Frame module's integer fields. (1250883)
  • 2D: Fixed an issue where Shift-Erase was not returning to the Paint Tool when painting with the Tile Palette.
  • 2D: Fixed an issue where Sprite GetVertexAttribute (TexCoord0) did not return correct uv data if Sprite was not rendered yet. (1266065)
  • 2D: Fixed an issue where the Secondary Texture window flickers when clicking on scroll bar buttons. (1256637)
  • This is a change to a 2020.2.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Make layout of Tiles in the Tile Palette to be equal in width and height where possible when dragging in Sprites and Tiles to Tile Palette.
  • 2D: [Sprite Atlas] Fixed an issue where atlasRequested callback did not trigger after unloading and loading sprite atlas. (1261547)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • AI: Fixed an issue where OffMeshLinks didn't reconnect properly to the NavMesh after it has been carved nearby and the agent radius or step height are higher than the values with which the NavMesh has been built originally. (1249726)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • AI: Resolved an issue where NavMeshQuery::Raycast could get stuck in an infinite loop if the NavMesh contains degenerate polygons. (1254813)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fix Application.targetFrameRate when Optimized Frame Pacing is enabled and VSync is off (1261973)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed artifacts on older Adreno devices when using compute skinning with blend shaped with OpenGL ES. (1260887)
  • Animation: Fixed a bug where the default values not set when transition to another state using animator override controller (1253379)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed a memory leak when clearing a playable output notification queue while iterating over this queue. (1266586)
  • Animation: Fixed an issue where blending playables that animated different set of properties would not correctly blend with the scene values. (1252312)
  • Animation: Fixed an issue where OnStateEnter was not being called when StateMachineBehaviour stop Timelines. (1257833)
  • Animation: Fixed root transform offsets introduced on nested humanoid characters running Animation C# Jobs. (1259490)
  • Asset Import: Fixed an issue in ModelImporter when the Preserve Hierarchy was ignored in some cases after applying a Preset to it. (1243047)
  • Asset Import: Fixed an issue that was throwing errors in the console when Rig settings of multiple models were all changed at once. (1264463)
  • Asset Import: Fixed an issue where importing an FBX with malformed data could cause the Editor to crash. (1239074)
  • Asset Import: Scenes do not loose references to Model transform after updating a project with Presets being applied during import. (1261935)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed a crash when on demand preview was downloaded from the cache server. (1263560)
  • This is a change to a 2020.2.0a18 change, not seen in any released version, and will not be mentioned in final notes.
  • Asset Pipeline: Fixed a performance issue with script type hash generation which used for script type dependencies. (1260657)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed an editor hang after disconnecting and quickly reconnecting to the cache server. (1225627)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed Streaming AudioClip file handle leaks on sounds that are stopped before having finished the initial buffering of the stream. (1251581)
  • Build Pipeline: Added scroll viewer to build settings. (1211918)
  • Build Pipeline: Fix settings icons not clickable. (1241916)
  • This is a change to a 2020.2.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Burst: Fixed a potential error when running the linker with a failure on lld command.
  • Burst: Fixed an issue where if a path to the package contained spaces, then native command execution would fail. This manifiested as weird errors with 'lld' or 'vswhere' or other native tools.
  • Burst: Fixed Debug.Log by re-enabling it when used in function pointers or jobs.
  • Burst: Fixed errors when opening Inspector with a non-public Execute method on a job producer type
  • Core: Fix issues involving the [NativeDisableContainerSafetyRestriction] attribute when applied to a container at a non-zero struct offset. (1263530)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Core: Fixed an editor crash in the Jobs Debugger which could happen when using the Hybrid renderer. (1262363)
  • Core: Fixed an issue where handle recursive exceptions were being raised whilst running burst compiled code. (1263781)
  • DX12: Fixed a crash when using Alembic meshes and ray tracing shaders. (1263664)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Context menus that are deeper than root level are not removed. (1263906)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Filter test framework out from players (1210156)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed crash after Assembly Reload when redrawing a Serialized Property. (1266041)
  • This is a change to a 2020.2.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed a canceling rect selection that was breaking the inspector. (1253694)
  • Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project. (1238870)
  • Editor: Fixed a crash when exporting packages. (1258974)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed a crash when pasting a copied UI GameObjects when an attached script change Transform type and delete objects in Awake. (1266550)
  • Editor: Fixed a crashed when a Transform was accessed during OnValidate. (1114911)
  • Editor: Fixed a keycode mappings issue in play mode. Only gdk keyvals are used to map to sdlk values. (1263921)
  • Editor: Fixed a NullReferenceException when changing Asset serialization mode. (1267028)
  • This is a change to a 2020.2.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an alignment issue with the sorting group component in the inspector. (1264073)
  • Editor: Fixed an editor crash when reloading a floating preview window. (1256213)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue in the Linux editor where mouse input in one window could create undesired visual changes in other windows upon repaint. (1131492)
  • Editor: Fixed an issue where AllowSceneActivation was not respected during enter playmode. (1153187)
  • Editor: Fixed an issue where Animation State Transition inspector window becomes blank on expanding the Settings section. (1258764)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where buttons in the main toolbar was missing tooltips. (1230430)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where fixed compile errors were not being cleared from the console in some cases when using IL post processing. (1259481)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where Inspector window is not updated when multiple assets from the Project window are deselected/selected. (1253173)
  • Editor: Fixed an issue where LoadSceneMode.Additive was showing up in the Recent Scenes menu. (1262977)
  • This is a change to a 2020.2.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where meta file info was not preserved when drag-copying assets in the Project Window. (1220825)
  • Editor: Fixed an issue where ProBuilder window stole focus on MacOS. Also ensures Application.isFocused only returns true in the Editor when GameView is focused (as is the documented behavior). (1254752)
  • Editor: Fixed an issue where selected text is not replaced in Input Field. (1253193)
  • Editor: Fixed an issue where the editor had very low frame rate in a new project or when the application active state was changed. (1263059)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where the newly added menu item under GameObject context menu is always displayed as enabled inappropriately, irrespective of the validation function being verified. (1247020)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where there were duplicate results from AssetDatabase.FindAssets. (1242371)
  • Editor: Fixed an issue where windows overlap over other windows on resizing. (1255867)
  • Editor: Fixed an issue which caused the warning "Cache server is enabled, but endpoint string is not valid:" to be emitted twice when the cache server was enabled in the Project Settings but no cache server address was specified. The warning is now only emitted once in this case. (1248719)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue with Linux using FitRectToScreen instead of FitWindowRectToScreen (1263999)
  • Editor: Fixed Android Icons PlayerSettings to work with presets (1232114)
  • Editor: Fixed camera projection cache issue when used for the scene view camera. (1264732)
  • This is a change to a 2020.2.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed crash when saving assets in OnDisable of a MonoBehaviour (1250419)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed float point imprecision with rect tool (1246267)
  • Editor: Fixed framerate stuttering issue after minimizing and maximizing editor. (1262843)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed iOS Icons PlayerSettings to work with presets (1232101)
  • Editor: Fixed Mac OpenGL editor that caused a kernel panic on Intel Graphics. (1232673)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed Preset incompatibilities in Player Settings (Default/Standalone) (1232067)
  • Editor: Fixed the Object Selector window preventing object selection in the Scene View when searching for certain types. (1241020)
  • Editor: Fixed the warning thrown by the Clang compiler at Line 134 of "RuleSetFiles.cpp" "warning- returning reference to local temporary object
  • [-Wreturn-stack-address]
  • return core::string("");"
  • Editor: Fixed tvOS Icons PlayerSettings to work with presets (1232093)
  • Editor: Including a trailing semi-colon in a testName filter no longer results in all tests being run (1171200)
  • Editor: Re-add Mesh info to the Mesh Inspector Preview
  • Editor: The tool-tip for the Disable button now shows the correct text. (1240815)
  • Editor: Update settings provider example and doc so the example showing how to write UI for a SettingsPRovider would actually save the property editing. (1263452)
  • Editor: Updates Collab package to 1.3.9. See the package changelog for full details.
  • Editor: When creating a new asset in the project window of the Editor Unity will now no longer add the required file extension if the entered name already ends with it. So for example creating a script called "Foo.cs" in the project will now create the file "Foo.cs" rather than "Foo.cs.cs". The behaviour when the file extension is omitted is unchanged - creating the script "Foo" will create the file "Foo.cs" as normal. (1251423)
  • GI: Fixed an issue where forward custom LightProbes set on the API to the manager did not stay in sync with all LightProbe objects. (1265048)
  • GI: Fixed an issue where lightmappers were carrying over stale states when switching scenes. (1244384)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Info message is added when an unavailable denoiser is selected. (1254973)
  • GI: Prevent call of CancelJobs when GetActiveBakeContextManager() is NULL. (1261648)
  • This is a change to a 2020.2.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Return the correct state of LightProbes when specifying a different object than Lightmapping.lightProbes. (1262917)
  • GI: Updated labels for Contribute/Receive GI mode labels in the scene view. (1261852)
  • Graphics: Add correct usage flag in VFX mesh stripping : avoid lost of actually used channel. (1261152)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Correct the condition that is used to display the copy texture warning about mip inconsistency (1254356)
  • Graphics: Expose EmitGeometryForCamera to C# for SRP UI rendering. (1155022)
  • Graphics: Fixed a bug with AsyncGPUReadback, where if you first read into a NativeArray, and then the request was recycled and used normally, it would fail to release the memory for the request. (1260624)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a memory leak issue in Command Buffers on Metal devices. (1266209)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a missing memory barrier issue when abimage was repeatedly bound for writing between dispatch calls.
  • Graphics: Fixed a readback from temporary RT issue that was not working on metal. (1265379)
  • Graphics: Fixed a TextureID leak when async loaded to a texture that was already loaded. (1266477)
  • Graphics: Fixed an issue where SkinnedMeshRenderer.BakeMesh did not bakes cloth changes into the target Mesh. (1232822)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue where unexpected continue was causing a missing update in VisualEffect after Reset Override. (1206890)
  • Graphics: Fixed an issue where Vitural Texturing failed to properly synchronize the RT when a PVT stack was destroyed. (1263597)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed and issue where RenderPass api did not sample stencil input attachment.
  • Graphics: fixed bug where normalmaps where quantized to 8bpc while 16bpc was requested (1258121)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed incorrect reported "WARNING: Shader Unsupported: 'shadername' - All passes" for HDRP/Lit shader (1242643)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed ScreenCapture.CaptureScreenshotAsTexture crashing on Metal under some circumstances. (1262959)
  • Graphics: Fixed static analysis defect - class member not initialized in constructor (1240445)
  • Graphics: Fixed static analysis defect - class members not initialized in constructor (1248294)
  • Graphics: fixes static analysis defect - invalid error check (1262795)
  • Graphics: Game view Statistics tab reports false values when using SRP (1209185)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Hybrid renderer + builtin unity + custom material vars rendering order issue (1260245)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Metal: Fixed an editor scene view issue causing artifacts on some GPU drivers. (1240265)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Metal: Fixed an issue where editor view repaint caused geometry explosion randomly. (1267126)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: SRP Batcher doesn't break at first element anymore when rendering hybrid v2 objects (1263322)
  • IL2CPP: Avoid emitting C# comments into the generated C++ code stream when source code annotations are enabled. (1251077)
  • IL2CPP: Fix memory corruption accessing generic structs with StructLayoutAttribute.Size in arrays. (1254451)
  • IL2CPP: Handle enum types with more than 32784 fields. (1258202)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Properly throw a DirectoryNotFoundException exception on Xbox One when a malformed path is used. (1259468)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • IL2CPP: Throw a TypeLoadException for a recursively defined type. (1259566)
  • iOS: Fixed an issue where active/visible status of ipad floating keyboard were mishandled. (1217147)
  • iOS: Fixed an issue where info.plist was inverting landscape left/right orientations. (1266978)
  • This is a change to a 2020.2.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Fixed an issue where storyboards sometimes still rotated to forbidden orientations on iOS 13+. (1266961)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading. (1190428)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Linux: Fixed an Editor crashes if there was not a X11 window desktop environment. (1264934)
  • Linux: Reduced polling frequency for stale Editor windows. (1266823)
  • Linux: The eyedropper on the color picker tool now works as expected. (1174814)
  • macOS: Change Plugins to PlugIns for code signing (1188947)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed a -screen-quality command line argument issue for the player on all desktop platforms. (1094263)
  • macOS: Fixed x64 + ARM64 architecture builds that were failing with "Undefined symbols for architecture arm64: _g_CodegenRegistration" error when using IL2CPP scripting backend. (1267934)
  • *This is a change to a 2020.2.0a20 change, not seen in any released version, and will not be mentioned in final notes.*
  • Mobile: Fix iOS/tvOS bundle ID format restrictions to match Apple requirements. (1240017)
  • Mobile: Fix ProjectCapabilityManager adding corresponding frameworks to the wrong target. (1245194)
  • Networking: UnityWebRequest: Fixed hang or crash on iOS (upload/abort related). (1211549)
  • Package Manager: Fix Package Manager dialog box could be empty if the error message was too long
  • Package Manager: Fixed a possible null error in console when listing samples.
  • Package Manager: Fixed an issue that prints message in console when user cancels "Add package from disk" dialog. (1256176)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where a deleted custom package still was displayed in project window. (1266789)
  • Package Manager: Fixed an issue where Git dependencies could cause UPM to hang when using SSH with a passphrase-protected private key without setting up an SSH authentication agent. (1214864)
  • Package Manager: Fixed an issue where the Diagnose button in the critical startup failure dialog would not launch a diagnostics window on Linux.
  • Package Manager: Fixed potential null error in Package Database
  • Package Manager: Fixed when viewing offline docs not working if there is no program associated to markdown files in the operation system
  • Package Manager: Trying to import an asset which is a complete project from the Package Manager will now display a popup dialog informing that the user's project settings will be overwritten if they choose to continue with the import. (1255256)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Add error message when using sub-emitters outside the hierarchy of the parent system (1230728)
  • Particles: Fixed an issue where an assert was not being produced when setting the duration or randomSeed property and while the system was paused. This is not supported. (1247192)
  • Particles: Fixed crash when using ParticleSystemRenderer.BakeMesh with Mesh particles and GPU instancing. (1262125)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Hide scene view controls from the Particle System Inspector when viewing Prefab overrides. (1242874)
  • Particles: Hide the noise preview Texture when viewing Prefab overrides. (1242905)
  • Physics: Ensure that multi-threaded 2D physics solver handles contact response the same as the non-multi-threaded one. Fix bug where contact masses were different. (1267509)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fix an Editor crash on "Collider2D::Cleanup" when changing Scene and disabling a GameObject at the same time. (1231211)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fix an Editor crash on "PhysicsContacts2D::EndContact" when exiting Play mode after Assertion failed on expression: "GetShape() == NULL". (1262936)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where a Cloth components external acceleration would be applied in local space instead of world space. (1221805)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where a Cloth components penetration constraint's would be influenced by the Transforms scale, resulting in incorrect behavior. (1215212)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where adding Colliders via the inspector to a Cloth component would not register when done in Play Mode. (1260337)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where providing a null mesh to a previously authored Cloth component, would not clear the constraints causing the inspector to throw. (1217772)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed ArticulationBody.immovable property setter to have effect when set during runtime.
  • Physics: Fixed Cloth components Reset functionality to properly reset all data, including colliders, virtual particle weights and self-inter collision indices. (1263702)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Physics: Fixed collision detection of kinematic Rigidbody with non-convex mesh collider. (1262418)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: When using a configurable joint, a warning message was raised and values were clamped to the Quaternion Identity if the Target Rotation quaternion was invalid (not normalizable). (1253024)
  • Prefabs: An issue is fixed where changes to hidden components like ParticleSystemRenderer and VFXRenderer were not handled correctly in all cases when applying or reverting component modifications, added component overrides, or removed component overrides on Prefab instances. (1263007)
  • Prefabs: Fixed removing MonoBehaviours with missing scripts on prefab assets.
  • Profiler: Fixed "System Used Memory" memory counter issue that was reporting 0 on iOS, XboxOne and PS4. (1263861)
  • Profiler: Fixed a crash where triggering a Snapshot on a player with an Editor connected, would attempt to the snapshot to the Editor (1260560)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where attempting to order a set of filtered samples by either time or size in either Hierarchy or Raw Hierarchy would cause all the items to disappear (1268633)
  • Profiler: Fixed an issue where CPU texture memory would no longer be reported. (1261859)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue whereby some Profiler window controls would lose their state when entering play-mode. (1262179)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed an issue whereby Virtual Texturing counters would not update when added to custom Profiler modules. (1263881)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed an issue with the memory profilers type metadata where some fields would be skipped due to types failing to be reported. (1237888)
  • Profiler: Fixed an issuw where warnings in package that were causing users with warnings as errors enabled to fail. (1266375)
  • Scripting: Added missing tooltips for some scripting related settings in the Build Player Window. (1264507)
  • Scripting: Fix job reflection data creation could sometimes crash the editor
  • Scripting: Fixed a crash that would occured when an exception was thrown during the initialization of a custom attribute. (1255935)
  • Scripting: Fixed a hang that would occurred when there was an incorrectly set time zone data in the windows registry. (1256569)
  • Scripting: Fixed an issue where scripts containing attributes with explicit namespaces were not correctly imported. (1243839)
  • Scripting: Fixed an issue where scripts containing preprocessing directive in the last line were not correctly imported. (1261028)
  • Scripting: Fixed an issue where X509Chain.ChainStatus would throw a NotImplementedException.
  • Scripting: NativeArray.ReadOnly indexer now correctly validates its index
  • Serialization: Fix serialization layout errors when using classes with arrays of structs containing SerializeReference fields (1239667)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Fixed a crash when manipulating SerializeReference array content. (1260516)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Serialization: Fixed a data loss issue that could occur when serializing string arrays where elements started with the character ':'. (1261524)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Services: Fixed a button resizing height issue when resizing service window. (1246954)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed a sprites not rendering issue in the Scene view when build target was set to WebGL. (1263471)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: Fixed an issue which would causes shader requirements not to be serialised correctly.
  • Shaders: Fixed an issue with caching preprocessor outputting file name without path in line directives. (1263687)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed Caching preprocessor output when encountering an unknown preprocessor directive (1254674)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed Metal shader compilation error when half values are reinterpret-casted to integer values (1223279)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Shaders with GrabPass can now be added to ShaderVariantCollection (1264467)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Terrain: Fixed an issue where instanced terrain was rendering when the player was built with -nographics command line argument. (1195302)
  • Text: Fix for GetPathsToOSFonts() not returning any valid font file paths on iOS. (1262883)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • TextCore: - Fix potential marshalling array resize issue. case 1262879 (1262879)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed an issue where changes in the PlayableDirector Inspector would not allow the user to view and delete unused bindings. (1234687)
  • Timeline: Fixed warning in Timeline caused by assigning bindings in prefab editor (1235781)
  • UI: Fixed an issue where new windows always loaded on the first connected monitor instead of the current monitor that the main window is in. (1148729)
  • UI Elements: Added a backgroundImage property to IResolvedStyle. (1241194)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Fixed an issue where the Package Manager horizontal slider gets clipped on clicking package version dropdown. (1267855)
  • This is a change to a 2020.2.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Toolkit: Changed the blending equation to allow blending of the resulting RenderTexture
  • UI Toolkit: Fixed large mesh allocations that grew indefinitely. (1259808)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Toolkit: Fixed small visual regression on DX11 (1259449)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Toolkit: Fixed WebGL rendering glitches caused by sub-range buffer updates.
  • UI Toolkit: Removed cyclic dependency with Input System package (1262723)
  • UI Toolkit: Slider's text field displayed value is not properly updated when value is set through code (1263147)
  • Universal Windows Platform: Fix TouchScreenKeyboard not setting Text on HoloLens2 (1246744)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Universal Windows Platform: Fixed a Unity crash after initializing a second time if splashscreen was enabled. (1231532)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Universal Windows Platform: Fixed an incorrect warning saying that BC7 texture format was not supported on UWP when it was. (1264626)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Universal Windows Platform: Fixed an issue where file types [array] preset were incompatibility in Player Settings (UWP). (1267108)
  • Universal Windows Platform: Fixed Preset incompatibilities in Player Settings (UWP) (1232071, 1232087)
  • Version Control: Fixed an issue where asset renames were not being detected in Collab until the asset were reimported. (1232838)
  • Windows: Fix HID devices for NewInput failing to initialize in x86 builds (1188222)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed an issue where the XR splash screen was missing when using SRP. (1230976)
  • XR: Fixed crash in TryGetFeatureValue when an empty string passed. (1225985)
  • API Changes:
  • 2D: Added: Added transparencySortMode and transparencySortAxis to GridPalette
  • Editor: Added: Added CameraProjectionCache for efficiently projecting points to screen or GUI space in tight loops.
  • Editor: Added: [GraphView] BlackboardField.BuildFieldContextualMenu can now be overridden
  • Graphics: Added: Added an API on GraphicsSettings class name defaultRenderingLayerMask to allow to control the default value use for the RenderingLayerMask of Renderer at creation time.
  • Graphics: Added: NativeArray and NativeSlice support for LineRenderer and TrailRenderer
  • Graphics: Added: Read GPU data into NativeSlice objects using AsyncGPUReadback.RequestIntoNativeSlice.
  • iOS: Added: Added function PBXProject.GetEntitlementFilePathForTarget()
  • iOS: Removed: Removed the breaking interface change to IUserProfile (gameID)
  • Scripting: Added: NativeArray.ReadOnly now has functions for copying and reinterpreting
  • Changes:
  • 2D: Add a contextual helper in the SceneView for opening the Tile Palette window when selecting an object which can be edited with the Tile Palette window
  • Asset Import: Changing TextureImporter in the inspector will no longer affect instantiated Texture2D until Apply/Revert is pressed and a new import is triggered. (1241204)
  • Burst: Asserts that are currently discarded no longer discard arguments with potential side effects.
  • Burst: Bump com.unity.mathematics to 1.2.1 version
  • Editor: Allow multithreaded graphics in the Linux editor when using Vulkan. (1252387)
  • Editor: As part of gizmo optimizations, we've made many gizmos (e.g. collider gizmos) fade out and turn off when they are small on screen. Cameras typically used for planar reflections (ones with oblique clip projection matrix) now also do not render gizmos.
  • Editor: Disabled the maximize option for Preview window when docked (1258262)
  • Editor: It is no longer possible to discard changes on untitled scene. (1111388)
  • macOS: macOS 10.13 is now the minimum OS requirement for the MacEditor and MacPlayer (1263013)
  • Package Manager: Automatically add embedded package files to the version control system.
  • Player: Subsystem Registration package now has dependency on 'com.unity.modules.subsystems'.
  • Timeline: Updated Timeline package to version 1.4.1
  • Timeline: Updated Timeline package to version 1.4.2
  • XR: Added option to always discard depth after rendering. (1263448)
  • XR: Keep SRP occlusion mesh data accessible from the CPU
  • XR: Updated Oculus XR Plugin package to 1.4.0.
  • Improvements:
  • 2D: Add custom axis sort to the Tile Palette asset to allow users to show Tiles in the Tile Palette which are sorted by the custom axis.
  • 2D: Add Detect Contiguous Tiles toggle to GridBrush when doing a FloodFill. This changes only contiguous Tiles when enabled, and all Tiles of the same type when disabled.
  • 2D: Add Transform Gizmos for making Transform changes to a Grid Selection for a Scene View
  • 2D: Adds a Copy, Paste and Paste All functionality to the Outline and Physics Shape modules for the Sprite Editor
  • 2D: Reduce memory used for Automatic Slicing of Sprites. (1263213)
  • 2D: Repaint Tile Palette when making changes to a Grid Selection for a Tile Palette
  • Animation: Improved the warning detecting clashes of animated property curve names, so it has fewer false-positives and isn't logged repeatedly.
  • Burst: Added support for External symbols on a platform that required it.
  • Editor: Optimized Gizmo rendering; now is ~5x faster when many gizmos are visible.
  • Editor: Shift+select in various tree view windows (e.g. Hierarchy, Project) extends selection from the previous click now; this is more similar to how Mac Finder or Windows Explorer behaves.
  • Editor: The Open context menu will expand the folders in One Column Layout in Project Browser. (1243843)
  • Editor: Update Polybrush to 1.0.2
  • Editor: Update settings provider example and doc
  • Editor: Update the documentation of CreateEditor API to indicate that it has to be destroyed explicitly (1250942)
  • Graphics: D3D12 Constant Buffers have been optimized for per pass binding.
  • IL2CPP: Fix GC performance regression on Android and Linux
  • iOS: Improved dynamic resolution performance for iOS 13, macOS 15 and tvOS 13. (1252729)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mobile: VRR Support
  • Package Manager: Added support for returning enterprise entitlement packages from the PackageManager.Client.SearchAll() method. These packages will now show in the Package Manager UI Unity Registry section when users have the entitlement to use them.
  • Package Manager: Make the error message clearer when the UnityPackageManager program is missing
  • Particles: Add a button to the Particle System UI to identify owning the system, for sub-emitters.
  • Prefabs: Added asset menu item 'Create Prefab' so it's possible to create and start editing a new Prefab Asset without dirtying the current scene.
  • Prefabs: Improved documentation for PrefabUtility.IsPartOfPrefabAsset and related methods to make it clear loaded Prefab contents in Prefab Mode are not considered part of a Prefab Asset. (1230815)
  • Profiler: Optimized frame stats calculation when selecting a sample in Profiler Window. (967289)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Improved dll verification to read PE32+ headers and to be more permissive when checking dlls for structural validity. (1265651)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Provide a more detailed error message when a dll fails to load.
  • Serialization: Increased the allowed serialization depth to allow larger, more complex data models to be serialized
  • UI Toolkit: UI Toolkit can now import FontAsset through USS. (1266414)
  • Features:
  • macOS: Added support for native Apple silicon and macOS Universal 2 builds.
  • Package Manager: Added a UI for users to manage their Scoped Registries from inside the Editor. Also added a popup alert for when Scoped Registries are added to their project from outside that Scoped Registries management UI. The Scoped Registries management UI is automatically opened when the popup shows.
  • UI Toolkit: ThemeStyleSheet asset type added.

New in Unity 2020.1.2 (Aug 13, 2020)

  • Fixes:
  • Animation: Fixed a bug where the default values not set when transition to another state using animator override controller. (1253379)
  • Asset Pipeline: Fixed performance problem with script type hash generation used for script type dependencies. (1260657)
  • Burst: Fixed crash when native hardware exceptions occur in Burst compiled code. (1253096)
  • Core: Fixed issues involving the [NativeDisableContainerSafetyRestriction] attribute when applied to a container at a non-zero struct offset. (1263530)
  • Editor: Added missing tooltips to buttons in main toolbar. (1230430)
  • Editor: Added UNITY_TEST_FRAMEWORK define constraint to filter out test framework assemblies from platform build without tests. (1210156)
  • Editor: Fixed crash when reloading a floating preview window. (1256213)
  • Editor: Fixed tab dragging on Windows from a secondary monitor where the taskbar is on the left edge of the screen. (1233409)
  • Graphics: Bugfix VT - Failed to properly synchronize the RT when destroying a PVT stack. (1263597)
  • Graphics: Enabled gfx-tests for texture 2d (ms) arrays on Nintendo Switch.
  • Graphics: Fixed a bug with AsyncGPUReadback, where if you first read into a NativeArray, and then the request was recycled and used normally, it would fail to release the memory for the request. (1260624)
  • Graphics: Metal: Fixed an Editor scene view issue causing artifacts on some GPU drivers. (1240265)
  • Graphics: Metal: Fixed Editor view repaint causing geometry explosion randomly. (1267126)
  • macOS: Change Plugins to PlugIns for code signing. (1188947)
  • Package Manager: Fixed an issue where the Diagnose button in the critical startup failure dialog would not launch a diagnostics window on Linux.
  • Package Manager: Fixed trying to import an asset which is a complete project from the Package Manager will now display a popup dialog informing that the user's project settings will be overwritten if they choose to continue with the import. (1255256)
  • Package Manager: List the samples of a package api doesn't work without opening package manager window. (1259196)
  • Prefabs: Fixed ArgumentException thrown when loading a Prefab stage in context, but where the context becomes invalid. (1259700)
  • Prefabs: Fixed Editor crash when making changes to the Script field of a Prefab instance with a missing script. Changing the missing script should be done in Prefab Mode instead so the Prefab Asset is updated. (1255454)
  • Prefabs: Fixed error when adding components to object which already has a required component. (1158259)
  • Prefabs: Fixed Prefab stage error appears when changing a Prefab asset in play mode if the asset is open in Prefab Mode In Context. (1259437)
  • Profiler: Added missing root to memory snapshots to account for executable and dll in memory size. (989625)
  • Profiler: Fixed a crash where triggering a Snapshot on a player with an Editor connected, would attempt to the snapshot to the Editor. (1260560)
  • Services: Fixed button resizing height when resizing service window (1246954)
  • Shaders: Fixed caching preprocessor outputting file name without path in line directives. (1263687)
  • Shaders: Fixed Metal shader compilation error when half values are reinterpret-casted to integer values. (1223279)
  • Shaders: Fixed metal shader compilation error when half3 temporary arrays are used. (1256024)
  • UI: Added IMGUI as a dependency of UGUI. (1259891)
  • UI Elements: Added backgroundImage property to IResolvedStyle. (1241194)
  • UI Toolkit: UI Toolkit can now import FontAsset through USS.
  • Changes:
  • Editor: Dark Theme editor preference is now available to all users.
  • Improvements:
  • Editor: Dark Theme editor preference is now available to all users
  • Package Manager: Make the error message clearer when the UnityPackageManager program is missing

New in Unity 2020.1.1 (Aug 6, 2020)

  • Fixes:
  • Android: Fixed an issue when using blend shapes with GPU skinning on older Adreno devices with OpenGL ES. (1253349)
  • Android: Fixed Application.targetFrameRate when Optimized Frame Pacing is enabled and VSync is off. (1261973)
  • Animation: Fixed an issue where the animator would be invalid when setting a runtime animator controller to null then assign it a value. (1253155)
  • Asset Import: Scenes do not loose references to Model transform after updating a project with Presets being applied during import. (1261935)
  • Asset Pipeline: Changed behavior in Refresh
  • Empty folders that don't have .meta files get deleted if the folders were known before.
  • If an orphaned .meta file is marked as folderAsset the folder is recreated.
  • These changes address issues related to creating/deleting folders in certain (p4, git) version controlled projects where empty folders don't get created/deleted when the user gets latest version on the client. (1188160, 1188161)
  • Asset Pipeline: Fixed an imported asset dependency on a source asset could lead to a wrong import. (1220619)
  • Asset Pipeline: Prevented PluginImporter importing from root folders in registered asset folders. (1193341)
  • Audio: Set override sample settings sets override for incorrect platform when passing a string. (1237576)
  • Build Pipeline: Fixed build never finishing when there is a large number of assets in the StreamingAssets folder. (1260359)
  • Editor: Fixed an issue where a MissingReferenceException was thrown when undo operation is performed with a Particle System object selected. (1254599)
  • Editor: Fixed an issue where the newly added menu item under GameObject context menu is always displayed as enabled inappropriately, irrespective of the validation function being verified. (1247020)
  • Editor: Fixed application freezes when it is out of focus. (1247435)
  • Editor: Fixed freeze when Time.timeScale is set to NaN. (1216135)
  • Editor: Fixed rare Editor hang on OSX when building to player. (1251001)
  • Editor: Improved Mesh triangulation warnings to display the path to the asset where they originate. (1252773)
  • Editor: Made shortcuts value based instead of location based in the Linux editor thereby making shortcuts consistent for all keyboard layouts. (1186110)
  • Editor: Xcode projects generated for MacOS standalone builds will now correctly copy native plugins. (1237217)
  • Graphics: Added correct usage flag in VFX mesh stripping : avoid lost of actually used channel. (1261152)
  • Graphics: Fixed a potential crash in VFX when effect was updated out of frustum in indirect mode.
  • Graphics: Fixed an incorrect clamping of ASTC HDR lightmaps. (1256699)
  • Graphics: Fixed an incorrect cubemap convolution of ASTC HDR cubemaps. (1256696)
  • Graphics: Fixed CustomRenderTexture not using depth for camera rendering. (1226411)
  • Graphics: Fixed Hybrid renderer + builtin unity + custom material vars rendering order issue. (1260245)
  • Graphics: Fixed incorrect reported "WARNING: Shader Unsupported: 'shadername' - All passes" for HDRP/Lit shader. (1242643)
  • Graphics: Fixed issue where the Vulkan pipeline cache data was not getting saved on Stadia. (1244925)
  • Graphics: Fixed SV_RenderTargetArrayIndex on Vulkan. (1246988)
  • Graphics: Fixed SV_RenderTargetArrayIndex with tessellation shaders on Vulkan. (1257093)
  • Graphics: Fixed viewport clear when using texture array on Vulkan. (1249430)
  • Graphics: Fixed Vulkan shaders on desktop not working like they do in Metal with half precision disabled in most cases except explicit min16float in shader. (1200917)
  • Graphics: Game view Statistics tab reports false values when using SRP. (1209185)
  • Graphics: Image conversion into a NativeArray is supported.
  • ImageConversion.EncodeNativeArrayToTGA
  • ImageConversion.EncodeNativeArrayToJPG
  • ImageConversion.EncodeNativeArrayToPNG
  • ImageConversion.EncodeNativeArrayToEXR.
  • Graphics: Improved Hybrid Renderer V2 error handling when incompatible shaders are detected. (1240162)
  • Graphics: Solved performance issues with reflection probe anchors when reloading scenes.
  • IL2CPP: Fixed ArgumentException thrown in Socket constructor when using Windows SDK 10.0.19041.0. (1251011)
  • IL2CPP: Fixed ARM64 release build failure that could occur in some circumstances. (1251628)
  • IL2CPP: Fixed GC performance regression on Android and Linux.
  • IL2CPP: Fixed managed stacktrace resolving on old Android devices (5.0 and lower), previously stacktrace resolving would fail and would show zero frames, now it should show proper managed stacktrace. (1242285)
  • IL2CPP: Generate less source code for managed debugging. (1205136)
  • iOS: Fixed occasional crash on exit pointing to ViewInfo_OnDisplayCutoutsChanged. (1252463)
  • iOS: Fixed Xcode archive validation error when using custom storyboard. (1264496)
  • Linux: Fixed chains of editor windows not remaining open when clicking the x button. (1222605)
  • macOS: Fixed popup stays open after closing window. (1235872)
  • Package Manager: Disabled Cancel button in the Package Manager progress pop-up. (1253133)
  • Package Manager: Fixed case 1239910, delay display of labels. (1239910)
  • Package Manager: Fixed case 1245090 close filtersWindow if already open (dbl-click). (1245090)
  • Package Manager: Fixed loading spinner rotation speed. (1248718)
  • Particles: Fixed crash when using ParticleSystemRenderer.BakeMesh with Mesh particles and GPU instancing. (1262125)
  • Particles: Fixed exception being thrown when Texture Sheet Animation module is multi-editing a large list of sprites. (1222515)
  • Particles: Fixed trying to use GPU Instancing on devices that can't do Structure Buffer reads in Vertex Shaders. (1255008)
  • Physics: Fixed an Editor crash on "Collider2D::Cleanup" when changing Scene and disabling a GameObject at the same time. (1231211)
  • Physics: Fixed an Editor crash on "PhysicsContacts2D::EndContact" when exiting Play mode after Assertion failed on expression: "GetShape() == NULL". (1262936)
  • Physics: Fixed ArticulationBody.immovable property setter to have effect when set during runtime.
  • Physics: Fixed collision detection of kinematic Rigidbody with non-convex mesh collider. (1262418)
  • Profiler: Fixed an issue where CPU texture memory would no longer be reported. (1261859)
  • Profiler: Fixed outn of memory crash when saving large frame in Profiler. (1253117)
  • SceneManager: Fixed SceneManager.GetSceneByBuildIndex returns a blank Scene object when 'Reload Scene' is disabled. (1250452)
  • Scripting: Fixed engine code stripping bug when a user assembly was named InputModule.dll or matched any of the other engine module names. (1249190)
  • Scripting: Sort ILPostProcessors by name
  • Serialization: Fixed crash when using SerializedProperty::SetManagedReferenceValue with object instance containing boolean serialized field. (1256438)
  • Serialization: Fixed crash with recursive generic instance containing field of the generic instance type. (1255177)
  • Serialization: Fixed serialization layout errors when using classes with arrays of structs containing SerializeReference fields. (1239667)
  • Shaders: Fixed an issue which would causes shader requirements not to be serialised correctly.
  • Shaders: Fixed Caching preprocessor output when encountering an unknown preprocessor directive. (1254674)
  • Shaders: Shaders with GrabPass can now be added to ShaderVariantCollection. (1264467)
  • Text: Fixed for GetPathsToOSFonts() not returning any valid font file paths on iOS. (1262883)
  • TextCore: Fixed potential marshalling array resize issue. (1262879)
  • UI Toolkit: Fixed allocating TextInfo inside TextHandle when not necessary. (1249096)
  • UI Toolkit: Improved performance for elements using star rule by removing duplicates in StyleVariable list. (1250638)
  • WebGL: Fixed "Constant Physical Size" UI scale mode on WebGL. (1221561)
  • Windows: Fixed visual artefacts that can appear when the window is minimized and restored after previously running the standalone player in fullscreen. (1201766)
  • XR: Added a pre-init flag to request an offscreen Vulkan swapchain. (1253274)
  • XR: Projects targeting ARCore (Android only) can now use any Gradle version up to 3.6.0. (1245185)
  • API Changes:
  • XR: Added: Expose new fields to SystemInfo so that SRP and end-users can have more knowledge about graphics capabilities required for single-pass rendering techniques
  • Changes:
  • XR: Updated Oculus XR Plugin package to 1.4.0.
  • Improvements:
  • Editor: Scene view "Shaded Wireframe" mode can work with SRPs now, via ScriptableRenderContext.DrawWireOverlay.
  • Editor: Vertex snapping is many times faster on large scenes, and it's easier to snap to vertices that are close/visible, without accidentally snapping to some far away occluded objects. (1255176)

New in Unity 2020.2.0 Alpha 19 (Jul 30, 2020)

  • Fixes
  • 2D: Fixed an error in console when toggling Sprite Shape Controller component on prefab. (1256673)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fixed an issue in Sprite atlas where "Show Platform setting for" button was overlapping with the "Secondary texture name" button. (1255909)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fixed an issue where a SpriteAtlas V2 asset could not be created even after moving SpriteAsset V2 Experimental in Editor Settings. (1260135)
  • This is a change to a 2021.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fixed an issue where the Sprite Packed image was blank in loaded AssetBundle after Editor re-focus. (1243177)
  • 2D: [SpriteAtlas V2] Fixed an editor crashes when packing Sprites. (1259149)
  • Animation: Fixed an issue where the animator would be invalid when setting a runtime animator controller to null then assign it a value. (1253155)
  • Asset Import: Fixed an issue where RE2 generated warnings on old versions of macOS. (1259551)
  • Build Pipeline: Fixed an issuw where the build never finished when there was a large number of assets in the StreamingAssets folder. (1260359)
  • Burst: Fixed a crash when native hardware exceptions occured in Burst compiled code. (1253096)
  • DX12: Fixed an uninitialized unity_WorldTransformParams shader uniform issue in ray tracing shaders. (1261404)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed a border for no eye dropper ColorField issue. (1244882)
  • Editor: Fixed a Unity crash in BroadcastMessageAny when parenting RectTransform in OnCanvasHierarchyChanged. (1255755)
  • Editor: Fixed an Issue by displaying proper error message, if user enter library name with colon. (1254007)
  • Editor: Fixed an issue on Linux where the prefab overrides popup could overflow the available vertical screen space. (1119679)
  • Editor: Fixed an issue when Right-clicking assets in the Hierarchy and Project window would not correctly highlight and select before displayed the context menu. (1222945)
  • Editor: Fixed an issue where Player settings could not be expanded when clicking on the dropdown arrow icon. (1256924)
  • This is a change to a 2020.2.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where switching between different Tabs in Preferences Window resizes Cinemachine Tab's UI (1258316)
  • Editor: Fixed an issue where the Editor crashed when maximizing and minimizing the docked IMGUI debugger window. (1257185)
  • Editor: Fixed an issue where the Handles.Button prevented Scene View navigation. (1250996)
  • Editor: Fixed an issue where the toolbarsearchfield width was not fixed in SettingsWindow. (1257235)
  • Editor: Fixed an issue with Ignore Raycast & PostProcessing text being clipped in Physics2DSettings under "Layer Collision Matrix. (1253113)
  • This is a change to a 2020.2.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue with Material Validation color swatches were not rendering after domain reload. (1250913)
  • Editor: Fixed an issue with object sorting in Profiler Window. (1240861)
  • Editor: Fixed an issue with tab dragging on Windows from a secondary monitor where the taskbar was on the left edge of the screen. (1233409)
  • Editor: Fixed Exceptions on changing Editor mode while SceneTemplateAsset preset is being inspected. (1257776)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed null reference exception caused by lifetime mis-management of SerializedObject when creating new lightmap parameters in Lightmap Settings. (1251171)
  • This is a change to a 2020.2.0a4 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: We now always show the index column in the LineRenderer editor positions view. (1260526)
  • GI: Fixed a broken shadow angles issue for GPU lightmapper. (1240991)
  • Graphics: Fixed a slow destruction of RenderTexture's internal resources when using Vulkan.
  • Graphics: Fixed an editor crach when shader with constant buffer was not used. (1263127)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an editor crash on SRP batcher and unsupported OpenGL shader combination. (1258088)
  • This is a change to a 2020.2.0a11 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed an issue in RenderTargetIdentifier when comparing instances with different default values for m_DepthSlice. The default value is now -1, which is required by XR code.
  • Graphics: Fixed an issue where rendertarget readback was not respecting channel layout. (1256612)
  • Graphics: Fixed several performance issues with reflection probe anchors when reloading scenes.
  • Graphics: Fixed SV_RenderTargetArrayIndex with tessellation shaders issue on Vulkan. (1257093)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: make sure the mojo-shader-preprocessor is not using fixed arrays while reducing an expression (1217043)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IMGUI: Fixed a regression issue that made the services dashboard link open twice when clicked. (1258756)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • IMGUI: Fixed an issue where NotImplementedException is thrown on double clicking instructions from Inspected view when mode set to Clip. (1251517)
  • IMGUI: Fixed an issue with pop up menus needing additional click to switch. (1247542)
  • IMGUI: Fixed the slider thumb artifact when multi editing. (1256600)
  • iOS: Fixed an occassional crash on exit coming from iOS calling [UIViewController prefersHomeIndicatorAutoHidden] or [UIViewController preferredScreenEdgesDeferringSystemGestures] after unity has been killed.
  • macOS: Fixed a C# compiler crash in the editor when ran on Apple silicon devices. (1261978)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Mobile: Fixed several InputField errors when selecting text with Hide Mobile Input enabled. (1247399)
  • Package Manager: Fixed a filters dropdown displays issue when double-clicked. (1245090)
  • Package Manager: Fixed a loading spinner rotation speed issue. (1248718)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where download and import was enabled for an asset that was not available on the Asset Store.
  • Package Manager: Fixed an issue where the filter drop-down menu has a delay when opening. (1239910)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed an exception being thrown when Texture Sheet Animation module was multi-editing a large list of sprites. (1222515)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed an editor crash caused by adding objects on prefab instance in combination with required components. (1226180)
  • Prefabs: Fixed an error when adding components to object which already had a required component. (1158259)
  • Profiler: Fixed an issue that could cause the Editor to crash when selecting batch thumbnails in the UI Details Profiler module. (1241230)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: [Module Editor] Fixed an issue where the counter and toolbar labels did not show an ellipsis when their text did not fit. (1256270)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed an issue wher GarbaageCollector.Collectincremental was not always triggering a new incremental collection.
  • Scripting: Fixed an issue where Failed load assembly error messages did not contain details on the reason for the failure. (1260001)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed an issuw where Defines in Response Files(csc.rsp) for Define Constraints were not included and resulted in a "Define constraint is incompatible" error is shown. (1207413)
  • Scripting: Fixed many UnityEngine.Random documentation issues. Aaddressed feedback from public comments, documented performance and detailed behavior of properties and methods, and improved code sample quality.
  • Serialization: Fixed a crash when using SerializedProperty::SetManagedReferenceValue with object instance containing boolean serialized field. (1256438)
  • Serialization: Fixed a crash with recursive generic instance containing field of the generic instance type. (1255177)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Fixed an undo issue that did not restore array values when using SerializedProperty with managedReferenceValue set to null. (1249099)
  • Services: Fixed a regression issue that made Collab service try to publish changes two times simultaneously and display an error in the console. (1258770)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: Fixed a crash when using local shader keywords and UsePass functionality. (1259778)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed a player crash when warming up a shader with local keywords that have a fallback that also have local keywords (a different set). (1258697)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed a shader compiler crash when two cbuffers with the same name are declared within the same shader. This now results in a compilation error. (1242162)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed an issue which was causing Shaders build on newer versions of Unity not to load on an older version within the same Minor Version patch set. (1252232)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Shader variant collection can now use local shader keywords when creating a variant from C# (1244648)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fixed an issue where the vertices were not stripped for rich text in multi line. (1182818)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Fixed an issue where the Inline style getter wasn't returning the correct unit. (1258959)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Fixed a memory issue where TextInfo in TextHandle was allocated lazily since the editor did not use it. (1249096)
  • UI Toolkit: Fixed a regression issue that was made Clickable manipulator react twice to click events. (1258072)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Toolkit: Fixed an exception that was thrown when the Sprite Editor window was opened after transiting to play mode. (1249369)
  • UI Toolkit: Fixed an issue where .isPasswordField was not updating. (1251000)
  • UI Toolkit: Fixed an issue where UI Toolkit debugger threw an exceptions when the inspector Package manager window due to Imports support not added to the StyleSheetBuilder. (1258112)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Toolkit: Fixed an issue with ScrollView / ScrollTo. (1205850)
  • UI Toolkit: Reduced memory footprint used when applying a star rule in a stylesheet. (1250638)
  • Windows: Fixed a built project crash when Screen.SetResolution() method was used with height or width set to 0. (1242757)
  • Windows: Fixed visual artifacts that could appear when the window was minimized and restored after previously running the standalone player in fullscreen. (1201766)
  • XR: Implemented speech integration with XR Plug-in providers that support it. (1260049)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: The ARCore XR Plugin verified package has been updated to version 4.0.4, which fixed an issue that prevented targeting Android SDK versions below 24. The ARKit XR Plugin verified package has been updated to version 4.0.2. This fixed two issues: raycasts did not work on devices running iOS versions less than 13, and it accounts for a UnityEngine namespace change. (1258333)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • API Changes:
  • Asset Pipeline: Deprecated: Deprecate certain methods in the AssetDatabaseExperimental namespace
  • Build Pipeline: Added: Expose Sysroot class so that other platform extensions can use it and co-exist with each other.
  • Scripting: Added: Added GarbageCollector.Mode.Manual, which disables automatic GC but still allows manual control by calling GC.Collect() or GarbageCollector.CollectIncremental().
  • Scripting: Changed: UnityEngine.Random only has static members, so it is now a C# static class to avoid confusion over whether it should/can be instantiated or not. Also improved parameter names a little to be more clear on exclusive/inclusive.
  • Changes:
  • 2D: Updated documentation for Bounds/RectInt when setting a minimum position that is greater than the maximum position or vice versa.
  • AI: Updated ScriptedImporter namespace for 2020.2. (1255312)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Allow 16bit per channel texture formats on mobile (Android + iOS) (1260300)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • License: Updated the output message after a return license request timeouted. (1146162)
  • Package Manager: Disabled the Cancel button in the Package Manager progress pop-up. (1253133)
  • Package Manager: Updated the recommended version logic in the Package Item version drop down.
  • Profiler: The Profiler module dropdown now requires a click to dismiss. (1256263)
  • This is a change to a 2020.2.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Improvements:
  • 2D: Improve user experience of FloodFill tool from the Tile Palette when previewing the results of FloodFill.
  • DX12: Improve CPU performance when dispatching Ray Tracing Shaders.
  • Graphics: Added offline processing and direct load of (single mip) CubeMaps straight to GPU memory on Xbox & PS4 (performance optimisation reduces CPU work)
  • Features:
  • Animation: Added Animation Rigging package version 1.0.2
  • Graphics: Virtual Texturing is now supported on Linux Standalone player
  • Linux: VTune integration support is now available on the Linux platform.

New in Unity 2019.4.5 (Jul 23, 2020)

  • Fixes:
  • 2D: Update SortingGroup when a new Sorting Layer is added between existing Sorting Layers. (1251717)
  • Android: Fixed failing texture compression in Linux Editor. (1222219)
  • Animation: Fixed animation does not play correctly when Optimized Game Object functionality is used. (1185568)
  • Asset Pipeline: Fixed for infinite loop when importing a project with files that have same name, different casing, and are in the same folder. (1194431)
  • Asset Pipeline: Native plugins are imported together with scripts. (1249129)
  • Editor: Fixed editor performance regression due to too many GetTreeViewFolderSelection calls. (1244193)
  • Editor: Fixed rendering getting stuck with the async compilation replacement material on certain corner cases. (1227510)
  • Editor: The Unity editor now and related tools now make use of logical processors beyond CPU group 0. To be impacted, you must be using a machine with at least 32 total cores. (1238290)
  • Graphics: Fixed occasional "Invalid memory pointer" error when a GPU instanced mesh particle system is visible. (1256196)
  • IL2CPP: Corrected Array.CreateInstance(Type, int[], int[]) to create an SZ_ARRAY when passed rank of {1} and lower bounds of {0}. (1217556)
  • IL2CPP: Correctly convert delegates that have reference return types. (1247218)
  • IL2CPP: Fixed ArgumentException thrown in Socket constructor when using Windows SDK 10.0.19041.0. (1251011)
  • IL2CPP: Fixed ARM64 release build failure that could occur in some circumstances. (1251628)
  • IL2CPP: Fixed GC performance regression on Android and Linux.
  • IL2CPP: Fixed managed stacktrace resolving on old Android devices (5.0 and lower), previously stacktrace resolving would fail and would show zero frames, now it should show proper managed stacktrace. (1242285)
  • IMGUI: Fixed an issue where UGUI Components receive MouseOver events when the Player is in Windowed Mode, focused and the mouse is outside the window. (1250718)
  • iOS: Fixed occasional crash on exit coming from iOS calling [UIViewController prefersHomeIndicatorAutoHidden] or [UIViewController preferredScreenEdgesDeferringSystemGestures] after unity have been killed.
  • iOS: Fixed occasional crash on exit pointing to ViewInfo_OnDisplayCutoutsChanged. (1252463)
  • iOS: On iOS13 it is now possible to customize launchscreen viewcontroller, so it will adhere to unity settings for statusbar appearance and enabled orientations. (1253671)
  • Mobile: Fixed 109 error message appearing on mobile. (1245254)
  • Multiplayer: Fixed NetworkTransport.LoadEncryptionLibrary to accept paths with non-ASCII characters on Windows. (1258981)
  • Package Manager: Fixed an issue preventing player builds to succeed when burst compilation is disabled.
  • Package Manager: Fixed compatibility issues between burst and older linux distros.
  • Physics: Fixed an issue where the 2D Capsule in a CapsuleCast query using Horizontal capsule alignment did not correctly size the capsule. (1256510)
  • Physics: Fixed an issue with cloth not updating its skinned mesh properly on the first frame it becomes visible. (1254174)
  • Physics: Fixed an issue with cloth where having all particles pinned would cause the the bounds of its related SkinnedMeshRenderer to get corrupted. (1224213)
  • Physics: Fixed an issue with Cloth.SetSelfAndInterCollisionIndices where setting a 0 length List would cause cloth to not clear it's internal array of indices. (1153027)
  • Prefabs: Fixed 'Cannot edit components on prefab' popup appears multiple times when multiple prefabs are selected and moving component. (1235092)
  • Prefabs: Fixed Constraint Setting foldout gets closed automatically while editing properties under Scale Constraint on a Prefab Asset. (1255013)
  • Profiler: Fixed an issue that could cause the Editor to crash when selecting batch thumbnails in the UI Details Profiler module. (1241230)
  • SceneManager: Fixed that creating a Scene Asset fires EditorSceneManager.sceneSaving callback with an invalid Scene struct. (1248706)
  • Scripting: Fixed a deadlock on domain unload when a Burst job is calling back to managed via function pointers. (1258823)
  • Scripting: Fixed engine code stripping bug when a user assembly was named InputModule.dll or matched any of the other engine module names. (1249190)
  • Shaders: Fixed an issue which was causing Shaders build on newer versions of Unity not to load on an older version within the same Minor Version patch set. (1252232)
  • UI Elements: Inline style getter return the correct unit. (1258959)
  • XR: Add more details to error message when Hololens remoting fails to load the dll. (1161718)
  • XR: Fixed assert due to invalid camera pose on first frame of Hololens remoting connect. (1243433)
  • XR: Fixed issue with package list requests causing delays and error reports in console. (1253547)
  • Changes:
  • Package Manager: Output of Debug.Log is temporarily disabled when used in Burst Function Pointers/Jobs to avoid a deadlock on a domain reload. A fix for the Unity editor is being developed.

New in Unity 2019.4.4 (Jul 16, 2020)

  • Fixes:
  • 2D: Fix error thrown when SRP is used with a TilemapRenderer in Individual mode whose chunk culling bounds are changed. (1251456)
  • 2D: Fix generation of collider shapes for TilemapCollider2D with AnimatedTiles while tile is animated
  • Asset Import: Fixed an issue where clips did not fill the entire timeline in the Animation Inspector. (1202394)
  • Asset Import: Fixed AssetDatabase:ImportAsset instability sometimes fails LiveLink and package CI runs. (1248364)
  • Asset Pipeline: Fixed issue triggering Asserts (1238301)
  • Editor: Disabled the Texture2D editor in inspector debug mode. (1197056)
  • Editor: Fixed callbacks to SceneClosing and SceneClosed in some situations. (1003257)
  • Editor: Fixed not being able to build with Linear Color Space after resetting Player Settings (1163436)
  • Editor: Makes shortcuts value based instead of location based in the Linux editor thereby making shortcuts consistent for all keyboard layouts. (1186110)
  • Editor: Objective C and Objective C++ plugin files will now be included when building a project with the IL2CPP backend. (1189679)
  • Graphics: Add a getter for GameObject scene culling mask. (1248283)
  • Graphics: Fix incorrect uploading of builtin shader parameters such as view, proj, viewProj matrices in some rare situations.
  • Graphics: Fixed a crash when SetGlobalConstantBuffer was called with a null buffer. (1254370)
  • Graphics: Fixed a crash when using the Inspector to select a different Mesh for a SkinnedMeshRenderer. (1230006)
  • iOS: fixed Screen.orientation being Unknown for several frames at startup (1251276)
  • Package Manager: Fixed correctly building scripts against the currently enabled built-in packages at editor startup time.
  • Particles: Don't try to use GPU Instancing on devices that can't do Structure Buffer reads in Vertex Shaders. (1255008)
  • Physics: Fixed an issue where Physics.BakeMesh would not manage calls from multiple threads correctly. (1200588)
  • Scripting: Debugger improvements and crash fixes (1249172)
  • Scripting: Fix an error for async debug of a generic method (1241280)
  • Scripting: Fixed crash that was occurred when the managed debugger would attempt to load a pdb that had zero sequence points (1241344)
  • Scripting: Fixing case where ArrayTypeMismatchException was being thrown incorrectly (1235903)

New in Unity 2020.2.0 Alpha 18 (Jul 16, 2020)

  • Fixes:
  • Android: Fixed an issue with android's window pixel format when rendering over native UI. (1244553)
  • Asset Import: Removed blend shape delta normals on non-deformed vertices when importing legacy FBX in FBXImporter/Mesh.cpp. (1203080)
  • Asset Pipeline: Fixed an infinite loop issue where importing a project with files that had same name, different casing, and were in the same folder. (1194431)
  • Asset Pipeline: Fixed an issue where an unused artifact dependency would lead to infinite import.
  • DX12: Fixed an issue with MSAA which resolved on 2D texture arrays.
  • Editor: Fixed a crash if .collabignore contains "Assets/**". (1247754)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed a crash on drag and drop from a closing window. (1221016)
  • Editor: Fixed a performance regression caused by Preferences 'Developer Mode' writing and reading preferences each frame. (1261270)
  • Editor: Fixed a reordering children in the hierarchy issue. (1260167)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue wehre tvOS player settings would not work with presets. (1254898)
  • Editor: Fixed an issue where a MissingReferenceException was thrown when undo operation is performed with a Particle System object selected. (1254599)
  • Editor: Fixed an issue where asset rename undo was not working for Shader assets. (1258319)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where iOS player settings were not working with presets. (1232103)
  • Editor: Fixed an issue where the asset's path did not get updated in the breadcrumb bar when deleting an asset from the project window. (1258562)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue with Component being hidden in Inspector even when the attached script is deleted (1250355)
  • Editor: Fixed an issue with execution of first item when pressing enter even if nothing selected. (1258382)
  • Editor: Fixed Android Target DPI player setting to work with presets (1254906)
  • Graphics: Fixed a crash when using invalid ScriptableCullingParameters inside a custom SRP. (1218248)
  • Graphics: Fixed a potential crash in VFX when effect was updated out of frustum in indirect mode (1256791)
  • Graphics: Fixed an incorrect clamping of ASTC HDR lightmaps. (1256699)
  • Graphics: Fixed an incorrect cubemap convolution of ASTC HDR cubemaps. (1256696)
  • Graphics: Fixed an issue where the Vulkan pipeline cache data was not getting saved on Stadia. (1244925)
  • Graphics: Fixed an issue with invalid state transitions in DX12 back-end. (1259951)
  • Graphics: Fixed an occasional "Invalid memory pointer" error when a GPU instanced mesh particle system was visible. (1256196)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed a JSON exception when building a project with large number of scenes. (1256534)
  • IL2CPP: Fixed a regression where IL2CPP builds failed when the Editor was installed to a location with spaces in the path. (1259936)
  • This is a change to a 2020.2.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Fixed a rare crash when iOS device is mirrored to an AppleTV. (1159944)
  • iOS: Fixed an issue with the loading of the system font on iOS 13. (1246465)
  • Networking: Fixed an issue with NetworkTransport.LoadEncryptionLibrary where it would not accept paths with non-ASCII characters on Windows. (1258981)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where cloth was not updating its skinned mesh properly on the first frame it became visible. (1254174)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where the 2D Capsule in a CapsuleCast query using Horizontal capsule alignment did not correctly size the capsule. (1256510)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue with cloth where having all particles pinned would cause the the bounds of its related SkinnedMeshRenderer to get corrupted. (1224213)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue with Cloth.SetSelfAndInterCollisionIndices where setting a 0 length List would cause cloth to not clear it's internal array of indices (1153027)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed a Prefab stage error that appeared when changing a Prefab asset in play mode if the asset was open in Prefab Mode In Context. (1259437)
  • This is a change to a 2020.2.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • Prefabs: Fixed a PrefabImporter crash when it could not allocate a preview scene. (1246844)
  • Prefabs: Fixed an ArgumentException that was being thrown when loading a Prefab stage in context, but where the context became invalid. (1259700)
  • This is a change to a 2020.2.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • Prefabs: Fixed an Editor crash when making changes to the Script field of a Prefab instance with a missing script. Changing the missing script should be done in Prefab Mode instead so the Prefab Asset is updated. (1255454)
  • Profiler: Profile Analyzer (com.unity.performance.profile-analyzer) updated to version 1.0.2 (1244366, 1250860, 1257547)
  • Scripting: Fixed a deadlock on domain unload when a Burst job is calling back to managed via function pointers. (1258823)
  • Scripting: Fixed a possible endless compilation under project startup when upgrading. (1259473)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed an issue where WebCamTexture.updateCount was not automatically incrementing when streaming video. (1247198)
  • UI: Fixed an issue where if a click receiver is present we would not get the OnDrop notification. (1255936)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Universal Windows Platform: Fixed a Player crash when calling WebcamTexture.devices during Update. (1251067)
  • Virtual Texturing: Fixed an issue where VT with hybrid v2 renderer gave "A Hybrid Renderer V2 batch is using a pass from the shader, which is not SRP batcher compatible" error. (1252572)
  • WebGL: Fixed an issue where the video started playback before the mute property was set, which resulted in an error and the video not to play. (1241584)
  • Windows: Fixed an issue where the cursor was not updating in the Player when using NewInput. (1238158)
  • Windows: Fixed an issue where the shift key was not reporting in GUI Event.keyCode property. (991861)
  • XR: Fixed an issue with package list requests causing delays and error reports in console. (1253547)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Improvements:
  • Asset Import: Asset previews are now generated as a separate step after importing an asset
  • Editor: Layouts menu and dialogs got some tweaks! Layout deletion is under a submenu and got a confirmation dialog. Save layout got a confirmation dialog when overwriting an existing layout. Renamed menu item "Revert Factory Settings" to "Reset All Layouts". Layouts dropdown in main toolbar got a bit wider. Save Layout to File now shows the file in file explorer. (479330)
  • GI: Upgrade Radeon denoiser to use RIF 1.5.1.2. Will not attempt to run on GPUs with less than 4GB of memory, as the AI model doesn't fit on those.
  • Graphics: Added Mesh.SetVertexBufferParams and MeshData.SetVertexBufferParams overloads that take a NativeArray vertex attributes array (1258543)
  • Kernel: IJobFor.Schedule (Scheduled as single job) no longer has any unnecessary parallel for access restrictions.
  • Kernel: Reduce main thread overhead of creating job reflection data.
  • Version Control: Smart Merge (UnityYamlMerge) now sets premerge base to file in correct base values instead of leaving them blank. Blank premerge base values can still be configured - see mergerules.txt for an example

New in Unity 2020.1.0 Beta 16 (Jul 16, 2020)

  • Fixes:
  • 2D: Update SortingGroup when a new Sorting Layer is added between existing Sorting Layers (1251717)
  • Animation: Fixed a crash that happened when ScriptPlayableOutput::ScriptProcessFrame was called after destroying a playableOutput (1251399)
  • Asset Import: Fixed an issue where clips did not fill the entire timeline in the Animation Inspector. (1202394)
  • This has already been backported to older releases and will not be mentioned in final notes
  • Asset Pipeline: Fixed indeterministic results when calling AssetDatabase.ImportAsset on assets with dependencies. (1238675)
  • Burst: Fixed an issue preventing player builds to succeed when burst compilation is disabled
  • Burst: Fixed compatibility issues between burst and older linux distros
  • Editor: Fixed inspector errors when unselecting a shader include file. (1254896)
  • This is a change to a 2020.1.0b11 change, not seen in any released version, and will not be mentioned in final notes
  • Editor: Fixed not being able to build with Linear Color Space after resetting Player Settings (1163436)
  • This has already been backported to older releases and will not be mentioned in final notes
  • Graphics: Fixed a crash when using the Inspector to select a different Mesh for a SkinnedMeshRenderer. (1230006)
  • This has already been backported to older releases and will not be mentioned in final notes
  • Graphics: Fixed compute skinning with GraphicsJobs when using Vulkan or Metal (1251156)
  • Graphics: Fixed incorrect uploading of builtin shader parameters such as view, proj, viewProj matrices in some rare situations
  • Graphics: Fixed shader codegen for countbits() function in Metal and GLSL/SPIR-V
  • Graphics: Metal: Fixed HLSL compatibility with DrawProceduralIndirect, SV_InstanceID always starts at 0 but with Metal, a base instance was not subtracted for equal behavior
  • Graphics: Metal: Fixed Indirect drawcalls from binding buffers with wrong offset
  • Graphics: Metal: Fixed MSAA ResolveDepthIntoTexture to use the resolved texture as a source when doing blit into destination
  • Graphics: Metal: Fixed some VFX failing validation, crashing editor/player
  • Graphics: Metal: Fixed system instability/hang issues with texture versioning
  • Graphics: Metal: Fixed to direct binding of ConstantBuffers
  • Graphics: Metal: Separated ComputeBuffer counters into separate physical buffers to improve data access/alignment
  • Input: Corrects inconsistent display names in the input debugger on macos. (1210302)
  • Physics: Fixed an issue where Physics.BakeMesh would not manage calls from multiple threads correctly. (1200588)
  • This has already been backported to older releases and will not be mentioned in final notes
  • Plugins: Fixed XboxOne native extension dll to fail gracefully if required dll's are not found
  • Plugins: Improved error messages when unable to load PS4 native extension (1242853)
  • Prefabs: Fixed 'Cannot edit components on prefab' popup appears multiple times when multiple prefabs are selected and moving component (1235092)
  • Prefabs: Fixed Constraint Setting foldout gets closed automatically while editing properties under Scale Constraint on a Prefab Asset. (1255013)
  • Profiler: Added delayed search mechanism to the profiler window to prevent locking up the window by searching each time the user would type in a letter instead of waiting until the user stops typing. The introduced delay is 350ms. (1252464)
  • SceneManager: Fixed that creating a Scene Asset fires EditorSceneManager.sceneSaving callback with an invalid Scene struct (1248706)
  • Shaders: Fixed shader compiler process crash when trying to show compiled code for a compute shader that fails compiling. (1250633)
  • This is a change to a 2020.1.0a16 change, not seen in any released version, and will not be mentioned in final notes
  • UI: Fixed a issue where ToggleGroups would validate their state before all Toggles were registered depending on scene instantiation (1252915)
  • This is a change to a 2020.1.0a20 change, not seen in any released version, and will not be mentioned in final notes
  • UI: Fixed issue with transparent UI and render textures. UI is now rendered with multiplied alpha in the shader. This might effect some UI that is rendered to a render texture but will also be proper. (1234878)
  • UI Toolkit: ListView selection fix when reordering is enabled. (1231302)
  • Changes:
  • Burst: Output of Debug.Log is temporarily disabled when used in Burst Function Pointers/Jobs to avoid a deadlock on a domain reload. A fix for the Unity editor is being developed
  • Improvements:
  • Editor: Metal: Generic and HDRP/VFX specific stability improvements when running on macOS 10.15 Catalina. Some stability fixes may require package updates

New in Unity 2020.1.0 Beta 15 (Jul 10, 2020)

  • Fixes:
  • Android: Normalize slashes for JDK/SDK/NDK/Gradle paths. (1244305)
  • Animation: Animation window now shows clips from both the animation and animator components if both components exist on the GameObject. (1198771)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed a bug where the Animation Preview does not find the model when using Generic Animation Type. (1246400)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed a crash that would happen when trying to access a default muscle with an invalid index. (1253355)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed crash when using binary2text on .bundle with Playable Director. (1184027)
  • *This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed a rare issue which could cause improper UV generation for a model when mesh compression is enabled. (1249407)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed a crash with out of process asset importing when the editor is compiling scripts in debug mode. (1196108)
  • This is a change to a 2020.1.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Asset Pipeline: Fixed a deadlock when on-demand imports assets. (1255962)
  • Asset Pipeline: Fixed a rare race condition with out of process asset importing.
  • Asset Pipeline: Fixed for a crash in script type hash generation that occurred in a certain type recursion scenario. (1253864)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed for crash in inside mono that could happen during cache server download. (1250445)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed for gOnDemandImportCurrentlyAllowed asserts when calling CalculatePlayerDependenciesForScene() in ScriptedImporters. (1256718)
  • Asset Pipeline: Fixed for issue where custom dependencies changes are rejected in initial domain load. This would happen if script compilation detects that a compilation is needed.
  • Asset Pipeline: Fixed issues when using AssetDatabase.GetDependencies() from a ScriptedImporter running in an Asset Worker. (1254651)
  • Asset Pipeline: Native plugins are imported together with scripts. (1249129)
  • Build Pipeline: Fixed crash in editor related to ComputeShaders using builtin assets.
  • Build Pipeline: Reduce amount of garbage collection performed inside the ContentBuildInterface.
  • CodeEditor: Added support for solution folders.
  • Only bind the messenger when the VS editor is selected.
  • Warn when unable to create the messenger.
  • Fixed an initialization issue triggering legacy code generation.
  • Allow package source in assembly to be generated when referenced from asmref.
  • Core: Fixed allowing any native container with multiple safety handles to ignore safety with the attribute [NativeDisableContainerSafetyRestriction]. (1247276)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Disabled the Texture2D editor in inspector debug mode. (1197056)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue in where texture property field was to small to fit all the necessary text. (1248645)
  • Editor: Fixed an issue with animation Property text overlapping with its input field under preferences when selecting a newly created bone. (1244358)
  • Editor: Fixed Line Renderer tool not working if gizmos are disabled in the Scene View. (1244789)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed registration of CheckUnresponsive for Async progress bar. (1250282)
  • Editor: Fixed rendering getting stuck with the async compilation replacement material on certain corner cases. (1227510)
  • This is a change to a 2020.1.0b1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed SceneOpening/SceneOpened callbacks not invoked when scene reloaded. (1147043)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the background color of the selected snapshot element in the Audio Mixer window in play mode. (1243122)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the editor's menu bar flickering when the Standalone Profiler and Unity About windows are opened while the profiler is recording. (1229009)
  • This is a change to a 2020.1.0a24 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Objective C and Objective C++ plugin files will now be included when building a project with the IL2CPP backend. (1189679)
  • Editor: The Unity editor and related tools now make use of logical processors beyond CPU group 0. To be impacted, you must be using a machine with at least 32 total cores. (1238290)
  • GI: Enable SRPs to override part of Shadowmask message. (1242650)
  • GI: Fixed performance regression in Progressive Lightmapper (CPU). (1206706)
  • Graphics: Added a getter for GameObject scene culling mask. (1248283)
  • Graphics: Fixed a crash in shadow rendering when painting trees on the terrain. (1254964)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed crash in culling jobs when intermediate renderers have been deleted. (1241054)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed crash on shader warmup. (1251734)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed crash when SetGlobalConstantBuffer was called with null buffer. (1254370)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed mesh properties throwing readability errors in the Editor when Mesh.isReadable is set to false. (1252798)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed NPOT Crunched textures crashing Editor and Player, Crunched NPOT textures now require to have a size that is multiple of 4. (1179336)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Now SRP Batcher breaks batch inner loop if material is overriding any buffer (cbuffer or computebuffer). (1235425)
  • iOS: Fixed for Social.localUser.ID returns GameCenterUsersID instead of the new GamePlayerID and TeamPlayerID (1254347)
  • iOS: Fixed Screen.orientation being Unknown for several frames at startup. (1251276)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Properly detect Dualshock gamepad during application start when new input system is used on iOS, the issue was because GameController framework was not included in exported project. AppleTV didn't had this bug, since GameController is always included in AppleTV's Xcode project. (1244053)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed issue where installer on macOS 10.15 would error when disagreeing with the license. (1240184)
  • macOS: Fixed issue where the color picker would select the wrong color when using a non-sRGB color profile on your monitor. (1218845)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed a crash where the Library/PackageManager/ProjectCache.bin file could not be read after upgrading Unity and required manually deleting the file. (1252920)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Fixed git package failing when revision anchor and path query parameters are both set. (1229318)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed network requests sometime mislabeling the host as undefined when unsuccessful.
  • Profiler: Fixed profiler collecting samples when Playmode is paused. (1244286)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Adds deterministic compilation. (1225794)
  • Scripting: Fixed issue with UI Toolkit package assemblies not being auto-referenced by other user assemblies upon first compilation. (1254295)
  • Version Control: Fixed errors for Collab users using Apple FileMerge as their diff/merge tool. (1224872)
  • This is a change to a 2020.1.0a23 change, not seen in any released version, and will not be mentioned in final notes.
  • Virtual Texturing: Virtual textures don't update state correctly with shadergraph preview shaders. (1244798)
  • XR: Fixed can't calculate the eye texture aspect ratio warning. (1223462)
  • XR: Fixed URP crashes in VRDeviceToXRDisplay::GetAspect(). (1254515)
  • This is a change to a 2020.1.0b12 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: Fixed Vulkan framebuffer layer count logic when using multiview.
  • XR: Updated XR Plug-in Management to 3.2.12.
  • Updated Windows MR Plug-in package to 3.2.0. (1253326)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • Asset Pipeline: Added: Introduced AssetImportContext.DependsOnArtifact for setting up artifact dependencies
  • Changes:
  • Package Manager: Split All Packages into Unity Registry and My Registries.
  • Package Manager: Upgraded Cinemachine to 2.6.0. See Cinemachine 2.6 release notes
  • Improvements:
  • Scripting: Camera.main is much faster to query.
  • Features:
  • Package Manager: Add advanced settings to Package Manager in Project Settings.

New in Unity 2019.4.3 (Jul 9, 2020)

  • Fixes:
  • 2D: Fixed "A Native Collection has not been disposed, resulting in a memory leak" is thrown when 2D Sprite Shape Controller is added. (1235972)
  • 2D: Fixed error occurs when unselecting Cache Geometry for Sprite Shape prefab (1246133)
  • 2D: Fixed exception when creating UXML Template asset with 2D Animation package installed. (1222158)
  • 2D: Fixed InvalidOperationException thrown continuously on adding "Sprite Shape Controller" Component to a Sprite object (1240514)
  • 2D: Fixed OnGUI in SpriteShapeController creates GC allocs. (1240380)
  • Android: Fix native exception handler code to be thread safe, potential fix for crashes which contains stacktrace with install_signal_handlers entry. (1251688)
  • Animation: Animation window now shows clips from both the animation and animator components if both components exist on the GameObject. (1198771)
  • Animation: Fixed a bug where the Animation Preview does not find the model when using Generic Animation Type (1246400)
  • Animation: Fixed a crash that would happen when trying to access a default muscle with an invalid index (1253355)
  • Animation: Fixed crash when using binary2text on *.bundle with Playable Director (1184027)
  • Asset Import: Fixed a rare issue which could cause improper UV generation for a model when mesh compression is enabled. (1249407)
  • Asset Import: Non-set values for UVs in FBX files are imported with default value 0,0 in the Mesh. (1246876)
  • Asset Pipeline: Fix for crash in inside mono that could happen during cache server download (1250445)
  • Audio: Set override sample settings sets override for incorrect platform when passing a string (1237576)
  • Audio: Unity print "More than 2048 Allocators are registered. Reduce allocator count" and crashes (1177629)
  • Build Pipeline: Reduce amount of garbage collection performed inside the ContentBuildInterface.
  • CodeEditor: Enable player generation in GUI
  • CodeEditor: Local and Embedded packages are the default value when we have a new project (1256981)
  • Core: Bug Fix to now allow any native container with multiple safety handles to ignore safety with the attribute [NativeDisableContainerSafetyRestriction]. (1247276)
  • Editor: Fire SceneOpening/SceneOpened callbacks when scene reloaded (1147043)
  • Editor: Fixed game view flickering when resizing it while frame debugger is enabled. (1231978)
  • Editor: Fixed input lagging when the editor is running slow. (1251652)
  • Editor: Fixed Line Renderer tool not working if gizmos are disabled in the Scene View. (1244789)
  • Editor: Fixed the background color of the selected snapshot element in the Audio Mixer window in play mode. (1243122)
  • Editor: Fixed the Shuriken Icon issue in inspector. (1198543)
  • Graphics: Fix mesh properties throwing readability errors in the Editor when Mesh.isReadable is set to false. (1252798)
  • Graphics: Fix: SplashScreen logo and background textures not being deallocated (1186265)
  • Graphics: Fixed a crash in shadow rendering when painting trees on the terrain. (1254964)
  • Graphics: Fixed crash on shader warmup (1251734)
  • Graphics: Fixed missing submesh index range validation in Mesh.SetSubMesh & SetSubMeshes (1232580)
  • Graphics: Fixed NPOT Crunched textures crashing Editor and Player, Crunched NPOT textures now require to have a size that is multiple of 4 (1179336)
  • Graphics: Fixed Visible AO artifact on XBOX ONE (1167455)
  • Graphics: Mesh.SetVertexBufferParams now issues a warning if vertex attributes are passed in non-expected order (1199899)
  • IL2CPP: Fix crash on startup when an exception is thrown executing a method with the RuntimeInitializeOnLoadMethodAttribute.
  • IL2CPP: Fixed crash in Array.Copy when array size is >= 2GB
  • IL2CPP: Generate less source code for managed debugging. (1205136)
  • IL2CPP: Properly throw a NullReferenceException for 'throw null;' statements in C# code. (1248335)
  • iOS: Fixed iOS append build failing. (1248692)
  • License: Fixed an issue where Headless (build-server) licenses did not work with only -batchmode (1248890)
  • macOS: Fixed crash in -[CocoaMainMenu validateMenuItem:] when using the Help menu search after building a player (1255419)
  • macOS: Fixed issue where the color picker would select the wrong color when using a non-sRGB color profile on your monitor. (1218845)
  • Package Manager: Fixed network requests sometime mislabeling the host as undefined when unsuccessful.
  • Package Manager: Package manager: Fixed git package failing when revision anchor and path query parameters are both set. (1229318)
  • Particles: Disabled Particle System "Open In Editor" button when editing a preset. (1198545)
  • Profiler: Fixed profiler collecting samples when Playmode is paused (1244286)
  • Scripting: Fixed issue with x64 jit codegen with regard to valuetype references (1252663)
  • Shaders: Fixed bad GLSL for loop condition check generation on some cases. (1239923)
  • UI: Fixed UI Flickers in Game View when Camera.Render is Selected in the Frame Debugger (1172637)
  • WebGL: Fix build error when AllowDebugging option is enabled for WebGL platform. (1210338)
  • Windows: Fix incorrect mouse position in Wheel input events (1213982)
  • Windows: Fix NewInput not respecting swapped mouse buttons (1242306)
  • XR: Fixed Vulkan framebuffer layer count logic when using multiview.
  • XR: Re-enabled dynamic MSAA levels with Vulkan and FFR. (1226502)
  • Changes:
  • 2D: Changed Editor settings for new scripts line ending to 'OS Native' in 2D template
  • iOS: Removed the breaking interface change to IUserProfile accidentally introduced in 2019.4.2f1
  • Improvements:
  • 2D: Allow mesh to be baked to save generated geometry data in Sprite Shape

New in Unity 2020.2.0 Alpha 17 (Jul 8, 2020)

  • Fixes:
  • 2D: Fixed an issue where there was not a tooltip for Tile Palette Gizmos button. (1254646)
  • 2D: Fixed auto-sizing for the Tile Palette when the Tile Palette is set to YXZ swizzle.
  • Asset Pipeline: Fixed an issue where custom dependencies changes are rejected in initial domain load.
  • Burst: Fixed a compatibility issues between burst and older linux distros.
  • Burst: Fixed an issue preventing player builds to succeed when burst compilation is disabled.
  • DX12: 8 Multi-RenderTarget gives Assert error d3d12: querying for an out-of-bounds color surface (1219274)
  • DX12: Fixed an editor crash when shader global constant buffer exceeded 64kB on dx12. (1210562)
  • DX12: Fixed an editor crash when using ProBuilder in Vertex Edit mode View would Crashes HQ with HDRP/DXR. (1213285)
  • DX12: Fixed an issue where Texture2DArray MSAA resolve was broken on d3d12. (1249422)
  • Editor: Changed the title of the splash screen window to clarify activity name on CentOS. (1232562)
  • Editor: Fixed an build with Linear Color Space issue after resetting Player Settings. (1163436)
  • Editor: Fixed an issue where Line Renderer tool was not working if gizmos were disabled in the Scene View. (1244789)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where the Windows menu item was not always second from the last. (775676)
  • Editor: Fixed an issue with the new input system mouse coordinate scaling in editor play mode on Linux. (1114148)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Profile Analyzer (com.unity.performance.profile-analyzer) Updated to version 1.0.1 for many issues fixed and updated documentation. (1253426, 1254017, 1254364, 1254572, 1254868, 1254869, 1254870, 1256243)
  • GI: Fixed an issue with an overlapped title in Lightmap thumbnail preview. (1113043)
  • Graphics: Enable valid tessellation behavior for HDRP on Metal API platforms
  • Graphics: Fixed an issue with compute skinning in GraphicsJobs when using Vulkan or Metal. (1251156)
  • Graphics: Fixed metal shader compilation error when half3 temporary arrays are used. (1256024)
  • Graphics: made export to png use grayscale image for R8 (1239813)
  • Graphics: Metal: Fixed MSAA ResolveDepthIntoTexture to use the resolved texture as a source when doing blit into destination
  • IL2CPP: Fix an issue where managed stacktrace resolving on old Android devices (5.0 and lower) would fail and show zero frames. (1242285)
  • IL2CPP: Fixed a branch out of range linker error on iOS when the managed debugger was enabled. (1205136)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed a warnings from IL2CPP generated code when struct prototype warnings were enabled for C files. (1247033)
  • IL2CPP: Fixed an ArgumentException that was thrown in Socket constructor when using Windows SDK 10.0.19041.0. (1251011)
  • iOS: Fixed an issue where Social.localUser.ID returns GameCenterUsersID instead of the new GamePlayerID and TeamPlayerID. (1254347)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed default specular cubemap format for iOS and tvOS to be PVRTC.
  • Kernel: Fixed an issue where worldPositionStays argument was missing from Undo.SetTransformParent. (1247086)
  • macOS: Fixed a crash in -[CocoaMainMenu validateMenuItem:] when using the Help menu search after building a player. (1255419)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed an issue where the Build Settings window would not minimizes with the editor window. (1199503)
  • Mobile: Fixed an issue where the 109 error message appeared on mobile. (1245254)
  • Package Manager: Fixed an issue where samples showed randomly when package was not installed and Sample.FindByPackage API did not work if the package manager window was not open.
  • Package Manager: Fixed an issue where PackageManager.Client.Remove request was still proceeding after input package name contained unsupported characters like carriage return or line feed failed validation.
  • Profiler: Added a delay search mechanism to the profiler window to prevent locking up the window by searching each time the user would type in a letter instead of waiting until the user stops typing. (1252464)
  • Profiler: Fixed a crash due to out-of-memory when saving a large frame in Profiler Window. (1255862)
  • This is a change to a 2020.2.0a14 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed an issue where there were duplicate AsyncReadManager.ReadFile marker. (1258822)
  • Profiler: Module Editor - Fixed an issue where choosing to delete a module would not present a confirmation dialog prior to deleting the module. (1256877)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Module Editor - Fixed an issue where closing the Unsaved Changes dialog would close the window and discard changes. (1256868)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Module Editor - Fixed an issue where long chart counter name were truncated in the chart view's legend,. The full name is shown as a tooltip. (1256893)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Module Editor - Fixed an issue where long module names would no longer cause the module icon to appear. (1256882)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Module Editor - Fixed an issue where restore defaults when the Module Editor is open would not refresh the UI with the latest list of modules. (1256874)
  • Profiler: Module Editor - Fixed an issue where the selected counters in the Counters list were not cleared when changing modules. (1256887)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • SceneManager: Fixed an issue where SceneManager.GetSceneByBuildIndex returned a blank Scene object when 'Reload Scene' is disabled. (1250452)
  • Scripting: Fixed an issue with correct file sharing for exFAT partitions on macOS. (1253812)
  • Scripting: Fixed several Debugger crashes. (1249172)
  • Serialization: Fixed an issue where instance deserialization was stopped when there was an exception during the managed ref deserialization process and still had a valid instance created. (1256991)
  • Shaders: Fixed an issue to use the error shader when a variant failed to compile, thus not rendering anything. (1253968)
  • Shaders: Fixed an issue where SRP batcher compatibility was not etup correctly when Shader live link option is enabled. (1254587)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: Fixed an issue where the Loading shader wasn't used in the player while waiting for a variant to compiled. (1254843)
  • UI: Fixed an issue where the update button onclick link would point to an inproper proper file.
  • UI Toolkit: Fixed an issue where the GraphView edges disappeared when resizing the visual element container height smaller than a certain threshold. (1240884)
  • XR: Fixed a Vulkan framebuffer layer count logic issue when using multiview. (1256388)
  • API Changes:
  • Asset Import: Changed: Move all types in UnityEditor.Experimental.AssetImporters namespace into UnityEditor.AssetImporters
  • Changes:
  • Burst: Output of Debug.Log is temporarily disabled when used in Burst Function Pointers/Jobs to avoid a deadlock on a domain reload. A fix for the Unity editor is being developed.
  • Kernel: Native allocators now use slightly large blocks to avoid the more costly overflow allocations that go directly to system memory. This will cause a very slight increase in initial memory usage, but will avoid some spikes in performance
  • Package Manager: Upgraded Cinemachine to 2.6.0. See Cinemachine 2.6 release notes
  • Profiler: Module Editor - Charts with no counters are no longer allowed, as they serve no purpose. (1256891)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Timeline: Updated Timeline package to v.1.4.0
  • Improvements:
  • 2D: Allow users to delete a selection of Tiles with the Delete/Backspace key after selecting Tiles with the Select tool
  • Editor: Added a label displaying how many Game Objects are currently selected to the Inspector. (1208698)
  • Graphics: Added debug names for resources on DX12.
  • Graphics: Adding warning message when using a uv set out of range in the RecalculateUVDistributionMetric C# function
  • Graphics: Metal: Add changes required for Apple GPU support on a Mac
  • Scripting: Obtain a full callstack when Instruction Pointer is NULL to prevent crash.
  • Scripting: UnsafeUtility.Malloc will now throw an exception when given a positive alignment value that is not also a power of two. Previously this was only flagged as an assert in debug builds.
  • Features:
  • Graphics: Trilinear filtering support for procedural VT
  • Package Manager: Add advanced settings for Package Manager in Project Settings.
  • Scripting: Support Roslyn analyzers in Unity projects.

New in Unity 2019.4.2 (Jul 1, 2020)

  • Fixes:
  • 2D: Crash in ProcessVertices when applying texture type to Sprite for specific images (1249106)
  • 2D: Gameobjects with regular Sprites and Sprite Skin are not added to the same Batch (1248295)
  • Asset Pipeline: Fix for a crash in script type hash generation that occurred in a certain type recursion scenario. (1253864)
  • Editor: Fixed an issue with Screen Space and World Space Cameras not rendering when frame debugger is enabled for Standalone player (1222579)
  • GI: Fixed crash that sometimes occur when loading scenes. (1248769)
  • GI: Fixed fireflies artifacts in big outdoor scenes using area lights and directionnal lights in GPU lightmapper (1244336)
  • GI: Release temp gpu memory used by progressive lightmapper just before denoising to improve denoisers stability. (1117995)
  • Graphics: - DX11 backend no longer crashes if constantbuffer values are being changed with incompatible shader bound (1246991)
  • Graphics: Fix crash in culling jobs when intermediate renderers have been deleted. (1241054)
  • Graphics: Fix for using a ComputeBuffer as in input after calling SetCounter immediately before the next Dispatch.
  • Graphics: Fixed various bugs when rendering into texture2darray slices as well as resolving texture2dmsarray into a non-multisampled texture on Nintendo Switch.
  • Graphics: Speed up material property animation binding which occurs when creating GameObjects with animations or timelines. (1200148)
  • iOS: fix for Social.localUser.ID returns GameCenterUsersID instead of the new GamePlayerID and TeamPlayerID (1176134)
  • iOS: Fix iOS Achievements Callback GameCenter Crash (1087475)
  • Linux: Sprite Editor menus function correctly (1252332)
  • Package Manager: Fix Parts of the Asset Store login popup are pushed offscreen if the login fails (1202551)
  • Physics: Don't declare PhysX as a separate middleware for the purposes of the Nintendo Switch game submission (1248691)
  • Physics: Fixed an issue where Cloth components interacting with colliders would behave incorrectly (1219030)
  • Physics: Fixed an issue where Cloth components would become bouncy/elastic at the start of the simulation (1253075)
  • Physics: Fixed an issue where the Cloth component's particles would inherit residual forces at startup and cause the cloth to behave erratically (1251897)
  • Physics: Fixed an issue with the Cloth component's virtual particles being set incorrectly at creation
  • Windows: Fixed build icon's alpha value is not shown correctly (1209971)
  • XR: Fix order of single-pass instancing shader variables for gles3 (1187259)
  • XR: Update XR Plug-in Management to 3.2.12.
  • Update Windows MR Plug-in package to 2.2.0. (1253326)
  • API Changes:
  • iOS: Deprecated: Deprecated
  • UnityEngine.iOS.LocalNotification
  • UnityEngine.iOS.RemoteNotification
  • UnityEngine.iOS.NotificationServices
  • Changes:
  • Timeline: Updated Timeline package to version 1.2.15
  • Improvements:
  • Android: Improve performance of constant buffer memory access on Adreno devices when using Vulkan (1248891)

New in Unity 2020.1.0 Beta 14 (Jul 1, 2020)

  • Fixes:
  • 2D: Disabled corner option does not work on existing SpriteShape upgraded from a previous version. (1241841)
  • 2D: Fixed "A Native Collection has not been disposed, resulting in a memory leak" is thrown when 2D Sprite Shape Controller is added. (1235972)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed error occurs when unselecting Cache Geometry for Sprite Shape prefab. (1246133)
  • 2D: Fixed error thrown when SRP is used with a TilemapRenderer in Individual mode whose chunk culling bounds are changed. (1251456)
  • 2D: Fixed InvalidOperationException thrown continuously on adding "Sprite Shape Controller" Component to a Sprite object. (1240514)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed OnGUI in SpriteShapeController creates GC allocs. (1240380)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed files named with capital letters in streaming assets not being compressed when building Android App Bundle. (1153358)
  • Asset Import: Non-set values for UVs in FBX files are imported with default value 0,0 in the Mesh. (1246876)
  • Asset Pipeline: Fixed for rare access violation in non-primary artifacts from ScriptedImporters. (1251262)
  • Asset Pipeline: Fixed issue triggering Asserts. (1238301)
  • Editor: Fixed an issue with Screen Space and World Space Cameras not rendering when frame debugger is enabled for Standalone player (1222579)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed inspector not displaying state and transition properties once duplicated. (1251586)
  • Editor: Fixed missing rollback button in Collab. (1252666)
  • Editor: Fixed the Shuriken Icon issue in inspector. (1198543)
  • Editor: Selecting a subset of changes for publishing immediately after project creation and enabling Collab service was broken. (1233459)
  • GI: Fixed two issues with transparent/cutout texture in URP not being baked or outlined correctly. (1246262)
  • Graphics: Added checks for YUV2 format when creating Cubemap or Texture3D. (1219296)
  • Graphics: Fixed missing submesh index range validation in Mesh.SetSubMesh & SetSubMeshes. (1232580)
  • Graphics: Fixed Shader.SetGlobalBuffer in dispatch execution using defaultCommandBuffer in VFXManager. (1253224)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed shadow casters culling still happening when shadows are disabled. (1247394)
  • Graphics: Fixed splash screen background texture not being deallocated. (1186265)
  • Graphics: Fixed splash screen logo and background textures not being deallocated. (1186265)
  • Graphics: Fixed various bugs when rendering into texture2darray slices as well as resolving texture2dmsarray into a non-multisampled texture on Nintendo Switch.
  • Graphics: Fixed Visible AO artifact on XBOX ONE (1167455)
  • Graphics: Fixed warmup of shaders with instancing variant crashing on some graphics api. (1245347)
  • Graphics: ImageConversion.EncodeArrayToXXX now converts input data if needed by the encoding algorithm. (1219010)
  • Graphics: Mesh.SetVertexBufferParams now issues a warning if vertex attributes are passed in non-expected order. (1199899)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed crash in Array.Copy when array size is >= 2GB.
  • IL2CPP: Fixed crash on startup when an exception is thrown executing a method with the RuntimeInitializeOnLoadMethodAttribute.
  • IL2CPP: Fixed crash when null is thrown in a try block. (1248335)
  • License: Fixed an issue where Headless (build-server) licenses did not work with only -batchmode. (1248890)
  • Nintendo Switch: Updated jam help menu. (1211974)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed Edit button after changes applied.
  • Particles: Disabled Particle System "Open In Editor" button when editing a preset. (1198545)
  • Particles: Fixed deselect when clicking a preset ParticleSystem icon. (1198545)
  • Physics: Fixed an issue where Cloth components interacting with colliders would behave incorrectly. (1219030)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where Cloth components would become bouncy/elastic at the start of the simulation. (1253075)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where the Cloth component's particles would inherit residual forces at startup and cause the cloth to behave erratically. (1251897)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue with the Cloth component's virtual particles being set incorrectly at creation.
  • Physics: Fixed crash while accessing Collider.attachedRigidbody property if ArticulationBody component is attached instead of Rigidbody.
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Physics: Fixed ray casts to work correctly with colliders having attached ArticulationBody components.
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Prefabs: Fixed CustomEditor OnEnable() called every frame if changing asset property in OnEnable() when prefab is selected from Project Window. (1239807)
  • Prefabs: Fixed Reset option is greyed out for scriptable objects. (1225233)
  • Scripting: Fixed crash/hang when large number of arrays are allocated. (1235202)
  • This is a change to a 2020.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed crash/hang when large number of arrays are allocated. (1235202)
  • This is a change to a 2020.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed issue with x64 jit codegen with regard to valuetype references. (1252663)
  • Shaders: Fixed bad GLSL for loop condition check generation on some cases. (1239923)
  • Version Control: Fixed Temp/Package files getting added when installing a UPM. (1250933)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Virtual Texturing: Fixed Streaming cache size setters not passing on arguments.
  • This is a change to a 2020.1.0b13 change, not seen in any released version, and will not be mentioned in final notes.
  • Windows: Fixed build icon's alpha value is not shown correctly (1209971)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Fixed incorrect mouse position in Wheel input events. (1213982)
  • Windows: Fixed NewInput not respecting swapped mouse buttons. (1242306)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Disabled legacy XR and warn users to use new XR Plug-in system. (1254401)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: Fixed order of single-pass instancing shader variables for gles3. (1187259)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • 2D: Added: Add HasTilemapChanges and ProcessTilemapChanges for TilemapCollider2D to immediately process Tilemap changes instead of waiting for batched processing in LateUpdate. (1234392)
  • 2D: Changed: Changed method TilemapCollider2D.HasTilemapChanges to property TilemapCollider2D.hasTilemapChanges.
  • Package Manager: Added: Added a new UnityEditor.PackageManager.Client.Resolve() method that forces the Package Manager to resolve packages again and re-synchronize the package cache.
  • Physics: Added: Added read only property Collider.attachedArticulationBody.
  • Physics: Added: Added read only property RaycastHit.articulationBody.
  • Changes:
  • 2D: Changed the default Editor line ending to OSNative for the 2D Template.
  • 2D: Changed the default resolution of the 2D Template to 1920 x 1080.
  • Android: Upgrade Android Gradle Plugin to 3.6.0 and Gradle to 5.6.4
  • Android: Use enableR8 setting in gradle.properties instead of useProguard in gradle template
  • Package Manager: Changed the design of the items in the Package List to be one line
  • Timeline: Updated Timeline package to 1.3.4
  • Improvements:
  • 2D: Improved samples to demonstrate the impact forced generattion of invisible Sprite Shapes have on scene load at runtime.
  • Editor: Naming scheme option was added to project Editor Settings. One of "Prefab (1)" (default), "Prefab.1" or "Prefab_1", with option for amount of number digits.

New in Unity 2020.1.0 Beta 13 (Jun 26, 2020)

  • Fixes:
  • 2D: Crash in ProcessVertices when applying texture type to Sprite for specific images. (1249106)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Gameobjects with regular Sprites and Sprite Skin are not added to the same Batch. (1248295)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Use correct starting Z depth for IsometricZAsY Grids when calculating camera bounds for TilemapRenderer. (1237963)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Copy mapping file from the correct location.
  • Bug Reporter: Fixed a folder compression failure when path length is bigger than 260 symbols. (1175262)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • DX12: make sure we dont create a rendertarget that has kSurfaceCreateNeverUsed flag set. (1244224)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Dont invalidate a serialized property if we resize an array to the same size in the context of single edition. (1246524)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed crash when Animator window is open. (1242026)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed editor performance regression due to too many GetTreeViewFolderSelection calls. (1244193)
  • Editor: Fixed game view flickering when resizing it while frame debugger is enabled. (1231978)
  • This is a change to a 2020.1.0a11 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed input lagging when the editor is running slow. (1251652)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed nondeterministic behavior when calling EditorApplication.isPlaying = true while scripts are compiling, so only one script reload happens. Before the fix either one or two script reloads would happen. (1233671)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Unity remote is no longer deprecated in the editor.
  • GI: Fixed fireflies artifacts in big outdoor scenes using area lights and directionnal lights in GPU lightmapper. (1244336)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed for case when TempBuffer is not released in memory when using deprecated Realtime Global Illumination. (1206727)
  • GI: Release temp gpu memory used by progressive lightmapper to improve denoising stability. (1117995)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: "API to modify Virtual Texturing settings was changed to be more user friendly and finer grained.
  • Changing settings will now cause existing caches to be recreated instead of only affecting the sizes of new caches." (1242335)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Adds the option to explicitly evict data in a region; the original invalidate will now keep the original "stale" data on your graphics hardware until refreshed. (1225497)
  • Graphics: In HDRP version 9+, directional lights could cause a blocky shadow artifact around areas affected by the light. (1249556)
  • Graphics: Re-enable building of PS4 Player when VT is enabled. (1250329)
  • iOS: Fixed iPhone bluetooth controller buttons not registering input. (1241180)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixes an issue that prevents native windows from overlapping the Unity view. (1247256)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Linux: Fixed Linux Editor's main window incorrectly scrolling the main window's contents when the mouse scrollwheel is used. (1130242)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed issue where sometimes more than one dropdown stays open. (1236216)
  • This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.
  • Mobile: Prevent iOS/tvOS simulator builds from being appended with device builds. (1216005)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where calling SetEnabledFading(false) for the first time would cause the cloth instance to immediately snap into place and not disable properly. (1170627)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where cloth constraints would reset when applying a mesh with the same number of vertices. (1242446)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where painting constraints with the gradient tool would not apply a gradient values. (1172171)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue with tethers not being created. (1238039)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed an issue where undoing removing a component while in Prefab Mode in Context would sometimes result in a NullReferenceException and certain properties not being properly patched up according to the "Show Overrides" setting. (1246913)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Prefabs: Fixed crash that happened if internal method IsPrefabInstanceHiddenForInContextEditing was called with null as parameter. (1249731)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Prefabs: Fixed UI in Prefab Mode in Context sometimes not being scaled correctly due to not transferring the referencePixelsPerUnit value to from the scene Canvas to the constructed Canvas. (1247533)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Added support for the new il2cpp_set_default_thread_affinity IL2CPP API. (1235709)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed Catalina OSX returning 0 for disk space on read only drives. (1221933)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed crash that occurred during domain reload that was caused by image set data being stored in the wrong image. (1224837)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting Upgrade: Fixed some false positive recursion errors in ApiUpdater. (1224800)
  • Shaders: Fixed potential hash collisions in Caching Preprocessor. (1251215)
  • This is a change to a 2020.1.0a13 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: Fixed UnityShaderCompiler process not freeing up memory when using Caching Preprocessor for Surface shaders. (1253081)
  • Windows: Fixed changing refresh rate without changing resolution in exclusive fullscreen mode. (1251723)
  • This is a change to a 2020.1.0a21 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: Fixed issue with multiple point cloud trackables when AR session is stopped and restarted.
  • API Changes:
  • Editor: Added: Added MeshUtility.AcquireReadOnlyMeshData(). Mirrors Mesh.AcquireReadOnlyMeshData() found in the run-time, but bypasses the read/write check to permit reading data from a non-readable Mesh in the editor.
  • Changes:
  • 2D: Allowed users to edit Tile Palette with Brushes if the Tile Palette is unlocked and empty and the user is in Edit mode.
  • 2D: Fixed the URL when selecting Help for the Tile class.
  • 2D: layoutGrid is now used for GridBrushEditorBase preview calls.
  • Shaders: Relaxed macro expansion rules in Caching Preprocessor for token pasting (## operator) to always use expanded arguments instead of non-expanded arguments.
  • Timeline: Updated Timeline package to version 1.3.3

New in Unity 2019.4.1 (Jun 21, 2020)

  • Fixes:
  • Android: Copy mapping file from the correct location
  • Android: Detect new layout Android SDK tools (1229382)
  • Android: Fix freeze on Galaxy S20 when using OpenGL ES GPU skinning with blend shapes (1236183)
  • Android: Unity analytics does not get advertising ID anymore
  • Animation: Fixed a crash that occurred when trying to reactivate a game object with an invalid playable output (1245074)
  • Animation: Fixed manipulation jitters in the Animation Window recording with 2D IK character setups. (1225191)
  • Asset Bundles: Fix bug that prevented adding a scriptable object defined in a precompiled assembly to an AssetBundle (1184918)
  • Asset Import: Fixed assert errors of memory leak when EditorSceneManager.NewScene is called in OnPostprocessAllAssets. (1249386)
  • Audio: Fixed editor crash on changing 'System Sample Rate' when Audio track preview is being played in Timeline window. (1232743)
  • Bug Reporter: Fix a folder compression failure when path length is bigger than 260 symbols (1175262)
  • DX12: make sure we dont create a rendertarget that has kSurfaceCreateNeverUsed flag set (1244224)
  • Editor: Assembly References to package assemblies break IDE projects (1248962)
  • Editor: Dont invalidate a serialized property if we resize an array to the same size in the context of single edition (1246524)
  • Editor: Fix crash when Animator window is open. macOS (1242026)
  • Editor: Fix Entering Playmode with Scene Reload disabled crashes when DestroyImmediate is used in OnDisable (1250550)
  • Editor: Fixed issue where refresh timestamp in Package Manager/In Project view would not update correctly. (1254141)
  • Editor: Fixed nondeterministic behavior when calling EditorApplication.isPlaying = true while scripts are compiling, so only one script reload happens. Before the fix either one or two script reloads would happen. (1233671)
  • Editor: Fixing double consecutive OnDisable calls for inspectors while entering playmode or during assembly reload (1159201)
  • Editor: Preset target has the Preset asset name in the Preset inspector instead of a blank name so custom inspector can always rely on the .target.name value to be the asset one. (1210891)
  • Editor: prevents hang from calling capturescreenshotastexture() outside of playmode (1238552)
  • Editor: Removed "macOS Color Picker" editor preference setting (that setting only ever partially worked anyway, e.g. it did not support HDR colors). (1231003)
  • Editor: Stop sending gyro settings to Unity Remote if nothing's changed. (1206221)
  • Graphics: Fix loads from RWTexture in OpenGL ES 3.1 compute shader (1224442)
  • Graphics: Fix partial loads from RWTexture when using OpenGL ES, Metal, Vulkan (1227481)
  • Graphics: Fix RWBuffer in OpenGL ES 3.1 compute shaders (1237688)
  • Graphics: Fix unnecessary memory barriers generated when UAVs are bound as read-only on Nintendo Switch.
  • Graphics: RenderDoc integration crash fixed. (1208237)
  • Graphics: Setting MeshRenderer.additionalVertexStreams doesn't use the correct override Color when SRP Batcher is enabled (1250239)
  • Graphics: VFX : Fix Shader.SetGlobalBuffer in dispatch execution using defaultCommandBuffer in VFXManager. (1253224)
  • Graphics: VFX parameters are not set when the gameobject is immediately deactivated and is not selected in the Hierarchy (1230230)
  • IL2CPP: Correct the implementation of ConcurrentBag so that it works with ETW managed code stripping. (1230447)
  • iOS: Fix iPhone bluetooth controller buttons not registering input (1241180)
  • iOS: Fixes an issue that prevents native windows from overlapping the Unity view. (1247256)
  • iOS: Include GameController framework whenever Input class is used in code, this will ensure MFI controllers like Dualshock will be discovered on application start. (1211074)
  • iOS: Properly detect Dualshock gamepad during application start when new input system is used on iOS, the issue was because GameController framework was not included in exported project. AppleTV didn't had this bug, since GameController is always included in AppleTV's Xcode project. (1244053)
  • Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows. (1239227)
  • macOS: Fixed Bundle Identifier from Player Settings not matching the generated Xcode project bundle identifier on macOS Standalone (1221132)
  • Mobile: Fix CoreLocation framework being falsely shown as "default" in plugin importer (moved to "frequent" list). (1222455)
  • Mobile: Fix horizontal axis input from MFI controllers on iOS 13. (1239980)
  • Mobile: Fix iOS applicationIdentifier resetting during project upgrade. (1225872)
  • Mobile: Fix iPad Spotlight icon name label in PlayerSettings. (1239020)
  • Mobile: Prevent iOS/tvOS simulator builds from being appended with device builds (1216005)
  • Package Manager: Fixed an issue in the UnityEngine.PackageManager.Client.Pack method did not properly use the contents of .gitignore when .npmignore was missing.
  • Package Manager: Fixed an issue in the UnityEngine.PackageManager.Client.Pack method which could sometimes result in file permission issues.
  • Package Manager: Fixed an issue where npm authentication configuration was ignored when there was an extraneous slash at the end of the configured registry URL.
  • Package Manager: Fixed an issue where the Unity Package Manager could take more time to start up than the 10 seconds allotted by Unity.
  • Package Manager: Fixed an issue where the Client.GetAllPackageInfo method would silence errors and return an empty list of packages when there were registry reachability issues.
  • Particles: Fix opaque particle lighting in deferred rendering (1193339)
  • Particles: Fixed sub-emitters using the wrong position when first emitting. (1247219)
  • Physics: Fixed an issue where calling SetEnabledFading(false) for the first time would cause the cloth instance to immediately snap into place and not disable properly. (1170627)
  • Physics: Fixed an issue where cloth constraints would reset when applying a mesh with the same number of vertices (1242446)
  • Physics: Fixed an issue where painting constraints with the gradient tool would not apply a gradient values (1172171)
  • Physics: Fixed an issue with tethers not being created (1238039)
  • Prefabs: Fixed 50% of all object references appear as null within a scripts OnBeforeSerialize callback, during domain reloads. (1152124)
  • Prefabs: Fixed ShowPrefabAssetRestructuringDialog crash when adding a RectTranform on an object (1243637)
  • Scripting: Added support for the new il2cpp_set_default_thread_affinity IL2CPP API (1235709)
  • Scripting: Changed behavior on debugger-agent, if we can't parse new behavior we now return invalid_argument instead of asserting. (1197204)
  • Scripting: Fixed crash that occurred during domain reload that was caused by image set data being stored in the wrong image. (1224837)
  • Scripting: Fixed issue where deserializing an abstract class containing a hierarchy of classes would fail and throw an unhelpful exception. (1204074)
  • Scripting: Fixes Catalina OSX returning 0 for disk space on read only drives. (1221933)
  • Scripting: Potential fix for random crash. (1232819)
  • Shaders: Fixed regression in shader error state reporting with ShaderUtil.GetAllShaderInfo() (1248017)
  • TextCore: - Updated FontEngine to improve performance as well as reduce memory allocations.
  • Fixed Font Asset Creation process not using Multi-Threading in the Editor when using SDF8, SDF16 and SDF32 modes.
  • Fixed memory allocation issue when retrieving glyph adjustment pairs.
  • Fixed PairAdjustmentRecords returning a value of infinity with certain font files.
  • Fixed incorrect PairAdjustmentValues when using SDF8, SDF16 and SDF32 modes.
  • SDF, SDF8, SDF16 and SDF32 modes no longer use hinting to improve glyph sampling at low point size.
  • TextCore: FontEngine.GetGlyphPairAdjustmentTable OutOfMemoryException (1249491)
  • TextCore: Incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes (1249493)
  • TextCore: TMP - Kerning Values are incorrect when using SDF8, SDF16 and SDF32 Render modes (1249497)
  • Version Control: Fix Temp/Package files getting added when installing a UPM (1250933)
  • XR: Fixed latency increase caused by prediction fixes.
  • API Changes:
  • Graphics: Added: Image conversion into a NativeArray is supported.
  • ImageConversion.EncodeNativeArrayToTGA
  • ImageConversion.EncodeNativeArrayToJPG
  • ImageConversion.EncodeNativeArrayToPNG
  • ImageConversion.EncodeNativeArrayToEXR
  • Package Manager: Changed: The enableLockFile option is now enabled by default when absent from the project manifest
  • Changes:
  • 2D: Allowed users to set 0 for Offset Distance for a Composite Collider 2D.
  • Improvements:
  • Package Manager: Dependency resolution now automatically resolves trivial conflicts.
  • Package Manager: Improved performance of Package Manager metadata requests sent to the registry.
  • Physics: Make the MeshCollider fast midphase work on all platforms. (1213433)

New in Unity 2020.2.0 Alpha 15 (Jun 17, 2020)

  • Fixes:
  • 2D: Fix exception when creating UXML template asset with 2D Animation package installed (1222158)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed "Unapplied import settings" doesn't prompt when Apply button is clicked on the TextureImporter when changes are made both in Sprite Editor Window and TextureImporter (1244077)
  • 2D: Fixed a crash in ProcessVertices when applying texture type to Sprite for specific images. (1249106)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an InvalidOperationException that was thrown continuously on adding "Sprite Shape Controller" Component to a Sprite object. (1240514)
  • 2D: Fixed an issue where an error would occur when unselecting Cache Geometry for SpriteShape prefab. (1246133)
  • 2D: Fixed an issue where Gameobjects with regular Sprites and Sprite Skin were not added to the same Batch. (1248295)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an issue where Native Collection was not disposed when disabling 2D SpriteShape controller. (1235972)
  • 2D: Fixed an issue where the disabled corner option did not work on existing SpriteShape upgraded from a previous version. (1241841)
  • 2D: Fixed an issue with GC allocation in SpriteShapeController::OnGUI. (1240380)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an issuw where an error was thrown when SRP is used with a TilemapRenderer in Individual mode whose chunk culling bounds are changed. (1251456)
  • 2D: Fixed NullReferenceException when creating prefab with SpriteSkin component. (1245149)
  • 2D: Fixed PSDImporter for 32 bit PSD file format (1230120)
  • 2D: Removed unused XR dependency in 2D Animation package (1249390)
  • 2D: Retain cells set in the GridBrush when doing a Move (1244347)
  • AI: Added OffMeshLink component Reset functionality (1155287)
  • Android: Fix artifacts when using opaque texture combined with MSAA and HDR on some Mali devices using OpenGL ES as Graphics API (1246823)
  • This is a change to a 2020.2.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Android: Fix depth when rendering to backbuffer with BlitType Auto/Never
  • Android: Fixed an issue where Android cutout's y coordinate in windowed mode. (1248638)
  • Android: Fixed an issue where Multithreaded Rendering setting would use the incorrect platform settings.
  • Android: Unity analytics does not get advertising ID anymore (1246484)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed a crash that happened when ScriptPlayableOutput::ScriptProcessFrame was called after destroying a playableOutput. (1251399)
  • Animation: Fixed a crash that occurred when trying to reactivate a game object with an invalid playable output (1245074)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed a crash that would happen when calling the GetBoneTransform on a humanoid with no left finger (1228811)
  • Animation: Fixed a issue where the Animation Preview does not find the model when using Generic Animation Type. (1246400)
  • Animation: Fixed an issue where the editor crashes when opening Animator transition settings with specific hierarchy. (1242608)
  • Animation: Fixed an issue where threshold values with commas would not save in blend tress (817322)
  • Animation: Fixed manipulation jitters in the Animation Window recording with 2D IK character setups. (1225191)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed and issue where Non-set values for UVs in FBX files were imported with default value 0,0 in the Mesh. (1246876)
  • Asset Pipeline: Fixed a rare access violation issue in non-primary artifacts from ScriptedImporters. (1251262)
  • Asset Pipeline: Fixed a small performance regression when batch copying assets via scripts (1238732)
  • Asset Pipeline: Native plugins are imported together with scripts (1249129)
  • Audio: Fixed editor crash on changing 'System Sample Rate' when Audio track preview is being played in Timeline window. (1232743)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: Reduced amount of garbage collection performed inside the ContentBuildInterface.
  • CodeEditor: Fixed and issue where teh assembly references to package assemblies break IDE projects.
  • Editor: Assembly References to package assemblies break IDE projects (1248962)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Dont invalidate a serialized property if we resize an array to the same size in the context of single edition (1246524)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix ArgumentNullException thrown threw on clicking About Unity (1250808)
  • This is a change to a 2020.2.0a13 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fix assembly hot reload inside the editor. (1251134)
  • Editor: Fix crash when Animator window is open. macOS (1242026)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix Entering Playmode with Scene Reload disabled crashes when DestroyImmediate is used in OnDisable (1250550)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix rare Editor hang on OSX when building to player. (1251001)
  • Editor: Fixed a race condition during input shutdown when unloading an input library on Windows. (1250096)
  • Editor: Fixed an issue by adding null check. (1211302)
  • Editor: Fixed an issue where clicking the right edge of textures icon in material inspector would open a asset selection window. (1248553)
  • Editor: Fixed an issue where plugin resolution would fail if a plugin had two chained library extensions (1217894)
  • Editor: Fixed an issue where rollback button in Collab was missing. (1252666)
  • Editor: Fixed an issue where the context menu Reset was not functioning as intended with Assembly Definition and Reference files. (1217217)
  • Editor: Fixed an issue where the Editor toggle boxes could not be toggled when mouse is not over the checkbox. (1252258)
  • Editor: Fixed an issue with "Select Shader" option in inspector shader context menu. (1231531)
  • Editor: Fixed an issue with the inspector not displaying state and transition properties once duplicated. (1251586)
  • Editor: Fixed editor main window doesn't remember maximized editor from the last session. (1247222)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed game view flickering when resizing it while frame debugger is enabled. (1231978)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed incorrect element height issue in Sprite Editor secondary texture list. (1250862)
  • This is a change to a 2020.2.0a13 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed input lagging when the editor is running slow. (1251652)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed issue where the free move's surface snap (shift+control) didn't use the new HandleUtility.PlaceObject extendable API.
  • Editor: Fixed issues with AspectRatioFitter component (1199877)
  • Editor: Fixed property window cascading even though no property windows are opened. (1251625)
  • Editor: Fixed Scene View picking hidden gizmos. (1248308)
  • This is a change to a 2020.2.0a11 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the Click Offset area for a GUI Button. (1240174)
  • Editor: Fixed the editor's menu bar flickering when the Standalone Profiler and Unity About windows are opened while the profiler is recording. (1229009)
  • Editor: The projection property in the Camera inspector is now properly getting the blue indicator, if changed in a prefab. (1197771)
  • Editor: Unity remote is no longer deprecated in the editor
  • GI: Fix performance regression in Progressive Lightmapper (CPU). (1206706)
  • GI: Fixed an issue where moving an Object while baking would break directionality while using GPU progressive lightmapper. (1238156)
  • GI: Fixed an issue where progressive lightmapper never finished in auto mode with progressive updates turned on. (1245087)
  • This is a change to a 2020.2.0a11 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed fireflies artifacts in big outdoor scenes using area lights and directionnal lights in GPU lightmapper (1244336)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed issue where the Shadowmask location message is on all lighting modes, not just Shadowmask. (1250895)
  • This is a change to a 2020.2.0a13 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixes two issues with transparent/cutout texture in URP not being baked or outlined correctly. (1246262)
  • Graphics: - DX11 backend no longer crashes if constantbuffer values are being changed with incompatible shader bound (1246991)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: API to modify Virtual Texturing settings was changed to be more user friendly and finer grained.
  • Changing settings will now cause existing caches to be recreated instead of only affecting the sizes of new caches.
  • Graphics: Fix a crash when calling Graphics.DrawMeshNow without first having called material.SetPass successfully. (1236602)
  • Graphics: Fix corrupt 3D texture when texture compression is used while Editor is running D3D11 or D3D12 and build target is Android (1249625)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fix Editor crash when using 2bpp PVRTC for 3D textures
  • Graphics: Fixed a crash when using the Inspector to select a different Mesh for a SkinnedMeshRenderer. (1230006)
  • Graphics: Fixed an abrupt editor exit issue when EncodeToJPG was used with gray-scale textures. (1250290)
  • This is a change to a 2020.2.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed an issue where assigning values into empty global cbuffer would cause the whole state to be considered invalid in DX11. (1251442)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue with a missing submesh index range validation in Mesh.SetSubMesh and SetSubMeshes. (1232580)
  • Graphics: Fixed invalid GLSL code generation with result variable participating in comparisons. (1229297)
  • Graphics: Fixed shadow casters culling still happening when shadows are disabled (1247394)
  • Graphics: Fixed various bugs when rendering into texture2darray slices as well as resolving texture2dmsarray into a non-multisampled texture on Nintendo Switch.
  • Graphics: Fixed warmup of shaders with instancing variant crashing on some graphics api (1245347)
  • Graphics: Fixes for UVMeshMetric calculation
  • Graphics: Improved performance of image blitter operations (1248228)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: In HDRP version 9+, directional lights could cause a blocky shadow artifact around areas affected by the light. (1249556)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Mesh.SetVertexBufferParams now issues a warning if vertex attributes are passed in non-expected order. (1199899)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Re-enable building of PS4 Player when VT is enabled (1250329)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Some scene could throw DebugAssert 6 == cullData.shadowSliceCullPlanesCount[0] and may have spotlight shadow rendering clipping error. (1250937)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: TotalTime is inconsistent with sum of deltaTime (1237608)
  • Graphics: VFX : Fixed Shader.SetGlobalBuffer in dispatch execution using defaultCommandBuffer in VFXManager. (1253224)
  • Graphics: VFX parameters are not set when the gameobject is immediately deactivated and is not selected in the Hierarchy (1230230)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Correctly convert delegates that have reference return types. (1247218)
  • IL2CPP: Fixed a crashe in IL2CPP player startup, related to some network configurations (VPNs). (1242001)
  • This is a change to a 2020.2.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • IL2CPP: Properly throw a NullReferenceException for 'throw null;' statements in C# code. (1248335)
  • IL2CPP: Properly throw an exception from a finally block nested in a try/catch block. (1248673)
  • Input System: Corrects inconsistent display names in the input debugger on macos. (1210302)
  • iOS: Fixes an issue that prevents native windows from overlapping the Unity view. (1247256)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Include GameController framework whenever Input class is used in code, this will ensure MFI controllers like Dualshock will be discovered on application start. (1211074)
  • macOS: Fix issue on MacOS where VSync was not locking framerate when in fullscreen. (1239354)
  • macOS: Fixed issue where the color picker would select the wrong color when using a non-sRGB color profile on your monitor. (1218845)
  • Mobile: Removed notification package from Tests/GeneratedTests/PackageIsolationTests/Assets/Resources/ExemptionList.json to clean the console test. (1252209)
  • Package Manager: Fixed a crash where the Library/PackageManager/ProjectCache.bin file could not be read after upgrading Unity and required manually deleting the file. (1252920)
  • Package Manager: Fixed an issue in the UnityEngine.PackageManager.Client.Pack method did not properly use the contents of .gitignore when .npmignore was missing.
  • Package Manager: Fixed an issue in the UnityEngine.PackageManager.Client.Pack method which could sometimes result in file permission issues.
  • Package Manager: Fixed and issue with label superposition of the toggle button when using 4k screen. (1243974)
  • Package Manager: Fixed issue where Package Manager UI shows empty list when there's an error in ScopedRegistry settings
  • Particles: Disabled Particle System "Open In Editor" button when editing a preset.
  • Particles: Fixed deselect when clicking a preset ParticleSystem icon. (1198545)
  • Physics: Fix performance regression when updating large numbers of Tiles in a TilemapCollider2D. (1248214)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where calling SetEnabledFading(false) for the first time would cause the cloth instance to immediately snap into place and not disable properly. (1170627)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where cloth constraints would reset when applying a mesh with the same number of vertices (1242446)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where painting constraints with the gradient tool would not apply a gradient values (1172171)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue with ray casts not working correctly with colliders that have attached ArticulationBody components.
  • Physics: Fixed an issue with tethers not being created (1238039)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed crash while accessing Collider.attachedRigidbody property if ArticulationBody component is attached instead of Rigidbody.
  • Physics: Update the profiler entry name for Physics.CheckSphere (1215381)
  • Plugins: Fixed an issue where the XboxOne native extension dll to fail gracefully if required dll's are not found.
  • Prefabs: Fixed an issue where undoing removing a component while in Prefab Mode in Context would sometimes result in a NullReferenceException and certain properties not being properly patched up according to the "Show Overrides" setting. (1246913)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed crash that happened if internal method IsPrefabInstanceHiddenForInContextEditing was called with null as parameter. (1249731)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed Inspector for Prefab Asset not getting rebuilt after saving due to checking for changed hashes prior to calling AssetDatabase.StopAssetEditing(). (1249658)
  • This is a change to a 2020.2.0a13 change, not seen in any released version, and will not be mentioned in final notes.
  • Prefabs: Fixed suppressed components on Prefab instances incorrectly appearing as if they're removed components. For example if a Prefab instance has an added Rigidbody component and a Rigidbody is later added to the Prefab Asset as well, the one from the Asset will be suppressed (not be created) on the instance so avoid there being two Rigidbodies on the same GameObject. The suppressed one would previously appear as if it was a removed component override, even though it wasn't. (1240146)
  • Prefabs: Fixed UI in Prefab Mode in Context sometimes not being scaled correctly due to not transferring the referencePixelsPerUnit value to from the scene Canvas to the constructed Canvas. (1247533)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixes error message when trying to open second standalone profiler. The original window will now try to focus. (1247511)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Ensure Roslyn server (VBCSCompiler.exe) is terminated when Editor is closed to prevent locked files. (1183240)
  • Scripting: Fix an error for async debug of a generic method (1241280)
  • This is a change to a 2020.2.0a10 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fix issue with AnimatorController not included when strip engine code is enabled. (1156093)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed a crash when large number of arrays were allocated. (1235202)
  • Scripting: Fixed an issue with double clicking on Debug.Log* messages in the console would open the wrong line/file in some cases. (1245152)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed crash that was occurred when the managed debugger would attempt to load a pdb that had zero sequence points. (1241344)
  • Scripting: Fixing case where ArrayTypeMismatchException was being thrown incorrectly. (1235903)
  • Scripting: Prevent statistics logging errors from impacting customers (1241238)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Do not reinflate untouched instances from SerializedProperty when reading back the object from the serialized data. (1193322)
  • Shaders: Fix Caching Preprocessor output for double colon in shaders (A::B). (1250805)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed a potential hash collisions issue in Caching Preprocessor. (1251215)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed an issue where the UnityShaderCompiler process was not freeing up memory when using Caching Preprocessor for Surface shaders. (1253081)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed bad GLSL for loop condition check generation on some cases. (1239923)
  • TextCore: - Updated FontEngine to improve performance as well as reduce memory allocations.
  • Fixed Font Asset Creation process not using Multi-Threading in the Editor when using SDF8, SDF16 and SDF32 modes.
  • Fixed memory allocation issue when retrieving glyph adjustment pairs.
  • Fixed PairAdjustmentRecords returning a value of infinity with certain font files.
  • Fixed incorrect PairAdjustmentValues when using SDF8, SDF16 and SDF32 modes.
  • SDF, SDF8, SDF16 and SDF32 modes no longer use hinting to improve glyph sampling at low point size.
  • TextCore: Added Multi-Threading to Font Asset Creation process in the Editor.
  • TextCore: Fixed incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes (1249493)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • TextCore: Fixed memory allocation issue when retrieving glyph pair adjustment records. (1249491)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • TextCore: TMP - Kerning Values are incorrect when using SDF8, SDF16 and SDF32 Render modes (1249497)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fixed an issue with transparent UI and render textures. UI is now renders with multiplied alpha in the shader. This might effect some UI that is rendered to a render texture but will also be proper. (1234878)
  • Version Control: Fixed an issue where Temp/Package files were getting added when installing a UPM. (1250933)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Version Control: Fixed not being able to set VCS mode when running editor session with -vcsModeSession argument
  • WebGL: Fix an issue where Transform.position of an element on a canvas could return incorrect value in Start method in WebGL. (1234614)
  • WebGL: Fixed WebAssembly streaming for compressed WebGL builds when naming files as hashes. (1223772)
  • Windows: Fixed an incorrect mouse position in the Wheel input events. (1213982)
  • Windows: Fixed an issue where NewInput was not respecting swapped mouse buttons. (1242306)
  • Windows: Fixed changing refresh rate without changing resolution in exclusive fullscreen mode. (1251723)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Add Built-in VR Public API deprecation (1247425)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed an issue where partial viewport clear on texture arrays on platforms that can't clear non-fullscreen.
  • API Changes:
  • Android: Added: Added UnityEngine.Android.Permission.RequestUserPermission(string permission, PermissionCallbacks callbacks), allows you to subscribe for permission request results
  • Android: Changed: Application.RequestAdvertisingIdentifierAsync does nothing now
  • Editor: Added: Add EditorTool.OnActivated and EditorTool.OnWillBeDeactivated
  • Editor: Added: Add new Scene Template workflow to the editor.
  • Editor: Added: Added a pausable progress API
  • https://unity3d.atlassian.net/browse/EC-749
  • Editor: Added: Added an API to report progress with steps instead of percentage.
  • https://unity3d.atlassian.net/browse/EC-750
  • Editor: Added: Added an API to specify a task's priority.
  • https://unity3d.atlassian.net/browse/EC-751
  • Editor: Added: Added MeshUtility.AcquireReadOnlyMeshData(). Mirrors Mesh.AcquireReadOnlyMeshData() found in the run-time, but bypasses the read/write check to permit reading data from a non-readable Mesh in the editor.
  • Editor: Added: Expose Tools.viewToolActive, allowing external tools to appropriately react to Scene View navigation tool overrides.
  • Editor: Added: Scripting: Creating localized GUIContent become easier than ever for Package.: L10n.TextContent(string str) and so forth.
  • Editor: Changed: Provide more context when formatting Help URL so redirection can happen on the server.
  • Editor: Removed: Remove Progress.RunTask API.
  • Graphics: Added: Added API to the Searcher package for entry synonyms to enabled searching Shader Graph nodes with related queries (eg: searching "scalar" will populate with the "vector 1" node).
  • Graphics: Added: Added new signature for ScriptableRenderContext.DrawRenderers() to allow custom tag name to be used for render-state overrides.
  • Graphics: Changed: Extension API added for CommandBuffers to control the placement of render targets in fast GPU memory (where it is supported by the platform)
  • Package Manager: Added: Added a new UnityEditor.PackageManager.Client.Resolve() method that forces the Package Manager to resolve packages again and re-synchronize the package cache.
  • Physics: Added: Added API to ArticulationBody for limitation of maximum velocities: maxJointVelocity and maxLinearVelocity properties.
  • Physics: Added: Added API to ArticulationBody for the entire articulation hierarchy drive targets and cache manipulation: index property, GetDofStartIndices, GetDriveTargets/SetDriveTargets, GetDriveTargetVelocities/SetDriveTargetVelocities, GetJointPositions/SetJointPositions, GetJointVelocities/SetJointVelocities, GetJointAccelerations/SetJointAccelerations, GetJointForces/SetJointForces.
  • Physics: Added: Added API to ArticulationBody to compute the Jacobian matrix for entire articulation hierarchy to be used for IK.
  • Physics: Added: Added API to ArticulationBody to manipulate velocity and angular velocity of root body: velocity and angularVelocity property setters.
  • Physics: Added: Added read only property Collider.attachedArticulationBody .
  • Physics: Added: Added read only property RaycastHit.articulationBody .
  • Profiler: Added: Added ProfilerRecorder api which allows to access memory and draw stats in Players.
  • Scripting: Added: Added IJobParallelForTransform.ScheduleReadOnly which provides better parallelization for read-only transform jobs
  • Scripting: Added: Added Object.InstanceIdToObject and Object.InstanceIDToObjectList.
  • Shaders: Added: Added ComputeShader specific overloads in ShaderKeyword class.
  • Version Control: Added: Add new methods to AssetModificationProcessor class making VCS support code more robust.
  • XR: Added: Expose new fields to SystemInfo so that SRP and end-users can have more knowledge about graphics capabilities required for single-pass rendering techniques
  • Changes:
  • 2D: Add correct help url for Tile class
  • 2D: Allow user to edit Tile Palette with Brushes if Tile Palette is unlocked and user is in Edit mode when Tile Palette is empty
  • 2D: Remove Tile create asset menu item
  • 2D: Use layoutGrid for GridBrushEditorBase preview calls
  • Android: Moved UnityEngine.Android.AndroidDevice from UnityEngine.dll to UnityEngine.AndroidJNIModule.dll
  • Android: Moved UnityEngine.Android.Permission from UnityEngine.dll to UnityEngine.AndroidJNIModule.dll
  • Android: Use enableR8 setting in gradle.properties instead of useProguard in gradle template
  • Editor: Removed 3D With Extras template
  • Editor: Removed Asset Store integration from the Project Browser. (1240939)
  • Graphics: Exposed mesh function to set UV Distribution metric (for procedurally generated meshes with mip streaming) (1248390)
  • iOS: Removed OpenGL ES support on iOS/tvOS
  • Package Manager: Added a General Preference option to allow customizing the log level used by the Unity Package Manager for the Editor.log and upm.log files. This preference is saved and re-used across sessions, and it is overridden by the effects of the -enablePackageManagerTraces command-line argument.
  • Shaders: Relaxed macro expansion rules in Caching Preprocessor for token pasting (## operator) to always use expanded arguments instead of non-expanded arguments.
  • Timeline: Updated Timeline package version to 1.4.0-preview.7
  • Improvements:
  • 2D: 2D Menus reorganised for creation of default assets and GameObjects for better user experience in level white boxing and prototyping
  • 2D: Allow SpriteShape meshed to be pre computed
  • Android: Do basic Application.genuine implementation, where it would check if package name set in Player Settings matches with the one acquired at runtime.
  • Android: Moved noCompress settings from launcher project to unitylibrary. (1239760)
  • Android: Print Company Name, Product Name in the log during application start, thus if the game is pirated can be used as additional proof that it's your game
  • Asset Import: Added support for 3DsMax's Simplified Physical Material from FBX files in the Model Importer.
  • Asset Pipeline: AssetDatabase.LoadMainAssetAtPath documentation
  • DX12: Improved CPU performance when building Ray Tracing Acceleration Structures.
  • Editor: Added support for Ray Tracing Shader (DX12) dispatches information in the Frame Debugger.
  • Editor: GradientFields and Gradient editor can now have their color interpreted as linear.
  • Editor: Improved inspector performance for large text asset files (1241212)
  • Editor: Naming scheme option was added to project Editor Settings. One of "Prefab (1)" (default), "Prefab.1" or "Prefab_1", with option for amount of number digits.
  • Editor: Removed redundant preview packages message from the title bar.
  • Editor: The "user message" for an assert is now shown on the first line when output, so it shows up directly in the Console view, rather than seeing a general "Assertion failure" message and needing to look at expanded details to find it.
  • Editor: Unity no longer writes a UTF8 BOM to new scripts it creates (Assets -> Create -> C# Script, etc). BOM's cause problems with various tools, especially those related to source control, and the original reason for this functionality (bad encoding handling in very old editors) has not been a problem for a long time.
  • GI: Adding API to set/get the LSA on loaded scenes
  • Graphics: Fix necessary memory barriers generated when UAVs are bound as read-only on Nintendo Switch.
  • Graphics: Improve Hybrid Renderer V2 error handling when incompatible shaders are detected (1240162)
  • Graphics: Improved shader property error messages.
  • Graphics: Support DXT5nm normal maps on Android, iOS, tvOS (1235914)
  • Graphics: There is now an option to delay acquiring the swapchain buffer until it is actually used when rendering in Vulkan.
  • Graphics: VFX Internal performance test marker
  • iOS: Changed the way we generate version defines in trampoline - now we guarantee that they can be compared numerically and all versions are supported (we were missing defines before for bad reasons) (1244796)
  • Mobile: Update Mobile Notification verified package version to 1.3.0
  • Package Manager: - Package interoperability with Unity IAP: the Unity IAP package can now work directly with the UDP Package instead of maintaining its own UDP dll.
  • User permissions can be set at the Project level.
  • UDP Settings: inspector window activated when invoking the asset file; faster load and sync times.
  • General code refinements.
  • Package Manager: Dependency resolution now automatically resolves trivial conflicts.
  • Package Manager: Improved the install from git url visual in the Package Manager window.
  • Package Manager: Include the Package Manager lock file (Packages/packages-lock.json) in the BugReporter report.
  • Particles: Allow any number of colliders in the Collision and Trigger modules.
  • Prefabs: General prefab editor performance have been improved
  • Profiler: Added ability to specify profiler category for ProfilerMarker
  • Profiler: Visualize Async Loading flow in Profiler Timeline View
  • Scripting: Fixed and improved the Scripting API documentation for CommandBuffer.DispatchRays and RayTracingShader.Dispatch.
  • Shaders: #line directives can now be turned on and off via a toggle in Shader and Compute Shader inspectors.
  • Shaders: Compute shader preprocessed source now has indentation.
  • Shaders: Improved #line directive output for preprocessed source.
  • Shaders: Preprocessed source now ends up in a text file named differently from compiled source.
  • Shaders: Reduced in-Editor memory usage for Compute shaders.
  • UI: Add the ability to have wrap around navigation for horizontal and vertical navigation.
  • XR: XR Statistics caches thread-safe stats that only get promoted to 'live' data after a render pass. However a number of data points need to be 'initialized' before we actually render a frame (like Frame Rate).
  • Features:
  • Asset Pipeline: Consistency check of assets using '-consistencyCheck' and when force reimporting through project window.
  • Editor: Added Editor Tool Contexts, allowing custom tools to override the built-in transform tools.
  • Editor: Built-in Visual Studio C# solution generator will now include Root Namespace from Assembly Definition Files in the generated C# project files.
  • Editor: com.unity.editorcoroutines version 1.0.0 is now verified
  • Editor: Profile Analyzer (com.unity.performance.profile-analyzer) is now a verified package
  • Editor: Updated to ProBuilder 4.3.1
  • Graphics: Virtual Texturing is now supported on Universal Windows Platform.
  • IL2CPP: Add Il2CppEagerStaticClassConstructionAttribute which can be used to avoid overhead associated with static constructors.
  • Mobile: Added Adaptive Performance Settings.
  • Package Manager: Distinguish between operation and state errors
  • Particles: Added Local and Shape Scaling Mode support when using Mesh Renderer and Skinned Mesh Renderer in the Shape module.
  • Particles: Query which colliders a particle is interacting with, when using the Trigger module
  • Physics: Expose Joint.connectedArticulationBody to be able to link ArticulationBody and Rigidbody hierarchies together with the means of regular Joints
  • Profiler: Added a new Module Editor to support creating custom Profiler modules and visualising user-defined performance counters alongside built-in performance metrics.
  • Services: Unity Distribution Portal package support now available in the Services Window
  • Shaders: Implemented Shader Livelink support.
  • Shaders: Scriptable stripping support for compute shaders

New in Unity 2020.1.0 Beta 12 (Jun 11, 2020)

  • Fixes:
  • 2D: Fixed exception when creating UXML template asset with 2D Animation package installed (1222158)
  • 2D: Fixed PSDImporter for 32 bit PSD file format. (1230120)
  • 2D: Restore the SceneView ShowGrid setting to its original state when exiting the Unity Editor while a Tilemap Editor Tool is active. (1241119)
  • Android: Detect new layout Android SDK tools. (1229382)
  • Android: Fixed failing texture compression in Linux Editor. (1222219)
  • Android: Unity analytics does not get advertising ID anymore.
  • Animation: Fixed a crash that occurred when trying to reactivate a game object with an invalid playable output (1245074)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed manipulation jitters in the Animation Window recording with 2D IK character setups. (1225191)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed an issue where files authored in earlier versions, which reference objects imported by scripted importers, might lose the link to those files. (1189088)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Replacing an erroneous "=" with "|=" in GarbageCollectSharedAssets. (1227148)
  • Editor: Fixed an issue where Editor crashes when Undo is performed. (1242926)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed assembly References to package assemblies breaking IDE projects. (1248962)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed double consecutive OnDisable calls for inspectors while entering playmode or during assembly reload. (1159201)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed Entering Playmode with Scene Reload disabled crashes when DestroyImmediate is used in OnDisable. (1250550)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Removed "macOS Color Picker" editor preference setting (that setting only ever partially worked anyway, e.g. it did not support HDR colors). (1231003)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: When using EditorWindowTitle in Hi dpi the icon path is wrongly formatted. (1242300)
  • Graphics: FIxed DX11 backend crashing if constantbuffer values are being changed with incompatible shader bound. (1246991)
  • This is a change to a 2020.1.0b9 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed issue where a Canvas in Screen space camera mode has a 0 height when a non standard custom projection matrix is set. (1203097)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed trying to assign values into empty global cbuffer causing the whole state to be considered invalid in DX11. (1251442)
  • Graphics: Fixed unnecessary memory barriers generated when UAVs are bound as read-only on Nintendo Switch.
  • Graphics: Some scene could throw DebugAssert 6 == cullData.shadowSliceCullPlanesCount[0] and may have spotlight shadow rendering clipping error. (1250937)
  • Graphics: VFX parameters are not set when the gameobject is immediately deactivated and is not selected in the Hierarchy. (1230230)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed Bundle Identifier from Player Settings not matching the generated Xcode project bundle identifier on macOS Standalone. (1221132)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mobile: Fixed CoreLocation framework being falsely shown as "default" in plugin importer (moved to "frequent" list). (1222455)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mobile: Fixed horizontal axis input from MFI controllers on iOS 13. (1239980)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mobile: Fixed iOS applicationIdentifier resetting during project upgrade. (1225872)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mobile: Fixed iPad Spotlight icon name label in PlayerSettings. (1239020)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue in the UnityEngine.PackageManager.Client.Pack method did not properly use the contents of .gitignore when .npmignore was missing.
  • Package Manager: Fixed an issue in the UnityEngine.PackageManager.Client.Pack method which could sometimes result in file permission issues.
  • Package Manager: Fixed an issue where npm authentication configuration was ignored when there was an extraneous slash at the end of the configured registry URL.
  • Package Manager: Fixed an issue where the Unity Package Manager could take more time to start up than the 10 seconds allotted by Unity.
  • Package Manager: Fixed an issue where the Client.GetAllPackageInfo method would silence errors and return an empty list of packages when there were registry reachability issues.
  • Package Manager: Fixed issue with 'not logged in' error occurring when first opening Editor with My Assets open in Package Manager.
  • Particles: Fixed sub-emitters using the wrong position when first emitting. (1247219)
  • Physics: Don't declare PhysX as a separate middleware for the purposes of the Nintendo Switch game submission. (1248691)
  • Physics: Fixed performance regression when updating large numbers of Tiles in a TilemapCollider2D. (1248214)
  • This is a change to a 2020.2.0a11 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Improved UX for trying to launch multiple standalone profilers. Unity will now to try to focus the window instead of displaying an error message. (1247511)
  • Shaders: Fixed Caching Preprocessor output for double colon in shaders (A::B). (1250805)
  • Shaders: Fixed regression in shader error state reporting with ShaderUtil.GetAllShaderInfo() (1248017)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • TextCore: - Updated FontEngine to improve performance as well as reduce memory allocations.
  • Fixed Font Asset Creation process not using Multi-Threading in the Editor when using SDF8, SDF16 and SDF32 modes.
  • Fixed memory allocation issue when retrieving glyph adjustment pairs.
  • Fixed PairAdjustmentRecords returning a value of infinity with certain font files.
  • Fixed incorrect PairAdjustmentValues when using SDF8, SDF16 and SDF32 modes.
  • SDF, SDF8, SDF16 and SDF32 modes no longer use hinting to improve glyph sampling at low point size.
  • TextCore: Added Multi-Threading to Font Asset Creation process in the Editor.
  • TextCore: Fixed FontEngine.GetGlyphPairAdjustmentTable OutOfMemoryException. (1249491)
  • TextCore: Fixed incorrect kerning values when using SDF8, SDF16 and SDF32 Render modes. (1249497)
  • TextCore: Fixed incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes (1249493)
  • TextCore: Fixed incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes. (1249493)
  • TextCore: Fixed memory allocation issue when retrieving glyph pair adjustment records. (1249491)
  • WebGL: The rounding function we were using to support HDPI scaling is incorrect for negative numbers. (1231678)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Added Built-in VR Public API deprecation. (1247425)
  • XR: Fixed for lack of vulkan support for additional graphics queue in graphics device. (1221658)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Re-enabled dynamic MSAA levels with Vulkan and FFR. (1226502)
  • API Changes:
  • Android: Changed: Application.RequestAdvertisingIdentifierAsync does nothing now
  • Editor: Obsoleted: Mark Progress.RunTask as obsolete in 2020.1 as it will get removed in 2020.2
  • Package Manager: Changed: The enableLockFile option is now enabled by default when absent from the project manifest
  • Changes:
  • Editor: Removed 3D With Extras template
  • Improvements:
  • 2D: Allow SpriteShape meshed to be pre computed
  • Asset Pipeline: Backport AssetDatabase API documentation examples from trunk by @jokubask
  • Package Manager: Dependency resolution now automatically resolves trivial conflicts.
  • Package Manager: Improved performance of Package Manager metadata requests sent to the registry.
  • Shaders: Caching shader preprocessor now recognises ellipsis (but no variadic macros support).

New in Unity 2019.4.0 (Jun 10, 2020)

  • Fixes:
  • 2D: Use correct starting Z depth for IsometricZAsY Grids when calculating camera bounds for TilemapRenderer (1237963)
  • 2D: [Windows] Unity crashes when packing big amount of atlases (1219643)
  • Android: Fixed an issue where master sprite atlases did not use the specified ETC2 fallback format (1175291)
  • Animation: Fixed a bug where selected GameObjects are deleted when entering Play Mode and "Failed to unpersist" error is thrown (1222757)
  • Asset Import: Adding multiple MonoBehaviour scripts on the same GameObject using OnPostprocessModel during a ModelImporter import does not log uniqueness warning on new assets. It still does log the message on already imported assets because all references to it would be lost otherwise. (1176912)
  • Asset Import: Fixed an issue where files authored in earlier versions, which reference objects imported by scripted importers, might lose the link to those files (1189088)
  • Asset Import: Fixed an issue where upgrading a project to Asset Database v2 could throw 'unknown script' errors
  • Editor: Fixed an Editor issue on Windows where while in playmode and paused one or more CPUs would be utilized at 100%. (1219619)
  • Editor: Fixed an issue where Editor crashes when Undo is performed. (1242926)
  • GI: Fixed GI baking in batchmode when using Scriptable Render Pipelines. (1211448)
  • GI: Fixed the lightmapper sometimes getting stuck, especially on undo after moving instances or changing resolutions. (1144403)
  • Graphics: Fixed crash on VFXParticleSystem::RenderQuadIndirectCommand right before playing a Particle Quad in Play mode (1232862)
  • Graphics: Fixed crash when trying to load RenderDoc while using OpenGL / DirectX12 Graphics API Backend. (1149494)
  • Graphics: Fixed Graphics.DrawProcedural crash on old (pre-SSE4.2) CPUs, when using DX11 or DX12. (1241288)
  • Graphics: Fixes a crash when requesting read back into NativeArray multiple times, or using a very small NativeArray. (1194440)
  • IL2CPP: Fix JSON exception when building project with large number of scenes (1240780)
  • IL2CPP: GetIPProperties().GatewayAddresses now properly runs on MacOS (1226597)
  • iOS: Delete LaunchImage folder when doing iOS build. (1240800)
  • Linux: Fixed Linux Editor's main window incorrectly scrolling the main window's contents when the mouse scrollwheel is used. (1130242)
  • Linux: Fixed scroll mouse events not being parsed in the editor when the mouse cursor lock mode is set to locked. (1219781)
  • macOS: Resolved crash that would happen when baking lighting using the GPU progressive lightmapper. (1160419)
  • Scripting: Fix issue with AnimatorController not included when strip engine code is enabled (1156093)
  • Scripting: Prevent statistics logging errors from impacting customers (1241238)
  • Serialization: Make sure that we create managed instances that have empty classes when deserializing YAML data (1183547)
  • Shaders: Fixed an issue with local keywords when using fallback shaders. (1238838)
  • Shaders: Fixed broken shader variant tracking in the editor. (1169786)
  • XR: Set the appropriate Vulkan usage flag for the fragment density map.
  • Changes:
  • Multiplayer: Updated com.unity.multiplayer-hlapi package version from 1.0.4 to 1.0.6, automatically added when upgrading older projects (1152421, 1243934)
  • XR: XRDevice.isPresent has been flagged as Obsolete and will be removed in the future. (1215467)

New in Unity 2020.2.0 Alpha 13 (Jun 5, 2020)

  • Fixes:
  • Android: Files named with capital letters in streaming assets are not compressed when building Android App Bundle (1153358)
  • Animation: Fixed a crash where the animation clip custom target was null as it was still in a transform binding mode (1228823)
  • Asset Import: Fixed an issue where files authored in earlier versions, which reference objects imported by scripted importers, might lose the link to those files (1189088)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: AudioSampleProviderChannel tests had become unstable because a StackAllocator initialization was performed too late. Native tests were affected because they have a startup sequence that expose a race condition no present in runs with the full engine. (1204080)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: Avoid backing up symbols for Burst if the symbols will be copied anyway. (1243916)
  • This is a change to a 2020.2.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Do not generate invalid project files when 'Open by file extension' is chosen. (1246567)
  • Editor: Fix collab enabling itself after being turned off (1244885)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix the issue with Foldout click rect not aligning with the icon (1244058)
  • Editor: Fixed "Handles.Repaint called outside an editor OnGUI" error when folding out an Avatar Mask's Node Name property. (1244003)
  • Editor: Fixed an issue by setting the font size property value to zero in reset function. (1239786)
  • Editor: Fixed an issue where Editor crashes when Undo is performed. (1242926)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where SearchField style of custom editors does not match with other Search Fields in the editor. (1243420)
  • Editor: Fixed an issue with Screen Space and World Space Cameras not rendering when frame debugger is enabled for Standalone player (1222579)
  • Editor: Fixed issue with event data not being reset on subsequent clicks after the first one (1219722)
  • Editor: Fixed Texture 2D Array support to the Render Texture Editor. (1238898)
  • Editor: Static Analysis found I missed a spot to check if a pointer was NULL (1229276)
  • Editor: Xcode projects generated for MacOS standalone builds will now correctly copy native plugins (1237217)
  • GI: Fixed issue where a rounding issue break the Inspectors Float Range slider in linear colour space on gamma properties. (1245429)
  • GI: Fixed missing tooltips for Light Probe Proxy Volume. (1245432)
  • GI: Release temporary baking buffers store in GPU memory before running denoisers. That way the GPU denoiser has enough memory available. (1117995)
  • Graphics: Crash on VFXParticleSystem::RenderQuadIndirectCommand right before playing a Particle Quad in Play mode (1232862)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix a crash in the Editor when switching from HDRP to builtin pipeline in Graphics Settings. (1246590)
  • Graphics: Fix crash when null is passed in to Material.GetTexturePropertyName().
  • Graphics: Fix crash when null is passed in to Material.GetTexturePropertyNameIDs(). (1238775)
  • Graphics: Fixed Graphics.DrawProcedural crash on old (pre-SSE4.2) CPUs, when using DX11 or DX12. (1241288)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Removed a hitch on creation of large textures on DX12
  • Graphics: [RenderPass][Vulkan] Fixed crash when using shader pass uses not first input attachment
  • IL2CPP: Fix JSON exception when building project with large number of scenes. (1240780)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fix iOS Achievements Callback GameCenter Crash (1087475)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: fixed iOS append build failing (1248692)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Resolved crash that would happen when baking lighting using the GPU progressive lightmapper. (1160419)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mobile: Fix CoreLocation framework being falsely shown as "default" in plugin importer (moved to "frequent" list). (1222455)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mobile: Fix horizontal axis input from MFI controllers on iOS 13. (1239980)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mobile: Fix iOS applicationIdentifier resetting during project upgrade. (1225872)
  • Mobile: Fix iPad Spotlight icon name label in PlayerSettings. (1239020)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Changed function signature and comments
  • Package Manager: Fix AssetStore package display issue with poor internet connection
  • Package Manager: Fixed an issue where npm authentication configuration was ignored when there was an extraneous slash at the end of the configured registry URL.
  • Package Manager: Fixed an issue where the Unity Package Manager could take more time to start up than the 10 seconds allotted by Unity.
  • Package Manager: Fixed an issue where the Client.GetAllPackageInfo method would silence errors and return an empty list of packages when there were registry reachability issues.
  • Particles: Fixed sub-emitters using the wrong position when first emitting. (1247219)
  • Physics: Don't declare PhysX as a separate middleware for the purposes of the Nintendo Switch game submission (1248691)
  • Prefabs: Fixed CustomEditor OnEnable() called every frame if changing asset property in OnEnable() when prefab is selected from Project Window (1239807)
  • Prefabs: Fixed Reset option is greyed out for scriptable objects (1225233)
  • Profiler: Fix wrong flow positioning for samples in collapsed threads in Profiler Window (1246868)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed hang when enabling Callstacks in Profiler Window. (1246880)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Correct an error in the UnityLinker with System.Text.Json.dll is used. (1241237)
  • Scripting: Script importing no longer fails when method is called on integer literal. (1247409)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: "Preprocess only" checkbox now saves its state when switching inspectors (1235744)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed a corner case in concatenation handling by Caching Shader Preprocessor (1235706)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed include priority resolution in Caching Shader Preprocessor (1235664)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed regression in shader error state reporting with ShaderUtil.GetAllShaderInfo() (1248017)
  • UI Toolkit: Fixed exceptions thrown when an exceedingly long text mesh is truncated. (1230939)
  • Version Control: Provider.CheckoutIsValid correctly returns false for exclusively locked files by remote user.
  • WebGL: Fix build error when AllowDebugging option is enabled for WebGL platform. (1210338)
  • XR: Fixed application of MSAA in Vulkan Multiview.
  • XR: Set the appropriate Vulkan usage flag for the fragment density map.
  • XR: XRDevice.isPresent has been flagged as Obsolete and will be removed in the future. (1215467)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes
  • 2D: Added: Added an overload for GenerateGridSpriteRectangles with an extra parameter (bool keepEmptyRects) to allow users to keep empty rects as Sprites.
  • 2D: Changed: Changed method TilemapCollider2D.HasTilemapChanges to property TilemapCollider2D.hasTilemapChanges.
  • Graphics: Added: New API to allow the implementing Custom Render Textures on C# side, skipping completely the builtin Updates.
  • Graphics: Added: When binding a depthStencil buffer as read-only resource, a new flag to separately handle depth and stencil resources has been added. This solves an issue several platforms that do not allow sampling a depth resource that is also partially bound for rendering (stencil write) unless specific flags are specified.
  • Mobile: Added: Adding the new iPhone SE 2nd gen to enum with iOS device generations.
  • Package Manager: Changed: The enableLockFile option is now enabled by default when absent from the project manifest
  • XR: Changed: Definition of types in platform-support packages will look slightly different from when the affected subsystem base classes appeared in 2020.2 a8. (1247628)
  • This is a change to a 2020.2.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Changes:
  • Android: Upgrade Android Gradle Plugin to 3.6.0 and Gradle to 5.6.4
  • Package Manager: Added the UnityEditor.PackageManager.Client.LogLevel property that allows configuring the log level used by the Unity Package Manager for the upm.log file.
  • Shaders: Caching Shader Preprocessor is now the default preprocessor used for shaders.
  • Improvements:
  • Asset Import: Sped up search using glob syntax for discovering project assets.
  • DX12: Improve CPU performance when binding ray tracing shaders.
  • Editor: Add a command-line "vcsModeSession" argument to set VCS mode for the current editor session only (1226304)
  • Editor: Arrays and lists in the inspector can be reorderable now. Use [Reorderable] attribute on your script variables to turn this on.
  • Editor: Editor's Scripting Define Symbols settings array replaced with a reorderable list (1242149)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Pressing Frame Selected second time will focus on the object's handle/gizmo.
  • Editor: Scene view "Shaded Wireframe" mode can work with SRPs now, via ScriptableRenderContext.DrawWireOverlay.
  • Graphics: Extended supported types/formats for RWTexture2D when using Vulkan and OpenGL ES
  • Package Manager: Improved performance of Package Manager metadata requests sent to the registry.
  • Features:
  • Editor: Add "Enable debugging to all projects" button to "C# Debugger Attached" dialog and made text more descriptive.
  • Editor: Adds support for Roslyn Reference Assemblies. Skips compilation of assembly references if the metadata for the modified assembly does not change. Reference Assemblies are enabled by default, but can be disabled with "Use Reference Assemblies" option in the player settings.

New in Unity 2020.1.0 Beta 11 (Jun 5, 2020)

  • Fixes:
  • 2D: [HDRP] Expanding invalid MinMaxAABB errors are thrown on creating SpriteShape controller. (1242623)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed a bug where selected GameObjects are deleted when entering Play Mode and "Failed to unpersist" error is thrown. (1222757)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: AudioSampleProviderChannel tests had become unstable because a StackAllocator initialization was performed too late. Native tests were affected because they have a startup sequence that expose a race condition no present in runs with the full engine. (1204080)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed editor crash on changing 'System Sample Rate' when Audio track preview is being played in Timeline window. (1232743)
  • DX12: Fixed buffer upload issues when using SetComputeBufferData on DX12 async compute. (1238431)
  • Editor: Fixed "Exception: This method should have been replaced by codegen" error in Unity.Entities after fixing compile errors that were emitted on editor startup. (1240746)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed "Exception: This method should have been replaced by codegen" error in Unity.Entities when entering play mode while recompiling all scripts. (1241198)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed a crash processing old fbx files with legacy animations. (1209240)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an Editor issue on Windows where while in playmode and paused one or more CPUs would be utilized at 100%. (1219619)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed collab enabling itself after being turned off. (1244885)
  • Editor: Fixed crash when undoing an array resize of a SerializeReferene array on a SerializeReference instance. (1244028)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed GI baking in batchmode when using Scriptable Render Pipelines. (1211448)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed the lightmapper sometimes getting stuck, especially on undo after moving instances or changing resolutions. (1144403)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Updated cookie support UI and API. (1229691)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed crash in VFXParticleSystem::RenderQuadIndirectCommand right before playing a Particle Quad in Play mode. (1232862)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed crash on PrepareShadowMaps when entering Play Mode. (1233829)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed Graphics.DrawProcedural crash on old (pre-SSE4.2) CPUs, when using DX11 or DX12. (1241288)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed Reflection Probes blending values not being normalized in some circumstances. (1233991)
  • IL2CPP: Fixed a severe performance regression in UnityLinker when building a player for UWP. (1229420)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • IL2CPP: Fixed GetIPProperties().GatewayAddresses not properly running on MacOS. (1226597)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed JSON exception when building project with large number of scenes. (1240780)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed .pdb files being added to non development XCode builds. (1232798)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed iOS append build failing. (1248692)
  • This is a change to a 2020.2.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • macOS: Resolved crash that would happen when baking lighting using the GPU progressive lightmapper. (1160419)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue with remote captures where the Editor would freeze due to missing serialized data. (1244421)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed hang when enabling Callstacks in Profiler Window. (1246880)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed wrong flow positioning for samples in collapsed threads in Profiler Window. (1246868)
  • Scripting: Fixed issue with AnimatorController not included when strip engine code is enabled. (1156093)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed Script importing failing when method is called on integer literal. (1247409)
  • This is a change to a 2020.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Prevented statistics logging errors from impacting customers. (1241238)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Fixed the order of main object/instance object deserialization callbacks in the presence managed references. (1216813)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Make sure that we create managed instances that have empty classes when deserializing YAML data. (1183547)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed "Preprocess only" checkbox not saving its state when switching inspectors. (1235744)
  • Shaders: Fixed a corner case in concatenation handling by Caching Shader Preprocessor (1235706)
  • Shaders: Fixed an issue with local keywords when using fallback shaders. (1238838)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed include priority resolution in Caching Shader Preprocessor (1235664)
  • XR: Fixed HDRP mirror view modes not working. (1238533)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed Vulkan usage flags for the fragment density map.
  • API Changes:
  • 2D: Added: Added an overload for GenerateGridSpriteRectangles with an extra parameter (bool keepEmptyRects) to allow users to keep empty rects as Sprites.
  • Features:
  • Editor: Add "Enable debugging to all projects" button to "C# Debugger Attached" dialog and made text more descriptive.

New in Unity 2019.3.15 (Jun 5, 2020)

  • Fixes:
  • 2D: Fix ObjectOverrides for Tilemap Prefab Instance when comparing with the original Tilemap Prefab saved from a previous editor version (1240640)
  • 2D: OnGUI in SpriteShapeController creates GC allocs. (1240380)
  • 2D: [Backport] [2D] "Sprite Shape Renderer" component icon is missing in the Inspector (1240471)
  • 2D: [HDRP] Expanding invalid MinMaxAABB errors are thrown on creating SpriteShape controller (1242623)
  • Animation: Fixed a crash when disconnecting an animation playable and reconnecting it later in a playable graph (1223570)
  • Asset Bundles: Fix crash when bundle is asyncload and unload in the same frame (1246930, 1248861)
  • Asset Import: Fixed issue in Model importer material remapping section where selecting none twice in the Object Selector locks it. (1243020)
  • Asset Import: Fixed SpriteAtlas packing issue when texture importers having been badly migrated from old version of Unity and have a compression quality of -1 in their settings. (1222441)
  • Asset Pipeline: Asset Import results can now have dependencies to script types. If an asset has a dependency to a script type, the asset will now get re-imported if script type serialization format changes. (1216914)
  • Asset Pipeline: Asset Import results can now have dependencies to script types. If an asset has a dependency to a script type, the asset will now get re-imported if script type serialization format changes. (1215729)
  • Asset Pipeline: Editor stops repainting and throws exceptions when creating new Scene inside AssetDatabase.StartAssetEditing() (1221325)
  • Asset Pipeline: Fixed crashes happening when calling (ADBv2) SetImporterOverride directly from OnAssetsModified for a new asset that hasn't been imported previously (i.e. dragged into the project browser). (1231143)
  • Asset Pipeline: Fixing editor freeze when importing meta file which have more than 100 megabytes of user data. (1241933)
  • Asset Pipeline: Source Asset reloading improved, so that loaded objects get reloaded, if the associated script is modified (1141360)
  • Build Pipeline: Fix rare race condition causes error message when calling AssetBundle.LoadAsset and then immediately unloading the bundle. (1181323)
  • Build Pipeline: Fixed the incorrect file header size outputted in the Editor.log after a build (1209767)
  • Editor: - Metal: Fixes a resource leak issue in some scenarios where a view is being repainted constantly (1229502)
  • Editor: Ensure we do not save the isDarkTheme in an asignable variable to ensure users cannot bypass entitlement. (1243064)
  • Editor: Fix "Exception: This method should have been replaced by codegen" error in Unity.Entities after fixing compile errors that were emitted on editor startup. (1240746)
  • Editor: Fix "Exception: This method should have been replaced by codegen" error in Unity.Entities when entering play mode while recompiling all scripts. (1241198)
  • Editor: Fix an issue where secondary container windows can pop up out-of-bounds on Linux if the display is resized (1227209)
  • Editor: Fix crash attempting to import Substance file using the old Substance plugin. (1242605)
  • Editor: Fix crash when undoing an array resize of a SerializeReferene array on a SerializeReference instance. (1244028)
  • Editor: Fix Standalone profiler who was throwing an exception in OnGUI because m_VertSplit wasn't properly setup. (1244345)
  • Editor: Fixed a GUILayout exception switching to Prefab Mode. (1225712)
  • Editor: Fixed an issue where a console error is thrown when holding the control/command key and dragging objects in the hierarchy window. (1222971)
  • Editor: Fixed an issue where Unity exceptions are continuously thrown when the tags are reset. (1240105)
  • Editor: Fixed crash in RenderTexture::SetActive when entering the Play Mode (1181415)
  • Editor: Fixed editor windows appearing black when showing up along with a modal dialog (1240849)
  • Editor: Fixed renaming asset while scripts are re-compiling. (1233782)
  • Editor: Scripts will now be recompiled with updated scripting defines, after a restart when the input mode has been changed. (1214248)
  • Editor: Use the higher resolution of an icon for floating dpi values (1226384)
  • GI: Fixes a crash in the CPU lightmapper due to out of bounds access to the light grid. (1118524)
  • Graphics: Delayed acquiring the swapchain buffer when rendering with Vulkan (1247359)
  • Graphics: Do not perform rendering during OnValidate/CheckConsistency. This will invariably fail. (1218663)
  • Graphics: Errors appear when modifying a directional light with a reflection probe when HDRMode is R11G11B10 (1217364)
  • Graphics: Filters out VFXRenderer from inspector (1206884)
  • Graphics: fix image layout complaint from vulkan validation layer by making sure we dont have multiple barriers for the same image (1223210)
  • Graphics: fix ShaderInputNotProduced vulkan validation layer complaint by adding colorwrite properly for the shadow pass (1223211)
  • Graphics: Fix slow down in Mesh API for some projects. (1233944)
  • Graphics: Fix validation error when using SRGB format for UAV (1221278)
  • Graphics: Fixed a crash where instancing properties are absent from the MaterialPropertyBlock object sent to DrawMeshInstanced calls. Fixed path-finding bug in which floating point errors would cause agents to take potentially large, spurious detours. (1115627)
  • Graphics: Fixed an issue with warnings inside SpeedTreeWind.cginc regarding pow() not working for negative numbers (1243948)
  • Graphics: Fixed crash in shader prewarming when using scriptable render pipeline (1230177)
  • Graphics: Fixed memory leak when using -batchmode command line argument and particles, lines or trails. (1224501)
  • Graphics: Implement frame pacing for Stadia (1232776)
  • Graphics: Incorrect colors due to copying from BGRA to RGBA format
  • Graphics: MegaCity 2019.3 port crashes the editor when a subscene is streamed in and starts rendering
  • Graphics: Mesh.RecalculateTangents no longer trims UVs to Vector2, if incoming mesh had Vector3 or Vector4 UVs. (1243747)
  • Graphics: Suppress HW-tier variants for SRPs. Disable tier-settings when an SRP is in use. (1211204)
  • Graphics: Vulkan: Increased internal limitation of 64 descriptors per set to 128, fixes compatibility with some complex shaders (1225246)
  • Graphics: When there is no renderpipeline tag specified in a shader match all pipelines, this was an oversight from a 19.3 refactoring and is now fixed. (1204237)
  • IMGUI: Fixed the cursor position when Home End keys are pressed. (1182094)
  • Input: Errors are Constantly thrown when Active Input Handling is set to Input System Package in HDRP and URP templates (1176974)
  • iOS: check for Application.RequestAdvertisingIdentifierAsync too when determining if ads api is used (1242276)
  • iOS: fixed an occasional crash on exit (1238768)
  • iOS: fixed ReplayKit.APIAvailable returning false on the first call (1233569)
  • iOS: Fixed showing Broadcasting ViewController on phones in landscape orientation (1232967)
  • Linux: Fix for "OnApplicationFocus" not being received on toggling between game view and any other window in the Editor. (1119030)
  • macOS: Fixed issue where repeatedly spamming the eyedropper button could hang the Editor. (1239843)
  • macOS: Fixed unreadable text in macOS installer in dark mode (1210046)
  • macOS: Fixes crash when changing Device to Use setting from Automatic to Intel GPU (1242057)
  • macOS: Improves the module installation button in Build Settings (1219284)
  • Particles: Fix applying a preset in the MinMaxCurve pop-out editor window. (1237306)
  • Particles: Fix crash/visual corruption when using GPU Instanced mesh particles. (1230566)
  • Particles: Fix memory overwrite/corruption when using shadow casting particle lights (1051422)
  • Physics: Fix a memory leak producing 2D physics collision callbacks when the multithreaded solver option is active. (1237323)
  • Prefabs: Fix crash on InstantiatePrefabDrag when dragging a Prefab to a Scene (that deletes its PrefabInstance handle in OnEnable) (1229166)
  • Prefabs: Fix Dragging a UI Prefab to the Scene view incorrectly shows it in the Hierarchy and an ArgumentOutOfRangeException is thrown. (1223793)
  • Prefabs: Fix that Editor logs errors when adding/removing a Component while Prefab is selected in a locked Inspector. (1231637)
  • Prefabs: References could be lost if a prefab was edited and saved after a player build. (1238280)
  • Prefabs: References following an array of a class that only contains a single boolean is now correctly remapped when the prefab is instantiated. (1199466)
  • Prefabs: Self-reference to variant via property overrride is now correctly mapped to an internal reference (1233462)
  • Profiler: Fixed an issue with remote captures where the Editor would freeze due to missing serialized data
  • Profiler: Fixed an issue with remote captures where the Editor would freeze due to missing serialized data (1244421)
  • Profiler: Fixed chart highlight when selecting a simplified scripting sample in the CPU Profiler Timeline. (1246653)
  • Profiler: Fixed issue where "Unrecognized block header in profiler data" would occur when building and running multiple times with autoconnect profiler enabled would occur. (1217256)
  • Profiler: Fixed Timeline view Selection tool-tip being offset when expanding threads so that the thread with the selection goes out of view. (1242260)
  • Scripting: Fixed - Added support for dialects of Chinese language in Application.systemLanguage. (1206732)
  • Scripting Upgrade: avoids checking VCS if only files outside /assets folder needs updating. (1217542)
  • Serialization: Disable unstable test for case 1247566
  • Serialization: Return a sound static element type name, when a SerializedProperty pointing to a managed reference array (not an actual array item) (1225769)
  • Serialization: SerializedProperty named guid will now be handled correctly when serialized to and from yaml. (1222969)
  • Shaders: Local keyword no longer removed when loaded from player asset bundle. (1232272)
  • UI: Fix Canvas size when Game window exists but is hidden since the Editor start (1225919)
  • UI Elements: Fixed issue with click events passing through the inspector preview if it's drawn over other inspector components. (1233159)
  • UI Elements: Optimize StyleVariablesContext hash computation
  • UI Elements: Slider drop shadow would not properly follow indicator (1206341)
  • Video: Changed texSubImage to texImage, in order to solve some browser specific rendering issues in WebGL Videos (1188316)
  • WebGL: The rounding function we were using to support HDPI scaling is incorrect for negative numbers. (1231678)
  • XR: Fix for excess memory compares in stereo and built-in matrix buffer updates during draw calls on Quest. (1243086)
  • XR: Fixed a crash during shutdown on Android apps using Google's ARCore SDK for Unity. (1197049)
  • XR: Fixes a lock/hang on splash screen on Oculus Quest when using IL2CPP and the Strip Engine Code option. (1227107)
  • XR: fixes automatic upgrading for URP and HDRP projects
  • XR: Implement full render pass/render param support for XR SDK providers. (1222873)
  • XR: Linux Editor no longer attempts to load Resonance Audio library when running on machines that don't support SSE 4.1 instructions (1207680)
  • XR: XR: Fixed HDRP mirror view modes not working. (1238533)
  • API Changes:
  • 2D: Added: Added an overload for GenerateGridSpriteRectangles with an extra parameter (bool keepEmptyRects) to allow users to keep empty rects as Sprites.
  • Changes:
  • 2D: Added Auto-Slicing and Keep Empty Rects options when selecting Grid Slicing in the Sprite Editor.
  • XR: Updated Oculus XR Plugin package to 1.3.4.
  • Improvements:
  • Android: Documentation clarified for Application.targetFrameRate behavior on mobile devices.
  • Editor: Added a Warning HelpBox in Preferences under Enable Code Coverage to notify users about lower performance when Code Coverage is enabled (1241660)

New in Unity 2020.2.0 Alpha 12 (May 29, 2020)

  • Fixes:
  • 2D: Fix ArgumentNullException thrown when a Prefab is deleted while the Tile Palette window is open (1241125)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fix Eraser tool changing to Paint tool after a mouse drag (1241157)
  • This is a change to a 2020.2.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fix ObjectOverrides for Tilemap Prefab Instance when comparing with the original Tilemap Prefab saved from a previous editor version (1240640)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed Edge and Polygon 2D collider tools not supporting multiple selection. (1224661)
  • 2D: Normal map renders differently with 2D lights when packed in sprite atlas (1230210)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Use correct starting Z depth for IsometricZAsY Grids when calculating camera bounds for TilemapRenderer (1237963)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: [HDRP] Expanding invalid MinMaxAABB errors are thrown on creating SpriteShape controller (1242623)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: [Windows] Unity crashes when packing big amount of atlases (1219643)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fix freeze on Galaxy S20 when using OpenGL ES GPU skinning with blend shapes (1236183)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed Autoconnect Profiler option when device is connected with USB only (1244618)
  • Android: Normalize slashes for JDK/SDK/NDK/Gradle paths (1244305)
  • Android: With sporadic freeze when using Vulkan on Mali devices
  • Animation: Fixed a crash that happened when destroying AnimationPlayables (1231355)
  • Animation: Handle null live link nodes. (1228989)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed issue in Model importer material remapping section where selecting none twice in the Object Selector locks it. (1243020)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed SpriteAtlas packing issue when texture importers having been badly migrated from old version of Unity and have a compression quality of -1 in their settings. (1222441)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Importers does not lose selection anymore when the imported asset changes its type. (1182598)
  • Asset Import: Replacing an erroneous "=" with "|=" in GarbageCollectSharedAssets (1227148)
  • Asset Pipeline: A imported asset dependency on a source asset could lead to a wrong import.
  • Asset Pipeline: Editor stops repainting and throws exceptions when creating new Scene inside AssetDatabase.StartAssetEditing() (1221325)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fix for instability where .meta files are not parsed right. (1214122)
  • Asset Pipeline: Fixes indeterministic results when calling AssetDatabase.ImportAsset on assets with dependencies. (1238675)
  • Asset Pipeline: Fixing editor freeze when importing meta file which have more than 100 megabytes of user data. (1241933)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: Fixed bug in the Managed SpookyHash algorithm that was causing some bytes at the end of the buffer to not be incorporated into the hash for specific buffer sizes.
  • CodeEditor: RIDER - "The specified path is not of a legal form (empty)"
  • CodeEditor: RIDER - Guarantee that sln and csproj files are present, when OpenProject is called
  • Core: Fixes crash when IME Strings got too long. (1226610)
  • DX12: Fix buffer upload issues when using SetComputeBufferData on DX12 async compute (1238431)
  • DX12: Fix Ray Tracing Shaders always crashing in single threaded mode (when using -force-gfx-st command line argument) (1245130)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • DX12: make sure we dont create a rendertarget that has kSurfaceCreateNeverUsed flag set (1244224)
  • Editor: - Metal: Fixes a resource leak issue in some scenarios where a view is being repainted constantly (1229502)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Ensure we do not save the isDarkTheme in an asignable variable to ensure users cannot bypass entitlement. (1243064)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix "Exception: This method should have been replaced by codegen" error in Unity.Entities after fixing compile errors that were emitted on editor startup. (1240746)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix "Exception: This method should have been replaced by codegen" error in Unity.Entities when entering play mode while recompiling all scripts. (1241198)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix crash attempting to import Substance file using the old Substance plugin. (1242605)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix crash when undoing an array resize of a SerializeReferene array on a SerializeReference instance. (1244028)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix Standalone profiler who was throwing an exception in OnGUI because m_VertSplit wasn't properly setup. (1244345)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed "Show in Explorer" option in Windows Editor. (1242660)
  • This is a change to a 2020.2.0a10 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an Editor issue on Windows where while in playmode and paused one or more CPUs would be utilized at 100%. (1219619)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue to enable scroll down automatically when first frame of logs does not fit in console window. (1241533)
  • Editor: Fixed editor performance regression due to too many GetTreeViewFolderSelection calls (1244193)
  • Editor: Fixed editor windows appearing black when showing up along with a modal dialog (1240849)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed freeze when Time.timeScale is set to NaN (1216135)
  • Editor: Fixed inspector element being actively refreshed when nothing is happening. (1223682)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed main editor window is no longer maximized when resetting the layout. (1179646)
  • Editor: Fixed prefab inspector scrollview jumping around when editing values. (1240841)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed property dropdown of "Surface Effector 2D" doesn't expand until the mouse cursor is moved in Properties Window. (1243958)
  • Editor: Fixed rare unstable asset hash
  • Editor: Fixed rebuilding gizmo renderers caused an performance regressions. (1238713)
  • Editor: Fixed script execution order values being cropped when using certain UI scaling values (mostly 125%). (1182109)
  • Editor: Fixed selection outline flicker when HDRP temporal anti-aliasing (TAA) is used in the scene view. (1204961)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed skybox persisting in scene after drag cancellation
  • Editor: Fixed the Performance of transform in playmode. (1241857)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the Shuriken Icon issue in inspector. (1198543)
  • Editor: Fixed unable to select any option in Simulate Layers Dropdown in Particle effects overlay in the scene view under OSX. (1225489)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed Unity Editor existing fullscreen mode when layout is changed. (1232706)
  • Editor: Fixed usage of restore_saved_layout when bottom_view and top_view are null for an editor mode dynamic layout. (1244524)
  • Editor: Fixing double consecutive OnDisable calls for inspectors while entering playmode or during assembly reload (1159201)
  • Editor: Improves the module installation button in Build Settings to redirect to the add modules page in the hub (1240180)
  • This is a change to a 2020.2.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Internal
  • Editor: Mouse hover event is fixed in situations when windows are overlapping on macOS (1222681)
  • Editor: Presets modifications array inconsistent size when excluding some properties. (1229273)
  • Editor: prevents hang from calling capturescreenshotastexture() outside of playmode (1238552)
  • Editor: Removed extra spacing added to some fields in the inspector (1235884)
  • Editor: The Unity editor now and related tools now make use of logical processors beyond CPU group 0. To be impacted, you must be using a machine with at least 32 total cores. (1238290)
  • Editor: Update cancel button when using SetValueWithoutNotify (1246292)
  • Editor: Update the AboutWindow thanks users url (1246973)
  • This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Use the higher resolution of an icon for floating dpi values (1226384)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: When deleting the last subfolder of an expanded folder, the icon stays the expanded folder one.
  • In fact the expanded status of the folder is not updated.
  • This updates the status correctly. (1233024)
  • Editor: When using EditorWindowTitle in Hi dpi the icon path is wrongly formatted. (1242300)
  • GI: Fix case where Editor hangs on close and when baking is canceled. (1235769)
  • GI: Fix Static Analysis Defect 53214 (Potentially overflowing expression in RRBakeLightProbesTechnique.cpp) (1228654)
  • GI: Fixed invalid miss marker for the first ray when doing bounces.
  • GI: Fixed issue where a NullReferenceException is thrown after creating the new scene when the Light Explorer window is opened. (1244688)
  • GI: Fixed SceneLights memory leak on shutdown in EnlightenBakeManager and ProgressiveRuntimeManager.
  • GI: Fixed Static Analysis Defect: missing CL_CHECK's for EnqueueClearBuffer calls. (1245120)
  • GI: Fixes an issue in the GPU->CPU fallback logic when no valid OpenCL context could be created. (1208704)
  • GI: Made sure that the Sun fields enum is the correct width. (1244279)
  • GI: Make Experimental.Lightmapping.Bake and BakeAsync docs less confusing. (1246519)
  • Graphics: - Vulkan shaders on desktop now work like in Metal with half precision disabled in most cases except explicit min16float in shader (1200917)
  • Graphics: Constant buffers created directly from C# triggering assert message "Metal: constant buffer state is invalid" (1238787)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Crash on PrepareShadowMaps when entering Play Mode (1233829)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Filters out VFXRenderer from inspector (1206884)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix loads from RWTexture in OpenGL ES 3.1 compute shader (1224442)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix partial loads from RWTexture when using OpenGL ES, Metal, Vulkan (1227481)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix Reflection Probes blending values not being normalized in some circumstances. (1233991)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix RWBuffer in OpenGL ES 3.1 compute shaders (1237688)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix slow down in Mesh API for some projects. (1233944)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix validation error when using SRGB format for UAV (1221278)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed 16-bit texture quantized to 8 bits during importing (1212098)
  • Graphics: Fixed an issue with warnings inside SpeedTreeWind.cginc regarding pow() not working for negative numbers (1243948)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed memory leak when using -batchmode command line argument and particles, lines or trails. (1224501)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed some VFX failing validation on metal, crashing editor/player (1231313)
  • Graphics: Implement frame pacing for Stadia (1232776)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Incorrect lightmaps when trying to bind multiple texture arrays (1247296)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Mesh.RecalculateTangents no longer trims UVs to Vector2, if incoming mesh had Vector3 or Vector4 UVs. (1243747)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Shadows flicker when more than one Spot Light is set in hybrid rendering (1190147)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Show VT issues as errors instead of warnings (1238401)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Vulkan: Increased internal limitation of 64 descriptors per set to 128, fixes compatibility with some complex shaders (1225246)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fix a severe performance regression in UnityLinker when building a player for UWP. (1229420)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IMGUI: Fixed the issue where the last selection is shown as focused even after selection another window. (1241127)
  • iOS: check for Application.RequestAdvertisingIdentifierAsync too when determining if ads api is used (1242276)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fix iPhone bluetooth controller buttons not registering input (1241180)
  • iOS: Fixed an occasional crash on exit (1238768)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Properly detect Dualshock gamepad during application start when new input system is used on iOS, the issue was because GameController framework was not included in exported project. AppleTV didn't had this bug, since GameController is always included in AppleTV's Xcode project. (1244053)
  • Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows. (1218006, 1236681, 1239227)
  • macOS: CPU usage decreased for Player built with 'Run in Background' (1240835)
  • macOS: Fixed issue where installer on macOS 10.15 would error when disagreeing with the license (1240184)
  • macOS: Fixed issue where sometimes more than one dropdown stays open. (1236216)
  • macOS: Fixed issue where using the CanvasScalar with Physical Constraint set would cause a performance regression. (1241982)
  • macOS: Fixed popup stays open after closing tab (1235872)
  • macOS: Fixes crash when changing Device to Use setting from Automatic to Intel GPU (1242057)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Created a proxy for AssetDatabase, such that in the test environment we never rely on the state of the real AssetDatabase
  • Package Manager: Fix null error exception and organisation name validation (1230597)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Fix the blurry dropdown button for preview packages
  • Package Manager: Fix the superposition of the text packages and load next in package load bar
  • Package Manager: Fixed the issue where Packman UI won't refresh on package.json update
  • Package Manager: Fixed PackageInfo.FindForAssetPath performance overhead. (1221526)
  • Particles: Fix crash/visual corruption when using GPU Instanced mesh particles. (1230566)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fix a memory leak producing 2D physics collision callbacks when the multithreaded solver option is active. (1237323)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed Component Reset functionality for: Hinge Joints (all parameters relating to Motor, Spring, Limits), Joints (Enable Collision, Enable Preprocessing, Break Force, Break Torque), Character Joints (Swing Axis, Enable Projection) (1157026)
  • Player: Changes AsyncReadManagerMetricsFilters to be passed by reference in relevant methods. (1242611)
  • Profiler: Fixed an issue with remote captures where the Editor would freeze due to missing serialized data (1244421)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed chart highlight when selecting a simplified scripting sample in the CPU Profiler Timeline. (1246653)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed Timeline view Selection tool-tip being offset when expanding threads so that the thread with the selection goes out of view. (1242260)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: - Fix an issue where BurstCompilerService.Log could only be used from the main thread. (1246174)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Added dll verification to loading routine to prevent the editor from loading corrupt dlls. (1231038)
  • Scripting: Allow duplicate enum members to refer to same underlying value as long as one is non-obsolete. (1218124)
  • Scripting: Fix unlimited warnings to Editor.log using all disk space (1238954)
  • Scripting: Handle missing scripts gracefully. (1240740)
  • This is a change to a 2020.2.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting Upgrade: Fixed some false positive recursion errors in ApiUpdater (1224800)
  • Serialization: Fix regression performances with SerializeProperty.SetManagedReferenceValue and PropertyModification with managed references (1240053)
  • This is a change to a 2020.2.0a6 change, not seen in any released version, and will not be mentioned in final notes.
  • Serialization: Make sure that we create managed instances that have empty classes when deserializing YAML data (1183547)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: SerializedProperty named guid will now be handled correctly when serialized to and from yaml. (1222969)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Services: Display of newer version of In-App Purchasing Package now correctly displays newest pre-migration version (prior to 3.X) if still on version 2.X or older. Verstion installed when selecting Update and Migrate also now function as intended.
  • Shaders: fix static analysis issues ShaderCompiler Preprocessr code (1217178)
  • Shaders: Fixed a corner case with Caching Preprocessor sometimes trying to open included files when it shouldn't (1230713)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed an issue with local keywords when using fallback shaders. (1238838)
  • Terrain: Added NavMesh Lod index in TreePrototype. The index is used to select LOD Level in LODGroup for NavMesh generation. (1193073)
  • UI Elements: Optimize StyleVariablesContext hash computation
  • UI Toolkit: Fixed infinite loop when calling ListView.ClearSelection from inside an assigned selection change handler (1237831)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Toolkit: Reverting a Toggle's text to null won't throw an exception (1238606)
  • UI Toolkit: Unhandled CommandEvents are now propagated to the EditorWindow's OnGUI() (1231271)
  • Video: Changed texSubImage to texImage, in order to solve some browser specific rendering issues in WebGL Videos (1188316)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Virtual Texturing: Fix GPU procedural VT occasionally showing tile corruption due to incorrect syncing between CPU/GPU threads. (1222483)
  • WebGL: Added check for Linux to use the correct version of the Brotli compression library (1241347)
  • Windows: Fixed issue where Overrides window stays stuck open when user returns to the Scenes. (1233487)
  • Windows: Fixed issue where the wrong window would sometimes get mouse click events if they were overlapped. (1242368)
  • XR: Fix Vulkan multiview rendering (1197063)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed MirrorView BlitMode C# out of sync with XR display header.
  • XR: Fixed multipass color resolve to right eye in certain circumstances.
  • XR: Fixes a lock/hang on splash screen on Oculus Quest when using IL2CPP and the Strip Engine Code option. (1227107)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: fixes automatic upgrading for URP and HDRP projects
  • XR: Re-enabled dynamic MSAA levels with Vulkan and FFR. (1226502)
  • API Changes:
  • 2D: Added: Add HasTilemapChanges and ProcessTilemapChanges for TilemapCollider2D to immediately process Tilemap changes instead of waiting for batched processing in LateUpdate. (1234392)
  • Graphics: Added: Added an override to SearcherAdapter for populating all children of search entries.
  • Graphics: Changed: Allows compressed formats with Procedural VT on the CPU.
  • The CopyPixelDataToLayer helper function now requires the used graphics format as an additional parameter. (1236255, 1246659)
  • UI Elements: Added: PropertyFields now sends ChangeEvent
  • Changes:
  • Asset Import: Changed the default material import mode of the model importer from 'Standard' to 'Import via MaterialDescription'
  • Editor: Newly created objects in Hierarchy view go into rename mode now ("Rename New Objects" in hierarchy view settings menu can turn this behavior off)
  • Graphics: Update embedded graphics packages (srp / vfx / shadergraph) to 8.1.0
  • Scripting: Removed deprecated code from internal tests. NOTE: Does not affect any component of Unity Product
  • Scripting: Strong name assembly references only validate if the assemblies is in different folders.
  • XR: Updated Oculus XR Plugin package to 1.3.4.
  • Improvements:
  • Android: Documentation clarified for Application.targetFrameRate behavior on mobile devices.
  • Android: Enable support for Light Probe proxy volumes when using OpenGL ES 3
  • Android: Optimize async texture readback and CopyTexture when using Vulkan on Mali GPUs
  • Android: Support target display on Android
  • Android: Supported compressed 3D textures with OpenGL ES 3.1
  • Asset Pipeline: For source asset dependencies, besides using file hashes, use timestamps for deciding when to reload asset.
  • Editor: Game View resolution dropdown for Standalone platform got a better list of default aspect ratios (16:9, 16:10) and resolutions (1920x1080, 1366x768, 2560x1440, 3840x2160).
  • Editor: Scene view accepts multiple objects when dragging and dropping
  • Editor: Scene view deselect-click (Ctrl/Cmd) works more intuitively with prefabs containing child objects.
  • GI: Improvements to Lighting Settings such as preset support, updated docs and exposure of default settings.
  • GI: Removing custom Lighting Settings from 3D template
  • Graphics: Improved DX12 performance in cases, where a lot of resources are created per frame.
  • Graphics: The D3D12 internal command buffer can now be accessed from a d3d12 native plugin.
  • IL2CPP: Add attribute to avoid runtime performance impact of static constructors
  • Scripting: AtomicSafetyHandle now throws ObjectDisposedExceptions instead of InvalidOperationException when code attempts to access a container after it has been disposed. This mimics behavior of built-in container types.
  • Scripting: Implemented switching code coverage without editor restart. Introduce API to enable/disable code coverage.
  • Shaders: Caching shader preprocessor now recognises ellipsis (but no variadic macros support).
  • Windows: Improved Time.deltaTime consistency for D3D12 graphics API.
  • Features:
  • Editor: Add support for Root Namespace field to Assembly Definition Files. New scripts created inside Unity will have a namespace added to the default template if it is set in the corresponding Assembly Definition File or Project Settings -> Editor -> Project Root namespace for non-Assembly Definition File scripts.
  • Editor: Texture arrays (Texture2DArray) and volume textures (Texture3D) can be imported now, from "flipbook" image layouts. Use through the new options in texture import Shape setting.
  • GI: Add Bluenoise sampling from Eric Heitz and Laurent Belcour SIGGRAPH Talk, see https://eheitzresearch.wordpress.com/762-2/ jira link: https://unity3d.atlassian.net/browse/UR-1291
  • Graphics: Added support for importing 16bit per channel integer formats without quantization. This also exposed new TextureFormats R16G16, R16G16B16 & R16G16B16A16
  • Package Manager: Made console log errors from Package Manager UI clearly specify they are from [Package Manager Window]. Also modified error messages shown in the UI so that they do not prompt the user to 'see console for more details' if no details are logged in the console.
  • Scripting: Compile scripts with C# 8.

New in Unity 2020.1.0 Beta 10 (May 29, 2020)

  • Fixes:
  • 2D: Fixed ObjectOverrides for Tilemap Prefab Instance when comparing with the original Tilemap Prefab saved from a previous editor version (1240640)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: [Windows] Unity crashes when packing big amount of atlases (1219643)
  • Android: Fixed Android Vulkan black screen issue for certain Adreno 630 and 640 drivers (1206635)
  • Android: Fixed artifacts on Adreno when rendering with colorMask 0 with Vulkan (1193006)
  • Android: Fixed freeze on Galaxy S20 when using OpenGL ES GPU skinning with blend shapes (1236183)
  • Animation: Handle null live link nodes. (1228989)
  • Apple TV: !IsDirectoryCreated error is now not thrown when a project is built successfully for tvOS (1225128)
  • Asset Import: Fixed issue in Model importer material remapping section where selecting none twice in the Object Selector locks it. (1243020)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed SpriteAtlas packing issue when texture importers having been badly migrated from old version of Unity and have a compression quality of -1 in their settings. (1222441)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Asset Import results can now have dependencies to script types. If an asset has a dependency to a script type, the asset will now get re-imported if script type serialization format changes. (1216914)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Asset Import results can now have dependencies to script types. If an asset has a dependency to a script type, the asset will now get re-imported if script type serialization format changes. (1215729)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Editor stops repainting and throws exceptions when creating new Scene inside AssetDatabase.StartAssetEditing() (1221325)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed editor freeze when importing meta file which have more than 100 megabytes of user data. (1241933)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed issue with current revision removed in initial script refresh (1236166)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Source Asset reloading improved, so that loaded objects get reloaded, if the associated script is modified (1141360)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: Fixed the incorrect file header size outputted in the Editor.log after a build (1209767)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • DX12: Fixed a crash when using global constant buffers in Ray Tracing Shaders assigned to non consecutive registers in space1. (1247217)
  • This is a change to a 2020.1.0b10 change, not seen in any released version, and will not be mentioned in final notes.
  • DX12: Fixed Ray Tracing Shaders always crashing in single threaded mode (when using -force-gfx-st command line argument) (1245130)
  • Editor: Fixed an issue where a console error is thrown when holding the control/command key and dragging objects in the hierarchy window. (1222971)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed crash attempting to import Substance file using the old Substance plugin. (1242605)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed editor windows appearing black when showing up along with a modal dialog (1240849)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed imported objects mark with HideInInspector to be hidden in the inspector (1240667)
  • Editor: Fixed inspector element being actively refreshed when nothing is happening. (1223682)
  • Editor: Fixed prefab inspector scrollview jumping around when editing values. (1240841)
  • Editor: Fixed rare unstable asset hash
  • Editor: Fixed selection outline flicker when HDRP temporal anti-aliasing (TAA) is used in the scene view. (1204961)
  • Editor: Fixed Standalone profiler who was throwing an exception in OnGUI because m_VertSplit wasn't properly setup. (1244345)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the Performance of transform in playmode. (1241857)
  • Editor: Fixed unable to select any option in Simulate Layers Dropdown in Particle effects overlay in the scene view under OSX. (1225489)
  • This is a change to a 2020.1.0a26 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Use the higher resolution of an icon for floating dpi values (1226384)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Constant buffers created directly from C# triggering assert message "Metal: constant buffer state is invalid" (1238787)
  • Graphics: Fixed a crash where instancing properties are absent from the MaterialPropertyBlock object sent to DrawMeshInstanced calls. Fixed path-finding bug in which floating point errors would cause agents to take potentially large, spurious detours. (1115627)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue with warnings inside SpeedTreeWind.cginc regarding pow() not working for negative numbers (1243948)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed image layout complaint from vulkan validation layer by making sure we dont have multiple barriers for the same image (1223210)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed loads from RWTexture in OpenGL ES 3.1 compute shader (1224442)
  • Graphics: Fixed memory leak when using -batchmode command line argument and particles, lines or trails. (1224501)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed partial loads from RWTexture when using OpenGL ES, Metal, Vulkan (1227481)
  • Graphics: Fixed RWBuffer in OpenGL ES 3.1 compute shaders (1237688)
  • Graphics: Fixed ShaderInputNotProduced vulkan validation layer complaint by adding colorwrite properly for the shadow pass (1223211)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed slow down in Mesh API for some projects. (1233944)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed validation error when using SRGB format for UAV (1221278)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: For StreamConnect, do not allow stream creation with Primary stream (1235981)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Implemented frame pacing for Stadia. (1232776)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Incorrect lightmaps when trying to bind multiple texture arrays (1247296)
  • Graphics: Mesh.RecalculateTangents no longer trims UVs to Vector2, if incoming mesh had Vector3 or Vector4 UVs. (1243747)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Shadows flicker when more than one Spot Light is set in hybrid rendering (1190147)
  • Graphics: Show VT issues as errors instead of warnings (1238401)
  • Graphics: Vulkan: Increased internal limitation of 64 descriptors per set to 128, fixes compatibility with some complex shaders (1225246)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Check for Application.RequestAdvertisingIdentifierAsync too when determining if ads api is used (1242276)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Deleted LaunchImage folder when doing iOS build. (1240800)
  • This is a change to a 2020.2.0a9 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Fixed an occasional crash on exit (1238768)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Linux: Fixed scroll mouse events not being parsed in the editor when the mouse cursor lock mode is set to locked. (1219781)
  • macOS: Fixed crash when changing Device to Use setting from Automatic to Intel GPU (1242057)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed issue where repeatedly spamming the eyedropper button could hang the Editor. (1239843)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed unreadable text in macOS installer in dark mode (1210046)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Improved the module installation button in Build Settings. (1219284)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed package script that would recompile every time a project is opened (1213954)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed the blurry dropdown button for preview packages
  • Package Manager: Fixed the issue where Packman UI won't refresh on package.json update (1244855)
  • Particles: Fixed applying a preset in the MinMaxCurve pop-out editor window. (1237306)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed crash/visual corruption when using GPU Instanced mesh particles. (1230566)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed a memory leak producing 2D physics collision callbacks when the multithreaded solver option is active. (1237323)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: References could be lost if a prefab was edited and saved after a player build. (1238280)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: References following an array of a class that only contains a single boolean is now correctly remapped when the prefab is instantiated. (1199466)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Self-reference to variant via property overrride is now correctly mapped to an internal reference (1233462)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed chart highlight when selecting a simplified scripting sample in the CPU Profiler Timeline. (1246653)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed issue where "Unrecognized block header in profiler data" would occur when building and running multiple times with autoconnect profiler enabled would occur. (1217256)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed Timeline view Selection tool-tip being offset when expanding threads so that the thread with the selection goes out of view. (1242260)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed a crash from partially serialized delegates (1228198)
  • This is a change to a 2020.1.0a2 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed an issue where BurstCompilerService.Log could only be used from the main thread. (1246174)
  • Shaders: Local keyword no longer removed when loaded from player asset bundle. (1232272)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Fixed VideoPlaybackCanPlayAudio playmode test instabilities on standalone OSX (1226388)
  • Virtual Texturing: Fixed GPU procedural VT occasionally showing tile corruption due to incorrect syncing between CPU/GPU threads. (1222483)
  • This is a change to a 2020.1.0b1 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: Fixed a crash during shutdown on Android apps using Google's ARCore SDK for Unity. (1197049)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed automatic upgrading for URP and HDRP projects
  • XR: Fixed Vulkan multiview rendering (1197063)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Implemented full render pass/render param support for XR SDK providers. (1222873)
  • API Changes:
  • DX12: Added: Added support for constant buffers set with the CommandBuffer.SetGlobalConstantBuffer and Shader.SetGlobalConstantBuffer methods in Ray Tracing Shaders. Fixed and improved all the Ray Tracing related Scripting API documentation.
  • Changes:
  • Graphics: Update embedded graphics packages (srp / vfx / shadergraph) to 8.1.0
  • Scripting: Strong name assembly references only validate if the assemblies is in different folders.
  • XR: Updated Oculus XR Plugin package to 1.3.4.
  • Improvements:
  • Android: Documentation clarified for Application.targetFrameRate behavior on mobile devices.
  • Package Manager: Improved project loading time through caching Unity Package Manager state on disk.
  • Features:
  • Input: The Input System has moved out of preview.

New in Unity 2020.2.0 Alpha 11 (May 20, 2020)

  • Fixes:
  • 2D: Restores the SceneView ShowGrid setting to its original state when exiting the Unity Editor while a Tilemap Editor Tool is active. (1241119)
  • This is a change to a 2020.2.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Android: Detects new layout Android SDK tools (1229382)
  • Android: Fix artifacts on Adreno when rendering with colorMask 0 with Vulkan (1193006)
  • Android: Fixed a failing texture compression in Linux Editor. (1222219)
  • Asset Pipeline: Fixed a crash in GetHashOfImportedAssetDependencyHints when scripted importer returns null inside GatherDependenciesFromSourceFile during unity startup (1234968)
  • Asset Pipeline: Fixed Binary to YAML UInt16 conversion error when importing a specific binary serialized package into a project with Force Text serialization enabled (1225913)
  • Asset Pipeline: Fixed issue where searching did find asset, when mono script class was renamed (either class name or namespace) (1068482)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed issue with going into infinite loop when clicking on "Check Connection" button. (1232279)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed issue with thrown exception thrown when entering IP in Default IP address. (1232252)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed issues with script type dependencies for types with SerializeReference fields. Hash could be wrong and System.Object fields were never part of the hash. (1216914)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Active Tool window now saves properly in the layout (1224432)
  • Editor: Ensure we close the progress manager after world is destroyed (and all of its MonoBehaviors). (1240920)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix camera speed slider not getting to min-max when setting min/max values with more than 2 decimals (1190430)
  • Editor: Fix rendering getting stuck with the async compilation replacement material on certain corner cases. (1227510)
  • Editor: Fixed a ShortcutWindow profile dropdown that was missing the dropdown arrow. (1232757)
  • Editor: Fixed an issue where Unity exceptions are continuously thrown when the tags are reset. (1240105)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed imported objects mark with HideInInspector to be hidden in the inspector (1240667)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed rare crash when closing down the editor or player showing (StackAllocatorPool::ClearMainThreadFallback) in the stack trace. (1241885)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed test ShortcutEntryConstructor_MethodWithShortcutArgs_FromAttribute in debug mode. (1233242)
  • Editor: Implemented Getter and Setter for Blocking Mask property, so that it can be accessed through script. (1210118)
  • Editor: Optimize usage of player connection when transferring test results. (1229200)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Updated the Application icon and splashcreen of the Editor. (1235193)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed issues where Custom Cache Folder Location didn't update correctly. (1228137)
  • GI: GPU memory not released following a GPU progressive light bake. (1204993)
  • Graphics: Closing the dialogue box instead of pressing a button now no longer discards the changes restart the editor when switching graphics API. (1240813)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix ScriptableCamera appearing in the AddComponent's Inspector button (by removal of the ScriptableCamera) (1225028)
  • This is a change to a 2020.2.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed a performance regression by caching type tree search result while performing AddComponent (1227144)
  • This is a change to a 2020.2.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed a prefab creation issue of non-MonoBehaviour ManagedObject component.
  • Graphics: Fixed an issue with drag and drop of non-MonoBehaviour ManagedObject's child component onto inspector
  • Graphics: Fixed initialization of Camera's state which was causing an issue on Camera's child component's Reset.
  • Graphics: Fixed issue with direct upload of offline processed texture data for consoles. (1240182)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed issue with transparent backfaces rendered in HDRP even when not requested. (1234662)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IMGUI: Fixed IndexOutOfRangeException when loading the editor. (1241206)
  • Linux: Disable unstable DrawHeader_WhenInvokedManually_FromPrefabOverridesTreeView_InvokesCallback test for case 1179487
  • Linux: Fixed scroll mouse events not being parsed in the editor when the mouse cursor lock mode is set to locked. (1219781)
  • macOS: Fixed issue where repeatedly spamming the eyedropper button could hang the Editor. (1239843)
  • macOS: Fixed popup stays open after closing window (1235872)
  • Package Manager: Changed Package Manager window to use UIElements VisualSplitter instead of custom splitter class. This makes the window behave more consistently with other application windows with a split view, i.e. Preferences Window. Split view resizing with window resizing now works in Package Manager window.
  • Package Manager: Fixed issue where 'user not logged in' error sometimes occurs on opening Unity Editor with Package Manager window opened to My Assets.
  • Package Manager: Fixed the issue where download progress bar doesn't get hidden for packages that are not downloadable (1228124)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Removing a custom package in development was not updated in the UI.
  • Particles: Fix applying a preset in the MinMaxCurve pop-out editor window. (1237306)
  • Particles: isEmitting script API should return false if the emission module is disabled (1240811)
  • Physics: Ensure that passing NULL to "Physics2D.GetIgnoreCollision()" issues an ArgumentNullException and not crash. (1239208)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fix an issue where using huge numbers of vertex or paths in a PolygonCollider2D, EdgeCollider2D or CompositeCollider2D would cause a stack overflow. (1212015)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: References could be lost if a prefab was edited and saved after a player build. (1238280)
  • Prefabs: References following an array of a class that only contains a single boolean is now correctly remapped when the prefab is instantiated. (1199466)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Self-reference to variant via property overrride is now correctly mapped to an internal reference (1233462)
  • This is a change to a 2020.2.0a6 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed issue where calling build and run twice in a row on android would cause the 2nd time to create ""Unrecognized block header in profiler data file, stopping deserialization" error and stop profiling. (1217256)
  • Scripting: Fixed a crash from partially serialized delegates (1228198)
  • Security: Fixed UNET vulnerabilities. (CVE-2020-12630, CVE-2020-12631)
  • Terrain: Increased the Undo buffer size to better handle Terrain modifications. (1067258)
  • UI: Fixed issue where UIZTestMode was not initially set which could cause first frame render issues or issues if the GameView wasn't visible. (1235078)
  • Version Control: Fix Checkout() APIs for non-asset-database-aware files (1241289)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Version Control: Fix context menu for Assets folder in Project window. (1233595)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Fixed a couple of crashes when closing custom modal dialogs. (1235986)
  • XR: Add missing Vulkan device flush from XRDisplay
  • XR: Disable watermarks when rendering to VR device with XR SDK
  • XR: Fixed a crash during shutdown on Android apps using Google's ARCore SDK for Unity. (1197049)
  • XR: Fixed an issue with Texture2DMSArray shader compilation with OpenGL.
  • XR: Update XR Management verified package to 3.2.10. (1239046)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • Editor: Added: Added API to allow for a save dialog to pop up when the user closes a tab or editor window.
  • Editor: Added: Make ChannelService API public
  • Editor: Changed: Added the ability to filter what is shown in a custom object picker with new attributes.
  • https://unity3d.atlassian.net/browse/EC-724
  • Package Manager: Added: Added a new UnityEditor.PackageManager.Events.registeredPackages event which is raised after the editor is done importing and compiling the new list of packages.
  • Package Manager: Added: Added a new UnityEditor.PackageManager.Events.registeringPackages event which is raised before importing the new list of packages;
  • Changes:
  • Editor: Mark unity remote as deprecated inside ProjectSettings->Editor
  • Editor: Updated interaction mode labels and tooltips.
  • Mobile: Adaptive Performance - Fix Analytics system error with unloaded subsystem.
  • Mobile: Adaptive Performance Samsung Provider - GameSDK 3.2 has a different behaviour when setting frequency levels and warning level 2 (throttling) is reached and you are always in control of the CPU/GPU level.
  • Mobile: Adaptive Performance Samsung Provider - GameSDK 3.2 uses a wider range of temperature levels and maximum temperature level is changed to level 10.
  • UI: original descritopn: Improved case 1233408 @philip:
  • UI: Small tweak to the EventSystem.current API to not do unnecessary work when setting current to the already current system.
  • Version Control: "Async Status Updates" version control project setting is on by default for new projects now, this makes various parts of the editor (e.g. inspector) query version control status asynchronously. (1228072)
  • This is a change to a 2020.2.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Improvements:
  • Android: Framerate will be decided automatically when optimized frame pacing is enabled and vsync is disabled
  • Asset Pipeline: Added examples to GetAssetDependencyHash, ReleaseCachedFileHandles, GetCurrentCacheServerIp, importPackageFailed, importPackageStarted, importPackageCompleted, importPackageCancelled
  • Asset Pipeline: Added examples to GetCachedIcon, SetMainObject, ValidateMoveAsset, RenameAsset, Refresh
  • Asset Pipeline: Added examples to IsNativeAsset, IsSubAsset, OpenAsset, RemoveAssetBundleName, RemoveObjectFromAsset
  • Asset Pipeline: Cache server UI icons and design.
  • Editor: Added a Warning HelpBox in Preferences under Enable Code Coverage to notify users about lower performance when Code Coverage is enabled (1241660)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Added support for half float texture format for Light Probe Proxy Volume component. The LPPV inspector has a new option to choose the format of the 3D LPPV texture.
  • GI: Improved scheduling of lightmaps, light probes and additional probe bakes with with the GPU lightmapper.
  • GI: Reduce GPU memory usage when baking large lightmaps with the GPU lightmapper, by baking in smaller tiles in non progressive mode.
  • Graphics: Generate warnings when when using CommandBuffer API that is not supported inside a renderpass.
  • Graphics: Make use of ASTC decode mode RGB9E5 for ASTC HDR textures when alpha is not used
  • Mobile: Update verified package Adaptive Performance and Samsung provider to 1.1.6
  • Features:
  • Graphics: Adds the option to explicitly evict data in a region; the original invalidate will now keep the original "stale" data on your graphics hardware until refreshed.

New in Unity 2020.1.0 Beta 9 (May 19, 2020)

  • Fixes:
  • 2D: Fixed OnGUI in SpriteShapeController creates GC allocs. (1240380)
  • 2D: Fixed Sprite Shape Renderer component icon is missing in the Inspector. (1240471)
  • Android: Fixed an issue where master sprite atlases did not use the specified ETC2 fallback format. (1175291)
  • Animation: Fixed a crash when disconnecting an animation playable and reconnecting it later in a playable graph. (1223570)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed adding multiple MonoBehaviour scripts on the same GameObject using OnPostprocessModel during a ModelImporter import does not log uniqueness warning on new assets. It still does log the message on already imported assets because all references to it would be lost otherwise. (1176912)
  • Asset Pipeline: Build option BuildOptions.NoUniqueIdentifier caused crash when building player. (1225525)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed issue where searching did find asset, when mono script class was renamed (either class name or namespace). (1068482)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed issue with asserts triggered, when importer is creating asset on existing asset. Bad legacy importer behaviour, but it is currently supported. (1225324)
  • Asset Pipeline: Fixed issue with going into infinite loop when clicking on "Check Connection" button. (1232279)
  • This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.
  • Asset Pipeline: Fixed issue with sprite renaming and the UI not reloading to show the renaming. (1215564)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed issue with thrown exception thrown when entering IP in Default IP address. (1232252)
  • This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.
  • Build Pipeline: Added support for baked collision mesh writing in the Scriptable Build Pipeline. (1234924)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: Fixed rare race condition causes error message when calling AssetBundle.LoadAsset and then immediately unloading the bundle. (1181323)
  • Editor: Ensured that we do not save the isDarkTheme in an asignable variable to ensure users cannot bypass entitlement. (1243064)
  • Editor: Ensured we close the progress manager after world is destroyed (and all of its MonoBehaviors). (1240920)
  • Editor: Fixed "Reload Assembly called from managed code directly" error printed in some cases of interacting with progress bar done during long asset modification operations (e.g. deleting a lot of assets). (1226561)
  • Editor: Fixed a resource leak issue in some scenarios where a view is being repainted constantly. (1229502)
  • Editor: Fixed an issue where Unity exceptions are continuously thrown when the tags are reset. (1240105)
  • Editor: Fixed Android player build progress bar not reaching 100% and being erratic. (1228938)
  • Editor: Fixed crash on opening compiled compute shader code. (1231120)
  • This is a change to a 2020.1.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed missing borders (i.e. inspector window and player settings). (1228726)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed rare crash when closing down the editor or player showing (StackAllocatorPool::ClearMainThreadFallback) in the stack trace. (1241885)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed renaming asset while scripts are re-compiling. (1233782)
  • Editor: Fixed some cases of EditorUtility.ClearProgressBar done at wrong times resulting in "Trying to access current progress scope" errors. (1238068)
  • Editor: Stop sending gyro settings to Unity Remote if nothing's changed. (1206221)
  • Editor: Updated the Application icon and splashcreen of the Editor. (1235193)
  • GI: Clamping russian roulette value according to what is available in UI.
  • Graphics: Closing the dialogue box instead of pressing a button now no longer discards the changes restart the editor when switching graphics API. (1240813)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed issue with direct upload of offline processed texture data for consoles. (1240182)
  • This is a change to a 2020.1.0b5 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed issue with transparent backfaces rendered in HDRP even when not requested. (1234662)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed loading RenderDoc when VirtualTexturing is enabled. (1235256)
  • Graphics: Fixed NullReferenceExceptions being thrown on removing VFX-Render component from Visual Effect Graphs prefab ass (1206884)
  • Graphics: Fixed performing rendering during OnValidate/CheckConsistency. (1218663)
  • Graphics: Virtual texturing is only initialized when actually enabled. (1217228)
  • Graphics: When there is no renderpipeline tag specified in a shader match all pipelines, this was an oversight from a 19.3 refactoring and is now fixed. (1204237)
  • IL2CPP: Corrected the implementation of ConcurrentBag so that it works with ETW managed code stripping. (1230447)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Kernel: Fixed Assert "ManagedJobIndexPool ran out of indices" when running the Editor on CPUs with more than 64 hardware threads. (1204885)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed the issue where the Package Manager window wasn't hiding the download progress bar for packages that are not downloadable. (1228124)
  • Particles: Fixed memory overwrite/corruption when using shadow casting particle lights. (1051422)
  • Physics: Ensured that passing NULL to "Physics2D.GetIgnoreCollision()" issues an ArgumentNullException and not crash. (1239208)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where using huge numbers of vertex or paths in a PolygonCollider2D, EdgeCollider2D or CompositeCollider2D would cause a stack overflow. (1212015)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed crash on InstantiatePrefabDrag when dragging a Prefab to a Scene (that deletes its PrefabInstance handle in OnEnable). (1229166)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed Dragging a UI Prefab to the Scene view incorrectly shows it in the Hierarchy and an ArgumentOutOfRangeException is thrown. (1223793)
  • Prefabs: Fixed that Editor logs errors when adding/removing a Component while Prefab is selected in a locked Inspector. (1231637)
  • Profiler: Corrected errors when switching between connected player and editor due to unfinished profiler frame being processed. (1181306)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed 'Current Frame' button looking interactable when it's not. (1225682)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed alignment of sorting arrow being different on Overview vs Show Calls. (1226605)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed GPU Profiler Module Warning icon tool-tip not appearing. (1225376)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed inability to select reoccurring samples in Raw Hierarchy. (1093368)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed networking charts drawing out of bounds. (1058920)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed View Type Dropdown of the CPU Module disappearing when switching to Hierarchy View without data to display. (1223740)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Changed behavior on debugger-agent, if we can't parse new behavior we now return invalid_argument instead of asserting. (1197204)
  • Scripting: Fixed issue where deserializing an abstract class containing a hierarchy of classes would fail and throw an unhelpful exception. (1204074)
  • Scripting: Fixed warning being logged to console when adding a script with the same name as a component. (1224238)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Security: Fixed UNET vulnerabilities. (CVE-2020-12630, CVE-2020-12631)
  • Serialization: Fixed SerializedProperty named guid will not being handled correctly when serialized to and from yaml. (1222969)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: When resizing a managed reference array through SerializedProperty, insert null references instead of duplicating the last reference id. (1183547)
  • Shaders: Fixed a corner case with Caching Preprocessor sometimes trying to open included files when it shouldn't. (1230713)
  • This is a change to a 2020.1.0a18 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: Fixed broken shader variant tracking in the editor. (1169786)
  • UI: Fixed Canvas size when Game window exists but is hidden since the Editor start. (1225919)
  • UI Elements: Fixed issue causing gaps to appear in borders at non-integer ui scaling (e.g. 250%). (1211745)
  • UI Elements: Fixed issue causing lines between packages to be inconsistent in Package Manager UI at 150%. (1230753)
  • UI Elements: Fixed issue causing text to wrap for no reason when resizing percent-driven layout. (1215962)
  • UI Elements: Fixed issue with click events passing through the inspector preview if it's drawn over other inspector components. (1233159)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Fixed issues causing text and borders to wiggle. (1176737)
  • UI Elements: Fixed wiggling black lines on bottom and right borders of editor windows when ui scaling is fractional (e.g. 125%). (1230752)
  • UI Elements: Optimized StyleVariablesContext hash computation.
  • Version Control: Fixed Checkout() APIs for non-asset-database-aware files. (1241289)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Changed texSubImage to texImage, in order to solve some browser specific rendering issues in WebGL Videos. (1188316)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed a lock/hang on splash screen on Oculus Quest when using IL2CPP and the Strip Engine Code option. (1227107)
  • XR: Fixed bug where XR will stop functioning after any new packages are installed or scripts are modified. (1223574)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed shader compilation issue with com.unity.xr.arkit package. (1225383)
  • XR: Linux Editor no longer attempts to load Resonance Audio library when running on machines that don't support SSE 4.1 instructions. (1207680)
  • XR: Updated XR Management verified package to 3.2.10. (1239046)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Changes:
  • Editor: Mark unity remote as deprecated inside ProjectSettings->Editor
  • iOS: Launch Images are no longer supported, as per new Apple guidelines
  • Mobile: Adaptive Performance - Fix Analytics system error with unloaded subsystem.
  • Mobile: Adaptive Performance Samsung Provider - GameSDK 3.2 has a different behaviour when setting frequency levels and warning level 2 (throttling) is reached and you are always in control of the CPU/GPU level.
  • Mobile: Adaptive Performance Samsung Provider - GameSDK 3.2 uses a wider range of temperature levels and maximum temperature level is changed to level 10.
  • UI Toolkit: Renamed menu entries of UIElements to UI Toolkit.
  • Window/Analysis/UIElements Debugger becomes Window/UI Toolkit/Debugger
  • Window/UI/UIElements Samples becomes Window/UI Toolkit/Samples
  • Create/UIElements/Editor Window becomes Create/UI Toolkit/Editor Window
  • Create/UIElements/USS File becomes Create/UI Toolkit/Style Sheet
  • Create/UIElements/UXML Template becomes Create/UI Toolkit/UI Document
  • Remove mentioned of UIElements in the output of the Editor Window script generator
  • Improvements:
  • 2D: Added ability to specify Corners properties
  • 2D: Allow reordering of bone order in Bone Influence window. This is to allow fine tuning of bone order when shown in SpriteSkin's Inspector
  • 2D: Fixed an issue where Cinemachine Pixel Perfect Extension didn't work when CinemachineBrain Update Method is anything other than Late Update. (1209977)
  • 2D: Fixed SpriteShape Corner Threshold does not work (1226847)
  • 2D: Fixed SpriteShape Edge Collider does not extend to End-point even if Edges dont overlap (1226856)
  • 2D: Fixed when Collider generation allocation (1226841)
  • 2D: Improved deformation performance when Collection and Burst package is installed
  • Android: Framerate will be decided automatically when optimized frame pacing is enabled and vsync is disabled
  • Asset Pipeline: Cache server UI icons and design.
  • Editor: Added a Warning HelpBox in Preferences under Enable Code Coverage to notify users about lower performance when Code Coverage is enabled (1241660)
  • This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Improved the property editor component header title. (1223752)
  • This is a change to a 2020.1.0a19 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Improved the UI of the window and the glabal progress bar
  • iOS: Changed builtin xib launch screens to storyboard
  • Mobile: Update verified package Adaptive Performance and Samsung provider to 1.1.6
  • Physics: Make the MeshCollider fast midphase work on all platforms. (1213433)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Hierarchy and Timeline view no longer display frame data while profiling unless "Live" toggle is pressed, reducing the Editor Overhead while profiling Edit or Play Mode.
  • Features:
  • Package Manager: Added Preview Packages In Use drop down menu.
  • Player: Pulling Unity Player logs after test runs as they are useful artifacts.

New in Unity 2019.3.14 (May 19, 2020)

  • Fixes:
  • 2D: (com.unity.2d.animation) Fixed bone name field in weight slider does not display bone name (1226249)
  • 2D: (com.unity.2d.animation) Fixed SpriteResolver's Inspector not updated when GameObject is disabled
  • 2D: (com.unity.2d.psdimporter) Fix crash on importing huge PSD files
  • 2D: (com.unity.2d.psdimporter) Fix error when importing PSB files with 32-bit color
  • 2D: (com.unity.2d.psdimporter) Fix metafile not updated when reimporting
  • 2D: (com.unity.2d.psdimporter) Fix PSD import issues with PSD file without unique layer id
  • Asset Pipeline: Fixed issue where searching did find asset, when mono script class was renamed (either class name or namespace). Only fixed for asset database v2. (1068482)
  • Asset Pipeline: Fixed issue with current revision removed in initial script refresh (1236166)
  • Asset Pipeline: Fixes issue with sprite renaming and the UI not reloading to show the renaming (1215564)
  • Asset Pipeline: Optimized Project Browser in Two Column mode when a change happens to the AssetDatabase (added/removed/updated assets). (1228345)
  • Build Pipeline: Added support for baked collision mesh writing in the Scriptable Build Pipeline. (1234924)
  • CodeEditor: Built-in attributes for JetBrains Annotations have been modernized and include all new annotations (minus ASP/Razor attributes which have no relevance to Unity).For more info on these attributes, see https://www.jetbrains.com/help/resharper/Code_Analysis__Code_Annotations.html. (1208183)
  • Core: Graphics Reduced CPU spikes on mobile platforms in SkinMeshRenderer when GPU skinning is disabled
  • Editor: Fixed rare crash when closing down the editor or player showing (StackAllocatorPool::ClearMainThreadFallback) in the stack trace. (1241885)
  • Editor: Fixed the Dropdown null exception issue in Playmode. (1222714)
  • Editor: Optimize usage of player connection when transfering test results. (1229200)
  • Editor: Removed HideFlags.DontSaveInEditor or HideFlags.DontSaveInBuild restriction on Scene Visibility. (1217361)
  • Editor: The dll and project level of the tree view should now correctly show the results when running tests in a player. (1197026)
  • Graphics: Closing the dialogue box instead of pressing a button now no longer discards the changes restart the editor when switching graphics API. (1240813)
  • Graphics: Fix a race condition when using Dynamic Batching and Graphics Jobs together. (1221653)
  • Graphics: Fixed issue where a Canvas in Screen space camera mode has a 0 height when a non standard custom projection matrix is set. (1203097)
  • Graphics: Fixed issue with Hash128.u64_1 returning an invalid value
  • Graphics: Fixed issue with transparent backfaces rendered in HDRP even when not requested. (1234662)
  • Graphics: Fixes an issue where graphics settings were written to boot.config incorrectly. (1236936)
  • Graphics: For StreamConnect, do not allow stream creation with Primary stream (1235981)
  • Graphics: Higher precision compressed normals for GPU lightmapper. (1205301)
  • iOS: Launch Images are no longer supported, as per new Apple guidelines (1194762)
  • iOS: Stop .pdb files being added to non development XCode builds. (1232798)
  • macOS: Fixed DllNotFoundException: libMonoPosixHelper.dylib in Mac Standalone build (1219335)
  • Package Manager: Fixed an issue where npm authentication configuration was ignored when there was an extraneous slash at the end of the configured registry URL (1240995)
  • Physics: Ensure that passing NULL to "Physics2D.GetIgnoreCollision()" issues an ArgumentNullException and not crash. (1239208)
  • Physics: Fix an issue where using huge numbers of vertex or paths in a PolygonCollider2D, EdgeCollider2D or CompositeCollider2D would cause a stack overflow. (1212015)
  • Profiler: Corrects errors when switching between connected player and editor due to unfinished profiler frame being processed. (1181306)
  • Profiler: Fixed 'Current Frame' button looking interactable when it's not. (1225682)
  • Profiler: Fixed alignment of sorting arrow being different on Overview vs Show Calls. (1226605)
  • Profiler: Fixed GPU Profiler Module Warning icon tool-tip not appearing. (1225376)
  • Profiler: Fixed inability to select reoccurring samples in Raw Hierarchy. (1093368)
  • Profiler: Fixed networking charts drawing out of bounds. (1058920)
  • Profiler: Fixed View Type Dropdown of the CPU Module disappearing when switching to Hierarchy View without data to display. (1223740)
  • Scripting: Remove overwritten ReferenceOutputAssembly from project reference for Visual Studio project generation (1243277)
  • Security: Fixed UNET vulnerabilities. (CVE-2020-12630, CVE-2020-12631)
  • Serialization: Fix complex values in map when writing json (1224760)
  • Serialization: Fix error message when error is found during load of serialized asset (1228574)
  • UI: Fix issue with Scrollbar::ClickRepeat that was using the same PointEventData over multiple frames. (1193571)
  • Version Control: Fix Checkout() APIs for non-asset-database-aware files (1241289)
  • Version Control: Fix context menu for Assets folder in Project window. (1233595)
  • Version Control: Fixed EditorSceneManager.SaveScene API in some cases overwriting files that are read-only (e.g. remote exclusive checkout in Perforce).
  • Video: Reorganized looping logic to avoid frame reordering that was leading to confusion when deciding what frame is closest to current player clock time. (1198586)
  • XR: Fix bug where XR will stop functioning after any new packages are installed or scripts are modified. (1223574)
  • XR: Fixes a perf issue when using vulkan and xr sdk. results in a perf gain of ~4 ms on the GPU. (1206999)
  • XR: Update XR Management verified package to 3.2.10. (1239046)
  • Changes:
  • Mobile: Adaptive Performance - Fix Analytics system error with unloaded subsystem.
  • Mobile: Adaptive Performance Samsung Provider - GameSDK 3.2 has a different behaviour when setting frequency levels and warning level 2 (throttling) is reached and you are always in control of the CPU/GPU level.
  • Mobile: Adaptive Performance Samsung Provider - GameSDK 3.2 uses a wider range of temperature levels and maximum temperature level is changed to level 10.
  • Improvements:
  • 2D: ((com.unity.2d.animation) Allow reordering of bone order in Bone Influence window. This is to allow fine tuning of bone order when shown in SpriteSkin's Inspector
  • 2D: (com.unity.2d.animation) Improved deformation performance when Collection and Burst package is installed
  • 2D: (com.unity.2d.psdimporter) Improve PSD file import performance
  • 2D: (com.unity.2d.spriteshape) Added warning when a valid SpriteShape profile is not set.
  • Editor: Allow Hash128 parsing to be done in a managed thread.
  • Mobile: Update verified package Adaptive Performance and Samsung provider to 1.1.6
  • Profiler: Hierarchy and Timeline view no longer display frame data while profiling unless "Live" toggle is pressed, reducing the Editor Overhead while profiling Edit or Play Mode.
  • Shaders: UNITY_OLD_PREPROCESSOR macro is now defined for all shader stages except for ray tracing.

New in Unity 2020.2.0 Alpha 10 (May 7, 2020)

  • Fixes:
  • 2D: "Sprite Shape Renderer" does not have icons. (1240471)
  • 2D: OnGUI in SpriteShapeController creates GC allocs (1240380)
  • 2D: Secondary textures in atlas do not update when "Pack Preview" is clicked (1226893)
  • This is a change to a 2020.2.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Android: Fixed Android Vulkan black screen issue for certain Adreno 630 and 640 drivers (1206635)
  • Android: Fixed BuildOptions.ConnectToHost option, when Android is only connected to PC via USB and Wifi is disabled. Previously BuildOptions.ConnectToHost would only work through Wifi connection, now the app should automatically connect to Editor. (1233567)
  • Animation: Fixed a crash when disconnecting an animation playable and reconnecting it later in a playable graph (1223570)
  • Animation: Fixed an issue where the layout of the Animator Window would not persist properly. (1197028)
  • Asset Import: Fixed issue where selecting a Material from the list in Model Importer Material Editor locks choice and ignore other selected Materials (1238878)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Some non-source files were modified and committed accidentally in rev 44bde99002c8 during fix for asset bundle import performance improvement (1234302)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Build Pipeline: Added support for baked collision mesh writing in the Scriptable Build Pipeline.
  • CodeEditor: Add project generation for Xbox One build target (1156114)
  • CodeEditor: Xbox One platform generates broken .Player.csproj files (1139068)
  • Editor: Fixed an issue where width of the border of the Alpha Value is not enclosed within boundary in the color picker (1237286)
  • Editor: Fixed letter "g" being clipped in Search Engines under Search Service in the Preferences window. (1232759)
  • This is a change to a 2020.2.0a2 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed nondeterministic behavior when calling EditorApplication.isPlaying = true while scripts are compiling, so only one script reload happens. Before the fix either one or two script reloads would happen. (1233671)
  • Editor: Fixed toggling Scene View from 2D to 3D locking the camera motion to the last direction of movement. (1232270)
  • Editor: Fixed EndLayoutGroup errors when GUI items are highlighted by PrefixLabel. (1238526)
  • Editor: Objective C and Objective C++ plugin files will now be included when building a project with the IL2CPP backend (1189679)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Error when an exposed mesh property linked to a Sample mesh operator is set to None (1235327)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix a bug in the visual effect asset compilation when there is no event. (1233056)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix corner case with sub shadder selection not working when using an SRP specified as "" in the shader. (1204237)
  • Graphics: Fix: SplashScreen logo and background textures not being deallocated (1186265)
  • Graphics: fixed Indirect drawcalls on Metal binding buffers with wrong offset (1211151)
  • Graphics: Fixes a memory leak in AsyncGPUReadback (1234193)
  • Graphics: For StreamConnect, do not allow stream creation with Primary stream (1235981)
  • Graphics: Thread safety fix to texture streaming manager (1229887)
  • Kernel: Fixed Assert "ManagedJobIndexPool ran out of indices" when running the Editor on CPUs with more than 64 hardware threads. (1204885)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed Performance degradation with Hybrid Renderer V2 (1237693)
  • Mobile: Prevent iOS/tvOS simulator builds from being appended with device builds (1216005)
  • Profiler: Corrects errors when switching between connected player and editor due to unfinished profiler frame being processed. (1181306)
  • Profiler: Fixed Profiler Timeline View not being able to visualize large frame which contains Asset Refresh workload (~15M samples) (1239676)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: - Fix Burst SharedStatic to be initialized to zero after a domain reload.
  • Shaders: Added precise keyword support on generated GLSL (1227113)
  • Shaders: Fixed ShaderUtil.IsPassCompiled(), which was returning the state of passes in the first subshader, instead of the active subshader (1238973)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fixed an issue where scene needs to be saved twice when creating an instance of a Prefab having a Layout Group component and a child UI GameObject (1195283)
  • UI Elements: Fixed issue causing gaps to appear in borders at non-integer ui scaling (e.g. 250%). (1211745)
  • UI Elements: Fixed issue causing lines between packages to be inconsistent in Package Manager UI at 150%. (1230753)
  • UI Elements: Fixed issue causing text to wrap for no reason when resizing percent-driven layout. (1215962)
  • UI Elements: Fixed issues causing text and borders to wiggle. (1176737)
  • UI Elements: Fixed wiggling black lines on bottom and right borders of editor windows when ui scaling is fractional (e.g. 125%). (1230752)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • WebGL: The rounding function we were using to support HDPI scaling is incorrect for negative numbers. (1231678)
  • XR: Fixes a performance issue with XR SDK and vulkan (1206999)
  • XR: Fixes shader compilation issue with com.unity.xr.arkit package. (1225383)
  • XR: Modifying scripts in play mode nolonger causes Subsystems to unload.
  • API Changes:
  • Asset Bundles: Added: Added reading metrics to the AsyncReadManager and APIs to retrieve them from script.
  • Graphics: Added: Allow infinite frustum when performing shadow culling. This is useful when shadows are not updated every frame and cannot be view dependent.
  • Changes:
  • Audio: DSPGraph: Move interleaving of samples in output buffer from output hook implementations to native output hook manager
  • Improvements:
  • DX12: Added support for GraphicsBuffer constant buffers that can be set using the ComputeShader.SetConstantBuffer and CommandBuffer.SetComputeConstantBufferParam
  • DX12: Added support for GraphicsBuffer constant buffers that can be set using the RayTracingShader.SetConstantBuffer and CommandBuffer.SetRayTracingConstantBufferParam
  • Scripting Upgrade: Avoid logging potentially misleading message in case that no assembly got successfully updated.
  • Features:
  • Package Manager: Add dropdown bouton for preview packages in use
  • Prefabs: PrefabPostprocessor support

New in Unity 2020.1.0 Beta 8 (May 7, 2020)

  • Fixes:
  • 2D: Fix crash with TilemapRenderer when Tilemap contains Sprites with the same texture but have different vertex attributes. (1221127)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fix rendering of Tilemap Sprites using SpriteAtlas when Reload Scene is disabled for Enter Play Mode settings. (1223809)
  • 2D: Fix rendering of Tilemap Sprites using SpriteAtlas when the Sprites are late-bound to a SpriteAtlas. (1228451)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed bone name field in weight slider does not display bone name. (1226249)
  • 2D: Fixed SpriteResolver's Inspector not updated when GameObject is disabled. (1230787)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fix Android keyboard not reporting LostFocus state correctly. (1229827)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fix building with target SDK < 28. (1235468)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Crash on Animator::CreateInternalControllerPlayable when entering Play Mode. (1227838)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed excessive allocations during UTF-8 conversion. (1222373)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed issue where selecting a Material from the list on the Material tab of the Model Import Settings prevented changes and ignored other selected Materials. (1238878)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fix crash due to threading race issue with LoadAssetAsync and Unload called in the same frame. (1228306)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed crashes happening when calling (ADBv2) SetImporterOverride directly from OnAssetsModified for a new asset that hasn't been imported previously (i.e. dragged into the project browser). (1231143)
  • Asset Pipeline: Optimized Project Browser in Two Column mode when a change happens to the AssetDatabase (added/removed/updated assets). (1228345)
  • CodeEditor: Built-in attributes for JetBrains Annotations have been modernized and include all new annotations (minus ASP/Razor attributes which have no relevance to Unity).For more info on these attributes, see https://www.jetbrains.com/help/resharper/Code_Analysis__Code_Annotations.html. (1208183)
  • Editor: Byte order marks located anywhere in C# scripts no longer make importing fail. (1230036)
  • This is a change to a 2020.1.0a9 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fix alignment issues for Glyph tables in inspector. (1201325)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where Console's Search bar gains focus after maximizing or restoring the console window. (1225154)
  • This is a change to a 2020.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the Dropdown null exception issue in Playmode. (1222714)
  • Editor: Fixed UnityEngine.GUI:CallWindowDelegate crash when focusing scene view in Play Mode. (1230441)
  • This is a change to a 2020.1.0b2 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Objective C and Objective C++ plugin files will now be included when building a project with the IL2CPP backend. (1189679)
  • Editor: Progress always displays the remaining time after doing it once. (1232897)
  • Editor: Progress bar does not revert to unresponsive status after another task completes. (1232899)
  • Editor: Reduce JobsDebugger performance overhead. (1239856)
  • Editor: Removed HideFlags.DontSaveInEditor or HideFlags.DontSaveInBuild restriction on Scene Visibility. (1217361)
  • Editor: Scripts will now be recompiled with updated scripting defines, after a restart when the input mode has been changed. (1214248)
  • This is a change to a 2020.1.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Added exposure slider to texture importer for HDR textures. (1226322)
  • GI: Bakes take a very long time or do not finish when using high resolution heightmap terrain. (1194794)
  • Graphics: Error when an exposed mesh property linked to a Sample mesh operator is set to None. (1235327)
  • Graphics: Fix a bug in the visual effect asset compilation when there is no event. (1233056)
  • Graphics: Fix a race condition when using Dynamic Batching and Graphics Jobs together. (1221653)
  • Graphics: Fix crash when using Trails, Lines or Particles in a command buffer. (1216216)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixes an issue where graphics settings were written to boot.config incorrectly. (1236936)
  • Graphics: Mipmaps requested to stream from script now works when there are only instantiated entity objects. (1232516)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Tree Billboard textures now only update when they are used in the scene. (1198821)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Allow inspection of NativeArray objects in the debugger. (1215119)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Handle complex inputs to NativeArray intrinsics. (1230717)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Fixed ReplayKit.APIAvailable returning false on the first call. (1233569)
  • iOS: Fixed showing Broadcasting ViewController on phones in landscape orientation. (1232967)
  • Linux: Fixed issue where single-instance was not being honored when set in the player settings. (1211694)
  • macOS: Fixed DllNotFoundException: libMonoPosixHelper.dylib in Mac Standalone build. (1219335)
  • Package Manager: Disabled editing of package.json files in the Package Manager for immutable packages.
  • Package Manager: Fixed the scrollling for the description text in the Package Manager.
  • Physics: Fixed various crashes related to activation/deactivation of ArticulationBody components attached to game objects, like changing game object parent, enabling/disabling of game objects, enabling/disabling/removal of ArticulationBody components, removal of game objects with ArticulationBody attached. (1220333)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Physics: Fixed visualizers in editor scene view for the articulation body joint limits, both linear and angular ones.
  • Player: Explicitly stopping games after test runs to ensure clean test environment.
  • Player: Fixed issue where output from Stadia commands were not printing stderr.
  • Prefabs: Fix crash when variant get a self reference through it base prefab. (1225758)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fix slow scene deserialization, when scene contains broken prefab instances with many duplicate overrides. (1228147)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fix issue where Deep profiling would show the top nested call twice. (1225092)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fix Unity hangs when Deep Profiling and Call Stacks are enabled on Linux. (918779)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixes cases where last frame of profiling data would not be captured by the out of process profiler. (1211959)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixes issue where total memory usage does not show for OSX. (1169950)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Profiler: Fixed Profiler Timeline View not being able to visualize large frame which contains Asset Refresh workload (~15M samples). (1239676)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fix Burst SharedStatic to be initialized to zero after a domain reload.
  • Scripting: Fixed - Added support for dialects of Chinese language in Application.systemLanguage. (1206732)
  • Scripting: Fixed an issue where adding multiple precompiled assemblies with the same name could cause script compilation to get stuck in a loop. (1217707)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Return a sound static element type name for SerializedProperty.arrayElementType, when a SerializedProperty pointing to a managed reference array (not an actual array item). (1225769)
  • Services: Fixed the Collab enable/disable state desync in the Services Window when changing it from the Collab window. (1234356)
  • Shaders: Fixed ShaderUtil.IsPassCompiled(), which was returning the state of passes in the first subshader, instead of the active subshader. (1238973)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fix issue with Scrollbar::ClickRepeat that was using the same PointEventData over multiple frames. (1193571)
  • UI Elements: Calling ClearSelection from the selection change handler of a ListView does not cause an infinite loop that crashes Unity. (1237831)
  • UI Elements: Fixed UIElements shaders not respecting the UNITY_COLORSPACE_GAMMA define. (1221261)
  • UI Elements: The package shader for the editor will now be used when the UIElements package is used. (1232012)
  • Video: Fixes video stuttering when large screen target resolution is set and Vsync is disabled.
  • Original bug: https://fogbugz.unity3d.com/f/cases/1232889/ (1232889)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Reorganized looping logic to avoid frame reordering that was leading to confusion when deciding what frame is closest to current player clock time. (1198586)
  • Windows: Popup windows now stay open when opened by a button in a custom popup menu. (1219122)
  • This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: Fix APK crash on Oculus Quest. (1233626)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fix for excessive Shader Build times when buliding Player on Android. (1228826)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Update XR Plugin Management for improved user workflow.
  • API Changes:
  • Graphics: Added: Add control on display of shadow mask option and reflection probe option in quality settings
  • Improvements:
  • Graphics: Improved the error messaging interface when incorrectly setting up texture stacks.
  • Graphics: Reduced memory allocation when using VT in editor. (1225102)
  • Features:
  • Package Manager: Added new "Enable Preview Packages" Project setting for Package Manager.
  • Package Manager: Updated the look of the Package Manager window to highlight preview package usage.

New in Unity 2019.3.12 (Apr 30, 2020)

  • Fixes
  • 2D: Calling ReleaseAsset() on AssetReferenceSpriteAtlas results in lost reference and unusable SpriteAtlas (1185717)
  • 2D: Fix crash with TilemapRenderer when Tilemap contains Sprites with the same texture but have different vertex attributes. (1221127)
  • 2D: Fix rendering of Tilemap Sprites using SpriteAtlas when the Sprites are late-bound to a SpriteAtlas (1228451)
  • Android: Fix building with target SDK < 28 (1235468)
  • Animation: Crash on Animator::CreateInternalControllerPlayable when entering Play Mode (1227838)
  • Asset Pipeline: Speedup searching for assets by label (1215544)
  • Editor: Backport of PerformanceTracker API and ProfilerMarker filtering to allow package https://github.cds.internal.unity3d.com/unity/com.unity.performance-tracking to be used in 19.3
  • Editor: Fix alignment issues for Glyph tables in inspector (1201325)
  • Editor: Fixed an issue where editor freezes when closing a custom Editor window that is referenced by another custom Editor window. (1201522)
  • Editor: OmniSharp project reference warnings are thrown in VSCode console when using VSCode
  • Editor: Reset accellerometer values when Unity Remote 5 disconnects from Editor (1200457)
  • Editor: Stop dirtying all scenes when duplicating a GameObject. (1219498)
  • Graphics: Fixed case where the size of shadow maps (RenderTexture) was reported incorrectly (too large). Sizes now correspond to the ones reported by RenderDoc. (1172032)
  • macOS: Fixed Mac GPU selection when a system has two or more GPUs with the same name. (1233516)
  • macOS: Mac GPUs are now ordered by external, dedicated, integrated. (1215848)
  • Playables: Fix crash when calling RebuildGraph() when processing playable notifications. (1187961)
  • Prefabs: Fix crash when variant get a self reference through it base prefab (1225758)
  • Prefabs: Fix slow scene deserialization, when scene contains broken prefab instances with many duplicate overrides. (1228147)
  • Profiler: Fixed an issue where references for some native types would no longer be captured (1234714)
  • Scripting: "Generate all .csproj files" setting needs to be toggled on every startup for all the csproj files to actually be generated
  • Serialization: Fix the order of main object/instance object deserialization callbacks in the presence managed references (1216813)
  • Serialization: When resizing a managed reference array through SerializedProperty, insert null references instead of duplicating the last reference id (1228136)
  • Video: Fixes video stuttering when large screen target resolution is set and Vsync is disabled (1232889)
  • XR: Fix APK crash on Oculus Quest (1233626)
  • Improvements
  • XR: Update XR Management Plugin for improved user workflow.

New in Unity 2020.2.0 Alpha 9 (Apr 30, 2020)

  • Fixes:
  • 2D: Fixed bone name field in weight slider does not display bone name (1226249)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed SpriteResolver's Inspector not updated when GameObject is disabled (1230787)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed a regression with playing back uncompressed, on-disk asset bundles on Android versions before Pie.
  • Animation: Fixed an issue where a rename would be accepted in the Animation Window even if the ESC key is pressed (1157048)
  • Asset Bundles: Fix asset bundle to be able to load scene from asset bundle build from package. (1233575)
  • Editor: Fixed a crash processing old fbx files with legacy animations (1209240)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where when "Add Component" button jumps in the inspector when resizing if has custom expandable UI Group elements. (1230277)
  • Editor: Fixed OpenGL Editor crash that happenend on enabling wireframe mode (1238321)
  • This is a change to a 2020.2.0a4 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed renaming asset while scripts are re-compiling. (1233782)
  • Editor: Fixed some cases of EditorUtility.ClearProgressBar done at wrong times resulting in "Trying to access current progress scope" errors. (1238068)
  • Editor: Fixes an issue where an exception was thrown when trying to show the contextual menu for an unloaded scene in the hierarchy window (1233432)
  • Editor: Fixes the crash when "Right click" is used to close an undocked preview window on Windows. (1231889)
  • Editor: Scripts will now be recompiled with updated scripting defines, after a restart when the input mode has been changed. (1214248)
  • GI: Fixed issue where the ContributeGI flag acts faulty in a Preset inspector. (1223708)
  • Graphics: Fix validating textures without mips (1232782)
  • Graphics: Fixed crash when trying to assign RenderTexture as input for a VT stack (1235243)
  • Graphics: Fixed incorrect NativeArray aliasing when using CPU PVT (1232623)
  • Graphics: Fixed loading RenderDoc when VirtualTexturing is enabled (1235256)
  • Graphics: Fixed shader codegen for countbits (1227474)
  • Graphics: Fixes an issue where graphics settings were written to boot.config incorrectly. (1236936)
  • Graphics: Mipmaps requested to stream from script now works when there are only instantiated entity objects (1232516)
  • Graphics: Updated QualitySettings.streamingMipmapsRenderersPerFrame to support setting at runtime (1222432)
  • IL2CPP: Correct the implementation of ConcurrentBag so that it works with ETW managed code stripping. (1230447)
  • iOS: Stop .pdb files being added to non development XCode builds. (1232798)
  • Package Manager: Fixed defect in AssetStorePackage reported by static code analysis (1237761)
  • Package Manager: Fixed defect in AssetStoreProductInfo reported by static code analysis (1237762)
  • Package Manager: Fixed the issue where ArgumentException will be thrown when opening Asset Store page in Package Manager window when Charles Proxy is running.
  • Package Manager: Internal changes, moved DownloadImageAsync function into AssetStoreCache class so it is with the Load and Save Image functions.
  • Player: Updated automation player to use most recent stadia sdk
  • Prefabs: Fix crash on InstantiatePrefabDrag when dragging a Prefab to a Scene (that deletes its PrefabInstance handle in OnEnable) (1229166)
  • Prefabs: Fix Dragging a UI Prefab to the Scene view incorrectly shows it in the Hierarchy and an ArgumentOutOfRangeException is thrown. (1223793)
  • Prefabs: Fix that Editor logs errors when adding/removing a Component while Prefab is selected in a locked Inspector. (1231637)
  • Profiler: Fixed an issue whereby no data was shown in the UI Profiler module's chart. (1233107)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fix crash when large amount of dynamic code is generated, potentially for XML serialization. (1191533)
  • Scripting: Fix warning being logged to console when adding a script with the same name as a component. (1224238)
  • Scripting: Fixed - Added support for dialects of Chinese language in Application.systemLanguage. (1206732)
  • Scripting: Fixed crash that occurred during domain reload that was caused by image set data being stored in the wrong image. (1224837)
  • Scripting: Potential fix for random crash. (1232819)
  • Services: Fixed the Collab enable/disable state desync in the Services Window when changing it from the Collab window (1234356)
  • Shaders: Local keyword no longer removed when loaded from player asset bundle. (1232272)
  • Terrain: Fixed preview when multiple TerrainLayers are selected (1148952)
  • UI Elements: Limiting the relative position of the splitter to always be between 0f and 0.999f.
  • Added automated test to make sure the bug can never be reproduced. (1227342)
  • UI Toolkit: Renamed "Update UIElements Schema" menu item to "Update UXML Schema"
  • Version Control: Fixed errors for Collab users using Apple FileMerge as their diff/merge tool. (1224872)
  • Version Control: Removed the VCS "Lock" and "Unlock" buttons in various menus when the enabled VCS system does not support those operations. (1174664)
  • Video: Fixes video stuttering when large screen target resolution is set and Vsync is disabled (1232889)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: No longer emitting deprecation warnings for subsystem infrastructure. (1238848)
  • XR: Update XR Plugin Management for improved user workflow.
  • API Changes:
  • Build Pipeline: Added: Added ContentBuildInterface.GetPlayerAssetRepresentations API to return the asset representations without triggering a load of the asset itself. Improving performance for certain build cases.
  • Editor: Changed: Rename SceneViewState.showMaterialUpdate to alwaysRefresh. (1230092)
  • Graphics: Added: Add control on display of shadow mask option and reflection probe option in quality settings
  • Graphics: Added: Added RayTracingAccelerationStructure Build and Update overloads that take in a relative origin for the acceleration structure. By default (when no origin is passed in), this origin in (0, 0, 0). Camera-relative ray tracing is enabled by passing in the camera position as the relative origin every time Build or Update is called.
  • XR: Added: Added Script API to override XR display subsystem's preferred mirror mode.
  • Changes:
  • Editor: Configurable Enter Play Mode feature is no longer experimental.
  • iOS: Launch Images are no longer supported, as per new Apple guidelines
  • UI Toolkit: Renamed menu entries of UIElements to UI Toolkit.
  • Window/Analysis/UIElements Debugger becomes Window/UI Toolkit/Debugger
  • Window/UI/UIElements Samples becomes Window/UI Toolkit/Samples
  • Create/UIElements/Editor Window becomes Create/UI Toolkit/Editor Window
  • Create/UIElements/USS File becomes Create/UI Toolkit/Style Sheet
  • Create/UIElements/UXML Template becomes Create/UI Toolkit/UI Document
  • Remove mentioned of UIElements in the output of the Editor Window script generator
  • Improvements:
  • 2D: Added ability to specify Corners properties
  • 2D: Allow reordering of bone order in Bone Influence window. This is to allow fine tuning of bone order when shown in SpriteSkin's Inspector
  • 2D: Fixed an issue where Cinemachine Pixel Perfect Extension didn't work when CinemachineBrain Update Method is anything other than Late Update. (1209977)
  • 2D: Fixed SpriteShape Corner Threshold does not work (1226847)
  • 2D: Fixed SpriteShape Edge Collider does not extend to End-point even if Edges dont overlap (1226856)
  • 2D: Fixed when Collider generation allocation (1226841)
  • 2D: Improved deformation performance when Collection and Burst package is installed
  • Asset Import: Improve uv-unwrapper performance
  • Asset Pipeline: Show more precise information in progress dialog when asset postprocess callbacks take a long time to finish (1228418)
  • Editor: Handles.DrawLine, DrawWireDisc and DrawWireArc functions got an optional "thickness" parameter for drawing thick handles.
  • Editor: Improved JobsDebugger performance
  • Editor: Move/Rotate/Scale handle improvements! Thicker lines, with user preference for thickness. Indication for which axis would be picked by mouse hover was improved (brighter color and thicker line), as well as increased accuracy of move & scale axes end points picking. Rotation handle arcball rotation outline circle is more visible now. Axis end caps are properly sorted and no longer the further Z axis cap is drawn over the closer X cap. Move tool plane widgets are no longer on the wrong side of the center handle when orthographic camera is used.
  • Graphics: Texture creation performance improved for CubeMaps on Metal. Hitches reduced.
  • Graphics: Texture creation performance improved for CubeMaps on Vulkan. Hitches reduced.
  • Particles: Added a new Depth sorting mode, to sort particles based on their distance to the camera plane. (1207573)
  • Scripting: Ensure crash handler is invoked when an abort or assert is encountered in Mono runtime.
  • Features:
  • Package Manager: Updated the Package Manager window visuals with the primary goal to highlight the usage of preview packages.

New in Unity 2020.1.0 Beta 7 (Apr 30, 2020)

  • Fixes:
  • 2D: Editor crashes during Sprite Atlas baking when not enough disk space is available. (1228614)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed a crash that might happen when a Sprite Renderer in Sliced/Tiled Draw Mode was rendered with the Universal Render Pipeline. (1217696)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed the issue where after you renamed a created Sprite, you were unable to select a second created Sprite. (1223096)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed the issue where Sprites in a Sprite Atlas turn invisible in Game View and Scene View when pressing Pack Preview in the Inspector window. (1226855)
  • 2D: Sprite Atlas V2 Inspector has missing icon. (1231782)
  • Animation: Fixed a crash when assigning an invalid AnimatorOverrideController to the Animator field. (1229421)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed unassigned AudioSource game object from causing a memory leak which would eventually result in a crash. (1225987)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: Fixed cache miss due to non-deterministic hash generation for BuildReferenceMap and BuildUsageTagSet classes. (1227574)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • DX12: Fixed a crash when only a raygeneration shader is used in a .raytrace shader and no other Renderers are added to the acceleration structure. (1228755)
  • Editor: "Generate all .csproj files" setting needs to be toggled on every startup for all the csproj files to actually be generated.
  • Editor: Fixed issue where whitespace was added in serialized text fields when a newline was directly followed by a single quote character (n'). (1228940)
  • Editor: Fixed issue with the changing of the size of the input search field. (1230569)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed Transform manipulator to use Undo.RecordObject so it works with livelink.
  • Editor: Project does not contain all .csproj files when "Generate All .csproj files" option is selected in preferences.
  • GI: Fixed issue where clamp method was used wrongly. (1231877)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: New projects created with the 3D template will now support baked light cookies by default.
  • Graphics: Exposed PVT out-of-UV-range border requests so we can have proper filtering. (1222641)
  • iOS: Fixed an issue where a custom storyboard might not be found at runtime. (1225171)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed issue where plugins were not being placed and loaded from the correct location. (1216171)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed Mac GPU selection when a system has two or more GPUs with the same name. (1233516)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixes a bug that prevented the Game Center UI from showing on macOS. (1215479)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Mac GPUs are now ordered by external, dedicated, integrated. (1215848)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Changed the download bar size to match the Package Manager window size.
  • Package Manager: Changed the result count to match the count of visible Assets in the Package Manager window.
  • Package Manager: Removed dependency from package json.
  • Profiler: Fixed an issue where references for some native types would no longer be captured. (1234714)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed Editor crashes when loading corrupted profiler data. (1131782)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Fixed error message when error is found during load of serialized asset. (1228574)
  • Shaders: Platform keywords that only depend on the current build target now affect #pragma selection. (1226253)
  • XR: CPU affinity detection was incorrect on 64-bit mobile Oculus builds. This affected how many worker threads were created. (1232907)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Changes:
  • Timeline: Updated default Timeline package version to 1.3.2.

New in Unity 2019.3.11 (Apr 24, 2020)

  • Fixes:
  • 2D: Editor crashes during Sprite Atlas baking when not enough disk space is available (1228614)
  • 2D: Fixed a crash that might happen when a Sprite Renderer in Sliced/Tiled Draw Mode was rendered with the Universal Render Pipeline. (1217696)
  • 2D: Fixed unable to select second created Sprite after the first created Sprite has been renamed. (1223096)
  • Animation: Fixing a crash when assigning an invalid AnimatorOverrideController to the Animator field. (1229421)
  • Asset Import: Fixed issue where selecting a Material from the list in Model Importer Material Editor locks choice and ignore other selected Materials (1238878)
  • Asset Import: Fixed issue where shadows appear segmented at specific angles when using physical camera with a large difference between sensor aspect ratio and screen aspect ratio. (1211431)
  • Audio: Fixed unassigned AudioSource game object from causing a memory leak which would eventually result in a crash. (1225987)
  • Build Pipeline: Fix cache miss due to non-deterministic hash generation for BuildReferenceMap and BuildUsageTagSet classes. (1227574)
  • Editor: Layer settings are set and saved per project in the project Library folder instead of being set globally. (1191057)
  • Editor: Raise a warning when exporting a .unitypackage, including dependencies, when some dependencies are in Package Manager packages and cannot be included (1218448)
  • GI: Added API for StitchLightmapSeams and ScaleInLightmap on Mesh Renderer. (1228109)
  • GI: Fixed incorrect handling of HDR values for the gradient sky environment while baking. (1222747)
  • Graphics: Errors appear when modifying a directional light with a reflection probe when HDRMode is R11G11B10 (1217364)
  • Graphics: Resolved graphics tiers HDR format not taken into account within the editor. (1205975)
  • Graphics: Tree Billboard textures now only update when they are used in the scene. (1198821)
  • IL2CPP: Add support for SendTo and RecvFrom socket calls on Windows with IPv6. (1208806)
  • iOS: Fixed an issue where a custom storyboard might not be found at runtime (1225171)
  • iOS: [iOS] Swift Language Version is not set in Xcode Build Settings when a .swift source plugin is added to an Unity Project (1176139)
  • Kernel: AlignOf returns C# required structure alignment, instead of 4. (1214853)
  • Linux: Read /etc/os-release instead of running lsb_release to be more platform agnostic and resolve issue with Stadia certification. (1231988)
  • macOS: Fixed issue where plugins were not being placed and loaded from the correct location (1216171)
  • macOS: Fixes a bug that prevented the Game Center UI from showing on macOS (1215479)
  • Package Manager: Fix nullreference exception (backport) (1218765)
  • Profiler: Fix Editor crashes when loading corrupted profiler data (1131782)
  • Scripting: Fixed batch mode issue, where a repeating or infinite loop coroutine does not resume execution after a period of time. (1201708)
  • XR: Fix a crash when executing Application.Quit on Oculus device (1222826)
  • XR: Fix for lack of vulkan support for additional graphics queue in graphics device. (1221658)
  • XR: Fixed Vulkan multiview renderpass mismatch
  • Improvements:
  • Android: Update Screen.currentResolution.refreshRate in case the display refresh rate changes
  • Kernel: Fix crash when empty filename is passed to AsyncReadManager.Read API
  • UI: Add the ability to toggle maskable option from the inspector (property has always been there for API only) (1227645)
  • Features:
  • iOS: Make it possible to tweak xcode frame-capture and metal-validation option from editor scripts

New in Unity 2020.2.0 Alpha 8 (Apr 24, 2020)

  • Fixes:
  • 2D: Fix Bounds/RectInt.allPositionsWithin returning positions with a size 0 for any axis (1227811)
  • 2D: Fix crash with TilemapRenderer when Tilemap contains Sprites with the same texture but have different vertex attributes. (1221127)
  • 2D: Fix rendering of Tilemap Sprites using SpriteAtlas when Reload Scene is disabled for Enter Play Mode settings. (1223809)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fix rendering of Tilemap Sprites using SpriteAtlas when the Sprites are late-bound to a SpriteAtlas (1228451)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed unable to select second created Sprite after the first created Sprite has been renamed. (1223096)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Set active editor tool to Paint tool when Shift Key is released before Mouse Button is released when painting or erasing from a Tile Palette (1231123)
  • 2D: Sprite Atlas v2 has missing Icons. (1231782)
  • 2D: Sprites in Sprite Atlas turn invisible in Game View and Scene View when pressing Pack Preview in the Inspector (1226855)
  • Android: Fix Android keyboard not reporting LostFocus state correctly (1229827)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fix building with target SDK < 28 (1235468)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: BlendTree node with any number of empty Motion fields now trigger an update of neighbouring node positions. (1193229)
  • Animation: Fix crash on Animator::CreateInternalControllerPlayable when entering Play Mode (1227838)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed a bug where selected GameObjects are deleted when entering Play Mode and "Failed to unpersist" error is thrown (1222757)
  • Animation: Fixed InvalidOperationException error when undoing GameObject removal on an active AnimationWindow selection. (1230209)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixing a crash when assigning an invalid AnimatorOverrideController to the Animator field. (1229421)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Apple TV: !IsDirectoryCreated error is now not thrown when a project is built successfully for tvOS (1225128)
  • Asset Import: FBX importer address issue where an object animated visibility was turning to invisible if parent of object was animated only for a sub-section of the child animation range. (1227394)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fix for issue where a null reference exception was thrown when multiple objects were selected & animation tab was selected. (1231164)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed excessive allocations duting UTF-8 conversion (1222373)
  • Asset Pipeline: Fixed issue with asserts triggered, when importer is creating asset on existing asset. Bad legacy importer behaviour, but it is currently supported. (1225324)
  • Audio: Don't play previews when audio is disabled (1232267)
  • Audio: Fixed unassigned AudioSource game object from causing a memory leak which would eventually result in a crash. (1225987)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: Fix cache miss due to non-deterministic hash generation for BuildReferenceMap and BuildUsageTagSet classes. (1227574)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • DX12: Fixed a crash when only a raygeneration shader is used in a .raytrace shader and no other Renderers are added to the acceleration structure. (1228755)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: "Generate all .csproj files" setting needs to be toggled on every startup for all the csproj files to actually be generated
  • Editor: Byte order marks located anywhere in C# scripts no longer make importing fail. (1230036)
  • Editor: Ensur EditorSettings works as preset (1223623)
  • Editor: Fix foldout alignment in Physics2D Settings window (1228331)
  • Editor: Fix for Physics Matrix in Project Settings that was drawing itself over a scrollbar. (1230925)
  • Editor: Fixed 3D texture preview drag rotation
  • Editor: Fixed an issue where a console error is thrown when holding the control/command key and dragging objects in the hierarchy window. (1222971)
  • Editor: Fixed an issue where the Gizmos FoldOut does not expand until the mouse cursor is moved. (1228330)
  • Editor: Fixed Android player build progress bar not reaching 100% and being erratic. (1228938)
  • Editor: Fixed crash on opening compiled compute shader code. (1231120)
  • Editor: Fixed editor crashes in Play Mode when switching between Game and Scene view tabs (1229924)
  • This is a change to a 2020.2.0a2 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed issue where whitespace was added in serialized text fields when a newline was directly followed by a single quote character (n') (1228940)
  • Editor: Fixed issue with the changing of the size of the input search field. (1230569)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed missing borders (i.e. inspector window and player settings) (1228726)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed potential graphics device resource leak when triggering long synchronous build tasks (1232294)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed prefab selection in the Scene View not respecting user set picking flags. (1234665)
  • Editor: Fixed progress always displaying the remaining time after doing it once. (1232897)
  • Editor: Fixed progress bar not reverting to unresponsive status after another task completes. (1232899)
  • Editor: Fixed the background image of popup windows in active state (1214816)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the foldout issue in Particle System window. (1230823)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed UnityEngine.GUI:CallWindowDelegate crash when focusing scene view in Play Mode. (1230441)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Hierarchy items are not considered hovered when scrolling the vertical scrollbar. (1229149)
  • Editor: Inspector property copy/paste no longer allows pasting unrelated enum values. (1222717)
  • Editor: makes sure proper selected items are within hierarchy view after "selecte prefab root" and "invert selection", previously items would be properly selected but not in view of the hierarchy. (1228117)
  • Editor: Project does not contain all .csproj files when "Generate All .csproj files" option is selected in preferences
  • Editor: Stop sending gyro settings to Unity Remote if nothing's changed. (1206221)
  • GI: Added exposure slider to texture importer for HDR textures. (1226322)
  • GI: Fixed issue where clamp method was used wrongly. (1231877)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed the lightmapper sometimes getting stuck, especially on undo after moving instances or changing resolutions. (1144403)
  • GI: Updated cookie support UI and API (1229691)
  • Graphics: Added a warning message when intermediate renderers reset non-finite bounds to zero. (1225021)
  • Graphics: Do not perform rendering during OnValidate/CheckConsistency. This will invariably fail. (1218663)
  • Graphics: Editor crashes when using BatchRendererGroup and SRP Batcher without Hybrid renderer (1233527)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fix a race condition when using Dynamic Batching and Graphics Jobs together. (1221653)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix an issue where in some cases, Custom Render Textures would not be rendered (generally with asset bundles or in a standalone build)
  • Graphics: Fix CustomRenderTexture not using depth for camera rendering (1226411)
  • Graphics: Fix half precision support in compute shaders (1227467)
  • Graphics: Fix Metal RenderPass crash when there is no depth
  • Graphics: Fix RenderPass API Validation, SystemInfo.supportedRenderTargetCount is per subpass
  • Graphics: Fixed memory leak when disabling texture mip streaming (after enabled) (1227997)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixing flipped view when using RenderPass API
  • Graphics: Keep reference to dragged VisualEffectAsset when dragging in empty hierarchy space (1234747)
  • This is a change to a 2020.2.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Mesh Yaml content could no longer be parsed properly leading to unitialized VertexBuffers causing crash. (1230188)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Output error messages when Hybrid V2 batches will not render because the shader had SRP batcher incompatible variants (1232216)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Particles/Unlit shader causes test failures on several platforms for URP (1231210)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Removed a unneeded PIX related assert.
  • Graphics: This fixes the crash during command buffer reading in d3d12 mode. (1233711)
  • Graphics: tipfix uninitialized variables in TextureUploadMemoryDX11 (1231159)
  • Graphics: Virtual texturing is only initialized when actually enabled (1217228)
  • Graphics: [RenderPass] Fixed incorrect input attachment indexing on fallback platforms
  • IL2CPP: GetIPProperties().GatewayAddresses now properly runs on MacOS. (1226597)
  • IL2CPP: Handle complex inputs to NativeArray intrinsics. (1230717)
  • iOS: Fixed showing Broadcasting ViewController on phones in landscape orientation (1232967)
  • iOS: iOS: fixed ReplayKit.APIAvailable returning false on the first call (1233569)
  • Licenses: Fixes the issue when in batch mode switching project path and activating a license in one command causes wrong folder to be used for build. (1219428)
  • Licenses: Improve Editor logs for CLI license activation when license machine binding fails (1040333)
  • macOS: Correctly clear a render target before compute pass (1226392)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed assets cannot be saved if the project name contains certain Unicode characters (1229500)
  • macOS: Fixed Bundle Identifier from Player Settings not matching the generated Xcode project bundle identifier on macOS Standalone (1221132)
  • macOS: Fixed console window lose focus when status bar is clicked to show it (1227963)
  • macOS: Fixed DllNotFoundException: libMonoPosixHelper.dylib in Mac Standalone build (1219335)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed Mac GPU selection when a system has two or more GPUs with the same name. (1233516)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed unreadable text in macOS installer in dark mode (1210046)
  • macOS: Fixes a bug that prevented the Game Center UI from showing on macOS (1215479)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Improves the module installation button in Build Settings (1219284)
  • macOS: Mac GPUs are now ordered by external, dedicated, integrated. (1215848)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fix memory overwrite/corruption when using shadow casting particle lights (1051422)
  • Physics: Fix an issue where a child Kinematic Rigidbody2D using Interpolation doesn't correctly follow a parent Dynamic Rigidbody2D also using Interpolation. (1233040)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed editor crash when reloading and playing the scene with ArticulationBody components enabled on same game objects. (1220333)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed various crashes related to activation/deactivation of ArticulationBody components attached to game objects, like changing game object parent, enabling/disabling of game objects, enabling/disabling/removal of ArticulationBody components, removal of game objects with ArticulationBody attached.
  • Player: Explicitly stopping games after test runs to ensure clean test environment.
  • Player: Fixed issue where output from Stadia commands were not printing stderr.
  • Prefabs: Fix baked Occlusion Culling data affects Prefab Mode (1136698)
  • Prefabs: Fix crash when variant get a self reference through it base prefab (1225758)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fix Unity hangs when Deep Profiling and Call Stacks are enabled on Linux (918779)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where references for some native types would no longer be captured (1234714)
  • Profiler: Fixed deep profiling shows the top layer function nested twice in the hierarchy (1225092)
  • Profiler: Fixed issue where total memory usage did not correspond to Activity monitor and total reserved memory would should as being less than total used. (1169950)
  • Scripting: Fix crash when logging empty string (1236745)
  • This is a change to a 2020.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed an issue where adding multiple precompiled assemblies with the same name could cause script compilation to get stuck in a loop (1217707)
  • Serialization: Fix complex values in map when writing json (1224760)
  • Serialization: Fix error message when error is found during load of serialized asset (1228574)
  • Serialization: Fix error where OcclusionData yaml file parsing was no longer working. (1228835)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Fix the order of main object/instance object deserialization callbacks in the presence managed references (1216813)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Make sure to support resolution loops and empty messages in System.Obsolete for the API upgrading path (1222795)
  • Serialization: Return a sound static element type name for SerializedProperty.arrayElementType, when a SerializedProperty pointing to a managed reference array (not an actual array item) (1225769)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed broken shader variant tracking in the editor. (1169786)
  • UI: Adding ability to use Ctrl + Insert to copy text and shift + instert to paste text. (1226349)
  • UI: Fix Canvas size when Game window exists but is hidden since the Editor start (1225919)
  • UI: Fix issue with Scrollbar::ClickRepeat that was using the same PointEventData over multiple frames. (1193571)
  • UI: Fixed issue where Text Mesh color was not reset properly upon calling "Reset" (1223055)
  • UI Elements: Fix event currentTarget being null when event is sent only to target.
  • UI Elements: Fixed padding that caused truncated text in UIElements debugger search bar. (1233009)
  • UI Elements: Item height is now excluded from the ListView view data. (1225888)
  • Universal Windows Platform: calling into C# code will no longer crash the player before initializing Unity engine. (1200489)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Reorganized looping logic to avoid frame reordering that was leading to confusion when deciding what frame is closest to current player clock time. (1198586)
  • Web: [UnityWebRequest] Fixed rare cases where request would fail when using File download or upload handler
  • XR: CPU affinity detection was incorrect on 64-bit mobile Oculus builds. This affected how many worker threads were created. (1232907)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fix APK crash on Oculus Quest (1233626)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fix bug where XR will stop functioning after any new packages are installed. (1223574)
  • XR: Fix for excessive XR Shader Build times when buliding Player on Android (1228826)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fix for lack of vulkan support for additional graphics queue in graphics device. (1221658)
  • XR: Fix order of single-pass instancing shader variables for gles3 (1187259)
  • XR: Fix zero-initialization for ScriptableCullingParameters
  • XR: Fixed Sprite Mask not working in URP XR (1195098)
  • XR: Linux Editor no longer attempts to load Resonance Audio library when running on machines that don't support SSE 4.1 instructions (1207680)
  • XR: Make sure GetInstanceCountMultiplier() is used correctly in DrawNullGeometry() and DrawIndexedNullGeometry() with OpenGL
  • API Changes:
  • Editor: Added: Add HandleUtility.pickGameObjectCustomPasses, allowing external code to augment the Scene View picking function.
  • Graphics: Added: Added an overload to CommandBuffer.GenerateMips that takes a RenderTargetIdentifier parameter.
  • XR: Added: Added XR MSAA level setter to c# script.
  • Changes:
  • Build Pipeline: Always add a copy of the managed symbols to a Temp/ManagedSymbols folder during a build.
  • GI: New projects created with the 3D template will now support baked light cookies by default.
  • Timeline: Updated default Timeline package version to 1.4.0-preview.3.
  • Improvements:
  • Android: Support Vulkan backbuffer pre-rotation
  • Asset Pipeline: Added examples to CopyAsset, SetLabels, GetMainAssetTypeAtPath,GetUnusedAssetBundleNames, RemoveUnusedAssetBundleNames
  • Asset Pipeline: Added examples to ExportPackage, GetAssetBundleDependencies, GetAssetOrScenePath, GetAssetPathFromTextMetaFilePath, GetImplicitAssetBundleVariantName
  • Asset Pipeline: Added examples to GetSubFolders, ImportPackage, IsForeignAsset, IsMainAsset, IsMainAssetAtPathLoaded
  • Asset Pipeline: Added examples to IsValidFolder, DeleteAsset, MoveAsset, RenameAsset, MoveAssetToTrash
  • Asset Pipeline: Added examples to WriteImportSettingsIfDirty, GetImplicitAssetBundleName, GetLabels, Contains, ForceReserializeAssets, ClearLabels
  • Bug Reporter: Allow setting Bug Reporter defaults for Publicity, CustomerEmail, and whether to exclude project files, in services-config.json.
  • DX12: Added support for constant buffers set with the CommandBuffer.SetGlobalConstantBuffer and Shader.SetGlobalConstantBuffer methods in Ray Tracing Shaders. Fixed and improved all the Ray Tracing related Scripting API documentation.
  • DX12: On DX12 skin pose buffer update triggers an upload operation from upload heap to default memory resulting in barriers being inserted between compute dispatches, which prevented them from being scheduled concurrently. This PR uses scratch buffer memory for the skin pose buffer thus eliminating the need for an upload operation and the barriers.
  • Editor: Added Pan, Zoom and Blendshape Preview to the Mesh Inspector.
  • Editor: Added shortcuts to copy/paste camera position -- "Scene View/Copy Camera Placement", "Scene View/Paste Camera Placement" and "Game View/Copy Camera Placement" in shortcut settings. No default keys are assigned.
  • Editor: Arrays and user-written serializable classes & structs can be copy/pasted in the inspector now.
  • Editor: Updating the UI for Background tasks and Main toolbar.
  • GI: Sped up GI main thread initialization on Editor startup. (1162775)
  • Graphics: Reduced memory allocation when using VT in editor (1225102)
  • Graphics: Texture creation performance improved for CubeMaps on PC and Xbox on DX11 and DX12 and PS4
  • iOS: Changed builtin xib launch screens to storyboard
  • Package Manager: Improved project loading time through caching Unity Package Manager state on disk.
  • Physics: Implement visualisers for the articulation body joint limits, both linear and angular ones. Revolute, prismatic and spherical joints are supported.
  • Physics: Make the MeshCollider fast midphase work on all platforms. (1213433)
  • Windows: Improved Time.deltaTime consistency for D3D11 graphics API.
  • Features:
  • Asset Pipeline: Added 2 new properties:
  • AssetDatabase.GlobalArtifactDependencyVersion
  • AssetDatabase.GlobalArtifactProcessedVersion
  • Editor: optionally drag all the edges from a port to another at the same time.
  • Package Manager: "Enable Preview Packages" moved in Package Manager Project Settings
  • Player: Pulling Unity Player logs after test runs as they are useful artifacts.

New in Unity 2020.1.0 Beta 6 (Apr 24, 2020)

  • Fixes:
  • 2D: Fixed crash when stopping a preview of a Material animation for a TilemapRenderer2D set to Individual Mode. (1191109)
  • 2D: Fixed TilemapRenderer showing normal maps of other Tiles when displaying Tiles with Sprites without normal maps. (1185586)
  • 2D: Improve performance of SpriteEditorWindow when applying changes for new Sprites created. (1201297)
  • AI: Fixed crash in NavMeshManager on IL2CPP builds. (1175557)
  • This is a change to a 2019.3.0a10 change, not seen in any released version, and will not be mentioned in final notes.
  • Android: AndroidExternalToolsSettings.sdkRootPath setting does not throw InvalidOperationException when set from -executeMethod or InitializeOnLoad methods anymore (1205401)
  • This has been backported and will not be mentioned in final notes.
  • Android: Bundletool 0.7.2 in 2019.2 causes Build & Run failure when running App Bundle Android 4.x device (1189570)
  • This is a change to a 2019.3.0b12 change, not seen in any released version, and will not be mentioned in final notes.
  • Android: Fix poor physics performance on ARM64 on certain devices with power mode disabled. (1186295)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed crash on Android when reading serialised animation data. (1197792)
  • Asset Bundles: Fix assertion when building multiple scene asset bundles with data analytics enabled. (1203242)
  • Asset Import: Fixed issue where setting EditorCurveBinding.type to a custom component binds to "MonoBehavior" instead of the derived class. (1201584)
  • Asset Import: Legacy animations that follow the [email protected] naming convention in 2018.4 are not lost when upgrading to newer Unity version anymore. (1186494)
  • Asset Import: Raise maximum bone influences per vertex from 32 to 255 in the FBX Importer (1196758)
  • Asset Pipeline: AssetDatabase performance improvements (1149051)
  • This has been backported and will not be mentioned in final notes.
  • Asset Pipeline: Improved empty assetdatabase refresh performance (1171344)
  • This has been backported and will not be mentioned in final notes.
  • Asset Pipeline: Improved ImportAsset performance, which solves slow prefab editing experience (1203186)
  • Audio: Fix accessing AudioReverbFilter.lfReference / .hfReference from scripts. (1199970)
  • Audio: Fix accessing certain problematic clips in the editor when the selected platform is WebGL. (1201868)
  • This is a change to a 2019.3.0a10 change, not seen in any released version, and will not be mentioned in final notes.
  • Audio: Fixed editor crash on SoundManager::FlushDisposedSounds when importing audio files through asset database v1 (1198006)
  • This is a change to a 2019.3.0 change, not seen in any released version, and will not be mentioned in final notes.
  • DX12: Fixed CommandBuffer.DrawProcedural to work with various topology types when using DX12. (1190099)
  • Editor: Adds entitlement to request camera access in macOS editor (1202032)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Corrected adding prefabs to hierarchy in first position. (1197793)
  • This has been backported and will not be mentioned in final notes.
  • Editor: External Script Editor "Open by file extension" option is not working (1198526)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix collab related 401s after waking a computer up from sleep. (1209678)
  • Editor: Fix logging errors from background thread crashes the editor when "Error Pause" is enabled (1173657)
  • Editor: Fix null deref in SettingProvider. (1206985)
  • This is a change to a 2019.3.0f4 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where the rotate handle was not accepting input whenever the Handles matrix was not identity. (1201134)
  • This is a change to a 2019.3.0b1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where Unity crashes when copying text with Unicode emojis. (1201331)
  • Editor: Fixed memory leaking of wintermute shaderloader. (1015837)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed performance issue with editor elements in the inspector. (1203050)
  • Editor: Fixed should not be capturing when there is a hotcontrol logs appear when changing property values after removing search query (1183232)
  • Editor: Fixed vertical lines for sub-scenes in the scene hierarchy (1201408)
  • This has been backported and will not be mentioned in final notes.
  • Editor: [SRP] objects are drawn at 0, 0, 0 position, rotation and scale when Shading mode is set to 'Wireframe' - SRP batcher (1204671)
  • This has been backported and will not be mentioned in final notes.
  • GI: Fix lightmapping errors when painting holes on terrain. (1202457)
  • This is a change to a 2019.3.0b9 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Android: Fix Adreno 5XX Vulkan crash with Render texture 8xAA without depth buffer (1089111)
  • Graphics: Dynamic Array index out of bounds assert. (1178205)
  • Graphics: ECS RenderMeshSystemV2 has substantial amount of memory leak (1151798)
  • This has been backported and will not be mentioned in final notes.
  • Graphics: Editor crashes when calling Shader.WarmUpAllShaders() with one or more GPU Instanced Materials on OpenGL (1201344)
  • This is a change to a 2019.3.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed issues loading meshes and shaders authored in 17.4 in to later versions of Unity. (1195750)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Prefer dLDR HDR encoding over RGBM for HDR cubemaps on mobile platforms when ASTC format is selected as override in TextureImporter. (1198678)
  • IL2CPP: Allow the IOControlCode.KeepAliveValues option to work properly on POSIX platforms. (1198796)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Correct the behavior of network interface detection code on iOS. (1191670)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Correct the behavior of the MulticastOption constructor when the localAddress argument is not provided. (1199942)
  • IL2CPP: Handle calls to open delegates on instance methods of value types properly. (1191419)
  • IL2CPP: Improve the performance of job methods on Microsoft platforms. (1196765)
  • IL2CPP: Marshal.SizeOf computes correct values for structs containing structs. (1201175)
  • IMGUI: Fixed 'On Demand Remap' foldout icon click (1186889)
  • This is a change to a 2019.3.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Add support for iPad 7th generation (1196002)
  • iOS: Added a check to see if the app needs and could safely be cleaned up (case 1145982) (1145982)
  • This has been backported and will not be mentioned in final notes.
  • iOS: Crash on CreateCppStringFromNSString when entering Emoji as max character. (1198204)
  • This has been backported and will not be mentioned in final notes.
  • Linux: Fix the "Build" button for iOS platform on Linux. (1188590)
  • Package Manager: Transforms - Fix crashes caused by disposing of default-constructed TransformAccessArrays (1148324) (1148324)
  • This has been backported and will not be mentioned in final notes.
  • Particles: Fixed crash when destroying a culled Particle System that has a Stop Action. (1206498)
  • This is a change to a 2019.3.0b8 change, not seen in any released version, and will not be mentioned in final notes.
  • Physics: Fix inaccurate collision detection with Terrain, following from the wrong tesselation order being used (1200526)
  • This is a change to a 2019.3.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Player: Fixed crash when accessing input devices during application quit. (1193017)
  • Prefabs: Fixed Editor crash when applying joint dependency override after the rigidbody is removed. (1163986)
  • Profiler: Fixed an Editor crash in the GetProfilerThreadID() on exit. (1202746)
  • This has been backported and will not be mentioned in final notes.
  • Profiler: Fixed an error when saving Unity Profiler captures to an invalid path (1204481)
  • This has been backported and will not be mentioned in final notes.
  • Profiler: Fixed an issue where an assembly prefix makes reading the Profiler harder. (1182855)
  • Profiler: Fixed an issue with the Current Frame toggle where it only worked the first time it was pressed. (1204973)
  • This is a change to a 2019.3.0b11 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed an issue with the Target Selection drop-down menu where it would get stuck on Autoconnected Player when it failed to connect to a Player. (1193777)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Editor: Fix a number of bugs with single quote usage in namespace parser (1188570)
  • Scripting: Fix crash due to random memory corruption. (1204409)
  • Scripting: Fixed Reimporting project causes "Assembly for asmdef File will not be compiled, because it has no scripts associated with it" (1185386)
  • This has been backported and will not be mentioned in final notes.
  • Serialization: Performance optimization for prefab merging/creation. (1203377)
  • This has been backported and will not be mentioned in final notes.
  • Terrain: Fix IgnoreMasterTextureLimit handling for rendertextures and CopyTexture_Region (1148582)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Terrain: Fix issue where rendering terrain with VR active would cause Unity to crash. (1204666)
  • This has been backported and will not be mentioned in final notes.
  • UI: Fixed EventSystem not being created when an EventSystem prefab was loaded but not in the scene. (1200002)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fixing issue where a near clipping plane of zero wouldn't trigger graphics (1196850)
  • This is a change to a 2019.3.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Elements: Support @2x file naming convention with url() function in USS files.
  • Video: Asset bundles which include VideoClip have different CRC values when built from a different directory (1152507)
  • Web: Fix UploadHandlerFile properties contentType and progress. (1197177)
  • This has been backported and will not be mentioned in final notes.
  • WebGL: Disabled unnecessary default canvas event for "on drag" WebGL (case 1206214) (1190839)
  • This has been backported and will not be mentioned in final notes.
  • XR: Update Oculus Plugin to 1.1.4
  • API Changes:
  • 2D: Added: Add SortingGroup.UpdateAllSortingGroups to allow users to immediately update SortingGroups instead of waiting for LateUpdate (1202432)

New in Unity 2019.3.10 (Apr 17, 2020)

  • Fixes:
  • Animation: Fixed-Multiple warnings are thrown when loading a Scene with PlayableGraph playing (1210830)
  • Asset Import: Changed ProcessAssetBundleEntries() to batch load assets using PersistenceManager rather than loading individually using PPTRs (1184551)
  • Asset Import: FBX importer address issue where an object animated visibility was turning to invisible if parent of object was animated only for a sub-section of the child animation range. (1227394)
  • Asset Import: Fix for case 1232463 - NullReferenceException thrown when selecting multiple model assets and having the animation tab open (1231164)
  • Asset Import: Model importer was preventing the user from re-extracting textures (1172619)
  • Asset Import: Significantly reduces import time of FBX models, particularly for those containing large meshes. (1219764)
  • Asset Pipeline: Corrupted assets are cached and causes cache poisoning (1206193)
  • Editor: Apply changes in Inspector correctly (1225161)
  • Editor: Fix OnPreviewGUI method's background image is rendered grey instead of white when background image is set to white texture (1212892)
  • Editor: Fixed EditorApplication.isPlaying is true in the first OnDisable() when entering Play mode with Play Mode Options enabled (1222935)
  • Editor: Fixed potential graphics device resource leak when triggering long synchronous build tasks (1232294)
  • Editor: Fixed the background image of popup windows in active state (1214816)
  • Editor: fixes an issue where smart rounding was causing problems with large scale values with the Rect tool (1225799)
  • Editor: Modal windows don't allow interaction with other windows until they are closed(affects EditorWindow.ShowModal() and EditorWindow.ShowModalUtility())
  • Editor: Removed Entering Playmode with Reload Domain disabled message from a console window (1222922)
  • GI: Fixed an issue with normals during bounce calculations in the GPU lightmapper, leading to large differences in brightness between the CPU and the incorrect GPU lightmapper. (1206157)
  • GI: Fixed issue where clamp method was used wrongly. (1231877)
  • Graphics: Correctly clear a render target before a compute pass (1226392)
  • Graphics: Fixed memory leak when disabling texture mip streaming (after enabled) (1227997)
  • Graphics: Fixed PS4 error, thrown when SkinWeight is set to more than 4 bones per vertex. (1202598)
  • Graphics: Further fixes for loading 17.4 asset bundles in to later versions of Unity (1194120)
  • Graphics: Mesh Yaml content could no longer be parsed properly leading to unitialized VertexBuffers causing crash. (1230188)
  • Graphics: Removed some unnecessary warnings (1193536)
  • Graphics: Shader.WarmupAllShaders() no longer submits a shader that uses VK_EXT_shader_viewport_index_layer without enabling it in context creation. (1215855)
  • iOS: Copy across referenced images from the launch screen storyboard during build times. (1187103)
  • iOS: Fixed crash when trying to use metal on simulator (this is supported starting with unity 2020.1) (1227049)
  • iOS: Screen.SafeArea should be reported correctly after the app is paused and it's orientation is changed. (1190735)
  • iOS: Screen.SafeArea should no longer reset to zeros after custom view is presented on iOS 13. (1190454)
  • macOS: Fixed crash when running macOS editor in batchmode with no display attached (1219751)
  • Particles: Fixed particle lights being re-rendered over multiple frames (1233190)
  • Physics: Fix an issue where a BoxCollider2D with an EdgeRadius > 0 resulted in "Physics2D.queriesStartInColliders" being ignored. (1219837)
  • Physics: Fix Physics.BakeMesh() not being able to reuse the same Mesh again (1197040)
  • Prefabs: Fix: Error is thrown when moving components up/down in Prefab variant after pressing "Open Prefab" (1167440)
  • Profiler: Reduced memory usage and optimized Timeline View generation in Profiler Window. (1203222)
  • Scripting: Avoid allocation in Enum.HasFlags (1211643)
  • Scripting: Fixed possible crash caused by race condition during startup when the script debugger and profiler systems are enabled.
  • Scripting: Handle accessing unloading domains inside the debugger. (1013579)
  • Serialization: Fix error where OcclusionData yaml file parsing was no longer working. (1228835)
  • XR: CPU affinity detection was incorrect on 64-bit mobile Oculus builds. This affected how many worker threads were created. (1232907)
  • XR: Fix for excessive XR Shader Build times when buliding Player on Android (1228826)
  • XR: Fix remoting return codes when connecting fails.
  • Improvements:
  • Editor: When a compile error is emitted for an assembly, clear all compile errors for all assemblies that reference it directly or directly. This improves workflows when dealing with compile errors, as fixing an assembly's compile errors might also fix compile errors in any assemblies that reference the assembly directly or indirectly.

New in Unity 2020.1.0 Beta 5 (Apr 17, 2020)

  • Fixes:
  • 2D: Ensured SpriteShape are not generated when not in view on Runtime.
  • 2D: Fixed broken documentation links in inspectors for com.unity.2d.animation package.
  • 2D: Fixed Colliders not respect Pivot property of Edge Sprites in Sprite Shape.
  • 2D: Fixed exception after reverting from creating new vertices and edges in Skinning Module.
  • 2D: Fixed PSDImporter broken documentation links in inspectors.
  • 2D: Fixed PSDImporter creates empty GameObject in certain cases.
  • 2D: Fixed Sprite asset used by SpriteSkin in Scene is being deleted.
  • 2D: Fixed Sprite deformation not updated when GameObject is being enabled with SpriteSkin component.
  • 2D: Fixed SpriteShapeController leaking memory when zero control points are used.
  • 2D: Fixed SpriteSkin always deform even when culled by adding alwaysUpdate option to SpriteSkin to determine if SpriteSkin execution should occur even when the associated SpriteRenderer is culled.
  • 2D: Fixed visual defect after undoing changes to Bone Transform properties in SpriteSkin's Inspector.
  • Asset Import: Changed ProcessAssetBundleEntries() to batch load assets using PersistenceManager rather than loading individually using PPTRs. (1184551)
  • Asset Import: Fixed AssetImportWorker taking autoconnect player connections. (1228966)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed corrupted assets being cached and causing cache poisoning. (1206193)
  • DX12: Fixed performance issue with ComputeBuffer.GetData on DX12. (1025172)
  • Editor: Fixed changing the editor mode causes current layout to be lost and raising some exceptions. (1229304)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed classes that depend on libMonoPosixHelper.not working in playmode in the Linux editor. (1218247)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed clipped cursor in the search field in the PackageManager window. (1213419)
  • Editor: Fixed closing the editor while doing a task requiring progress. (1230266)
  • Editor: Fixed loading RenderDoc in the editor causes gizmos to disappear. (1225270)
  • This is a change to a 2020.1.0a9 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the background color and border color of buttons in their various states for IMGUI and UIElements. (1223122)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the font size of the second column of the Project browser. (1202974)
  • Editor: Fixes an issue where smart rounding was causing problems with large scale values with the Rect tool. (1225799)
  • Editor: Layer settings are set and saved per project in the project Library folder instead of being set globally. (1191057)
  • Editor: Removed access to some status bar feature when in the Standalone Profiler. (1218485)
  • This is a change to a 2020.1.0a21 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Removed Entering Playmode with Reload Domain disabled message from a console window. (1222922)
  • Editor: Reset accellerometer values when Unity Remote 5 disconnects from Editor. (1200457)
  • GI: Added API for StitchLightmapSeams and ScaleInLightmap on Mesh Renderer. (1228109)
  • GI: Editor crashes when using Radeon Pro Denoiser if the editor path has spaces. (1221779)
  • This is a change to a 2020.1.0a24 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed incorrect handling of HDR values for the gradient sky environment while baking. (1222747)
  • GI: Fixed issue where a "SerializedObject target has been destroyed error" is thrown on creating Lightmap Parameter in LightingSettings Preset.
  • GI: [CPU PLM] Radeon Pro denoiser does not work upon the first bake using CPU PLM. (1193278)
  • Graphics: Disabled Scene View editing tools when the LineRenderer is not in a scene, such as when it is a preset. (1226938)
  • This is a change to a 2020.1.0b1 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed crash in shader prewarming when using scriptable render pipeline. (1230177)
  • This is a change to a 2020.1.0b2 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed Vulkan issue where a second swapchain image is acquired when swapchain is recreated. (1227597)
  • This is a change to a 2020.1.0a23 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Further fixes for loading 17.4 asset bundles in to later versions of Unity. (1194120)
  • macOS: Fixed crash when running macOS editor in batchmode with no display attached. (1219751)
  • Package Manager: Fixed an issue where only installed package dependency versions are shown in the "Dependencies" list in package details. (1220955)
  • Package Manager: Fixed an issue where package dependencies text in Package Manager is editable. (1223079)
  • Package Manager: Fixed the issue where Package Manager windows overrides selection on focus. (1225577)
  • Package Manager: Fixed the issue where Package Manager windows renders black on launching when there are unapplied changes in any asset. (1218983)
  • Physics: Fixed an issue where CompositeCollider2D and PolygonCollider2D produce edges which cause unpredictable collision detection using collider cast queries. (1227909)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed previous linear/angular velocity/drag after a Rigidbody2D.MovePosition or Rigidbody2D.MoveRotation not being restored. (1229319)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue whereby the CPU Profiler's 'Show Related Objects' panel could display incorrect names when profiling a build. (1214004)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Ensure to fix errors about read size mismatching write size when entering Play mode in case there is an empty collection of a type containing a Serialized Reference object. (1215642)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Clarify user warning text when loading Legacy project into 2020 Unity. (1229120)
  • This is a change to a 2020.2.0a4 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: Fixed a crash when executing Application.Quit on Oculus device. (1222826)
  • API Changes:
  • 2D: Added: Added API to access SpriteSkin deformed buffer
  • Changes
  • 2D: Remove unused Reset Bounds button from SpriteSkinEditor
  • Improvements:
  • 2D: Added message to inform user on dependent packages when viewing certain sample Scenes in com.unity.2d.animation
  • 2D: Adjust length of popup and value fields for Weight Slider Window in Skinning Module
  • 2D: Improved SpriteSkinEditor UI
  • Editor: Release Quick Search 1.5.3 with minor fixes and improve tests stability regarding asset store.
  • GI: Make the update of Light Probe Proxy Volumes components only once per frame and not per camera render since these components are not camera relative.

New in Unity 2019.3.8 (Apr 7, 2020)

  • Fixes:
  • 2D: Handle user exceptions properly from Tilemap.tilemapTileChanged callback (1215834)
  • Android: Fix crash when using GraphicsJobs with Vulkan on Adreno 5xx (1167283)
  • Android: Fix issue causing minimum and target API levels UI to get stuck at "Getting API levels..." (1214796)
  • Android: Fix screen rotation when new input system is enabled and old one is disabled. Under the hood OrientationEventListener is used to determine which screen orientation to use for the application. (1224389)
  • Android: Fixed the issue that 'Symlink Sources' doesn't work on Android with gradle. (1223012)
  • Asset Pipeline: Fixing sorting problem that was causing indeterminism in Content Update Pipeline. (1197035)
  • Asset Pipeline: Importer that is not allowed to cache results on cache server now can also not cache locally
  • Build Pipeline: Fix bug preventing mesh compression on iphone when building with the scriptable build pipeline (1222846)
  • Build Pipeline: Fixes an issue where upon BuildPipeline functions cause a re-execution of the last Async task when called in an Async function (1213602)
  • Editor: Fixed an issue where leaving a game object in a scene with a DontSaveInEditor hideFlags would result in an error on cleanup. (1136883)
  • Editor: Fixed an issue where running a test fixture would also run other fixtures with the same full name (namespace plus classname) in other assemblies. (1197385)
  • Editor: Fixed an issue where the grid color does not change upon updating the grid color from preferences window. (1216918)
  • Editor: Fixed performance regression with custom inspector property fields (1224555)
  • Editor: Fixed Test execution timed out. No activity received from the player in 600 seconds error when player is not supposed to start. (1225147)
  • Editor: Fixed the editor application main thread tick timer throttling causing unwanted spikes and delays. (1211383)
  • Editor: Fixes custom property drawer layouting and height computation (1169149)
  • Editor: Now ITestPlayerBuildModifier.ModifyOptions is called as expected when running tests on a device. (1213845)
  • Editor: Orphaned Unity processes will now be cleaned up (1205394)
  • Editor: Running a playmode tests with "Maximize on Play" will now correctly show the result of the tests in the test runner window. (1014908)
  • Editor: Running tests with the same full name, with a domain reload in-between, will no longer fail to initialize the fixture of the second class. (1205240)
  • Graphics: Fix crash when cleaning up intermediate renderers. (1176131)
  • Graphics: Fix issue where game UI would not be visible in preview camera. (1215590)
  • Graphics: Fix material.mainTextureOffset by adding [MainTexture] shader property attribute. (1210509)
  • Graphics: Fix sporadic crash when using GraphicsJobs with Vulkan (1215661)
  • Graphics: Fixed issue with DX11 blit operations crashing when shader recompilation is triggered (1221358)
  • Graphics: Shaders matrix properties and colors are incorrect with SG + Hybrid v1 (1227416)
  • Graphics: This function goal is to access the texture target. Avoid rebinding the texture and polute state if the texture target is unknown. (1199990)
  • IL2CPP: Fixes issue where the editor installer did not ensure we had a minimum of .Net 4.7.2 installed which we now require (1205210)
  • IMGUI: PR fixes the size of the rect used to render Warning icon in the Import package window (1201891)
  • Licenses: Backport fix for the issue when Editor cannot talk to the Licensing Client, if the username has Unicode/UTF-8 characters into Unity 2019.3. (1220634)
  • Particles: Fixed crash when using disable stop action, with pause-and-catchup cull mode, and system is culled when it ends. (1221265)
  • Particles: Fixed FPS mode when using sprites. (1222513)
  • Physics: Ensure that a child Kinematic Rigidbody2D driven by a parent Rigidbody2D stays in-sync with the parent pose. (1213343)
  • Physics: Ensure we don't report OnCollision/OnTrigger Exit for 2D colliders when they are disabled/inactive when the "Physics2D.callbacksOnDisable" is off. (1212896)
  • Physics: Fix a crash in "PhysicsContacts2D::PreSolve" during 2D collision when hundreds of contacts are involved. This also lifts the limit of Collider2D/Collider2D contact count from 64 to an unlimited amount. (1219286)
  • Physics: Fix rare console warning of "RigidBody2D has an invalid movement state index during removal". (1216772)
  • Player: Fixed "Default Is Native Resolution" setting change being ignored in the Standalone player after changing default fullscreen mode to fullscreen from windowed when not changing any other setting. (1216508)
  • Prefabs: Fixed issue where the Hierarchy window Create ([+]) dropdown menu item "Create Empty Child" would, in Prefab Mode, place the created child under the Prefab root rather than under the selected object. (1185434)
  • Scripting: Renaming a type used by SerializeReference and renaming back to its original name will preserve the instance data. (1222851)
  • Serialization: Ensure to fix errors about read size mismatching write size when entering Play mode in case there is an empty collection of a type containing a Serialized Reference object (1215642)
  • Serialization: Fix for field marked as [SerializeReference] and having a static types of System.Object that were not being serialized. (1191992)
  • Shaders: Fix Metal compute shaders stripping unused constant buffer vars, therefore messing up the data layout. (1210547)
  • Shaders: Fixed shaders not always compiling properly on include changes (1215034)
  • Shaders: Fixing missing local keywords, if shaders in asset bundle do not contains serialized shader snippets. (1209147)
  • Shaders: Fixing missing shader keyword error. (1168898)
  • Timeline: Updated default Timeline package version to 1.2.14.
  • Version Control: Fixed Checkout inspector button not shown in some cases (1185127) (1183689)
  • Video: Unity hangs on quit after failing to load large number of Video Clips from URL at once (1197716)
  • WebGL: The main loop is never scheduled when build starts in background (1223062)
  • Windows: CorsorLockMode.Confined now locks to window client area instead of the whole window rect on Windows Standalone player. (978868)
  • Windows: Fixed Windows Standalone player executable name not matching Product Name player setting when using keyboard shortcut to Build & Run. (1208041)
  • XR: Fixed a case where the camera does not respect near/far clipping plane settings (1212234)
  • API Changes:
  • 2D: Added: Add GridPaintingState.brushes to allow users to get a collection of all available Grid Brushes
  • 2D: Added: Add GridPaintingState.paletteChanged to allow users to add callbacks when the active palette has changed
  • 2D: Added: Add GridPaintingState.palettes to allow users to get a collection of all available Palettes
  • Changes:
  • 2D: Make Tilemap.tilemapTileChanged and Tilemap.SyncTile public
  • Graphics: Changed default scripting backend of the Universal RP template to il2cpp
  • Improvements:
  • Android: Update Android Logcat package version to 1.1.1
  • Graphics: Updated embedded graphics packages to version 7.3.0.
  • iOS: Backbuffer depth is discarded at frame end. In case of MSAA backbuffer color is simply resolved (instead of store+resolve)

New in Unity 2020.1.0 Beta 4 (Apr 3, 2020)

  • Fixes:
  • 2D: Fixed crash on Tilemap::SetEditorPreviewTileAsset when trying to painting on an invalid Tilemap component. (1220442)
  • 2D: Fixed crash when Tile Palette Prefab is edited both in the Tile Palette window and in the Prefab view and saved in the Prefab view, and update Tile Palette window with Prefab view changes. (1227301)
  • 2D: Fixed crash while quickly moving the mouse and deleting Tilemap Tiles on a Hexagonal Grid with a TilemapRenderer in Individual mode. (1225253)
  • 2D: Shift Tile Palette clipboard text upwards so that it does not get cutoff by splitter menu. (1225256)
  • Android: Fixed crash when using GraphicsJobs with Vulkan on Adreno 5xx. (1167283)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed Linear to sRGB color conversion for IMGUI when rendering with Universal RP. (1155719)
  • Android: Fixed Linear to sRGB color conversion for Screen Space - Overlay UI when rendering with Universal RP. (1219635)
  • Android: Fixed screen rotation when new input system is enabled and old one is disabled. Under the hood OrientationEventListener is used to determine which screen orientation to use for the application. (1224389)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed an issue where renaming an animator parameter would print an IndexOutOfRangeException error to the console. (1217845)
  • Animation: Fixed-Multiple warnings are thrown when loading a Scene with PlayableGraph playing. (1210830)
  • Asset Import: Reduced import time of FBX Models, particularly for those containing large Meshes. (1219764)
  • Asset Pipeline: Speedup searching for assets by label. (1215544)
  • Editor: Backported fix. (1181415)
  • Editor: Fixed a GUILayout exception switching to Prefab Mode. (1225712)
  • This is a change to a 2020.1.0a24 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where a combination of Entering / Exiting playmode and recompiling scripts would result in the test run repeating. (1213958)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where leaving a game object in a scene with a DontSaveInEditor hideFlags would result in an error on cleanup. (1136883)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where running a test fixture would also run other fixtures with the same full name (namespace plus classname) in other assemblies. (1197385)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed infinite loop that could could occur when loading corrupted prefab assets. (1216483)
  • Editor: Fixed temp memory error message. (1225050)
  • This is a change to a 2020.1.0a25 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed Test execution timed out. No activity received from the player in 600 seconds error when player is not supposed to start. (1225147)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Focus SettingsWindow on open. (1228622)
  • Editor: Now ITestPlayerBuildModifier.ModifyOptions is called as expected when running tests on a device. (1213845)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Running a playmode tests with "Maximize on Play" will now correctly show the result of the tests in the test runner window. (1014908)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Running tests with the same full name, with a domain reload in-between, will no longer fail to initialize the fixture of the second class. (1205240)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed additional baked probes results sometimes not being available in Lightmapping.bakeCompleted callback. (1228762)
  • GI: Fixed an issue with normals during bounce calculations in the GPU lightmapper, leading to large differences in brightness between the CPU and the incorrect GPU lightmapper. (1206157)
  • GI: Fixed crash in PVRTransmissionTextureData after loading another Scene while computing lighting. (1221209)
  • Graphics: CopyTexture with element now correctly copies 3D texture slices. Previously it only copied the first slice regardless of the specified element. (1208825)
  • Graphics: Fixed crash when cleaning up intermediate renderers. (1176131)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed offline texture processing with ARGB texture format on PS4. Editor log output updated from message to error if platform dll's fail to load. (1224384)
  • Graphics: Fixed shaders matrix properties and colors incorrect with SG + Hybrid v1. (1227416)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Improved performance of ComputeBuffer Begin/End Write. (1228316)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Removed some unnecessary warnings. (1193536)
  • Linux: Drag and drop tabs are now centered to the mouse. (1217919)
  • Linux: Fixed menus/tooltips appear offset up and mouse offset when dragging tab. (1217921)
  • Package Manager: Fixed the issue where dependency status tags are misaligned. (1227278)
  • Package Manager: The All Packages tab now hides partial list in the Package Manager window during the initial fetching process. (1066304)
  • Physics: Dynamic Rigidbody2D using MovePosition with Interpolation can become stuck. (1226964)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Physics: Fixed Physics.BakeMesh() not being able to reuse the same Mesh again. (1197040)
  • Plugins: Failed P/Invokes due to plugin not being found are no longer logged to player log because the information is already conveyed through DllNotFoundException. (1221242)
  • Profiler: Fixed an issue whereby flow events are not included when saving a Profiler capture. (1223674)
  • Profiler: Fixed PVRContextManager thread has no data and occupies important area in Profiler Timeline View. (1223636)
  • Scripting: Check if scripting is shutting down to prevent an Internal_ApplicationWantsToQuit crash. (1145982)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed possible crash caused by race condition during startup when the script debugger and profiler systems are enabled.
  • Services: Fixed crash in CrashReporting::LogBuffer::RecordLogMessage when called from multiple background threads simultaneously. (1228264)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Services: Fixed the Services Window refresh when the actual project is completely loaded from Collab. (1219456)
  • Shaders: Fixed corner case for missing initial shader variant compilation for error catching. (1215034)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Updated default Timeline package version to 1.3.1.
  • UI: Fixed Screen Space-Camera Canvas rendering issues when there is more then one Game view open. (1214084)
  • UI: [Mobile] Fixed current touch events not being reset when application is losing focus. (1156876)
  • UI Elements: ListView bindings over serialized object properly exposes array size's display. (1219342)
  • UI Elements: ListView bindings over serialized objects now properly supports the reorderable attribute. (1219347)
  • UI Elements: ListView reordering with repeating values now gives expected results. (1219338)
  • Video: Disabled VideoPlayer warning shows up when VideoClip field gets set to null in OnDestroy() method. (1206210)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed a case where the camera does not respect near/far clipping plane settings. (1212234)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Improvements:
  • Android: Update Android Logcat package version to 1.1.1
  • Graphics: Improves DX12 performance with hybrid renderer.

New in Unity 2019.3.7 (Mar 27, 2020)

  • Fixes:
  • 2D: Fixed OnDrawGizmos to Get/Release RenderTexture through CommandBuffer.
  • AI: Resolve an issue with SamplePathPosition failing due to raycasting very close to the domain boundary. (701922)
  • Android: Allow to overwrite gradle.properties file, as well as main and launcher manifests, base, launcher and main gradle templates. Default templates can be added to project by enabling checkboxes in Player Settings > Publishing Settings. (1141877)
  • Android: Fixed memoryless MSAA RenderTextures when using Vulkan. (1190449)
  • Android: On Android, fixed 2 Vulkan video format bugs. These bugs were seen on the Google Pixel 3 and Motorola Moto G7 phones, but may affect other Android devices as well. (1193545, 1194922)
  • Animation: Fixed PropertyStream handles not properly picked up in AnimationStream when outside of avatar definition. (1181529)
  • Animation: [Backport] Crash on PreOrderPlayableTraverser::Traverse when entering Play mode in a scene where every GameObject calls OnValidation (1220788)
  • Asset Import: Change an error to a warning in a situation where on re-importing the metafile contained information of removed items. (1182942)
  • Asset Pipeline: Fixes editor crash after deleting a prefab using AssetDatabase.DeleteAsset in the OnPostprocessAllAssets (1204994)
  • Build Pipeline: Added the missing build time information in the Editor.log after a build is completed. (1205788)
  • Editor: Fix merging with WinMerge (1112495)
  • Editor: Fixed Editor crash in Frame Debugger when Compute Shader is using uninitialized RenderTexture. (1221374)
  • Editor: Fixed Frame Debugger to show Compute Shader dispatch information properly.
  • Editor: Fixed the bold system fonts (verdana) used by prefab. (1215960)
  • Editor: Fixes an issue where clicking an active tool in the Tile Palette window would return focus to the previously active Tilemap tool, not the global tool. (1174060)
  • GI: Fixed a crash when clicking on Baked Lightmaps tab in the Lighting Setting window. (1212238)
  • Graphics: Change Stream source create API to accept audio channels (1217852)
  • Graphics: Corrected normals for Transform-aligned trails. (1203456)
  • Graphics: Fix Crash when calling GgpGraphics.GgpStreamSourceCreate (1223559)
  • Graphics: Fixed an issue with incorrect color values in lights after changing between gamma and linear when using URP (1136106)
  • Graphics: Fixed issue loading shaders from a 2017.4 authored asset bundle into more recent Unity versions. (1195317)
  • Graphics: Fixed skinned meshes crash when position data is of non-Float32 type. (1207844)
  • Graphics: Sorting issue with multiple viewport (1225129)
  • IL2CPP: Correct the stubbed GetEnumerator method on the System.Data.Linq.Table class (1210714)
  • IL2CPP: Discover generic virtual methods on shared generic types properly. (1212189)
  • IL2CPP: Prevent a race condition from causing a crash on shutdown when the script debugger is enabled. (1186518)
  • Particles: Fix memory leak when using shadow casting lights in the Particle System Lights module. (1217809)
  • Particles: Fixed situations where paused systems were having their Stop Actions executed. Paused systems should never have their Stop Actions executed. (1213288)
  • Particles: Magnitude property was mapping to the wrong script binding. (1207764)
  • Particles: Only allow Texture2D textures in the Shape Module. (1213985)
  • Particles: Throw an exception if the offset to Set/GetParticles is invalid. (1209323)
  • Physics: Fix the MeshCollider fast midphase not being enabled when upgrading from pre-2019.3, also a better check for a default set of flags that won't get confused when you pick the "Everything" option. (1215857)
  • Playables: Fixed issue where Unity would crash when calling RebuildGraph() on a PlayableDirector and destroying it in PlayableBehaviour::OnPlayableDestroy. (1224184)
  • Profiler: Added message indicating that Profiler Modules need to be activated to profile (1197721)
  • Scripting: EditorSettings.lineEndingsForNewScripts property now defaults to OSNative, in the 3D Template (1146804)
  • Scripting: Fix intermittent "TypeLoadException: Recursive type definition detected" that was being thrown on playmode start. (1191002)
  • Scripting: Fixed locking in mono_get_seq_points (). This fixes a known hang while using the debugger and will eliminate an inconsistent crash in g_hash_table_lookup. (1190942)
  • Scripting: [Debugger] Fix crash when there is a generic struct with a field that is an enumerator. (1210416)
  • Serialization: Fix undo/prefab diff behavior with [SerializeReference] fields (1198546)
  • UI Elements: Fixed invalid clipping of scaled elements when using content-box clipping mode. (1222517)
  • UI Elements: Fixed logging of IMGUI exceptions that only displayed a partial callstack (1219746)
  • UI Elements: The UIElements runtime showed lighter colors in the game view, in linear color space, when compared to the UI Builder. (1182374)
  • XR: Fixed Frame timing issue causing incorrect poses on Windows Mixed Reality. (1221956)
  • XR: Fixed unstable video and texture buffer resources when using Windows Mixed Reality. (1209909)
  • Improvements:
  • 2D: Improved Memory Allocations.
  • Android: Better performance with AA render targets in some cases on ARM Mali GPUs.
  • Mobile: Update Adaptive Performance Samsung Android package to verified version 1.1.1.
  • Scripting: Added locking around tls->frames usage/freeing in the mono debugger. This eliminates some crashes involving memory corruption while using the managed debugger as well as a known hang.
  • XR: XRInputSubsystem now stops when app is paused, and starts when the app resumes.

New in Unity 2020.1.0 Beta 3 (Mar 26, 2020)

  • Fixes:
  • AI: Resolve an issue with SamplePathPosition failing due to raycasting very close to the domain boundary. (701922)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed the issue that 'Symlink Sources' doesn't work on Android with gradle. (1223012)
  • Asset Pipeline: Optimised copying an asset, so that a refresh of the asset database is not triggered. (1179856)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: Fixed an issue where upon BuildPipeline functions cause a re-execution of the last Async task when called in an Async function. (1213602)
  • DX12: Added support for fetching UNorm8 vertex attribute formats in Ray Tracing Shaders. This will enable reading vertex colors in hit groups (DXR). (1224668)
  • Editor: Do not pop up automatic "unity is busy" progress bar in Windows Editor while a mouse button is pressed (i.e. user is dragging something), and the progress dialog never steals focus. (1221432)
  • Editor: Do not resize Editor Windows when polling the mouse position inside of an Editor Window GUI call. (1196394)
  • Editor: Fixed documentation link for EditorSettings class. (1219249)
  • Editor: Fixed FX toggle resetting on domain reload. (1224868)
  • Editor: Fixed inconsistent Slider behavior when label width is not specified. (1206232)
  • Editor: Fixed the bold system fonts (for example, Verdana) used by Prefabs. (1215960)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the crash while opening a custom StreamVR Input Window. (1211288)
  • Editor: Stop dirtying all scenes when duplicating a GameObject. (1219498)
  • GI: Fixed "Recalculate Lightmap Scale" button using the lightmap scale from the least detailed lod level a renderer is in, instead of the most detailed level. (1192380)
  • GI: Fixed a crash in the CPU lightmapper due to out of bounds access to the light grid. (1118524)
  • GI: Fixed crash in RecompileRSLSShadersMenu::Execute. (1222734)
  • GI: Stopped using the legacy probe sample count on 3D templates. (1212204)
  • Graphics: Filter out SetWantsStructuredBufferBinding for no readable meshes. (1226578)
  • Graphics: Fixed a bug where the SRP Batcher could cause constant buffers to become corrupted when using the Metal graphics API. (1226377)
  • Graphics: Fixed issue loading shaders from a 2017.4 authored asset bundle into more recent Unity versions. (1195317)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed issue with DX11 blit operations crashing when shader recompilation is triggered. (1221358)
  • Graphics: Fixed sorting issue with multiple viewport. (1225129)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed a crash in Hybrid v2 related to compute buffer sub updates from non main graphics thread (no case). (1226556)
  • Particles: Fixed crash when using disable stop action, with pause-and-catchup cull mode, and system is culled when it ends. (1221265)
  • Particles: Fixed FPS mode when using sprites. (1222513)
  • Particles: Fixed memory leak when using shadow casting lights in the Particle System Lights module. (1217809)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed particle lights being re-rendered over multiple frames.
  • Playables: Fixed issue where Unity would crash when calling RebuildGraph() on a PlayableDirector and destroying it in PlayableBehaviour:OnPlayableDestroy. (1224184)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed Performance decrease in EditorOverhead using Deep Profile. (1051094)
  • Serialization: Fixed undo/prefab diff behavior with [SerializeReference] fields. (1198546)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Create custom editor window menu item fix. (1211403)
  • UI Elements: Fixed invalid clipping of scaled elements when using content-box clipping mode. (1222517)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Fixed LayerMaskField choices values when using UXML Template. (1183189)
  • UI Elements: Fixed NullReferenceException in some Editor Windows when entering Play mode after redocking. (1223048)
  • This is a change to a 2020.1.0a25 change, not seen in any released version, and will not be mentioned in final notes.
  • Windows: Fixed issue where some pop up windows don't close reliably. (1219023)
  • This is a change to a 2020.1.0a21 change, not seen in any released version, and will not be mentioned in final notes.
  • Changes:
  • XR: Temporarily disabling runtime MSAA level changes if running with Vulkan and XR Management.
  • XR: Unity no longer includes the ARCore client libraries. These libraries are now added to a project by installing the ARCore SDK for Unity (distributed by Google).
  • Improvements:
  • Editor: Increased default Windows Editor automatic "busy" progress bars delay to 3 seconds, and made the delay configurable in Preferences. Ctrl+C on a focused progress dialog in Windows Editor copies the progress text to clipboard. Other UX tweaks for the progress bars.
  • Scripting: Added inline documentation, constructors and implicit conversion operators to LazyLoadReference.

New in Unity 2020.1.0 Beta 2 (Mar 20, 2020)

  • Fixes:
  • 2D: Fixed calculation of Tilemap origin and TilemapRenderer bounds when instantiating a Tilemap Prefab. (1218373)
  • 2D: Fixed crash in TilemapRenderer with URP while shaders are compiling again after an update in URP version with multiple SceneView/GameView windows in the Editor Layout. (1201806)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed generation of collider shapes for TilemapCollider2D with AnimatedTiles while tile is animated.
  • Android: Allow to overwrite gradle.properties file, as well as main and launcher manifests, base, launcher and main gradle templates. Default templates can be added to project by enabling checkboxes in Player Settings > Publishing Settings. (1141877)
  • Android: Cutout is calculated incorrectly when device is not in full screen mode. (1204141)
  • Android: Local fullscreen mode setting on Samsung devices is overriden by editor when render outside safe area setting is disabled. (1223467)
  • Asset Pipeline: Fixed AssetBundle Recompression not verifying the CRC of bundle contents when requested. (1195075)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed that directory monitoring get disabled when uninstalling a package. (1216646)
  • This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.
  • Asset Pipeline: Importers that is not allowed to cache results on cache server now can also not cache locally. (1215034)
  • Burst: Fixed an issue that prevented burst from resolving functions on platforms when it's statically linked such as iOS.
  • Editor: Fixed "Audio" label is missing in the "Search by Label" list in the project browser. (1222450)
  • Editor: Fixed an issue where the grid color does not change upon updating the grid color from preferences window. (1216918)
  • Editor: Fixed callbacks to SceneClosing and SceneClosed in some situations. (1003257)
  • Editor: Fixed Console Window not receiving Logs from a built Player until the connection drop-down is clicked. (1224614)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed default value for the SceneView FX toggle. (1221536)
  • Editor: Fixed Editor crash in Frame Debugger when Compute Shader is using uninitialized RenderTexture. (1221374)
  • Editor: Fixed Frame Debugger to show Compute Shader dispatch information properly.
  • Editor: Fixed New InputSystem not handling absolute mouse positions including those sent over RDP. (1224897)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed offset in maximized docked window. (1221797)
  • Editor: Fixed performance regression in Editor Startup caused by changes to licensing. (1196624)
  • Editor: Fixed profiler stops profiling and throws NullReferenceException errors on changing profiler mode from playmode to editor. (1219310)
  • This is a change to a 2020.1.0a23 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed terrain painting with mouse strokes. (1221319)
  • This is a change to a 2020.1.0a24 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed unable to input data to the Lighting and Lighting Exposure windows by keyboard after switching between Editor tabs. (1222516)
  • This is a change to a 2020.1.0a23 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Gizmo dropdown list button collapses when clicked on a second time. (1221829)
  • This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Orphaned Unity processes will now be cleaned up. (1205394)
  • GI: Fixed an issue with black or too dim light probes in the "Test GraphicsTests - Win64Standalone (DX11 - Coverage)" builder. (1205901)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed issue where editing Mesh Renderer Material array size and clicking on the Size property causes ArgumentException errors. (1222417)
  • Graphics: Added back immediate present mode to Stadia. (1223800)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Changed Stream source create API to accept audio channels. (1217852)
  • Graphics: Enabled sub-texture uploads for Vulkan. (1212339)
  • Graphics: Fixed C++ side version of HybridV2 vulkan performance issue. (1225445)
  • Graphics: Fixed Crash when calling GgpGraphics.GgpStreamSourceCreate. (1223559)
  • Graphics: Fixed issue where game UI would not be visible in preview camera. (1215590)
  • Graphics: Fixed Metal editor text corruption issue that happened on some hardware but not all. (1156105)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed RenderDoc captures in editor when using new ComputeBuffer.Begin/EndWrite API on DX11. (1219305)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed slow compilation of vfx shaders in big project by not recreating all shaders in that case. (1224991)
  • Graphics: FrameDebugger + SRP Batcher memory leak fixed. (1194652)
  • Graphics: Suppress HW-tier variants for SRPs. Disable tier-settings when an SRP is in use. (1211204)
  • IL2CPP: Correct set the value of by reference parameters in the caller for some generic virtual method call cases. (1212919)
  • IL2CPP: Corrected Array.CreateInstance(Type, int[], int[]) to create an SZ_ARRAY when passed rank of {1} and lower bounds of {0}. (1217556)
  • IL2CPP: Fixed issue where the editor installer did not ensure we had a minimum of .Net 4.7.2 installed which we now require. (1205210)
  • IL2CPP: Generate less source code for managed debugging. (1205136)
  • iOS: Fixed issue where embedded unity application crashes when launched from native app if splash screen is not used and graphics API is set to any version of GLES. (1215138)
  • Licenses: Removed trial watermark from player. (1214848)
  • This is a change to a 2020.1.0a19 change, not seen in any released version, and will not be mentioned in final notes.
  • macOS: Fixed some auxiliary Editor windows closing unexpectedly. (1223846)
  • Physics: Fixed an issue where a BoxCollider2D with an EdgeRadius > 0 resulted in "Physics2D.queriesStartInColliders" being ignored. (1219837)
  • Playables: Fixed out of order evaluation of Control Tracks in Timeline when using multiple nested timelines. (1220657)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Renaming a type used by SerializeReference and renaming back to its original name will preserve the instance data. (1222851)
  • Scripting: SerializeReference values can no longer be a specific specialization of a generic type(inflated type). This was done to avoid a crash when treating those.
  • Shaders: Fixed Editor crash when calling ShaderUtil.ClearCachedData() while still async compiling shader variants. (1184636)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed shaders from SRP package not compiling correctly when using Caching Shader Preprocessor. (1219299)
  • This is a change to a 2020.1.0a24 change, not seen in any released version, and will not be mentioned in final notes.
  • UI: Fixed IME not working properly and not in the correct location. (1178930)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Fixed the registration of user assemblies in the context of assembly override. (1223061)
  • WebGL: Allow WebGL build run in background when canvas is not displayed. (1203503)
  • This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.
  • Changes:
  • Package Manager: Version conflicts involving a direct project dependency are now reported like any other version conflict instead of being silenced.
  • Improvements:
  • Android: Update Screen.currentResolution.refreshRate in case the display refresh rate changes

New in Unity 2019.3.6 (Mar 20, 2020)

  • Fixes:
  • AI: Fixed path-finding bug in which floating point errors would cause agents to take potentially large, spurious detours. (977653)
  • Android: On screen keyboard is closed when focusing different InputField (1180393)
  • Animation: Fix for Go to Previous keyframe button/shortcut does not work in the Animation Window. (1220385)
  • Asset Import: BumpMap check window does not flag textures as possible NormalMap when they are not used in the Material. (1213579)
  • Asset Pipeline: Fixes AssetBundle Recompression not verifying the CRC of bundle contents when requested (1195075)
  • Audio: Fix applying lowpass filter custom cutoff curve from scripts (1202437)
  • Audio: Fix hang after failing to load audio assets from asset bundles. (1184883)
  • Audio: Fix SpatialBlend application when AudioSource and Rigidbody are attached to the same game object. (1206115)
  • Audio: Fixed an issue where audio sources failed to play when there are more than 250 sources playing or previously playing sources in the scene.
  • Audio: Fixed an issue where the audio clip UI prevented the compression quality slider to be set to to certain values. (1186565)
  • Audio: Fixed errors during project import when the project contains around 10000 audio assets. (1194658)
  • Audio: Fixed incorrect mix levels in audio mixer with adjacent effects that both use wet-mixing. (1185470)
  • DX12: Fix memory leaks caused by RayTracingAccelerationStructures when Mesh objects that were used to build the acceleration structure are deleted. (1214846)
  • Editor: Fix the search location of the CA store for CentOS (1188530)
  • Editor: Fixed crash when setting invalid Game resolution in the Editor (1221822)
  • Editor: Fixed Humanoid Configuration editor not drawing bone scene handles when Gizmos are disabled. (1194850)
  • Editor: Fixed New InputSystem not handling absolute mouse positions including those sent over RDP. (1224897)
  • Editor: Fixed the issue foldout icon under the Mesh renderer preset editor (1206125)
  • Editor: Fixing console search when closing and reopening the console window. (1180379)
  • Editor: Fixing console search when going in a maximized playmode (1197494)
  • Graphics: Add back immediate present mode to Stadia (1223800)
  • Graphics: Fix crash on VFXTextureGenerator::ComputeSignalCurve (1220947)
  • Graphics: Fix issue where motion vector texture would contain incorrect values for object that stopped moving. (1178468)
  • Graphics: Fix issue where skinned mesh renderers with custom bone weights and that contained unreferenced vertices would crash when optimizing the mesh and reordering the vertices. (1218598)
  • Graphics: Fixed AsyncGPUReadback on Vulkan (1197375)
  • Graphics: Fixed global texture properties to handle multisampling textures properly. (1154519)
  • Graphics: Fixed Metal editor text corruption issue that happened on some hardware but not all (1156105)
  • Graphics: Fixes incorrect gamma decoding at import of LDR textures that target a HDR graphics format in a gamma colorspace project (1195264)
  • Graphics: Fixes two issues related to counterbuffers in Vulkan
  • If one only uses the counter the buffer is now correctly bound
  • Updating the data on the buffer does not invalidate the counter (1215932)
  • Graphics: Metal: Disable Graphics Jobs support for Nvidia GPUs (1215105)
  • IL2CPP: Correct the behavior of the InitMessage icall. (1208473)
  • IL2CPP: Use the proper timeout unit for calls to Socket.Select. (1206057)
  • iOS: Fixes an issue that stopped emojis appearing on textfields with no limit (1214754)
  • macOS: IME works in both editor and player in the proper location
  • Package Manager: Fixed an issue where the package version would not get updated when the version was changed in the package.json file. (1191723)
  • Particles: - Fixed Mesh that contains blend shapes sometimes not being marked as read/write enabled when it is used by a ParticleSystems ShapeModule.
  • Fixed crash when assigning a Mesh with blend shapes to a ParticleSystems ShapeModule through a script in a Player build. A warning will now be thrown to report that the Mesh must be read/write enabled. (1215645)
  • Particles: Fixed Sub Emitter fields having too much vertical separation and the Object Field selector button being too large. (1213457)
  • Physics: Rigidbody2D MovePosition/MoveRotation now result in the correct target position/rotation when using manual simulation with time-step that isn't Time.fixedDeltaTime. (1213003)
  • Playables: Fixed out of order evaluation of Control Tracks in Timeline when using multiple nested timelines. (1220657)
  • Profiler: Profiler: Fixed -profiler-maxusedmemory cmdline parameter for standalone players.
  • Profiler: Increased maximum memory that can be used by profiler to 128MB. (1210322)
  • Scripting: Fixed editor freeze/crash when interacting with Native Audio Plugin SDK's Audio Mixers (1217898)
  • Shaders: Fixed Editor crash when calling ShaderUtil.ClearCachedData() while still async compiling shader variants. (1184636)
  • Timeline: Fix issues related to recursive control tracks. (1178423)
  • Timeline: Fixed adjacent recording clips highlighting the wrong clip. (1210312)
  • Timeline: Fixed avatar mask reassignment not causing immediate re-evaluation. (1219326)
  • Timeline: Fixed issue where changes to a Signal Receiver component in a prefab were reverted. (1210883)
  • Timeline: Fixed issue where using the HideInMenu attribute in combination with a class inheriting from Marker would not hide the marker from the Timeline context menus. (1221054)
  • Timeline: Fixed Performance issue where Control Tracks would resimulate during the tail of a non-looping particle clip. (1216702)
  • Timeline: Fixed SignalReceiver.ChangeSignalAtIndex incorrectly throwing exception when multiple entries are set to null. (1210877)
  • Timeline: Fixed timescale drawing to only draw visible lines which avoids a hang with very large clips. (1213189)
  • UI: IME properly works and is in the correct location (1178930)
  • UI Elements: Fixed bug making docked EditorWindow hard to resize if their content near the borders react to MouseDownEvent. (1209863)
  • UnityLinker: Prevent engine code stripping from removing the legacy input system module when any input magic methods are defined on MonoBehaviours. (1189110)
  • Video: [Mac] Video-heavy project does not get successfully imported when launching the project in batchmode (1172957)
  • XR: Fix crash when you connect to a Hololens 2 using the HolographicRemoting scripting api and then enable Windows Mixed Reality.
  • API Changes:
  • Particles: Added: Added NativeArray overloads to SetParticles and GetParticles
  • XR: Added: Exposed XRSDK znear, zfar, srgb to script.
  • Changes:
  • XR: Temporarily disabling runtime MSAA level changes if running with Vulkan and XR Management.
  • Improvements:
  • 2D: Update 2D Template to include 2D verified packages

New in Unity 2019.3.5 (Mar 13, 2020)

  • Fixes:
  • 2D: Fix crash in TilemapRenderer with URP while shaders are compiling again after an update in URP version. (1210386)
  • 2D: Fixed crash in TilemapRenderer with URP while shaders are compiling again after an update in URP version with multiple SceneView/GameView windows in the Editor Layout. (1201806)
  • Animation: Fixed RMB contextual menu not showing up for animation transitions (1154986)
  • Asset Import: Fix opening a scene from a package (1214338)
  • Asset Pipeline: Fix crash on Windows when opening a project created in Ubuntu (1215283)
  • Asset Pipeline: Fix for subscene importer that didn't always load updated version of an asset. Objects loaded during import in import worker process, are now being unloaded. (1211672)
  • Asset Pipeline: Optimised copying an asset, so that a refresh of the asset database is not triggered. (1179856)
  • Asset Pipeline: Perform garbarge collection during asset importing. (1203433)
  • Audio: Fix scheduled play of AudioSource after the same AudioSource has been paused and stopped (1217073)
  • Editor: Fix Canvas and Light's Render Mode's drop down values are the same when inspecting one of the Components. (1215130)
  • Editor: Fix editor crash when null is passed in Event.PopEvent (1211027)
  • Editor: fix for event drawer not finding the event types present on data members parent types. (1211380)
  • Editor: Fixed foldout icon for Contacts property under Rigidbody 2D component. (1212223)
  • Editor: Fixed the styling issue, where the control does not get filled with blue color when an entity is dragged onto it. (1193288)
  • Editor: Improved time taken to load assets with missing script references (1219070)
  • GI: Fixed format for shadowmask (1144436)
  • GI: Settings didn't update in the UI if they were changed from a script. (1214077)
  • Graphics: Fix bilinear setup in Metal (1188295)
  • Graphics: Fixed a bug where compressing a texture using EditorUtility.CompressTexture() did not trigger an upload to the GPU of the changed texture data. (1144824)
  • Graphics: Fixed a crash in CreateExternalTexture when passing a native pointer to ID3D11ShaderResourceView*. (1210600)
  • iOS: Fix Profiler support for iPhone XR/XS/XS Max and above. (1133479)
  • iOS: Fix Unity Remote errors when using iPhone XR/XS/XS Max and above. (1184243)
  • iOS: Prevented the crash reporter crashing when you breakpoint an iOS crash. (1168277)
  • macOS: Fixed the issue that target window gets hidden when dragging files. (1148665)
  • Package Manager: Fixed a crash on Windows when launching the Unity editor using a path that has a lowercase drive letter. (1210461)
  • Particles: Fix crash when loading asset bundles containing legacy particles in Unity 2018 or newer (1223000)
  • Physics: Fix a runtime assertion being triggered for a very specific configuration of a Raycast against a CapsuleCollider2D . (1223784)
  • Prefabs: Fix applying prefab override from a scene where the MonoBehaviour lives in a namespace and has FormerlySerializeAs on the fields. (1114464)
  • Prefabs: Fix the position of prefab instances in the hierarchy, both in the scenes and prefabs with nesting. (1213249)
  • Prefabs: Fixed editor entering infinite loop on certain bad prefabs. The bad prefabs are now patched during load. (1196082)
  • Prefabs: Prevent crash when importing broken prefab asset (1172305)
  • Profiler: Fixed a crash that occurred when loading Profiler data captured in newer Unity versions. (1124534)
  • Profiler: Fixed an issue whereby the Profiler window did not always refresh its content after loading a capture file. (1213449)
  • Scripting: Attempting to set a SerializedProperty.manageReferenceValue with a UnityEngine.Object now throws an InvalidOperationException rather than crashing the editor. (1218178)
  • Scripting: SerializeReference values can no longer be a specific specialization of a generic type(inflated type). This was done to avoid a crash when treating those. (1218652)
  • Terrain: Fixed issue where an unsupported texture format was reported in headless mode. (1190805)
  • UI Elements: Fix case 1218762runtime package ScrollView is repainted differently when it has been hidden (1215991)
  • UI Elements: Prevent crash when importing prefabs with broken Canvas (1041934)
  • Video: [Backport] Video Player playing back 360/VR files is garbled and/or makes the program unresponsive (1210523)
  • XR: Fix for XR SDK-Modifying QualitySettings.antiAliasing via scripts doesn't work. (1195138)
  • Improvements:
  • Version Control: Added ability to set Version Control settings which are available in the Editor Settings through the Unity command line (1192475)
  • XR: Updated minimum version of Windows Mixed Reality package.
  • XR: Updated Oculus XR Plugin to 1.2.0

New in Unity 2020.1.0 Beta 1 (Mar 12, 2020)

  • Fixes:
  • 2D: Allow users to specify negative normal angles for ContactFilter2D. (1216208)
  • 2D: Fixed OnDrawGizmos to Get/Release RenderTexture through CommandBuffer.
  • AI: Fixed path-finding bug in which floating point errors would cause agents to take potentially large, spurious detours. (977653)
  • Asset Import: Changed an error to a warning where re-importing the metafile contained information about removed items. (1182942)
  • Asset Import: Resolved animation errors that were causing the Editor to crash. (1215431)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed crash. (1204994)
  • Asset Pipeline: Fixed linker warning when building editor for MacOS. (1224243)
  • Asset Pipeline: Perform garbarge collection during asset importing. (1203433)
  • Audio: Fixed scheduled play of AudioSource after the same AudioSource has been paused and stopped. (1217073)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • DX12: Fixed submesh masking and transparency parameters not working correctly in RayTracingAccelerationStructure.AddInstance. (1221737)
  • Editor: Ensured we properly shutdown the ProgressManager when closing Unity. (1223196)
  • Editor: Fix Canvas and Light's Render Mode's drop down values are the same when inspecting one of the Components (1215130)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where assertion failed errors are displayed in the console when docking/moving an editor window containing a GUILayout.window. (1216574)
  • This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed crash when setting invalid Game resolution in the Editor. (1221822)
  • Editor: Fixed errors when docking the Hierarchy window from another docked area. (1218427)
  • Editor: Fixed Frame Selected not ignoring inactive objects in the selected hierarchy. (1217032)
  • Editor: Fixed GUI Windows being non-interactive when instantiated in a custom Editor window (1222547)
  • This is a change to a 2020.1.0a24 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed IndexOutOfRangeException thrown exception when trying to access Properties for a scene object. (1219069)
  • This is a change to a 2020.1.0a19 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed left mouse button click not getting registered in the animation controller tool. (1215103)
  • This is a change to a 2020.1.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed manually editing Angle Range in SpriteShape (1222418)
  • This is a change to a 2020.1.0a24 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed mouse dragging in the animation controller tool. (1218412)
  • This is a change to a 2020.1.0a21 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed QualitySettings deletion error reporting on Preset. (1218689)
  • Editor: Fixed the Transform tool gizmo translating in object space when the screen space toggle is active. (1197150)
  • Editor: Improved time taken to load assets with missing script references. (1219070)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Restore the asset store item selection in the Project Window. (1218481)
  • This is a change to a 2020.1.0a19 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed incorrectly set distance on lodded objects.
  • GI: Fixed issue where OptiX denoiser option was unavailable when mixing GPUs matching and not matching requirements. (1171663)
  • GI: Fixes low bake performance in the CPU lightmapper when baking a scene with many objects that have a level of detail group attached to them. (1193809)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed a bug where Unity did not bind IndirectArguments ComputeBuffers correctly on D3D12 if the stride was not equal to 4 (the size of a 32-bit integer). (1221931)
  • Graphics: Fixed case where the size of shadow maps (RenderTexture) was reported incorrectly (too large). Sizes now correspond to the ones reported by RenderDoc. (1172032)
  • Graphics: Fixed for direct GPU upload of offline processed texture data when texture quality level is reduced. (1223893)
  • Graphics: Fixed incorrect gamma decoding at import of LDR textures that target a HDR graphics format in a gamma colorspace project.
  • Graphics: Fixed LODGroup inspector LOD slider being offset from mouse cursor. (1214019)
  • Graphics: Fixed possibility to abort restart of editor after changing graphics API, which could put editor in a bad state (1206110)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Properly detect draw setup failure during batched rendering. (1218754)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Setting Fixed Time Step to a large value and then back to default makes effects play faster until an editor restart (1217876)
  • iOS: No longer include code using AdSupport unless user explicitly uses api that needs it. (1219457)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fix for popup windows larger than the max texture size causing the metal crash (1219036)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Popup windows now close after using a system dialog. (1193489)
  • This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.
  • Particles: Fixed crash when loading asset bundles containing legacy particles in Unity 2018 or newer. (1223000)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed a runtime assertion being triggered for a very specific configuration of a Raycast against a CapsuleCollider2D. (1223784)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed ArticulationBody.jointPosition crash that happened sometimes in articulations more than two objects deep.
  • Prefabs: Fix null reference exception is thrown when applying modified Button UI component property to prefab. (1172835)
  • Prefabs: Fixed applying prefab override from a scene where the MonoBehaviour lives in a namespace and has FormerlySerializeAs on the fields. (1114464)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed deletions and modifications to the asset files of non-current prefab stages in Prefab Mode. And discard changes if Discard Changes is chosen in dialog. (1223604)
  • Prefabs: Fixed editor entering infinite loop on certain bad prefabs. The bad prefabs are now patched during load. (1196082)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed a crash that occurred when loading Profiler data captured in newer Unity versions. (1124534)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed Application.ForceCrash and Utils.ForceCrash for AccessViolation and FatalError on Mac and Linux. (1217413)
  • Serialization: Fix for field marked as [SerializeReference] and having a static types of System.Object that were not being serialized. (1191992)
  • Shaders: Fixed broken Vulkan/GL/Metal shaders in the player build when having multiple graphics APIs selected. (1214047)
  • Shaders: Surface shader writes into o.Emission channel were ignored in some cases. (1217823)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Terrain: Fixed crash when updating the async Tree count. (1212021)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Terrain: Fixed UI corruption when you viewed the Terrain Lighting settings. (1188555)
  • Timeline: Fixed adjacent recording clips highlighting the wrong clip. (1210312)
  • Timeline: Fixed avatar mask reassignment not causing immediate re-evaluation. (1219326)
  • Timeline: Fixed humanoid characters going to default pose during initial root motion recording. (1174752)
  • Timeline: Fixed issue where changes to a Signal Receiver component in a prefab were reverted. (1210883)
  • Timeline: Fixed issue where using the HideInMenu attribute in combination with a class inheriting from Marker would not hide the marker from the Timeline context menus. (1221054)
  • Timeline: Fixed issues related to recursive control tracks. (1178423)
  • This is a change to a 2020.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Timeline: Fixed Performance issue where Control Tracks would resimulate during the tail of a non-looping particle clip. (1216702)
  • Timeline: Fixed SignalReceiver.ChangeSignalAtIndex incorrectly throwing exception when multiple entries are set to null. (1210877)
  • Timeline: Fixed timescale drawing to only draw visible lines which avoids a hang with very large clips. (1213189)
  • UI Elements: Fixed events being queued and unprocessed when showing a modal window (1215148)
  • UI Elements: Fixed Null Exception in internal EditorWindow Splitter GUI handler. (1221276)
  • Universal Windows Platform: Fixed Cursor image getting visually corrupted when using ExecutableOnly builds. (1162612)
  • API Changes:
  • Particles: Added: Added NativeArray overloads to SetParticles and GetParticles
  • Changes:
  • Editor: Revert reintroduction of OnDestroy/Awake calls for ExecuteAlways scripts when we enter Play Mode with the Scene Reload disabled.
  • GI: LightingSettings asset is only created when saving an upgraded project
  • Graphics: Upgrade embedded SRP packages (shadergraph, vfx, universal, and hdrp) to version 8.0.1
  • Improvements:
  • 2D: Improved Memory Allocations
  • Editor: Editor status bar lower right corner icons have tooltips now.
  • Editor: Release Quick Search 1.5.2 with minor fixes and a bit more performance.
  • macOS: Remove project name in the normal window title bar
  • Mobile: Update Adaptive Performance Samsung Android package to verified version 1.1.1.
  • Scripting: Improved Performance of DefineConstraintsHelper
  • XR: Updated Oculus XR Plugin to 1.2.0

New in Unity 2019.3.4 (Mar 6, 2020)

  • Fixes:
  • 2D: Fixed Unity crashes when selecting SpriteRenderer with tiling enabled in SceneView. (1211482)
  • Android: Added maxAspectRatio to manifest only when targetting API 26 or higher. (1215022)
  • Apple TV: Fixed an issue where "Menu" button on Siri Remote returns "Joystick1Button19" instead of "Joystick1Button0". (1214948)
  • Asset Import: Fixed issue with uninitialized color variable in SketchupImporter. (1212242)
  • Asset Import: Fixed typos in error messages of MaterialDescriptionPostProcessors. (1212240)
  • Asset Import: Fixed wrong UV settings in Materials imported from .dae fileswith MaterialImportMode = ImportViaMaterialDescription. (1212248)
  • Asset Import: NullReferenceException is thrown when inspecting a .FBX file with multiple clips and opening Animation tab. (1215431)
  • Editor: Fixed missing MonoBleedingEdge/etc directory in Zip Installer. (1221452)
  • GI: Fixed an issue with incorrect culling of spot lights against the light grid when using the CPU lightmapper. (1221741)
  • Graphics: Added the option to limit the amount of visible lights when doing culling with Scriptable Render Pipeline. (1213954)
  • Graphics: Fixed draw setup failure not properly detected during batched rendering. (1218754)
  • Graphics: Fixed possibility to abort restart of editor after changing graphics API, which could put editor in a bad state. (1206110)
  • Graphics: Fixed Vertex and Fragment shader interfaces mismatch on some platforms.
  • IL2CPP: Allowed the GetAllNetworkInterfaces method to work on UWP. (1198610)
  • IL2CPP: Corrected secure string allocation on Windows platforms. (1183660)
  • IL2CPP: Corrected the build for unsafe code using the cpobj and cpblk IL instructions with IntPtr arguments. (1204247)
  • iOS: No longer include code using AdSupport unless user explicitly uses api that needs it. (1219457)
  • macOS: Fixed for popup windows larger than the max texture size causing the metal crash. (1219036)
  • Package Manager: Fixed an issue where files or directories ending with .core were ignored when making a package tarball through the /services/packages/pack route.
  • Package Manager: Fixed an issue where some registries were mistakenly not considered valid registries.
  • Package Manager: Fixed an issue where Unity could not connect to the UnityPackageManager process due to misconfigured proxy settings. (1213556)
  • Package Manager: Fixed an issue where Unauthorized errors from npm registries were treated as generic errors.
  • Package Manager: Fixed Linux binary not running on CentOS distribution.
  • Package Manager: Fixed scoped registry packages not listed when the registry backend did not provide the content-type header in the response. (1217800)
  • Package Manager: Improved the error message when a search for a package name results in no compatible version found by reporting the package name as well.
  • Package Manager: Resolved errors in Adaptive Performance Samsung Android package when using .net 3.5. (1212092)
  • Package Manager: Resolved warnings in Adaptive Performance Package when using .net 3.5. (1212094)
  • Package Manager: Shortened the name of folders storing Git packages in the project cache in order to reduce the likelihood of reaching the maximum path limit on Windows.
  • Prefabs: Editor functionality completely broken, due to prefab containing broken overrides.
  • This PR removes the broken overrides, to bring editor into a useful state. (1208775)
  • Prefabs: Fixed AssetDatabase.SaveAssets and AssetDatabase.ImportAsset would breaking references to the imported/modified prefab. (1217774)
  • Scripting: SerializedProperty::HasVisibleChildren now returns false in the case of a SerializedReference if the property is hidden in inspector. This is now consistent with SerializedProperty::NextVisible. (1205366)
  • Scripting Upgrade: Fixed ApiUpdater not removing using statements in some scenarios.
  • Scripting Upgrade: Fixed ApiUpdater not respecting InternalsVisibleToAttribute.
  • Terrain: Fixed crash that occurs with async updates to Tree count. (1212021)
  • Video: Last frames of video are repeated when played using Video Player Component. (1209623)
  • Windows: Fixed primary display leaving fullscreen when 2nd display activated. (1207918)
  • XR: Fixed mirror view UI is missing for 19.3 XRSDK. (1221666)
  • XR: Fixed Visual Effect Graph not rendering with instanced terrain and XR single-pass instancing. (1203623)
  • XR: Recentered the Headset when Oculus' Reset View is called from the OS. (1159322)
  • XR: Support conditionally rendering stereo frames on XR Display using the shim layer.
  • API Changes:
  • Graphics: Added: Added the option to limit the amount of visible lights when doing culling with Scriptable Render Pipeline.
  • Package Manager: Removed: Removed support for the deprecated exclude project dependency keyword.
  • Changes:
  • Package Manager: An error is now reported when there are multiple embedded packages with the same name.
  • Package Manager: Changed path and file format of global configuration file. The configuration file format is now [TOML](https://github.com/toml-lang/toml). The old global configuration file path is deprecated. New global configuration should be set in this new file.
  • Improvements:
  • Android: Update Android Logcat package version to 1.1.0
  • Asset Import: Added AssetDatabase.DisallowAutoRefresh and AssetDatabase.AllowAutoRefresh to the C# API. (1173031)
  • HLSLcc: Added an option that attempts to preserve varying locations
  • Package Manager: Update verified packages to 1.1.0:
  • com.unity.adaptiveperformance
  • com.unity.adaptiveperformance.samsung.android
  • Allow BuildPipeline to use a sysroot when building IL2CPP players for linux.
  • Features:
  • Linux: Added support for building linux players using a sysroot package
  • Package Manager: Added support for Git package to be located in a repository sub-folder.
  • Package Manager: Added support for scoped registries authentication.
  • Package Manager: Introduced two new environment variables to override user and global configuration files path. UPM_GLOBAL_CONFIG_FILE overrides the default path of the global configuration file. UPM_USER_CONFIG_FILE overrides the default path of the user configuration file.

New in Unity 2020.1.0 Alpha 25 (Feb 28, 2020)

  • Fixes:
  • Editor: Fixed game/scene view to use higher precision texture to fix color banding issue when HDR display support is enabled (1219450)
  • Editor: Fixed missing MonoBleedingEdge/etc directory in ZipInstaller. (1221452)
  • Graphics: Fixed DXGI swapchain update regression from 2020.1.0a21, changed texture format could cause a crash.
  • Graphics: Fixed missing editor shader dropdown menu items. (1219690)
  • This is a change to a 2020.1.0a23 change, not seen in any released version, and will not be mentioned in final notes.
  • macOS: Fixed issue where tooltips would bring editor windows into focus. (1221070)
  • This is a change to a 2020.1.0a24 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Moved storage of npm credentials from system/global configuration to user configuration. The file format was also changed to TOML.
  • Prefabs: The Prefab Stage Auto Save toggle is no longer disabled when it's temporarily turned off due to a problem with saving, because it should still be possible to turn it on again. (1095945)
  • Scripting: Attempting to set a SerializedProperty.manageReferenceValue with a UnityEngine.Object now throws an InvalidOperationException rather than crashing the editor. (1218178)
  • Video: Fixed editor freezing when trying to import 10-bit video. (1202777)
  • Video: [Mac] Video-heavy project does not get successfully imported when launching the project in batchmode. (1172957)
  • Changes:
  • Package Manager: Changed path and file format of global configuration file. The configuration file format is now TOML. The old global configuration file path is deprecated. New global configuration should be set in this new file.
  • This has been backported and will not be mentioned in final notes.
  • Features:
  • Package Manager: Introduced two new environment variables to override user and global configuration files path. UPM_GLOBAL_CONFIG_FILE overrides the default path of the global configuration file. UPM_USER_CONFIG_FILE overrides the default path of the user configuration file.

New in Unity 2019.3.3 (Feb 27, 2020)

  • Fixes:
  • 2D: Editor crashes on SpriteAtlas::CalculateCurrentPackingHash when entering Play mode and Sprite Packer is set to Always (1217082)
  • 2D: Editor crashes when selecting/clicking on 'Pack Preview' in a Sprite Atlas which contains .SVG asset (1216877)
  • 2D: Fix 2D Animation not working when reloading scene in runtime (1211100)
  • Asset Import: Fixes an issue using ADBv1 where if you move mixed/upper case files in the editor window they get renamed lower case (1181353)
  • Asset Pipeline: Empty refresh must perform pending domain reload, if called with kForceSynchronousImport (1210310)
  • Editor: Fix compute shaders in Editor when forcing graphics API different from the player build settings. (1197376)
  • Editor: Fixed crash due to the race condition which might happen during importing, loading and profiling. (1218507)
  • Editor: Fixed incorrect GameObject placement when duplicating multiple times (1214279)
  • Editor: Open error line for a failed UTF test now does not throw exceptions for corrupted testable pdb in Editor release mode. (1118259)
  • GI: Fixes an assert being thrown because materials and instances are out of sync. (1209828)
  • GI: Instead of using a heuristic to determine whether we are running of memory, we now ask MacOS explicitly using an API. (1131009)
  • Graphics: Crash with RenderMeshIndirectCommand (1196114)
  • Graphics: Fix crash while switching prefab (1213773)
  • Graphics: Fixed camera gizmos getting drawn outside OnGUI calls inside SRP. (1194186)
  • Graphics: Fixed crash in SkinnedMeshRenderer where a buffer would be deleted whilst still being used for skinning if motion vectors are enabled. (1202238)
  • Graphics: Fixed crash with billboard renderer in VR. (1111807)
  • Graphics: This function goal is to access the texture target. Avoid rebinding the texture and polute state if the texture target is unknown. (1199990)
  • iOS: Launch Screen storyboards are validated to ensure that they have the correct settings to be used as a launch screen. (1212014)
  • iOS: Launch screen storyboards no longer briefly display in landscape when portrait only is selected. (1190428)
  • Package Manager: Fix a regression that could break usage of native plugins.
  • Package Manager: Fix the issue where warning messages will show every time a package manifest file is selected (1181434)
  • Package Manager: Fixes Folder/Files with extension .Core being ignored when importing a Git package in Package Manager (1202569)
  • Profiler: Fixed loading of raw profiler data with hung job thread causes editor crash (1213975)
  • Scripting: Fix crash in Dependency Graph handling when cycles exists in assembly references. (1154045)
  • Timeline: Fixed Control Track inspector dropdown not opening. (1208943)
  • Timeline: Fixed issue where applying the Match content command on subtimeline clip with a newly created subtimeline with no duration makes the clip disappear. (1203662)
  • Timeline: Fixed issue where the curves view would change its framing when moving a clip. (1217353)
  • Timeline: Fixed issue where the keys in the inline curves view were incorrectly positioned (1205835)
  • Timeline: Fixed issue where the opened timeline is changed to another timeline when switching focus from Unity to a different application. (1087348)
  • Windows: Fixed certificate validation failing on machines with certain intermediate certificate authority certificates installed. (1215665)
  • XR: Fix for TrailRenderer culling at odd times (1200437)
  • XR: Fix for XRSDK single-pass stereo mode incorrectly switches to multipass mode in URP. (1217120)
  • XR: Fixed Hololens 2 pausing when UserPresence is lost with RunInBackground enabled. (1217943)
  • XR: Update XR management package to 3.0.6

New in Unity 2020.1.0 Alpha 24 (Feb 23, 2020)

  • Fixes:
  • 2D: Fixed 2D Animation not working when reloading scene in runtime (1211100)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Fixed an issue causing "Invalid targetHash" and "Assertion failed" error messages when deleting packed atlases. (1193970)
  • This is a change to a 2020.1.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fixed crash in TilemapRenderer with URP while shaders are compiling again after an update in URP version with multiple SceneView/GameView windows in the Editor Layout. (1201806)
  • 2D: Fixed editor crash when selecting/clicking on 'Pack Preview' in a Sprite Atlas which contains .SVG asset. (1216877)
  • 2D: Fixed editor crashing on SpriteAtlas::CalculateCurrentPackingHash when entering Play mode and Sprite Packer is set to Always Enabled. (1217082)
  • 2D: Fixed wrong slashes in asset path when generating more than one Tile in the Tile Palette (1216101)
  • 2D: Handle user exceptions properly from Tilemap.tilemapTileChanged callback (1215834)
  • This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • Android: Correctly handle non-ASCII characters when strings are saved in or loaded from PlayerPrefs. (1170233)
  • Android: Fixed issue with constant buffers of compute shaders when using Vulkan on Mali GPUs (1213349)
  • Android: On Android, fixed 2 Vulkan video format bugs. These bugs were seen on the Google Pixel 3 and Motorola Moto G7 phones, but may affect other Android devices as well. (1193545, 1194922)
  • Apple TV: Fixed an issue where "Menu" button on Siri Remote returns "Joystick1Button19" instead of "Joystick1Button0". (1214948)
  • Asset Import: Fixed issue where shadows appear segmented at specific angles when using physical camera with a large difference between sensor aspect ratio and screen aspect ratio. (1211431)
  • Asset Pipeline: Fixed an issue where there could be a pending compilation and domain reload after project load.
  • Audio: Fixed applying lowpass filter custom cutoff curve from scripts. (1202437)
  • Audio: Fixed assertion failures when exposing an audio group's send level to scripts. (1178055)
  • Audio: Fixed hang after failing to load audio assets from asset bundles. (1184883)
  • Audio: Fixed SpatialBlend application when AudioSource and Rigidbody are attached to the same game object. (1206115)
  • Burst: Fixed a potential StackOverflow when compiling a standalone player that can occur for nested jobs declared within a parent class that has generic parameters.
  • Burst: Fixed an issue where the generated lib_burst_generated in Windows Standalone players could not be loaded if a native plugin was used from the sub folders Pluginsx86_64 or Pluginsx86.
  • Editor: Fixed an error that happened when modifying label when multiple inspectors were open on the same asset. (1217487)
  • Editor: Fixed an issue where smart rounding was applied to vertex snapping, causing snap to fail at large distances from the origin (1184796)
  • This is a change to a 2020.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed EventType.MouseDrag events being triggered when cancelling a contextual menu by right clicking or left clicking in a custom window area. (1209976)
  • Editor: Fixed first menu item opens unrelated window after a domain reload (1198618)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed gizmos disappearing from game and scene view after finishing a build for Vulkan. (1212262)
  • This is a change to a 2020.1.0a9 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed incorrect GameObject placement when duplicating multiple times (1214279)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed issue in Scene View FX toggle, it now enables or disables the FX settings as a whole and preserves individual settings (1210905)
  • Editor: Fixed regressed Disc handle performance. (1210350)
  • This is a change to a 2020.1.0a18 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed rendering in the texture previewer when multi selecting many Virtual Texture Only textures in the project window.
  • Editor: Fixed some sequences of EditorUtility.DisplayProgressBar coupled with editor functions that shown their own progress bars leaving a progress dialog permanently visible (e.g. building a DOTS Player). Reverted DisplayProgressBar to previous behavior of showing the progress immediately as well. (1219353)
  • This is a change to a 2020.1.0a24 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the alignment issue in polygon collider2d component.
  • Editor: Fixed the inspector window regression test. (1217148)
  • This is a change to a 2020.1.0a23 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the style that was used when something was subscribing to finishedDefaultHeaderGUI event (1218541)
  • Editor: Fixed undocked tab windows notautomatically closing when opened by Quick Search. (1216457)
  • This is a change to a 2020.1.0a23 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: High DPI devices will not accidentally initiate a drag when opening popup windows. (1217386)
  • This is a change to a 2020.1.0a18 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Improved editor performance when holding down keys and moving mouse in play mode. (1211383)
  • Editor: Made sure that EditorUtility.CopySerializedManagedFieldsOnly works when the instances have polymorphic references. (1217601)
  • Editor: Removed the very coordinates around the selection rectangle in graphview. (1218811)
  • Editor: Tooltips and hover effects updated when hovering an unfocused editor window. (1212081)
  • GI: Fixed crash when trying to rasterize a 0 area triangle at the border of the lightmap UVs. (1106048)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed Radeon denoiser not working with very bright HDR images.
  • GI: Fixed Radeon Pro Denoiser maxing out VRAM and hanging. (1201654)
  • GI: Instead of using a heuristic to determine whether we are running of memory, we now ask MacOS explicitly using an API. (1131009)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Corrected normals for Transform-aligned trails. (1203456)
  • Graphics: Fixed a crash when updating HDRP materials from "Edit -> Render Pipeline -> Upgrade HDRP Materials to Latest Version" when ray tracing is used (DirectX 12). (1217526)
  • This is a change to a 2020.1.0a23 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed CopyTexture issue when using PS4/Xbox offline texture processing for directly load to GPU (which is enabled by default). (1217177)
  • This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed CrossFade bad CPU performance in SRP ( URP or HDRP ) (1214825)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed Mac Editor hang when creating new project using 3D With Extras template. (1215623)
  • This is a change to a 2020.1.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed main graphics API selection, which requires Editor restart (case 1206110) (1206110)
  • Graphics: Fixed memory leaks caused by RayTracingAccelerationStructures when Mesh objects that were used to build the acceleration structure are deleted. (1214846)
  • Graphics: Fixed two issues related to counterbuffers in Vulkan
  • If one only uses the counter the buffer is now correctly bound
  • Updating the data on the buffer does not invalidate the counter (1205146)
  • Graphics: Fixed Vulkan validation error about incorrect layout transition when using CoptTexture. (1109124)
  • IL2CPP: Added support for SendTo and RecvFrom socket calls on Windows with IPv6. (1208806)
  • IL2CPP: Automatically initialize when calling into converted managed .winmd files from native code even if Unity engine hasn't been initialized yet. (1200489)
  • IL2CPP: Corrected the stubbed GetEnumerator method on the System.Data.Linq.Table class. (1210714)
  • IL2CPP: Fixed not discover generic virtual methods on shared generic types properly. (1212189)
  • IL2CPP: Fixed sporadic lockups in async calls on ARM64 platforms. (1199965)
  • IL2CPP: Marshal blittable classes as out parameters.
  • iOS: Fixed an issue where using Unity as a library and initializing Unity runtime multiple times will trigger unnecessary OnApplicationPause events. (1211364)
  • This is a change to a 2020.1.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Kernel: Fixed floating point errors on snap rounding (964631)
  • Linux: Player Settings can be switched between Build settings with correct Z-order. (1217920)
  • Linux: Popup windows now close when Unity is not in focus. (1104107)
  • macOS: Paths with spaces will no longer cause errors during linking of debug symbols (1156958)
  • Package Manager: Fixed an issue where Unity could not connect to the UnityPackageManager process due to misconfigured proxy settings.
  • Package Manager: Resolved errors in Adaptive Performance Samsung Android package when using .net 3.5. (1212092)
  • Package Manager: Resolved warnings in Adaptive Performance Package when using .net 3.5. (1212094)
  • Particles: - Fixed Mesh that contains blend shapes sometimes not being marked as read/write enabled when it is used by a ParticleSystems ShapeModule.
  • Fixed crash when assigning a Mesh with blend shapes to a ParticleSystems ShapeModule through a script in a Player build. A warning will now be thrown to report that the Mesh must be read/write enabled. (1215645)
  • Particles: Fixed magnitude property mapping to the wrong script binding. (1207764)
  • Particles: Fixed situations where paused systems were having their Stop Actions executed. Paused systems should never have their Stop Actions executed. (1213288)
  • Particles: Only allow Texture2D textures in the Shape Module. (1213985)
  • This is a change to a 2020.1.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • Particles: Throw an exception if the offset to Set/GetParticles is invalid. (1209323)
  • Physics: Ensured that a child Kinematic Rigidbody2D driven by a parent Rigidbody2D stays in-sync with the parent pose. (1213343)
  • Physics: Ensured that we don't report OnCollision/OnTrigger Exit for 2D colliders when they are disabled/inactive when the "Physics2D.callbacksOnDisable" is off. (1212896)
  • Physics: Fixed an issue where a large amount of inertia would be generated during the initial setup of a cloth instance. (1217200)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where the initial value assigned to the "Use Gravity" checkbox inside the cloth inspector would be ignored on entering Playmode (1217521)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue where velocity generated during the translation of a Cloth object would not have the proper direction. (1192837)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed rare console warning of "RigidBody2D has an invalid movement state index during removal". (1216772)
  • Physics: Fixed the MeshCollider fast midphase not being enabled when upgrading from pre-2019.3, also a better check for a default set of flags that won't get confused when you pick the "Everything" option. (1215857)
  • Player: Fixed "Default Is Native Resolution" setting change being ignored in the Standalone player after changing default fullscreen mode to fullscreen from windowed when not changing any other setting. (1216508)
  • Prefabs: Editor functionality completely broken, due to prefab containing broken overrides.
  • This PR removes the broken overrides, to bring editor into a useful state. (1208775)
  • Prefabs: Fixed case where Overrides dropdown would display Revert and Apply buttons even though it said "No overrides". (1197800)
  • Prefabs: Fixed issue where pasting multiple objects while in Prefab Mode in Context would sometimes paste only one of the objects. (1209776)
  • This is a change to a 2020.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Prefabs: Fixed issue where the Hierarchy window Create ([+]) dropdown menu item "Create Empty Child" would, in Prefab Mode, place the created child under the Prefab root rather than under the selected object. (1185434)
  • Prefabs: Fixed issue where the Open button in the "Cannot restructure Prefab instance" dialog would open the inner Prefab instead of the outer when attempting to make a nested Prefab inside a Prefab instance into a new Prefab or Variant. (1166933)
  • Prefabs: Fixed Prefab Overrides Popup can be so large that it's unreadable. (1103139)
  • Profiler: Fixed loading of raw profiler data with hung job thread causes editor crash (1213975)
  • Project Browser: Fixed hub displaying two 3D templates on creating new project. (1214193)
  • This is a change to a 2020.1.0a21 change, not seen in any released version, and will not be mentioned in final notes.
  • SceneManager: Fixed OnPostprocessAllAssets and OnPreprocessAsset functions called multiple times when editing and saving a Scene (1208581)
  • Scripting: Fixed intermittent "TypeLoadException: Recursive type definition detected" that was being thrown on playmode start. (1191002)
  • Scripting: Fixed ReinterpretLoad and ReinterpretStore on NativeArrays with more than 2^31-1 entries not behaving correctly.
  • Scripting: [Debugger] Fixed crash when there is a generic struct with a field that is an enumerator. (1210416)
  • Terrain: Fixed issue with Terrain brushes in GLES2 spamming unsupported texture errors (1196142)
  • UI Elements: Fixed bug preventing element from being redrawn when its opacity is changed. (1196192)
  • UI Elements: Fixed case 1215991 runtime package ScrollView is repainted differently when it has been hidden (1215991)
  • UI Elements: Fixed display of UXML inline styles inside the UIElementsDebugger (1217906)
  • UI Elements: Fixed USS variable gets corrupted when pseudo state is changed (1218564)
  • UI Elements: The UIElements runtime showed lighter colors in the game view, in linear color space, when compared to the UI Builder. (1182374)
  • Version Control: Fixed modified scenes in some rare cases not getting checked out under Perforce (AssetDatabase.IsOpenForEdit paths array variant had a bug). (1217833)
  • Video: Fixed Unity hanging on quit after failing to load large number of Video Clips from URL at once. (1197716)
  • Video: Last frames of video are repeated when played using Video Player Component. (1209623)
  • Windows: CorsorLockMode.Confined now locks to window client area instead of the whole window rect on Windows Standalone player. (978868)
  • Windows: Fixed cursor lock getting lost on Windows 7 when pressing Windows key, then clicking on the task bar and finally clicking back on the game window. (1213859)
  • Windows: Fixed Windows Standalone player executable name not matching Product Name player setting when using keyboard shortcut to Build & Run. (1208041)
  • Windows: Run steps to set firewall rule using nsExec so console window does not show up. (934862)
  • XR: Update XR Management to 3.0.6.
  • API Changes:
  • Scripting: Added: Added Application.unloading event which will be executed before unloading process starts. (1190458)
  • WebGL: Added: Introduced PlayerSettings.WebGL.wasmArithmeticExceptions property, which allows to control WebAssembly trapping behaviour.
  • Changes:
  • 2D: SpriteSkin's deformed Sprite's bounds are now calculated and bounds property is removed from SpriteSkin's inspector (1208712)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Update icons used in the Tile Palette toolbar.
  • Editor: EulerAngles and LocalEulerAngles have improved precision. This may result in a different equivalent rotation.
  • Graphics: Enable sampler precision for compute shaders on HLSLcc platforms (1213349)
  • Graphics: Enable stripping of unused shader constants from Vulkan compute shaders (1213349)
  • Improvements:
  • 2D: Improve placement of Tiles in Tile Palette for Spritesheets where there are gaps between Tiles
  • 2D: Sprite Editor Window Skinning Module's Bone and Sprite Visibility state persists after Apply
  • Android: Update Android Logcat package version to 1.1.0
  • GI: The Radeon denoiser now works on Nvidia GPUs.
  • macOS: Changed the title bar color of normal windows to clarify UI depth
  • Package Manager: Update verified packages to 1.1.0:
  • com.unity.adaptiveperformance
  • com.unity.adaptiveperformance.samsung.android
  • Features:
  • Package Manager: Moved 'Reset Packages' option to the bottom of the Advanced Menu in Package Manager, and added a separator between it and the preceding options.

New in Unity 2019.3.2 (Feb 20, 2020)

  • Fixes:
  • Android: Make UnityWebRequest use system proxy. (1199886)
  • Asset Pipeline: Fixed problem where projects could be loaded with a pending script compilation and domain reload. (1210129)
  • Editor: Fix crash when multiselecting objects that host scripts that contain classes with [SerializeReference] (1211265)
  • Editor: Fixed profiler's record toggle cannot be stopped with designated shortcut when in editor mode. (1206281)
  • Editor: Fixed the Unity crash for enum popup. (1209597)
  • GI: Artifacts on edge of area light when using AA with Progressive Lightmapper (1213455)
  • GI: Auto generate turned off on 3D template (1211922)
  • GI: Fix crash when trying to rasterize a 0 area triangle at the border of the lightmap UVs. (1106048)
  • GI: Fixed baked lightmaps not shown in the "Baked Lightmap" scene view visualisation mode. (1087333)
  • Graphics: Fix CrossFade bad CPU performance in SRP ( URP or HDRP ) (1214825)
  • Graphics: Fix DX12 freeze when synchronously waiting for an async readback request completion (1216890)
  • Graphics: Fixed a crash inside the editor when trying to accessing vertex data of a mesh imported by an assetbundle (1177174)
  • Graphics: Fixed Graphics.activeColorGamut to return HDR10 or Rec709 enums if HDR Display is currently active on DX11, DX12 or Vulkan
  • Graphics: Fixed potential deadlock in graphics jobs when loading shaders.
  • Graphics: Vulkan: Fixed a player build using Gamma colorspace to do linear conversion first, if HDR Display mode is enabled/forced on by the platform (1214930)
  • iOS: Fixed a rare crash when running graphics jobs with tesselated objects
  • macOS: Better blit/copy encoder utilization
  • macOS: Fix "Asset Preview" generation not triggering GarbageCollection of versioned resources (1214197)
  • Scripting: Fix a deadlock issue between Burst and the AssetDatabase
  • Scripting: Project will no longer throw package errors if it is located on root of a drive (1196161)
  • Shaders: Fixing camera replacement shader to work correctly with local keywords. (1195767)
  • Terrain: Fixed wrong result of TerrainData.GetHoles() method when holes data is empty.
  • UI Elements: Rich text tags were interpreted by the textfield and it affected its layout. (1178247)
  • XR: fix for image corruption when renderViewportScale is changed with HDR off. (1130382)
  • XR: Fix NULL Deref exception due to WorldAnchorStore reload when using Windows Mixed Reality. (1165639)
  • XR: Fix to remove additional XR render pass functionality for built-in renderer. (1204611)
  • XR: Fixed crash when exiting Play Mode in XR related to particle system with mesh instances. (1163721)
  • XR: Fixed stereo rendering on Gear VR and Oculus Go. (1209695)
  • XR: Fixed VR vsync issue in fullscreen mode with d3d11 standalone player. (1158037)
  • API Changes:
  • Graphics: Added: VisualEffectAsset events listing
  • Graphics: Added: VisualEffectAsset exposed properties listing
  • Changes:
  • 2D: Sprite Editor Window's Skinning Module default shortcut key for "Animation/Create Vertex" changed from "Shift-D" to "Shift-J" due to key conflict
  • 2D: Sprite Editor Window's Skinning Module default shortcut key for "Animation/Weight Brush" changed from "Shift-C" to "Shift-N" due to key conflict
  • 2D: SpriteSkin's deformed Sprite's bounds are now calculated and bounds property is removed from SpriteSkin's inspector (1208712)
  • Timeline: ControlPlayableAsset.searchHierarchy (a.k.a. Control Children) now defaults to false.
  • Improvements:
  • 2D: Improve CalculateHash by not loading unnecessary objects.
  • 2D: Sprite Editor Window Skinning Module's Bone and Sprite Visibility state persists after Apply
  • 2D: Support PSB Imported sprite for packing even if inside Folder.
  • HLSLcc: Remove redundant type casts when translating instruction LD
  • Kernel: Optimisation for Job system when main thread is waiting on jobs to complete.

New in Unity 2020.1.0 Alpha 23 (Feb 14, 2020)

  • Fixes:
  • 2D: Fixed instantiation of Tile Game Object when entering Play mode when reload scene is disabled in Enter Play Mode Settings (1209819)
  • 2D: Fixed Unity crashes when selecting SpriteRenderer with tiling enabled in SceneView. (1211482)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Don't advance Time.timeSinceLevelLoad and Time.time if Thread.Sleep is called on the main thread right after the scene is loaded. (1099186)
  • Android: Fixed corner case when using OpenGL ES CopyTexture with the current render target. (1127279)
  • Animation: Animation does not play correctly when Optimized Game Object functionality is used and a Child GameObject is added to bone. (1185568)
  • Asset Import: Fixed BumpMap check window not flagging textures as possible NormalMap when they are not used in the Material. (1213579)
  • Asset Import: Model importer was preventing the user from re-extracting textures. (1172619)
  • Build Pipeline: Fixed an issue where BuildPlayer could accept a mismatched combination of BuildTarget and BuildTargetPlatform. (1175531)
  • Editor: Added a more descriptive error when attempting to import unsupported video formats on Linux. The error now states which movies are not importable in the Linux editor that are importable in the MacOS and Windows editor. (1104618)
  • Editor: Call OnDestroy/Awake callbacks for ExecuteAlways scripts with the Configurable Play Mode option enabled. (1209226)
  • Editor: Fixed an issue when changing quality settings anti aliasing values would cause a null ref in camera preview. (1210016)
  • Editor: Fixed an issue where the editor would crash on Ubuntu 16.04 when entering play mode. (1214726)
  • This is a change to a 2020.1.0a19 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed editor crash on certain cases when clicking "Compile and show code" in the Compute Shader inspector. (1215289)
  • Editor: Fixed editor crash when null is passed in Event.PopEvent. (1211027)
  • Editor: Fixed for event drawer not finding the event types present on data members parent types. (1211380)
  • Editor: Fixed inconsistency that we call OnDisable of ExecuteAlways scripts with Editor.isPlaying == true when full Scene Reload is disabled.
  • Editor: Fixed OnPreviewGUI method's background image is rendered grey instead of white when background image is set to white texture. (1212892)
  • Editor: Fixed Quick Search 1.5 build break with new Progress API updates. (1214238)
  • This is a change to a 2020.1.0a21 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the editor application main thread tick timer throttling causing unwanted spikes and delays.
  • We have a performance gain of 18% for the scene hierarchy window and 6% for the game view. (1211383)
  • Editor: Fixed the profiler timeline thread separator lines border thick. (1217232)
  • This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the Stack overflow exception. (1206654)
  • GI: Fixed probes being interpolated for renderers which do not ue probes. (1154888)
  • Graphics: Added exceptions to Mesh.CombineMeshes() when the vertex count of the combined meshes will exceed the vertex index format. (1176005)
  • Graphics: Adding OnDisable as a public method. (1211971)
  • This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: ComputeBuffer.SetData sub-updates combined with AsyncGPUReadback fixed in Vulkan. (1185630)
  • Graphics: Fixed a crash that happened when running the PlayMode test from project TestProjectsHDRP_DXR_Tests in the SRP repository. (1215589)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed a player build using Gamma colorspace to do linear conversion first, if HDR Display mode is enabled/forced on by the platform (1214930)
  • Graphics: Fixed exact time having no effect. (1216631)
  • This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed global texture properties to handle multisampling textures properly. (1154519)
  • Graphics: Fixed issue where motion vector texture would contain incorrect values for object that stopped moving. (1178468)
  • Graphics: Fixed race condition when using GrabPass with Vulkan GraphicsJobs.
  • Graphics: Fixed readback of cubemap slices when using Vulkan.
  • Graphics: Fixed skinned meshes crash when position data is of non-Float32 type. (1207844)
  • Graphics: Fixed SkinnedMeshRenderer.localBounds behaving differently based on SkinnedMeshRenderer.updateWhenOffscreen. (1205853)
  • Graphics: Fixed sporadic crash when using GraphicsJobs with Vulkan. (1215661)
  • Graphics: Fixed validation error when using RenderPass API with Vulkan.
  • Graphics: Metal: Added checks for YUV2 format when creating Cubemap or Texture3D. (1214115)
  • Graphics: Shader.WarmupAllShaders() no longer submits a shader that uses VK_EXT_shader_viewport_index_layer without enabling it in context creation. (1215855)
  • iOS: Fixed an issue that stopped emojis appearing on textfields with no limit (1214754)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed QualitySettings.resolutionScalingFixedDPIFactor not updating on runtime. (1163949)
  • Linux: Undocked windows can be resized properly on Linux. Undocked windows now display their name in the Launcher and Dashboard. (1188792, 1210486, 1213542)
  • Prefabs: Fixed Camera prefab continuously updated on resetting the camera component. (1214033)
  • This is a change to a 2020.1.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed an issue whereby the Profiler window did not always refresh its content after loading a capture file. (1213449)
  • Scripting: Fixed FindObjectOfType not returning RenderSettings. (1213772)
  • This is a change to a 2020.1.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: SerializedProperty::HasVisibleChildren now returns false in the case of a SerializedReference if the property is hidden in inspector. This is now consistent with SerializedProperty::NextVisible (1205366)
  • Shaders: Fixied camera replacement shader to work correctly with local keywords. (1195767)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Terrain: Fixed issue where an unsupported texture format was reported in headless mod. (1190805)
  • UI Elements: Fixed bug making docked EditorWindow hard to resize if their content near the borders react to MouseDownEvent. (1209863)
  • Universal Windows Platform: Fixed the build failing for certain architecture if there is a native plugin in the project that only targets another CPU architecture (for instead, if your plugin only supports x64 and you're building for ARM64). (1141709)
  • Windows: Fixed incorrect parsing of Application name from command-line arguments. (1215557)
  • Windows: Fixed native plugins not being put into correct CPU specific architecture folder. (1185926)
  • Windows: Unity Crash Handler no longer opens the game process with PROCESS_ALL_ACCESS flag upon the game launch. Instead, it does it only if the game crashes. (1204191)
  • XR: Fixed editor crash when WMR is being used in URP.
  • API Changes:
  • AI: Added: Added NavMeshBuildSettings.maxJobWorker to allow control over how many worker threads are utilized for building the NavMesh.
  • AI: Changed: Added the NavMeshBuildSettings.preserveTilesOutsideBounds option that allows NavMeshBuilder.UpdateNavMeshData() to retain any existing NavMesh tiles that have not been touched since the last update.
  • Editor: Added: DefaultPreset.enabled allows to enable/disable a default Preset from the PresetManager without removing it from the default list. This allows to de-activate a default Preset setting without losing the setup in the manager.
  • Editor: Added: Preset.GetAllDefaultTypes() can be used to get the list of all default PresetType registered in the PresetManager.
  • GI: Changed: Improve additional probe bake API by baking octahedral depth maps per probe.
  • Graphics: Added: Added ComputeBuffer.Begin/EndWrite
  • Graphics: Added: VisualEffectAsset events listing
  • Graphics: Added: VisualEffectAsset exposed properties listing
  • Graphics: Changed: renamed Apple.FrameCapture.BeginCapture to Apple.FrameCapture.BeginCaptureToXcode
  • Physics: Added: Added API to ArticulationBody for body activity lifecycle control: Sleep(), IsSleeping(), WakeUp() methods, sleepThreshold property.
  • Physics: Added: Added API to ArticulationBody for body manipulation: AddRelativeForce(Vector3 force), AddRelativeTorque(Vector3 torque), AddForceAtPosition(Vector3 force, Vector3 position), GetRelativePointVelocity(Vector3 relativePoint), GetPointVelocity(Vector3 worldPoint) methods.
  • Physics: Added: Added API to ArticulationBody for mass properties manipulation: centerOfMass, worldCenterOfMass, inertiaTensor, inertiaTensorRotation properties and ResetCenterOfMass(), ResetInertiaTensor() methods.
  • Physics: Added: Added API to ArticulationBody for simulation computations stability control: solverIterations, solverVelocityIterations, maxAngularVelocity, maxDepenetrationVelocity properties.
  • Scripting: Added: Introduced UnityEngine.Profiling.Profiler.GetTotalFragmentationInfo(NativeArray stats) script function.
  • This reports heap fragmentation information - stores free block counts in power of two buckets in stats[] array. Returns the total number of free blocks of all sizes.
  • XR: Added: Exposed XRSDK zNear/zFar/sRGB to c# script explicit depth sharing.
  • Changes:
  • 2D: PackingTags based Legacy Packer is now being deprecated. Will be removed in a future release. Users are encouraged to migrate to newer SpriteAtlas or SpriteAtlas V2 systems.
  • Editor: EditorUtility.DisplayProgressBar now only shows the progress dialog after 0.3 seconds. The progress bar UI update happens only every 0.1 seconds (fixes performance issue if script is calling DisplayProgressBar way too often).
  • GI: Changed the name of the Lighting Window to just "Lighting".
  • Graphics: compile on import support for Visual Effect Assets
  • Improvements:
  • 2D: Improve CalculateHash by not loading unnecessary objects.
  • 2D: Support PSB Imported sprite for packing even if inside Folder.
  • Editor: Added Copy/Paste support for most inspector fields (vectors, colors, object references, gradients, animation curves ...). All they produce text in system clipboard, and the copied values can be sent to someone else or pasted into another Unity instance.
  • Editor: Added renderdoc-like integration for metal frame capture, changed icon to be independent of capture tool
  • Editor: Animation Events can be copied & pasted in the animation window and model import settings animation events inspector.
  • Editor: Improved progress bars for various parts of long operations in the editor (project open, game data build, ...)
  • Editor: Improving performance of dragging material over the scene view
  • Editor: PresetManager display ScriptableObject registered with [CreateAssetMenu] in the Add Default dropdown so they can be added in the default system.
  • Editor: Scene view camera settings window got ability to copy/paste the camera placement, use entries in the widget menu.
  • Editor: Update Quick Search to version 1.5. This new version includes an improved indexing of assets and provide a new powerful QueryEngine API.
  • Editor: Windows Editor pops up a progress indicator automatically, whenever the editor is not responsive for longer than a second (this is not done on Mac/Linux yet for native UI threading limitations)
  • Graphics: Added compressed texture format support to Texture3D (use SetPixelData to set compressed data). (1198200)
  • Graphics: Mesh.SetVertices, SetNormals and friends got optional MeshUpdateFlags argument.
  • macOS: Added "-enable-metal-capture" command line arg to enabled frame capture
  • Improved performance of dragging material over the scene view.
  • Features:
  • Asset Pipeline: Cache server information in the status bar.
  • macOS: Switch dockable windows to native OS container with window decorations on Mac
  • Profiler: The flow of job execution can now be visualized in the CPU Profiler's Timeline by selecting Show Flow Events in the timeline's context menu.

New in Unity 2019.3.1 (Feb 13, 2020)

  • System Requirements Changes:
  • For running Unity games:
  • Android:
  • Minimum version incremented to 4.4 (from 4.1).
  • Removed Atom CPU recommendation.
  • iOS:
  • Minimum version incremented to 10.0 (from 9.0).
  • Fixes:
  • Animation: Fixed a performance issue when multiple animators are transitioning at the same time. (1184690)
  • Editor: Do not show Curl error from UnityWebRequests, performed by Unity itself. (1210000)
  • Editor: Fixed a bug where Unity would steal focus from the current active app when entering play mode. The dock icon will now bounce to inform the user that play mode has been entered. (1188530)
  • Editor: Fixed an issue where after changing the branch material, modifying the properties in the inspector window throws console errors (1206697)
  • Editor: Fixed the issue foldout icon under the Collider2D Inspector (1209745)
  • Editor: PropertyDrawer for SerializeReference instances in array now support topological changes on array. (1201979)
  • GI: Fix LightProbes not being removed properly when unloading an additively loaded scene. (1206865)
  • GI: Fixed a crash when baking with Enlighten that could occasionally happen when adding and removing lights with different falloffs (1205313)
  • Graphics: Fix an issue where dimension CubeArray of RenderTexture calculation was wrong on Metal and Vulkan. (1213418)
  • Graphics: Fix for flickering shadows when using SRP with Vulkan
  • Graphics: Fix issue with objects not being rendered in HDRP when renderer is in camera motion vector only mode and has a material with an enabled motion vector pass.
  • This is specifically the case with mesh outputs in VFX Graph (1200423)
  • Graphics: Fixed a crash that happened when running the PlayMode test from project TestProjectsHDRP_DXR_Tests in the SRP repository. (1215589)
  • Graphics: Fixed an issue with cameras only clearing to color when using SRP/URP (1210093)
  • Graphics: make sure GetDimensions call generate proper metal code (1211484)
  • IMGUI: Foldout icon for "Contacts" properties under the Polygon2D collider component does not work. (1209745)
  • Kernel: Fixed long stall on domain reload, if many job handles were never Complete()'d
  • Kernel: Fixed SRP renderer based jobhandle leaks due to not completing job handles
  • Kernel: NativeCollections Leak detection mode now uses the Editor prefs so it is correctly saved into the editor prefs file (Previously it was only saved when entering play mode since it was stored in player prefs)
  • Kernel: Optimised waking up of worker jobs when scheduling new jobs.
  • Package Manager: Bugfixes to the Burst Inspector UI
  • Package Manager: Fixed a NullReferenceException happening in a call stack involving CecilExtensions.IsDelegate(...).
  • Package Manager: Fixed a potential NullReferenceException when editing Burst AOT settings for standalone players.
  • Package Manager: Fixed burst compilation toggle behaviour which previously had unpredictable results.
  • Package Manager: Fixed caching of compiled jobs/function pointers.
  • Package Manager: Fixed compilation requests being lost when using asynchronous compilation.
  • Package Manager: Fixed error handling and messages infrastructure.
  • Package Manager: Fixed function pointers to work in standalone player.
  • Package Manager: Fixed issue for UWP to avoid an AssemblyResolutionException for types within Windows.* WinMd assemblies.
  • Package Manager: Fixed issue ldflda opcode when the input on the stack is a value and not a pointer.
  • Package Manager: Fixed issue on iOS where standalone player builds could fail, depending on number of burst-able functions found.
  • Package Manager: Fixed issue with a potential ArgumentException The output byte buffer is too small happening in the Editor when Burst is trying to compile a function that is producing a large log error.
  • Package Manager: Fixed issue with a TypeLoadException related when trying to load PDB.
  • Package Manager: Fixed issue with an exception occurring in mono_string_len.
  • Package Manager: Fixed issue with BurstCompiler.CompileFunctionPointer not working in a standalone player if Burst was disabled via standalone player build settings.
  • Package Manager: Fixed issue with calli not being handled correctly.
  • Package Manager: Fixed issue with debugging source locations that were no longer generated for standalone players.
  • Package Manager: Fixed multi-threaded compilation of jobs/function pointers in the editor.
  • Package Manager: Fixed multi-threaded compilation support when building a standalone player.
  • Package Manager: Fixed multiple issues with JIT cache.
  • Package Manager: Fixed wrong MethodImpl(MethodImplOptions.NoOptimization) on functions.
  • Package Manager: Fixed wrong multi-LLVM versions support.
  • Package Manager: Fixed Issue with a potential InvalidOperationException related to ABI layout when compiling a function pointer on Linux/Mac.
  • Package Manager: Fixed issue with a potential NullReferenceException when building a player for UWP.
  • Package Manager: Fixed Issue with sizeof on a struct defined in another assembly and would return the size of a pointer type instead of a real struct layout.
  • Physics: Fixed an issue where a large amount of inertia would be generated during the initial setup of a cloth instance. (1217200)
  • Physics: Fixed an issue where the initial value assigned to the "Use Gravity" checkbox inside the cloth inspector would be ignored on entering Playmode (1217521)
  • Physics: Fixed an issue where velocity generated during the translation of a Cloth object would not have the proper direction (1192837)
  • Profiler: Fix exception is thrown on selecting Memory from Profiler window. (1198768)
  • Profiler: Fixed a crash that could occur while profiling a remote target from the Editor with the aforementioned target suddenly disconnecting. (1212267)
  • Profiler: Raise an argument exception if a null or empty name string is provided when beginning a profiler sample. (1205482)
  • Terrain: Moved warning of missing Terrain detail shaders to inspector (1195070)
  • XR: Fix NULL Deref exception due to WorldAnchorStore reload when using Windows Mixed Reality. (1212118)
  • Improvements:
  • Editor: Updated test-framework package to version: 1.1.11

New in Unity 2020.1.0 Alpha 22 (Feb 7, 2020)

  • Fixes:
  • 2D: Fixed crash in TilemapRenderer with URP while shaders are compiling again after an update in URP version.
  • 2D: Newly created SpriteRenderers will have correct presets set when created through dragging and dropping a Sprite/Texture2D asset. (1210560)
  • Animation: Added a warning to detect clashes of animated property curve names. (1201758)
  • Animation: Fixed an issue where renaming an animator parameter via search would rename the wrong animator parameter. (1202172)
  • Asset Pipeline: Fixed empty refresh not performed pending domain reload, if called with kForceSynchronousImport. (1210310)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Build Pipeline: Fixed bug preventing mesh compression on iphone when building with the scriptable build pipeline.
  • Burst: Deleted burst entry from isolation tests exemption list.
  • Burst: Fixed issue with function pointers being corrupted after a domain reload that could lead to unexpected function pointer calls.
  • Burst: Fixed potential deadlock between Burst and the Asset Database if burst is being used when building the database.
  • Burst: Fixed AssemblyResolveException when loading a project with dependent packages that are using Burst in static initializers or InitializeOnLoad.
  • Editor: Do not show Curl error from UnityWebRequests, performed by Unity itself. (1210000)
  • Editor: Fixed .unitypackage asset missing an icon when there's no OS association. (1213245)
  • Editor: Fixed a bug which would cause the "Save Scene" dialog to show twice if changing a setting requiring editor restart, and then hitting "Don't save". (1200910)
  • Editor: Fixed editor window becomes uncloseable when the script creating it is removed then added again. (1199206)
  • This is a change to a 2020.1.0a13 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the miniButton onClick visual feedback styles. (1187383)
  • Editor: Fixed the Unity crash for enum popup. (1209597)
  • Editor: N/A
  • Editor: Open error line for a failed UTF test now does not throw exceptions for corrupted testable pdb in Editor release mode. (1118259)
  • GI: Added intensity slider back in the UI. (1206407)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed artifacts on edge of area light when using AA with Progressive Lightmapper. (1213455)
  • GI: Lightmap UVs are offset and partially black after changing some lightmapping settings and rebaking 2K or 4K lightmaps. (1121978)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Crash with RenderMeshIndirectCommand. (1196114)
  • Graphics: Disabled DestroyImmediate during rendering callbacks, use Destroy instead. (1170742)
  • Graphics: Fixed a bug where outstanding updates for a CustomRenderTexture would trigger a crash of the Editor when that CustomRenderTexture got destroyed. (1144824)
  • Graphics: Fixed an issue where dimension CubeArray of RenderTexture calculation was wrong on Metal and Vulkan. (1213418)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue with cameras only clearing to color when using SRP/URP. (1210093)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed assert_duplicates_and_sorted failure when opening project created with an older Unity version. (1210308)
  • This is a change to a 2020.1.0a19 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed bilinear setup in metal.
  • Graphics: Fixed crash while switching prefab. (1213773)
  • Graphics: Fixed crash. (1213826)
  • Graphics: Fixed invalid source offset when uploading and unmapped sub-data range on OpenGL. (1209651)
  • Graphics: Fixed issue where skinned mesh renderers with custom bone weights and that contained unreferenced vertices would crash when optimizing the mesh and reordering the vertices. (1211202)
  • Graphics: Fixed issue with objects not being rendered in HDRP when renderer is in camera motion vector only mode and has a material with an enabled motion vector pass.
  • This is specifically the case with mesh outputs in VFX Graph. (1200423)
  • Graphics: Fixed RenderDoc integration crash. (1208237)
  • This is a change to a 2020.1.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Metal: Disabled Graphics Jobs support for Nvidia GPUs. (1215105)
  • HLSLcc: Fixed sampler bilinear setup in metal. (1188295)
  • IL2CPP: Corrected the behavior of the InitMessage icall. (1208473)
  • IL2CPP: Fixed invoking public static methods and instantiating public classes that were defined in managed .winmd files.
  • IL2CPP: Prevent a race condition from causing a crash on shutdown when the script debugger is enabled. (1186518)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed crash on disconnecting external display. (1211991)
  • iOS: iOS Launch Screen storyboards are validated to ensure that they have the correct settings to be used as a launch screen. (1212014)
  • This is a change to a 2020.1.0a18 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Launch screen storyboards no longer briefly display in landscape when portrait only is selected. (1190428)
  • iOS: No longer rename the launch screen storyboard to LaunchScreen.storyboard. Keep the original file name when creating the Xcode project.
  • Kernel: Fixed long stall on domain reload, if many job handles were never Complete().
  • Kernel: Fixed SRP renderer based jobhandle leaks due to not completing job handles.
  • Kernel: NativeCollections Leak detection mode now uses the Editor prefs so it is correctly saved into the editor prefs file (Previously it was only saved when entering play mode since it was stored in player prefs).
  • macOS: Fixed "Asset Preview" generation not triggering GarbageCollection of versioned resources. (1214197)
  • macOS: Fixed dropdown menu goes behind popup menu windows and preset window randomly loses focus. (1202744, 1209789)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Fixed a crash on Windows when launching the Unity editor using a path that has a lowercase drive letter. (1210461)
  • This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Fixed bad UX layout when there is a very long search string. (1205872)
  • Package Manager: Fixed correctly building scripts against the currently enabled built-in packages at editor startup time.
  • Package Manager: Fixed NullReference errors continuously spamming when adding a package from disk and having version control mode set to 'Perforce'. (1202668)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Prevented Package List from scrolling to the currently selected item when clicking 'Load More' in paginated pages in Package Manager. (1182633)
  • Package Manager: Prevented the parsing of null version strings in Package Manager. For internal users, installing packages from Package Manager will no longer break on null exceptions when debugging.
  • Package Manager: Updated the download progress text color to be more visible in light theme. (1201953)
  • Package Manager: Version expander in Package Manager window does not working properly. (1214073)
  • Particles: Fixed opaque particle lighting in deferred rendering. (1193339)
  • Prefabs: Fixed the position of prefab instances in the hierarchy, both in the scenes and prefabs with nesting. (1213249)
  • Scripting: Fixed a deadlock issue between Burst and the AssetDatabase.
  • Scripting: Fixed fields of types that are MonoBehaviour/ScriptableObject subclasses not correctly serialised by reference, instead of serialising the referenced MB/SO as a nested object. (1199278, 1211768)
  • This is a change to a 2020.1.0a2 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Project will no longer throw package errors if it is located on root of a drive. (1196161)
  • Terrain: Fixed wrong result of TerrainData.GetHoles() method when holes data is empty.
  • UI Elements: Fixed a few issues with ToolbarSearchField's styling. (1180375)
  • UI Elements: Fixed duplicate ChangeEvent callback invocation for PopupField. (1194831)
  • Universal Windows Platform: Fixed bug in UWP sln build if C# 7.0+ features are used (1201383)
  • Windows: Fixed Windows Standalone bug where changes to the display resolution are not applied unless the new resolution is smaller than the previous one when in fullscreen mode. (1191897)
  • XR: Fixed field of view to be at parity with 2019.3. (1210734)
  • This is a change to a 2020.1.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: Fixed XR warning spamming in Camera.SetStereoProjectionMatrix.
  • XR: Hookup preferred blit mode for XR providers. Allows mock HMD to start in stereo mode. (1210720)
  • This is a change to a 2020.1.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: XRInputSubsystems can now be started properly while the player is paused. (1202625)
  • API Changes:
  • Animation: Added: Added SetEditorCurves and SetObjectReferenceCurves to AnimationUtility
  • Editor: Added: Added HandleUtility.PlaceObject and placeObjectCustomPasses. Allows external code to influence drag and drop object placement in the Scene View.
  • Graphics: Added: Added rendererProbes in the SupportedRenderingFeatures which allow to hide the Probes section in Renderers
  • Physics: Added: Expose ArticulationBody.jointPosition, ArticulationBody.jointVelocity, ArticulationBody.jointAcceleration and ArticulationBody.jointForce to access the corresponding values in reduced coordinate space.
  • Scripting: Added: AtomicSafetyHandle.NewStaticSafetyId()
  • Scripting: Added: AtomicSafetyHandle.SetCustomErrorMessage()
  • Scripting: Added: AtomicSafetyHandle.SetStaticSafetyId()
  • Improvements:
  • AI: Box sources aligned to the local axes of the NavMesh are processed faster than before when building the NavMesh.
  • Android: Support external displays when using Vulkan
  • Editor: Improved GUI style extension painter performance by 1 ms for ~100 draw calls.
  • Graphics: Allows using any supported GPU formats thanks to GraphicsFormat on Vulkan.
  • Graphics: Support Alembic vertex caches and other triangular procedural geometries (updated from C# scripts) in Ray Tracing. Dynamic Geometry Ray Tracing Mode in Mesh Renderers will make the associated acceleration structure update every frame.
  • HLSLcc: Remove redundant type casts when translating instruction LD
  • Kernel: Optimisation for Job system when main thread is waiting on jobs to complete.
  • Kernel: Reduce number of scheduled jobs by merging cleanup jobs into complete tasks where possible.
  • Features:
  • Asset Pipeline: Add support for directory monitoring to speed up refresh
  • GI: Added support for baking light cookies to the progressive lightmapper backends.
  • Graphics: Add ability to read attribute in spawn graph (require new package)
  • Graphics: Improve time management : Add new modes and accessible times through graph
  • Graphics: Metal: Add HDR display support for macOS 10.15 Catalina

New in Unity 2020.1.0 Alpha 21 (Jan 30, 2020)

  • Fixes:
  • 2D: Allow TilemapRenderer in Individual Mode to batch with other SpriteRenderers provided that their batching criteria match.
  • 2D: Fixed 'Label' and 'Sprite' name overlaps with its input field when preset of "Sprite Library Asset" is created. (1201061)
  • 2D: Fixed bone gets created even though clicked on Visibility Panel. (1200857)
  • This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fixed bone name misaligned under Weight Slider Inspector when a name contains more than 26 letters. (1200873)
  • 2D: Fixed bone names can be empty. (1200861)
  • 2D: Fixed bones not chained correctly when splitting bone in certain cases.
  • 2D: Fixed NullReferenceException when using shortcut 'Shift+1' in certain case. (1200849)
  • Android: Added maxAspectRatio to manifest only when targetting API 26 or higher.
  • Android: Fixed issue causing minimum and target API levels UI to get stuck at "Getting API levels..."
  • Android: Made UnityWebRequest use system proxy. (1199886)
  • Audio: Unity print "More than 2048 Allocators are registered. Reduce allocator count" and crashes. (1177629)
  • This is a change to a 2020.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Burst: Bugfixes to the Burst Inspector UI.
  • Burst: Fixed a NullReferenceException happening in a call stack involving CecilExtensions.IsDelegate(...).
  • Burst: Fixed a potential NullReferenceException when editing Burst AOT settings for standalone players.
  • Burst: Fixed burst compilation toggle behaviour which previously had unpredictable results.
  • Burst: Fixed caching of compiled jobs/function pointers.
  • Burst: Fixed compilation requests being lost when using asynchronous compilation.
  • Burst: Fixed error handling and messages infrastructure.
  • Burst: Fixed function pointers to work in standalone player.
  • Burst: Fixed issue for UWP to avoid an AssemblyResolutionException for types within Windows.* WinMd assemblies.
  • Burst: Fixed issue ldflda opcode when the input on the stack is a value and not a pointer.
  • Burst: Fixed issue on iOS where standalone player builds could fail, depending on number of burst-able functions found.
  • Burst: Fixed issue with a potential ArgumentException The output byte buffer is too small happening in the Editor when Burst is trying to compile a function that is producing a large log error.
  • Burst: Fixed Issue with a potential InvalidOperationException related to ABI layout when compiling a function pointer on Linux/Mac.
  • Burst: Fixed issue with a potential NullReferenceException when building a player for UWP.
  • Burst: Fixed issue with a TypeLoadException related when trying to load PDB.
  • Burst: Fixed issue with an exception occurring in mono_string_len.
  • Burst: Fixed issue with BurstCompiler.CompileFunctionPointer not working in a standalone player if Burst was disabled via standalone player build settings.
  • Burst: Fixed issue with calli not being handled correctly.
  • Burst: Fixed issue with debugging source locations that were no longer generated for standalone players.
  • Burst: Fixed Issue with sizeof on a struct defined in another assembly and would return the size of a pointer type instead of a real struct layout.
  • Burst: Fixed multi-threaded compilation of jobs/function pointers in the editor.
  • Burst: Fixed multi-threaded compilation support when building a standalone player.
  • Burst: Fixed multiple issues with JIT cache.
  • Burst: Fixed wrong MethodImpl(MethodImplOptions.NoOptimization) on functions.
  • Burst: Fixed wrong multi-LLVM versions support.
  • Editor: .Fixed bug in texture previewer for transparent textures in the editor. (1211934)
  • This is a change to a 2020.1.0a19 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Abort build to avoid Editor from freezing/crashing when user has too complex shader in Always Included Shaders list (any shader in that list will compile all possible variants without any stripping). (1187834)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Corrected adding prefabs to hierarchy between expanded objects. (1205276)
  • Editor: Fixed a memory leak in the UIElements renderer. (1210688)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where docked tabs would slow down as other tabs were closed, especially affecting Shader Graph. (1210702)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed Color preference page keywords population. (1206845)
  • Editor: Fixed compute shaders in Editor when forcing graphics API different from the player build settings. (1197376)
  • Editor: Fixed deep profiling toggling not being reliable. (1210292)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed editor crash when cancelling build during shader compilation. (1168004)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed editor layout could not be fully loaded console log message. (1211540)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed foldout icon for Contacts property under Rigidbody 2D component. (1212223)
  • Editor: Fixed major IMGUI performance regression introduced in 2019.3 version. (1206495)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed pressing cancel button during shader compilation phase of the build not immediately cancels the build. (1084463)
  • Editor: Fixed PropertyDrawer for SerializeReference instance in array to support array re-ordering. (1201979)
  • Editor: Fixed the properties window becoming an inspector window with the wrong title, when the its game object is deleted. (1211641)
  • This is a change to a 2020.1.0a19 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed zooming out of curve inspectors (e.g. Audio Source 3D Sound Settings and Particle System Curve Editor). (1203332)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Auto generate turned off on 3D template. (1211922)
  • GI: Dynamically load RadeonRays on linux to allow for use cases where openCL is not installed.
  • GI: Fix exposure on LightProbe gizmos when in Shadowmask mode. (1187858)
  • GI: Fixed an assert being thrown because materials and instances are out of sync. (1209828)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed crash when clicking on Baked Lightmaps tab in the Lighting Setting window. (1212238)
  • This is a change to a 2020.1.0a20 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed format for shadowmask. (1144436)
  • GI: Fixed LightProbes not being removed properly when unloading an additively loaded scene. (1206865)
  • GI: Fixed Optix Denoiser corruption on 2K and 4K lightmaps. (1193559)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Increased default value for exposure to 16. (1201694)
  • GI: Reduced GPU lightmapper light grid memory usage on scenes with large bounds with many lights. (1196347)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Expose attributes [MainTexture] and [MainColor] to ShaderLab properties to link with C# script API (material.mainTexture and material.color). (1210509)
  • Graphics: Fixed a crash in CreateExternalTexture when passing a native pointer to ID3D11ShaderResourceView*. (1210600)
  • Graphics: Fixed a crash inside the editor when trying to accessing vertex data of a mesh imported by an assetbundle. (1177174)
  • Graphics: Fixed a crash when Dynamic Scaling and Forced Screen Percentage option are used in combination with Ray Tracing (DirectX 12). (1202902)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed camera gizmos getting drawn outside OnGUI calls inside SRP. (1194186)
  • Graphics: Fixed crash in SkinnedMeshRenderer where a buffer would be deleted whilst still being used for skinning if motion vectors are enabled. (1202238)
  • Graphics: Fixed flickering shadows when using SRP with Vulkan.
  • Graphics: Fixed potential deadlock in graphics jobs when loading shaders.
  • Graphics: Fixed Vertex and Fragment shader interfaces mismatch on some platforms.
  • IL2CPP: Prevent engine code stripping from removing the legacy input system module when any input magic methods are defined on MonoBehaviours. (1189110)
  • IL2CPP: Use the proper timeout unit for calls to Socket.Select. (1206057)
  • iOS: Added extra null safe checks on the crash reporter. (1168277)
  • iOS: Prevented the crash reporter crashing when you breakpoint an iOS crash. (1168277)
  • macOS: Fixed unreadable stacktraces in the macOS editor console. (1193206)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed an issue where Unauthorized errors from npm registries were treated as generic errors.
  • Package Manager: Fixed being unable select text in Package Manager Package's description. (1190170)
  • Package Manager: Fixed exception being thrown in console while entering play mode and downloading an A$ package in Package Manager Window. (1212340)
  • This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Fixed the issue when the user switching active filter tab during search, the list doesn't refresh properly. (1209830)
  • This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Fixed the issue where Open in Editor from Asset Store doesn't work. (1209851)
  • This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Improved the error message when a search for a package name results in no compatible version found by reporting the package name as well.
  • Package Manager: Update of AssetStore package are no longer shown. (1211707)
  • This is a change to a 2020.1.0a18 change, not seen in any released version, and will not be mentioned in final notes.
  • Particles: Fixed Sub Emitter fields having too much vertical separation and the Object Field selector button being too large. (1213457)
  • Physics: Fixed an issue where changing the value of Physics.clothGravity would have no effect on the gravity applied to Cloth. (1212321)
  • Physics: Rigidbody2D MovePosition/MoveRotation now result in the correct target position/rotation when using "Update" (per-frame) Simulation Mode. (1213003)
  • Profiler: Fixed a crash that could occur while profiling a remote target from the Editor with the aforementioned target suddenly disconnecting. (1212267)
  • Profiler: Fixed exception is thrown on selecting Memory or Networking Module from Profiler window. (1198768)
  • Profiler: Fixed toggling profiler recording using F9 in playmode. (1206281)
  • Scripting: Fixed issue where HideInInspector was not transferred for fields of SerializeReference. (1191863)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting Upgrade: Fixed ApiUpdater not removing using statements in some scenarios.
  • Scripting Upgrade: Fixed ApiUpdater not respecting InternalsVisibleToAttribute.
  • Shaders: Fixed Metal compute shaders stripping unused constant buffer vars, therefore messing up the data layout. (1210547)
  • Shaders: Fixed regression on passing different size arrays for ComputeShader parameter. (1211648)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: Pass UNITY_SHADOW_W as-is on HLSLcc targets. (1206092)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Terrain: Removed error spam for missing detail rendering shaders in HDRP. (1195070)
  • UI Elements: Added a new API to show the remaining time of a progress. (1209564)
  • This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Elements: Fixed rich text tags being interpreted by the textfield and it affected its layout. (1178247)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Fixed the main progress bar not showing when baking using Enlighten. (1209566)
  • This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • Version Control: Fixed a regression where folders would fail to be deleted after they have been submitted, deleted and reverted in that order. (1206087)
  • This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.
  • Version Control: Optimizations to avoid pointless folder status queries. (1203044)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • WebGL: Exposed PlayerSettings.GetTemplateCustomValue and PlayerSettings.SetTemplateCustomValue publicly. (980500)
  • Windows: Fixed race condition in plugin loading code when P/Invoking into libraries from multiple threads at once. (1192915)
  • Windows: Fixed VSync breaking when changing it from OnApplicationFocus handler. (1132488)
  • XR: Fixed camera depth map not being created for VR when in VR mode. (1099733)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • 2D: Added: Expose PSDImporter class to be accessible via scripting
  • 2D: Added: Expose SpriteSkin component to be accessible from script
  • Graphics: Added: Added the option to limit the amount of visible lights when doing culling with Scriptable Render Pipeline.
  • Changes:
  • 2D: Changed default shortcut key for "Animation/Create Vertex" from "Shift-D" to "Shift-J"
  • 2D: Changed default shortcut key for "Animation/Weight Brush" from "Shift-C" to "Shift-N"
  • Editor: JIRA: https://unity3d.atlassian.net/browse/EC-692
  • This is an iteration over the Progress bar API, which has not been released to the public yet.
  • Editor: Tree component is not preset-able anymore.
  • Package Manager: Adding Verified status to Cinemachine, and updated minimum version
  • Improvements:
  • 2D: Added example in manual to show how to set PSDImporter as default importer for PSD files
  • 2D: Tilemap.GetSprite returns the currently animated Sprite for an animated Tile instead of the initially set Sprite
  • Android: Add AndroidApiLevel29 to UnityEditor.AndroidSdkVersions
  • Asset Import: ScriptedImporterEditor supports multi-selection by default.
  • Editor: Improve context menus for Sub Scenes.
  • Editor: One-time use windows like color picker, object selector, gradient editor now always open next to the mouse position
  • Editor: Scene view custom camera FOV is now the actual FOV, makes it easier to make scene & game cameras match. Default FOV changed to 60 degrees.
  • Graphics: Added an option to HLSLcc that attempts to preserve varying locations
  • Graphics: improved internal function GetResourcePath performance.
  • IL2CPP: Improved performance compiling projects with large number of assemblies.
  • IL2CPP: Use precompiled headers to improve performance of generated C++ compilation.
  • Physics: Expose Physics.defaultMaxDepenetrationVelocity, limit it to 10 m/s by default to avoid violent penetration resolution that affects stability
  • Profiler: Added an option for JobHandle.Complete() callstacks collection.
  • Profiler: Make the profiler out-of-process accessible as an experimental feature.
  • UI Elements: Add support for a command handler to retrieve the window that is being debugged.
  • Version Control: Fixed pending window hiding the refresh button when scaling said window. Changed the Version Control Window's pending tab buttons to no longer switch tabs when double-clicked.
  • Features:
  • Kernel: Added NativeArray.ReadOnly.
  • Package Manager: Added support for a Git package to be located in a repository sub-folder.

New in Unity 2019.3.0 (Jan 29, 2020)

  • Fixes:
  • Android: Fix calling static method in base class through derived using AndroidJavaClass. (1204028)
  • Android: Fix crash when installing app over existing one with different bitness (32 vs. 64 bit). (1208697)
  • Android: Fix crash when Proguard minify is used. (1204992)
  • Android: Fix ETC2 compression output to be identical when done on Windows and Mac. (1207321)
  • Animation: Fixed TwoBoneIK not properly evaluated on humanoid characters when FootIK is enabled in preview. (1190516)
  • This has been backported and will not be mentioned in final notes.
  • Asset Pipeline: Fixed an assert thrown during RecompressAssetBundleAsync. (1193306, 1195067)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed an issue where the Editor would freeze while refreshing large Projects (during the file hashing stage).
  • Editor: Abort build to avoid Editor from freezing/crashing when user has too complex shader in Always Included Shaders list (any shader in that list will compile all possible variants without any stripping). (1187834)
  • Editor: Added SerializedProperties optimizations during Inspectors loading and repaint to fix performance regression in ModelImporterEditor when using more than 100 animation clips. (1195759)
  • Editor: Bugfix UV overlap view is broken both in HDRP and LWRP (1128963)
  • Editor: Ensures code editors can open absolute paths. (1181364)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fix crashing issue when Unity bug reporter is launched
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fix editor crash when cancelling build during shader compilation. Pressing cancel button during shader compilation phase of the build now immediately cancels the build. (1168004)
  • Editor: Fix Editor hangs when switching between playmode views (1206639)
  • Editor: Fix issue where specifying HideInInspector on a SerializeReference field was not respecting the attribute (1191863)
  • Editor: Fix total variant count in the progress bar when using "Compile and show code" in the Shader inspector. (1201843)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed a memory leak in the UIElements renderer. (1210688)
  • This is a change to a 2019.3.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed crash when manipulating an object containing SerializeReference with cyclical references (1206208)
  • Editor: Fixed deep profiling toggling not being reliable. (1210292)
  • Editor: Fixed editor crash on occlusion culling visualization. (1188203, 1205699)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed freeze when selecting 2 objects containing SerializeReference with cyclical references (1205920)
  • Editor: Fixed issue where docked windows would slow down when other windows were closed - especially noticeable in Shader Graph (1210702)
  • This is a change to a 2019.3.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed major IMGUI performance regression introduced in 2019.3 version. (1206495)
  • Editor: Fixed spamming asserts and occasional crash in Tree wind update when switching between game and prefab views (1169421)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed the editor crash while exiting with Rider text editor is selected (1197812)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed the issue with NullReferenceExceptions thrown when invoking EditorGUIUtility.ShowObjectPicker (1206893)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the rigidbody inspector info and constraints foldout alignment. (1208992)
  • This is a change to a 2019.3.0f3 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the warning message in the inspector window when a physics RayCaster component is added to a game object. (1206126)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed zooming out of curve inspectors (e.g. Audio Source 3D Sound Settings and Particle System Curve Editor) (1203332)
  • Editor: Transparency broken in CPU lightmapper (1183940)
  • This is a change to a 2019.3.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: When having iOS build target selected do not log warnings about decompressing PVRTC/ETC/ASTC textures (1202610)
  • This has been backported and will not be mentioned in final notes.
  • GI: Fix error spam in the Editor Console Window related to malformed Light Probe tetrahedra. The error has been converted into a non-repeating warning. Light Probe interpolation positions is also provided in the warning message (1168644)
  • This is a change to a 2019.3.0b2 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fix Optix Denoiser corruption on 2K and 4K lightmaps. (1193559)
  • This is a change to a 2019.3.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed metal specific issue which caused the baked albedo colors to be different from shaded colors after baking GI. (1183273)
  • This has been backported and will not be mentioned in final notes.
  • GI: Lightmap UVs are offset and partially black after changing some lightmapping settings and rebaking 2K or 4K lightmaps. (1121978)
  • GI: Reducing lightgrid memory consumption on GPU lightmaper (1196347)
  • Graphics: Fix crash in Editor when using compressed High Quality lightmaps on Android (1209332)
  • Graphics: Fix getting the pixel format of a Metal Render Surface in devices that don't support combined MSAA store and resolve action (1203473)
  • Graphics: Fix issue where SRP would allocate memory each frame (1165372)
  • Graphics: Fix SkinnedMeshRenderer.boneWeights returning incorrect values when the number of bone influences per vertex is increased. (1146880)
  • Graphics: Fixed a bug where compressing a texture using EditorUtility.CompressTexture() did not trigger an upload to the GPU of the changed texture data. (1183953)
  • Graphics: Fixed a crash when Dynamic Scaling and Forced Screen Percentage option are used in combination with Ray Tracing (DirectX 12). (1202902)
  • Graphics: Fixed a crash with Dynamic Batching when using Graphics Jobs. (1204720)
  • This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed Mesh picker not updating the Mesh field on the SkinnedMeshRenderer component. (1205004)
  • Graphics: Fixed MSAA support with Vulkan platforms. (1173419)
  • This has been backported and will not be mentioned in final notes.
  • Graphics: Fixed newly created blendshapes not showing up. (1181869)
  • Graphics: Fixed SRP Batcher causing scene to flicker random colours in Vulkan (1184906)
  • Graphics: Fixed TrailRenderer bounds accuracy. (1194500)
  • Graphics: Performance fix for creating a texture on a thread
  • This has been backported and will not be mentioned in final notes.
  • Graphics: Update SRP Packages to 7.1.8
  • iOS: Fixed IOS AutoGraphics API crash when targetting iOS 10. (1201094)
  • iOS: Fixed UnityWebRequest.SendWebRequest to finish if the same URL is requested before the first completes. (1195969)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Mobile: Fixed Performance regression in 64-bit builds due to StackTrace API (1161589)
  • This is a change to a 2019.3.0b12 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Fixed the issue where Unity was importing a .unitypackage file into a different Unity instance if the user had multiple instances of Unity running and tried opening the package in the Project browser. (1182349)
  • Particles: Ensure Particle Systems are rendered when using Command Buffers. (1195214)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Ensure the Orbital Velocity module fully supports Custom Simulation Space. (1184083)
  • Particles: Fixed crash when using ParticleSystem.SetParticles and system uses a Size module. (1197761)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed crash when using scripted Simulation of effects containing multiple nested Particle Systems. (1194538)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue with Cloth where constraints would change after reopening the project. (1175911)
  • Physics: Fixed an issue with Cloth where Mesh deformation would be incorrect when using VertexOrder optimization flags. (1187252)
  • Physics: Fixed an issue with Cloth where parts of the Mesh would disappear during play mode, due to incorrect read/write operations being performed onto the mesh data. (1174475)
  • Physics: Fixed an issue with the Cloth inspector where constraints would get scattered on entering/exiting playmode. (1186768)
  • Physics: Physics 2D Joints no longer issue a warning in the console while assigning the "Connected Body" property of the Rigidbody2D when used as a Component Preset. (1211154)
  • Prefabs: Fixed an issue where removed components on nested prefabs could reappear when applying subsequent modifications (1185746)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed "Requested frame does not exists" exception thrown on clearing Audio frame data. (1205870)
  • This is a change to a 2019.3.0f3 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed Charts not drawing data for the last 2 frames. (1206860)
  • Profiler: Fixed current frame being inaccessible via keyboard arrow navigation. (1206861)
  • Profiler: Fixed Hierarchy view not repainting when not in focus after selecting a different thread. (1205836)
  • This is a change to a 2019.3.0f2 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed loading of wrongly versioned profiler data generated in 2019.2 (1209854)
  • SceneManager: Fix dragging Prefabs into scenes during Play Mode incorrectly instantiating them as editor Prefab instances, which would incorrectly impose editor Prefab instance restructuring restrictions on runtime logic. (1166938)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed error persisting when an Assembly definition(Asmdef) and Assembly Definition Reference(Asmref) file were in the same folder and the Asmref was deleted. (1179825)
  • This is a change to a 2019.3.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: SerializedProperty.Next and SerializedProperty.NextVisible are now able to move past null SerializeReference field. (1206209)
  • Scripting Upgrade: No longer patch assembly references to UnityEngine module assemblies to point to the single UnityEngine instead, as this was causing too much trouble.
  • This has been backported and will not be mentioned in final notes.
  • Serialization: MovedFrom arguments for assembly and namespace are now working as expected when renaming a class. (1180719)
  • This is a change to a 2019.3.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: Fixing use pass to work with local keywords on non editor build (1198492)
  • This has been backported and will not be mentioned in final notes.
  • Shaders: Pass UNITY_SHADOW_W as-is on HLSLcc targets (1206092)
  • Timeline: Fixed issue where object selectors on tracks did not show bound objects
  • This has been backported and will not be mentioned in final notes.
  • Timeline: Fixed Timeline Window lock state when restarting Unity and no timeline is selected.
  • This has been backported and will not be mentioned in final notes.
  • Timeline: Fixing inspector blend graph display for animation clips.
  • This has been backported and will not be mentioned in final notes.
  • UI: Fixed Canvas overlay by Video Clip when Canvas Render Mode is set to Screen Space. (1171286)
  • This has been backported and will not be mentioned in final notes.
  • UI Elements: Fixed data restoration on basefield controls. (1194637)
  • UI Elements: Fixed element visiblity under parent stencil clip, as well as border and content-box clipping rect. (1183797, 1199648)
  • This is a change to a 2019.3.0b9 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Elements: Fixed pseudo state caching getting out of sync (1181410)
  • XR: Added warning when using a near clipping plan less than 0.1f with Windows Mixed Reality. This is the minimum supported value by Windows Mixed Reality. (1201928)
  • This has been backported and will not be mentioned in final notes.
  • XR: Fix hololens remoting connect failure once connect has failed at least 1 time. (1204419)
  • This has been backported and will not be mentioned in final notes.
  • XR: Fix multiview XR rendering for Oculus Quest (1197063)
  • XR: Fixed camera depth map not being created for VR when in VR mode (1099733)
  • XR: Fixed copying of deprecated Windows Mixed Reality remoting dlls when XR plugin system is in use.
  • This has been backported and will not be mentioned in final notes.
  • XR: Fixed disconnecting after exiting play mode while remoting to Hololens. (1137090)
  • This has been backported and will not be mentioned in final notes.
  • XR: Updated error message when enabling remoting or simulation without the Windows Mixed Reality package installed. (1157272)
  • This has already been backported to older releases and will not be mentioned in final notes.

New in Unity 2020.1.0 Alpha 20 (Jan 24, 2020)

  • Fixes:
  • 2D: Fixed zoom slider not showing in Sprite Editor Window when window is maximized. (1205280)
  • Android: Fixed an issue where the Android keyboard closed if you tried to focus a new textfield in code. (1180393)
  • Android: Fixed crash when installing app over existing one with different bitness (32 vs. 64 bit). (1208697)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed crash when Proguard minify is used. (1204992)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed an issue where deleting an Animator layer via Undo with a state or transition selected caused an exception (1201671)
  • Asset Pipeline: Fixes an assert thrown during RecompressAssetBundleAsync. (1193306, 1195067)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Added SerializedProperties optimizations during Inspectors loading and repaint to fix performance regression in ModelImporterEditor when using more than 100 animation clips. (1195759)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Adding an outline for dark sprite icons to make them clearly visible in dark skin. (1186306)
  • Editor: adds download links for linux modules in build settings (instead of returning bad url) (1202500)
  • Editor: Fixed a rare crash when loading editor modes at startup or on a domain reload. (1202783)
  • Editor: Fixed an issue where after changing the branch material, modifying the properties in the inspector window throws console errors. (1206697)
  • Editor: Fixed console search when going in playmode (1197494)
  • Editor: Fixed crash when changing hierarchy during deactivation. (1186891)
  • Editor: Fixed editor crash on occlusion culling visualization. (1205699)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed project browser folder names overlapping edges of its view in two column layout at 150% or more scale. (1154276)
  • Editor: Fixed search item highlights on selecting options from "Search Filter" panel in Quick Search (1205296)
  • Editor: Fixed spamming asserts as well as potential crash associated with incomplete cleanup of Tree instances when switching between Game and Prefab views. (1169421)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the issue foldout icon under the Collider2D Inspector (1209745)
  • Editor: Fixed the issue foldout icon under the Mesh renderer preset editor (1206125)
  • Editor: Fixed the Legend symbols when audio source is selected. (1178599)
  • Editor: Fixed total variant count in the progress bar when using "Compile and show code" in the Shader inspector. (1201843)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed UV overlap view broken both in HDRP and LWRP" Closed (1128963)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: When entering play mode on MacOS, the Unity window will no longer steal focus from another app. Instead it will bounce the icon. (1190219)
  • Editor: When having iOS build target selected do not log warnings about decompressing PVRTC/ETC/ASTC textures (1202610)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: [Hybrid Renderer][URP][Vulkan] SRP Batcher causes scene to flicker random colours in Vulkan (1184906)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Dynamically load libOpenCL.so using what is provided by the driver to allow for better compatibility. (1195440)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed a crash in Enlighten realtime GI that could occasionally happen when adding and removing lights with different falloffs. (1210006)
  • GI: Fixed a crash when baking with Enlighten that could occasionally happen when adding and removing lights with different falloffs. (1205313)
  • GI: Fixed crash in ProgressiveRuntimeManager::GetLightmappingGpuDevices after upgrading and opening the project in non-auto bake mode. (1210625)
  • This is a change to a 2020.1.0a19 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed Light color temperature not working with mixed and baked lights in the builtin renderer. (1209784)
  • GI: Fixed Light Probe gizmos being shown when searching in hierarchy with Gizmos disabled in SceneView. (1164255)
  • Graphics: Fixed a crash when importing large texture due to integer overflow (1209431)
  • Graphics: Fixed crash in Editor when using compressed High Quality lightmaps on Android (1209332)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed issue where skinned objects with scaled transforms would not get lit correctly by spotlight. (1183294)
  • Graphics: Fixed issue where textures compressed with EditorUtility.CompressTexture() did not get updated in GPU memory in the editor (1183953)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed race condition when using Grab Pass with GraphicsJobs with Vulkan
  • Graphics: Fixed TrailRenderer bounds accuracy. (1194500)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed Visual Effect Graph not rendering with instanced terrain and XR single-pass instancing. (1203623)
  • IL2CPP: Allowed the GetAllNetworkInterfaces method to work on UWP. (1198610)
  • IL2CPP: Corrected the build for unsafe code using the cpobj and cpblk IL instructions with IntPtr arguments. (1204247)
  • IL2CPP: Fixed compilation error when managed type that is defined in .winmd file appeared in native .winmd method signature.
  • IL2CPP: Fixed Marshal.SizeOf not computing the correct values for structs containing structs. (1201175)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Managed types implemented in .winmd files now correctly implement needed COM interfaces when passed to native code.
  • IL2CPP: Prevented a possible crash on shutdown when script debugging is enabled on macOS. (1186518)
  • iOS: Fixed Profiler support for iPhone XR/XS/XS Max and above. (1133479)
  • iOS: Fixed specular precision issue in iOS Standard shader (1199053)
  • iOS: Fixed Unity Remote errors when using iPhone XR/XS/XS Max and above. (1184243)
  • Kernel: Optimised waking up of worker jobs when scheduling new jobs.
  • Linux: Fixed the issue that "Cursor.visible = false" does not work in play mode in the Linux Editor. (1159298)
  • Particles: Ensure Particle Systems are rendered when using Command Buffers. (1195214)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Ensured the Orbital Velocity module fully supports Custom Simulation Space. (1184083)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed crash when using ParticleSystem.SetParticles and system uses a Size module. (1197761)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed crash when using scripted Simulation of effects containing multiple nested Particle Systems. (1194538)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Don't display drive limit value properties in articulation body editor inspector when the drive type is not limited (1201457)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Physics: Physics 2D Joints no longer issue a warning in the console while assigning the "Connected Body" property of the Rigidbody2D when used as a Component Preset. (1211154)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed crash when calculating dependencies for binary Prefab assets. (1182071)
  • Prefabs: Fixed hanging Editor when editing Tree Prefab instance in scene. (1206620)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed -profiler-maxusedmemory cmdline parameter for standalone players. (1210322)
  • Profiler: Fixed loading of wrongly versioned profiler data generated in 2019.2 (1209854)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Raised an argument exception if a null or empty name string is provided when beginning a profiler sample. (1205482)
  • Scripting: Fixed issue where when selecting 2 objects with cyclical SerializeReference would freeze the editor (1205920)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Serialization: Fixed crash when editing Prefabs with cyclical SerializeReference setup (1206208)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed inspector blend graph display for animation clips. (1201474)
  • Timeline: Fixed issue where object selectors on tracks did not show bound objects (1202853)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Timeline: Fixed Timeline Window lock state when restarting Unity and no timeline is selected. (1201405)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Added ability to disable ToggleGroup and not have it effect toggles. (1200830)
  • UI Elements: Adds UIElements-based ellipsis support via USS styles
  • UI Elements: Fixed display:none on stencil-clipped elements (1209848)
  • UI Elements: Support pointer events to display contextual menus.
  • Windows: Fixed primary display leaving fullscreen when 2nd display activated (1207918)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Maximized secondary windows from the editor now keep their bounds in synch with the taskbar on Windows. (1200932)
  • XR: Fixes an issue where AA could not be set at runtime with the Oculus XR Plugin (1195138)
  • API Changes:
  • 2D: Added: Add GridPaintingState.brushes to allow users to get a collection of all available Grid Brushes
  • 2D: Added: Add GridPaintingState.paletteChanged to allow users to add callbacks when the active palette has changed
  • Improvements:
  • Editor: Added ability to visualize 3D texture via Handles API
  • Editor: CubemapArray assets now have a preview in the inspector
  • Editor: Incremental numbering scheme for duplicated/pasted objects was extended to handle more naming styles. In addition to "Name (1)" pattern now it supports "Name [1]", "Name {1}", "Name ", "Name 1" and "Name1". For example, duplicating "Duck-3" now results in "Duck-4" instead of "Duck-3 (1)".
  • Editor: Remove 'enable' from 'Frame Timing' and 'Lightmap Streaming' properties in Player Settings to be consistent with all other Player Settings properties.
  • Editor: Update com.unity.ide.vscode package to 1.1.4
  • iOS: When building XCode project, gpu frame timing is disabled, and, if building debug config, frame capture and metal validation is enabled
  • iOS: XCode API now supports adding public headers
  • Package Manager: When selecting an UPM Asset Store package in "My Assets" don't flip in "All Packages"
  • Profiler: Increased maximum memory that can be used by profiler to 128MB.
  • Scripting: Hash128 can now hash ints, floats, unmanaged structs, arrays, lists, native arrays and slices of them, in both one-shot (Compute) and incremental (Append) modes.
  • XR: Updates XR Oculus Plugin to 1.1.5
  • Features:
  • GI: Added baked LOD support for the GPU lightmapper.
  • Graphics: Added Texture MipMap Stripping as a player setting, which removes mips that will not be used due to the quality settings from Texture2Ds at build time.

New in Unity 2019.2.19 (Jan 23, 2020)

  • Fixes:
  • 2D: Fixed an issue where Sprite Atlases were modified after Building. (1203619)
  • iOS: Added support for iPad 7 generation. (1196002)
  • iOS: Fixed a crash on CreateCppStringFromNSString when entering Emoji as max character. (1198204)
  • iOS: Fixed an issue where the crash reporter would crash if Unity failed to initialize correctly. (1145982)
  • Mobile: Added iPod Touch 7th Generation to the iOS.DeviceGeneration API. (1185468)
  • Package Manager: Fixed crash caused by disposing of default-constructed TransformAccessArrays. (1148324)
  • Particles: Fixed crash when using scripted simulation on nested hierarchies due to threading race condition. (1194538)
  • Particles: Fixed particle crash due to uninitialized currentSize array. (1197761)
  • Particles: Fixed particle rendering when using cmd.DrawRendered and context.ExecuteCommandBuffer. (1195214)
  • Prefabs: Fixed an issue where removed components on nested prefabsreappeared when applying subsequent modifications. (1185746)
  • Scene Management: Fixed an issue to add prefabs to hierarchy in first position. (1197793)
  • Scene Management: Fixed an issue with dragging Prefabs into scenes during Play Mode where they were incorrectly instantiating them as editor Prefab instances. This would incorrectly impose editor Prefab instance restructuring restrictions on runtime logic. They are now instead instantiated using the runtime Object.Instantiate method in these cases. (1166938)
  • Scripting: Fixed a number of issue with single quote usage in namespace parse. (1188570)
  • Scripting Upgrade: No longer patch assembly references to UnityEngine module assemblies to point to the single UnityEngine instead, as this was causing too much trouble.
  • UI: Fixed an issue with nested canvases when using multiple display. (1199299)
  • Version Control: Fixed an issue with RevertTask crashing Unity when reverting unchanged scene. (1202758)
  • Version Control: Fixed an issue with RevertTask not reverting assets after rename while using PlasticSCM.
  • Video: fixed an issue where Asset bundles which included VideoClip have different CRC values when built from a different directory. (1152507)
  • WebGL: Disabled unnecessary default canvas event for "on drag" WebGL. (1190839)
  • WebRequest: Fixed an issue with UploadHandlerFile properties contentType and progress. (1197177)

New in Unity 2019.2.18 (Jan 17, 2020)

  • Fixes:
  • Android: Fixed a physics performance issue on ARM64 on certain devices with power mode disabled. (1186295)
  • Android: Fixed Additional IL2CPP arguments were only applied to one target when building for multiple architectures on Android. (1185063)
  • Animation: Fixed an issue with human hierarchy validation on nested humanoid characters when using animation C# jobs. (1201991)
  • Apple TV: Fixing an issue where TouchScreenKeyboard.visible does not get set to false when the keyboard is dismissed on tvOS. (1171490)
  • Editor: Fixed an issue with External Script Editor "Open by file extension" option was not working. (1198526)
  • Editor: Increased the length limit on the menu names from 127 to 255. (1196971)
  • Graphics: Fixed an issue that caused point lights not batch correctly. (1179976)
  • Graphics: Reset current RT to override currently stored store actions. (1188663)
  • Input: Added support for Pause, Menu, Left and Right stick PS4/Xbox controller buttons on iOS platforms. (1184465)
  • ios: Fixed an issue where GUI.RepeatButton returns true only when the button is released. (1187026)
  • Profiler: Fixed an issue where UI Profiler preview was not displaying the Objects. (1194819)
  • Profiler: Fixed an issue with Target Selection drop-down menu got stuck on "Autoconnected Player" after failing to connect to a player. (1193777)
  • UI: Fixed a sorting issue when rendering Camera and World space canvases on multiple displays. Screen space UI would caused Z testing to be disabled for any displays that were rendered after that display. (1199369)
  • UI: Fixed an issue with EventSystem not being created when an EventSystem prefab was loaded but not in the scene. (1200002)
  • Video: Fixed a Window 7 issue where VideoPlayer.Prepare causes a stack overflow crash if Video is loaded from asset bundle. (1190915)
  • Windows: Increased the maximum path length that Unity Projects may be in to produce working UWP and Standalone builds on Windows. (1198179)
  • XR: Fixed an image corruption issue when renderViewportScale is changed with HDR off. (1130382)

New in Unity 2020.1.0 Alpha 19 (Jan 16, 2020)

  • Fixes:
  • 2D: Fixed Animation Samples crashes when installing on certain machines. (1185787)
  • 2D: Fixed atlases not updating properly when packing sprites imported through PSB importer. (1205180)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fixed selection box showing twice in "Edit" mode when Tiles are selected in the Tile Palette window. (1205259)
  • This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fixed Sprite Atlases being modified after Building. (1203619)
  • 2D: Fixed where the last point of the Sprite Shape does not behave correctly when using Continuous Points in a closed shape. (1184721)
  • 2D: Improved performance of SpriteEditorWindow when applying changes for new Sprites created. (1201297)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • AI: Fixed crash in NavMeshManager on IL2CPP builds. (1175557)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed AndroidExternalToolsSettings.sdkRootPath setting not through InvalidOperationException when set from -executeMethod or InitializeOnLoad methods anymore. (1205401)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed calling static method in base class through derived using AndroidJavaClass. (1204028)
  • Android: Fixed constant buffer element alignment when using OpenGL ES. (1204223)
  • Android: Fixed ETC2 compression output to be identical when done on Windows and Mac. (1207321)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed crash on Android when reading serialised animation data. (1197792)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed legacy animations that follow the [email protected] naming convention in 2018.4 being lost when upgrading to newer Unity version anymore. (1186494)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Raised maximum bone influences per vertex from 32 to 255 in the FBX Importer. (1196758)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Improved empty assetdatabase refresh performance. (1171344)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed accessing AudioReverbFilter.lfReference / .hfReference from scripts. (1199970)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed accessing certain problematic clips in the editor when the selected platform is WebGL. (1201868)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • DX12: The DX12 implementation of CommandBuffer.DrawProcedural() will now also work when using compatible topologies. (I.E. Line Strip in the draw call and Line in the Geometry shader). (1190099)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Added -quitTimeout argument where the timeout is passed in seconds to set how long to wait for async methods to finish. E.g. "-quitTimeout 60" for 60 seconds. (1202827)
  • Editor: Added a separator in "Random between two colors" for Start Color in particle system. (1195510)
  • Editor: Cut' and 'Paste As a Child' functionality added to Scene Hierarchy
  • Editor: Disabled tab behavior while modal window is shown.
  • Editor: Fixed an issue where Unity crashes when copying text with Unicode emojis. (1201331)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed Editor hangs when switching between playmode views. (1206639)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed external Script Editor "Open by file extension" option not working. (1198526)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed logging errors from background thread crashes the editor when "Error Pause" is enabled. (1173657)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed Mesh picker not updating the Mesh field on the SkinnedMeshRenderer component. (1205004)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed Modal Utility windows not blocking input to editor.
  • Editor: Fixed performance issue with editor elements in the inspector. (1203050)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed scene view Frame Selected ("F" key) now respects custom scene view FOV.
  • Editor: Fixed should not be capturing when there is a hotcontrol logs appear when changing property values after removing search query. (1183232)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the issue with NullReferenceExceptions thrown when invoking EditorGUIUtility.ShowObjectPicker. (1206893)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the main editor window maximized state when reverting to factory settings. (1179646)
  • Editor: Fixed the rigidbody inspector info and constraints foldout alignment. (1208992)
  • Editor: Fixed the warning message in the inspector window when a physics RayCaster component is added to a game object. (1206126)
  • Editor: Fixed uncloseable Editor window when the script creating it is removed. (1199206)
  • This is a change to a 2020.1.0a13 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Improved the performance by a little for huge data arrays when selected. (1179327)
  • Editor: Link under Preferences is now readable when using Unity professional theme. (1161595)
  • GI: Fixed a case of uninitialized sample count in the progressive light baker.
  • GI: Fixed a crash when the light grid takes up too much memory when using the GPU lightmapper. (1196947)
  • GI: Fixed baked lightmaps not shown in the "Baked Lightmap" scene view visualisation mode. (1087333)
  • GI: Fixed error spam in the Editor Console Window related to malformed Light Probe tetrahedra. The error has been converted into a non-repeating warning. Light Probe interpolation positions is also provided in the warning message. (999884, 1168644)
  • GI: Fixed lightmapping errors when painting holes on terrain. (1202457)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed setting custom bake inputs from the Lightmapping.started callback throwing an error on a first bake. (1092442)
  • Graphics: Fixed a crash with Dynamic Batching when using Graphics Jobs. (1204720)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed compute shader crash regression when including multiple graphics API variants.
  • Graphics: Fixed crash in AsyncGPUReadback.RequestIntoNativeArray() when the passed in texture was small enough to fit in an internal buffer. (1194440)
  • Graphics: Fixed crash with billboard renderer in VR. (1111807)
  • Graphics: Fixed dynamic array index out of bounds assert. (1178205)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed issues loading meshes and shaders authored in 17.4 in to later versions of Unity. (1195750)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed regression of original change to have terrain splatmaps ignore master texture limit. (1148582)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed SkinnedMeshRenderer.boneWeights returning incorrect values when the number of bone influences per vertex is increased. (1146880)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Improved the performance of creating a texture on a thread in DX11.
  • Graphics: Reduced CPU spikes on mobile platforms in SkinMeshRenderer when GPU skinning is disabled. (1134307)
  • Graphics: Resolved graphics tiers HDR format not taken into account within the editor. (1205975)
  • Graphics: Sped up material property animation binding which occurs when creating GameObjects with animations or timelines. (1200148)
  • Graphics: [SRP] Fixed objects being drawn at 0, 0, 0 position, rotation and scale when using 'Wireframe' in editor and Vulkan API. (1204671)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Corrected the behavior of network interface detection code on iOS. (1191670)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Corrected the behavior of the MulticastOption constructor when the localAddress argument is not provided. (1199942)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed IOControlCode.KeepAliveValues option not working properly on POSIX platforms. (1198796)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Handle calls to open delegates on instance methods of value types properly. (1191419)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Improved the performance of job methods on Microsoft platforms. (1196765)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Prevented a possible hang on some ARM64 devices. (1193131)
  • macOS: Made the color of the title bars match with the color of the windows in professional and personal themes.
  • Package Manager: Fixed issue where Package Manager steals focus when a project is loaded or script is created. (1201881)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Fixed the issue where opening a .unitypackage in the project browser with multiple Unity instances running, the package might be imported into a different Unity instance. (1182349)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed crash when destroying a culled Particle System that has a Stop Action. (1206498)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue with Cloth where constraints would change after reopening the project. (1175911)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue with Cloth where Mesh deformation would be incorrect when using VertexOrder optimization flags. (1187252)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue with Cloth where parts of the Mesh would disappear during play mode, due to incorrect read/write operations being performed onto the mesh data. (1174475)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed an issue with the Cloth inspector where constraints would get scattered on entering/exiting playmode. (1186768)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed inaccurate collision detection with Terrain, following from the wrong tesselation order being used. (1200526)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Player: Fixed crash when accessing input devices during application quit. (1193017)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed an issue where removed components on nested prefabs could reappear when applying subsequent modifications. (1185746)
  • Profiler: Added message indicating that Profiler Modules need to be activated to profile. (1197721)
  • Profiler: Fixed "Requested frame does not exists" exception thrown on clearing Audio frame data. (1205870)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed Charts not drawing data for the last 2 frames. (1206860)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed crash in Profler Window due to incorrect recursiveChildCount calculation. (1206834)
  • Profiler: Fixed current frame being inaccessible via keyboard arrow navigation. (1206861)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed current frame toggle only working the first time it's pressed. (1204973)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed Editor crash in GetProfilerThreadID() on exit. (1202746)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed Hierarchy view not repainting when not in focus after selecting a different thread. (1205836)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Report error when saving Unity Profiler captures to invalid path. (1204481)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed crash due to random memory corruption. (1204409)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed crash when generic enum types are used in custom attributes. (1188987)
  • Scripting: Fixed error persisting when an Assembly definition(Asmdef) and Assembly Definition Reference(Asmref) file were in the same folder and the Asmref was deleted. (1179825)
  • Scripting: Fixed script importing when multiline comments with odd number of asterisks were present. (1197429)
  • This is a change to a 2020.1.0a6 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed SerializedProperty.Next and SerializedProperty.NextVisible not able to move past null SerializeReference field. (1206209)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: SerializedProperty.propertyType for enum fields inside of generic instances will now be reported correctly as Enum rather than Integer. (1201281)
  • This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.
  • UI: Changing GetComponent calls to TryGetComponent so a error message isn't populated if the component is not found.
  • UI: Fixing issue where a near clipping plane of zero wouldn't trigger graphics.
  • UI: Removed recursive call setting parents scale factor from child canvas. (1192226)
  • UI: Separating out the click handling from being tied to the down. Now the click object can be different the the pointer object. (1186487)
  • UI Elements: Fixed data restoration on basefield controls. (1194637)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Fixed element visiblity under parent stencil clip, as well as border and content-box clipping rect. (1183797, 1199648)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Made it possible to set the overflow property in the UIElements debugger.
  • WebGL: Fixed web request failure when indexedDB is not accessible. (1189663)
  • XR: Fixed VR vsync issue in fullscreen mode with d3d11 standalone player. (1158037)
  • XR: [XR SDK] Fixed mem leak on XR SDK plugins. (1203699)
  • This is a change to a 2020.1.0a16 change, not seen in any released version, and will not be mentioned in final notes.
  • API Changes:
  • Editor: Added: Added TypeCache.GetFieldsWithAttribute API for the fast access to fields marked with a specific attribute.
  • Changes:
  • GI: Cap max sample count to one billion (1 2GB in size.
  • Editor: Added error if method called by -executeMethod has arguments.
  • Editor: Console Window toolbar buttons got cleaned up (Clear options are now in the dropdown, improved behavior at narrow window widths, added tooltips). (1201472)
  • Editor: Scene View Frame Selected ("F" key) better frames objects, and handles more object types now (2D colliders, cameras, area lights, audio sources & reverb zones, NavMesh agents & obstacles, light probe groups & proxy volumes, force fields & wind zones).
  • Profiler: Added option to show stats values on current frame
  • UI: adding ability to reverse the order of layoutgroup children.
  • Features:
  • Editor: Add a property editor to inspect single object
  • Graphics: Support for RayTracing Procedural geometry (intersection shaders and AABB-only bottom-level acceleration structures)
  • UI Elements: Added new Element: HelpBox.
  • UI Elements: Click events are emitted when pointer goes down and up in an element

New in Unity 2019.3.0 RC 5 (Jan 14, 2020)

  • Fixes:
  • 2D: Fixed crash when stopping a preview of a Material animation for a TilemapRenderer2D set to Individual Mode. (1191109)
  • 2D: Fixed TilemapRenderer showing normal maps of other Tiles when displaying Tiles with Sprites without normal maps. (1185586)
  • 2D: Improve performance of SpriteEditorWindow when applying changes for new Sprites created. (1201297)
  • AI: Fixed crash in NavMeshManager on IL2CPP builds. (1175557)
  • This is a change to a 2019.3.0a10 change, not seen in any released version, and will not be mentioned in final notes.
  • Android: AndroidExternalToolsSettings.sdkRootPath setting does not throw InvalidOperationException when set from -executeMethod or InitializeOnLoad methods anymore (1205401)
  • This has been backported and will not be mentioned in final notes.
  • Android: Bundletool 0.7.2 in 2019.2 causes Build & Run failure when running App Bundle Android 4.x device (1189570)
  • This is a change to a 2019.3.0b12 change, not seen in any released version, and will not be mentioned in final notes.
  • Android: Fix poor physics performance on ARM64 on certain devices with power mode disabled. (1186295)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed crash on Android when reading serialised animation data. (1197792)
  • Asset Bundles: Fix assertion when building multiple scene asset bundles with data analytics enabled. (1203242)
  • Asset Import: Fixed issue where setting EditorCurveBinding.type to a custom component binds to "MonoBehavior" instead of the derived class. (1201584)
  • Asset Import: Legacy animations that follow the [email protected] naming convention in 2018.4 are not lost when upgrading to newer Unity version anymore. (1186494)
  • Asset Import: Raise maximum bone influences per vertex from 32 to 255 in the FBX Importer (1196758)
  • Asset Pipeline: AssetDatabase performance improvements (1149051)
  • This has been backported and will not be mentioned in final notes.
  • Asset Pipeline: Improved empty assetdatabase refresh performance (1171344)
  • This has been backported and will not be mentioned in final notes.
  • Asset Pipeline: Improved ImportAsset performance, which solves slow prefab editing experience (1203186)
  • Audio: Fix accessing AudioReverbFilter.lfReference / .hfReference from scripts. (1199970)
  • Audio: Fix accessing certain problematic clips in the editor when the selected platform is WebGL. (1201868)
  • This is a change to a 2019.3.0a10 change, not seen in any released version, and will not be mentioned in final notes.
  • Audio: Fixed editor crash on SoundManager::FlushDisposedSounds when importing audio files through asset database v1 (1198006)
  • This is a change to a 2019.3.0 change, not seen in any released version, and will not be mentioned in final notes.
  • DX12: Fixed CommandBuffer.DrawProcedural to work with various topology types when using DX12. (1190099)
  • Editor: Adds entitlement to request camera access in macOS editor (1202032)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Corrected adding prefabs to hierarchy in first position. (1197793)
  • This has been backported and will not be mentioned in final notes.
  • Editor: External Script Editor "Open by file extension" option is not working (1198526)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix collab related 401s after waking a computer up from sleep. (1209678)
  • Editor: Fix logging errors from background thread crashes the editor when "Error Pause" is enabled (1173657)
  • Editor: Fix null deref in SettingProvider. (1206985)
  • This is a change to a 2019.3.0f4 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where the rotate handle was not accepting input whenever the Handles matrix was not identity. (1201134)
  • This is a change to a 2019.3.0b1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed an issue where Unity crashes when copying text with Unicode emojis. (1201331)
  • Editor: Fixed memory leaking of wintermute shaderloader. (1015837)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed performance issue with editor elements in the inspector. (1203050)
  • Editor: Fixed should not be capturing when there is a hotcontrol logs appear when changing property values after removing search query (1183232)
  • Editor: Fixed vertical lines for sub-scenes in the scene hierarchy (1201408)
  • This has been backported and will not be mentioned in final notes.
  • Editor: [SRP] objects are drawn at 0, 0, 0 position, rotation and scale when Shading mode is set to 'Wireframe' - SRP batcher (1204671)
  • This has been backported and will not be mentioned in final notes.
  • GI: Fix lightmapping errors when painting holes on terrain. (1202457)
  • This is a change to a 2019.3.0b9 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Android: Fix Adreno 5XX Vulkan crash with Render texture 8xAA without depth buffer (1089111)
  • Graphics: Dynamic Array index out of bounds assert. (1178205)
  • Graphics: ECS RenderMeshSystemV2 has substantial amount of memory leak (1151798)
  • This has been backported and will not be mentioned in final notes.
  • Graphics: Editor crashes when calling Shader.WarmUpAllShaders() with one or more GPU Instanced Materials on OpenGL (1201344)
  • This is a change to a 2019.3.0 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed issues loading meshes and shaders authored in 17.4 in to later versions of Unity. (1195750)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Prefer dLDR HDR encoding over RGBM for HDR cubemaps on mobile platforms when ASTC format is selected as override in TextureImporter. (1198678)
  • IL2CPP: Allow the IOControlCode.KeepAliveValues option to work properly on POSIX platforms. (1198796)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Correct the behavior of network interface detection code on iOS. (1191670)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Correct the behavior of the MulticastOption constructor when the localAddress argument is not provided. (1199942)
  • IL2CPP: Handle calls to open delegates on instance methods of value types properly. (1191419)
  • IL2CPP: Improve the performance of job methods on Microsoft platforms. (1196765)
  • IL2CPP: Marshal.SizeOf computes correct values for structs containing structs. (1201175)
  • IMGUI: Fixed 'On Demand Remap' foldout icon click (1186889)
  • This is a change to a 2019.3.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Add support for iPad 7th generation (1196002)
  • iOS: Added a check to see if the app needs and could safely be cleaned up (case 1145982) (1145982)
  • This has been backported and will not be mentioned in final notes.
  • iOS: Crash on CreateCppStringFromNSString when entering Emoji as max character. (1198204)
  • This has been backported and will not be mentioned in final notes.
  • Linux: Fix the "Build" button for iOS platform on Linux. (1188590)
  • Package Manager: Transforms - Fix crashes caused by disposing of default-constructed TransformAccessArrays (1148324) (1148324)
  • This has been backported and will not be mentioned in final notes.
  • Particles: Fixed crash when destroying a culled Particle System that has a Stop Action. (1206498)
  • This is a change to a 2019.3.0b8 change, not seen in any released version, and will not be mentioned in final notes.
  • Physics: Fix inaccurate collision detection with Terrain, following from the wrong tesselation order being used (1200526)
  • This is a change to a 2019.3.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Player: Fixed crash when accessing input devices during application quit. (1193017)
  • Prefabs: Fixed Editor crash when applying joint dependency override after the rigidbody is removed. (1163986)
  • Profiler: Fixed an Editor crash in the GetProfilerThreadID() on exit. (1202746)
  • This has been backported and will not be mentioned in final notes.
  • Profiler: Fixed an error when saving Unity Profiler captures to an invalid path (1204481)
  • This has been backported and will not be mentioned in final notes.
  • Profiler: Fixed an issue where an assembly prefix makes reading the Profiler harder. (1182855)
  • Profiler: Fixed an issue with the Current Frame toggle where it only worked the first time it was pressed. (1204973)
  • This is a change to a 2019.3.0b11 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed an issue with the Target Selection drop-down menu where it would get stuck on Autoconnected Player when it failed to connect to a Player. (1193777)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Editor: Fix a number of bugs with single quote usage in namespace parser (1188570)
  • Scripting: Fix crash due to random memory corruption. (1204409)
  • Scripting: Fixed Reimporting project causes "Assembly for asmdef File will not be compiled, because it has no scripts associated with it" (1185386)
  • This has been backported and will not be mentioned in final notes.
  • Serialization: Performance optimization for prefab merging/creation. (1203377)
  • This has been backported and will not be mentioned in final notes.
  • Terrain: Fix IgnoreMasterTextureLimit handling for rendertextures and CopyTexture_Region (1148582)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Terrain: Fix issue where rendering terrain with VR active would cause Unity to crash. (1204666)
  • This has been backported and will not be mentioned in final notes.
  • UI: Fixed EventSystem not being created when an EventSystem prefab was loaded but not in the scene. (1200002)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fixing issue where a near clipping plane of zero wouldn't trigger graphics (1196850)
  • This is a change to a 2019.3.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Elements: Support @2x file naming convention with url() function in USS files.
  • Video: Asset bundles which include VideoClip have different CRC values when built from a different directory (1152507)
  • Web: Fix UploadHandlerFile properties contentType and progress. (1197177)
  • This has been backported and will not be mentioned in final notes.
  • WebGL: Disabled unnecessary default canvas event for "on drag" WebGL (case 1206214) (1190839)
  • This has been backported and will not be mentioned in final notes.
  • XR: Update Oculus Plugin to 1.1.4
  • API Changes:
  • 2D: Added: Add SortingGroup.UpdateAllSortingGroups to allow users to immediately update SortingGroups instead of waiting for LateUpdate (1202432)

New in Unity 2020.1.0 Alpha 18 (Jan 8, 2020)

  • Fixes:
  • Android: Fixed poor physics performance on ARM64 on certain devices with power mode disabled. (1186295)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the cropping of mono credits in About Unity Window. (1191839)
  • Editor: Fixed the editor crash while exiting with Rider text editor is selected. (1197812)
  • Editor: Fixed the issue with folder name getting truncated if it contains dot or period character. (1203285)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the splitter visibility issue in IMGUI debugger window. (1186096)
  • Editor: Preserved the info panel state of the Rigidbody component when entering/exiting the Play Mode. (1096404)
  • GI: Fixed a rare case of error 502 thrown when baking with the CPU progressive lightmapper. Also improved performance when baking scenes with LoDs with the CPU lightmapper. (1144990)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue on PS4 with bad scissor state settings during first frame of a call to GenerateMips(). (1204123)
  • Graphics: Fixed ECS RenderMeshSystemV2 ubstantial amount of memory leak. (1151798)
  • Graphics: Fixed issue where SRP would allocate memory each frame. (1165372)
  • Graphics: Fixed non existent keyword errors that sometimes occurred when relaunching the Editor after changing graphics APIs. (1168898)
  • Graphics: Fixed regression in compute shader error reporting.
  • Graphics: Fixed regression on compute shaders dropping kernels with warnings.
  • Graphics: Fixed regression on compute shaders in asset bundles.
  • iOS: Metal: Fixed the crash when creating texture with zero extents. (1192730)
  • iOS: Metal: SV_RenderTargetArrayIndex should work when supported by hardware. (1198097)
  • Package Manager: Fixed an issue where files or directories ending with .core were ignored when making a package tarball through the PackageManager.Client.Pack() method. (1202569)
  • Package Manager: Made small design adjustments to package details layout for My Assets, separated labels with commas instead of spaces, reduced spacing between some sections for consistency.
  • Profiler: Target Selection drop-down menu gets stuck on "Autoconnected Player" after failing to connect to a player. (1193777)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed clip selection from playhead. (1187495)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed Foot IK being applied in Editor when option is disabled. (1197426)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed issue where recording couldn't be turned on for override tracks. (1199389)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed issue where the Animation Track's inline curves were not properly aligned when panning the timeline. (1198364)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed overlay bug when panning. (1198348)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed Recorded Clips dirtying the scene on copy/paste. (1181492)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fixed EventSystem not being created when an EventSystem prefab was loaded but not in the scene. (1200002)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Version Control: Added server fingerprint confirmation dialog when first-time connecting to an SSL Perforce server. (1199239)
  • Video: Fixed split-alpha layout support for H.264/H.265 on Windows/UWP when decode-to-texture is enabled. (1192954)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • 2D: Added: Add SortingGroup.UpdateAllSortingGroups to allow users to immediately update SortingGroups instead of waiting for LateUpdate (1202432)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Added: Add missing API for Texture2D.resize that takes a GraphicsFormat (1204122)
  • This is a change to a 2020.1.0a11 change, not seen in any released version, and will not be mentioned in final notes.
  • Changes:
  • Shaders: When running with -nographics, shaders will now treat all of their subshaders as 'not supported.' This means that in -nographics environments, APIs like Shader.isSupported will return false, and also that shaders should consume much less memory because they will no longer keep all the unusable compiled shader code in memory.
  • Improvements:
  • Editor: Improved Mesh Preview in the Inspector. New modes were added that allow viewing the UV layout, preview the model with a checkered texture map or show its vertex colors/normals/tangents as colored maps.
  • Editor: Updated ProBuilder to 4.2.1.
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Frame Debugger no longer expands whole scene draw call hierarchy when opened; only top-level items.
  • Shaders: Introduced "#include_with_pragmas", a new directive which allows users to specify snippet parameters in included files when using new shader preprocessor.
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: New shader preprocessor can now be turned on and off via Editor Settings (Caching Preprocessor checkbox).
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Features:
  • DX12: Support for texture array and 3D volume based mip map generation has been added for DX12. Mip map generation should be more performant for texture 2ds as well.
  • Editor: Async Task Progress Bars

New in Unity 2019.3.0f3 Beta (Jan 8, 2020)

  • Fixes:
  • Android: Fix Vulkan on Android 8.1 and older. (1198494)
  • This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.
  • Animation: Fixed crash when clicking on 'Add Property' in the Animation Window when a component has Vector2Int parameters. (1198661)
  • Animation: Fixed issue when trying to step backwards frame by frame in the animation window and some frames would be skipped. We now search based on frame numbers before looking comparing time values to avoid missing valid key frames (1151612)
  • This has been backported and will not be mentioned in final notes.
  • Animation: Fixed missing root node in avatar when regenerating avatar for Animation Stream. (1196211)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Changed import errors on .c4d and .sbsar files to warnings, and changed warnings for psd matte to info. (1184085)
  • Asset Import: Fixed issue where AO maps are not assigned when importing StingrayPBS materials from FBX. (1193370)
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Asset Import: Fixed the Delete tag on assets when importing/updating assets (1179668)
  • Asset Pipeline: Fixed issue where failed preview generation caused infinite import (1202254)
  • Asset Pipeline: Improved messages for deprecated components so that users would know which Scenes/Game Objects have these problematic missing components. (1179905)
  • This has been backported and will not be mentioned in final notes.
  • Bug Reporter: Fixed an issue where the Bug Reporter would fail to send the report of a crash bug if any of the project scripts are open in the Visual Studio. (1195002)
  • This has been backported and will not be mentioned in final notes.
  • Editor: (backport) Fixes project settings unable to go over build settings in linux editor (1172127)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fix a bug that cause UnityEvent derived types with a private event field not to be picked up by the inspector (1196591)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fix crash when calling MonoImporter.GetExecutionOrder(null) (1181615)
  • This is a change to a 2019.3.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fix Duplicating a GameObject with a child prefab instance would crash if prefab was destroyed in OnEnable (1194137)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fix first menu item opens unrelated window (1198618)
  • Editor: Fixed a couple of styling issues with headers in the Inspector and Project browser (1199584)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed crash when having a list of types containing SerializeReference (1187296)
  • Editor: Fixed crash when undo is pressed after applying changes in prefab of SerializedReference objects (1202521)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed crash when using SerializeReference with a List of interfaces in player build (1195559)
  • This is a change to a 2019.3.0b8 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed editor crash when changes are made in prefab applied to MonoBehaviours with SerializedReference objects (1201433)
  • Editor: Fixed Inspector not reflecting the information of selected GameObject in Hierarchy after reverting changes to Sprite (1190457)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed NullReferenceException being thrown when showing prefab overrides and the prefab contains a missing script. (1197599)
  • This is a change to a 2019.3.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the Editor not starting when another regional format is selected (1187410)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Optimized the expansion of lines and rects for theme extended styles (1201249)
  • This has been backported and will not be mentioned in final notes.
  • Editor: The drag and drop state is now cleaned after a drag operation (1199828)
  • Graphics: Fix Hierarchy performance regression (case 1158368) .Improved performance for TreeView creation. (1158368)
  • This has been backported and will not be mentioned in final notes.
  • Graphics: Fixed crash when using UnityEngine.Rendering API AsyncGPUReadback.RequestIntoNativeArray(ref NativeArray output, Texture src, int mipIndex, TextureFormat dstFormat, Action callback).
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed detail shaders not updating after render pipeline has been changed (1170443)
  • Graphics: Fixed editor crash on terrain used with planar reflection by skipping QuadTreeRenderNodes with invalidated meshes (1194200)
  • Graphics: Fixed leak of ID3D11ShaderResourceView* caused by Texture2D.CreateExternalTexture/UpdateExternalTexture
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed memory leak when using graphics jobs on Vulkan (1199895)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed Vulkan feature usage declaration in Android manifest (1198652)
  • This has been backported and will not be mentioned in final notes.
  • Graphics: Metal: Fixes SRP-Batcher crash issue when using iOS target in the Editor (1192129)
  • This has been backported and will not be mentioned in final notes.
  • Graphics: Update SRP Graphics package to 7.1.6
  • iOS: Fix crash when forcing Upside Down orientation on devices that don't support it. (1192949)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed "Internal error, unrecognized message" when building. (1185078)
  • iOS: Fixed non-full-screen or in-the-middle-of-the-rendering clear ignoring depth value (1193105)
  • Linux: Fix Vulkan on Linux with Vulkan Loader 1.0 (1199524)
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Linux: Fixed numeric keypad not respecting num-lock for Input Fields. (1188665)
  • This has been backported and will not be mentioned in final notes.
  • macOS: Fix window flickering when being dragged between monitors. (1109302)
  • Package Manager: Fixed an issue that prevented creating a project on an SMB shared network. (1172278)
  • Prefabs: Fix performance regression for ApplyModifications prefab tests (1195189)
  • This has been backported and will not be mentioned in final notes.
  • Profiler: Fix for exceptions thrown by the Networking and Memory profiler modules if the profiler window is left open and the editor restarted. (1198338, 1198768)
  • This is a change to a 2019.3.0b11 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed Vertical Scrollbar not working for Timeline view in Profiler Window. (1196588)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fix AssemblyUpdater incorrectly removing assembly references when the only reference to the assembly was from an attribute (at assembly level). (1175254)
  • tvOS: Fixing case 1171490 TouchScreenKeyboard.visible does not get set to false when the keyboard is dismissed on tvOS. (1171490)
  • UI Elements: Fixed issues with UIElements group transform and stencil clipping (1197094, 1197896)
  • Universal Windows Platform: Fixes UWP Desktop TouchScreenKeyboard not returning correct active and status values. (1137074)
  • This has been backported and will not be mentioned in final notes.
  • Video: Disabled video hardware-assisted decoding on Windows/UWP while a GPU dedicated memory leak is being investigated.
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Video: [Windows 7] VideoPlayer.Prepare causes a stack overflow crash if Video is loaded from asset bundle (1190915)
  • Vulkan: Fixed a driver crash when attempting to copy a ComputeBuffer counter from a buffer that doesn't have one.
  • Windows: Fixed player hanging when alt tabbing while in exclusive fullscreen mode. (1196536)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Multi-display: Fix non-primary display aspect ratio in windowed mode (1134231)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Enable multi-pass rendering using Vulkan for XR (built-in rendering pipeline - SRP support coming in other fixes) (1190038)
  • XR: Fixed Holographic Emulation Window remoting bug that caused Unity to remote to Hololens 1 devices when Hololens 2 was selected.
  • This has been backported and will not be mentioned in final notes.
  • XR: Fixed remoting to V2 devices from UWP x64 apps.
  • This has been backported and will not be mentioned in final notes.
  • Changes:
  • XR: [email protected] verified
  • Improvements:
  • UI Elements: Improved performance of picking operations (1194971)

New in Unity 2020.1.0 Alpha 17 (Dec 20, 2019)

  • Fixes:
  • 2D: Fixed crash when stopping a preview of a Material animation for a TilemapRenderer2D set to Individual Mode. (1191109)
  • 2D: Fixed RaycastResult.sortingLayer always returns the default Layer when Raycast hits a GameObject with a TilemapRenderer2D. (1198442)
  • 2D: Fixed scene not being dirties when regenerating colliders for a CompositeCollider2D with the Manual generation type. (1189438)
  • 2D: Fixed Tile Palette Gizmos disappearing when opening the same Tile Palette in the Tile Palette Window and Prefab View at the same time. (1199516)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fixed Tilemap.tilemapTileChanged called once when Tilemap.InsertCells is called instead of twice when inserting cells to more than one axis. (1199479)
  • This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.
  • 2D: Fixed TilemapRenderer showing normal maps of other Tiles when displaying Tiles with Sprites without normal maps. (1185586)
  • Android: Fix Adreno 5XX Vulkan crash with Render texture 8xAA without depth buffer. (1089111)
  • Android: Fixed ASTC HDR format detection for some Adreno 6xx devices that don't support the format. (1198286)
  • Android: Fixed crash when using Vulkan on Adreno in development builds. (1202462)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Android: When "Installed with Unity (recommended)" is selected in Editor Tools Preferences window, don't change editor preferences value to embedded path. (1196180)
  • Animation: Fixed crash when clicking on 'Add Property' in the Animation Window when a component has Vector2Int parameters. (1198661)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed human hierarchy validation on nested humanoid characters when using animation C# jobs. (1201991)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed NullReferenceException when New StateMachineBehaviour is added to an animation state (1198750)
  • This is a change to a 2020.1.0a4 change, not seen in any released version, and will not be mentioned in final notes.
  • Animation: Fixed TwoBoneIK not properly evaluated on humanoid characters when FootIK is enabled in preview. (1190516)
  • This is a change to a 2020.1.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Asset pipeline: Fixed preview generation failing causing import failure. (1202254)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Increased asset types that can be cached on the accelerator with .asmdef, .asmdefref, .cs and default imported assets (folders and unknown files).
  • Editor: Corrected adding prefabs to hierarchy in first position. (1197793)
  • Editor: Corrected the debug mode for Asset Importer Editors (1180054)
  • Editor: Fixed an issue where editor freezes when closing a custom Editor window that is referenced by another custom Editor window. (1201522)
  • Editor: Fixed editor crashes when changes are made in prefab/ applied to MonoBehaviours with SerializedReference objects (1201433)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed rendering of bold text for rich and non-rich content. (1203319)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed spamming of errors in console when an empty or corrupted asset is selected. (1179894)
  • Editor: Fixed the Editor not starting when another regional format is selected (1187410)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the Hierarchy issue when object is reparented using Drag and Drop Method. (1194945)
  • Editor: Fixed EditorApplication.hierarchyChangednot being fired when changes were made to GameObject hierarchy via scripts. (1200758)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed backface validity with 0 bounces using GPU lightmapper. Now behaves like CPU lightmapper. (1190228)
  • GI: Fixed backface validity with 0 bounces using GPU lightmapper. Now behaves like CPU lightmapper. (1198078)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed lightmap exposure slider not controlling the Light Probe gizmos as well. (1179405)
  • GI: Fixed transparency in CPU lightmapper. (1183940)
  • Graphics: Added an API to allow controlling of GPU Captures in Microsoft's PIX Graphics Performance And Debugger application.
  • Graphics: Fixed bug where temporary render textures would be reallocated instead of reused if mip count was set to 0. (1200485)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed crash when using an OpenGL ES standalone on a platform that doesn't support OpenGL ES and fail properly. (1190472)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed crash when using sparse textures with Vulkan. (1201375)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed rare potential crash during shutdown of threaded renderer.
  • IL2CPP: Corrected a possible linker error in WebGL builds. (1161712)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Corrected float and double to int conversion for some values. (1186125)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed crash in the player when incremental GC is enabled and HttpClient requests are made in the ThreadPool. (1194209)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Fixed incorrect codegen when converting unsafe methods that use void* types. (1188101)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IMGUI: Fix Inspector Window performance regression for large object. (1198312)
  • This is a change to a 2020.1.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: First character of the Product Name section of the Bundle identifier will no longer be replaced by a dash in Xcode when it's a digit. (1192951)
  • iOS: Fixed an issue where GUI.RepeatButton didn't send a hit every frame on iOS. (1187026)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed an issue where the crash reporter crashed when an Exception was thrown. (1168277)
  • iOS: Fixed an issue where Unity would crash if force quit immediately after launching. (1145982)
  • iOS: Fixed player does not respect the "Mute Other Audio Sources" toggle in Player Settings. (1189966)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Metal will be added to the required device capabilities list unless GLES2/3 are explicitly added to the GFX APIs list in Player Settings. (1201094)
  • iOS: Metal:No longer enforce final (extra) blit when using MSAA backbuffer.
  • Package Manager: Added ability for users hosting a custom package to define a URL for custom documentation in their package's package.json.
  • Package Manager: Fix package version not updated when version is changed in package.json file. (1191723)
  • Package Manager: Fixed an issue where Unity could hang for a few seconds when using PackageInfo.FindForAssembly after a domain reload. (1203383)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Fixed unity crash when maximize/unmaximize Package Manager Window. (1200881, 1200890)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Localized text in Package Manager window.
  • Particles: Improved roll correction when disabling the Enable Roll option. (1081596)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fix 'Unity scene is invalid' error message being spammed when selecting a Joint that is part of a prefab. (1106492)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fix mesh collider complaining about isreadable flag right after building to platform. (1159597)
  • Physics: Make sure all the physics public API setters only call SetDirty when the serialised properties were actually changed. (1172914)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: When a mesh results in a convex hull larger than 256 vertices, output a message saying we'd use the partial hull instead. (1192188)
  • Player: Fixed crashes caused by disposing of default-constructed TransformAccessArrays. (1148324)
  • Profiler: Fixed assembly prefix makes reading profiler harder. (1182855)
  • Profiler: Fixed Canvas.BuildBatch profiling sample category. (1196046)
  • Profiler: Fixed exceptions thrown by the Networking and Memory profiler modules when the profiler window is left open and the editor restarted. (1198338, 1198768)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed regression when debugging partial classes in multiple files. (1118285)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting Upgrade: Fixed problem preventing ScriptUpdater to remove orphan namespaces.
  • Scripting Upgrade: Fixed ScriptUpdater failure when user name contains spaces. (1202584)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: Fixed use pass to work with local keywords on non editor build.
  • UI: Fixed Nested Canvases using the wrong Display Id when calculating the ProjectionMatrix. (1199299)
  • UI: Fixed sorting when rendering Camera and World space canvases on multiple displays. Screen space UI would cause Z testing to be disabled for any displays that were rendered after that display. (1199369)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Fixed console search query not resetting after reopening the console window (1180379)
  • Version Control: Added prompt when moving/renaming assets that are checked out/marked for delete remotely. (1195521)
  • Version Control: Clamped the height of icons to 64px in the Verify Save Assets window. (1196631)
  • Version Control: Fixed merging asset types that don't have a .scene or .unity extension such as materials (.mat) and any other text-serialized formats (1181691)
  • Version Control: Fixed SmartMerge (UnityYamlMerger) issue with negative Class and File IDs. (1198785)
  • Version Control: Introduced new public API methods (AssetDatabase.DeleteAssets and AssetDatabase.MoveAssetsToTrash) to speed up multiple asset deletion. (1174639)
  • Version Control: Removed the 30 character limit for changeset descriptions. (1194728)
  • Video: Fixed asset bundles which include VideoClip have different CRC values when built from a different directory. (1152507)
  • Video: Fixed crash when trying to translate manage stream file path into local file path. (1202385)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: Fixed stall/frame jitter when playing 60fps movies in Windows standalone DX12. (1203446)
  • Video: [Windows/UWP] Fixed GPU memory leak. (1201213)
  • WebGL: Fixed large custom mouse cursors not appearing in WebGL builds. (1098758)
  • Windows: Slightly increased the maximum path length that Unity Projects may be in to produce working UWP and Standalone builds on Windows. (1198179)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed crash when exiting Play Mode in XR related to particle system with mesh instances. (1163721)
  • XR: Fixed for renderViewport scale regression on Quest/GO. (1193958)
  • Changes:
  • 2D: Allow users to set 0 for Offset Distance for a CompositeCollider2D
  • Android: When "Installed with Unity (recommended)" is selected in Editor Tools Preferences window and the expected path is not available, don't look for alternative paths.
  • This has been backported and will not be mentioned in final notes.
  • GI: Increased minimum specification for GPU lightmapper to 4 GB of video memory.
  • Profiler: Renamed profiler marker Material.SetPassUncached to Material.SetPassCacheMissed
  • Version Control: Moved VCS settings to a separate panel under Edit/Project Settings. (1184063)
  • Improvements:
  • 2D: Make Tilemap.tilemapTIleChanged and Tilemap.SyncTile public
  • Android: When "Installed with Unity (recommended)" is selected in Editor Tools Preferences window, display the path where the tool should be located.
  • This has been backported and will not be mentioned in final notes.
  • Editor: Added preferences for disabling greyed-out filtering effect when searching
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: PresetManager can use glob:"pattern" to filter on the imported asset Path instead of only its name.
  • Editor: The project browser search can use glob:"pattern" to search in the project using a Glob search.
  • Graphics: Added Mesh.MeshData API for NativeArray/Jobs/Burst compatible way of reading and writing mesh data.
  • iOS: Backbuffer depth is discarded at frame end. In case of MSAA backbuffer color is simply resolved (instead of store+resolve)
  • Physics: Reduce managed allocations happening inside of Cloth particle getters such as GetSelfAndInterCollisionIndices, GetVirtualParticleIndices, GetVirtualParticleWeights
  • Profiler: Added Material.InvlidateCache profiler marker
  • Shaders: New shader preprocessor now supports compute shaders.
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: New shader preprocessor now works with Xbox One and Play Station 4.
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Shaders: UNITY_OLD_PREPROCESSOR is now defined when not using the new shader preprocessor.
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Universal Windows Platform: Added support for Application.lowMemory event in UWP apps
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Features:
  • Editor: Enable HDR display support and HDROutputSettings C# API availability when using DX12
  • GI: Add Russian roulette for CPU lightmapper. Add setter in UI to select at which bounce the russian roulette starts.
  • iOS: Added API to programmatically control XCode Frame Capture (UnityEngine.Apple.FrameCapture)
  • Package Manager: Support sort/filter by metadata for my Asset Store packages, support sorting for other tabs

New in Unity 2019.2.17 (Dec 20, 2019)

  • Fixes:
  • Android: Fixed Vulkan feature usage declaration in Android manifest. (1198652)
  • Animation: Fixed a crash when clicking on 'Add Property' in the Animation Window when a component has Vector2Int parameters. (1198661)
  • Animation: Fixed an isssue with applying override clip when using an override controller and a controller playable. (1182581)
  • Asset Importers: Changed import errors for .sbsar files to warnings, changed warning for psd matte to info (1184085)
  • Editor: Fixed an assembly lockup issue related to mouse up handling in the Windows Editor when certain dialogs or progress bars are active. (1191378)
  • IL2CPP: Corrected the behavior of network interface detection code on iOS. (1191670)
  • macOS: Fixeed a SRP-Batcher crash when using iOS target in the Editor. (1192129)
  • Multiplayer: Fixed a slow down issue of editors that run in a network with large amount of unity players running. (1193875)
  • Shaders: Fixed "Internal error, unrecognized message" when building. (1185078)
  • Terrain: Terrain loaded via Asset Bundles & Player data retains and consumes it's own shader list and falls back to Shader. Find only when an error occurs. (1122023)
  • Visual Effects: Fixed an issue where Visual Effects loaded from Asset Bundle were not playing. (1175177)
  • WebGL: Fixed an issue where in WebGL builds Canvas Rect Mask 2D component was not working properly. (1014187)
  • XR: Fixed an issue that would cause the Editor Hololens Remote device to improperly set before connecting.
  • XR: Fixed HolographicRemoting to properly allow for V2 devices in standalone applications.

New in Unity 2019.2.16 (Dec 16, 2019)

  • Fixes
  • 2D: Tilemap Collider 2D is not deleted when using Tile Palette Erase Tool (1169269)
  • Android: Fixed an issue where application paths (dataPath, streamingAssetsPath) point to base apk when App Bundle is used. (1183912)
  • Animation: Fixed a missing root node in avatar when regenerating avatar for Animation Stream. (1196211)
  • Asset Import Pipeline: Use FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE share mode when opening a file for read on Windows. (1037669)
  • Build Pipeline: Fixed a crash in the editor when creating an empty array in EditorBuildSettings.scenes. (1162941)
  • Editor: Fixed an issue where per-platform QualitySettings could be stripped on disk when entering Playmode. (1136244)
  • Graphics: Fixed a memory leak issue when using graphics jobs on Vulkan. (1199895)
  • Graphics: Fixed an issue where BC3 (DXT5) coded textures were coded with an invalid bit stream (invalid BC1 alpha mode color blocks) which resulted in a lowered quality. (1169679)
  • iOS: Fixed a crash when forcing Upside Down orientation on devices that do not support it. (1192949)
  • iOS: Fixed an issue where AVCaptureSession was not initialized if permission to camera had been explicitly denied by the user. (1160639)
  • iOS: Fixed and issue with selection in the touch keyboard when the input is hidden. (1166181)
  • macOS: Fixed an issue where the Mac Standalone build did not contain .meta files inside native plugin bundles. (1178777)
  • Physics: Fixed a crash that happened when a MeshCollider overlap ride a trigger that got its sharedMesh set to null and then immediately destroyed. (1155827)
  • Physics: Fixed an issue with Cloth where changing a SkinnedMeshRenderer's Mesh would cause a crash in the editor. (1162918)
  • Terrain: Fixed an issue where intermediate renderers were not cleaned up properly for custom culling results emitted from SRP. (1198272)
  • Universal Windows Platform: Fixed and issue where the Viewport gets distorted when resizing player window or entering/exiting fullscreen mode. (1196004)
  • Web: UnityWebRequest reuses network connections to the same host. (1179864)
  • Windows: Fixed a player hanging issue when alt tabbing while in exclusive fullscreen mode. (1196536)

New in Unity 2020.1.0 Alpha 16 (Dec 13, 2019)

  • Fixes:
  • Android: Updated bundletool to 0.10.3, fixes issues for app bundle Build & Run on Android 4.x devices. (1189570)
  • Editor: Fix window layout menu after domain reload. (1201292)
  • This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed a couple of styling issues with headers in the Inspector and Project browser (1199584)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed a Native PropertyModificationPerformance regression related to polymorphic serialization updates. (1195189)
  • Editor: Fixed displayed icon and text in object fields with missing references are consistently displayed as Missing rather than None, and displayed type and icon more consistently corresponds to type supplied by argument when present, also when no object is assigned. (1192792)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed dock area tab style and behaviour when dragged (1182350)
  • Editor: Fixed editor crashing when changes are made in prefab/ applied to MonoBehaviours with SerializedReference objects. (1201433)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed Humanoid Configuration editor not drawing bone scene handles when Gizmos are disabled. (1194850)
  • This is a change to a 2020.1.0a6 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed Inspector not reflecting the information of selected GameObject in Hierarchy after reverting changes to Sprite. (1190457)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed NullReferenceException being thrown when showing prefab overrides and the prefab contains a missing script. (1197599)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed PlayModeView deserialisation when switching PlayModeViews.
  • Editor: Fixed showing vertical lines for sub-scenes in the Hierarchy. (1201408)
  • Editor: Fixed the issue with Text turning to black for UI in the editor after making a build. (1192960)
  • Editor: Fixed the Plus and Minus icons used in the GameView resolution dropdown, Asset Importer Curves UI. (1166124, 1180720)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Optimize the expansion of line and rect styles (1201249)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Added overloads to support GraphicsBuffer in most methods where ComputeBuffers were usable before. Overloading ambiguities can result if null parameters are used.
  • Graphics: Fix use-after-free memory error when using Vulkan with GraphicsJobs.
  • Graphics: Fixed a crash when attaching RenderDoc with DX12/OpenGL and added support for OpenGL ES backends. (1149494)
  • Graphics: Fixed leak of ID3D11ShaderResourceView* caused by Texture2D.CreateExternalTexture/UpdateExternalTexture
  • Graphics: Fixed use of unexpected texture format component order on Vulkan (1173487)
  • Graphics: Fixed visual effect loaded from Asset Bundle is not playing. (1175177)
  • Graphics: Optimized Mesh creation/loading times a bit, especially for huge meshes -- now Unity does not redundantly clear vertex buffer data at initialization time.
  • iOS: Fixed issue when using Unity application as a library and quiting causes host application to crash on certain iOS versions. (1181278)
  • This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.
  • Package Manager: Fixed bug where scrollbar would not display for long package descriptions in the Inspector. Scrollbar now appears if the description extends beyond the available display area. (1199216)
  • This is a change to a 2020.1.0a10 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed frame selection highlight not being drawn for some frames when showing more than 300 frames. (1197220)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed missing messaging that GPU profiling for editor is not supported if playmode is not enabled. (877502)
  • Profiler: GPU Profiling is not supported with Graphics Jobs enabled. The Profiler now displays this and similar GPU profiling support status information in the GPU Profiler Module. (1182401)
  • SceneManager: Fixed crashing when loading a project with duplicate scenes. (1069650)
  • Scripting: Emit error when validating assembly references for strong named assemblies. (1196416)
  • Scripting: Fixed issue where reimport writes "Assembly for asmdef File will not be compiled, because it has no scripts associated with it". (1185386)
  • Video: Fixed crash on WindowsVideoMedia::GetNextVideoFrameGeneric when importing 3D .mp4 video. (1196384)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed Vulkan rendering on Oculus Go & Quest for off-screen swap chains. (1197328)
  • API Changes
  • iOS: Added: Add support for iPad 7 generation and appropriate UnityEngine.iOS.DeviceGeneration iPad7Gen enum value. (1196002)
  • Profiler: Added: UnityEditorInternal.ProfilerDriver.GetGpuStatisticsAvailabilityState and UnityEditorInternal.ProfilerDriver.GetGpuStatisticsAvailabilityStates for more detailed reasons of GPU Profiling availability for a given profiled frame. (877502)
  • Profiler: Added: UnityEditorInternal.ProfilerDriver.GetStatisticsAvailable(UnityEngine.Profiling.ProfilerArea profilerArea, int firstFrame, int[] buffer); As a replacement for UnityEditorInternal.ProfilerDriver.GetStatisticsAvailable(UnityEngine.Profiling.ProfilerArea profilerArea, int firstFrame, bool[] buffer); where for a given frame inde x: (buffer[x] & 1) == 1 is the same as buffer[x] was for the bool array version. (877502)
  • Profiler: Deprecated: Deprecated UnityEditorInternal.ProfilerDriver.GetStatisticsAvailable(UnityEngine.Profiling.ProfilerArea profilerArea, int firstFrame, bool[] buffer); use UnityEditorInternal.ProfilerDriver.GetStatisticsAvailable(UnityEngine.Profiling.ProfilerArea profilerArea, int firstFrame, int[] buffer); instead where for a given frame inde x: (buffer[x] & 1) == 1 is the same as buffer[x] was for the bool array version. (877502)
  • Profiler: Deprecated: Deprecated UnityEditorInternal.ProfilerDriver.isGPUProfilerSupported and UnityEditorInternal.ProfilerDriver.isGPUProfilerSupportedByOS. Use UnityEditorInternal.ProfilerDriver.GetGpuStatisticsAvailabilityState or UnityEditorInternal.ProfilerDriver.GetGpuStatisticsAvailabilityStates instead. (877502)
  • Improvements:
  • Android: Fixed docs for EditorUserBuildSettings.buildAppBundle
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Improved Vulkan device selection
  • Features:
  • WebGL: Updated WebGL loader which improves build loading time and supports build-specific stripping of the loader code.

New in Unity 2020.1.0 Alpha 15 (Dec 6, 2019)

  • Fixes:
  • 2D: Calling ReleaseAsset() on AssetReferenceSpriteAtlas results in lost reference and unusable SpriteAtlas (1185717)
  • 2D: Fixed an issue where Sprite Masks didn't work on Sprite Renderers with an instancing material. (1144462)
  • 2D: Fixed unable to zoom in or out in Sprite Editor Window when using Secondary Texture module (1193540)
  • 2D: Sprite Atlas stored hash changes when atlas is built on a different machine (1186887)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • 2D: Sprites disappear in Prefab window when in Play mode and they are packed in Sprite Atlas (1184057)
  • Android: Fix crash during startup when using Vulkan on some devices.
  • Android: Fix Vulkan feature usage declaration in Android manifest. (1198652)
  • Android: Fix Vulkan on Android 8.1 and older. (1198494)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fixed shader compiler generating unnecessary integers operations in discard checks. (1186752)
  • Android: Fixed WebCamTexture when using Vulkan. (1178553)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Set opaque windows for unset translucency attribute. (1104092)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed missing root node in avatar when regenerating (1196211)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed Modification to Animation Clip with AnimationOverrideController when AnimatorControllerPlayable is used (1183581)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Improved performance of AnimationClipPlayable Allocations in multithread. (1184690)
  • Apple TV: Fixed TouchScreenKeyboard.visible not being set to false when the keyboard is dismissed. (1171490)
  • Asset Import: Changed import errors for .c4d and .sbsar files to warnings, changed warning for psd matte to info. (1184085)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed issue where AO maps are not assigned when importing StingrayPBS materials from FBX. (1193370)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed issue where changing PlayerSettings.GraphicsAPI reimports all textures regardless of their compression settings. (1182352)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Bug Reporter: Fixed an issue where the Bug Reporter would fail to send the report of a crash bgu if any of the project scripts are open in the Visual Studio. (1195002)
  • Build Pipeline: Fix bug that prevented adding a scriptable object defined in a precompiled assembly to an AssetBundle. (1184918)
  • Editor: A Script fails to open when External Script Editor is set to code.exe. (1183165)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Added ability to show modal EditorWindow via ShowModal() method
  • Editor: AssetImporter Presets displays the Importer icon instead of nothing in their header.
  • Editor: DragAndDrop state is now cleaned up after a drag. (1199828)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix a bug that cause UnityEvent derived types with a private event field not to be picked up by the inspector. (1196591)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix crash when serializing a list field containing SerializeReference (1187296)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix first menu item opens unrelated window. (1196939)
  • This is a change to a 2020.1.0a6 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fix first menu item opens unrelated window. (1198618)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix Hierarchy performance regression caused by the re-skining of the Editor in 19.3 (1158368)
  • Editor: Fix managed reference instance field type resolution from a SerializedProperty that resulted in Range and Delayed attributes and the search filter to not work (1197296)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix mouse capture handling in Windows Editor when certain dialogues or progress bars are open. (1191378)
  • Editor: Fix pptr remapping when prefab contains managed references. (1187378)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix script cannot be attached to a GameObject when dragged into an empty space in Inspector (1197851)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix some missing icons when creating assets in one column project browser mode. (1194015)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix the issue with misalignment of tooltip in the Package manager window. (1193026)
  • This is a change to a 2020.1.0a10 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed localization in Japanese (1192374)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed ScreenCapture.CaptureScreenshot not working properly with Physical cameras when superSize > 1. (1192257)
  • Editor: Fixed slow down of editors that running in network with with large amount of unity players running. (1193875)
  • Editor: Fixed UI Profiler preview not displaying the Objects. (1194819)
  • Editor: Improved 3D texture and SDF preview visualizations
  • Editor: Improved performance when transform.SetAsLastSibling() was called for a sibling that was already the last sibling.
  • Editor: Improved rendering of bold text (1185657)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Increased the length limit on the menu names from 127 to 255. (1196971)
  • Editor: Keep the selected entries being highlighted if the entry list changes. (1197029)
  • This is a change to a 2020.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Unsupported Preset inspectors displays the component icon even if we cannot load their inspector.
  • GI: Disabled Realtime GI as default on new scenes. Was off before, but the new Lighting Settings asset accidentally turned it on.
  • GI: Fix black Reflection Probes generated in Manual baking mode when the Progressive Updates are turned Off in the Lighting Settings window. (1195059)
  • This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fix for where the use can click the bottom right bar and get the Lighting Settings window, even if they shouldn't. (1196199)
  • GI: Fixed issues with Lightmap Paramaters "View" button in Lightmap Settings Window. (1197369)
  • GI: Fixed memory leaks in CPU and GPU lightmappers. (1015837)
  • GI: Fixed non-square terrains crashing the Editor. (1192792)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Removed ShowLightmapResolutionOverlay from the transfering. It now lives in EditorPrefs and won't dirty the project when you toggle on/off Show Lightmap Resolution.
  • Graphics: Added conservative rasterization
  • Graphics: Constant buffer variables in shader compiler have proper initialization to avoid undefined behaviour (1185078)
  • Graphics: Fix detail shaders not updating after render pipeline change in project. (1170443)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix Display.requiresBlitToBackbuffer / CommandBuffer.Blit compatibility for the new unified HDR blit pipeline when used with SRP.
  • Graphics: Fix shadow culling issues causing objects to disappear from shadow maps. (1175856)
  • Graphics: Fix Vulkan support when loader only provides Vulkan 1.0. (1199524)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue which would cause D3D12 to incorrectly blit a texture during application state up so that it appears too dark. (1185699)
  • Graphics: Fixed AsyncGPUReadback on Vulkan when using float rendertexture.
  • Graphics: Fixed crash when using UnityEngine.Rendering API AsyncGPUReadback.RequestIntoNativeArray(ref NativeArray output, Texture src, int mipIndex, TextureFormat dstFormat, Action callback).
  • Graphics: Fixed memory leak when using graphics jobs on Vulkan. (1199895)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Prefer dLDR HDR encoding over RGBM for HDR cubemaps on mobile platforms when ASTC format is selected as override in TextureImporter. (1198678)
  • IL2CPP: Correctly convert certain large negative decimal values to integers on iOS. (1178651)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Do not add an empty, eighth day name to the list of day names returned via any culture info object. (1185436)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Prevent a possible crash in the debugger when many web requests are started at the same time. (1189520)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Prevent a possible crash when incremental GC is enabled and the .NET thread pool is heavily used. (1190309)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fix executing mutiple identical UnityWebRequests at the same time. (1195969)
  • iOS: Fixed an issue that caused the crash reporter to crash when querying the main view on a background thread. (1168277)
  • iOS: Fixed an issue where entering an emoji as the max character caused a crash. (1198204)
  • iOS: Fixed non-full-screen or in-the-middle-of-the-rendering clear ignoring depth value . (1193105)
  • iOS: The deprecated iPhoneSettings and iPhoneUtils will no longer appear in Intellisense when editing scripts in VS. (1148276)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Linux: Fix building from source on Linux without the sysroot. (1187425)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Linux: Fix invalid editor process name "Main Thread" on Linux. (1188916)
  • macOS: Fix issue where custom cursor returns to default arrow after notification. (1156297)
  • macOS: Fixed codesign errors on GameAssembly.dylib in generated XCode project for Mac Standalone. (1196748)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed editor windows dragging between multiple monitors arranged vertically. (1109302)
  • macOS: Fixed the issue that target window gets hidden when dragging files. (1148665, 1198058)
  • Multi-display: Fix non-primary display aspect ratio in windowed mode (1134231)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Redesigned layout of Package Details. Asset Store packages now show purchased date and user-assigned labels. Categories removed from package details.
  • Physics: Added a property suspensionExpansionLimited to wheel collider to fix bug that caused Vehicles (Rigidbody with Wheel Colliders) to stick to the ground instead of lifting up, when using unrealisticly high damping values for it's Wheel Colliders. (725365)
  • Physics: Ensured that we detect degenerate 2D Physics Collider polygons with near-collinear vertices. (1190643)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Physics2D.BoxCast now correctly detects the contacts with start/end vertex of an EdgeCollider2D when exactly contacting a box vertex. (1190905)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Creating a Prefab Variant from a prefab with a Canvas could cause warnings due to driven properties adding property modifications. (1157299)
  • Prefabs: Duplicating a GameObject with a child prefab instance would crash if prefab was destroyed in OnEnable. (1194137)
  • Prefabs: Fix crash due to wrong use of Undo while upgrading MeshRenderer. (1121500)
  • Prefabs: Fix that the Editor locks in Prefab Mode when opening a Prefab inside an immutable folder. (1194732)
  • Prefabs: Improve editor performance when working with huge prefabs in the scene. (1154991)
  • Prefabs: Prevent crash when importing broken prefab asset. (1172305)
  • Profiler: Fixed Vertical Scrollbar not working for Timeline view in Profiler Window. (1196588)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Project Browser: Fixed an issue where the copy path in project browser's context menu is enabled when no asset is selected. (1182600)
  • Scripting: Update Rider integration to 1.1.3. (1191869)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting Upgrade: Fix false positives "recursion" errors in some scenarios (1102163)
  • Scripting Upgrade: Fix scripts not being updated when it contains alias to types with changed namespaces.
  • Scripting Upgrade: Fix wrong assembly reference added by MovedFromNamespace leading to exceptions
  • Serialization: Getting type on a NULL managed reference no longer crashes. (1185791)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Shaders: A [PerRendererData] material property now appears as read-only in the Inspector instead of hidden. (997948)
  • Terrain: Fix crash on QuadTreeNodeRenderer::AddAsRenderNode in a scene with a planar reflection probe + terrain with splat map (1194200)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UGui: Fixed the CRC issue when game view aspect ratio is changed. (1183713)
  • UI Elements: Expose MeshWriteData.SetAllIndices/SetAllVertices with NativeSlice in addition to C# arrays.
  • UI Elements: Fix unsetting of inline style values
  • UI Elements: Fixed UIElements group transform and stencil clipping issues. (1197094, 1197896)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Prevent OnGUI() calls on IMGUIContainers when they are outside the viewport. Opt-in using the cullingEnabled property.
  • Video: [Windows 7] VideoPlayer.Prepare causes a stack overflow crash if Video is loaded from asset bundle. (1190915)
  • Vulkan: Fixed a driver crash when attempting to copy a ComputeBuffer counter from a buffer that doesn't have one.
  • Web: Fix UploadHandlerFile properties contentType and progress. (1197177)
  • Windows: Fixed player hanging when alt tabbing while in exclusive fullscreen mode. (1196536)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed Holographic Emulation Window remoting bug that caused Unity to remote to Hololens 1 devices when Hololens 2 was selected.
  • XR: Fixed remoting to V2 devices from UWP x64 apps.
  • XR: Fixes a performance issue with XR Plugins and GLES. (1197381)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: OpenVR no longer reports any finger axes for any controller.
  • API Changes:
  • Editor: Added: Added overloads to EditorGUI.ObjectField and EditorGUILayout.ObjectField that take a targetBeingEdited parameter, so the ObjectField and object picker can know which stage (the Main Stage or a Prefab Stage, etc.) objects can be picked from. (1116357)
  • Editor: Added: Partial Preset API, allows you to exclude some properties on a Preset that will not be applied to the target object.
  • Profiler: Changed: AttachToPlayerDropdown moved out of experimental and renamed as follows:
  • API in the UnityEditor.Experimental.Networking.PlayerConnection namespace has been moved to UnityEditor.Networking.PlayerConnection namespace
  • EditorGUI, EditorGUILayout, and EditorGUIUtility which resided in that namespace have also been renamed renamed to PlayerConnectionGUI, PlayerConnectionGUILayout, andPlayerConnectionGUIUtility` respectively.
  • ConnectionTarget, IConnectionState have been moved from the UnityEngine.Experimental.Networking.PlayerConnection namespace has been moved to the UnityEngine.Networking.PlayerConnection namespace.
  • Changes:
  • Android: Dynamic resolution when using Vulkan now only supports scale factors in 5% steps to improve performance when switching resolution.
  • Editor: C# compiler warnings are no longer emitted for readonly packages.
  • Editor: When opening a new Project Browser use the list view by default (instead of icon view) as this gives the best overview of asset names
  • GI: Lighting Settings inspector and icon.
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Kernel: Support zero worker threads in the Unity JobQueue. Zero worker threads is supported at boot time using command line option or boot.config option "job-worker-count" and at runtime time using the "Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobWorkerCount" API.
  • Multiplayer: The unet multiplayer hlapi package is no longer automatically added to older projects opened in the editor. This now needs to be manually added with the Package Manager.
  • Improvements:
  • 2D: Update 2D Packages for Unity 2020.1 com.unity.2d.animation - 4.0.0 com.unity.2d.common - 3.0.0 com.unity.2d.path - 3.0.0 com.unity.2d.pixel-perfect - 3.0.0 com.unity.2d.psdimporter - 3.0.0 com.unity.2d.spriteshape - 4.0.0
  • Editor: Adding inspector interaction to use Partial Presets. It now possible to Exclude/Include a property in a selected Preset from its inspector.
  • Editor: Make sure the Code Coverage notification dialog shows only once, every time code coverage is (re)enabled (1198598)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: UnityEvent can now set persistent listeners on static functions from any class.
  • GI: Added UI for selecting GPU lightmapper device in the Lighting window. No command line argument is needed any more.
  • GI: Implemented A-Trous lightmap filtering for GPU lightmapper.
  • GI: Limit memory allocations for light probes to fit in available memory when baking with progressive lightmappers.
  • Graphics: Binding ComputeBuffers as constant buffers to ComputeShader (locally or globally) is now supported on GL
  • Graphics: PS4 2d textures load faster. More processing is done offline to improve load times.
  • Graphics: Visual Effect rendering can now be hidden in the scene views.
  • Graphics: XboxOne 2d textures load faster. More processing is done offline to improve load times.
  • Package Manager: Add purchase info to AssetStore package
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Prefabs: Add EditPrefabContentsScope struct as a useful wrapper for LoadPrefabContents, SaveAsPrefabAsset and UnloadPrefabContents for editing Prefab Assets. See the docs for more info.
  • Services: Added more analytics to instrument the developer usage with the Services Window and related settings
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Services: Addition of a way to reference a service inside a package.
  • Shaders: Improved new shader preprocessor performance.
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • UI: Adding a Graphic hit detection offset so the area on which a Graphic will be considered under the mouse can be different the its RectTransform.
  • UI: Adding soft masking for RectMask2D as well as a masking offset.
  • Version Control: Optimised VCAsset.IsOneOfStates
  • Features:
  • Asset Import: Added analytics tracking for asset importers settings, assetPostProcessor usage and Authoring DCC for 3D model assets.
  • Asset Pipeline: Added AssetDatabase.DisallowAutoRefresh and AssetDatabase.AllowAutoRefresh to the C# API.
  • Editor: Add a button in the Grid and Snap Settings to move the grid to the active handle position.
  • Editor: Added a collapsable version of SceneView Overlays
  • GI: Add an experimental explicit baking API for probe related data.
  • GI: New scene view debug mode called "GI Contributors / Receivers" that helps you see the GI mode of your renderers.
  • Graphics: Add support for Virtual Texturing to the Editor and Player
  • Graphics: Added support for Skinned Mesh Renderer in Ray Tracing
  • Physics: Add a new component ArticulationBody that helps to create articulations. An articulation is a set of bodies, some of which have their relative motion constrained. All bodies are organized in a logical tree, where parent-child relation expresses the constrained motion. Unlike regular Rigidbodies with Joints, articulations are solved with a different solver (Featherstone) in reduced coordinates which guarantees there will never be any stretch of locked degrees of freedom. Typical examples of articulations include robotic arms, ragdolls, etc.
  • Profiler: CustomSampler and Recorder API have been extended to GPU. Use gpuElapsedNanoseconds and gpuSampleBlockCount to get GPU metrics at runtime on the final player device. ( you can use supportsGpuRecorder graphics caps flag to check platform support )
  • Shaders: Shader inspector now has an option to show preprocessed shader source instead of compiled shader source. Requires new shader preprocessor.
  • Shaders: New shader preprocessor (experimental):
  • Faster shader compilation.
  • Accurate include dependency tracking.
  • "#pragma" directives can now be inside preprocessor conditional blocks, but only when those conditions do not depend on keywords originating from other "#pragma" directives or from project settings.
  • Supports "#pragma once" and "#pragma warning" directives.
  • Follows the C standard more closely.
  • The new shader preprocessor is disabled by default. It can be enabled via a command-line option "-force-new-shader-pp".
  • The new preprocessor is not yet used for Compute or Raytracing shaders.

New in Unity 2020.1.0 Alpha 14 (Dec 5, 2019)

  • Fixes:
  • 2D: Expand and select Tilemap GameObject when creating a new Tilemap GameObject using the Create menu. (1194038)
  • 2D: Fixed displaying of selection box in Tile Palette in Edit Mode when Tiles are selected in the Tile Palette. (1194001)
  • This is a change to a 2020.1.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Android: Fixed memoryless MSAA RenderTextures when using Vulkan. (1190449)
  • Android: Fixed RWBuffer on Adreno when using more than 65520 elements. (1192125)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Support gfx device command line arguments also in release builds. (1195061)
  • Asset Pipeline: Fixed crash when stopping asset editing. (1051818)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed current scene changes being lost when the scene is reloaded after shuffling its hierarchy in project. (1169971)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: DSPGraph: Fix mixing when multiple audio output jobs are attached to the default output.
  • Audio: DSPGraph: Fix native connection disposal in audio output job's again.
  • Audio: DSPGraph: Fix shutdown crash when trying to execute audio output hook dispose jobs.
  • Audio: DSPGraph: Try harder not to run output hook callbacks after job reflection data has been destroyed. (1189666)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed Unity errors during project import when the project contains around a very large number (>10000) of audio assets. (1194658)
  • Editor: Change the type of delayCall to event. (1193566)
  • Editor: Double clicking error in the Console does not open script in code editor when path is absolute. (1181364)
  • Editor: Fixed crash when calling MonoImporter.GetExecutionOrder(null). (1181615)
  • Editor: Fixed menu items display in settings window. (1187196)
  • Editor: Fixed PlayModeView state not preserved when switching to another PlayModeView. (1194483)
  • Editor: Fixed Recursive Serialization error when using a UI component in the PresetManager. (1190809)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Metal: Fixed SRP-Batcher crash issue when using iOS target in the Editor. (1192129)
  • Editor: Project Browser empty folder icon fixed. (1193994)
  • This is a change to a 2020.1.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Project Browser open folder icon fixed. (1187170)
  • GI: Fixed an issue with Lighting Data Assets not properly keeping track of GI influence-only renderers. (1174524)
  • GI: Fixed Anti-aliasing not set properly on first bake. Also fixed a regression on customBake.cl compilation. (1190169)
  • GI: Fixed realtime GI missing in light probes when additively loading scenes. (1195262)
  • GI: Fixed rendering of light-probed GI contributors not receiving any occlusion from probes outside of the configured shadow distance. (1173687)
  • Graphics: Fixed and issue where Texture2D objects would report double their actual size in Development Players and the Editor. (1196890)
  • Graphics: Fixed newly created blendshapes. (1181869)
  • Graphics: Fixed sporadic crash when using GraphicsJobs with Vulkan. (1194077)
  • This is a change to a 2020.1.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Added 7th Generation iPod Touch support to the iOS.DeviceGeneration API. (1185468)
  • iOS: Fixed crash when forcing Upside Down orientation on devices that dont support it. (1192949)
  • iOS: Fixed Screen.sleepTimeout to return proper SleepTimeout.SystemSetting instead of hardcoded 15 when idle timer is enabled. (1192700)
  • iOS: Fixed selection in touch keyboard when input is hidden. (1166181)
  • iOS: Screen.SafeArea should be reported correctly after the app is paused and it's orientation is changed. (1190735)
  • iOS: Screen.SafeArea should no longer reset to zeros after custom view is presented on iOS 13. (1190454)
  • Linux: Fixed numeric keypad not respecting num-lock for Input Fields. (1188665)
  • Package Manager: Fixed packages not correctly loaded if the project path contained non-ASCII characters. (1186344)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Package Manager: Shortened the name of folders storing Git packages in the project cache in order to reduce the likelihood of reaching the maximum path limit on Windows.
  • Scripting: Fixed crash when calling System.Diagnostics.Process APIs after domain reload. (1194176)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Interpolated strings containing division symbol are now correctly parsed when looking for a namespace in a script. (1193024)
  • This is a change to a 2020.1.0a9 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Removed obsolete [SerializePrivateVariables] attribute. (1180341)
  • Shaders: Fixed issue where having preloaded shaders caused shaders compiling to fail for some platforms (1185032)
  • UI: Made dependencies on Unity modual a weak reference so the modual can be removed without uGUI having compile issues. (1179418)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Fixed text field undo shortcuts. (1182362)
  • UI Elements: ListView Drag And Drop is now based on pointer events.
  • UI Elements: VisualElement disabled effect fix. (1172023)
  • Universal Windows Platform: Fixed native plugins not loading if module filename contains '.' character. (1190295)
  • Universal Windows Platform: Fixed unresponsive UI when Resolution is higher than native display. (1191482)
  • Version Control: Ensured that the Meta file is included in the changelist prior to filtering assets in the MoveToChangeSet VCS task. (1187132)
  • Version Control: Fixed NullExceptions that appear when inspecting missing package assets. (1193233)
  • This is a change to a 2020.1.0a9 change, not seen in any released version, and will not be mentioned in final notes.
  • Version Control: Fixed Version Control Window sorting logic. (1188074)
  • Version Control: Have the Provider.Submit API automatically include meta files when sumitting a folder path as the asset list. (1158472)
  • Version Control: Made VCCache clean up references to moved/renamed folders after a move operation in VCS. (1181370)
  • Windows: Fixed 'localhost' not excluded from Proxy causing Editor components to fail. (1194537)
  • Windows: Fixed Editor freeze when trying to input Asian locales' characters using Windows Touch Keyboard. (1175807)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • GI: Added: Added new LightingSettings and moved over all settings there. Marked the old as deprecated.
  • GI: Deprecated: Marked LightmapEditorSettings and Lightmapping APIs as deprecated, and replaced them with LightingSettings.
  • Package Manager: Removed: Removed support for the deprecated exclude project dependency keyword
  • Changes:
  • Editor: When a compile error is emitted for an assembly, clear all compile errors for all assemblies that reference it directly or directly. This improves workflows when dealing with compile errors, as fixing an assembly's compile errors might also fix compile errors in any assemblies that reference the assembly directly or indirectly.
  • Improvements:
  • Asset Import: Optimized shader import times using asynchronous compilation for error checking.
  • Editor: New API for Stage handling. See StageUtililty's: GetCurrentStage(), GetMainStage() and GetStage(GameObject). Also added API for finding components in a Stage: See Stage's FindComponentsOfType().
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Features:
  • GI: Added all lightmap settings as an asset. This will allow the user to share them between scenes or switch them out in an easy way. Icon and inspector is still missing.
  • Graphics: Added HDROutputSettings script interface to retrieve information from an HDR display and to allow for custom color space conversion and tonemapping when working with HDR displays
  • iOS: Added Sparse Texture support
  • Particles: Abiltiy to save and restore Particle System state data, making it possible to save a snapshot of an entire Particle System at a point in time. A use case for this is for efficient rewind support, by saving periodic keyframes of the particle state, to avoid full resimulations.
  • Version Control: Add ability to set version control Editor Settings from the CLI.
  • Services: The Services Window is refactored to remove the usage of CEF.
  • Uses UIElements for UI
  • All the configurations are available in the Project Settings window
  • The deprecated Multiplayer service has been removed.

New in Unity 2019.2.15 (Dec 5, 2019)

  • Fixes:
  • 2D: Fixed an issue where the Sprite Atlas stored hash changed when Atlas was built on a different machine. (1186887)
  • Android: Added gfx device command line arguments support in release builds. (1195061)
  • Android: Fixed crash on some Adreno devices when using GraphicsJobs. (1167283)
  • Animation: Removed requirement when generating avatar map that the root transform be the root of the game object's hierarchy as this is no longer required. (1183581)
  • Code Editor: Code Coverage notification dialog shows only once, everytime code coverage is (re)enabled. (1198598)
  • Code Editor: Updated com.unity.ide.vscode package to 1.1.3. (1183165)
  • Editor: Fixed an issue where CanvasRenderers did not respect current sorting layer or ordering. (1176348)
  • Graphics: Fixed a race condition in Vulkan GpuProgram loading when using GraphicsJobs.
  • Graphics: Fixed a sporadic crash when using GraphicsJobs with Vulkan. (1194077)
  • IL2CPP: Fixed a possible linker error in WebGL builds. (1161712)
  • IL2CPP: Fixed a possible crash in the debugger when many web requests are started at the same time. (1189520)
  • IL2CPP: Fixed an incorrect codegen when converting unsafe methods that use void* types. (1188101)
  • IL2CPP: Fixed an issue where certain large negative decimal values were not correctly converted to integers on iOS. (1178651)
  • IL2CPP: Fixed an issue where conversion from float and double to int conversion fresulted wit incorrect values. (1186125)
  • Profiler: Fixed an issue where console errors appear while displaying UI Details in the profiler window. (1190589)
  • Improvements:
  • Editor: Make sure the Code Coverage notification dialog shows only once, every time code coverage is (re)enabled (1198598)

New in Unity 2019.2.14 (Nov 28, 2019)

  • Fixes:
  • 2D: Creating a project with the 2D template includes the 2D Sprite and 2D Tilemap Editor packages again. (1183894, 1198225)
  • AI: Performance of NavMeshBuilder.UpdateNavMeshData spikes up to 10 times. (1183826, 1197992)
  • Android: Fixed an issue where Input.GetKey returns false when S-Pen was being used on Samsung device. (1185531, 1194710)
  • Android: Fixed an issue with Android cutout in non fullscreen mode and split view. (1183674, 1193209)
  • Animation: Added flag kTypeIsEditorOnly trait to allow items to be pulled into build data depending on the situation. (1190029, 1193003)
  • Audio: DSPGraph: Fixed a shutdown crash when trying to execute audio output hook dispose jobs.
  • Audio: DSPGraph: Fixed and issue with mixing when multiple audio output jobs are attached to the default output.
  • Audio: DSPGraph: Fixed and issue with native connection disposal in audio output jobs again.
  • Audio: DSPGraph: Reduced the number of routput hook callbacks after job reflection data has been destroyed. (1189666, 1191824)
  • Editor: Added MinDrawer to ensure MinAttribute is respected by Inspector script code. (1183703, 1196573)
  • Editor: Fixed a crash when calling TextureImporter.ReadTextureSettings with a null argument. (1187147, 1192449)
  • Editor: Fixed an Editor freeze if Profiler is unable to connect to Player. (1008321, 1195814)
  • Editor: Fixed an issue where"Default is Native Resolution" checkbox is ignored if custom resolution was previously set. (1183011, 1191847)
  • Graphics: Fixed a crash in dynamic batching when mesh still has indices but misses vertex data. (1158179, 1196560)
  • Graphics: Fixed a rare crash when upgrading a project with shaders that fail to parse. (1184997, 1188584)
  • iOS: Use NSProcessInfo.physicalMemory to retrieve total memory size. (1155192, 1171686)
  • Linux: Fixed and issue where Source code ails build on Linux OS (1146695, 1187417)
  • Mobile: Added DecimalPad type for TouchScreenKeyboardType for Android and iOS platforms. (1170071, 1188931)
  • Mobile: Fixed an issue where the aspect ratio was not respected properly on devices running Android 7.0 and below as well as 8.0 and above. (1154440, 1196270)
  • Physics: Fixed a crash that happened during simulation right after destroying a hierarchy of GOs that had nested Rigidbody components attached. (1122684, 1167209)
  • Physics: Fixed an issue with the detection of degenerate 2D Physics Collider polygons with near-collinear vertices. (1190643, 1194654)
  • Physics: Physics2D.BoxCast now correctly detects the contacts with start/end vertex of an EdgeCollider2D when exactly contacting a box vertex. (1190905, 1194605)
  • Prefabs: Fixed an issue where a duplicated child nested prefab was not created in the same position. (1157320, 1191799)
  • Prefabs: Fixed and issue where Re-serialization made changes to Nested Prefabs. (1162736, 1193806)
  • Profiler: Fixed an issue with vertical scrollbar not working for Timeline view from Profiler window. (1196588, 1198066)
  • SceneView/GameView: [MacOS] Fixed an issue where the user could not switch to Windowed mode via a script when Allow FullScreen option was disabled, (1080571, 1191844)
  • Scripting: Editor: Fixed an issue with "stackTraceLogType" command line argument. (1181994, 1193461)
  • Scripting: Fixed a crash on shutdown in debugger thread. (1180399, 1195124)
  • Scripting: Fixed a crash on shutdown in mono_profiler_raise_thread_stopped. (1189077, 1196201)
  • Scripting: Fixed a crash when calling System.Diagnostics.Process APIs after domain reload. (1194176, 1195519)
  • Scripting: Fixed an issue where FileSystemWatcher was not working on Windows when targeting .NET Standard 2.0 API Compatibility Level. (1066732, 1194583)
  • Scripting: Fixed an issue where plugins having dot in their name apart from before the extension name, or if they do not have extension at all, are not loaded properly. (1174403, 1174674)
  • Scripting: Fixed an issue where Process.Start() would throw an exception when Windows path contains '.'. (1160455, 1196203)
  • Scripting: Fixed and issue where Player project generation did not include defines and references. (1199376, 1199377)
  • Scripting: Improved startup time if the user has a previous player build, thus no beed to recompile all again. (1188509, 1193167)
  • Shaders: Fixed an issue where having preloaded shaders caused shaders compiling to fail for some platforms. (1185032, 1188789)
  • UI Elements: Fixed and issue where OnInspectorGUI did not called with customEditor of type DefaultAsset. (1175246, 1195514)
  • Universal Windows Platform: Fixed an unresponsive UI when Resolution is higher than native display. (1191482, 1196190)
  • Universal Windows Platform: Fixed and issue where native plugins were not loading if module filename contains '.' character. (1190295, 1198159)
  • Version Control: Fixed an issue where ignored or unmapped files in Perforce workspaces would cause logspam to appear when selected. (1148796, 1194991)
  • Backwards Compatibility Breaking Changes:
  • XR: Updated to Oculus 1.38 plugin and added support for valid tracking poses even when devices aren't fully tracked. (1197386, 1197390)

New in Unity 2020.1.0 Alpha 13 (Nov 18, 2019)

  • Fixes:
  • 2D: Fixed automatic slicing using Smart mode in the Sprite Editor when Sprite Rects are overlapping. (1193552, 1193555)
  • Android: Fixd crash when using Vulkan Graphics Jobs on Adreno. (1167283)
  • Animation: Ensured GetKeyLeftTangentMode and friends are thread safe. (1195048)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed constant curves occasionally evaluating incorrectly in Timeline when playhead is at keyframe positions. (1173048)
  • Asset Import: Improved messages for deprecated components so that users would know which Scenes/Game Objects have these problematic missing components. (1179905)
  • Asset Pipeline: Fixed cache server performance regression. (1191356)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed issue that caused infinite import at editor start. Initialization of script compilation is now done inside the asset db. (1191267)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Resolve hostnames in cacheserver address field. (1195038)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed inability to set audio clip compression quality slider to certain values. (1186565)
  • This is a change to a 2020.1.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Audio: Fixed incorrect application of wet level when two effects with wet mixing enabled are adjacent in a mixer group. (1185470)
  • Build Pipeline: Fixed a crash when passing in an array with a null entry into EditorBuildSettings.scenes. (1162941)
  • Build Pipeline: Fixed main thread stalling when loading asset bundles asynchronously.
  • DX12: The editor no longer crashes when selecting a text mesh pro asset while using the DirectX 12 rendering API. (1193972)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: "Reveal in Finder"/"Show in explorer" now open a single finder/explorer instance per-directory and perform multi-file selection. "Open Containing Folder" (Linux) will open only one window per-directory (no selection) (1192218)
  • Editor: Disallow touching graphics API settings during playmode. (1194003)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix OS domain reload contextual submenu rebuilding (1193537)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed NullReferenceException errors being thrown on changing layout to saved layout where the Package Manager window is present. (1193020)
  • This is a change to a 2020.1.0a10 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed SerializedProperty caches for enum types in the context of managed references not returning the right field type/enum strings. (1187893)
  • Editor: Fixed state handling for HDR specific settings that could have prevented them from getting serialized to disk when saving project settings.
  • Editor: The FilePathAttribute for the ScriptableSingleton class is now public API and docs with examples have been added for both classes.
  • GI: Disabled Realtime GI in Sample Scene on 3D template.
  • Graphics: Fixed CopyTexture when used with half texture. (1126170)
  • Graphics: Fixed stall in Canvbas.BuildBatch due to Geometry Jobs. (1178300)
  • iOS: Fixed Application.Unload Appilcation.Quit.
  • Profiler: Fixed an issue where console errors appear while displaying UI Details in the profiler window. (1190589)
  • Scripting: Compiler Output never writes out stderror, so we will only output that if there are any. (1183461)
  • Scripting: Fixed where we could in some cases load old user predefined assemblies. (1173748)
  • UI Elements: Fixed boxing allocation with the StyleEnum struct. (1196706)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • WebGL: Increased number of simultaneously instantiated AudioSources.
  • API Changes:
  • Graphics: Added: Added a particle system info structure to inspect the actual status of a VisualEffect component
  • Profiler: Added: Add profiler marker filtering support (void ProfilerDriver.SetMarkerFiltering(string name)) See https://ono.unity3d.com/unity/unity/pull-request/95897/_/editor/tech/profiler-marker-filtering
  • Improvements:
  • Graphics: Unified internal HDR tonemapping blit phase for graphics targets that support it (DX11/DX12/Vulkan), reduces number of blits required
  • Version Control: Added a search bar to the Version Control window. (1185406)
  • Version Control: Allow dragging items onto any list item in VCS Window (1187126)
  • This is a change to a 2020.1.0a6 change, not seen in any released version, and will not be mentioned in final notes.
  • Version Control: Improve VCS asset deletion message when offline. (1176212)
  • Version Control: New Version Control overlay icons.
  • Version Control: Open the resolve window if assets fail to submit. (1185389)
  • This is a change to a 2020.1.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Version Control: Show a save prompt when trying to Submit modified scenes. (1185137)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Video: All VideoClipImporter can be edited in Presets.
  • Features:
  • UI Elements: Ability to use touch in scrollview, in runtime only

New in Unity 2019.3.0 Beta 11 (Nov 15, 2019)

  • Fixes:
  • Animation: Ensure GetKeyLeftTangentMode and friends are thread safe. (1195048)
  • Asset Import: Fixed issue that caused infinite import at editor start. Initialization of script compilation is now done inside the asset db. (1191267)
  • This has been backported and will not be mentioned in final notes.
  • Asset Pipeline: Current scene changes are lost when the scene is reloaded after shuffling its hierarchy in project (1169971)
  • This has been backported and will not be mentioned in final notes.
  • Asset Pipeline: Fixed cache server address field so it can resolve hostnames (1195038)
  • This has been backported and will not be mentioned in final notes.
  • Asset Pipeline: Fixed cache server v1 vs v2 performance regression (1191356)
  • Asset Pipeline: Fixed editor crash when trying to input correct IP in cache server settings (1190451)
  • This has been backported and will not be mentioned in final notes.
  • DX12: The editor no longer crashes when selecting a text mesh pro asset while using the DirectX 12 rendering API. (1193972)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Disallow touching graphics API settings during playmode. (1194003)
  • Editor: Fix OS domain reload contextual submenu rebuilding (1193537)
  • Editor: Fixed display issue in inspector through SerializedProperty with enum fields contained in polymorphic managed classes (1187893)
  • Editor: Fixed Recursive Serialization error when using a UI component in the PresetManager. (1190809)
  • This is a change to a 2019.3.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Open by file extension gives Win32Exception (1193800)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Overridden OnInspectorGUI method is now called properly when using [CustomEditor(typeof(DefaultAsset))]. (1175246)
  • GI: Disable Realtime GI in Sample Scene for 3D template
  • This has been backported and will not be mentioned in final notes.
  • GI: Fixed issue were on one camera CullingGroup.QueryIndices doesn't work. Cameras are in the same location and using two CullingGroups with the same settings. (1181967)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix for GPU memory leak when deleting a texture while async upload in progress. (1174689)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue in Universal Render Pipeline causing point lights to not render correctly when not using the SRP Batcher. (1179976)
  • This is a change to a 2019.3.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Radeon Pro denoiser does not work when there are spaces in the path (1190167)
  • This is a change to a 2019.3.0a10 change, not seen in any released version, and will not be mentioned in final notes.
  • iOS: Fixed Applicaiton.Unload and Application.Quit to behave same as UnityFramework.Unload and UnityFramework.Quit
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Licenses: Fixes issue where Trial watermark displays for Pro/Plus users (1193635)
  • This has been backported and will not be mentioned in final notes.
  • macOS: Fixed case 1183011: "Default is Native Resolution" checkbox is ignored if custom resolution was set before (1183011)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • macOS: Fixed command events being processed twice on MacOS. (1180090)
  • This has been backported and will not be mentioned in final notes.
  • macOS: Fixed inconsistency between Screen.currentResolution and actual screen resolution. (1185536)
  • This has been backported and will not be mentioned in final notes.
  • macOS: Mac Standalone build does not contain .meta files inside native plugin bundles. (1178777)
  • This has been backported and will not be mentioned in final notes.
  • Physics: Fix pre-baked at build-time meshes becoming undetectable for collision, caused by the unsupported midphase being picked for non-desktop players (1179800)
  • This is a change to a 2019.3.0b1 change, not seen in any released version, and will not be mentioned in final notes.
  • Prefabs: Duplicated child nested prefab is not created in the same position (1157320)
  • This has been backported and will not be mentioned in final notes.
  • Prefabs: Fixed removed component override was not transferred during Copy/Paste or Duplicate operations. (1190501)
  • This is a change to a 2020.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Prefabs: Fixed that the Overrides popup window did not refresh after undo. (1112996)
  • Profiler: Added a minimum Scale for stacked charts so that the 0.1ms grid line stays visible (1175473)
  • Profiler: Fixed "Other" Category not shown in Charts and hiding VSync time (1165477)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed argument exception for CPU Profiler Module's thread selection drop down (1184866)
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed Audio Profiler view state restoring (1183981)
  • Profiler: Fixed broken CPU Profiler Module's detail drop down selection not working in Play Mode (1179845)
  • Profiler: Fixed deselection of samples in Hierarchy view (1102802)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed framing of Timeline View samples with Native Object association such as Camera.Render (1187889)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed high frequenzy rescaling of frame count label in toolbar (1181367)
  • Profiler: Fixed Profiler loosing previously serialized window state on domain reload (1184019)
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed Profiler Window reopening to CPU Profiler Module even though a different module was previously active (1185208)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed retention of splitter and viewtype state within session and across open/close cycles of the ProfilerWindow (1171353)
  • Profiler: Fixed Thread names getting clipped in Thread Selection dropdown (1183285)
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed Thread sorting in CPU Profiler (Hierarchy and Timeline) to be SemiAlphaNumeric (1152723)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed threadselection drop-down showing up in GPU Profiler Module (1184584)
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed Timeline View not using a ColorSafe Palette (1101387)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed view resetting when changing the displayed frame count or color blind mode (1186566)
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Profiler: Fixed view scale constraining of Profiler Timeline view when scrolling (1138060)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fix an issue of serialization layout validation to fail every other build. (1169148)
  • This has been backported and will not be mentioned in final notes.
  • Scripting: No performance regression. We will actually get better startup time if the user had a player build before, since we then will not recompile all again. (1188509)
  • Serialization: Reject application of [SerializeReference] to value types. (1182817)
  • This is a change to a 2019.3.0?0 change, not seen in any released version, and will not be mentioned in final notes.
  • Terrain: Fixed terrain shader picking pass for SRP. (1176497)
  • Timeline: Fixed DSP Clock update. (1169966)
  • This has been backported and will not be mentioned in final notes.
  • UI Elements: Fixed boxing allocation with the StyleEnum struct (1196706)
  • This has been backported and will not be mentioned in final notes.
  • UI Elements: ToolbarSearchField style fix (1196662)
  • This has been backported and will not be mentioned in final notes.
  • Version Control: Fix VCS Context menu failing to appear after upgrading project. (1188186)
  • This has been backported and will not be mentioned in final notes.
  • Version Control: Prevent Revert Unchaged from reimporting assets. (1181354)
  • This has been backported and will not be mentioned in final notes.
  • Version Control: Show a save prompt when trying to Submit modified scenes. (1185137)
  • This has been backported and will not be mentioned in final notes.
  • Windows: Fixed Windows Standalone Visual Studio solution build creating a '_Data' folder with the wrong name. (1186751)
  • XR: Fix Hololens 2 camera snapshots not containing Unity app content.
  • This has been backported and will not be mentioned in final notes.
  • XR: Restore mirror view default and disable present to main when provider requests it (1189948)
  • API Changes:
  • Serialization: Added: Exposed API documentation for [SerializeReference]
  • Improvements:
  • Graphics: Added image readback support for R32F and R16G16F, used by Texture2D.ReadPixels
  • This has been backported and will not be mentioned in final notes.
  • Features:
  • Particles: Abiltiy to save and restore Particle System state data, making it possible to save a snapshot of an entire Particle System at a point in time. A use case for this is for efficient rewind support, by saving periodic keyframes of the particle state, to avoid full resimulations.

New in Unity 2019.2.12 (Nov 12, 2019)

  • Fixes:
  • Android: Fixed an application crash when an application is installed on SD card, and was built using app bundles. Also gradle.properties will now contain a new entry 'android.bundle.enableUncompressedNativeLibs=false'. (1181365, 1186614)
  • Animation: Fixed a crash when reloading an animation controller from an asset bundle that references audio mixer groups. (1157753, 1193715)
  • Asset Importers: Fixed an issue where animations from .blend files are not imported properly. (1117999, 1173914)
  • Audio: Fixed a contention issue in the job system which could cause stalls. (1190586)
  • Audio: Fixed an issue with resuming an audio source from pause when the source previously had a scheduled end time set. (1151637, 1193713)
  • Audio: Fixed and issue with mixing when an audio mixer playable is set as the source for an audio playable output without specifying a traversal port. (1179486, 1193714)
  • Editor: Fixed a crash when entering play mode after previewing a timeline with an audio track. (1162906, 1193716)
  • Editor: Fixed a crash when importing videos on a machine with more than 16 cores.
  • Editor: Fixed a NullReferenceException caused by null Editor shader after a domain reload. (1183719, 1194783)
  • GI: Realtime GI is turned off on the 3D template Sample Scene.
  • Graphics: Fixed an issue where Compiling would get stuck with LWRP. (1189637)
  • IMGUI: Fixed the Inspector issue, so that it now displays the active game object information after applying changes to sprite entity. (1186194, 1191648)
  • iOS: Automatically Sign setting in Editor and Xcode project is now in Sync, and the default Automatically Sign setting in Editor is now set to False. (1170274, 1179564)
  • iOS: Fixed an issue where the keyboard could not be dismissed and keyboard input stopped after device sleep. (1187333, 1190318)
  • Particles: Fixed internal engine bug causing an error message "In order to call GetTransformInfoExpectUpToDate, RendererUpdateManager.UpdateAll must be called first." (1191755, 1193544)
  • Timeline: Fixed an issue when Timeline Window does not detect selected Timeline asset when double-clicking the asset. (1182159, 1187216)
  • Timeline: Fixed an issue where Animation Events were fired twice when the Playable Director Wrap mode is set to Loop. (1173281, 1185451)
  • Timeline: Repaint is called every frame when Timeline window is opened and a Playable Director is added to a GameObject (1172707, 1181762)
  • Windows: Fixed a startup crash on machines running Windows 7 without Platform Update installed. (1191741, 1191775)
  • XR: Fixed an issue where xr sdk would not launch "pre-awake" in editor. (1190255, 1193915)

New in Unity 2020.1.0 Alpha 12 (Nov 8, 2019)

  • Fixes:
  • Android: Additional IL2CPP arguments were previously only applied to one target when building for multiple architectures on Android. (1185063)
  • Android: Aspect ratio will be respected properly on devices running Android 7.0 and below as well as 8.0 and above. (1154440)
  • Android: Fix application paths (dataPath, streamingAssetsPath) to point to base apk when App Bundle is used. (1183912)
  • Animation: Fixed offset introduced in humanoid character using animation C# jobs when scale is not equal to one. (1183069)
  • This is a change to a 2020.1.0a2 change, not seen in any released version, and will not be mentioned in final notes.
  • Animation: Fixed State Machine states that are deleted when State Machine is removed from Animator Controller. (1181137)
  • Asset Pipeline: Fixed crashes when a serialized asset contains yaml with a null guid. (1150392)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Nested prefabs can now be used with the cache server.
  • Bug Reporter: Fixed issue where Bug Reporter email input field doesn't allow emails that have symbols after the dot in the second part of the email. (992324)
  • Editor: Default code editor should not handle internal, that should go to OS (1193800)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed an issue where per-platform QualitySettings could be stripped on disk when entering Playmode. (1136244)
  • Editor: Fixed compute shader related editor crash regression after player build. (1190914)
  • Editor: Fixed missing VC menus after updating the project. (1188186)
  • Editor: Fixed OnInspectorGUI for custom editor of type DefaultAsset. (1175246)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed SerializedProperty visiting a serialized references when inspecting multiobjects (1189693)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixes an issue where clicking an active tool in the Tile Palette window would return focus to the previously active Tilemap tool, not the global tool. (1174060)
  • Editor: Fixes editor crash when trying to input correct IP in cache server settings (1190451)
  • Editor: Improve the performance of gizmo icon rendering.
  • Editor: Improved unclear error message for components that have been depercated and removed. (1160417)
  • Editor: Open by file extension gives Win32Exception (1193800)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Prevented reloading scripts in playmode when a DPI change occurs. (1193597)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Widen the Component reordering area in the Game Object inspector. (1160885)
  • Graphics: Fixed a crash regression with buffer versioning code. (1184422)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed GPU memory leak when deleting a texture while async upload in progress, during texture streaming. (1174689)
  • Graphics: Fixed VFX Graph are not compiled on Mali GPU. (1157002)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IMGUI: Fixed an issue where the settings icon appears differently in editor window and inspector window. (1190478)
  • Linux: Fixed mouse cursor does not change back to default issue when moving it to Game view over resize hotspots in play mode (1153310)
  • Mobile: Fixed an issue where Input.mousePosition could return an invalid result on mobile platforms. (1188746)
  • Particles: Fixed internal engine bug causing error message "In order to call GetTransformInfoExpectUpToDate, RendererUpdateManager.UpdateAll must be called first." (1191755)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Made each system in the Particle System pop-out window wider, to accomodate the ensure content is visible. (1184253)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Fixed triggers not being able to detect overlap with other triggers (1180386)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Added a minimum Scale for stacked charts so that the 0.1ms grid line stays visible (1175473)
  • Profiler: Fixed "Other" Category not shown in Charts and hiding VSync time (1165477)
  • Profiler: Fixed argument exception for CPU Profiler Module's thread selection drop down (1184866)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed Audio Profiler view state restoring (1183981)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed broken CPU Profiler Module's detail drop down selection not working in Play Mode (1179845)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed deselection of samples in Hierarchy view (1102802)
  • Profiler: Fixed Editor freeze if Profiler is unable to connect to Player (1008321)
  • Profiler: Fixed framing of Timeline View samples with Native Object association such as Camera.Render (1187889)
  • Profiler: Fixed high frequenzy rescaling of frame count label in toolbar (1181367)
  • Profiler: Fixed Profiler loosing previously serialized window state on domain reload (1184019)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed Profiler Window reopening to CPU Profiler Module even though a different module was previously active (1185208)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed retention of splitter and viewtype state within session and across open/close cycles of the ProfilerWindow (1171353)
  • Profiler: Fixed Thread names getting clipped in Thread Selection dropdown (1183285)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed Timeline View not using a ColorSafe Palette (1101387)
  • Profiler: Fixed view resetting when changing the displayed frame count or color blind mode (1186566)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed view scale constraining of Profiler Timeline view when scrolling (1138060)
  • Scripting: Fixed crash when calling GetCoverageStats on EditorApplication.SaveAssets (1190766)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed issue where Unity would copy symbol files (.pdb) when doing Non Development builds with Mono, effectively increasing final build size. Small build size is especially important for platforms like Android. (1191655)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting Upgrade: Fixed renaming of extension methods invoked using static method invocation syntax.
  • Scripting Upgrade: Improved logging in some scenarios in AssemblyUpdater.
  • Terrain: Fixed terrain shader picking pass for SRP. (1176497)
  • UI: Changing order of if check so the expensive check is done last only if needed (1180358)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Dont copy the fallbackreferences if there is more then 1 target as we never set the reference if there is more then 1 target (1121543)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fixed issue where assigning a toggleGroup would not unregister from previous group properly. (1185512)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Fixed issue with null ref in input field when there is not a BaseInput. (1182386)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI: Removing Abstract from templated UnityEvent classes. Template serialization is now supported
  • UI Elements: Fixed bug where VisualElement.generateVisualContent was expecting triangles in a wrong winding order. (1192509)
  • UI Elements: Fixed play mode tint not correctly applied on certain text elements under certain circumstances (1182264)
  • UI Elements: UIElements Samples window crash fixed. (1194533)
  • This is a change to a 2020.1.0a11 change, not seen in any released version, and will not be mentioned in final notes.
  • Universal Windows Platform: Fixed Desktop TouchScreenKeyboard not returning correct active and status values. (1137074)
  • Version Control: Fixed "Apply all incoming" button in VC window. (1190679)
  • Version Control: Fixed "Using the mouse wheel to scroll in the Submit and Revert windows is very slow". (1191813)
  • Version Control: Fixed VC Window scrollbar auto-hiding when the list area should be scrollable. (1188096)
  • Version Control: Prevented Revert Unchaged from reimporting assets. (1181354)
  • Version Control: Stop OS alert sounds from being played when navigating the VC Window with the keyboard. (1187878)
  • Web: UnityWebRequest: do not block setting request headers. (1188229)
  • Web: UnityWebRequest: reuse network connections to the same host. (1179864)
  • Windows: Fixed command-line args not respected when launching two instances simultaneously. (1180571)
  • Windows: Fixed Windows Standalone Visual Studio solution build creating a '_Data' folder with the wrong name. (1186751)
  • XR: Fix Hololens 2 camera snapshots not containing Unity app content.
  • XR: Fixed crash when attempting to use Vulkan as the graphics API for Oculus. (1190038)
  • API Changes:
  • iOS: Obsoleted: iOS.Notification Services is now deprecated and will be removed in the future. Consider using the Mobile Notifications package (available in the package manager) which implements the UserNotifications framework.
  • Profiler: Added: Added RawFrameDataView API for the fast allocation free access to Profiler data in the Editor.
  • Changes:
  • Android: Android Library Project plugins now require to be directories with .androidlib "extension"; can be place anywhere inside Unity project.
  • Editor: Skip OnDestroy/Awake callbacks when resetting ExecuteInEditMode scripts when entering Play Mode with scene reload disabled (1191938)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Improvements:
  • 2D: Add Tilemap InsertCells/DeleteCells API to insert rows, columns and layers of cells to a Tilemap
  • Android: Expand uncaught exception information. Added additional information when uncaught exception is thrown. Previously it would print Unity version, Device model, Device fingerprint. Now it will also print - Build Type, Scripting Backend, ABI, Strip Engine Code value. Note: In Android 8, google no longer allows to embed additional information for uncaught exceptions, thus this change will be visible on Android 7.0 or lower.
  • Animation: Added rotation unroll filter to the GameObject recorder.
  • Editor: Show additional build information with editor version strings, especially for builds that not are the final release.
  • GI: Improve the sampling of the lightmapper, remove the correlation issues.
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Upgrade to Intel Open Image Denoise 1.1.0 (1152418)
  • iOS: [Metal] Depth-only RenderPass enabled
  • Features:
  • Graphics: GetPixelData API was added to Texture2D, Texture3D, Texture2DArray, Cubemap and CubemapArray classes. It allows getting a pointer to the data of a particular mip level/array element in a Texture for reading/writing, and without creating any memory allocations (similar to Texture2D.GetRawTextureData).

New in Unity 2019.3.0 Beta 9 (Nov 4, 2019)

  • Fixes:
  • Android: Allow to disable symbols.zip generation when building apk or aab
  • Android: Fix application crash when application is installed on SD card, and was built using app bundles, gradle.properties will contain new entry 'android.bundle.enableUncompressedNativeLibs=false'. (1181365, 1186615)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Fix internetReachability to return actual value from the first frame (1178696, 1183251)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Android: Swap width and height on orientation change when a custom resolution was set before (1169739, 1191609)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fix crash in reloading an animation controller from an asset bundle that references audio mixer groups. (1157753, 1193248)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed animators with animator controllers writing default values for animated properties from a Timeline after it completes. (1118708, 1187392)
  • This has been backported and will not be mentioned in final notes.
  • Animation: Fixed crash in AnimationClip when classID parameter hasn't been set for curve. (1176555, 1189723)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Apple TV: Fixed crash on UnityGetJoystickName when calling GetJoystickNames and disconnecting/connecting controller. (1181481, 1191789)
  • Asset Pipeline: Crash with a "pointer to object of manager 'RenderSettings' is NULL" error when playing a scene of a project upgraded to 2019.3 (1174949, 1192922)
  • This has been backported and will not be mentioned in final notes.
  • Asset Pipeline: Fixes cache server preferences defaults to port 10080 when n ot specified (1190163, 1190165)
  • Asset Pipeline: Fixes editor crash on shutdown when changing project settings to use V2 instead of V1 (1191887, 1191889)
  • Asset Pipeline: Make skipping transcoding of video work again during import
  • This has been backported and will not be mentioned in final notes.
  • Audio: Fix mixing when an audio mixer playable is set as the source for an audio playable output without specifying a traversal port. (1179486, 1193246)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fix resuming an audio source from pause when the source has previously had a scheduled end time set. (1151637, 1193247)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix crash when entering play mode after previewing a timeline with an audio track. (1162906, 1193249)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fix crash when importing videos on a machine with more than 16 cores.
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fix issue where Editor windows would not render until mouse-over when using Vulkan on Linux. (1178309, 1191511)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed a crash using SerializedProperty on a Script with managed references after a string resize update (1189693, 1190465)
  • Editor: Fixed an issue where some of the fields are shrunk in the terrain layer settings (1187334, 1192265)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Unity Editor crashes when changing HDR value of emission color (1165298, 1189838)
  • This has been backported and will not be mentioned in final notes.
  • GI: Fix erroneous lightmap atlassing happening when two terrains are identical and have same position. (1075531, 1192261)
  • Graphics: Fixed GL.Clear which wouldn't apply the provided depth when used with a partial viewport. (1186275, 1192320)
  • This has been backported and will not be mentioned in final notes.
  • IMGUI: Fixed the Inspector issue, so that it now displays the active game object information after applying changes to sprite entity. (1186194, 1191323)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fix crash on malformed file:// URI in UnityWebRequest. (1183600, 1189508)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Fixed autocorrect not working with the touchscreen keyboard. (1183034, 1191942)
  • iOS: Fixing an issue where the keyboard could not be dismissed and keyboard input stopped after device sleep. (1187333, 1191929)
  • This has been backported and will not be mentioned in final notes.
  • Particles: Prevent crash if trying to use some modules without initializing them (1187445, 1193193)
  • Physics: Fix crash that happened during simulation right after destroying a hierarchy of GOs that had nested Rigidbody components attached. (1122684, 1191814)
  • This has been backported and will not be mentioned in final notes.
  • Profiler: Fixed an issue with the reporting of managed heaps on Player builds using Mono as their scripting backend where the Domain heaps would be reported twice. (1159145, 1192962)
  • This has been backported and will not be mentioned in final notes.
  • SceneManager: Editor: Fix TreeEditor setting its target Tree dirty without any user interaction (1187157, 1190481)
  • This has been backported and will not be mentioned in final notes.
  • SceneManager: Prefabs: Fix that a component header did not get removed completely when applying a removed component through the Comparison view's Apply menu (1164010, 1190494)
  • This has been backported and will not be mentioned in final notes.
  • UI Elements: Fixed issue causing UIElements to not draw on some Android devices. (1187583, 1187584)
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Elements: Fixed SetValueWithoutNotify on fields not working if isDelayed was enabled. (1178168, 1191711)
  • Universal Windows Platform: Fix TouchScreenKeyboard's SHIFT key duplicating last typed character on HoloLens. (1184623, 1191742)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Web: UnityWebRequest: Add additional logging in case of failure. (1101441, 1188382)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Fix crash on startup on machines running Windows 7 without Platform Update installed. (1191741, 1191776)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Fix high input latency when the D3D11 flip model swapchain and vsync are enabled in Windows standalone. (1170660, 1192277)
  • This has been backported and will not be mentioned in final notes.
  • XR: Add HoloLens 2 name to the device name of XR API. (1161756, 1188261)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixes and issue where XR Subsystems could not be started pre-awake in the editor
  • This has been backported and will not be mentioned in final notes.
  • API Changes:
  • Profiler: Add: Added gcHandleIndex as a property to NativeObjectEntries within a PackedMemorySnapshot for simplified access to the index of it's managed counterpart
  • Changes:
  • Editor: Skip OnDestroy/Awake callbacks when resetting ExecuteInEditMode scripts when entering Play Mode with scene reload disabled (1191938, 1192284)
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • XR: Remove Vuforia built-in functionality from the Editor. Moved to package.
  • Improvements:
  • Android: Make use of ASTC decode mode OpenGL and Vulkan extension for LDR textures
  • Profiler: Improved the reporting of native objects when taking a memory snapshot with the Memory Profiler. (1115073, 1192958)
  • This has been backported and will not be mentioned in final notes.
  • XR: Mobile Oculus - Freed up memory (~30MB for Quest) by not allocating storage for unused display framebuffers.
  • This has been backported and will not be mentioned in final notes.

New in Unity 2019.2.11 (Nov 1, 2019)

  • Fixes:
  • Android: Allow to disable symbols.zip generation when building apk or aab
  • Android: Fix AndroidJavaClass.GetStatic sometimes not returning correct field value. (1179268, 1187408)
  • Android: Fix touch delta returning garbage in Input System. (1183985, 1188381)
  • Android: Fixed an Android 10 video player bug when playing local, external files. (1168329, 1191176)
  • Android: Fixed an Android rotating device from portrait to landscape multiple times creates visual distortions. (1168456, 1186339)
  • Android: Fixed an internetReachability issue, which it now returns the actual value from the first frame. (1178696, 1183252)
  • Android: Fixed an issue with Android bundle identifier not allowing underscore. (1156290, 1188962)
  • Android: Fixed and issue where swap width and height on orientation changed when a custom resolution was previously set. (1169739, 1191616)
  • Android: Fixed setting keystore from the script. (1158036, 1162258)
  • Android: Use relative path for keystore in project location after a second key is added. (977673, 1191618)
  • Animation: Fixed a crash in AnimationClip when classID parameter wasn't set for curve. (1176555, 1189724)
  • Animation: Fixed an issue where a clip with no recorded data would cause a crash in GameObjectRecorder.SaveToClip (1166522, 1169821)
  • Animation: Fixed an issue where custom animator property was appearing as missing in animation window. (1165368, 1170755)
  • Apple TV: Fixed and issue where 'B' button ignored 'allowExitToHome' value on certain GamePads after the first suspend of the app. (1179727, 1181543)
  • Asset Import: Handled corrupt prefabs without crashes. (1131957, 1154622)
  • Audio: Fixed a crash when running DSPGraph output job in edit mode. (1189666, 1191824)
  • Editor: Fixed ProjectSettings.asset company/product name in some cases being empty (1188233, 1190658)
  • Graphics: CopyTexture_Slice_AllMips crash when copying a compressed Texture2D to a Texture2DArray with a non-null destination layer (1189889, 1190685)
  • Graphics: Fixed an issue where compute shader compilation fails on importing. (1171627, 1175491)
  • Graphics: Fixed an issue where Unity would draw the UVs of objects that were no longer in the lightmap. (1117696, 1173075)
  • Graphics: Fixed an issue with reporting of available VRAM on Intel GPUs. (1127485, 1172229)
  • Graphics: Fixed and issue to ensure correct topology is set before rendering HDR split. (1178259, 1186863)
  • Graphics: Fixed legacy cubemaps from generating an error in the Console Window when dropping them in the Scene View. (1185651, 1190793)
  • iOS: Fixed a crash on malformed file:// URI in UnityWebRequest. (1183600, 1189509)
  • iOS: Fixed GL caps check in trampoline when using MT rendering. (1184510, 1186907)
  • macOS: Window > Bring All to Front now places secondary windows in front of the main window in the Editor, as expected, on macOS. (1141001, 1174694)
  • Physics: Fixed and issue with Rigidbody2D constraints that were incorrectly affecting contact masses. (1189951, 1190700)
  • Prefabs: Fixed an issue to make sure FindObjectsOfType does not find prefab assets objects during prefab import. (1159905, 1179536)
  • Prefabs: Fixed an issue with a properly handle file with .prefab extension even though they are not prefabs. (1164341, 1179538)
  • Prefabs: Fixed an issuie with a really old prefabs that was not being correctly activated. (1138224, 1179537)
  • SceneView/GameView: Fixed a return value of DistanceToPolyLineOnPlane when it can't get a proper raycast hit. (1174967, 1190419)
  • Scripting: Fixed a crash that may happen when inspecting variables in Rider debugger. (1169306, 1187512)
  • Scripting: Fixed an issue where editor would fail to load correctly when an invalid or missing timezone was set in the windows registry. (1169719, 1192015)
  • Scripting: Fixed the plugin script extraction for package UnityEngine.UI types. (1160664, 1184014)
  • Scripting: Optimized HandleUtility.DistanceToPolyLine(*) to run faster. (1165684, 1173785)
  • Timeline: Fixed an issue where Animation Events were fired twice when the Playable Director Wrap mode is set to Loop. (1173281, 1185451)
  • Timeline: Fixed an issue where Playable Director's "Playable" field was missing the prefab override contextual menu (1167365, 1170065)
  • Timeline: Fixed issue when Timeline Window does not detect selected Timeline asset when double-clicking the asset (1182159, 1187216)
  • Timeline: Fixed issue where Custom Clip fields where no longer responding to the AddKey command (1174416, 1190830)
  • Timeline: Repaint is called every frame when Timeline window is opened and a Playable Director is added to a GameObject (1172707, 1181762)
  • UI: Fixed Input Field not functioning after restoring app with Win+D shortcut. (1165961, 1190383)
  • UI Elements: UIElements debuggers now persist in layouts. (1162587, 1187986)
  • Universal Windows Platform: Fixed a key press issue that was being ignored when ALT key held down. (1174908, 1182982)
  • Universal Windows Platform: Fixed TouchScreenKeyboard's SHIFT key duplicating last typed character on HoloLens. (1184623, 1191743)
  • Video: VideoPlayer leaks memory when set to a Camera target (1164058, 1171875)
  • Web: UnityWebRequest: Added additional logging in case of failure. (1101441, 1188383)
  • WebGL: Fixed mouse position and delta coordinates in the new input system being inverted. (1169064, 1173039)
  • XR: Added HoloLens 2 as a device name when running on HoloLens 2 devices. (1161756, 1188262)
  • XR: Fixed an issue where depth buffer lagged one frame behind color buffer. (1191487, 1191495)
  • XR: Fixed the crashes when entering the play mode on the HDRP template if there is a Terrain in the scene. (1175535, 1178669)

New in Unity 2020.1.0 Alpha 11 (Nov 1, 2019)

  • Fixes:
  • 2D: Fixed Outline Tolerance value is clipped in Sprite Outline Module for Sprite Editor window. (1186228)
  • Android: Added a tooltip to keystore path label in keystore manager window. Tooltip shows full path to the keystore. (1115061)
  • Android: Added WebCamKind support for Android (based on focal length equivalent). (1180261)
  • Android: Fixed camera devices supporting only depth data being included in WebCamTexture.devices. (1163718)
  • Android: Fixed Render Over Native UI on Android. (1189674)
  • Android: Fixed Screen.safeArea and Screen.cutouts return incorrect values on Android phones with notches when Screen.fullScreen == false. (1183674)
  • Android: Fixed when fullscreen = FALSE and Render Outside Safe Area = TRUE notch area is not rendered on Android 9 devices. (1150073)
  • Android: Swapped width and height on orientation change when a custom resolution was set before. (1169739)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed crash in AnimationClip when classID parameter hasn't been set for curve. (1176555)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Animation: Fixed crash in reloading an animation controller from an asset bundle that references audio mixer groups. (1157753)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Import: Fixed crash when calling TextureImporter.ReadTextureSettings with a null argument. (1187147)
  • Asset Import: Fixed for a crash importing some older Asset Store Packages. (1183117)
  • Asset Pipeline: Fixed crash with a "pointer to object of manager 'RenderSettings' is NULL" error when playing a scene of a project upgraded to 2019.3. (1174949)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed editor crash on shutdown when changing project settings to use V2 instead of V1. (1191887)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed infinite import loop. (1189648)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Asset Pipeline: Fixed so cache server preferences defaults to port 10080 if no port is specified. (1190163)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed mixing when an audio mixer playable is set as the source for an audio playable output without specifying a traversal port. (1179486)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed resuming an audio source from pause when the source has previously had a scheduled end time set. (1151637)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Build Pipeline: SerializeReference instances containing object references were not considered for dependencies during build step, which might lead to object references not being pulled correctly in builds. (1187967)
  • Editor: Allow setting SerializeReference to null without throwing an exception. (1185555)
  • Editor: Don't break the Icon UI when there are issues with Java or Android SDK. (1177292)
  • Editor: Fixed AnimValues getting permanently stuck if a script reload happened while they were animating, for example when forced out of Prefab Mode when entering Play Mode due to [ExecuteInEditMode] script. (1115778)
  • Editor: Fixed crash when entering play mode after previewing a timeline with an audio track. (1162906)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed crash when importing videos on a machine with more than 16 cores.
  • Editor: Fixed extended style hover state. (1180554)
  • Editor: Fixed issue where clicking on tooltips can close open windows. (1186276)
  • This is a change to a 2020.1.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed issue where Editor windows would not render until mouse-over when using Vulkan on Linux. (1178309)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed legacy cubemaps not working when dragging them into the Scene View. (1185651)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed ProjectSettings.asset company/product name in some cases being empty. (1188233)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed tag and layer popup mixed value display. (1191296)
  • Editor: Fixed UI Flickers in Game View when Camera.Render is Selected in the Frame Debugger (1172637)
  • Editor: Fixed unexpected Visual Effect Component inspector while Visual Effect Graph package isn't installed. (1180192)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed usage of dockarea splitter when one of the pane contains UIElements. (1160619, 1183341)
  • Editor: Record Undo differently for Animation mode. (1190282)
  • This is a change to a 2020.1.0a9 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Reduced scene view repaints. (1166812)
  • Editor: Reduced scene view repaints. (1188906)
  • GI: Fixed direct environment rays ignoring the shadow caster flag in the CPU lightmapper. (1189939)
  • This is a change to a 2020.1.0?0 change, not seen in any released version, and will not be mentioned in final notes.
  • GI: Fixed Radeon Pro denoiser error when there are spaces in the install path. (1190167)
  • GI: Fixes Gizmos of LightProbes not drawing when selected. (1189621)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fixed an issue where supplying blend weights in the wrong order would cause the editor to crash. (1176076)
  • Graphics: Fixed an issue where the colour space parameter for a RenderTexture would be ignored if a default LDR texture format was requested. (1166271)
  • Graphics: Fixed GL.Clear which wouldn't apply the provided depth when used with a partial viewport. (1186275)
  • Graphics: Fixed issue when deleting the primary swapchain and more swapchains exist, the next one in th elist may not be initialized properly yet. (1189182)
  • Graphics: Fixed issue where Skinned Mesh Renderers with 'Shadows Only'-mode did not update animation (1182583)
  • This is a change to a 2020.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • IMGUI: Fix issue with offset of IME popup with IMGUI fields.
  • IMGUI: Fixed prefab override window "Apply" button text overlapping. (1190199)
  • iOS: Added enums/dpi/safeArea support for iphone11. (1187030)
  • iOS: Fixed Input.gyro.enabled not checking current active state of gyro, resulting on ios13 being confused if it was enabled often enough. (1177775)
  • iOS: Fixing an issue where the keyboard could not be dismissed and keyboard input stopped after device sleep. (1187333)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: WebCamTexture.devices now returns empty array while access to camera has not been granted. (1187431)
  • Kernel: Fixed an out of memory issue when the requested memory size is an exact multiple of the large memory allocator block. (1177286)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Kernel: Fixed potential man-in-the-middle attack on TLS handshakes for Desktop platforms.
  • Linux: Fixed Linux tilemap editor not allowing users to paint when the scene view is undocked. (1188638)
  • macOS: Fixed Mac Standalone build containing .meta files inside native plugin bundles. (1178777)
  • macOS: Fixed Screen.currentResolution return incorrect screen resolution. (1185536)
  • Package Manager: Fixed bug where Package List scrolls up to top of list after clicking 'Load More'. (1182633)
  • Particles: Prevented crash if trying to use some modules without initializing them. (1187445)
  • Physics: Fixed for Rigidbody2D constraints incorrectly affecting contact masses. (1189951)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed removed component override was not transferred during Copy/Paste or Duplicate operations. (1190501)
  • This is a change to a 2020.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Prefabs: Fixed that duplicated child nested prefab is not created in the same position as original. (1157320)
  • Prefabs: Fixed that the Overrides popup window did not refresh after undo. (1112996)
  • Profiler: Fixed an issue where a PackedMemorySnapshot's native object connections would not point to the correct managed object handles. (1176130)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where de-serializing older profiling data formats, would cause the Editor to crash. (1180179)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue where taking a memory capture would crash the Editor right after installing the Memory Profiler package. (1164059)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Profiler: Fixed an issue with the reporting of managed heaps on Player builds using Mono as their scripting backend where the Domain heaps would be reported twice. (1159145)
  • Scripting: Fixed Application.SetStackTraceLogType for Exceptions (1181994)
  • Scripting: Fixed crash on shutdown in debugger thread. (1180399)
  • Scripting: Fixed crash on shutdown in mono_profiler_raise_thread_stopped. (1189077)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Scripting: Fixed issue with MovedFrom where when specifying namespace and assembly name for class rename, the arguments were inverted causing failure to resolve the MovedFrom (1180719)
  • Scripting: Fixed Player builds deletes BuiltinAssemblies.stamp and forces a full recompile (1188509)
  • Scripting: Fixed secondary Unity instance writes EditorInstance.json when starting the Editor. (1189854)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Can now use shortcut to copy/paste clips between two differents timelines. (1184967)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed blend selection border not drawn correctly when there is a preceding clip. (1178173)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed issue when Timeline Window does not detect selected Timeline asset when double-clicking the asset (1182159)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed issue where Animation Events were fired twice when the Playable Director Wrap mode is set to Loop. (1173281)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed issue where exceptions were thrown when resetting a Signal Receiver component. (1158227)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed PreviousFrame and NextFrame controls in subtimelines with large offsets. (1175320)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed repaint called every frame when Timeline window is opened and a Playable Director is added to a GameObject. (1172707)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Fixed Timeline clip label font size that was very small. (1179642)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Timeline: Force transform properties to be listed first in inline curve editor. (1184058)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • UI Elements: Basic IME support in UIElements fields. (1138957)
  • UI Elements: Fixed dynamic scroller direction change bug. (1186031)
  • UI Elements: Fixed issue causing UIElements to not draw on some Android devices. (1187583)
  • UI Elements: Fixed nested ScrollView styles. (1181829)
  • UI Elements: Fixed of the gradient location field not updating on swatch selection, while it's being focused. (1138621)
  • UI Elements: Fixed SetValueWithoutNotify on fields not working if isDelayed was enabled. (1178168)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Universal Windows Platform: Fixed TouchScreenKeyboard's SHIFT key duplicating last typed character on HoloLens. (1184623)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Fixed crash on startup on machines running Windows 7 without Platform Update installed. (1191741)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Windows: Fixed high input latency when the D3D11 flip model swapchain and vsync are enabled in Windows standalone. (1170660)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Added HoloLens 2 as a device name for Windows MR when running on HoloLens 2 device. (1161756)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed issue with depth buffer lagging one frame behind when using Windows MR. (1191487)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixes an issue game view defaults to side by side and presents main view even when render caps say it should not. (1189948)
  • XR: Fixes an issue with XR Plugins where subsystems could not be started pre-awake in the editor. (1190255)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • API Changes:
  • Mobile: Add: Added WebCamKind.UltraWideAngle to support new iPhone 11 Pro/Max camera type and ultra wide angle cameras on some Android devices
  • Profiler: Add: Added gcHandleIndex as a property to NativeObjectEntries within a PackedMemorySnapshot for simplified access to the index of it's managed counterpart
  • Profiler: Remove: Removed the screenshot property of the Metadata type used by the PackedMemorySnapshot
  • Changes:
  • Timeline: Creating a new Timeline will no longer automatically add an Animation Track and an Animator to the target GameObject.
  • Timeline: Ease-in and ease-out values for clips are no longer restricted to 50% of the clip's duration.
  • XR: Remove Vuforia built-in functionality from the Editor. Moved to package.
  • This has been backported and will not be mentioned in final notes.
  • Improvements:
  • Editor: Make Avatar configuration make use of a stage. It no longer requires saving unsaved scene changes before configuring the avatar.
  • GI: Faster lightmap seam stitching by using multithreading and improved memory allocation strategy.
  • Graphics: Acquire Vulkan swapchain semaphore as late as possible to improve performance
  • Graphics: Added image readback support for R32F and R16G16F, used by Texture2D.ReadPixels
  • Scripting: Implemented Reset behaviour to WaitForSecondsRealtime. (1189949)
  • XR: Updated to Oculus 1.38 plugin and added support for valid tracking poses even when devices aren't fully tracked.
  • This has been backported and will not be mentioned in final notes.
  • Features:
  • Cache Server: Added shader variant caching with cache server v2.
  • Package Manager: Selection in Package manager matches other windows in the editor (color scheme, undo-redo) Custom editor to show selected package info
  • Timeline: Inline Curve Properties can be removed.
  • Timeline: The resize handle for inline curves has been moved to the track header area.
  • Timeline: Tracks can be individually resized.

New in Unity 2019.3.0 Beta 8 (Oct 25, 2019)

  • Fixes:
  • Android: Fix AndroidJavaClass.GetStatic sometimes not returning correct field value. (1179268, 1187407)
  • This has been backported and will not be mentioned in final notes.
  • Android: Fix touch delta returning garbage in Input System. (1183985, 1188380)
  • This has been backported and will not be mentioned in final notes.
  • Android: Fixed an Android 10 video player bug when playing local, external files. (1168329, 1190823)
  • This has been backported and will not be mentioned in final notes.
  • Animation: Fixed a crash when calling Playable.Destroy() during PlayableGraph.PrepareFrame(). (1177366, 1188625)
  • This has been backported and will not be mentioned in final notes.
  • Asset Import: Clearing mapping of bones of avatar should not lead to re-automapping on apply. (1142768, 1189927)
  • Asset Import: Handled corrupt prefabs without crashes. (1131957, 1186195)
  • This has been backported and will not be mentioned in final notes.
  • Asset Pipeline: Fixed crash during import (1186866, 1189705)
  • This has been backported and will not be mentioned in final notes.
  • Asset Pipeline: Fixed infinite import (1176488, 1182418)
  • This has been backported and will not be mentioned in final notes.
  • Audio: Fix crash when running DSPGraph output job in edit mode. (1189666, 1191816)
  • Editor: Ensure ADB child process does not write to or delete EditorInstance.json (1189854, 1192701)
  • This is a change to a 2019.3.0a1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fix Screen.width/Screen.height values when GameView is hidden (1182527, 1188375)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fix the issue with EventSystem.current.IsPointerOverGameObject(touch.fingerId) always returning false in Player (1174009, 1188044)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed a couple of clipped labels related to the Animator window and inspector (1184825, 1188282)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed an issue where adding a custom icon to a Project crashed the Editor when building Windows. (1185194, 1185711)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed an issue where the Polygon Collider 2D tool would not exit when changing selection. (1182038, 1187950)
  • Editor: Fixed Apply button when importing SO files (1175413, 1190010)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed ParticleSystem not playing on awake when Reload Scene enter Play mode setting is disabled. (1180343, 1190473)
  • This is a change to a 2019.3.0?0 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed settings actually apply after changing for plugin (1176026, 1190011)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed settings actually apply for DLL plugin file (1182615, 1190012)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed the font and position of the "Samples" label in the Animation window (1182576, 1189075)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed the size of the Draw Mode dropdown (1184135, 1188633)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed the way GUI.backgroundColor is used by the new IMGUI StylePainter when there is no StyleBlock.backgroundColor specified. (1184858, 1188287)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed the y offset of the header drawer (1180855, 1186336)
  • This has been backported and will not be mentioned in final notes.
  • Graphics: Don't set the dirty state on LineRenderers when updating properties with identical values (1179048, 1189592)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Ensure correct topology is set before rendering HDR split. (1178259, 1186862)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Fix error message when entering playmode with a LineRenderer selected (1188447, 1189588)
  • This is a change to a 2020.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fix legacy cubemaps generating an error in the Console Window when dropping them in the Scene View. (1185651, 1190791)
  • This is a change to a 2019.3.0b2 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed a crash when copying to a Texture2DArray (1189889, 1190683)
  • Graphics: Fixed blitting a texture into a texture array issues two draw calls per blit. (1175408, 1182426)
  • This has been backported and will not be mentioned in final notes.
  • Graphics: Fixed Crash Assertion failed on expression: 'm_LastAlloc == NULL' when running URP automated tests with -runTests cmd line option. (1185231, 1190189)
  • This is a change to a 2020.1.0a6 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: iOS: fixed GL caps check in trampoline when using MT rendering. (1184510, 1186908)
  • This has been backported and will not be mentioned in final notes.
  • Graphics: OpenCL Error in logs right after project open if no GPU is present for a given OpenCL driver platform. (1179737, 1183657)
  • This has been backported and will not be mentioned in final notes.
  • iOS: Added support for the Sign in with Apple Xcode capability in the Xcode API.
  • This has been backported and will not be mentioned in final notes.
  • iOS: Automatically Sign setting in Editor and Xcode project is now in Sync, and the default Automatically Sign setting in Editor is now set to False. (1170274, 1179562)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Kernel: Added ability to schedule dispose job for NativeArray.
  • This has been backported and will not be mentioned in final notes.
  • Linux: Fixed an issue with sprite tilemap editor not working in paint tile mode. (1176950, 1182265)
  • This is a change to a 2019.3.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • macOS: Player settings window can now go in front of build settings in mac editor. (1181728, 1190274)
  • This is a change to a 2019.3.0b1 change, not seen in any released version, and will not be mentioned in final notes.
  • Particles: Apply Transform changes immediately when using scripted Emission (1181119, 1189589)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Apply Vertex Streams button in the Standard Particle Shader UI now correctly applies changes to Prefabs (1180096, 1189586)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Execute the Stop Action even if a system goes offscreen (1167771, 1189596)
  • Particles: Fix crash when switching from Ribbon to Particles mode in the Trail module (1184316, 1189597)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fix inherit size option on sub-emitter when parent system is using non-uniform size (1185614, 1189602)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fix normals and tangents being wrong in various particle setups (1179834, 1189593)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed "Simulate Layers" value "Ignore Raycast" text being clipped. (1180251, 1190434)
  • This is a change to a 2019.3.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Physics: Fix for Rigidbody2D constraints incorrectly affecting contact masses. (1189951, 1190698)
  • Prefabs: Fix really old prefabs not being correctly activated. (1138224, 1178758)
  • Prefabs: Make Prefab Overrides dropdown comparison view label width match Inspector. (1180479, 1190183)
  • Prefabs: Make sure FindObjectsOfType does not find prefab assets objects during prefab import. (1159905, 1178762)
  • Prefabs: Properly handle file with .prefab extension even though they are not prefabs. (1164341, 1178760)
  • Profiler: Fixed an issue where de-serializing older profiling data formats, would cause the Editor to crash. (1180179, 1189914)
  • Scene/Game View: The viewing angles for the grid in Orthographic (Iso) view are now wider. (1169999, 1175337)
  • This has been backported and will not be mentioned in final notes.
  • Scripting: Fix crash on shutdown in debugger thread. (1180399, 1190603)
  • This is a change to a 2019.3.0b1 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fix crash on shutdown in mono_profiler_raise_thread_stopped. (1189077, 1191515)
  • Scripting: Fix crash that may happen when inspecting variables in Rider debugger. (1169306, 1190575)
  • Scripting: Fixes crash when calling GetCoverageStats on certain internal methods. (1183682, 1187841)
  • This is a change to a 2019.3.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • SpeedTree: Fixed a crash that occurred while baking Global Illumination in imported SpeedTree Models that contained NaN values in the imported geometries. (1174420, 1191321)
  • Timeline: Blend selection border not drawn correctly when there is a preceding clip (1178173, 1179957)
  • Timeline: Can now use shortcut to copy/paste clips between two differents timelines. (1184967, 1188309)
  • Timeline: Fixed audio stutter when going into playmode. (1167289, 1188310)
  • Timeline: Fixed issue when Timeline Window does not detect selected Timeline asset when double-clicking the asset (1182159, 1188307)
  • Timeline: Fixed issue where Animation Events were fired twice when the Playable Director Wrap mode is set to Loop. (1173281, 1185450)
  • Timeline: Fixed issue where exceptions were thrown when resetting a Signal Receiver component. (1158227, 1188312)
  • Timeline: Fixed PreviousFrame and NextFrame controls in subtimelines with large offsets. (1175320, 1188311)
  • This has been backported and will not be mentioned in final notes.
  • Timeline: Fixed Timeline clip label font size that was very small (1179642, 1179645)
  • This is a change to a 2019.3.0?0 change, not seen in any released version, and will not be mentioned in final notes.
  • Timeline: Force transform properties to be listed first in inline curve editor. (1184058, 1188313)
  • This is a change to a 2020.1.0a3 change, not seen in any released version, and will not be mentioned in final notes.
  • Timeline: Repaint is called every frame when Timeline window is opened and a Playable Director is added to a GameObject (1172707, 1179952)
  • UI Elements: Fix bounding boxes computation when there are unlayouted elements (1184761, 1185668, 1187928, 1190526)
  • This is a change to a 2019.3.0b3 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Elements: Fixed scrollview not persisting scroll position for really large scrollviews. (1152205, 1182971)
  • UI Elements: UIElements debuggers now persist in layouts. (1162587, 1188121)
  • This has been backported and will not be mentioned in final notes.
  • Universal Windows Platform: Fixes key presses being ignored when ALT key held down. (1174908, 1182981)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Universal Windows Platform: Fixes text entry for IMGUI's TextArea control. (1183076, 1187461)
  • UTR: Fix for UTR fails test that passes due to intentional script compile errors. (1176708, 1188174)
  • This has been backported and will not be mentioned in final notes.
  • Version Control: Context menu on a folder now allows checking out only the .meta file of it (1177521, 1191575)
  • Version Control: Fixed "cannot set mode of files in offline mode" error messages (1181983, 1184734)
  • Version Control: Fixed selected asset state stuck in "updating" when reconnecting to VCS (1175534, 1190008)
  • Version Control: Having Version Control window open no longer slows down various VCS operations as much (991427, 1183585)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • WebGL: WebGL Brotli compression subdirectory "python" lacks permissions for Group and Other (1042108, 1190095)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Add MagicLeap XR Plugin to verified package set
  • XR: Fix depth buffer frame lag in Windows MR. (1191487, 1191496)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Improvements:
  • Version Control: If a successful server connection gets lost, the editor tries to automatically reconnect for a while (1184060, 1184919)
  • Version Control: VCS setting inspector fields have recently used value dropdowns on them

New in Unity 2020.1.0 Alpha 9 (Oct 25, 2019)

  • Fixes:
  • 2D: Fixed an issue where edits made in the texture name field of the Secondary Textures module of the Sprite Editor could be lost if the keyboard focus changed. (1133339)
  • 2D: Fixed incorrect lighting on normal-mapped Sprite Renderers that are horizontally and/or vertically flipped. (1186769)
  • 2D: Set a better default value for Offset Distance in CompositeCollider2D to reduce thin collider outlines when removing shapes from the CompositeCollider2D (1169269)
  • Android: Allow to disable symbols.zip generation when building apk or aab.
  • Android: Fixed an Android 10 video player bug when playing local, external files. (1168329)
  • Android: Fixed internetReachability to return actual value from the first frame. (1178696)
  • Apple TV: Fixed a crash on UnityGetJoystickName when calling GetJoystickNames and disconnecting/connecting controller. (1181481)
  • Asset Pipeline: Fixed changing ip address of cache server v2 doesn't reconnect. (1186256)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Audio: Fixed issue where a Timeline Audio track with no audio source acts as 3D spatial blended audio source. (1160449)
  • Editor: Fixed "stackTraceLogType" command line argument not working correctly. (1181994)
  • Editor: Fixed 'On Demand Remap' foldout icon click. (1186889)
  • Editor: Fixed a couple of clipped labels related to the Animator window and inspector. (1184825)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed a crash when changing IHVImageImporter Preset FilterMode value.
  • Editor: Fixed an invalid Depth value for SerializedProperties pointing to an serialized reference array object field. (1180710)
  • Editor: Fixed issue where adding a custom icon crashes the editor or results in a corrupted Windows executable. (1185194)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed issue where Apply button seemingly doesn't do anything when importing plugins. (1175413)
  • Editor: Fixed issue where dll import settings are not applied. (1182615)
  • Editor: Fixed issue where it seemed there were unapplied changes to import settings still around after clicking Apply. (1176026)
  • Editor: Fixed NullReferenceExceptions when changing windows UI scale when Editor is open. (1183719)
  • Editor: Fixed ParticleSystem not playing on awake when Reload Scene enter Play mode setting is disabled. (1180343)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed player not picking up new display settings when they are changed in the editor. (1183011)
  • Editor: Fixed that Tree prefabs continuously saves and imports when clicking "Recompute Tree" option in Prefab Mode. (1187157)
  • Editor: Fixed the font and position of the "Samples" label in the Animation window. (1182576)
  • Editor: Fixed the size of the Draw Mode dropdown. (1184135)
  • Editor: Fixed the way GUI.backgroundColor is used by the new IMGUI StylePainter when there is no StyleBlock.backgroundColor specified. (1184858)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Editor: Fixed the y offset of the header drawer. (1180855)
  • Editor: Fixed Transform Reset producing "Unknown transform context menu index 8" assert messages. (1187910)
  • This is a change to a 2020.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Menu item with ellipsis have context. (1173736)
  • GI: Fixed crash when toggling "Bake Global Illumination" on/off. (1180291)
  • GI: Fixed GPU lightmapper validity texture missing after bake when validity scene view wasn't open during bake. (1117671)
  • GI: Fixed issue where unexpected assertion fired during GI baking. (1008925)
  • GI: Fixed so that "undecided" pixels in the Texel Validity mode is black and not orange (it made them seem faulty). "Undefied" pixels are still orange.
  • Graphics: Added option to delete folder with cached data after occlusion bake. (689310)
  • Graphics: Don't set the dirty state on LineRenderers when updating properties with identical values. (1179048)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Graphics: Enabled readback of 11.11.10 float format. (1127310)
  • Graphics: Fixed an issue where when closing down editor. (1187515)
  • This is a change to a 2020.1.0a8 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed crash when copying to a Texture2DArray slice other than 0. (1189889)
  • Graphics: Fixed crash when trying to initialize an invalid SkinnedMeshRenderer. (1169165)
  • Graphics: Fixed CullingGroup.QueryIndices only returning results for one camera. (1181967)
  • Graphics: Fixed error message when entering playmode with a LineRenderer selected. (1188447)
  • This is a change to a 2020.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed issue where Vulkan behaves like D3D11 when anisotropic filtering is enabled: D3D11 has a limitation where it requires trilinear filtering for anisotropic filtering support. This is not required by any other graphics API. (1173747)
  • Graphics: Fixed Mesh bounds calculation crash on non-Float3 positions. (1185300)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IMGUI: Fixed an issue where some of the fields are shrunk in the terrain layer settings. (1187334)
  • IMGUI: Fixed Gradient Editor burger menu icon alignment. (1180544)
  • IMGUI: Fixed ReorderableList incorrect indices when dragging the element in the List. (1178662)
  • IMGUI: Fixed ReorderableList incorrect selection dragged element height when the list contains different sized elements. (1178636)
  • IMGUI: Fixed the Inspector issue, so that it now displays the active game object information after applying changes to sprite entity. (1186194)
  • iOS: Fixed autocorrect not working with the touchscreen keyboard. (1183034)
  • iOS: Fixed crash on malformed file:// URI in UnityWebRequest. (1183600)
  • macOS: Fixed race condition when attempting to build player from a static C# object constructor. (1165974)
  • Package Manager: Fixed error message being logged in console on removing a package installed from disk.
  • Package Manager: Fixed issue where Load More label would disappear and not re-appear after being clicked in Offline mode.
  • Particles: Apply Transform changes immediately when using scripted Emission. (1181119)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Apply Vertex Streams button in the Standard Particle Shader UI now correctly applies changes to Prefabs. (1180096)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Execute the Stop Action even if a system goes offscreen. (1167771)
  • Particles: Fixed crash when switching from Ribbon to Particles mode in the Trail module. (1184316)
  • Particles: Fixed inherit size option on sub-emitter when parent system is using non-uniform size. (1185614)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Particles: Fixed normals and tangents being wrong in various particle setups. (1179834)
  • Physics: Fixed crash in Physics.Simulate() when reactivating a hierarchy of Rigidbodies some of which were destroyed while inactive. (1122684)
  • Player: Fixed IMGUI input in windows standalone players when the old input system is disabled. (1183394)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Prefabs: Fixed that a component header did not get removed completely when applying a removed component through the Comparison view's Apply menu. (1164010)
  • Prefabs: When in Prefab Mode and starting Play Mode, or when in Play Mode and attempting to enter Prefab Mode, a dialog "Risk of unwanted modifications" is now shown if a script on the Prefab has the [ExecuteInEditMode] attribute. The dialog offers the options "Exit Prefab Mode" or "Ignore". It replaces logged error messages and forced exit of Prefab Mode that were used before. (1100744)
  • SceneManager: The SceneCullingMasks class is where we group scene culling masks now. Added DefaultSceneCullingMask to the collection of other scene culling masks.
  • This is a change to a 2020.1.0a5 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: C# namespace parser can now handle interpolated string containing a method call with no arguments. (1189349)
  • This is a change to a 2020.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting: Fixed crash when running HDRP project. (1188407)
  • This is a change to a 2020.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Scripting Upgrade: Fixed "Internal Recursion Error" in ScriptUpdater when applying renames to extention methods. (1167361)
  • Scripting Upgrade: Fixed crash after AssemblyUpdater fails to update references to some attributes. (1175254)
  • UI Elements: Fixed bounding boxes computation when there are unlayouted elements. (1184761, 1185668, 1187928)
  • UI Elements: Fixed edges and edge bubble colors are all grey in Shadergraph and VFX Graph. (1187184)
  • This is a change to a 2020.1.0a6 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Elements: Fixed issue of overflowing Search field text inside of the Shortcut Manager. (1183549)
  • UI Elements: Fixed NullReferenceException error when assigning background-image to none in UI Element Debugger. (1188538)
  • UI Elements: Fixed NullReferenceException error when assigning unity-font to none in UI Element Debugger. (1179896)
  • UI Elements: Fixed ToolbarSearchField clear button is not displayed when it's value is set in script. (1180403)
  • UI Elements: Make the UIElements debugger runtime compatible.
  • Universal Windows Platform: Fixed key presses being ignored when ALT key held down. (1174908)
  • Universal Windows Platform: Fixed text entry for IMGUI's TextArea control. (1183076)
  • Version Control: Context menu on a folder now allows checking out only the .meta file of it. (1177521)
  • Version Control: Fixed "cannot set mode of files in offline mode" error messages. (1181983)
  • Version Control: Fixed having the Version Control window open slowing down various VCS operations as much. (991427)
  • Version Control: Fixed keyboard navigation in Version Control window while Refresh is happening throwing exceptions. (1181319)
  • Version Control: Fixed selected asset state stuck in "updating" when reconnecting to VCS. (1175534)
  • Version Control: Remote Added/Deleted asset states were not correctly displayed in icon overlays. (1005610)
  • Version Control: Submit of a changelist where some assets are locked remotely now produces better error messages. (1181112)
  • XR: Fixed image corruption when renderViewportScale is changed with HDR off. (1130382)
  • API Changes:
  • Animation: Migrated class AnimationModeDriver to public API.
  • Animation: Migrated several functions in AnimationMode to public API. The functions are StartAnimationMode(AnimationModeDriver driver), StopAnimationMode(AnimationModeDriver driver), InAnimationMode(AnimationModeDriver driver) and SamplePlayableGraph(PlayableGraph graph, int index, float time).
  • Graphics: Removed unused argument for UnityEditor.LightEditor/Settings::DrawRange
  • Backwards Compatibility Breaking Changes:
  • 2D: Rename Can Change Z Position to Lock Z Position for Brush Inspector in Tile Palette
  • iOS: Made iOS 11 minimum support iOS version
  • iOS: Removed Armv7 (32 bit) support
  • Version Control: Removed "Host" (P4HOST) setting from Perforce plugin UI
  • Improvements:
  • Android: When exporting a gradle proejct, il2cpp generated native files will be also copied to gradle project, the il2cpp library will be compiled/linked via gradle. Previously il2cpp library was being precompiled/prelinked by Unity when exporting project. This improvement gives you an ability to both debug and profile il2cpp files when needed, it also increases your control over the build pipeline. Note: If you don't export a project, il2cpp library will be linked by Unity as it was before.
  • Editor: Add thanks to beta users in About box (link to special thanks page)
  • This is a change to a 2020.1 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Added UnityEditor.iOS.Xcode.XcScheme to control some xcode scheme options, like enabling metal validation
  • GI: Improved memory allocation strategy for GPU lightmapper on AMD GPUs
  • GI: Improved memory allocation strategy for GPU lightmapper on Nvidia GPUs (Windows only).
  • GI: Progressive lightmappers will display the number of lightmaps that will be generated, in the Lighting window, as soon as atlassing stage is done.
  • GI: Reduced GPU memory usage when baking lighting with the GPU lightmapper by using stackless BVH traversal.
  • GI: Show user friendly name in the Lighting window for AMD GPUs on Windows and Linux instead of GPU code name.
  • Graphics: Added API to bind constant buffers directly to ComputeShader instances
  • Graphics: Frame debugger now works even if graphics jobs are enabled (except for direct graphics jobs) (1182399)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • Physics: Collider2D can now produce an unlimited number of contacts whereas previously they were limited to 64 each.
  • Version Control: If a successful server connection gets lost, the editor tries to automatically reconnect for a while (1184060)
  • This has been backported and will not be mentioned in final notes.
  • Version Control: Inspector import settings Apply button now only checks out the .meta file. For non-Unity assets (images, meshes etc.), Check Out only checks out .meta, and Open checks out the asset. Open button is now enabled for non-checked out assets too. (1162487)
  • Version Control: Optimized performance of some VCS operations (Provider.CheckoutIsValid etc.)
  • This has been backported and will not be mentioned in final notes.
  • Version Control: VCS setting inspector fields have recently used value dropdowns on them
  • This has been backported and will not be mentioned in final notes.
  • Features
  • Editor: Introduction of PreviewSceneStage. Implement custom stages by inheriting from this class.
  • Shaders: Added keyword based variant management for compute shaders (multi_compile support).

New in Unity 2019.3.0 Beta 7 (Oct 15, 2019)

  • Fixes:
  • Android: Fixed a performance issue where handling suboptimal swapchain as error causes frame drop. (1182934, 1189680)
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Android: Fixed a visual distortion issue when rotating a device from portrait to landscape multiple times. (1168456, 1186338)
  • This has been backported and will not be mentioned in final notes.
  • Animation: Fixed a native structs not showing as animatable properties in the Animation Window. (1175614, 1181856)
  • Apple TV: Fixed an issue with the "B" button on the game controller where it was getting hard wired to exit the game to the home screen of AppleTV, making it unusable and the game unstable to play. (1179727, 1181544)
  • This has been backported and will not be mentioned in final notes.
  • Asset Import: Fixed an assert when creating a project with a template. (1177591, 1178555)
  • This is a change to a 2019.3.0b1 change, not seen in any released version, and will not be mentioned in final notes.
  • Asset Pipeline: Fixed and issue with changing ip address of cache server v2 and it doesn't reconnect. (1186256, 1186259)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Fixed a raytrace shaders issue where it was not being reimported automatically after a change in one of the include files. (1186833, 1186837)
  • This is a change to a 2020.1.0a7 change, not seen in any released version, and will not be mentioned in final notes.
  • Editor: Fixed the ProjectSettings files from the 3D template sometimes which were being serialized incorrectly in new projects. (1181735, 1185177)
  • This has been backported and will not be mentioned in final notes.
  • Editor: Improved the on "Assertion failed: Failed to insert item" warnings. (1181898, 1187853)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • GI: Fixed GPU lightmapper OpenCL kernel compilation on AMD Radeon RX 5700 series GPUs. (1180454, 1180473)
  • This has been backported and will not be mentioned in final notes.
  • Graphics: Fixed a Mesh bounds calculation crash on non-Float3 positions. (1185300, 1188226)
  • This is a change to a 2019.3 change, not seen in any released version, and will not be mentioned in final notes.
  • Graphics: Fixed an issue where Meshes with Keep Quads enabled would not be rendered. (1179051, 1186161)
  • GraphView: Fixed an issue with click-drag select on input field which ends outside of the field, deselects when left mouse button is released. (1176976, 1186951)
  • This has been backported and will not be mentioned in final notes.
  • IL2CPP: Fixed a potential crash in the debugger when stepping through managed code frames where some callers do not have symbol files. (1184047, 1185503)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • IL2CPP: Implemented the RuntimeHelpers.GetObjectValue method. (1183866, 1184638)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • iOS: Gave proxy drawable textures names and made them not be backed by memory if they're not in use (1167629, 1188377)
  • This has been backported and will not be mentioned in final notes.
  • Physics: Reduced what the CompositeCollider2D considers a collinear vertex so it does not remove edges that are extremely close to being collinear. (1186858, 1187186)
  • This is a change to a 2019.3.0b4 change, not seen in any released version, and will not be mentioned in final notes.
  • Player: Fixed an IMGUI input in windows standalone players issue when the old input system is disabled. (1183394, 1187329)
  • Shuriken: Fixed LineRenderer position values text being clipped in the inspector. (1180591, 1181865)
  • This is a change to a 2020.1.0a2 change, not seen in any released version, and will not be mentioned in final notes.
  • SpeedTree: Fixed SpeedTree rendertype from Opaque to TransparentCutout. (744984, 1179704)
  • UI Elements: Fixed a drag and drop event sequence issue where the mouse button state gets stuck.
  • This has been backported and will not be mentioned in final notes.
  • UI Elements: Fixed an issue the prevents switching to a different material on selecting another material from Asset selector window on Sprites. (1178005, 1186273)
  • This is a change to a 2019.3.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • UI Elements: Fixed an issue where TextFields with labels were not clipped correctly with overflowing text. (1183575)
  • UI Elements: Fixed an issue with InspectorElement creating duplicate IMGUIContainer. (1178393, 1184043)
  • This is a change to a 2019.3.0a12 change, not seen in any released version, and will not be mentioned in final notes.
  • Universal Windows Platform: When rendering resolution doesn't match monitor resolution in fullscreen window mode, Unity will now letterbox the image in order to make it not distorted. This is how it already worked on Windows Standalone player. (1180242, 1184618)
  • XR: Fixed an instability in Depth based LSR for HoloLens V1 devices. (1174865, 1186975)
  • This has already been backported to older releases and will not be mentioned in final notes.
  • XR: Fixed XR SDK screen shots being too dark in linear color space. (1189644)
  • XR: Fixed XR SDK stats integration. (1189654)
  • XR: Gives XR SDK display subsystem ability to disable back buffer msaa on gles saving 10~15% gpu usage. (1189630)
  • Improvement:
  • Editor: Special Thanks to beta users
  • Graphics: Frame debugger now works even if graphics jobs are enabled (except for direct graphics jobs) (1182399, 1189811)
  • Scripting: Improved icons for the validity of Define Constraints in the Asmdef Importer Inspector.

New in Unity 2019.2.9 (Oct 15, 2019)

  • Fixes:
  • AI: Fixed an issue with NavMesh carving which prevents paths from passing in-between two obstacles placed at particular positions near tile borders. (1154946, 1185371)
  • Android: Fixed an Android video player crash. (1166265, 1173723)
  • Editor: Fixed an incorrect handling of Unicode characters that use 2 bytes in the application file name when building the Player. (1169358, 1173299)
  • Editor: Fixed an issue with "Find References In Scene" where it does not list references for scripts within packages. (1161019, 1175543)
  • Graphics: Fixed a crash in Async. (1136489, 1186906)
  • Graphics: Fixed a shader compiler crash on some tessellation shaders without proper target pragma. (1162342, 1175188)
  • IL2CPP: Fixed a possible crash in the debugger when stepping through managed code frames where some callers do not have symbol files. (1184047, 1185504)
  • Scripting: Fixed a crash in SortByExecutionOrder when reloading assemblies in the editor. (1179631, 1183681)
  • Scripting: Fixed an issue with custom editors not working when adding non-editor only assembly definition, unless the user reimports all assets. (1172669, 1185373)
  • Scripting: Fixed the functionality of FatalError and AccessViolation ForcedCrashCategory's on POSIX platforms. (1142726, 1172146)
  • Shaders: Added new surface shader pragma "nocolormask" to prevent auto-generating ColorMask. This way users can override the ColorMask with their own. (1174789, 1180497)
  • UI: Fixed and issue wiht UI Sliders on secondary screens which do not respond correctly when using Multiple Displays. (1146233, 1183706)
  • UI Elements: Fixed and exception thrown when using UIE Debugger to toggle visibility of a root visual element of a panel. (1179878, 1185206)
  • Video: Fix and issue where Video Clip fails to upload to Cache Server when upgrading an old project to a newer version of Unity. (1087082, 1172065)
  • Windows: Fixed an issue with second monitor inheriting the resolution of the main display during game play. (1159209, 1184950)
  • XR: Fixed a crash on devices using ARcore while multithreaded rendering is activated. (1158392, 1170668)
  • XR: Fixed a instability issues with Depth based LSR for HoloLens V1 devices. (1174865, 1182448)

New in Unity 2019.2.8 (Oct 9, 2019)

  • Fixes:
  • 2D: Fix duplicate 2D template when creating a new project from Unity Hub (1186154, 1188064)
  • AI: Fixed issue with NavMesh carving that prevents paths from passing in-between two obstacles placed at particular positions near tile borders. (1154946, 1185370)
  • Android: Fixed a video player seek bug when using Vulkan.
  • Android: Fixed OpenGL MSAA support for some RenderTextureFormats. (1126493, 1186332)
  • This has already been backported to older releases.
  • Asset Import: Animation Motion Root value is correctly updated when changing Preset in the ModelImporter inspector. (1151371, 1185604)
  • Asset Import: Fixed an issue where inspecting asmdef and asmref files would log a warning when opening. (1179880, 1186289)
  • This is a change to a 2019.3 change, not seen in any released version.
  • Asset Pipeline: Fixes reimporting folder (1176683, 1182415)
  • Asset Pipeline: Fixing selecting multiple assets on asset browser when using asset pipeline v1 (1180223, 1187325)
  • This is a change to a 2019.3 change, not seen in any released version.
  • Asset Pipeline: IP Address field in Cache Server setting is not applied until pressing enter key or clicking on another text field (1153920, 1188533)
  • DX12: Fix a crash when adding a Mesh Renderer that uses a Mesh incompatible for building Ray Tracing Acceleration Structures. (1182029, 1187959)
  • This is a change to a 2019.3 change, not seen in any released version.
  • Editor: "open by file extension" causes exception in editor because simple "system open file" was removed (1168603, 1175920)
  • This has already been backported to older releases.
  • Editor: Fix behaviour of 'SerializedProperty.managedReferenceValue' when a classes does not contain any instance object (1181373, 1185136)
  • Editor: Fixed issues with using MinAttribute in the Inspector. (1183703, 1185162)
  • Editor: Make sure that 'SerializedProperty.managedReferenceFullTypename' is correct for classes with no fields. (1183452, 1184849)
  • Editor: OnDemandRendering reports render texture exception (1180749, 1184881)
  • Editor: Save the current editor mode using its id instead of index (1184028, 1184640)
  • Editor: Update Premium help URL (1183556, 1183557)
  • Editor: [Mac] Crashes on __pthread_kill when opening a Script when there's no Visual Studio installed (1173314, 1175213)
  • This has already been backported to older releases.
  • Graphics: Fixes an issue where VSync was not set back to its previous value when maximizing the gameview after it was not maximized due to pressing pause. (1175900, 1184573)
  • GraphView: Fixes a crash when quitting the editor (found in GraphView, but originates in the menu system) (1182052, 1184092)
  • IL2CPP: Allow DateTime.Now to work properly on some non-English locales in WebGL. (1160695, 1178899)
  • IMGUI: Fixed the duplicate Save scene dialog issue on changing the Graphics API. (1181646, 1182417)
  • IMGUI: Fixed the issue with Animation Transition Settings State Foldout not getting clicked (1169933, 1186183)
  • Package Manager: Fixed version display in MyAssets in Package Manager. (1181433, 1181436)
  • Physics: Allow user to vary cloth constraint visualisation size. (1153439, 1187341)
  • Prefabs: Fix flickering progress bar when multi-editing Prefab assets in the Inspector. Now a single progress bar shows the importing progress of the modified Prefabs. (1185480, 1187814)
  • SceneManager: Fixes an issue where disabled picking was ignored when ctrl+click was used (1174698, 1184574)
  • SceneView/GameView: Fixes gizmos enabled button being ignored in certain cases (1181428, 1184871)
  • Scripting: Editor: Fix crash in SortByExecutionOrder when reloading assemblies. (1179631, 1183680)
  • Scripting: Fix custom editors not working when adding non-editor only assembly definition, unless the user reimports all assets. (1172669, 1183675)
  • Scripting: Fix file handle/memory leak when loading Asset Bundles through UnityWebRequest. (1152567, 1186308)
  • Scripting: Fixed bug where editor would fail to load correctly when an invalid or missing timezone was set in the windows registry. (1169719, 1186899)
  • Scripting: Fixes issue where recursive type definitions would fail to compile successfully. (1147579, 1183772)
  • This has already been backported to older releases.
  • Shaders: Added new surface shader pragma "nocolormask" to prevent auto-generating ColorMask. This way user can override the ColorMask with their own. (1174789, 1180496)
  • This has already been backported to older releases.
  • UI Elements: Fix wrong mouse position in compatibility mouse events
  • This is a change to a 2019.3 change, not seen in any released version.
  • UI Elements: Fixed an issue where calling GUIUtility.ExitGUI() inside a Button callback left the Button in its active (pressed) state. (1173387, 1184094)
  • UI Elements: Fixed dragging when using multiple displays for Sliders, Scrollbars and InputField. (1146233, 1183704)
  • UI Elements: Fixed missing variable definitions in Light theme and fixed UI Element/IMGUI parity issues (1183247, 1183537)
  • UI Elements: Fixed UIElements text which was affected by play mode tint in the editor. (1184074, 1184141)
  • This is a change to a 2019.3 change, not seen in any released version.
  • UI Elements: Loaded images are now displayed with bilinear filtering on non-integer dpi scaled displays (1172920, 1187987)
  • UI Elements: Pixel per point is not handled correctly in UIElement Image (1169251, 1187988)
  • UI Elements: Scrolling a list with bindings to labels didn't work as expected (1184343, 1187963)
  • Universal Windows Platform: Fixes missing Pen input data with new Input System (1168844, 1182994)
  • This has already been backported to older releases.
  • Universal Windows Platform: Fixes Xbox DPad not working in new Input System (1168836, 1183000)
  • This has already been backported to older releases.
  • Version Control: Fix for Asset Store Package Installation sometimes failing when VCS is enabled (1185387, 1185415, 1186510, 1186515)
  • This has already been backported to older releases.
  • Windows: Fixes duplicate command line parameters passed into Player (1171655, 1186328)
  • Windows: Fixes InputField not functioning after restoring app with Win+D shortcut (1165961, 1186329)
  • API Changes:
  • Editor: Add EditorUtility.ClearDirty, tells Unity that object is not dirty, thus doesn't needs to be saved to disk.
  • Improvements:
  • Editor: The context menu Copy command now works on disabled Text, Float, and Color fields. (1180207, 1183931)
  • macOS: Reduced the amount of encoders used for compute skinning and general compute.
  • Physics: Reduce the number of calls to Transform-Dispatch system (shown as "TransformChangedDispatch" in profiler) per Physics2D.Simulate call. (1185425, 1186763)
  • Version Control: Asset and Project Settings inspector context menus (e.g. Material "Select/Edit Shader") now work on non-checked out assets (1180207, 1183931)
  • Version Control: Inspector object reference fields context menus have "Check Out" entry when they point to an asset that is not checked out (1145194, 1185321)

New in Unity 2019.2.7 (Oct 9, 2019)

  • Improvements:
  • Audio: DSPGraph: Optionally allow execution of unattached subgraphs.
  • Shaders: Improved information about shader compilation in the profiler.
  • Fixes:
  • Editor: Fixed an issue with the splashscreen background not being built correctly. (1177632, 1183041)
  • IL2CPP: Added support for initializing "in" parameters with constant default values. (1174681, 1179555)
  • IL2CPP: Avoid exception related to loading libc on platforms that don't support it. (1022228, 1171968)
  • IL2CPP: Corrected the behavior of SendFile on Windows. (1171712, 1176953)
  • IL2CPP: Corrected the reference count behavior for SafeHandle marshaling with out parameters. (1175211, 1177745)
  • IL2CPP: Prevents the creation of GC logs in non-development players. (1164367, 1178087)
  • iOS: Fixed a deprecated API usage warning for using UIWebView when submitting Builds to the App Store Connect. (1180664, 1182272)
  • Linux: Fixed a stack overflow with Streamed AudioClip that caused glitching and a crash when closing the player. (1167107, 1182314)
  • Linux: Fixed some popup menus from losing focus and disappearing before they are usable. (1142911, 1144233)
  • Mono: Fixed an issue where recursive type definitions would fail to compile successfully. (1147579, 1183773)
  • Physics: RRigidbody2D XY position constraints now produce an unmoving "hard" constraint and removes any performance penalty. (1176908, 1182056)
  • Rider: Fixed an issue with the Show editor prefs value not on external tools page.
  • SceneManager: Fixed a domain reload performance regression caused by Northstar. (1161373, 1175381)
  • SceneManager: Fixed an issue with the right-handed copy/paste shortcuts. (1132112, 1179582)
  • Scripting: Fixed an issue where recursive type definitions would fail to compile successfully. (1147579, 1183773)
  • Scripting: Fixed trigger script compilation when define symbols or allow unsafe code are modified from a external tool. (1171967, 1179586)
  • Scripting: LogStringToConsole is performing too many allocations when printing to console which results in calling GC.collect() (1174548, 1181458)
  • Universal Windows Platform: Fixed a missing Pen input data with new Input System. (1168844, 1182995)
  • Universal Windows Platform: Fixed an issue with the Xbox DPad not working in new Input System. (1168836, 1183001)
  • Version Control: Asset store package installation now tries to open Assets for edit in Version Control when they are being replaced. (1178410, 1179969)
  • Windows: Fixed and issue with TLS handshake Windows/UWP when root certificate is trusted by the system but not yet in it's certificate store. (1076758, 1175309)

New in Unity 2019.2.6 (Sep 30, 2019)

  • Improvements:
  • Scripting: Add ENABLE_INPUT_SYSTEM and ENABLE_LEGACY_INPUT_MANAGER defines so code can be written to work in both input systems
  • Scripting: Make linkLabel style public
  • Fixes:
  • Android: Fixed crash when using il2cpp and the app was previously backed up. (1170543, 1173796)
  • Asset Import: Fixed and issue where curves previews in the ModelImporter's Animation panel are were not correctly updated when Revert is clicked. (1166122, 1173707)
  • Asset Import: Fixed and issue where the TextureImporter's apply button is properly enabled/disabled after changes are made in the Per-Platforms sections. (1167983, 1173706)
  • Asset Import: ImportSettings can be changed and applied from an Inspector while in Playmode. (1169942, 1173708)
  • Asset Management: Fixed and issue for New ScriptableObject variable references that are not reloaded when changing branch in VCS until Editor is restarted (1153117, 1174417)
  • DirectX: Fixed an issue for corrupt DXT NPOT images in DX12. (1154903, 1155973)
  • Editor: Bring back inspector autoscroll, do not reset scroll position when entering playmode. (1169695, 1178253)
  • Editor: Copy default shortcut profiles in mode preference folder. (1173228, 1180309)
  • Editor: Fixed a crash when opening a file with internal editor. (1173314, 1176160)
  • IL2CPP: Fixed an issue with IL2CPP not returning null when calling Activator.CreateInstance() with a nullable type, which is the expected behavior when compared to Mono and .NET. (1172280, 1173451)
  • IL2CPP: Fixed an issue with IL2CPP where casting a negative float to an unsigned integer type would produce different results between x86 and ARM platforms. (1166109, 1173700)
  • IL2CPP: Fixed an unimplemented internal call that caused IL2CPP to fail when calling Marshal.StringToCoTaskMemAnsi(). (1172775, 1173190)
  • IL2CPP: Generate proper code when array of type long or ulong is used as the type of a field in a marshalable type. (1173310, 1173956)
  • iOS: Fixed and issue with USYM_UPLOAD_AUTH_TOKEN thrown in Xcode when a project is built in BatchMode with -runTests and Cloud Diagnostics. (1167025, 1178676)
  • Linux: Fixed and issue with Linux bugreporter where it was collecting Editor.log from the wrong location for 2019.2.0a7+. (1176211, 1181812)
  • Particles: Apply size over lifetime before detecting collisions on the first frame after a particle is spawned. (1172390, 1175482)
  • Particles: Fixed a crash in WorldCollision function when spawning particles. (1168859, 1175299)
  • Particles: Fixed a crash when using Graphics.ExecuteCommandBuffer with a disabled ParticleSystemRenderer component. (1176567, 1178872)
  • Particles: Fixed a dynamic batching corruption. (1173610, 1175552)
  • Particles: Fixed a NULL reference exceptions when using the Line/Trail Renderer Inspectors (1169972, 1175316)
  • Particles: Fixed a regression in the internal mathl ibrary causing some particle rotations to be represented incorrectly. (1163414, 1178391)
  • Particles: Fixed a regression when trying to use Material Property Blocks with the Particle Systems. (1174499, 1175555)
  • Particles: Fixed a Start Delay if system is paused and resumed before the Start Delay has expired. (1178403, 1179672)
  • Particles: Fixed an assert message spam when using orthographic cameras and a Particle System with 0 scale along the Z axis. (1178477, 1180566)
  • Particles: Fixed an issue to correctly apply clamping and wrapping to ParticleSystem.time script API, to ensure it is always valid. (1179965, 1182141)
  • Particles: Fixed an issue to ensure ParticleSystem.SetParticles applies new particle sizes immediately. (1179889, 1179891)
  • Particles: Fixed and issue with continuous repainting of the Particle System Inspector, to improve battery life of portable devices in the Editor. (1087598, 1174724)
  • Particles: Fixed animation bindings for the Orbital Velocity properties. (1173552, 1175488)
  • Particles: Support rendering lines/trails using orthographic cameras with negative near plane values. (1169997, 1182135)
  • Physics: Fixed an incorrectly transformed cloth gravity, so that set cloth accelerations correctly. (1173813, 1176992)
  • Scripting: Makes the incremental gc player setting force an editor restart when changed, as changing it without a restart could result in crashes. (1178756, 1181519)
  • Universal Windows Platform: Fixed an issue with Build & Run when using Visual Studio 2019. (1158603, 1178950)
  • Universal Windows Platform: Fixed an issue with building with Executable Only builds for ARM 32-bit architecture. (1162618, 1178973)
  • Universal Windows Platform: Fixed an with the error message when deploying wrong CPU architecture build via device portal. (1178960, 1179442)
  • Universal Windows Platform: Visual Studio generated when targeting Visual Studio 2019 will now correctly use v142 C++ toolset. (1166131, 1178919)
  • Video: Fixed VideoPlayer.aspectRatio when using Camera Viewport Rect. (1164157, 1177653)
  • Windows: Fixed a issue where Screen.fullscreenMode returning garbage value on Windows Editor. (1178561, 1178907)
  • Windows: Fixed a rare crash ("Screen: DX11 could not switch resolution") when starting player on certain hardware and operating system configurations. (1178706, 1178912)
  • XR: Fixed and issue for PostProcessing effects that are not applied to built applications on Android (Oculus GO/Quest). (1103954, 1182171)

New in Unity 2019.3.0 Beta 4 (Sep 22, 2019)

  • Changes:
  • Android: Allow up to 8 job worker threads when using "-job-worker-count"command line option
  • This is a new issue, not seen in any released version.
  • Editor: Previous script compile errors are now cleared when you start a new script compilation.
  • Graphics: Added Profile Marker "Gfx.WaitForRenderThread"
  • Improvements:
  • Android: Android OpenJDK now installable via Unity Hub as separate optional component, Android support is smaller because of that.
  • Editor: Make linkLabel style public
  • Scripting: Add ENABLE_INPUT_SYSTEM and ENABLE_LEGACY_INPUT_MANAGER defines so code can be written to work in both input systems
  • Fixes:
  • 2D: Fixed crash on "SpriteAtlas::ReconcilePackedSprites" during AssetBundle build while repacking Sprite Atlases. (1141327, 1182219)
  • This has already been backported to older releases.
  • Asset Pipeline: Fixed object changes lost in PostprocessAllAssets. (1177525, 1177556)
  • Asset Pipeline: Fixed sub object lost in PostprocessAllAssets. (1175514, 1175515)
  • Editor: Bring back inspector autoscroll, do not reset scroll position when entering playmode. (1169695, 1178359)
  • This has already been backported to older releases.
  • Editor: Shortcut Manager shortcut profiles are missing after upgrading to newer version (1173228, 1180310)
  • This has already been backported to older releases.
  • GI: Fix for issue where it crashes when calling GetEnabledRealtimeLightmaps from a thread (1173117, 1181942)
  • GI: Fixed an issues with correllation artifacts when sampling the environment. (1174966, 1176196)
  • GI: GPU baking with 1 bounces is faster than 0 bounces (1169748, 1177547)
  • Graphics: Fix a crash happening when using duplicated surface shaders with the exactly same content in ray tracing. (1179624, 1181679)
  • This is a 2019.3 issue, not seen in any released version.
  • Graphics: Fixed SetPixels/GetPixels when using SRGB formats. (1179921, 1179990, 1182585, 1183181)
  • Graphics: Fixed terrain rendering in Camera preview window. (1176813, 1179685)
  • This is a new issue, not seen in any released version.
  • Graphics: Removed wrong error message when using Graphics.DrawMeshInstancedIndirect (1175217, 1175972)
  • IL2CPP: Adding support for initializing "in" parameters with constant default values. (1174681, 1176025)
  • This has already been backported to older releases.
  • IL2CPP: Avoid an error while processing the Unity.Entities assembly due to incorrect handling of a generic virtual method on a generic type. (1176672, 1178603)
  • IL2CPP: Avoid exception related to loading libc on platforms that don't support it.
  • IL2CPP: Correct the behavior of SendFile on Windows. (1171712, 1176952)
  • This has already been backported to older releases.
  • IL2CPP: Correct the reference count behavior for SafeHandle marshaling with out parameters. (1175211, 1177744)
  • This has already been backported to older releases.
  • IL2CPP: Fixed an issue with IL2CPP not returning null when calling Activator.CreateInstance() with a nullable type, which is the expected behavior when compared to Mono and .NET. (1172280, 1176019)
  • This has already been backported to older releases.
  • IL2CPP: Fixed an issue with IL2CPP where casting a negative float to an unsigned integer type would produce different results between x86 and ARM platforms. (1166109, 1176020)
  • This has already been backported to older releases.
  • IL2CPP: Fixed symbol stripping from the executable in incremental builds. (1176071, 1178915)
  • IL2CPP: Fixing an unimplemented internal call that caused IL2CPP to fail when calling Marshal.StringToCoTaskMemAnsi(). (1172775, 1176016)
  • This has already been backported to older releases.
  • IL2CPP: Generate proper code when array of type long or ulong is used as the type of a field in a marshalable type. (1173310, 1176022)
  • This has already been backported to older releases.
  • IL2CPP: Prevent the creation of GC logs in non-development players. (1164367, 1178086)
  • This has already been backported to older releases.
  • iOS: Fix multithreaded rendering by adding an additional validity check for backbuffer texture on ios/tvos. (1171225, 1176422)
  • This has already been backported to older releases.
  • iOS: Fixed Deprecated API Usage warning for using UIWebView when submitting Builds to the App Store Connect. (1180664, 1182271)
  • Linux: [Backport] [Linux] Bugreporter is collecting Editor.log from wrong location for 2019.2.0a7+ (1176211, 1181811)
  • This has already been backported to older releases.
  • macOS: Added camera/mic usage strings to macOS (1159086, 1159356, 1176150, 1183078)
  • macOS: Fixed codesign issues with generated Xcode project and Mac Standalone builds. (1170356, 1178326)
  • This is a new issue, not seen in any released version.
  • Mobile: Added DecimalPad type for TouchScreenKeyboardType for Android and iOS platforms. (1170071, 1175242)
  • Package Manager: Add support for Packages in ref search ("Find references in Scene") (1161019, 1175544)
  • Package Manager: Fix json parsing error for local Asset Store packages. (1174649, 1182077)
  • Package Manager: Fixes the issue where package manager windows freezes after installing a package. (1174701, 1176289)
  • Particles: Apply clamping and wrapping to ParticleSystem.time script API, to ensure it is always valid (1179965, 1179966)
  • This has already been backported to older releases.
  • Particles: Apply size over lifetime before detecting collisions on the first frame after a particle is spawned (1172390, 1175481)
  • This has already been backported to older releases.
  • Particles: Ensure ParticleSystem.SetParticles applies new particle sizes immediately (1179889, 1179890)
  • This has already been backported to older releases.
  • Particles: Fix assert message spam when using orthographic cameras and a Particle System with 0 scale along the Z axis. (1178477, 1180567)
  • This has already been backported to older releases.
  • Particles: Fix crash when using Graphics.ExecuteCommandBuffer with a disabled ParticleSystemRenderer component. (1176567, 1178871)
  • This has already been backported to older releases.
  • Particles: Fix regression in internal mathl ibrary causing some particle rotations to be represented incorrectly (1163414, 1178390)
  • This has already been backported to older releases.
  • Particles: Fix Start Delay if system is paused and resumed before the Start Delay has expired (1178403, 1179671)
  • This has already been backported to older releases.
  • Particles: Fixed animation bindings for the Orbital Velocity properties (1173552, 1175487)
  • This has already been backported to older releases.
  • Particles: Fixed crash in WorldCollision function when spawning particles (1168859, 1175300)
  • This has already been backported to older releases.
  • Particles: Fixed dynamic batching corruption. (1173610, 1175553)
  • This has already been backported to older releases.
  • Particles: Fixed NULL reference exceptions when using the Line/Trail Renderer Inspectors (1169972, 1175315)
  • This has already been backported to older releases.
  • Particles: Fixed NULL reference exceptions when using the Line/Trail Renderer Inspectors (1175208, 1175494)
  • This is a 2019.3 issue, not seen in any released version.
  • Particles: Fixed regression when trying to use Material Proeprty Blocks with Particle Systems (1174499, 1175554)
  • This has already been backported to older releases.
  • Particles: Prevent continuous repainting of the Particle System Inspector, to improve battery life of portable devices in the Editor (1087598, 1183175)
  • This has already been backported to older releases.
  • Particles: Support rendering lines/trails using orthographic cameras with negative near plane values (1169997, 1175483)
  • This has already been backported to older releases.
  • Physics: Fixed a bug in EdgeCollider2D or CompositeCollider2D (in Outline Mode) which resulted in bad collision detection when using very acute angles. (1084610, 1181752)
  • Physics: Fixed a bug that allowed fractionally collinear vertex to be specified for PolygonCollider2D and CompositeCollider2D (in Outline mode) which resulted in bad collision detection. (1162291, 1181517)
  • Profiler: Fixed a crash that happened during the memory snapshot capture process when accessing the scripting backend heap. (1110895, 1181390)
  • Profiler: Removed unnecesary coppies of scripting backend data the snapshotting process created, and reducing memory overhead by 96% (1142394, 1177626)
  • Scripting: Fixes EditorUtility.CollectDependencies() always returning null (1179390, 1181776)
  • Scripting: Makes the incremental gc player setting force an editor restart when changed, as changing it without a restart could result in crashes. (1178756, 1182938)
  • This is a 2019.3 issue, not seen in any released version.
  • Scripting: Negative maxdistancedelta in Vector3.MoveTowards should move away from target, not return target like positive maxdistancedelta. (1173400, 1180023)
  • Scripting Upgrade: Fix failures to resolve UnityAPICompatibilityVersionAttribute type/crashes after running AssemblyUpdater. (1161578, 1175500, 1184564, 1184565)
  • Timeline: Fixed issue where a clip locks to the playhead's position when moving it. (1157280, 1183579)
  • Timeline: Fixed issue where a different track's bound GameObject is highlighted when clicking a track's bound GameObject box. (1141836, 1183578)
  • Timeline: Fixed issue where fields for custom clips were not responding to Add Key commands. (1174416, 1183577)
  • UI: ix the UnityEvent property drawer showing UnityEvents in private properties correctly. (1178687, 1182953)
  • UI Elements: Fix the ScrollView to scrollTo horizontally and to any child of the scrollview. (1178213, 1183495)
  • UI Elements: Fixed UI Elements windows may not render correctly when docked (1174796, 1176302)
  • UI Elements: Fixed UIElements rendering on release Android (1165827, 1183284)
  • This is a new issue, not seen in any released version.
  • UnityLinker: Correctly handle unresolved events on missing types, which can occur with the Vuforia package. (1178453, 1179602)
  • Universal Windows Platform: Added functionality to ensure that Visual Studio generated when targeting Visual Studio 2019 correctly uses v142 C++ toolset. (1166131, 1178918)
  • This has already been backported to older releases.
  • Universal Windows Platform: Documented EditorUserBuildSettings.wsaUWPBuildType property. (1174627, 1178938)
  • Universal Windows Platform: Fixed Build & Run with Visual Studio 2019 (1158603, 1178952)
  • This has already been backported to older releases.
  • Universal Windows Platform: Fixed building Executable Only builds for ARM 32-bit architecture. (1162618, 1178972)
  • This has already been backported to older releases.
  • Universal Windows Platform: Fixed deploying to ARM and ARM64 devices when doing Build & Run via device portal with Executable Only build. (1162626, 1178969)
  • Universal Windows Platform: Fixed so that error message presents when deploying wrong CPU architecture build via device portal. (1178960, 1179441)
  • This has already been backported to older releases.
  • Version Control: Asset Store package installation now tries to open Assets for edit in Version Control where they are being replaced. (1178410, 1179968)
  • This has already been backported to older releases.
  • Web: Aborting downloads now deletes partially downloaded Asset bundles. (1160776, 1179514)
  • Windows: fix a rare crash ("Screen: DX11 could not switch resolution") when starting player on certain hardware and operating system configurations. (1178706, 1178913)
  • This has already been backported to older releases.
  • Windows: Fix TLS handshake Windows/UWP when root certificate is trusted by the system but not yet in it's certificate store. (1076758, 1175310)
  • This has already been backported to older releases.
  • Windows: Fixed IL2CPP scripting backend installer for Windows standalone player not present in Unity hub and download assistant. (1182989, 1183035)
  • Windows: Fixed Screen.fullscreenMode returning garbage value on Windows Editor. (1178561, 1178908)
  • This has already been backported to older releases.
  • Windows: Fixes file operations failing because relative path exceeds MAX_PATH (1115524, 1181772)

New in Unity 2019.2.5 (Sep 13, 2019)

  • Backwards Compatibility Breaking Changes:
  • Android: Improve error messages for cases where android application fails to load libmain.so. Previously it was printing "Unable to find main", now it will print "Failed to load 'libmain.so', the application will terminate.", additionally it will print exception from System.loadLibrary with detailed info, where the application was looking for libmain.so
  • Improvements:
  • Editor: Adding PlatformSpecificOpenFileAtLine API
  • Fixes:
  • 2D: Fixed an issue where TextureImporter's meta file might get changed when reimporting with no settings changed in the importer. (1092018, 1179241)
  • Android: Fixed an issue where mesh positions were being set to 0 when using SRP batcher on OpenGL ES. (1166303, 1175181)
  • Android: Fixed an issue where the right mouse button release was not being recognised. (1168711, 1171438)
  • Android: Fixed an issuee with AtlasPacker not respecting ETC2 fallback build settings on Android. (1170597, 1171487)
  • Asset Import: Fixed an issue where materials generated by the model importer don't have diffuse textures assigned and have a smoothness value of 0.5. (1172621, 1178070)
  • Asset Import: Fixed an issue where read-only "FBX" file would be corrupted after changing one of its materials and undoing. (1120097, 1173379)
  • Asset Import: Fixed issue where materials generated by the model importer don't have diffuse textures assigned and have a smoothness value of 0.5. (1172621, 1178070)
  • Compute: Fixed an issue with compute shaders not being imported when no graphics API in the current build target has compute support. (1087245, 1171643)
  • Facebook: Fixed an issue where the Editor throws errors related to SDK after Facebook support installation. (1142442, 1182081)
  • Graphics: Fixed performance regression when using legacy graphics jobs (1162175, 1167121)
  • Graphics: Stopped Unity from spamming the GLSL shader error message ("Shader cannot be patched for instancing.") when you select a Terrain object in the Editor and the active Graphics API is OpenGLES3. (1176124, 1179433)
  • iOS: Fix multithreaded rendering by adding an additional validity check for backbuffer texture on ios/tvos. (1171225, 1175501)
  • Scripting: Fixed an issue to avoid force synchronization when external package is selected.
  • Scripting: Fixed precedence for prerelease label in SemVersion parser. (1170107, 1177984)
  • Shaders: Fixed an error in OpenGL ES shader translation that can cause 'undeclared variable' shader compile error. (1160309, 1173942)
  • UI: Remove "m_TypeName" from UnityEventBase class as this information can be recovered from the reflection system post-serialisation. (833543, 1172090)
  • Version Control: Fixed a DLL breaking VC API change by splitting the Provider.Checkout method with an optional third argument into two overloads - with two and three arguments respectively. (1172818, 1179258)
  • Version Control: Fixed an issue with various objects (mostly Project, Quality, Physics settings) marking themselves as modified and thus getting checked out in Perfoce, when some code assigns property values that are identical to previous values. (1168290, 1179506)
  • Version Control: Fixed Provider.Checkout API change in 2019.x breaking precompiled DLLs that call it (1172818, 1179258)
  • Video: Fixed a WindowsVideoMedia error 0x8007007b that is thrown when importing an AssetBundle with video in it (1168061, 1171396)

New in Unity 2019.3.0 Beta 3 (Sep 11, 2019)

  • Changes:
  • Version Control: Paths outside of the unity project are considered to never be part of version control, e.g. AssetDatabase.IsOpenForEdit will return true for them
  • Improvements:
  • 2D: Update 2D verified Packages "com.unity.2d.animation": "3.0.4", "com.unity.2d.common": "2.0.2", "com.unity.2d.path": "2.0.2", "com.unity.2d.psdimporter": "2.0.4", "com.unity.2d.spriteshape": "3.0.4",
  • Graphics: Optimised Cluster Rendering networking
  • Fixes:
  • 2D: Fixed the issue where 'Slice' button is outside the window when using Slice by Cell Count/Size in Sprite Editor Window (1171403, 1178026)
  • This is a new issue, not seen in any released version.
  • 2D: Fixed the issue where module selection drop-down text gets clipped in Sprite Editor Window (1174673, 1178025)
  • This is a new issue, not seen in any released version.
  • Android: Fix crash when using il2cpp and app was previously backed up. (1170543, 1179513)
  • Asset Pipeline: Fixed deadlock introduced by ArtifactFileSystem taking persistent manager lock (1176317, 1180046)
  • Editor: Fix renaming in project browser (1176643, 1178838)
  • Editor: Fixed windows editor "open asset" dialog not displaying shortcut (.lnk) files (1176433, 1181803)
  • Graphics: Fixed setting textures with RenderTextureSubElement.Stencil not working on Vulkan
  • iOS: Fixed USYM_UPLOAD_AUTH_TOKEN thrown in Xcode when the Project is built in BatchMode with -runTests and Cloud Diagnostics. (1167025, 1178675)
  • Physics: Rigidbody2D XY position constraints now produce an unmoving "hard" constraint and remove any performance penalty. (1176908, 1180529)
  • Profiler: Fixed "Missing Profiler.EndSample" error when profiling the Editor and switching between the Profiler window and the Scene View (1174922, 1177562)
  • This is a 2019.3 issue, not seen in any released version.
  • Profiler: Fixed thread selection drop down in Hierarchy View of Profiler Window (1176001, 1176294)
  • This is a 2019.3 issue, not seen in any released version.
  • Profiler: Fixed view states resetting on enter playmode for CPU, GPU, Memory and Audio (1175479, 1178029)
  • Scripting: Ensure only script assets are opened with default external editor. (1177543, 1177597)
  • This has already been backported to older releases.
  • Version Control: Fixed UI layout of inspector VCS status bar (1175264, 1181807)
  • This is a new issue, not seen in any released version.
  • Version Control: Fixed various issues with VCS (Perforce/Plastic) integration for packages that are local to the project folder (1146203, 1178023, 1181500, 1181805)
  • Version Control: Fixed Version Control window Refresh icon being not much visible when using light editor skin (1178831, 1181806)
  • This is a new issue, not seen in any released version.

New in Unity 2019.3.0 Beta 2 (Sep 9, 2019)

  • Features:
  • Package Manager: Asset Store packages are now visible in the Package Manager UI through the new My Assets filter.
  • Player: com.unity.adaptiveperformance v1.0.0 is now a verified package.
  • Player: com.unity.adaptiveperformance.samsung.android v1.0.0 is now a verified package.
  • Backwards Compatibility Breaking Changes
  • Editor: Editor now follows shader keywords more strictly, falling back to error shader with invalid keyword sets.
  • Changes:
  • 2D: Version 3.2.3 of the 2D template
  • Android: Improve error messages for cases where android application fails to load libmain.so. Previously it was printing "Unable to find main", now it will print "Failed to load 'libmain.so', the application will terminate.", additionally it will print exception from System.loadLibrary with detailed info, where the application was looking for libmain.so
  • Graphics: Version 4.0.3 of the 3D Extra template
  • Graphics: Version 4.2.2 of the 3D template
  • Improvements:
  • Editor: Allow space characters for Define Constraints in the Asmdef Inspector.
  • This is a new issue, not seen in any released version.
  • API Changes:
  • Scripting: Added 'PlatformSpecificOpenFileAtLine' to allow platform specific ways of executing applications.
  • Fixes:
  • Android: Fix floating point render target on Android 4 (1149616, 1177514)
  • This has already been backported to older releases.
  • Android: Fix inefficient clears when rendering directly to the back buffer (1175186, 1175190)
  • Android: Sensors should work correctly on Android 8.0 and higher in the new input system. (1158508, 1175476)
  • Asset Import: Fixed issue where materials generated by the model importer don't have diffuse textures assigned and have a smoothness value of 0.5. (1172621, 1178068)
  • This has already been backported to older releases.
  • Asset Pipeline: Fix for infinite importing (1173082, 1176400)
  • Editor: Fixed save scene pop up not closing when canceled while restarting the editor. (1166643, 1176315)
  • Editor: Fixed TypeCache not being initialized when accessed from EditorWindow through static constructors. (1174962, 1177553)
  • GI: Improved the speed of baking with the CPU Progressive Lightmapper when LODGroups are used. Biggest speed improvement where only LOD0 is marked as contributing GI and receiving GI via lightmaps. (1098027, 1178810)
  • Graphics: Fixed an issue in HDRP that caused build hangups when using the -nographics mode. (1159284, 1178743)
  • Graphics: Make graphics job mode be a per platform setting (1076750, 1175245)
  • Graphics: mark versioned textures as to be deleted in metal (1174440, 1176971)
  • This is a new issue, not seen in any released version.
  • Graphics: Metal: Fix HLSLcc code generation regression from 2019.3.0a11, fixes Visual Effect Graph from crashing or hanging (1175231, 1177846)
  • Graphics: Stopped Unity from spamming the GLSL shader error message ("Shader cannot be patched for instancing.") when you select a Terrain object in the Editor and the active Graphics API is OpenGLES3. (1176124, 1179431)
  • This has already been backported to older releases.
  • iOS: Fixed Airplay crash/assert on display connection (1173096, 1179356)
  • iOS: Left and right thumb sticks will work correctly on Dualshock and Xbox controllers in the new input system (1163377, 1175475)
  • iOS: Start and select buttons will work correctly on Dualshock and Xbox controllers in the new input system (1163375, 1175474)
  • Particles: Fix crash in WorldCollision code. (1168859, 1175300)
  • Physics: Fix incorrectly transformed cloth gravity, set cloth accelerations correctly (1173813, 1176991)
  • Physics: Fixed an issue when using OverlapCollider query on a CompositeCollider2D or EdgeCollider2D where the individual edge index were not being calculated correctly therefore producing incorrect results. (1174546, 1178133)
  • Prefabs: Fixed that you could not delete Prefab Variant if Root Prefab is already deleted (1175285, 1176281)
  • This is a 2019.3 issue, not seen in any released version.
  • Scripting: Allow UnityLinker to run properly on FAT32 partitions on macOS. (1166108, 1181508)
  • This has already been backported to older releases.
  • Scripting: Crashes on __pthread_kill when opening a Script when there's no Code Editor installed. (1173314, 1175213)
  • This has already been backported to older releases.
  • Scripting: Fix logging ETW events from the editor and players (1084396, 1176995)
  • This has already been backported to older releases.
  • Scripting: Fix memory leak in icall lookup (1156241, 1181509)
  • Scripting: Fix memory leak when creating breakpoints (1170031, 1181507)
  • Scripting: Optimised scripting exception support for Burst Jobs (1161907, 1177496)
  • Scripting: Port numbers returned from GetActiveTcpConnections on Windows are now correct. (1165578, 1180236)
  • This has already been backported to older releases.
  • Shaders: Fixed DX11-style TextureObject declaration with template type have type precision ignored (1174992, 1179359)
  • Shaders: Fixed occasional bad code generated that uses temp int variables without declaring (1152497, 1158280, 1179357, 1179358)
  • Timeline: Copying a clip dirties the scene (1144469, 1179719)
  • This has already been backported to older releases.
  • Timeline: Recording state is incorrect after toggling Preview Mode (1146551, 1179720)
  • Timeline: Sample timeline project is empty when imported from Package manager (1169685, 1179725)
  • This has already been backported to older releases.
  • Timeline: Timeline Blend selection feedback is broken on first clip (1162894, 1179724)
  • Timeline: Timeline in-line curve keys no longer have a contextual menu for keys (1158584, 1179721)
  • This has already been backported to older releases.
  • Timeline: Timeline preview doesn't reset animated properties if animating an Animator not directly on Skinned Mesh Renderer (1162334, 1179722)
  • Timeline: Timeline Track & Clip text labels are truncated in the Inspector (1162895, 1179723)
  • UI Elements: Fix issue with some UIElements fields when unbinding before adding to the hierarchy (1176816, 1177762)
  • Version Control: "Revert Unchanged" menu item was sometimes incorrectly disabled
  • Version Control: Fix warnings and errors printed if AssetDatabase.IsOpenForEdit is passed a path to built-in package assets (1158188, 1172861, 1178037, 1178040)
  • Version Control: Fixed assert failure when doing Revert Unchanged with PlasticSCM (693071, 1178039)
  • Version Control: Fixed Provider.Checkout API change in 2019.x breaking precompiled DLLs that call it (1172818, 1178038)
  • Version Control: Fixed Revert on a not-yet-saved but locally changed file not working with Asset Database V2
  • Video: Fixed VideoPlayer.aspectRatio when using Camera Viewport Rect. (1164157, 1177652)
  • XR: Fix memory issue in HoloLens SurfaceObserver that could cause a crash at shutdown. (1176047, 1176062)
  • This has already been backported to older releases.
  • XR: Fix tango early update hook used by ARCore to link their sdk into our update loop. (1175133, 1178434)
  • This has already been backported to older releases.
  • XR: Prevent Hololens app pause when switching focus to a 2D view within a running application.

New in Unity 2019.2.4 (Sep 6, 2019)

  • Fixes:
  • Android: Fixed the floating point render target on Android 4. (1149616, 1177515)
  • Animation: Fixed a crash that was introduced due to a missing null check. (1168299, 1173429)
  • Asset Import: Fixed UI refresh issue after clicking 'search and remap' in materials tab of ModelImporter. (1151346, 1175883)
  • Build Pipeline: Storing the list of Resources that are meant for the player only. (1174623, 1174624)
  • Graphics: Fixed an issue with the debug rendering happening out of BeginFrame/EndFrame on Dx12. (1162859, 1163518)
  • Timeline: Fixed a precision error on the duration of infinite tracks. (1156723, 1180458)
  • Timeline: Fixed an exception that was thrown when calling TrackAsset.CreateMarker() with a marker that implements INotification if the track does not support notifications. (1150248, 1180467)
  • Timeline: Fixed an issue where copying clips without ExposedReferences causing the scene to dirty. (1144469, 1179709)
  • Timeline: Fixed an issue where playhead was being moved when applying undo while recording. (1154802, 1180463)
  • Timeline: Fixed an issue where the context menu for inline curves keys would not open on MacOS. (1158584, 1179711)
  • Timeline: Fixed an issue where the duration mode was not reverting from "Fixed Length" to "Based On Clips" properly. (1154034, 1180456)
  • Timeline: Fixed an issue where two GatherProperties call were made when switching between two PlayableDirectors. (1159036, 1160428)
  • Timeline: Fixed an issue with minimum clip duration not being frame aligned. (1156602, 1180464)
  • Timeline: Fixed the preview mode being reenabled when warnings change on tracks. (1151381, 1180466)
  • Timeline: Fixed warnings about localEulerAnglesRaw when using RectTransform. (1151100, 1180462)
  • UI Elements: Fixed an issue where Calling BindProperty on a PropertyField doesn't work as intended. (1174517, 1179375)
  • UI Elements: Fixed an issue with the url() function in USS not working with paths containing space.
  • Video: Fixed an issue where a seek to a non-zero frame and then immediately a seek to 0 would Video freezes for a while. (1162426, 1171140)
  • Video: Fixed an issue where seeking forward and backwards in a video causes sound delays on Android. (1167452, 1171130)
  • XR: Fixed a memory issue in HoloLens SurfaceObserver. (1176047, 1176063)
  • XR: Fixed an incorrect early update ordering for Tango platforms (ARCore). (1175133, 1178432)

New in Unity 2019.2.3 (Aug 29, 2019)

  • Fixes:
  • Android: Changed the message to be more clearer for the end user when local storage is full. (1171893, 1174690)
  • Android: Changed the message to be more clearer for the end user when local storage is full. (1171893, 1174690)
  • Android: Resolved issues with fetching the list of Android SDKs in the Player Settings window when Java 9 or higher is installed. (1136069, 1169783)
  • Android: Resolved issues with fetching the list of Android SDKs in the Player Settings window when Java 9 or higher is installed. (1136069, 1169783)
  • Animation: Fixed fetching of AnimationClip in override controller for Asset Bundles when AnimationClip is not yet loaded. (1165817, 1169828)
  • Animation: Fixed Initialized flag not set during object construction leading to potential errors when setting. (1168475, 1169799)
  • Asset Bundles: Fix for Loading dependent AssetBundles fails to deserialize some scripts on Standalone builds (1154172, 1173948)
  • Editor: Fix issue with worldspace canvases not rendering to displays other than main display (1173805, 1178803)
  • Editor: Fixed a crash when running tests in batch mode (1169988, 1171925)
  • Editor: Fixed in issue where selecting a shader and viewing it in the inspector would cause materials to be kept around longer than required. (1162855, 1174896)
  • Editor: Unable to drag assets from the 'Packages' subfolders in the Project window when using One Column Layout (1169200, 1178384)
  • GI: Fixed issue where the Occlusion label in the Preview window gets cut off on Windows. (1171680, 1174984)
  • GI: Fixes loading of auto generated Lighting data in LoadSceneAsyncInPlayMode. (1156685, 1156767)
  • Graphics: Fixed case 1157730 - DX11 Draw Quad will no longer crash on windows 7. (1157730, 1170260)
  • Graphics: Optimized shader build times during player build, especially when another player build was already done before. Saves 10-20 seconds of typical player build time. (1174727, 1178804)
  • iOS: Fixed simulator build on xcode11 beta (metal headers were added) - now we use headers if available instead of forcibly declaring symbols (1163876, 1170516)
  • macOS: Fixed codesign errors for Mono framework (1170134, 1178802)
  • Profiler: Fixed a memory leak that happened when the job debugger held onto the scheduled fences. (1156327, 1173996)
  • Scripting: Allow UnityLinker to run properly on FAT32 partitions on macOS. (1166108, 1168248)
  • Scripting: Ensure only script assets are opened with default external editor. (1177543, 1177598)
  • Scripting: Fix crash when inspecting large collections in debugger. (1130912, 1171512)
  • Scripting: Fix logging ETW events from the editor and players (1084396, 1173495)
  • Scripting: Fixed issue where System.Data.Odbc library was not found correctly on Windows. (1156912, 1173920)
  • Scripting: Opening any file will open in VS Code instead of in the Editor (1174491, 1175202)
  • Scripting: Port numbers returned from GetActiveTcpConnections on Windows are now correct. (1165578, 1174669)
  • XR: Fix for Render Viewport Scale Jitter when render viewport scale changes continuously (1062297, 1174500)
  • XR: Prevent Hololens app pause when switching focus to a 2D view within a running application.

New in Unity 2019.3.0 Beta 1 (Aug 27, 2019)

  • Backwards Compatibility Breaking Changes:
  • Graphics: Default Graphics Jobs to disabled for Mac platform
  • This is a new issue, not seen in any released version.
  • Graphics: Show Graphics Jobs setting as Experimental on Mac/iOS/tvOS/Android platforms
  • This is a new issue, not seen in any released version.
  • Improvements:
  • Editor: Tweaked the PlayerSettings for XboxOne: in DX12 mode : mark graphics jobs as enabled (even though the tickbox is disabled). For DX12/DX11 mode : mark the graphics jobs mode UI control as disabled.
  • This is a new issue, not seen in any released version.
  • Graphics: Inspector operations like selecting, editing, undo on large assets (Texture3D, Texture2DArray etc.) is much smoother now
  • XR: Added a protected context option to the Oculus Android settings that should only be enabled when you know that you require a protected graphics context (typically for DRM video).
  • XR: Added a V2 signing option to the Oculus Android settings that should be used when building for Quest, and disabled when building for Go and GearVR.
  • API Changes
  • Editor: Added InitializeOnEnterPlayModeAttribute to execute reset code for the configurable Enter Play Mode feature.
  • Editor: Added UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation public API that allows user code to trigger script compilation.
  • Editor: Marked the UnityEditorInternal.InternalEditorUtility.RequestScriptReload public API as obsolete.
  • Fixes:
  • 2D: Fixed crash when Tilemap.CompressBounds is called in Tile.RefreshTile. (1172512, 1176110)
  • 2D: The Secondary Texture Module is now usable with importers. (1173521, 1176496)
  • Android: Fixed AtlasPacker not respecting ETC2 fallback build settings on Android. (1170597, 1175182)
  • Android: Fixed mesh positions being set to 0 when using SRP batcher on OpenGL ES. (1166303, 1175180)
  • Android: Fixed signing of development builds so they use the debug key rather than the release signing key if available. (1172174, 1175272)
  • Asset Pipeline: Fixed an issue where Unity was assigning a new GUID to a meta file after "renaming" it to match the Asset filename's case. (1173655, 1175263)
  • Asset Pipeline: Fixed an issue with Unity sometimes not reloading Asset objects, after Asset DB2 introduced support for multiple import results. (1169784, 1175256)
  • DX12: Fix for debug rendering happening out of BeginFrame/EndFrame on Dx12 (1169782, 1176075)
  • DX12: Fix for debug rendering happening out of BeginFrame/EndFrame on Dx12 (1175105, 1176337)
  • DX12: Fix for debug rendering happening out of BeginFrame/EndFrame on Dx12 (1162859, 1177725)
  • Editor: Fixed in issue where selecting a shader and viewing it in the inspector would cause materials to be kept around longer than required. (1162855, 1177564)
  • Editor: Fixed the issue with Asset renaming during the creation (1173182, 1177692)
  • GI: Fixed a case where a missing OpenCL.dll would cause a crash when checking whether Radeon Pro denoiser is supported. (1172324, 1175200)
  • Graphics: fix the viewport for non-promary display when using multi display and proxy buffer to render (1140275, 1176039)
  • Graphics: Fixed pixel data corruption and bad performance when changing Inspector settings of Texture2DArray, Texture3D or other directly serialized Texture related assets (1173402, 1176242)
  • Graphics: Fixed shader compiler crash on some tessellation shaders without proper target pragma. (1162342, 1175189)
  • Graphics: [UniversalRP]Lightmap, Reflection Probes and SH not rendered correctly on Vulkan/OpenGL Core (1172430, 1176447)
  • iOS: Add to Embedded Binaries now works with Unity as a Library. (1173651, 1175439)
  • This is a new issue, not seen in any released version.
  • Kernel: Fixed player crash due to stack overflow in Loading.PreloadManager thread (1162496, 1175206)
  • This has already been backported to older releases.
  • Licensing: Fixed opening a new project from inside a project that could cause a licensing check loop (1176228)
  • Physics: Fixed an issue when reparenting a GameObject with multiple static Collider2D which resulted in them not being correctly attached to the parent Rigidbody2D. (1174519, 1176027)
  • This has already been backported to older releases.
  • Prefabs: Added GameObjects and components with a DontSave flag (specifically DontSaveInEditor) will no longer show up in the Prefab overrides dropdown since they don't get applied or reverted anyway. (1173465, 1175212)
  • This has already been backported to older releases.
  • Prefabs: Fix regression where reverting added component from comparison view throws errors. (1175221, 1176295)
  • Profiler: Fixed metadata loading from the saved profiler data file. (1150495, 1178376)
  • Profiler: Reduced memory usage due to fragmentation when using Profiler Window. (1168484, 1178375)
  • Scripting: Fixed an issue in which saving an invalid Version Define in the Asmdef Inspector would cause it to spam error messages to the console. (1167102, 1175462)
  • Windows: Fixes UnityWebRequest so it'll honor the network Proxy 'bypass list' from Windows configuration (1165762, 1175326)
  • This has already been backported to older releases.

New in Unity 2019.2.2 (Aug 22, 2019)

  • Fixes:
  • Android: Application.Quit will correctly quit the application process, previously it would only destroy Unity runtime, keeping activity alive, that lead to incorrect application resume. (1171368, 1172043)
  • Android: Fixed a Vulkan video playback crash. (1170411, 1174468)
  • Apple TV: Fixed regression, where clicking B on gamepad would show "JoystickButton0" as pressed. (1151006, 1172037)
  • Apple TV: GetKeyDown and GetKeyUp will work correctly with Siri Remote buttons. Due platform limitation, GetKeyDown, GetKeyUp will work with delay when receiving events from keyboard, see documentation for more info. (1143342, 1172039)
  • Apple TV: Pressing menu button on Siri remote will correctly exit to home screen, if tvOS.Remote.allowExitToHome is set to true. (1134856, 1171972)
  • Asset Import: Local fileIDs of FBX meshes are correctly upgraded from Unity 2018 and previous version when multiple meshes share the same name. (1169597, 1173704)
  • Editor: Fix incorrect colorspace for IMGUI in GameView. (1168191, 1173822)
  • Editor: MacEditor: "Unsupported image when converting for NSImage" log is now a DebugAssert, which will prevent the assert from being logged on build machines (1171194, 1172797)
  • Editor: Project Settings Window fails to appear after installing the Ryder Editor package. (1168648, 1173051)
  • Graphics: Fixed crash in the Editor that could be caused by having optimization enabled on meshes with empty sub-objects (1166419, 1174412)
  • Graphics: Fixed rare deadlock in CreateGpuProgram when multithreaded rendering is enabled on mobile devices. (1164492, 1174042)
  • IL2CPP: Fixed a crash when accessing the LocalEndpoint property of a socket using an IPV6 connection. (1167971, 1170304)
  • IL2CPP: Fixed an issue with nested type metadata being re-initialized without checking for previous initialization, which caused a memory leak in certain situations. (1167380, 1171265)
  • Kernel: Fixed player crash due to stack overflow in Loading.PreloadManager thread (1162496, 1174959)
  • Package Manager: Fix OSX - Package Manifest is not editable due to permission errors. (1174911, 1175426)
  • Particles: Fix a case where particle trails could flicker if their owning system used ParticleSystem.SetParticles in script during LateUpdate. (1155826, 1171470)
  • Particles: Fix a crash if using a non-read-write mesh from an Asset Bundle in the Particle System Shape Module. (1167081, 1171473)
  • Particles: Fix case where trails sometiems did not disappear. (1162394, 1171477)
  • Particles: Fix erroneous GetTransformInfoExpectUpToDate message. (1098990, 1171479)
  • Particles: Fixed case where Auto Random Seed was ignored for the Emission Rate property. (1166733, 1171468)
  • Physics: Fixed an issue when reparenting a GameObject with multiple static Collider2D which resulted in them not being correctly attached to the parent Rigidbody2D. (1174519, 1174697)
  • Physics: Fixed crash when changing Collider2D rigidbody while contacts are still active. (1065886, 1174064)
  • Physics: Fixed incorrect use of initial rotation of Rigidbody2D connected via a HingeJoint2D. (1160213, 1174067)
  • Prefabs: Added GameObjects and components with a DontSave flag (specifically DontSaveInEditor) will no longer show up in the Prefab overrides dropdown since they don't get applied or reverted anyway. (1173465, 1175218)
  • Profiler: Fixed crash when profiler runs out of memory budget on Job threads. (1169456, 1172233)
  • ps4: Fix camera HDR textures (1161961, 1173670)
  • Scripting: ClampBlendShapes are now set to false by default when loading a 3D template. (1148638, 1154002)
  • Scripting: Editor: Added missing 2018_4_OR_NEWER C# preprocessor directive when compiling C# scripts (1169225, 1171407)
  • Serialization: Editor: Fixed issue with SerializedProperty.objectReferenceInstanceIDValue emitting asserts to the console (1169801, 1171719)
  • Shaders: Improved generation of GLSL Tessellation shaders in more situations. (1134172, 1166876)
  • Terrain: Brush inspector no longer spams Undo events, preventing Undo from working while it was open. (1170735, 1176667)
  • Windows: Allow P/Invoke calls where the library extension is included in the library file name in the [DllImport] attribute. (1132730, 1148202)

New in Unity 2019.2.1 (Aug 16, 2019)

  • Fixes:
  • 2D: Fixed specific set of sprites can be packed non-optimally. (1002004, 1174641)
  • Analytics: Analytics found that the device screen size is always reported as the application render size on Android/iOS and cpu architecture is wrong for Android arm64 devices that are running 32 bit binaries. (1160171, 1160172)
  • Android: Fix Android root path initialization from enviroment variables. (1160998, 1173607)
  • Android: Fix [Android][OpenGLES] Missing UI and render texture glitches after restarting the game (1145018, 1157350)
  • Animation: Fixed an issue where a clip with no recorded data would cause a crash in GameObjectRecorder.SaveToClip (1166522, 1169821)
  • Animation: Fixed Undo operation of "Add Motion" in the Blend Tree graph UI. (1134780, 1164506)
  • Asset Import: Added the new FileScale property to the ModelImporter class. (1063711, 1169693)
  • Asset Import: Fixed an issue where Unity failed to refresh the animation list after the source .fbx Asset changed. (1139051, 1172117)
  • Asset Import: When importing, Unity now Ignores Constraint sources that are identical to the target. (1088845, 1170661)
  • Build Pipeline: Fix a crash on Standalone Player when assets with Editor only serialized properties. (1144591, 1165740)
  • Deployment Management: Worker threads for Enlighten are not set up when launching a Server Build. (1131677, 1144920)
  • Editor: Added custom icons vof visual effect graph subgraphs. (1170470, 1171500)
  • Editor: Enabled Delete, Duplicate, Find, Frame Selected and Copy/Paste options for Game Objects that have "Not-Editable" flag enabled. (460449, 1161574)
  • Editor: Enabled Delete, Duplicate, Find, Frame Selected and Copy/Paste options for Game Objects that have "Not-Editable" flag enabled. (460449, 1161574)
  • Editor: Fix for an error message when calling AssetDatabase.ImportPackage on a package that contains scripts. (1158305, 1165962)
  • Editor: Fix free move handle being constricted in orthographic mode when Handles.matrix is rotated 90 degrees. (1089308, 1152134)
  • Editor: Fixed a warning when using the object selector in the avatar preview window. (1138528, 1155345)
  • Editor: Fixed an issue in the Editor where text containing special characters was not copied to the clipboard. (1152899, 1171259)
  • Editor: Fixed Null Reference exceptions that occurred when trying to modify normal maps on non-instanced Terrain. (1153471, 1174638)
  • Editor: Fixed Splash Screen Background field labels being truncated in Player Settings. (1164579, 1171455)
  • Editor: Fixed text copy of special characters (1152899, 1171259)
  • Editor: Fixes a crash issue with Occlusion Culling window in some scenarios (1140940, 1168988)
  • Graphics: Fixed issues uploading compressed non-power-of-two textures when using D3D11. (1146074, 1149021)
  • Graphics: Fixed screen space shadow errors when using dynamic resolution. (1141225, 1157021)
  • Graphics: Sped up "CullAllVisibleLights" ~5x on a scene with many baked lights (1087657, 1170210)
  • IMGUI: Fixed a word wrap flickering issue with IMGUI. (1089911, 1170535)
  • macOS: Fixed a rare crash issue with the Editor build when creating or closing new windows (1151695, 1165408)
  • Mobile: Fix android resolution changes in split-screen mode (1145325, 1160380)
  • Mobile: Fix [Android] UI scales incorrectly when using Constant Physical Size mode on android device (1136224, 1161877)
  • Mobile: [android] Fixed an issue where Gradle builds could fail if a settings.gradle file exists in the root of the project (1164013, 1165806)
  • Package Manager: Fixed an issue where a package could contain read-only folders if the installation process was interrupted. This made it difficult to delete parent folders without advanced file manipulations.
  • Package Manager: Fixed an issue where the execute file mode of packaged files was suppressed, which prevented executables in packages from running on macOS and Linux. (1154433, 1172896)
  • Physics: Fix crash that happened during simulation right after destroying a hierarchy of GOs that had nested Rigidbody components attached. (1122684, 1167209)
  • Profiler: Fix for lost custom samplers on some platforms, added runtime tests. (1160669, 1167124)
  • Profiler: Fixed errors thrown when switching between ADB and WiFi profiling. (1050359, 1157909)
  • Profiler: Fixed non matching Profiler.EndSample errors printed in console when closing player with connected profiler (1150065, 1153959)
  • Profiler: Fixed Profiler-Module-close-button and Chart-outline alignment issues (1164515, 1164518)
  • Shaders: Fixed an issue with GLSL where two buffers assigned to two separate shader stages could be assigned the same bind point. (1057118, 1171393)
  • Shuriken: Particles: Fixed ParticleSystem bounds calculations when using stretched particles and a negative velocity scale (1160531, 1163757)
  • Terrain: Fixed issue with terrain brush slider knob disappearing on sliding to extreme left. (1166317, 1167854)
  • Terrain: Terrain brush selection shortcuts are assigned to hotkeys F1-F7 by default. (1155153, 1167462)
  • Terrain: Trees are not generated from Code in the Built Game when Terrain Data is created via Code using the Constructor (1148469, 1158548)
  • UI Elements: Crash was related to some user code modifying the hierarchy while layout was being computed.Fix is to throw an error in such cases (1154561, 1172315)
  • Video: VideoPlayer hangs when seeking backwards or forwards on Android (1156779, 1161629)
  • Windows: Fixed deadlock on startup on systems with a certain group policy configuration. (1150661, 1170796)
  • Windows: Fixed OpenGL graphics API crashing on certain monitor configurations. (1147157, 1170792)
  • Windows: Fixed resolution reverting to native refresh rate after losing focus in exclusive full screen mode. (1164372, 1170787)
  • Windows: Fixed switching to exclusive full screen from full screen other modes not respecting specified refresh rate. (1164373, 1170785)
  • Windows: Fixed window being "Always on top" after switching from exclusive full screen to windowed full screen mode. (1157039, 1170780)
  • XR: Editor crash when using holographic emulator with hololens (1141385, 1163557)
  • XR: Fix for Can no longer save world anchors to the store using holographic simulate in editor. (1156868, 1163554)
  • XR: Fix for Hands selection can no longer be controlled via scripts. (1152960, 1163551)
  • XR: Fix for WMR devices assert when playing in editor (1159961, 1159964)
  • XR: Fix for XR DeviceAPIs are coming back with incorrect values in Simulation (1158726, 1163548)
  • XR: Fix issue with Depth Based LSR on HoloLens V2 that caused significant jitter. (1169760, 1169761)
  • XR: Fix null deref access to vr eye texture manager instance. (1115371, 1171507)
  • XR: Fix XR Manager system still allowing Legacy XR to be enabled via the checkbox even with loader present. (1169055, 1169066)
  • XR: Fixes jiterry Time based animations on quest (1157271, 1172495)
  • https://ono.unity3d.com/unity/unity/pull-request/90337/_/2019.2/platform/switch/sdk831

New in Unity 2019.3.0 Alpha 12 (Aug 14, 2019)

  • Features:
  • 2D: Following 2D Packages are now verified package com.unity.2d.spriteshape": "3.0.2", "com.unity.2d.animation": "3.0.3", "com.unity.2d.psdimporter": "2.0.3", "com.unity.2d.pixel-perfect": "2.0.2", "com.unity.2d.path":"2.0.1", "com.unity.2d.common":"2.0.1"
  • Android: com.unity.mobile.android-logcat v1.0.0 is now a verified package.
  • Asset Import: Added New Material Import Mode to the model importer allowing user customization of material generation when importing models.
  • DX12: DirectX 12 GPU Shader validation can be enabled on the editor or player using the command line argument "force-d3d12-debug-gbv"
  • GI: Baked LightProbes from scenes are now merged when additively loading scenes. Use LightProbes.Tetrahedralize() to update the tetrahedralization lookup structure after additive loads so new SH coefficients can be looked up correctly.
  • Kernel: Added JobsUtility.ResetJobWorkerCount to reset JobWorkerCount to the Unity adjusted value.
  • Backwards Compatibility Breaking Changes:
  • 2D: When snapping to the Grid Component, make use of Editor Snap Settings
  • This is a new issue, not seen in any released version.
  • Apple TV: Removed support for Universal Harmony Remote, currently there's no way to properly support Universal Harmony Remote without breaking Siri Remote.
  • Graphics: Graphics Jobs is now enabled by default in the 3D Template
  • Improvements:
  • 2D: Reduce memory usage of a Tilemap Tile by 16 bytes
  • GI: Considerably reduced main thread overhead of the baking pipeline. Expect 3x-5x improvement.
  • Graphics: Mesh.SetVertexBufferData no longer requires T size to match the vertex layout. You can pass a byte array for example, with proper vertex data.
  • This is a new issue, not seen in any released version.
  • Graphics: Optimized shader build times during player build, especially when another player build was already done before. Saves 10-20 seconds of typical player build time.
  • Graphics: Remove (Experimental) tag from Graphics Jobs setting and make it a per platform setting
  • Graphics: Vastly decreases the time taken when a Ray Tracing shader is executed for the first time or a particular shader code or configuration associated to a Ray Tracing dispatch has changed.
  • Shaders: Added stencil binding support for metal
  • This is a new issue, not seen in any released version.
  • Version Control: Added "-vcsMode" editor command line argument to set VCS mode.
  • Version Control: Fixed Save Project being very slow when there are a lot of changed assets and a slow Perforce connection (1170253)
  • API Changes:
  • Editor: Added UnityEditor.EditorUtility.RequestScriptReload public API that allows Script reloading.
  • Graphics: Added command buffer API to control single-pass instancing multiplier
  • Graphics: Moved RenderingThreadingMode and renderingThreadingMode from UnityEngine.Experimental.Rendering namespace to UnityEngine.Rendering namespace
  • Kernel: Added Unity.Jobs.LowLevel.Unsafe.ResetJobWorkerCount to reset the job worker count back to the Unity defaults
  • Package Manager: Add UnityEditor.PackageManager.UI.Window.Open function to open Package Manager Window on a selected package
  • XR: Added mirror view blit support to the display subsystem c# api
  • Fixes:
  • 2D: Fix dead area for SceneView Gizmos next to Tilemap Focus Window (1168038)
  • 2D: Fixed an issue where the edge and the filling of a Sprite Shape object were drawn in the wrong order when using the Universal Render Pipeline. (1169108)
  • 2D: Fixed assertion message when launching Unity with Sprite Editor Window docked from previous session (1169188)
  • 2D: Fixed Undo function not undoing properly when painting Prefab Tiles onto the Tilemap (1137692)
  • 2D: Legacy Sprite Atlas packer dialog shows incorrect path to Project Settings (1167641)
  • 2D: Resources.Load() crashes on Sprite::GetRenderData() when there is no sprite data (1149030)
  • 2D: Sprite Atlas asset is checked out in Perforce after entering Play Mode and exiting Editor (1164347)
  • 2D: SpriteEditorWindow.OnPostprocessAllAssets is slow due to calling Resources.FindObjectsOfTypeAll many times (1166158)
  • Android: Fix regression where Application.Quit wouldn't kill app in some cases, this prevented some of the services to incorrectly reinitialize on application relaunch.
  • Android: Fixed a Vulkan video playback crash on Android. (1170411)
  • Android: Fixed an Android build issue where Java installed by the Hub may not be used causing a CommandInvokationFailure error. (1136069)
  • Android: Fixed an Android video player crash. (1166265)
  • Android: Fixed behavior of ForcedCrash types FatalError and Access Violation on Android and other POSIX platforms. (1142726)
  • Android: Fixed problem with building with app when there's custom settings.gradle file in the project folder (1164013)
  • This has already been backported to older releases.
  • Android: QualitySettings.resolutionScalingFixedDPIFactor should work in runtime (1156467)
  • Animation: Fixed an issue where Playable Director's "Playable" field was missing the prefab override contextual menu (1167365)
  • Animation: Fixed an issue where the Controller field of an Animator would not react properly to Prefab overriding. (1162239)
  • Animation: Fixed Animation Stream bindings mismatch when sampling in the Animation Window in play mode. (1161080)
  • Animation: Fixed Animator Initialized flag not set during object construction leading to potential errors when setting keepAnimatorControllerStateOnDisable to true. (1168475)
  • Animation: Fixed blendtree asset corruption when changing motion tab field with another blendtree asset. (1028113)
  • Animation: Fixed crash when sampling an animation from a FBX with AnimatedCustomProperties. (1166217)
  • Animation: Fixed crash when using Animation Jobs with invalid human avatar. (1161250)
  • Animation: Fixed custom animator property appearing as missing in animation window. (1165368)
  • Animation: Fixed fetching of AnimationClip in override controller for Asset Bundles when AnimationClip is not yet loaded. (1165817)
  • Animation: Fixed NullReferenceException when deleting an override controller in the project folder when its inspector is still open. (1158222)
  • Apple TV: Fix empty project crash during loading on Apple TV (1162495)
  • Apple TV: Fix GetKeyDown and GetKeyUp for Siri Remote, previously those functions would tick every frame even though the buttons are in pressed state. Due platform limitation key up events for keyboard will be delayed by half a second, see UnityView+Keyboard.mm for more information. (1143342)
  • This has already been backported to older releases.
  • Apple TV: Fix Siri Remote regression, where pressing B would incorrectly show JoystickButton0 as pressed. (1151006)
  • This has already been backported to older releases.
  • Apple TV: Pressing Menu button while tvOS.Remote.allowExitToHome equals true, will properly exit to AppleTV Menu (1134856)
  • This has already been backported to older releases.
  • Asset Import: Curves previews in the ModelImporter's Animation panel are correctly updated when Revert is clicked. (1166122)
  • Asset Import: Deleting scripts outside of the Editor when it is selected does not log an error anymore. (1153082)
  • Asset Import: Fixed crash in mesh optimization when importing meshes or using the Mesh.Optimize() API that would occur if a mesh had empty sub-objects (1166419)
  • Asset Import: Fixed crash when an object already added to the ScriptedImporter context is destroyed before the import is over. (1133565)
  • Asset Import: Fixed crash when importing a fbx with an animation curve that has only 1 frame at a very low negative time. (1160772)
  • Asset Import: Fixed issue where animations from .blend files are not imported properly. (1117999)
  • Asset Import: Fixed out of memory crash when importing FBX assets with thousands of submeshes (1122713)
  • Asset Import: Fixed refresh of animation list after the source .fbx Asset is changed. (1139051)
  • This has already been backported to older releases.
  • Asset Import: ImportSettings can be changed and Applied from an Inspector while in Playmode. (1169942)
  • Asset Import: Local fileIDs of FBX meshes are correctly upgraded from Unity 2018 and previous version when multiple meshes share the same name. (1169597)
  • Asset Import: TextureImporter's apply button is properly enabled/disabled after changes are made in the Per-Platforms sections. (1167983)
  • Build Pipeline: Fixed issue where Terrain loaded from an Asset Bundle wasn't able to access Terrain Shaders
  • Compute: Fixed compute shaders not being imported when no graphics API in the current build target has compute support (1087245)
  • Editor: Added missing 2018_4_OR_NEWER C# preprocessor directive when compiling C# scripts. (1169225)
  • Editor: Adding an illegal character (/?:*|) in the project folder throws an exception in the console (1159270)
  • Editor: Fix editor floating container window min-max size info propagation (1169663)
  • Editor: Fix focus state IMGUI drawing (1170562)
  • Editor: Fix issue when deserializing ScriptableObject with no underlying C# script (1167575)
  • Editor: Fix issue where read-only "FBX" file would be corrupted after changing one of its materials and undoing (1120097)
  • Editor: Fix rename in project browser when switching directories (1169986)
  • Editor: Fix scrollbar on Inspector does not disappear after deselecting a gameObject (1159191)
  • Editor: Fixed "ArgumentException: Object at index 0 is null" thrown when entering play mode with two Inspector windows and an attached script (1147234)
  • This has already been backported to older releases.
  • Editor: Fixed an issue where scene vis data is lost when working with multiple scenes (1163991)
  • Editor: Fixed an issue where the Anchors section can be collapsed/expanded if the user clicks on the arrow. (1167867)
  • Editor: Fixed high CPU and GPU load when a material with certain shaders is displayed in the Inspector (1158089)
  • Editor: Fixed inconsistent text box padding on interactions in Graph View products (Shader Graph, Visual Effects Graph). (1160240)
  • This is a new issue, not seen in any released version.
  • Editor: Fixed incorrect handling of Unicode characters in the application file name when building the Player. (1169358)
  • Editor: Fixed iOS/tvOS GLES Deprecation warning appearing always (1170222)
  • Editor: Fixed issue with SerializedProperty.objectReferenceInstanceIDValue emitting asserts to the console. (1169801)
  • Editor: Fixed marquee selection always selecting asset loaded from a bundle (1158173)
  • Editor: Fixed missing Edit Polygon Collider 2D tool. (1166083)
  • Editor: Fixed nested GUILayoutFadeGroup layout issue resulting in some misaligned properties (1158658)
  • Editor: Fixed occasional crash when importing Compute Shaders for Metal (1171627)
  • Editor: Game view could hardly be resized because splitters had less priority than the view, now the splitters are correctly prioritized (1169963)
  • Editor: Ignore trailing spaces while saving layout names (1168978)
  • Editor: Improve Editor performance when marquee selecting objects in moderate to large sized scenes. (1168454)
  • Editor: MacEditor: Fixed regression from 2019.3a10 where live resizing a window could run out of memory (1170410)
  • Editor: macOS: 'Window/Bring All to Front' now brings secondary windows in front of the main window as expected in the Editor (1141001)
  • Editor: Optimize by 4x the ModeService initialization (1173729)
  • This has already been backported to older releases.
  • Editor: Optimize the style catalog compilation at startup and on domain reload (1173743)
  • Editor: Preference window shows now required NDK version
  • Editor: Project Settings Window fails to appear after installing the Ryder Editor package (1168648)
  • This has already been backported to older releases.
  • Editor: Set the host view name when the actual view changes (1169890)
  • Editor: Unable to drag assets from the 'Packages' subfolders in the Project window when using One Column Layout (1169200)
  • GI: Fixed error "Internal: JobTempAlloc has allocations that are more than 4 frames old" when baking lights (1128734)
  • GI: Fixed issue where we draw the UVs of disabled objects that are no longer in the lightmap. (1117696)
  • GI: Made a new exposure slider swatch that replaces the old UI in the scene view. Only shows up on specific scene view modes.
  • This is a new issue, not seen in any released version.
  • Graphics: Fix Shadow Cascades debug view were broken when no shadow casting directional light is present (1117145)
  • Graphics: Fixed editor stalls in script compilation, exit playmode after having a project open in the editor for a long time (1143772)
  • Graphics: Fixed frustum culling using incorrect near and far culling planes when user had set a custom culling matrix (1156517)
  • Graphics: Fixed GPU instancing sometimes not working correctly on Vulkan when shader didn't use all instancing constants (1106866)
  • Graphics: Fixed lightmaps baked with linear color space being wrong sometimes (1170585)
  • Graphics: Fixed Mesh.SetTriangles with List ignoring baseVertex argument. (1172814)
  • Graphics: Fixed random crash in GraphicsJobs when using SRP API DrawRenderers with RenderStateBlock (1159200)
  • Graphics: Fixed rare deadlock in CreateGpuProgram when multithreaded rendering is enabled on mobile devices (1164492)
  • Graphics: Fixed Windows 7 DirectX 11 DrawQuad crash. (1157730)
  • Graphics: Reset functionality is not working for Visual Effect (1158963)
  • Graphics: Texture streaming now works with LZ4 (and LZ4HC) compressed packages on all platforms (1167322)
  • IL2CPP: Fixed a crash when accessing the LocalEndpoint property of a socket using an IPV6 connection. (1167971)
  • This has already been backported to older releases.
  • iOS: Apps should no longer thrown an NSInvalidArgumentException when accessing WebCamTexture.devices and permission has been denied. (1160639)
  • iOS: Don't add UIApplicationExitsOnSuspend to iOS Xcode project info.plist because it was deprecated by Apple (1160614)
  • This has already been backported to older releases.
  • iOS: Fix typo in UaaL API unloadApplication
  • This is a new issue, not seen in any released version.
  • iOS: Fixed missing symbols when script debugging enabled (1156704)
  • iOS: SystemInfo.systemMemorySize should no longer under-report Physical Memory (1155192)
  • Linux: Enable IL2CPP scripting in linux
  • This is a new issue, not seen in any released version.
  • Linux: Fix Linux editor crashing when resizing the editor window during a player build (1168815)
  • macOS: fix for editor crash on certain project settings. (1167734)
  • macOS: Fixed crash when using Tex2DArray with MSAA on Metal. It will be created where supported, and MSAA disabled if not (1163393)
  • macOS: Fixed for MacEditor crashing on new HDRP template project or opening one (1169814)
  • This is a new issue, not seen in any released version.
  • Package Manager: Fix Package Manager window resizing and install/remove button dissapearing (1170710)
  • Package Manager: Fixed an issue where the execute file mode of packaged files was suppressed, which prevented executables in packages from running on macOS and Linux. (1154433)
  • This has already been backported to older releases.
  • Package Manager: Fixed issues where a package could contain read-only folders if the installation process was interrupted, which would make it difficult to delete parent folders without advanced file manipulations.
  • Package Manager: Fixed missing changelog link for core packages (1171169)
  • Package Manager: Fixed missing reference to post processing that caused 3d with extras template to load with errors. (1158918)
  • Package Manager: Package names longer than 19 characters are truncated (1144661)
  • Package Manager: Replaced "Import in project" by "Import into Project" for package samples in Package Manager UI window (1156690)
  • Package Manager: Start search in Package Manager UI window when pressing CTRL-F (1170019)
  • Particles: Ensure sub-emitter rotation is inherited from the parent system. (1168251)
  • Particles: Fix a case where particle trails could flicker if their owning system used ParticleSystem.SetParticles in script during LateUpdate. (1155826)
  • This has already been backported to older releases.
  • Particles: Fix a crash if using a non-read-write mesh from an Asset Bundle in the Particle System Shape Module. (1167081)
  • This has already been backported to older releases.
  • Particles: Fix case where trails sometiems did not disappear. (1162394)
  • This has already been backported to older releases.
  • Particles: Fix erroneous GetTransformInfoExpectUpToDate message. (1098990)
  • This has already been backported to older releases.
  • Particles: Fixed case where Auto Random Seed was ignored for the Emission Rate property. (1166733)
  • This has already been backported to older releases.
  • Particles: Remove a redundant grab-pass if a Particle System is not playing. (1159683)
  • Physics: Fixed crash when changing Collider2D rigidbody while contacts are still active. (1065886)
  • This has already been backported to older releases.
  • Physics: Fixed incorrect use of initial rotation of Rigidbody2D connected via a HingeJoint2D. (1160213)
  • This has already been backported to older releases.
  • Profiler: Callstacks option selection not set in in-process profiler (1171540)
  • This is a 2019.3 issue, not seen in any released version.
  • Profiler: Fixed a crash that happened when the Profiler ran out of memory budget on Job threads. (1169456)
  • Profiler: Fixed a memory leak that happened when the job debugger held onto the scheduled fences. (1156327)
  • Profiler: Fixed Hierarchy View performance regression due to thread dropdown. (1156675)
  • Scripting: Fixed crash when calling method with 'in', 'out' or 'ref' parameter using GameObject.SendMessage. (1167919)
  • Terrain: Fixed issue. Terrain details per resolution clamped from 0 to 1. (1171558)
  • This is a new issue, not seen in any released version.
  • Terrain: Fixed issue. Terrain details per resolution clamped from 0 to 1. (1171579)
  • Terrain: Fixed Terrain border seams appearing after resizing control map (splatmap) (1161101)
  • Terrain: Fixed Terrain brush raycast precision issues when the editor camera was far from the world origin (1171938)
  • Terrain: Fixed Terrain LOD Trees are placed at wrong positions when painted (1087104)
  • Terrain: Resizing Terrain splatmap now correctly registers Undo (1161102)
  • Terrain: Terrain control map (splatmap) resize is no longer corrupted by using a linear color space (for example in HDRP) (1160831)
  • UI: 0 (1173065)
  • UI Elements: Fix NullReferenceException when reducing size of bound array field (1158337)
  • UI Elements: Fixed assertion fired when drawing an empty border. (1165892)
  • UI Elements: Fixed border widths percent which must apply to the border box of the current element. (1162930)
  • UI Elements: Fixed Editors written in UIElements not getting rebound to the SerializedObject after a soft refresh of the InspectorWindow (like when you add a new component). (1156233)
  • UI Elements: Fixed seams in UIElements borders. (1168489)
  • UI Elements: Fixed UXML Foldout is collapsed by default (1160707)
  • This is a new issue, not seen in any released version.
  • Universal Windows Platform: Fixed benign assert message firing when using TextMeshPro edit boxes (1164482)
  • Version Control: Fixed bad inspector performance regression when Perforce is used (regressed in alpha 8) (1170427)
  • Version Control: Fixed Script Execution Order inspector being all disabled when Perforce is used (regressed in alpha 8) (1169674)
  • Version Control: Improved error messages when trying to checkout an immutable prefab. (1159836)
  • Video: Video alpha channels are flipped vertically when transcoding to H264 on Mac OS (1165238)
  • Video: Video Clip fails to upload to Cache Server when upgrading an old project to a newer version of Unity (1087082)
  • Video: Video preview window is blank upon transcoding. (1170157)
  • Video: VideoPlayer leaks memory when in Play mode (1168659)
  • Video: VideoPlayer leaks memory when set to a Camera target (1164058)
  • Video: WindowsVideoMedia error 0x8007007b is thrown when importing an AssetBundle with video in it. (1168061)
  • WebGL: Fix mouse drag event in WebGL (1109260)
  • WebGL: Fixed issue with AudioSource.time returning incorrect value while AudioSource is paused in WebGL (976669)
  • XR: Can now cast from UnityEngine.XR.InputFeatureUsage to UnityEngine.XR.InputFeatureUsage
  • XR: Fix player crash when using ARcore and multi-threaded rendering (1158392)
  • XR: Fixes jttery animations when using Time.deltaTime on quest (1157271)
  • This has already been backported to older releases.
  • XR: XRSDK: fix for render viewport scale Jitter when render viewport scale changes continuously (1170112)

New in Unity 2019.3.0 Alpha 11 (Aug 2, 2019)

  • Features:
  • Graphics: Added an experimental Ray Tracing API. The experimental API is currently implemented on top of DirectX Raytracing API (part of DirectX 12 Graphics API) and requires at least Windows 10 October 2018 version (1809) and a DXR-enabled GPU. New objects exposed in C# UnityEngine.Experimental.Rendering namespace: RayTracingShader and RayTracingAccelerationStructure. Use SystemInfo.supportsRayTracing for checking if a system supports the Ray Tracing API.
  • Backwards Compatibility Breaking Changes:
  • Android: LZ4 compression will be preselected for newly created projects. The set of available compression options is the same.
  • This is a new issue, not seen in any released version.
  • Graphics: Graphics: Added MeshUpdateFlags to Mesh.SetVertexBufferData, SetIndexBufferData, SetSubMesh. Added Mesh.MarkModified. Added Mesh.GetVertexAttribute and Mesh.vertexAttributeCount.
  • This is a new issue, not seen in any released version.
  • Improvements:
  • Audio: Better error reporting when audio clips fail to play (1118840)
  • Graphics: SetPixelData API was added to Texture2D, Texture2DArray, Texture3D, Cubemap and CubemapArray classes to allow setting raw texture data directly. This works in a similar way to Texture2D. LoadRawTextureData, but instead of having to precalculate data offset and size, the data can be copied directly to a particular miplevel/array element/cubemap face. (1162624)
  • Package Manager: Show Package Manager window instead of the Asset store window in Unity when the user is on a product in the Asset Store on the browser and clicks on Open in Unity The Package manager window will automatically select the right product
  • This is a new issue, not seen in any released version.
  • Terrain: Terrain height painting/setting now is operating always in world space coordinates. (1118605)
  • API Changes:
  • Asset Pipeline: Added experimental API AssetDatabaseExperimental.GetAvailableImporterTypes for listing the importer types which can handle an Asset type.
  • Editor: Added EditorUtility.DisplayDialog overload that takes a DialogOptOutDecissionType and an identifying string. Using this overload give users the the ability to opt-out of seeing those modal system dialogs again.
  • Fixes:
  • 2D: Fixed issue where reimporting Sprite from TextureImporter might check out meta file (1092018, 1104502)
  • Android: Android: Fix bug where right mouse button release was not being recognised. (1168711)
  • Android: Fixed Android manifest generation when Daydream or Cardboard VR is enabled. (1154923)
  • Android: Fixed script patching functionality, patch files will be used only when patch files are newer than the build (1162227)
  • This has already been backported to older releases.
  • Asset Import: Skip importing the constraint sources which are identical to the target object and emit an error message. (1088845)
  • This has already been backported to older releases.
  • Asset Pipeline: Crash on AssetDatabase::ReserializePrefabs when attempting to save a prefab at the same path as an existing folder (via Script) (1161227)
  • Audio: Fixed regression in 2019.3.0a10 where importing Vorbis files with certain (low) quality settings the audio import failed
  • This is a new issue, not seen in any released version.
  • Editor: Added Edit/Rename for scene hierarchy
  • Editor: Ctrl + F will focus search field in SettingsWindow (1169717)
  • Editor: Ensure NSPasteBoard is initialized on start of drag and drop. (780533)
  • Editor: Fix and improve style catalog build and loading sequence (1165930)
  • Editor: Fix and improve style catalog build and loading sequence (1166899)
  • Editor: Fixed an issue where "Use DXGI Flip Model Swapchain for D3D11" in the project settings window is clipped for some DPI settings. (1166698)
  • Editor: Fixed an issue with the frame debugger's draw call selector not functioning correctly. (1168943)
  • Editor: Fixed parsing issue in new YAML backend that could result in a crash (1164292)
  • Editor: Fixed Scene Toolbar's Icons being wrong when using Hand, Orbit and Zoom Tools (1164504)
  • Editor: MacEditor: Fix a regression from a10 build when dragging editor windows between retina/non-retina displays (1170039)
  • This has already been backported to older releases.
  • Editor: Metal: Crash on objc_release when repeatedly closing and opening an Editor window (1151695)
  • Editor: Move the GameView VSync toggle to the game view resolution popup
  • Editor: Re-enable CEF message loop pumping while in playmode (1147718)
  • Editor: Uneeded allocation in StylePainter DrawStyle and GUIStyle.name (1169709)
  • Graphics: Enable DXR raytracing feature for DX12 to be used by HDRP
  • Graphics: Fix error in OpenGL ES shader translation that can cause 'undeclared variable' shader compile error.
  • Graphics: Fixed DirectX crash on Windows 7 (1167678)
  • Graphics: Fixed several issues with On Demand Rendering and enabled the API for Xbox One.
  • This is a new issue, not seen in any released version.
  • Graphics: The amount of GPU memory available on integrated GPUs is not reported correctly. (1127485)
  • IL2CPP: Add support for NamedPipeClientStream on Windows platforms. (1159863)
  • This has already been backported to older releases.
  • IL2CPP: Fix crash when many threadpool threads or sockets are in use. (1129409)
  • This has already been backported to older releases.
  • iOS: Directory plugins which are not supported iOS plugins (.framework or .bundle) will be properly copied to the Xcode project (1129771)
  • iOS: Fix incorrect splash screen resolution strings in Player Settings (1156283)
  • iOS: Launch Screen XIBs will no longer be added when Launch Screen is set to None (1151334)
  • iOS: Screen.safeArea value will no longer be different on Awake and on Start on devices that have a notch (1144368)
  • Package Manager: Fixed a crash that could happen during shutdown if there were pending Package Manager operations.
  • This is a new issue, not seen in any released version.
  • Profiler: Fixed duplication of some graphics backend profile markers so they work correctly with the Recorder API (Gfx.CreateTexture, Gfx.MapTexture, Gfx.UnmapTexture, Gfx.CopyTextureData, Gfx.IntegrateTexture)
  • Scripting Upgrade: Fix crash when inspecting large collections in debugger. (1130912)
  • Scripting Upgrade: Fix DllNotFoundException and EntryPointNotFound exceptions when using SslStream on some platforms. (1022228)
  • Scripting Upgrade: Fix FileSystemWatcher not working on Windows when targeting .NET Standard 2.0 API Compatibility Level. (1066732)
  • Scripting Upgrade: Fixed issue where System.Data.Odbc library was not found correctly on Windows. (1156912)
  • Shaders: Fixed an issue with GLSL where two buffers assigned to two seperate shader stages could be assigned the same bind point (1057118)
  • Terrain: Fixed an issue where the terrain tool APIs (Hidden/Terrain/TerrainLayerUtils) were not available in Standalone Builds (1148337)
  • UI Elements: Calling SetValueWithoutNotify() on Sliders now properly update visuals (1167872)
  • UI Elements: Fix opacity and display USS property support in UIElements. opacity now propagates correctly down the visual tree. (1160430)
  • UI Elements: Fix potential crash related to visual tree modification while layout is being computed (1154561)
  • UI Elements: Introduce DPI/scaling support in UIElements
  • This is a new issue, not seen in any released version.
  • UnityLinker: Fix a crash that could occur when a method has an unmanaged constraint. (1158632)
  • This has already been backported to older releases.
  • Video: Improved UI for global transcode options to avoid confusion when options are unapplied (1095883)
  • Video: iOS Player crashes when project build includes Video Player (1157930)
  • Video: Seeking forward and backwards in a video causes sound delays on Android (1167452)
  • Video: When one makes a seek to a non-zero frame and then immediately a seek to 0, Video freezes for a while. (1162426)
  • WebGL: Added high DPI rendering support for WebGL
  • This is a new issue, not seen in any released version.
  • Windows: Fixed deadlock on startup on systems with a certain group policy configuration (1150661)
  • This has already been backported to older releases.
  • Windows: Fixed OpenGL graphics API crashing on certain monitor configurations (1147157)
  • This has already been backported to older releases.
  • Windows: Fixed resolution reverting to native refresh rate after losing focus in exclusive full screen mode (1164372)
  • This has already been backported to older releases.
  • Windows: Fixed switching to exclusive full screen from full screen other modes not respecting specified refresh rate (1164373)
  • This has already been backported to older releases.
  • Windows: Fixed window being "Always on top" after switching from exclusive full screen to windowed full screen mode (1157039)
  • This has already been backported to older releases.
  • XR: Fix editor to correctly disable XR Settings if we see an XR Plugin. (1169055)
  • XR: Fix issue with Depth Based LSR on HoloLens V2 that caused significant jitter (1169760)
  • This has already been backported to older releases.

New in Unity 2019.3.0 Alpha 10 (Jul 31, 2019)

  • Features:
  • Editor: Scene Picking - Following the Scene Visibility tools that arrived in 2019.1, a second column has been added for enabling/disabling Picking of objects in the Scene View. An object that is "Not Pickable" will still be visible in the scene, but clicking or drag-selecting in the scene will ignore it. Like Scene Visibility, a status icon is displayed in the Heirarchy column, and customizable shortcuts are provided. Also the same, toggling Pickable/Not Pickable will not mark the scene as dirty, or affect the game data in any way.
  • GI: Added support for baking box and pyramid shapes for HDRP sportlights.
  • GI: AMD Radeon Pro Image Filters AI denoiser for the CPU and GPU progressive lightmapper. Currently Windows and AMD hardware only.
  • Package Manager: Added a Diagnose button to the Unity Package Manager critical failure dialog. Clicking Diagnose will launch the Package Manager Diagnostics tool and close Unity.
  • Particles: Bring managed job support for Particle Systems out of experimental status, and improve the API to support job dependencies, and Burst.
  • Note that this release removes the ParticleSystem.SetJob and ParticleSystem.ClearJob API, and replaces them with MonoBehaviour.OnParticleUpdateJobScheduled, which is the new place to schedule managed Particle System jobs.
  • Physics: PhysX 4.1 upgrade. This brings us lots of accuracy improvements, some better performance in a variety of cases.
  • Profiler: Added Deep Profiler support to Mono and IL2CPP players.
  • Profiler: Added support for managed allocation callstacks in players.
  • Universal Windows Platform: Enable Device Portal support for ExecutableOnly builds
  • Additionally, we expose a few of the new features:
  • a new, faster, midphase that doesn't need R-Trees to be built (see MeshCookingOptions.UseFastMidphase, available on Desktop targets)
  • a new broadphase algorithm that's faster than sweep-and-prune in most cases (see Automatic Box Pruning in the physics settings)
  • a new solver that's good for reducing joints issues (see Temporal Gauss-Siedel solver type in the physics settings)
  • a new Physics.BakeMesh() function to pre-cook meshes for MeshCollider (including off the main thread)
  • Backwards Compatibility Breaking Changes:
  • Editor: Grid Snapping moves the previous "Snap" settings to a Scene Toolbar drop-down control, and adds a (default ON) option for snapping directly to the Grid. Grid visuals can also be controlled from a Scene Toolbar drop-down. Keyboard shortcuts have been added to the Shortcut manager, and a new Grid API is now available for custom editor tools to make use of, ie geometry and spline editing tools.
  • This is a new issue, not seen in any released version.
  • Editor: The PresetManager now supports a list of default Presets for each Preset type instead of a single Preset. The DefaultPreset contains a filter that is tested against the new default Object to decide whether this Preset should be applied to it or not. Every matching Preset will be applied in order to the newly default Object (whether it is created using ObjectFactory API or an importer created for a new file added to the project).
  • Scripting: Added icon for Assembly definition reference (asmref) asset files.
  • Improvements:
  • Animation: Exposed keyframe reduction options on GameObjectRecorder.SaveToClip().
  • Asset Import: Optimized asset importing file contents hashing
  • This is a new issue, not seen in any released version.
  • Audio: Faster import of audio files
  • Editor: ProBuilder updated to 4.1.0.
  • Kernel: Improve main thread utilisation for IJobParallelFor jobs
  • Package Manager: Add pagination in the "My Assets" filter in the Package Manager UI
  • Package Manager: Added support for the SCP format (e.g. [email protected]:user/repo.git) when using Git-based packages.
  • Package Manager: Show package entitlement issues in package manager UI.
  • This is a new issue, not seen in any released version.
  • Package Manager: Warn the user when he tries to enter playmode while assetstore package download operations are in progress Warn the user when he's in playmode and he tries to start an assetstore package download operation
  • Profiler: Reworked Profiler toolbar as part of Editor Theming Update, rearranging buttons to better align with user workflows
  • "Profile Editor" button was removed, the workflow is still supported by selecting "Editor" as target.
  • "Record", "SaveAs", "Load", and "Current" are now Icon buttons to save space
  • "Allocation Callstacks" has been renamed to "Call Stacks" for brevetiy.
  • added "Open Manual" and an Overflow Menu button that contains colorblind mode and a link to Profiler Preferences.
  • Scripting: Added support for the "||" (OR) operator for the define constraints in the .asmdef importer
  • API Changes:
  • Animation: Added Animator.AddJobDependency(JobHandle) to allow user to run jobs prior to animator jobs.
  • Editor: Preset - New default API working with a list instead of a single Preset and supporting default filtering.
  • Graphics: Added a binding on the useColorTemperature property of the light.
  • Graphics: Removed the RenderPipelineManager callbacks signatures that was not taking a ScrioptableRenderContext in parameter
  • iOS: Open GLES2 and GLES3 have been deprecated on iOS and tvOS
  • Physics: Added the ability to create a standard Unity Mesh from any Collider2D using "Collider2D.CreateMesh()"
  • Physics: Added the ability to generate a hash value for any Collider2D geometry using "Collider2D.GetShapeHash()"
  • Timeline: Added UnityEngine.Timeline.ILayerable interface. Implement this interface to have custom tracks support multiple layers.
  • XR: Added more cross platform/common stats to the display subsystem c# api
  • Fixes:
  • 2D: Sprite Editor Window shows correctly after re-installing package (1125290)
  • 2D: SpriteRect visual when creating shows correctly while zooming (1134295)
  • Android: Fix CPU core config detection for Galaxy S10 device
  • Android: Fix GPU instancing on PowerVR devices (1156362)
  • Animation: Fix the color temperature animation binding (1056497)
  • Asset Import: Changes to ModelImporter.animationClips does not change the local file IDs anymore and references to animations are still valid after re-import. (1157349)
  • This has already been backported to older releases.
  • Asset Import: Fix TrueType font importer performance regression fix due to frequent invocation of progress callback
  • This is a new issue, not seen in any released version.
  • Asset Import: Fixed display of blendshapes count when count is 1 in model preview. (1162436)
  • Audio: DSPGraph: Fix intermittent crash on domain unload. (1163469)
  • Audio: Fix crash in DSPGraph when clearing sample provider
  • Audio: Fix crash in some circumstances when changing audio output at runtime (e.g. unplugging headphones).
  • Build Pipeline: Fix for crash at runtime when loading SpriteAtlas Textures built with the Scriptable Build Pipeline (1146568)
  • This has already been backported to older releases.
  • DX12: Changing color spaces in the editor while using DX12 will no longer result in an exception being thrown. (1123013)
  • DX12: Fix for Selecting a lightprobe group game object in Dx12 Mode crashes editor (1158553)
  • This has already been backported to older releases.
  • Editor: Add new EditorWindow.HasOpenInstances() API endpoint that can be used to check if an editor window of type T is open
  • Editor: Changeset window description field is displayed in a single line (1154901)
  • Editor: Fix for an error message when calling AssetDatabase.ImportPackage on a package that contains scripts. (1158305)
  • Editor: Fix normal map asset icons looking washed out when imported in a Linear color space project (1158519)
  • Editor: Fix search field text clipping (1158540)
  • Editor: Fix text overflow of selection box in two columns layout (1156661)
  • Editor: Fix various Northstar cosmetic issues (1158609)
  • Editor: Fix various Northstar cosmetic issues (1159257)
  • Editor: Fix various Northstar cosmetic issues (1163086)
  • Editor: Fixed an issue where selecting "Revert Factory Settings" in Layout menu does not delete the custom layouts (1162824)
  • Editor: Fixed an issue with selection being lost when deleting a game object and performing Undo (1160914)
  • Editor: Fixed drag and drop to inspector bottom area (1152510)
  • Editor: Fixed incorrect asset icon being shown for assemblies.
  • Editor: Fixed Int Slider issue (1162540)
  • Editor: Fixed lag occurring when viewports are fully concealed behind panels (1140477)
  • Editor: Fixed leaking GUITexture blit materials when entering playmode (1150933)
  • This has already been backported to older releases.
  • Editor: Fixed ReimportAll opening the wrong project with multiple projects opened. (1160297)
  • Editor: Fixed Splash Screen Background field labels being truncated in Player Settings. (1164579)
  • Editor: Fixed Splash Screen Preview not refreshing in GameView (1166664)
  • Editor: MacEditor: Fixed a regression with floating window not bringing editor focus back when selected (1136618)
  • Editor: MacEditor: Fixed Camera.Render being called twice per frame (1165224)
  • Editor: MacEditor: Fixed poor performance when moving around undocked windows (1154920)
  • Editor: MacEditor: Improved MouseDrag event handling (1066718)
  • Editor: MacEditor: Several UI performance regression fixes for Metal/OpenGL after Mac SDK was upgraded in 2019.3.0a2
  • This is a new issue, not seen in any released version.
  • Editor: Reduced time it takes for inspector to react when clicking on large binary assets.
  • Editor: Replacing a Preset asset using the PresetSelector does not lose references in the PresetManager anymore. (1162505)
  • Editor: Replacing a Preset asset while it is selected does not show inspector errors anymore. (1162563)
  • Editor: Uneeded allocation in StylePainter DrawStyle (1168699)
  • Editor: Unity will now prompt to save changes on Windows shutdown. (941542)
  • GI: Baking lightmaps fails in some setups when baking with additively loaded scenes. (1138556)
  • GI: Fixed optixQueryFunctionTable crash when opening project or lighting tab, or building GI (1159110)
  • This has already been backported to older releases.
  • GI: Fixes an issue where the "Generate Lighting" button can get stuck when switching between scenes using different baking backends. (1089737)
  • GI: Fixes UI issue that prevents user from selecting any probes in editing mode. (1167457)
  • This has already been backported to older releases.
  • Graphics: Add Ray Tracing Shader object, API, importer, and documentation
  • This is a new issue, not seen in any released version.
  • Graphics: Added an API to get the RenderPipelineAsset for a specific Quality Level
  • Graphics: added API for raytracing acceleration structure
  • This is a new issue, not seen in any released version.
  • Graphics: Fix framebuffer load actions when rendering from Monobehaviour.Update (1161592)
  • Graphics: Fix issue with incorrect distance bands for CullingGroups. (962226)
  • Graphics: Fix Reflection Probes baking when R11G11B10 HDR mode is used in Graphics Settings. (1115040)
  • Graphics: Fix use shader code generation when using SV_PrimitveID with OpenGL (1154828)
  • Graphics: Fixed a memory leak when using Frame Debugger. (1168390)
  • Graphics: Fixed crash in dynamic batching when mesh still has indices but misses vertex data (1158179)
  • Graphics: Fixed D3D11 debug validation layer warnings because we did not unbind all VB correctly. (1084140)
  • Graphics: Frame Debugger shows incorrect ShaderProperties input arrays. (1166596)
  • This is a new issue, not seen in any released version.
  • Graphics: Metal: allowed re-set current RT overriding currently stored store actions (needed for backbuffer or, well, for everything that uses camera) (1161573)
  • Graphics: Removed Color from vdecl used for warming up shaders. Some time ago we stopped adding color always to main stream and add extra stream on demand, hence this vdecl is almost never used with real content effectively disabling any warming up we can do.
  • Graphics: Sped up "CullAllVisibleLights" ~5x for scenes with many baked lights (1087657)
  • Graphics: [SRP Batcher] [HDRP] Meshes using shadergraph materials flicker when SRP batcher is enabled (Fontainebleau demo) (1164250)
  • This has already been backported to older releases.
  • Graphics: [SRP] unity_LightIndices[1] are identical to every object and are set per frame (1155879)
  • This has already been backported to older releases.
  • IL2CPP: Fix occasional crash on Posix platforms when exiting Unity player when the generated C++ code is built in debug configuration. (1151572)
  • IL2CPP: Implement the Environment:GetBundledMachineConfig method to always return a null string. (1154761)
  • This has already been backported to older releases.
  • IL2CPP: Improve the managed thread pool performance on Posix platforms. (1161926)
  • This has already been backported to older releases.
  • iOS: Fix UnityWebRequest failing to upload large amounts of data. (1163795)
  • This has already been backported to older releases.
  • iOS: Fixed display disconnection over AirPlay resulting in crash when checking for Display.active (1163861)
  • iOS: Fixed simulator build on xcode11 beta (1163876)
  • iOS: iOS Fix UnityWebRequest stalling when there are many concurrent requests with large uploads. (1165973)
  • Kernel: Optimisation of the JobQueue inner loop which had a performance regression since 2019.1
  • Package Manager: Fixed an issue on Mac and Linux that caused Git-based dependencies relying on Git LFS to fail with an error even if Git LFs was installed.
  • Package Manager: Fixed an issue where concurrent Package Manager API operations could result in undefined behavior.
  • Package Manager: Fixed an issue where the searchAll operation could hang on a slow internet connection.
  • Package Manager: Fixed the Search API when using a scoped registry that does not support the "-/all" npm legacy API, like Artifactory.
  • Package Manager: Fixes removing a dependent package via Package Manager gives an error that the package doesn't exist (1160809)
  • Particles: Fix assert in Debug builds due to bad handling of SIMD aligned particle data (1150149)
  • Physics: Fixed an issue where no 2D physics shapes in the world due to all 2D colliders having bad Transform rotation/scale caused AutoSyncTransform to never be automatically executed stopping colliders being recreated when Transform is changed. (1164935)
  • This has already been backported to older releases.
  • Physics: PolygonCollider2D.SetPath(List) API call incorrectly sets the path size to the next largest power of two. (1162315)
  • This has already been backported to older releases.
  • Terrain: Added controls for renderingLayerMask (used by HDRP to control lights) to Terrain. (1160785)
  • Timeline: Fixed signals and notifications not firing on Animation Override Tracks (1163409)
  • UI Elements: Changes to border width now triggers a repaint and are shown immediately (1167305)
  • UI Elements: Fixed fuzzy text when doing a frame selection in GraphView (1155283)
  • UI Elements: Prevent out-of-bound UVs and overlapping geometry for 9-slices (1156509)
  • UI Elements: Read-only text field is now really read-only (1158450)
  • UI Elements: TextCore integration for UIElements Runtime
  • This is a new issue, not seen in any released version.
  • Version Control: Fix errors when doing Revert on Packages/manifest.json asset from Version Control window (1161627)
  • Version Control: Fixed some of Help menu entries not working in Windows Editor when Perforce VCS is on (1158202)
  • This has already been backported to older releases.
  • Video: Added extra feedback when video transcoding fails on Windows (1103415)
  • Video: Hardware decode is not working (1024737)
  • Video: [PS4] Unity VideoPlayer - AudioSampleProvider buffer overflow (1164480)
  • This has already been backported to older releases.
  • Web: UnityWebRequest: requests that are in progress at the moment of clearing cookies will not save cookies (to prevent restore to original state). (1158841)
  • This has already been backported to older releases.
  • Windows: Fix for exception triggering when closing player/editor (1161538)
  • Windows: Fixed builds that use IL2CPP scripting backend not starting on Windows 7. (1166764)
  • This has already been backported to older releases.
  • XR: UnityEngine.XR.InputDevices that are default constructed can no longer be valid or reference existing devices.

New in Unity 2019.2.0 (Jul 31, 2019)

  • Features:
  • 2D: Added a Secondary Textures module to the Sprite Editor.
  • 2D: The Sprite Editor window is now available as a package.
  • Android: Added AAB file size validation to Android app bundles. You can disable this in the Android Player Settings (Warn About App Bundle Size) and adjust the maximum size (App Bundle Size Threshold).
  • Android: Added Optimized Frame Pacing.
  • Animation: Added a selection filter for the Animation window to only show properties and curves of selected GameObjects.
  • Editor: Added VSCode and Rider code editor integration as Packages.
  • Editor: Updated behavior so that when you double-click on C# compile messages in the console window in Visual Studio, the corresponding C# file opens at the correct line and column.
  • Editor: Updated behavior so that when you double-click on C# compile messages in the console window, in Visual Studio in Windows, the corresponding C# file opens at the correct line and column.
  • GI: Added Static Scene Dressing, which lets the user choose whether GameObjects that contribute to Global Ilumination should receive GI from Light Probes or Lightmaps.
  • GI: Added support for multiple importance sampling the environment to the GPU lightmapper.
  • GI: Added support for the cross-platform Intel lightmap denoiser, Intel Open Image Denoise.
  • Graphics: Added SpeedTree support to the Scriptable Render Pipeline.
  • Graphics: Added support for all GPU formats for RenderTexture with Vulkan.
  • Graphics: Added support for partial mipmap chains in Texture classes.
  • iOS: Added client/worker multi-threaded rendering support for OpenGL ES 2 and 3.
  • Package Manager: Added the ability to show or hide Packages in the Project window and the Object Picker.
  • Physics: Upgraded the cloth library to use NVIDIA's NvCloth Library instead of the deprecated PxCloth.
  • Scripting: Added support for Assembly Definition Reference (.asmref) files.
  • UI Elements: Added UIElements Samples window. This window provides quick UIElements code snippets in the Editor.
  • VFX: Added core pieces to support MotionVectors in VFX Editor (preview Package).
  • Backwards Compatibility Breaking Changes
  • 2D: Updated the 2D Project Template manifest.json to include 'com.unity.2d.sprite' and 'com.unity.2d.tilemap' as core packages.
  • Android: Android Gradle plugin version updated up to 3.4.
  • Android: Deprecated x86 support.
  • Android: Increased the minimum Vulkan API version for Adreno drivers to 1.0.38.
  • Animation: Changed the evaluation order to evaluate constraints before the LateUpdate script. (1123107)
  • Asset Import: Added a warning when multiple sub-Assets are imported with the same name or type. This often happens when importing Models with multiple Meshes or Materials that have the same name in the .fbx file. Their resulting file ID (and thus references to them) may break or change if Unity re-imports them and finds a new sub-Asset with the same name before finding the existing one.
  • Asset Import: Starting with the Unity 2019.3 release, you need an external plugin to import Cinema4D files directly in Unity. The External Tools forum provides updates: https://on.unity.com/c4d.
  • Editor: Changed default shortcut for Stage/Go Back from O to H to avoid shortcut conflicts in Project templates.
  • Editor: Removed most of the legacy Module Manager. Only extension modules located inside the Unity install are loaded now. Also completely removed the Modules... menu item and window.
  • Editor: UGui Objects use ObjectFactory and default Presets when created from the GameObject menu in the Editor.
  • Facebook: Added deprecation warning for Facebook Gameroom platform.
  • Graphics: Added Rendering Layer Mask to Lights as a filtering option during shadow passes in Scriptable Render Pipelines. This is similar to Renderers Rendering Layer Masks.
  • Graphics: Added support for graphics API switching when restarting Unity.
  • Graphics: Asynchronous Shader compilation: Blit now never uses cyan dummy Shader.
  • Graphics: Asynchronous Shader compilation: DrawProcedural now skips rendering during compilation instead of trying to use the dummy Shader.
  • Graphics: Moved the Async Shader Compilation option from Preferences to Project Settings.
  • Prefabs: Prefabs created by dragging into the hierarchy are now parents to the correct parent, instead of being a root object. The correct parent will thus be set in Awake calls.
  • Scripting: Made the recommended Visual Studio installer upgrade version 2019
  • Scripting: Made the GarbageCollector.GCMode property only throw an exception on unsupported platforms when trying to change it's value, not when reading it.
  • Timeline: Clip properties can no longer be animated by recording. Clip properties are animated with the Curves view.
  • Timeline: Updated Timeline package version to 1.1.0.
  • XR: Moved Vuforia support to a package.
  • XR: Oculus (Standalone) and OpenVR (Standalone) package names have been changed to use (Desktop) instead of (Standalone).
  • Changes:
  • Android: Gradle version updated up to 5.1.1.
  • Android: Updated Bundletool to version 0.7.2.
  • VFX: Changed the awakening process of the VisualEffect component, so you can now use the Inspector even if the component is disabled. (1117103)
  • Improvements:
  • 2D: Added a toggle switch to the Grid Brush for a mode to change Z Positions of Tiles.
  • 2D: Added multitexture support to SpriteShapeRenderer.
  • 2D: Added multitexture support to TilemapRenderer.
  • 2D: Added the CreateTileFromPaletteAttribute to allow users to specify how and what Tiles are created when dragging Assets onto the Tile Palette window.
  • 2D: Exposed GridPaintingState APIs to allow users to programatically change Tile Palette Painting states
  • 2D: Users can now convert Prefabs to Tile Palettes by dragging a valid Prefab onto the Tile Palette window.
  • Android: Enabled Vulkan support for Optimized frame pacing on Android.
  • Android: Implemented Screen.Brightness property for Android (read-only).
  • Android: Improved performance of string marshaling between C# and Java (up to 50% faster).
  • Android: Moved AndroidJava* and AndroidJNI APIs to built-in package AndroidJNI.
  • Android: Reduced armv7 code size by 20% by enabling thumb.
  • Android: Small reduction in job overhead when few cores are being used.
  • Android: The Unity video player can now be used with the Vulkan renderer.
  • Android: When set to true, you can mimic TouchScreenKeyboard.hideInput by drawing an input field outside the screen.
  • Animation: Added a contextual menu option that jumps to a specific AnimatorController State while liveLinked is enabled.
  • Animation: Added a selection filter that shows properties and animation curves for only the selected GameObjects.
  • Animation: Added an option to hide read-only clip properties and animation curves in the Animation window, to improve performance.
  • Animation: Added an option to hide read-only clip properties and animation curves in the Animation window, to improve performance.
  • Animation: Added visibility feedback to the Animator Inspector.
  • Animation: Added visual feedback and keyboard shortcuts for the Ripple option in the Animation window.
  • Animation: Added visual feedback and keyboard shortcuts for the Ripple option in the Animation window.
  • Animation: Updated the Animation window to preview and author Animation C# Jobs constraints.
  • Animation: Updated the Animation window to preview and author Animation C# Jobs constraints.
  • Asset Import: Added a new Cancel option for changing the Import Settings for Assets in addition to Apply and Revert. The Cancel option is the default when pressing or closing the popup. Canceling restores the current selection and keeps the unapplied changes.
  • Asset Import: Compressor Quality can now be set in the texture asset import settings for BC6H and BC7 formats allowing compression quality to be traded for import speed.
  • Asset Import: Undo and Redo are now available on the Import Settings window while importing Assets.
  • Asset Import: Updated Sketchup SDK to version 19.0.
  • DX12: Improved performance of async texture loading in DX12 to avoid a rendering stall when 2D textures are created.
  • Editor: Added Enable Code Coverage option in General Preferences. Added a popup and a Console warning that notifies users that enabling Coverage slows performance. The window title now displays [CODE COVERAGE] when Coverage is enabled.
  • Editor: Added a message box whenever the OS fails to delete an asset when deleted from the Project Browser view.
  • Editor: Added a proxy icon for the currently open Scene to the title bar in the main Editor window on macOS.
  • Editor: Added a toggle to the Scene Camera settings for infinite acceleration when navigating with flying mode.
  • Editor: Added Araxis Merge support on Revision Control Diff/Merge tool.
  • Editor: Added new options for expanding/collapsing the components in the inspector context menu.
  • Editor: Added shortcut for Scene Visibility Show All.
  • Editor: Exposed ProjectWindowUtil.CreateScriptAssetFromTemplateFile. This function allows Editor scripts to create new text-based assets from template files in a similar way to how the built-in C# Script template is used to create new MonoBehaviour classes.
  • Editor: Made ProBuilder a recommended package.
  • Editor: Made the RenderDoc capture button in the Scene/Game view work with the Xcode frame debugger in Metal. This requires launching Unity through Xcode with the Metal frame capture enabled.
  • Editor: Moved Camera Easing options from Preferences to Camera Settings in the Scene view.
  • Editor: Moved Camera Easing options from Preferences to Camera Settings in the Scene view.
  • Editor: Optimized Inspector refresh after entering Play mode.
  • Editor: Reduced the number of key presses in order to start a rebind in the Shortcut manager.
  • GI: Added a 'None' mode for emissive GI contribution in the standard shader GUI.
  • GI: Added mixed area lights to culling results, which enable mixed rectangular lights in HDRP.
  • GI: Added Rendering.GraphicsSettings.realtimeDirectRectangularAreaLights to enable HDRP to provide direct realtime area lighting.
  • GI: Improved baking speed for the Progressive lightmapper in cases with many Light Probe sets in the Scene.
  • GI: Improved GPU Lightmapper performance by generating many rays per texel/Light Probe for indirect lighting. Optimized direct lighting by using compaction.
  • GI: Improved the GPU Lightmapper performance by generating many rays per texel/Light Probe for direct lighting.
  • GI: Optimized time to first lit texel for the progressive lightmappers by multithreading heavy functions.
  • GI: Realtime GI now uses correct lightomg falloff for indirect Lights when you use configurable light falloff.
  • GI: Reduced GPU memory footprint for the GPU Lightmapper when baking lighting. This is done by compressing normal vectors and albedo.
  • GI: The GPU Lightmapper now supports the Optix AI denoiser.
  • GI: Upgraded Optix AI Denoiser to version 6. This new version has better performance and a lower memory footprint.
  • Graphics: Added profiler markers for the Made with Unity splash screen.
  • Graphics: Added sprite Mesh support for custom splash screen logos. You can now use tight mesh mode and Vector sprites.
  • Graphics: Added SRP hooks for detail rendering Shaders.
  • Graphics: Added support for Dynamic Resolution Scaling to the Lightweight Rendering Pipeline.
  • Graphics: Added the ability to disable the blur on the Made with Unity splash screen. background.
  • Graphics: Asynchronous Shader compilation: Minimized cyan dummy shader flashes by variant tracking and warmup.
  • Graphics: Deferred the creation of command buffers and render encoders until they are needed in Metal.
  • Graphics: Improved the performance of asyncronous Texture loading on the PS4 by fixing a rendering stall that occured when you created a 2D Texture.
  • Graphics: The SRP Batcher is now supported on Xbox DirectX11.
  • Graphics: You can now use the SRP batcher on OpenGL 4.2+ and OpenGL ES 3.1+.
  • iOS: Added new iOS device (released in 2018) identification support to the Profiler.
  • iOS: Added LowPowerModeEnabled and WantsSoftwareDimming properties to iOS.Device and a Brightness Property to Screen (currently only supported on iOS).
  • iOS: Can now select architecture for native plugins on iOS & TvOS.
  • iOS: ReplayKit improvements
  • For local recordings, we can now capture the local camera, microphone, and screen.
  • The size of the preview window overlay can now be adjusted.
  • Added ReplayKit.isPreviewControllerActive, ReplayKit.PauseBroadcasting, and ReplayKit.ResumeBroadcasting.
  • Kernel: Improveed the performance of the internal Matrix4x4 Invert method that Rendering and Cameras primarily use.
  • macOS: Native plugins with the .dylib file extension are now supported.
  • Mobile: Improved performance of async texture loading on iOS to remove a rendering stall when 2D textures are created.
  • Package Manager: Added support to include built-in packages in the Project as dependencies of other packages.
  • Package Manager: Improved package visibility in the Project view and the Object Picker.
  • Package Manager: Improved Undo/Redo and Cancel button handling in the Package Manifest Importer window.
  • Package Manager: Installed modules now appear in the Dependencies list alongside package dependencies.
  • Particles: Made missing External Forces module properties available in scripting API.
  • Physics: Upgraded the cloth library to use NVIDIA's NvCloth Library instead of the deprecated PxCloth.
  • Plugins: Added Unity Companion license to the Plugin API header.
  • Profiler: Added names to Unity-created threads in VTune profiler.
  • Profiler: Added reduced profiler overhead when flushing data from Job threads.
  • Profiler: Added single threaded platform support to the Memory Profiler.
  • Profiler: Made players show up consistently in the profiler list,when there are a lot of players running on the same network.
  • Profiler: Provide dynamic code (Mono JIT) information to VTune Amplifier.
  • ps4: Improved PS4 Additional content to support multiple products.
  • Scripting: Enabled incremental Garbage Collection in the Editor.
  • Scripting: The managed debugger now outputs the network port it's listening on to the player log.
  • Shaders: Defined UNITY_SEPARATE_TEXTURE_SAMPLER in HlslSupport.cginc for platforms capable of separate texture and sampler objects.
  • Shaders: Moved 38 built-in keywords to local keywords. Shaders inspector now shows used global/local keywords by shader.
  • Terrain: Made changes such that the system no longer generates basemap Textures if you do not use the basemap shader.
  • Terrain: Made changes to allow local keywords, which are defined with multi_compile_local or shader_feature_local, for Terrain shaders.
  • Terrain: Removed the Terrain Material enum type, and changed built-in Terrain Materials into selectable Assets.
  • Timeline: Added mute to Track groups.
  • Timeline: Added new user interface to animate track and clip properties.
  • Timeline: Added the ability to override the loop setting on Animation clips. (1140766, 1144743)
  • Timeline: Implemented a new read-only mode for when a Timeline asset is not editable. This is caused by either the file readonly flag or source control.
  • UI: Added ability to modify the UI Dropdown's Alpha fade when showing and hiding.
  • UI: Added the ability to modify the number of pixels per unit used when calculating sliced and tiled sprites.
  • UI: Removed the spritePacking tag option from the TextureImporter when not using the legacy packing mode.
  • UI Elements: Prevented exceptions thrown by user code from corrupting the UI renderer.
  • Video: Improved the documentation for platform strings used by VideoClipImporter methods.
  • Windows: Added a Player Setting for reverting to BltBlt swapchain model which was used before 2019.1. This enables several scenarios like transparent window to be used once again.
  • XR: Added GPU Profiler support for Oculus Quest and Oculus Go.
  • XR: Added Low Overhead Mode setting to Oculus (Android) to do less driver validation, which can potentially increase performance.
  • XR: Moved the Google VR Cardboard and Daydream support to a package and updated to version 1.180.
  • XR: Updated Oculus to use the 1.36 plugin.
  • XR: Updated Vuforia to version 8.0.10.
  • API Changes:
  • AI: Added the GetEdgesAndNeighbors() method in the NavMeshQuery class for retrieving the shape of a given node and all the navigation nodes which it connects to. The method can be called in jobs.
  • Android: Added support for JNI Weak References (AndroidJNI class).
  • Asset Import: Added an API in the Model Importer to prevent GameObjects from being sorted by name in imported GameObject hierarchies.
  • Editor: Added API for Scene Visibility.
  • Editor: Added more API endpoints for TransformHandle to allow granular control over which handles appear.
  • Editor: Added new API to better detect and control async shader compilation in the Editor.
  • Editor: Added AssemblyBuilder.referencesOptions to allow building assemblies using UnityEngine module .dlls instead of the default monolithic UnityEngine.dll.
  • Editor: Added AssetDatabase.OpenAsset() overloads that take both a line number and column number.
  • Editor: Added Editor.DrawFoldoutInspector to draw a nested Inspector with a foldout title bar.
  • Editor: Added EditorWindow.CreateWindow, which works like EditorWindow.GetWindow, but always creates a new window.
  • Editor: Added GameObjectUtility.GetMonoBehavioursWithMissingScriptCount and GameObjectUtility.RemoveMonoBehavioursWithMissingScriptfor removing MonoBehaviours with missing scripts from GameObjects.
  • Editor: Added MaterialEditor.customShaderGUI property that returns the active ShaderGUI object for the current material.
  • Editor: Changing the display name of enum values in the Inspector is now done using the InspectorNameAttribute instead of the DescriptionAttribute. (1115381)
  • Editor: Renamed SceneView.SceneViewCameraSettings to SceneView.CameraSettings.
  • Editor: Replaced EditorTool.OnActivate and OnDeactivate methods with EditorTools events. This addresses callback order problems.
  • Editor: OnOpenAsset attribute now supports method signature (int instanceId, int line, int column)
  • GI: Added Gizmos.exposure texture which, when set, is readback to determine exposure correction for LightProbe gizmos.
  • GI: Made it so you can set Lightmap Parameters from scripts on non-prefab objects. (966408)
  • Graphics: Added the static function, Inverse3DAffine(), to Matrix4x4 to compute the inverse of an affine matrix.
  • Graphics: Changed the SRP signature of BeginCameraRendering and BeginFrameRendering to give access to the ScriptableRenderContext. Added callbacks for end camera and end frame rendering.
  • Kernel: The function, UnsafeUtility.MemCpyReplicate(), no longer logs a failed assertion or raises an exception when the size or Count parameters are zero. Instead, it passively exits (like the other UnsafeUtility methods).
  • Mobile: Added 'Screen.cutouts' which displays cutout bounding boxes
  • Mobile: Added Application.absoluteURL property and Application.deepLinkActivated event which handles application activation via deep link.
  • Package Manager: Added an Editor API for retrieving package information based on an Asset path or an assembly
  • Scripting: Added the TryGetComponentAPI to GameObject and Component classes that do not allocate in the Editor when the component does not exist.
  • Scripting: Added UnityEditor.TypeCache API which extracts derived types, methods or classes marked with an attribute quickly.
  • Shaders: Added the Shader.FindPassTagValue method for querying pass tag values.
  • Shaders: Added the Shader.passCount property for retrieving the number of shader passes of the active SubShader.
  • Terrain: Added a non-alloc version overload to the new TerrainData.GetInterpolatedHeights API.
  • Terrain: Added new callback APIs to monitor changes to Terrain Textures.
  • TerrainAPI.TerrainCallbacks.heightmapChanged
  • TerrainAPI.TerrainCallbacks.textureChanged These callbacks return both the changed rect region, and whether the change is synchronized to the CPU or is GPU only.
  • Terrain: Added new TerrainData APIs to modify Terrain Textures more easily.
  • TerrainData.CopyActiveRenderTextureToHeightmap
  • TerrainData.CopyActiveRenderTextureToTexture Use the two above functions to copy content of the active RT into Terrain Textures, and optionally delay CPU synchronization, for instance, when a mousemove event occurs in the middle of painting.
  • TerrainData.DirtyHeightmapRegion
  • TerrainData.DirtyTextureRegion Use these two functions instead of ones initially listed if the user directly changes the GPU resources through other means.
  • TerrainData.SyncHeightmap
  • TerrainData.SyncTexture Use these two functions to perform a full synchronization from GPU to CPU, for instance, when a mouseup event occurs.
  • Terrain: Added the TerrainData.GetInterpolatedHeights method for querying interpolated Terrain height values over a grid of samples.
  • Terrain: Added TerrainData.SetTerrainLayersRegisterUndo for setting the terrainLayers property. This function also lets undo operations in the Editor correctly handle Textures created or destroyed during the process.
  • Terrain: Deprecate TerrainData.UpdateDirtyRegion. Use TerrainData.DirtyHeightmapRegion instead.
  • Terrain: Deprecated Terrain.ApplyDelayedHeightmapModification. Use TerrainData.SyncHeightmap instead.
  • Terrain: Exposed the TerrainLayerInspector class.
  • Timeline: Added FootIK property to Timeline Animation clips. (1115652)
  • Timeline: Added the ClipEditor, TrackEditor, and MarkerEditor classes to UnityEditor.Timeline so a user can derive and modify custom clips, tracks, or markers respectively.
  • Timeline: Added TimelineEditor.selectedClip and TimelineEditor.selectedClips to get and set the selected clip or clips TimelineClips in the Timeline window.
  • Timeline: Added TrackAsset.mutedInHierarchy that indicates that a track is muted when it is in a muted group.
  • Video: Added overloads to MediaEncoder.AddFrame to accept timestamps for producing Variable Frame Rate movies. The timestamps are expressed with the new MediaTime struct.
  • Video: Added the sRGBClip property to VideoClipImporter and the sRGB property to VideoClip. These properties describe whether the content is sRGB or linear.
  • Video: Added Time.captureDeltaTime: a more precise floating point reciprocal of Time.captureFramerate.
  • XR: Added the XRSetting property XR.XRSettings.deviceEyeTextureDimension which allows you to determine what the XR platform's swap chain eye texture layout is.
  • XR: Added UNITY_INITIALIZE_OUTPUT_STEREO_EYE_INDEX to the built-in shader macros to allow for transfering the unity_StereoEyeIndex from a vertex shader to a geometry shader.
  • XR: Added XR.XRDevice.UpdateEyeTextureAntiAliasingSettings to force the hmd swap chain to be reallocated when the MSAA sample count is changed.
  • Fixes:
  • 2D: Changed position of Tile Instantiated GameObject to align with the Tile Anchor position of the Tilemap.
  • 2D: Cleaned up and updated the Sorting Group status of Renderers whose GameObjects were activated and then deactivated. (1141682, 1151999)
  • 2D: Edge Sprite Material changed when using a fill texture that is already an edge sprite on spriteshape. (1157201, 1163660)
  • 2D: Fixed an issue where a Particle System's Sorting Fudge value while it is in a Sorting Group caused it to sort correctly. Similar Renderers are now sorted according to their Sorting Group order.
  • 2D: Fixed an issue where a Sprite Atlas did not change when its associated "Object for Packing" Texture was modified by a custom AssetPostprocessor script. (1135638)
  • 2D: Fixed clipping of Tilemap selection option for Tilemap Focus Dropdown (1158947, 1163376)
  • 2D: Fixed crash when rendering a Hexagonal Tilemap with Top Left/Right Sort Order in Individual mode (1142429, 1155196)
  • 2D: Fixed crash when setting SpriteRenderer to tiling draw mode when textureless Sprite is assigned (1156756, 1161725)
  • 2D: Fixed links to documentation for Tilemap components. (972901)
  • 2D: Fixed recomposite Collider2Ds with CompositeCollider2D when offset and vertex distance changes while in outline generation mode.
  • 2D: Open ended Spriteshape renders the fill texture instead of the range sprite (1162134, 1163663)
  • 2D: Updated SortingLayerField and SpriteRendererEditor to correctly handle PrefabOverrides. (1109376, 1151997)
  • Analytics: Fixed an issue where passing Unity objects to AnalyticsEvent caused allocation leak warnings. (1086690)
  • Android: Android now handles an Application.targetFrameRate value of -1 as 30 fps again.
  • Android: Fix performance penalty when using Vulkan on Android Q preview 5 (1169046, 1169302)
  • Android: Fixed a crash when using Android JNI methods from custom thread. (545977)
  • Android: Fixed a crash when using Optimized Frame Pacing with Vulkan. (1164435)
  • Android: Fixed an issue that caused APK builds to fail because Unity failed to retrieve the version code from the APK. (1133867)
  • Android: Fixed an issue that caused the build to fail when setting a keystore name from script. (1158036, 1162258)
  • Android: Fixed an issue that caused the Editor to crash when opening Player Settings withough having Android SDK set up. (1143624, 1144223)
  • Android: Fixed an issue where custom Android libraries would not be initialized after launching an app after previously exiting the app via Application.Quit. (1116123)
  • Android: Fixed an issue where only part of a static splash image was visible on load when using a transparent splash image. (1136826)
  • Android: Fixed error "gradleOut-debug-unsigned.apk does not exist" that would occur while trying to build a signed development build. (1137971)
  • Android: Fixed incomplete reading of large texture files. (1111919)
  • Android: Fixed large Unicode character marshaling between C# and Java on Android 4 and 5. (1123693)
  • Android: Restored our previous method of managing Android signing keys and keystores. (1144308, 1153333)
  • Android: The Y position for the touch and mouse are now inverted in the native backend instead of managed code using the new input system.
  • Animation: Allow deleting curve keys whilst dragging, without throwing errors. (1129837)
  • Animation: Fix live link not showing the right edge (1032879)
  • Animation: Fixed a crash when unloading animations that are part of an AnimatorController. (1122054)
  • Animation: Fixed an issue where RectTransform properties would show missing curves that were not actually missing (1115014)
  • Animation: Fixed an issue where the Animation Component would stay ActiveAndEnabled when the GameObject was disabled. (1094567)
  • Animation: Fixed an issue where the AnimationEvent "Function" field would accept spaces. (1111933)
  • Animation: Fixed an issue where the Animator would keep references to temporary strings when using ADBv2. (1137999, 1154360)
  • Animation: Fixed an issue where the Avatar preview would not react to ObjectSelector changes. (1113154)
  • Animation: Fixed an issue where the preview of transitions with exitTime == 0 would generate some NaN errors (1092857)
  • Animation: Fixed AnimationUtility.SetAnimationClipSettings not regenerating runtime data. (1091972)
  • Animation: Fixed crash when changing controller in Animator Override Controller used in a Playable Graph. (1104518)
  • Animation: Fixed FileNotFoundException when double-clicking to open an Animator Controller asset. (1127826)
  • Animation: Fixed issue with .NET 4.0 causing issues with System.Single conversion (1057751)
  • Animation: Fixed memory leak in AnimationWindow when inspecting animation with large number of keyframes (1092423)
  • Animation: Fixed TransformStreamHandle.GetPosition not returning global position when applyRootMotion is off and user is controlling the root transform. (1115701)
  • Animation: Properly stop graph when switching to manual update mode (1084441)
  • Animation: Right clicking on an item in a ReoderableList will select it, but will not trigger dragging logic (907650)
  • Asset Import: An error message now appears in the Texture Import Settings window when assigning an invalid texture format for a given platform and texture type. (1115190)
  • Asset Import: Fixed a crash in the FBX Importer when calculating tangents on a blendshape that has infinite values in vertex positions. (1152354, 1161614)
  • Asset Import: Fixed a problem with the Audio Importer which failed to save changes to platform specific settings when performing a Reset or applying an Audio Preset. (1150491, 1156484)
  • Asset Import: Fixed a regression where the contextual menu items for adding and deleting events were not working on the Animation tab of the Import Settings window. (1136900, 1144451)
  • Asset Import: Fixed an issue where imported Assets were reverting to their names at the time of export, if they didn't match the name associated with the GUID. (1130301)
  • Asset Import: Fixed an issue where re-importing a Shader caused a property size to keep growing even when the Shader failed to compile. (1127367)
  • Asset Import: Fixed an issue with the model importer inspector material remapping section where the remapped materials are not properly updated after an item was added. (1115556, 1160131)
  • Asset Import: Fixed cases where Sketchup files, originating from Sketchup 2019, failed to import successfully.
  • Asset Import: Fixed issue where clicking Cancel on the Import Package dialog failed to invoke the importPackageCancelled callback. (1037916)
  • Asset Import: Fixed issue where Unity returned an error instead of creating an empty package if no Assets can be exported. (1105480)
  • Asset Import: The Import Settings window now shows a specific error when the Editor is not a valid MonoScript type. (1127110)
  • Asset Management: Fixed issue where fbx files are not re-imported when a AssetPostprocessor implementing OnPostprocessAnimation has its version updated. (1153110, 1161616)
  • Asset Pipeline: Fix race condition crash when loading asset bundles from managed streams. (1135251, 1157657)
  • Asset Pipeline: Fixed an issue where mutually recursive assets could cause a crash.
  • Asset Pipeline: Fixed an issue with Unity crashing when a Material that is highlighted in the Project window is overwritten from a script. (1119351)
  • Audio: Fixed an issue with AudioClip Get/SetData when the provided offset/length requires wrapping around the end of the clip. (844064, 1162046)
  • Audio: Removed "raw speaker mode" option from Project Settings for audio, as it was never usable and made the matching enum value obsolete. (1062387)
  • Build Pipeline: Fix Unity allows to build project via script with not compatible color space and graphics API. (1076664)
  • Build Pipeline: Fixed an issue where BuildPipeline.BuildAssetBundles was not releasing memory frequently enough leading to a out of memory crash
  • Build Pipeline: Fixed an issue where sprite atlas Sprites were included in the bundle multiple times. (1121868)
  • Build Pipeline: Fixed SBP out of memory crash. (1158643, 1160712)
  • Build Pipeline: Fixed sprite sheets in asset bundles built by scriptable build pipeline crash on access. (1146568, 1167257)
  • Build Pipeline: Made Unity include the splash screen background textures even when the splash screen is disabled, so that the scripting API can draw the splash screen. (1114547)
  • Deployment Management: Fixed an issue with throwing BuildFailedException from a build callback not failing the build. (1097286, 1159243)
  • DX12: Fix for DX12 heap alignment (1160388, 1162983)
  • DX12: Fixed exclusive fullscreen always reverting to windowed fullscreen.
  • DX12: Make sure we draw the light probe visualization only if we are inside a frame. (1158553, 1166716)
  • Editor: Added an error message to EditorGUI.EndChangeCheck when the stack is empty.
  • Editor: Added Material checkout support in the Game Object Inspector. (962080)
  • Editor: Added support for a new toolbox format for Rider.
  • Editor: Added support for menu trees in EditorTool context menu.
  • Editor: Assume calls in UnityTest are now treated as an inconclusive result. (1075663)
  • Editor: Checkbox buttons now toggle correctly when users press the Space shortcut key. (1136216)
  • Editor: Creating a material while multiple inspector windows are open no longer triggers IndexOutOfRange errors. (1122847)
  • Editor: Deleting a Preset Asset in ADB2 no longer causes an error. (1157112, 1159888)
  • Editor: Fix an issue where Panels displayed in the Scene view blocked user input across the width of the viewport. (1147144, 1161722)
  • Editor: Fix Batchmode build hanging in PackageManager::RunRequestSynchronously. (1137073, 1154317)
  • Editor: Fix the issue with NullReferenceException when previewing assets on Unity Package import (1148966, 1159897)
  • Editor: Fixed an issue where gamepad input was not detected when 3 Xbox controllers were connected. (1127453)
  • Editor: Fixed a crash that occurred when entering or exiting Play mode with certain AssetImporters displayed in the Inspector. (1141570, 1144208)
  • Editor: Fixed a crash that sometimes occurred if a sprite that was being drawn was deleted or modified while the splash screen was playing. The splash screen is now cancelled when an asset is modified or deleted. (857060)
  • Editor: Fixed a delay when dragging the end cap of an edge in GraphView.
  • Editor: Fixed a holdover of the alt modifier in the Editor when gaining focus for Linux editor from alt+tab (1104979)
  • Editor: Fixed a NullReferenceException that occurred when changing the order of a reorderable list.
  • Editor: Fixed an Editor crash that occurred when switching to DirectX 12. (1127388)
  • Editor: Fixed an error that occurred when closing a detached Material preview window belonging to a "second" instance of an Inspector window. (1119612)
  • Editor: Fixed an exception that occurred when expanding the Mesh Renderer's Shader section in the Tree Inspector. (1145010, 1145056)
  • Editor: Fixed an issue in Unity Test Runner where tests timed out early when using large Timescale values. (1098090)
  • Editor: Fixed an issue where PropertyAttribute was not applied on arrays. (1140241)
  • Editor: Fixed an issue where Shift + Del did not remove empty elements from arrays in the Inspector window. (1105084)
  • Editor: Fixed an issue where clicking an AudioListener Component in the Inspector window caused empty space to appear. (1122847)
  • Editor: Fixed an issue where compliation failures caused Play mode tint to affect parts of the Editor after exiting Play mode. (1130997)
  • Editor: Fixed an issue where Console windows disappear when the Unity Editor does not have focus. (1109182)
  • Editor: Fixed an issue where Editor layouts with undocked windows were saved/loaded incorrectly. (1122565)
  • Editor: Fixed an issue where Editor windows responded to mouse events outside their window areas. (1143721, 1144224)
  • Editor: Fixed an issue where invoking ShowObjectPicker right after closing another ObjectPicker freezes the Editor. (1113046)
  • Editor: Fixed an issue where relaunching the Editor after changing graphics settings returned the user to the Hub rather than the Editor. (1134314, 1161970)
  • Editor: Fixed an issue where the Reset option in the Inspector context menu cleared the Name property for MonoBehaviour assets. (1092051)
  • Editor: Fixed an issue where the Transform fields in the AvatarMask Inspector don't show all of a skeleton's transforms. (1123656, 1152129)
  • Editor: Fixed an issue where the Camera preview had a fixed size when the Scene view tools panel was displayed. (1125006)
  • Editor: Fixed an issue where the Edit button became stuck in its enabled state. (1120360)
  • Editor: Fixed an issue where the Editor window "cropped" render textures. (1127773)
  • Editor: Fixed an issue where the Splash Screen Unity logo did not fit inside the Logos list in the Player section of the Project Settings window. (976154)
  • Editor: Fixed an issue where the FilePathAttribute constructor threw an exception if called from a MonoBehaviour constructor or another thread. (1077857)
  • Editor: Fixed an issue where unassigning a shortcut in the Shortcuts Manager did not update the command entry in the main menu. (1109108)
  • Editor: Fixed an issue where uniformly scaling a zero-sized PrimitiveBoundsHandle using the Shift modifier caused the center point to drift. Uniform scaling now applies to all axes if the bounding volume had zero size at the time the control handle was clicked. (1021975, 1152362)
  • Editor: Fixed an issue with "Assembly has duplicate references" errors not listing the duplicate references correctly. (1132593, 1148355)
  • Editor: Fixed an issue with "Multiple precompiled assemblies with the same name" errors not listing the paths of the precompiled assemblies. (1138754, 1148356)
  • Editor: Fixed an issue with Use GUIDs being enabled in the Assembly Definition File inspector when GUID references are not used. (1140806, 1148354)
  • Editor: Fixed an issue with C# solutions not getting regenerated when changing the Allow 'unsafe' code Project setting. (1105512, 1148358)
  • Editor: Fixed an issue with jittery scrolling through large serialized lists in the Inspector. (1131250)
  • Editor: Fixed an issue with orphan host views that occurred while loading an Editor window layout. (1079742)
  • Editor: Fixed an issue with CompilationPipeline.GetAssemblies(AssemblyType.Player) not returning test assemblies. (1137205, 1148357)
  • Editor: Fixed assertion message 's2 != NULL' in log files.
  • Editor: Fixed display of blendshapes count when count is 1 in model preview. (1162436, 1166909)
  • Editor: Fixed incorrect asset icon being shown for assemblies.
  • Editor: Fixed resize borders on floating windows to better expose window controls. This also fixes an issue where dragging from other parts of the window triggered resizing. (1116567)
  • Editor: Fixed security vulnerability UNITY-SEC-2144.
  • Editor: Fixed splitter view layout and resizing rounding issues. (1099360)
  • Editor: Fixed the misalignment by reverting the fadegroup functionality. (1111065, 1158313)
  • Editor: Fixed the position of the drag area of the preview resizer depending on whether the target preview is in an img container. (1154694, 1160640)
  • Editor: Fixed the Preview pane in the Object Selector.
  • Editor: Fixed VU meter display on custom audio filter behaviours with custom Editors. (1117744, 1162045)
  • Editor: Made the "Add Component" popup window receive focus in Linux editor. (1098140)
  • Editor: Maximizing an Editor window after resizing it by dragging from the top bar now works correctly. (1126516)
  • Editor: One column layout drop fix (1150509, 1158294)
  • Editor: Renamed MeshRenderer Priority in the Editor to match the documentation.
  • Editor: Renamed the "Logging" preference in "Stack Trace" to avoid confusion. (1118914)
  • Editor: Renamed the UI Transparency Priority to Renderer Priority in MeshRenderer component.
  • Editor: Unity native DefaultImporter is now excluded from Presets. (1129083)
  • Editor: Updated the Windows splash screen.
  • Editor: CustomPropertyDrawers of array elements inside another array now now work correctly on each element. (1156837, 1158011)
  • GI: Fixed a crash that occured when you recompiled Shaders, both manually or when you switched render pipelines.
  • GI: Fixed a crash with baking global illumination when HideFlags was configured on objects. (1129038)
  • GI: Fixed an intermediate lookup issue in Enlighten when using SSDs with Realtime GI and Baked GI enabled (1128583, 1134676, 1134702, 1143679, 1143686, 1143687)
  • GI: Fixed an issue where Light Probes had corrupted gizmos when there was 1 static object in the Scene. (1123892)
  • GI: Fixed an issue where push off parameter in Lightmap Parameters asset was ignored when baking lightmaps. (1117680)
  • GI: Fixed an issue where selecting Probe groups would make the Editor crash on Metal (macOS). (1123971)
  • GI: Fixed broken bake in Editor with additive loaded scenes. (1138556, 1167604)
  • GI: Fixed case of missing lighting when baking with GPU lightmapper. (1121705)
  • GI: Fixed error related to cached G buffer data "Failed reading from a9/a9af123a12f31.ghd" when using the progressive lightmapper while having data from older versions in the GI cache.
  • GI: Fixed hashing issue when writing out AO textures for PLM.
  • GI: Fixed the GPU Lightmapper so it gives stable results when changing compositing parameters, sample counts, or the number of bounces. (1111135)
  • GI: Fixed the Lighting Explorer so that it saves the column settings when you restart the Editor. (1131422)
  • GI: GI - Fix player crashes on Application.Quit() in Debug builds when using real-time GI (1158498) (1158498, 1160124)
  • GI: GPU lightmapper: Ensure OpenCL kernel are recompiled on Nvidia even when only the include files changes.
  • GI: GPU lightmapper: Fix crash on application exit when GPU lightmapper openCL context is lost.
  • GI: GPU lightmapper: Fixed a crash caused by running out of GPU memory when allocating the BVH (acceleration structure for ray tracing). This could happen when baking a terrain with a high heightmap resolution.
  • GI: GPU lightmapper: Make render jobs resilient to not yet prepared materials. This fix a crash when GPU lightmapper fallback to CPU. (1133816, 1149276)
  • GI: Renamed "Auto Bake On/Off" to "Auto Generate Lighting On/Off" in the app bar.
  • GI: Use AI denoising for shadow mask and direct environment samples when baking with the GPU lightmapper. (1138839, 1144432)
  • Graphics: Delay in bursts no longer works. (1154292, 1156374)
  • Graphics: Enabled GPU skinning for BlendShapes on Metal.
  • Graphics: Fix CommandBuffer.SetShadowSamplingMode code typo. (1143760, 1158287)
  • Graphics: Fix Reflection Probes baking when R11G11B10 HDR mode is used in Graphics Settings. (1115040, 1169640)
  • Graphics: Fixed a crash caused by Unknown LightMode in a ShaderLab Shader. (1132088)
  • Graphics: Fixed a crash on GPU skinning when blend shapes had zero vertices. (1121794)
  • Graphics: Fixed a crash that happened when updating mesh data from script when using Vulkan and graphics jobs. (1090932)
  • Graphics: Fixed an infinite console error loop when the user tried to assign a 2D texture in the Cubemap field of a Custom Reflection Probe. (1156727, 1156969)
  • Graphics: Fixed an issue where shadow quality settings were hidden when using an SRP, which meant that culling sometimes didn't include shadow casters.
  • Graphics: Fixed an issue where the Game view did not fully update streaming mips while in Edit mode. (1141222, 1145166)
  • Graphics: Fixed an issue where visual flickering happened when Mesh data was edited from a script while graphics jobs were in use in Vulkan. (1075277)
  • Graphics: Fixed an issue with non-readable mesh where indices were kept in memory when loading from built data (1126675)
  • Graphics: Fixed an issue with skinned mesh where vertex compression was disabled for all components. (1118278)
  • Graphics: Fixed bad alignment of render surface resource heaps (1155163, 1156592)
  • Graphics: Fixed cases where overlapping cross-fade objects sometimes appeared as opaque. (916831)
  • Graphics: Fixed dynamic resolution when using Vulkan. (1148341, 1148390)
  • Graphics: Fixed issue where Vulkan implementation of Texture2D.SetPixels may pipeline stall. (1141239, 1145494)
  • Graphics: Fixed missing caps in the Pixels32 APIs. (1129776)
  • Graphics: Fixed missing IsEACFormat and IsXRFormat APIs. (1129777)
  • Graphics: Fixed RenderTextureFormat BGRA support. (1141798, 1144325)
  • Graphics: Fixed the app bar so it shows "Compiling shader 'x'" instead of just the Shader name.
  • Graphics: Fixed: Instancing batcher would crash hard on Vulkan if attempting to draw without an active GPU program.
  • Graphics: Made changes to correctly display a preview image of the Billboard Renderer in the Project Window and LODGroup preview panel. (769753)
  • Graphics: Made create texture occur on a thread in cases where async loads to update an existing texture.
  • Graphics: Made normal maps acknowledge the [Normal] attribute in shader when Unity checks that they have "Normal Map" texture usage. (1132148)
  • Graphics: Made Textures unsupported by mip map streaming such as reflection probes and decals now load highest mip. (1115306, 1145164)
  • Graphics: Metal: Artifacts appear when using Dynamic Resolution with MSAA (1111105)
  • Graphics: Removed 4G limit on texture mip streaming budget. (1147394, 1150741)
  • Graphics: Terrain alphamaps now ignore QualitySettings master texture limit (1148582, 1154326)
  • Graphics: Unity crashes when a VFX is playing and the VFX project settings are reset. (1154099, 1154781)
  • Graphics: unity_LightIndices[1] are identical to every object and are set per frame (1155879, 1166706)
  • Graphics: VFX : Enable/Disable doesn't restart effect. (1133474, 1152230)
  • Graphics: Vulkan: Fixed a crash that occcured when setting rendertexture sampler properties before creating the actual texture. (1115165)
  • Graphics: Vulkan: Fixed an issue that caused an error message to repeatedly occur when attempting to draw with missing bindings.
  • Graphics: Vulkan: Fixed crash when rendering reflection probes on Android. (1108968)
  • Graphics: Vulkan: Fixed crash when using MSAA.
  • IL2CPP: Fixed a crash on background threads when a managed exception occured while the process was shutting down.
  • IL2CPP: Fixed a crash when many threadpool threads or sockets were in use. (1129409, 1168721)
  • IL2CPP: Fixed a performance issue with lumped builds.
  • IL2CPP: Made generated code marshal an array of primitive types as SAFEARRAY by default if it's used as a field. (1131557, 1146301)
  • IL2CPP: Throw a managed exception at runtime when a generic type is marshaled as a delegate parameter. (1122074)
  • Input: Fixed a crash that happened with non-ASCII key mapping when trying to map a key which does not produce characters for single key presses (e.g. Japanese).
  • Input: Made scrolling delta on Mac work with older mice
  • Internal: Fixed BatchRendererGroup group removal.
  • iOS: 'UIApplicationExitsOnSuspend' will no longer be included in the Xcode project's info.plist file because it was made obsolete by Apple. (1160614, 1165520)
  • iOS: Added missing iOS devices to the device list used by the editor for profiler, Unity Remote, etc. (1111598)
  • iOS: Added missing RG16 texture format for Metal.
  • iOS: Fixed an issue that caused keyboard type to sometimes not change when switching controls. (1154527, 1165455)
  • iOS: Fixed an issue where the Xcode framework search paths setting was overridden when appending an Xcode project. (703217)
  • iOS: Fixed build failure when Xcode DerivedData path was set relative to the project. (1117371)
  • iOS: Fixed identification of iPad 6th (it used to be identified as iPadPro10Inch2Genor or iPadUnknown with iOS.Device.generation) (1065983)
  • iOS: Fixed problem where Audio was "jumpy" on some iOS devices, skipping a few frames every few seconds (1124966)
  • iOS: Fixed Screen.autorotateTo causing missing call to UnityOrientationRequestWasCommitted, effectively resulting in running some code every frame from now on erroneously. (1122902)
  • iOS: Fixed UIApplicationExitsOnSuspend is deprecated in iOS 13 (1160614, 1165520)
  • iOS: Screen.currentResolution.refreshRate now correctly returns the actual refresh rate instead of returning 30 in all situations. (1117877)
  • Kernel: Fixed a crash when resizing an array through SerialziedProperty. (1123752)
  • Linux: Fixed an issue that caused submenus to lose focus and close prematurely. (1142911, 1144233)
  • Linux: Fixed an issue that caused the Editor to overwrite the PlayerPrefs file at launch. (1072116)
  • Linux: Fixed an issue where the Editor crashed when started from the Hub (1140369, 1154319)
  • Linux: Fixed non-printable characters being allowed in GUI text objects in the Linux Editor. (1126208)
  • Linux: Linux Editor no longer fails to delete assets on partitions or network drives that do not contain trash directories. (1062162)
  • Linux: Nvidia drivers are now forced to turn off vsync on Linux. (1109048, 1146524)
  • Linux: Pausing the Linux editor while playing with cursor lock mode set to locked or confined will now free the cursor. (1132336)
  • Linux: Vuforia link is now hidden in the Linux Editor for Linux. (1144110, 1157123)
  • Lumin: Fixed error preventing running playmode tests on a Lumin device.
  • Lumin: Re-added package signing support for MagicLeap packages.
  • macOS: Fixed an issue that caused the built game icon to appear distorted. (1152484, 1158746)
  • macOS: Fixed excessive fencing causing all GPU workload to be serialized.
  • macOS: Fixed incorrect Input.keyCode value when keyboard layout changes on macOS.
  • macOS: Fixed queued key events getting incorrect modifiers flags causing the wrong shortcut to be executed.
  • Multiplayer: Fixed an error with the NetworkManagerHUD when clicking Lan Client on WebGL build (860733)
  • Package Manager: A local package (using the file:/ protocol) is no longer allowed to reference a sub folder inside "Assets", "Library" or "ProjectSettings".
  • Package Manager: Added error handling for when a user has an empty package.json file in their Project. (1157243, 1163613)
  • Package Manager: Fix the issue where the up/down arrows cycle through the full list of packages during search (1144663, 1154427)
  • Package Manager: Fixed an error in the Package Manager UI when the OS uses a language other than English.
  • Package Manager: Fixed an issue where a Git dependency resolved to the locked hash even after removing the commitish part of a Git URL.
  • Package Manager: Fixed an issue where cloning a Git repository could wait indefinitely for user input if credentials for that repository were not configured.
  • Package Manager: Fixed an issue where the cancel icon (x) on the Search box in the Package Manager UI disappears when installing or removing a package. (1152444, 1156832)
  • Package Manager: Fixed an issue where the status icons got corrupted whenever a user exits search mode. (1142542, 1144549)
  • Package Manager: Fixed an issue with hidden elements erroneously appearing in the UI. (1139170)
  • Package Manager: Fixed incorrect error messages in the Package Manager UI while disabling the Built-in package. (1131602, 1145317)
  • Particles: Added fade and soft particle properties to the Emissive color of the Standard Particle Shaders.
  • Particles: Fixed ETC transparency on particles (1144935, 1150180)
  • Particles: Fixed ParticleSystem prewarm not locating WindZones, ForceFields and Colliders during Awake. (1122824, 1164545)
  • Particles: Fixed stuttering when using scripted simulation to request long simulation times. (753940, 1144335)
  • Particles: Opening a legacy Prefab with a ParticleSystem in Prefab Mode: ParticleSystemRenderer component is now correctly hidden in the Inspector.
  • Phyics2D: The implicitly created static ground-body is now not shown in the static body count in the profiler 2D physics area. (1143465, 1148737)
  • Physics: Fix issue with bounds in SkinnedMeshRenderer. (879696, 1153181)
  • Player: Fixed the order of event timestamps on windows. (1132707)
  • Player: Fixes CoreStats to only send Ads id if Ads service is enabled. (1120830, 1154339)
  • Player: New Input System: Fix potential deadlock when adding new devices.
  • Player: New Input System: Make Input Debugger work in edit mode.
  • Player: PlayerConnection API now works correctly when reconnecting after disconnecting.
  • Prefabs: Fix loosing selection of Prefab root in Prefab Mode after draggging script to Inspector.
  • Prefabs: Made imports batch when multi-selecting Prefab instances and clicking Apply All.
  • Prefabs: PrefabMode: For broken prefabs use the root that the PrefabImporter has chosen when opening the prefab file in Prefab Mode, other dangling roots are deleted.
  • Prefabs: Reflection CubeMap for default reflection in Prefab Mode has been replaced with a lower resolution and without a sun (which caused multiple highlights)
  • Profiler: Fix [Profiler] "Requested frame does not exists" exception thrown on clearing data while looking at UI Module (1160622, 1164595)
  • Scene Management: Fix reverting object override not working on Prefab instance inside Prefab Asset and throwing errors. (1146441, 1153391)
  • Scene Management: Prevent removing or altering components on immutable Prefab Assets via component context menu. (1129842, 1153396)
  • SceneManager: MergeTwoScenes test has occasional instability (1150769, 1160351)
  • Scripting: Fixed a crash when large array initializer is used. (1148592, 1160548)
  • Scripting: Fixed an error where assertion failed on expression: '!m_CoroutineEnumeratorGCHandle.HasTarget()' is thrown when GC is collected (1094391)
  • Scripting: Fixed an issue when running the Editor with old scripting runtime if incremental GC is enabled in Project Settings. (1119216)
  • Scripting: Fixed an issue where constructors were called twice on ScriptableObjects with custom attributes when referencing the ScriptableObject instance. (1113071)
  • Scripting: Fixed an issue where user scripts could unload global game managers (1114406)
  • Scripting: Fixed TargetInvocationException when using ML.NET. (1109657)
  • Scripting: Made useGUID enabled by default when the reference field is empty in the Assembly Definition Reference editor
  • Shaders: Fixed non-deterministic Shader binaries in Asset bundles. (749340)
  • Shaders: Fixed shader upgrader to not add exclude_renderers due to const array usage. (1053734, 1143646)
  • Shaders: Minor HLSLcc fixes. (1105361, 1142484, 1143647, 1143648)
  • Shadows/Light: Fix shadows culling when camera and frustum are almost perpendicular (1150849, 1163791)
  • SpeedTree: Fixed the import of collision objects from SpeedTree v8 Assets.
  • Terrain: Fix TerrainLayer selection in Paint Texture Tool when the terrain layer assets are deleted. (1113312, 1164861)
  • Terrain: Fix the case that alpha map textures were lost during saving of newly created TerrainData. (1158454, 1164113)
  • Terrain: Made Terrain Tree brush paint across Terrain tiles (1126622)
  • Terrain: Support for passing down per-layer attributes regarding mask maps and alpha channels (1110520, 1159521)
  • Timeline: Clips will no longer randomly disappear when showing or hiding inline curves. (1141661, 1150620)
  • Timeline: Fixed an issue where dragging and dropping objects between tracks did not insert a new track correctly. (1011381)
  • Timeline: Fixed an issue where the Track group background would disappear while scrolling. (876340)
  • Timeline: Fixed an issue with dragging and dropping objects on a Track group. (1014774)
  • Timeline: Fixed Disable the possibility to add Markers to tracks of a Timeline that is ReadOnly (1134463, 1146268)
  • Timeline: Fixed record button state not updating when offset modes are changed. (1142747, 1150598)
  • Timeline: Going to Play Mode while inspecting a Track Asset will no longer throw exceptions. (1141958, 1150599)
  • Timeline: Reactions for Signals were not correctly drawn (1134422)
  • Timeline: The global/local time referential button will no longer be shown for a top-level timeline. (1080872, 1150607)
  • UI: Added support for copying uv2 and uv3 from the UIVertex AddVert overloaded API.
  • UI: An animation that updates items no longer dirties the Layout. This fixes some animation-related performance issues.
  • UI: Fixed an issue caused by deleting a drop-down list while it is open. (1106263)
  • UI: Fixed an issue where a null TransformHierarchy caused a crash when updating a RectTransform. (1102234, 1158048)
  • UI: Fixed an issue where assigning a togglegroup or changing isOn would not set the toggle as dirty. (1141606, 1154185)
  • UI: Fixed an issue where enabling a Canvas and polling its RectTransform data in Awake/Start returned incorrect values for root RectTransforms.
  • UI: Fixed an issue where the Editor became unresponsive when the GICache tab was open in the Project Preferences. (1149001, 1152685)
  • UI: Fixed an issue where vertices generated for rich text tags led to very large vertex buffers.
  • UI: Fixed an issue with Canvas sort order being incorrect when Instantiating a GameObject with a Canvas
  • UI: Fixed compilation errors in .asmdef files that require a reference to the uGUI package. (1154163, 1154711)
  • UI: Fixed memory leak when rendering to a Camera with a disabled display. (944603)
  • UI: Fixed wording in Advanced Texture importing options for tiled sprites. (1040453)
  • UI: Fixing issue with IndexedSet not returning -1 when element is not found in dictionary.
  • UI: Made Assembly type check use TypeCache for better performance in Editor (1099027, 1163856)
  • UI: Made Unity recreate the GFX buffer if the stride size changes. (1143087, 1144234)
  • UI: Updated SetChildAlongAxis to have a matching SetChildAlongAxisWithScale that takes a Scale.
  • UI Elements: A default asset is now created when a USS file import fails. (1125716)
  • UI Elements: Changing the an element's overflow after adding it to the visual tree now impacts clipping. (1141603, 1158365)
  • UI Elements: Fix the drop area of groups in graph view. (1152487, 1155396)
  • UI Elements: Fixed an invalid texture for toolbar elements in Light skin. (1117232)
  • UI Elements: Fixed an issue that caused the Editor to freeze when adding new elements while clearing children. (1102592)
  • UI Elements: Fixed an issue where resizing a clipper could leave child clippers with an invalid clipping state. (1119623)
  • UI Elements: Fixed an issue where some culled Inspectors and fields were displayed in the Inspector window. (1123033, 1151394, 1152519, 1153150, 1170579, 1170580)
  • UI Elements: Fixed an issue where the Material Editor constantly repainted the Inspector window. (1111923)
  • UI Elements: Fixed bound array fields in UIE not properly syncing their array sizes when the same object was being edited elsewhere. (1141787, 1153154)
  • UI Elements: Fixed broken edge expansion system and tesselation.
  • UI Elements: Fixed Play mode tint in the Editor for UIElements. (1129564)
  • UI Elements: Fixed the foldout triangle size. (1122034)
  • UI Elements: Fixed Unable to set the Foldout.text "text" or "value" attributes through UXML. (1119589, 1150532)
  • UI Elements: Improved consistency of MouseEnter and MouseLeave events. (1081998, 1150185)
  • UI Elements: Invalid Scale values on the Z component are now ignored and do not prevent the VisualElement from disappearing. (1134758, 1147315)
  • UI Elements: Picking is now faster in UIElements. (1124338)
  • UI Elements: Prevented the activation of Content Dragger from the Blackboard in GraphView. (1146288)
  • UI Elements: Prevented zooming in and out with the scroll wheel while the mouse pointer is over the Blackboard in GraphView. (1139333, 1146282)
  • UI Elements: Removed support for instantiating elements with DoCreate() in UXMLFactories
  • UI Elements: Resizing a VisualElement no longer causes unnecessary nudges or repainting of children. (1109689, 1144434)
  • UI Elements: UI element that has focus now loses focus when the window loses focus, and gets focus back when window is gets focus back. (984433)
  • Universal Windows Platform: Fixed awaiting async actions and operations on the UI thread continuing on a background thread (the continuations will now run on UI thread). (1130193, 1150948)
  • Universal Windows Platform: Fixed IL2CPP crashing when using certain new types (like Windows.Foundation.GuidHelper.Equals) in Windows SDK 17763 or newer.
  • Version Control: Editor Fix logging when files/folders in the Unity project are excluded from the Perforce client workspace (1143683, 1145762)
  • Video: Camera Near Plane mode in a 2D project is not rendering the video clip only audio is heard (1135033, 1146656)
  • Video: Fix camera culling mask for VideoPlayer. (1146620, 1152117)
  • WebGL: Fixed a bug when indexedDB timeout would prevent the build from loading. (1134367)
  • WebGL: Fixed an issue with saving PlayerPrefs in WebGL. (1140820, 1145636)
  • WebGL: Fixed rendering errors in WebGL when canvas is not displayed. (1141232, 1154630)
  • Windows: Fixed an issue that caused an iOS build to fail when a language with non-Latin characters is set as the Windows display language. (1136098, 1160390)
  • Windows: Fixed an issue that caused key 9 sending key 8 events in the input system on Windows. (1132663)
  • Windows: Fixed standalone Windows player hanging on startup on machines with strict group policies (1083303)
  • Windows: Improved Windows crash handling reliability.
  • XR: Added Incremental GC on Lumin.
  • XR: Deprecated UnityEngine.XR.InputTrackings GetLocalPosition and GetLocalRotation.
  • XR: Device is Y-flipped when running scene on iOS Cardboard with Metal (1066864, 1153465)
  • XR: Final render image on Vulkan is no longer flipped vertically when single-pass stereo instancing is enabled. (1135134)
  • XR: Fixed Magic Leap package download in Lightweight Render Pipeline template. (1106219, 1146997)
  • XR: Renamed the two types of raycasts in the XRRaycastSubsystem profiler to XR.RaycastFromScreen and XR.RaycastRay for easier identification.
  • XR: The standalone player with Vulkan API and single-pass instanced mode no longer shows a black screen in HMD. (1142602)
  • XR: Unity shaders on Vulkan are now set up for stereo instancing. (1129654)
  • XR: Vulkan draw calls now draw to the second slice of texture array during stereo instancing. (1129656)
  • XR: Vulkan instance extensions are now correctly applied on Oculus. (1123193)

New in Unity 2019.1.11f1 (Jul 19, 2019)

  • Improvements:
  • Version Control: Added "Overwrite Failed Checkout Assets" editor setting, turning it off makes unity not overwrite files that can't be checked out (1010999, 1159203)
  • Fixes:
  • 2D: Fixed compositing of Collider2Ds with CompositeCollider2D when CompositeCollider2D is added after. (1156794, 1163336)
  • 2D: Fixed the offset of a Tile's Collider shape when a Grid Collider type is used with an Isometric Grid. (1148573, 1163380)
  • Android: Fixed subsystems not being found when using Android app bundles. (1162654, 1162657)
  • Animation: Fixed issue where TextMesh with just a empty quad would crash. (1158732, 1166853)
  • Asset Import: Fixed compression quality issue found with some textures using DXT1/BC1 and DXT5/BC3 compressed texture formats. (1132906, 1148708)
  • Asset Import: Fxed not use FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE share mode when opening file for read on Windows. (1037669, 1158653)
  • Editor: Fixed clickable stacktrace not handling parentheses in path. (1139181, 1150437)
  • HDRP: Fixed editor crash while importing a model with bad mesh data which has 0 triangle. (1153037, 1160014)
  • OSX: Fixed focus issues between multiple visible game views. (1145433, 1153164)
  • WebRequest: Fixed handshake renegotiation requests by the server are now supported (UnityWebRequest & .Net Apis). (1141642, 1146142)

New in Unity 2019.2.0 Beta 10 (Jul 19, 2019)

  • Backwards Compatibility Breaking Changes:
  • 2D: The 'Tilemap Editor' has been renamed to the '2D Tilemap Editor'.
  • This is a new issue, not seen in any released version.
  • Improvements:
  • 2D: The last used Palette tool is stored when entering or exiting Play Mode.
  • This is a new issue, not seen in any released version.
  • 2D: The user's selected tool will now switch back to their previously selected Palette tool after picking a Tile from the Tile Palette. If the previously selected tool is not paint-capable, then the user is switched to the default Paintbrush tool.
  • This is a new issue, not seen in any released version.
  • Version Control: Added a new Editor setting Overwrite Failed Checkout Assets which you can disable to prevent Unity from overwriting files that can't be checked out. (1010999, 1159203)
  • This has already been backported to older releases.
  • Fixes:
  • 2D: Fix clipping of Tilemap selection option for Tilemap Focus Dropdown (1158947, 1163376)
  • AI: Fix issue with NavMeshAgent getting stuck when the NavMesh changes near its long path. (1144605, 1166687)
  • This has already been backported to older releases.
  • AI: Fix issue with NavMeshAgent getting stuck when the NavMesh changes near its long path. (1144525, 1168608)
  • This has already been backported to older releases.
  • Android: Fixed an issue that caused the build to fail when setting a keystore name from script. (1158036, 1162258)
  • Animation: Fixed an issue where the Animator would keep references to temporary strings when using ADBv2. (1137999, 1154360)
  • Asset Import: Fixed an issue where updating the existing AnimationClip import setting would lose any references to the clip and import it as a new clip. (1157349, 1168966)
  • Asset Import: Fixed editor crash while importing a model with bad mesh data which has 0 triangle. (1153037, 1159848)
  • This has already been backported to older releases.
  • Asset Pipeline: Fix race condition crash when loading asset bundles from managed streams. (1135251, 1157657)
  • Build Pipeline: Fixed sprite sheets in asset bundles built by scriptable build pipeline crash on access. (1146568, 1167257)
  • DX12: Make sure we draw the light probe visualization only if we are inside a frame. (1158553, 1166716)
  • Editor: Fix the issue with NullReferenceException when previewing assets on Unity Package import (1148966, 1159897)
  • Editor: Fixed display of blendshapes count when count is 1 in model preview. (1162436, 1166909)
  • Editor: Fixed the position of the drag area of the preview resizer depending on whether the target preview is in an img container. (1154694, 1160640)
  • Graphics: Some LOD-Fade objects could flicker with HDRP and SRP Batcher ( Fontainebleau demo, 2019.2 ) (1164250, 1167002)
  • This is a 2019.2 issue, not seen in any released version.
  • Graphics: unity_LightIndices[1] are identical to every object and are set per frame (1155879, 1166706)
  • Graphics: [ShaderGraph] Frequently Crashes when API is set to Vulkan (1143811, 1167182)
  • This is a 2019.2 issue, not seen in any released version.
  • IL2CPP: Implement the Environment:GetBundledMachineConfig method to always return a null string. (1154761, 1161029)
  • This has already been backported to older releases.
  • IL2CPP: Improve the managed thread pool performance on Posix platforms. (1161926, 1162479)
  • This has already been backported to older releases.
  • iOS: Fixed an issue that caused keyboard type to sometimes not change when switching controls. (1154527, 1165455)
  • Linux: Nvidia drivers are now forced to turn off vsync on Linux. (1109048, 1146524)
  • Linux: Vuforia link is now hidden in the Linux Editor for Linux. (1144110, 1157123)
  • Multiplayer: Added missing method definition of SetMulticastLock in UNETWebSocketLib.cs file. (1149977, 1165954)
  • Profiler: Fix [Profiler] "Requested frame does not exists" exception thrown on clearing data while looking at UI Module (1160622, 1164595)
  • Scene Management: Fix reverting object override not working on Prefab instance inside Prefab Asset and throwing errors. (1146441, 1153391)
  • Scene Management: Prevent removing or altering components on immutable Prefab Assets via component context menu. (1129842, 1153396)
  • Scripting: Fix issue with Assembly Definition File inspector not showing if Name field is empty. (1153357, 1158574)
  • This is a 2019.2 issue, not seen in any released version.
  • Scripting: Fix issue with duplicate references error for Assembly Definition File not showing up on startup (1148651, 1159119)
  • This is a 2019.2 issue, not seen in any released version.
  • Services: Improved support for Apple arm64e devices in Cloud Diagnostics. (1155437, 1164037)
  • This has already been backported to older releases.
  • Terrain: Disable terrain editting when the editor is running in GLES2. (1138137, 1164859)
  • Terrain: Fix TerrainLayer selection in Paint Texture Tool when the terrain layer assets are deleted. (1113312, 1164861)
  • Terrain: Fix the case that alpha map textures were lost during saving of newly created TerrainData. (1158454, 1164113)
  • Terrain: Support for passing down per-layer attributes regarding mask maps and alpha channels (1110520, 1159521)
  • UI Elements: Fixed an issue where some culled Inspectors and fields were displayed in the Inspector window. (1123033, 1151394, 1152519, 1153150, 1170579, 1170580)
  • UI Elements: Fixed Unable to set the Foldout.text "text" or "value" attributes through UXML. (1119589, 1150532)
  • Unity Linker: Fix a crash that could occur when a method has an unmanaged constraint. (1158632, 1165033)
  • This has already been backported to older releases.
  • Version Control: Fixed some of Help menu entries not working in Windows Editor when Perforce VCS is on. (1158202, 1166587)
  • This is a new issue, not seen in any released version.
  • Video: Fix camera culling mask for VideoPlayer. (1146620, 1152117)
  • Video: [PS4] Unity VideoPlayer - AudioSampleProvider buffer overflow (1164480, 1168750)
  • Windows: Fixed an animation bug in the PlayerSettings editor when it is included in the Universal Settings window. (1152070, 1158000)
  • Windows: Fixed an issue that caused an iOS build to fail when a language with non-Latin characters is set as the Windows display language. (1136098, 1160390)
  • Windows: Fixed an issue that prevented builds using IL2CPP scripting backend from starting on Windows 7. (1166764, 1166766)
  • This has already been backported to older releases.

New in Unity 2019.1.10f1 (Jul 14, 2019)

  • Fixes:
  • 2D: Fixed the rendering for edges on Spriteshape sometimes not happening when building on PS4. (1156882, 1164163)
  • Android: Fixed UnityWebRequest incorrectly failing due to malformed cookie. (1153466)
  • Editor: Fixed Play mode Color tint is not removed when Play mode cannot be entered due to compiler errors. (1141886, 1156448)
  • Editor: Fixed the editor crash when using EditorStyles.WordWrappedLabel inside a toggle group. (1136303, 1138815)
  • Graphics: Fixed crash in Material::SetFloat after calling Graphics.Blit() due to missing BlitTexArraySlice shader. (1163080, 1163764)
  • Graphics: Fixed for texture streaming crash switching Quality Level. (1159835, 1163486)
  • Graphics: Fixed for Xbox 32-bit float formats in UAVs not working. (1141538, 1153040)
  • IL2CPP: Implemented the Environment:GetBundledMachineConfig method to always return a null string. (1154761, 1161030)
  • IL2CPP: Improved the managed thread pool performance on Posix platforms. (1161926, 1162480)
  • LWRP: Eliminated extra time spent on shader compilation during the build when "Optimize Mesh Data" is enabled. (1090892, 1154948)
  • Mobile: Fixed cases where displaying Standalone player on second display would cause developer console to display twice. (1064308, 1158912)
  • Prefabs: Fixed nested Canvases not getting treated as nested Canvases in Prefab Mode if the Canvas had no visual elements (CanvasRenderers) under it. This could cause properties to get reset due to being driven as a Screen Space Canvas. (1103699, 1156303)
  • Scripting: Fixed issue with "Coroutine continue failure" being emitted in some cases when calling StopAllCoroutines() on a AsyncOperation. (1153119, 1157966)
  • Scripting: Fixed possible crashes in Editor when methods in UnsafeUtility receive a null pointer. (1077692, 1144755)
  • Scripting: Fixed serializedProperty.objectReferenceInstanceIDValue returns 0 for missing asset references. (1151910, 1157284)
  • Terrain: Fixed trees not being generated from Code in the Built Game when Terrain Data is created via Code using the Constructor. (1148469, 1156730)
  • UI: Fixed issue where Re-enabling game object with "Toggle group" loses information about previously checked toggle. (1146883, 1160992)
  • UnityLinker: Fixed a crash that could occur when a method has an unmanaged constraint. (1158632, 1165034)
  • Vulkan: Fixed memory leak when using Vulkan. (1137290, 1147517)
  • Windows: Fixed builds that use IL2CPP scripting backend not starting on Windows 7. (1166764, 1166765)
  • XR: Fixed app crashing when device is removed. (1155138, 1161754)

New in Unity 2019.2.0 Beta 9 (Jul 12, 2019)

  • Backwards Compatibility Breaking Changes:
  • Scripting: Added icon for Assembly Definition reference (asmref) assets.
  • This is a new issue, not seen in any released version.
  • Fixes:
  • 2D: Edge Sprite Material changed when using a fill texture that is already an edge sprite on spriteshape. (1157201, 1163660)
  • 2D: Fix compositing of Collider2Ds with CompositeCollider2D when CompositeCollider2D is added after (1156794, 1163335)
  • 2D: Open ended Spriteshape renders the fill texture instead of the range sprite (1162134, 1163663)
  • 2D: Recomposite Collider2Ds with CompositeCollider2D when offset and vertex distance changes while in outline generation mode
  • 2D: The rendering for edges on Spriteshape does not happen sometimes when building on PS4 (1156882, 1163658)
  • This has already been backported to older releases.
  • Android: Fix crash when using Optimized Frame Pacing with Vulkan (1164435)
  • Android: Fix RenderTexture RenderTextureMemoryless.MSAA when using OpenGL ES (1154687, 1163468)
  • This has already been backported to older releases.
  • Animation: Fixed out of bounds index in mecanim value array causing crash. (1144501, 1156289)
  • This has already been backported to older releases.
  • Animation: Fixed prefab import of animator with dangling references. (1154048, 1160254)
  • This has already been backported to older releases.
  • Asset Import: Fixed a crash in the FBX Importer when calculating tangents on a blendshape that has infinite values in vertex positions. (1152354, 1161614)
  • Asset Pipeline: Fixed an issue where mutually recursive assets could cause a crash.
  • Deployment Manaagement: Fixed an issue with throwing BuildFailedException from a build callback not failing the build. (1097286, 1159243)
  • DX12: Fix for DX12 heap alignment (1160388, 1162983)
  • Editor: Fix the issue with Panels displayed in scene view blocking user input across the width of the view port (1147144, 1161722)
  • Editor: Fixed incorrect asset icon being shown for assemblies.
  • Editor: Fixes a bug where scene root objects were not properly taken into account for Scene SceneVis state when they had hideflags set. (1156127, 1158755)
  • This has already been backported to older releases.
  • GI: Fixed optixQueryFunctionTable crash when opening project, lighting tab or building GI (1159110, 1164834)
  • This is a new issue, not seen in any released version.
  • GI: GI - Fix player crashes on Application.Quit() in Debug builds when using real-time GI (1158498) (1158498, 1160124)
  • Graphics: Fix CommandBuffer.SetShadowSamplingMode code typo. (1143760, 1158287)
  • Graphics: Fix Crash on Material::SetFloat after calling Graphics.Blit() (1163080, 1163763)
  • Graphics: Fix for texture streaming crash switching Quality Level (1159835, 1163484)
  • This has already been backported to older releases.
  • Graphics: Fixed issue with the error thrown while creating PSO on DX12 when using NullGeometry draws (1122343, 1161063)
  • This has already been backported to older releases.
  • Graphics: Graphics Fix rare crash with GPU skinning and blendshapes (1097227, 1152709)
  • This has already been backported to older releases.
  • IL2CPP: Allow Stopwatch to work correctly across system time changes on iOS and macOS. (1152381, 1155387)
  • This has already been backported to older releases.
  • IL2CPP: Correct code generation for multidimensional arrays used as fields of structs. (1155344, 1158619)
  • This has already been backported to older releases.
  • IL2CPP: Correct loading of static field initializer data when the field is of type ReadOnlySpan. (1146277, 1154769)
  • This has already been backported to older releases.
  • IL2CPP: Correct the behavior of Bind a Unix socket on Posix platforms. (1150549, 1155413)
  • This has already been backported to older releases.
  • IL2CPP: Fix UnityTls being incorrectly stripped with Medium and High Managed Stripping Levels. (1134343, 1154765)
  • This has already been backported to older releases.
  • IL2CPP: Fixing an issue in the IL2CPP runtime that can cause intermittent crashes when dealing with certain kinds of generic method metadata. (1145468, 1156079)
  • This has already been backported to older releases.
  • IL2CPP: Prevent a hang during async write operations on Windows platforms. (1156384, 1159008)
  • This has already been backported to older releases.
  • IL2CPP: Prevent a memory leak when interfaces are set up for doubly nested arrays. (1151219, 1155402)
  • This has already been backported to older releases.
  • OSX: Fixed built game icon may appear distorted (1152484, 1158746)
  • OSX: Fixed scrolling sensitivity being too high in game (1162791, 1162919)
  • This has already been backported to older releases.
  • Package Manager: Fix dependent package disappearing after removal (1152141, 1152167, 1152815, 1152851, 1152867, 1152871, 1153066, 1162931)
  • This is a 2019.2 issue, not seen in any released version.
  • Package Manager: Handle null exception when a package in project has an empty package.json file (1157243, 1163613)
  • Particles: Fixed a crash when reducing Max Particles below the current particle count, while a system is playing. (1155477, 1162839)
  • This has already been backported to older releases.
  • Particles: Fixed batching of particle sprites. (1148610, 1162830)
  • This has already been backported to older releases.
  • Particles: Fixed graphical corruption when rendering particle trails to multiple views (eg reflections and main camera) (1117520, 1162819)
  • This has already been backported to older releases.
  • Particles: Fixed scaling of velocity-facing particles. (1149730, 1162833)
  • This has already been backported to older releases.
  • Particles: Improved sorting algorithm to ensure it is stable when the camera rotates. (1154497, 1162836)
  • This has already been backported to older releases.
  • Physics: Fix issue with bounds in SkinnedMeshRenderer. (879696, 1153181)
  • SceneManager: MergeTwoScenes test has occasional instability (1150769, 1160351)
  • Scripting: Fix crash when large array initializer is used. (1148592, 1160548)
  • Scripting: Fix serializedProperty.objectReferenceInstanceIDValue returns 0 for missing asset references (1151910, 1157285)
  • This has already been backported to older releases.
  • Scripting: Scripting: Fix issue with "Coroutine continue failure" being emitted in some cases when calling StopAllCoroutines() on a AsyncOperation. (1153119, 1157965)
  • This has already been backported to older releases.
  • Shadows/Light: Fix shadows culling when camera and frustum are almost perpendicular (1150849, 1163791)
  • UI: Changing Assembly type check to use TypeCache for better performance in editor (1099027, 1163856)
  • UI: Fixed crash when writing "" In the Text field of Text Mesh component (1158732, 1163855)
  • UI: Fixed issue of Canvas sort order being incorrect when Instantiating a Gameobject with a Canvas
  • Universal Windows Platform: Fixed System.IO APIs not working on files outside of application and AppData directories on IL2CPP scripting backend. (1063768, 1156201)
  • This has already been backported to older releases.
  • Video: Camera Near Plane mode in a 2D project is not rendering the video clip only audio is heard (1135033, 1146656)
  • Video: Fix Crash on WindowsVideoMedia::CopyToRGBA when importing video file. (1154547, 1161549)
  • WebRequest: TLS handshake renegotiation requests by the server are now supported (UnityWebRequest & .Net Apis). (1141642, 1146140)
  • XR: Fixed an issued with Android app bundles which could cause XR Subsystems to fail to register. This would cause, for example, pose tracking to fail in ARFoundation. (1162654, 1162656)

New in Unity 2019.3.0 Alpha 8 (Jul 4, 2019)

  • Features:
  • Package Manager: Adding support for adding a package through tarball in the Package Manager window
  • Package Manager: Support Asset Store packges (My Assets) in Package Manager UI
  • UI Elements: Colors for the top/left/right/bottom borders can now be assigned different colors.
  • Windows: HDRDisplay is now supported for UWP and Windows Standalone for DX11 and Dx12
  • Backwards Compatibility Breaking Changes:
  • Package Manager: Remove create + develop from package manager UI
  • Windows: Command line arguments '-gpu' and '-adapter' replaced with '-force-device-index' and '-monitor' respectively to be consistent with MacOS and Linux.
  • Improvements:
  • Animation: Added a sorting order to Animation Playable Output to control how Playable Graphs execute in the Animator.
  • Animation: Added support for Animation Rigging in Timeline.
  • This is a new issue, not seen in any released version.
  • Animation: Limited curve dragging in curve editor to only be available when pressing down the Shift key.
  • Build Pipeline: Added BuildAssetBundleOptions entry that allows stripping the Unity version from built asset bundles.
  • Editor: 3D joint tools are now editor tools.
  • Editor: 3D primitive collider tools are now editor tools.
  • Editor: Added EditorSceneManager.sceneDirtied and PrefabStage.prefabStageDirtied callbacks, that are called when a non-modified scene/prefab becomes modified by the user.
  • GI: GPU lightmapper: Match CPU lightmapper sampling scheme for improved quality.
  • Graphics: Graphics: Mesh scripting API improvements. Added non-alloc overload of GetVertexAttributes. Added NativeArray overloads of Mesh.SetFoo. Added T[] and List overloads of SetVertexBufferData and SetIndexBufferData
  • Graphics: Texture mip map streaming system now exposes calculated mipmapLevel via Texture2D.calculatedMipmapLevel (unaffected by requestedMipmapLevel or minimumMipMapLevel) Texture mip map streaming system now supports Texture2D.minimumMipmapLevel for per texture control of the minimum mip that will be selected. Fixed race condition in mip map streaming calculation that could cause Texture2D.desiredMipmapLevel value to be incorrect if read while the job was still running. (1153431)
  • iOS: Minimum supported iOS version is now iOS 10
  • OSX: [metal] Added initial Graphics Jobs implementation on iOS and macOS platforms
  • Shaders: Added warning if duplicated global and local keyword is used
  • Terrain: Added support for arbitrarily sized Terrain Paint Contexts (no longer limited to 2x2 tiles)
  • UI Elements: Extended Image class and background-image property to support SVG image assets
  • Universal Windows Platform: Add 'GazeInput' Capabilitie to UWP Publisher Settings within the Editor (1162038)
  • API Changes:
  • Android: Add UnityEditor.Android.AndroidExternalToolsSettings to control External Tools Settings
  • Asset Import: The CollectImportedDependenciesAttribute was added to allow users to set up dependencies on imported assets to be used from AssetPostprocessors
  • Build Pipeline: Expose PackedAssets class as part of the BuildReport, used for AssetBundle and sharedassets analysis
  • Editor: Add EditorTool.OnDrawHandles method for drawing handles on inactive custom editor tools.
  • Graphics: VisualEffect component, VisualEffectAsset and VFXManager have been moved out of experimental
  • Profiler: Add HierarchyFrameDataView.columnStartTime to get start time of profiler samples
  • Fixes:
  • 2D: Edge Sprite Material changed when using a fill texture that is already an edge sprite on spriteshape (1157201)
  • 2D: Open ended Spriteshape renders the fill texture instead of the range sprite (1162134)
  • AI: Fixed several issues causing the NavMeshAgent to get stuck when the NavMesh changes near its long path. (1144525, 1144605, 1156590)
  • Android: Fix crash when using Optimized Frame Pacing with Vulkan
  • Android: Fix setting keystore name from the script (1158036)
  • Android: Fixed a bug where SystemInfo.processorType would give the incorrect architecture for 32 bit apps running on 64 bit devices.
  • Android: Use relative path for keystore in project location after a second key is added (977673)
  • Animation: Changed the string "Normalized Time" to "Motion Time" in the AnimatorState Editor to avoid confusion when accessing the AnimatorStateInfo's normalized (1156287)
  • Animation: Fixed AnimationClips' Reset functionality in the Inspector (1156073)
  • Animation: Fixed constant tangents evaluation when used in weighted curve segments. (1081191)
  • Animation: Fixed mistakenly fired playable warning when graph was destroyed (1081779)
  • Animation: Fixed prefab import for Animators with dangling references (1154048)
  • Animation: Fixed Undo for "Add Motion" operation in the Blend Tree graph UI. (1134780)
  • Asset Import: The BumpMap fix popup does not cause an infinite editor loop anymore in adb2. (1159483)
  • Build Pipeline: Crash at CompileGpuProgramSnippets when cancelling a build during Shader Variant Compilation (1160092)
  • Editor: Added Compilation.AssembliesType.PlayerWithoutTestAssemblies to support getting assemblies for the player using CompilationPipeline.GetAssemblies without test assemblies.
  • Editor: Fix item highlight in quality settings (1159630)
  • Editor: Fix scrollbar mouse click paging (1161189)
  • Editor: Fixed a bug where scene root objects were not properly taken into account for Scene SceneVis state when they had hideflags set (1156127)
  • This has already been backported to older releases.
  • Editor: Fixed a case where the Scene View camera could become stuck in a tilted rotation when rapidly switching from 2D to 3D perspective. (1159486)
  • Editor: Large serialized assets (e.g. Texture2DArray, Texture3D) no longer take a second or two to show up in the inspector (1153174)
  • GI: Deprecating Enlighten and allowing SRPs to not support it (and therefor hide it) in new project. Upgraded projects will still show it.
  • GI: GPU lightmapper: Fix sample count statistics when baking large lightmaps with high sample count.
  • GI: [ReflectionProbes] Minor changes to mesh renderer transform values cause Reflection Probe weights to change (1078579)
  • Graphics: Added method for binding shader properties to RayTracingAccelerationStructure
  • This is a new issue, not seen in any released version.
  • Graphics: Fix crash in Material::SetFloat after calling Graphics.Blit() due to missing BlitTexArraySlice shader (1163080)
  • Graphics: Fixed DX11 specific GPU texture memory reporting when using mip streaming to update an existing texture. (1139438)
  • Graphics: Fixed issue with the error thrown while creating PSO on DX12 when using NullGeometry draws (1122343)
  • This has already been backported to older releases.
  • Graphics: Improve documentation clarity for CommandBuffer script API
  • Graphics: On platforms that support ray tracing, update RayTracingAccelerationStructure as appropriate on GfxDevice reload, mesh update/deletion, at the start of a render loop, and as part of SaveAndLoadHelper
  • This is a new issue, not seen in any released version.
  • IL2CPP: Allow Stopwatch to work correctly across system time changes on iOS and macOS. (1152381)
  • IL2CPP: Correct code generation for multidimensional arrays used as fields of structs. (1155344)
  • This has already been backported to older releases.
  • IL2CPP: Correct loading of static field initializer data when the field is of type ReadOnlySpan. (1146277)
  • This has already been backported to older releases.
  • IL2CPP: Correct the behavior of Bind a Unix socket on Posix platforms. (1150549)
  • This has already been backported to older releases.
  • IL2CPP: Fixing an issue in the IL2CPP runtime that can cause intermittent crashes when dealing with certain kinds of generic method metadata. (1145468)
  • This has already been backported to older releases.
  • IL2CPP: Prevent a hang during async write operations on Windows platforms. (1156384)
  • This has already been backported to older releases.
  • IL2CPP: Prevent a memory leak when interfaces are set up for doubly nested arrays. (1151219)
  • This has already been backported to older releases.
  • iOS: Fix keyboard type not always changing when switching controls. (1154527)
  • Linux: UnityWebRequest failing https connection if system certificate store contains unreadable certificates (1151555)
  • OSX: Fixed scrolling sensitivity being too high in game (1162791)
  • This has already been backported to older releases.
  • Particles: Fix incorrect scaling of the Shape Module Transform Gizmo. (1129908)
  • Particles: Fixed a crash when reducing Max Particles below the current particle count, while a system is playing. (1155477)
  • This has already been backported to older releases.
  • Particles: Fixed batching of particle sprites. (1148610)
  • This has already been backported to older releases.
  • Particles: Fixed error messages when trying to use Prewarm with a Particle System whose particles have infinite lifetimes. (1157277)
  • Particles: Fixed graphical corruption when rendering particle trails to multiple views (eg reflections and main camera) (1117520)
  • This has already been backported to older releases.
  • Particles: Fixed Particle System bounding box location when using Custom Simulation Space, or spawning particles from a MeshRenderer or SkinnedMeshRenderer. (1057306)
  • Particles: Fixed ParticleSystem bounds calculations when using stretched particles and a negative velocity scale. (1160531)
  • Particles: Fixed ParticleSystem prewarm not locating WindZones, ForceFields and Colliders during Awake. (1122824)
  • Particles: Fixed scaling of velocity-facing particles. (1149730)
  • This has already been backported to older releases.
  • Particles: Fixing issues when pressing 'f' to focus on the selected Particle System, when that system contains no particles. (1139865)
  • Particles: Improved sorting algorithm to ensure it is stable when the camera rotates. (1154497)
  • This has already been backported to older releases.
  • Physics: Fix crash in Cloth::Raycast that happened when no mesh was assigned (1154566)
  • Physics: Fix crash that happened during simulation right after destroying a hierarchy of GOs that had nested Rigidbody components attached (1122684)
  • Physics: Fix crash that happened when an inactive sleeping child body was re-parented and activated (1123490)
  • Playables: Fixed ScriptPlayable traversals to call ProcessFrame in PostOrder instead of PreOrder. (1094035)
  • Prefabs: Fixed an issue which could cause a crash after loading a scene with modified prefabs. (1135495)
  • This has already been backported to older releases.
  • Profiler: "Requested frame does not exists" exception thrown on clearing data while looking at UI Module (1160622)
  • Services: Improved support for Apple arm64e devices in Cloud Diagnostics (1155437)
  • Shaders: Editor crash on the Shader inspector keywords (...) button (1156321)
  • Shaders: Improved generation of GLSL Tessellation shaders in more situations. (1134172)
  • Terrain: Disabled terrain editing if the Editor is running in GLES2. (1138137)
  • Terrain: Fixed an issue that caused alpha map textures to be lost during saving of newly created TerrainData. (1158454)
  • Terrain: Fixed Terrain Layer selection in Paint Texture Tool when the terrain layer assets are deleted. (1113312)
  • Terrain: Fixed Terrain slider control handles to not disappear when set to minimum value (1151094, 1151115)
  • Terrain: Fixed Terrain tree painting tool to display a circular brush preview (1104293)
  • Terrain: Setup default shortcut keys for Terrain tool selection shortcuts (1155153)
  • Timeline: Fixed rotation properties not included in animation mode snapshot when previewing with Timeline.
  • UI Elements: Fix generateVisualContent with textures doesn't show textures on screen (1162371)
  • UI Elements: Pointer events
  • UnityLinker: Fix UnityTls being incorrectly stripped with Medium and High Managed Stripping Levels.
  • Universal Windows Platform: Fixed System.IO APIs not working on files outside of application and AppData directories on IL2CPP scripting backend. (1063768)
  • This has already been backported to older releases.
  • Version Control: Added editor setting to disable VCS icon overlays (1155175)
  • Version Control: In Version Control window, allow dragging files between changesets if they are in different projects but the same workspace (543596)
  • Video: Fixed VideoPlayer setting its time to 0 while seeking (1154368)
  • This has already been backported to older releases.
  • XR: Added APIs around TrackingOrigins and Boundary points to UnityEngine.XR.XRInputSubsystem.
  • XR: Fixed an issued with Android app bundles which could cause XR Subsystems to fail to register. This would cause, for example, pose tracking to fail in ARFoundation. (1162654)
  • This has already been backported to older releases.
  • XR: Fixes for multiple holographic cameras, including Mixed Reality Capture (1155138)
  • XR: Removed UnityEngine.Experimental.XR.XRExperienceSubsystem. APIs have been moved to UnityEngine.XR.XRInputSubsystem

New in Unity 2019.3.0 Alpha 7 (Jun 27, 2019)

  • Features:
  • Graphics: Ability to specify custom Mesh vertex data formats, and set vertex buffer data from NativeArrays. See VertexAttributeFormat, VertexAttributeDescriptor, Mesh.SetVertexBufferParams, Mesh.SetVertexBufferData.
  • Graphics: Ability to specify Mesh submesh information directly, and set index buffer data from NativeArrays. See SubMeshDescriptor, Mesh.SetIndexBufferParams, Mesh.SetIndexBufferData.
  • Graphics: On Demand Rendering. Ability to set the rendering speed independently from other engine updates.
  • OSX: Unity can now generate Xcode project for macOS standalone build
  • Timeline: Timeline Lock is now worksing as Mute work.
  • Backwards Compatibility Breaking Changes:
  • 2D: Rename Tilemap Editor to 2D Tilemap Editor
  • Asset Import: Added a warning when multiple sub-assets are imported with the same name/type. This often happen in the ModelImporter when multiple meshes or material have the same name in the .fbx file. Their resulting fileID (and thus references to them) may break/change if a new sub-asset witht he same name is found before the existing one after a re-import.
  • Improvements:
  • 2D: After picking from the Tile Palette, switch to a paintable tool if previous tool was not a paintable tool
  • 2D: Store last used Brush when entering or exiting PlayMode
  • Build Pipeline: LZ4 lib version updated to 1.9.1
  • Build Pipeline: LZMA lib version updated to 19.00
  • Build Pipeline: Modified API used by SBP to allow calling from background threads. This is in support of the Scriptable Build Pipeline optimizations.
  • This is a new issue, not seen in any released version.
  • Editor: 2D and 3D primitive collider tools are now editor tools. This makes these tools compatible with the scene toolbar, and top left toolbar.
  • Graphics: EncodeToPNG() now support 16 bit grayscale format
  • Graphics: VR mode "SinglePassStereoMultiview" is supported within SRP Batcher
  • This is a new issue, not seen in any released version.
  • Graphics: [metal] iOS native resolution is now same as render resolution int most cases, this way avoiding final blit
  • Kernel: Added ability to reinterpret native arrays and native array elements as other types, to better support explicit SIMD programming patterns.
  • This is a new issue, not seen in any released version.
  • Scripting: Added project name to the boot.config file for Players. This will enable popular IDE's to display more information about the Player when attaching a debugger.
  • UI Elements: ListView is now bindable via c# and UXML
  • API Changes:
  • GI: Add Lightmapping.lightingDataUpdated event. This event is called when the LightingDataAsset is updated.
  • Scripting: Add EditorUserBuildSettings.waitForManagedDebugger, instructs player to wait for managed debugger to attach before executing any scripts
  • Fixes:
  • 2D: Fix clipping of Tilemap selection option for Tilemap Focus Dropdown (1158947)
  • 2D: Fix compositing of Collider2Ds with CompositeCollider2D when CompositeCollider2D is added after (1156794)
  • 2D: Recomposite Collider2Ds with CompositeCollider2D when offset and vertex distance changes while in outline generation mode
  • Android: Fix OpenGL ES fallback for RenderTextureMemoryless.MSAA (1154687)
  • This has already been backported to older releases.
  • Android: Fix threading configuration when Multithreaded Rendering and Graphics Jobs are both enabled and Vulkan is used as Graphic API
  • Android: Fixed some missing keyboard key bindings for the new input system. (1159198)
  • Android: Mouse forwardButton, backButton should work correctly in the new input system. Note: Not all android devices support these buttons correctly (1159766)
  • Android: Mouse.clickCount should work correctly now on the new input system. (1158552)
  • Asset Import: Fixed a crash in the FBX Importer when calculating tangents on a blendshape that has infinite values in vertex positions. (1152354)
  • Asset Import: Fixed an error that woul cause a crash when idling due to dependent hashing error. (1120830)
  • Asset Import: Fixed issue where fbx files are not re-imported when a AssetPostprocessor implementing OnPostprocessAnimation has its version updated. (1153110)
  • Asset Import: Model imported in Unity before 2019.1 with meshes that don't have a name conserve their Local IDs and references to them are not lost anymore. (1147902)
  • This has already been backported to older releases.
  • Asset Pipeline: Fix for project being deleted, if temp folder got deleted while unity is running (1160415)
  • Audio: Fix AudioClip Get/SetData when the provided offset/length requires wrapping around the end of the clip. (844064)
  • This has already been backported to older releases.
  • Audio: Fix send value propagation in mixer. (1150703)
  • This has already been backported to older releases.
  • Audio: Fix setting already-scaled curves on audio sources. (1152137)
  • This has already been backported to older releases.
  • Editor: Added error message if project contains .dlls with the same filename as Assembly Definition File assemblies. Which can lead various issues and crashes. (1117125, 1143057)
  • Editor: Added more information to an unrecoverable Undo scenario. (1116630)
  • Editor: Fix Avatar Mask UI layouting (1154715)
  • Editor: Fix false-positive for multiple audio listeners when editing prefabs. (1152491)
  • This has already been backported to older releases.
  • Editor: fix for an invalid memory access iwhen querying for a deleted texture with DX12 mode (1138909)
  • Editor: Fix issue with Assembly Definition File inspector not showing if Name field is empty. (1153357)
  • Editor: Fix issue with duplicate references error for Assembly Definition File not showing up on startup. (1148651)
  • Editor: Fix OnDestroy() get's called twice for custom Editor Windows (1156118)
  • Editor: Fix right handed copy/paste shortcuts (1132112)
  • Editor: Fix stop button in audio clip preview panel. (1154598)
  • This has already been backported to older releases.
  • Editor: Fix VU meter display on custom audio filter behaviours with custom editors. (1117744)
  • This has already been backported to older releases.
  • Editor: Fixed an error when using reflection probe anchor overrides in prefabs (1160643)
  • Editor: Fixed an issue where content of the text asset is not displayed in the inspector window (1155781)
  • Editor: Fixed Vector4 and Array types not displaying the values in the inspector (1139928)
  • Editor: Various alignment and icon issues (1157335)
  • GI: Fixed memory leak after compiling OpenCL kernels when using progressive GPU lightmapper.
  • Graphics: Fix issue with Android Blit type not being serialized properly (1161705)
  • Graphics: Fix shadows culling when camera and frustum are almost perpendicular (1150849)
  • Graphics: Fixed ExtractImage to check the presence of source image data. (1115638)
  • Graphics: Fixed Texture streaming when preloading textures (prior to associating with a renderer) to load low mip rather than highest mip. (1154415)
  • Graphics: Set SystemInfo.SupportsSetConstantBuffer to true for Open GL 4.3+ or Open GLES 3.1+
  • This is a new issue, not seen in any released version.
  • Kernel: field serialized as reference crashes unity when an UnityEngine.Object is stored in it using an interface. (1154723)
  • Package Manager: Fixed a regression in the package name validation which incorrectly allowed 231 characters instead of 214 as well as invalid characters
  • Package Manager: Fixed an issue where a partial copy of a package could be created in the global cache if the tarball extraction process was interrupted.
  • Package Manager: Fixed Git package submodules not being synchronized when a revision was set in the Git package URL. (1146083)
  • Package Manager: Fixed issues where a package could be partially copied, or could contain read-only folders if the copy operation from the global cache to the project cache was interrupted.
  • Prefabs: Fixes a crash when deleting a prefab asset with a LightProbeGroup in it while editing it. (1156017)
  • This has already been backported to older releases.
  • Scripting: Fix crash during Asset GC with large managed collections (1137077)
  • This has already been backported to older releases.
  • Scripting: Fix crash during async debugging (1153078)
  • This has already been backported to older releases.
  • Scripting: Fix crash when large array initializer is used (1148592)
  • Scripting: Set the ServicePointManager DefaultConnectionLimit property to a value of 2. (1156607)
  • This has already been backported to older releases.
  • Terrain: Terrain now fixes up splatmap resolutions if they are out of sync between the TerrainData and the embedded Texture (1137057)
  • UI: Fix issue where deactivating ToggleGroups loses the correct selection on re-activation. (1146883)
  • UI Elements: Event callbacks on composite elements do not have to be registered on the internal elements
  • UI Elements: VisualElement.cacheAsBitmap is Obsolete
  • This is a new issue, not seen in any released version.
  • Universal Windows Platform: fixed awaiting async actions and operations on the UI thread continuing on a background thread (the continuations will now run on UI thread) (1130193)
  • This has already been backported to older releases.
  • Universal Windows Platform: Fixes InputField not displaying active IME composition updates (1158262)
  • Universal Windows Platform: Fixes InputField not selecting text when it receives focus (1157041)
  • Video: Crash on WindowsVideoMedia::CopyToRGBA when importing video file (Windows 7) (1154547)
  • Video: VideoPlayer hangs when seeking backwards or forwards on Android (1156779)
  • XR: Fix jitter when using multipass rendering on Lumin (1160523)

New in Unity 2019.2.0 Beta 7 (Jun 26, 2019)

  • Backwards Compatibility Breaking Changes:
  • Asset Import: Added a warning when multiple sub-assets are imported with the same name/type. This often happen in the ModelImporter when multiple meshes or material have the same name in the .fbx file. Their resulting fileID (and thus references to them) may break/change if a new sub-asset witht he same name is found before the existing one after a re-import.
  • Fixes:
  • Asset Import: Model imported in Unity before 2019.1 with meshes that don't have a name conserve their Local IDs and references to them are not lost anymore. (1147902, 1160477)
  • Audio: Fix AudioClip Get/SetData when the provided offset/length requires wrapping around the end of the clip. (844064, 1162046)
  • Audio: Fix send value propagation in mixer. (1150703, 1162041)
  • Audio: Fix setting already-scaled curves on audio sources. (1152137, 1162044)
  • Editor: Fix false-positive for multiple audio listeners when editing prefabs. (1152491, 1162042)
  • Editor: Fix stop button in audio clip preview panel. (1154598, 1162043)
  • Editor: Fix VU meter display on custom audio filter behaviours with custom editors. (1117744, 1162045)
  • Editor: Fixed crash when opening a window in nographics mode. (1147223, 1159455)
  • This has already been backported to older releases.
  • Graphics: Terrain alphamaps now ignore QualitySettings master texture limit (1148582, 1154326)
  • LW RP: Eliminated extra time spent on shader compilation during build when "Optimize Mesh Data" is enabled (1090892, 1154949)
  • OSX: Fix a tessellation crash issue with Intel 4000 GPU and fencing. (1158299, 1158342)
  • This is a 2019.2 issue, not seen in any released version.
  • Prefabs: Fixed so modifying and deleting prefab asset in Prefab Mode ignores trying to reload prefab from disk. (1156017, 1159273)
  • This is a 2019.2 issue, not seen in any released version.
  • Prefabs: Reflection CubeMap for default reflection in Prefab Mode has been replaced with a lower resolution and without a sun (which caused multiple highlights)
  • SceneManager: Disable editing the name of the root GameObject of a Prefab Asset. (1146439, 1156299)
  • SceneManager: Fix editor freezing if error is thrown while modifying multiple Prefab assets. (1150176, 1156294)
  • SceneManager: Fixed undo of prefab asset after using Apply All from the overrides dropdown. (1150496, 1156293)
  • Scripting: Fix crash during Asset GC with large managed collections. (1137077, 1144682)
  • This has already been backported to older releases.
  • Scripting: Fix crash during async debugging. (1153078, 1160547)
  • This has already been backported to older releases.
  • Scripting: Set the ServicePointManager DefaultConnectionLimit property to a value of 2. (1156607, 1158686)
  • This has already been backported to older releases.
  • Scripting: TouchScreenKeyboard API no longer causes errors on platforms without on-screen keyboard support (1141643, 1145443)
  • This has already been backported to older releases.
  • UI Elements: Changing the border radius of an element with overflow set to hiddden didn't impact the clipping mask. (1155744, 1158361)
  • This is a new issue, not seen in any released version.
  • UI Elements: Changing the overflow of an element after its addition to the visual tree didn't impact clipping. (1141603, 1158365)
  • UI Elements: Fix the drop area of groups in graph view. (1152487, 1155396)
  • UI Elements: Fixed bound array fields in UIE not properly syncing their array sizes when the same object was being edited elsewhere. (1141787, 1153154)
  • UI Elements: Fixed issue where nested elements with overflow set to hidden could overflow. (1153347, 1158351)
  • This is a new issue, not seen in any released version.
  • Universal Windows Platform: fixed awaiting async actions and operations on the UI thread continuing on a background thread (the continuations will now run on UI thread) (1130193, 1150948)
  • Universal Windows Platform: Fixed particles flickering on ARM64 builds. (1104677, 1156847)
  • This has already been backported to older releases.
  • Version Control: Editor Fix Prefab Editor overwriting files which are exclusively checked out in Version Control (1027165, 1150745)

New in Unity 2019.1.8f1 (Jun 24, 2019)

  • Fixes:
  • Android: Added support for supplementary Unicode characters for UnitySendMessage. (1059652, 1147133)
  • Asset Import: Fixed an issue where AssetPostprocessor::GetVersion() did not affect AssetDependencyHash on first import. (1146482, 1158850)
  • Asset Import: Fixed plugins marked as compatible with any platform not being copied to Lumin build archives. (1117516, 1150827)
  • Editor: Fixed crash when opening a window in nographics mode. (1147223, 1159456)
  • Editor: Fixed game view scale in play mode for mobile platforms. (1140742, 1151179)
  • Editor: Fixed opening a window in -nographics mode crashing the editor. (1147223, 1159455)
  • Graphics: Fixed an issue where meshes passed to static batcher can arrive in a different order on different PCs. (1098137, 1149325)
  • Graphics: Fixed ShadowMask rendering with SRP Batcher. (1146861, 1147164)
  • IL2CPP: Fixed a hang during async write operations on Windows platforms. (1156384, 1159009)
  • IL2CPP: Fixed a memory leak when interfaces are set up for doubly nested arrays. (1151219, 1155403)
  • IL2CPP: Fixed an issue in the IL2CPP runtime that can cause intermittent crashes when dealing with certain kinds of generic method metadata. (1145468, 1156080)
  • IL2CPP: Fixed incorrect behavior of Bind a Unix socket on Posix platforms. (1150549, 1155414)
  • IL2CPP: Fixed incorrect code generation for multidimensional arrays used as fields of structs. (1155344, 1158620)
  • IL2CPP: Fixed incorrect code generation of delegate types using NativeArray. (1156422)
  • IL2CPP: Fixed incorrect loading of static field initializer data when the field is of type ReadOnlySpan. (1146277, 1154770)
  • IL2CPP: Fixed Unity TLS being incorrectly stripped with Medium and High Managed Stripping Levels. (1134343, 1154766)
  • Prefabs: Reflection CubeMap for default reflection in Prefab Mode has been replaced with a lower resolution and without a sun (which caused multiple highlights).
  • Profiler: Fixed incorrect memory reported for render texture. (1094084, 1151142)
  • SceneManager: Fixed drag and drop replacing of prefab when dragging variant to project folder. (1152704, 1154214)
  • SceneManager: Updated documentation of SaveAsPrefab with a note about namebased replace. (1152708, 1154228)
  • Scripting: Fixed TouchScreenKeyboard API no longer causes errors on platforms without on-screen keyboard support. (1141643, 1145444)
  • Shaders: Fixed shader include errors after package updates. (1141216, 1155956)
  • Universal Windows Platform: Fixed particles flickering on ARM64 builds. (1104677, 1156848)
  • Universal Windows Platform: Fixed reference rewriter complaining about managed code referencing fields from winmd files when those fields are of types that project to CLR from Windows Runtime. (1146307, 1159988)
  • Universal Windows Platform: Fixed reference rewriter errors when building UWP against the insider Windows SDK. (1146307, 1159988)
  • Universal Windows Platform: Fixed System.IO APIs not working on files outside of application and AppData directories on IL2CPP scripting backend. (1063768, 1156200)
  • Universal Windows Platform: Fixed UnityEngine.WSA.Application.windowActivated and UnityEngine.WSA.Application.windowSizeChanged events not firing. (1146982, 1159985)
  • XR: Fixed issue with respecting the build setting for enabling remoting in a player. (1099398, 1160286)

New in Unity 2019.3.0 Alpha 6 (Jun 20, 2019)

  • Features:
  • Graphics: Added Graphics.DrawMeshInstancedProcedural, which is similar to DraMewshInstancedIndirect, but doesn't require compute support (useful for Procedural Instancing)
  • Graphics: VisualEffect : Added a customizable initial event name support
  • Kernel: Set the main JobQueue worker thread count from the command line or boot.config (player only) using "job-worker-count" property. Added JobsUtility.jobWorkerMaximumCount to inspect the maximum JobQueue worker thread count. Added JobsUtility.jobWorkerCount to set/get the current JobQueue worker thread count.
  • Multiplayer: Added UNET encryption support
  • Timeline: Added "Pan" autoscrolling option in the Timeline window.
  • Backwards Compatibility Breaking Changes:
  • Android: Default threshold for warning about App Bundle size increased up to 150MB
  • Asset Import: Starting with the Unity 2019.3 release, direct import of Cinema4D files will require an external plugin. Keep an eye on our External Tools forum for updates: https://on.unity.com/c4d.
  • Changes:
  • Android: Android Gradle plugin version updated up to 3.4
  • Android: Gradle version updated up to 5.1.1
  • Improvements:
  • Editor: Show an info box in the old Input settings suggesting to use the new one (and strongly suggesting so if the old input system backend is turned off).
  • Editor: Using consistent terminology to refer to the new and old input systems in Player Settings: "Input System Package" and "Input Manager".
  • Graphics: Bind constant buffer is now supported on OpenGL 4.3+ and OpenGL ES 3.1+.
  • Graphics: Texture2D.CreateExternalTexture now also accepts ID3D11Texture2D (DX11) and ID3D12Resource (DX12).
  • Package Manager: Adds package manager UI menu extension
  • Package Manager: Deprecate Package Manager UI as package
  • Scripting: Throw exceptions when calling old Input APIs but the old input system is turned off.
  • Version Control: Added "Overwrite Failed Checkout Assets" editor setting, turning it off makes unity not overwrite files that can't be checked out
  • Video: On WebGL, videos with non-square pixel aspect ratio now displayed correctly.
  • XR: Added GPU Profiler support for Oculus Quest and Oculus Go.
  • XR: Updated Oculus to use the 1.36 plugin.
  • API Changes:
  • Animation: Moved Animation C# jobs out of experimental namespace UnityEngine.Experimental.Animations to UnityEngine.Animations
  • Graphics: Initial Event Support for VisualEffect
  • Fixes:
  • 2D: Fixed crash when setting SpriteRenderer to tiling draw mode when textureless Sprite is assigned (1156756)
  • 2D: The rendering for edges on Spriteshape does not happen sometimes when building on PS4 (1156882)
  • Android: Fix [Android] Camera aspect ratio is incorrect after changing the orientation of Android device in a split screen mode (1145325)
  • Android: Fix [Android] UI scales incorrectly when using Constant Physical Size mode on android device (1136224)
  • Android: Fixed crash on some devices in signal handler. (1038107, 1147226)
  • This has already been backported to older releases.
  • Android: Fixed problem with Android manifest containing incorrect values for platformBuildVersionCode and platformBuildVersionName (1118325)
  • This has already been backported to older releases.
  • Asset Import: Clicking on the Play button in the AudioImporter preview a second time does stop the playing clip.
  • Asset Import: Fixed an issue with the model importer inspector material remapping section where the remapped materials are not properly updated after an item was added. (1115556)
  • Asset Import: Fixed an issue with the Sketchup importer where some scenes generate empty meshes during import. (1155424)
  • Asset Import: Meshes with less than 65535 vertices but with an index buffer size of more than 3 * 65535 elements are no longer split when using 16 bit index buffers. (1143742)
  • Asset Import: Re-compile script while a MonoBehaviour asset is selected does not throw an error anymore. (1157050)
  • Asset Pipeline: Fix for "Multiple Input Managers are Loaded of type" (1147011)
  • Asset Pipeline: Fix for asset dbv2 performance regression on spinning HDD (1154477)
  • This is a new issue, not seen in any released version.
  • Asset Pipeline: Fix for scritable objects not being reloaded after a domain reload (1153117)
  • Asset Pipeline: Fix to endless asset datatabase refresh, when importing a file above 4GB (1149059)
  • Audio: Proper error message is now provided in the console (632952)
  • Build Pipeline: Fixed an issue with throwing BuildFailedException from a build callback not failing the build. (1097286)
  • Build Pipeline: Fixed an out of memory crash with Scriptable Build Pipeline.
  • Editor: Change link to unity store to the new one on the account drop down menu (859786)
  • Editor: Editor: fixed error when building unity_builtin_extra not failing the build (1144465)
  • Editor: Enabled Delete, Duplicate, Find, Frame Selected and Copy/Paste options for Game Objects that have "Not-Editable" flag enabled. (460449)
  • Editor: Fix issue with "Unable to resolve reference" errors being emitted for precompiled .dlls on startup, if they reference an .asmdef assembly in Library/ScriptAssemblies and the .asmdef assembly does not exist during startup.
  • Editor: Fix untranslated items for AddComponent. (1158141)
  • This has already been backported to older releases.
  • Editor: Fixed a small memory leak which would happen any time a context menu is opened. (850599)
  • Editor: Fixed text serialization parsing error that would occur when reading some multi-line scalars in block sequences (1153091)
  • Editor: Fixed various issues with new editor theme (for UIElements) (1158886)
  • Editor: Fixed VideoClipImporter inspector in Presets and platform specific settings when doing Reset or applying a Preset. (1150492)
  • This has already been backported to older releases.
  • Editor: Install Quick Search the first time it is used
  • This is a new issue, not seen in any released version.
  • Editor: It is not possible anymore to click the Open button on a VideoClipImporter Preset. (1154998)
  • Editor: Preset asset does not show an error anymore when deleted. (1157112)
  • This has already been backported to older releases.
  • GI: Fix player crashes on Application.Quit() in Debug builds when using realtime GI (1158498)
  • GI: Fixes loading of auto generated Lighting data in LoadSceneAsyncInPlayMode. (1156685)
  • Graphics: Added RayTracingAccelerationStructure class with NativeTests
  • This is a new issue, not seen in any released version.
  • Graphics: Corrected memory regression when loading large textures on Vulkan via threaded texture creation. (1156082)
  • Graphics: Fix for crash caused by floating point rouding errors when atlassing very small rectangles (1126862)
  • Graphics: Fixed a bug in batch mode on DX11 where render targets would be kept bound. (1141782)
  • This has already been backported to older releases.
  • Graphics: Fixed crash that occured when atlassing BC compressed textures using a padding smaller than the blocksize (1108289)
  • Graphics: Metal: fixed simple clearing of RT not impacting mips when RenderTexture.autoGenerateMips was set to true (1154708)
  • IMGUI: Fixed an issue where text is not added to clipboard when copying the text with special characters. (1152899)
  • iOS: Add missing RG16 texture format for Metal.
  • This is a new issue, not seen in any released version.
  • Kernel: NativeArray no longer allow nesting other types tagged NativeContainer, to prevent hard to diagnose memory corruption bugs
  • Kernel: SerializedObjects targetting a isntance with a missing/broken script could lead to crashes (1152271)
  • Particles: Fixed an issue where the Particle System Inspector can become slow after editing its material but not saving the changes. (1154688)
  • This has already been backported to older releases.
  • Player: Mac: fix some cases where even if the old input backend was turned off, we would still process input for it (1147574)
  • Profiler: Fixed release profiler markers usage with Profiling.Recorder API (1154041)
  • Scripting: Fix issue with "Coroutine continue failure" being emitted in some cases when calling StopAllCoroutines() on a AsyncOperation. (1153119)
  • Scripting: Fix serializedProperty.objectReferenceInstanceIDValue returns 0 for missing asset references (1151910)
  • Scripting: Handle managed exceptions triggered from Burst jobs. (1152060)
  • Terrain: Added button for user to enable any disabled Terrain inspectors. (1154683)
  • UI: Fix issue with null TransformHierarchy while Updating RectTransform (1102234)
  • This has already been backported to older releases.
  • UI: Fixing compilation errors in .asmdefs that require a reference to the uGUI package. (1154163)
  • This has already been backported to older releases.
  • UI Elements: Added EnumFlagsField to UIElements
  • This is a new issue, not seen in any released version.
  • UI Elements: Fix inverted texture on elements that have rounded-corners (1157103)
  • This is a new issue, not seen in any released version.
  • UI Elements: Fix issue with UXML template instances not resolving names correctly. (1159024)
  • UI Elements: Fixed clipping of nested clippers (1153347)
  • This has already been backported to older releases.
  • UI Elements: Fixed crash that occured when opening a window while in -nographics mode (1147223)
  • This has already been backported to older releases.
  • UI Elements: Fixed invalid clipping after changing border radius (1155744)
  • This has already been backported to older releases.
  • UI Elements: Fixed invalid clipping after changing overflow (1141603)
  • This has already been backported to older releases.
  • Universal Windows Platform: Fixed particles flickering on ARM64 builds. (1104677)
  • Universal Windows Platform: Fixed reference rewriter complaining about managed code referencing fields from winmd files when those fields are of types that project to CLR from Windows Runtime. (1146307)
  • This has already been backported to older releases.
  • Universal Windows Platform: Fixed UnityEngine.WSA.Application.windowActivated and UnityEngine.WSA.Application.windowSizeChanged events not firing. (1146982)
  • This has already been backported to older releases.
  • Version Control: Fixed Binary file type not set to Perforce when a previously text-only asset gets a binary-only object into it (1141846)
  • Version Control: Fixed regression that prevented VCS Provider tasks to finish while editor is in play mode (1140954)
  • Version Control: Fixed Submit not working if files outside of project folder are checked out (1139507)
  • Version Control: Reduced the amount of unnecessary logout commands that Perforce plugin does (705725)
  • WebGL: Fixed an issue where WebGL build would fail if locationPathName contains a trailing slash. (1150979)
  • WebGL: Fixed IMGUI events not working when input processing is set to "Input System Package" only.
  • WebGL: Fixed mouse position and delta coordinates in the new input system being inverted
  • XR: Fix API used to switch to/from on scrren keyboard in HoloLens to use correct anchor window id. (1156224)
  • This has already been backported to older releases.
  • XR: HoloLens remoting now works with the new model. (1158699)
  • This has already been backported to older releases.

New in Unity 2019.2.0 Beta 6 (Jun 18, 2019)

  • Backwards Compatibility Breaking Changes:
  • Android: Android Gradle plugin version updated up to 3.4
  • Android: Default threshold for warning about App Bundle size increased up to 150MB
  • This is a new issue, not seen in any released version.
  • Asset Import: Starting with the Unity 2019.3 release, direct import of Cinema4D files will require an external plugin. Keep an eye on our External Tools forum for updates: https://on.unity.com/c4d.
  • Scripting: Recommended Visual Studio installer upgrade to version 2019
  • Changes:
  • Android: Gradle version updated up to 5.1.1
  • Improvements:
  • Windows: Added a Player Setting for reverting to BltBlt swapchain model which was used before 2019.1. This enables several scenarios like transparent window to be used once again
  • XR: Added GPU Profiler support for Oculus Quest and Oculus Go.
  • XR: Updated Oculus to use the 1.36 plugin.
  • Fixes:
  • Asset Import: Fixed a crash in the Sketchup Importer with specific .skp files. (1152480, 1158398)
  • Asset Import: Fixed an issue where plugins marked as compatible with "All Platforms" were not being included in the Lumin builds. (1117516, 1150828)
  • This has already been backported to older releases.
  • Asset Import: Fixed AudioImporter inspector in Presets and platform specific settings when doing Reset or applying a Preset. (1150491, 1156484)
  • Asset Import: Fixed VideoClipImporter inspector in Presets and platform specific settings when doing Reset or applying a Preset. (1150492, 1156789)
  • This is a 2019.2 issue, not seen in any released version.
  • Editor: CustomPropertyDrawers of array elements inside another array is now working properly on each element. (1156837, 1158011)
  • Editor: Fix game view scale in play mode for mobile platforms. (1140742, 1151180)
  • This has already been backported to older releases.
  • Editor: Fixed issue where SceneVis was not preventing picking of objects with gizmos and no renderers (1141999, 1146284, 1157413, 1157415)
  • This has already been backported to older releases.
  • Editor: Fixed unlocalized addcomponent menu on Inspector. (1158141, 1159305)
  • This is a 2019.2 issue, not seen in any released version.
  • Editor: Optimization on scene handle position computing (1137064, 1154695)
  • Editor: Optimization: for big nested prefabs, the search of removed components in the inspector could be slow (1137064, 1154696)
  • Editor: Preset asset does not show an error anymore when deleted in ADB2. (1157112, 1159888)
  • Graphics: Fix for Xbox 32-bit float formats in UAVs not working (1141538, 1153168)
  • Graphics: Fixed a crash that can occur when accessing the MeshFilter.mesh property when the mesh is loaded via the async upload manager. (1124524, 1158402)
  • Graphics: Fixed an infinite console error loop when the user tries to assign a 2D texture in the Cubemap field of a Custom Reflection Probe. (1156727, 1156969)
  • Graphics: Fixed bad alignment of render surface resource heaps (1155163, 1156592)
  • Graphics: Fixed OpenGL 4.2 rendering the editor pink. (1146762, 1150530)
  • IL2CPP: Correct handling of exceptions in some try/finally situations. (1136256, 1152170)
  • This has already been backported to older releases.
  • IL2CPP: Fix AppleTlsProvider error on iOS when Strip Engine Code is enabled caused by incorrectly falling back to AppleTlsProvider. (1134343, 1154765)
  • This has already been backported to older releases.
  • iOS: Add missing RG16 texture format for Metal.
  • Linux: Fixed submenus from losing focus, thus closing prematurely and not being functional. (1142911, 1144233)
  • Mobile: Fixed crash and data corruption occuring when multiple Assetbundles were loaded concurrently. (1140019, 1148620)
  • This has already been backported to older releases.
  • OSX: Fixed focus issues between multiple visible game views. (1145433, 1153165)
  • Package Manager: Fixed an issue where the cancel icon (x) on the Search box in the Package Manager UI disappears when installing or removing a package. (1152444, 1156832)
  • Particles: Fixed an issue where the Particle System Inspector can become slow after editing its material but not saving the changes. (1154688, 1159215)
  • This has already been backported to older releases.
  • Prefabs: Fixed nested Canvases not getting treated as nested Canvases in Prefab Mode if the Canvas had no visual elements (CanvasRenderers) under it. This could cause properties to get reset due to being driven as a Screen Space Canvas. (1103699, 1156304)
  • SceneManager: Documentation of SaveAsPrefab now has a note about namebased replace. (1152708, 1154227)
  • This has already been backported to older releases.
  • SceneManager: Fixed drag and drop replacing of prefab when dragging variant to project folder. (1152704, 1154213)
  • This has already been backported to older releases.
  • Shaders: Fixed shader include errors after package updates (1141216, 1155955)
  • Terrain: Fixed an issue with Terrain's deprecated splatPrototype from runtime script (1126400, 1150744)
  • This has already been backported to older releases.
  • Terrain: Fixed case 1148469 : Trees are not generated from Code in the Built Game when Terrain Data is created via Code using the Constructor (1148469, 1158548)
  • UI: Fix issue with null TransformHierarchy while Updating RectTransform (1102234, 1158048)
  • UI: Fixing compilation errors in .asmdefs that require a reference to the uGUI package. (1154163, 1154711)
  • Universal Windows Platform: Files in StreamingAssets directory are now treated as generic data files so they won't get consumed by various VS tools like the XAML compiler (1110262, 1152578)
  • This has already been backported to older releases.
  • Universal Windows Platform: Fixed reference rewriter complaining about managed code referencing fields from winmd files when those fields are of types that project to CLR from Windows Runtime. (1146307, 1159987)
  • Universal Windows Platform: Fixed UnityEngine.WSA.Application.windowActivated and UnityEngine.WSA.Application.windowSizeChanged events not firing. (1146982, 1159986)
  • This has already been backported to older releases.
  • Version Control: Fixed a case where a Version Controlled Project would not update ProjectSettings/ProjectVersion.txt on editor start. (1131599, 1146735)
  • This has already been backported to older releases.
  • WebGL: Fix rendering errors in WebGL when canvas is not displayed (1141232, 1154630)
  • Windows: Fixed locked cursor getting placed slightly off center in the editor and the standalone player (824304, 1152575)
  • This has already been backported to older releases.
  • XR: Fix API used to switch to/from on scrren keyboard in HoloLens to use correct anchor window id. (1156224, 1156226)
  • This has already been backported to older releases.
  • XR: Fix source state assert if there are no source states to get in Windows MR Gesture Recognizer. (1152462, 1156184)
  • This has already been backported to older releases.

New in Unity 2019.1.7f1 (Jun 18, 2019)

  • Changes:
  • Android: Android Gradle plugin version updated up to 3.4
  • Android: Gradle version updated up to 5.1.1
  • Improvements:
  • Windows: Added a Player Setting for reverting to BltBlt swapchain model which was used before 2019.1. This enables several scenarios like transparent window to be used once again (1107463, 1152570)
  • XR: Added GPU Profiler support for Oculus Quest and Oculus Go.
  • Fixes:
  • Android: Fixed ASTC HDR textures in Mac Editor. (1142953, 1145498)
  • Android: Fixed problem with Android manifest containing incorrect values for platformBuildVersionCode and platformBuildVersionName. (1118325, 1160630)
  • Animation: Fixed a crash when animating optimized hierarchies with constant animated properties (1142636, 1151041)
  • Asset Import: Fixes an issue where if a mesh asset has no vertex data, the import crashes in some cases. (1144169, 1150808)
  • Asset Pipeline: Fixed sprite mask sorting layer resetting to default when asset is loaded from asset bundle. (1119829, 1153004)
  • Editor: Fixed a case where a Version Controlled Project would not update ProjectSettings/ProjectVersion.txt on editor start. (1131599, 1146736)
  • Editor: Fixed a crash while using TextRenderingPrivate::GetFormatString with specific string. (1150645, 1156737)
  • Editor: Fixed host local address not validated on GET HTTP request. (1146895, 1152795)
  • Editor: Fixed issue where SceneVis was not preventing picking of objects with gizmos and no renderers. (1141999, 1146284, 1157414, 1157416)
  • Editor: Fixed the scale error by updating the scale once the platform is switched. (918311, 1153435)
  • GI: Fixed a potential baking crash when objects HideFlags are configured. (1064691, 1156004)
  • Graphics: Fixed excessive stripping of shaders without users keywords resulting in missing usage of vertex components and discarding them. (914736, 1149323)
  • Graphics: Fixed Vulkan Editor on AMD GPUs. (1145367, 1149412)
  • iOS: Fixed error/crash on startup when using DisplayP3 color gamut. (1136841, 1152114)
  • Particles: Fixed an issue where the Particle System Inspector can become slow after editing its material but not saving the changes. (1154688, 1159216)
  • Physics: Fixed crash that happened when destroying Colliders that had OnCollisionStay scripts attached. (1113545, 1161860)
  • Physics: Fixed Rigidbodies not following their parent sometimes. (1140632, 1161857)
  • Timeline: Fixed "Add Signal Emitter" commands should be listed first in a track's context menu. (1131166, 1133970)
  • Universal Windows Platform: Fixed files in StreamingAssets directory not treated as generic data files so they won't get consumed by various VS tools like the XAML compiler. (1110262, 1152577)
  • Version Control: Fixed prompting when attempting to check out ProjectSettings/XRSettings.asset. (1144407, 1151473)
  • Windows: Fixed locked cursor getting placed slightly off center in the editor and the standalone player. (824304, 1152574)
  • Windows: Fixed Standalone Player remains paused/inactive after using WIN+D shortcut to restore the app window (case 1117930). (1117930, 1147086)
  • XR: Fixed a crash in the Lumin video player when open fails. (1150947, 1151175)
  • XR: Fixed issue in HoloLens where we weren't using the correct anchor view for switching away from on screen keyboard in XAML. (1156224, 1156227)
  • XR: Fixed SwitchAsync call to use correct anchor view id. (1156224, 1156227)

New in Unity 2019.3.0 Alpha 5 (Jun 7, 2019)

  • Features:
  • GI: Added Experimental API for modular lighting bake.
  • Package Manager: Package authoring:
  • Create a package from Package Manager UI.
  • Develop a package from Package Manager UI.
  • Remove a package in development from Package Manager UI.
  • Open Package Manager UI on selected package in Project Browser.
  • Backwards Compatibility Breaking Changes:
  • Android: Minimum supported Android version is now Android 4.4 KitKat (API 19)
  • Editor: Upgrade shipped Visual Studio installer version from 2017 to 2019
  • This is a new issue, not seen in any released version.
  • Package Manager: Remove ads. analytics an purchasing from default dependencies to avoid loading them with all projects.
  • This is a new issue, not seen in any released version.
  • Improvements:
  • Graphics: Exposed hardware-specific device limits for binding compute buffers in different shader stages.
  • Graphics: Exposed hardware-specific device limits for compute shader thread group sizes.
  • Graphics: Metal: improved debug groups structure
  • API Changes:
  • Build Pipeline: Renamed ContentBuildInterface.PrepareScene to ContentBuildInterface.CalculatePlayerDependenciesForScene
  • Build Pipeline: Replaced ContentBuildInterface.WriteSerializedFile & WriteSceneSerializedFile individual parameters with a struct of parameters
  • Playables: Deprecated PlayableOutput.SetSourceOutputPort in favor of PlayableOutput.SetSourceOutput(Playable, int)
  • Fixes:
  • Android: Fix distorted images on Tegra devices when loaded with DXT format (1142668)
  • Android: Fix missing UI and render texture glitches after restarting the game (1145018)
  • Android: Fix Vulkan opaque renderpass store action when multiple render passes with MSAA are used (1126522)
  • Android: When AndroidBlitType.Never is used with Linear Rendering and SRP inform user that linear-to-sRGB conversion is handled for him (1122492)
  • Animation: Added editor test to validate that recorded frame match simulated frame for animator (847233)
  • Animation: Fix copy pasting of keyframes when order in animation window does not match sorted order of their curve paths (1139224)
  • Animation: Fixed a warning when using the object selector in the avatar preview window (1138528)
  • Animation: Fixed NullReferenceException in Blend Tree inspector. (1153399)
  • Animation: Fixed transform write order whenever a game object is deleted in an animated hierarchy. (1153868)
  • Animation: Made AnimationWindowCurve also implement IEquatable as we have at least one case where we store these in a List and try to avoid double-insertions by calling Contains. (1123981)
  • Asset Import: Fixed a crash in the Sketchup Importer with specific .skp files. (1152480)
  • Build Pipeline: Eliminated extra time spent on shader compilation during build when "Optimize Mesh Data" is enabled. (1090892)
  • Build Pipeline: Fix crash that can occur when accessing the MeshFilter.mesh property when the mesh is loaded via the async upload manager (1124524)
  • Build Pipeline: Fix race condition crash when loading asset bundles from managed streams (1135251)
  • Build Pipeline: Fixed an issue where user created folders were being deleted on a failed player build. (1132299)
  • Build Pipeline: Improved shader compilation progress bar to avoid editor to appear frozen during the build. (1031630)
  • Editor: Files are not being added to assets folder if dragged and dropped in empty space below the package manager folder (1150509)
  • This has already been backported to older releases.
  • Editor: Fix MenuItem shortcuts taking the capitalization of the character into consideration. (1154312)
  • Graphics: Editor crashes on GfxDeviceD3D11Base::DrawBuffersBatchMode when selecting imported FBX while HDRP is set as SRP (1153037)
  • Graphics: Fix an infinite console error loop when the user tries to assign a 2D texture in the Cubemap field of a Custom Reflection Probe. (1156727)
  • Graphics: Fix Mesh.GetTriangles with list argument not working with different topology (1141916)
  • IL2CPP: Avoid overwriting a copy of a generic by ref argument that uses specifically crafted IL bytecode (1140509)
  • This has already been backported to older releases.
  • IL2CPP: Correct an intermittent crash when a managed exception occurs on a back ground thread while the process is shutting down.
  • IL2CPP: Correct handling of exceptions in some try/finally situations. (1136256)
  • This has already been backported to older releases.
  • IL2CPP: Fix AppleTlsProvider error on iOS when Strip Engine Code is enabled caused by incorrectly falling back to AppleTlsProvider. (1134343)
  • This has already been backported to older releases.
  • IL2CPP: Fixed a performance issue with IL2CPP lumped builds.
  • IL2CPP: Fixes an issue with the debugger agent passing an uncaught message exception to the debugger client even if the exception was actually caught. (1124910)
  • IL2CPP: Handle the this reference passed to a method via an in parameter. (1143749)
  • This has already been backported to older releases.
  • Input: Apple Pencil will be correctly recognized on iOS in the new input system on newer iPad devices (1141002)
  • Multiplayer: Fix for Unity crash when calling NetworkTransport.Send with wrong connectionId (1128967)
  • OSX: Fixed built game icon may appear distorted (1152484)
  • Particles: Fixed transparency on particles when using ETC1 with split alpha (1144935)
  • Playables: Playables now display an error when trying to bind the same playable to multiple outputs (1135116)
  • Player: Fix a crash on Standalone Player when assets with Editor only serialized properties. (1144591)
  • Player: Reduced SerializedFile memory usage (939830)
  • Prefabs: Fixed modifying and deleting prefab asset in Prefab Mode with a Light Probe Group continuesly showed an error dialog. (1156017)
  • Profiler: Fixed errors thrown when switching between ADB and WiFi profiling. (1050359)
  • Scripting: Fix issue with GameObject.TryGetComponent allocating in some cases when the component does not exist.
  • This is a new issue, not seen in any released version.
  • Scripting Upgrade: Fix AssemblyUpdater.exe failing silently if Unity is installed to a path with spaces (1154131)
  • This has already been backported to older releases.
  • Terrain: Fixed an issue where changing terrain resolution creates seams along the borders of the tiles.
  • Terrain: Terrain holes support added
  • Timeline: Fixed Cogwheel icon is blurred at 150% or more for Timeline Window (1154623)
  • Timeline: Fixed Editor gets into infinite loop when PlayableGraph.Evaluate is called from a NotificationReceiver (1149930)
  • Timeline: Fixed Timeline Track binding input field is getting very small when creating multiple Track Sub-Group (1153446)
  • Timeline: Fixed Trim and Move operations to ensure playable duration is updated upon completion. (1151894)
  • UI Elements: Add a Breadcrumb like element to UIElements Toolbars
  • UI Elements: Allow setting ToolbarSpacer and ToolbarMenu variants through styling rather than code only
  • UI Elements: Fix the drop area of groups in graph view (1152487)
  • UI Elements: Introduce support for proper references between UXML files as well UXML and USS files.
  • UI Elements: Panel.contextualMenuManager is now public
  • UI Elements: Textfield padding is now handled correctly (1145272)
  • Windows: Support reading files opened by other application with FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE share mode flags (1037669)
  • XR: Add check to stop assert in Windows MR GestureSource from emitting when there are 0 sources. (1152462)
  • This has already been backported to older releases.

New in Unity 2019.3.0 Alpha 4 (May 31, 2019)

  • Features:
  • Graphics: SRP Batcher now support Skinned Mesh rendering
  • Backwards Compatibility Breaking Changes
  • Android: Updated Android NDK used to version r19
  • Kernel: Added LazyLoadReference to defer loading of assets until accessed.
  • This is a new issue, not seen in any released version.
  • Timeline: Enabled rectangle tool for inline curves.
  • UI: Removed obsolete GUILayer, GUITexture and GUIText components.
  • This is a new issue, not seen in any released version.
  • Version Control: Assets menu Version Control submenu got moved near top of the menu, into the same place where Collaborate menu is.
  • Improvements:
  • 2D: Add multi-texture support to SpriteShapeRenderer
  • 2D: Add multi-texture support to TilemapRenderer
  • GI: Added extra verification for Experimental.Lightmapping.SetCustomBakeInputs API to make custom bake easier to use.
  • Graphics: Mesh class got HasVertexAttribute and GetVertexAttributeDimension methods.
  • Graphics: Mesh class got slice-style setters, e.g. SetVertices(Vector3[] data, int start, int length).
  • Graphics: Mesh class SetIndices/GetIndices got 16-bit index format overloads.
  • Graphics: Optimized away a redundant memory copy in Mesh.GetIndices implementation.
  • UI: Adding ability to modify the pixel per unit used during the calculation of sliced and tiled sprites.
  • This is a new issue, not seen in any released version.
  • Version Control: Inspector VCS status bar was moved to the top, and in addition to "Checkout" got "Add", "Lock", "Unlock", "Submit" buttons when appropriate.
  • Fixes:
  • Asset Bundles: Fix an error that caused assets with identical names to become unloadable if there is a name collision (1140186)
  • Asset Import: Fixed AudioImporter inspector in Presets and platform specific settings when doing Reset or applying a Preset. (1150491)
  • Build Pipeline: Fix to properly disable the build buttins while the editor is compiling and the Assetdatabase is not ready. (1151099)
  • Build Pipeline: Fixed issue where inactive scenes were getting calculated into the scene build indexes (977745)
  • Editor: Fix crash when calling Application.Exit() from a static constructor on a type marked [InitializeOnLoad] (1153197)
  • Editor: Fix issue with dead area aroud scene view overlay windows (1147144)
  • Editor: Fixed an Editor crash when clicking Shader dropdown in Material inspector (1150686)
  • This has already been backported to older releases.
  • Editor: Fixed an issue where double clicking on the folders in the project browser in one column layout gives an error. (1151435)
  • Editor: Fixed game view rescaling when entering the play mode (1140742)
  • Editor: Fixed several inspector windows layouting and rendering issues (1148706)
  • This has already been backported to older releases.
  • Editor: Fixed touch issues with the editor on Windows (MouseDown position is more precise and dragging a property value on the edge of the screen no more increases the value exponentially)
  • Editor: Play mode Color tint is not removed when Play mode cannot be entered due to compiler errors (1141886)
  • Editor: Sorting Group inspector could not be toggled on (1134112)
  • This has already been backported to older releases.
  • Editor: Visual studio 2015 opens up instead of 2017 (1152149)
  • GI: Added a new exposure controller for lightmap modes in in the Scene View.
  • This is a new issue, not seen in any released version.
  • GI: Faster editor shutdown when baking with progressive lightmapper. (1148686)
  • GI: Redid how editing and selection of probes work, and fixed a few overflow issues in the input fields.
  • This is a new issue, not seen in any released version.
  • GI: Reverted light probe fix that resulted in a selection issue regression. (1152479)
  • Graphics: Fix FrameTimingManager when using Vulkan (1152859)
  • Graphics: Fixed case where RenderSurfaces could not be created on DX12 (1155163)
  • Graphics: Fixed excessive texture mip reduction during texture streaming when texture quality settings applied.
  • Graphics: HDRP/Lit shader is not rendered in standalone build when SRP Batcher is used (1147949)
  • Graphics: Support CopyTexture between texture of different format when their element byte size are compatible
  • This is a new issue, not seen in any released version.
  • Particles: Add error when calling Gradient.Evalute with a NaN (1147106)
  • This has already been backported to older releases.
  • Particles: Ensure curve previews are updated when pasting component values (972302)
  • This has already been backported to older releases.
  • Particles: Ensure Force Fields belonging to disabled Game Objects do not affect any Particle Systems (1149364)
  • This has already been backported to older releases.
  • Particles: Ensure particle trails start from exact particle spawning position (1147999)
  • This has already been backported to older releases.
  • Particles: Fix assert in debug builds due to invalid sampling of an Animation Curve in a rare edge case (1111257)
  • This has already been backported to older releases.
  • Particles: Fix crash when a Particle System destroys itself with stop action "Destroy" (1147642)
  • This has already been backported to older releases.
  • Particles: Fix flickering sub-emitter trails if sub-emitter particles are cleared before Particle System finishes playing (1146677)
  • This has already been backported to older releases.
  • Particles: Fix glitches when rendering trails and using Custom Simulation Space together (1092072)
  • This has already been backported to older releases.
  • Particles: Fix jitter when updating position in LateUpdate and using Custom Simulation Space (1149016)
  • This has already been backported to older releases.
  • Physics: Selecting "Reset" on an EdgeCollider2D or PolygonCollider2D component whilst editing them now correctly updates the editing gizmo. (1154593)
  • Prefabs: Disable editing the name of the root GameObject of a Prefab Asset. (1146439)
  • Prefabs: Fix editor freezing if error is thrown while modifying multiple Prefab assets. (1150176)
  • Prefabs: Fix nested Canvases not getting treated as nested Canvases in Prefab Mode if the Canvas had no visual elements (CanvasRenderers) under it. This could cause properties to get reset due to being driven as a Screen Space Canvas. (1103699)
  • Prefabs: Fix Scene view skybox toggle not working in Prefab Mode if no Prefab editing environment scene is specified. (1153083)
  • Prefabs: Fix undo of prefab asset after using Apply All from the overrides dropdown. (1150496)
  • Shaders: Fixed shader include errors after package updates. (1141216)
  • Terrain: Fixed crash on painting terrain with QualitySettings below fullres (1148582)
  • Timeline: A timeline will now be played correctly when building a player with Mono and Managed Stripping Level set higher than Low (1133182)
  • This has already been backported to older releases.
  • Timeline: Cleared invalid assets from the Timeline Clipboard when going into or out of PlayMode (1144473)
  • This has already been backported to older releases.
  • Timeline: Clips will no longer randomly disappear when showing or hiding inline curves (1141661)
  • This has already been backported to older releases.
  • Timeline: Copying a Control Clip during play mode no longer throws exceptions (1141581)
  • This has already been backported to older releases.
  • Timeline: Fixed director controls being disabled in subtimelines (1133836)
  • This has already been backported to older releases.
  • Timeline: Fixed issue where a Signal Emitter placed at the start of a timeline would be fired twice (1149653)
  • This has already been backported to older releases.
  • Timeline: Fixed issue where an exception was thrown when clicking on a SignalEmitter with the Timeline window in asset mode (1146261)
  • This has already been backported to older releases.
  • Timeline: Fixed issue where the Emit Signal property on a Signal Emitter would not get saved correctly (1148709)
  • This has already been backported to older releases.
  • Timeline: Fixed record button state not updating when offset modes are changed (1142747)
  • This has already been backported to older releases.
  • Timeline: Going to Play Mode while inspecting a Track Asset will no longer throw exceptions (1141958)
  • This has already been backported to older releases.
  • Timeline: Playhead will not be drawn above the bottom scrollbar anymore (1134016)
  • This has already been backported to older releases.
  • Timeline: Prevented the PlayableGraph from being created twice when playing a timeline in play mode with the Timeline window opened (1147247)
  • This has already been backported to older releases.
  • Timeline: Resizing Timeline's window no longer affects the zoom value (1147150)
  • This has already been backported to older releases.
  • Timeline: Snap relaxing now responds to Command on Mac, instead of Control (1149144)
  • This has already been backported to older releases.
  • Timeline: The global/local time referential button will no longer be shown for a top-level timeline (1080872)
  • This has already been backported to older releases.
  • Timeline: The Signal Asset creation dialog will no longer throw exceptions when canceled on macOS (1141959)
  • This has already been backported to older releases.
  • UI: Adding uv2 and uv3 copying from the UIVertex AddVert overloaded API
  • UI: Dirty the canvas batch when a element is enabled. This will ensure it gets put back into the render order (1077708)
  • UI: Fix performance issues with animation by not dirtying the layout if a animation updates the items.
  • UI: Fixing issue where assigning a togglegroup or changing isOn would not set the toggle as dirty. (1141606)
  • UI: Fixing issue where rich text tags would get verticies generated causing very large vertex buffers.
  • UI: Fixing performance issue with CanvasGroup getting notifications all the time (1149387)
  • This has already been backported to older releases.
  • UI: Recreate the gfx buffer if the stride size changes. (1143087)
  • This has already been backported to older releases.
  • UI: removing sprite mesh caching optimization as it was causing too many issues (1143135)
  • This has already been backported to older releases.
  • UI: removing the ref requirement from the AllSelectablesNoAlloc
  • UI: Update SetChildAlongAxis to have matching SetChildAlongAxisWithScale that takes a scale as default values will cause confusion in which function needs to be used
  • UI Elements: Extend VisualElement.generateVisualContent to support textures and UVs, and expose VisualElement.usageHints for performance optimization based on expected usage
  • This is a new issue, not seen in any released version.
  • UI Elements: Fixed potential instability or non-determinism caused by loading a resource from a static InitializeOnLoad constructor.
  • UI Elements: Property field layout computations for Vector data types (1145908)
  • This has already been backported to older releases.
  • Version Control: Fixed Script Execution Order inspector "Apply" button in some cases throwing errors under Perforce. (1153207)
  • Version Control: Fixed version control window selection highlight being of wrong color in Linear color space. (956944)
  • Version Control: Inspector VCS status bar no longer displays two rows when asset and .meta state is different; instead the label & tooltip reflects that.
  • Version Control: ProjectSettings and QualitySettings mark themselves as "modified" much less often, when setter APIs with identical values as before are called on them. (1151097)
  • Video: Fix for crash when trying to Play a VideoPlayer when running with -nographics (1150850)
  • WebGL: Fixed an issue with stuck keys when canvas loses focus in WebGL (1129894)
  • XR: Add pointer access hardening in areas reported by Microsoft Watson. (1152855)
  • XR: Fix for Render Viewport Scale jitter/shake when render viewport scale changes continuously (1153261)

New in Unity 2019.1.4f1 (May 30, 2019)

  • Fixes:
  • 2D: Foxed sprite atlases being packed when entering Play Mode when Sprite Packer Mode is set to "Enabled for builds". (1136349, 1148006)
  • Android: Fixed a crash when SRP batcher is enabled on Vulkan on Mali GPUs. (1141817, 1149380)
  • Android: Fixed wrong rendering in LWRP on GPUs that have EGL_GL_COLORSPACE_SRGB_KHR extension. (1145351, 1149381)
  • Asset Import: Fixed an issue where blendshapes normals are always recalculated although the blend shape normals import setting is set to 'none'. (1123265, 1140796)
  • Asset Import: Fixed an issue where blendShapes normals are broken when upgrading the project. (1117764, 1150188)
  • Asset Import: Fixed an issue where normal import settings get applied to the whole selection when selecting multiple model assets. (1150179)
  • Asset Import: Fixed an issue where some kinds of assets might not refresh after an Editor restart using ADB v1. (1140289, 1149023)
  • Asset Import: Fixed the root node of a model importer preset to be visible and editable. (1144441, 1150227)
  • Core: Fixed executing an IJobParallelFor accessing deallocated memory and cause Unity to crash. (1153961, 1157296)
  • Editor: Ensured duplicated prefabs retains transform values and other overrides. (1132860, 1152739)
  • Editor: Fixed an Editor crash when clicking Shader dropdown in Material inspector. (1150686, 1154053)
  • Editor: Fixed crash when duplicating prefabs with ConfigurableJoints. (1137347, 1152740)
  • Editor: Fixed importing badly broken prefab variants where components could be assigned to multiple GameObjects. (1113802, 1152733)
  • Editor: Fixed interacting with custom property drawer array resets the scroll bar position. (1109673, 1117759, 1132074, 1151035)
  • Editor: Fixed reverting files in Collab occasionally displaying a blank message. (1151178, 1151182)
  • Editor: Removed Extra FileIDs property that appears for some assets in the inspector. (1103218, 1155362)
  • Graphics: Fixed issue with large scaled meshes with texture mip map streaming. (1058192, 1149319)
  • Graphics: Fixed Unsupported textures such as reflection probes now load highest mip. (1139189, 1148714)
  • IAP: Fixed editor crashing when updating/installing/importing IAP plugin. (1138783, 1149292)
  • iOS: Fixed larger than 2k payloads not sent by UnityWebRequest when HTTP/2. (1146305, 1152777)
  • OSX: [Metal] Fixed excessive fencing causing all GPU workload to be serialized. (1154010)
  • Package Manager: Fixed import of Complete Project category Asset Store Packages from 2018.1-2018.3, which could break Package Manager configuration in the importing project. (1139199, 1139263)
  • Particles: Fixed particle rendering inconsistencies between Windows and macOS when a particle is generated by specifying RandomSeed. (1138802, 1142738)
  • Profiler: Fixed an issue where the compilation guards for the memory profiler API would not reset after doing a player build. (1152043)
  • Profiler: Reduced profiler overhead when flushing data from Job threads. (1147129, 1151146)
  • SceneManager: Fixed default shortcuts missing from SceneVis, Isolation and multi-hide are inaccessible. (1124247, 1144482)
  • Services: Fixed crash from background thread on UWP when Crash Reporting is enabled. (1130184, 1150581)
  • Terrain: Fixed terrain's Texture2D texture appearing white when copied using Instantiate Method via Script. (1126400, 1148331)
  • Timeline: Fixe the PlayableGraph from being created twice when playing a timeline in play mode with the Timeline window opened.F (1147247, 1148481)
  • Web: Fixed encoding support in url escaping. (1151016, 1152779)
  • Windows: Fixed documentation summary in Visual Studio not being shown. (1148065, 1148634)
  • XR: Fixed crash when transitioning to VR Mode from non-VR. (1150910, 1152534)
  • XR: Fixed shell script permission denied error with Google VR when building iOS using the generated xcode project. (1129546, 1155363)
  • Changeset: ffa3a7a2dd7d
  • Unity 2019.1.3

New in Unity 2019.3.0 Alpha 3 (May 23, 2019)

  • Features:
  • Editor: Users can set custom ui scaling across the editor on windows
  • GI: GPU lightmapper: Added submesh support
  • UI: Unity UI is now a package.
  • Backwards Compatibility Breaking Changes:
  • Android: The option to target x86 for Android has now been removed.
  • Timeline: Updated Timeline package version to 1.1.0
  • Universal Windows Platform: Removed icons that were only used on Windows 8.1 apps from Player Settings (1139095)
  • Improvements:
  • 2D: Add CreateTileFromPaletteAttribute to allow users to specify how and what Tiles are created when dragging and dropping assets to the Tile Palette Window
  • 2D: Add toggle to allow changing of Z Position with GridBrush
  • 2D: Allow users to convert Prefabs to Tile Palettes by dragging and dropping a valid Prefab onto the Tile Palette Window
  • 2D: Expose GridPaintingState APIs to allow users to programatically change Tile Palette Painting states
  • Android: Allow custom UnityPlayerActivity implementations modify the command line arguments passed to Unity during startup.
  • Editor: Added shortcut entries for SceneView camera modes
  • Graphics: Fix SystemInfo.IsFormatSupported MSAA usage check for OpenGL (ES). On some GPUs this caused a behavior change. In case MSAA 2x is not supported we used to fall back to MSAA 4x when using OpenGL. Now we fall back to MSAA 2x, similar to other Graphics APIs
  • This is a new issue, not seen in any released version.
  • Graphics: Vulkan texture creation during async load optimised to remove hitches for large textures
  • iOS: Metal: Warn user if he does render MeshTopology.Points with shader that do not have PSIZE output
  • Package Manager: Add new northstar theme icons for the Package Manager window.
  • This is a new issue, not seen in any released version.
  • Package Manager: Added a new git attribute to the PackageManager.PackageInfo C# class (https://docs.unity3d.com/ScriptReference/PackageManager.PackageInfo.html).
  • Package Manager: Added conflict resolution information logging in upm.log during the resolve operation.
  • Package Manager: Conflicts are no longer reported as errors when the requested dependency of a package is satisfied by a greater major version.
  • Package Manager: Show in development packages in package manager UI
  • This is a new issue, not seen in any released version.
  • Package Manager: Show publish date in package manager UI
  • This is a new issue, not seen in any released version.
  • Profiler: Added Profiler Preferences with ability to tweak visible frame count in Profiler Window.
  • Profiler: Improved information about shader compilation in the profiler.
  • Profiler: Reduced profiler overhead when flushing data from Job threads.
  • Shaders: Added an checkbox in Graphics Settings to enable logging information about shader compilation at runtime (development and debug only).
  • Shaders: Adding for C# keyword stripping local keywords support. Improving performance for variant shader variant finding
  • Timeline: Scrolling horizontally with either the mouse wheel or track pad now pans horizontally in Timeline's clips area.
  • Timeline: Scrolling with either the mouse wheel or track pad is now context-sensitive in Timeline. It zooms if the pointer is above the clips area, it pans everywhere else.
  • Universal Windows Platform: Player Settings inspector will now warn when selected icons are too large and will fail Windows App Certification Kit tests (1146113)
  • Version Control: Added a confirmation dialog for moving or renaming folders under version control (1108630)
  • Windows: Added a Player Setting for reverting to BltBlt swapchain model which was used before 2019.1. This enables several scenarios like transparent window to be used once again (1107463)
  • XR: [Lumin] Added support for the "Lumin world microphone", which can be selected by that device name via Microphone.Start.
  • API Changes:
  • Asset Import: ModelImporter.avatarSetup can be used to change the way avatars are created, based on the AnimationType, during a ModelImport.
  • GI: Added API to set environment sample count for Progressive Lightmapper. LightmapEditorSettings.environmentSampleCount.
  • Graphics: Renamed GPU Skinning on non-DirectX platforms to Compute Skinning
  • Package Manager: Renamed the UnityEditor.PackageManager.PackageInfo.recommended property to verified.
  • Profiler: Add EditorConnection.UnregisterConnection, EditorConnection.UnregisterDisconnection, PlayerConnection.UnregisterConnection, PlayerConnection.UnregisterDisconnection
  • Profiler: Added TakeSnapshot overload with screenshot handling to MemoryProfiler API
  • Scripting: Add the TryGetComponent API to GameObject and Component classes to allow fast and GC Free access to a Component
  • Shaders: Marked ShaderUtil.ClearShaderErrors() obsolete and replaced it with ShaderUtil.ClearShaderMessages().
  • Fixes:
  • 2D: Fix crash when rendering a Hexagonal Tilemap with Top Left/Right Sort Order in Individual mode (1142429)
  • 2D: Fix offset collider shape of Tile using Grid Collider Type with an Isometric Grid (1148573)
  • 2D: Fix SpriteMask's SortingLayer resets to default when asset is loaded from an AssetBundle in Editor (1119829)
  • 2D: Fixed Sprite Frame Inspector in Sprite Editor Window does not hide totally when Sprite are unselected (1148325)
  • This has already been backported to older releases.
  • Android: Fixed a crash when a shader is written in GLSL and uses Single-pass rendering in Android VR. (1145324)
  • This has already been backported to older releases.
  • Android: Input system package: fix KeyControl.displayName for external keyboard (1093828)
  • Android: Report keyboard layout to input system package (1093823)
  • Animation: Disabled user script OnAnimatorMove called when sampling in the Animation Window (1145760)
  • Animation: Fixed animation previewer model drag and drop (1138551)
  • Animation: Fixed crash when removing a state in the animator controller state machine (1143974)
  • Animation: Fixed humanoid bones not restored to previous values when stopping Animation Window preview (1138371)
  • Animation: Fixed mouse press events so that Animator window does not get stuck in Pan mode (1140361)
  • Asset Import: ModelImporter does not enforce the AnimationType setting on first import anymore. Default Preset can be used for this setting and it can be changed during OnPreprocessAsset or OnPreprocessModel in the AssetPostprocessor callbacks. (1152163)
  • Asset Import: PluginImporter does not change metafile while opening a project anymore. (1145258)
  • Asset Pipeline: Fixed an issue that could cause unity to crash, because GC handles weren't released before a domain reload. (1138783)
  • This has already been backported to older releases.
  • Editor: After a player build finishes, scripts are no longer recompiled for the editor. Recompiling of scripts was an unnecessary step that existed due to legacy reasons. By skipping this step, finishing a player build now takes a shorter amount of time. (1115674)
  • Editor: Applied the new Editor style, Northstar
  • This is a new issue, not seen in any released version.
  • Editor: Being able to localize packages.
  • Editor: Fix an issue where the AvatarMask Inspector transforms field doesn't show all transforms from the skeleton (1123656)
  • Editor: fix issue with null reference exceptions while previewing textures during asset import (1135750)
  • Editor: Fix NullReferenceException when changing reorderable list order. (1146538)
  • This has already been backported to older releases.
  • Editor: Fixed extra fields appearing in the Inspectors of some assets. (1123033)
  • Editor: Fixed Free Move Handle being constricted in orthographic mode in SceneView when the Handles.matrix is rotated 90 degrees (1089308)
  • Editor: Fixed potential null reference exception errors that might occur for the editors that implement OnSceneGUI() (1148101)
  • Editor: Fixed the missing script issue upon minimize and maximizing the editor application. (1095540)
  • Editor: Fixes an issue where EditorTools could not accept Event commands before the SceneView interprets them. (1151523)
  • Editor: Improved the rendering of borders of IMGUI controls (Buttons, TextFields, Dropdowns, etc) using the color-per-border support
  • This is a new issue, not seen in any released version.
  • Editor: Metal: Fix a crash when calling FrameTimingManager.GetVSyncsPerSecond() (1148335)
  • Editor: OSX: Fix an input issue with window focus/refocus handling and changing between multiple GameViews (1145433)
  • GI: Color coding of lights in the shadow mask scene view mode now matches their corresponding shadow mask channel color.
  • GI: Fix a crash in Lightmap baking when upgrading a project to a newer version of Unity (1146519)
  • This has already been backported to older releases.
  • GI: GPU lightmapper: Editor is slow and low baking performance when baking certain project with GPU Lightmapper (Added support for 32bits indices) (1110661)
  • GI: GPU lightmapper: Fix incorrect over darkening at primitive intersection in conjonction with dilatation. (1119363)
  • GI: GPU lightmapper: Fix indirect from blue lights appears much less intense when using GPU lightmapper. (1114555)
  • GI: GPU lightmapper: Fix transparency from indirect ray. (1086152)
  • Graphics: Expose adjust culling between shadow cascades for directional lights in SRP (1088730)
  • Graphics: Fix a regression that can cause increased draw call count when using static batching. (1098752)
  • Graphics: Fix dynamic resolution when using Vulkan (1148341)
  • This has already been backported to older releases.
  • Graphics: Fix issue with indeterminism in static batching for asset bundle generation. (1098137)
  • This has already been backported to older releases.
  • Graphics: Fix ShadowMask rendering with SRP Batcher in some conditions (1146861)
  • This has already been backported to older releases.
  • Graphics: Fixed OpenGL 4.2 rendering the editor pink (1146762)
  • Graphics: Fixed rare crash with GPU skinning and blendshapes (1097227)
  • Graphics: Fixed upload of compressed texture which sizes are not a multiple of the block size (1146074)
  • Graphics: macOS: Display.RelativeMouseAt behavior improved, document default return value of Vector3.zero on unsupported scenarios and platforms
  • Graphics: Metal: Reduced excessive GPU fencing allowing GPU work to overlap
  • Graphics: [ShaderGraph] Frequently Crashes when API is set to Vulkan (1143811)
  • IL2CPP: Add support for the MethodImplOptions.NoOptimization C# attribute. (1124061)
  • This has already been backported to older releases.
  • IL2CPP: Fix a build failure that would occur when targeting UWP w/ il2cpp while using a Managed Stripping Level of High. (1137227)
  • This has already been backported to older releases.
  • IL2CPP: Fix some assemblies missing symbol files after building with the Medium or High Managed Stripping Level. (1142732)
  • This has already been backported to older releases.
  • IL2CPP: Fixed building generated player Visual Studio project when using IL2CPP scripting backend and building to a builder with unicode characters in the path on Windows Standalone and UWP players. (1129992)
  • This has already been backported to older releases.
  • IL2CPP: Generate proper C++ code when Mathf.Infinity is used as the value for an attribute argument. (1139579)
  • This has already been backported to older releases.
  • IL2CPP: Making RuntimeHelpers.IsReferenceOrContainsReferences call a generation-time intrinsic that will output a "false" or "true" boolean value to the C++ code. This greatly speeds up some .NET container classes that make use of this method. (1143169)
  • This has already been backported to older releases.
  • iOS: Fix for Install in Builds folder and Symlink Trampoline for iOS/tvOS (1152196)
  • This is a new issue, not seen in any released version.
  • iOS: Fix larger than 2k payloads not sent by UnityWebRequest when HTTP/2 (1146305)
  • This has already been backported to older releases.
  • iOS: Fixed "Process symbols" Xcode build step from beeing added on each Append build (1145430)
  • iOS: Fixed cursor in input field not being synced to actual text entry point (1138258)
  • iOS: Fixed keyboard done/cancel button having fixed size resulting in "bad things" happening with localization (1142416)
  • Linux: Fixed keystrokes from being recorded twice while using text fields in play mode in the editor. (987230)
  • This has already been backported to older releases.
  • Linux: Input.mouseScrollDelta returns reversed values in Linux player (1149657)
  • Linux: Linux services window now responds to dragging properly. (1115130)
  • OSX: Fix MultiDisplay keyboard/mouse input to work on standalone player build
  • OSX: Fix retina resolution support for secondary displays when using MultiDisplay
  • OSX: [Metal] Fixed excessive fencing causing all GPU workload to be serialized
  • Package Manager: Added a new git property to the PackageManager.PackageInfo
  • This is a new issue, not seen in any released version.
  • Package Manager: Added support for local tarball dependencies (file:/path/to/my-package-1.1.0.tgz)
  • This is a new issue, not seen in any released version.
  • Package Manager: Conflicts are no longer reported as errors when the requested dependency of a package is satisfied by a greater major version.
  • This is a new issue, not seen in any released version.
  • Package Manager: Renamed the UnityEditor.PackageManager.PackageInfo.recommended property to verified .
  • This is a new issue, not seen in any released version.
  • Prefabs: Documentation of SaveAsPrefab now has a note about namebased replace (1152708)
  • Prefabs: Ensure duplicated prefabs retains transform values and other overrides. (1132860)
  • This has already been backported to older releases.
  • Prefabs: Fix reverting object override not working on Prefab instance inside Prefab Asset and throwing errors. (1146441)
  • Prefabs: Fixed crash when duplicating prefabs with ConfigurableJoints. (1137347)
  • This has already been backported to older releases.
  • Prefabs: Fixed drag and drop replacing of prefab when dragging variant to project folder. (1152704)
  • Prefabs: Fixed importing badly broken prefab variants where components could be assigned to multiple GameObjects. (1113802)
  • This has already been backported to older releases.
  • Prefabs: Override indicator didn't show when the Renderer Module was enabled or disabled in the Particle System (1053096)
  • Prefabs: ParticleSystemRenderer appeared when the ParticleSystem component was removed from the prefab instance (1151391)
  • Prefabs: Prevent removing or altering components on immutable Prefab Assets via component context menu. (1129842)
  • Profiler: Correctly close VTune profiling session at Unity exit (1151047)
  • Profiler: Fixed non matching Profiler.EndSample errors printed in console when closing player with connected profilier (1150065)
  • Services: Fix reverting files in Collab displaying a blank message sometimes (1151178)
  • This has already been backported to older releases.
  • Terrain: Cloning TerrainData now properly clones the alpha splat maps as well (1132313)
  • Terrain: Fixed an issue with Terrain's deprecated splatPrototype property -- it no longer creates versioned assets in editor playmode (1126400)
  • UI: Fixed the editor becoming unresponsive when the GICache tab was open in the project preferences. (1149001)
  • This has already been backported to older releases.
  • UI: uGUI Dropdown when selected now uses the raycasters of the parent canvas if available. (1152181)
  • UI Elements: class, content-container and style are now part of the UIElements schema (1142631)
  • UI Elements: Fix contextmenu positioning in UIE Debugger (OSX/Cocoa) (1143412)
  • UI Elements: Fix ObjectFields not fetching components according to their type (1131114)
  • UI Elements: Fix styling problems with Toolbar Searchfield (1117293)
  • UI Elements: Fixed bound array fields to PropertyFields in UIElements not properly updating the number of array elements. (1141787)
  • UI Elements: Fixed issue that caused UIElements not to render on OpenGL Core 4.3 and 4.4 (1146281)
  • This has already been backported to older releases.
  • UI Elements: Fixed stale property field foldout title when using bindings. (1142565)
  • UI Elements: It is now possible to create UXML and USS assets in the Editor (Assets/Create/UIElements menu) (1141318)
  • UI Elements: Shift tab in multiline text field now focuses previous control (1140811)
  • UI Elements: The Foldout element now has "text" and "value" UXML attributes. Values are persistent. (1119589)
  • UI Elements: UIElements debugger level-1 children are incorrectly displayed as root level (1146546)
  • UI Elements: UIElements Debugger shortcut doesn't always work and is not registered in the shortcut manager (1122829)
  • Universal Windows Platform: Files in StreamingAssets directory are now treated as generic data files so they won't get consumed by various VS tools like the XAML compiler (1110262)
  • Version Control: Fixed 'file not on client' warning when checking out an empty folder (588429)
  • Version Control: Fixed bug that would make text assets with binary sub-assets have an incorrect file type flag sent to Version Control plugin (i.e. text instead of binary). (851278)
  • Version Control: Fixed Provider methods not updating Editor after changes to assets are made (1030962)
  • Video: Fix camera culling mask for VideoPlayer (1146620)
  • Web: UnityWebRequest: Fix encoding support in url escaping (1151016)
  • This has already been backported to older releases.
  • WebGL: Fix broken MSAA when using WebGL 2.0
  • This is a new issue, not seen in any released version.
  • WebGL: Fix rendering errors in WebGL when canvas is not displayed (1141232)
  • WebGL: Fixed audio playback issues with multithreaded builds (1109255)
  • WebGL: Fixed networking issues with multithreaded builds (1119982)
  • Windows: Fixed documentation summary in Visual Studio not being shown (1148065)
  • This has already been backported to older releases.
  • Windows: Fixed locked cursor getting placed slightly off center in the editor and the standalone player (824304)
  • XR: Fix crash when transitioning to VR Mode from non-VR (1150910)
  • XR: Fix hang on exit for UWP apps when the suspension deferral cannot be completed. (1124435)
  • This has already been backported to older releases.
  • XR: [Lumin] Fixed a crash in the Unity video player when open fails. (1150947)
  • This has already been backported to older releases.

New in Unity 2019.1.3f1 (May 17, 2019)

  • Fixes:
  • 2D: Fixed artifacts when rendering with TilemapRenderer while 2D Animation Package is in the Project. (1142725, 1148239)
  • 2D: Fixed ETC texture compression Split Alpha Channelnot working for SpiteAtlas Variants. (1126070, 1144620)
  • 2D: Fixed gaps not being minimised for a CompositeCollider2D when compositing a TilemapCollider2D which has been scaled to have micro gaps. (1081536, 1148231)
  • 2D: Fixed gaps not being minimised for a CompositeCollider2D when compositing a TilemapCollider2D which has rotated Tiles causing micro gaps between Tiles. (1117432, 1148233)
  • 2D: Fixed InvalidCastException from Tilemap when an invalid Tile is added to the Tilemap. (1138862, 1148234)
  • Android: Fixed crash in signal handler on Android IL2CPP ARM64. (1038107, 1140372)
  • Android: Fixed gradle build failure with Android SDK Build-Tools 29-rc1. (1139492, 1142929)
  • Editor: Fixed "ArgumentException: Could not find item with id:" that could sometimes occurs when modifying points in the LineRenderer editor. (1143748, 1148299)
  • Editor: Fixed crash when moving the camera while having the scene view selected. (1146327, 1150616)
  • Editor: Fixed editor freeze when importing asset with a meta file. (1122521, 1126564)
  • Editor: Fixed issue with components from scripts not getting removed from "Add Component.." menu when they are deleted. (1111360, 1115484)
  • Editor: Fixed memory stomping in shutdown code doe to Performance Tracker cleanup. (1141510, 1145479)
  • Editor: Fixed Open Containing Folder for the packages folder in the project window on Linux. (1137366, 1146522)
  • Facebook: Fixed Facebook GameRoom sometimes failing when target is Standalone. (1114593, 1144846)
  • iOS: Fixed XCode project to be saved if Automatically add capabilities setting is disabled. (1142626, 1145251)
  • Linux: Fixed keystrokes being recorded twice. (987230, 1153054)
  • Linux: Fixed ShaderGraph gradients. (1138638, 1153319)
  • Linux: Fixed WebViewTests causing editor to crash at exit. (1038514, 1153080)
  • Particles: Fixed crash at KeyframeTpl::Transfer> when entering Play mode. (966306, 1150085)
  • Particles: Fixed crash in ApplyTexture function when selecting a GameObject with a Particle System. (1144240, 1150088)
  • Particles: Fixed fade and soft particle properties not being applied to the Emissive color of the Standard Particle Shaders.
  • Particles: Fixed Particle System Force Field parameters not being clamped to sensible values, and allow negative speeds to be set in the Inspector where appropriate. (1144031, 1150099)
  • Particles: Fixed ParticleSystem Sprite rendered using the wrong color when the associated SpriteRenderer Component was not enabled. (1110578, 1150092)
  • Particles: Fixed Texture Sheet Module Cycles value not being clamped to sensible values causing crashes. (1134342, 1150082)
  • Prefabs: Fixed Drag-select in Prefab Mode selecting GameObjects with Gizmos in any loaded scene. (1140279, 1140585)
  • Prefabs: Fixed error message when deleting prefab asset whilst it is open in the Prefab Editor and version control is enabled. (1086613, 1144355)
  • Prefabs: Fixed Prefab Mode reparenting to root GameObject by dragging is broken after having changed transform type. (1142496, 1144352)
  • Scripting: Auto-upgrade Cinemachine for Unity 2019.x. (1146557, 1146563)
  • Scripting: Fixed problem in namespace parser regarding reading nested classes inside partial monobehaviour. (1138161, 1148724)
  • Services: Ensured symbols are captured correctly on Android. (1108365, 1140378)
  • Services: Ensured symbols are captured correctly on iOS. (1109548, 1140375)
  • Services: Fixed crash from background thread on UWP when Crash Reporting is enabled. (1130184, 1150581)
  • Services: Fixed File icons in Collab Toolbar missing after clearing partial publish selection. (1150564, 1150566)
  • Services: Fixed symbol upload for Cloud Diagnostics not working in batch mode. (851655, 1140370)
  • Shaders: Fixed runtime shader load performance regression by removing randomish up-front warmup of all subshaders. (1105268, 1117415)
  • Version Control: Fixed error when trying to write to Perforce locked settings file. (1113207, 1138539)
  • Windows: Fixed input not resetting when game controller is disconnected. (1104486, 1124313)
  • XR: Fixed a CPU core configuration issue on Oculus Quest that resulted in too many job threads spinning up. (1141670, 1141675)
  • XR: Fixed app callbacks deferral hang if suspending while exiting. (1124435, 1150681)

New in Unity 2019.2.0 Beta 2 (May 16, 2019)

  • Backwards Compatibility Breaking Changes:
  • Timeline: Updated Timeline package version to 1.1.0.
  • Fixes:
  • 2D: Fixed Sprite Frame Inspector in Sprite Editor Window does not hide totally when Sprite are unselected. (1148325, 1148599)
  • This is a new issue, not seen in any released version.
  • Android: Fixed a problem when building with split APKs on Android. (1149203, 1152984)
  • Asset Pipeline: Fixed non-deterministic data in asset bundle when using Prebake Collision Mesh. (1116173, 1143660)
  • This has already been backported to older releases.
  • Editor: SceneVis shortcuts are now contextual to hierarchy and scene view. (1131911, 1143470)
  • Editor: SceneVis shortcuts default to 'H' for toggling visibility and 'Shift+H' for toggling isolation. (1124247, 1144481)
  • GI: Skybox and lighting for Prefab Mode environment scenes now works correctly. This requires the lighting settings of the environment scene to have Auto Bake disabled. (1112978, 1146199)
  • Services: Fixed crash from background thread on UWP when Crash Reporting is enabled. (1130184, 1150582)
  • This has already been backported to older releases.
  • UI Elements: Fixed issue that caused UIElements not to render on OpenGL Core 4.3 and 4.4. (1146281, 1146289)
  • Windows: Fixed documentation summary in Visual Studio not being shown. (1148065, 1148633)
  • XR: Fixed Google VR package removal when Cardboard or Daydream is still in the VR Device list. (1127443, 1146996)
  • This has already been backported to older releases.
  • XR: Fixed Magic Leap package download in Lightweight Render Pipeline template. (1106219, 1146997)
  • XR: Fixed OpenVR package from failing to download when Virtual Reality is enabled for new projects. (1082031, 1146995)
  • XR: Fixed potential app hang in UWP when suspending while exiting. (1124435, 1150680)
  • This has already been backported to older releases.
  • XR: [Lumin] Fixed a crash in the Unity video player when open fails. (1150947, 1151174)

New in Unity 2019.1.2f1 (May 12, 2019)

  • Fixes:
  • Android: Fixed black bar shown on Android9+ devices without notch when in non-fullscreen mode. (1144669, 1148770)
  • Android: Fixed occasional crash on Moto G when using split binary and loading Asset Bundles from StreamingAssets. (1145139, 1150054)
  • Asset Pipeline: Asset Bundles - Fix non-deterministic data in asset bundle when using Prebake Collision Mesh. (1116173, 1133370)
  • Audio: Fixed clip preview autoplay in the object selector. (1126745, 1151363)
  • Audio: Fixed crash when creating Presets of AudioManager settings and then modifying AudioManager. (1141203, 1151367)
  • Build Pipeline: Fixed AssetBundles being build differently on each rebuild when "Prebake Collision Mesh" option is on. (1116173, 1133370)
  • Editor: Fix GameObject preview flickering on mac (1132433, 1150247)
  • Editor: Fixed attempting to move an entire light probe group ends up selecting a single probe instead. (1115849, 1144908)
  • Editor: Fixed mouse position in new Input System on mac editor. (1145645, 1151369)
  • Editor: Fixed the preview pane in the object selector.
  • Editor: Fixed UI value synchronization for audio mixer send effects. (1139634, 1151365)
  • GI: Fixed we don't check if a point is behind the camera or not. These point should not be included in the selection. (1129856, 1143127)
  • GI: Total Bake Time is shown as 0:00:00 in Progressive Lightmapper when Prioritize View is disabled. (1095980, 1143691)
  • Graphics: Fixed bug when SRVs were not correct for Texture2DMSArrays. (1130212, 1145304)
  • Graphics: Fixed crash in CameraStackRenderingState::ReleaseResources when exiting play mode. (969092, 1151379)
  • Package Manager: Fixed an issue where package tarball files could not be extracted when the target path contained non-latin characters. (1124257, 1144686)
  • Player: Fixed mouse position in new Input System on mac standalone players. (1145647, 1151376)
  • Player: Libpng library upgraded to version 1.6.36 (1141755, 1148310)
  • Player: Zlib library upgraded to version 1.2.11 (1141751, 1148305)
  • Prefabs: Fixed Particle System Renderer component appearing when adding a script to prefab instance. (1148619, 1148998)
  • Prefabs: Fixed prefab asset with orphan GameObject creating dummy root and showing only one child whilst also outputting errors. (1115859, 1148995)
  • Prefabs: Fixed that opening a broken legacy Prefab Asset in Prefab Mode shows a recursive dialog (hangs the Editor). (1115859, 1148994)
  • Scripting: Fixed empty project generating a few bytes of garbage every frame. (1142485, 1148201)
  • Services: Ensure CrashReporting doesn't capture log messages that occur after the exception being reported (1134786, 1140381)
  • Services: Ensure symbols are captured correctly on Android (1108365, 1140378)
  • Services: Ensure symbols are captured correctly on iOS (1109548, 1140375)
  • Services: Fix crash in signal handler on Android IL2CPP ARM64 (1038107, 1140372)
  • Services: Fixed collaborate turning itself off. (1095539, 1149137)
  • Services: Symbol upload for Cloud Diagnostics will now work in batch mode. (851655, 1140370)
  • Shaders: Fixed the compute shader compilation failure in Vulkan. (1103046, 1138090)
  • Terrain: Fix the terrain inspector being disabled even after the initial inspector was closed. (1117658, 1143636)
  • UI Elements: fix: Graphview - Panning quickly make nodes or edges enter their hover state (1136318, 1141075)
  • UI Elements: Fixed a root cause for a bug causing locked inspectors to not update. (1139302, 1151364)
  • UI Elements: Pass wheel events in scrollview to parents when they are unused by the scrollview (1118002, 1131482)
  • Unity Test Runner: Fixed a regression where the Test Framework would run TearDown in a base class before the inheriting class. (1142553, 1143353)
  • Version Control: Fixed YAMLMerge duplicating chunk in output. (1139083, 1146420)
  • Video: Fixed audio sync issues on Windows in VideoPlayer when seeking. (889059, 1146539)
  • Windows: Fixes maximized Standalone window going to fullscreen (1137204, 1148786)
  • XR: Fix 2D player window crash on resize when started in non-VR and switched to VR. (1097224, 1148182)
  • XR: Fixed app memory leak when open for extended periods of time. (1138251, 1140775)

New in Unity 2019.2.0 Beta 1 (May 10, 2019)

  • Improvements:
  • Android: Enabled Vulkan support for Optimized frame pacing on Android.
  • Editor: Added a toggle to the scene camera settings to enable or disable infinite acceleration when navigating with flying mode.
  • Profiler: Reduced profiler overhead when flushing data from Job threads.
  • Fixes:
  • 2D: Fix artifacts when rendering with TilemapRenderer while 2D Animation Package is in the Project. (1142725, 1148262)
  • 2D: Fix InvalidCastException from Tilemap when an invalid Tile is added to the Tilemap. (1138862, 1148259)
  • 2D: Minimize gaps for a CompositeCollider2D when compositing a TilemapCollider2D which has been scaled to have micro gaps. (1081536, 1148256)
  • 2D: Minimize gaps for a CompositeCollider2D when compositing a TilemapCollider2D which has rotated Tiles causing micro gaps between Tiles. (1117432, 1148258)
  • This has already been backported to older releases.
  • Android: Fixed a crash when SRP batcher is enabled on Vulkan on Mali GPUs. (1141817, 1149271)
  • Android: Fixed an occasional crash on Moto G when using split binary and loading Asset Bundles from StreamingAssets. (1145139, 1150053)
  • This has already been backported to older releases.
  • Android: Fixed black bar shown on Android9+ devices without notch when in non-fullscreen mode. (1144669, 1148769)
  • This has already been backported to older releases.
  • Android: Fixed wrong rendering in LWRP on GPUs that have EGL_GL_COLORSPACE_SRGB_KHR extension. (1145351, 1149272)
  • Asset Import: Fixed an issue where some kinds of assets might not refresh after an Editor restart using ADB v1. (1140289, 1148196)
  • Audio: Fixed clip preview autoplay in the object selector. (1126745, 1148576)
  • This has already been backported to older releases.
  • Editor: Don't allow users to create presets from audio settings. (1141203, 1148575)
  • This has already been backported to older releases.
  • Editor: Fix bug that disabled the availability of having rsp files inside Packages correctly. (1137372, 1145486)
  • This has already been backported to older releases.
  • Editor: Fix GameObject preview flickering on mac. (1132433, 1150208)
  • This has already been backported to older releases.
  • Editor: Fix issue with "Assembly has duplicate references" error not listing the duplicate references correctly. (1132593, 1148355)
  • Editor: Fix issue with "Multiple precompiled assemblies with the same name" error not listing the paths of the precompiled assemblies. (1138754, 1148356)
  • Editor: Fix issue with "Use GUIDs" being enabled in the Assembly Definition File inspector when GUID references were not used. (1140806, 1148354)
  • Editor: Fix issue with C# solution not getting regenerated when changing "Allow 'unsafe' code" project setting. (1105512, 1148358)
  • Editor: Fix issue with CompilationPipeline.GetAssemblies(AssemblyType.Player) not returning test assemblies. (1137205, 1148357)
  • Editor: Fixed "ArgumentException: Could not find item with id:" that could sometimes occurs when modifying points in the LineRenderer editor. (1143748, 1148298)
  • Editor: Fixed an issue with components from scripts not getting removed from "Add Component.." menu when they are deleted. (1111360, 1144398)
  • Editor: Fixed console log that has paranthesis in the path. (1139181, 1149504)
  • Editor: Fixed hierarchy ping effect rendering being offset. (1140214, 1143157)
  • This has already been backported to older releases.
  • Editor: Fixed hierarchy scene header context menu icon offset . (1142146, 1143159)
  • This has already been backported to older releases.
  • Editor: Fixed mouse position in new Input System on mac editor. (1145645, 1148199)
  • This has already been backported to older releases.
  • Editor: Fixed SceneVis toggle on "Scene" row using incorrect icons and swapping in reverse order. (1126555, 1143156)
  • This has already been backported to older releases.
  • Editor: Make sure that the popup and the console warning that notify users of performance being lower when Code Coverage is enabled, introduced in 2019.2.0a13, don't show when the Editor is launched in batchmode. (1149339, 1150821)
  • This is a 2019.2 issue, not seen in any released version.
  • GI: Fix a crash in Lightmap baking when upgrading a project to a newer version of Unity. (1146519, 1147543)
  • This is a 2019.2 issue, not seen in any released version.
  • Graphics: Fixed dynamic resolution when using Vulkan. (1148341, 1148390)
  • Graphics: Fixed Editor when using Vulkan on AMD GPUs. (1145367, 1149413)
  • Graphics: Fixed RenderTextureFormat BGRA support. (1141798, 1144325)
  • Graphics: Fixed Video Player Leaks GfxDriver Memory. (1136233, 1148733)
  • Graphics: Remove 4G limit on texture mip streaming budget. (1147394, 1150741)
  • Graphics: VFX : Enable/Disable doesn't restart effect. (1133474, 1152230)
  • Internal: Fixed BatchRendererGroup group removal.
  • Linux: Fixes Open Containing Folder for the packages folder in the project window on Linux. (1137366, 1146259)
  • Package Manager: Auto-upgrade Cinemachine for Unity 2019.x. (1146557, 1146564)
  • Package Manager: Fixed import of Complete Project category Asset Store Packages from 2018.1-2018.3, which could break Package Manager configuration in the importing project. (1139199, 1144340)
  • Particles: Apply fade and soft particle properties to the Emissive color of the Standard Particle Shaders.
  • Particles: Clamp Particle System Force Field parameters to sensible values, and allow negative speeds to be set in the Inspector where appropriate. (1144031, 1150098)
  • Particles: Clamp Texture Sheet Module Cycles value to sensible values to prevent crashes. (1134342, 1150080)
  • Particles: Fix crash at KeyframeTpl::Transfer> when entering Play mode. (966306, 1150086)
  • This has already been backported to older releases.
  • Particles: Fix crash in ApplyTexture function when selecting a GameObject with a Particle System. (1144240, 1150087)
  • Particles: ParticleSystem Sprite was rendered using the wrong color when the associated SpriteRenderer Component was not enabled. (1110578, 1150093)
  • Player: Fix NativeArray crash-on-allocate when the profiler is disabled. (1146400, 1149304)
  • This is a 2019.2 issue, not seen in any released version.
  • Player: Fixed mouse position in new Input System on mac standalone players. (1145647, 1148198)
  • This has already been backported to older releases.
  • Player: Libpng library upgraded to version 1.6.36 (1141755, 1148309)
  • This has already been backported to older releases.
  • Prefabs: Fix Particle System Renderer component appears when adding a script to prefab instance. (1148619, 1148997)
  • This has already been backported to older releases.
  • Prefabs: Fix that opening a broken legacy Prefab Asset in Prefab Mode shows a recursive dialog (hangs the Editor). (1115859, 1148994)
  • This has already been backported to older releases.
  • Prefabs: Fix: Drag-select in Prefab Mode selects GameObjects with Gizmos in any loaded scene. (1140279, 1144350)
  • Prefabs: Fix: Error message when deleting prefab asset whilst it is open in the Prefab Editor and version control is enabled. (1086613, 1144354)
  • Prefabs: Fix: Prefab Mode reparenting to root GameObject by dragging is broken after having changed transform type. (1142496, 1144351)
  • SceneManager: Fixed error messages and crashes related to ReflectionProbeAnchorManager::kChangeSystem, kTransformAccessArrayChangeHandle and kTransformAccessArrayDestroyHandle. (1058351, 1150090)
  • This has already been backported to older releases.
  • Scripting: Fixed the empty project from generating a few bytes of garbage every frame. (1142485, 1148200)
  • Scripting: Fixing problem in namespace parser regarding reading nested classes inside partial monobehaviour. (1138161, 1147386)
  • UI Elements: Fix MouseEnter/MouseLeave events consistency. (1081998, 1150185)
  • UI Elements: GraphView: Prevent activation of ContentDragger from Blackboard. (1146288)
  • UI Elements: UIE Debugger: fix picking on OSX. (1141891, 1150831)
  • Video: Fix audio sync issues on Windows when seeking in a VideoPlayer. (889059, 1144212)
  • This has already been backported to older releases.
  • Video: Fixed a Lumin video player shutdown crash. (1143515, 1143516)
  • VR: Fixed head-tracking and rendering for in-editor remoting to HoloLens devices. (1138473, 1144517)
  • This has already been backported to older releases.
  • Windows: Fixes maximized Standalone window going to fullscreen (1137204, 1148785)
  • This has already been backported to older releases.
  • XR: Changed rendering APIs to use newer Microsoft APIs for Windows Mixed Reality that help decrease latency and increase performance. (1139153, 1146932)
  • This has already been backported to older releases.
  • XR: Fix crash when resizing Player window after transitioning to VR (1097224, 1146648)

New in Unity 2019.1.1f1 (May 7, 2019)

  • Fixes:
  • Android: Fixed Vulkan rendering when sRGB write control is enabled in PlayerSettings. (1107481, 1125474)
  • Animation: Fixed crash when state has "too many" scripts attached. (1137055, 1150381)
  • Asset Bundle: Fixed an issue where an "Inconsistent asset" error was logged during BuildPipeline.BuildAssetBundles. (1138140, 1139330)
  • Asset Import: Fixed a regression where blender files import fails when the blender application installed is version 2.79 (1144643, 1144766)
  • Audio: Fixed user selection not being respected for dsp buffer size in the audio settings. (1129895, 1150380)
  • Editor: Fixed a bug that disabled the availability of having rsp files inside Packages correctly. (1137372, 1138461)
  • Editor: Fixed editor crashing while clicking on Overrides window for instance of name based replaced variant. (1137288, 1145518)
  • Editor: Fixed hierarchy incorrect scenevis icon for scenes and toggling behavior (1126555, 1143155)
  • Editor: Fixed hierarchy ping being slightly offset (1140214, 1143158)
  • Editor: Fixed scene header context menu in hierararchy being slightly offset (1142146, 1143160)
  • Editor: Fixed the issue with GameView Scale's minimum value being dependent on the windows display scaling factor. (1099270, 1126537)
  • GI: Fixed a race condition in Enlighten data loading during additive scene loading that led to a crash in the standalone player. (1124660, 1132699)
  • Graphics: Fixed missing draws when using an uninitialized RenderTexture with Vulkan. (1107219, 1123843)
  • IL2CPP: Added support for the MethodImplOptions.NoOptimization C# attribute. (1124061, 1144679)
  • IL2CPP: Fixed a build failure that would occur when targeting UWP w/ il2cpp while using a Managed Stripping Level of High. (1137227, 1146287)
  • IL2CPP: Fixed an intermittent crash when a managed exception occurs on a back ground thread while the process is shutting down.
  • IL2CPP: Fixed building generated player Visual Studio project when using IL2CPP scripting backend and building to a builder with unicode characters in the path on Windows Standalone and UWP players. (1129992, 1143205)
  • IL2CPP: Fixed making RuntimeHelpers.IsReferenceOrContainsReferences call a generation-time intrinsic that will output a "false" or "true" boolean value to the C++ code. This greatly speeds up some .NET container classes that make use of this method. (1143169, 1145502)
  • IL2CPP: Fixed overwriting a copy of a generic by ref argument that uses specifically crafted IL bytecode. (1140509, 1147441)
  • IL2CPP: Fixed proper C++ code not being generated when Mathf.Infinity is used as the value for an attribute argument. (1139579, 1141559)
  • IL2CPP: Fixed some assemblies missing symbol files after building with the Medium or High Managed Stripping Level. (1142732, 1144690)
  • iOS: Fixed SendMessage not working on iOS/tvOS simulator. (1138257, 1139346)
  • Linux: Fixed Linux editor 'scrolling' when starting up in a maximized position. (1130242, 1141032)
  • Mobile: Fixed [iOS] VR Shaders included in builds. (1123955, 1142461)
  • Physics: Fixed any hit being returned by MeshCollider.Raycast instead of the closest one. (1136868, 1144347)
  • Physics: Fixed crash that happened when passing a zero direction vector to batched physics queries. (1134317, 1144345)
  • Physics: Fixed the physics debug window not being open/closed correctly. (1115985, 1127093)
  • Scripting: Fixed issue with "Menu can't be checked because it doesn't exist" warning being emitted when deleting a checked menu item script. (1136169, 1136820)
  • Video: Fixed Spatial Blend in AudioSource not always impacted by distance when used by VideoPlayer. (1114277, 1139381)
  • Windows: Fixed issue where high-poll-rate mice were causing performance degradation in the Editor on Windows. (1117360, 1144635)
  • Windows: Fixed SystemInfo.deviceUniqueIdentifier not returnin the same values as Unity 2018.3 and earlier versions. (1146923, 1146971)
  • XR: Updated OpenVR to 1.0.14. This fixes an issue on Linux where the player may crash if it is built for OpenVR, but SteamVR is not installed on the machine. (985931, 1144524)

New in Unity 2019.1.0f2 (May 2, 2019)

  • System Requirements Changes:
  • Minimum macOS version raised to 1012
  • Minimum Xcode version raised to 94
  • Packages:
  • Package Manager UI (comunitypackage-manager-ui) is now a core package
  • Timeline (comunitytimeline) is now a core package
  • Lightweight RP (comunityrender-pipelineslightweight) is now a verified package
  • ShaderGraph (comunityshadergraph) is now a verified package
  • PostProcessing (comunitypostprocessing) is now a verified package
  • Features:
  • Android: Added Android notch/cut-out support to ScreensafeArea
  • Android: Added OpenGL ES 32 support
  • Android: Added Script Only Patching functionality, which sends only script-related changes to the device instead of repackaging the APK file
  • Android: Added support for ASTC HDR texture formats
  • Android: Added AndroidDeviceSetSustainedPerformanceMode to the API to enable/disable sustained performance mode in runtime
  • Android: Enabled redistributing Android NDK and SDK components with Android Build Support
  • Editor: Added a new Scene view Camera settings menu to control field of view (FOV), Camera speed, and Camera easing while moving and zooming In Flythrough mode, the mouse scroll wheel adjusts the Camera speed
  • Editor: Added a new Shortcuts Manager window for managing keyboard shortcuts
  • Editor: Added a search field to the Console for filtering output by keyword
  • Editor: Added checkboxes to the Gizmos menu for selecting/deselecting all gizmos in a given section (Built-in Components, Scripts, and so on)
  • Editor: Added new EditorTools API for creating custom tools that behave like native tools The Available Custom Editor Tools button in the Scene view toolbar opens a custom tools menu The Component Editor Tools panel in the Scene view shows available custom tools for the current selection
  • Editor: Added pre-checkout and pre-submit user-specified callbacks for VCS integration Allows users to create callbacks that can modify Asset lists and changeset selections/descriptions at checkout and submit time
  • Pre-checkout callback can:
  • Add and remove assets from the list of those that will be checked out
  • Create a new changeset to check the specified asset list in
  • Nominate an existing changeset to check the specified asset list in
  • Return false from the callback to block checkout
  • Pre-submit callback can:
  • Add and remove assets from the list of those that will be submitted
  • Create a new changeset to submit specified asset list in
  • Nominate an existing changeset to submit the specified asset list in
  • Rename an existing changeset then submit it and
  • Return false from the callback to block submission
  • Editor: Added Scene visibility controls to the Hierarchy window for controlling the visibility of GameObjects in the Scene view Users can toggle visibility for individual GameObjects, or GameObjects and their children A global visibility toggle hides/shows everything in the scene
  • Editor: Added support for referencing Assembly Definitions with GUIDs instead of assembly names Users can enable this setting via the Use GUIDs property in the Assembly Definition Inspector This is now the default setting for new Assembly Definition files
  • Editor: Added CSHARP_7_3_OR_NEWER preprocessor directive when compiling C# 73 on NET 4x scripting runtime
  • Editor: Exposed AdvancedDropdown API for implementing searchable AddComponent style dropdowns
  • Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage Rendering happens with a replacement shader until the actual shader variant is available To enable or disable this feature, go to Project Settings > Editor > Asynchronous Shader Compilation
  • Editor: Made links clickable in the Console stack trace log Clicking a link opens the source code at the line for any function calls listed in the stack
  • Editor: Rewriting C# project files (csproj) to disk now logs messages prefixed with [C# Project] to Editorlog This makes it easier to determine why projects get reloaded in C# IDE's
  • Editor: Script recompiles triggered by internal Unity systems now log messages prefixed with [ScriptCompilation] to Editorlog
  • GI: Added an option to limit the number of generated lightmaps for a group of GameObjects
  • GI: Added multiple importance sampling of environments to the progressive CPU lightmapper
  • GI: Added support for the NVIDIA OptiX AI-Accelerated Denoiser The Optix AI-Accelerated Denoiser is a deep learning based denoiser trained on a library of path-traced images It yields a substantial improvement over existing filter options, especially on low sample counts, and it is resilient to leaking It is currently only available on Windows and only runs on compatible NVIDIA GPUs
  • GI: GPU Lightmapper: Added support for double-sided GI flag on Materials
  • GI: GPU Lightmapper: Added support for shadow casting and receiving on Meshes
  • Graphics: Added an interface to pass camera buffers from SRP to VFX Graph, so that screen space behaviours can be used, for example depth collision
  • Graphics: Added API support for setting entire constant buffer contents at once: [[MaterialSetConstantBuffer]] and [[ShaderSetGlobalConstantBuffer]]
  • Graphics: Added experimental support of any GPU formats for RenderTexture
  • Graphics: Added initial sparse texture support for Vulkan
  • Graphics: Added internal support for lossless texture compression in Apple’s Metal API, which is a new feature on iOS 12 with A12+ GPU hardware
  • Graphics: Added native rendering plugin support for Vulkan
  • Graphics: Added PreWarm features to Visual Effect Graph, which you can use to run several frames of simulation before the first render
  • Graphics: Added SpeedTree hooks for the Scriptable Render Pipeline
  • Graphics: Added SRP batcher instanced rendering support on Vulkan
  • Graphics: Added support for the Dynamic Resolution feature for Metal on macOS
  • Graphics: Frame Debugger now supports SRP batcher
  • Graphics: Handle animation of exposed integer and NamedObject (Texture or Mesh) in VisualEffect
  • Graphics: OpenGL Core and OpenGL ES 31+ now have full support for CBUFFERs in shaders
  • Graphics: SRP batcher is now supported on OpenGL Core 42+ and OpenGL ES 31+
  • iOS: Enabled rendering over the native UI and added support to preserve framebuffer alpha for iOS and tvOS
  • Mobile: Added wide Color Gamut support for Vulkan and OpenGLES
  • Package Manager: Added Package Manifest Inspector:
  • Particles: Added experimental support for using the C# Job System to manipulate particle data
  • Physics: Added a seperate gravity setting for cloth simulation
  • Physics: Added methods to determine the closest point to a Collider2D Added Physics2DClosestPoint, Rigidbody2DClosestPoint and Collider2DClosestPoint
  • Profiler: Added UnityEditorExperimentalNetworkingPlayerConnectionEditorGUILayoutAttachToPlayerDropdown to public API to offer a one-stop solution to display and change the player that the Editor is attached to
  • Scripting: Added experimental support for incremental garbage collection to avoid garbage collection spikes
  • Scripting: Enabled incremental Garbage Collector on Universal Windows Platform
  • Shaders: Added support for BLENDWEIGHTS and BLENDINDICES semantics in vertex shaders
  • Shaders: Added user variant directives (shader_feature_local and multi_compile_local) that do not contribute towards the global keyword count
  • Timeline: Added API support creating and manipulating animation curves on tracks
  • Timeline: Added Signals and Markers to Timeline
  • Timeline: Timeline has become a built-in Package
  • UI Elements: Added progress bar control
  • UI Elements: Added USS support for styling the background image
  • UI Elements: Moved UIElements API out of experimental and into full release
  • Universal Windows Platform: Added support for building ARM64 applications
  • Video: Added video support for H265 transcode
  • WebGL: Added experimental multi-threading support
  • WebGL: Added WebAssembly streaming instantiation support
  • Backwards Compatibility Breaking Changes:
  • D: Grid Cell Size's z-value for 'Isometric Z as Y' Grids now affects the local z-coordinates of all cells in the Grid
  • D: The Grid Cell Size's default z-value is set to 1 when creating new Isometric Tilemaps or Tile Palettes
  • Android: Increased required Android build tools version to 2803
  • Android: Made blit mode force to "Never blit" when SRP is active
  • Android: Removed the internal build system
  • Android: Updated Android Gradle plugin to version 32
  • Android: Updated bluetooth headset detection on Android 6+ to avoid using deprecated method
  • Android: Updated Bundletool to version 060
  • Asset Import: Removed normal calculation options in the Sketchup Importer Inspector
  • Asset Import: Generate Back Faces is now enabled by default in the Sketchup Importer Inspector
  • Asset Pipeline: The Model importer mesh read/write setting is now disabled by default
  • Editor: Changed default shortcut for "Stage/Go Back" from O to H to avoid shortcut conflict in project templates
  • Editor: Merged the Shortcut Profile drop-down and the Shortcut Profile options cog into a single dropdown
  • Editor: Removed support for compiling UnityScript and Boo scripts
  • Editor: Unity no longer tries to attach to a console in the Editor when using batch mode on Windows Instead, it redirects to stdout Unity only provides logging if you launch the Editor in such a way that it has a valid stdout handle As a result, Unity no longer tramples your command window output in batchmode
  • Editor: Updated Editor so that Shortcut Profiles can no longer start or end with spaces Also disallowed some special characters (1103117)
  • Editor: Usage of DescriptionAttribute to change the display name of enum values in the inspector has been removed (1115381, 1130991)
  • GI: Moved tetrahedralization code to the player
  • GI: Reduced the frequency with which Unity issues LightmapSettings warnings
  • GI: Stitching and probe deringing are now turned on by default
  • Graphics: Added override for LightmapEmissionFlagsProperty to allow the display of emission GI options without checking for an emissision color property (_EmissionColor)
  • Graphics: Attempting to use recursive rendering in SRP now yields an error
  • Graphics: CommandBufferIssuePluginCustomBlit now passes the depth UnityRenderBuffer to the native plugin if 'dest' is a depth texture
  • Graphics: Disabled support for rendering projectors in Scriptable Render Pipelines
  • Graphics: Dynamic batching checkbox is now hidden if a Scriptable Render Pipeline is active
  • Graphics: LODGroupForceLODMask now allows intMaxValue to force cull the whole LODGroup
  • Graphics: Removed graphics emulation from Editor
  • Graphics: Texture Mipmap streaming in the Unity Editor's Edit Mode now defaults to enabled when Texture Streaming is enabled in Quality Settings
  • Graphics: The ASTC compressor quality options "fast" and "best" are now different from "normal"
  • Graphics: Updated graphics packages (LWRP, HDRP, and Shader Graph) to 523 and tweaked Scenes inside accordingly
  • Graphics: [Metal] Debug groups are now visible in Release builds
  • iOS: Updated Game View resolution options with iPhone XR/XS/XS Max
  • iOS: UnityWebRequest uses a new backend based on NSURLSession The old NSURLConnection backend is still available and has been commented out in Trampoline
  • Linux: Deprecated Linux x86 and Universal targets These are due to be removed in future Unity versions
  • Mobile: Changed minimum iOS version to 90
  • Multiplayer: Moved the multiplayer high level API from an extension DLL to a package Projects should automatically update with a reference to the package the first time they open in 20191
  • Physics: Increased the default maximum angular velocity to 50 radian per second, because the default value was too low
  • Scripting: Added support for serialisation for struct UnityEngineRenderingSphericalHarmonicsL2 (922290)
  • Universal Windows Platform: Removed the NET scripting backend
  • WebGL: Removed asmjs PreBuilt Engine option
  • WebGL: Removed Memory Size and Linker Target options from Editor
  • WebGL: Renamed gameInstance to unityInstance
  • WebGL: Set default compression to Brotli
  • WebGL: Updated Emscripten to version 13811
  • Windows: Changed logfile names to be more consistent with other platforms: Playerlog and Player-prevlog The actual path is the same
  • Windows: Disabled cursor locking and confinement in batch mode
  • XR: Changed Oculus (Standalone) and OpenVR (Standalone) package names to Oculus (Desktop) and OpenVR (Desktop), respectively
  • XR: Oculus Dash and Shared Depth Buffer options are now enabled by default in the Oculus XR settings
  • Improvements:
  • D: Added GridPaintSortingAttribute to allow users to specify the sorting of GameObjects listed in the Active Tilemaps list of the Tile Palette
  • Android: Add keystores dedicated location option
  • Android: Added Symlink Sources in the Build Settings window This enables Java and Kotlin files to be directly referenced from Unity projects in an exported Gradle project
  • Android: Added a check for Vulkan device compatibility on Build and Run
  • Android: Added Vulkan renderer compatibility to the Unity video player
  • Android: Disabled various Adreno Vulkan driver workarounds for latest drivers
  • Android: Enumerated all Android audio input device options, including the lowest-latency option, which can be selected via the name Android voice recognition input
  • Android: Implemented Native Systrace profiling support
  • Android: Improved IL2CPP player startup by ~200ms for second and later launches
  • Android: Made the number of worker threads adjust dynamically according to the number of online cores
  • Android: Made the Proguard mapping file save at the same location after building the APK
  • Android: More devices can use OpenSL instead of AudioTrackThis reduces audio input and output latency
  • Animation: Added Experimental methods to AnimationPlay
  • Animation: Added property AvatarhumanDescription
  • Animation: Aligned all Animator StateMachine nodes on the grid
  • Animation: Changed default StateMachine node width so that all nodes align vertically
  • Animation: Implemented shift-click and right-click context menu to add properties in animation window without closing popup window
  • Animation: Improved performance for AvatarBuilder
  • Animation: Unity now adds TransformStreamHandle bound to the Transform dynamically at run time This improves support for animation jobs
  • Animation: Upgraded the animation window preview/playback engine to use the Playable API
  • Asset Import: Added support for cameras in Sketchup Importer
  • Asset Import: Extended the Optimize Mesh option on Model Asset import settings, to allow you to independently control optimization of Vertex Order and Polygon Order, rather than using the same flag for both NOTE: Performance improvements to the underlying Mesh optimization code might cause Unity to generate vertices in a different order than in previous Unity versions If you rely on vertex ordering in the optimized Mesh data (such as for vertex painting), be aware that you may need to re-generate this data
  • Asset Import: Improved performance of DXT1/BC1 and DXT5/BC3 Texture compression This does not affect compression quality, but it does probably produce subtly different compression results
  • Asset Pipeline: Scriptable objects that are loaded before a refresh/import, will after a refresh/import be reloaded, if the underlying asset had been modified before the refresh/import This means that after the refresh/import scriptables objects will have the modified values from modified assets Before this change, the scriptable object would get "null" value (when using operator==) after the refresh/import
  • Compute: * Added new functionality to allow Unity to use more of the scripting CommandBuffer utility functions with command buffers executed on async compute (such as getting temporary render targets)
  • Added the concept of execution flags to CommandBuffer to describe how they should execute and allow for better error handling when those command buffers are built in script This allows for generating exceptions when adding commands not valid for async compute
  • Added in-Editor detection for potential GPU deadlock cases where you creates a GPU fence in one command buffer but then never execute that command buffer
  • Editor: Added a confirmation prompt when you delete a Shortcut Profile through the Shortcut Manager
  • Editor: Added a keyboard shortcut for the submit button on the changeset submission window, and for some commonly used VCS operations (1069130)
  • Editor: Added Field Of View axis selection drop-down in Camera Inspector
  • Editor: Added Clear on Build option in Console
  • Editor: Assembly Definition File inspector: Assembly Definition References, Assembly References and Define Constraints lists are now reorderable when editing a single Assembly Definition File
  • Editor: Improved detecting of Visual Studio for Mac detecting when "Visual Studioapp" filename contains suffixes
  • Editor: Improved performance of the Model Importer Inspector Material remapping section
  • Editor: Improved performance when interacting with Model Inspector with some large Meshes
  • Editor: Improved the performance of the UIElements renderer
  • Editor: Made columns resizable in the Shortcuts Manager Command list
  • Editor: Metal: Added Texture type validation to built-in Metal API validation feature
  • Editor: Moved Camera Easing options to Camera Settings in SceneView from Preferences
  • Editor: Reworked Android keystore and key creation UI
  • GI: Added support for shadow mask for rectangular area lights in the progressive lightmappers (available via HDRP)
  • GI: Added support for user defined range for area lights
  • GI: Enabled the GPU lightmapper (preview) for macOS and Linux
  • GI: GPU lightmapper now dumps a memory report to Editorlog when it falls back to CPU lightmapper
  • GI: Lightprobe Gizmos are now affected by post-processing
  • GI: Optimized baking of low occupancy lightmaps when using the GPU Lightmapper
  • Graphics: Added filtering for sorting layers to the ScriptableRenderContext
  • Graphics: Added fix to remove stalling on the render thread when loading large Textures
  • Graphics: Added mixed area lights to cull results This enables mixed rectangular lights in HDRP
  • Graphics: Added RenderingGraphicsSettingsrealtimeDirectRectangularAreaLights to Scriptable Render Pipelines This provides direct realtime area lighting
  • Graphics: Added SRP hooks for detail rendering Shaders
  • Graphics: Added support for Dynamic Resolution Scaling to the Lightweight Render Pipeline
  • Graphics: Changed the Motion Vector behavior when the exclude motion vector flag is on: 1 - Motion Vector no longer skips nodes that only have Camera Motion 2 - Motion Vector now only skips submeshes with an explicit motion vector pass
  • Graphics: Emabled import and skinning of models with up to 32 bone weights for each vertex
  • Graphics: Frame debugger now displays Shader properties for compute Shader dispatches
  • Graphics: GraphicsFences are now available on Vulkan, Metal, D3D11, OpenGL, and OpenGL ES rendering backends
  • Graphics: Made changes so that mesh creation is performed for Terrain details (such as grass) on parallel threads
  • Graphics: Metal/iOS: Fixed Dynamic Resolution render surfaces to use heap allocation with aliasing to improve performance and memory usage
  • Graphics: Metal/macOS: Moved immutable buffers and most Textures from using managed storage into private memory storage, to improve performance and CPU memory utilization
  • Graphics: Metal: Applied a second iteration on the Metal heap allocation management to make it more fine-grained
  • Graphics: Metal: Unity now defers creation of command buffers and render encoders until it actually needs them
  • Graphics: Moved creation of Textures during async load on PC DX11 and Mac Metal off render thread into a job, to minimise problems during load
  • Graphics: Not evaluating the light rectangles for oblique projection matrices
  • Graphics: Replaced Shader selection dropdown in Material Asset editor with a searchable drop-down
  • Graphics: Revamped the DrawProcedural script API:
  • DrawProceduralNow replaces the existing API, because it submits draw calls immediately The new DrawProcedural API submits calls to color, shadows, reflections etc This now matches the DrawMesh/DrawMeshNow API
  • Added overloads of DrawProcedural that take an Index Buffer
  • Graphics: Unity now supports Texture Mipmap streaming in Edit Mode when Texture Streaming is enabled in the Editor Settings
  • Graphics: Updated the ASTC texture compressor with faster multi-core compression
  • Graphics: GraphicsBlit and CommandBufferBlit methods now support blitting to and from Texture arrays
  • IL2CPP: Improve run time performance when script debugging is enabled
  • IL2CPP: Improved the performance of code generated by IL2CPP by up to 20%
  • IL2CPP: Setting IL2CPP compiler config to "Master" will now enable Link Time Optimization on Mac, Android and WebGL
  • iOS: Added Access WiFi Capability to the Xcode API (availabe from iOS 12/Xcode 10)
  • iOS: Added device generation enums for the 2018 iPad Pro
  • iOS: Added launch screen image fields for iPhone XS and XS Max
  • iOS: Added support for the iPhone XS/XS Max (DPI and device detection)
  • iOS: Refactored iOS device generation parsing
  • Mobile: Added support for RGBM and native HDR lightmaps
  • OSX: Made V-sync handling in macOS standalone players more stable
  • Package Manager: Editorlog now logs project load time
  • Package Manager: Added enablePackageManagerTraces command argument functionality, so you can use it to increase the logging level of the UPM process (and increase the verbosity of the upmlog file)
  • Package Manager: Introducing scoped registry feature This empower users to host their own package in a local private registry This is experimental The package manager UI was not updated for this feature
  • Package Manager: Released Package Manager UI v210-preview-1:
  • Support maximize/minimize
  • You can now save the PackageManager UI as a maximized window in your Editor layout
  • Keep track of selected built-in package
  • Keep track of last selected filter
  • Fixed UI layout
  • Package Manager: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system
  • Package Manager: The Package Manager now displays dependent packages and corresponding assemblies in Object Picker
  • Particles: Added a new mode to the Texture Sheet Animation Module that allows animations to be specific to each mesh a particle is using
  • Particles: Added missing script API for External Forces influencers list
  • Particles: Exposed missing External Forces module properties to script API
  • Particles: Exposed particle mesh indices to script, so you can get and set which mesh each particle is using
  • Particles: Exposed particle mesh indices to shaders, so you know which mesh each particle is using
  • Physics: Added "CollisioncontactCount" to retrieve the number of contacts
  • Physics: Added "CollisionGetContact(index)" to retrieve a specific contact
  • Physics: Added "CollisionGetContacts(array)" to retrieve all contacts
  • Physics: Added an Info section to the Rigidbody Inspector view that let's you examine the current velocities, centre of mass and inertia tensor of the Rigidbody
  • Physics: Added an overload of Rigidbody2DMoveRotation that accepts a Quaternion
  • Physics: OnCollisionEnter, OnCollisionStay & OnCollisionExit no longer create any GC allocations
  • Physics: OnCollisionEnter2D, OnCollisionStay2D & OnCollisionExit2D no longer create any GC allocations
  • Physics: The Inspector Info sections for the Rigidbody2D and Collider2D components now remain expanded when entering and exiting Play mode or moving between components
  • Plugins: Preloading is now supported for any native plug-in Added PluginImporterisPreloaded
  • Plugins: When you double-click a plug-in in your Unity project, an associated IDE now opens
  • Prefabs: Added method PrefabUtilityHasPrefabInstanceAnyOverrides to quickly check if there's any override on a Prefab instance
  • Prefabs: Show a "Auto Saving" badge next to the 'Auto Save' toggle button when saving duration is over 1 second
  • Prefabs: You can now edit the root GameObject of a Prefab directly from the Project browser, without going into Prefab Mode This supports multi-GameObject editing as well (1120805, 1120807)
  • Profiler: Added "SemaphoreWaitForSignal" profiler marker
  • Profiler: Added MonoJIT and MonoDomainUnload profiler markers
  • Profiler: Added profiler markers for static constructors
  • Profiler: Enabled automatic scripting threads profiling for ILC2PP
  • Profiler: Increased minimum memory usage for profiler to 4MB in Players and 64MB in the Editor
  • Profiler: The Unity Profiler now shows the amount of time until the next frame consistently accross all player platforms, regardless of how V-sync is implemented
  • ps4: Added PS4InputtouchpadMouseSensitivity to provide sensitivity support for touchpad pointer emulation
  • Scripting: Added ability to create NativeArrays of bool and char and types containing bool and char (1127499, 1129523)
  • Scripting: Added support for Visual Studio 2019 code editor
  • Scripting Upgrade: Support C# 73 when targeting NET 4x Equivalent Scripting Runtime
  • Shaders: Defined UNITY_SEPARATE_TEXTURE_SAMPLER in HlslSupportcginc for platforms capable of separate texture and sampler objects
  • Shaders: Improve shader debugging Unity now disables the optimiser when it generates debug shaders (ie #pragma enable_d3d11_debug_symbols)
  • Shaders: Moved 38 built-in keywords to local keywords The Shaders inspector now displays global/local keywords by shader
  • Shaders: Shaders can now include files from packages directly like this: #include "Packages/packagename/IncludeFilecginc"
  • Terrain: Added a direction bias to the Terrain smoothing Brush for increasing and decreasing blur
  • Terrain: Added hotkeys to adjust Terrain tool brush size and opacity
  • Terrain: Made changes to allow the setting of shadowCastingMode on Terrain
  • Timeline: Added Volume, Pan and Spatial Blend controls to Audio Tracks, and volume controls to Audio Track Clips
  • Timeline: Improved performance and reduced allocations when playing a Timeline
  • Timeline: Made performance improvements to the Timeline Editor Window display
  • UI: Adding ability to modify the ui Dropdowns alpha fade when showing and hiding
  • UI: Adding the ability to to use Sprite Tight mesh inside Unity UI
  • UI: Removing option for spritePacking tag in TextureImporter (sprites) when not using the legacy packing mode
  • Universal Windows Platform: Added support for building player with Visual Studio 2019
  • Universal Windows Platform: Added ExecutableOnly build type, which allows you to build without creating a Visual Studio project This enables quicker iteration when using Build & Run See documentation for UnityEditorWSAUWPBuildType for more information
  • Video: Improved the platform strings documentation for the Set, Get, and ClearTargetSettings methods, in the VideoClipImporter class
  • Web: Added support to write to file in append mode in DownloadHandlerFile
  • Web: UnityWebRequest now reports Content-Length to DownloadHandlerScript as 64-bit 32-bit method is now deprecated (1092447)
  • WebGL: Added multi-threading compatibility check
  • WebGL: Added Quit() function support to the Unity instance
  • WebGL: Added UnityLoaderinstantiateAsync(), which returns a JavaScript Promise
  • XR: Enable depthBufferSharing by default for Windows Mixed Reality
  • XR: Fixed linear color space on Oculus Go and Quest For Gear VR, driver issues might prevent linear color space from working with S7 Adreno phones on Android 70
  • XR: Fixed wireframe shader in single-pass instancing stereo rendering mode
  • XR: Update Vuforia to version 7520
  • XR: Updated Google VR to version 1180
  • XR: Updated Oculus's minimum supported version to 1280
  • XR: Updated Vuforia to version 8010
  • XR: Updated Vuforia to version 817
  • XR: UpdateVuforia to version 7526
  • XR: XR LWRP improvements:
  • Implemented single-pass double wide rendering as a stereo rendering method fallback for Android devices that do not support single-pass instancing or multi-view
  • Made stereo multi-pass rendering unselectable from the Player Settings when an SRP is in use
  • Unity now automatically selects Single-Pass stereo rendering if multi-pass was previously selected before using an SRP
  • Fixed Android y-flip issues
  • Fixed shadow rendering on all Android platforms when using multi-view stereo rendering
  • Removed the VR watermark on head-mounted displays
  • Removed OpenGL invalid state errors from Android Debug Bridge (ADB) logs
  • API Changes:
  • D: Added a new property TextureGenerationSettingssecondarySpriteTextures, which lets you assign secondary textures to the Sprite texture asset that is being generated
  • D: Added a new property TextureImportersecondarySpriteTextures, which lets you assgin secondary textures to a texture asset imported as Sprite
  • D: Added a new struct UnityEngineSecondarySpriteTexture, which encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture
  • Android: Added Android API 28 (Pie)
  • Android: Added AndroidJNI methods which use sbyte parameters or return sbyte values (1069247)
  • Android: Deprecated AndroidJNI methods which use byte parameters or return byte values (1069247)
  • Android: Removed public API for setting the JVM Max heap size
  • Animation: Added AnimationStreamGetInputWeight(int index)
  • Animation: Added AnimatorBindCustomStreamProperty(string propertyName, PropertyType type) to UnityEngineExperimentalAnimations
  • Animation: Made Playable delay features obsolete (PlayableSet/GetDelay)
  • Animation: Made writing to a scene handle obsolete (experimental API)
  • Asset Import: Added AssetImporterSupportsRemappedAssetType to inform the user if the importer supports remapping certain Asset types (such as Materials)
  • Asset Import: Added MaterialEditorExtensionsPerformBumpMapCheck This iterates over all Material properties with the Normal flag and checks that Unity imports the Textures they reference as normal maps
  • Editor: Added more API points for TransformHandle to provide granular control over which handles appear
  • Editor: Added new API to detect & control async shader compilation better in the Editor
  • Editor: Added AssemblyBuilderreferencesOptions to allow building assemblies using UnityEngine module dlls instead of the default monolithic UnityEnginedll
  • Editor: Added CompilationPipelinecompilationStarted and CompilationPipelinecompilationFinished events for when compilation starts and finishes in the Editor
  • Editor: Added CompilationPipelineGetAssemblyDefinitionFilePathFromAssemblyReference, CompilationPipelineGetAssemblyDefinitionReferenceType, CompilationPipelineGUIDToAssemblyDefinitionReferenceGUID, and CompilationPipelineAssemblyDefinitionReferenceGUIDToGUID APIs for dealing with Assembly Definition File references that can be either a GUID or assembly name
  • Editor: Added EditorApplicationEnterPlayMode() and EditorApplicationExitPlayMode()
  • Editor: Added EditorUtilityGetDirtyCount(), which returns how many times SetDirty is invoked on the specified Asset The counter is reset to zero when the Asset is saved
  • Editor: Added EditorUtilityIsDirty(), which returns true if SetDirty is invoked on the specified Asset
  • Editor: Added GameObjectUtilityGetMonoBehavioursWithMissingScriptCount and GameObjectUtilityRemoveMonoBehavioursWithMissingScript to be able to remove MonoBehaviours with a missing script from a GameObject
  • Editor: Added HandlesTransformHandle()
  • Editor: Added UnityEditorShortcutManagement API for managing keyboard shortcuts in the editor
  • Editor: Blocked illegal commands for Editor and PlayMode tests when in Play mode (1093572)
  • Editor: Exposed IShortcutManagerIsProfileIdValid method for checking if a Shortcuts Manager profile ID is valid
  • Editor: Exposed ProjectWindowUtilCreateScriptAssetFromTemplateFile, which allows Editor scripts to create new text-based assets from template files This is similar to how the built-in C# script template is used
  • Editor: Fixed input fields for sliders that have a width lower than 150 with no label (1078003)
  • Editor: Renamed SceneViewSceneViewCameraSettings API to SceneViewCameraSettings
  • GI: Added Gizmosexposure texture which, when set, is read back to determine exposure correction for LightProbe gizmos This is the alternative to correcting them via Post-processing
  • Graphics: Added a simulatation function to fast-forward a VisualEffect
  • Graphics: Added a variant static function for ShaderUtilUpdateShaderAsset & ShaderUtilCreateShaderAsset to skip compilation of the initial variant This can save compilation time for ShaderGraph and Visual Effect Graph but it doesn't log any early compilation errors
  • Graphics: Added Graphics and CommandBuffer method overloads to allow blitting to and from a texture array in the corresponding blit methods
  • Graphics: Added Texture2DArray property "allSlices" The "allSlices" property can be used instead of "-1" to indicate that all texture array slices should be bound for methods that support texture arrays
  • Graphics: Added the Texture2DnormalTexture property, which returns a small, neutral Normal Texture
  • Graphics: Added UnityEngineRenderingGraphicsFence class to replace GPUFence
  • Graphics: Added CameraHorizontalToVerticalFieldOfView(float horizontalFieldOfView, float aspectRatio) and CameraVerticalToHorizontalFieldOfView(float verticalFieldOfView, float aspectRatio) methods
  • Graphics: Added MaterialComputeCRC(), which returns a CRC hash value of the Material Asset’s content
  • Graphics: Added ShaderGetDependency() for querying a dependent shader by name
  • Graphics: Added SortingLayerRange to FilterRenderSettings to allow for the filtering of sorting layers by ScriptableRenderContext
  • Graphics: Changed the SRP signature of BeginCameraRendering and BeginFrameRendering to give access to the ScriptableRenderContext Added callbacks for end camera and end frame rendering
  • Graphics: Exposed setting for a number of jobs used when using occlusion culling
  • Graphics: UnityEngineRenderingGPUFence class has been deprecated and replaced with UnityEngineRenderingGraphicsFence
  • GraphView: Added a new constructor with OnResized callback parameter to Resizer manipulator
  • GraphView: Added canAcceptDrop callback to BlackBoardSection
  • GraphView: Added OnResized callback to MiniMap
  • GraphView: Added Renamable capability to GraphElement
  • GraphView: GraphViewGetElementByGuid() now returns the first element with the given GUID, within all of GraphView, not just elements contained in layers
  • Kernel: Added a central cache for TypeTrees
  • Memory Profiler: Added Dispose functionality to the PackedMemorySnapshot class to prevent instances from locking the snapshot file for longer than necessary
  • Memory Profiler: Added UnityEditorProfilingMemoryExperimentalPackedMemorySnapshotConvert to handle conversion from a MemoryProfilerPackedMemorysnapshot object to a UnityEditorProfilingMemoryExperimentalPackedMemorySnapshot file
  • Multiplayer: Added NetworkTransportSetMulticastLock API to acquire/release multicast locks, which is required to receive broadcast packets on Android (988573)
  • Package Manager: Exposed the type property of PackageInfo
  • Physics: Added "Rigidbody2DSetRotation(angle)" to allow you to set the Rigidbody2D z-axis rotation in degrees
  • Physics: Added "Rigidbody2DSetRotation(quaternion)" to allow you to set the Rigidbody2D rotation in quaternions
  • Physics: Added Collider2D method overloads to provide List support for Raycast(), Cast(), GetContacts() and OverlapCollider()
  • Physics: Added CompositeCollider2D method overloads to provide List support for GetPath()
  • Physics: Added Physics2D method overloads to provide List support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle(), OverlapCollider() and GetContacts()
  • Physics: Added PhysicsScene2D method overloads to provide List support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle() and OverlapCollider()
  • Physics: Added PolygonCollider2D method overloads to provide List support for GetPath() and SetPath()
  • Physics: Added Rigidbody2D method overloads to provide List support for Cast(), GetContacts(), OverlapCollider() and GetAttachedColliders()
  • Physics: Added CollisionGetContact(List) and Collision2DGetContact(List) methods
  • Physics: Exposed additional query types in the PhysicsScene class Note that only the non-allocating types are available
  • Physics: Exposed PhysicsGetIgnoreCollision class for checking whether the collision detection system ignores all collisions/triggers between two colliders
  • Playables: Added an editor only method, PlayableOutputGetEditorName, to get the PlayableOutput name
  • Playables: Added FrameDataeffectivePlayState to pass the accumulated PlayState of a Playable (1077846)
  • Player: Deprecated ResolutionDialogSetting, PlayerSettingsdisplayResolutionDialog, and PlayerSettingsresolutionDialogBanner
  • Profiler: Added ProfilerEmitFrameMetaData API for saving arbitrary data to the Profiler stream and reading it in the Editor
  • Profiler: Exposed the Editor UI used to connect to a player from the Profiler or Console Window In UnityEditorExperimentalNetworkingPlayerConnection, EditorGUIUtilityGetAttachToPlayerState(EditorWindow parentWindow) gets the connection state, and EditorGUILayout/EditorGUIAttachToPlayerDropdown draws it
  • Profiler: Exposed UnityEditorProfilingHierarchyFrameDataView API for accessing CPU Profiler data in a hierarchical way
  • Profiler: Extended HierarchyFrameDataView profiling API with ResolveItemCallstack (returns a sample callstack in the Editor) and GetItemMergedSamplesColumnDataAsFloats (returns sample values for a merged sample)
  • Scripting: Added GarbageCollectorisIncremental, GarbageCollectorincrementalTimeSliceNanoseconds, and GarbageCollectorCollectIncremental
  • Shaders: Added functions to the ShaderUtil class to retrieve and clear errors/warnings from Shader compilation Also added the ShaderMessage class to provide error/warning details
  • Shaders: Added the ShaderFindPassTagValue method for querying pass tag values
  • Shaders: Added the ShaderpassCount property for retrieving the number of shader passes of the active SubShader
  • Shaders: Made the [ShaderIncludePath] attribute obsolete All shader header files must be under the Assets folder or in a package To include shader headers directly from a package, use #include "Packages//
  • Terrain: Added a hotkey Terrain tool selection API, which lets you bind custom Terrain tools to hotkeys
  • Terrain: Added a new version of the TerrainTools ShowBrushGUI() callback with flags for choosing which controls to display
  • Terrain: Added a non-allocating version overload to the new TerrainDataGetInterpolatedHeights API
  • Terrain: Added new callback APIs to monitor changes to Terrain Textures
  • TerrainAPITerrainCallbacksheightmapChanged
  • TerrainAPITerrainCallbackstextureChanged These callbacks return both the rect region being changed, and whether the change is synchronized to the CPU or is GPU only
  • Terrain: Added new TerrainData APIs to modify Terrain Textures more easily
  • TerrainDataCopyActiveRenderTextureToHeightmap
  • TerrainDataCopyActiveRenderTextureToTexture Use the two above functions to copy content of the active RT into Terrain Textures, and optionally delay CPU synchronization, for instance, when a mousemove event occurs in the middle of painting
  • TerrainDataDirtyHeightmapRegion
  • TerrainDataDirtyTextureRegion Use these two functions instead of ones initially listed if the user directly changes the GPU resources through other means
  • TerrainDataSyncHeightmap
  • TerrainDataSyncTexture Use these two functions to perform a full synchronization from GPU to CPU, for instance, when a mouseup event occurs
  • Terrain: Added the TerrainDataGetInterpolatedHeights method for querying interpolated Terrain height values over a grid of samples
  • Terrain: Deprecated TerrainApplyDelayedHeightmapModification Use TerrainDataSyncHeightmap instead
  • Terrain: Improved the Terrain Stamp tool controls, and improved the tool’s behavior across Terrain of different height
  • Terrain: Made the TerrainTools IOnPaintRepaintAllInspectors() function obsolete Replaced it with Repaint(RepaintFlags), which is available in all Terrain Tool callback interfaces
  • Timeline: Changed TrackAssetCreatePlayable(PlayableGraph, GameObject, TimelineClip) to virtual to match its behavior in 20181 (1096350)
  • Timeline: Exposed methods for creating and manipulating animation curves on tracks
  • Timeline: Exposed methods for working with infinite clips on Animation tracks
  • Timeline: Exposed the FootIK property on Animation clips in Timeline (1115652, 1121781)
  • XR: Added a command to set single-pass stereo mode with a command buffer (1096603)
  • Fixes:
  • 2D: "spritetextureRect" returns values for master SpriteAtlas instead of SpriteAtlas Variant (1115285, 1125298)
  • 2D: Added missing docs for TextureImportSettingsSpriteMeshType (1080294)
  • 2D: Crash in FitBlockMaskInBlockMaskUsingPadding when packing a Sprite Atlas with blockOffset value set to 0 (1121583, 1125296)
  • 2D: Fix exception when trimming Sprite alpha on a texture that is downsized (1104094, 1113929)
  • 2D: Fix GridGetCellCenterWorld returning an offset position when using an Isometric Grid layout (1116814, 1136013)
  • 2D: Fix Sprite Editor Window module breakage when window is maximized and restore (1114929, 1114930)
  • 2D: Fix Sprite Frame Inspector window overlaps the header and options when the window is shrunk diagonally (1113250, 1114470)
  • 2D: Fix when entering negative values in width/height of Sprite Editor Window causes irregular sprite movement (1100307)
  • 2D: Fixed an assertion message when SpriteRenderer was selected with no Sprite with the Sprite Editor window open (1122260, 1122262)
  • 2D: Fixed an issue where a Sprite was not generated from a texture when user selected the Apply action at the Unapplied import settings popup (1117274, 1122263)
  • 2D: Fixed an issue where the Editor crashed on clicking Pack Preview when same atlas was added in Packables in Debug View (1107235)
  • 2D: Fixed an issue where the side of a Sprite was cut off when its Max Size property was changed (1101500)
  • 2D: Fixed issue where Sorting Groups did not update in Play Mode when Play Mode was paused in the Editor
  • 2D: Fixed issue where Sprites referenced both the original Sprite assets and Sprite Atlas, which resulted in increased memory usage (1071494)
  • 2D: Fixed issue where Sprites rendered through Command Buffers were not displayed until they were rendered once with a default Renderer (1097465)
  • 2D: Fixed issue where SpriteShapeRenderer passed an invalid _texelSizezw (1099636)
  • 2D: Fixed the offset of the TilemapCollider2D collider for Isometric Tilemaps
  • 2D: Made a Sprite that is not packed into a Sprite Atlas remain invisible (1083304)
  • 2D: Made changes so that when you click and drag on an unselected Sprite, the Sprite Editor Window shows a normal cursor to indicate dragging a Sprite, instead of the resize cursor used for resizing a border (1077700)
  • 2D: Made changes to allow users to reset the Sorting Layer and Sorting Order settings of Renderer components from the Inspector Settings (cog button) (1096375)
  • 2D: PSB files do not get packed when added to Sprite Atlas (1114959, 1121775)
  • AI: Unity crashes when repathing agent destination (1104500)
  • Analytics: Fixed a bug that resulted in performance data still being sent from mobile devices when a developer disabled Analytics at runtime (1105108)
  • Android: Added a fix in the new input system so Deadzoning is not performed in the native backend for game controller axes
  • Android: Added a fix in the new input system so mouse delta is correctly calculated
  • Android: Added detection for when the Editor does not manage to install the application to the device (1086410)
  • Android: Added the ability to opt-out from stopping Gradle daemons upon Editor exit (1098578, 1138085)
  • Android: Added StreamingAssets folders starting with an underscore in Gradle builds
  • Android: Enabled EGL sRGB backbuffer in Android 90
  • Android: Fix black screen when PlayerSetting "Use 32-bit Display Buffer" is disabled (1103404)
  • Android: Fixed a crash on startup in Development Builds on older Android devices
  • Android: Fixed a problem with exceptions when exporting an Android Gradle project (1089510)
  • Android: Fixed a Vulkan shader compile error when using SV_RenderTargetArrayIndex in the vertex shader output (1098973)
  • Android: Fixed an issue where a black screen appears when trying to use linear rendering with 16bit backbuffer
  • Android: Fixed an issue where Android quickly changing screen orientation twice stretches the view (1098327)
  • Android: Fixed an issue where Gradle builds fail when using quotes and backslashes in keystore passwords and aliases (996504, 1071288)
  • Android: Fixed an issue where redundant render pass was created for clear when using Vulkan
  • Android: Fixed an issue where the application froze when displaying the Android ProgressBar (1053736)
  • Android: Fixed an issue where the il2cpp library was relinked when building to Android (1089122)
  • Android: Fixed an issue where the CrashReportint module was not stripped on il2cpp when not used
  • Android: Fixed an issue where s_MainWindowRenderingOffscreen == false and CurrentThread::IsMainThread() was firing on Android when using SRP (1120743, 1133156)
  • Android: Fixed an OpenGL ES 30 shader compile error when generated code requires bitfieldInsert
  • Android: Fixed Android touch input scale when changing screen orientation with a custom resolution (1085580)
  • Android: Fixed automatic resolution scaling when using Vulkan (1108491, 1118293)
  • Android: Fixed dynamic resolution on some older Mali GPUs on Vulkan (1065227)
  • Android: Fixed HDR rendering when using Vulkan on older Mali drivers (1105065, 1115919)
  • Android: Fixed missing draws when using Vulkan on Adreno (1094348)
  • Android: Fixed shader compiler errors with Mali 450 drivers
  • Android: Fixed Terrain rendering when Vulkan on Adreno is used (1102440)
  • Android: Fixed the Bluetooth related crash on Android 5 devices when no headset is connected (1089471)
  • Android: Fixed the load failure of il2cpp player using OBB files (1124777, 1130918)
  • Android: Fixed the wrong director separator in DIR_UNITYPROJECT&DIR_GRADLEPROJECT on Windows (1088160)
  • Android: Fixed Activity has leaked ServiceConnection errors when calling ApplicationUnload (1091255)
  • Android: Fixed Android ScreensafeArea coordinate system to be in screen space
  • Android: Fixed ApplicationUnload sometimes crashing on Android (1093574)
  • Android: Fixed GrabPass when using linear rendering on Android (1088699)
  • Android: Fixed RenderTextureFormat ARGB2101010 when using Vulkan on Adreno
  • Android: GPU Instanced mesh renders with artifacts on Adreno 630 devices (1079627)
  • Android: Improved performance of Cubemap convolution on Mali GPUs (989820)
  • Android: Linker errors print to console when using il2cpp
  • Android: Refactored and improved Android device detection and selection during builds (1102133)
  • Android: Touch and mouse position's y-value is inverted in the native backend instead of managed code in the new input system
  • Android: KeyboardonTextInput and KeyboardonIMECompositionChange correctly calls for physical and virtual keyboard events
  • Animation: Fixed a crash in the avatar configurator when a faulty bone was selected after AutoMap (1075651)
  • Animation: Fixed a crash when a cycle occurs in an animation graph (792020)
  • Animation: Fixed a crash when opening the Animator window from a bad Animator Controller setup (1080436)
  • Animation: Fixed a crash when the Animation window previewed a disabled GameObject (1125266, 1127071)
  • Animation: Fixed a crash when the animator changed the bindings of the next animator (1099988)
  • Animation: Fixed an issue where additive animations would build up values when other layers were not writing (1094706, 1127817)
  • Animation: Fixed an issue where AnimationClipempty always returns true when Animation Type is set to Legacy (1061700)
  • Animation: Fixed an issue where querying clips in partially-loaded Override Controllers would crash (1118196, 1127823)
  • Animation: Fixed an issue where the Animation window opened when an AnimationClip was double-clicked (1058422)
  • Animation: Fixed an issue with AnimationStreamSourcePreviousInputs when used with humanoid characters (1102231)
  • Animation: Fixed an issue with frame rounding in the Animation window (1101186)
  • Animation: Fixed an issue with the animator that occurred after instantiation (995978)
  • Animation: Fixed an issue with [burstcompile] not working on animation jobs
  • Animation: Fixed erroneous range when changing orders of sprite keyframes in AnimationClip (1076068)
  • Asset Import: Added a fix to properly assign the Diffuse Color when a HDRP/Lit materical is generated froma FBX standard material in HDRP projects (1087977, 1114076)
  • Asset Import: Changed the icon of the Assets generated using ScriptedImporters to match the icon of other model files
  • Asset Import: Clamped the global scale in ModelImporter to at most 10 digits (1082327)
  • Asset Import: Fix Missing Avatar assignement in older projects (1107242)
  • Asset Import: Fixed an issue where importing FBX files with skinned meshes and with Index Format set to 16-bit produced corrupt data and/or errors (1126943, 1139690)
  • Asset Import: Fixed an issue with ModelImporter where imported materials had no textures assigned in HDRP projects
  • Asset Import: Fixed error when selecting multiple fbx with different Material settings Multi-selection is not supported on this panel (1118475, 1121738)
  • Asset Import: Fixed import of Blender files with Blender 280 (1115353, 1140789)
  • Asset Import: Fixed issue where the Model Importer Use File Scale property did not display the multiple different values checkbox in multiple selection
  • Asset Import: Fixed Sprite asset references are missing after upgrading (1102809)
  • Asset Import: Made changes so that ProjectBrowser icons refresh correctly when the Model Importer is applied
  • Asset Import: Made changes to prevent the use of a previously created avatar in the AvatarCopy field of the ModelImporter Rig panel
  • Audio: Added a slider for Cutoff Frequency in the Audio High Pass Filter component (818332, 1131466)
  • Audio: Fixed an issue in the profiler where the time spent collecting audio data depended on the number of audio clips with loaded audio data (1086988)
  • Audio: Fixed an issue where the Edit key option displayed incorrect parameters in the Curve editor (713681)
  • Audio: Fixed an issue with calling AudioSourceGetSpatializerFloat or AudioSourceSetSpatializerFloat before an AudioSource was played
  • Audio: Fixed an issue with importing short audio files that caused importer errors (882227)
  • Audio: Fixed the tree view for Audio Mixer groups in the Output object selector (1010156, 1131468)
  • Build Pipeline: Added a fix so failed builds are not treated as "successful"
  • Build Pipeline: Added a fix to unload asset bundles before building a player or other asset bundles (1081760)
  • Build Pipeline: Added a fixed to allow the Scripting Define Symbols line in Player Settings to be reverted with the Undo command (1083481)
  • Build Pipeline: Fix rare data corruption when building asset bundles with LZMA compression
  • Build Pipeline: Fixed an issue where PlayerSettingsapplicationIdentifier would not return the identifier for the active build target when editing settings for a different build target (1041443)
  • Build Pipeline: Fixed an object ordering indeterminism issue in the results returned by ContentBuildInterfacePrepareScene
  • Build Pipeline: Removed duplicate mono folder in Mac standalone builds Also removed around 500 kb of unnecessary data from builds
  • Compute: Vulkan/Metal/OpenGL: compute shader compilation optimizations (1022026)
  • DX12: Fixed crash related to memory allocation issues when using a camera with the Depth or Don't Clear flags (969582)
  • DX12: Fixed exclusive fullscreen always reverting to windowed fullscreen
  • DX12: Fixed issue where test runner crashed while running tests containing RenderTexture instantiation from the command prompt (1015725)
  • Editor: Added Main Menu/ prefix to main menu commands displayed in the Shortcuts Manager Command list with Category set to All Unity Commands
  • Editor: Added a fix for consistent logfile option handling for all desktop platforms, the Editor, and the Player This improves the handling of edge cases and scenarios with logfile parameter (900754, 960012, 1068907)
  • Editor: Added a fix so that items can be activated with space bar input in the Linux Editor inspector (1061975)
  • Editor: Added a fix so that selecting Open on the Context Menu performs actions on folders (1079852)
  • Editor: Added a fix to disallow naming Assembly definitions as predefined assembly names (1081704)
  • Editor: Added a fix to improve performance when deserializing uint64 values from text serialized assets
  • Editor: Added a fix to stop Android release builds from forwarding network traffic to device (1090170)
  • Editor: Added a horizontal scrollbar to Preset Manager settings (1087969)
  • Editor: Added button to clear binding in Keys preferences
  • Editor: Added diagnostic warning icon under text (1093938)
  • Editor: Added missing size and style to CacheFontForText (1087730)
  • Editor: Added null protection when iterating using ExtendVisibleAsChild (1083254)
  • Editor: Bring back Imported Header for AssetImporter component (1104131)
  • Editor: Corrected a typo in the tooltip for the 2D/3D switch in the Scene view control bar (1048139)
  • Editor: Creating a new material while an item is selected in scene could yield "IndexOutOfRange" errors (1128724, 1131937)
  • Editor: Debug Internal inspector no displays all properties (1109531, 1118915)
  • Editor: EditorWindow notification is rendered behind UI elements when the elements are instantiated from UXML (1116944, 1131498)
  • Editor: Enabled editing a script field when the script is missing (1117624, 1126282)
  • Editor: Fix a crash when using hyperlink tag without the closing tag (1113075, 1135091)
  • Editor: Fix an issue where asset store window could turn blank when redocking (1100443)
  • Editor: Fix an issue where custom editors with scrollviews would be squashed in the inspector window (1103342)
  • Editor: Fix Crash on dragging Script to component in inspector (1124734, 1131934)
  • Editor: Fix crash on editor window destruction
  • Editor: Fix crash while setting version control mode to visible meta files (1128867, 1132704)
  • Editor: Fix editor crash while saving a scene with missing script (1111432, 1115552)
  • Editor: Fix Exceptions raised and Inspector is broken after user removes a component from multiselected GameObjects (1126938, 1131936)
  • Editor: Fix extra shift being present in some contextual menu shortcuts in Timeline
  • Editor: Fix Inspector Window's uxml contains strings that are no longer localized (1122433, 1131929)
  • Editor: Fix issue where EditorApplicationquitting callbacks were not being called in batchmode
  • Editor: Fix keypad period and delete for input fields (Linux)
  • Editor: Fix menu shortcuts before first menu show on Linux
  • Editor: Fix selecting items with duplicate names in test hierarchy of Test Runner window (987587, 1140566)
  • Editor: Fix SettingsWindow layout breaks from 183 (1124696, 1129237)
  • Editor: Fix: Copying and pasting selected text copies an additional letter that is not selected (1107289, 1114040)
  • Editor: Fixed a Null Reference Exception thrown when multiple Assembly Definition Assets are added to the same folder (1120826, 1120982)
  • Editor: Fixed an incorrect InputkeyCode value when keyboard layout changes on macOS
  • Editor: Fixed an incorrect InputkeyCode value when using the Dvorak - QWERTY Command keyboard layout on macOS (1103558, 1131774)
  • Editor: Fixed an issue in the Shortcuts Manager Commmand list where right-clicking an entry did not select that entry, and displayed the context menu from the previously selected entry (1110804, 1120069)
  • Editor: Fixed an issue in the Shortcuts Manager where changes were not saved to the profile when users unassigned shortcuts or reset shortcuts to their default settings
  • Editor: Fixed an issue in the Shortcuts Manager where selecting a new category from the Category list did not reset the selected entry in the Command list (1104559, 1120070)
  • Editor: Fixed an issue in the Shortcuts Manager where users could assign reserved modifier keys (Shift, Ctrl/Cmd, and so on) to commands (1110790, 1120071)
  • Editor: Fixed an issue on Linux where the progress bar window changed size repeatedly while creating or opening a project (1100653)
  • Editor: Fixed an issue on macOS where entering Unity keyboard shortcuts while a project was loading crashed Unity (1004336)
  • Editor: Fixed an issue on macOS where launching the Editor with -batchmode as the first argument caused a crash (1059028)
  • Editor: Fixed an issue on macOS where opening and closing utility windows caused a crash (1046287)
  • Editor: Fixed an issue where artifacts appeared in Sprite sheets when users clicked drop-down menus in the Inspector (1055868)
  • Editor: Fixed an issue where assets from Unity's built-in resources could not be loaded by AssetDatabaseLoadAllAssetsAtPath (1104874)
  • Editor: Fixed an issue where calling RenderTextureReleaseTemporary twice for same texture caused a crash (1091561)
  • Editor: Fixed an issue where changing the shortcut for a main-menu item using the Shortcuts Manager would not update the menu with the new shortcut
  • Editor: Fixed an issue where closing the Editor while the Asset Store or Services window was loading caused a crash (1024048)
  • Editor: Fixed an issue where creating a parameter for an Animation condition after creating the condition sometimes threw a NullReferenceException (1127789, 1131535)
  • Editor: Fixed an issue where drag and dropping a texture onto a GameObject in the Scene created a material with no texture in HDRP projects
  • Editor: Fixed an issue where dragging a GameObject to the position directly after a child object in the Hierarchy window inserted the dragged object in the wrong position (1069565)
  • Editor: Fixed an issue where empty Editor Settings password fields were returning asterisks for empty fields (958884)
  • Editor: Fixed an issue where empty strings caused TextField to crash (1107172)
  • Editor: Fixed an issue where having multiple GameObjects selected and using the Component context menu to call GameObjectDestroyImmediate on Components crashed Unity (1056115)
  • Editor: Fixed an issue where keyboard shortcuts for main menu commands would not work if the key combination included the Space key (1106151, 1120068)
  • Editor: Fixed an issue where layouts were saved and loaded incorrectly (1078964)
  • Editor: Fixed an issue where lines were not drawn when using HandlesDrawDottedLine in a custom inspector (954149)
  • Editor: Fixed an issue where modifying an Avatar's Per-Muscle Settings caused a NullReferenceException (1068870)
  • Editor: Fixed an issue where searching for an asset in the Project window, and then renaming it via the context menu would not work if the Project widow was using the one-column layout (1073306)
  • Editor: Fixed an issue where selecting assets in the last row of the Project window made the scroll bar blink (1076266)
  • Editor: Fixed an issue where SerializedProperty children were not visible when put in a horizontal group (1068811)
  • Editor: Fixed an issue where switching platforms and recompiling scripts did not clear compile errors from the Console (1078935)
  • Editor: Fixed an issue where Test Runner console messages could overlap the test menu (1094277)
  • Editor: Fixed an issue where the Add Component menu is not displayed in some cases (1104169)
  • Editor: Fixed an issue where the Undo command did not work after setting/resetting the layout to Default (1068662)
  • Editor: Fixed an issue where the color picker ignored copied hex codes when they included the number sign (#) prefix (804231)
  • Editor: Fixed an issue where the Editor recommended updating to an earlier version
  • Editor: Fixed an issue where the Editor used the OS locale (1089361)
  • Editor: Fixed an issue where the Game view layout was not changing when the application was paused (1104417)
  • Editor: Fixed an issue where the IME input was causing text duplication in the Editor (1117859, 1117878)
  • Editor: Fixed an issue where the Inspector did not display GUI label tooltips (1057359)
  • Editor: Fixed an issue where the Layers drop-down menu in the Inspector did not list grouped Layers properly (1068422)
  • Editor: Fixed an issue where the mouse position was offset in the Game view when using IMGUI (1097051)
  • Editor: Fixed an issue where the preview icon for the Material Preset flickered (1099296)
  • Editor: Fixed an issue where the RuntimeInitializeOnLoadMethodAttribute was ignored inside player-only code blocks (such as when using #if !UNITY_EDITOR) and inside player-only assemblies created with an Assembly Definition (922692, 1071599)
  • Editor: Fixed an issue where the Scene icon was not updated after the png file was changed (1084630)
  • Editor: Fixed an issue where LoadSceneAsync would not trigger subscribed callbacks on load (1049526)
  • Editor: Fixed an issue with overriden main menu shortcuts
  • Editor: Fixed an issue with project update from 20174 to 20191 (1099240)
  • Editor: Fixed arrow keys logging errors in editor log slowing down editor
  • Editor: Fixed button style is not correct in texture inspector
  • Editor: Fixed clutch shortcut stuck if key is released while editor is not in focus
  • Editor: Fixed crash when building player with Services enabled, and using NET 35 (1103349)
  • Editor: Fixed custom layout menu items getting out of sync with Shortcut Manager (1097041)
  • Editor: Fixed CustomEditorAttributes scanning order (1108536)
  • Editor: Fixed default shortcuts for Cut/Copy/Paste/Select All/Undo/Redo menu items not usable for other commands in Shortcuts window
  • Editor: Fixed Editor crashes on HomeWindowHandler::LearnTabOpenedCallback while opening Project or entering Play Mode (1090455)
  • Editor: Fixed game view dimensions to address issue where CameraScreenPointToRay returned slightly offset coordinates when drawing the Ray from the main camera to the mouse position (1083316)
  • Editor: Fixed generic menu issue related to incorrect grouping of child menu item's when parent menu item contains space(" ") as its last character (1116792, 1129941)
  • Editor: Fixed Hiding objects in the scene view does not work with SRP (1105161)
  • Editor: Fixed Hierarchy view hover issues (1131017, 1131031)
  • Editor: Fixed invalid screen parameters when multiple game views instances are active (1110671, 1131010)
  • Editor: Fixed issue where holding arrow keys sometimes caused editor to stop redrawing
  • Editor: Fixed issue where Unity would crash when the Save Assets dialog box displayed before exiting the Editor (1062146)
  • Editor: Fixed key down events dispatched twice if not used
  • Editor: Fixed menu items forgetting their default shortcut bindings
  • Editor: Fixed performance issues when using the Test Runner for Projects with many assemblies
  • Editor: Fixed performance regressions related to UIElements moving out of experimental (1103391)
  • Editor: Fixed scene visibility column hiding the search path of the hierarchy (1114645, 1122512)
  • Editor: Fixed serialization issue in which MonoBehaviours with no script would cause a crash while saving the Scene (925313)
  • Editor: Fixed standard macOS text editing key bindings inside web views
  • Editor: Fixed state propagation when a VisualElement is added to a hierarchy (1093728)
  • Editor: Fixed strip debug info from release editor (1070559, 1126323)
  • Editor: Fixed text fields in Save Scenes dialog window not being navigable using arrow keys
  • Editor: Fixed the Verify Save Assets option to work in the Linux Editor (957853)
  • Editor: Fixed unhideable material's render queue for Scriptable Render Pipelines using Shader Graph (1108637)
  • Editor: Generated for mcsrsp references (1053714)
  • Editor: Made changes so that Unity Test Runner won't execute the PrebuildSetup code for ignored playmode tests or tests disabled on the selected platform
  • Editor: Made the VisualElementAsset id field deterministic (1100451)
  • Editor: Made MinMaxslider dragElement position absolute Previously it was relative, which broke layouts (1090242)
  • Editor: Make sure that modules depeding on disabled modules are also disabled
  • Editor: Make sure that we bail out immediately when dragging a preset on a UnityObject that already has the dragged component (1074291)
  • Editor: Minimize button("-") does not work for Scene, Game, Hierarchy etc windows on Mac (1117896, 1118033)
  • Editor: Null reference fix for semversion (1129026, 1141029)
  • Editor: Prefab Component overrides now remain visible in the Inspector after a domain reload (1102487)
  • Editor: Recover from modal window being closed using the X button (windows)
  • Editor: Removed an extra separator from the context menu in the Hierarchy window (1080882)
  • Editor: Removed cursor warning when calling CursorSetCursor on a texture loaded from an asset bundle (1028350)
  • Editor: Removed duplicate for Rider path discovery on Linux
  • Editor: Renamed the Child Controls Size property to Control Child Size in the Horizontal Layout Group and Vertical Layout Group components (1090329)
  • Editor: Renamed the UI Transparency Priority to Renderer Priority in the MeshRenderer component
  • Editor: Show imported components on Model asset prefabs again (was hidden because we don't want to show components for normal prefab assets)
  • Editor: The Strip Engine Code setting is now available only in Player pettings for platforms that supp

New in Unity 2019.2.0 Alpha 14 (May 2, 2019)

  • Fixes:
  • 2D: Added dialog box message to inform user to install 2D Sprite package if it is not installed when clicking on Sprite Editor Window button in TextureImporter. (1140578, 1144207)
  • This is a new issue, not seen in any released version.
  • Android: Fixed ASTC HDR textures in Mac Editor. (1142953, 1145497)
  • Asset Import: Fixed issue with import not working for blender files from Blender 2.79 and below. (1144643, 1144768)
  • This has already been backported to older releases.
  • Audio: Audio: Fixed audio stuttering when audio thread has to wait for audio jobs to complete. (1118284, 1144091)
  • This has already been backported to older releases.
  • Editor: Fixed attempting to move an entire light probe group ends up selecting a single probe instead. (1115849, 1144907)
  • Editor: Fixed problem in Assets > Open c# project with new code editor packages. Sending non-virtual path. (1145337, 1145347)
  • This is a new issue, not seen in any released version.
  • Editor: Fixed spelling, grammatical and missing characters throughout the editor. (1138604, 1143079)
  • This has already been backported to older releases.
  • Editor: Fixed the preview pane in the object selector.
  • GI: Fixed an intermediate lookup issue in Enlighten when using SSDs with Realtime GI and Baked GI enabled (1128583, 1134676, 1134702, 1143679, 1143686, 1143687)
  • GI: Use AI denoising for shadow mask and direct environment samples when baking with the GPU lightmapper. (1138839, 1144432)
  • Graphics: Fixed crash when the exposure texture is destroyed by holding on to the exposure texture via PPtr, instead of holding just a pointer. (1139545, 1144601)
  • This has already been backported to older releases.
  • Graphics: Fixed issue where Vulkan implementation of Texture2D.SetPixels may pipeline stall. (1141239, 1145494)
  • Graphics: Fixed memory leak when using Vulkan. (1137290, 1147000)
  • iOS: Fixed xcode project to be saved if Automatically add capabilities setting is disabled. (1142626, 1145250)
  • Package Manager: Disabling Modules error message is inaccurate (1131602, 1145317)
  • Scripting: Fixed issue with "Menu can't be checked because it doesn't exist" warning being emitted when deleting a checked menu item script. (1136169, 1144397)
  • Timeline: Fixed Disable the possibility to add Markers to tracks of a Timeline that is ReadOnly (1134463, 1146268)
  • Timeline: Fixed marker UI is the same color and size on infinite track (1139370, 1146266)
  • This has already been backported to older releases.
  • Timeline: Fixed moving a marker on an Infinite Track will keep the track in infinite mode (1141190, 1146264)
  • This has already been backported to older releases.
  • Timeline: Fixed zooming in/out will keep the padding at the beginning of the timeline (1030689, 1146265)
  • This has already been backported to older releases.
  • UI Elements: Invalid scale values on the Z component are now ignored and won't prevent the VisualElement from disappearing (1134758, 1147315)
  • UI Elements: Prevents zoom in and out with scroll wheel while mouse is over blackboard in graphview. (1139333, 1146282)
  • Windows: Fixed issue where high-poll-rate mice were causing performance degradation in the Editor on Windows. (1117360, 1144636)
  • XR: Fixed a CPU core configuration issue on Oculus Quest that resulted in too many job threads spinning up. (1141670, 1143225)
  • This has already been backported to older releases.

New in Unity 2019.2.0 Alpha 13 (Apr 25, 2019)

  • Features:
  • 2D: A Secondary Textures module was added to the Sprite Editor. You can use this module to associate additional textures to the sprites you're editing, add access those textures in a shader.
  • Editor: VSCode, Visual Studio, and Rider code editor integration as packages.
  • Improvements:
  • Prefabs: It's now possible to edit the root GameObject of a Prefab directly from the Project browser without going into Prefab Mode. This supports multi-object editing as well. (1120805, 1144205)
  • This has already been backported to older releases.
  • Timeline: Added ability to override loop setting on AnimationClips in Timeline. (1140766, 1144743)
  • API Changes:
  • Editor: Added EditorWindow.CreateWindow which works like EditorWindow.GetWindow, but always creates a new window.
  • Kernel: UnsafeUtility.MemCpyReplicate() no longer asserts if size or count are zero. Instead it passively exits like other UnsafeUtility methods.
  • Time: Introduced Time.captureDeltaTime, a more precise floating point reciprocal of Time.captureFramerate
  • Fixes:
  • 2D: Sprite in Sprite Renderer goes missing when upgrading project from 2018.3 to 2019.1 or 2019.2. (1142707, 1144741)
  • This has already been backported to older releases.
  • Android: Fix Editor crash on opening Player Settings when Android SDK is not setup. (1143624, 1144223)
  • Animation: Fixed float values not being animated when PPtr references were also in animated bindings. (1143168, 1143756)
  • Asset Import: Fix for .Meta files with a "UTF-8" BOM can cause the YAML parser to freeze Unity. (1140957, 1145245)
  • Asset Import: Fixed Events Add/Delete from the ModelImporterEditor Animation panel. (1136900, 1144451)
  • Asset Pipeline: Fixed rehash asset when changing asset bundle setting in meta file v1. (1126293, 1143337)
  • Audio: Fix UI value synchronization for audio mixer send effects. (1139634, 1144751)
  • Editor: Entering of exiting Playmode when some AssetImporter are focused in the Inspector does not crash anymore. (1141570, 1144208)
  • Editor: Fixed crash in VCProvider when updating the project. (1139303, 1144221)
  • This has already been backported to older releases.
  • Editor: UnityEngine.RectOffset causes GC.Collect() to be called at regular intervals causing noticeable lag spikes when using. (1130308, 1144227)
  • This has already been backported to older releases.
  • Editor: Update windows splash screen.
  • Facebook: Fixed platform detection.
  • This is a new issue, not seen in any released version.
  • GI: Fixed we don't check if a point is behind the camera or not. These point should not be included in the selection. (1129856, 1143126)
  • Graphics: Create texture now occurs on a thread in cases when async loading to update an existing texture.
  • Graphics: Fixed an issue with game view not updating streaming mips fully when in edit mode. (1141222, 1145166)
  • Graphics: Fixed issue with large scaled meshes with texture mip map streaming. (1139189, 1144483)
  • Graphics: Textures unsupported by mip map streamin such as reflection probes and decals now load highest mip. (1115306, 1145164)
  • IL2CPP: Detect the proper default current culture on macOS and iOS instead of the invariant culture. (1133961, 1146299)
  • This has already been backported to older releases.
  • IL2CPP: Generate proper C++ code when Mathf.Infinity is used as the value for an attribute argument. (1139579, 1144228)
  • This has already been backported to older releases.
  • IL2CPP: Generate proper flow control code for try/catch/finally handling with async methods in C#. (1122868, 1146300)
  • This has already been backported to older releases.
  • IL2CPP: Improve the performance of Socket Poll operations on iOS. (1136660, 1146303)
  • This has already been backported to older releases.
  • IL2CPP: Improve the performance of WaitAny on non-Windows platforms. (1111339, 1146302)
  • This has already been backported to older releases.
  • IL2CPP: Marshal an array of primitive types as SAFEARRAY by default when if it used as a field. (1131557, 1146301)
  • IL2CPP: Throw a SocketException when a socket attempts to bind to an address and port that is already in use by another socket on Windows. (1133587, 1146298)
  • This has already been backported to older releases.
  • Kernel: Fixed possible crashes in Editor when methods in UnsafeUtility receive a null pointer. (1077692, 1144754)
  • Mono: Prevent a TypeLoadException which can occur in the player at run time when the Medium or High managed stripping level is used with the Mono scripting backend. (1121958, 1146296)
  • This has already been backported to older releases.
  • Package Manager: Fix the issue where the status icons get corrupted when a user exit search mode. (1142542, 1144549)
  • Package Manager: Fixed an issue where package tarball files could not be extracted when the target path contained non-latin characters. (1124257, 1144687)
  • Particles: Fixed stuttering when using scripted simulation with long times. (753940, 1144335)
  • Prefabs: Fix Editor crash while clicking on Overrides window for instance of name based replaced variant. (1137288, 1144218)
  • This has already been backported to older releases.
  • Shaders: Fixed shader upgrader to not add exclude_renderers due to const array usage. (1053734, 1143646)
  • Shaders: Fixed surface shader include dependency handling on shader errors. (1002833, 1143645)
  • This has already been backported to older releases.
  • Shaders: Minor HLSLcc fixes. (1105361, 1142484, 1143647, 1143648)
  • UI Elements: Fixed a possible infinite recursion in picking.
  • This is a new issue, not seen in any released version.
  • UI Elements: Fixed rendering of UXML inspector preview. (1111250, 1144231)
  • This has already been backported to older releases.
  • UI Elements: Fixed scheduler not executing single delayed callbacks. (1142834, 1145277)
  • UI Elements: Resizing a visual element will not cause unnecessary nudge or repaint of the descendants. (1109689, 1144434)
  • WebGL: Fixed an issue where WebGL froze when switching to full-screen. (1106442, 1144827, 1144828)
  • This has already been backported to older releases.
  • WebGL: Fixed an issue with saving PlayerPrefs in WebGL. (1140820, 1145636)
  • XR: Fix for standalone player with Vulkan api and single-pass instanced mode showing black screen in HMD. (1142602)
  • XR: Fixed a regression where Android based VR was locked to 30fps. (1135328, 1143226)
  • This has already been backported to older releases.
  • XR: Updated OpenVR to 1.0.14. This fixes an issue on Linux where the player may crash if it is built for OpenVR, but SteamVR is not installed on the machine. (985931, 1148167)
  • This has already been backported to older releases.

New in Unity 2019.2.0 Alpha 11 (Apr 12, 2019)

  • Backwards Compatibility Breaking Changes:
  • Animation: Constraints are now evaluated before LateUpdate script (1123107)
  • Improvements:
  • Android: Implemented Screen.Brightness property for Android (read only)
  • Android: Improve performance of string marshaling between C# and Java (up to 50% faster).
  • Animation: Added visibility feedback in the Animator Inspector Info box
  • Editor: ProBuilder is now a recommended package.
  • GI: Faster baking with progressive lightmapper in cases with many light probe sets in the scene.
  • GI: GPU lightmapper performance improvement: generate many rays per texel/probe for indirect lighting. Optimize direct lighting by using compaction.
  • GI: Optimized time to first lit texel for the progressive lightmappers by multithreading heavy functions.
  • iOS: Can now select architecture for native plugins on iOS & TvOS.
  • Kernel: Performance improvements in internal Matrix4x4 Invert method used primarily by Rendering and Cameras.
  • Package Manager: Improved Undo/Redo and Cancel button handling in the PackageManifestImporter Editor.
  • Scripting: Managed debugger will now output which network port it's listening on to the player log
  • Terrain: Basemap textures now are not generated if the basemap shader is not used.
  • Video: Improved documentation for platform strings used VideoClipImporter Set/Get/ClearTargetSettings
  • XR: Add Low Overhead Mode setting to Oculus (Android) to do less driver validation, which can potentially increase performance.
  • API Changes:
  • Terrain: Added TerrainData.SetTerrainLayersRegisterUndo for setting the terrainLayers property and can be correctly undone if splat textures are created or destroyed during the process.
  • XR: Added XR.XRDevice.UpdateEyeTextureAntiAliasingSettings to force the hmd swap chain to be reallocated when the MSAA sample count is changed.
  • Fixes:
  • 2D: Change position of Tile Instantiated GameObject to be in line with Tile Anchor position of Tilemap
  • 2D: Fix crash on rendering with a TilemapRenderer when running shader compilation (1128961)
  • This has already been backported to older releases.
  • 2D: Fix Grid.GetCellCenterWorld returning an offset position when using an Isometric Grid layout (1116814)
  • This has already been backported to older releases.
  • 2D: Fix sorting of rendering on Isometric Tilemap with Chunk mode (1127579)
  • This has already been backported to older releases.
  • 2D: Fixed an issue where sprites could disappear while moving in the tile palette (1133841)
  • This has already been backported to older releases.
  • 2D: SpiteAtlas does not change when its associated "Object for Packing" texture is modified by a custom AssetPostprocessor script (1135638)
  • 2D: Update Tilemap Prefab when entering Prefab mode when Tiles have been changed outside of Prefab mode (1120471)
  • This has already been backported to older releases.
  • Analytics: Passing Unity objects to AnalyticsEvent causes allocation leak warnings (1086690)
  • Android: Don't try to repaint an android build window if it's closed (1113208)
  • This has already been backported to older releases.
  • Android: Fix apk version parsing failing due to unexpected java output (1133867)
  • Android: Fix Application.Unload crashing on il2cpp (1135018)
  • Android: Fix crash when AndroidJavaProxy is invoked while app is in background. (1126040)
  • This has already been backported to older releases.
  • Android: Fix Environment.TickCount returning negative value on Android 8.0+ (1108927)
  • This has already been backported to older releases.
  • Android: Fix error when trying to sign a development build (1137971)
  • Android: Fix large Unicode character marshaling between C# and Java on Android 4 and 5. (1123693)
  • Android: Fix [Android] Only part of Static Splash Image is visible on load when Splash Image is transparent. (1136826)
  • Android: Fixed an issue on Mali GPUs where font textures would occupy 4 times more memory than on other GPUs. (1132219)
  • This has already been backported to older releases.
  • Android: Fixed an issue where Android builds would fail if RC Android build tools were installed. They are now ignored and the latest final release version is chosen instead. (1139492)
  • Android: Reverts changes that broke implicit JNI method registration.
  • This is a new issue, not seen in any released version.
  • Animation: Allow deleting curve keys whilst dragging, without throwing errors. (1129837)
  • Animation: Fix crash when state has "too many" scripts attached. (1137055)
  • Animation: Fix live link not showing the right edge (1032879)
  • Animation: Fixed an issue where unloading an AnimatorController in an asset bundle could lead to a crash (1114534)
  • This has already been backported to older releases.
  • Animation: Fixed animation jobs SetPosition/SetLocalPosition not working on humanoid transform for rig with translation DoF ON (1103108)
  • Animation: Fixed Animator.keepAnimatorControllerStateOnDisable not keeping default values when disabling and re-enabling a GameObject. (1076483)
  • This has already been backported to older releases.
  • Animation: Fixed issue with .NET 4.0 causing issues with System.Single conversion (1057751)
  • Animation: Fixed memory leak in AnimationWindow when inspecting animation with large number of keyframes (1092423)
  • Animation: Fixed TransformStreamHandle.GetPosition not returning global position when applyRootMotion is off and user is controlling the root transform. (1115701)
  • Animation: Properly stop graph when switching to manual update mode (1084441)
  • Animation: Right clicking on an item in a ReoderableList will select it, but will not trigger dragging logic (907650)
  • Animation: Throw argument exception when legacy clip is used with AnimationClipPlayable (1100643)
  • Asset Import: Clicking cancel on the Import Package dialog now invokes the importPackageCancelled callback (1037916)
  • Asset Import: Fix bone-related crash when index format is set to 16-bit. (1126943)
  • Asset Import: Fixed issue with Blender 2.80 files not being properly imported. (1115353)
  • Asset Import: Fixed issue with blendshape normals being recalculated when the blendshape normal import option is set to 'None' (1123265)
  • Asset Import: If no assets can be exported, an error is returned instead of creating an empty package (1105480)
  • Asset Import: Imported assets fall back to the name at the time of export, if that differs from the name associated with the GUID (1130301)
  • Asset Import: TextureImporter inspector and SetPlatformSettings show an error message when assigning invalid texture format for a given platform and texture type. (1115190)
  • Audio: Spatial Blend in AudioSource is always impacted by distance when used by VideoPlayer (1114277)
  • Audio: Visually respect user selection for dsp buffer size in the audio settings. (1129895)
  • Build Pipeline: Fixed an issue where an "Inconsistent asset" error was logged during BuildPipeline.BuildAssetBundles (1138140)
  • Build Pipeline: Fixed an issue where baked lighting information was lost when building scenes with the Scriptable Build Pipeline (1123968)
  • This has already been backported to older releases.
  • Build Pipeline: Fixed an issue with Scriptable Build Pipeline not building multiple SpriteAtlas texture pages. (1139343)
  • This has already been backported to older releases.
  • Build Pipeline: Fixed splash screen background not appearing when building through command line the first time. (1047042)
  • This has already been backported to older releases.
  • Editor: Acknowledge [Normal] attribute in shader when checking that normal maps have "Normal Map" texture usage (1132148)
  • Editor: Add a default implementation of EditorTool.toolbarIcon.
  • This is a new issue, not seen in any released version.
  • Editor: Added Material checkout support from within the Game Object Inspector. Previously it was only possible to check it out by selecting a Material asset in the Project panel. (962080)
  • Editor: Editor windows now restore size when pulled from the top bar when maximized. (1126516)
  • Editor: Fix inspector is stuttering when scrolling through the large serialize list (1131250)
  • Editor: Fix layout being saved/loaded incorrectly when saving undocked or maximized tabs (1122565)
  • Editor: Fix Shift+Delete does not remove an empty element from the array in the Inspector window (1105084)
  • Editor: Fix shortcuts not being updated in Main Menus after user unbinds it. (1109108)
  • Editor: Fix that the Animation Window's 'Add Property' button generates an error when adding a new property (1136983)
  • This has already been backported to older releases.
  • Editor: Fix the terrain inspector being disabled even after the initial inspector was closed. (1117658)
  • Editor: Fixed an issue from previous PR that caused unicode characters in logfile path to not work correctly on Windows (1122909)
  • This has already been backported to older releases.
  • Editor: Fixed an issue where Console windows disappear when Unity Editor is not in focus (1109182)
  • Editor: Fixed an issue where ShowObjectPicker freezes editor when it's invoked right after another ObjectPicker is closed. (1113046)
  • Editor: Fixed checkbox button not toggling when shortcut key(space) is pressed. (1136216)
  • Editor: Fixed Invalid AssetDatabase path warning for files that are not in unity project folder (934940)
  • This has already been backported to older releases.
  • Editor: Fixed issue where PropertyAttribute was not applied on arrays (1140241)
  • Editor: Fixed issue wih Camera preview having a fixed size when scene view tools popup is present (1125006)
  • Editor: Fixed issue with orphan host views while loading an editor window layout (1079742)
  • Editor: Fixed NullReferenceException being thrown in a certain case when creating an Animation Condition parameter after creating the Animation Condition. (1127789)
  • This has already been backported to older releases.
  • Editor: Restored previous behavior of single channel textures with default texture usage (to generate grayscale data) (1082583)
  • This is a new issue, not seen in any released version.
  • Editor: The Unity Test Framework have been migrated into a package.
  • This is a new issue, not seen in any released version.
  • GI: Creash when recompiling shaders (both when manually doing it or when switching pipeline).
  • GI: Fix for crash when compositing multiple lightmaps in parallel with Intel OpenImage denoising. (1138064)
  • This is a new issue, not seen in any released version.
  • GI: Fixed correlation artifacts in CPU Progressive Lightmapper when using semi-transparent surfaces (1132640)
  • This has already been backported to older releases.
  • GI: Fixed error related to cached G buffer data: "Failed reading from a9/a9af123a12f31.ghd" when using the progressive lightmapper while having data from older versions in the GI cache.
  • GI: Fixed so that the Lighting Explorer saves the column settings after restart of the Editor. (1131422)
  • GI: Fixes a potential baking crash when objects HideFlags are configured. (1129038)
  • Graphics: Do not try to do gpu skinning with blend shapes having zero vertices (this IS in line with cpu skinning behavior) (1121794)
  • Graphics: Fix crash caused by Unknown LightMode in ShaderLab shader (1132088)
  • Graphics: Fix crash on GfxDevice::ApplyBlendShape when playing animation preview (1131617)
  • This has already been backported to older releases.
  • Graphics: Fixed indices being kept in memory for non readable mesh when loading from built data (1126675)
  • Graphics: Fixed issue where shadow quality settings were hidden when using an SRP, which meant that culling sometimes didn't include shadow casters.
  • Graphics: Fixed missing caps for Pixels32 APIs (1129776)
  • Graphics: Fixed missing IsEACFormat and IsXRFormat APIs (1129777)
  • Graphics: Fixed RenderTexture sRGB flag set incorrectly (1133874)
  • This has already been backported to older releases.
  • Graphics: Fixed vertex compression being disabled for all components for skinned mesh (as opposed to being disabled only for pos/nrm/tan) (1118278)
  • Graphics: In Deferred Reflections set the ambient probe SH constants before calling BeforeReflections Command Buffer to give consistency between graphics jobs enabled/disabled. (1130942)
  • This has already been backported to older releases.
  • Graphics: Loading Renderdoc on the game view in SRP causes the engine to crash ( if SRP Batcher is ON ) (1135805)
  • This has already been backported to older releases.
  • Graphics: Metal: Artifacts appear when using Dynamic Resolution with MSAA (1111105)
  • Graphics: Preview image of Billboard Renderer is now correctly shown in Project Window and LODGroup preview panel. (769753)
  • IL2CPP: Allow embedded resources to be loaded from assemblies without a public key set. (1131451)
  • This has already been backported to older releases.
  • IL2CPP: Avoid an error when IL2CPP encounters a ref readonly proper. (1131673)
  • This has already been backported to older releases.
  • IL2CPP: Correct Environment.TickCount on Android 8 and later. (1108927)
  • This has already been backported to older releases.
  • IL2CPP: Handle in parameters in delegates. (1128665)
  • This has already been backported to older releases.
  • IL2CPP: Implement the Monitor.IsEntered method properly. (1117372)
  • This has already been backported to older releases.
  • IL2CPP: Prevent a possible crash when a list of generic or nullable types with a field that is a struct with explicit layout is reallocated. (1121969)
  • This has already been backported to older releases.
  • IL2CPP: Prevent In correct removal of fields on a type used as a generic argument in a field used by a MonoBehaviour or ScriptableObject. This is often exposed as a crash during deserialization. (1125427)
  • This has already been backported to older releases.
  • IL2CPP: Properly detect the difference between macOS and Linux when the /proc directory exists on macOS. (1126262)
  • This has already been backported to older releases.
  • IL2CPP: Throw a managed exception at runtime when a generic type is marshaled as a delegate parameter. (1122074)
  • iOS: Do not include VR Shaders in builds when VR is not enabled (1123955)
  • iOS: Fix for SendMessage to work on iOS/tvOS simulator. (1138257)
  • This has already been backported to older releases.
  • iOS: Fixed identification of iPad 6th (it used to be identified as iPadPro10Inch2Genor or iPadUnknown with iOS.Device.generation) (1065983)
  • Linux: Fix: [Linux] Editor overwrites PlayerPrefs file when launched (1072116)
  • Linux: Fixed Editor crashing when started from the Hub (1140369)
  • Linux: Fixed Linux Standalone Player touch events for IMGUI (1106839)
  • Linux: Fixed main window scrolling when the requested window size is bigger than the window manager's work area. (1130242)
  • Linux: Fixed non-printable characters being allowed in GUI text objects in the Linux Editor. (1126208)
  • Linux: Pausing the Linux editor while playing with cursor lock mode set to locked or confined will now free the cursor. (1132336)
  • Package Manager: Fix incorrect text with the update button when a package is being installed (1124632)
  • This has already been backported to older releases.
  • Package Manager: Fix samples display overlap issues. (1140326)
  • Package Manager: Fixed an issue when closing the 'Reset Packages to Defaults' confirmation window still resets the Packages. (1134754)
  • This has already been backported to older releases.
  • Package Manager: Fixed an issue with Package Manager UI refreshing the package list when entering play mode. (1135815)
  • This has already been backported to older releases.
  • Package Manager: Use proper display:none to prevent hidden elements from showing up. (1139170)
  • Particles: Ensure particles are removed from the system when using SetParticles with zero remaining lifetime. (1130703)
  • This has already been backported to older releases.
  • Particles: Fix crash when resetting Particle System component via the cog wheel in the Editor. (1131320)
  • This has already been backported to older releases.
  • Particles: Fix texture property issue with Trails texture and Sprite mode being used together. (1127679)
  • This has already been backported to older releases.
  • Particles: Fixed an issue where 1 particle of each mesh type would be rendered, when a system did not actually have any particles using that mesh, when using GPU Instancing. (1139308)
  • This has already been backported to older releases.
  • Particles: Fixed FrameDebugger corruption when using Particle Systems. (1136275)
  • This has already been backported to older releases.
  • Particles: Made per-particle sorting work when using GPU Instanced particles. (1139313)
  • This has already been backported to older releases.
  • Physics: Correct Rigidbody.AddExplosionForce docs that were out of sync with code (1108989)
  • This has already been backported to older releases.
  • Physics: Correct Rigidbody.AddExplosionForce docs that were out of sync with code (1108989)
  • This has already been backported to older releases.
  • Physics: Fix a crash when destroying Colliders at the same time as raycast batches were being ran (1123313)
  • This has already been backported to older releases.
  • Physics: Fix a crash when destroying Colliders at the same time as raycast batches were being ran (1123313)
  • This has already been backported to older releases.
  • Physics: Fix any hit being returned by MeshCollider.Raycast instead of the closest one (1136868)
  • Physics: Fix crash that happened when passing a zero direction vector to batched physics queries (1134317)
  • Physics: Fix issue with cloth transform tools. (962773)
  • Physics: Fix the physics debug window not being open/closed correctly (1115985)
  • Physics: Wake up the bodies connected by ConfigurableJoint when changing parameters, to match what happens when doing this in editor (1075514)
  • This has already been backported to older releases.
  • Physics: Wake up the bodies connected by ConfigurableJoint when changing parameters, to match what happens when doing this in editor (1075514)
  • This has already been backported to older releases.
  • Playables: Fixed crash when instantiating GameObjects from Playable Notifications. (1129866)
  • This has already been backported to older releases.
  • Prefabs: Fix RectTransform properties of nested Canvas getting incorrectly modified upon entering Prefab Mode. (1132796)
  • This has already been backported to older releases.
  • Prefabs: Prefab Mode too. Root World Space Canvases can get treated as nested Canvases in Prefab Mode too due to lacking information, but this will still have fewer downsides than if nested Canvases got treated as Root Canvases. (1132706)
  • This has already been backported to older releases.
  • Prefabs: SaveAsPrefabAsset[AndConnect] will now automatically do namebased replace to retain references if a prefab is being overwritten. (1139245)
  • This has already been backported to older releases.
  • Prefabs: When multi-selecting Prefab instances and clicking Apply All, imports are now batched.
  • Profiler: Fixed charts no longer scaling based on highest peak. (1136260)
  • This has already been backported to older releases.
  • Profiler: Fixed charts not rescaling after disabling/enabling a category. (1134368)
  • This has already been backported to older releases.
  • Profiler: Fixed the "Others" chart category displaying behind the rest of the charts and not stacking. (1136769)
  • This has already been backported to older releases.
  • SceneManager: Add 'Collapse All' functionality to the Hierarchy Window to easily collapse all rows in the Hierarchy. Added to the Hierarchy window context menu. (1137167)
  • This has already been backported to older releases.
  • SceneManager: Fix SceneHierarchy throwing null ref exception in rare cases on LostFocus events. (1136536)
  • This has already been backported to older releases.
  • SceneManager: Fix Unity hangs after dropping a parent transform into a SubScene below it. (1136535)
  • This has already been backported to older releases.
  • Scripting: Relaxes the need for a reference on an assembly. Allow empty assembly definition references. (1130125)
  • This has already been backported to older releases.
  • Scripting Upgrade: Fix ReflectionTypeLoadException when accessing types from Accessibility assembly. (1138120)
  • This has already been backported to older releases.
  • Services: Cloud Diagnostics will no longer capture log messages that occur after the exception being reported (1134786, 1140382)
  • Services: Fix 851655: Symbol upload for Cloud Diagnostics will now work in batch mode. Fix 1038107: Fix crash in signal handler on Android IL2CPP ARM64 Fix 1109548: Ensure symbols are captured correctly on iOS Fix 1108365: Ensure symbols are captured correctly on Android (851655)
  • Shaders: Fixed broken shaders referencing editor only passes with UsePass (1135888)
  • This has already been backported to older releases.
  • Shaders: Fixed GLSL binding overflow when using too many UBOs and SSBOs (now use separate binding space)
  • This is a new issue, not seen in any released version.
  • Shaders: Fixed incorrect GLSL code generation when using half in SSBOs (HLSL structured buffers)
  • This is a new issue, not seen in any released version.
  • Shaders: Fixed non-deterministic shader binaries in asset bundles (749340)
  • Shaders: Fixed regression on SRP subshader fallback (1127390)
  • This has already been backported to older releases.
  • Shaders: Fixed shader warnings on standalone build (1107819)
  • This has already been backported to older releases.
  • Terrain: Fixed a rare crash at TerrainData serialization. (1132798)
  • This has already been backported to older releases.
  • Timeline: Blending shortcut was lost with Clip Editing Integration (1116053)
  • This has already been backported to older releases.
  • Timeline: Notifications with Retroactive flag are triggered when the timeline loops (1137266)
  • This has already been backported to older releases.
  • Timeline: Paste operation does not place items at the correct location (1138563)
  • This has already been backported to older releases.
  • Timeline: Reactions for Signals were not correctly drawn (1134422)
  • Timeline: Track context menu does not appear when right-clicking on a track header after a copy operation (1131095)
  • This has already been backported to older releases.
  • UI Elements: Enable editing of script field when the script is missing (1117624, 1124725)
  • This has already been backported to older releases.
  • UI Elements: Fix set showVertical, showHorizontal properties of a Scrollview (1137340)
  • This has already been backported to older releases.
  • UI Elements: Fixed an invalid texture for toolbar element in Light skin (1117232)
  • UI Elements: Fixed background-color-tint that wasn't being properly applied (1137265)
  • This is a new issue, not seen in any released version.
  • UI Elements: Fixed invalid computed transform of a VisualElement that is the ancestor of a group transform. (1136670)
  • This is a new issue, not seen in any released version.
  • UI Elements: Fixed issue that caused the UIElements scheduler to run expired items (1138634)
  • This has already been backported to older releases.
  • UI Elements: Fixed the foldout triangle size (1122034)
  • UI Elements: Fixed the indentation of the variables for a custom script in the inspector window (1114055)
  • This has already been backported to older releases.
  • UI Elements: Focused UI element is unfocused when window loses focus and gets it back when window is refocused (984433)
  • UI Elements: ListView and TreeView support selecting all ement with Ctrl-A and clearing the selection with Escape
  • This is a new issue, not seen in any released version.
  • UI Elements: Removed support for instanciating elements with DoCreate() in UXMLFactories
  • Video: Editor crashes on skipping transcoding twice for video (1104507)
  • This has already been backported to older releases.
  • Video: Fix for overflow of texture release command queue for Apple Metal when running headless (1127529)
  • Video: Importing ARCore SDK for Unity 1.7.0 package crashes Editor when importing hand_eom.webm video (1133177)
  • This has already been backported to older releases.
  • Video: Unity crashes on "-[AVFoundationMediaLoader GetNumAudioChannels:]" when entering Play Mode (1104510)
  • This has already been backported to older releases.
  • Video: Using "LZ4" or "LZ4HC" compression methods results in an error in Standalone Player when viewing a Video (1092265)
  • This has already been backported to older releases.
  • Windows: Fix standalone Windows player hanging on startup on machines with strict group policies (1083303)
  • Windows: Fixed some dialog buttons text being cutoff in high dpi mode (1028835)
  • This has already been backported to older releases.
  • XR: Fix for Vulkan draw calls not drawing to second slice of texture array during stereo instancing (1129656)
  • XR: Fix for Vulkan Y-flipped on final rendered image when single-pass stereo instancing is enabled (1135134)
  • XR: Fix Unity shaders on Vulkan not setup for stereo instancing (1129654)
  • XR: Fixed settings issue where we would try to write to a settings file that was locked by source control without checking it out first. (1113207)
  • XR: WindowsMR: Fix app memory leak when open for extended periods of time. (1138251)

New in Unity 2018.3.12f1 (Apr 9, 2019)

  • Fixes
  • Analytics: Fixed the time of exit from Play mode increasing several times when using newer Unity version. (1117209, 1142432)
  • Android: Fixed accessibility warning when publishing to Google Play. (1094743, 1111141)
  • Animation: Fixed an issue where unloading a controller in an asset bundle could lead to a crash. (1114534, 1135845)
  • Asset Import: Fixed Multi-Scene Lighting is lost when building AssetBundles with Scriptable Build Pipeline. (1105486, 1105515)
  • Editor: Fixed an issue where Editor notification text's last word is cut off at certain window sizes. (1098575, 1133366)
  • Editor: Fixed dragging component with required component to bottom area of inspector of prefab instance. (1097140)
  • Editor: Fixed Invalid AssetDatabase path warning for files that are not in unity project folder. (934940, 1137156)
  • Global Illumination: Fixed baked shadow angle not being into account for indirect bounce. (1132238, 1133437)
  • Graphics: Fixed crashes caused by reflection probes when entering Play mode with a camera selected. (1109892, 1130931)
  • Graphics: Fixed Enabled GPU skinning for blend shapes. (1133813, 1134299)
  • Graphics: Fixed normal calculation in compute skinning with one bone per vertex (1124697, 1133827)
  • Graphics: In Deferred Reflections set the ambient probe SH constants before calling BeforeReflections Command Buffer to give consistency between graphics jobs enabled/disabled. (1130942, 1135303)
  • Particles: Fixed newly emitted particle sizes not being updated when using Simulate and the restart flag is true. (1104199, 1123850)
  • Particles: Fixed Simulate not updating sub-emitters particles when restart flag was false. (1104199, 1123850)
  • Physics: Fixed a crash when destroying Colliders at the same time as raycast batches were being ran. (1123313, 1137303)
  • Prefabs: SaveAsPrefabAsset[AndConnect] will now automatically do namebased replace to retain references if a prefab is being overwritten. (1139245, 1139583)
  • SceneManager: Ensure nested Canvases are always treated as nested Canvases in Prefab Mode too. Root World Space Canvases can get treated as nested Canvases in Prefab Mode too due to lacking information, but this will still have fewer downsides than if nested Canvases got treated as Root Canvases. (1132706, 1139184)
  • SceneManager: Fixed a Race condition in TransformAccessArray. (1132255, 1133799)
  • Scripting: Fixed a crash related to calling CaptureScreenshotAsTexture at the wrong moment. (1053476, 1135737)
  • Scripting: Fixed actions outside of tests not handling exceptions correctly (1120353, 1140238)
  • Scripting: Fixed crash when a MonoBehaviour contains any serializable string attribute that contains malformed utf16. (1126689, 1134365)
  • Scripting Upgrade: Fixed ReflectionTypeLoadException when accessing types from Accessibility assembly. (1138120, 1138740)
  • Shaders: Fixed broken shaders referencing editor only passes with UsePass. (1135888, 1139214)
  • Shaders: Fixed regression on SRP subshader fallback. (1127390, 1139213)
  • Shaders: Fixed shader warnings on standalone build. (1107819, 1136075)
  • Timeline: Fixed changes to Timeline in prefab editor not being saved. (1109279, 1133938)
  • Timeline: Fixed the current position of Animation Window linked with Timelines animation being wrong when trimmed and sped up. (930909, 1133941)
  • Timeline: Fixed Timeline AW link losing clip selection context (and rec mode) when selecting a different GameObject. (1123119, 1133950)
  • Timeline: Fixed Timeline EaseInOut feature and shortcut for clips. (1116053, 1120473)
  • Timeline: Fixed timeline in-line curves not adjusting horizontal zoom when using A & F on selected keys. (1126623, 1133957)
  • Windows: Fixed some dialog buttons text being cutoff in high dpi mode. (1028835, 1137085)

New in Unity 2019.1.0 Beta 10 (Apr 4, 2019)

  • Features:
  • Graphics: OpenGL Core and OpenGL ES 3.1+ now have full support for CBUFFERs in shaders.
  • Graphics: SRP batcher instanced rendering support on Vulkan.
  • Graphics: SRP batcher is now supported on OpenGL Core 4.2+ and OpenGL ES 3.1+.
  • Improvements:
  • Video: Improved documentation for platform strings used VideoClipImporter Set/Get/ClearTargetSettings
  • Fixes:
  • Android: Fixed an issue on Mali GPUs where font textures would occupy 4 times more memory than on other GPUs. (1132219, 1134226)
  • Editor: Fix crash while setting version control mode to visible meta files (1128867, 1132704)
  • Editor: Fix selecting items with duplicate names in test hierarchy of Test Runner window (987587, 1140566)
  • Editor: Fix that the Animation Window's 'Add Property' button generates an error when adding a new property (1136983, 1138469)
  • This is a 2019.1 issue, not seen in any released version
  • Editor: Fixed some dialog buttons text being cutoff in high dpi mode (1028835, 1137084)
  • This has already been backported to older releases
  • GI: Improved sampling when baking lightmaps in scenes with translucent objects. (1132640, 1133463)
  • Graphics: Fixed ShaderVariantCollection inspector to work properly with shaders of large keyword amounts (938054, 1131464)
  • This is a 2019.1 issue, not seen in any released version
  • Graphics: Optimizes single-colored ambient probe updates. (1115645, 1136076)
  • LWRP: Fixed RenderTexture sRGB flag set incorrectly. (1133874, 1136097)
  • Mobile: Fixed rare race condition when warming up shaders. (1115274, 1131530)
  • This has already been backported to older releases
  • Package Manager: Fix Closing the 'Reset Packages to Defaults' confirmation window still resets the Packages. (1134754, 1137060)
  • Package Manager: Fix package manager UI for different cultureinfos (1085232, 1117468)
  • This has already been backported to older releases
  • Package Manager: Package Manager throws "Input string was not in a correct format" error when using Locales with "," number separating (1131566, 1139270)
  • Package Manager: Package Manager UI refreshes the package list when entering play mode (1135815, 1135840)
  • Physics: Correct Rigidbody.AddExplosionForce docs that were out of sync with code (1108989, 1140551)
  • Physics: Fix a crash when destroying Colliders at the same time as raycast batches were being ran (1123313, 1138428)
  • This has already been backported to older releases
  • Physics: Wake up the bodies connected by ConfigurableJoint when changing parameters, to match what happens when doing this in editor (1075514, 1140550)
  • Prefabs: SaveAsPrefabAsset[AndConnect] will now automatically do namebased replace to retain references if a prefab is being overwritten. (1139245, 1139582)
  • This has already been backported to older releases
  • Profiler: Fixed "Unknown profiler data message" error when deserialing profiler data (1124916, 1137179)
  • This is a 2019.1 issue, not seen in any released version
  • SceneManager: Add 'Collapse All' functionality to the Hierarchy Window to easily collapse all rows in the Hierarchy. Added to the Hierarchy window context menu. (1137167, 1138476)
  • SceneManager: Fix SceneHierarchy throwing null ref exception in rare cases on LostFocus events. (1136536, 1138475)
  • SceneManager: Fix Unity hangs after dropping a parent transform into a SubScene below it. (1136535, 1138474)
  • Shaders: Fixed broken shaders referencing editor only passes with UsePass (1135888, 1139208)
  • Shaders: Fixed regression on SRP subshader fallback (1127390, 1130218)
  • Shaders: Fixed shader warnings on standalone build (1107819, 1136074)
  • Shaders: The XR wireframe shader now works correctly with OpenGL and DirectX. (1022184, 1131099)
  • UI: CanvasRenderer.SetMesh will now produce an error if a non-readable mesh is passed. (1101813, 1131495)
  • UI Elements: Fixed impossible to set showVertical, showHorizontal properties of a Scrollview through a callback (1137340, 1139666)
  • UI Elements: Fixed issue that caused the UIElements scheduler to run expired items (1138634, 1140174)
  • UI Elements: Fixed the indentation of custom scripts variables into the Inspector Window (1114055, 1137231)
  • UI Elements: Fixed the Inspector Window not redrawing when switching from Normal to Debug and vice-versa (1125071, 1133805)
  • UI Elements: Fixed the multiselection of animation clip showing debug output in the inspector (1115027, 1132587)
  • Video: Importing ARCore SDK for Unity 1.7.0 package crashes Editor when importing hand_eom.webm video (1133177, 1139365)
  • Video: Unity crashes on "-[AVFoundationMediaLoader GetNumAudioChannels:]" when entering Play Mode (1104510, 1139367)
  • Video: Using "LZ4" or "LZ4HC" compression methods results in an error in Standalone Player when viewing a Video (1092265, 1139366)
  • VisualEffect: Fix Round Behavior (1136839, 1140679)
  • This is a 2019.1 issue, not seen in any released version
  • XR: Fix performance degradation over time for Virtual Reality applications. (1112790, 1119498)
  • This has already been backported to older releases
  • XR: Fixed stereo rendering support functions for shaders that must be written in GLSL. (1080662, 1127101)
  • This is a 2019.1 issue, not seen in any released version

New in Unity 2018.3.11f1 (Mar 29, 2019)

  • Fixes:
  • Animation: Fixed integer values not being animated when PPtr references were also in animated bindings. (1079856, 1137005)
  • Animation: Fixed preview of sprite changes on a simple animation when controller is missing. (1122246)
  • Animation: Fixed tangent mode set on new keyframe when double-clicking to add a keyframe in curve editor. (1123100, 1125126)
  • Animation: Fixed use of Ctrl-A/Cmd-A shortcut in the Animation Window. (1119191, 1124380)
  • Asset Bundles: Fixed non-deterministic data in asset bundle when using Prebake Collision Mesh. (1116173, 1133368)
  • Asset Import: Fixed a regression when switching ModelImporter Rig to Humanoid that did not enforce the T-pose in the skeleton anymore. (1103231, 1131109)
  • Asset Import: Fixed Multi-Scene Lighting is lost when building AssetBundles with Scriptable Build Pipeline. (1105486, 1105515)
  • Build Pipeline: Added a call to clean up high memory usage in BuildPipeline.BuildAssetBundles to avoid a crash due to out of memory. (1124274, 1129898)
  • Build Pipeline: Fixed splash screen background not being included when building with nographics argument (1047042, 1122687)
  • Collab: Fixed incorrect exit code for YAMLMerge when passing an empty file. (1094380, 1117860)
  • Editor: Fixed an issue where Editor notification text's last word is cut off at certain window sizes. (1098575, 1133366)
  • Editor: Fixed an issue where folder loses focus after renaming it in the Project Window. (1114527, 1127041)
  • Editor: Fixed crash when calling virtual method on missing abstract MonoBehaviour/ScriptableObject serialized reference. (1118688, 1132155)
  • Editor: Fixed dragging component with required component to bottom area of inspector of prefab instance. (1097140)
  • Editor: Fixed Editor crash when illegal position is introduced to graphics engine. (1115965, 1137218)
  • Editor: Fixed for MediaPlayer framework in plugin importer moved to rare group. (1124821, 1131722)
  • Editor: Fixed Invalid AssetDatabase path warning for files that are not in unity project folder. (934940, 1137156)
  • Editor: Fixed issue where the editor windows go blank under certain circumstances with D3D11. (1111604, 1136274)
  • Editor: Fixed issue where Unity would log an error when de-serializeing older serialized data when it's intentional. (1106120, 1140228)
  • Editor: Fixed issue with Assembly Definition File assemblies using "Define Constraints" getting deleted in Library/ScriptAssemblies in some cases when recompiling scripts. (1128015, 1132122)
  • Editor: Fixed OS locale being used for Editor windows. (930798, 1116416)
  • Editor: Fixed that the text field caret indicator cannot be placed on a specific text area in Light Explorer. (979015, 1134974)
  • Global Illumination: Fixed baked shadow angle not being into account for indirect bounce. (1132238, 1133437)
  • Graphics: Fixed an issue where Quad Tessellation would not work in OpenGL and Vulkan. (1131397)
  • Graphics: Fixed crashes caused by reflection probes when entering Play mode with a camera selected. (1109892, 1130931)
  • Graphics: Fixed Enabled GPU skinning for blend shapes. (1133813, 1134299)
  • Graphics: Fixed normal calculation in compute skinning with one bone per vertex (1124697, 1133827)
  • Graphics: In Deferred Reflections set the ambient probe SH constants before calling BeforeReflections Command Buffer to give consistency between graphics jobs enabled/disabled. (1130942, 1135303)
  • Mobile: Fixed Application.Unload crash on Android P devices. (1120794, 1126393)
  • Mobile: Fixed escape PlayerSettings.productName when composing installPath. (1113179, 1134466)
  • Mobile: Fixed issue with detecting latest installed build tools version. (1094262, 1132184)
  • Mobile: Fixed [Android] "Render outside safe area" setting doesn't work with Portrait or Landscape Orientation. (1125222, 1133428)
  • Mobile: Fixed [Android] Visual artifacts in the skybox when using more than one camera in a scene on Adreno 330 devices. (1122358, 1133427)
  • Mobile: Fixed [Android] [LTSRP] Pressing the square "recent apps" button when the app is using Vulkan API gives blurry/gloving transition. (1024522, 1133429)
  • Mobile: Fixed [Android] [LTSRP] Pressing the square "recent apps" button when the app is using Vulkan API gives blurry/gloving transition. (1104092, 1133426)
  • Package Manager: Fixed missing Editor folder in PackageManager directory if installed through DownloadAssistant. (1133409, 1138012)
  • Particles: Fixed opening a legacy Prefab with a ParticleSystem in Prefab Mode: ParticleSystemRenderer component not being correctly hidden in the Inspector.
  • Particles: Fixed opening a Particle System Prefab in Play mode breaks the Hierarchy when Stop Action is set to Destroy. (1111578, 1134976)
  • Particles: Fixed Simulate not updating sub-emitters particles when restart flag was false. Fixed newly emitted particle sizes not being updated when using Simulate and the restart flag is true. (1104199, 1123850)
  • Prefabs: Fixed losing selection of Prefab root in Prefab Mode after draggging script to Inspector.
  • Prefabs: For broken prefabs use the root that the PrefabImporter has chosen when opening the prefab file in Prefab Mode, other dangling roots are deleted.
  • Prefabs: Improved error handling when the GameObject root in PrefabMode is deleted or moved out of its prefab scene. (1123424, 1134975)
  • Prefabs: SaveAsPrefabAsset[AndConnect] will now automatically do namebased replace to retain references if a prefab is being overwritten. (1139245, 1139583)
  • Scene/Game View: Fixed ControlID getting out of sync for layout and repaint evengs when transitioning from 2D to 3D. (1126865, 1130151)
  • SceneManager: Fixed a Race condition in TransformAccessArray. (1132255, 1133799)
  • SceneManager: Fixed issue LoadSceneAsync not updating isLoaded to false for scene unloaded. (1125003, 1126524)
  • Scripting Upgrade: Fixed breakpoint resolution for methods in partial classes. (1118285, 1135008)
  • Scripting Upgrade: Fixed TargetParameterCountException when using Substance. (1093274, 1135337)
  • Serialization: Fixed issues with the serialization when using a non-US locale. (1065595, 1127019)
  • Shaders: Fixed UNITY_VERSION shader macro generation for double digit major/minor versions. (1113175, 1122980)
  • UI: Fixed API inconsistency with no support of uv2 and uv3 inside the VertexHelper class. (1117237, 1132490)
  • UI: Fixed scroll jitter when the scroll view component has Elastic movement type. (1129915, 1135071)

New in Unity 2019.1.0 Beta 9 (Mar 27, 2019)

  • Features:
  • Graphics: SpeedTree hooks for Scriptable Render Pipeline
  • Fixes:
  • 2D: Change position of Tile Instantiated GameObject to be in line with Tile Anchor position of Tilemap
  • 2D: Fix crash on rendering with a TilemapRenderer when running shader compilation (1128961, 1129025)
  • 2D: Fix Grid.GetCellCenterWorld returning an offset position when using an Isometric Grid layout (1116814, 1136013)
  • 2D: Fix Hexagonal Grid rendering in SceneView for OpenGL, Vulkan and Metal graphics APIs. (1124945, 1124991)
  • 2D: Fix sorting of rendering on Isometric Tilemap with Chunk mode (1127579, 1136014)
  • 2D: Update Tilemap Prefab when entering Prefab mode when Tiles have been changed outside of Prefab mode (1120471, 1126785)
  • Android: Fix Environment.TickCount returning negative value on Android 8.0+ (1108927, 1131807)
  • Animation: Fixed an issue where unloading a controller in an asset bundle could lead to a crash (1114534, 1132705)
  • Asset Bundles: Fixed a case where Progressive Lightmapper data was being lost when building Asset Bundles with Scriptable Build Pipeline. (1123968, 1124312)
  • Audio: Fix audio stuttering when audio thread has to wait for audio jobs to complete (1118284, 1138972)
  • Build Pipeline: Fixed splash screen background not being included when building with nographics argument (1047042, 1122982)
  • Editor: Creating a new material while an item is selected in scene could yield "IndexOutOfRange" errors (1128724, 1131937)
  • Editor: Fix Crash on dragging Script to component in inspector (1124734, 1131934)
  • Editor: Fix Exceptions raised and Inspector is broken after user removes a component from multiselected GameObjects (1126938, 1131936)
  • Editor: Fix for MediaPlayer framework at plugin importer to be shown at rare group. (1124821, 1131531)
  • Editor: Fix Inspector Window's uxml contains strings that are no longer localized (1122433, 1131929)
  • Editor: Fixed an issue where Editor notification text's last word is cut off at certain window sizes. (1098575, 1133365)
  • Editor: Fixed Editor crash when illegal position is introduced to graphics engine. (1115965, 1137219)
  • Editor: Fixed invalid screen parameters when multiple game views instances are active. (1110671, 1131010)
  • Editor: Fixed issue where the editor windows go blank under certain circumstances with D3D11 (1111604, 1136273)
  • Editor: Fixed NullReferenceException being thrown in a certain case when creating an Animation Condition parameter after creating the Animation Condition. (1127789, 1131535)
  • GI: Fixed an issue where Unity would try to load incompatible serialized lighting data from cache and print out "Failed to load '***' because it was serialized with a newer version of Unity. (Has a higher SerializedFile version).". (1112513, 1129760)
  • Global Illumination: Baked shadow angle is now taken into account for indirect bounce (1132238, 1133436)
  • Graphics: Fix [Android] [LWRP] [Vulkan] Particles are rendered in black on Galaxy S6 Edge+ (1126887, 1134652)
  • Graphics: Fixed bug in BC6H texture compression exhibited in textures containing negative zero values (1049552, 1123977)
  • Graphics: Fixed Metal-Enabled GPU skinning for blend shapes. (1133813, 1134275)
  • Graphics: Fixed Vulkan-Enabled GPU skinning for blend shapes. (1134323, 1138973)
  • Graphics: In Deferred Reflections set the ambient probe SH constants before calling BeforeReflections Command Buffer to give consistency between graphics jobs enabled/disabled. (1130942, 1135302)
  • IL2CPP: Allow embedded resources to be loaded from assemblies without a public key set. (1131451, 1133589)
  • IL2CPP: Avoid an error when IL2CPP encounters a ref readonly proper. (1131673, 1133643)
  • IL2CPP: Correct Environment.TickCount on Android 8 and later. (1108927, 1131807)
  • IL2CPP: Handle in parameters in delegates. (1128665, 1130325)
  • IL2CPP: Prevent a possible crash when a list of generic or nullable types with a field that is a struct with explicit layout is reallocated. (1121969, 1122739)
  • IL2CPP: Properly detect the difference between macOS and Linux when the /proc directory exists on macOS. (1126262, 1130999)
  • Multiplayer: Fixed issue where the unet hlapi package was not being automatically added to old projects opened in 2019.1, bumped version in editor manifest to 1.0.1 as well
  • OSX: Fixed the icon at 128x128 being corrupt in MacOS build (1038984, 1132657)
  • Package Manager: Fix incorrect text with the update button when a package is being installed (1124632, 1139328)
  • Particles: Fixed Simulate not updating sub-emitters particles when restart flag was false. Fixed newly emitted particle sizes not being updated when using Simulate and the restart flag is true. (1104199, 1123849)
  • Profiler: Fix charts not rescaling after disabling/enabling a category. (1134368, 1136925)
  • Profiler: Fixed charts no longer scaling based on highest peak. (1136260, 1136917)
  • Profiler: Fixed Profiler not automatically focusing selected object when closing search. (1117915, 1129857)
  • Profiler: Fixed the "Others" chart category displaying behind the rest of the charts and not stacking. (1136769, 1136922)
  • Scene Management: Fix API and UI incorrectly reporting added/removed object overrides on disconnected Prefab instances. (1115758, 1134970)
  • Scene Management: Fix driven properties causing RectTransform to temporarily show up in Overrides dropdown after reverting or applying anything in the Comparison view. (1131854, 1135006)
  • Scene Management: Fix Prefab instances with driven properties showing Apply All and Revert All buttons in Overrides dropdown even when there are no overrides. (1131854, 1135006)
  • Scripting: Editor: Fix crash when a MonoBehaviour contains any serializable string attribute that contains malformed utf16. (1126689, 1134968)
  • Scripting: Fix a crash related to calling CaptureScreenshotAsTexture at the wrong moment (1053476, 1136126)
  • Timeline: Blending shortcut was lost with Clip Editing Integration (1116053, 1120472)
  • Timeline: Cannot disable a Signal Receiver (1131163, 1133968)
  • Timeline: Cannot edit receivers on signals when the track is in a Group (1131811, 1133971)
  • Timeline: Clips don't always draw when moving them in Replace Mode (1132605, 1133972)
  • Timeline: Cog icon in the Signal Receiver inspector is blurry (1130320, 1133960)
  • Timeline: Custom user Tracks that are not public do not show up in the Timeline AddTrack menu (1122803, 1129914)
  • Timeline: Exception thrown when deleting a reaction from a Signal Receiver (1131065, 1133963)
  • Timeline: Inspector Add Key & Undo in Timeline Curves un-selects & collapses curve properties (1125443, 1133955)
  • Timeline: Marker context menu has a superfluous line at the bottom (1132662, 1133973)
  • Timeline: Markers can be seen in track header (1124381, 1133953)
  • Timeline: Muting marker header track throws an Exception (1131106, 1133965)
  • Timeline: Right click on the header marker area will open its sub menu even if its hidden (1124351, 1133952)
  • Timeline: Selecting both a track marker and a timeline marker throws an ArgumentOutOfRangeException (1113006, 1133946)
  • Timeline: Selection with markers is detachable in ripple mode (1131123, 1133967)
  • Timeline: Signal Emitter Inspector: The receiver UI is lost when the inspector is locked and another object is selected (1116041, 1133947)
  • Timeline: Signal Emitters created on override tracks do not show the signals list (1102913, 1133943)
  • Timeline: Timeline marker track hamburger icon is not centered vertically (1131112, 1133966)
  • Timeline: Unselect Marker when hiding marker header track (1124661, 1133954)
  • Timeline: When moving items to the left in ripple mode, movement is not blocked correctly (1102594, 1133942)
  • UI: Fixed scroll jitter when the scroll view component has Elastic movement type (1129915, 1135070)
  • UI Elements: Fixed inconsistent border width at non integer scaling. (1131952, 1136268)
  • UI Elements: Fixed incorrectly displayed selection state in Graphview (1136637, 1137863)
  • UnityLinker: Prevent In correct removal of fields on a type used as a generic argument in a field used by a MonoBehaviour or ScriptableObject. This is often exposed as a crash during deserialization. (1125427, 1130994)
  • Video: [WINDOWS 7] Imported Video File cannot be played in 2019.1 (1133061, 1133666)
  • Windows: Fixed crash caused when log file fails to open due to unicode characters in the path (1122909, 1124015)
  • XR: Updated to v2.0.2 of Legacy Input Helpers package for XR.

New in Unity 2018.3.10f1 (Mar 26, 2019)

  • Fixes
  • Android: Fixed Environment.TickCount returning negative value on Android 8.0+. (1108927, 1131808)
  • Animation: Fixed root motion evaluation for an optimized game object used in a timeline. (1115966, 1126619)
  • Build Pipeline: Removed unnecessary files packaged with the Unity installer. (1124267, 1131022)
  • Editor: Fixed nullreference in Rider toolbox discovery. (1126936)
  • IL2CPP: Allow embedded resources to be loaded from assemblies without a public key set. (1131451, 1133590)
  • IL2CPP: Avoided an error when IL2CPP encounters a ref readonly property. (1131673, 1133644)
  • IL2CPP: Fixed build failing if delegate has an 'in' parameter. (1128665, 1130326)
  • IL2CPP: Fixed difference between macOS and Linux not properly detected when the /proc directory exists on macOS. (1126262, 1131000)
  • IL2CPP: Fixed Environment.TickCount on Android 8 and later. (1108927, 1131808)
  • IL2CPP: Fixed Monitor.IsEntered method not implemented properly. (1117372, 1129123)
  • Linux: Fixed cursor not being confined to the game window when using CursorLockMode.Confined on Linux standalone player. (1105204, 1115744)
  • Profiler: Fixed charts no longer scaling based on highest peak. (1136260, 1136918)
  • Profiler: Fixed charts not rescaling after disabling/enabling a category. (1134368, 1136924)
  • Profiler: Fixed the "Others" chart category displaying behind the rest of the charts and not stacking. (1136769, 1136921)
  • UnityLinker: Prevented In correct removal of fields on a type used as a generic argument in a field used by a MonoBehaviour or ScriptableObject. This is often exposed as a crash during deserialization. (1125427, 1130995)
  • Video: Fixed issue Non–360 3D video is rendering with glitches (vertical colour bands). (1098079, 1128908)
  • WebGL: Fixed WebGL linker error when native plugins are used. (1129621, 1129624)

New in Unity 2019.2.0 Alpha 9 (Mar 21, 2019)

  • Features:
  • Graphics: SpeedTree hooks for Scriptable Render Pipeline
  • Backwards Compatibility Breaking Changes
  • 2D: Updated 2D Project Template to include com.unity.2d.sprite and com.unity.2d.tilemap Core Packages.
  • Timeline: Changed Track Context Menu to show "Add Signal Emitter" at the top of the list of Marker commands. (1131166)
  • Timeline: Moved "Add Signal Emitter" and "Add Signal Emitter From Asset" commands out of their sub-menu. (1131166)
  • Improvements:
  • Build Pipeline: Scripts only build now works with managed and engine stripping. (1125022)
  • GI: Apply shadow angle and shadow radius in the indirect lighting for Progressive Lightmapper. (1132238)
  • GI: GPU lightmapper performance improvement: generate many rays per texel/light probe for direct lighting.
  • Package Manager: Improve behaviour of Package Visibility in Project Browser and Object Picker.
  • Particles: Expose missing External Forces module properties to script API.
  • Terrain: Local keywords (those defined using multi_compile_local or shader_feature_local) are now allowed for Terrain shaders.
  • Timeline: Changed Marker show/hide to be undoable. Hide will also unselect markers. (1124661)
  • Timeline: Changed SignalReceivers to show their enabled state in the inspector. (1131163)
  • API Changes:
  • Terrain: Added a non-alloc version overload to the new TerrainData.GetInterpolatedHeights API.
  • Fixes:
  • Android: Fix V-sync on devices with display refresh rates higher than 60Hz. (1078663)
  • Android: Fix [Android] [LWRP] [Vulkan] Particles are rendered in black. (1126887)
  • Animation: Fixed a crash when unloading animations that are part of an AnimatorController. (1122054)
  • Animation: Fixed an issue where the AnimationEvent "Function" field would accept spaces. (1111933)
  • Animation: Fixed an issue where the Avatar preview would not react to ObjectSelector changes. (1113154)
  • Animation: Fixed Animation Window crashing when previewing a disabled game object. (1125266)
  • Animation: Fixed AnimationUtility.SetAnimationClipSettings not regenerating runtime data. (1091972)
  • Animation: Fixed Bezier curve segments conversion to Hermite when evaluating Animation Curves with weighted tangents. (1124522)
  • Animation: Fixed crash when changing Animator.playbackTime with a controller using synced layers. (1109439)
  • Animation: Fixed crash when changing controller in Animator Override Controller used in a Playable Graph. (1104518)
  • Animation: Fixed FileNotFoundException when double-clicking to open an Animator Controller asset. (1127826)
  • Animation: Fixed root motion evaluation for an optimized game object used in a timeline. (1115966)
  • Animation: Fixed tangent mode set on new keyframe when double-clicking to add a keyframe in curve editor. (1123100)
  • Animation: Fixed use of Ctrl-A/Cmd-A shortcut in the Animation Window. (1119191)
  • Build Pipeline: Fixed issue where package assemblies would not be included in il2cpp + scripts only builds. (1125022)
  • Editor: Fix crash when a MonoBehaviour contains any serializable string attribute that contains malformed utf16. (1126689)
  • Editor: Fix interacting with custom property drawer array resets the scroll bar position (1109673, 1110222, 1131012, 1132074)
  • Editor: Fix selecting items with duplicate names in test hierarchy of Test Runner window . (987587)
  • Editor: Fixed an error when closing a detached Material preview window belonging to a second instance of a InspectorWindow. (1119612)
  • Editor: Fixed getting list of renderer components displayed in the InspectorWindow. (1131794)
  • Editor: Fixed inconsistent border width at non integer scaling. (1131952)
  • Editor: Fixed issue where the editor windows go blank under certain circumstances with D3D11. (1111604)
  • Editor: Fixed play mode tint affecting parts of the editor after exiting play mode due to compilation failiures. (1130997)
  • Editor: Reduced recurrent memory allocations performed by UIElements. (1135055)
  • Editor: Unity native DefaultImporter is now excluded from Presets. (1129083)
  • GI: Optimizes single-colored ambient probe updates. (1115645)
  • Graphics: Fixed error message when loading 2018.2 Compressed Mesh data. (1117664)
  • Graphics: Fixed the app bar to show "Compiling shader 'x'" instead of just the shader name.
  • iOS: Fixed Screen.autorotateTo causing missing call to UnityOrientationRequestWasCommitted, effectively resulting in running some code every frame from now on erroneously. (1122902)
  • OSX: Fixed queued key events getting incorrect modifiers flags causing the wrong shortcut to be executed.
  • Package Manager: Fixed an issue where package file timestamps would keep their original value when restoring a package in the global package cache. Since newer versions of npm CLI set timestamps to 1985-10-26, keeping the original timestamp would prevent Unity from refreshing package assets. (1125054)
  • Particles: Allow the Shape module to have negative scale. (1119823)
  • Particles: Fixed "Internal: JobTempAlloc has allocations that are more than 4 frames old" error message. (1125073)
  • Particles: Fixed crash in GenerateParticleGeometry when a Particle System with Sprites Texture Sheet and FPS Mode has Infinite Start Lifetime. (1119163)
  • Particles: Fixed Editor crash on adding item to a Particle System's External Forces list. (1126275)
  • Particles: Fixed newly emitted particle sizes not being updated when using Simulate and the restart flag is true. (1104199)
  • Particles: Fixed particle scale on GPU Instanced particles. (1117798)
  • Particles: Fixed Simulate not updating sub-emitters particles when restart flag was false. (1104199)
  • Particles: Sprite Texture Sheet Animation was getting the wrong UV's when packed in a Sprite Atlas Variant with scale less than 1. (1115470)
  • Player: New Input System: Fix order of event timestamps on windows. (1132707)
  • Prefabs: Fix API and UI incorrectly reporting added/removed object overrides on disconnected Prefab instances. (1115758)
  • Prefabs: Fix driven properties causing RectTransform to temporarily show up in Overrides dropdown after reverting or applying anything in the Comparison view. (1131854)
  • Prefabs: Fix Prefab instances with driven properties showing Apply All and Revert All buttons in Overrides dropdown even when there are no overrides. (1131854)
  • Scripting: Constructors called twice on ScriptableObjects with custom attributes when referencing the ScriptableObject instance. (1113071)
  • Scripting: Fix breakpoint resolution for methods in partial classes. (1118285)
  • Scripting: Fix TargetInvocationException when using ML.NET. (1109657)
  • Scripting: Restrict Editor debugging to clients on same machine. (1131839)
  • Timeline: Fixed a crash on IL2CPP platforms when the VideoPlayer component is not used. (1129572)
  • Timeline: Fixed an exception being raised when selecting both a Track marker and a Timeline marker at the same time. (1113006)
  • Timeline: Fixed an issue where the Marker context menu would show a superfluous line at the bottom. (1132662)
  • Timeline: Fixed animation window link not releasing when deleting the timeline asset. (1127425)
  • Timeline: Fixed cog icon in the Signal Receiver inspector being blurry. (1130320)
  • Timeline: Fixed exception being thrown when deleting Signal entries. (1131065)
  • Timeline: Fixed inline curves to retain their state when performing undo/redo or keying from the inspector. (1125443)
  • Timeline: Fixed issue where performing undo after moving items on multiple tracks would not undo some items. (1131071)
  • Timeline: Fixed issue where the Signal Emitter inspector did not show the Signal Receiver UI when placed on the timeline marker track. (1131811)
  • Timeline: Fixed keyboard shortcuts for Frame All (default: A) and Frame Selected (default: F) to also apply horizontally. (1126623)
  • Timeline: Fixed Marker and Clip appearing to be allowed to move to another track in Ripple mode. (1131123)
  • Timeline: Fixed markers being drawn outside their pane. (1124381)
  • Timeline: Fixed Markers blocking against Clips when moving both Clips and Markers in Ripple mode. (1102594)
  • Timeline: Fixed Match Offsets commands causing improper animation defaults to be applied. (911678)
  • Timeline: Fixed non-public tracks not being recognized by the Timeline Editor. (1122803)
  • Timeline: Fixed NullReferenceException being thrown when muting an empty marker track. (1131106)
  • Timeline: Fixed recording getting disabled when selecting a different GameObject while the Timeline Window is not locked. (1123119)
  • Timeline: Fixed Replace mode not drawing clips when moved together with a Marker. (1132605)
  • Timeline: Fixed Signal emitters to show the Signals list when created on override tracks. (1102913)
  • Timeline: Fixed the header marker area so it no longer opens its context menu if it's hidden. (1124351)
  • Timeline: Fixed time sync between Animation and Timeline windows when clips have non-default timescale or clip-in values. (930909)
  • Timeline: Fixed Timeline Duration changes in editor not being undoable. (1109279)
  • Timeline: Fixed Timeline Inspectors leaving EditorGUI.showMixedValue in the wrong state. (1123895)
  • Timeline: Fixed Timeline marker track hamburger icon not being centered vertically. (1131112)
  • UI Elements: Fix editor play mode tint for UIElements. (1129564)
  • UI Elements: Fixed scroll jitter when the scroll view component has Elastic movement type. (1129915)
  • Video: Fix Media Foundation playback on Windows 7. (1133061)
  • Windows: Fix key 9 sending key events in the input system on Windows. (1132663)
  • XR: Fix performance degradation over time for Virtual Reality applications. (1112790)

New in Unity 2018.3.9f1 (Mar 19, 2019)

  • Improvements:
  • Editor: Add option to Plugin Inspector to disable validation of managed assembly references. Disables the check that emits "Assembly '' will not be loaded due to errors: Unable to resolve reference ''. Is the assembly missing or incompatible with the current platform?". (1126737)
  • XR: Enabled depth buffer sharing on Windows MR by default.
  • Fixes:
  • 2D: Fixed SVG sprites are constanly re-imported when added into prefabs. (1125015)
  • Android: Fixed binary shaders not being cached on Android devices with Adreno GPUs. (1129357)
  • Animation: Fixed an issue where AnimationPlayable.iKOnFeet didn't propagate properly when multiple AnimationOutputs are connected to the same Animator. (1115086)
  • Animation: Fixed an issue where trying to add a key to a curve would crash. (1101703)
  • Animation: Fixed crash when changing Animator.playbackTime with a controller using synced layers. (1109439)
  • Editor: Added icon for the particle system force field in the scene view. (1107479)
  • Editor: Fixed certain shortcuts not executing when in paused play mode. (1129380)
  • Editor: Fixed editor freezing when importing/reimporting script that contains unicode characters. (1111740)
  • Editor: Fixed issue with compile errors not always being cleared correctly when moving the .cs file from one .asmdef folder to another .asmdef folder. (1121925)
  • Editor: Fixed issue with compile errors not being cleared correctly in some cases when moving and removing .asmdef files. (1120835)
  • Editor: Fixed issue with EditorUtility.scriptCompilationFailed being false when .asmdef assemblies failed to compile on editor startup. (1106450)
  • Editor: Fixed issue with predefined assemblies (Assembly-CSharp.dll and friends) getting recompiled when modifying a Assembly Definition File assembly with "Auto Reference" disabled. (1124266)
  • Editor: Fixed issue with predefined assemblies (Assembly-CSharp.dll and friends) getting recompiled when modifying a Assembly Definition File assembly with "Test Assemblies" enabled. (1082290)
  • Editor: Fixed MaterialEditor inspector becoming increasingly laggy the more managed types you have. (1099071)
  • Editor: Fixed the issue with the order of items in the Edit Menu on OSX. (1110914)
  • Editor: Fixed user32.dll SetCursorPos function always moves the Cursor to the center of the screen when CursorLockMode is set to None. (1096406)
  • GI: Fixed crash on application exit when GPU lightmapper openCL context is lost.
  • Graphics: Fixed Assets with serializedVersion: 6 meshes are not rendered. (1079076, 1130112)
  • Graphics: Fixed crash when loading 2018.2 Compressed Mesh data in 2018.3. (1120492)
  • Graphics: Fixed particles are not rendered in XBOX One from VSE with HDRP. (1126333)
  • Graphics: Fixed Set rendertarget before setting viewport in GrabIntoRenderTexture. (1126248)
  • Graphics: Optimised cluster rendering by reducing network packet send latency. (965251, 1131274)
  • iOS: Added 'Automatically add capabilities' checkbox to player settings. (1131078)
  • iOS: Fixed Crash when using R8 and RG16 Metal texture formats.
  • OSX: Fixed issue where on macOS in the Editor sometimes floating windows would end up in front of other apps. (1115348)
  • Package Manager: Fixed package manager for different CultureInfos. (1117469)
  • Particles: Fixed "Internal: JobTempAlloc has allocations that are more than 4 frames old" error message (1125073)
  • Particles: Fixed crash in GenerateParticleGeometry when a Particle System with Sprites Texture Sheet and FPS Mode has Infinite Start Lifetime. (1119163)
  • Particles: Fixed particle scale on GPU Instanced particles. (1117798)
  • Particles: Fixed sprite texture sheet animatio getting the wrong UV's when packed in a Sprite Atlas Variant with scale less than 1. (1115470)
  • Physics: Disallow zero bounds being passed to Physics.RebuildBroadphaseRegions. (1051407)
  • Physics: Fixed a crash that happened when re-activating Rigidbody that had a parent Rigidbody and was reparented while being inactive. (1121720)
  • Physics: Fixed a crash when Physics.OverlapSphereNonAlloc was called wiith an infinite sphere radius. (1113683)
  • Physics: Fixed a GJK issue that returned incorrect normals when a primitive's centre was so close to the surface of a convex (affected Physics.ComputePenetration). (1115449)
  • Physics: Fixed convex meshes being extra bouncy when falling on top of very thin (~contactOffset) objects. (1109477)
  • Physics: Fixed MeshCollider not following the changes to a mesh after it produced an empty geometry. (996035)
  • Physics: Fixed the force limits of ConfigurableJoint's drives being expressed in incorrect units actually. (1116513)
  • Physics: Fixed the reset editor button actually not resetting the Collider's trigger property. (1093243)
  • Profiler: Fixed UI module chart not showing data. (1110630)
  • Scripting Upgrade: Fixed issue where an async Task throwing an exception would log errors to console repeatedly. (1126231)
  • Scripting Upgrade: Fixed issue where an async Task throwing an exception would stop all other Tasks. (1130295)
  • Shaders: Fixed shader compiler emitting "//null" on GLES2 as a parameter to one of the functions emulating arithmentic operations on integers using float math. (1124159)
  • Shaders: Fixed shader compiler emitting the same struct definition each time it sees it, regardless of whether it was emitted already or not. (1099165)
  • Shaders: Unity could crash if infinite dependency loop between "UsePass" and "Fallback". (1068293, 1115947)
  • Terrain: Fixed normalization issue when blending 5 or more materials on Terrain. (1129582)
  • UI: Driven properties (for example driven by UI layout) now don't get a blue margin in the Inspector and don't show up independently in the Overrides drop-down. (1115499)
  • UI: Fixed issue where canvas elements positions are set to NAN when the camera orthographic size is set to 0 and do not reset to valid positions when the orthographic size is changed again. (1125401)
  • Vulkan: Vulkan: Fixed crash if the scene does not contain any cameras. (1067621)
  • WebGL: FIxed audio not working Safari after Apple added auto-play restrictions (requires clicking on content to enable audio). (1089060)
  • XR: Fixed performance degradation over time for Virtual Reality applications. (1130392)

New in Unity 2019.2.0 Alpha 8 (Mar 19, 2019)

  • Features:
  • Graphics: Added support for partial mipmap chains in texture classes
  • Graphics: Support of all GPU formats for RenderTexture with Vulkan
  • Improvements:
  • Asset Import: Updated Sketchup SDK to version 19.0.
  • Editor: Add option to Plugin Inspector to disable validation of managed assembly references. Disables the check that emits "Assembly '' will not be loaded due to errors: Unable to resolve reference ''. Is the assembly missing or incompatible with the current platform?". (1126737)
  • GI: Realtime GI now uses correct light falloff for indirect light when using configurable light falloff.
  • Graphics: Added profiler markers for splashscreen.
  • Graphics: Added sprite mesh support for Splash Screen logos. You can now use tight mesh mode and Vector sprites.
  • Graphics: Added the ability to disable the blur on the splash screen background.
  • Terrain: Removed terrain material type enum but made Terrain built-in materials actual assets that you can select.
  • Timeline: Added the ability to mute an entire group.
  • UI: Adding ability to modify the ui Dropdowns alpha fade when showing and hiding.
  • UI: Removing option for spritePacking tag in TextureImporter (sprites) when not using the legacy packing mode.
  • API Changes:
  • Timeline: Added ClipEditor, TrackEditor, and MarkerEditor classes the user can derived from to modify custom clips, tracks and marker functionality inside the Timeline Editor
  • Timeline: Added TimelineEditor.selectedClip and TimelineEditor.selectedClips that gets and sets TimelineClips selected by the Timeline Editor
  • Timeline: Added TrackAsset.mutedInHierarchy to determine if a track is muted because it is in a muted group.
  • Fixes:
  • 2D: ETC texture compression Split Alpha Channel, doesn't work for SpiteAtlas Variants. (1126070)
  • 2D: Fix Hexagonal Grid rendering in SceneView for OpenGL, Vulkan and Metal graphics APIs. (1124945)
  • 2D: Fix Sprite Editor Window package not added into project manifest if upgrading from previous 2019.2 version.
  • Android: Fixed asserts "s_MainWindowRenderingOffscreen == false" and "CurrentThread::IsMainThread()" firing on Android when using SRP. (1120743)
  • Android: Fixed binary shaders not being cached on Android devices with Adreno GPUs. (1129357)
  • Android: Fixed black screen on Android devices with Mali GPUs when HDR was on and AA was set to 8x. (1126493)
  • Android: Fixes an issue where custom android libraries would not be initialized after launching an app after previously exiting the app via Application.Quit. (1116123)
  • Asset Import: AssetImporterEditor shows specific error when the Editor is not a valid MonoScript type. (1127110)
  • Asset Import: Fixed a regression when switching ModelImporter Rig to Humanoid that did not enforce the T-pose in the skeleton anymore. (1103231)
  • Asset Import: Fixed issue with Sketchup files exported from Sketchup 2019 not importing.
  • Asset Import: Fixed ShaderImporterInspector infinite property size grow when the shader has import error. (1127367)
  • Build Pipeline: We now Include the splash screen background textures even when the splash screen is disabled. If we dont then using the scripting api to draw the splash screen produces logos but no background. (1114547)
  • Editor: Added an error message to EditorGUI.EndChangeCheck when the stack is empty.
  • Editor: Fix a crash when using hyperlink tag without the closing tag. (1113075)
  • Editor: Fix crash when calling virtual method on missing abstract MonoBehaviour/ScriptableObject serialized reference. (1118688)
  • Editor: Fix issue with Assembly Definition File assemblies using "Define Constraints" getting deleted in Library/ScriptAssemblies in some cases when recompiling scripts. (1128015)
  • Editor: Fix rare crash in Scripting::ScriptingWrapperFor. (1127555)
  • Editor: Fix that the text field caret indicator cannot be placed on a specific text area in Light Explorer. (979015)
  • Editor: Fixed a possible crash when the splash screen was playing and a sprite that was being drawn was modified or deleted . We now cancel the splash when an asset is modified or deleted. (857060)
  • Editor: Fixed an issue where Editor notification text's last word is cut off at certain window sizes. (1098575)
  • Editor: Fixed issue where Inspector context menu Reset option clears name property for MonoBehaviour assets. (1092051)
  • Editor: Fixed render textures being "cropped" by the EditorWindow's scissor rect. (1127773)
  • Editor: Fixed the Splash Screen Unity logo not fitting inside the logo list item box when the inspector is wide. (976154)
  • Editor: Fixed unable to read gamepad input when 3 Xbox controllers connected (1127453)
  • Editor: Fixed when using RestoreSceneManagerSetup with serialized SceneSetup state renders the Hierarchy empty if the serialized state is from before 19.1. (1133382)
  • Graphics: Fixed Material.Lerp() crash when 'start' or 'end' argument is null. (1093930)
  • Graphics: Fixed Texture.allowThreadedTextureCreation to function correctly. (1131041)
  • IL2CPP: Correct step-into debugging for some generic methods. (1124177)
  • OSX: Fixed the icon at 128x128 being corrupt in MacOS build. (1038984)
  • Package Manager: A local package (file:) is no longer allowed to reference a sub folder inside "Assets", "Library" or "ProjectSettings".
  • Package Manager: Fixes package manager UI error with different culture infos.
  • Particles: Fix opening a Particle System Prefab in Play mode breaks the Hierarchy when Stop Action is set to Destroy. (1111578)
  • Particles: Opening a legacy Prefab with a ParticleSystem in Prefab Mode: ParticleSystemRenderer component is now correctly hidden in the Inspector.
  • Player: New Input System: Fix potential deadlock when adding new devices.
  • Player: New Input System: Make Input Debugger work in edit mode.
  • Prefabs: Better error handling when the GameObject root in PrefabMode is deleted or moved out of its prefab scene. (1123424)
  • Prefabs: Fix loosing selection of Prefab root in Prefab Mode after draggging script to Inspector.
  • Prefabs: PrefabMode: For broken prefabs use the root that the PrefabImporter has chosen when opening the prefab file in Prefab Mode, other dangling roots are deleted.
  • Profiler: Fixed Profiler not automatically focusing selected object when closing search. (1117915)
  • Profiler: Fixed UI module chart not showing data. (1110630)
  • Scripting: Fix issue where an async Task throwing an exception would log errors to console repeatedly. (1126231)
  • Scripting: Fix issue where an async Task throwing an exception would stop all other Tasks. (1130295)
  • Shaders: Fixed shader compiler emitting "//null" on GLES2 as a parameter to one of the functions emulating arithmentic operations on integers using float math. (1124159)
  • Shaders: Fixed shader compiler emitting the same struct definition each time it sees it, regardless of whether it was emitted already or not on GL ES. (1099165)
  • UI: Adding back removed API for Selectable.allSelectables and adding options for non allocating version. (1126186)
  • UI: Fixed memory leak when rendering to a camera with a disabled display. (944603)
  • UI: Fixing API inconsistency with no support of uv2 and uv3 inside the VertexHelper class. (1117237)
  • UI: Fixing breaking API change in layoutgroup where ScaleFactor was added and inserted in the middle of the parameter list. (1129157)
  • UI: Fixing issue with IndexedSet not returning -1 when element is not found in dictionary.
  • UI Elements: Fix issue where the last VisualElement may not draw under very specific circumstances (1133385)
  • UI Elements: Fixed object multi-selection badly shown in the inspector. (1115027)
  • UI Elements: Fixed the redraw of the InspectorWindow when changing the type of Window seen (Normal vs Debug, and UIE vs IMGUI). (1125071)
  • UI Elements: Fixed the UIElements CurveField visual output. (1118999)
  • Universal Windows Platform: Prevent a crash when a Master or MasterWithLTCG build is made with script debugging enabled. (1123751)
  • Windows: Fixed gamepad state doesn't reset when controller disconnected. (1104486)

New in Unity 2019.1.0 Beta 8 (Mar 19, 2019)

  • Improvements:
  • Build Pipeline: Scripts only build now supports managed and engine stripping (1135101)
  • Particles: Expose missing External Forces module properties to script API
  • Shaders: Added UNITY_SEPARATE_TEXTURE_SAMPLER define in the HlslSupport.cginc for platforms capable of doing separate texture and sampler objects.
  • API Changes:
  • Shaders: Added Shader.FindPassTagValue method for querying the pass tag values.
  • Shaders: Added Shader.passCount property for retrieving the number of shader passes of the active subshader.
  • Terrain: Added a non-alloc versino overload to the new TerrainData.GetInterpolatedHeights API.
  • Terrain: Added TerrainData.GetInterpolatedHeights method for querying the interpolated terrain height values over a grid of samples.
  • Fixes:
  • Animation: Fixed an issue where additive animations would build up values when other layers were not writing (1094706)
  • Animation: Fixed Animation Window crashing when previewing a disabled game object. (1125266)
  • Animation: Fixed crash when changing Animator.playbackTime with a controller using synced layers. (1109439)
  • Animation: Fixed root motion evaluation for an optimized game object used in a timeline. (1115966)
  • Animation: Fixed tangent mode set on new keyframe when double-clicking to add a keyframe in curve editor (1123100)
  • Animation: Fixed use of Ctrl-A/Cmd-A shortcut in the Animation Window (1119191)
  • Asset Import: Fixed a regression when switching ModelImporter Rig to Humanoid that did not enforce the T-pose in the skeleton anymore (1103231, 1131108)
  • Build Pipeline: Fixed scripts only build issue where not all dependencies were being marked during il2cpp builds (1135101)
  • Editor: EditorWindow notification is rendered behind UI elements when the elements are instantiated from UXML (1116944)
  • Editor: Fix a crash when using hyperlink tag without the closing tag. (1113075, 1135091)
  • Editor: Fixed an issue in the Test Framework where Assert.Ignore and other exceptions would not be handled in BeforeTest (1075230, 1129943)
  • Editor: Fixed an issue in the Test Framework where Assert.Ignore and other exceptions would not be handled in Setup (1093694, 1129048)
  • Editor: Fixed an issue where the Test Framework will give an error when exiting playmode after a test (1105087, 1129049)
  • GI: Fixed crash when using experimental custom bake API. (1127812, 1136107)
  • Graphics: Fixed error message when loading 2018.2 Compressed Mesh data. (1117664, 1135445)
  • Particles: Allow the Shape module to have negative scale. (1119823)
  • Particles: Fixed "Internal: JobTempAlloc has allocations that are more than 4 frames old" error message (1125073)
  • Particles: Fixed crash in GenerateParticleGeometry when a Particle System with Sprites Texture Sheet and FPS Mode has Infinite Start Lifetime (1119163)
  • Particles: Fixed Editor crash on adding item to a Particle System's External Forces list (1126275)
  • Particles: Fixed particle scale on GPU Instanced particles. (1117798)
  • Particles: Sprite Texture Sheet Animation was getting the wrong UV's when packed in a Sprite Atlas Variant with scale less than 1. (1115470)
  • Prefabs: Do not block saving a Prefab in Prefab Mode to a new Prefab when in Animation Mode
  • Scene Management: Fixed a Race condition in TransformAccessArray (1133798)
  • SceneManager: Fix sub scene GUI visualization
  • Scripting: Fix breakpoint resolution for methods in partial classes (1118285)
  • Scripting: Fix TargetParameterCountException when using Substance (1093274)
  • Timeline: Fixed animation window link not releasing when deleting the timeline asset. (1127425)
  • Timeline: Fixed issue where performing undo after moving items on multiple tracks would not undo some items. (1131071)
  • Timeline: Fixed keyboard shortcuts for Frame All (default: A) and Frame Selected (default: F) to also apply horizontally. (1126623)
  • Timeline: Fixed recording getting disabled when selecting a different GameObject while the Timeline Window is not locked. (1123119)
  • Timeline: Fixed time sync between Animation and Timeline windows when clips have non-default timescale or clip-in values. (930909)
  • Timeline: Fixed Timeline Duration changes in editor not being undoable. (1109279)
  • Timeline: Fixed Timeline Inspectors leaving EditorGUI.showMixedValue in the wrong state. (1123895)
  • Timeline: Fixed Match Offsets commands causing improper animation defaults to be applied. (911678)
  • UI Elements: Fix GraphView badges behavior on zoom in/out
  • UI Elements: Reduced recurrent memory allocations performed by UIElements. (1136266)
  • UI Elements: UIElements Debugger splitter resets after entering Play Mode (1113790)
  • Windows: Fixed Build and Run failing with an incorrect path error when the project's Product Name included a colon (1113179)

New in Unity 2019.1.0 Beta 7 (Mar 14, 2019)

  • Improvements:
  • Editor: Add option to Plugin Inspector to disable validation of managed assembly references. Disables the check that emits "Assembly '' will not be loaded due to errors: Unable to resolve reference ''. Is the assembly missing or incompatible with the current platform?" (1126737)
  • UI: Adding ability to modify the ui Dropdowns alpha fade when showing and hiding.
  • UI: Removing option for spritePacking tag in TextureImporter (sprites) when not using the legacy packing mode.
  • API Changes:
  • Editor: Exposed ProjectWindowUtil.CreateScriptAssetFromTemplateFile, allowing Editor scripts to create new text-based assets from template files in a similar way to how the built-in C# Script template is used.
  • Fixes:
  • Android: Fix Environment.TickCount returning negative value on Android (1108927)
  • Android: Fix [Android] "Preserve framebuffer alpha" flag always shows the phone background. (1104092, 1131474)
  • Android: Fix [Android] "Render outside safe area" setting doesn't work with Portrait or Landscape Orientation. (1125222, 1131472)
  • Android: Fix [Android] Screen.safeArea and cutouts not initialized until orientation change on Huawei Mate 20 Pro (1133794)
  • Android: Fix [Android] Visual artifacts in the skybox when using more than one camera in a scene on Adreno 330 devices. (1122358, 1131473)
  • Android: Fix [Android] [LTSRP] Pressing the square "recent apps" button when the app is using Vulkan API gives blurry/gloving transition. (1024522, 1131471)
  • Android: Fixed asserts "s_MainWindowRenderingOffscreen == false" and "CurrentThread::IsMainThread()" firing on Android when using SRP. (1120743)
  • Android: Fixed binary shaders not being cached on Android devices with Adreno GPUs. (1129357)
  • Android: Fixed black screen on Android devices with Mali GPUs when HDR was on and AA was set to 8x. (1126493)
  • Animation: Fixed an issue where querying clips in partially-loaded Override Controllers would crash (1118196)
  • Audio: Added a slider for Cutoff Frequency in the Audio High Pass Filter component. (818332)
  • Audio: Fixed an audio playables crash at shutdown. (1107760, 1127464)
  • Audio: Fixed the tree view for Audio Mixer groups in the Output object selector. (1010156)
  • Build Pipeline: Added a call to clean up high memory usage in BuildPipeline.BuildAssetBundles to avoid a crash due to out of memory. (1124274)
  • Editor: Fix Copy/paste in the Linux bug reporter (1065366, 1115908)
  • Editor: Fix crash when calling virtual method on missing abstract MonoBehaviour/ScriptableObject serialized reference. (1118688)
  • Editor: Fix dragging floating windows in Linux Editor (1102805, 1115932)
  • Editor: Fix issue with Assembly Definition File assemblies using "Define Constraints" getting deleted in Library/ScriptAssemblies in some cases when recompiling scripts. (1128015)
  • Editor: Fix issue with compile errors not always being cleared correctly when moving the .cs file from one .asmdef folder to another .asmdef folder. (1121925)
  • Editor: Fix issue with compile errors not being cleared correctly in some cases when moving and removing .asmdef files. (1120835)
  • Editor: Fix issue with EditorUtility.scriptCompilationFailed being false when .asmdef assemblies failed to compile on editor startup. (1106450)
  • Editor: Fix issue with predefined assemblies (Assembly-CSharp.dll and friends) getting recompiled when modifying a Assembly Definition File assembly with "Auto Reference" disabled. (1124266)
  • Editor: Fix issue with predefined assemblies (Assembly-CSharp.dll and friends) getting recompiled when modifying a Assembly Definition File assembly with "Test Assemblies" enabled. (1082290)
  • Editor: Fix issue with scripts not being recompiled when exiting play and "Recompile After Finished Playing" is set. (1118204)
  • Editor: Fix rare crash in Scripting::ScriptingWrapperFor. (1127555)
  • Editor: Fix that the text field caret indicator cannot be placed on a specific text area in Light Explorer. (979015)
  • Editor: Fixed NullReferenceException when having multiple asmdefs in the same folder. (1120826)
  • Editor: Fixed user32.dll SetCursorPos function always moves the Cursor to the center of the screen when CursorLockMode is set to None. (1096406)
  • Editor: Fixed when using RestoreSceneManagerSetup with serialized SceneSetup state renders the Hierarchy empty if the serialized state is from before 19.1 (1133382, 1133405)
  • Graphics: Fixed bug in BC6H texture compression exhibited in textures containing negative zero values (1049552, 1123977)
  • Graphics: Fixed Crash when calling Graphics.ExecuteCommandBuffer() if CommandBuffer.SetShadowSamplingMode() is used before it (1102773)
  • Graphics: Fixed Texture.allowThreadedTextureCreation to correctly allow control of which thread textures are created on. (1131041)
  • Graphics: Graphics - Fix crashes caused by reflection probes when entering Play mode with a camera selected (1109892)
  • Graphics: Optimised cluster rendering by reducing network packet send latency (965251, 1131273)
  • IL2CPP: Correct step-into debugging for some generic methods. (1124177)
  • IL2CPP: Implement the Monitor.IsEntered method properly. (1117372)
  • Package Manager: Updating package versions for Scriptable Render Pipeline, fixing bug in HoloLens settings on Project Templates. (1133913)
  • Particles: Fix opening a Particle System Prefab in Play mode breaks the Hierarchy when Stop Action is set to Destroy. (1111578)
  • Particles: Opening a legacy Prefab with a ParticleSystem in Prefab Mode: ParticleSystemRenderer component is now correctly hidden in the Inspector.
  • Physics: Physics Fix "Selected Object Info" in Physics Debug View being expanded incorrectly (1122474)
  • Physics: Physics Fix a crash that happened when re-activating Rigidbody that had a parent Rigidbody and was reparented while being inactive (1121720)
  • Physics: Physics Fix a crash when Physics.OverlapSphereNonAlloc was called wiith an infinite sphere radius (1113683)
  • Physics: Physics Fix convex meshes being extra bouncy when falling on top of very thin (~contactOffset) objects. (1109477)
  • Prefabs: Better error handling when the GameObject root in PrefabMode is deleted or moved out of its prefab scene. (1123424)
  • Prefabs: Fix loosing selection of Prefab root in Prefab Mode after draggging script to Inspector.
  • Prefabs: PrefabMode: For broken prefabs use the root that the PrefabImporter has chosen when opening the prefab file in Prefab Mode, other dangling roots are deleted.
  • Profiler: Fixed an issue where chart data would be inconsistent from hierarchy data (1080435, 1128769)
  • Profiler: Fixed UI module chart not showing data. (1110630)
  • Scripting Upgrade: Fix crash from method with too many variables (1103205)
  • Scripting Upgrade: Fix excessive GC allocations when using TLS (1084800)
  • Scripting Upgrade: Fix hang from race condition in C# sockets on Windows (1028819)
  • Scripting Upgrade: Fix hang when using Photon networking on Windows (1054137)
  • Scripting Upgrade: Fix issue where an async Task throwing an exception would log errors to console repeatedly. (1126231)
  • Scripting Upgrade: Fix issue where an async Task throwing an exception would stop all other Tasks. (1130295)
  • Scripting Upgrade: Fix use of DataContractJsonSerializer with UseSimpleDictionaryFormat option enabled (1070667)
  • Services: Fix crash when unhandled exception occurs on OSX with Cloud Diagnostics enabled (1121882, 1131571)
  • Shaders: Fixed shader compiler emitting "//null" on GLES2 as a parameter to one of the functions emulating arithmentic operations on integers using float math. (1124159)
  • Shaders: Fixed shader compiler emitting the same struct definition each time it sees it, regardless of whether it was emitted already or not. (1099165)
  • Timeline: Fixed a crash on IL2CPP platforms when the VideoPlayer component is not used. (1133959)
  • UI: Adding back removed API for Selectable.allSelectables and adding options for non allocating version (1126186)
  • UI: Driven properties (for example driven by UI layout) now don't get a blue margin in the Inspector and don't show up independently in the Overrides drop-down. (1125701)
  • UI: Fixing API inconsistency with no support of uv2 and uv3 inside the VertexHelper class (1117237)
  • UI: Fixing breaking API change in layoutgroup where ScaleFactor was added and inserted in the middle of the parameter list (1129157)
  • UI: Fixing issue with IndexedSet not returning -1 when element is not found in dictionary.
  • UI Elements: Fix Inspector's preview of a UXML file (1128632)
  • UI Elements: Fixed the delayed behaviour when mouse dragger is used on numeric input field. (1131767)
  • UI Elements: Fixed the visual output of the CurveField (1131858)
  • Universal Windows Platform: Fixed Enter and Tab keys not working in multiline InputField UI (1108599)
  • Universal Windows Platform: Prevent a crash when a Master or MasterWithLTCG build is made with script debugging enabled. (1123751)
  • Video: Fix for multiple GameViews, Camera Preview, and manual Camera Render. (1109551)
  • Windows: Fixed WinPixEventRuntime.dll deployed with non-development builds (1118833)

New in Unity 2019.1.0 Beta 6 (Mar 10, 2019)

  • Backwards Compatibility Breaking Changes:
  • Editor: Usage of DescriptionAttribute to change the display name of enum values in the inspector has been removed. (1115381, 1130991)
  • Graphics: Moved the async shader compilation option from preferences to project settings
  • XR: Oculus (Standalone) and OpenVR (Standalone) package names have been changed to use (Desktop) instead of (Standalone).
  • Improvements:
  • Graphics: SRP hooks added for detail rendering shaders.
  • API Changes:
  • GI: Added Gizmos.exposure texture which, when set, is readback to determine exposure correction for LightProbe gizmos. This is the alternative to correcting them via Postprocessing.
  • Fixes:
  • 2D: Fix assertion message when selecting a SpriteRenderer with no Sprite with Sprite Editor Window open (1122262)
  • 2D: Fix Sprite is not generated from texture when user uses "Apply" action at Unapplied import settings popup (1122263)
  • Android: Fix load failure of il2cpp player using OBB. (1124777, 1130918)
  • Android: Fix null exception on GC when Java class is not found. (1120132, 1128658)
  • Android: Touch and mouse position's y value will be inverted in the native backend instead of managed code in the new input system
  • Animation: Fixed an issue where AnimationPlayable.iKOnFeet didn't propagate properly when multiple AnimationOutputs are connected to the same Animator (1115086)
  • Animation: Fixed an issue where trying to add a key to a curve would crash (1101703)
  • Asset Import: Fixed local fileID upgrade of FBX files that were not upgraded correctly between 2019.1.0a3 and 2019.1.0a8 releases. (1124003, 1129471)
  • Editor: Added new particle system force field icon in the scene view (1127536)
  • Editor: Fix SettingsWindow layout breaks from 18.3 (1124696, 1129237)
  • Editor: Fixed certain shortcuts not executing when in paused play mode (1110320)
  • Editor: Fixed click and Alt-click being reversed for visibility toggling in hierarchy (1127371)
  • Editor: Fixed crash where building while having some hidden objects would crash (1122807, 1128621)
  • Editor: Fixed generic menu issue related to incorrect grouping of child menu item's when parent menu item contains space(" ") as its last character. (1116792)
  • Editor: Fixed hidden object count not refreshing properly when deleting hidden GameObjects (1102437, 1104749, 1123905, 1123910)
  • Editor: Fixed Hierarchy view hover issues (1131031)
  • Editor: Fixed Isolate shortcut not toggling Isolation (1127373)
  • Editor: Fixed issue related to label control not showing full script file names in search execution Order editor. (1122059, 1129942)
  • Editor: Fixed the issue with the order of items in the Edit Menu on OSX. (1110914)
  • Editor: Logging Setting layout breaks on shrinking the window (1113248, 1131479)
  • Editor: Update toolbox handling for rider path detection
  • GI: Fix crash on application exit when GPU lightmapper openCL context is lost.
  • GI: Fixes an issue were newly loaded scenes with bounce count 3 would not bake any indirect light. (1122595)
  • GI: Fixes missing bounce off transmissive surfaces (1061354, 1126302)
  • Graphics: Fix memory leak in Mac threaded texture creation (1126615)
  • Graphics: Fixed crash on projector material selection (1128979)
  • Graphics: Fixed Set rendertarget before setting viewport in GrabIntoRenderTexture. (1126248)
  • Graphics: Hardcoded _NormalMap and _DetailNormalMap shader property name do not have [Normal] attribute automatically added anymore. (1120580)
  • iOS: Correctly return Pen.tilt values in the new input system (1093816)
  • iOS: Gamepad.startButton should work correctly. Note: on iOS startButton (or Menu button) only reports down event, there's no up event, that's why we're simulating up event right after down event to simulate a click. (1093829)
  • Linux: Fixed Mouse position is inconsistent with the Old Input. (1114148, 1126307)
  • Package Manager: Fix packages sorting in Package Manager UI (1130315, 1130316)
  • Package Manager: Hide package details when there are no items selected in the list
  • Prefabs: Fix Awake being called with wrong added asset objects. (1126072)
  • Prefabs: Fix Variants and nested prefabs getting wrong override under some circumstances. (1122325, 1123007)
  • Prefabs: Fixed an issue where edits in prefab mode might not persist after returning to the scene (1124967, 1124992)
  • Scene/Game View: Bugfix: SceneView.duringSceneGui callback gets out of sync controlIDs (1126865)
  • Scripting: Fix potential crash when calling Editor.CreateEditor with a type that does not derive from UnityEditor.Editor. (1119535)
  • Scripting Upgrade: Fix "GetThreadContext failed" assertion message on Windows (1114668)
  • Scripting Upgrade: Fix GC performing unnecessary full collections when incremental GC is enabled (1129037)
  • UI Elements: Fixed Line and Trail Renderers throw errors in the console when Inspector window is of certain dimensions (1131006)
  • UI Elements: Fixed the layout struggling when opening a prefab in the window hierarchy (1131003)
  • UI Elements: Fixed the layout struggling when selecting an object in the window hierarchy (1106900, 1129981)
  • UI Elements: Fixed the ObjectPicker setting none in ObjectField when cancelling. (1123688, 1131001)
  • Universal Windows Platform: Fixed HDR lightmaps not getting imported as HDR textures.
  • WebGL: WebGL: Fix build&run with wasm streaming enabled. (1104514)

New in Unity 2018.3.8f1 (Mar 10, 2019)

  • Fixes:
  • 2D: Fixed case of Editor crashing on WorldContactFilter2D::ShouldCollide when trying to destroy Tilemap. (1126791)
  • 2D: Fixed case of Tile Animation showing a wrong Sprite when Tilemap is deactivated and reactivated. (1126772)
  • 2D: Fixed issue where Tilemap Collider Physics Shape/s were not updating when a single Tile was removed. (1126789)
  • 2D: Fixed to clean up Preview Tiles when painting on a Tilemap when an asset is saved. (1126776)
  • 2D: Fixed NullReferenceException when painting with a Tile Palette without a valid Tilemap component. (1120310, 1126781)
  • 2D: We now use Grid Cell Layout instead of Tile Orientation for doing Grid Cell picking when painting on a Tilemap. (1126779)
  • Android: Fixed null exception on GC when Java class is not found. (1128659)
  • Android: UnityWebRequest: Relaxed format requirements for jar:file uris. (1117525, 1128887)
  • Asset Import: Fixed crash when reading a meta file with a "Byte Order Mark". (1128853)
  • Editor: Fixed Instability in IConnectionStateInternal_HasAtLeastTheDefaultAmountOfAvailableConnections . (1103431)
  • GI: Fixed an issue were newly loaded scenes with bounce count 3 would not bake any indirect light. (1129335)
  • Graphics: Fixed for [ASAN] Memory use after free in GpuProgramMetal::ApplyGpuProgram. (1127838)
  • Graphics: Fixed issue where "GetGfxDevice() should only be called from main thread" errors are thrown and crashes in Play Mode later on. (1124135)
  • Graphics: Fixed memory leak in batchmode when rendering on desktop platforms . (1093649, 1102280)
  • Graphics: Vulkan: Fixed a crash when draw call was made without an active GPU program. (1126841)
  • IL2CPP: Fixed correct flow control code not generated for try/catch/finally handling with async methods in C#. (1122868)
  • IL2CPP: Fixed step-into debugging for some generic methods. (1124177)
  • IL2CPP: Improved the performance of WaitOne, WaitAny, and WaitAll on Windows platforms. (1111339)
  • IMGUI: Maximizing the player in the windowed mode sets it to Maximized Window mode. (1085673, 1127910)
  • iOS: Fixed background audio stopping when startin an Unity app on iOS. (1115948)
  • iOS: Fixed issue where an App won't be automatically deployed to Device when building project via Build and Run. (1114541)
  • Linux: Fixed editor UI breaking with Screen.SetResolution is called. (1057513, 1128667)
  • Mobile: Fixed il2cpp player build when engine stripping is enable and AssetImporter log is not empty. (1115957)
  • Multiplayer: Fixed memory leak in TLS connections, affecting Windows/Linux/Mac/UWP. (1121523)
  • OSX: Fixed an issue where older Macs could incorrectly report that they support GPU instancing. (1126530)
  • OSX: Fixed the fullscreen menu item in the standalone player. (1120105)
  • Package Manager: Fixed incorrect build settings on Project Templates in packages. (1114141)
  • Prefabs: Fixed crashes when instantiating prefab with certain user scripts. (1113205, 1125019)
  • Prefabs: Fixed drag and drop not unpacking the Prefab instance under some circumstances. (1117374)
  • Prefabs: Fixed object IDs changing when saving a prefab after building a player. (1106345)
  • Profiler: Fixed an issue where chart data would be inconsistent from hierarchy data. (1080435)
  • Scripting: Fixed MissingMethodException when calling bindings methods in VRModule on XBox One. (1109347)
  • Scripting: Removed allocation in every frame from ScriptableRuntimeReflectionSystemWrapper.TickRealtimeProbes. (1097039)
  • Scripting Upgrade: Fixed an issue where some C# class libaries would fail to load. (1116475)
  • Scripting Upgrade: Fixed ReflectionTypeLoadException when getting types from assembly. (1127900)
  • Services: Fixed crash when an unhandled exception occurs on a background thread with Cloud Diagnostics enabled. (1114571, 1122097)
  • Shaders: Fixed out-of-memory when trying to compile shader that uses self-referencing macro. (1119490)
  • Timeline: Fixed issue where a timeline would not play on AOT platforms using Mono and .NET 3.5 (1129165)
  • UI: Fixed issue with CanvasGroup.Alpha not affecting nested Canvas's UI elements. (1127613)
  • Unity Test Runner: Fixed Exception not handled properly in PlayTests when a custom Enumerator is used as a Coroutine and throws an Exception. (1120096)
  • Universal Windows Platform: Fixed incorrect mouse position for NewInput. (1091493)
  • Universal Windows Platform: Fixed rapid triggering of OnClick() events in UI when multiple Xbox controllers connected. (1099111)
  • Universal Windows Platform: Prevented an error from the reference rewriter about the missing method 'ConfigurationElement::get_Item' when the EntityFramework.dll assembly is used. (1124092)
  • Video: Fixed a crash on quit, and on end of playmode, when using a VideoPlayer in a prefab. (1126578)
  • Video: Fixed Android Video doesn't start to play in the application when Android OS is 4.1 or 4.2. (1124979)
  • Web: UnityWebRequest: Better document SetRequestHeader regarding cookie. (1128889)
  • Windows: Fixed Multidisplay always reverting to native resolution on primary display. (1040726)

New in Unity 2019.2.0 Alpha 7 (Mar 5, 2019)

  • Features:
  • 2D: Sprite Editor Window available as a Package.
  • GI: Added support for multiple importance sampling the environment to the GPU lightmapper.
  • Physics: Upgrade cloth lib from deprecated PxCloth to NvCloth.
  • Scripting: Added support for Assembly Definition Reference (.asmref) files. These files allow for adding additional source code directories to an existing Assembly Definition File(.asmdef).
  • VFX: Added needed core behavior to support MotionVectors.
  • Backwards Compatibility Breaking Changes:
  • 2D: Tilemap Tooling (Tile Palette) is now a Core Package.
  • Android: Deprecated x86 support.
  • Editor: Default property drawer will use EnumPopup and EnumMaskPopup when possible to display the property instead of the old Enum drawer. (1115381)
  • Editor: The legacy Module Manager has been mostly removed. Only extension modules located inside the Unity install will still be loaded now, and the 'Modules...' menu item and window has been removed completely.
  • Graphics: Async shader compilation: Blit now never uses cyan dummy shader.
  • Graphics: Async shader compilation: DrawProcedural skips rendering during compilation instead of trying to use dummy shader.
  • Graphics: Moved the async shader compilation option from preferences to project settings.
  • Graphics: Support graphics API switching by restarting Unity.
  • Timeline: Clip properties are no longer animated by recording. They are now animated using the inline curves.
  • XR: Oculus (Standalone) and OpenVR (Standalone) package names have been changed to use (Desktop) instead of (Standalone).
  • Changes:
  • VFX: Change the awkening process of VisualEffect component, inspector is now functionnal even if component is disabled. (1117103)
  • Improvements:
  • Android: AndroidJava* and AndroidJNI APIs moved to builtin package AndroidJNI.
  • Android: Reduce armv7 code size by 20% by enabling thumb.
  • Animation: Added option to hide read-only clip properties and curves in the Animation Window to improve editor performance.
  • Animation: Added selection filter for the Animation Window. Only shows properties and curves of selected game objects.
  • Animation: Added visual feedback and hotkeys for the ripple option in the Animation Window.
  • Animation: The Animation Window can now be used to preview/author Animation C# Jobs constraints.
  • Editor: Exposed ProjectWindowUtil.CreateScriptAssetFromTemplateFile, allowing Editor scripts to create new text-based assets from template files in a similar way to how the built-in C# Script template is used.
  • Editor: macOS: Add proxy icon for currently open scene to editor main window title bar.
  • Editor: Optimized inspector refresh after Enter Playmode.
  • Graphics: Async shader compilation: Minimize cyan dummy shader flashes by variant tracking and warmup.
  • Graphics: Improved performance of async texture loading on PS4 to remove a rendering stall when 2D textures are created.
  • Mobile: Improved performance of async texture loading on iOS to remove a rendering stall when 2D textures are created.
  • OSX: Native plugins with the .dylib filextension are now supported.
  • Package Manager: Now showing modules as installed if they are installed as a dependency.
  • Profiler: Memory Profiler added single threaded platform support. Eg: WebGL.
  • Profiler: Players will show up more consistently in the profiler list, when there are a lot of players running on the same network, previously Editor wouldn't keep up with message processing incoming from a lot of players, thus it was taking a while for a new player to show up in the profiler list.
  • Profiler: Provide dynamic code (Mono JIT) information to VTune Amplifier.
  • Profiler: Unity created threads are now named in VTune profiler.
  • Scripting: NativeArrays of bool and char and types containing bool and char can now be created. (1127499)
  • Shaders: Added UNITY_SEPARATE_TEXTURE_SAMPLER define in the HlslSupport.cginc for platforms capable of doing separate texture and sampler objects.
  • Timeline: Added UI to animate track and clip properties.
  • UI Elements: Prevented exceptions thrown by user code from corrupting the UI renderer.
  • API Changes:
  • AI: Added the GetEdgesAndNeighbors() method in the NavMeshQuery class for retrieving the shape of a given node and all the navigation nodes which it connects to. The method can be called in jobs.
  • Editor: Added Editor.DrawFoldoutInspector to draw a nested inspector with a foldout title bar.
  • Editor: Added MaterialEditor.customShaderGUI property returning the active ShaderGUI object for the current material.
  • Editor: Usage of DescriptionAttribute to change the display name of enum values in the inspector has been changed to use the InspectorNameAttribute instead. (1115381)
  • GI: Added Gizmos.exposure texture which, when set, is readback to determine exposure correction for LightProbe gizmos. This is the alternative to correcting them via Postprocessing.
  • Shaders: Added Shader.FindPassTagValue method for querying the pass tag values.
  • Shaders: Added Shader.passCount property for retrieving the number of shader passes of the active subshader.
  • Terrain: Added TerrainData.GetInterpolatedHeights method for querying the interpolated terrain height values over a grid of samples.
  • Terrain: Exposed TerrainLayerInspector class.
  • Video: MediaEncoder.AddFrame now has overloads that take timestamps for producing Variable Frame Rate movies. Timestamps are expressed using new MediaTime struct.
  • Fixes:
  • Fix security vulnerability UNITY-SEC-2144.
  • Analytics: Fixed issue: usage statistics will no longer be sent when editor analytics is disabled.
  • 2D: Fix assertion message when selecting a SpriteRenderer with no Sprite with Sprite Editor Window open (1122260)
  • 2D: Fix Sprite is not generated from texture when user uses "Apply" action at Unapplied import settings popup (1117274)
  • Android: File system: Fixed incomplete reading of large files (1111919)
  • Android: Fix "Preserve framebuffer alpha" flag always shows the phone background. (1104092)
  • Android: Fix "Render outside safe area" setting doesn't work with Portrait or Landscape Orientation. (1125222)
  • Android: Fix load failure of il2cpp player using OBB. (1124777)
  • Android: Fix null exception on GC when Java class is not found. (1120132)
  • Android: Fix pressing the square "recent apps" button when the app is using Vulkan API gives blurry/gloving transition. (1024522)
  • Android: Fix Screen.safeArea and cutouts not initialized until orientation change on Huawei Mate 20 Pro. (1127700)
  • Android: Fix visual artifacts in the skybox when using more than one camera in a scene on Adreno 330 devices. (1122358)
  • Android: Hide the internal Visual Studio build system setting for Android (1118921)
  • Android: Touch and mouse position's y value will be inverted in the native backend instead of managed code in the new input system
  • Animation: Fixed an issue where additive animations would build up values when other layers were not writing (1094706)
  • Animation: Fixed an issue where AnimationPlayable.iKOnFeet didn't propagate properly when multiple AnimationOutputs are connected to the same Animator (1115086)
  • Animation: Fixed an issue where querying clips in partially-loaded Override Controllers would crash (1118196)
  • Animation: Fixed an issue where RectTransform properties would show missing curves that were not actually missing (1115014)
  • Animation: Fixed an issue where the Animation Component would stay ActiveAndEnabled when the GameObject was disabled. (1094567)
  • Animation: Fixed an issue where the preview of transitions with exitTime == 0 would generate some NaN errors (1092857)
  • Animation: Fixed an issue where trying to add a key to a curve would crash. (1101703)
  • Asset Import: Disabled multi-selection in ModelImporter Material panel to prevent bad reading of serialized properties. (1118475)
  • Asset Import: Fixed local fileID upgrade of FBX files that were not upgraded correctly between 2019.1.0a3 and 2019.1.0a8 releases. (1124003)
  • Audio: Audio High Pass Filter component has no slider (818332)
  • Audio: Audio output groups are not shown with a Tree structure (but as a flat list) in output group object selector (1010156)
  • Audio: Fixed an audio playables crash at shutdown. (1107760)
  • Build Pipeline: Fix "Sprite Atlas Sprites Included in Bundle Multiple Times" (1121868)
  • Build Pipeline: Fix Unity allows to build project via script with not compatible color space and graphics API. (1076664)
  • Cinemachine: Fix: Timeline - When mainpulating any controls the camera pops between the desired image and some point in space (1109024)
  • DX12: Fixes for sparse textures flickering or incorrect when modified (1119913, 1119915)
  • Editor: Added new particle system force field icon in the scene view (1107479)
  • Editor: Asserts in in test actions now correctly impacts the test results. (1075230)
  • Editor: Assume calls in UnityTest is now treated as inconclusive result. (1075663)
  • Editor: BuildSettings Window uses SettingsWindow for Player Settings (1113248, 1126351)
  • Editor: Fix for crash in Editor when switching to DX12 (1127388)
  • Editor: Fix issue with EditorUtility.scriptCompilationFailed being false when .asmdef assemblies failed to compile on editor startup. (1106450)
  • Editor: Fix issue with scripts not being recompiled when exiting play and "Recompile After Finished Playing" is set (1118204)
  • Editor: Fix SceneView out-of-sync controlIDs on "duringSceneGui" callback (1126865)
  • Editor: Fix SettingsWindow layout breaks (1124696)
  • Editor: Fixed certain shortcuts not executing when in paused play mode (1110320)
  • Editor: Fixed clicking on AudioListener toggled some empty space (1122847)
  • Editor: Fixed creating a material with multiple inspector windows open would trigger IndexOfOfRange errors (1122847)
  • Editor: Fixed editor resize issues when multiple GameViews are open (1110671)
  • Editor: Fixed issue related to Script Execution Order window truncating lengthy script names in label control. (1122059)
  • Editor: Fixed issue where Version Control option is not enabled in Assets context menu after enabling Perforce (942261)
  • Editor: Fixed issue with incorrect order of Menu items in Edit Menu - OSX (1110914)
  • Editor: Fixed NullReferenceException when having multiple asmdefs in the same folder (1120826)
  • Editor: Fixed removing a component from multi-selected gameobjects would break the inspector (1122847)
  • Editor: Fixed SVG sprites are re-serialized to disk multiple times when working with prefabs (1125015)
  • Editor: Removed an unnecessary directory that was included in the Editor installer and bloated the install size by over 100 Mb. (1124267)
  • GI: Fixed an issue where attempting to denoise lightmaps with Optix on a machine with both an RTX and a non-RTX card installed would lead to a crash. (1122962)
  • GI: Fixed an issue where Unity would try to load incompatible serialized lighting data from cache and print out "Failed to load '***' because it was serialized with a newer version of Unity. (Has a higher SerializedFile version).". (1112513)
  • GI: Fixed issue where push off parameter in Lightmap Parameters asset is ignored when baking lightmaps. (1117680)
  • GI: Fixes an issue were newly loaded scenes with bounce count 3 would not bake any indirect light. (1122595)
  • GI: GPU lightmapper: Fix crash on application exit when GPU lightmapper openCL context is lost.
  • GI: GPU lightmapper: Light shadow casting flag is respected for direct light from bounces. (1111135)
  • Graphics: Fix crashes caused by reflection probes when entering Play mode with a camera selected (1109892)
  • Graphics: Fixed cases where overlapping cross fading objects somtimes appear to be opaque. (916831)
  • Graphics: Fixed crash on projector material selection (1124907)
  • Graphics: Fixed cyan dummy shader polluting terrain base map (1111755)
  • Graphics: Fixed rare race condition when warming up shaders (1115274)
  • Graphics: Fixed ShaderVariantCollection inspector to work properly with shaders of large keyword amounts (938054)
  • Graphics: Fixed: Instancing batcher would crash hard on Vulkan if attempting to draw without an active GPU program. (1126106)
  • Graphics: Hardcoded _NormalMap and _DetailNormalMap shader property name do not have [Normal] attribute automatically added anymore. (1111860)
  • Graphics: Metal: Fix a rare, generic codegen regression after adding Metal Tessellation support (1120434)
  • Graphics: Metal: Fix a runtime address sanitation issue with hull/domain shader stages (1126152)
  • Graphics: Optimised cluster rendering by reducing network packet send latency (965251)
  • Graphics: Vulkan: Fixed a crash when draw call is made without an active GPU program. (1126841)
  • Input: New Input System: Fix a crash when trying to map a key when a non-ASCII key mapping is selected, which does not produce characters for single key presses (e.g. Japanese).
  • Input: New Input System: Make scrolling delta on mac work with old-school clicker mice
  • iOS: Correctly return Pen.tilt values in the new input system (1093816)
  • iOS: Gamepad.startButton should work correctly. Note: on iOS startButton (or Menu button) only reports down event, there's no up event, that's why we're simulating up event right after down event to simulate a click. (1093829)
  • Kernel: Fixed: Resizing array through SerialziedPropertie could lead to a crash. (1123752)
  • OSX: Fixed incorrect Input.keyCode value when keyboard layout changes on macOS.
  • OSX: Fixed incorrect Input.keyCode value when using "Dvorak - QWERTY Command" keyboard layout on macOS. (1103558)
  • Package Manager: Fix ordering of packages in Package Manager Window (1130315)
  • Package Manager: Fix Package Manager UI freezing issue when opening a project pointing to the staging registry (1123022)
  • Package Manager: Fixed an issue where a git dependency would resolve to the locked hash even after removing the commitish part of a Git URL.
  • Package Manager: Fixed an issue where assemblies and asmdefs in packages could no longer be referenced. (1124267)
  • Package Manager: Fixed an issue where cloning a Git repository could wait indefinitely for user input if credentials for that repository were not configured.
  • Package Manager: Fixed Package Manager UI doesn't display digit after -preview in package version (1122777)
  • Physics: Fix "Selected Object Info" in Physics Debug View being expanded incorrectly (1122474)
  • Physics: Fix a crash in registerContactManager when instantiating many objects close to each other (1111274)
  • Physics: Fix a crash that happened when re-activating Rigidbody that had a parent Rigidbody and was reparented while being inactive (1121720)
  • Physics: Fix a crash when Physics.OverlapSphereNonAlloc was called wiith an infinite sphere radius (1113683)
  • Physics: Fix convex meshes being extra bouncy when falling on top of very thin (~contactOffset) objects. (1109477)
  • Playables: Fixed Issue where Instantiating a Prefab using a PlayableDirector with ExposedReferences loaded from an AssetBundle would produce error messages in the Editor. (1120186)
  • Player: Make PlayerConnection API work when reconnecting after disconnecting.
  • Prefabs: Driven properties (for example driven by UI layout) now don't get a blue margin in the Inspector and don't show up independently in the Overrides drop-down. (1115499, 1125701)
  • Prefabs: Fix Awake being called with wrong added asset objects. (1126072)
  • Prefabs: Fix Variants and nested prefabs getting wrong override under some circumstances. (1122325, 1123007)
  • Prefabs: Fixed an issue where edits in prefab mode might not persist after returning to the scene (1124967)
  • Prefabs: Fixed crashes when instantiating prefab with certain user scripts. (1113205, 1125019)
  • Prefabs: Fixed drag and drop not unpacking the Prefab instance under some circumstances. (1117374)
  • Prefabs: Fixed object IDs changing when saving a prefab after building a player. (1106345)
  • Profiler: Fixed missing CPU chart label for the "Others" category not being displayed (1080435)
  • Scripting: Assembly Definition Reference editor - enable useGUID by default when the reference field is empty.
  • Scripting: Fix: prevent user scripts from explicitely unloading global game managers (1114406)
  • Scripting: Legacy .NET 3.5 Scripting Runtime is no longer an option in the player settings UI.
  • Scripting: Remove allocation in every frame from ScriptableRuntimeReflectionSystemWrapper.TickRealtimeProbes (1097039)
  • Scripting Upgrade: Fix "GetThreadContext failed" assertion message on Windows (1114668)
  • Scripting Upgrade: Fix an issue where some C# class libaries would fail to load (1116475)
  • Scripting Upgrade: Fix crash from method with too many variables (1103205)
  • Scripting Upgrade: Fix excessive GC allocations when using TLS (1084800)
  • Scripting Upgrade: Fix GC performing unnecessary full collections when incremental GC is enabled (1129037)
  • Scripting Upgrade: Fix hang from race condition in C# sockets on Windows (1028819)
  • Scripting Upgrade: Fix hang when using Photon networking on Windows (1054137)
  • Scripting Upgrade: Fix TargetParameterCountException when using Substance (1093274)
  • Scripting Upgrade: Fix use of DataContractJsonSerializer with UseSimpleDictionaryFormat option enabled (1070667)
  • Services: Fix crash when unhandled exception occurs on OSX with Cloud Diagnostics enabled (1121882)
  • UI: CanvasRenderer.SetMesh will now produce an error if a non-readable mesh is passed. (1101813)
  • UI Elements: Create default asset when import a USS file fails (1125716)
  • UI Elements: Faster picking in UIElements (1124338)
  • UI Elements: Fix Adding new elements while clearing children make the editor freeze (1102592)
  • UI Elements: Fixed Layout struggling message when opening prefab in hierarchy (1120821)
  • UI Elements: Fixed Layout struggling message when selecting line and trail renderers (1121685)
  • UI Elements: Fixed Layout struggling message when selecting object in hierarchy (1106900)
  • UI Elements: Fixed Object picker selection when cancelling the ObjectSelector window. (1123688)
  • UI Elements: FIxed the delayed attribute not working when using the mouse dragger on UIElements numeric fields (1117379)
  • UI Elements: In a scrollview, pass unused wheel events to parent so they can e.g. scroll themselves (1118002)
  • UI Elements: Make EditorWindow notification render on top of UIElements content (1116944)
  • UI Elements: Make UIElements debugger remember split view position after domain reload (1113790)
  • Universal Windows Platform: Prevent an error from the reference rewriter about the missing method 'ConfigurationElement::get_Item' when the EntityFramework.dll assembly is used. (1124092)
  • Video: Fixed missing rendering in Editor with multiple game views, and, manual Camera renders targetted by VideoPlayer. (1109551)
  • Web: Improved documentation for UnityWebRequest regarding cookies. (1111425)
  • Web: More relaxed format requirements for jar:file uris. (1117525)
  • Windows: Fixed Build and Run failing with an incorect path error when the project's Product Name included a colon (1113179)
  • Windows: Fixed SetCursorPos function not working properly after CursorLockMode is set to None (1096406)
  • Windows: Fixed WinPixEventRuntime.dll deployed with non-development builds (1118833)
  • Fix security vulnerability UNITY-SEC-2144.

New in Unity 2018.3.7f1 (Mar 5, 2019)

  • Fixes:
  • Fix security vulnerability UNITY-SEC-2144.
  • Analytics: Fixed issue: usage statistics will no longer be sent when editor analytics is disabled.
  • 2D: Fixed "Invalid SortingGroup index set in Renderer" warning from occurring after removing Sorting Group component on an object with nested Sorting Groups. (1106381)
  • 2D: Fixed Sprites randomly flipping when moving/zooming camera (1117333)
  • Android: Fix hang at exit if submitting AndroidJavaProxy/Runnable to UI thread. (1113139, 1124900)
  • Android: Fixed an out of memory issue happening on Adreno devices on GLES. (1111097)
  • Asset Bundles: Fix error when loading an object from an asset bundle on the first frame of a scene load operation under certain conditions. (1094045)
  • Build Pipeline: Remove unnecessary files from mac standalone build, reducing the size by about 500kb. (1111649)
  • Editor: Fix error in ScriptExecutionOrder Editor when exiting play mode. (1119209)
  • Editor: Fix issue where EditorPrefs wouldn't be saved on editor close when using Rider as an external script editor (1110859)
  • Editor: Fix issue where if the user cancels a non scripts only build it will cache an incomplete form of the player data cache which on a subsequent scripts only build will cause the build to fail and then crash the editor. Canceled builds will now clean up the cache and an additional check was added to VerifyBuildSetup to fail the build properly if there is no cached player data. (1114580, 1123801)
  • Graphics: OpenGL & Vulkan: Fixed shader code generation for InterlockedMax(). (1124926)
  • Graphics: Vulkan: "Attempting to draw with missing bindings" is now a warning instead of an error. (1100647)
  • Graphics: Vulkan: Fixed restoring a fullscreen window from minimized state on Windows (1090059)
  • Graphics: Vulkan: Improved async readback performance. (1123745)
  • iOS: Stretching image across the entire screen when resolution is set to one that does not match the aspect ratio of the screen. (1077959, 1103189)
  • Mobile: Fix Screen.width and Screen.height don't update at the same time as Screen.orientation (1013176, 1094317)
  • Mono: Fixed "DllNotFoundException: MonoPosixHelper" exception being thrown when MonoPosixHelper APIs are used (1045644, 1122898)
  • Prefabs: Fix crash when passing invalid paths to PrefabUtility.LoadPrefabContents. (1116603)
  • Prefabs: Fixed crash when entering play mode while having a locked inspector on a GameObject with AudioSource. (1114376)
  • Shaders: Fixed a missing interpolator in GL shader outputs. (1122033)
  • Terrain: Fixed issue where control key and mouse wheel does not adjust the Stamp Height value for the Stamp Terrain brush (1108352)
  • UI: UI: PhysicsRaycaster and Physics2DRaycaster now support multiple-displays. (1027701)

New in Unity 2019.2.0 Alpha 6 (Feb 28, 2019)

  • Features:
  • Android: Added "Optimized Frame Pacing" feature.
  • GI: Added support for the cross-platform Intel lightmap denoiser. Intel Open Image Denoise can produce smooth noise free lightmaps with few samples.
  • iOS: Aded Client/Worker Multithreaded Rendering support for OpenGL ES 2 and 3.
  • Scripting: Added support for Assembly Definition Reference Files (asmref). These allow for adding additional source code directories to an existing Assembly Definition File (asmdef).
  • UI Elements: Added Windows -> UI -> UIElements Samples Window, providing quick UIElements code snippets in the Editor.
  • Package Manager: - Added possibility to hide/show Packages in the Project Browser and Object Picker, depending on the package type set in its manifest:
  • If the package type is "tool" or "library", it will be hidden by default, otherwise it will be visible.
  • If the package manifest contains boolean attribute "hideInEditor", this value overrides the visibility set by package type.
  • Added button in Project Browser and Object Picker to toggle package visibility (include/exclude hidden packages).
  • Added package type property and hideInEditor advanced property in the Package manifest Inspector.
  • Backwards Compatibility Breaking Changes:
  • Facebook: Added deprecation warning for Facebook Gameroom platform, which will cease to be supported in a future release.
  • Prefabs: Prefabs created by dragging into the hierarchy are now parents to the correct parent, instead of being a root object. The correct parent will thus be set in Awake calls.
  • Improvements:
  • 2D: Added Tile Palette Restore Edit Mode Active Target in Preferences to specify whether the Edit Mode Active Target is reset to the original in Edit Mode or a changed target in Play Mode. (1116470)
  • Android: Added the ability to opt-out from (i.e. cancel) stopping gradle daemons. (1098578)
  • Android: Small reduction in job overhead when few cores are being used.
  • Animation: Added a right-click menu option to jump to a specific AnimatorController State while liveLinked.
  • Asset Import: Added an option in the model importer to prevent game objects from being sorted by name in imported game object hierarchies.
  • Asset Import: Added Undo/Redo support by default in AssetImporter inspectors.
  • Asset Import: Deselection with AssetImporter now shows a Apply/Revert/Cancel popup instead of Apply/Revert. The new Cancel option is the default when pressing or closing the popup, which restores the current selection keeping the non-applied changes.
  • DX12: Improved performance of async texture loading in DX12 to avoid a rendering stall when 2D textures are created.
  • Editor: Added Araxis Merge support on Revision Control Diff/Merge tool.
  • Editor: Added new options for expanding/collapsing the components in the inspector context menu.
  • Editor: Metal: The RenderDoc capture button in the Scene/Game view now works with the Xcode frame debugger: requires launching Unity through Xcode with Metal frame capture enabled.
  • Editor: Moved Camera Easing options from Preferences to Camera Settings in SceneView.
  • Editor: The Shortuct Manager window can now be resized horizontally.
  • Graphics: SRP batcher is now supported on OpenGL 4.2+ and OpenGL ES 3.1+.
  • iOS: Added new iOS device (released in 2018) identification support to the Profiler.
  • iOS: Added LowPowerModeEnabled and WantsSoftwareDimming properties to iOS.Device and a Brightness Property to Screen (currently only supported on iOS).
  • Package Manager: It is now possible to include built-in module packages in the project as dependencies of other packages.
  • Plugins: Added Unity Companion license to the Plugin API header.
  • Timeline: Timeline read-only mode when timeline asset is not editable (file readonly flag or by source control).
  • UI Elements: Performance improvements in UIElement rendering.
  • UI Elements: Removed unnecessary, duplicated MD type documentation from the source code.
  • iOS: ReplayKit improvements:
  • For local recordings, we can now capture the local camera, microphone, and screen.
  • The size of the preview window overlay can now be adjusted.
  • Added ReplayKit.isPreviewControllerActive, ReplayKit.PauseBroadcasting, and ReplayKit.ResumeBroadcasting.
  • API Changes:
  • Android: Added support for JNI Weak References (AndroidJNI class).
  • Asset Import: Added API in model importer to prevent game objects from being sorted by name in imported game object hierarchies.
  • Editor: (Also mentioned under Fixes) Replaced EditorTool.OnActivate and OnDeactivate methods with events on EditorTools, addressing callback order problems.
  • Editor: Added API for Scene Visibility.
  • Editor: Added more API points for TransformHandle to permit granular control over which handles appear.
  • Editor: Renamed SceneView.SceneViewCameraSettings to SceneView.CameraSettings.
  • Graphics: - Changed the SRP signature of BeginCameraRendering and BeginFrameRendering to give access to the ScriptableRenderContext. Added callbacks for end camera and end frame rendering.
  • Scripting: Added UnityEditor.TypeCache API for fast extraction of derived types, methods or classes marked with an attribute.
  • Video: VideoClipImporter and VideoClip now have a sRGBClip and sRGB property, respectively, to describe whether content is sRGB or linear.
  • Package Manager: Added Editor API for retrieving Package information based on an asset path or an assembly:
  • PackageManager.PackageInfo.FindForAssetPath(string assetPath)
  • PackageManager.PackageInfo.FindForAssembly(Assembly assembly)
  • Fixes:
  • 2D: Fix to clean up Preview Tiles when painting on a Tilemap when an asset is saved. (1117888)
  • 2D: Fixed case of Editor crashing on WorldContactFilter2D::ShouldCollide when trying to destroy Tilemap. (1123489)
  • 2D: Fixed case of Editor throwing "GetGfxDevice() should only be called from main thread" errors and eventually crashing when in Play Mode. (1110007)
  • 2D: Fixed case of Tile Animation showing a wrong Sprite when Tilemap is deactivated and reactivated. (1115699)
  • 2D: Fixed case of sprite.textureRect returning values for master SpriteAtlas instead of SpriteAtlas Variant. (1115285)
  • 2D: Fixed Crash in FitBlockMaskInBlockMaskUsingPadding when packing a Sprite Atlas with blockOffset value set to 0. (1121583)
  • 2D: Fixed issue where Tilemap Collider Physics Shape/s were not updating when a single Tile was removed. (1123140)
  • 2D: Fixed NullReferenceException when painting with a Tile Palette without a valid Tilemap component. (1120310)
  • 2D: We now use Grid Cell Layout instead of Tile Orientation for doing Grid Cell picking when painting on a Tilemap. (1119051)
  • Android: Fixed hang at exit if submitting AndroidJavaProxy/Runnable to UI thread. (1113139)
  • Android: Fixed issue where video would fail to start to play in the app on Android OS v4.1 or v4.2. (1121070)
  • Android: Fixed issues selecting a keystore to sign Android applications with. (1117286)
  • Android: Fixed several issues relating to finding Android SDK components and app signing.
  • Android: Fixed Vulkan rendering when sRGB write control is enabled in PlayerSettings. (1107481)
  • Android: Fixed Application.Unload crash on Android P devices. (1120794)
  • Animation: Fixed crash when parenting a GameObject during an AnimationEvent. (1115423)
  • Asset Import: Fixed incorrect import of BC6H format textures where the source bitmap contained negative zero values. (1049552)
  • Asset Import: Fixed regression resulting in invalid references when importing subscenes. (1120940)
  • Asset Import: Scripted Importers now support generating prefabs with NestedPrefabs as output.
  • Asset Pipeline: Fixed crash when reading a meta file with a "Byte Order Mark". (1122521)
  • Audio: Removed "raw speaker mode" option from Project Settings for audio, as it was never usable and made the matching enum value obsolete. (1062387)
  • Build Pipeline: Fixed an issue where ContentBuildInterface.GenerateAssetBundleBuilds() was not returning assets in folders. (1123897)
  • Build Pipeline: Fixed crash when there was an incomplete version of cached player data stored prior to a scripts-only build. (1114580)
  • Build Pipeline: Fixed rare data corruption when building asset bundles with LZMA compression. (1118331)
  • Editor: (Also mentioned under API changes) Replaced EditorTool.OnActivate and OnDeactivate methods with events on EditorTools, addressing callback order problems. (1120844)
  • Editor: Fixed an issue where folder would lose focus after renaming it in the Project Window. (1124103)
  • Editor: Fixed case of compile errors not always being cleared correctly when moving the .cs file from one .asmdef folder to another. (1121925)
  • Editor: Fixed case of compile errors not being cleared correctly in some cases when moving and removing .asmdef files. (1120835)
  • Editor: Fixed case of Edit button being stuck in enabled state. (1120360)
  • Editor: Fixed case of EditorToolbarForTarget drawing tools multiple times. (1120077)
  • Editor: Fixed case of locked inspector editors not receiving OnSceneGUI callbacks. (1124741)
  • Editor: Fixed case of Terrain Inspector controls becoming unresponsive under certain conditions (e.g. when asembly rebuilt). (1107487)
  • Editor: Fixed case where EditorTool could be created with an incorrect target property. (1120845)
  • Editor: Fixed error in ScriptExecutionOrder Editor when exiting play mode. (1119209)
  • Editor: Fixed incorrect refreshing of the render pipeline in SRP when changing texture quality. (1053855)
  • Editor: Fixed issue related to Generic Menu's incorrect insertion of child menu items if parent item name terminates with a space character. (1116792)
  • Editor: Fixed issue where an undocked window/pane would sometimes stay in front of other apps on macOS. (1115348)
  • Editor: Fixed issue where the test runner would not reopen the original scene after running playmode test. (1118111)
  • Editor: Fixed issue with predefined assemblies (Assembly-CSharp.dll and friends) getting recompiled when modifying an Assembly Definition File assembly with "Auto Reference" disabled. (1124266)
  • Editor: Fixed issue with predefined assemblies (Assembly-CSharp.dll and friends) getting recompiled when modifying an Assembly Definition File assembly with "Test Assemblies" enabled. (1082290)
  • Editor: Fixed issue with shader and shader category being ticked in the drop down when they have the same name. (1113522)
  • Editor: Fixed potential crash when calling Editor.CreateEditor with a type that does not derive from UnityEditor.Editor. (1119535)
  • Editor: Fixed resize borders on floating windows to better expose window controls. This also fixes an issue where resize was triggered when dragging from other parts of the window when gaining focus. (1116567)
  • Editor: Fixed slow performance when using UIElements ViewData persistence. (1117599)
  • Editor: GraphView: Fixed delay when dragging end cap of edge.
  • Editor: Improved logging when loading scenes: you will now be able to see a breakdown of where time was spent during scene load operations in the Editor.
  • Editor: Renamed MeshRenderer Priority in the Editor to match documentation.
  • Editor: Unity Test Runner: Fixed issue where tests would timeout early when using large Timescale values. (1098090)
  • Editor: Vulkan Editor: Fixed validation errors regarding invalid swapchain sizes when creating Editor windows. (1085277)
  • GI: Fixed case of incorrect URL being shown in the UV overlap warning message. (1122952)
  • GI: Fixed case of missing lighting when baking with GPU lightmapper. (1121705)
  • GI: Fixed issue where probes had corrupted gizmos when they had 1 static object in the scene. (1123892)
  • GI: Fixed issue where selecting probe groups crashed Editor when using Metal (OSX). (1123971)
  • GI: Fixed missing bounce off transmissive surfaces. (1061354)
  • GI: Moved LightmapResolutionOverlay from Scene settings to Editor settings.
  • GI: Refactored the UI for all Renderers and added new grouped headers.
  • Graphics: Added an API to cull objects based on their static flags while rendering a camera into a cubemap (Editor Only).
  • Graphics: Fixed a rare crash where instancing properties were absent from the MaterialPropertyBlock object sent to DrawMeshInstanced calls. (1115627)
  • Graphics: Fixed BC6H crash. (1115196)
  • Graphics: Fixed case of "CPU fence is invalid or very old!" error message being issued. (1122971)
  • Graphics: Fixed case of 16-bits format being disabled for RenderTexture. (1115197)
  • Graphics: Fixed case of sRGB RenderTexture failing to be created when enableRandomWrite is on. (1115223)
  • Graphics: Fixed case of texture inspector label duplicating sRGB. (1117187)
  • Graphics: Fixed crash when calling Graphics.ExecuteCommandBuffer() if CommandBuffer.SetShadowSamplingMode() was called prior. (1102773)
  • Graphics: Fixed issue where a warning would be issued when decompressing ETC textures on OSX Editor with Android build target. (1115543)
  • Graphics: Fixed runtime shader load time regression, especially with multiple subshaders. (1105268)
  • Graphics: Improved RenderTexture asset UI to store the user-requested format. (1115203)
  • Graphics: OpenGL & Vulkan: Fixed shader code generation for InterlockedMax(). (1124926)
  • Graphics: Resolved case of broken XR SDK platform. (1124527)
  • Graphics: Vulkan: "Attempting to draw with missing bindings" is now a warning instead of an error. (1100647)
  • Graphics: Vulkan: Fix for visual flickering when editing mesh data from script when graphics jobs are in use. (1075277)
  • Graphics: Vulkan: Fixed async readback performance. (1123745)
  • Graphics: Vulkan: fixed case of missing draws when using an uninitialized RenderTexture. (1107219)
  • Graphics: Vulkan: Fixed crash if the scene does not contain any cameras. (1067621)
  • Graphics: Vulkan: Fixed crash when using MSAA.
  • Graphics: Vulkan: Fixed missing draws when using an uninitialized RenderTexture. (1107219)
  • IL2CPP: Fix to correctly indicate that IPv6 is not supported on non-IPv6 platforms. (1108823)
  • IL2CPP: Fix to correectly generate code using the in modifier for parameters on abstract methods in a generic type. (1103142)
  • IL2CPP: Fix to generate proper C++ code for an out parameter used as SizeParamIndex. (1115412)
  • IL2CPP: Fix to load field addresses via unsigned native integer types correctly. (1104370)
  • IL2CPP: Fix to prevent a crash with the .NET 4.x equivalent scripting runtime, that could occcur when an enum is nested in a generic type. (1113091)
  • IL2CPP: Fix to prevent an exception during IL2CPP code conversion that could happen with Trace statements in some cases. (1120880)
  • IL2CPP: Fixed crash during managed code stripping when system language is Turkish. (1083122)
  • IL2CPP: Fixed handling of null explicitly casted to an array and indexed. (1115145)
  • IL2CPP: Fixed invoking IEnumerable.GetEnumerator method on COM objects that implement the Windows.Foundation.Collections.IIterable interface. (878766)
  • IL2CPP: Improved the performance of WaitOne, WaitAny, and WaitAll on Windows platforms. (1111339)
  • iOS: Fix to mantain plugin paths relative to the Unity project when copying them to the Xcode project. (1108970)
  • iOS: Fix to respect default values from Settings.bundle. (1115533)
  • iOS: Fixed build failure when Xcode DerivedData path was set relative to the project. (1117371)
  • iOS: We no longer override Xcode framework search paths setting when appending Xcode project. (703217)
  • iOS: We no longer stop background when launching a Unity app if 'Mute Other Audio Sources' is turned off. (1115948)
  • Linux: Fix for multiple identical webcams. (1115884)
  • Linux: Fixed crash on Editor startup when using -force-vulkan. (1109529)
  • Linux: [Mouse][Editor] Fixed issue where mouse position on the New Input System (which is a preview package at present) was inconsistent with that on the current input system. (1114148)
  • Lumin: Fixed error preventing running playmode tests on a Lumin device.
  • OSX: Fixed case of Mac Editor shipping with debug info unstripped. (1070559)
  • OSX: Fixed issue where older Macs could incorrectly report that they support GPU instancing. (1092899)
  • Package Manager: Fixed issue where it was not possible to open a scene if the folder name of a local package and the project folder name had the same initial characters. (1117768)
  • Physics: Fix to disallow zero bounds being passed to Physics.RebuildBroadphaseRegions. (1051407)
  • Physics: Fix to ensure that ContactPoint2D and Collision2D types do not get stripped (causing a crash). (1121995)
  • Physics: Fixed a GJK issue that returned incorrect normals when a primitive's centre was close to the surface of a convex (affected Physics.ComputePenetration). (1115449)
  • Physics: Fixed case of multithreaded joint constraints not working when there are no contacts in the contact island. (1109272)
  • Physics: Fixed case of the force limits of ConfigurableJoint drives being expressed in incorrect units. (1116513)
  • Physics: Fixed case of the reset editor button actually not resetting the Collider's trigger property. (1093243)
  • Physics: Fixed case of MeshCollider not following the changes to a mesh after it produced an empty geometry. (996035)
  • Physics: Fixed incorrect collision detection between CapsuleCollider2D and CircleCollider2D when the capsule is oriented towards the center of the circle. (1119018)
  • Physics: Fixed spelling error in the physics settings, renamed Default Max Angular Speed. (1104527)
  • Player: Fixed case of temp doc .xml files being present in standalone desktop player builds. (1112215)
  • Player: [Windows] Maximizing the player in the windowed mode sets it to Maximized Window mode. (1085673)
  • Prefabs: Fixed case of references in scene getting lost when modifying a Prefab. (1116476)
  • Prefabs: Fixed crash when entering play mode while having a locked inspector on a GameObject with AudioSource. (1114376)
  • Prefabs: Fixed crash when passing invalid paths to PrefabUtility.LoadPrefabContents. (1116603)
  • Scripting: Fix to ignore files outside of an assembly description.
  • Scripting: Fixed crash when a GameObject instantiates a new GameObject on the parent during the OnDestroy callback and the whole hierarchy is being destroyed. (1121506)
  • Scripting: Fixed issue where, when serializing an object with null fields using ToJson(), the fields in the source object were modified. (942547)
  • Scripting: Fixed memory leak in TLS connections, affecting Windows/Linux/Mac/UWP (1121523)
  • Scripting Upgrade: Fixed crash in Marshal.PtrToStructure with generic struct. (1106422)
  • Scripting Upgrade: Fixed crash when a method has Task return type. (1111048)
  • Scripting Upgrade: Fixed crash when delegate constructor is invoked with NULL method. (1091693)
  • Scripting Upgrade: Fixed sizes for System.Numerics types. (1118631)
  • SpeedTree: Fixed collision object importing from SpeedTree v8 assets.
  • Terrain: Fixed blending artifacts when painting 5 or more terrain materials. (1104291)
  • Timeline: Changed behaviour of the Timeline Window to apply modifications immediately during Playmode. (922846, 1111908)
  • Timeline: Clip edit mode clutch keys will no longer get stuck when holding multiple keys simultaneously. (1097216)
  • Timeline: Clip inspector will no longer throw exceptions when changing values when the inspector is locked. (1115984)
  • Timeline: Fixed an issue where a circular reference warning appeared in the Control Clip inspector even if there was no circular reference. (1116520)
  • Timeline: Fixed appearance of muted tracks. (1018643)
  • Timeline: The PlayableDirector.played event is now called after entering or exiting Playmode. (1088918)
  • Timeline: Undoing a paste track operation in a group will no longer corrupt the timeline. (1116052)
  • UI: Fixed case of memory allocation happening every frame in CanvasScaler.Update(). (1105332)
  • UI: Fixed case of CanvasGroup.Alpha not affecting a nested Canvas's UI elements. (1109916)
  • UI: Fixed issue in the Image component inspector, which would break undo when a sprite was replaced. (1114240)
  • UI: Fixed issue where canvas elements positions were set to NAN when the camera orthographic size was set to 0 and did not reset to valid positions when the orthographic size was changed again. (1121834)
  • UI: Fixed issue where enabling canvas and polling its RectTransform data in Awake/Start would return incorrect values for root RectTransforms.
  • UI: Fixed issue with UI Scrollbar blocking prefab mode. (1115796)
  • UI: Fixing issue with RecTransform.position not being correct is polled in Start or Awake (1117790)
  • UI Elements: Corrected layout problem leading to the field input text having its border clipped. (1105567)
  • UI Elements: Fixed broken edge expansion system and tesselation.
  • UI Elements: Fixed case of Exception being thrown on screen resolution change. (1104793, 1114266)
  • UI Elements: Fixed case of Material Editor (Inspector) constant repaint. (1111923)
  • UI Elements: Fixed case of the Toolbar search Cancel button not being shown correctly. (1115354)
  • UI Elements: Fixed issue where the context menu Cut/Paste options would make the internal state of a TextField lose synchronization with their internal value. (1120588)
  • UI Elements: Fixed issue where the gradient field didin't show the alpha checker. (1118985)
  • UnityLinker: Fixed Managed Stripping Level when used with Android and mono backend. (1111490)
  • Universal Windows Platform: Fixed build failure in generated VS project due to duplicate Extension nodes in the appx manifest. (1123172)
  • Universal Windows Platform: Fixed case of IL2CPP crashing when using certain new types (like Windows.Foundation.GuidHelper.Equals) in Windows SDK 17763 or newer.
  • Universal Windows Platform: Fixed incorrect mouse position when using the New Input System (preview package at this time). (1091493)
  • Universal Windows Platform: Fixed rapid triggering of OnClick() events in UI when multiple Xbox controllers connected. (1099111)
  • Video: Fixed case of non-360 3D video being rendering with glitches (vertical colour bands). (1098079)
  • WebGL: Fixed Build&Run when Wasm Streaming option is enabled. (1104514)
  • Windows: Fixed case of Multidisplay always reverting to native resolution on primary display. (1040726)
  • XR: Fixed case of Vulkan instance extensions not being applied on Oculus. (1123193)
  • XR: Fixed stereo rendering support functions for shaders that must be written in GLSL. (1080662)

New in Unity 2018.3.6f1 (Feb 17, 2019)

  • Fixes:
  • 2D: Fixed crash on when passing array of nulls to SpriteAtlas.Add. (1089125, 1120906)
  • Animation: Fixed a crash when parenting an GameObject during an AnimationEvent. (1115423)
  • Asset Pipeline: Optional parameter added to SceneManager.UnloadScene function allowing to unload assets embedded in a scene without calling UnloadUnusedAssets. (998958, 1111167)
  • Build Pipeline: Fixed rare data corruption when building asset bundles with LZMA compression. (1118331)
  • DX12: Fixed a crash when switching to exclusive fullscreen.
  • Editor: Fixed an issue where text flickers when displaying a button or label using the IMGUI that has a long text with wordwrap enabled. (1106201)
  • Editor: Fixed crash and validation errors when opening editor windows. (1085277)
  • Graphics: Disabled GPU skinning in the Editor when Graphics Emulation is enabled. (1107282)
  • Graphics: Fixed an issue where Light Probe Proxy Volumes did not function correctly with Vulkan as the graphics API. (988476)
  • Graphics: Improved terrain painting that produces quantization when using OpenGL API. (1114680)
  • Graphics: Vulkan: Various stability, performance and correctness fixes.
  • Graphics: Vulkan: Various stability, performance and correctness fixes.
  • Graphics: [ShaderGraph] Fixed Transparent preview not clearing framebuffer. (1068062)
  • IL2CPP: Add support for marshaling fields which are arrays of structs which in turn have arrays as fields. (1106047)
  • IL2CPP: Added protocol support for IPv6 on Windows. (1099133)
  • IL2CPP: Correctly indicate that IPv6 is not supported on non-IPv6 platforms. (1108823)
  • IL2CPP: Emit proper C++ code when type names include characters that are not valid for C++ source code. (1108435)
  • IL2CPP: Fixed a crash when using the Environment.MachineName property on some machines when targeting UWP and make it return results consistent with the Standalone Player. (1093953)
  • IL2CPP: Fixed an intermittent crash in the native linker on Android. (1108960)
  • IL2CPP: Fixed InvalidCastException that can sometimes happen when passing managed object that derives from a native Windows Runtime class to native code. For instance, this happens when deriving from Windows.UI.Xaml.Control.ContentDialog and trying to show it. (1104540)
  • IL2CPP: Generate proper C++ code for an out parameter used as SizeParamIndex. (1115412)
  • IL2CPP: Handle null explicitly casted to an array and indexed. (1115145)
  • IL2CPP: Loaded field addresses via unsigned native integer types properly. (1104370)
  • IL2CPP: Prevent a compilation error in generated C++ code when the ldtoken opcode is used in some cases. (1108435)
  • IL2CPP: Prevent an compilation error in generated C++ code when an enum field is marshaled. (1104889)
  • IL2CPP: Prevent an exception during IL2CPP code conversion that can happen with Trace statements in some cases. (1120880)
  • IL2CPP: Prevented a crash at runtime with the .NET 4.x equivalent scripting runtime that can occcur when an enum is nested in a generic type. (1113091)
  • IL2CPP: Properly generate code using the in modifier for parameters on abstract methods in a generic type. (1103142)
  • Package Manager: Fixed moving files in the editor project view (drag and drop) not working in local packages. (1114391, 1117976)
  • Particles: Fixed erroneous Particle System error message: "Sub-emitters must be children of the system that spawns them". (949522, 1089804)
  • Particles: Fixed Frame Debugger failing to show draw call information for Particle Systems. (1107382)
  • Particles: Fixed incorrect curve evaluation when using the Limit Velocity over Lifetime module with a micture of optimized and non-optimzied curves. (1096701)
  • Particles: Fixed particle bounds when using Sprites in the Texture Sheet Animation Module. (1107722)
  • Particles: Fixed particle trails could being culled incorrectly when using the World Space trails option. (1089679)
  • Particles: Fixed regression bug where offscreen Particle Systems failed to play. (1114729)
  • Particles: Fixed scaling regression bugs with Particle Systems. (1112937, 1116160)
  • Particles: Fixed Velocity Module Speed Modfiier not applied to the initial simulation step of newly spawned particles. (1111134)
  • Particles: Update particle bounce light immediately when the multiplier is changed on the Light. (1102543)
  • Physics: Ensure that ContactPoint2D and Collision2D types do not get stripped causing a crash. (1121995)
  • Prefabs: Fixed references to Prefabs from scene getting lost if prefab is modified. (1116476)
  • Prefabs: Updated Undo to return Prefab instances with missing assets to previous state correctly. (1056446, 1120322)
  • Scripting Upgrade: Fixed crash in ScriptUpdater.exe when code contains qualified references to methods of type that were statically imported (#using static). (1081267)
  • Shaders: Fixed incorrect shader code generation with tessellation shaders when using the Vulkan API. (1092160)
  • Universal Windows Platform: Fixed IL2CPP crashing when using certain new types (like Windows.Foundation.GuidHelper.Equals) in Windows SDK 17763 or newer.
  • Universal Windows Platform: Fixed memory leaks on .NET backend when calling Mesh.SetVertices(), Mesh.SetUVs(), Mesh.SetTriangles() methods. (1042218)
  • Windows: Fixed setting refresh rate in exclusive fullscreen mode having no effect on D3D11 and D3D12. (975924)
  • XR: XR devices in new input system package are now all Y-up is away from the user. (1091918)

New in Unity 2019.1.0 Beta 3 (Feb 12, 2019)

  • Improvements:
  • Editor: Moved Camera Easing options to Camera Settings in SceneView from Preferences
  • API Changes:
  • Editor: Renamed the API from SceneView.SceneViewCameraSettings to SceneView.CameraSettings
  • Fixes:
  • Android: Fix [Android][Adreno] Shader compiler emits wrong code when using "sign" intrinsic (1117700, 1122165)
  • Android: Fixed an out of memory issue happening on Adreno devices on GLES (1111097)
  • Asset Bundles: Fix error when loading an object from an asset bundle on the first frame of a scene load operation under certain conditions. (1094045)
  • Asset Import: Fixed error when selecting multiple fbx with different Material settings. Multi-selection is not supported on this panel. (1118475)
  • Editor: Fix case where EditorTool could be created with an incorrect target property. (1123914)
  • Editor: Fix EditorToolbarForTarget drawing tools multiple times. (1123912)
  • Editor: Fix error in ScriptExecutionOrder Editor when exiting play mode (1119209, 1123816)
  • Editor: Fix wrong refreshing of the render pipeline in SRP when changing texture quality. (1053855, 1123978)
  • Editor: Minimize button("-") does not work for Scene, Game, Hierarchy etc. windows on Mac. (1117896, 1118033)
  • GI: GPU Lightmapper: Ensure OpenCL kernel are recompiled on Nvidia even when only the include files changes.
  • Graphics: Assert '0 == m_CurrentBuiltInBindMask' in HDRP test when Async Shader Compilation is ON (1117989)
  • Graphics: Fix crash when stripping Umbra module on platforms supporting native code stripping. (1116487)
  • Graphics: Fix crash when usign DrawMeshInsted with SRP batcher enabled (1122017)
  • Graphics: Fixed support for 32 bit vertex index buffer sub-mesh on dx11 during SRP batching. (1117383)
  • IL2CPP: Generate proper C++ code for an out parameter used as SizeParamIndex. (1115412)
  • IL2CPP: Handle null explicitly casted to an array and indexed. (1115145)
  • IL2CPP: Load field addresses via unsigned native integer types properly. (1104370)
  • IL2CPP: Prevent a crash at runtime with the .NET 4.x equivalent scripting runtime that can occcur when an enum is nested in a generic type. (1113091)
  • IL2CPP: Properly generate code using the in modifier for parameters on abstract methods in a generic type. (1103142)
  • IMGUI: Fixed issue where UI Text Input Field is not always updated after pasting symbols (1103315, 1115926)
  • Linux: Fixed annoying "'Unity' is not responding" message on Linux. (1072712)
  • Mobile: Fix il2cpp player build when engine stripping is enable and AssetImporter log is not empty. (1115957)
  • Particles: Apply collisions during the initial simulation step of newly spawned particles. (1082981)
  • Particles: Apply the Simulation Speed modifier to the initial simulation step when spawning new particles (1111729)
  • Particles: Apply Velocity Module Speed Modfiier to the initial simulation step of newly spawned particles. (1111134)
  • Particles: Fix crash if Domain Reload is triggered in Play Mode while a Particle System with a C# job attached is executing. (1119056)
  • Particles: Fixed erroneous Particle System error message: "Sub-emitters must be children of the system that spawns them". (949522, 1089804)
  • Particles: Fixed incorrect curve evaluation when using the Limit Velocity over Lifetime module with a micture of optimized and non-optimzied curves. (1096701)
  • Particles: Fixed particle bounds when using Sprites in the Texture Sheet Animation Module. (1107722)
  • Particles: Fixed regression bug where offscreen Particle Systems failed to play. (1114729)
  • Particles: Fixed scaling regression bugs with Particle Systems. (1112937, 1116160)
  • Particles: Recompute particle bounds after executing a C# Job. (1116569)
  • Particles: The Frame Debugger was failing to show draw call information for Particle Systems. (1107382)
  • Physics: Fixed incorrect collision detection between CapsuleCollider2D and CircleCollider2D when the capsule is orientated towards the center of the circle. (1119018)
  • Physics: Fixed multithreaded joint constraints not working when there are no contacts in the contact island. (1109272)
  • Prefabs: Don't include Importer Error Log in source prefab file when saving from PrefabMode
  • Scripting: Make exception errors appear in Editor console when they're received from player. (1103744)
  • Scripting Upgrade: Fix crash when Debug.Log is called in finally block (1093869)
  • Scripting Upgrade: Fix TimeZoneNotFoundException on some Windows machines (1076679)
  • Services: Fix crash when unhandled exception occured on background thread with Cloud Diagnostics enabled (1114571, 1122095)
  • Shaders: Fixed issue where UNITY_VERSION would return an incorrect value when the major/minor version is double digit. (1113175, 1123034)
  • UI: Fixed issue with enabling canvas and polling its RectTransform data in awake/ Start returning incorrect values for root RectTransforms.
  • UI: Fixing Image component inspector which would break undo when a sprite is replaced. (1114240)
  • UI: Fixing issue with CanvasGroup.Alpha not affecting nested Canvas's UI elements. (1109916, 1123919)
  • UI: Fixing issue with UI Scrollbar blocking prefab mode. (1115796)
  • UI: Prevent memory allocation that happen every frame in CanvasScaler.Update(). (1105332)
  • UI Elements: Fixed GraphView getting blurred when reframing the view (1114357)
  • UI Elements: Fixed missing GraphView nodes on OpenGL (macOS) (1117681)
  • UI Elements: Fixed NullReferenceExceptions in GraphView when displaying elements with empty sizes (1111567)
  • UI Elements: Fixed the yoga layout not rounding values correctly. (1123832)
  • UI Elements: Properly dirty repaint on nested VisualElement view-transforms (1117229)
  • UI Elements: Removed the UIElements experimental API and related GraphView API. Use the UnityEngine.UIElements and UnityEditor.Experimental.GraphView namespaces instead
  • UnityLinker: Fix Managed Stripping Level when used with Android and mono backend. (1111490)
  • Universal Windows Platform: Fixed IL2CPP crashing when using certain new types (like Windows.Foundation.GuidHelper.Equals) in Windows SDK 17763 or newer.
  • XR: Fixed MissingMethodException when calling bindings methods in VRModule on XBox One. (1109347)

New in Unity 2018.3.5f1 (Feb 10, 2019)

  • Fixes:
  • AI: Fixed issue with NavMeshAgent getting stuck wobbling when an obstacle carves a hole in the NavMesh near its path. (1039002)
  • Android: Fixed "Gradle prewarm failed" error not giving any meaningful information. (1114985, 1115479)
  • Android: Fixed issue where Unity logo in splash screen was shown as a black rectangle on Android 4.4 devices. (1104471)
  • Android: Fixed problem with opening keyboard on Android 9. (1102448, 1115490)
  • Android: Fixed redundant render pass switches when using Vulkan.
  • Android: Fixed sporadic crash during startup in development builds. (1116047)
  • Android: Fixed system resolution on Android. (1090830, 1118761)
  • Asset Import: Fixed issue where asset database incorrectly assumes it has imported assets when switching target platform with a clean library folder. (1123035)
  • Editor: Fixed AdvancedDropdown not selecting the first element of the list when searching. (1119474)
  • Editor: Fixed an issue where compilation would not start correctly and would emit "Assembly for Assembly Definition File '.asmdef' will not be compiled, because it has no scripts associated with it." when updating both C# source files and Assembly Definition Files (asmdef). (1115384)
  • Editor: Fixed editor throwing errors when connected to an android device with usb debugging disabled. (1090834)
  • Editor: Fixed empty context menu being popped. (1118300)
  • Editor: Fixed first option isn't selected by default when using "Add Component". (1116399)
  • Editor: Fixed issue with MonoBehaviours in assemblies (.dlls) not loading correctly in scenes from AssetBundles when loading the assembly through reflection with Assembly.Load or similar. (1082571)
  • Editor: Fixed Unwrapping.GenerateSecondaryUVSet not working with meshes having 32bit indices . (1096058, 1103502)
  • Graphics: Fixed "CPU fence is invalid or very old!" error message. (1122971)
  • Graphics: Fixed async readback when using Vulkan. (1018472)
  • IL2CPP: Fixed crash during managed code stripping when user has Turkish language. May have happened for other non-english languages as well. (1083122)
  • IL2CPP: Fixed the throwing of exceptions in attribute constructors. (1101440)
  • Package Manager: Disabled delete and rename menu items for all package root folders in the Project window. (1101384)
  • Particles: Fixed particle systems causing graphical glitches and error messages. (1099125, 1116662)
  • Physics: Fixed incorrect collision detection between CapsuleCollider2D and CircleCollider2D when the capsule is orientated towards the center of the circle. (1119018)
  • Physics: Fixed multithreaded joint constraints not working when there are no contacts in the contact island. (1109272)
  • ps4: Fixed crash duing dynamicaly changing meshes. (1117853)
  • ps4: Fixed crash when viewing information on large shaders (like ones from ShaderGraph). (1110680)
  • ps4: Fixed functionality in .net 4 relating the network features.
  • ps4: Fixed regression when running native graphics jobs. (1117621)
  • Scripting Upgrade: Fixed crash when Debug.Log is called in finally block. (1093869)
  • Scripting Upgrade: Fixed NotImplementedException when calling XmlSerializationReader. (1106236)
  • Scripting Upgrade: Fixed TimeZoneNotFoundException on some Windows machines. (1076679)
  • Timeline: Added Apply Foot IK option to animation clips to allow users to turn off Foot IK on humanoid animation clips in Timeline. (1115652)
  • Timeline: Fixed animated object in timeline popping for a single frame when switching Timelines (1109118)
  • Timeline: Fixed Animation Clips with Root Curves not properly putting Transforms into Preview Mode (1116007)
  • Timeline: Fixed Scene position getting updated with Timeline in Preview Mode when changing offsets (1116297)
  • VR: Improved XR Trace, now logs at Errors, Asserts, Warnings, Log Messages, Exceptions and Debug level. (1115640)
  • VR: Performance fixes for viewport scaling for performance on tiled renderers. (1014390, 1105278)
  • XR: Fixed a hang on iOS when using the ARKit XR Plugin package. (1068999)
  • XR: Fixed Oculus Quest controllers not working with native input. (1118025)

New in Unity 2019.2.0 Alpha 4 (Feb 7, 2019)

  • Features:
  • Android: Android App Bundles: Added APK files size validation when generated AAB file is larger than some threshold
  • Editor: Visual Studio (Windows): Double clicking on C# compile messages in the console window will now open the corresponding C# file at both line and column, previously only at the line.
  • Editor: Visual Studio Code: Double clicking on C# compile messages in the console window will now open the corresponding C# file at both line and column, previously only at the line
  • GI: GPU agnostic lightmap denoiser that works across all our editor platforms.
  • Backwards Compatibility Breaking Changes:
  • Android: Raise minimum Vulkan API version for Adreno drivers to 1.0.38.
  • Editor: UGui Objects are now using ObjectFactory and default Presets when created from the GameObject menu in the Editor.
  • Graphics: When using SRP, added Rendering Layer Mask to Lights as a filtering option during shadow passes (similar to Renderers Rendering Layer Masks).
  • Scripting: Make the GarbageCollector.GCMode property only throw an exception on unsupported platforms when trying to change it's value, not when reading it.
  • Changes:
  • Android: Bundletool is updated up to version 0.7.2.
  • Improvements:
  • Android: Mimic TouchScreenKeyboard.hideInput by drawing input field outside the screen, when this property is true.
  • Asset Import: Compressor Quality can now be set in the texture asset import settings for BC6H and BC7 formats allowing compression quality to be traded for import speed.
  • Editor: Added a message box whenever the OS fails to delete an asset when deleted from the Project Browser view.
  • Editor: Reduced the number of key presses in order to start a rebind in the Shortcut manager (from 3 to 2).
  • GI: Added a 'None' mode for emissive GI contribution in the standard shader GUI.
  • GI: Reduced GPU memory footprint for GPU lightmapper when baking lighting, by compressing normal vectors and albedo.
  • GI: The Optix AI denoiser is now supported with GPU Lightmapper.
  • GI: Upgraded Optix AI Denoiser to version 6. This new version has better performance and a lower memory footprint.
  • Graphics: Added support for Dynamic Resolution Scaling to the Lightweight Rendering Pipeline.
  • Graphics: Metal: Defer creation of command buffers and render encoders until actually needed.
  • Graphics: SRP batcher is now supported on Xbox, DirectX11.
  • Graphics: SRP hooks added for detail rendering shaders.
  • ps4: Improved PS4 Additional content to support multiple products.
  • Scripting: Enable incremental Garbage Collection in editor.
  • Shaders: Moved 38 builtin keywords to local keywords. Shaders inspector now shows used global/local keywords by shader.
  • XR: Move Google VR Cardboard and Daydream support to a package and Update to verision 1.180.
  • API Changes:
  • Editor: Added AssemblyBuilder.referencesOptions to allow building assemblies using UnityEngine module .dlls instead of the default monolithic UnityEngine.dll.
  • Editor: Added AssetDatabase.OpenAsset() overloads that take both a line number and column number.
  • Editor: Added GameObjectUtility.GetMonoBehavioursWithMissingScriptCount and GameObjectUtility.RemoveMonoBehavioursWithMissingScript to be able to remove MonoBehaviours with a missing script from a game object.
  • Editor: Added new API to detect & control async shader compilation better in the Editor.
  • Editor: OnOpenAsset attribute now supports method signature (int instanceId, int line, int column)
  • GI: Fixed issue where we can't set Lightmap Parameters from script on non-prefab objects. (966408)
  • Graphics: Add static function to Matrix4x4 to compute inverse of an affine matrix
  • Mobile: Add 'Screen.cutouts' to get display cutout bounding boxes
  • Mobile: Application.absoluteURL property and Application.deepLinkActivated event to handle application activation via deep link, implemented for Android/iOS/UWP
  • Timeline: Exposed FootIK option on Timeline Animation Clips (1115652)
  • Terrain: Added new callback APIs to monitor the terrain texture changes:
  • TerrainAPI.TerrainCallbacks.heightmapChanged
  • TerrainAPI.TerrainCallbacks.textureChanged These callbacks tell both the rect region being changed and if the change is CPU synchronized or not (i.e. GPU only).
  • Terrain: Deprecate Terrain.ApplyDelayedHeightmapModification. Use TerrainData.SyncHeightmap instead.
  • Terrain: Deprecate TerrainData.UpdateDirtyRegion. Use TerrainData.DirtyHeightmapRegion instead.
  • Terrain: Added new TerrainData APIs for easier modifying the terrain textures:
  • TerrainData.CopyActiveRenderTextureToHeightmap
  • TerrainData.CopyActiveRenderTextureToTexture These two may be used for copying the content of the active RT into the terrain textures, optionally delaying the CPU synchronization, for instance at the event of mouse move in the middle of painting.
  • TerrainData.DirtyHeightmapRegion
  • TerrainData.DirtyTextureRegion These two may be used alternatively to the two functions above if the user directly changes the GPU resources by other means.
  • TerrainData.SyncHeightmap
  • TerrainData.SyncTexture These two may be used to do a full synchronization from GPU to CPU, for instance at the event of mouse up.
  • Fixes:
  • 2D: Editor crashes when spriteshape with one sprite on a single angle in scene closes the angle. (1115439)
  • 2D: PSB files do not get packed when added to Sprite Atlas. (1114959)
  • Android: Fixed "DllNotFoundException: MonoPosixHelper" exception being thrown when MonoPosixHelper APIs are used. (1045644)
  • Android: Fixed problem with crash when using Android JNI methods from custom thread. (545977)
  • Android: Handle geometry working set out-of-memory when using Vulkan on Mali GPUs. (1056056)
  • Android: Now the same sign config is being used for both release and debug configurations. (1109570)
  • Audio: Fixed a potential crash when resetting a group's properties in the Audiomixer. (1097134)
  • Build Pipeline: Fix error when loading an object from an asset bundle on the first frame of a scene load operation under certain conditions. (1094045)
  • Editor: 0 Item GenericMenu throws Error while in Play mode. (1110510)
  • Editor: Debug.LogException will correctly be shown in Editor console when received from the player. (1103744)
  • Editor: Fix assertion message 's2 != NULL' in log files.
  • Editor: Fix editor crash while saving a scene with missing script. (1111432)
  • Editor: Fix issue with FilePathAttribute constructor throwing exception if called from MonoBehaviour constructor or another thread. (1077857)
  • Editor: Fix Missing script disappears from Inspector until selection is changed. (1095540)
  • Editor: Fix splitter view layout and resizing rounding issues. (1099360)
  • Editor: Fixed "Add Component" popup window not receiving focus in Linux editor. (1098140)
  • Editor: Fixed an issue where Editor throws Enum errors while displaying nested serialized Unity Events. (1053465)
  • Editor: Fixed an issue where folder loses focus after renaming it in the Project Window. (1114527)
  • Editor: Fixed editor hang when batch processing sprites with asterisks in file name. (1106232)
  • Editor: Fixed flicker/jumping that occured when dragging floating windows in linux editor. (1102805)
  • Editor: Fixed issue where shift+tab in linux where shift+tab activated the last active window instead of the last active element. (1107323)
  • Editor: Fixed resizing called from managed code in linux editor. (1104108)
  • Editor: Fixed the Unhandled Group assertion message. (1109197)
  • Editor: Fixes holdover of alt modifier in the editor when gaining focus for Linux editor from alt+tab (1104979)
  • Editor: Focus the settings window after it has been shown. (1110475)
  • Editor: Improve project generation time. (1111543)
  • Editor: Incorrect error dialog appears when trying to attach script with spaces in name. (1106237)
  • Editor: Linux editor now supports multiple checkable items in a submenu. (1092501)
  • Editor: Rename UI Transparency Priority to Renderer Priority in MeshRenderer component.
  • Editor: Renaming "Logging" preference in "Stack Trace" to avoid confusion. (1118914)
  • Editor: Support menu trees in EditorTool context menu.
  • Editor: Support new toolbox format for Rider.
  • Editor: Update Undo to return Prefab instances with missing assets to previous state correctly. (1056446)
  • GI: Fix issue with Total Bake Time is shown as 0:00:00 in Progressive Lightmapper after a bake in some cases. (1095980)
  • GI: Fixed experimental custom bake API.
  • GI: Fixed hashing issue when writing out AO textures for PLM.
  • GI: GPU lightmapper: Handle out of memory gracefully when BVH doesn't fit in GPU memory. This can happen when baking a terrain with high heightmap resolution.
  • GI: GPU Lightmapper: Stabilize result in various cases (compositing parameters changed, sample count changed, having 2 bounces or more). (1099004)
  • GI: Renamed "Auto Bake On/Off" to "Auto Generate Lighting On/Off" in the app bar.
  • Graphics: Editor crashes at MaterialScripting::Lerp when Renderer.material.Lerp() has a null material. (1117775)
  • Graphics: Fix crash when stripping Umbra module on platforms supporting native code stripping. (1116487)
  • Graphics: Fix fo texture atlas generation when a detail mesh material does not contain a valid texture. (776013)
  • Graphics: Fix for crashes or incorrect display when updating mesh data from script when using Vulkan and graphics jobs. (1090932)
  • Graphics: Fixed the missing geometry shader output interpolation qualifier for Metal/OpenGL. (1113018)
  • Graphics: SRP Batcher doesn't support 32 bit vertex index buffer sub-mesh on dx11. (1117383)
  • Graphics: Vulkan: Disable error spew when attempting to draw with missing bindings.
  • IMGUI: Fixed: Input field is not always updated properly after pasting. (1103315)
  • IMGUI: Pixel alignment sometimes influenced word wrapping. (1096878)
  • iOS: Fixed Build And Run to work on projects with space in path. (1108944)
  • iOS: Made Screen.currentResolution.refreshRate return actual refresh rate instead of hardcoding 30. (1117877)
  • iOS: Metal: added warning for using grabpass+AA on old ios/gpu (when store+resolve action is not supported). (1107546)
  • iOS: Metal: stopped unconditionally discarding AA depth. (1107546)
  • Linux: Fix graphical corruption in framebuffer on Nvidia Linux. (1108929)
  • Linux: Fix to leave maximized window programmatically. (1099286)
  • Linux: Fixed annoying "'Unity' is not responding" message on Linux. (1072712)
  • Linux: Fixed cursor not being confined to the game window when using CursorLockMode.Confined on Linux standalone player. (1105204)
  • Linux: Fixed framerate drops caused by repainting on excessive mouse input events. (1023587)
  • Linux: Fixed issue with keyboard input not being captured by the Game view when in Play mode. (1109908)
  • Linux: Scrolling the mouse wheel no longer produces large framerate drop. (1066760)
  • OSX: Fix for GameKit reference in the application when Game Center is not used. (1065311)
  • OSX: Removed legacy Mono config folder from Mono BE player build. (1111649)
  • Package Manager: An error could occur during package resolution if the global npm cache was corrupted. (1111208)
  • Package Manager: Disable delete and rename menu items for all package root folders in the Project window. (1101384)
  • Particles: Particle trails could be culled incorrectly when using the World Space trails option. (1089679)
  • Particles: Update particle bounce light immediately when the multiplier is changed on the Light. (1102543)
  • Prefabs: Driven properties no longer cause Prefabs to have overrides for those properties. (1115499)
  • Scripting: Fix exception when calling XRSettings methods and properties on some platforms. (1109347)
  • Scripting: Fix freeze in editor when compiling script containing quote character literal. (1111740)
  • Services: Fix crash when unhandled exception occured on background thread with Cloud Diagnostics enabled. (1114571)
  • Shaders: Fixed SHADER_MACRO to stop it from generating version numbers that are too high when Unity's major/mino version reaches double-digits. (1113175)
  • Timeline: Made drag and drop of objects between track insert the new track correctly. (1011381)
  • UI Elements: Fixed the long names not displayed correctly in the shortcut manager. (1099039)
  • UI Elements: Fixed the multiline TextField not supporting the Tab character. (984808)
  • Web: Fix disposing WWW object that has been yield returned from coroutine. (1117213)
  • WebGL: Make audio work again in Safari after Apple added auto-play restrictions (requires clicking on content to enable audio). (1089060)
  • Windows: Improved Windows crash handling reliability.
  • XR: Allow Incremental GC on Lumin.
  • XR: The two types of raycasts in the XRRaycastSubsystem were profiled using the same tag, "XR.Raycast", making them indistinguishable in the profiler. They are now called "XR.RaycastFromScreen" and "XR.RaycastRay".
  • XR: UnityEngine.XR.InputTracking's GetLocalPosition and GetLocalRotation has been deprecated.

New in Unity 2019.1.0 Beta 2 (Feb 7, 2019)

  • Improvements:
  • XR: Updated Google VR to version 1.18.0.
  • API Changes:
  • Terrain: Deprecate Terrain.ApplyDelayedHeightmapModification. Use TerrainData.SyncHeightmap instead.
  • Timeline: Exposed FootIK option on Timeline Animation Clips (1115652)
  • Terrain: Added new callback APIs to monitor the terrain texture changes:
  • TerrainAPI.TerrainCallbacks.heightmapChanged
  • TerrainAPI.TerrainCallbacks.textureChanged These callbacks tell both the rect region being changed and if the change is CPU synchronized or not (i.e. GPU only).
  • Terrain: Added new TerrainData APIs for easier modifying the terrain textures:
  • TerrainData.CopyActiveRenderTextureToHeightmap
  • TerrainData.CopyActiveRenderTextureToTexture These two may be used for copying the content of the active RT into the terrain textures, optionally delaying the CPU synchronization, for instance at the event of mouse move in the middle of painting.
  • TerrainData.DirtyHeightmapRegion
  • TerrainData.DirtyTextureRegion These two may be used alternatively to the two functions above if the user directly changes the GPU resources by other means.
  • TerrainData.SyncHeightmap
  • TerrainData.SyncTexture These two may be used to do a full synchronization from GPU to CPU, for instance at the event of mouse up.
  • Fixes:
  • 2D: Editor crashes when spriteshape with one sprite on a single angle in scene closes the angle (1115439)
  • 2D: PSB files do not get packed when added to Sprite Atlas (1114959)
  • 2D: Sprites randomly flipping when moving/zooming camera (1108407)
  • Android: Fix Android Plugin Importer - Non-native libraries respecting CPU properties causes problems. (1076868)
  • Android: Fix automatic resolution scaling when using Vulkan (1108491)
  • Android: Fixed problem with different sign configs for release and debug configuration (1109570, 1120585)
  • Editor: Calling GetComponent on a game object for a missing component type will now only cause a GC allocation the first time for the specific game object and missing component type. (1118303)
  • Editor: Debug Internal inspector no displays all properties (1118915)
  • Editor: Fix SceneViewEditMode tools not exiting on selection or active tool changes. (1115873, 1122167)
  • Editor: Fixed an issue where text flickers when displaying a button or label using the IMGUI that has a long text with wordwrap enabled (1115607)
  • Editor: Fixed scene un-hide sometimes not working (1111720)
  • Editor: Fixed scene visibility column hiding the search path of the hierarchy (1114645)
  • Editor: Fixed textures being imported with the platform-specific format when the platform override property is false. (1104345)
  • Editor: Removed the incorrect error when a script with spaces in name is attached (1118301)
  • Editor: Unhandled Group assertion failure removed when asset store filter was used (1109197, 1118311)
  • Editor: Update Undo to return Prefab instances with missing assets to previous state correctly (1056446, 1120316)
  • GI: Fixed issue where we can't set Lightmap Parameters from script on non-prefab objects. (966408, 1118289)
  • Graphics: Batchmode never calls resource clearing at the end of frame render, as it is done during present. add a new graphics command to notify gfxdevice to clean up frame resources at the end of BatchModeUpdate. (1093649, 1119568)
  • Graphics: Editor crashes at MaterialScripting::Lerp when Renderer.material.Lerp() has a null material (1117775, 1119503)
  • Graphics: Fixed 16 bits format disabled for RenderTexture on PS4 (1115197)
  • Graphics: Fixed crash when using BC6H on PS4 (1115196)
  • Graphics: Fixed Package Manager UI not rendering correctly on GLES2. (1108286)
  • Graphics: Fixed RenderTexture asset UI to lose selected format data when the selected format is not supported. (1116500, 1116501)
  • Graphics: Fixed sRGB RenderTexture failing to be created when enableRandomWrite is on (1115223)
  • Graphics: Fixed texture inspector label repeating sRGB twice (1117187)
  • Graphics: Fixed WARNING message on Mac Editor with Android build target were a warning shows up for decompressing ETC textures also that the expected behavior because desktop GPUs don't have native ETC format support (1115543)
  • Graphics: Improved RenderTexture asset UI to store the user requested format (1115203)
  • IL2CPP: Avoid using managed exceptions during time zone initialization. This cause cause crashes on some platforms. (1100856)
  • iOS: Fixed crash on startup on 32bit devices using oldish iOS (1109610)
  • iOS: Fixed issue where an App won't be automatically deployed to Device when building project via Build and Run. (1108944, 1115493)
  • Linux: Fixed cursor not being confined to the game window when using CursorLockMode.Confined on Linux standalone player. (1105204, 1115743)
  • Linux: Fixed issue with keyboard input not being captured by the Game view when in Play mode (1109908)
  • Package Manager: Disable delete and rename menu items for all package root folders in the Project window. (1101384)
  • Particles: Particle Systems could cause graphical glitches and error messages. (1099125, 1111132, 1116662)
  • Prefabs: Driven properties no longer cause Prefabs to have overrides for those properties. (1115499)
  • Scripting: Consistent targetframeworkversion as shipped with Unity.
  • Scripting: Fixed random crash in Asset GC (1091878)
  • Scripting: Fixes issue where processing SynchronizationContext tasks would allocate (1114295)
  • Scripting: Fixes potential crash when an exception is thrown during domain unload (879906)
  • Scripting Upgrade: Fix NotImplementedException when calling XmlSerializationReader.ReadString (1106236)
  • Timeline: Added Apply Foot IK option to animation clips to allow users to turn off Foot IK on humanoid animation clips in Timeline (1115652)
  • Timeline: Fixed animated object in timeline popping for a single frame when switching Timelines (1109118)
  • Timeline: Fixed Animation Clips with Root Curves not properly putting Transforms into Preview Mode (1116007)
  • Timeline: Fixed Scene position getting updated with Timeline in Preview Mode when changing offsets (1116297)
  • Web: Fix disposing WWW object that has been yield returned from coroutine. (1117213, 1120581)
  • WebGL: Make audio work again in Safari after Apple added auto-play restrictions (requires clicking on content to enable audio). (1089060)

New in Unity 2018.3.4f1 (Feb 4, 2019)

  • Fixes:
  • 2D: Disabled Tilemap Focus filter when closing Tile Palette window if enabled. (1098821, 1116141)
  • 2D: Fixed crash on Tilemap::CompressBounds when calling Tilemap.CompressBounds() on corrupted tilemap. (1090111, 1116143)
  • 2D: Fixed crash on Tilemap::CopyTileDataToTile when importing corrupted Tilemap prefab. (1116144)
  • 2D: Fixed crash on TilemapRenderer when rendering with a Material that is destroyed. (1116145)
  • 2D: Fixed current Active Tilemap selection unable to be deselected when a new GameObject is instantiated on the scene. (1116150)
  • 2D: Fixed for missing Tiles being created when dragging a spritesheet with empty initial columns or rows into Tile Palette. (1103034, 1116146)
  • 2D: Fixed Tilemap.SwapTiles when swapping Tiles to other Tiles that already exist on the Tilemap. (1108368, 1116147)
  • Analytics: Removed all XR dependencies on Analytics and made all events support events. (1092403)
  • Android: Add '-mstackrealign' compile option for android x86 to fix the crash on some x86 devices. (1058255)
  • Android: Fixed for Android Dynamic feature crashes the application when running the build via Android Studio. (1102209)
  • Asset Pipeline: Fixed Asset Bundles not able to load scenes if the scene had a period in its name. (1022819, 1115505)
  • Build Pipeline: Fixed crash when loading compressed meshes out of asset bundles. (1115334)
  • Editor: Fixed textures being imported with the platform-specific format when the platform override property is false. (1104345)
  • Graphics: Fixed Rendering a scene with a SpriteRenderer with Graphics Jobs on causes a JobTempAlloc memory leak. (1100859)
  • IL2CPP: Allow stack sizes for new threads to be set explicitly larger than 64K with the .NET 4.x Equivalent scripting runtime. (1104843)
  • IL2CPP: Fixed IL2CPP compiler configuration setting missing from some platforms player settings (like WebGL). (1099894)
  • IL2CPP: Updated the zlib implementation to correct the following security issues: CVE-2016-9840, CVE-2016-9841,CVE-2016-9842, CVE-2016-9843.
  • iOS: Fixed iOS Frameworks location is ignored when building Xcode project. (1108970)
  • Linux: Fixed GPU skinning. (1117706)
  • Linux: Fixed issue where SetResolution cannot programmatically resize Linux player after window has been maximized. (1099286, 1115831)
  • Linux: Fixed the graphical corruption in the framebuffer for various games on Nvidia Linux. (1108929, 1111474)
  • Linux: Fixed using libstdc++ in native plugins crashing (2018.3 no longer links with libstdc++ statically). (1115024)
  • Particles: Fixed JobTempAlloc memory leaks in the Particle System Trails Module on WebGL. (1114502)
  • Physics: Added a message with a reference to the Rigidbody component when the CCD mode is incompatible with the kinematic setting. (1064491)
  • Physics: Fixed crash due to auto-sync-transforms during Rigidbody2D.Cast query when changing transform prior to query being executed. (1099642)
  • Physics: Fixed crash due to multi-scene physics when destroying an object during a 2D collision/trigger callback. (1110897)
  • Plugins: Fixed an issue where CPU information was respected on non-native libs for android plugins. Since users could potentially change these CPU properties on a Plugin Importer via PluginImporter.SetPlatformData() we should eliminate the possibility of problems occurring due to wrongful modifications of the plugin importer's properties. (1076868)
  • Prefabs: Fixed crash when applying changes from Prefab Instance to asset, when assets contains disconnected nested prefabs. (1104595)
  • Prefabs: Fixed crash when creating a Prefab Asset in Awake when entering Play Mode. (1085577, 1115008)
  • Prefabs: Fixed crash when undo'ing after applying a disconnected prefab. (1110703)
  • Prefabs: Fixed crash when using Undo wrongly on Prefab asset objects. (1099646)
  • Prefabs: Fixed MonoBehaviour cannot be dragged to the Inspector after ParticleSystem on a Prefab Instance (1110704)
  • Scripting: Fixed an issue with static members such as generic classes with their argument being an array type not being reported the memory snapshot API. (984330)
  • Scripting: Fixed issue where processing SynchronizationContext tasks would allocate. (1114295)
  • Scripting: Fixed random crash in Asset GC. (1091878)
  • XR: Fixed an issue with a black screen occuring after resuming from pause on some Oculus devices. (1115358)

New in Unity 2019.1.0 Beta 1 (Jan 30, 2019)

  • Improvements:
  • Android: The Unity video player can now be used with the Vulkan renderer.
  • Graphics: Metal: Defer creation of command buffers and render encoders until actually needed
  • XR: Updated Vuforia to version 8.0.10.
  • API Changes:
  • Editor: Added AssemblyBuilder.referencesOptions to allow building assemblies using UnityEngine module .dlls instead of the default monolithic UnityEngine.dll.
  • Editor: Added GameObjectUtility.GetMonoBehavioursWithMissingScriptCount and GameObjectUtility.RemoveMonoBehavioursWithMissingScript to be able to remove MonoBehaviours with a missing script from a game object.
  • Editor: Added new API to detect & control async shader compilation better in the Editor.
  • Fixes:
  • 2D: Fix "Sprite Editor" text is clipped from Sprite Editor window's tab when it is not docked (1114471)
  • 2D: Fix clicking trim multiple times will reduce Sprite Rect size (1114472)
  • 2D: Fix exception when trimming Sprite alpha on a texture that is downsized (1104094, 1113929)
  • 2D: Fix for missing Tiles being created when dragging a spritesheet with empty initial columns or rows into Tile Palette (1103034, 1115694)
  • 2D: Fix Sprite Editor Window module breakage when window is maximized and restore (1114930)
  • 2D: Fix Sprite Frame Inspector window overlaps the header and options when the window is shrunk diagonally (1114470)
  • 2D: Fix Tilemap.SwapTiles when swapping Tiles to other Tiles that already exist on the Tilemap (1108368, 1115695)
  • 2D: Prevent current Active Tilemap selection from being unselected when a new GameObject is instantiated on the scene (1102618, 1115696)
  • Android: Fix "Gradle prewarm failed" hiding the actual reason of failure (1115478)
  • Android: Fix GPU skinning on Mali GPUs when using OpenGL ES (1103330)
  • Android: Fix HDR rendering when using Vulkan on older Mali drivers (1105065)
  • Android: Make Android handle an Application.targetFrameRate value of -1 as 30 fps again.
  • Build Pipeline: Fix crash when loading compressed meshes out of asset bundles.
  • Editor: Fix editor crash while saving a scene with missing script. (1115552)
  • Editor: Fix IME input causing text duplication in the editor (1117878)
  • Editor: Fix Missing script disappears from Inspector until selection is changed. (1115930)
  • Editor: Fix scene view camera moving at a constant speed instead of accelerating. (1117685, 1117686)
  • Editor: Fixed being able to drag a shortcut entry on a modifier key on the virtual keyboard in the Shortcut Manager (1110790)
  • Editor: Fixed cyan color appearing on thumbnails, previews etc (1115282)
  • Editor: Fixed issue with "Fail to read .asmdef" error being emitted on startup (1111571)
  • Editor: Fixed MenuItems not being called when pressing the corresponding key combination if the key combination contains the Space key (1106151)
  • Editor: Fixed missing stylesheet error when closing modal windows (1115057)
  • Editor: Fixed right clicking a shortcut entry in the Shortcut Manager window not selecting the entry (1110804)
  • Editor: Fixed selected shortcut entry in the Shortcut Manager not being reset when changing categories (1104559)
  • Editor: Rename UI Transparency Priority to Renderer Priority in the MeshRenderer component
  • Editor: Vulkan: Fixed crash when switching graphics APIs (1111769)
  • GI: Fixed hashing issue when writing out AO textures for PLM.
  • GI: Renamed "Auto Bake On/Off" to "Auto Generate Lighting On/Off" in the app bar.
  • Graphics: Fix for instability at DX12 graphics tests. (1078231)
  • Graphics: Vulkan: Disabled error messages when attempting to draw with missing bindings
  • IL2CPP: Add protocol support for IPv6 on Windows. (1099133)
  • IL2CPP: Add support for marshaling fields which are arrays of structs which in turn have arrays as fields. (1106047)
  • IL2CPP: Correct an intermittent crash in the native linker on Android. (1108960)
  • IL2CPP: Emit proper C++ code when type names include characters that are not valid for C++ source code. (1108435)
  • IL2CPP: Fix a crash when using the Environment.MachineName property on some machines when targeting UWP and make it return results consistent with the Standalone Player. (1093953)
  • IL2CPP: Fixed InvalidCastException that can sometimes happen when passing managed object that derives from a native Windows Runtime class to native code. For instance, this happens when deriving from Windows.UI.Xaml.Control.ContentDialog and trying to show it. (1104540)
  • IL2CPP: Prevent a compilation error in generated C++ code when the ldtoken opcode is used in some cases. (1108435)
  • IL2CPP: Prevent an compilation error in generated C++ code when an enum field is marshaled. (1104889)
  • Linux: Fix SetResolution was not able to resize a maximized window (1099286, 1115927)
  • Linux: Fixed GPU skinning on Vulkan when running on Linux (1117706)
  • OSX: Fixed occasional crash when using Camera (1101944, 1110670)
  • Package Manager: An error could occur during package resolution if the global npm cache was corrupted. (1114662)
  • Package Manager: Fixed the link to the changelog of Analytics package not showing up in Package Manager UI (1085232)
  • Particles: Fix JobTempAlloc memory leaks in the Particle System Trails Module on WebGL. (1114502)
  • Particles: Particle trails could be culled incorrectly when using the World Space trails option. (1089679)
  • Particles: Update particle bounce light immediately when the multiplier is changed on the Light. (1102543)
  • Physics: Fix crash due to auto-sync-transforms during Rigidbody2D.Cast query when changing transform prior to query being executed. (1099642)
  • Physics: Fix crash due to multi-scene physics when destroying an object during a 2D collision/trigger callback. (1110897)
  • Prefabs: Fix crash if prefab instance object is referencing a corresponding source object in the prefab asset of a different type. (1109081)
  • Prefabs: Fix crash when creating a Prefab Asset in Awake when entering Play Mode (1115007)
  • Prefabs: Fix that a MonoBehaviour cannot be dragged to the Inspector after ParticleSystem on a Prefab Instance (1107231, 1117045)
  • Prefabs: Fixed crash when applying changes from Prefab Instance to asset, when assets contains disconnected nested prefabs. (1104595)
  • Prefabs: Fixed crash when undo'ing after applying a disconnected prefab (1109513, 1115286)
  • Prefabs: Fixed crash when using Undo wrongly on Prefab asset objects. (1099646)
  • Scripting: Editor freezes when importing/reimporting script that contains unicode characters. (1111740, 1116255)
  • Scripting: Fix compiler error reporting in Editor.log (1115012)
  • Scripting: Fix invalid UTF8 characters from imported assets. (1086920, 1114945)
  • UI: Fix 4 split layout only showing perspective in scene views. (1114618)
  • UI Elements: Fix ScrollView with vertical-horizontal scrolling (1115974)
  • UI Elements: Fixed : Setting a TextField's "Password" attribute via C# doesn't work. (1115308)
  • UI Elements: Fixed : Setting a TextField's "Password" attribute via UXML doesn't work. (1115309)
  • UI Elements: Fixed the foldout visual triangle that changed to checkmark. (1118229)
  • UI Elements: Fixed the multiline TextField not supporting Tab character (984808, 1115525)
  • UI Elements: Fixed the shortcutmanager where long names are not displayed correctly in the profile selector. (1099039, 1118262)
  • Universal Windows Platform: Fix build & run on D3D and XAML build types (1109738)
  • Video: Fixed iOS/OSX playback not starting with AudioSource enabled (1116398)
  • VR: XR Trace now logs at Errors, Asserts, Warnings, Log Messages, Exceptions and Debug level. (1115643)
  • Windows: Improved error messages after failing to load native plugins on Windows Standalone and UWP if one of their dependencies is missing (1083178)
  • XR: Oculus Quest controllers should now work with native input. (1118024)

New in Unity 2018.3.3f1 (Jan 26, 2019)

  • Fixes
  • 2D: Fixed overlapping Tiles on the Tilemap Renderer when rendering a Hexagonal Tilemap or Grid. (1066481, 1102013)
  • 2D: RectInt.Contains will support RectInt.size with negative size. (1079566, 1102012)
  • 2D: Selecting a Tilemap as the Focus On target will now center and fit the Scene View to the selected Tilemap. (1102011)
  • 2D: The Grid Brush preview is now highlighted in blue when previewing a Tile with a non-zero Z-Position. (1092473)
  • 2D: The Grid Brush preview will now be highlighted in the correct Scene View when multiple Scene Views are open. (1102014)
  • Android: Fix build when project contains read-only Java source plugins. (1110471, 1113451)
  • Android: Fixed gradle warmup errors when project root includes gradle files. (1109183)
  • Editor: Fix crash when calling Prepare() on a VideoPlayer component held by a delay destroyed GameObject (1096915)
  • Editor: Fix issue where duplicating GameObjects could slightly alter the Transform values (typically scale) due to floating point precision issues caused by temporarily reparenting as part of the duplication code. (912111)
  • Editor: Fixed default shortcuts for Cut/Copy/Paste/Select All/Undo/Redo menu items not usable for other commands in the Shortcuts window. (1104929)
  • Editor: Updated mbedtls to version 2.7.8. (1106822)
  • GI: Update OpenCL.dll to better support latest AMD and Nvidia drivers. (1085235)
  • Graphics: Fixed deletion of external texture not clearing internal texture binding caches. (1094803)
  • Graphics: Shaders: made Particles StandardSurface shader support gles2 again. (1103043)
  • Graphics: Stabilized FrameDebugger behavior on game view repaint events. (1093178, 1113210)
  • iOS: Fixed Screen.safeArea does not change when Screen.width and Screen.height are changed using Screen.SetResolution. (1102732)
  • Linux: Fixed undocked panels can't be resized in some Desktop Environments. (942780)
  • Linux: Linux now has access to the scripts only build checkbox. (1097195, 1100809)
  • OSX: Fixed GameKit reference in the application when Game Center is not used (1065311, 1105054)
  • Package Manager: Fixed a permission-related issue on Windows where creating the upm.log file would fail when the process was being run with a system account. For system accounts, the log file is now created under ALLUSERSPROFILE (C:ProgramDataUnity) instead of LOCALAPPDATA (C:UsersAppDataLocalUnity). (1107321)
  • Package Manager: Fixed an issue where a "dest already exists" error could occur during package resolution. This is because older versions of upm using the npm Javascript library could sometimes leave empty folders inside the npm cache. When adding a package to the npm cache, if the folder already exists, it is now always overwritten. (1111212)
  • Physics: Fixes a Physics query performance regression present since 2018.2. (1094014)
  • Prefabs: Fixed crash during merge when Prefab instance object type does not match Prefab asset object type. (1109081)
  • Prefabs: Fixed dragging Prefab instance with missing asset to Project Browser. (1105457)
  • Scripting: Changing UnityEngine.Scripting.GarbageCollector.GCMode is no longer allowed in the editor. It has too many side effects and causes a lot of unexpected and hard to diagnose issues (1103095)
  • Scripting: Consistent target framework version across new scripting runtime. (1110736, 1110737)
  • Scripting: Match targetframeworkversion with mono build version. (1110736, 1110737)
  • Scripting Upgrade: Fixes a possible deadlock scenario due to SynchronizationContext holding a lock while invoking tasks (1084330)
  • Timeline: Fixed keyframing in nested timelines not playing back the animation correctly. (1111501)
  • UI: Fixed performance regression with RectTransform animation (1104878)
  • VFX: Fixed values are always set to zero in timeline. (1111437)
  • Windows: Fixed cursor confinement coordinates not readjusting when the window is moved, resized or switched to fullscreen mode using keyboard shortcuts. (1046253)
  • Windows: Fixed cursor confinement to window not matching window bounds visually. (1046253)
  • Windows: Fixed headless build crashing if closed via the "X" button in the console.
  • Windows: Fixed headless build not having console window when built from generation Visual Studio solution. (1095769)
  • Windows: Fixed the issue where building Windows Standalone player with "Create Visual Studio Solution" checkbox checked did not open explorer upon a successful build. (1078360)
  • Windows: When exiting fullscreen mode, the window will now be centered instead of put in the top left corner of the monitor. (1067817)
  • XR: Fix game view rendering only the left eye when using Vuforia VR.

New in Unity 2018.3.2f1 (Jan 17, 2019)

  • Fixes:
  • Animation: Fixed race condition crash in Legacy animation during the domain reload. (1046821)
  • Audio: Fixed AudioCustomFilter leaks mutexes on PS4 (and probably other platforms). (1101492)
  • Build Pipeline: Fixed Missing script reference returns MonoBehavior type instead of null in ContentBuildPipeline.GetTypeForObject & ContentBuildPipeline.GetTypeForObjects. (1105304)
  • Camera: Fixed case where we would crash when rendering with an invalid occlusion camera. (1089008)
  • Editor: Fixed EditorUtility.DisplayProgressBar crashing editor running example code. (1095373)
  • Editor: Namespace parser - optional whitespace after preprocessor directive. (1104800)
  • GI: N/A (1083081)
  • iOS: Fixed race condition that can cause a crash when aborting UnityWebRequest. (1102938)
  • iOS: Fixed Unity Remote not working on Windows. (1107874)
  • Kernel: Fixed an issue which could cause an error when reading files from disk. (1092419)
  • Linux: Fixed Linux player fails to build if there is a default icon assigned in the player settings. (1104530)
  • Package Manager: Fixed an issue where cancelling import of package assets would still result in those assets being imported after restarting Unity. The Cancel button of the asset import progress bar is now disabled. (1107329)
  • Physics: Fixed incorrect "Physics2D.CapsuleCast()" method that used "infinity" rather than the supplied distance argument. (1098251)
  • Prefabs: Fixed adding component that requires Transform to GameObject that has RectTransform. (1106473)
  • Prefabs: Fixed dragging Prefabs to embedded Package. (1096426)
  • Prefabs: Fixed null reference exception when clicking on text "No Overrides" in Overrides dropdown after applying changes via Comparison view. (1099228)
  • Prefabs: Fixed referencing object in Prefab from ScriptableObject if ScriptableObject is added to Prefab asset. (1090541)
  • Profiler: Fixed profiler errors when profiling the editor in Vulkan renderer. (1087222, 1089098)
  • Shaders: Fixed closing the 'Shader' dropdown menu when inspecting a Material fills the Console with !asset->IsFolderAsset() errors. (1083410)
  • UI: Fixed material asset file timestamp being modified when rendering with a clipping mask. (967024)
  • Universal Windows Platform: Fixed nullptr Exception thrown by WebCamTexture when stopping video playback causing memory leak. (1036939)
  • Version Control: Fixed a bug where Asset Inspectors would not be editable while working offline with VCS enabled. (952780)

New in Unity 2019.1.0 Alpha 14 (Jan 16, 2019)

  • Backwards Compatibility Breaking Changes:
  • Editor: Changed default shortcut for "Stage/Go Back" from O to H to avoid shortcut conflict in project templates.
  • Improvements:
  • Graphics: Add support for Dynamic Resolution Scaling to the Lightweight Render Pipeline
  • Graphics: Added SystemInfo.GetCompatibleFormat API to make it easier to select supported GraphicsFormat based on usages
  • Shaders: Moved 38 builtin keywords to local keywords. Shaders inspector now shows used global/local keywords by shader.
  • Fixes:
  • AI: Fixed issue with NavMeshAgent getting stuck wobbling when an obstacle carves a hole in the NavMesh near its path. (1039002)
  • Android: fix build when project contains read-only Java source plugins (1110471, 1113450)
  • Asset Import: Fixed issue with diffuse color not being properly assigned when a HDRP/Lit material is generated from a FBX standard material in HDRP projects. (1087977, 1114076)
  • DX12: Fixed exclusive fullscreen always reverting to windowed fullscreen.
  • Editor: Fixed fuzzy text appearing in UIElements scrollviews (1112535)
  • GI: Dinamically load OpenCL.dll installed by the graphics drivers to the system, this ensure safe discovery of the OpenCL devices on various system and configuration. (1085235)
  • GI: Fix a Progressive GPU lightmapper crashes when lightprobes are enabled in a scene. (1084621)
  • Graphics: Fixed loading of compressed texture with incomplete mipmap chain (1045189)
  • Graphics: Fixed RenderTexture asset UI preventing to select the color format (1115203)
  • Graphics: Stabilized FrameDebugger behavior on game view repaint events (1093178, 1114891)
  • Graphics: Vulkan: Fixed crash when rendering reflection probes on Android
  • Linux: Fix graphical corruption in framebuffer on Nvidia Linux (1108929, 1111841)
  • Package Manager: Fix for upgraded projects that use XR or Timeline and have disabled modules (1111566)
  • Package Manager: Use SemVer in core packages instead of 0.0.0-builtin
  • Timeline: Fixed keyframing in nested timelines not playing back the animation correctly. (1111501)
  • Windows: Fixed setting refresh rate in exclusive fullscreen mode having no effect on D3D11 and D3D12 (975924)
  • XR: Fixed an issue which could cause applications using XRSessionSubsystem on iOS to hang. This most notably affects the ARKit XR Plugin package. (1068999, 1114644)

New in Unity 2018.3.1f1 (Jan 11, 2019)

  • Fixes:
  • Android: Removed extraneous log message that could be confused with a failure, when one did not occur 'Failed to load lib_burst_generated'. (1059752)
  • Animation: Fixed tangent mode not enforced when changing keyframe in recording mode. (1097109)
  • Asset Import: Fixed crash when importing an R16 texture as a normal map. (1105211)
  • Build Pipeline: Fixed crash on AddBuildAssetInfoChecked when building project with scene that contains "Super Text Mesh" component. (1031313)
  • Editor: Allow Application.targetFramerate to be used when Time.captureFrameRate is set. (1100116)
  • Editor: Fixed issue with Menu items being enabled when modal windows are shown. (1093199)
  • Editor: Removed close X button on dock area tabs. (1105463)
  • Graphics: Fixed a legacy cubemap crash when its parameters are changed. (1038653)
  • Graphics: Fixed against GPU driver assert for CopyTexture edge case. (1065883)
  • Graphics: Fixed an issue where unbound UAVs in shaders would cause the Editor to crash. (988911, 1098906)
  • Graphics: Fixed appdata not zero-initialized in domain shader causing compiler error about out parameter not being fully initialized.
  • Graphics: Fixed edge/inside tesselation factors being improperly handled. (1065883)
  • Graphics: Fixed shader translation of RWTexture2D. (1103036)
  • Graphics: Fixed vertex/hull shader program translation into a tessellation compute kernel when there is no vertex input. (1086957)
  • IL2CPP: Fixed crash when using StructLayout attribute and specifying a Pack value. (1099207)
  • IL2CPP: Fixed not checking the managed thread id at thread creation time to prevent it from being overwritten if it has already been set. (1101331)
  • iOS: Make "textures used in draw call" use our hash_set instead of std::set. (1061553)
  • Prefabs: Fixed exceptions when right clicking on a nested Model Prefab and choosing Open Prefab Asset. It now shows the "Open Model" menu item instead like for non-nested models. (1102433, 1102759)
  • Prefabs: Fixed not possible to revert and apply default override properties via the property context menu again, as in previous versions of Unity. (1104791)
  • Prefabs: Fixed PrefabUtility.GetAddedGameObjects so it doesn't return added GameObjects that are themselves under added GameObjects. This is consistent with what we show in the Overrides dropdown. (1104805)
  • Prefabs: Fixed that after building a Player opening Prefab Mode fails with: 'Could not detect a Prefab root after loading'. (1107035)
  • SceneManager: Fixed editor crashing when creating a prefab of a GameObject whose parent's prefab instance is missing. (1107518)
  • Scripting: Editor: Fixed potential crash when deleting Assembly Definition Files (.asmdefs) in packages. (1101390)
  • Scripting: Fixed extreme rarely crash in Component.GetComponentsInChildren. (1088900)
  • Scripting: Fixed plugins explicitly referencing from Assembly Definitions. (1110434)
  • Scripting Upgrade: Fixed crash when debugger invoked method with ref return. (1076527)
  • Shaders: Fixed ComputeShader.SetTextureFromGlobal() to work with 3d textures. (1088840, 1104047)
  • Shaders: Fixed Shader bundle does not rebuild when changing an included HLSL file. (1064917)
  • Terrain: Fixed single pixel border artifact for height and collider after Undoing paint operation. (1104915)

New in Unity 2019.1.0 Alpha 13 (Jan 4, 2019)

  • Backwards Compatibility Breaking Changes:
  • Asset Import: GenerateBackFaces is now enabled by default in the Sketchup Importer.
  • Asset Import: Removed normal calculation options in Sketchup importer inspector.
  • GI: Reduce frequency with which LightmapSettings warnings are issued
  • Graphics: CommandBuffer.IssuePluginCustomBlit now passes the depth UnityRenderBuffer to the native plugin if 'dest' is a depth texture
  • Graphics: Texture Mipmap streaming in editor Edit Mode now defaults to being enabled, when texture streaming is enabled in quality settings
  • Graphics: Updated graphics packages (LWRP, HDRP, and Shader Graph) to 5.2.3 and tweaked Scenes inside accordingly.
  • Scripting: Changing UnityEngine.Scripting.GarbageCollector.GCMode is no longer allowed in the editor. It has too many side effects and causes a lot of unexpected and hard to diagnose issues. (1103095)
  • Windows: Disabled cursor locking and confinement in batch mode;
  • Improvements:
  • 2D: Added GridPaintSortingAttribute to allow users to specify the sorting of GameObjects listed in the Active Tilemaps list of the Tile Palette
  • Android: Check Vulkan device compatibility on Build & Run
  • Editor: Adds a keyboard shortcut for the submit button on the changeset submission window and for some commonly used VCS operations (1069130)
  • Package Manager: Show dependent packages in Project Browser and corresponding assemblies in Object Picker.
  • Profiler: Added profiler markers for static constructors.
  • Universal Windows Platform: Added ExecutableOnly build type, which allows building without creating Visual Studio project, enabling quicker iteration using Build & Run. See documentation for UnityEditor.WSAUWPBuildType for more information
  • Web: UnityWebRequest: report Content-Length to DownloadHandlerScript as 64-bit (32-bit method is now deprecated). (1092447)
  • Fixes:
  • 2D: A Sprite that is no longer packed into a Sprite Atlas remains invisible. (1083304)
  • 2D: Disable Tilemap Focus filter when closing Tile Palette window if enabled (1098821)
  • 2D: Editor crashes on clicking Pack Preview when same atlas is added in Packables in debug view (1107235)
  • 2D: Fix crash on Tilemap::CompressBounds when calling Tilemap.CompressBounds() on corrupted tilemap (1090111)
  • 2D: Fix crash on Tilemap::CopyTileDataToTile when importing corrupted Tilemap prefab (1100372)
  • 2D: Fix crash on TilemapRenderer when rendering with a Material that is destroyed (1099241)
  • 2D: Fixed "Invalid SortingGroup index set in Renderer" warning from occurring after removing Sorting Group component on an object with nested Sorting Groups (1106381)
  • 2D: The side of a sprite is chopped off when it's Max Size property is changed (1101500)
  • Android: Android: refactored and improved android device detection and selection during builds (1102133)
  • Android: Fix Android quickly changing screen orientation twice stretches view (1098327)
  • Android: Fix Application.Unload sometimes crashing on android (1093574)
  • Android: Fix black screen when PlayerSetting "Use 32-bit Display Buffer" is disabled (1103404)
  • Android: Fix CrashReportint module not stripped on il2cpp when not used
  • Android: Fix gradle warmup errors when project root includes gradle files (1109183)
  • Android: Print linker errors to console when using il2cpp
  • Android: Support for using the customized gradle installation in Editor preferences
  • Animation: Fixed frame rounding issues in animation sampling of the animation window. (1101186)
  • Asset Import: Fix Missing Avatar assignement in older projects (1107242)
  • Asset Import: Fixed issue with ModelImporter where imported materials have no textures assigned in HDRP projects.
  • Editor: Drag and drop a scene to another scene in a package shows a dialog twice
  • Editor: Ensure assembly definitions cannot be named as any predefined assembly names. (1081704)
  • Editor: Fix an issue where asset store window could turn blank when redocking (1100443)
  • Editor: Fix an issue where custom editors with scrollviews would be squashed in the inspector window (1103342)
  • Editor: Fix bug where floating windows couldn't be resized on Ubuntu 18.04 (942780)
  • Editor: Fix duplication slightly changing Transform values due to floating point precision errors. (912111)
  • Editor: Fix empty strings causing textfield crash (1107172)
  • Editor: Fix for empty Editor Settings password fields still returning asterisks for empty fields. (958884)
  • Editor: Fix Game view layout not changing when paused (1104417)
  • Editor: Fix issue with MonoBehaviours in assemblies (.dlls) not loading correctly in scenes from AssetBundles when loading the assembly through reflection with Assembly.Load or similar. (1082571)
  • Editor: Fix unhideable material's render queue for scriptable render pipelines using shadergraph. (1108637)
  • Editor: Fixed an issue where preview icon for the material preset flickers (1099296)
  • Editor: Fixed CustomEditorAttributes scanning order (1108536)
  • Editor: Fixed default shortcuts for Cut/Copy/Paste/Select All/Undo/Redo menu items not usable for other commands in Shortcuts window.
  • Editor: Fixed issue where assets from Unity's built in resources could not be loaded by AssetDatabase.LoadAllAssetsAtPath (1104874)
  • Editor: Fixed issue where drag'n'dropping a texture onto a gameObject in the scene creates a material with no texture in HDRP projects.
  • Editor: Fixed nested scrollviews issue (1106670)
  • Editor: Fixed the issue with project update from 2017.4 to 2019.1 (1099240)
  • Editor: GraphView: Fix textfield blocking hover state on blackboard pills (1108327)
  • Editor: Linux: Using the "Verify Save Assets" option should not properly work in the Linux Editor (957853)
  • Editor: Make VisualElementAsset id field deterministic (1100451)
  • Editor: Updated mbedtls to version 2.7.8 (1106822)
  • GI: Added an icon for the UV Overlay button in the Lightmap Preview window.
  • GI: All new 3D scenes will not have Auto enabled, and a text in the right lower corner will show which mode you are in (Auto/OnDemand)
  • GI: Editor log outputs ''d3d11: failed to lock buffer [HASH].'' while baking using CPU PLM (1095976)
  • GI: File reading errors with hashID.ghd while baking lighting (1047087)
  • GI: Fix for when the lightmap preview window doesn't get cleared when lightmaps are removed. (1082621)
  • GI: Fixed documentation for Lightmapping.Clear and Lightmapping.ClearLightingDataAsset
  • GI: Fixed the Baked UV Charts debug lightmap (1078533)
  • GI: GICache errors are thrown when baking Terrain with trees having deringing enabled on the light probes (1100362)
  • GI: GPU Lightmapper: For baking default is to select the same graphic hardware as the editor.
  • GI: GPU Lightmapper: Stabilize noise when iterating on lighting.
  • Graphics: Fix AccessRenderBufferTexture of Vulkan Plugin API
  • Graphics: Fix Inspector Previews using black cubemaps for environment reflection. (1039018)
  • Graphics: Fix out-of-memory when trying to compile shader that uses self-referencing macro (1104217)
  • Graphics: Fixed Metal format using unsigned interger storage when requesting 32 bits signed integer formats
  • Graphics: Fixed terrain painting rendering using OpenGL API
  • iOS: Fixed UnauthorizedAccessException when building for iOS (1108549)
  • iOS: Fixed Unity Remote not working on Windows (1107874)
  • Linux: Fix for Editor windows repaint bug (Ubuntu 16.04) (1107716)
  • Linux: Fixed issue where tabs were incorrectly processed twice. (1080441)
  • Linux: Fixed Linux Editor executable being much larger than it used to be (1.2GB instead of ~350MB)
  • Linux: Fixed touchpad scrolling being too sensitive in the Linux Editor (1073152)
  • Linux: Linux and Mac will now launch the BugReport crash handler when a SIGABRT is sent. (1074324)
  • OSX: Fixed an issue building the Mac Editor using customer source code distributions
  • Package Manager: Fix error message when dragging Packages folder on to Favorites section (1084176)
  • Package Manager: Fixed an issue where cancelling import of package assets would still result in those assets being imported after restarting Unity. The Cancel button of the asset import progress bar is now disabled. (1104196)
  • Package Manager: Fixed an issue where the error dialog would not be displayed if package resolution error occurred during Unity startup
  • Package Manager: Open offline documentations when the online ones are not accessible.
  • Prefabs: Fix creating Prefab in custom package (1096426)
  • Prefabs: Fix handling of Transform replacement in Prefab instances and assets
  • Prefabs: Fix having references to root GameObject (or other) in ScriptableObject added to same Prefab asset (1090541)
  • Prefabs: Fix that after building a Player opening Prefab Mode fails with: 'Could not detect a Prefab root after loading'. (1107035)
  • Profiler: Fixed Profiler stats recording when profiling Editor with runtime profiler API. (Profiler.enabled)
  • SceneManager: Option parameter added to SceneManager.UnloadScene function allowing to unload assets embedded in a scene without calling UnloadUnusedAssets. (998958)
  • Scripting: Allow Application.targetFramerate to be used when Time.captureFrameRate is set. (1099068)
  • Scripting: Allow extra optional characters than whitespace after preprocessor directive if and elif (1104428)
  • Scripting: Fixed: originalProjection variable in Camera.projectionMatrix Scripting API example is not initialized (1097500)
  • Terrain: Fixed selection outline of terrain to work from the back side as well (1098438)
  • Terrain: New tool bar button for adding neighbor terrain actions
  • Terrain: Terrain default checker texture updated
  • UI: Do not make the material dirty when rendering with a RectMask2D (967024)
  • UI: Fixed issue where creating a ui element under a disabled canvas would create a new canvas (1089472)
  • UI: Fixed performance regression with RectTransform animation (1104878)
  • UI Elements: Address issue with UXML template instance always appearing at the end of their parent. (1104566)
  • UI Elements: Only top element under mouse affects cursor shape. (1105206)
  • Universal Windows Platform: Builds now fail if the certificate is expired (1022794)
  • Universal Windows Platform: Fixed "Open Download Page" button navigating to non-existent file (1106517)
  • Video: Fix crash when calling Prepare() on a VideoPlayer component held by a delay destroyed GameObject (1096915)
  • Video: VR single-pass instancing mode is now supported by the VideoPlayer (950205)
  • WebGL: Fixed build window linear color space compatibility check (1105479)
  • Windows: Fixed cursor confinement coordinates not readjusting when the window is moved, resized or switched to fullscreen mode using keyboard shortcuts. (1046253)
  • Windows: Fixed cursor confinement to window not matching window bounds visually (1046253)
  • Windows: Fixed editor freezing when certain devices (Steinberg UR 22 mk II, Cronus MAX) are connected to the computer (917526)
  • Windows: Fixed headless build crashing if closed via the "X" button in the console
  • Windows: Fixed headless build not having console window when built from generated Visual Studio solution (1095769)
  • Windows: Fixed Standalone player not starting on Windows 8.1 and older operating systems (1097444)
  • Windows: Fixed the issue where building Windows Standalone player with "Create Visual Studio Solution" checkbox checked did not open explorer upon a successful build (1078360)
  • Windows: When exiting fullscreen mode, the window will now be centered instead of put in the top left corner of the monitor (1067817)

New in Unity 2019.1.0 Alpha 12 (Dec 16, 2018)

  • Features:
  • GI: Added multiple importance sampling of environments to the progressive CPU lightmapper
  • Graphics: FrameDebugger now supports SRP batcher
  • WebGL: Added experimental multi-threading support.
  • Backwards Compatibility Breaking Changes
  • Editor: Shortcut Profiles cannot start or end with space and disallowed some special characters. (1103117)
  • Multiplayer: The multiplayer high level API has been moved from an extension DLL to a package. Projects which should be automatically updated with a reference to the package when they open for the first time with 2019.1.
  • Scripting: Added support for serialisation for struct UnityEngine.Rendering.SphericalHarmonicsL2 (922290)
  • Improvements:
  • Android: Add keystores dedicated location option
  • Android: Added 'Symlink Sources' in Build Settings window, this enabled Java and Kotlin files to be directly referenced from Unity project in the exported gradle project.
  • Android: Adjust the number of worker threads dynamically according to the number of online cores.
  • Android: After building the apk, the Proguard mapping file is placed at the same location
  • Android: Improved il2cpp player startup by ~200ms for second and later launches
  • Editor: Added confirmation prompt when deleting a Shortcut Profile through the Shortcut Manager
  • Editor: Improved detecting of Visual Studio for Mac detecting when "Visual Studio.app" filename contains suffixes.
  • Graphics: Removed stall on render thread when loading large textures
  • iOS: Add Access WiFi Capability to the Xcode API (availabe from iOS 12/Xcode 10)
  • Particles: Added missing script api for ExternalForces influencers list.
  • Plugins: When double clicking on a plugin in Unity project, an associated IDE will open up.
  • Profiler: Added "Semaphore.WaitForSignal" profiler marker.
  • Scripting: Fix giving time to incremental GC every frame when Vsync or Application.targetFrameRate are not used.
  • Terrain: Added hotkeys to adjust Terrain tool brush size and opacity.
  • WebGL: Added multithreading compatibility check
  • API Changes:
  • Profiler: Extended HierarchyFrameDataView profiling api with ResolveItemCallstack (returns a sample callstack in the Editor) and GetItemMergedSamplesColumnDataAsFloats (returns sample values for a merged sample).
  • Terrain: Added hotkey Terrain tool selection API, lets you bind custom Terrain tools to hotkeys
  • Fixes:
  • 2D: Fix when entering negative values in width/height of Sprite Editor Window causes irregular sprite movement (1100307)
  • 2D: SpriteShapeRenderer passes invalid _texelSize.zw (1099636)
  • AI: Unity crashes when repathing agent destination (1104500)
  • Android: Detect when editor did not manage to install app to device (1086410)
  • Android: Don't perform deadzoning in the native backend for game controller axes in the new input system.
  • Android: Fix for application freeze when displaying Android ProgressBar (1053736)
  • Android: Fix for keyboard not opening on Android 9 (1102448)
  • Android: Fix terrain rendering when using Vulkan on Adreno (1102440)
  • Android: Fix Vulkan shader compile error when using SV_RenderTargetArrayIndex in vertex shader output (1098973)
  • Android: Mouse delta will be correctly calculated in the new input system.
  • Animation: Fix crash when animator changes the bindings of the next animator in the same frame (1099988)
  • Animation: Fixed unresolved animation stream handles if animator was re-parented under a new root. (1092106)
  • Animation: Fixed use of AnimationStreamSource.PreviousInputs with humanoid characters. (1102231)
  • Animation: Fixed [burstcompile] for animation jobs not working anymore
  • Apple TV: Fix AA crash on tvOS metal builds (1066386)
  • Asset Import: Fixed crash when importing an R16 texture as a normal map. (1081124)
  • Asset Import: Fixed Sprite asset references are missing after upgrading (1102809)
  • Audio: Edit key option displays incorrect parameters in the curve editor (713681)
  • Audio: Fixed audio importing of very short audio files which previously caused importer errors. (882227)
  • Audio: Fixed AudioCustomFilter which was leaking mutexes. (1101492)
  • Audio: Fixed regression where time spent in profiler collecting audio data depended on the number of audio clips that had audio data loaded. (1086988)
  • Build Pipeline: Don't treat failed builds as "successful"
  • Build Pipeline: Fixed an issue where PlayerSettings.applicationIdentifier would not return the identifier for the active build target when editing settings for a different build target. (1041443)
  • Build Pipeline: Fixed an issue where scenes with a period in the name could not be loaded by asset bundles (1022819)
  • Build Pipeline: Fixed an issue where the Scripting Define Symbols line in Player Settings could not be reverted with the Undo command. (1083481)
  • Build Pipeline: Missing script reference returns MonoBehavior type instead of null in ContentBuildPipeline.GetTypeForObject & ContentBuildPipeline.GetTypeForObjects (1105304)
  • Build Pipeline: Unload asset bundles before building a player or other asset bundles. This prevents building objects loaded out of asset bundles into a second build which could cause unexpected behavior. (1081760)
  • Editor: Android release builds don't forward network traffic to device anymore (1090170)
  • Editor: Bring back Imported Header for AssetImporter component (1104131)
  • Editor: Changed the way fallback fonts are selected to improve availability of Unicode glyphs (1090134)
  • Editor: Context Menu's "Open" menu does not perform any actions on folders fix (1079852)
  • Editor: Fix remove binding and reset entry not saving changes in the Shortcut Profile file
  • Editor: Fix SceneView freezing after certain interactions under an OpenGL device (1100000)
  • Editor: Fixed "Open by File Extension" not working properly on Linux and MacOS (1090145)
  • Editor: Fixed an issue where Add Component menu is not displayed in some cases. (1104169)
  • Editor: Fixed crash when building player with Services enabled, and using .NET 3.5. (1103349)
  • Editor: Fixed performance regressions related to UIElements moving out of experimental (1103391)
  • Editor: Fixed VisualEffect GraphView blackboard resize (1104208)
  • Editor: Fixes a bug where Asset Inspectors would not be editable while working offline with VCS enabled. (952780)
  • Editor: Horizontal and Vertical Layout Group "Child controls size" property has been renamed to "Control Child size" for more clarity. (1090329)
  • Editor: Improve performance when deserializing uint64 values from text serialized assets
  • Editor: Mouse scroll wheel affects the SceneView camera speed in Fly/FPS mode only when the camera is moving
  • Editor: Only show "Strip Engine Code" checkbox in Player Settings for platforms which actually support stripping.
  • Editor: Remove cursor warning when calling Cursor.SetCursor on a texture loaded from an asset bundle (1028350)
  • Editor: Update OSX container window floating window icons (1102525)
  • GI: Fixed an issue where the bake could spit out "Assertion failed on expression: 'm_NumInstanceTransforms == m_NumInstanceLODGroups'" and produce incorrect results for scenes with LODs in them. It could occur when entering avatar configuration when baking or making sweeping changes to instances contained in the scene. (1102752)
  • GI: Fixed an issue with "OpenRL reported error code 501/502: rlBindBuffer/rlMapBuffer" that could occur when entering avatar configuration when baking or making sweeping changes to instances contained in the scene. (1047430)
  • Graphics: Fix selection of the correct subshader when rendering with the editor camera.
  • Graphics: Fixed an issue where activated second display is not rendering when running the project in Standalone (1099190)
  • Graphics: Fixed occasional graphical corruption when using DirectX 11 GPU skinning and blend shapes. (1095836)
  • Graphics: Fixed problem where the camera to be used for occlusion visualization was invalid for rendering but we went on with it and drew anyway. (1089008)
  • Graphics: Fixed SkinnedMeshRenderer without an Animator component leaking memory. (1086418)
  • Graphics: HDR Mode in Graphics Settings is respected in LWRP (1104140)
  • Graphics: Metal: Fix vertex/hull shader program translation into a tessellation compute kernel when there is no vertex input (1086957)
  • Graphics: Metal: Fixed crash when creating Texture2DArray with a YUY2 TextureFormat (1094777)
  • Graphics: Reinstate support for reading terrain brush textures. (1102415)
  • Graphics: Vulkan: Fixed debug marker locations in RenderDoc trace
  • Graphics: Vulkan: Fixed various issues with FPS Samplegame
  • IL2CPP: Allow virtual methods to be invoked via delegates in all cases. (1097010)
  • IL2CPP: Checking the managed thread id at thread creation time to prevent it from being overwritten if it has already been set. (1101331)
  • IL2CPP: Correctly create non-zero based arrays via Array.CreateInstance (1099608)
  • IL2CPP: Fix crash when using StructLayout attribute and specifying a Pack value. (1099207)
  • IL2CPP: Fixed IL2CPP build failing if Visual Studio 2019 is installed on the machine.
  • IL2CPP: Fixed IL2CPP compiler configuration setting missing from some platforms player settings (1099894)
  • IL2CPP: Prevent finalizer from being incorrect injected for COM types.
  • IL2CPP: Properly handle a closed delegate used to invoke a virtual method on a value type. (1096431)
  • IL2CPP: Properly marshal string fields of types marked with CharSet.Auto as Unicode. (1087594)
  • IL2CPP: Support the AttributeType property of of the TypeInfo object. (1094621)
  • Input: Correctly set/get sampling frequencies for sensors on iOS and Android platforms in the new input system.
  • iOS: Added an option to player settings to not add Game Center and Push Notifications Capabilities to Xcode project even if the project had code using those frameworks (1101266)
  • iOS: Fix LWRP crash on several SoC's (1098913)
  • iOS: Fixed issue when Screen.allowedOrientations are updated every frame (1103167)
  • iOS: Fixed occasional crash when destroying WebCamTexture (1090053)
  • iOS: Remove the DISABLE_TOUCH_DELAYS define, Defer system gestures options in Player Settings should be used instead (available from iOS 11) (1087337)
  • iOS: [iOS] Screen.safeArea does not change when Screen.width and Screen.height are changed using Screen.SetResolution (1102732)
  • Kernel: Fixed an issue which could cause an error when reading files from disk (1092419)
  • Kernel: UnsafeUtility.Malloc() now throws ArgumentException when using an unsupported allocator and collection checks are enabled; fixes crash when creating a NativeArray from a managed thread using an unsupported allocator. (1088897)
  • Linux: Fixed Linux player fails to build if there is a default icon assigned in the player settings (1104530)
  • OSX: Fixed crash in EditorUtility.DisplayProgressBar on MacOS (1095373)
  • OSX: Fixed MacOS player crashing when Resolution Dialog looses focus (1106074)
  • Particles: Fixed ExternalForces module ParticleSystemForceField curves becoming corrupted when multiple systems were using the same ParticleSystemForceField. (1089544)
  • Physics: CharacterController will now ignore Rigidbodies that have their collision detection turned off (984035)
  • Physics: Fix issue when copying and pasting cloth component values. (975495)
  • Physics: Fix PhysicsScene.SphereCast having the set of default parameters that's inconsistent with the other queries (1096382)
  • Physics: Fix poor performance of self and inter collision gizmos for cloth. (963985)
  • Physics: Force speculative continuous collision detection mode on kinematic Rigidbodies, print out a warning. It's invalid to have CCD enabled on a kinematic. (1064491)
  • Physics: RelativeJoint2D now correctly handles rotation. (1103365)
  • Prefabs: Fix exceptions when right clicking on a nested Model Prefab and choosing Open Prefab Asset. It now shows the "Open Model" menu item instead like for non-nested models. (1102433)
  • Prefabs: Fix null reference exception when clicking on text "No Overrides" in Overrides dropdown after applying changes via Comparison view. (1099228)
  • Prefabs: Fix PrefabUtility.GetAddedGameObjects so it doesn't return added GameObjects that are themselves under added GameObjects. This is consistent with what we show in the Overrides dropdown. (1100422)
  • Prefabs: It's now possible to revert and apply default override properties via context menu again, as in previous versions of Unity. (1095434)
  • Prefabs: [Nested Prefabs] "PPtr cast failed when dereferencing! Casting from PrefabInstance to Prefab!" after upgrading Corridor scene (1065694)
  • Scripting Upgrade: Fix "Fatal error in gc: Too many heap sections" errors (1104564)
  • Shaders: Fixed ComputeShader.SetTextureFromGlobal() to work with 3d textures (1088840)
  • Shaders: Made editor log on shader compiler crashes more clean and useful. (1097215)
  • Shaders: Made Particles StandardSurface shader support gles2 again (1103043)
  • Terrain: Fixed border artifacts when terrain height is painted (1098118)
  • Terrain: Value range info added to the Terrain settings (1064907)
  • Timeline: Markers in Timeline can be customized to change their appearance
  • UI Elements: Fixed crash when choosing DirectX in player settings (1104309)
  • UI Elements: Fixed CurveField which would not move properly.
  • UI Elements: Fixed GraphView where the text isn't visible when editing the group title name (1106992)
  • UI Elements: Fixed overflow changes that were not applied properly.
  • UI Elements: Fixed reversed edge gradient.
  • UI Elements: Fixed text jitter on resize or move.
  • UI Elements: Fixed text opacity that wasn't always applied.
  • UI Elements: Fixed the behaviour of all TextField and numeric field when pressing Enter, the control is now leaving edit mode. (1096200)
  • UI Elements: Fixed the behaviour of all TextField and numeric field when pressing Escape, the older value is now restored. (1096199)
  • UI Elements: Fixed the multiline TextField not expanding for multiple lines (1098408)
  • UI Elements: Fixed the scroller in a scrollview that was really laggy. (1103221)
  • UI Elements: Fixed the Toolbar popup light theme button. (1096527)
  • UI Elements: Fixed UIElements not responding correctly to Return key, Keypad Enter Key, and space key for Toggle, GradientField, CurveField, ObjectField, EnumField and all popup related fields.
  • UI Elements: Fixed UIElements scroller performance.
  • UI Elements: List View selection is now dimmed when the view doesn't have keyboard focus (1085251)
  • UI Elements: ObjectField: Pressing delete now clears contents (1062184)
  • Universal Windows Platform: Fixes characters not dispatched to NewInput (1097242)
  • Universal Windows Platform: Fixes nullptr Exception thrown by WebCamTexture when stopping video playback causing memory leak (1036939)
  • WebGL: Fixed Editor preventing to build for WebGL when Linear Color space is enabled (1103083)
  • XR: Fix player crash when using Google Cardboard API (1102049)
  • XR: Needed SetRenderTarget override for setting multiple color targets + depthslice in order to enable single-pass instanced rendering in HDRP. Analogous to existing SetRenderTarget(color, depth, mipLevel, cubemapFace, depthSlice).
  • XR: Performance fixes for viewport scaling for performance on tiled renderers (1014390)

New in Unity 2018.3.0f2 (Dec 14, 2018)

  • Read changelog here:
  • https://unity3d.com/unity/whats-new/unity-2018.3.0

New in Unity 2018.3.0 RC 1 (Dec 10, 2018)

  • Improvements:
  • Particles: Added missing script api for ExternalForces influencers list.
  • Fixes:
  • Editor: Fix adding curve keys in audio source inspector via context menu. (1085732)
  • Editor: Fix issue with Animator preview not rendering grid in SRP. (1081798)
  • Graphics: Fixed CopyTexture for compressed textures (1094698)
  • Mobile: Fix crash that happens if native library initialization fails for any reason. (1097014)
  • Particles: Fixed ExternalForces module ParticleSystemForceField curves becoming corrupted when multiple systems were using the same ParticleSystemForceField. (1089544)
  • Prefabs: Fix Inspector and Hierarchy window not updating after clicking documentation icon in Prefab Overrides window (1101355, 1102053)
  • Prefabs: Fix PrefabUtility.GetObjectOverrides() produces a null reference exception when passed with non-Prefab objects. Added proper ArgumentExceptions (1105351)
  • Prefabs: Fix prefabs being not editable after a building a player. (1107035)

New in Unity 2018.2.19f1 (Dec 10, 2018)

  • Improvements:
  • iOS: Add device generation enums for the new iPad pro
  • Fixes:
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015, 1096352)
  • Build Pipeline: Fixed "Couldn't call method ShowProfilerWindow" error during Build & Run with the Autoconnect Profiler option set. (1059763)
  • Build Pipeline: Fixed Build & Run with Autoconnect Profiler. (1059763)
  • Editor: Fixed this issue by restricting the insertion of menu items into a given submenu to a prescribed limit of 1000 items and displays a warning about the same. (1039181)
  • GI: Fixed an ordering issue with textures when baking in auto mode. (1064388)
  • Graphics: Fixed crash if a shader attempts to access a ComputeBuffer that is not set. (1083323)
  • IL2CPP: Fixed IL2CPP build failing if Visual Studio 2019 is installed on the machine.
  • IL2CPP: Fixed non-zero based arrays via Array.CreateInstance not being correctly created. (1099608)
  • IL2CPP: Fixed string fields of types marked with CharSet.Auto as Unicode not being properly marshalled. (1087594)
  • Networking: Fixed syncvar variables sequential refreshing issue. (1085466, 1102859)
  • Physics: Fixed RaycastHit.textureCoord performance issue, was internally copying whole mesh index buffer for no good reason. (1065218)
  • Scripting: Fixed an issue where SynchronizationContext.Current.CreateCopy would return a default SynchronizationContext and not a UnitySynchronizationContext. (1096869)
  • Scripting: Fixed scripting runtime version not changing when modifing it on ProjectSettings.asset from any external tool like version control / overwriting the file / etc. (1010811)
  • Universal Windows Platform: Fixed an assert that is triggered when Xbox gamepads are disconnected in some situations. (1080114)
  • Universal Windows Platform: Fixed crash on app start when using LWRP. (1064175)

New in Unity 2019.1.0 Alpha 11 (Dec 6, 2018)

  • Features:
  • Editor: Add an option to Select All/Unselect All gizmos in the gizmos visibility popup
  • Editor: Console : added text based filtering for the console entry list
  • Editor: Pre-checkout and pre-submit user-specified callbacks for VCS integration. Allows users to create callbacks that can modify asset lists and changeset selection/description at checkout and submit time. Pre-checkout callback can: Add and remove assets from the list of those that will be checked out; Create a new changeset to check the specified asset list in; Nominate an existing changeset to check the specified asset list in and Block checkout by returning false from the callback. Pre-submit callback can: Add and remove assets from the list of those that will be submitted; Create a new changeset to submit specified asset list in; Nominate an existing changeset to submit the specified asset list in; Rename an existing changeset then submit it and Block submission by returning false from the callback.
  • GI: Add option to limit number of generated lightmaps for a group of game objects.
  • GI: Adding support for the Optix AI Denoiser. The Optix AI denoiser is a deep learning based denoiser trained on library of path traced images. It yields a substantial improvement over existing filter options, especially on low sample counts and it is resilient to leaking. It is currently only available on Windows and with compatible NVidia GPU.
  • Graphics: Add interface to pass camera buffers from SRP to VFX Graph (so that screen space behaviours can be used (depth collision...))
  • Graphics: Added support for the Dynamic Resolution feature for Metal on macOS
  • Graphics: Metal: Added internal support for lossless texture compression API, a new feature on iOS 12 with A12+ GPU hardware
  • Physics: Add a seperate gravity setting for cloth simulation.
  • Timeline: Timeline has moved to be a built-in Package.
  • UI Elements: Background image can now be tinted using styles and uss
  • UI Elements: Progress Bar control added
  • Backwards Compatibility Breaking Changes:
  • Asset Pipeline: The Model importer mesh read/write setting is now disabled by default.
  • Improvements:
  • Editor: Improve how UIElement focusing works for input fields.
  • Editor: Improve performance when interacting with Model Inspector with some large meshes
  • Editor: Improved the performance of the UIElements renderer
  • Editor: Metal: Add texture type validation to built-in Metal API validation feature
  • GI: Added support for shadow mask for rectangular area lights in the progressive lightmappers (will be available via HDRP).
  • GI: Added support for user defined range for area lights.
  • GI: Enable GPU lightmapper (preview) on macOS and Linux
  • Graphics: Creation of textures during async load on PC DX11 and Mac Metal moved off render thread into a job, to minimise hitches during load
  • Graphics: Graphics.Blit and CommandBuffer.Blit methods now support blitting to and from texture arrays.
  • Graphics: Metal/iOS: Fix Dynamic Resolution render surfaces to use heap allocation with aliasing to improve performance and memory usage
  • Graphics: Metal/macOS: Move immutable buffers and most textures from using managed storage into private memory storage, improving performance and CPU side memory utilization
  • Graphics: Metal: Second iteration on Metal heap allocation management to make it more fine-grained
  • Graphics: Shader selection dropdown in Material asset editor got replaced with a searchable dropdown
  • iOS: Added device generation enums for the 2018 iPad Pro
  • OSX: Make Vsync handling in Mac standalone players more stable
  • Package Manager: New accordion view for package manager version browsing
  • Timeline: Added Volume, Pan and Spatial Blend controls to Audio Tracks, and volume controls to Audio Track Clips
  • API Changes:
  • Graphics: Added Graphics and CommandBuffer method overloads to allow blitting to and from a texture array in the corresponding blit methods.
  • Graphics: Added Texture2DArray property "allSlices". The "allSlices" property can be used instead of "-1" to indicate that all texture array slices should be bound for methods that support texture arrays.
  • Physics: Added Collider2D method overloads to provide List support for Raycast(), Cast(), GetContacts() and OverlapCollider().
  • Physics: Added CompositeCollider2D method overloads to provide List support for GetPath().
  • Physics: Added Physics2D method overloads to provide List support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle(), OverlapCollider() and GetContacts().
  • Physics: Added PhysicsScene2D method overloads to provide List support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle() and OverlapCollider().
  • Physics: Added PolygonCollider2D method overloads to provide List support for GetPath() and SetPath().
  • Physics: Added Rigidbody2D method overloads to provide List support for Cast(), GetContacts(), OverlapCollider() and GetAttachedColliders().
  • Fixes:
  • Android: Fix grabpass when using linear rendering on Android (1088699)
  • Android: Fix possible crash on startup in Development Builds on older Android devices
  • Animation: Fixed tangent mode not enforced when changing keyframe in recording mode (1097109)
  • Asset Import: Clamp the global scale in ModelImporter to at most 10 digits. (1082327)
  • Asset Import: Fixed crash caused by garbage setting in ModelImporter (1099762)
  • Asset Import: Prevent using your previously created avatar in the AvatarCopy field in the ModelImporter Rig panel.
  • Asset Import: ProjectBrowser Icons will refresh correctly when the Model Importer gets applied.
  • Asset Import: The ModelImporter "Use File Scale" property was not showingg the multiple different values checkbox in multiple selection.
  • Asset Pipeline: [Regression] Changing AssetImporter.assetBundleName sometimes fails (1090852)
  • Build Pipeline: Fixed "Couldn't call method ShowProfilerWindow" error during Build & Run with the Autoconnect Profiler option set. (1059763)
  • Editor: Domain reloads will no longer cause prefab override components (addition, removals) to vanish in the inspector window (1102487)
  • Editor: ENABLE_VSTU when VisualStudio support has been initialized. (1099395)
  • Editor: Fix crash when calling DestroyImmediate on components in component context menu callback while having multiple game objects selected (1056115)
  • Editor: Fix issue with Editor recommending update to an earlier version
  • Editor: Fix player settings window becoming unusable due to bogus Android SDK setup (1099225)
  • Editor: Fixed custom layout menu items getting out of sync with Shortcut Manager. (1097041)
  • Editor: Fixed deleted shortcut profiles showing up in list.
  • Editor: Fixed issue where signed 8bit ints were checked against the bounds of unsigned 8bit ints during text serialization, this resulted in unnecessary warnings. (1101155)
  • Editor: Fixed potential crash when deleting Assembly Definition Files (.asmdefs) in packages. (1101390)
  • Editor: Fixed standard macOS text editing key bindings inside web views.
  • Editor: Fixed Unwrapping.GenerateSecondaryUVSet not working with meshes having 32bit indices (1096058)
  • Editor: Removed the enforced collider height when creating primitive in the Editor so it can be overridden using default Presets. (1098981)
  • Editor: Test Runner console message overlapping the test menu fix (1094277)
  • GI: Fix an issue for LightingDataAssets in Auto-mode were hashing didn't capture a change of scenes. (1094637)
  • GI: Fixes an ordering issue with textures when baking in auto mode. (1064388)
  • Graphics: Fix async readback when using Vulkan
  • Graphics: Fix for postprocessing and instanced stereo rendering only a white screen in LWRP (1100898)
  • Graphics: Metal/iOS: Fix scissor/viewport handling when used with Dynamic Resolution feature
  • Graphics: Metal: Fixed a performance issue that prevented GPU drivers from utilizing internal texture compression (did not apply to RenderTexture)
  • Graphics: OpenGL/Vulkan: Fixed shader translation of RWTexture2D (1103036)
  • IL2CPP: Fixed NullReferenceException in UnityLinker when trying to preserve .winmd file with link.xml from stripping but not specifying "windowsruntime" attribute. (1094644)
  • IL2CPP: Fixing an issue with Il2Cpp stack analysis routines that fail when a null and a reference type are inputs into the same block in a method. This situation can be caused by combining null conditional and null coalescing operators in C#. (1096192)
  • IL2CPP: Fixing incorrect handling of ldind.i instruction in certain cases. (1093892)
  • IL2CPP: Properly marshal Char arrays as two byte characters when CharSet.Unicode is used. This corrects the behavior of some Windows Registry assemblies. (1086670)
  • iOS: Keyboard.onTextInput, Keyboard.onIMECompositionChange will be correctly called for physical and virtual keyboard events.
  • Multiplayer: Fix syncvar variables sequential refreshing issue. (1085466)
  • Package Manager: A "Failed to fetch versions information" error would be displayed in Package Manager window for all unknown packages.
  • Package Manager: Fix an issue that prevented specific native plugins to be correctly identified the second time a project was loaded.
  • Package Manager: Not installed packages are shown in package manager window (1098870)
  • Package Manager: Packages, that are imported as dependencies for other packages, are not shown in Package Manager UI (1057210)
  • Particles: Add missing ParticleSystemForceField gizmo icon. (1096423)
  • Particles: Fix corruption when selecting Particle Systems in the Editor. (1102084)
  • Particles: Fix crash when setting emission rate to infinity. (1093352)
  • Particles: Fix crash when setting Max Particles to 0 while using Rngbuffer mode. (1097003)
  • Particles: Fix gParticleSystemTRSInterest|gParticleSystemScaleInterest error message. (1096693)
  • Particles: Fix non-uniform scale on mesh particle systems. (1087370)
  • Particles: Particle system bounds were incorrect when particles used meshes with a large offset pivot in the model data. (1090863)
  • Particles: Setting Culling Mode to Pause while a system was playing, was not preventing it from being updated when off-screen. (1090168)
  • Physics: Fix incorrect Physics2D.CapsuleCast() method that always uses infinity rather than the supplied distance argument. (1098251)
  • Prefabs: Ensure name of root GameObject in prefab matches the asset name. (1095760)
  • Prefabs: Fix extra OnEnable and OnDisable calls are fired when opening a Prefab in PrefabMode due to physics when moving from one PreviewScene to another. (1102381)
  • Prefabs: Fix for crash when trying to revert added component that other added component depends on. (1093613)
  • Prefabs: Fix GameObject.FindGameObjectsWithTag returning incorrect preview scene object when GameObject changes scene while loading. (1102383)
  • Prefabs: Fix that opening a broken Prefab with missing root GameObject hangs the Editor. (1102382)
  • Prefabs: Support reparenting prefab root in Awake and OnEnable when opening Prefab Mode.
  • Profiler: Fixed "IConnectionState was not Disposed!" error when switching color blind mode. (1101131)
  • Scripting: Assigning a custom Debug.logger.logHandler intercept thrown exceptions (753944)
  • Scripting: CSharpNamescapeParser throws InvalidOperationException, fixing precendence checking for CSharpNamespaceParser. (1099297, 1101447)
  • Scripting: Fix extreme rarely crash in Component.GetComponentsInChildren (1088900)
  • Scripting: Fixes a possible deadlock scenario due to SynchronizationContext holding a lock while invoking tasks (1084330)
  • Timeline: Fixed issue when instantiating PlayableDirectors loaded from AssetBundles losing ExposedReference names (1082467)
  • Universal Windows Platform: Fixes Visual Studio warning from generated UWP project concerning missing VS2015 toolset (1091279)
  • Universal Windows Platform: Fixes WebCamTexture failing to play in certain (rare) situations (1044635)
  • WebGL: Fixed WebGL build failure when python is already installed (938826)

New in Unity 2018.2.18f1 (Dec 3, 2018)

  • Fixes:
  • Android: Fixed crash on Android 9. (1102065)
  • Editor: Fixed function keys incorrectly producing characters within input fields. (1057122)
  • Editor: Fixed issue with precompiled managed assemblies (.dlls) in the Assets folder getting loaded twice on startup, causing two InitializeOnLoad calls where Unity API calls such as AssetDatabase.LoadAssetAtPath would fail in the first InitializeOnLoad. Now there is only one first InitializeOnLoad call and Unity APIs work as expected. (1060352)
  • GI: Fixed Reflection Probe cubemaps being reimported if the user selects the same Lightmap Encoding quality setting. (1067156)
  • GI: Fixed rendering artifacts when GPU instancing and real-time GI are used together. (1053521)
  • Graphics: Fixed crash when loading asset bundle built from an older unity version. (1078602)
  • Graphics: Fixed RGBA4444 texture support when using OpenGL ES. (1077689, 1079024)
  • IL2CPP: Fixed the marshalling of char arrays to be two byte characters when CharSet.Unicode is used. This corrects the behavior of some Windows Registry assemblies. (1086670)
  • IMGUI: Fixed script recompilation not happening on OSX.
  • IMGUI: Fixed Unity Editor no longer automatically unlocking assembly reload. (960397)
  • iOS: Fixed VideoPlayer.isPlaying returning true when the video is paused. (1086705)
  • Package Manager: Fixed a "Failed to fetch versions information" error being displayed in Package Manager window for all unknown packages.
  • Shuriken: Fixed Trails using the old position when a Move and Clear is performed. (1061683)
  • Shuriken: Fixed Renderer.bounds returning the wrong bounds when multiple renderers were on the same GameObject. (1088716, 1090058)
  • Timeline: Fixed issue when instantiating PlayableDirectors loaded from AssetBundles losing ExposedReference names. (1082467)
  • VR: Fixed tracking issues with PSVR HMD.
  • Vulkan: Fixed editor crash when entering playmode from paused mode with profiler window open. (1082921)

New in Unity 2018.3.0 Beta 12 (Nov 29, 2018)

  • Features:
  • Profiler: UnityEditor.Experimental.Networking.PlayerConnection.EditorGUILayout.AttachToPlayerDropdown added to public API to offer a one-stop solution to display and change the player the editor is attached to.
  • Improvements:
  • Physics: Physics.reuseCollisionCallbacks and Physics2D.reuseCollisionCallbacks properties are now enabled by default in all new project templates.
  • Prefabs: Add keyboard shortcuts for Stage navigation: 'Enter Prefab Mode' and 'Go Back'. Default keys are 'P' and 'O', rebind them in the Keys section in the Preferences Window. (1100774)
  • Prefabs: Support reparenting prefab root in Awake and OnEnable when opening Prefab Mode.
  • Scripting: Added support for Visual Studio 2019 code editor.
  • Scripting: Fixed that you cannot add a script to an object when the script has precompilers inside of the class that is also inside of the name.
  • Scripting: ENABLE_VSTU when VisualStudio support has been initialized.
  • Universal Windows Platform: Added support for building player with Visual Studio 2019.
  • XR: UpdateVuforia to version 7.5.26.
  • API Changes:
  • Profiler: The Editor GUI used to connect to a player (from Profiler or Console Window) is now exposed. It's placed under UnityEditor.Experimental.Networking.PlayerConnection where EditorGUIUtility.GetAttachToPlayerState(EditorWindow parentWindow) will get the connection state with which it can be drawn using EditorGUILayout/EditorGUI.AttachToPlayerDropdown.
  • Timeline: Make TrackAsset.CreatePlayable(PlayableGraph, GameObject, TimelineClip) virtual to match behaviour from 2018.1 (1096350)
  • Fixes:
  • 2D: Fix Scene not being marked dirty when editing Sprites in Sprite Editor Window. (1102018)
  • 2D: Fixed issue where Sorting Groups did not update in Play Mode when Play Mode was paused in the Editor. (1047148, 1102015)
  • Android: Fix Android VideoPlayer does not support even framerates and shows different frame on some Android devices. (1096444)
  • Android: Fixed an issue where instancing was not working in some situations on Adreno GPUs. (1053324)
  • Android: Using aab (Android App Bundle) extension only when building with Gradle. (1058839)
  • Asset Import: Copying settings from an FBX to another FBX file using Presets does not break asset references anymore. (1031246)
  • Asset Pipeline: Fix for potential deadlock when calling AssetDatabase::WriteSerializedAsset. (1099188)
  • Editor: Fix random windows editor crash after resetting audio mixer from inspector menu. (1097134)
  • Editor: Fixed "Use Defaults" button in Preferences > Keys not affecting execution of shortcuts.
  • Editor: Fixed standard macOS text editing key bindings inside web views.
  • Editor: Fixed Timeline/Play default shortcut not set to the Space key. (1098991)
  • Facebook: Fix for SDK's DLL stripping issue with Facebook platform's WebGL builds.
  • GI: Fix an issue were hashing didn't capture a change of scenes when creating a LightingData assset in auto-mode. (1094637)
  • GI: Fixed an issue with "OpenRL reported error code 501/502: rlBindBuffer/rlMapBuffer" that could occur when entering avatar configuration when baking or making sweeping changes to instances contained in the scene. (1047430)
  • Graphics: Fix RGBA4444 texture support when using OpenGL ES. (1077689, 1079023)
  • Graphics: Fixed Graphics.CopyTexture failing to copy textures into a Texture2DArray for compressed TextureFormats. (1094698)
  • Graphics: Fixed Graphics.CopyTexture() freezing the Editor when Texture Quality is set to Half Res with DirectX. (1030483)
  • Graphics: Fixed issue with Graphics Jobs which could result in mesh particles flickering. (1100352)
  • Graphics: Vulkan: Fixed multidisplay rendering. (1079634)
  • IL2CPP: Fixed IL2CPP build failing if Visual Studio 2019 is installed on the machine.
  • IL2CPP: Properly handle a closed delegate used to invoke a virtual method on a value type. (1096431)
  • IL2CPP: Support the AttributeType property of of the TypeInfo object. (1094621)
  • iOS: Fixed inverted screen orientation on a specific(~45 degrees) angle. (1076400, 1096710)
  • Package Manager: A "Failed to fetch versions information" error would be displayed in Package Manager window for all unknown packages.
  • Package Manager: Fix Package Manager timeouts when opening a project inside a closed network. (1023056)
  • Particles: Disable particle buffer pre-mapping when using experiemental late WaitForPreesnt syncing. (1100026)
  • Prefabs: Errors spams the console if auto-save is enabled and trying to save a Variant Prefab with a missing base Prefab. (1100637, 1100777)
  • Prefabs: Fix 'Save Assets' window pops up after every prefab adjustment in Prefab Mode when 'Verify Saving Assets' and 'Auto Save' is both checked. (1096454, 1100775)
  • Prefabs: Fix applying array element properties beyond length of source array so it asks to apply the entire array instead of producing errors. (1094332, 1100782)
  • Prefabs: Fix extra OnEnable and OnDisable calls are fired when opening a Prefab in PrefabMode due to physics when moving from one PreviewScene to another. (1102381)
  • Prefabs: Fix for crash when trying to revert added component that other added component depends on. (1093613, 1095499)
  • Prefabs: Fix GameObject.FindGameObjectsWithTag returning incorrect preview scene object when GameObject changes scene while loading. (1102383)
  • Prefabs: Fix null-reference exception when switching aspect ratio in Game View. (1099985, 1100453)
  • Prefabs: Fix Prefab Mode becomes unresponsive if deleting folders in which the Prefab is saved to and then saving the open Prefab. (1100776)
  • Prefabs: Fix that opening a broken Prefab with missing root GameObject hangs the Editor. (1102382)
  • Prefabs: Fixed issue for dragged or deleted GameObjects under a Prefab instance, where the 'Open Prefab' button in the 'Cannot Restructure Prefab instance' dialog would open the Prefab of the nearest Prefab root rather than whatever Prefab the dragged or deleted object was added in. (1098680, 1102509)
  • Prefabs: Prefab instance referencing its own asset when applying, reference should turn into an internal reference. (1050420)
  • Prefabs: Support reparenting prefab root in Awake and OnEnable when opening Prefab Mode.
  • Scripting: Fix crashes when accessing Transforms during BeforeSceneLoad callbacks. (1069988, 1100709)
  • Scripting: Fixed an issue where SynchronizationContext.Current.CreateCopy would return a default SynchronizationContext and not a UnitySynchronizationContext. (1096869)
  • Timeline: Fixed "Match Content" avoid loops sections when clips have a clip-in value. (1090212)
  • Timeline: Fixed activation tracks inside nested timelines incorrectly disabling objects when scrubbing in Timeline Editor. (1087814)
  • Timeline: Fixed ExposedReferences changes not being identified in some inspectors inside of Timeline. (1096010)
  • Timeline: Fixed issue when instantiating PlayableDirectors loaded from AssetBundles losing ExposedReference names (1082467)
  • Timeline: Fixed Keyframe evaluation after Converting To Infinite Clip. (1094744)
  • Timeline: Fixed NullReferenceException when doing Ctrl-Click+Drag on a selected clip. (1099285)
  • Timeline: Fixed responsiveness of keyframing on animation tracks in timeline editor. (1096184)
  • UI: Fixes InputField gets corrupted and ArgumentOutOfRangeException is thrown when using certain emojis. (1050713)
  • Universal Windows Platform: Fix building project with IL2CPP scripting backend incrementally failing with IOException when it's already open in Visual Studio. (1098783)
  • Universal Windows Platform: Fixed building projects with .NET 4.6 API compatibility level while using old scripting runtime in the editor. (1094479)

New in Unity 2019.1.0 Alpha 10 (Nov 25, 2018)

  • Features:
  • Android: Added support for ASTC HDR texture formats
  • Editor: Added new EditorTools API, allowing users to create new tools that behave like native tools. A new button has been added to the toolbar to display custom tools. Additionally, a new display in the SceneView now shows the available CustomEditor tools for the selection.
  • Editor: Added support for referencing Assembly Definition Files with GUIDs instead of assembly names. Enable with "Use GUIDs" option in Assembly Definition File inspector. Enabled by default for new Assembly Definition Files.
  • Editor: Console : callstack now clickable. Hyperlinks will take you to the source code line for any function calls listed in the stack
  • Editor: Exposed AdvancedDropdown API for searchable AddComponent-like dropdowns
  • Graphics: Add support of any GPU formats for RenderTexture
  • Package Manager: Add Package manifest inspector
  • Scripting: Enabled incremental Garbage Collector on Universal Windows Platform
  • Timeline: Added Signals and Markers in Timeline
  • Video: Video H.265 transcode support
  • Backwards Compatibility Breaking Changes:
  • Android: If SRP is active, blit mode is forced to "Never blit" on Android.
  • Editor: Move the "Shortcuts..." menu item from the Edit menu to the Unity menu on macOS.
  • Linux: Deprecate Linux x86 and Universal targets. These will be removed in future Unity versions.
  • Physics: Physics.reuseCollisionCallbacks and Physics2D.reuseCollisionCallbacks properties now default to false (off). New Project Templates default this to true (on).
  • UI Elements: The Inspector Window is now implemented with UIElements, adding support for UIElements based custom inspectors
  • WebGL: Removed MemorySize and LinkerTarget options from Editor
  • WebGL: Update Emscripten to version 1.38.11
  • Improvements:
  • Android: Native Systrace profiling support is implemented
  • Asset Pipeline: Scriptable objects that are loaded before a refresh/import, will after a refresh/import be reloaded, if the underlying asset had been modified before the refresh/import. This means that after the refresh/import scriptables objects will have the modified values from modified assets. Before this change, the scriptable object would get "null" value (when using operator==) after the refresh/import.
  • Editor: Added field of view axis selection dropdown in camera inspector
  • Editor: Improved performance of the model importer inspector material remapping section.
  • Editor: Scene visibility and isolation mode
  • GI: Lightprobe Gizmos are now affected by postprocessing
  • Graphics: Revamp of the DrawProcedural script API
  • DrawProceduralNow replaces the existing API, because it submits draw calls immediately. The new DrawProcedural API submits calls to color, shadows, reflections etc. This now matches the DrawMesh/DrawMeshNow API.
  • Added overloads of DrawProcedural that take an Index Buffer
  • Graphics: Texture Mipmap streaming now supported in editor Edit Mode when enabled in editor settings.
  • Graphics: Update ASTC texture compressor with faster multi-core compression
  • IL2CPP: Improve run time performance when script debugging is enabled.
  • IL2CPP: Setting IL2CPP compiler config to "Master" will now enable Link Time Optimization on Mac, Android and WebGL
  • Particles: Add a new mode to the Texture Sheet Animation Module, allowing animations to be specific to each mesh being used
  • Particles: Expose particle mesh indices to script, allowing users to get/set which mesh each particle is using
  • Particles: Expose particle mesh indices to shaders, allowing users to know which mesh each particle is using
  • Profiler: Will now show time to wait for the next frame consistently accross all player platforms regardless of how vsync is implemented.
  • Scripting: Added new GarbageCollector APIs to control incremental GC
  • Scripting: Added support for Visual Studio 2019 code editor.
  • Scripting: Allot time to the incremental GC every frame for better incremental GC performance. When waiting vysnc or Application.targetFrameRate is used, keep adjust according to available remaining frame time budget.
  • Terrain: Added a direction bias to the Terrain smoothing brush, to control blur to either go up or down
  • Universal Windows Platform: Added support for building player with Visual Studio 2019.
  • WebGL: Added UnityLoader.instantiateAsync() which returns a JS Promise
  • XR: UpdateVuforia to version 7.5.26
  • API Changes:
  • 2D: Added a new property TextureGenerationSettings.secondarySpriteTextures, which lets you assign secondary textures to the Sprite texture asset that is being generated.
  • 2D: Added a new property TextureImporter.secondarySpriteTextures, which lets you assgin secondary textures to a texture asset imported as Sprite.
  • 2D: Added a new struct UnityEngine.SecondarySpriteTexture, which encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture.
  • Editor: Added CompilationPipeline.GetAssemblyDefinitionFilePathFromAssemblyReference, CompilationPipeline.GetAssemblyDefinitionReferenceType, CompilationPipeline.GUIDToAssemblyDefinitionReferenceGUID, CompilationPipeline.AssemblyDefinitionReferenceGUIDToGUID APIs for dealing with Assembly Definition File references that can be either a GUID or assembly name.
  • Editor: Added EditorUtility.GetDirtyCount() which returns how many times SetDirty is invoked upon the specified asset. Reset to zero when saved.
  • Editor: Added EditorUtility.IsDirty() which returns if any SetDirty is invoked upon the specified asset.
  • Graphics: Added Camera.HorizontalToVerticalFieldOfView(float horizontalFieldOfView, float aspectRatio) and Camera.VerticalToHorizontalFieldOfView(float verticalFieldOfView, float aspectRatio) methods.
  • Graphics: Added Material.ComputeCRC() function which returns a CRC hash value of the material asset content.
  • Graphics: Added Shader.GetDependency() function used for querying one of the shader dependency shaders by name.
  • Graphics: Added Texture2D.normalTexture property which returns a small neutral normal texture.
  • Physics: Added "Rigidbody2D.SetRotation(angle)" to allow the body z-axis rotation to be set in degrees.
  • Physics: Added "Rigidbody2D.SetRotation(quaternion)" allow the body rotation to be set by Quaternion.
  • Physics: Added Collision.GetContact(List) and Collision2D.GetContact(List) methods.
  • Scripting: Added GarbageCollector.isIncremental, GarbageCollector.incrementalTimeSliceNanoseconds, GarbageCollector.CollectIncremental
  • Timeline: Make TrackAsset.CreatePlayable(PlayableGraph, GameObject, TimelineClip) virtual to match behaviour from 2018.1 (1096350)
  • XR: Add a command to set single-pass stereo mode with command buffer. (1096603)
  • Fixes:
  • 2D: Allow user to reset the Sorting Layer and Sorting Order settings of Renderer components from the Inspector Settings cog button. (1096375)
  • 2D: Crash on SpriteAtlas::Add when passing array of nulls to SpriteAtlas.Add (1089125)
  • 2D: Fix Scene maarked dirty when editting Sprites in Sprite Editor Window (1047148)
  • 2D: Fixed issue where Sorting Groups did not update in Play Mode when Play Mode was paused in the Editor.
  • 2D: Fixed overlapping Tiles on the Tilemap Renderer when rendering a Hexagonal Tilemap or Grid. (1066481)
  • 2D: RectInt.Contains will support RectInt.size with negative size. (1079566)
  • 2D: Selecting a Tilemap as the Focus On target will now center and fit the Scene View to the selected Tilemap. (1077381)
  • 2D: Sprites rendered through Command Buffers not displayed until rendered once with a default Renderer (1097465)
  • 2D: The Grid Brush preview is now highlighted in blue when previewing a Tile with a non-zero Z-Position. (1085215)
  • 2D: The Grid Brush preview will now be highlighted in the correct Scene View when multiple Scene Views are open. (1066481)
  • Android: Fix editor errors when connected to an unauthorised android device (1090834)
  • Android: Fix for Android builds failing when Split Application binary is enabled (1096444)
  • Android: Fixed Display.systemHeight and Display.systemWidth (1090830)
  • Android: Fixed problem with exceptions when exporting Android Gradle project (1089510)
  • Android: Keyboard.onTextInput, Keyboard.onIMECompositionChange will be correctly called for physical and virtual keyboard events.
  • Android: Mounting additional apk files to support dynamic features is implemented (1078212)
  • Animation: Fixed an issue getting velocity from input AnimationStreams (1096208)
  • Asset Import: Apply/Revert can be used when a change is made in the selected ScriptedImporter settings. (1087775)
  • Asset Import: Using Presets, copying settings from an FBX to another FBX file does not break asset references anymore. (1031246)
  • Asset Import: Using Reset in the Inspector on ScriptedImporter will revert values to users declaration in their script. (1098109)
  • Build Pipeline: Added waitForPlayerConnection build setting and build option
  • Build Pipeline: Fixed a crash during AssetBundle build when objects are destroyed in the middle of the build. (1031313)
  • Build Pipeline: Will remove duplicate mono folder in Mac Standalone builds, removing around 500 kb of unneeded data from builds
  • DX12: Fixed a crash when using lightSource.AddCommandBuffer and exiting Player that has Graphics Jobs enabled (958323)
  • DX12: Fixed a crash with memory allocation issues when using a camera with the depth or don't clear flags (969582)
  • DX12: Fixed where Player crash when switching scene (1089146)
  • DX12: fixed where ReadPixels behave differently on DX12 when the project is set to Linear color space (1043725)
  • DX12: Fixed where test runner crashes while running test containing RenderTexture instantiation from command prompt (1015725)
  • Editor: Diagnostic warning icon drawn under text (1093938)
  • Editor: Fix issue with all previous compile errors always being cleared from the console after recompiling any scripts (1086896)
  • Editor: Fix state propagation when a VisualElement is added to a hierarchy. (1093728)
  • Editor: Fix to enable only seleected menu items (cut/copy/paste/delete/select all) when modal windows are shown - OSX (1092367)
  • Editor: Fixed crash when calling RenderTexture.ReleaseTemporary twice for same texture (1091561)
  • Editor: Fixed issue with editor crash when reordering game objects in a particular workflow (1097118)
  • Editor: Fixed menu items forgetting their default shortcut bindings.
  • Editor: Fixed performance issues related to the test runner for projects with many assemblies.
  • Editor: Fixed profiler errors when profiling the editor in Vulkan renderer. (1087222)
  • Editor: Fixed shortcut manager not triggering correct shortcuts for the active shortcut profile.
  • Editor: Improved performance for EditorCompilation.CheckCyclicAssemblyReference, which would be very slow for projects with a large number of .asmdefs and many dependencies between them. (1095709)
  • Editor: ScriptableObject apply default references when created from ObjectFactory API and UI. (1090072)
  • Editor: Unity Test Runner will not execute PrebuildSetup code for ignored playmode tests or tests that are disabled on the selected platform
  • Editor: Updated com.unity.analytics package to version 3.2.2, now includes Data Privacy tools previously available as Unity Data Privacy Plug-in in the Asset Store.
  • Editor: [OSX] Fixed an issue where pressing CMD + Z when changing the project name causes a fatal error. (1092471)
  • GI: Fixed a bug where a probeset with completely overlapping positions would cause the deringing settings array to become shifted.
  • GI: Fixed a case where the CPU progressive lightmapper could never finish a bake when LODs were baked (specifically when they would rasterize far outside of the UVs themselves). (1066196)
  • GI: Fixed CPU progressive lightmapper initial AO bake. (1096065)
  • GI: Fixed LightingData.asset creation, so that only the first lighting generation in non-auto mode marks the scene dirty (in single- and multi-scene scenarios). (1067913)
  • Graphics: Added extra validation for RT volumeDepth (1096019)
  • Graphics: Fixed crash with Texture Mipmap streaming scene view debug mode when light maps are recalculated. (1095546)
  • Graphics: Fixed memory overwrites in DX11 render target setting code.
  • Graphics: Fixed the huge memory leak while rendering in batchmode on desktop platforms (1093649)
  • Graphics: Metal: Fixed crash when user created RT has unsupported sample count (1095433)
  • Graphics: Shader.SetGlobalConstantBuffer now affects compute buffer dispatches as well
  • Hub: Sunset of the Launcher
  • IL2CPP: Adding support for new "in" parameter in C# generics. (1090230)
  • IL2CPP: COM Callable Wrappers for managed arrays now implement IReferenceArray interface. This fixes cases where WIndows Runtime APIs expected objects to implement this interface, and if they don't, they report errors such as "Data of this type is not supported." and "Error trying to serialize the value to be written to the application data store." (1054327)
  • IL2CPP: Fixes an issue where code that may not even run can cause a crash in IL2CPP due to attempting to call a method on a value type after an invalid cast. (1085551)
  • iOS: Fully uncoupled accelerometer from gyroscope as it should be (1085244)
  • Linux: Fixed an issue with linking Go code causing garbage collector to not run on Linux (1087371)
  • Linux: Linux now has access to the scripts only build checkbox (1097195)
  • Linux: Resolve an issue where double-clicking on Linux Standalone Players did not function in Nautilus. (1047075)
  • OSX: Fixed "Using Metal Editor" now showing (1094058)
  • OSX: Fixed case where color picker would not properly select color when cursor size was beyond normal size (1074188)
  • Package Manager: Fix Package Manager timeouts when opening a project inside a closed network. (1023056)
  • Particles: Disable particle buffer pre-mapping when using experiemental late WaitForPreesnt syncing (1100026)
  • Particles: Fixed a memory leak when pausing playmode in the Editor with billboard particles visible (1098914)
  • Particles: Fixed rendering corruption (1092374)
  • Player: Application now has a focusGained event for recieving changes in application focus.
  • Prefabs: Add keyboard shortcuts for Stage navigation: 'Enter Prefab Mode' and 'Go Back'. Default keys are 'P' and 'O', rebind them in the Shortcut Manager Window (1083319)
  • Prefabs: Errors spams the console if auto-save is enabled and trying to save a Variant Prefab with a missing base Prefab (1100637)
  • Prefabs: Fix 'Save Assets' window pops up after every prefab adjustment in Prefab Mode when 'Verify Saving Assets' and 'Auto Save' is both checked (1096454)
  • Prefabs: Fix applying array element properties beyond length of source array so it asks to apply the entire array instead of producing errors. (1094332)
  • Prefabs: Fix null-reference exception when switching aspect ratio in Game View. (1099985)
  • Prefabs: Fix Prefab Mode becomes unresponsive if deleting folders in which the Prefab is saved to and then saving the open Prefab (1099983)
  • Prefabs: Fixed issue for dragged or deleted GameObjects under a Prefab instance, where the 'Open Prefab' button in the 'Cannot Restructure Prefab instance' dialog would open the Prefab of the nearest Prefab root rather than whatever Prefab the dragged or deleted object was added in. (1098680)
  • Prefabs: Prefab instance referencing its own asset when applying, reference should turn into an internal reference. (1050420)
  • Profiler: Fix increased memory usage by profiler for long lasting background operations. (1094748)
  • Profiler: Fixed CPU Timeline view not allowing to expand threads to their full depth on a loaded profiler capture (1098279)
  • Scripting: Disallow modifications of serialized data in m_Component on GameObject (1022204, 1082089)
  • Scripting: Fix crashes when accessing Transforms during BeforeSceneLoad callbacks (1011118, 1069988)
  • Scripting: Fixed a bug where building players with "using alias" directives pointing to types in other assemblies if those types were not actually used would fail.
  • Scripting: Fixed an issue where SynchronizationContext.Current.CreateCopy would return a default SynchronizationContext and not a UnitySynchronizationContext (1096869)
  • Scripting: Fixed an issue with static members such as generic classes with their argument being an array type not being reported the memory snapshot API (984330)
  • Scripting: NET_LEGACY is now only set when NET 2.0 or .NET 2.0 Subset profile is used.
  • Scripting Upgrade: Add support for the System.Data.DataSetExtensions assembly with the .NET 4.x equivalent scripting runtime (1071607)
  • Scripting Upgrade: Fix crash when debugging ref return of struct type (1096820)
  • Shaders: Fixed surface shaders analysis step sometimes missing inputs when keepalpha is specified (864173)
  • Terrain: "Remove Light Probe Ringing" setting now can be serialized and undone. (1093751)
  • Timeline: Fixed "Match Content" avoid loops sections when clips have a clip-in value (1090212)
  • Timeline: Fixed activation tracks inside nested timelines incorrectly disabling objects when scrubbing in Timeline Editor (1087814)
  • Timeline: Fixed ExposedReferences changes not being identified in some inspectors inside of Timeline (1096010)
  • Timeline: Fixed Keyframe evaluation after Converting To Infinite Clip (1094744)
  • Timeline: Fixed NullReferenceException when doing Ctrl-Click+Drag on a selected clip (1099285)
  • Timeline: Fixed responsiveness of keyframing on animation tracks in timeline editor (1096184)
  • UI: Added "Selected" stated to selectables
  • UI: Fixed case where inputfield cursor wouldn't be positionned properly (1083649)
  • UI: Fixed case where ui filtering in scene view did not function properly (1064210)
  • UI: Fixed issue where loading a scene with an orphaned ui component would cause a crash (1085469)
  • UI: Fixed issue where nested canvases with canvas scalers wouldn't work properly (1033895)
  • UI: Fixed issue with nested canvases with canvas groups and custom alphas not working properly (1084745)
  • UI Elements: Fixed the graphview blackboard arrow not showing up. (1096516)
  • Universal Windows Platform: Fixed building project incrementally failing with IOException when it's already open in Visual Studio. (1098783)
  • Universal Windows Platform: Fixed building projects with .NET 4.6 API compatibility level while using old scripting runtime in the editor. (1094479)
  • Universal Windows Platform: Fixes Animator changing GameObject's position when animation job is empty (1095938)
  • Video: Disregard unsupported stream on Windows (1065499)
  • Video: Fixed crash on specific avi video files on windows (1088203)
  • Video: Fixed crash on specific MPEG2 video files on windows (1082071)
  • Video: VideoPlayer Camera Plane targets now visible in SRP (1024877)

New in Unity 2018.2.17f1 (Nov 22, 2018)

  • Improvements:
  • XR: Update Vuforia to version 7.5.26.
  • Fixes:
  • Asset Bundles: Fixed Changing addressableNames doesn't trigger bundle rebuild. (996380)
  • Editor: Fixed an issue where the camera frustum gizmo would always draw the near clipping plane at world origin. (1084269)
  • Licenses: Fixed an issue where licence activation didn't work when using the -nographics command line flag. (1043511, 1090055)
  • Package Manager: Added a warning message if you disable a package and that causes dependencies to also be disabled.
  • Package Manager: Added information to compiler errors explaining if a package has been disabled as a dependency of another package.
  • Package Manager: Added information to info messages for disabled components in the inspector explaining if a package has been disabled as a dependency of another package.
  • Package Manager: Fixed compiler errors having information about missing types from disabled built-in packages when using implicit namespaces and the new scripting runtime. (1084240)
  • Physics: Improved performance when baking meshes offline. (1075709, 1091429)
  • Scripting: Fixed an issue where DLL references in mcs.rsp were not processed correctly in Visual Studio. (1085634, 1089141)
  • Unity Test Runner: Fixed an issue where TearDown and UnityTearDown are skipped for tests that fail due to errors logged with UnityEngine.Log.Error. (1077871)
  • Universal Windows Platform: Fixed ENABLE_MANAGED_JOBS not being defined when building scripts on IL2CPP scripting backend. (1085045)
  • Universal Windows Platform: Fixed memory corruption when using burst jobs. (1094198)

New in Unity 2018.3.0 Beta 11 (Nov 22, 2018)

  • Backwards Compatibility Breaking Changes:
  • Editor: Removed support for compiling UnityScript and Boo scripts.
  • Linux: Deprecate Linux x86 and Universal targets. These will be removed in future Unity versions.
  • Improvements
  • IL2CPP: Improve run time performance when script debugging is enabled.
  • IL2CPP: Setting IL2CPP compiler config to "Master" will now enable Link Time Optimization on Mac, Android and WebGL.
  • Physics: Added "Collision.contactCount" to retrieve the number of contacts.
  • Physics: Added "Collision.GetContact(index)" to retrieve a specific contact.
  • Physics: Added "Collision.GetContacts(array)" to retrieve all contacts.
  • Physics: OnCollisionEnter, OnCollisionStay & OnCollisionExit now do not create any GC allocations.
  • Physics: OnCollisionEnter2D, OnCollisionStay2D & OnCollisionExit2D now do not create any GC allocations.
  • API Changes:
  • Physics: Added Physics.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX calls is reused.
  • Physics: Added Physics2D.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX2D calls is reused.
  • Fixes:
  • AI: Fixed an issue with NavMeshObstacle carving that could create an unexpected boundary where one of the hull's corners or edges sits precisely on a NavMesh polygon edge. (1078553, 1097941)
  • Animation: Fixed an issue getting velocity from input AnimationStreams. (1096208)
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)
  • Animation: Fixed crash when playing a playable graph and setting an override controller. (1087755)
  • Animation: Fixed IK effector being overriden in animation jobs when calling skeleton methods. (1088067)
  • Asset Import: Apply/Revert can be used when a change is made in the selected ScriptedImporter settings. (1087775, 1099000)
  • Asset Import: Using Reset in the Inspector on ScriptedImporter will revert values to users declaration in their script. (1098109, 1099001)
  • Editor: Fix issue with all previous compile errors always being cleared from the console after recompiling any scripts. (1086896)
  • Editor: Fixed an issue where pressing CMD + Z when changing the project name causes a fatal error. (1092471, 1095490)
  • Editor: Fixed DynamicVBO crashing when switching renderers back and forth in player settings. (1092405)
  • Editor: Fixes mouse position being slightly offset from cursor in GameView. (1068201, 1092348)
  • Editor: Improved performance for EditorCompilation.CheckCyclicAssemblyReference, which would be very slow for projects with a large number of .asmdefs and many dependencies between them. (1095709)
  • Editor: NET_LEGACY is now only set when NET 2.0 or .NET 2.0 Subset profile is used.
  • Editor: ScriptableObject apply default references when created from ObjectFactory API and UI. (1090072, 1099366)
  • Editor: Updated com.unity.analytics package to version 3.2.2, now includes Data Privacy tools previously available as Unity Data Privacy Plug-in in the Asset Store.
  • GI: Fixed a case where the CPU progressive lightmapper could never finish a bake when LODs were baked (specifically when they would rasterize far outside of the UVs themselves). (1066196)
  • GI: Progressive Lightmapper (CPU) : Fix first bake AO in non auto-mode. (1096065)
  • Graphics: Fix Crash when creating RenderTexture with XR formats. (1089864)
  • Graphics: Fixed crash with Texture Mipmap streaming scene view debug mode when light maps are recalculated. (1095546, 1100073)
  • Graphics: Fixes a memory leak which can occur during job based rendering. (1090901)
  • IL2CPP: Fixed NullReferenceException in UnityLinker when trying to preserve .winmd file with link.xml from stripping but not specifying "windowsruntime" attribute. (1094644)
  • IL2CPP: Fixes an issue where code that may not even run can cause a crash in IL2CPP due to attempting to call a method on a value type after an invalid cast. (1085551)
  • IL2CPP: Fixing an issue with Il2Cpp stack analysis routines that fail when a null and a reference type are inputs into the same block in a method. This situation can be caused by combining null conditional and null coalescing operators in C#. (1096192)
  • IL2CPP: Fixing incorrect handling of ldind.i instruction in certain cases. (1093892)
  • IL2CPP: Properly marshal Char arrays as two byte characters when CharSet.Unicode is used. This corrects the behavior of some Windows Registry assemblies. (1086670)
  • iOS: Fix occasional stalls in Memory Profiler that happen in development build. (1000164, 1024354)
  • Linux: Fixed an issue with linking Go code causing garbage collector to not run on Linux (1087371)
  • Linux: Resolve an issue where double-clicking on Linux Standalone Players did not function in Nautilus. (1047075, 1100864)
  • OSX: Fixed OnApplicationFocus() not being called upon entering Play Mode (1075100)
  • Particles: Fixed a memory leak when pausing Play Mode in the Editor with particle billboards visible. (1098914)
  • Particles: Fixed rendering corruption on particles. (1092374)
  • Prefabs: Do not use UI Environment if prefab opened does not have a Canvas Renderer (1098873)
  • Prefabs: Ensure Prefab sorting is stable across multiple saves. (1098561)
  • Prefabs: Fix leaks of Editor objects created by Overrides dropdown comparison view. (1051224, 1098910)
  • Prefabs: Fix Overrides dropdown failing to provide information about why Revert All and Apply All buttons are disabled in cases where Prefab instance was also disconnected. (1098911)
  • Prefabs: Fix Transform.DetachChildren() to not hang the Editor if called on a Prefab instance. An error is now logged with info about restructuring a Prefab instance is not allowed. (1089493, 1098865)
  • Prefabs: Prefab Mode no longer Unpacks all Environment objects but only the outermost prefab ancestor of the Prefab root. (1098874)
  • Prefabs: Prefabs with ScriptableObjects are no longer sorted wrong. (1100169)
  • Profiler: Fixed CPU Timeline view not allowing to expand threads to their full depth on a loaded profiler capture. (1098279)
  • Scene Management: Fix crash in LightmapSettingsManager.CheckSettingsConsistency when calling UnloadSceneAsync right after a LoadScene(SingleMode). (1079683)
  • Scripting: Fixed an issue where Unity would not report static members to the MemorySnapshot API, such as generic classes with an array type argument. (984330, 1101141)
  • Scripting Upgrade: Added support for the System.Data.DataSetExtensions assembly with the .NET 4.x Equivalent Scripting Runtime Version. (1071607)
  • Scripting Upgrade: Fix crash when debugging ref return of struct type. (1096820)
  • Terrain: Fixed a case when brush shape preview doesn't change while painting details. (1098030)
  • UI: Fix crash if null texture in GUIStyle.scaledbackground. (1074485, 1098087)
  • Universal Windows Platform: Fixed memory corruption when using burst jobs. (1094198)
  • Universal Windows Platform: Fixed renderer not using multiple threads when using D3D12. (1094199)
  • Windows: Fixed Application.isFocused returning true if the player has been minimized before the first scene loaded. (1080560)

New in Unity 2018.3.0 Beta 10 (Nov 16, 2018)

  • Features:
  • Scripting: Added CSHARP_7_3_OR_NEWER preprocessor directive when compiling C# 7.3 on .NET 4.x scripting runtime.
  • Backwards Compatibility Breaking Changes:
  • Editor: File Menu item name changes: 'Save Scenes' -> 'Save' and 'Save Scene As' -> 'Save As'. Since they now save either a Prefab or Scenes depending on if Prefab Mode is active. Note that any dirty assets are still being saved when using Ctrl/Cmd + S.
  • Improvements:
  • Editor: Assembly Definition File inspector: Assembly Definition References, Assembly References and Define Constraints lists are now reorderable when editing a single Assembly Definition File.
  • API Changes:
  • iOS: Removed iOS as supported platform for Application.Unload API.
  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.
  • Playables: Added FrameData.effectivePlayState to pass the accumulated playstate of the Playable (1077846)
  • Fixes:
  • Android: Fix gradle builds failing due to jcenter download failures. (1093946)
  • Android: Fixed an issue with terrain not being rendered on certain Mali devices on Vulkan. (1029328)
  • Animation: Fixed Animation Window hotkeys conflicting with Timeline hotkeys. (1090940)
  • Animation: Fixed exceptions triggered by CurveEditor. (1092191)
  • Asset Import: Fixed Vertex Compression not working for vectors with odd dimensions (positions and normals). (1078795)
  • Cache Server: Fixes duplicate downloads of assets from Cache Server. (1084628)
  • Editor: Backporting Asset Store menuItem position.
  • Editor: Fix extra shift being present in some contextual menu shortcuts in Timeline.
  • Editor: Fix JPEG logo assets for UWP builds not added to VS project. (1066142, 1095662)
  • Editor: Fixed a bug when pressing Apply in rig configuration panel exits the config mode. (1094387, 1096999)
  • Editor: Fixed a crash when adding multiple animation clips to imported model in Import Settings. (1094987, 1096392)
  • Editor: Fixed a crash when adding multiple events to imported model animation in Import Settings. (1095730, 1097001)
  • Editor: Fixed a crash when applying exactly 2 slices to a sprite. (1096698, 1096998)
  • Editor: Fixed a crash when creating a Preset from PlayerSettings with VR devices specified. (1061747)
  • Editor: Fixed a crash when selecting more than one item in Extra Transforms to Expose. (1097932)
  • Editor: Fixed a crash with array serialization in the ModelImporter when changing avatar mapping. (1094387)
  • Editor: Fixed the issue where the short keys show error message while entering the same shortcut key for the action. (1094364)
  • Editor: Fixes text editor shortcuts using ctrl key on macOS instead of cmd (e.g. Ctrl+A to move to start of line).
  • Editor: Remove duplicates of the same path, due to shortcut evaluation in the rider path discovery.
  • GI: Fixed issue with Disc light is not affecting light probes in CPU Progressive Lightmapper. (1067071)
  • GI: Hotfix for a failure to write baked light maps when VCS is enabled. (1075976, 1083366)
  • iOS: Fixed VideoPlayer.isPlaying keeps returning true when the video is paused. (1086705)
  • Package Manager: Add a warning message if you disable a package and that causes dependencies to also be disabled.
  • Package Manager: Add information to compiler errors explaining if a package has been disabled as a dependency of another package
  • Package Manager: Add information to info messages for disabled components in the inspector explaining if a package has been disabled as a dependency of another package
  • Package Manager: Fix compiler errors having information about missing types from disabled built-in packages when using implicit namespaces and the new scripting runtime (1084240)
  • Physics: Improved performance when baking meshes offline. (1075709, 1091428)
  • Prefabs: Fix child object reference properties with references to non-assets getting cleared when applying parent property. (1092845, 1093647)
  • Prefabs: Fix memory leak when calculating prefab dependencies during import.
  • Prefabs: Fixed crash because some components destroys others during awake while saving a prefab, which we did not expect. (1091412)
  • Prefabs: Fixed regression causing cloned prefab instances during save to show up in the scene. (1092726)
  • Prefabs: Updating Property modifications on a RectTransform does not need to attempt to disconnect from the prefab. (1078892)
  • Scripting Upgrade: Fix IEnumerable.ToArray() incorrectly producing 'null' elements. (1015876, 1095555)
  • Shaders: Allow loading shaders from AssetBundles that were created in 2017.2. (1096786)
  • Shaders: Fixed bad Metal shader code generation on some cases using SV_GroupIndex. (1097866)
  • Shaders: Fixed incorrect uniform names produced by the shader compiler when uniform arrays are indexed in fragment shaders on OpenGL ES 2. (1083384)
  • Shaders: Fixed shader compiler output for older mobile GPUs on GLES 2. (1084530)
  • Shaders: Fixed shader compiler output for older mobile GPUs on GLES 3. (1084531)
  • Shaders: Fixed some compute shader errors not being passed to the inspector/console with Metal build targets. (1097864, 1097865)
  • Shuriken: Fixed Trails using the old position when a Move and Clear is performed. (1061683)
  • SpeedTree: Fixed a crash when importing an invalid SpeedTree v7 asset. (1087431)
  • Timeline: Fix timeline window not displaying after exiting PlayMode with MaximizeOnPlay. (1090119)
  • Timeline: Fix warnings when keyframing rotation values. (1093429)
  • WebGL: Fixed integer overflow on start-up when Performance Reporting is enabled. (1085302)

New in Unity 2018.2.16f1 (Nov 16, 2018)

  • Fixes:
  • AI: Fixed an issue with NavMeshObstacle carving that could create an unexpected boundary where one of the hull's corners or edges sits precisely on a NavMesh polygon edge. (1078553, 1097930)
  • AI: Fixed RemoveAllNavMeshData() not waiting for NavMeshObstacles to finish carving, causing a crash. (1075239)
  • Android: Fixed wrong path returned by IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject during project export.
  • Android: Increased JVM heap size from 2gb to 4gb. (969563)
  • Asset Import: Fixed scripts that are in special folders like Assets/Plugins/Android/ not being ignored during compilation. (1092532)
  • Asset Import: Fixed the import of the root node rotation for assets with a shared avatar. (1077942, 1095518)
  • Audio: Fixed FMOD shutdown to avoid a deadlock, which could causes freezes on Android. (1046752, 1087597)
  • Cache Server: Fixed duplicate downloads of assets from Cache Server. (1084628)
  • IL2CPP: Add support for CultureInfo in WebGL when exceptions are disabled. (1083520)
  • IL2CPP: COM Callable Wrappers for managed arrays now implement IReferenceArray interface. This fixes cases where Windows Runtime APIs expected objects to implement this interface, and if they don't, they report errors such as "Data of this type is not supported." and "Error trying to serialize the value to be written to the application data store". (1054327)
  • IL2CPP: Fixed a call to GetGenericArguments on a MethodInfo not working for an inflated generic type. (1087317)
  • IL2CPP: Fixed COM Objects representing Windows.Foundation.IAsyncAction and Windows.Foundation.IAsyncOperation getting destroyed after converting them to System.Threading.Tasks.Task via "AsTask" extension method. (1086209)
  • IL2CPP: Fixed Debug.WriteLine() not implemented. (1088770)
  • IL2CPP: Fixed Marshal.SizeOf not supported for types with a generic base class when the base class does not use the generic type in any field. (1083239)
  • iOS: Added iPhone XR/XS/XS Max resolutions to Game View.
  • iOS: Fixed wrong Screen.safeArea on iPhone on Start(). (1085662)
  • PS4: Fixed render target clear with solid color wasn't cleared properly under Scriptable render pipeline. (1096478)
  • Shaders: Fixed loading shaders from AssetBundles that were created in 2017.2 not being allowed.. (1096787)

New in Unity 2019.1.0 Alpha 9 (Nov 15, 2018)

  • Features:
  • Editor: Added new SceneView Camera Settings window to control the FOV and Speed of the camera. Mouse scrollwheel adjusts the Speed in Fly/FPS mode too. Also implemented SceneView Camera easing while moving & zooming and added a new section in Preferences to adjust this.
  • Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage. The rendering will happen using a replacement shader until the actual shader variant is available. The feature can be enabled/disabled in the editor preferences with "Asynchronous Shader Compilation" checkbox.
  • Mobile: Wide Color Gamut support for Vulkan and OpenGLES
  • Particles: Experimental support for using the C# Job System to manipulate particle data
  • Universal Windows Platform: Added support for building ARM64 applications
  • WebGL: Add WebAssembly streaming instantiation support
  • Backwards Compatibility Breaking Changes:
  • GI: Moved tetrahedralization code to the player
  • GI: Stitching and probe deringing are now turned on by default
  • Graphics: Dynamic batching checkbox is now hidden if a Scriptable Render Pipeline is active.
  • Improvements:
  • Android: Disable package patching if Strip Engine Code is enabled in Player Settings
  • Android: Enumerate all Android audio input device options, including the lowest-latency option, which can be selected via the name "Android voice recognition input".
  • Android: Stop package patching operation, if target application has wrong CPU architecture
  • Animation: Added Experimental methods to AnimationPlauy
  • Editor: Columns in the Shortcut Manager shortcuts list are now resizable
  • Editor: Improve textual representation of shortcuts in Shortcut Manager.
  • Graphics: Allow import and skinning of models with up to 32 bone weights for each vertex.
  • Package Manager: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system.
  • Profiler: Added Mono.JIT and Mono.DomainUnload profiler markers
  • API Changes:
  • Asset Import: Added AssetImporter.SupportsRemappedAssetType to inform the user user if the importer supports remapping certain asset types (for example Materials)
  • Asset Import: Added MaterialEditorExtensions.PerformBumpMapCheck - Iterates over all material properties with the Normal flag and checks that the textures referenced by these properties are imported as normal maps.
  • Editor: Added Handles.TransformHandle()
  • Editor: Block illegal commands for Editor and PlayMode tests when in playmode (1093572)
  • Editor: Fix input field for sliders that has width less than 150 with no label (1078003)
  • Kernel: TypeTrees are now have a central cache.
  • Fixes:
  • 2D: After updating from 2017.4 to 2018.x serialized sprite atlas attributes values are different than in the Inspector (1085023)
  • AI: Fixed NavMeshObstacle carving a slit in the NavMesh at the place where one of the hull's corners or edges sits precisely on a NavMesh polygon edge. (1044247, 1078553)
  • Android: Fix creation of redundant render pass for clear when using Vulkan
  • Android: Fix possible missing draws when using Vulkan on Adreno (1094348)
  • Audio: Fix adding new keys to the curve in audio source inspector via context menu (1085732)
  • Editor: Editor: Fix menu shortcuts before first menu show on linux
  • Editor: Fix crash if null texture in GUIStyle.scaledbackground (1074485)
  • Editor: Fix extra shift being present in some contextual menu shortcuts in Timeline.
  • Editor: Fix game view mouse offset (1097051)
  • Editor: Fix Scene icon not updated when changing the png file (1084630)
  • Editor: Fix Unity crash when save assets dialog is displayed for exiting the editor. (1062146)
  • Editor: Fix window layout restoration (1078964)
  • Editor: Shortcut manager window: Don't trigger onscreen command key when pressing control on OSX
  • Editor: Shortcut manager: Remove old profile when renaming.
  • Editor: Timeline context menu items (copy, paste, delete) will show the correct bindings if the user rebinds them
  • GI: Fixed by introducing proper round robin sampling between supersamples. (936693)
  • GI: Hotfix for a failure to write baked light maps when VCS is enabled. (1075976)
  • GI: Made it possible to export unfiltered textures from Progressive CPU in order to train ML denoisers.
  • iOS: Fixed full screen movie resetting after app minimize on iOS (840951)
  • Package Manager: Add a warning message if you disable a package and that causes dependencies to also be disabled.
  • Package Manager: Add information to compiler errors explaining if a package has been disabled as a dependency of another package
  • Package Manager: Add information to info messages for disabled components in the inspector explaining if a package has been disabled as a dependency of another package
  • Package Manager: Fix compiler errors having information about missing types from disabled built-in packages when using implicit namespaces and the new scripting runtime (1084240)
  • Prefabs: Do not use UI Environment if prefab opened does not have a Canvas Renderer (1095948)
  • Prefabs: Fix leaks of Editor objects created by Overrides dropdown comparison view. (1051224)
  • Prefabs: Fix Overrides dropdown failing to provide information about why Revert All and Apply All buttons are disabled in cases where Prefab instance was also disconnected. (1096751)
  • Prefabs: Fix Transform.DetachChildren() to not hang the Editor if called on a Prefab instance (restructuring a Prefab instance is not allowed). (1089493)
  • Prefabs: Prefab Mode no longer Unpacks all Environment objects but only the outermost prefab ancestor of the Prefab root. (1094613)
  • Scripting: Fix crash when adding multiple components of a disallowed type (959136)
  • Shaders: Allow loading shaders from AssetBundles that were created in 2017.2. (1091064)
  • Shaders: Fixed bad Metal shader code generation on some cases using SV_GroupIndex (1092420)
  • Shaders: Fixed some compute shader errors not being passed to the inspector/console with Metal build targets (1097864)
  • SpeedTree: Fixed a crash when importing an invalid SpeedTree v7 asset. (1087431)
  • Timeline: Fix timeline window not displaying after exiting PlayMode with MaximizeOnPlay (1090119)
  • Timeline: Fix warnings when keyframing rotation values (1093429)
  • Timeline: Remap default prev/next shortcuts on OSX to avoid conflict with system shortcut.
  • UI: PhysicsRaycaster and Physics2DRaycaster now support multiple-displays. (1027701)

New in Unity 2018.2.15f1 (Nov 9, 2018)

  • Fixes:
  • Android: Fixed gradle builds failing due to jcenter download failures. (1093946, 1095913)
  • Android: Fixed gradle daemons not killed in batch mode. (1073824, 1090861)
  • Audio: Fixed ease in/ease out in Timeline when using an Audio Source. (1084540)
  • Editor: Fixed an issue where red text could appear in the Project search bar along with "style not found" console warnings, while searching in play mode. (1086419, 1091552)
  • GI: Fixed an issue which prevented render targets being used as a source for reflection probes. (1029512)
  • Graphics: Fixed a legacy cubemap crash when its parameters are changed. (1038653, 1085557)
  • iOS: Fixed an issue where the namespace UnityEditor.iOS.Xcode was not found when running the Editor in batch mode. (1018716, 1083343)
  • iOS: Fixed an issue where the screen could be cut off/corrupted when launching from an associated domain link. (1093922)
  • Multiplayer: Fixed UNetWeaver error arised when used Entities package and then creating a NetworkBeahaviour. (1052489)
  • Particles: Fixed the last mesh in multi-mesh systems was being ignored. (1060973, 1068211)
  • Scripting: Fixed crash with message box "GetThreadContext failed". (1082246)
  • Scripting Upgrade: Fixed ArgumentException: "GCHandle value belongs to a different domain" during WebRequest. (1091744)
  • Scripting Upgrade: Fixed crash when using Debug.Log. (1073634)
  • Scripting Upgrade: Fixed for libMonoPosixHelper.so cannot be found. (1077828)
  • Scripting Upgrade: Fixed IEnumerable.ToArray() incorrectly producing 'null' elements. (1066693)
  • Scripting Upgrade: Fixed random crash on x86 Linux with TLS connections ("GCHandle value belongs to a different domain"). (1082650, 1091745)
  • Shuriken: Fixed where the last mesh in multi-mesh systems was being ignored. (1060973)
  • Timeline: Fixed audio ease in and ease out broken when assigned to an audio source. (1084540)

New in Unity 2018.3.0 Beta 9 (Nov 8, 2018)

  • Improvements:
  • Graphics: Removing the Wind Module no longer disables particles and terrain. (1085664, 1096340)
  • IL2CPP: Added "Master" configuration to IL2CPP compiler configuration drop down. This configuration is optimized for speed with complete disregard for build time. It enables compiler options that slow down compilation, for instance link time code generation on Windows based platforms. Furthermore, generated Visual Studio projects for IL2CPP scripting backend on Windows Standalone and Universal Windows Platform now also contain optional "MasterWithLTCG" configuration, which can be used to enable these settings there. (1089249)
  • IL2CPP: Setting IL2CPP compiler config to "Master" will now enable Link Time Optimization on Mac, Android and WebGL.
  • Package Manager: Package Manager UI release 2.0.3:
  • When a preview package is installed, keep showing updates even if "Show Preview Packages" is not checked.
  • When user has not already choose to show or hide Preview Packages:
  • If a preview package is already installed, "Show Preview Packages" is checked.
  • If no preview packages are installed, "Show Preview Packages" is not checked.
  • When user has decided to show or hide Preview Packages, use this decision.
  • Fixes:
  • 2D: Fixed adaptive tile mode sprites not being sorted by their pivot point. (1077311)
  • Android: Fix crash on "AudioManager::ShutdownReinitializeAndReload" with Bluetooth headset pairing (1086597)
  • Android: Fixing problem with FixedUpdate (1071756)
  • Animation: Fix crash when changing/deleting an animation asset used in unbound playable graph. (1074214)
  • Animation: Fixed an issue where playables that were supposed to be destroyed were only destroyed when the graph was destroyed. (1085432)
  • Animation: Fixed crash when requesting the bindings on a ScriptableObject. (1088673)
  • Animation: Fixed humanoid character preview in animation window when applyRootMotion is disabled. (1086313)
  • Asset Bundle: Fix Changing addressableNames doesn't trigger bundle rebuild (996380)
  • Asset Import: Fixed the import of the root node rotation for assets with a shared avatar. (1077942)
  • Audio: Fixed FMOD shutdown to avoid a deadlock (1046752, 1087596)
  • Editor: Backport of #74467, graphview optimizations.
  • Editor: Fixed Assembly Updater crashing if UWP NuGet packages were never restored on current machine and there is a UWP class library in the project (934962)
  • Editor: replaced computationnaly expensive DateTime.now in UIElements Events.
  • GI: Fix graphic artifacts when GPU instancing and Realtime GI are enabled are used together. (1053521)
  • GI: Progressive lightmapper will let realtime GI emissive materials affect baked GI if realtime GI is disabled. (1056171)
  • Graphics: Fix Expressions that use hex literals fail to compile at runtime (1084880)
  • Graphics: Fixed a Metal shader link error printed to the console first time an object with Standard shader is selected. (1083321)
  • Graphics: Fixed editor crash when entering playmode from paused mode with profiler window open (1082921)
  • IL2CPP: Add support for CultureInfo in WebGL when exceptions are disabled. (1083520)
  • IL2CPP: Adding support for new "in" parameter in C# generics. (1090230)
  • IL2CPP: COM Callable Wrappers for managed arrays now implement IReferenceArray interface. This fixes cases where WIndows Runtime APIs expected objects to implement this interface, and if they don't, they report errors such as "Data of this type is not supported." and "Error trying to serialize the value to be written to the application data store." (1054327)
  • IL2CPP: Implement Debug.WriteLine. (1088770)
  • IL2CPP: Support Marshal.SizeOf for types with a generic base class when the base class does not use the generic type in any field. (1083239)
  • IMGUI: Fixed the issue with labels disappearing when using fixed character sets. (1068658)
  • Prefabs: Add a Success out parameter to PrefabUtility.SaveAsPrefabAsset (1091325)
  • Prefabs: Build process fails to remove child game object with EditorOnly tag (1087228, 1088775)
  • Prefabs: Fix components with PlayOnAwake getting played when entering Prefab Mode while Editor is playing. (1051228)
  • Prefabs: Fix environment scene objects with physics to not simulate in Prefab Mode (1090740, 1095468)
  • Profiler: Fix missing charts data in Profiler Window when loading saved profiling data (1061350)
  • Profiler: Increased minimum memory usage for profiler to 4MB in Players and 64MB in the Editor.
  • Scripting: Editor will now use Roslyn C# compiler when compiling scripts in the editor when scripting runtime version is set to latest and target platform is Universal Windows Platform. (1083563)
  • Scripting: Fix Complex #if Preprocessor Directives stop evaluating when a false value occurs in an OR statement (1085267)
  • Scripting: Fixed incorrect scripting backend and profile defines being defined when building scripts in the editor. (1075345)
  • Scripting: New feature where asmdefs can have their own response files
  • Scripting Upgrade: Fixes APIUpdater crash when project path contains $ char (1088028, 1094276)
  • Shuriken: Graphics: Fixed Renderer.bounds returning the wrong bounds when multiple renderers were on the same GameObject. (1088716, 1089019)
  • SpeedTree: Fixed incorrect normal directionn on v7 assets.
  • SpeedTree: Fixed normal mapping on newly imported v8 assets.
  • Terrain: Don't add an empty layer when canceling Add Layer window or set an existing layer to None. (1069093)
  • Terrain: Fixed a rare crash when procedurally feeding terrain detail system with invalid meshes. (1056379)
  • Terrain: Fixed a rare editor crash when deleting tree prototypes. (1056155)
  • Terrain: Fixed terrain inspector brush display breaks when any brush is missing a texture (1076271)
  • Terrain: Fixed terrain property redo/undo under Settings panel. (768865)
  • Terrain: Forced terrain to be most tessellated on painted regions just like before. (1080919)
  • Terrain: Terrain tree colliders now respect the preserveTreePrototypeLayer property. (812315)
  • Universal Windows Platform: Fixed Assembly Converter overflowing its execution stack when it encounters recursive generic structures. (1061473)
  • Universal Windows Platform: Fixed ENABLE_MANAGED_JOBS not being defined when building scripts on IL2CPP scripting backend. (1085045)
  • Universal Windows Platform: ixed C# generated projects having duplicate guids when they have dots in their name and their names start with the same prefix. (1073037)
  • Video: Fixed crash when using persistent AudioSource in VideoPlayer (1081449, 1089083)
  • Video: Fixed inconsistent clamping for playback speed between inspector and API (1094767)
  • Visual Effects: Named object lost reference with exposed field of Visual Effect (1095601)
  • Windows: Fixed standalone player crashing on startup on machines where Citrix Workstation is installed. (1082241)
  • XR: Fixed serialization faliure in HoloLens photocapture when using .Net that would cause the app to crash. (1024727)

New in Unity 2019.1.0 Alpha 8 (Nov 7, 2018)

  • Features:
  • Android: Added Package Patching functionality, where only script related changes are sent to device instead of repackaging apk file.
  • Graphics: Added API support for setting entire constant buffer contents at once: [[Material.SetConstantBuffer]] and [[Shader.SetGlobalConstantBuffer]]
  • Scripting: Experimental support for incremental Garbage Collection to avoid GC Spikes
  • Backwards Compatibility Breaking Changes
  • Android: Remove internal build system
  • Android: Updated bluetooth headset detection on Android 6+ to avoid using deprecated method
  • WebGL: Removed asm.js PreBuilt Engine option
  • Improvements:
  • Editor: Assembly Definition File inspector: Assembly Definition References, Assembly References and Define Constraints lists are now reorderable when editing a single Assembly Definition File.
  • Editor: Shortcut Manager entries that does not have the default binding are now shown as bold.
  • Graphics: Made the Wind Module optional for Particles and Terrains, so they don't get disabled if wind is disabled. (1085664)
  • Profiler: Increased minimum memory usage for profiler to 4MB in Players and 64MB in the Editor.
  • XR: Update Vuforia to version 7.5.20
  • API Changes:
  • Graphics: Exposed settting for number of jobs used when using occlusion culling.
  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.
  • Terrain: Added New version of TerrainTools ShowBrushGUI() callback with flags, to choose which controls to display
  • Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height.
  • Terrain: Obsoleted the TerrainTools IOnPaint.RepaintAllInspectors() function, replaced with Repaint(RepaintFlags), which is available in all TerrainTool callback interfaces.
  • Fixes:
  • Android: Fixed instancing not working in some situations on Adreno GPUs (1053324)
  • Animation: Double clicking an AnimationClip will open the AnimationWindow. (1058422)
  • Animation: Fixed Animation Window hotkeys conflicting with Timeline hotkeys. (1090940)
  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)
  • Animation: Fixed crash when playing a playable graph and setting an override controller. (1087755)
  • Animation: Fixed crash when requesting the bindings on a ScriptableObject. (1088673)
  • Animation: Fixed crash when selecting a faulty bone after AutoMap in avatar configurator. (1075651)
  • Animation: Fixed exceptions triggered by CurveEditor. (1092191)
  • Animation: Fixed IK effector being overriden in animation jobs when calling skeleton methods. (1088067)
  • Asset Import: Fixed the import of the root node rotation for assets with a shared avatar. (1077942)
  • Build Pipeline: Fixed an object ordering indeterminism issue in the results returned by ContentBuildInterface.PrepareScene
  • Editor: Fix game view dimensions (1083316)
  • Editor: Fix JPEG logo assets for UWP builds not added to Visual Studio project (1066142)
  • Editor: Fixed an issue where Handles.RotationHandle would not clip correctly when Handles.matrix was not identity. (1095582)
  • Editor: Fixed an issue which caused unpredictable behavior with duplicate terrain inspectors. Now user is notified of duplicate inspector. (1080942)
  • Editor: Fixed crash when creating new brushes without assets (1086675, 1086739)
  • Editor: Fixed decimal values using comma instead of dot when OS locale has been changed to non-english language. (1089361)
  • Graphics: Fixed a Metal shader link error printed to the console first time an object with Standard shader is selected. (1083321)
  • Graphics: Fixed memory leak when using both custom render properties and changed material keywords (1090901)
  • IL2CPP: Add support for CultureInfo in WebGL when exceptions are disabled. (1083520)
  • IL2CPP: Allow a call to GetGenericArguments on a MethodInfo to work for an inflated generic type. (1087317)
  • IL2CPP: Fixed COM Objects representing Windows.Foundation.IAsyncAction and Windows.Foundation.IAsyncOperation getting destroyed after converting them to System.Threading.Tasks.Task via "AsTask" extension method (1086209)
  • IL2CPP: Implement Debug.WriteLine. (1088770)
  • IL2CPP: Support Marshal.SizeOf for types with a generic base class when the base class does not use the generic type in any field. (1083239)
  • iOS: Fixed possible crash on app exit when destroying static objects (1050875)
  • Linux: Fixed player defaulting to a 1x1 resolution rather than using the default native resolution (1091258)
  • OSX: Fixed OnApplicationFocus() not being called upon entering Play Mode (1075100)
  • Prefabs: Fix child object reference properties with references to non-assets getting cleared when applying parent property. (1092845, 1093647)
  • Prefabs: Fix memory leak when calculating prefab dependencies during import.
  • Prefabs: Fixed crash because some components destroys others during awake while saving a prefab, which we did not expect. (1091412)
  • Prefabs: Fixed regression causing cloned prefab instances during save to show up in the scene. (1092726)
  • Prefabs: More robust throwing of exceptions for invalid input to PrefabUtility apply and revert methods. (1090918)
  • Prefabs: Updating Property modifications on a RectTransform does not need to attempt to disconnect from the prefab (1078892)
  • Scripting: Improved performance when calling GameObject.AddComponent for a nested MonoBehaviour class inside a namespace (1085304)
  • Terrain: Terrain auto-upgrade on load is now recognized as having been updated. (1081612)
  • Terrain: Updated terrain built-in brushes with new brushes that contain higher resolution textures and nicer falloff curves
  • UI Elements: Fixed the VectorXXFields going on 2 lines when the window is made small. (1049285)
  • Universal Windows Platform: Fix InputField text selection so it works on Windows 10 touch-enabled devices (1002834)
  • Universal Windows Platform: Fixed memory corruption when using burst jobs (1094198)
  • Universal Windows Platform: Fixed renderer not using multiple threads when using D3D12 (1094199)

New in Unity 2019.1.0 Alpha 7 (Nov 7, 2018)

  • Improvements:
  • Animation: Aligned all Animator StateMachine nodes on the grid
  • Editor: Added Clear on Build option in Console
  • iOS: Refactored iOS device generation parsing
  • Physics: Build-time MeshCollider baking is 10x faster now. (1075709)
  • Physics: OnCollisionEnter, OnCollisionStay & OnCollisionExit now do not create any GC allocations.
  • Physics: OnCollisionEnter2D, OnCollisionStay2D & OnCollisionExit2D now do not create any GC allocations.
  • Playables: Made IPlayableBehaviour.OnBehaviourPause be invoked when the Playable is paused AND when the PlayableGraph is paused, instead of OR. (1077846)
  • Plugins: Preloading is now supported for any native plugin. Added PluginImporter.isPreloaded.
  • Web: Added support to write to file in append mode in DownloadHandlerFile
  • API Changes:
  • Animation: Obsolete delay features in Playable (Playable.Set/GetDelay)
  • Editor: Exposed method to check if a profile ID is valid
  • Physics: Added Collision.contactCount to retrieve the number of contacts.
  • Physics: Added Collision.GetContact to retrieve a specific contact.
  • Physics: Added Collision.GetContacts to retrieve all contacts.
  • Physics: Added Physics.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX calls is reused.
  • Physics: Added Physics2D.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX2D calls is reused.
  • Playables: Added FrameData.effectivePlayState to pass the accumulated playstate of the Playable (1077846)
  • Playables: Added PlayableOutput.GetEditorName, an editor only method to get the PlayableOutput name.
  • Fixes:
  • 2D: Changing the X and Y positions of a sliced sprite in the Sprite Editor produces inconsistent results (1090895)
  • 2D: Fix using negative value in Position W or H in Sprite Editor unable to delete last created rectangle (1022869)
  • Android: Enabled EGL sRGB backbuffer in Android 9.0
  • Android: Fix Android touch input scale when changing screen orientation with custom resolution (1085580)
  • Android: Fix black screen when trying to use linear rendering with 16bit backbuffer
  • Android: Fix crash that happens if native library initialization fails for any reason. (1075932)
  • Android: Fix gradle builds failing due to failed jcenter download (1093946)
  • Android: Fix OpenGL ES 3.0 shader compile error when generated code requires bitfieldInsert
  • Android: Fix RenderTextureFormat ARGB2101010 when using Vulkan on Adreno
  • Android: Fix Screen.width and Screen.height don't update at the same time as Screen.orientation (1013176)
  • Android: Fixed Activity has leaked ServiceConnection errors when calling Application.Unload (1091255)
  • Animation: Fixed an issue where destroyed playables in a graph would not be destroyed until the graph was destroyed (1085432)
  • Asset Import: Changed the icon of the assets generated using ScriptedImporters to match the icon of other model files.
  • Editor: Creating a Preset of PlayerSettings with XR platforms specified is not crashing Unity anymore. (1061747)
  • Editor: Fixed arrow keys logging errors in editor log slowing down editor.
  • Editor: Fixed color picker ignores the color hex code when copied with (804231)
  • Editor: Fixed crash coming from homewindow callback function (1090455)
  • Editor: Fixed issue where holding arrow keys sometimes caused editor to stop redrawing.
  • Editor: Fixed key down events dispatched twice if not used.
  • Editor: Fixed text fields in Save Scenes dialog window not being navigable using arrow keys.
  • Editor: Remove duplicate for Rider path discovery on Linux
  • Graphics: Fixed Trails using the old position when a Move and Clear is performed. (1061683)
  • Graphics: Vulkan: Fixed incorrect shader code generation with tessellation shaders. (1092160)
  • iOS: Fixed DiscardContents and GrabIntoRenderTexture interop on Metal (1082159)
  • Mobile: Fixed shader compiler output for older mobile GPUs on GLES 2 (1084530)
  • Mobile: Fixed shader compiler output for older mobile GPUs on GLES 3 (1084531)
  • OSX: Fixed GPU selector being always disabled (1055634)
  • Particles: Added error message when trying to play Particle System that has not been instantiated (i.e. a Prefab) (1063358)
  • Particles: Fixed crash when using Ring Buffer mode and setting Max Particles to 0 during playback (1080066)
  • Particles: Fixed shadows when using flipbooks with the Standard Particle Shaders (1080457)
  • Prefabs: Fix environment scene objects with physics to not simulate in Prefab Mode (1090740)
  • Scripting: Fix so we can stop yielded Coroutines deeper than 3 (1089467)
  • Scripting Upgrade: Fixes APIUpdater crash when project path contains $ char (1088028)
  • Terrain: Fixed terrain inspector brush display breaks when any brush is missing a texture (1076271)
  • UI: Cache referencePixelsPerUnit when canvas parent is disabled (1066689)
  • UI: Fix bug where Dropdown doesn't close when clicking outside it under certain cicumstance (1064466)
  • UI: Fix raycasting problem on sprites when default sorting layer is the top most sorting layer (1011483)
  • Video: Fixed crash when using persistent AudioSource in VideoPlayer (1081449)
  • Video: Fixed inconsistent clamping for playback speed between inspector and API (1090115)
  • Video: Resolved VideoPlayer player is paused when unplugging headphones (1086705)

New in Unity 2018.3.0 Beta 8 (Oct 31, 2018)

  • Features:
  • Scripting: Added NET_LEGACY C# preprocessor directive when compiling scripts on .NET 3.5 scripting runtime.
  • Improvements:
  • XR: Update Vuforia to version 7.5.20.
  • Fixes:
  • 2D: Editor crashes in GameObjectHierarchyProperty::CountRemaining when undoing the creation of Sprite Mask object. (1074128, 1078534)
  • 2D: Editor crashes with SpriteShapeUtility::SpriteShapeUtils_SpriteShapeFillSpriteInfo when opening specific project. (1084948)
  • 2D: Error message shown when SVG is added to SpriteShapeProfile, crashes when Spriteshape is added to Scene. (1068117)
  • 2D: Sprite with SpriteShapeBody Shader gets graphical artifacts when rotating the camera. (1079942)
  • Animation: Fixed Animator.applyRootMotion toggle resetting state machine when in game. (1080216, 1087729)
  • Animation: Fixed root motion not being evaluated when overriding with a script. (1086070)
  • Asset Import: Fixed "Format" setting is missing and ArgumentException occurs for texture preset platforms. (1081058, 1091711)
  • DX12: Fix crash when scene is using depth only + HDR Camera. (1087306)
  • Editor: Fix crash when creating brushes when texture is not present (cause is same as 1086739). (1086675)
  • Editor: Fix crash when creating brushes when texture is not present. (1086739)
  • Editor: Fix for Terrain not being marked as modified after an auto-upgrade to new terrain layers occurs on load. (1081612)
  • Editor: Fix Gizmos.DrawFrustum rendering the near clip rectangle in an incorrect coordinate space. (1084268)
  • Editor: Fix that errors are thrown when a prefab with more that 50 game components is selected in the Hierarchy window. (1085685, 1090995)
  • Editor: Fixed an issue where red text could appear in the Project search bar along with "style not found" console warnings, while searching in play mode. (1086419, 1091550)
  • Editor: Fixed an issue where usage of Obsolete APIs could spam the console window with infinite null reference exceptions. (1085675, 1092288)
  • Editor: Fixed arrow keys logging errors in editor log slowing down editor.
  • Editor: Fixed issue by restricting the insertion of menu items into a given submenu to a prescribed limit of 1000 items and displays a warning about the same. (1039181)
  • Editor: Fixed issue where holding arrow keys sometimes caused editor to stop redrawing.
  • Editor: Fixed key down events dispatched twice if not used.
  • Editor: Fixed text fields in Save Scenes dialog window not being navigable using arrow keys.
  • Editor: Fixed Find References in Scene showing objects that are not referencing the asset when using prefabs. (970903)
  • Editor: GenericMenu.allowDuplicateNames now works for subMenus. (1074892, 1091738)
  • Editor: Removing .meta files from empty 3D and 2D project templates so unique GUIDs are generated. (1089085)
  • GI: Crash in CalculateSurfaceArea after opening project with 32bit compressed mesh. Crash was caused by missing index format test in the Mesh code. (1072951)
  • GI: Fixed LightingData.asset creation, so that only the first lighting generation in non-auto mode marks the scene dirty (in single- and multi-scene scenarios) (1067913)
  • Graphics: Fixed binding a 2D Texture with a depthSlice of -1 on DX11 failing.
  • IL2CPP: Allow a call to GetGenericArguments on a MethodInfo to work for an inflated generic type. (1087317)
  • IL2CPP: Choose the proper default p/invoke function name for Win32 API functions. (1079850)
  • IL2CPP: Correctly handle memory mapped files with an offset. (1082118)
  • IL2CPP: Fixed COM Objects representing Windows.Foundation.IAsyncAction and Windows.Foundation.IAsyncOperation getting destroyed after converting them to System.Threading.Tasks.Task via "AsTask" extension method. (1086209)
  • IL2CPP: Generate proper C++ code for unsafe C# code which accesses an array element via a pointer. (1081052)
  • iOS: Fixed an issue where the screen could be cut off/corrupted when launching from an associated domain link. (1093921)
  • Particles: Add error message when trying to play a Particle System that has not been instantiated (i.e. a Prefab). (1063358)
  • Particles: Fixed crash in Ring Buffer mode when max particles was set to 0 during playback. (1080066)
  • Particles: Fixed flipbook shadows in the Standard Particle Shaders. (1080457)
  • Prefabs: Fix 'Open Prefab Asset' context menu item causing issues when used on a model Prefab. Now, show 'Open Model' context menu item for model Prefabs instead. (1079961)
  • Prefabs: Fix issues with incorrect display of removed components on Prefab instances in the Inspector in cases where components are null (due to missing script) or are set to HideInInspector on either the Asset or on the instance. (1082570, 1083899)
  • Prefabs: Fixed issue where 'Open Prefab' button in 'Cannot Restructure Prefab instance' dialog would open the nested Prefab being attempted reparented or deleted, instead of opening the Prefab that this object is a child in. (1091294)
  • Prefabs: Prefab Mode: Ensure environement object hideflags is correctly set after callbacks have been called when opening Prefab Mode to ensure hidden environment objects in the Hierarchy (1089393)
  • Prefabs: Prefab Mode: Fix automatic UI reparenting to leave out the prefab itself when looking for a Canvas to render with
  • Prefabs: Prefab Mode: Fix error thrown in Console when creating a new script in Prefab Mode and exiting Prefab Mode while compiling (1083386)
  • Scripting: Fix crash with message box "GetThreadContext failed". (1082246)
  • Scripting Upgrade: Fix ArgumentException: "GCHandle value belongs to a different domain" during WebRequest. (1082650)
  • Scripting Upgrade: Fix crash during memory snapshot. (1081890)
  • Scripting Upgrade: Fix crash when calling GetMethod("Invoke") on Delegate or MulticastDelegate type. (1085270)
  • Scripting Upgrade: Fix crash when using Debug.Log. (1073634)
  • Scripting Upgrade: Fix IEnumerable.ToArray() incorrectly producing 'null' elements. (1066693)
  • Scripting Upgrade: Fixed random crash on x86 Linux with TLS connections ("GCHandle value belongs to a different domain"). (1082650)
  • Shaders: Fix shader compiler crash when handling SV_DepthGreaterEqual/SV_DepthLessEqual (1077443)
  • Video: Fixed Video component volume controls are not working. (1077684, 1079708)
  • Video: Fixed VideoPlayer.errorReceived event is not fired on network connection lost (on OSX). (975480)
  • Vulkan: Fixed crash on standalone Windows player when minimizing the player window. (1086940)

New in Unity 2018.2.14f1 (Oct 28, 2018)

  • Fixes:
  • Asset Pipeline: Fixed crash when importing FBX containing a CameraSwitcher node. (1083284, 1086520)
  • Build Pipeline: Clarified size values presented by the Build Report. (1006704)
  • Editor: Fixed shift+delete project asset deletion not working. (1057094, 1062584)
  • GI: Fixed an issue where, in forward rendering, no shadow casting light using LPPVs would use baked occlusion even if they should not.
  • Graphics: Fixed dynamic batching with tangents and unused normals. (1069184)
  • iOS: Fixed TLS error using WebSockets when certificate chain includes root certificate. (1082184, 1091206)
  • Mobile: Fixed a crash when creating Texture2DArray in ETC format on Adreno 3xx on devices with Android 4.4. (1077349)
  • Particles: Fixed some confusing behaviour and messages regarding non-read/write meshes on the shape module and renderer. (1084398, 1084858)
  • Scripting: Fixed error in CSharpNameParser when parsing conditional directives. (1077417)
  • Video: Fixed Video build error on headless server. (1053877)
  • VR: Fixed issue of error spam when depth buffer sharing was enabled during Holographic Remoting or Simulation. (1047269)
  • Vulkan: Fixed [iOS] Crash in Animator Controller destructor with DeallocateResources. (1046701)

New in Unity 2018.3.0 Beta 7 (Oct 25, 2018)

  • Features:
  • Android: Add android notch support
  • Backwards Compatibility Breaking Changes
  • Android: Android Gradle plugin is updated up to version 3.2.
  • Android: Bundletool is updated up to version 0.6.0.
  • Android: Required Android build tools version is increased up to 28.0.3.
  • Graphics: Graphics emulation is now disabled whenever a Scriptable Render Pipeline is active.
  • Improvements:
  • iOS: Updated Game View resolution options with iPhone XR/XS/XS Max.
  • Package Manager: Add experimental support for Git package dependencies.
  • Package Manager: Add experimental support for scoped registries (private registries).
  • Package Manager: Package Manager UI release 2.0.2: Documentation update. Set dialog title to 'Unity Package Manager'.
  • Profiler: Enabled automatic scripting threads profiling for il2cpp.
  • Profiler: Optimized Profiler Window timeline rendering.
  • XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0.
  • API Changes:
  • Shaders: Obsoleted [ShaderIncludePath] attribute with warning
  • Fixes:
  • 2D: Fix Sprite Editor border "T" and "B" fields assign their values to the wrong borders. (1086672, 1089720)
  • 2D: Fix tiled animated Sprites glitch when iterating over frames. (1076834, 1089719)
  • Android: Don't pass -d option to adb as it doesn't work with Android 4.1 (1086401, 1088808)
  • Audio: Fixed ease in/ease out in Timeline when using an Audio Source. (1084540)
  • Editor: Don't trigger command shortcuts when user presses control on osx. (1078588)
  • Editor: Duplicate inspector window has disabled controls and user is notified that the duplicate window/tab won't be usable. (1080942)
  • Editor: Enable shortcuts when no guiview has focus. (1068833)
  • Editor: Fix issue with getting compilation related errors and warnings sometimes when changing the list of built-in modules in package manifest.json. (1074298)
  • Editor: Fix paste shortcut triggering vertex snapping in scene view. (1086270)
  • Editor: Fix performance regression in Asset import times. (1079615, 1079727)
  • Editor: Fixed issue with .spm models not showing up while filetering through project search bar (1082272, 1091107)
  • Editor: Fixed issue with creating a copy of a writable font. (1064686, 1084791)
  • Editor: Fixed issue with memory leaks while selecting ausio source in hierarchy. (1089084)
  • Editor: Fixed license activation in OSX using -nographics in command line. (1043511)
  • Editor: Fixed regression that caused Inspector to use incorrect margins in ModelImporter Animations tab. (1075575)
  • Editor: Fixed: ListView.SelectionChanged throwing ArgumentOutOfRangeExcpetion (1087096)
  • Editor: Fixed: When moving mouse over ListView scrollbar on Windows the cursor changes to a resize cursor, it should not. (1091421)
  • Editor: Selection of complex objects (nested prefabs within nested prefabs) in Project is slow. (1083380)
  • GI: GPU Lightmapper: Fix a crash in the gfx device when running OOM when baking. (1082991)
  • Graphics: Fix crash when loading asset bundle built from an older unity version. (1078602)
  • Graphics: Fixed an issue which prevented render targets being used as a source for reflection probes. (1018483)
  • Graphics: Prevent crash if a shader attemps to access a ComputeBuffer that is not set. (1083323)
  • Graphics: Prevent crash when importing large textures. (1082231)
  • Graphics: Vulkan: Fixed crash with certain shaders.
  • IL2CPP: Add support for building with Xcode 10 and the macOS 10.14 SDK.
  • iOS: Fix TLS error using WebSockets when certificate chain includes root certificate. (1082184, 1091205)
  • iOS: Fix wrong Screen.safeArea on iPhone on Start()
  • Linux: Fixed an issue which crashed Unity when joysticks/gamecontrollers were removed/added. (1080508)
  • OSX: Fix Mac OSX Standalone player Icon is not created. (1082228)
  • Package Manager: Add a confirm dialog and trace when user selects "Reset Packages to defaults" in "Help" menu. (1066143)
  • Package Manager: Fixed a security vulnerability where a malicious attacker could access the local server from a script served on the internet by using DNS rebinding.
  • Package Manager: Loosen Package Manager version validation rule to support Unity version with build suffixes. (1081913)
  • Particles: Fix custom light from the particle system not updating. (1071867)
  • Particles: Fix particle stall when next frame simulation is ready to begin but previous frame rendering is still in progress. (918057, 981387, 1066517)
  • Particles: Fixed prefabs with Burst Emissions having bust probability of 0 by default. (1065503)
  • Particles: Fixed prefabs with Sub emitters having emit probability of 0 by default.
  • Particles: Fixed some confusing behaviour and messages regarding non-read/write meshes on the shape module and renderer. (1084398, 1084857)
  • Physics: Added missing documentation for Scene extension methods PhysicsSceneExtensions and PhysicsSceneExtensions2D that retrieve PhysicsScene and PhysicsScene2D.
  • Physics: Allow a Sprite to be dragged onto the PolygonCollider2D. (1084839)
  • Physics: Fix crash on "Collider2D::Cleanup" when entering Prefab editing mode that contains a CompositeCollider2D. (1086709)
  • Prefabs: Disallow dragging scene assets to the Hierarchy in Prefab Mode. (1081922)
  • Prefabs: Editor crashes with PrefabImporter::GenerateAssetData when importing "PBR Flower Pack" Asset. (1084315, 1088697)
  • Prefabs: Fix crash when pasting a copy of a prefab instance after deleting the prefab instance. (1065491)
  • Prefabs: Fix modifying property override on the root transform in a Prefab Variant. (1071118)
  • Prefabs: Fix Prefab Mode doesn't open properly when having corrupted json state files. (1084623)
  • Prefabs: Fixed newly create prefab variant's name containing entire path when the original prefab is not directly under the Assets folder. (1082940, 1089828)
  • Prefabs: Garbage on the m_RemappingCache, as className was being deallocated when leaving the scope of a the string. (1090955)
  • Prefabs: Result is missing from OnWillCreateAsset() when the method is called by creating a Prefab. (1087603, 1089189)
  • Profiler: Fixed coroutines naming in profiler. (1033280)
  • Profiler: Fixed non matching Profiler markers when Profiling Editor in Play Mode and viewing Main Camera. (1077674)
  • Profiler: Fixed Profiler Window memory usage. (1080586)
  • Scripting: Fix crash when calling Debug.LogException(null) (1086067, 1086398)
  • Scripting: References to missing assets in arrays and lists will no longer be completely lost. (1085374)
  • Scripting Upgrade: Fixes an issue where upgrading a project with apiCompatibilityLevel ".Net 4.x" might be switched to apiCompatibilityLevel ".Net Standard 2.0" (1083445)
  • Terrain: Fixed terrain artifacts when painting across borders. (1064282)
  • Timeline: Fix deleted keys from animation window not reflecting correctly in Timeline. (1087300)
  • Timeline: Fixed timeline UI when only tracks with unloaded scripts are visible. (1085676)
  • Timeline: Fixed undo when renaming a track from the track header. (1085058)
  • UI: Fix double-trigger for some shortcuts (e.g. paste) in editor play mode (1084036)
  • Windows: Do not show empty button when incompatible JDK is selected. (1076240, 1090836)
  • XR: The experimental XR API UnityEngine.Experimental.XR.Boundary.TryGetGeometry incorrectly reported geometry with a negated Z coordinate in the Oculus and OpenVR implementations. This has been fixed. (1081164)

New in Unity 2018.3.0 Beta 6 (Oct 19, 2018)

  • Backwards Compatibility Breaking Changes:
  • Scripting: The .NET 3.5 Equivalent Scripting Runtime has been marked as deprecated.
  • Improvements:
  • Profiler: Windows Editor now supports PIX for Windows CPU Timeline captures. (1080203)
  • Timeline: Timeline Editor uses different color and icons when editing a PlayableDirector in prefab isolation mode.
  • XR: XR LWRP Improvements:
  • Single-pass double wide rendering has been implemented as a stereo rendering method fallback for android devices that do not support single-pass instancing or multi-view.
  • Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
  • Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
  • Android y-flip issues should be resolved.
  • Shadows render correctly on all android platforms when using multi-view stereo rendering.
  • The VR watermark will no longer be rendered on an HMD.
  • OpenGL invalid state errors could no longer be present in adb logs.
  • API Changes:
  • Android: Removed public API for setting the JVM Max heap size
  • Fixes:
  • Android: Fixed blit not working on Android when source is a depth texture. (1078008)
  • Animation: Fix Editor freezes when selecting Animator component's Optimize Transform Hierarchy. (1079977, 1083358)
  • Build Pipeline: Clarified size values presented by the Build Report. (1006704)
  • Compute: Vulkan/Metal/OpenGL: compute shader compilation optimizations.
  • Editor: Disable scripting settings when editor is in play mode. (1075345)
  • Editor: Fix Adding DLL references to "mcs.rsp" doesn't update Visual Studio. (1085634)
  • Editor: Fix Editor dead-locking in Console logic. (1081060)
  • Editor: Fix HttpClient namespace not being recognized in VS with .NET 4.x. (1066726, 1084826)
  • Editor: Fix issue with .asmdef assemblies referencing player-only .asmdefs not getting properly compiled on startup in projects without a Library folder/clean import. Potentially leading to missing MonoBehaviour references in scenes until the next recompile of scripts. (1082746)
  • Editor: Fix issue with script compilation not triggering correctly when moving a script from one .asmdef folder to another .asmdef folder. (1082699)
  • Editor: Fix panels not being properly set when calling SetPanel. (1082311)
  • Editor: Fixed issue with scale handle disappearing when screen resolution is changed. (1077720, 1087604)
  • Editor: Fixed shortcuts executing twice when Game View is focused on macOS. (1078535, 1085213)
  • GI: GPU Lightmapper, fix non uniform scaling.
  • GI: GPU Lightmapper, fix number of bounces (was doing two extra).
  • GI: Renamed 'Progressive' to 'Progressive CPU' to differentiate it from 'Progressive GPU'. (1086524)
  • Graphics: Fixed crash when changing alpha import settings on an R16 texture. (1084645)
  • Graphics: Fixed dynamic batching when shader uses only tangents and not normals. (1069184, 1078545)
  • Graphics: Fixed shaders failing to compile when using explicit sample IDs on OpenGL ES. (1078109)
  • Graphics: Fixed visual artifacts when SceneView filtering is active. (1087534)
  • iOS: Fixed XCode project breakage when using WebCamTexture. (1086963, 1087282)
  • OSX: Metal: Unity applications now correctly reported as "Requires High Perf GPU" in Activity Monitor.
  • Physics: Fix a performance regression in physics queries. (1086243)
  • Physics: Fixed an issue where physics internal data wasn't being updated if the scene only contained static colliders, causing issues with shape casts.
  • Prefabs: Crash on dragging a Canvas object to the scene. (1086494, 1087680)
  • Prefabs: Crossreferences of abstract type in prefabs crash during import. (1086779, 1087679)
  • Prefabs: Fix applying a dependent component to nested prefab crashing Editor. (1055869, 1087681)
  • Prefabs: Fix error logged "Cannot navigate back" when using API: NavigateBack. (1083300)
  • Prefabs: Fix inconsistent preview object state error after dragging a prefab into the Scene. (1080545)
  • Prefabs: Fix invalid cast in OnOpenAsset. (1081061)
  • Prefabs: Fix References being lost on PrefabInstances when Library folder is deleted and a component cross reference other PrefabInstances. (1084470)
  • Prefabs: Fix where all Prefabs where reimported if CompileErrors or IsCompiling pending when entering Play mode. (1086442)
  • Scripting: Fix System.Net.Http.dll could not be found error is thrown when response file is present in Assets folder. (1068300, 1078476)
  • Shaders: Fixed regression breaking GLSLPROGRAM/ENDGLSL on compute shaders. (1087923)
  • Terrain: Converted the experimental terrain tool API to use BrushTransform instead of a Rect, enabling better control and accuracy of the transform used when painting Terrain. (1079073, 1086278)
  • Terrain: Fixed Terrain corruption when painting across terrains of different resolution. (1086526)
  • Terrain: Slight change to the terrain material mask alignment on Terrains, to make the transition between adjacent Terrain tiles seamless (previously would always have a strip of duplicated values along seams). (1086527)
  • Terrain: Streamlined the experimental terrain tool API, to follow Unity conventions and reduce code complexity.
  • Terrain: Terrain brush preview more accurately track terrain and gives a better preview of the current operation. (1079072, 1086538)
  • Timeline: Added drop down menu to animation tracks for switching offset mode for tracks without root transform animation. (1081118)
  • Timeline: Fix temporary game object being created for custom tracks by Timeline Editor. (1082600)
  • Timeline: Fix timeline scrubbing for sub-emitters with autorandomseed. (1076850)
  • Timeline: Fix tooltip typo in control tracks. (1083618)
  • Timeline: Fixed drop down in Timeline Editor to not show Scene objects in Prefab Isolation mode. (1080142)
  • Universal Windows Platform: Fixes Stereo Display (non head-mounted) VR SDK being unavailable. (1033346, 1084984)
  • Windows: Improves ExclusiveFullscreen resolution not being set if/when DXGI fails to apply requested resolution. (1058040, 1084985)
  • XR: Fix deadlock with ARFoundation. (1068999)
  • XR: Fixed an issue with Oculus focus loss causing vsync to turn off when "Run in Background" is enabled. (898992, 1082067)
  • XR: Fixed issue with reported device possition when building ARCore apps targeting x86.
  • XR: iOS Cardboard udpated to 1.170 to fix screen issue when rotating from portrait to landscape. (1087864)

New in Unity 2018.2.13f1 (Oct 19, 2018)

  • Improvements:
  • XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0.
  • XR: Updated Vuforia to version 7.5.20.
  • XR: Updated Oculus to version 1.29.0.
  • Fixes:
  • Android: Fixed crash when closing scene with active webcamTexture. (1059444)
  • Asset Import: Fixed the Rig setup workflow in the Model Importer to enable setting up the avatar using scripts and presets. (1060952, 1066786)
  • Editor: Fixed GradientEditor closing when selecting the color picker tool on OSX. Color picker tool is now cancelled when changing keyboard focus. (1059666)
  • Editor: Fixed issue with .asmdef assemblies referencing player-only .asmdefs not getting properly compiled on startup in projects without a Library folder/clean import. Potentially leading to missing MonoBehaviour references in scenes until the next recompile of scripts. (1082746)
  • Editor: Fixed issue with script compilation not triggering correctly when moving a script from one .asmdef folder to another .asmdef folder. (1082699)
  • Editor: Fixed keypad period and delete for input fields (linux).
  • Editor: Fixed Null reference exceptions while typing in project window search bar. (1077389)
  • Editor: Fixed persistence of user-added items in Component menu. (1038153)
  • Graphics: Fixed multi-threading crash where default property values have to be pulled from the Material when Graphics.DrawMeshInstanced is called. (1046126)
  • Graphics: Metal: Fixed unity applications not correctly reported as "Requires High Perf GPU" in Activity Monitor. Vulkan/Metal/OpenGL: Compute shader compilation optimizations.
  • IMGUI: Fixed Exception when calling EditorGUIUtility ObjectPicker methods from Custom Editor. (1061966, 1077369)
  • Mobile: Updated iOS and Android editor game view resolutions and aspect ratios.
  • Physics: Fixed issue where physics internal data wasn't being updated if the scene only contained static colliders, causing issues with shape casts. (1064897)
  • Scripting Upgrade: Fixed crash callstacks on OSX. (1074280)
  • Shuriken: Fixed transform not recached immediately whena particle system play state is changed. (1027576)
  • XR: Updated Google VR for iOS to v1.170. Should resolve issue with orientation changes in Cardboard on iOS. (1087865)

New in Unity 2018.3.0 Beta 5 (Oct 17, 2018)

  • Backwards Compatibility Breaking Changes:
  • XR: Oculus Dash and Shared Depth Buffer options are now enabled by default in the Oculus XR settings.
  • Improvements:
  • Graphics: Metal: added possibility to use ComputeBuffer in "native" metal shaders (written in metal shading language).
  • Package Manager: Package Manager UI release 2.0.1:
  • Move undesired public classes to internal.
  • Minor fix to the documentation.

New in Unity 2018.2.12f1 (Oct 17, 2018)

  • Fixes:
  • Android: Allow Power VR devices rendering at custom resolution with BlitType:Auto. (1022974, 1063419)
  • Animation: Fixed crash when using the GameObjectRecorder with an invalid EditorCurveBinding. (1076523)
  • Asset Import: Fixed crash when re-importing assets for some global settings. (1079532, 1081911)
  • Build Pipeline: Fixed crash in "il2cpp::utils::Debugger::InitializeTypeSourceFileMap()" at startup. (1051393)
  • Editor: Fix colliding file ids in YAMLMerge not tracking already remapped keys. (1076698)
  • Graphics: Fixed a race condition in the culling code that would free memory of a job that is still in-flight leading to a crash in the editor. (1062032)
  • IL2CPP: Add support for building with Xcode 10 and the macOS 10.14 SDK.
  • IL2CPP: Fixed memory mapped files with an offset not being handled correctly. (1082118)
  • IL2CPP: Fixed proper C++ code not being generated for unsafe C# which accesses an array element via a pointer. (1081052)
  • IL2CPP: Fixed the proper default p/invoke function name for Win32 API functions not being called. (1079850)
  • IMGUI: Fixing issue with 16bit chars not displaying correctly. (1067159)
  • iOS: Fixed "textures used in draw call" not using our hash_set instead of std::set. (1061553)
  • iOS: Fixed Screen.safeArea not being reported correctly when orientation is changed. (1028312, 1037753)
  • Physics: Fixed contact callback assertion errors when using multi-threaded 2D physics. (1042478)
  • Physics: Fixed intermittent editor crash when using multi-threaded 2D physics. (1082697)
  • Physics: FIxed Joint2D.breakForce and Joint2D.breakTorque not able to be set to infinity. (1065618)
  • Physics: Fixed OnCollisionEnter2D occasionally returning zero normal/tangent impulse when using Continuous Collision Detection mode on a Rigidbody2D. (1080330)
  • Physics: Fixed OnCollisionEnter2D occasionally returning zero relative-velocity when using Continuous Collision Detection mode on a Rigidbody2D. (1037965)
  • Scripting: Fixed incorrect Transform.hierarchyCount and Transform.hierarchyCapacity properties. (1079998, 1082886)
  • Scripting: Fixed TLS related crash. (1073395)
  • Scripting Upgrade: Fixed crash when calling Application.Unload. (1060891)
  • Scripting Upgrade: Fixed potential deadlock on OSX. (1077203)
  • Scripting Upgrade: Fixed SslStream/UnityTlsContext not reporting gracefully closed Streams on read. (1076788)
  • Shaders: Added two env vars to override the default shader compiler timeouts: UNITY_SHADER_COMPILER_TASK_TIMEOUT_MINUTES overrides the timeout for waiting a response from a compiler task (compile, preprocess, disassemble) UNITY_SHADER_COMPILER_CONNECT_TIMEOUT_SECONDS overrides the initial connection creation timeout. (1038278)
  • Shaders: Added two env vars to override the default shader compiler timeouts: UNITY_SHADER_COMPILER_TASK_TIMEOUT_MINUTES overrides the timeout for waiting a response from a compiler task (compile, preprocess, disassemble) UNITY_SHADER_COMPILER_CONNECT_TIMEOUT_SECONDS overrides the initial connection creation timeout. (1072458)
  • Shuriken: Fixed syncing transforms when acquiring the light prefab in particle systems. (1064232)
  • Timeline: Fixed temporary game object being created for custom tracks by Timeline Editor. (1082600)
  • Timeline: Fixed timeline scrubbing for subemitters with autorandomseed. (1076850)
  • Timeline: Fixed tooltip typo in control tracks. (1083618)
  • XR: Fixed incorrect device position when building ARCore apps targeting x86.

New in Unity 2018.2.11f1 (Oct 4, 2018)

  • Fixes:
  • (1067933) - Android: Fixed pink shader when using UI with ETC1 split alpha texture.
  • (1080559) - Animation: Fixed regression when changing hierarchy under an Animator.
  • (1078001) - Editor: Fixed exception being thrown when a callback was registered with Editor.finishedDefaultHeaderGUI and an Editor's header was drawn via Editor.DrawHeader() when there was GUI state on the internal stack (e.g., change checks, disabled groups), as in the ModelImporter's Animation tab.
  • (1057779) - Editor: Disabled incomplete drag & drop functionality for packaged textures onto scene objects.
  • (1083008) - Graphics: Fixed crash in texture mip map streaming.
  • (1082125 (1079066)) - Graphics: Fixed an issue where texture presets in project templates were forcing textures with alpha to RGB format (ignoring alpha channels) by default on Android and iOS.
  • (1049221) - IL2CPP: Fixed an issue with certain unprintable characters in C# source code causing failed compilations when they are copied to the C++ code as comments.
  • (1077373) - IL2CPP: Updated load indirect instructions to always use a temporary instead of pushing a pointer expression on the value stack, which can cause incorrect behavior in certain cases.
  • (1075581) - IL2CPP: Fixed For assumption that a class with a method named Invoke is a delegate.
  • (1078167) - IL2CPP: Fixed for an issue that can be encountered when trying to set a field value via reflection that has a previously unused type.
  • (1070548) - IL2CPP: Prevented an error during code conversion when both a pinned and unpinned pointer type are used as local variables and the debugger is enabled.
  • (1058928) - iOS: Fixed using French as default language on Mac, building iOS app gives unassigned icon warning in Xcode.
  • (1058928) - iOS: Fixed unassigned icon warning in Xcode when locale is not using "." as the decimal separator.
  • (None) - iOS: Fixed stylus not returning normalized pressure value in the new input system..
  • (None) - iOS: Fixed input event time not being relative to new input system time.
  • (None) - iOS: Fixed stylus events coming from Pen device instead of Touchscreen device in the new input system.
  • (1081785 (1051704)) - SceneManager: Fixed crashes caused by incorrectly activated children of inactive parents.

New in Unity 2018.3.0 Beta 4 (Oct 3, 2018)

  • Improvements:
  • UI: Adding the ability to to use Sprite Tight mesh inside Unity UI
  • API Changes:
  • Android: Added Android API 28 (Pie) to our scripting reference
  • Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
  • Fixes:
  • 2D: Changes in the Tile Palette are now saved when creating or importing an Asset. (1077382, 1084076)
  • 2D: Fix crash when using Tilemap.SwapTile with a Null Tile. (1084072)
  • 2D: Fixed issue with painting the Tilemap in the Scene view when rapidly switching between Editor windows. (1077694, 1084075)
  • 2D: The Tilemap painting preview now updates properly when panning the Scene view with the keyboard. (1077400, 1084073)
  • Android: Cancel mouse button down event when the touch input is received (1001675)
  • Android: Fix shader compile errors caused by precision mismatch on Mali 450 devices
  • GI: Fixed issue where Baked Albedo and Baked Emissive lightmaps are not shown in the lightmap Preview window after baking GI (1081811)
  • Particles: Added error message when trying to use a statically batched mesh in the Particle System (1075564, 1084252)
  • Particles: Inverted how spherical wind zones affect Particle Systems, to fix inconsistency between particles and trees (1053956, 1084259)
  • Particles: Multi-selecting billboard and mesh particles hid the particle material slot in the inspector (1077827, 1084251)
  • Particles: Particle sorting was incorrect with ortho camera with negative near clipping plane when using sort by distance (1056469, 1084256)
  • Particles: Particle start speed now uses sub-frame time to distribute valuise correctly when using Curve modes (1063952, 1084258)
  • Particles: Particle System bounds ignored Shape Y scale when using Rectangle emission shape (1064275, 1084257)
  • Particles: Particles with the Render alignment set to "Facing" billboarded incorrectly with directional lights (1072493, 1084254)
  • Particles: Setting the scale of a GameObject didn't adjust the Pivot value of a StretchedBillboard ParticleSystem (1068381, 1084255)
  • Particles: Sub Emitter particles were not randomized when using Auto Random Seed (1068735, 1084248)
  • Terrain: Fix selection outline for terrains. (1082024)
  • Terrain: Fix spot/point light shadow receiving for terrain and grass. (810803, 1070424)
  • UI: Fixing issue with 16bit chars not displaying correctly. (1067159)
  • UI: UIElements: fix UXML factories not initialized when creating instantiating assets at Editor startup (1045535)
  • Visual Effect: Larger effects add up to large serialized states and in-graph latency when selecting moved nodeblocks (1079937)

New in Unity 2018.3.0 Beta 3 (Sep 27, 2018)

  • Features:
  • GI: Added preview version of GPU lightmapper in Windows Editor. Can be selected in the Lighting window. The lightmapper is based on OpenCL and RadeonRays and will work on all modern GPUs with more than 2Gb of dedicated memory.
  • Improvements:
  • Prefabs: For Prefab instances: we now show the last known overridden root prefab instance name when the prefab asset has gone missing. Now showing "MyGameObjectName (Missing Prefab)" instead of just "Missing Prefab".
  • Shaders: Shaders can now include files from packages directly like this: #include "Packages/packagename/IncludeFile.cginc".
  • API Changes:
  • Asset Import: Added AssetPostprocessor.OnPostprocessMeshHierarchy callback, to allow you to modify the imported hierarchy before proceeding to import the avatar and animation clips. (1069175)
  • Prefabs: Added method PrefabUtility.HasPrefabInstanceAnyOverrides to quickly check if there's any override on a Prefab instance.
  • Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.
  • Scripting: Added UnityEngine.Scripting.GarbageCollector API for enabling and disabling the garbage collector on Mono and IL2CPP scripting backends.
  • Fixes:
  • Animation: Fixed a crash that was triggered when saving scenes. (1080024)
  • Asset Import: Deactivating and reactivating standalone support on a PluginImporter now keeps the correct values in the Per-Platform Desktop settings. This fixes an issue whereby plugins were not copied to the Standalone Plugin folder when they were marked to be included in build. (983225)
  • Asset Import: Fixed TextureImporter platform getter/setter to find the correct platform when using BuildTargetGroup enum names, as happens on other Importers. (678452)
  • Editor: GUIStyle constructor: improved robustness. (1081081)
  • Editor: The PresetManager dropdown on each default preset line is now updated correctly when Presets are deleted/added in a project. (1070684)
  • Particles: Fixed occasional emission glitch when using prewarm. (1064065)
  • Windows: Fixed crash when Custom Editor window is destroyed due to going out of focus while being dragged. (1075038)

New in Unity 2018.2.10f1 (Sep 27, 2018)

  • Fixes:
  • (1069175) - Asset Import: Added the callback AssetPostprocessor.OnPostprocessMeshHierarchy, which allows you to modify the imported hierarchy before proceeding to import the avatar and animation clips.
  • (1069203) - Editor: Fixed an issue were you could not cancel from the Revert Layout window once it was open.
  • (1061477) - Graphics: Fixed flickering on objects when dynamic batching is enabled (case 1061477).
  • (1067685) - Graphics: Fixed SRP Batcher crash on Win7 + SP1 ( Book of the Dead ).
  • (1033948) - OSX: Fixed issue with delete key and special keys inputing garbage characters in text fields.

New in Unity 2018.2.9f1 (Sep 24, 2018)

  • Fixes:
  • (1074081) - 2D: Fixed rendering of Grid Component in Hexagonal Cell Layout for certain AMD Radeon cards.
  • (1066715) - 2D: Fixed crash on MonoStringNew when entering Play Mode after reopening the project and loading resources.
  • (921228) - AI: Added warning about creating or loading more than 65535 autogenerated OffMeshLinks in a static scene NavMesh.
  • (944759) - AI: Removed assertion on expression "verts.size() > 0".
  • (1053433) - Animation: Fixed interrupted transition clearing controller parameter values.
  • (1061326 (1025425)) - Asset Import: Fixed bug where a scriptedImporter gets switched to an other scripted importer: previsouly imported assets would keep trying to use old importer.
  • (1074400) - Editor: Fixed Metal Editor performance regression when running on macOS Mojave with Metal API Validation checkbox enabled.
  • (1016861) - Editor: Fixed startup crash on CPUs that don't support AVX instructions. (linux).
  • (1025713) - Graphics: Fixed OpenGL ES 3.1 + AEP detection on Android.
  • (1074400) - Graphics: Fixed Metal Editor performance regression when running on macOS Mojave with Metal API Validation checkbox enabled.
  • (1074413) - Graphics: Initial support for using MTLHeap, fixes Tessellation performance regression when running on macOS Mojave.
  • (1064723) - IL2CPP: Fixed an issue that allowed debugger stack-frame data to get out of synchronization with the debugger thread and cause crashes when debugging IL2CPP players.
  • (1070548) - IL2CPP: Prevented an error during code conversion when both a pinned and unpinned pointer type are used as local variables and the debugger is enabled.
  • (None) - IL2CPP: Fixed an unhandled exception in IL2CPP. Adding support for pointer types when executing an initobj instruction.
  • (1023109) - iOS: Fixed a crash on launch when using storyboards for launch screens on iOS.
  • (None) - OSX: Fixed build system diabling new input system.
  • (1071429) - PS4: Fixed Terrain trees billboarding on PSVR.
  • (1049901) - PS4: Fixed for incorrect hash generations for shader compiler hashing.
  • (1066638) - SceneManager: Fixed possibility that users can set the DontDestroyOnLoadScene as active.
  • (None) - UI: Fixed RectTransform DrivenProperty fields not ungreying when removing driven object/ value.
  • (None) - Universal Windows Platform: Fixed "SplashScreen is missing" error when deploying UWP apps with Visual Studio 15.8.
  • (1073029 (1071331)) - Universal Windows Platform: Fixed "SplashScreen is missing" error when deploying UWP apps with Visual Studio 15.8.
  • (1057185) - Web: UnityWebRequest: Fixed handling 300 redirect without Location header.
  • (1076485 (988420)) - XR: Fix for 360 Stereo Capture where left and right eye images are being swapped in the stereo equirect map after ConvertToEquriect API is called.

New in Unity 2018.3.0 Beta 2 (Sep 21, 2018)

  • Improvements:
  • Particles: We now expose a culling mode option, giving users control over particle simulation whilst offscreen. (765905)
  • Timeline: Improved performance and reduced allocations when playing a Timeline.
  • Fixes:
  • Animation: Fixed case of Animation Window Add Properties DropDown Menu size not matching its content size. (1056393)
  • Animation: Fixed case of error messages being thrown when zooming in too much in Curve Editor. (1064815)
  • Animation: Fixed issue where OnStateIK would fire unexpectedly on all layer with IK pass on. (1064994)
  • Animation: Fixed root motion evaluation in humanoid characters when manually calling animator.Update(0). (1064826)

New in Unity 2018.2.8f1 (Sep 21, 2018)

  • Fixes:
  • (1071483 (1062852)) - Android: Fixed crash when returning null string from Java plugin.
  • (1065609) - Asset Import: Fixed renaming or changing the namespace containing a scripted importer breaking the auto-reimport mechanism.
  • (1073894) - Editor: Fixed an issue where launching Unity via Hub invalidates existing login for direct launchers.
  • (1075850) - Graphics: Fixed main thread stall deleting temporary render targets after calling ConvertTexture() from script.
  • (1076208) - Graphics: Fixed crash in intensive rendering scenes when using legacy graphics jobs.
  • (1061224) - Graphics: Fixed crash in MinMaxAABB::MinMaxAABB when Legacy Deferred Render Path is used.
  • (1033188) - Graphics: Fixed RGBA16 having swapped red/blue channels.
  • (1075574 (1070347)) - Graphics: Fixed issue where Camera FOV cannot be set to a value lower than 1.
  • (1041458) - OSX: Fixed an issue where MacOS player would not go into correct screen mode when Command+F is pressed.
  • (1074390 (1058082)) - Physics: Fixed issue where colliders without physics material don't return correct default material in Physics Settings.
  • (1074389 (1009394)) - Physics: Fixed wrong UV returned in Raycast result when raycasting to a mesh collider that has negative scale.
  • (1074384 (1005564)) - Physics: Fixed issue where transform to CharacterController in OnControllerColliderHit is ignored.
  • (1074376) - Physics: Fixed an issue where some Physics Settings are not reset upon request.
  • (1074374 (1024453)) - Physics: Fixed issue where mass properties are not correctly updated when changing collider scale.
  • (1074373 (1048878)) - Physics: Fixed a crash when user sets a very small size to Terrain data.
  • (1066072 (1059467)) - Physics: Fixed an issue where kinematic bodies may not follow transform change after setting its postion after setting their position or rotation via Transform component.
  • (1074312) - Scene Management: Fixed crash in LightmapSettingsManager.CheckSettingsConsistency when calling UnloadSceneAsync right after a LoadScene(SingleMode).
  • (1052766) - Scene/Game View: Fixed issue where specifying frustum view point would actually use it as base for the near plane.
  • (1073275) - Scripting Upgrade: Fixed hang when disconnecting while reading/writing on a SslStream.
  • (1060892) - Scripting Upgrade: Fixed crash when entering playmode on OSX.
  • (1062208) - Scripting Upgrade: Fixed Android Runtime test instability.
  • (1059122) - Scripting Upgrade: Fixed an issue where UnsafeUtility.GetFieldOffset could return 0 when the type is not initialized.
  • (1065895) - Scripting Upgrade: Fixed crash when DynamicMethod is constructed into non-dynamic image.
  • (1069236) - Scripting Upgrade: Fixed crash when using unmanaged constraint.
  • (966667) - UI: Fixed Chinesse bolded Arial font style looks wide in Editor.
  • (983200) - UI: Fixed spacing between characters is lost and text is stretched with bold font selected when built on certain platforms.

New in Unity 2018.3.0 Beta 1 (Sep 14, 2018)

  • Features:
  • Android: Added AppBundle generation support.
  • Android: Added support for requesting permissions at runtime.
  • Android: Kotlin source files now can be used as plugins.
  • Android: OpenJDK will be included into Unity Android support, user will no longer be required to install Java.
  • Animation: Added SkinnedMeshRenderer.forceMatrixRecalculationPerRender. This property should be set in cases where the user would like to manually render a skinned mesh multiple times within a single update, an example of this would be rendering out the results of an animation to a texture
  • Asset Import: Added support for importing R16 textures
  • Editor: Added improvements to the window tabs: -Selected window tab is now highlighted using a blue outline -The width of the tab is now adjusted according to the length of the tab title -Scrolling through open tabs with arrows when number of open tabs exceeds the width of the window
  • Editor: Added view each channel in texture inspector
  • Editor: Introduced searchable Unified Settings window for Project Settings and Preferences
  • Editor: Rider installation path detection in Editor Preferences.
  • Facebook: Facebook platform now uses package manager for Facebook SDK management. Configuration is via the Facebook build settings (i.e. not the package manager UI).
  • GI: Added (baked lighting only) disc shaped area light type. Only available in the progressive lightmapper.
  • Graphics: Added memoryless framebuffer depth to iOS Metal.
  • Graphics: Added R16 texture & render targets support
  • Graphics: Added shadow bias options to Particles, Lines and Trails.
  • Graphics: Added texture 3D CopyTexture support.
  • Graphics: VFX editor runtime API.
  • IL2CPP: Added support for managed code debugging with IL2CPP on Xbox One.
  • Mobile: Added Dynamic Resolution Scaling support for Vulkan on Android and Metal on iOS.
  • Multiplayer: Added support for providing a custom network transport implementation to be used by Unity Multiplayer's high-level API. Refer to the documentation on UnityEngine.Networking.NetworkManager.activeTransport for details.
  • Package Manager: Added support for packages in the Project Browser.
  • Particles: Added option to disable roll on billboard particles, which is particularly useful for VR applications.
  • Particles: Added Ringbuffer mode, for persistent effects such as footprints or bullet holes.
  • Particles: New ParticleSystemForceField Component and External Forces Module update.
  • Particles: Ordered Mesh shape emission: emit particles in a deterministic sequence from meshes.
  • Physics: Added complete set of non-allocating 2D queries to new multi-scene PhysicsScene2D type.
  • Physics: Added the ability to have a per-scene physics world allowing separate simulation and queries (3D physics).
  • Physics: Added the ability to have a per-scene physics world allowing separate simulation and queries.
  • Physics: Support Box , Capsule and Sphere casts in aysnc query command
  • Playables: Exposed the time wrap mode for Playables.
  • Playables: Implemented a method to send notifications through the playable system.
  • Player: [Also mentioned under API Changes] Added AssetBundle.RecompressAssetBundleAsync API to re-compress downloaded AssetBundles from one compression methodology to another runtime supported compression methodology. Moved BuildCompression, CompressionLevel and CompressionType out of the UnityEditor.Experimental.Build.AssetBundle namespace and into UnityEngine.
  • Prefabs: New Improved Prefab Workflows (Not preview nor Experimental) Prefabs landing page
  • Profiler: Added backend for Memory Profiler V2.
  • Scripting: Added managed memory profiler support for Mono .NET 4.x. E.g. UnityEditor.MemoryProfiler.MemorySnapshot APIs.
  • Scripting Upgrade: Enabled Roslyn compiler and C# 7.2 when targeting the new scripting runtime.
  • Scripting Upgrade: The .NET 4.x scripting runtime is now the default. The .NET 2.0 scripting runtime has been deprecated and support for it .NET 2.0 will be removed in a future release.
  • Terrain: Terrain system improvements:
  • Introducing Brush and TerrainLayer assets
  • Added instanced drawing mode reducing the number of drawcalls by about 2 orders of magnitude.
  • Tools for creating adjacent terrain tiles
  • Seamless painting across terrain tiles
  • Autoconnection of terrain tiles
  • Basemap calculation moved to the GPU
  • Terrain paint tools have been moved to the GPU
  • Introducing terrain stamp tool.
  • XR: Added VR single-pass stereo support for Vulkan and OpenVR using double wide texture.
  • Backwards Compatibility Breaking Changes:
  • AI: The maximum number of OffMeshLinks that can be autogenerated and loaded in a static scene NavMesh has been set to 65535.
  • Android: Deprecated Internal build system
  • Android: Remove fastzip support
  • Android: Vulkan is now only considered on Adreno 4xx devices when Vulkan is the only selected Graphics API
  • Asset Import: Reorganized ModelImporter inspector Model panel.
  • Audio: Simplified audio profiler view so that it is consistent with other profiler panes. The detailed view also enables audio profiling, so that this is only performed when actually needed.
  • Editor: Added 'Find references in scene' to Component context menus.
  • Editor: Assemblies built in the editor for the .NET 4.x scripting runtime will now always have NET_4_6 define set regardless of when .NET STandard 2.0 scripting profile is choosen (NET_STANDARD_2_0 define). As the scripting profile setting only affects players and .NET 4.6 scripting profile is always used in the editor.
  • Editor: Changed ParticleSystem module headers to only track the enabled state property instead of all properties and added Property menu choices to right clicking on the headers.
  • Editor: Event queueing in UIElements: events generated while processing an event are now processed after the current event finishes processing, instead of being processed immediately. As a consequence, event order may change compared to what it was previously, but is now coherent for all elements in a hierarchy.
  • Editor: In USS files, flex N now means flex N 0 auto. It previously meant flex N 0 0.
  • Editor: The UXML factory related API has changed. The old API is now marked obsolete.
  • Editor: We no longer show the Services window automatically in any situation.
  • GI: Renamed 'Recompile RSLS Shaders' menu item to "Recompile lightmapping shaders".
  • Package Manager: Packages assets are now hidden in the object selector.
  • Particles: The Legacy Particle System has been removed.
  • Scripting Upgrade: Updated default API Compatibility Level to .NET Standard 2.0.
  • Web: WWW is now obsolete. Use UnityWebRequest instead.
  • WebGL: Added asm.js deprecation warning.
  • WebGL: Enabled WebAssembly traps in Development builds.
  • WebGL: Removed caching support for compiled WebAssembly module.
  • WebGL: Removed usage of glGetProcAddress
  • WebGL: WebAssembly is now the default Linker Target on new WebGL projects.
  • XR: Oculus support moved to a package. The package automatically downloads when Oculus is added to the Virtual Reality SDKs list.
  • XR: OpenVR support moved to a package. The package automatically downloads when OpenVR is added to the Virtual Reality SDKs list.
  • XR: Windows Mixed Reality support moved to a package. The package automatically downloads when Hololens/WindowsMR is added to the Virtual Reality SDKs list.
  • Changes:
  • Android: Disabled Android TV by default for new projects.
  • Build Pipeline: Calling BuildPipeline.BuildPlayer while scripts are being compiled will now wait for compilation to complete before beginning the build process, rather than aborting compilation.
  • Editor: Removed undocumented behavior where pressing the F key twice in rapid succession would execute Edit->Lock View to Selected instead of simply Edit->Frame Selected. Use the hotkey bound to the latter menu item instead when that behavior is desired.
  • iOS: iOS/tvOS simulators players are now distributed as dylibs.
  • iOS: The Mono scripting backend has been marked as deprecated.
  • Particles: It is now possible to flip a percentage of mesh particles, in the same way that was previously only possible with billboards.
  • Particles: The Unlit Particle Standard Shader is now applied by default when creating new Particle Systems.
  • Windows: The Vulkan editor support on Windows and Linux is no longer considered experimental. The "Enable Vulkan editor support" checkbox has been removed.
  • Improvements:
  • 2D: Added an option in Sprite Editor to display pivot position in pixels and snap pivot to pixels when you drag it.
  • 2D: Added Isometric support for 2D Tilemap.
  • 2D: Added support for custom axis sorting and Sorting Groups in SRP.
  • 2D: Added the Z Position Editor to the Tile Palette Brush Inspector, that allows users to adjust the Z Position of the Tile Palette Paint Brush. Keyboard shortcuts '-' and '=' can be used to adjust the Z Position value as well.
  • AI: Faster unloading of a scene that contains a large number of autogenerated OffMeshLinks.
  • Android: Added option to start Android app in non-fullscreen mode. (977660)
  • Android: Added WebCamTexture acceleration for Android 5.0 and later.
  • Android: Android NDK has been updated to r16b.
  • Android: Automatically populate min / target android api level dropboxes in the editor
  • Android: Improved performance of memory stats gathering when profiler is enabled.
  • Android: Improved player loading time on Android devices.
  • Android: Include public classes from Android extensions in the Unity API reference docs
  • Android: Reduced build time when building multiple APKs (for different CPU architectures). This only affects the internal build system.
  • Android: We now pass -d switch to adb install to allow version downgrade.
  • Android: We now set JAVA_HOME to point to the jdk path set in Unity Editor. (961766)
  • Android: We now use use apkzlib by default to pack apk. The "Use legacy SDK tools" checkbox in build settings can be used to force using aapt / apkbuilder instead.
  • Animation: Added Reset functionality to the Animation component and Legacy Animation Clip. (994291)
  • Animation: Added IAnimationClipSource interface to let MonoBehaviour components provide a list of clips to the Animation Window.
  • Animation: Animation performance improvement: Reduce animator polling for events
  • Animation: Animator will not automatically create an empty output when it doesn't have an AnimatorController assigned
  • Animation: Batched Animator Jobs to avoid scheduling overhead on large amounts of jobs
  • Animation: Changed default StateMachine node width so that all nodes align vertically.
  • Animation: Implemented shift-click and right-click context menu to add properties in animation window without closing popup window.
  • Animation: Improved Animation system's root transformation/motion
  • Animation: Improved Animator temporary allocation scheme
  • Animation: Improved memory reporting of some animation classes.
  • Apple TV: Enabled display P3 color gamut for compatible tvOS devices
  • Asset Import: Added UseSRGBMaterialColor option in Model Importer to convert material albedo colors. (1033503)
  • Asset Import: Fixed inconsistency when using some ModelImporter properties from their serialization vs. inspector.
  • Asset Import: New UI for AvatarMask inspector and ModelImporter Animation panel for the Mask section.
  • Added a SearchBar.
  • Multiselection and keyboard navigation is now supported.
  • Using ALT/CMD to collapse or enable/disable the entire hierarchy is now supported.
  • Asset Import: SpeedTree import changes:
  • Added option to import materials as sub-assets, making the import deterministic.
  • Added support for workflows using material sub-assets, similar to the ModelImporter.
  • Compute: ComputeBuffer.GetData and ComputeBuffer.SetData will now throw exceptions when bad values for arguments are provided: offset/size is checked more strictly (for one argument version we assume offset 0 and size same as of container provided), and compatibility between c# type size and ComputeBuffer stride is checked
  • Docs: Expanded the documentation of the SerializedObject class.
  • Editor: (Also mentioned under API Changes) Improved EditorGUI.EnumPopup and EditorGUI.EnumFlagsField:
  • Enum options now display in the order of declaration instead of the order of value.
  • Added support for [DescriptionAttribute] to change the display name of an Enum value.
  • Added includeObsolete parameter to allow showing obsolete Enum values in the Popup dropdown.
  • Added checkEnabled callback to allow disabling/enabling an option in the popup.
  • Editor: Added support for finding .asmdef assets with t:asmdef when using AssetDatabase.FindAssets and the Unity Editor project browser search field.
  • Editor: Added warning when assembly definition file (asmdef) assemblies are not loaded on startup where one or more of their asmdef references are not being compiled due to having no scripts. Also added warning when compiling asmdefs with no scripts in the Editor. (1041284)
  • Editor: Asset Bundles included in Read-Only folders can now be registered with the Caching system by adding the Read-Only folder path as a Cache.
  • Editor: Deleting a script now only triggers recompilation where strictly necessary, where previously it would recompile all scripts.
  • Editor: Disable menu item for deleting or renaming GameObjects marked NotEditable via context menu.
  • Editor: Edited Component Presets can now use Reset and Paste Component Values methods in the Preset inspector.
  • Editor: Enabled editing of multiple icons in the Inspector. (643017)
  • Editor: In USS files, flex-basis now accept the value auto.
  • Editor: MinMaxSliders now display horizontal/vertical resize cursors when hovering over the resize handles at their ends.
  • Editor: New UI for ExposedTransforms in the ModelImporter Rig panel when Optimize GameObject is selected:
  • Added a SearchBar with a filter to show only selected nodes.
  • Added support for multiselection and keyboard navigation.
  • Added support for using ALT/CMD to collapse or enable/disable the entire hierarchy.
  • Editor: Replaced animation condition dropdown with a searchable dropdown. (720995)
  • Editor: The Build Settings window now allows building a Development Headless Linux Standalone Player.
  • Editor: UIElement's scrollview scrolling speed now matches IMGUI's scrolling speed.
  • Editor: UIElements: Several UXML attributes and USS properties have been renamed, for consistency and alignment with CSS. See https://docs.google.com/spreadsheets/d/1vS7LASgy1_Cdnr49isXGIVf6FWkNAOc56zGODfJbzPM/edit?usp=sharing for details
  • Editor: Updating and deleting a precompiled assembly (.NET plugin) with "Auto Referenced" disabled now only triggers recompilation where strictly necessary, where previously it would recompile all scripts.
  • Editor: Using new SerializedProperty.DataEquals method in the ModelImporter Animation panel to make the Clip Masks faster to refresh.
  • Editor: When switching between different Desktop Standalone platforms in Build Settings, the x64 architecture will now be selected by default.
  • GI: Added a debug view to display visible texels from the baked GI point of view, useful along view prioritization.
  • GI: Added support for configurable falloff for Enlighten lightmap baking.
  • GI: Added two GI profiling counters. One for pending albedo/emission renders and one for pending material updates.
  • GI: Lights from particle systems can now affect realtime GI if they have non-zero bounce intensity and realtime GI is enabled. (832496)
  • GI: Performance improvement: we now only extract materials when the progressive lightmap baking backend is running.
  • GI: Progressive lightmapper: Show Light Probes convergence status in the Lighting window during baking.
  • GI: Reduced baking artifacts in areas using interpolated normals.
  • GI: The lightmap window memory view can now show allocations greater than 4Gb.
  • GI: We now cache progressive lightmapper g-buffers in the GI cache. Lightmap baking will start quicker if the g-buffer is already in the cache.
  • Graphics: Added 'Clamp BlendShapes (Deprecated)' option in PlayerSettings to toggle BlendShape weight range clamping and replaced the FloatField with a Slider in SkinnedMeshRenderer. (741808)
  • Graphics: Added Gate fit modes to Physical Camera and import from FBX in ModelImporter.
  • Graphics: Added support for a "linearGrey" texture in ShaderLab as a default texture: it is grey 50% in linear space.
  • Graphics: Blend shapes now use compute shaders where supported: GPU Skinning must be enabled in Player Settings.
  • Graphics: Disabled robust buffer access when using Vulkan in Player builds.
  • Graphics: Implemented Asynchronous readback of GPU resources for the Metal API.
  • Graphics: Improved error messages issued when creating a texture with a specific format fail.
  • Graphics: Metal now supports GPU skinning with Compute Shaders.
  • Graphics: Texture2DArray objects now have an improved Editor, including the ability to preview the textures in the array.
  • iOS: Added profiler blocks in native code for input events in the new input system. This allows you to see how many input events are coming.
  • Kernel: Improve archive header read performance by reducing system IO calls
  • Kernel: The contents of ProjectVersion.txt are now updated automatically after the user accepts the 'Project Upgrade' prompt dialog shown when opening an existing project in a newer version of Unity.
  • License: A suitable error message is now displayed where a Personal Edition license is blocked.
  • License: Added two parameters ('createManualActivationFile' and 'manualLicenseFile') to allow activation of offline license via command line.
  • Package Manager: Add references to package manager asmdef files from the Object Selector
  • Package Manager: Package upgrades are now logged into a file
  • Package Manager: UI improvements, including the ability to filter packages displayed.
  • Package Manager: Upm now provides the author information of packages
  • Particles: Added 'Probability' option to the Burst emission, to enable a random chance that a burst will/will not trigger.
  • Particles: Added Emit Probability property to Particle System Sub Emitters. This controls the chance that the sub-emitter will emit particles.
  • Particles: Improved Shape Module gizmos to visualize the volume emission parameter.
  • Particles: The Texture Animation Module now supports a fixed FPS mode, and a speed-based mode.
  • Physics: Upgrade the PhysX version to 3.4.2. This is the latest release up to date.
  • Up to 2x faster, and more accurate queries
  • Improved multi-threaded simulation and broadphase that saturate cores noticeably better
  • Improved convex collisions in PCM mode
  • More accurate collisions vs terrain, unified with the mesh collisions now
  • Support for negative scaling of concave meshes (w/o baking!)
  • Faster & more accurate convex hull generator (based on Quickhull), it doesn't need inflation
  • Speculative CCD; now fast rotations can be dealt with (think Pinball flippers)
  • Simulation determinism now doesn't depend on the order of Rigidbody creation
  • Mesh cooking is now at least 2x faster than before
  • Playables: Improved performance of PlayableGraph housekeeping. Improves performance for large numbers of PlayableGraphs/Timelines/Animators
  • Profiler: Added an Options drop-down menu to the CPU Hierarchy View toolbar on the Profiler Window. This allows for collapsing of samples that only occur when the game is run in the Editor. Collapsed samples do not add their GC Alloc value to that of the encompassing sample. Collapsing is on by default and Samples will show up as "EditorOnly [SomeMethodName]".
  • Profiler: Added auto-registration of Mono threads with Profiler.
  • Profiler: Added GC finalizer thread to Profiler for the new Mono backend.
  • Profiler: All native Unity threads are now registered with Profiler.
  • Profiler: Exposed Profiler.maxUsedMemory API and cmdline argumets to control max used memory by Profiler (1049157)
  • Profiler: Fix incorrect total/used memory metrics in the Profiler's Memory pane
  • Profiler: Improved performance of data integration into ProfilerWindow.
  • Profiler: Profiler blocks are now added automatically to blocks that run infrequently, to avoid having sections of the profiler with no data.
  • Profiler: Recorder objects can now be configured to only collect samples from a single thread.
  • Scripting: Hides obsolete properties from intellisense: -Visual Studio (without R#) : works out of the box (win, mac) -Visual Studio (with R#) : User needs to configure Filter members by [EditorBrowsable] attribute in R# (https://www.jetbrains.com/help/resharper/Reference__Options__Environment__IntelliSense__Completion_Appearance.html) -Visual Studio Code: works out of the box (win, mac) -Rider: Does not support filtering by [EditorBrowsable] Attribute. A ticket has been submitted with them for a feature request: https://youtrack.jetbrains.com/issue/RIDER-17505
  • Scripting: If a UnityWebRequest encounters an HTTP error, its error property will now contain the status code and name of the error (rather than a generic message).
  • Scripting: New UNITY_SERVER define when building for server builds to enable server specific script logic.
  • Scripting: Optimized 'DisallowMultipleComponent' check to be faster and not allocate GC memory.
  • Scripting: Removed main thread limitation from LineUtility Simplify functions
  • Scripting: Allocator.Temp memory in NativeContainers is now auto disposed when returning from managed code back to native. Additionally, the restriction that Allocator.Temp memory cannot be passed to jobs is now enforced. This enables the use of Allocator.Temp native containers in Burst compiled jobs.
  • Scripting Upgrade: We now log changes made to user assemblies by the AssemblyUpdater in Editor.log (check Logging section in https://docs.unity3d.com/Manual/APIUpdater.html for more details)
  • Shaders: Generated GLSL shaders for GLSL 3.00 and higher now use medium precision instead of low precision.
  • SpeedTree: New SpeedTree v8 asset (.st files) can now be imported to Unity.
  • PBR rendering is supported.
  • Improved vertex shader performance computing the wind animation.
  • Top-down billboards are supported.
  • Terrain: Added a mask map texture to the terrain layers so that custom terrain shaders can utilize them for more sophisticated shading.
  • Terrain: Added normal scale setting, which allows you to control how far the normals are disturbed from neutral position for terrain layers.
  • Terrain: Added per-pixel normal map on terrains with instancing enabled.
  • Terrain: You can now specify a shader so that the shading of basemap pass can better match the splatting passes. Do so by adding the "BaseMapGenShader" dependency for generating the terrain basemaps.
  • Testing: Introduced an NUnit constraint for testing whether code allocated any GC memory, along with supporting classes to integrate with NUnit's fluent Assert.That syntax. This allows you to write very concise tests to assert that your code doesn't allocate any GC memory.
  • Timeline: Added API to rebind the PlayableOutputs to the scene.
  • Timeline: Improved Timeline's root animation.
  • Timeline: The scene offset mode on AnimationTracks now use the existing scene position and rotation when previewing in Editor.
  • Timeline: Timeline now always evaluates objects back to their scene position when an AnimationTrack has no clips or extrapolation at the current time.
  • UI: Added Sprite Atlas Late-Binding support for UI.
  • UI: Updated the way bold characters are generated when no bold font can be found, by thickening the glyph strokes rather than horizontally distorting the glyph. (966667, 983200)
  • UI: Updated UI InputField to use a cached version of WaitForSecondsRealtime to reduce GC.
  • Web: UnityWebRequest will now support cookies in the same game session. Also added API to remove them.
  • XR: Android apps utilizing ARCore can now use multi-threaded rendering.
  • XR: Using presence detection on Windows Mixed Reality is now more responsive and reliable.
  • API Changes:
  • 2D: New experimental API to set preview texture for SpriteEditorWindow with Experimental.U2D.ISpriteEditor.SetPreviewTexture. Importers that support ITextureDataProvider can also provide custom SpriteEditorWindow preview texture by implementing Experimental.U2D.ITextureDataProvider._previewTexture.
  • AI: Added UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage(), which can handle the main and prefab stages separately.
  • AI: New experimental NavMeshQuery.Raycast() method usable in jobs and capable of returning the list of visited NavMesh nodes.
  • Animation: Added PPtr support for Animator.BindStreamProperty and Animator.BindSceneProperty.
  • Animation: Exposed Animator.WriteDefaultValues, allowing you to force a write of default values stored in the animator when appropriate.
  • Animation: GameObjectRecorder is out of experimental
  • Animation: It is now possible to define the FPS of the clip generated by the GameObjectRecorder using additional parameter in GameObjectRecorder.SaveToClip().
  • Animation: Refined the experimental Anim C# Jobs API, and renamed and changed some fields in AnimationStream and AnimationHumanStream. E.g. IsValid() becomes isValid, GetBodyLocalPosition() becomes bodyLocalPosition, DoF renamed to Dof, etc.
  • Asset Import: Added AssetImportContext.DependsOnSourceAsset to make it possible to report source dependencies during imports, in ScriptedImporters.
  • Asset Pipeline: Deprecated the overload of AssetDatabase.TryGetGUIDAndLocalFileIdentifier with int localID parameter, as it can return a localID that has overflowed (can happen when called on objects that are part of a Prefab). Instead use the overload that uses a long data type for the localID parameter.
  • Compute: Extended ComputeShader.SetTexture() and CommandBuffer.SetComputeTextureParam() APIs with the mipLevel parameter, which allows binding a MIP level of a read-write (unordered access) texture to a compute shader. Please note that the mipLevel parameter is ignored unless the shader specifies a read-write (unordered access) texture.
  • Editor: (Also mentioned under Improvements) Improved EditorGUI.EnumPopup and EditorGUI.EnumFlagsField:
  • Enum options now display in the order of declaration instead of the order of value.
  • Added support for [DescriptionAttribute] to change the display name of an Enum value.
  • Added includeObsolete parameter to allow showing obsolete Enum values in the Popup dropdown.
  • Added checkEnabled callback to allow disabling/enabling an option in the popup.
  • Editor: Added a SelectRange API to the UIElements text field.
  • Editor: Added fields:
  • ModelImporter.importBlendShapeNormals: analogous to ModelImporter.importNormals but for blend shapes, and
  • ModelImporter.normalSmoothingSource: controls whether to use smoothing groups or face angles to determine which edges are smooth when computing normals.
  • Editor: Added new UIElements fields: BoundsIntField, RectIntField, Vector2IntField, Vector3IntField, Toggle (refactor).
  • Editor: Added new UIElements fields: MaskField, LayerField, TagField, LayerMaskField, PopupField (refactor).
  • Editor: Added new UIElements fields: BoundsIntField, RectIntField, Vector2IntField, Vector3IntField, Toggle. For the Toggle, the OnToggle() callback is now deprecated. User should use OnValueChanged().
  • Editor: Added Preset.ApplyTo(Object, string[]) that apply only the given properties and their children to the target Object. An empty array will apply all properties.
  • Editor: Added Presets.DataEquals(UnityEngine.Object) that allows to compare the content of a Preset with the Serialization of any matching Object type. This would let you know if applying this Preset would make any change on the target object or not.
  • Editor: Added EditorUtility.CopySerializedManagedFieldsOnly, which allows you to copy fields between any two managed objects using the Unity serializer.
  • Editor: Added SerializedProperty.DataEquals method that compares the raw data of two SerializedProperty.
  • Editor: Added VisualElement.SendEvent method to allow sending events to VisualElements.
  • Editor: Deprecated PlayerSettings.vulkanUseSWCommandBuffers: the property is now ignored. SW CommandBuffers are now only used if GraphicsJobs are enabled and native Vulkan secondary command buffers are slow or have issues on some drivers.
  • Editor: In UIElements (experimental), renamed BaseControl to BaseField.
  • Editor: In UIElements, BaseControl is now BaseField.
  • Editor: KeyDown events receiving a KeyCode and KeyUp events are now used by text fields in the Editor when the user is entering text. Previously they only used KeyDown events producing printable characters. If you have controls that draw after a text field that need to be aware of these events, you should test for them before drawing the text field.
  • Editor: Old Prefabs API that is not consistent with the new Prefabs feature set has been marked obsolete. Note that it still works for now but will produce warnings.
  • Editor: Various EditorGUI.EnumPopup changes:
  • EditorGUI.EnumPopup no longer shows Obsolete values with Error flag when using includeObsolete = true.
  • EditorGUI.EnumPopup used with includeObsolete = true will append (Obsolete) to the name on Obsolete enum values.
  • Added support for [TooltipAttribute] to add a tooltip on enum values when using EditorGUI.EnumPopup.
  • GI: Added LightProbeGroup.dering to enable/disable remove ringing from probes in the group
  • GI: Added Terrain.deringLightProbesForTrees to enable/disable remove ringing from probes attached to trees on a terrain
  • Graphics: Added GateFitMode enum and gateFit property to Camera component.
  • Graphics: Exposed Texture.isReadable property, allowing you to check if texture data can be read at runtime (imported textures are not readable by default).
  • Graphics: Removed obsolete iOS specific 'isReadable' property and 'MarkNonReadable' method from WebCamTexture.
  • IMGUI: Added TreeView.getNewSelectionOverride. This override is required in order to support selection via clicking/keyboard while building only the visible rows.
  • iOS: Added a AddShellScriptBuildPhase public method, plus InsertShellScriptBuildPhase and InsertCopyFileBuildPhase methods which accept an index parameter to the Xcode API.
  • iOS: Added methods to the Xcode API to allow adding script and copy file build phases at a specific position. Alsoexposed a way to retrieve all defined build phases and their types.
  • iOS: Added support for Telephoto, Dual Back and True Depth cameras on iOS devices (new enum WebCamKind, new properties WebCamDevice.kind, WebCamDevice.depthCameraName, WebCamTexture.isDepth).
  • iOS: Added GetAllBuildPhasesForTarget, GetBuildPhaseType & GetBuildPhaseName methods to the Xcode API.
  • Mobile: Added support for custom focus point on both iOS and Android (new WebCamDevice.isAutoFocusPointSupported and WebCamTexture.autoFocusPoint properties).
  • Mobile: Added support for device camera available resolutions on Android and iOS: new property WebCamDevice.availableResolutions.
  • Package Manager: Exposed package keywords in Package Manager C# API.
  • Playables: Added PlayableDirector.ClearGenericBinding. Use this method to remove dependencies to unassigned Timeline tracks. (1058514)
  • Playables: Creating a Playable using new now creates a Null Playable.
  • Player: [Also mentioned under Features] Added AssetBundle.RecompressAssetBundleAsync API to re-compress downloaded AssetBundles from one compression methodology to another runtime supported compression methodology. Moved BuildCompression, CompressionLevel and CompressionType out of the UnityEditor.Experimental.Build.AssetBundle namespace and into UnityEngine.
  • Scripting: Added an optional exitCode parameter to Application.Quit().
  • Scripting: Added diagnostics functions in UnityEngine.Diagnostics.Utils: ForceCrash, NativeAssert, NativerError, NativeWarning. See the documentation for further info.
  • Scripting: Exposed public API for console log path.
  • Terrain: Added BuiltinPaintMaterialPasses enum to TerrainPaintUtility to describe the built-in paint material passes.
  • Terrain: Added Terrain.preserveTreePrototypeLayers which allows you to specify how Unity chooses the layer for tree instances.
  • Timeline: Added the method Timeline.TimelineEditor.Refresh() (along with the enum Timeline.RefreshReason) to allow users to refresh Timeline's window.
  • Timeline: Added AnimationPlayableAsset.removeStartOffset to enable relative root offsets.
  • Timeline: Added AudioPlayableAsset.loop property accessor. (1056481)
  • Timeline: Deprecated 'AnimationTrack.applyTrackOffsets' and added 'rootTransformOffsetMode' for specifying new root offset properties.
  • Video: Added to VideoPlayer: width, height, length, pixelAspectRatioNumerator, pixelAspectRatioDenominator, GetAudioSampleRate(). These provide access to the corresponding attributes for URL source in VideoPlayer.
  • Video: Added VideoPlayer.clockTime which indicates the time the VideoPlayer follows to schedule its samples.
  • Video: Added VideoPlayer.isPaused. Indicates whether player is in paused state (as opposed to being stopped or playing).
  • XR: Added event XR.XRDevice.deviceLoaded. Subscribe a delegate to this event to get notified when an XRDevice is successfully loaded.
  • XR: Added method for retrieving the stereo rendering mode currently in use at runtime via XRSettings.stereoRenderingMode.
  • Fixes:
  • 2D: Added a dialog box when a user selects a Tilemap which is a Prefab Instance, to allow the user to edit the Tilemap in Prefab Mode for improved performance. (966679)
  • 2D: Added fix for culling large Tiles for TilemapRenderer at certain Camera views. (1044578)
  • 2D: Aligned rotation direction of flipped Tiles when painting on a Tilemap. (1067941)
  • 2D: All instantiated Tile GameObjects are cleared when a Tilemap is reset.
  • 2D: Crash on 'crnlib::crn_comp::append_chunks' when Packing Sprite atlas (1058281)
  • 2D: During Sprite Atlas Packing, Unity Editor Crashes (1029266)
  • 2D: Fix to prevent Tile Startup from being called more than once during placement. (1046004)
  • 2D: Fixed case of Editor freezing when applying changes to a prefab which has child GameObjects with TilemapRenderer components. (1048857)
  • 2D: Fixed case of tiles being flipped immediately by the 'Flip Y' shortcut when the Default Grid Brush is active. (1067964)
  • 2D: Fixed case of Unity crashing on MonoStringNew when entering Play Mode after reopening the project and loading resources. (1066715)
  • 2D: Fixed issue where it was not possible to select or manipulate Sprites in Sprite Editor Window. (1044314)
  • 2D: Fixed issue where it was not possible to tab between controls in Sprite Editor Window when in Sprite Frame Inspector. (1027063)
  • 2D: Fixed issue where Sprite Renderer would render from the wrong Sprite Atlas with a duplicate name (because of a late binding issue). (1046157)
  • 2D: Fixed issue where SpriteAtlas inspector did not update correctly after calling SpriteAtlasExtensions.SetPlatformSetting. (1040282)
  • 2D: Fixed issue where SpriteAtlas packed sprites did not render after SetPlatformSettings and PackAtlases. (1040280)
  • 2D: Fixed problem where changes to the "Max Texture Size" and "Compression" settings in the Sprite Atlas weren't saved correctly. (1037553)
  • 2D: Fixed the SceneView Camera to no longer focus on the (0, 0, 0) position if a Tile is selected in the Tile Palette when no Tile Palette tool is active. (1069022)
  • 2D: Fixed GetTransformInfoExpectUpToDate when placing Tiles on Tilemap and using SRP. (1044224)
  • 2D: Image components not displaying sprite data when instantiated from a prefab and trigger a SpriteAtlas request (1038179)
  • 2D: There is no longer a "Invalid texture used for cursor" warning message in the console when switching between Tile Palette edit modes. (1051717)
  • 2D: Tile Palettes no longer spawn Prefabs from Tiles when entering Play Mode. (1057958)
  • 2D: Tilemap editing preview is now cleared when the user switches to another tab from Scene view. (1043365)
  • 2D: Unity crashes while packing a huge sprite with sprite atlas when the graphics API is set to D3D11 or D3D12 (1030584)
  • 2D: [2D] Sprite indexing is rearranged in Atlas when switching platforms while having platform-dependent settings (1019559)
  • AI: Added warning about creating or loading more than 65535 autogenerated OffMeshLinks in a static scene NavMesh. (921228)
  • AI: NavMesh.Raycast() returns the correct normal when an outward ray starts on a NavMesh border. (925727)
  • AI: Removed assertion on expression verts.size() > 0. (944759)
  • AI: Whenever CalculatePath() returns false the status of the output path will be PathInvalid. (874746)
  • Android: Application.Unload will correctly work when il2cpp scripting backend is used. (989301)
  • Android: Fix ETC2 decompression assert when downscaling 1 pixel wide/height texture (1030609)
  • Android: Fixed a bug where DrawMeshInstancedIndirect did not work on Adreno and some Nvidia GPUs on Android. (1008623)
  • Android: Fixed a crash when upgrading an existing application that was launched at least once to ARM64. (1024014)
  • Android: Fixed a JNI global reference table overflow crash when doing a lot of AndroidJavaProxy calls per frame (1044728)
  • Android: Fixed an issue where gradle builds failed when having more than 250 files inside the streamingAssets folder (962451)
  • Android: Fixed AndroidJavaProxy callbacks with primitive array arguments (1036625)
  • Android: Fixed case of Auto or Never Blit modes causing a black screen on Android. (1052530)
  • Android: Fixed case of pink shader when using UI with ETC1 split alpha texture. (1067933)
  • Android: Fixed case of Time.realTimeSinceStartup not taking into account the time spent when device sleeps. This now also works reliably on old devices. (1037712)
  • Android: Fixed crash when returning null from Java native code. (1062852)
  • Android: Fixed crash when switching from scene which has active WebCamTexture (1059444)
  • Android: Fixed IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject returning incorrect path when exporting a gradle project (1049213)
  • Android: Fixed issue preventing Unity-generated Android manifests from being reused in an application. (1061304)
  • Android: Fixed OpenGL ES 3.1 + AEP detection.
  • Android: Fixed problem detecting bluetooth speaker on application start (1064409)
  • Android: Fixed problem with return key on external keyboard (1007047)
  • Android: Fixing graphical corruption when screen resolution is changed (785610)
  • Android: Implement TouchScreenKeyboard.selection
  • Android: Improve performance when pausing/playing a WebCamTexture repeatedly on Android. (917983)
  • Android: We now show a error message in Player Settings UI if Android Adaptive icons are not set up correctly. (1064764)
  • Animation: Allow a function with overloads to be assigned to an Animation Event. Only the first function will be called by the animation event however. Also added a HelpBox with a warning message to warn the user for that (1039852)
  • Animation: Fixed a cosmetic issue where input boxes in the animation window would overlap when large numbers were entered. (1065467)
  • Animation: Fixed ArgumentOutOfRangeException when selecting "Any State" transition in the Animator Window. (995684)
  • Animation: Fixed case of null reference exception that could occur when switching build platforms. (1024668)
  • Animation: Fixed case of warning message being issued when changing Animation Window selection in play mode in the Editor. (1046665)
  • Animation: Fixed case of wrong CurveModifiedType being sent in function callback onCurveWasModified when changing animation events in clip. (1047683)
  • Animation: Fixed copy/paste of multiple sprite selection in the animation window introducing delays in later frames (1028025)
  • Animation: Fixed crash caused by race condition when deleting Animation component and MeshRenderer under high stress. (1041327)
  • Animation: Fixed crash on use of controller with missing statemachine reference. (1038352)
  • Animation: Fixed crash when adding an AnimationPlayableOutput with no source Playable to PlayableGraph and exiting game. (1056043)
  • Animation: Fixed crash when calling GetSource/SetSource on invalid constraints. (1044031)
  • Animation: Fixed crash when invalid component type is used to create AnimationStream handle. (1032369)
  • Animation: Fixed crash when null animator is passed to any AnimationPlayableUtilities functions. (1041877)
  • Animation: Fixed crash when previewing a prefab with an empty game object names in its hierarchy. (1026947)
  • Animation: Fixed crash when you modify a controller in a PlayableGraph while in playmode (991264)
  • Animation: Fixed Integers and Enum in nested structs in a MonoBehaviour not beeing animated. (1019123)
  • Animation: Fixed keyframing issues affecting animation clips with root motion in the Animation Window. (952189)
  • Animation: Fixed MonoBehaviour recording when more than one copy of the same component exists on an object. (1063505)
  • Animation: Fixed performance issues when dragging large amount of keyframes from multiple curves in the dopesheet editor. (1032730)
  • Animation: Made Animator.CrossFade documentation more explicit (making Feature request 965113 obsolete)
  • Apple TV: Bluetooth remote controller support for tvOS (1021795)
  • Asset Import: Editor crash reimporting an asset tied to a missing scripted importer (1025425)
  • Asset Import: fix switching scripted importer reapplies old import settings (1056618)
  • Asset Import: Fixed case of blendshapes animation tracks not being bound to blendshapes when BlendShapeChannel and targetShapes have no name in FBX. (1025917)
  • Asset Import: Fixed Cubemap compressed texture size calculations to pick correct compression method (1045716)
  • Asset Import: Fixed inability to choose anything other than "Auto" for the default texture format in the TextureImporter (955096)
  • Asset Import: Fixed issue with MonoBehaviours and ScriptableObjects not being recognized in .NET 4.x .dlls after changing scripting runtime version from .NET 3.x to .NET 4.x. (1012922)
  • Asset Import: Fixed the Rig setup workflow in the Model Importer to enable setting up the avatar using scripts and presets. (1060952)
  • Asset Import: Fixed the ScriptedImporter default inspector. (1040745)
  • Asset Import: Fixed wrong texture colors when importing assets using Sketchup tinted materials. (964166)
  • Asset Import: ModelImporter would crash unity when setting a null avatar mask. (1066253)
  • Asset Import: Scripted importers selection of main asset was not always applied correctly. (969107)
  • Asset Import: ScriptedImporter changing the version number does not trigger a re-import after renaming the importer (1065609)
  • Asset Pipeline: Fix editor crashes under certain conditions when adding assets without .meta files before starting editor (1035960)
  • Asset Pipeline: Improved performance when importing assets and saving scenes, by caching all asset post-processor types.
  • Audio: Added better descriptive error message when streaming unsupported formats for the current platform and the URL doesn't contain meaningful information. (925882)
  • Audio: Fixed a potential hang when playing streamed sounds from WWW/UnityWebRequest. Fixed playback of partially downloaded sounds in certain cases. (1016705)
  • Audio: Fixed crash when unloading audio data in the same frame as an AudioSource started playing it. (1008302)
  • Audio: Previously, AudioSource.minDistance could be set to be greater than the AudioSource.maxDistance via script, contrary to what is possible in the AudioSourceInspector. It is now clamped between 0 and maxDistance. (978664)
  • Build Pipeline: Fixed case of empty build folders being created in project directory after failed builds. (856971)
  • Build Pipeline: Fixed issue where EditorBuildSettings was not updated when a scene was moved or renamed. (1038666)
  • Build Pipeline: Fixed issue where scripts only build would fail when both il2cpp and code stripping were in use. (1063594)
  • Editor: Add Component doesn't accept New script name instead of "NewBehaviourScript". (1043229)
  • Editor: Added 1px interior stroke to color slider thumb to improve visibility against light background. (1058139)
  • Editor: Added a check at project initialization to verify that at least 256 MB is available, and emits a warning message in the Editor console if not. (840183)
  • Editor: Added check for assembly references before loading them in the editor. Fixes various issues with crash/errors when trying to load assemblies for which their references no longer exist or are incompatible with the editor (996976, 1045480)
  • Editor: Assets name are not part of the Preset serialization anymore. (1044464)
  • Editor: Backed out a change that made Unity Mac Editor render timer tick while menus and other modal popups were open (1027527, 1028213)
  • Editor: Editor drawing is consistent between Linear and Gamma space projects on all machine types (Mac, Windows, Linux) and graphics APIs (D3D, Metal, OpenGL, Vulkan), including content drawn in Scene View and Game View. (1004112)
  • Editor: EditorApplication.Exit will now shut down the graphics device before exiting.
  • Editor: Excluded MonoImporter and MonoScript types from Preset system. (1046041)
  • Editor: Fix "UI Elements View" Asset throws "Null Reference Exception" on de-selection (1036610)
  • Editor: Fix a NullReferenceException in the inspector window when handling none set scriptable object (1048653)
  • Editor: Fix an issue manifesting on a small set of hardware where clicking on a menu item under some circumstances can crash the editor (1033991)
  • Editor: Fix bad focus on ColorField from UIElement (1010002)
  • Editor: Fix command line license return issue (1048839)
  • Editor: Fix crash when loading additive scene containing corrupted GameObjects. (1056080)
  • Editor: Fix crash when several characters are entered into the new script name input field (1060241)
  • Editor: Fix issue with "Unable to find key name that matches 'right'" error when switch to .NET 4.x scripting runtime when Turkish locale is set. (1058961)
  • Editor: Fix issue with .js/.cs/.boo files getting compiled in "Assets/WebGLTemplates" and "Assets/StreamingAssets" folders. (1060319)
  • Editor: Fix issue with .pdbs getting deleted in Library/ScriptAssemblies after compiling .asmdefs on startup (1072529)
  • Editor: Fix locking the InspectorWindow to a ScriptableObject sometimes not surviving assembly reloads. (1035491)
  • Editor: Fix multi-edit of delayed numeric field when discarding changes (1021293)
  • Editor: Fix outline color changing between Gamma and Linear space projects. Guard the editor UI against GUI elements generating bad colors and NaNs. Screen captures from within the editor's Game View match the Player's results with regards to Canvas and IMGUI drawing. (1028386)
  • Editor: Fix rendering of list view items in multiple places in audio mixer UI (833537)
  • Editor: Fix to allow dropdowns to get keyboard focus by default on Linux.
  • Editor: Fix to set targetframeworkversion correctly for rider and vscode when running under the new 4.x runtime.
  • Editor: Fix undo for audio mixer group visibility toggle (833534)
  • Editor: Fix undo for Solo/Mute/Bypass for multiple selected audio mixer groups (718311)
  • Editor: Fix UnityException when calling EditorGUIUtility ObjectPicker methods from Custom Editor (1061966)
  • Editor: Fix VU-meter drawing in the mixer window during audio preview (716214)
  • Editor: Fix warning when trying to select multiple elements with mouse capture. (1020813)
  • Editor: Fix: Starting a process in a test no longer causes an IOException when reading hte standard output. (1049597)
  • Editor: Fixed "Failed to copy lightmap snapshot" error after toggling Baked GI checkbox while baking is active. (985915)
  • Editor: Fixed "Open source code", "Open error" in external code editor for a test method from Test Runner window. (1029918)
  • Editor: Fixed "Screen position out of view frustum" when zooming with mouse outside of Scene View (983757)
  • Editor: Fixed "Unity extensions are not yet initialized" errors on startup when UWP is selected as as build target and Visual Studio is selected as external script editor. (1067917)
  • Editor: Fixed a bug in UIElements'ListView hiding some items when scrolling or showing partially hidden items
  • Editor: Fixed a bug when Multi Scene Editing is used and baked lightmaps are generated: 'ArgumentException: Invalid SceneManagerSetup' error is shown after generating lighting or reloading the scene. (1000397)
  • Editor: Fixed a crash when importing an skp file (1004401)
  • Editor: Fixed a crash when switching Lightmap window tabs after opening project in the Developer Mode. (986844)
  • Editor: Fixed a regression which caused some keyboard shortcuts to execute while typing in text fields. (1022730)
  • Editor: Fixed an assert caused when using a Light Probe Group as Anchor Override option in a Mesh Renderer. (1002580)
  • Editor: Fixed an issue that launching Unity via Hub invalidates existing login for direct launchers (1070443)
  • Editor: Fixed an issue that was causing problems in the Animation Window in systems whose language is set to one that uses a character other than '.' for decimal separation. (1065595)
  • Editor: Fixed an issue where "Shift+Tab" does not navigate backwards on OSX. (1065620)
  • Editor: Fixed an issue where Menu.SetChecked would not update items in the Context menu popup (948616)
  • Editor: Fixed an issue where reverting to default layout could not be canceled (1069203)
  • Editor: Fixed an issue where the error message "Invalid memory pointer detected" is spammed in the editor log when a large number of objects are selected. (1060229)
  • Editor: Fixed an issue where the original scene would not be reopened after the player had started running PlayMode tests.
  • Editor: Fixed being able to save layout when invalid characters (OS specific) are present in the name. (1025369)
  • Editor: Fixed broken Animation panel in the Model Importer when a custom AnimationClipEditor is used. (1055621)
  • Editor: Fixed bug on Windows where pressing F to frame the selected object in the Scene View would actually execute Edit -> Lock View to Selected (1070698)
  • Editor: Fixed bug where color with max RGB component of 1 was decomposed in color picker as if it were an HDR color with exposure. (1057610)
  • Editor: Fixed bug where control for LayerMask SerializedProperty would change value for all selected objects without user interaction. (1061635)
  • Editor: Fixed bug where opening the native color picker on macOS would immediately change a color field's value to the most recent color selected. (1051179)
  • Editor: Fixed case of "Callback registration failed kMaxCallback" error (873467)
  • Editor: Fixed case of "GetPixels32 failed" when painting terrain with a texture that has DXT crunched format. (861457)
  • Editor: Fixed case of ALT + SHIFT + opening the main menu instead of executing a defined shortcut (where one exists). (1073352)
  • Editor: Fixed case of backspace adding a 0 character in compound fields in UIElements. (1049281)
  • Editor: Fixed case of clipped rendering of audioclip waveforms in the project view at small window size. (964935)
  • Editor: Fixed case of content inside a FadeGroup being clipped if horizontal position was less than 0. (1046315)
  • Editor: Fixed case of GradientEditor closing when selecting the color picker tool on OSX. (1059666)
  • Editor: Fixed case of GUI text width not being calculated correctly when GUIStyle uses Word Wrap. (1047812)
  • Editor: Fixed case of misplaced tooltips. (1040256)
  • Editor: Fixed case of null exceptions when calling various handle methods in OnGUI outside of the scene view. (1073359)
  • Editor: Fixed case of Shift+Space not maximizing moused-over windows. (1044785)
  • Editor: Fixed case of UIElements background not being the same color as a similar IMGUI element. (1051307)
  • Editor: Fixed case of Handles.DotCapHandle not respecting the zTest value. (1048024)
  • Editor: Fixed case where arrow keys would not be released on MouseUp in Scene View (1056475)
  • Editor: Fixed crash when using shader for which all subprograms failed to compile (1047382)
  • Editor: Fixed Editor instability issues relating to closing a RestService connection. (977837, 1004629)
  • Editor: Fixed exception being thrown when a callback was registered with Editor.finishedDefaultHeaderGUI and an Editor's header was drawn via Editor.DrawHeader() when there was GUI state on the internal stack (e.g., change checks, disabled groups), as in the ModelImporter's Animation tab (1070848)
  • Editor: Fixed FadeGroup not being present as a GUI element when fade property was 0 (minimized) or 1 (fully expanded). Now FadeGroup is always present and EndFadeGroup should always be called. (773350)
  • Editor: Fixed hang/crash when importing for Metal Compute Shader with compiler errors (1056605)
  • Editor: Fixed incorrect font in the inspector for ParticleSystem CustomData module
  • Editor: Fixed issue preventing to create a new console from clicking the console status bar when a window is maximized. (1021153)
  • Editor: Fixed issue that caused packages to not import when editor did not have focus (1001106)
  • Editor: Fixed issue where a scene asset would be visible in the object selection window for a UnityEvent callback. (788849)
  • Editor: Fixed issue where Game Object preview would change after switching scene. (1038538)
  • Editor: Fixed issue where values of a component weren't reset when right-clicking the gear icon on the component. (1068828)
  • Editor: Fixed issue whereby 'Create Empty Child' menu item logged an error in the console when a prefab was selected in the project browser. (1056130)
  • Editor: Fixed issue whereby the Version field was in the wrong place in Player Settings. (898100)
  • Editor: Fixed issue with script compilation triggering at random times during synchronous import of scripts, which could cause erroneous compilation errors to be emitted to Editor.log. (1028797)
  • Editor: Fixed losing alpha occasionally when using ETC2 RGBA (1060866)
  • Editor: Fixed Metal Editor performance regression when running on macOS Mojave with Metal API Validation checkbox enabled. (1074400)
  • Editor: Fixed mip slider not showing handle (1068861)
  • Editor: Fixed NullReferenceException when pressing SHIFT + space on a non-window element. (1073352)
  • Editor: Fixed ParticleSystem noise and sub emitter module fields becoming squashed and unreadable when the Editor was narrow. We now go to multi-line. (1053112)
  • Editor: Fixed Render alignment field being disabled when shape module is disabled but align to direction is ticked. (1056027)
  • Editor: Fixed search starting after each character typed in Project View and Hierarchy/Scene View by introducing a small typing delay (1048493)
  • Editor: Fixed text bluriness on high-dpi with non-integer scale ratios. (1025083)
  • Editor: Fixed the editor playmode tint when using UIElements. (1018617)
  • Editor: Implement Undo for audio mixer snapshot renaming (833536)
  • Editor: Improve native stack trace generation on linux
  • Editor: ModelImporter now has ability to import blend shape normals from FBX SDK. (578865)
  • Editor: PlayMode and EditMode tests now stop all execution of tests if any of the PrebuildSetup steps throws an exception.
  • Editor: Presets of AssetImporter will correctly ignore all properties that are excluded from meta files.
  • Editor: Prevent duplicate audio mixer snapshot names (722077)
  • Editor: Removed animated scroll in the Hierarchy when navigating by keys. The selected new item would not be visible on key repeat when reaching scroll edges. (986238)
  • Editor: Removed spurious/erroneous * character from "Scripting Define Symbols" in PlayerSettings. (978843)
  • Editor: Removed superfluous "(64bit)" from window title.
  • Editor: Running tests from the Test Runner window will not override any unsaved changes to the currently open scene (1024480)
  • Editor: Switched FSBTool to 64 bit on macOS and Windows
  • Editor: Test Runner: PrebuildSetupAttribute can find types in arbitrary assemblies (used to be a hard coded list of Unity specific assemblies) (1033694)
  • Editor: Test Runner: PrebuildSetupAttribute can find types in arbitrary assemblies (used to be a hard coded list of Unity specific assemblies) (1033694)
  • Editor: The color picker tool is now cancelled when changing keyboard focus.
  • Editor: The first phase of event propagation, formerly named Capture, has been renamed TrickleDown. API has been updated accordingly. MouseCaptureController function names have been simplified. This includes a few extension methods on IEventHandler.
  • Editor: The Unity selection stays sorted no matter the object instanceIDs
  • Editor: Trying to change to an invalid camera mode will throw an exception. (1033951)
  • Editor: UIElements: dispatch mouse enter/leave, mouse over/out, drag enter/leave events even when mouse is captured (960336)
  • Editor: Unity Editor will no longer automatically unlock assembly reload (960397)
  • Editor: We no longer reimport the Reflection Probe cubemaps if the user selects the same Lightmap Encoding setting (1067156)
  • Editor: We now show UIElements contextual menu on CTRL- on OSX. (1003067)
  • Editor: [Graphview] There's a "snap indicator" when you try to connect two input ports of a same node (1002414)
  • Editor: [Shortcut Manager] Scene view fly mode gets stuck if you hold shift and change directions (1018932)
  • Facebook: Fix for Facebook platform support is not detected by the editor (1046782)
  • Facebook: Fix issue that caused Windows standalone build issues if Facebook is also installed (984001)
  • GI: Clarify the functionality of Mobile Bumped Specular (1 Directional Light) shader (1001712)
  • GI: Fix Anti-aliasing Samples value change from Lightmap Parameters not being taken into account after a lightmap bake. (1006916)
  • GI: Fix crash when switching scenes with GI particle lights enabled (1068896)
  • GI: Fix NullReferenceException on Play Mode with Lighting window open. (1052763)
  • GI: Fix the output color for HDR lightmap textures in Gamma Space. (1035068)
  • GI: Fixed "Runtime Texture job failed with error code: 2" error after switching scene visualization mode to Indirect or Emissive. (997954)
  • GI: Fixed a hash collision for identical meshes in two or more additively loaded scenes. (974240)
  • GI: Fixed issue where changing the subtractive colour resets the environment lighting settings. (1046191)
  • GI: Fixed issue where some buttons didn't scale correctly in the Lighting Settings window (1050860)
  • GI: Fixed issue where the user defined width of columns in the Lighting Explorer didn't reset if a new extenstion was loaded.
  • GI: Fixed so that it is possible to view the realtime lightmap for terrain (980695)
  • GI: Fixed so that objects maps are no longer renderered upside down (905014)
  • GI: Make LightmapSettingsManager::CheckSettingsConsistency less verbose. Only report diffs for scenes where GI is enabled.
  • GI: Support AO for direct only baking in Progressive Lightmapper. (1010881)
  • GI: Warnings are no longer seen when ambient background differs between multiple scenes that were loaded together. (1031433)
  • Graphics: Add possibility to remove ReflectionProbe gizmo for other render pipelines. (1064410)
  • Graphics: Added CommandBuffer.ResolveAntiAliasedSurface to SRP
  • Graphics: Calling AddCommandBuffer, AddCommandBufferAsync, and RemoveCommandBuffer will no longer allocate GC memory. (1064900)
  • Graphics: Enable to hide light gizmo for SRP
  • Graphics: ETC Texture Compressor "Fast", "Normal", "Best" dropdown options are no longer broken. (1050954)
  • Graphics: Expose Reset functions or Light, Camera and ReflectionProbe for high definition render pipeline workflow. (1016209)
  • Graphics: Fix cases where LineRenderer could be missing/corrupted when using Local Space mode. (881119)
  • Graphics: Fix crash due to memcpy'ing overlapped memory.
  • Graphics: Fix crash when baking Local Space Line Renderer. (1066465)
  • Graphics: Fix disc area light handle wrong placement (1058259)
  • Graphics: Fix flipped normals on Local Space Line Renderers. (1038136)
  • Graphics: Fix for main thread stall deleting temporary render targets after calling ConvertTexture() from script. (1075850)
  • Graphics: Fix for shadow rendering when using DrawMeshInstancedIndirect. (1044712)
  • Graphics: Fix JobTempAlloc warning message in SRP (1033301)
  • Graphics: Fix submitting non-instanced property arrays via DrawMeshInstanced. (1010738)
  • Graphics: Fixed a crash when LoadImage is called on a null texture. (1064955)
  • Graphics: Fixed a race condition in the shadow culling code, which could crash Editor. (1062032)
  • Graphics: Fixed a resource leak issue with SRP BlendState when using with Graphics Jobs
  • Graphics: Fixed a shader compilation error related to UNITY_SHADOW_COORDS macro. (978069)
  • Graphics: Fixed an issues where using a SkinnedMeshRenderer and the job system could cause Unity to crash when switching from Play to Edit mode. (1064582)
  • Graphics: Fixed BGRA8 format with sparse texture on DX11. (1042465)
  • Graphics: Fixed case of deprecated TextureFormat errors being thrown erroneously. (1045495)
  • Graphics: Fixed case of pink error shader not being replaced by the updated shader after making edits to a shader include file. (1012881)
  • Graphics: Fixed case of supersampled screenshots being blurry. (1059733)
  • Graphics: Fixed case of wrong capsule collider height when imported from a SpeedTree asset. (1051448)
  • Graphics: Fixed crash in Texture2D.PackTextures when using textures with zero extents (1051229)
  • Graphics: Fixed crash on Metal in CopyTexture due to specifying more slices than there is data (1054356)
  • Graphics: Fixed crash when asynchronously uploading NPOT textures when they are not supported (1027911)
  • Graphics: Fixed Graphics.DrawMeshInstancedIndirect not supporting 32-bit indices on OpenGL
  • Graphics: Fixed point sampled on batchmode with -nographics. (1064071)
  • Graphics: Fixed rendering errors (ghost of objects) in Material Validation Draw mode. (1031995)
  • Graphics: Fixed SRP-Batcher resource leak (1053627)
  • Graphics: Fixed the issue where occasionally the build player will use a wrong shader pass.
  • Graphics: Fixed unintended interaction between special input processing and date changes. (1061535)
  • Graphics: Fixed WebcamTexture rendering with artifacts (grain & noise) when color space is set to Linear (1019984)
  • Graphics: Metal: Initial support for using MTLHeap. Fixes Tessellation performance regression when running on macOS Mojave. (1074413)
  • Graphics: Metal: Optimized CPU overhead with constant buffer updates when using SRP based render pipelines. (1052354)
  • Graphics: Rendering command buffers: Fixed using temporary render targets as UAV targets. (1033216)
  • Graphics: Shaders/Compute: New #pragma disable_fastmath to enable precise IEEE 754 rules for NaN handling on select target platforms (like Metal).
  • Graphics: SRP: Getting a temporary, multi-sampled depth texture no longer yields a warning about the destination texture being NULL. (1014408)
  • Graphics: Stopped SRP Batcher crashing on Win7 + SP1 ( Book of the Dead ) (1067685)
  • Graphics: Texture2DArray and Texture3D now check if the filtering mode is supported by the GPU and downgrade when necessary (963073)
  • Graphics: The VFACE variable is incorrect in shaders when rendered from a Reflection Probe (1027670)
  • Graphics: Various graphics Bugs when new SRP Batcher is ON in SampleGame,Fontainebleau and BOTD demos (1036664)
  • IL2CPP: Adding missing support for System.IO.Directory.GetLogicalDrives() on Windows desktop. (1057411)
  • IL2CPP: Corrected a race condition in the Monitor implementation that c

New in Unity 2018.2.7 (Sep 12, 2018)

  • Fixes:
  • (None) Asset Database: Improved performance of AssetDatabase when doing dependency analysis by ensuring that the analysis is run lazily when processing the refresh queue, instead of every time the queue is modified.
  • (1066381) - Deployment Management : Fixed a crash when using sprites with no texture with the splash screen.
  • (None) - Android : Player binary files contain .note.unity section with version and stripping information. This is useful for certain automation tools.
  • (1061635) - Editor : Fixed a bug where control for LayerMask SerializedProperty would change value for all selected objects without user interaction.
  • (None) - Editor : Fixed a potential crash when calling Provider.GetLatest
  • (1048493) - Editor : Fixed slow search in project view and scene/hierarchy views by starting the search only when the user pauses from typing instead of searching after every character typed.
  • (1069263, 1066381) - Graphics : Fixed a crash when using sprites with no texture with the splash screen.
  • (1061004) - Graphics : Fix for crunch compressed texture support in texture mip map streaming.
  • (1065223) - IL2CPP : Fixed deadlock on exit when calling back to managed code on a thread that doesn't exit before player shutdown.
  • (1068426, 1061635) - Inspector functionality : Fixed a bug where control for LayerMask SerializedProperty would change value for all selected objects without user interaction.
  • (1069065) - Timeline : Fixed Drag and Drop of Playable Assets from Project folder onto Timeline tracks.
  • (1041817) - XR : Scenes will no longer be y flipped when running on the HoloLens.

New in Unity 2018.2.6 (Aug 30, 2018)

  • Fixes:
  • (1070250 (1064071)) - 2D: Fixed an issue where building sprite atlas via batchmode with -no-graphics on the command line would result in point sampled sprites.
  • (1064876 (1063235)) - Asset Import: Fixed FBX model import crash when importing files that contains stereo cameras.
  • (1072565 (1045074)) - Editor: Fixed drag/dropping material preset onto a material not correctly refreshing the material inspector and the material icon.
  • (1072564)- Editor: Fixed PresetManagerEditor not correctly refreshing the list of available presets whenever the list of the manager is changing.
  • (1066405) - IL2CPP: Prevented a memory leak in delegate unsubscription with the new script runtime.
  • (1068657) - IL2CPP: Prevented a crash in il2cpp::os::Image::Initialize when Unity is embedded in another app on iOS.
  • (1045881 (1027704)) (1030311) - iOS: Fixed crash when using Depth Only camera and when using LWSRP.
  • (1042973) - UI: Fixed FieldMouseDragger on labels in ShaderGraph.
  • (1047330) - XR: Windows MR now reports it's inputs properly and no longer spams the console.
  • (None) - XR: XR.InputTracking now only reports XRNodeStates for connected controllers on mobile.

New in Unity 2018.2.5 (Aug 22, 2018)

  • Fixes:
  • (1052530) - Android: Fixed an issue on Android with the Auto and Never blit types causing a blank scene to be displayed.
  • (1054584) - Build Pipeline: Fixed stripping objects from disabled modules resulting in crashes in generated builds.
  • (1052180) - Build Pipeline: Fixed AssetBundleManifestPath not working when building scenes asset bundles.
  • (1056461) - Editor: Fixed case of "Callback registration failed kMaxCallback" error.
  • (1071436) (1071189) - Editor: Fixed CSharpNamespaceParser backport classname parsing.
  • (None) - Editor: Fixed gui view refresh after resizing views on linux.
  • (None) - Editor: Fixed keyboard inputs on popups and dropdowns within the Editor on Linux.
  • (1030337) - Global Illumination: Fixed Assertion '(srcInfo.GetChannelMask() & copyChannels).
  • (None) - Graphics: Fixed rare deadlock when using Graphics Jobs and uploading textures which require processing i.e. crunch decompression, scaling, padding.
  • (1066405) - IL2CPP: Prevented a memory leak in delegate unsubscription with the new script runtime.
  • (1068657) - IL2CPP: Prevented a crash in il2cpp::os::Image::Initialize when Unity is embedded in another app on iOS.
  • (1047005) - Input: Fixed cursor resuming locked state after ALT+TAB (Command + Alt).
  • (None) - Kernel: Added in-range detection for pens on Windows.
  • (None) - Kernel: Made ProjectWindowUtil.CreateAssetWithContent public again (was accidentally reverted to internal).
  • (None) - Kernel: Removed automatic device reset on focus loss and add support for explicit device reset IOCTL.
  • (None) - Kernel: Fixed HIDs sometimes getting picked up twice on OSX.
  • (None) - Kernel: Fixed various incorrect orientations of scroll and delta Y values.
  • (None) - Kernel: Fixed mouse coordinates in OSX and Windows player.
  • (None) - Kernel: Fixed mouse coordinates not respecting HighDPI in Windows editor.
  • (None) - Kernel: Improved ArchiveStorageHeader::ReadString() performance.
  • (1030576) - Linux: Fixed a race condition in thread creation in Linux.
  • (1049050) - OSX: Fixed not being able to reliably set screen resolution from script on first Update.
  • (1033341) - Particles: Fixed particle jobs running when baking meshes.
  • (1054584) - Particles: Fixed legacy particles module being disabled by default.
  • (1041509) - Physics: Fixed experimental multithreaded 2D physics not solving joints the same as non-threaded 2D physics.
  • (1062155) - Physics: Fixed an issue where trigger events may not be fired if collider/triggers change local scale only.
  • (1064472(1054444)) - Physics: Fixed a crash triggered by changing cook option on a deactivated mesh collider.
  • (1051325) - Timeline: Fixed keyframing in Timeline when OS is set to non-US cultures.
  • (1061507) - XR: OpenVR trackpad axes are reported as 0 on the frame they are pressed.
  • (1066060 (1036422)) - XR: Fixed unneeded.dll created for Audio Spatializer when built for Standalone.
  • (1042946) - XR: Fixed UnityEngine.XR.InputTracking.GetNodeNames returning null when a valid uniqueId is given.

New in Unity 2018.2.4 (Aug 18, 2018)

  • Fixes:
  • (1059665) - Android : Fixed stack overflow when decompressing ASTC textures at runtime.
  • (1050715) - Android : ETC texture compressor now preserves color channels when alpha is 0.
  • (1051561) - Android : Disabled 3D RenderTextures when using Vulkan on Adreno 4xx devices.
  • (1048803) - Android : Fixed GPU memory corruption when using Vulkan on Mali devices.
  • (1059717, 1062402) - Animation : Fixed root motion cache so that stale data (NaN) does not propagate in the animation hierarchy.
  • (1062576, 1060971) - Editor : Fixed invalid namespace in documentation for UIElements.
  • (None) - Editor : Fixed launch on linux desktops running wayland.
  • (989834) - Editor : Added short options for unattended mode detection in linux download assistant.
  • (1001151) - Editor : Fixed a crash when removing a toplevel menu item on linux.
  • (1050874) - Editor : Fixed crash when calling GUILayout.Window multiple times in an editor window's OnGUI.
  • (1048553) - Editor : Fixed a crash when imgui events get removed in the same frame that they're used.
  • (1048491) - Editor : Fix for package scripts not showing up in script execution order inspector.
  • (970038) - Graphics : Improved CPU performance running GLES3 on some Android devices particularly for scenes with large number of draw calls.
  • (1052529) - IL2CPP : Improved managed stack traces on Android in some cases.
  • (1063886) - IL2CPP : Now return the proper address list from DNS.GetHostEntry on posix platforms.
  • (1058590) - IL2CPP : Implemented the Socket.IOControl method for the new scripting runtime.
  • (1051253) - iOS : The default Adaptive icon now will only be included if no legacy or round icons are set and if the default icon field is empty.
  • (1038876) - Mobile - Android : Fixed GLSL uniform arrays on android 4.* VideoCore and Vivante GPU.
  • (1054313) - OSX : Fixed a case of Mac Standalone player crashing on launch when the width / height is set to 0 in Preferences.
  • (None) - Package Manager : Missing ProjectVersion.txt file would write error in console during migration
  • (1036736) - Package Manager : "Failed to change file flags" spam in Unity console.
  • (943649) - Particles : Properly handle NaN coming from PhysX due to internal bug.
  • (1028462) - Particles : Cleanup temp memory even when simulation doesn't need advancing.
  • (1032743) - Particles : Fixed a crash when sprite atlas is not included in build.
  • (1003997) - Particles : Fixed an issue that could cause re-selecting a Particle System in the Editor to be very slow in some situations.
  • (1064472,105444) - Physics : Fixed a crash triggered by changing cook option on a deactivated mesh collider.
  • (1049604,1049157) - Profiler : Increased maximum allowed memory usage for profiler in the Editor to 256MB
  • (1025248) - Scripting : Fixed MonoScript default constructor not working correctly.
  • (1056395) - Scripting : Fixed a single quote and trailing whitespaces issues while parsing namespaces in C#.
  • (1062514) - : Scripting : Fixed a random crash during GC thread suspend on OSX.
  • (1062676) - : Scripting : Fixed a crash on exit when domains are created.
  • (1044157) - Scripting Upgrade : Fixed an issue where converting from UTC to local time may have been off by one hour for some timezones.
  • (1066020, 1059730) - UI : Reduced the wobbling in the editor caused by resizing windows.
  • (1025639) - UI : Fixed EndLayout group or Stack empty error after progress dialog is displayed.
  • (1060435) - UnityLinker : Prevent an error in the linker when an unused method is stubbed and that is the only method on the type.
  • (1056212, 1056215) - VersionControl : Editor Made UnityEditor.VersionContro.Asset.isInCurrentProject return true if the asset file exists and is within the current project root.
  • (973778) - Video : Fixed an issue where a specific video was not played when built via command line.
  • (1067985, 1025433) - XR : Fixed Play mode crash when continually running Windows MR in editor.

New in Unity 2018.2.3 (Aug 11, 2018)

  • Fixes:
  • (1040282) - 2D - Fixed issue where the SpriteAtlas Inspector did not correctly update after calling SpriteAtlasExtensions.SetPlatformSetting.
  • (1037553) - 2D - Fixed issue where changes to the "Max Texture Size" and "Compression" settings in the Sprite Atlas weren't saved properly.
  • (1040280) - 2D - Fixed issue where SpriteAtlas packed Sprites did not render after SetPlatformSettings and PackAtlases.
  • (1046157) - 2D - Fixed issue where Sprite Renderer was rendering from the wrong Sprite Atlas with a duplicate name because of a late binding issue.
  • (1048645, 1041651) - Android - Fixed issue where instant app installs failed with the internal build system, because there was no APK Signature Scheme v2.
  • (1053353, 1041385) - Android - Unity no longer destroys Gradle Daemons after every build; it now destroys them on Editor exit.
  • (1053346, 1016755) - Android - Fixed an issue where Android Gradle builds failed when a custom template used double asterixes.
  • (1062024, 941276) - Android - Fixed an issue where multithreaded rendering became enabled when upgrading from 2017.1.
  • (1060076, 956425) - Android - Added a friendly user message when using JDK other than 8.
  • (1004980) - Asset Bundles - Fixed an issue where it was impossible to build Variants using the BuildPipeline API that takes an AssetBundleBuild array.
  • (1004980) - Build Pipeline - Fixed issue where variant bundles built via a build map show an error and have pink texture.
  • (1058139) - Editor - Added a 1px interior stroke to the color slider thumb, to improve visibility against the light background.
  • (1051179) - Editor - Fixed bug where opening the native color picker on macOS would immediately change a color field's value to the most recent color selected.
  • (1047812) - Editor - Fixed issue where Unity did not calculate GUI text width correctly when GUIStyle used Word Wrap.
  • (1063416, 1040256) - Editor - Fixed misplaced tooltip when moving UIElements position.
  • (1012892) - Editor - Appled fix to generate C# project and solution for all script editors when using Assets > Open C# Project menu.
  • (1037523) - Editor - Fixed issue with .sln project names not being unique.
  • (1047812) - Editor - Fixed issue where GUI text width was not calculated correctly when GUIStyle used Word Wrap.
  • (1032167) - Graphics - Fixed race condition when using Reflection probes extensively.
  • (1057610) - Graphics - Fixed bug where a color with a max RGB component of 1 was decomposed as if it were an HDR color with exposure.
  • (1047517) - Graphics - Fixed RenderTexture Assets using the default color format even when selecting a different format.
  • (1053308) - IL2CPP - Fixed managed debugger exception handling issue which threw an exception if the type for a catch handler was not specified.
  • (1056170) - IL2CPP - Applied fix to correctly treat the timeout value passed to Socket.Poll as microseconds, instead of milliseconds.
  • (1058474) - IL2CPP - Fixed [RuntimeInitializeOnLoadMethod] not working during certain player builds when managed code stripping occurs.
  • (1058475) - IL2CPP - Fixed [Preserve] not working during certain player builds when managed code stripping occurs.
  • (1044003) - Kernel - Fixed crash on shutdown when calling JobHandle.Complete() or Scheduling jobs during OnDisable during engine shutdown.
  • (1056554) - Kernel - Added missing information to Scripted Importers serialization. This fixes script change detection so that Unity can reimport Assets correctly.
  • (1056554) - Kernel - Fixed Unity crashing when trying to preview an Asset with scripted importers.
  • (1060093, 1056406) - Kernel - Fixed crash and modified behaviour when passing null to Transform.Find.
  • (1062524, 1049679) - Linux - Fixed keyboard input buffering at low framerates on Linux.
  • (None) - Mono - Removed the 32-bit slice from Mono, so that macOS App Store submissions are not rejected.
  • (1056126) - OSX - Fixed regression of Gamepads and Joysticks not working in Mac OSX Standalone player.
  • (769969) - OSX - Fixed issuewhere the Player configuration window would not open when you clicked its tray icon in OSX Dock panel.
  • (None) - Package Manager - Fixed an issue where upm.log (and UnityLog.txt on Mac) would get spammed when running offline search requests.
  • (None) - Package Manager - Fixed an issue where existing npm configuration files would interfere with the Package Manager. - (
  • (None) - Package Manager - Fixed an issue where HTTP requests from Unity to the local upm server would abort after 2 minutes.
  • (1061427) - Package Manager - Fixed issue where packages downloaded for one registry became available on all registries.
  • (1062050) - Particles - Added a warning message that appears when you assign a non-read/write Mesh to a Renderer that won't be shown.
  • (1062051, 1051205) - Particles - Fixed crash and added a warning message that appears when you assign a non-read/write Mesh to the Shape module.
  • (1043662) - Physics - Fixed crash when deactivating/re-activating a transform in RunTimeInitializeOnLoadMethod, if there is a Rigidbody attached.
  • (1030966) - Physics - Fixed a bug when WheelCollider.GetGroundHit causes crash at Scripting::ScriptingWrapperFor if WheelCollider is null.
  • (1061733, 1025263) - Physics - Fixed a performance regression when using continuous collision detection on kinematic Rigidbody components,
  • (1041208) - Physics - Fixed an issue where RaycastCommand would yield a wrong result if input ray direction was not normialized.
  • (1060013, 1050751) - Physics - Fixed an issue where a Collider's underlying PhysX Transfrom did not update correctly when reparenting.
  • (1063771) - PS4 - Backpored fix for Script-only builds failing.
  • (1063718) - PS4 - Backported fix for shader compiler failure building after setting PlayerSettings.PS4.SdkOverride = string.Empty.
  • (1064077) - Scriptable Build Pipeline - Fixed an issue where Unity was stripping precompiled assembly serialized data in the Scriptable Build Pipeline.
  • (1032183) - Scripting - Fixed issue where packages would sometimes not compile when starting the Editor with "Assembly has reference to non-existent assembly" .asmdef errors.
  • (None) - Services - Fixed an issue which inadvertently enabled Analytics when creating a new project.
  • (1044712) - Shaders - Fixed issue where Custom Surface Shader did not handle Shadow correctly when used from DrawMeshInstancedIndirect.
  • (1062117) - Timeline - Fixed Animation Track refresh when Avatar Masks are updated on override tracks.
  • (1046113) - VR - Updated copy of warning and log message when using Canvas screen space overlay render mode with VR enabled.
  • (None) - Xbox One - Backported IL2CPP script debugging feature for Xbox One.
  • (1059945) - XR - Fixed issue where XR plug-ins delivered via the Package Manager (notably ARCore and ARKit) produced warnings in the console window regarding multiple GUIDs.
  • (None) - XR - Shifted Gear VR Touchpad Axes to 16 and 17 in for consistency with other platforms.
  • (None) - XR - Updated Resonance audio plugins to version 1.2.1. Fixed a meta file issue in OSX standalone builds.

New in Unity 2018.2.2 (Aug 6, 2018)

  • Fixes:
  • Android: Fixed rendering on Tegra 3 devices.
  • Android: Fixed Vulkan rendering errors on Adreno devices
  • Android: A friendly user message is now shown when using a JDK other than 8. (956425, 1060076)
  • Animation: Fixed wrong CurveModifiedType sent in function callback onCurveWasModified when changing animation events in clip. (1047683)
  • Editor: Fixed editor crashes when calling EditorUtility.SetDirty(null). (1060898, 1061076)
  • GI: Correctly sample area lights from probes in Progressive Lightmapper. (1033074)
  • GI: Fix low CPU utilization when baking with the progressive lightmapper (1013830)
  • Graphics: Fixed a crash (out of bound array access) when some empty RenderPass is used in SRP context. (1002440)
  • Graphics: Fixed possible crash during shader warmup when using Vulkan.
  • Graphics: Fixed Vulkan validation errors during texture uploads.
  • Graphics: Fixed a resource leak issue with SRP BlendState and Graphics Jobs
  • OSX: Fixed framerate being limited in batch mode when Application.targetFrameRate == -1. (1022906)
  • Package Manager: Fixed not being able to create assets from drop down menu if any projectSettings are opened in inspector. (975732)
  • Particles: Particles are now allowed to use dynamic batching and GPU instancing at the same time for mesh particle systems. Batching allows for a single material setup between systems, and instancing allows for efficient rendering of mesh particles.
  • Scripting: Fixed "using static" directive causing Unity to not find the class in the script (962043, 962275)
  • Scripting: Fixed crash when dragging a script with a UI or RectTransform component requirement to a GameObject. (1036699, 1057076)
  • Scripting: Fixed random memory corruption and crash usually surfaced during liveness.
  • Timeline: Fixed parent constraint does not work in timeline preview. (1057525)
  • XR: Fixed crash that causes the VR device to stop rendering when render texture size is too large and not a power of 2. (1027366)
  • XR: Fixed issue where HMD's would only render a single frame and black everywhere else when Game tab isn't visible during play mode. (878454)

New in Unity 2018.2.1 (Jul 27, 2018)

  • Fixes:
  • (1027063) - 2D: Fixed tab button not switching to other input fields in the sprite editor window.
  • (1054125(1045785)) - Android: Fixed android crash on startup related to having 18 thousand or more assets.
  • (1045436) - Android: Fixed crash when "Use 32-bit Display buffer" is unchecked in PlayerSettings.
  • (1056241) - Animation: Fixed parent-child constraint source weight influencing even if set to Zero.
  • (947055) - Asset Import: ScriptedImporter - Fixed display of properties that should be read-only in the inspector.
  • (1059266(1035312)) - Editor: Fixed issue where sprite was not loaded correctly from Sprite Atlas into scene after late binding.
  • (947055) - Editor: Fixed ScriptedImporter fields not read-only in Inspector.
  • (1058290(1037161)) - Editor: Fixes VSCode opens multiple files with spaces in project name.
  • (1028797) - Editor: Fix issue with script compilation triggering at random times during synchronous import of scripts. Could cause erroneous compilation errors to be emitted to the Editor.log.
  • (1041276(948616)) - Editor: Fixed an issue where Menu.SetChecked would not update items in the Context menu popup.
  • (1040404(1018539)) - Editor: Fixed a transform error caused by particle collision events when it's object was being destroyed.
  • (1058347(1046782)) - Facebook: Fixed for Facebook platform support is not detected by the editor.
  • (1046782) - Facebook: Fixed for Facebook platform support is not detected by the editor.
  • (None) - GI: Fixed up so that area lights have a toggle instead of a dropdown.
  • (1057921) - Graphics: Fixed Metal/Vulkan/OpenGL shader codegen issue with translating a special case with MOVC instruction.
  • (1020262) - IL2CPP: Fixed an issue with call-by-reference method arguments not being properly preserved in certain circumstances.
  • (1037601) - IL2CPP: Improved performance of thread synchronization for reflection calls.
  • (1045847) - IL2CPP: Fixed IL2CPP build failing when project contains a .winmd file that is compiled from C# code.
  • (1044485) - IL2CPP: Fixed calls to native functions from delegates using stdcall calling convention, even if explicitly marked as cdecl. Caused problems on windows x86 (and UWP x86), leading to rare crashes in code using SSLStream.
  • (1042026) - Scripting: Fixed crash when calling DestroyImmediate(gameObject) in OnApplicationQuit after script recompile in the editor. Fixes ZenInject crash that would happen sometimes after exiting play mode.
  • (1053937) - Timeline: Fixed issue where the PlayableDirector would not report the correct state when going into play mode after the editor was previously paused.
  • (1043171) - Universal Windows Platform: IL2CPP will now successfully be able to P/Invoke into kernel32.dll!GetNativeSystemInfo and Event tracing APIs in advapi32.dll.
  • (1049132(1041274)) - Web: Fixed crash when sending the same UnityWebRequest twice.

New in Unity 2018.2.0 (Jul 11, 2018)

  • Features:
  • 2D: Add option to SpriteRenderer to allow sorting of SpriteRenderer by its center or by its pivot point
  • 2D: Added support for hexagonal layout for Grid component.
  • Android: Add command line option "-setDefaultPlatformTextureFormat" to set the default texture format prior to importing or building, allowing the user to avoid importing twice: Once for the system default texture format then a second time for the desired format. Only Android is currently supported. Expects a single parameter from: dxt, pvrtc, atc, etc, etc2, astc.
  • Android: Added support for using Java source files as plugins in Unity project. These files will be compiled and included into APK.
  • Android: Create a separate APK for each CPU architecture (universal APKs are still supported).
  • Android: Make AndroidJavaProxy work with default java methods
  • Animation: Animation C# Jobs: Possibility to edit the animation stream directly from a Playable using C# Jobs (see AnimationScriptPlayable)
  • Asset Import: Import animated property curves of constraint components
  • Build Pipeline: Scriptable Build Pipeline Released
  • Editor: Added Vulkan support in the Editor on Windows and Linux
  • Editor: Assembly Definition Files (asmdef) assemblies are now compiled on startup before any other scripts (Assembly-CSharp.dll and friends) and compilation does not stop on the first compile error. All asmdef assemblies that successfully compile and have all their references compiled are loaded before compiling the remaining scripts (Assembly-CSharp.dll and friends). Ensures that Unity packages are always built and loaded regardless of other compile errors in the project.
  • Editor: High-DPI scaling support on Linux
  • Editor: High-DPI scaling support on Windows
  • Editor: Improved LineRenderer editor. Added support for editing lines in scene, applying automated simplification and improved the display of the points list in the inspector.
  • Editor: Unity Engine modules can now be disabled in Package Manager UI as built-in modules
  • Editor: UXML schema generation
  • Graphics: Add/Set positions in a TrailRenderer from script.
  • Graphics: Added smooth deletion of TrailRenderer points.
  • Graphics: Added StreamingController component which provides more control over the mipmap texture streaming including preloading in advance of camera cuts
  • Graphics: Added texture streaming support to load mipmaps on demand.
  • Graphics: Asynchronous GPU readback API
  • Graphics: BakeMesh script API added for ParticleSystemRenderer, LineRenderer and TrailRenderer
  • Graphics: Scriptable shader variants stripping
  • Graphics: Start/stop a TrailRenderer from spawning points, with the new "Emitting" new checkbox.
  • GI: Configurable falloff for Progressive Lightmapper (legacy, linear, inverse squared, inverse squared with attenuation). description"
  • IL2CPP: Add support for managed code debugging on Android.
  • IL2CPP: Add support for managed code debugging on iOS
  • Package Manager: Hide packages assets in object selector.
  • Package Manager: Package Manager user interface (from where a project's packages can be managed and new packages can be discovered)
  • Package Manager: Support Packages assets in Asset Database search and Object selector
  • Package Manager: Support Packages in Project Browser
  • Package Manager: Support Read Only package folders in drag-n-drop and Renaming
  • Particles: The Particle System Shape Module now supports emitting from Sprites
  • Player: SRP Fast rendering codepath ("SRP Batcher"). Experimental, currently Directx11 and PS4 support.
  • Profiler: Added experimental Profiler native plugin API
  • Scripting: Added option "Wait For Managed Debugger" in BuildPlayerWindow, it shows a dialog when you run a player, this pauses the program until you connect a managed debugger. This way you can easily debug methods like Start/Awake, etc.
  • Scripting: Added support for serialising MinMaxCurve and MinMaxGradient in scripts.
  • Scripting: TLS 1.2 support via .Net45 APIs (SslStream, HttpRequest, ...) across all platforms.
  • Timeline: Control-clip navigation: It is now possible to navigate to timelines associated with control clips through double-click or context-click. This features allows previewing and editing a sub-timelines in the context of its parent.
  • Web: Added compressed property to DownloadHandlerAudioClip, which creates audio clip that is compressed in memory.
  • Web: Added streamAudio property to DownloadHandlerAudioClip, which lets getting a playable audio clip before download is complete
  • Windows: Introduced an option to generate Visual Studio solution when building your project, instead of regular executable output.
  • XR: Added OpenGL based single pass instancing for Android.
  • XR: VR-enabled projects now present the ability to select which eyes are rendered in the Game View. Previously only the left eye was rendered but now the right eye or both eyes are selectable and persistent.
  • Further details on this release at:
  • https://unity3d.com/unity/whats-new/unity-2018.2.0

New in Unity 2018.2.0 RC 1 (Jul 7, 2018)

  • Known Issues:
  • Android: Using the PlayServicesResolver plugin causes the Editor to freeze (1046891, 1048790)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete. (860938)
  • GI: [PLM] CPU is underutilized when baking multi-lightmaps (1013830)
  • OSX: Unity can't open any project and produces UnityShaderCompiler malloc errors when placed in Downloads folder (1057115)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Scripting: Visual Studio reloads all package .csprojs when adding or removing a .cs file in the project (1051901, 1051902)
  • Timeline: [PlayableDirector] OnGraphStop and OnPlayableDestroy are not called if play mode was exited when paused previously (1053937)
  • Video: [Recorder] Choosing camera options in the collection method with SRP records a black screen (1022078)
  • XR: Screenshots render upside down on mobile XR devices (1015862)
  • Improvements:
  • Graphics: Metal: Asynchronous readback of GPU resources implemented for Metal API
  • Graphics: Metal: Optimize CPU overhead with constant buffer updates when using SRP based render pipelines (1052354)

New in Unity 2018.1.7 (Jul 7, 2018)

  • Fixes:
  • (1038644) - Android: Fixed ${applicationId} not automatically patched in AndroidManifest.xml.
  • (1047073(973427)) - Android: Fixed VideoPlayer not working on Intel Baytrail.
  • (1047065) - Android: Fixed disappearing permissions dialog after pressing home button.
  • (None) - Android: Fixed crash when running on Android 8 in instant app mode.
  • (1047061) - Android: Fixed a crash when upgrading an existing application on Android to 64 bit.
  • (1034718) - GI: When creating an area light from the menu it now defaults to using soft shadows instead of no shadows. Also this exposes the shadow type for area lights.
  • (None) - Graphics: Fixed rare crash in SRP culling code.
  • (None) - Graphics: Fixed Graphics.DrawMeshInstancedIndirect not supporting 32-bit indices.
  • (1037716(1022895)) - iOS: Fixed C plugin support.
  • (1025944) - iOS: Fixed paths for native source plugins are not properly added to xcode project when the files are in a package.
  • (1015543) - Physics 2D: Fixed particles using 2D collision mode colliding with triggers.
  • (1035692) - Scripting: Fixed crash when loading some assemblies due to invalid metadata parsing.
  • (996473) - Scripting: Fixed reference assemblies not being resolved correctly from any folder in project.
  • (1036673) - Scripting: Raised exception when covariance is used on old scripting runtime.
  • (1039434) - Scripting: Fixed crash when accessing custom attribute data.
  • (1030427) - Scripting Upgrade: Fixed ExecutionEngineException when using Property.GetValue.
  • (1035654) - Scripting Upgrade: Fixed scripting being able to access /dev/shm.
  • (1043952) - Timeline: Fixed selection change when recording on animation track with clips.
  • (1037719(1026339)) - Web: Fixed UnityWebRequest POST failure with multipart sections.
  • (1025714(977469)) - Web: Fixed race condition when aborting UnityWebRequest.
  • (1034134) - WebGL: Corrected an error that can occur when BestHTTP is used - "The type initializer for 'System.Globalization.CharUnicodeInfo' threw an exception.".
  • (1017374) - WebGL: Fixed LW Render Pipeline.
  • (1048092) - XR: Fixed PressType on HoloLens incorrectly reporting Select instead of None.

New in Unity 2018.2.0b11 Beta (Jul 4, 2018)

  • Known Issues:
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete. (860938)
  • GI: [PLM] CPU is underutilized when baking multi-lightmaps (1013830)
  • Scripting: 2018.2 Performance regression in BehaviourManager::Update (1046516, 1051447)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Scripting: Visual Studio reloads all package .csprojs when adding or removing a .cs file in the project (1051901, 1051902)
  • Video: [Recorder] Choosing camera options in the collection method with SRP records a black screen (1022078)
  • XR: Screenshots render upside down on mobile XR devices (1015862)
  • Fixes:
  • Graphics: Fixed a bug with DrawMeshInstancedIndirect not working on Adreno and some Nvidia GPUs on Android. (1008623)
  • OSX: Fixed case of app getting stuck in borderless window when exiting fullscreen on High Sierra. (1035061)
  • OSX: Fixed case of CMD+F behaving differently to fullscreen switching control. (1039314)
  • OSX: Fixed case of AllowFullscreenSwitch still working via Maximise window button even if disabled. (769473)
  • OSX: Fixed issue where Mac build running in Windowed mode would get distorted when maximized via top-right Titlebar button. (994442)
  • OSX: Fixed issue where standalone player didn't work with OS X El Capitan split-screen option. (756522)
  • OSX: Fixed issue where Screen.SetResolution set to FullScreenMode.MaximizedWindow did not keep the dock bar. (1033732)
  • Shaders: Fixed include dependencies for compute shaders in local packages
  • XR: MSAA texture arrays now work correctly when used with the multi-view stereo rendering path on android devices. (893247)

New in Unity 2018.1.6 (Jun 22, 2018)

  • Fixes:
  • (None) - Android: Fixed crash when running on Android 8 in instant app mode.
  • (1046738(785610)) - Android: Fix for graphical corruption when screen resolution is changed.
  • (1026812(1018967)) - Android: Fix internal android build to include only required abi from aar files.
  • (1032929) - Editor: Reduced enter play mode and recompile time by optimizing EditorCompilationInterface.GetTargetAssembly and EditorCompilationInterface.GetTargetAssembliesWithScripts. Has a high impact on projects with lots of scripts and lots of .asmdef files.
  • (None) - Editor: Editor Skin becomes grey when a Collab project is opened for the first time.
  • (1008728) - Editor: Fix commandline filtering for running Tests.
  • (1035068) - GI: Fix HDR lightmaps encoding in Gamma Color Space.
  • (None) - Graphics: Fixed Graphics.DrawMeshInstancedIndirect not supporting 32-bit indices.
  • (1043225) - IL2CPP: Fixes an issue that occurs when constrained calls are made on pointer types in unsafe contexts.
  • (1040777) - IL2CPP: Corrects low level IL behavior when storing values to small local integer variables. This can affect the conversion between pointers and integers in unsafe contexts.
  • (1036866) - IL2CPP: Changing stack behavior of store-indirect instructions to fix unintended side effects caused by a previous optimization to prevent too many local variables.
  • (1017515) - IL2CPP: Fix deadlock on exit when using OnAudioFilterRead.
  • (984547) - Physics: Fix Root Motion slowdown introduced in 2017.2.
  • (1028321) - Package Manager: Projects created from a template would have the wrong version in ProjectVersion.txt.
  • (1039037) - Scripting Upgrade: Support Debugger.Break when using new scripting runtime.
  • (976639) - Universal Windows Platform: Fixed GI folders getting picked up as language resources by Visual Studio.
  • (1043563) - Universal Windows Platform: Fixed subscribing to Windows Runtime events on IL2CPP scripting backend with .NET Standard 2.0 profile.
  • (1017288) - Windows: Fixed an exception in RecreateDisplayList when there are no monitors attached.
  • (951118) - XR: Resolved issue with the OS minimizing the Editor when playing a Mixed Reality application on Windows RS4.
  • (954950) - XR: Resolved issues with User-Presence not working properly in the Editor for Windows Mixed Reality applications.

New in Unity 2018.2.0b9 Beta (Jun 20, 2018)

  • Known Issues in 2018.2.0b9:
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete. (860938)
  • GI: [PLM] Baking stalls when using additive scene loading (974240)
  • GI: [PLM] CPU is underutilized when baking multi-lightmaps (1013830)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Video: [Recorder] Choosing camera options in the collection method with SRP records a black screen (1022078)
  • XR: Screenshots render upside down on mobile XR devices (1015862)
  • Improvements:
  • Graphics: Shaders/Compute: New #pragma disable_fastmath to enable precise IEEE 754 rules for NaN handling on select target platforms (like Metal)
  • Fixes:
  • Editor: Keyboard shortcut entries in the preferences window now appear in alphabetical order, rather than a random order
  • XR: The GearVR back button can now be accessed via button index 6 & 7 for left and right hand respectively.

New in Unity 2018.1.5 (Jun 17, 2018)

  • Fixes:
  • (976095) - Physics: Fixed crash when deativating a Gameobject with WheelColliderComponents.
  • (985046) - Physics: Fixed an issue where WheelCollider's damping rate has no effects in some cases.
  • (971056) - Physics: Fixed an issue where activaging interpolation on Rigidbody may cause jittery.
  • (918283) - Physics: Fixed a performance issue when reparenting rigidbody.
  • (980186) - Physics: Fixed a crash when two kinematic bodies using non-convex mesh collide.
  • (1002396) - Physics: Fixed a issue where CharacterController.ClosestPoint may return incorrect value.
  • (984525) - Physics: Fixed a issue where transforms are not correctly synced when using Rigibody.AddForceAtPos.
  • (969743) - Physics: Fixed a issue where transforms are not correctly synced when using Rigibody.AddRelativeForce.
  • (987906) - Physics: Fixed an issue where ClothComponent may be permanently disabled when deativate/reactivate GameObjet in play mode.
  • (978753) - Physics: Fixed an issuer where kinematic body's collision transform are not updated if instantiated as a child.
  • (973464) - Physics: Fixed an error that pops up when changing the SkinnedMeshRenderer's mesh with ClothComponent on the same GameObject.
  • (962027) - Physics: Fixed an issue where cloth may lose constraints when assigning a new mesh to SkinnedMeshRenderer.
  • (996194) - Physics: Fixed an issue where animated rigidbodyies don't affect other rigidbodies connected with joints.
  • (1004443) - Physics: Fixed a issue where transforms are not correctly synced when using Rigibody.AddExplosionForce.
  • (990728) - XR: Added velocity and angular velocity to WMR controllers.
  • (1029856) - Editor: Fixed performance issues in the clip drop down menu of the animation window when editing large clips.
  • (None) - Editor: Added support for Package Manager Manifest inclusion into whole-project .unitypackages, for the Content team to produce tutorials and demos that use new features supplied as Package Manager Packages.
  • (None) - XR: Fixed eye texture allocation on Oculus mobile platforms.
  • (1021978(961655)) - Android: Fixed using memalign on Android due to compatibility issues causing crashes on some devices.
  • (1030459) - Scripting Upgrade: Fixed compilation errors in Visual Studio when targeting .NET Standard 2.0.
  • (1040288) - Licenses: Fixed inaccurate text in license survey.
  • (973842) - OSX: Fixed mouse events affecting Editor UI performance.
  • (None) - Scripting Upgrade: Fixed an issue where editor scripts could fail to recompile on windows.
  • (None) - Editor: Optimised Version Control icon overlay drawing in the Project Window.
  • (1005227) - Scripting: Fixed crash when calling DestroyImmediate(gameObject) in OnApplicationQuit. Fixed ZenInject crash that would happen sometimes after exiting play mode.
  • (987068) - Shuriken: Fixed Timeline Control Track not applying start delay to particles.
  • (1024481) - Editor: Fixed regression where play mode tint and play button style were not applied before entering play mode when done via menu command.
  • (1033273) - Editor: Disabled "Open" button in AssetImporter inspector when viewed from a Preset as there is no asset associated with it at this time.
  • (1025807) - Graphics: Fixed crash issue that can arise in SRP when you have shadowcasting enabled but no visible shadow casters.
  • (1038721) - GI: Fixed non-latin characters not being allowed in the Unity editor install path.
  • (1043476(1041582)) - Editor: Fixed License activation fails when running Unity with command line arguments.
  • (1038630) - Asset Import: Added validation for invalid constraints in FBX files.
  • (1038488) - OSX: Fixed an issue where the Mac Player could launch with a black screen.
  • (1037638) - Android: Fixed the issue that GI assets for the first scene have been added to the obb with "Split Application Binary" enabled.
  • (1045866) - XR: Enabling Oculus depth sharing causes pink Game view when Android is targeted.
  • (1025479) - Daydream: Fixed rendering corruption appearing when switching back to Daydream mode.

New in Unity 2018.2.0b8 Beta (Jun 15, 2018)

  • Known Issues in 2018.2.0b8:
  • Animation: Editor/Player can crash if you reparent a transform bound to a TransformSceneHandle (1035803)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete. (860938)
  • GI: [PLM] CPU is underutilized when baking multi-lightmaps (1013830)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Video: [Recorder] Choosing camera options in the collection method with SRP records a black screen (1022078)
  • XR: Screenshots render upside down on mobile XR devices (1015862)
  • API Changes:
  • Video: MovieTexture - MovieImporter have been marked as deprecated.
  • Fixes:
  • Edit: Fix nodes that were growing at each layout pass (1037940)
  • Scripting: Raise exception rather than aborting when incomplete PInvoke method is specified (1032601)
  • Universal Windows Platform: Fixed Reference Rewriter crashing if it finds a mismatched PDB file for Assembly-CSharp.dll (1031094)
  • Universal Windows Platform: Fixed Reference Rewriter outputing false errors about Windows Runtime methods involving System.Numerics not existing in target framework (1022729)
  • Video: Audio Decoding error when transcoding video to VP8 (1013616, 1044019)
  • Video: Audio in video preview is muted by Game View mute button (1013614, 1044014)
  • Video: Audio Sample output API discards the samples for a specific video if we pause/unpause video (1044021)
  • Video: Cannot adjust import settings while video is playing in inspector (971968, 1044010)
  • Video: Ogv videos do not play when streamed, editor freezes when the scene is stopped (940179, 1044016)
  • Video: Taking a webm or m4v video file out of StreamingAssets folder does not restore it to a videoClip (973322, 1044011)
  • Video: Video clip name is not updated in Inspector after renaming video clip (952190, 1044013)
  • Video: VideoPlayer inconsistent audio playback behaviour between Editor and Standalone build (981381, 1044018)
  • Video: VP8 Audio playback is choppy. (1013615, 1044012)
  • Video: Windows VideoPlayer cannot play URL that starts with "file://" prefix (973334, 1044020)

New in Unity 2018.1.4 (Jun 13, 2018)

  • Fixes:
  • (980197) - Editor: Test runner can now start tests on iOS/tvOS.
  • (1006601) - Licenses: Fixed issue that long time idle Editor failed to activate license for the first time.
  • (1010774(1006311)) - Asset Import: Fixed ImportAsset crashes.
  • (980970) - Asset Import: Fixed crash when re-importing certain model with "Generate Lightmap UVs" setting enabled.
  • (1016639) - 2D: Fixed undo not removing GameObject created from dropping Sprite into Hierarchy Window.
  • (1021969(1015836)) - 2D: Fixed Sprite Pivot setting appearing when Sprite Mode is set to Multiple but not appearing when it's set to Single.
  • (1021484) - UI: Fixed issue with setting position followed by setting parent losing proper positioning.
  • (1010047) - XR: Fixed dark VR view with Linear Color space and Single-Pass Rendering.
  • (1024560(1014022)) - iOS: Disabled builtin cache in iOS UnityWebRequest backend for consistency with other platforms.
  • (1024558(1011741)) - iOS: Fixed UnityWebRequest not becoming done when aborted.
  • (1026717) - Shaders: Fixed several custom shader include path corner cases making the system more robust against random script errors.
  • (None) - Graphics: Improve compute shader debug label support.
  • (1014724) - Asset Import: Fixed lighting differences compared to older versions of Unity.
  • (1011566(1011514)) - Asset Import: Upgraded to FBX SDK 2018.1.1, link to libfbxsdk dynamically on all builds.
  • (952966) - Animation: Fixed evaluation of multi-outputs playables. Allows for fixing Timelines.
  • (1007989) - Scripting - Scripting Upgrade: Fixed issue loading circularly dependent assets while using scripting runtime version 4.x.
  • (1031063(967406)) - Animation - Animation Recorder: Fixed recording an "Animator" controller generates 80 errors in the console.
  • (1030295) - Multiplayer: Fixed Host becomes brokendeleted after big packet has been sent.
  • (1029909) - Scripting: Fixed memory snapshot profiler.
  • (1018162) - Scripting Upgrade: Fixed crash when calling Process.Start() to open a folder.
  • (1010809) - Graphics: Fixed some backface culling corner cases (case 1010809).
  • (965024) - Services: Fixed possible crash with Performance Reporting enabled.
  • (984292) - Android: Fixed black screen on Adreno GPU when using Postprocessing Stack and GLES2 graphics API.
  • (972927) - Apple TV: Remove 2x App store icon slices that cause App Store validation to fail.
  • (1024859) - iOS: Fixed manual signing with development certificates.
  • (1011604) - iOS: Fixed crash when usbmuxd proxy is still running during app exit.
  • (None) - Graphics: Metal: Fixed tessellation shaders using instancing from failing to load.
  • (1026722) - Xbox One: Unity projects now build for Xbox One with .net 4.6 compatible scripts and the Roslyn compiler (case 1026722).
  • (1003917) - Audio: Fixed usage of deprecated WebAudio setters.
  • (1003912) - Audio: Added Chrome Audio Auto-play policy workaround.
  • (None) - Graphics: Fixed errors when using Typeless D3D11 32 bit texture formats.
  • (1029439) - 2D: Fixed tiles with invalid textures being rendered with the Tile Color only, instead of displaying the last used Sprite texture.
  • (1028457) - 2D: TilemapRenderer is now able to render when a SRP is set.
  • (1024422) - 2D: Fixed tilemap painting being disabled if the tile map is parallel to the current Scene view camera, and within a margin of 5 degrees.

New in Unity 2018.2.0b5 Beta (May 25, 2018)

  • Known Issues in 2018.2.0b5:
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete. (860938)
  • Editor: [HiDPI] Offset with the ColorPicker when it and the Editor are on differents monitors (1018591)
  • Editor: [Shortcut Manager] Scene view fly mode gets stuck if you hold shift and change directions (1018932)
  • GI: [PLM] CPU is underutilized when baking multi-lightmaps (1013830)
  • GI: [PLM] Editor crashes while baking after removing terrain trees and switching UI tabs with PLM set as baking backend (1026701)
  • Graphics: [HDRP] Bugs with shadow masks (1010127)
  • Package Manager: Editor crashes when canceling package installation (1011686)
  • Package Manager: Package list disappears on updating the package manager UI (1023017)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Video: [Recorder] Choosing camera options in the collection method with SRP records a black screen (1022078)
  • XR: Screenshots render upside down on mobile XR devices (1015862)
  • Improvements:
  • Terrain: Added Terrain.preserveTreePrototypeLayers which allows you to specify how Unity choose the layer for tree instances.
  • Terrain: The "Dynamic Occludee" property from the tree prototype prefabs is now propagated to tree instances.
  • Fixes:
  • Editor: Fix native audio plugin effect discovery on linux

New in Unity 2018.1.1 (May 19, 2018)

  • Fixes:
  • Editor: Fixed content drawn with OnSceneGUI not looking correct and consistent whether the project color space is Gamma or Linear.(1018625)
  • Player: Fixed imbalanced platform profile markers in user scripts. (1005409)
  • Web: Fixed crash when aborting AssetBundle download using UnityWebRequest. (1017468)
  • Particles: Improved logic for when Automatic Culling can be used with non-randomized emission. (991235)
  • Particles: Fixed particle collision not being detected when Particle System used negative scale. (985049)
  • Particles: Fixed particles occasionally flickering when they have a random start life time and sort mode was set to Youngest or Oldest in front. (988874)
  • Particles: Fixed prefabs with a ParticleSystem creating duplicate entries into its serialization after each modification. (989631)
  • Particles: Fixed particles/alpha blended material inverting colors of other blended objects, when using HDR. (967476)
  • Editor: Fixed PresetLibraries classes not being handled correctly by the Preset UI and will be excluded at the moment. (1020017)
  • Editor: Foxed closing the Create new Preset window logging a Layout error in the console. (1022087)
  • XR: Fixed XR.WSA.WorldManager.OnPositionalLocatorStateChanged() not getting called when state changes back to active. (998331)

New in Unity 2018.2.0b4 Beta (May 14, 2018)

  • Known Issues in 2018.2.0b4:
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete. (860938)
  • Editor: [HiDPI] Offset with the ColorPicker when it and the Editor are on differents monitors (1018591)
  • Editor: [Shortcut Manager] Game View not getting events in edit mode (1022944)
  • Editor: [Shortcut Manager] Scene view fly mode gets stuck if you hold shift and change directions (1018932)
  • GI: [PLM] CPU is underutilized when baking multi-lightmaps (1013830)
  • GI: [PLM] Editor crashes while baking after removing terrain trees and switching UI tabs with PLM set as baking backend (1026701)
  • Graphics: Render-pipelines.high-definition package version 1.1.1 gives out compilation errors in Unity 2018.2.0a4 (1011533)
  • Graphics: [HDRP] Bugs with shadow masks (1010127)
  • Package Manager: Editor crashes when canceling package installation (1011686)
  • Package Manager: Package list disappears on updating the package manager UI (1023017)
  • Package Manager: Time it takes to create a new project is increasing to unreasonable levels compared to older versions (1003263)
  • Package Manager: [Win] Editor stuck in endless "Hold on compiling scripts ..." (1017388)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Video: [Recorder] Choosing camera options in the collection method with SRP records a black screen (1022078)
  • XR: Unable to open holographic emulation window (1032847)
  • Features:
  • Editor: High-DPI scaling support on linux
  • IL2CPP: Add support for managed code debugging on iOS
  • Changes:
  • Editor: Gtk+ 3.4+ is now required to run the Unity editor on linux
  • Improvements:
  • Graphics: Added GetNames function to ShaderKeywordSet C# API to return the list of shader keyword as strings
  • Package Manager: Package Manager v1.9.8 added the ability to select a version to update
  • API Changes:
  • Asset Import: Added AssetImportContext.DependsOnSourceAsset to make it possible to report source dependencies during imports, in ScriptedImporters.

New in Unity 2018.2.0b3 Beta (May 5, 2018)

  • Known Issues in 2018.2.0b3:
  • Asset Import: Editor crashes on project import when opening a 2018.1 project (without deleting Library folder) (1025056)
  • Asset Pipeline: Regression with the way AssetBundle.LoadAsset works (1027175)
  • Editor: Editor crashes when opening external folder through MenuItem (1018162)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete. (860938)
  • Editor: [HiDPI] Offset with the ColorPicker when it and the Editor are on differents monitors (1018591)
  • Editor: [Shortcut Manager] Game View not getting events in edit mode (1022944)
  • Editor: [Shortcut Manager] Scene view fly mode gets stuck if you hold shift and change directions (1018932)
  • GI: [PLM] CPU is underutilized when baking multi-lightmaps (1013830)
  • GI: [PLM] Editor crashes while baking after removing terrain trees and switching UI tabs with PLM set as baking backend (1026701)
  • Graphics: Render-pipelines.high-definition package version 1.1.1 gives out compilation errors in Unity 2018.2.0a4 (1011533)
  • Graphics: Switching focus causes shader recompile loop (1032824)
  • Graphics: [HDRP] Bugs with shadow masks (1010127)
  • Package Manager: Editor crashes when canceling package installation (1011686)
  • Package Manager: Package list disappears on updating the package manager UI (1023017)
  • Package Manager: Time it takes to create a new project is increasing to unreasonable levels compared to older versions (1003263)
  • Package Manager: [Win] Editor stuck in endless "Hold on compiling scripts ..." (1017388)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Video: [Recorder] Choosing camera options in the collection method with SRP records a black screen (1022078)
  • XR: Unable to open holographic emulation window (1032847)
  • Features:
  • IL2CPP: Add support for managed code debugging on Android.
  • Improvements:
  • 2D: Added an option in Sprite Editor to display pivot position in pixels and snap pivot to pixels when you drag it.
  • API Changes:
  • Animation: Refined the experimental Anim C# Jobs API, renamed and changed some fields in AnimationStream and AnimationHumanStream (e.g. IsValid() becomes isValid, GetBodyLocalPosition() becomes bodyLocalPosition, 'DoF' renamed to 'Dof', etc.)
  • Fixes:
  • 2D: Fix exception IndexOutOfRangeException when using Sprite Editor Window's alpha trimming after switching to different texture (1010125)
  • 2D: Fix GameObject disappaering in SceneView when zooming in after switching from 3D view to 2D view when SceneView camera is in front of the GameObject (1005508)
  • Editor: Fix crash on quitting the Editor when Verify Saving Assets is turned on (1027527)
  • Scripting Upgrade: Fix unexpected behavior processing async/await continuations (991724, 1006978)

New in Unity 2018.1.0 (May 4, 2018)

  • Fixes:
  • 2D: Fixed case of snapping being enabled in the Sprite Editor Window's Outline Editor, even if set otherwise. (951918)
  • 2D: Fixed issue where changing Sprite in SpriteRenderer would cause Unity to recreate Collider2D when Collider2Ds auto-tiling was disabled. (971931)
  • 2D: Fixed issue where Unity would not set the Sprite 2D Physics Shape until the 'Edit Physics Shape' tab was opened for the first time after texture import. (985912)
  • 2D: Grid component now renders when the values in CellSize/CellGap are changed. (976408, 998558)
  • 2D: New SpriteRect in SpriteEditorWindow no longer contains data from last inserted SpriteRect. (1001198, 1010061)
  • 2D: SpriteRenderer no longer has a memory leak when in tiled draw mode. (1006814, 1010060)
  • Android: Amazon Kindle Fire no longer experiences screen distortion when a launching a Unity application that does not have a Splash Screen. (900732)
  • Android: Black textures no longer appear after pausing and resuming the Unity app during the splash screen. (952769)
  • Android: Buttons in scroll view should now properly detect input. (885600)
  • Android: Fixed poor Light Cookie quality on OpenGLES2 GPUs that don't have high support in fragment shaders. (908253)
  • Android: Fixed Vertex-Lit Point and Spot light issues seen on some Adreno devices. (949576)
  • Android: Selecting any path for Android sdk/Java/NDK no longer results in a null reference exception. (1010249)
  • Android: Selecting input field on some Samsung and Sony Xperia devices no longer cause a crash. (953849)
  • Android: Shadow quality no longer degrades on OpenGLES2 GPUs when a fragment shader does not support highp (high precision). (919669)
  • Android: The decimal point button on a decimal keyboard is now selectable on older Samsung devices. (973815)
  • Android: Unity applications no longer disable the built-in camera button on Sony Xperia devices. (944797)
  • Animation: Bool properties are now properly restored to their initial value when exiting the Animation window preview. (947491)
  • Animation: Calling AnimationUtility.SetAnimationEvents no longer causes a NullReferenceException. (989647)
  • Animation: Fixed an irrelevant assert in the Animation Component. (943954)
  • Animation: Fixed an issue where the Transition preview did not update when switching transitions in the Inspector. (938053)
  • Animation: Fixed an issue where Unity would reset the Animation mode saving the Scene. (949523)
  • Animation: Fixed an issue where Unity would sometimes not update Animators set to "Cull Completely". (947990)
  • Animation: Fixed case of Timeline sequence not firing animation events. (947918)
  • Animation: Fixed crash in the animation system when using code stripping. (938640)
  • Animation: Fixed issue where not all playables bound to the Animator were evaluated when coming out of culling. (883583)
  • Animation: The parameter now resets to default value when changing override controller. (958173)
  • Apple TV: Fix to only allow to set one layer for Top shelf images. (760436)
  • Asset Import: Clicking on other windows while Avatar Inspector is applying no longer results in random errors. (994383, 1011622)
  • Asset Import: Fixed 90-degree offset of Light and Camera animations from MotionBuilder when pre-rotation, post-rotation and rotation offset values are 0 and use Euler values. (954475)
  • Asset Import: Fixed an issue where the update avatar button would not disappear in the ModelImporter Rig panel. (837263, 990716)
  • Asset Import: Fixed bug where import of FBX with custom framerate would generate AnimationClips with the wrong framerate. (916405)
  • Asset Import: Fixed handling of Object fields on ScriptedImporters so that they can be assigned a value in the inspector.
  • Asset Import: Fixed issue where compressed mesh UVs produce huge serialized data when values are within a very short range. (960280)
  • Asset Import: Fixed issue where FBX models imported from 3DSMax 2018 for the first time have an avatar, even if they contain no animation. (923384)
  • Asset Import: Fixed issue where the Asset selector type is wrong in Material remapping import settings if the Material is already assigned. (971556)
  • Asset Import: Fixed the import of string typed custom properties from FBX files created with MotionBuilder. (956420)
  • Asset Import: Fixed the state of the "Extract Materials" button on the Model Importer Inspector when the names of the imported Materials has changed. (958044)
  • Asset Import: Fixed AssetImporter.GetAtPath when the asset is imported by a ScriptedImporter.
  • Audio: Fix to avoid GC allocations when using audio callbacks on consoles with IL2CPP (though note that the Mono backend still allocates). (1004804)
  • Audio: Fixed a bug on Windows Editor and Standalone builds where Unity would not react to changes in the system audio device list (such as when changing the default audio output device, amongst others). (935547)
  • Audio: Fixed a bug where a very low frequency generated audio clip (< 1000 Hz) would crash Unity. (873683)
  • Audio: Fixed a bug where an AudioSource with the highest possible priority could be virtualized before others. (928587)
  • Audio: Fixed a bug where assigning to AudioSource.clip would additionally stop the AudioSource's currently playing oneshots, also inducing performance spikes. Now it only stops the main clip. (875968)
  • Audio: Fixed a bug where the editor would crash when recompiling scripts while having generated streaming audio clips (AudioClip.Create()). (884965)
  • Audio: Fixed a bug where using Razer Kraken 7.1 headsets as an audio input device (using Microphone.Start()) would throw errors. (946835, 950409)
  • Audio: Fixed a crash when calling AudioSource.SetCustomCurve() with a null argument. (931396)
  • Audio: Fixed a crash when creating audio clips (AudioClip.Create()) inside OnEnable().
  • Audio: Fixed a possible crash when destroying GameObjects with attached custom filters (OnAudioFilterRead).
  • Audio: Fixed a possible crash with bad audio drivers, device initialization is more now robust - also added a diagnostic message in case of failure to open audio devices with expected settings. (916971)
  • Audio: Fixed issue where AudioClips with future time stamps would fail import. (951169)
  • Audio: [RequireComponent(AudioBehaviour)] now works correctly with AudioSources and AudioListeners. (888121)
  • Build Pipeline: An occasional crash when building AssetBundles no longer occurs. (1009641)
  • Build Pipeline: Scripts-only build now requires that the destination directory of the player match the last cached build. Some platforms such as Xbox One and PS4 fail in unclear ways without this requirement. (932403)
  • Build Pipeline: The Icon setting for Linux player & consoles is no longer broken. (1018605)
  • Cache Server: Add check for enough data in protocol version check (943300)
  • Cache Server: Fixed bugs that could potentially cause communication with the Cache Server to stall
  • Cache Server: Fixed caching issue where slashes '/' were in the url parameters were causing the cache key to be corrupted (896779)
  • DX12: Opening a Scene using Android graphics target API and the Editor is using DX12 API no longer causes a crash. (969590)
  • Editor: "OS X Color Picker" is now named "macOS Color Picker" in Editor Preferences. (991730)
  • Editor: A menu item checked state are no longer lost on entering Play mode. (923501)
  • Editor: Added a list of whitelist paths, which will be the only ones to get copied/replaced when cloning a template in project. (996769)
  • Editor: Auxiliary Editor windows with a fixed size no longer contain a maximize button on macOS. (1006807)
  • Editor: Canvas text no longer disappears when the Editor regains focus. (807380, 988399)
  • Editor: Collab updates now reload scenes in the correct order to preserve the value of new script variables. (996118)
  • Editor: Collaborate no longer deletes ignored files when restoring to an older version. (932926, 985130)
  • Editor: Cursor lock no longer engages at unexpected moments on Mac and Windows. (959859)
  • Editor: Deleting the child of a prefab that's nested in a child of itself no longer causes a crash. (956141)
  • Editor: Ensures that Collaborate reloads data in the correct order to avoid losing values of new script variables after update. (996118)
  • Editor: Executing PlayMode tests in batch mode no longer leaves behind a bootstrap scene after execution.
  • Editor: Fixed a crash when importing an skp file. (1004401)
  • Editor: Fixed ALOC_TEMP_THREAD error when entering Play mode. (939779)
  • Editor: Fixed background in Keys tab of Preferences when using the Personal Skin. (931908)
  • Editor: Fixed bug where clicking on the "Swatches" label in Color Picker would not expand preset controls. (976080)
  • Editor: Fixed bug where HDR color swatches in the Inspector were not converted to gamma color space before being displayed.
  • Editor: Fixed bug where pressing Esc would not cancel color sampling eyedropper mode.
  • Editor: Fixed bug where sampling color with eyedropper would not convert sampled color back to linear space when the color field was marked as HDR.
  • Editor: Fixed bug where UnityEvent drawer would not synchronize correctly when displayed using multiple different serialized data streams, such as when displayed in two different windows at once. (974069)
  • Editor: Fixed case of "System is already interested in this transform" errors in some cases. (962008)
  • Editor: Fixed case of asset remaining highlighted when moving last asset out of a folder. (961630)
  • Editor: Fixed case of Color Picker eyedropper preview rendering upside-down in Linux editor.
  • Editor: Fixed case of Color Picker window losing color when intensity is dropped and then increased again while window is still open. (712903)
  • Editor: Fixed case of locks on multiple inspectors getting lost on maximising and restoring views. (775007)
  • Editor: Fixed case of never-ending exception when an invalid character was present on the iOS version string in Player Settings. (986098)
  • Editor: Fixed case of object skipping its initial position when using the Transform Tool or the Universal Tool + (Control/Command) key. (964593)
  • Editor: Fixed case of scene view picking sometimes not selecting the topmost object when loading previously serialized window layout. (943051)
  • Editor: Fixed case of EditorConnection removing registered callbacks when player disconnects.
  • Editor: Fixed crash from "RenderSelectionOutline" when using ImageEffectAllowedInSceneView and setting camera's targetTexture to null. (966404)
  • Editor: Fixed Editor crash when closing 2 custom editor windows at the same time. (967778)
  • Editor: Fixed Editor hang when merging files with Collaborate. (971434)
  • Editor: Fixed error when using "Static" checkbox on a game object with children. (962453, 964436)
  • Editor: Fixed exception while selecting Android NDK in preferences and clicking Cancel when NDK path is invalid. (909635)
  • Editor: Fixed GUI state scoping issues. (967017)
  • Editor: Fixed hard crash in Linux editor when a progress bar supplied a very long string.
  • Editor: Fixed incorrect tool placement when pivot mode was set to Center. (962721)
  • Editor: Fixed issue whereby RequireComponent would cause components on prefabs to be duplicated on play. This would happen if the user added a new component (of the same type) and removed the original. (778588)
  • Editor: Fixed issue with uXML asset preview being clipped incorrectly. (960313)
  • Editor: Fixed moving assets around when ctrl/cmnd buttons are pressed (938735)
  • Editor: Fixed OnSceneUnload being called when switching focus away from objects with materials (946988)
  • Editor: Fixed pinging newly created objects (766150)
  • Editor: Fixed plugin setting "Exclude Platforms" having no effect. (873575)
  • Editor: Fixed project view sorting file names with long numbers incorrectly (681738)
  • Editor: Fixed random hangs during Editor startup. (954607)
  • Editor: Fixed scrolling down to the last selected item in a one column layout when selecting or desecting an item (800606)
  • Editor: Fixed the "Add component" window reseting the search after domain reload (946012)
  • Editor: Fixed top right-hand scene view gizmo to update projection type label correctly when setting SceneView.lastActiveSceneView.orthographic (878205)
  • Editor: Generated Visual Studio Solutions will now reference module assemblies, fixing use of PS4 and WebGL API in VS projects. (967854)
  • Editor: Items in the AddComponent dropdown are now sorted by name.
  • Editor: Layout orientation of AudioMixer window now persists after being closed / reloaded. (776811)
  • Editor: Made ObjectSelector's text field react to Home and End button (762158)
  • Editor: Made subasset textures visible when searching (788431)
  • Editor: Mip-level slider now works on Metal (900891)
  • Editor: Now batching and tier settings are correctly restored after exiting from playmode (965811)
  • Editor: Removed UnityConnect error output from console window. (963815)
  • Editor: The crash in scripting_stack_trace_info_for when opening Projects where loading of assemblies fails no longer exists. (1005030, 1005520)
  • Editor: The Game View no longer has a bug that stops it updating in some layouts. (988147)
  • Editor: Throw ArgumentNullException instead of crashing if null Asset/ChangeSet are passed to VersionControl Provider methods. (922714)
  • Editor: [Collab] Fix to prevent snapshot from getting updated when publish fails with copy file error. (952686)
  • Editor: [OSX] Exceptions are no longer thrown in GUILayoutUtility.BeginLayoutGroup after pressing Cancel button in a dialog window. (971204)
  • Editor: InspectorWindow.OnSelectionChange() callback during certain operations no longer causes a null reference exception. (851988, 970700)
  • Editor: Profiling.Recorder now picks up all dynamic markers visible in Profiler. (881136, 1006484)
  • GI: An error code is no longer reported when switching Scene visualization mode to Indirect or Emissive due to a lack of data. (997954)
  • GI: Assigning a Light Probe Group to Anchor Override Parameter on a Mesh Renderer component no longer causes errors or crashes the Editor after some time. (1002580)
  • GI: Building Standalone no longer throws ... program 'frag_surf': Unrecognized sampler 'samplerunity_lightmap' .. error with specific shaders. Shadowmasks now use their own sampler. (955176)
  • GI: Double-sided GI is now able to be rendered when an occluder uses a transparent texture. (981329)
  • GI: Exiting play mode with realtime GI enabled no longer causes a memory leak. (991939, 1007945)
  • GI: Fix for issue where there is no available job slot but jobs are being issued nonetheless.
  • GI: Fixed an assert caused by an incorrectly triggered Lighting Data Asset write. (985915, 1010124)
  • GI: Fixed case of assert kValidSceneObjectIdentifier == res firing after selecting a prefab and its preview window is visible. (955674)
  • GI: Fixed case of default specular reflection texture containing object from the scene when Umbra is enabled. (975325)
  • GI: Fixed case of Reflection Probes always including Terrain objects even if they are not Reflection Probe Static. (863968)
  • GI: Fixed case of scene becoming completely black after clicking 'Generate Lighting' button. (973666, 988957)
  • GI: Fixed crash when trying to access the "Baked Lightmap" parameter of a Terrain. (952939)
  • GI: Fixed issue where in standalone the skybox would disappear after switching active scene, whereas in the editor the skybox would remain. (828440)
  • GI: Fixed issue where IsLightmapBakeTypeSupported() GCAlloc's 17B every frame when CPU usage is 0.0% (986319)
  • GI: Lightmaps now bake correctly after the first bake. (1006916)
  • GI: Progressive Lightmapper: Fix to composit shadowmasks correctly. (953780)
  • GI: Receive Shadows and Cast Shadows options in Progressive Lightmapper now work as expected. (953108)
  • GI: The EnlightenRuntimeManager no longer has a small memory leak that resulted in failure to free texture wrapper objects. (991939, 1007945)
  • GI: The output for spotlights from the Progressive Lightmapper is no longer too bright when compared to the output from Enlighten. (953775)
  • GI: The Progressive Lightmapper now correctly deals with all quad faces in models. (908068)
  • Graphics: A rare crash when you enable seam stitching on an object packed to the boundary of a lightmap no longer occurs. (1000350)
  • Graphics: A rare deadlock in CreateGpuProgram when you enable graphics jobs no longer occurs. (934897)
  • Graphics: Added GetColor API to MaterialPropertyBlock. (942523)
  • Graphics: Added support for Cube RenderTexture as a cookie on PointLight. (999718)
  • Graphics: Black screen on devices that do not support RGBA16F rendering to texture no longer occurs. (989654)
  • Graphics: Boxing in the GI system no longer causes small per-frame allocations. (986319)
  • Graphics: Fix crash when script is creating a culling group, but fails to call SetBoundingSphere.
  • Graphics: Fix for deadlock in graphics command buffer when updating constant buffers. (986772, 995312)
  • Graphics: Fix for leaking texture IDs associated with the depth textures on some platforms.
  • Graphics: Fix to avoid attempting to render LineRenderers with huge vertex counts. (977228)
  • Graphics: Fixed case of incorrect realtime sampling of gradient ambient. The previous behavior can be re-enabled by setting UnityEditor.Experimental.RenderSettings.useRadianceAmbientProbe to true. (673298)
  • Graphics: Fixed case of objects using HideAndDontSave being visible in preview windows after being disbled and re-enabled. (963576, 994424)
  • Graphics: Fixed case of splash screen flickering if background color alpha is not 1. (901782)
  • Graphics: Fixed crash in SkinnedMeshRenderer::PrepareSkinCommon when SkinnedMeshRenderer has Animator and Cloth attached. (941369)
  • Graphics: Fixed crash on Mesh.ClearBlendShapes (972060)
  • Graphics: Fixed crash when using shadow-casting Lines/Particles/Trails with SRP. (985077)
  • Graphics: Fixed Flare constructor returning null object.
  • Graphics: Fixed issue where the TrailRenderer didn't drop a point at its spawning location. (978250)
  • Graphics: Fixed Material ctor crashing with null shader/material (now it will correctly throw managed nullref exception) (971263)
  • Graphics: Fixed occasional crash seen when using marquee selection on dynamic geometry such as Particles, Lines and Trails. (1021655)
  • Graphics: Fixed OpenGL errors in the Editor due to mismatched of color and depth MSAA samples.
  • Graphics: Fixed Vulkan multiple display support.
  • Graphics: Metal: Fix occassional GPU hang/crash when dispatching compute shader (950983)
  • Graphics: No longer an inconsistency in UI between lighting group and material group functionality in the MeshRenderer component. (969494)
  • Graphics: Renderer AABB position is no longer reset to zero in case of zero extents (856906)
  • Graphics: We no longer create OSX GLCore compute shader variants when they are not supported. (989250)
  • IL2CPP: Corrected the behavior of DateTime.TryParse with the .NET 4.6 profile. (948887)
  • IL2CPP: Fix to allow link.xml files to contain comments at the beginning of the file. (956493)
  • IL2CPP: Fix to prevent an intermittent crash in the GC on PS4. (955991)
  • IL2CPP: Fixed ArgumentException when accessing Socket.LocalEndPoint on .NET 4.6. (943671)
  • IL2CPP: Fixed crash when calling Socket.GetSocketOption using the latest scripting runtime. (952403)
  • IL2CPP: Fixed unimplemented COM related internal calls in System.Runtime.InteropServices.Marshal class, such as QueryInterface. (930386)
  • iOS: "Done" and "Cancel" buttons are no longer missing from the keyboard in landscape mode on iPhone X. (966702)
  • iOS: Added a Provisioning Profile type property. It is set automatically for profiles available locally, or via a dropdown if it's not available. (1018835)
  • iOS: Changed default iOS launch screen color to the same (black) color as the Unity default launch screen.
  • iOS: Changing Screen.autorotateToXXX should now work properly. (974181)
  • iOS: DTD declaration is no longer missing in plist files written by Xcode API.
  • iOS: Fixed Screen.dpi return value for iPhone 8/8+/x. (960914)
  • iOS: FMOD no longer fails to initialize if the app is minimized during launch. FMOD now re-initializes if this happens. (915971)
  • iOS: iOS8 : The correct screen size is now used when you change screen orientation from a script. (997885, 1004720)
  • iOS: Keyboard now open correctly when switching between input fields. (789270)
  • iOS: Metal: RenderTexture.DiscardContents should now work properly on Metal. (930907)
  • iOS: Screen no longer flickers during screen autorotation. (956026)
  • iOS: Screen no longer flickers when you change the orientation via script (953524)
  • iOS: Team Signing ID is no longer hidden when switching to manual signing. (960657)
  • iOS: UnityViewControllerBase+iOS.h is now compatible with Objective-C. (793420, 1018836)
  • Kernel: Corrected spelling mistakes in editor log output. (966081)
  • Kernel: Fix a precision issue on AMD cpu for windows and linux platform (953111)
  • Kernel: Fix scripting math Quaternion.Angle function so it returns 0 when quaternions are considered equal by operator== (955655)
  • Licenses: Clicking the NO button on the "Confirm" pop-up while returning the license View no longer causes a crash. (991220)
  • Licenses: Fixed issue in license time verification logic when timezone changed. Previously a time verification error could be reported. (960760)
  • Licenses: Removed misleading "This should not be called in batch mode" message when returning license. (877423)
  • Linux: Fixed a Progressive Lightmapper crash in the Linux Editor. (913799, 1013759)
  • Multiplayer: Fixed issue with scene id determinism during scene post processing. (935230)
  • OSX: "Do you really want to quit?" dialog no longer appears when closing windows in macOS Standalone build. (984155)
  • OSX: CMD-Q and Quit menu option fixed for Unity launcher on macOS. (978777)
  • OSX: Fixed FPS no longer drops in the Editor when you set Graphics API to OpenGLCore and when you turn V.Sync Count "Every V Blank" on. (950318)
  • OSX: Game no longer continues to run when you minimize the Standalone build, and regardless of whether the user was active on another application. (776557)
  • OSX: Game no longer receives mouse input when running in the background on macOS. (758806)
  • OSX: Hidden cursor no longer fails to hide when moved down to Dock. (858220)
  • OSX: Input from USB mouse no longer disables further touchpad input in Input.GetAxis on MacBooks. (842835)
  • OSX: Mac native resolution is now set correctly. (792350)
  • OSX: Metal: Metal no longer hangs when using MSAA on OSX 10.11 on Nvidia GPUs. (952826)
  • OSX: Resizing the Standalone game window on Mac no longer causes flickering. (852470)
  • OSX: Second screen can now be displayed on macOS when the built Scene is 64-bit or Universal. (959498)
  • OSX: The close button is no longer grayed out and unavailable for the Editor main window. (985142)
  • OSX: You can no longer play a built Scene in higher than desktop resolution in windowed mode. (962469)
  • Package Manager: Cancelling a package manager operation through the progress bar no longer results in a crash. (1011686, 1014739)
  • Package Manager: Cured an uncaught exception in the upm startup sequence, which could result in failure to start Unity. (1003077)
  • Package Manager: Fixed a permissions issue on Windows that would prevent package metadata from being updated. (1003070, 1024322)
  • Package Manager: Packaged assets are now reimported when appropriate, when switching build target or graphics API. (1018493, 1019200)
  • Package Manager: Switched Packages folder name to UnityPackageManager in order to prevent conflict with nuget. (941516)
  • Particles: Fixed issue where particle bounds were not being calculated correctly when transform scale was non-uniform. (977520)
  • Particles: Fixed issue with Align to Velocity and 3D Rotation where local space particles could align inconsistently. (970786)
  • Particles: Fixed some inconsistencies with Pivot Offset and Bounding Boxes when using particle meshes. (962121)
  • Particles: Implemented more accurate handling of start delay and non-fixed-update. (971841)
  • Particles: Receive Shadows checkbox is now always ticked when using Deferred Rendering. (960622)
  • Physics: Corrected error message when changing Mesh on Skinned Mesh Renderer on GameObjects that have a Cloth Component. (950424)
  • Physics: Disabled cloth now inherits its parent's transform. (946307)
  • Physics: Editor no longer freezes for a long time when adding a Cloth component to a Mesh with high vertex count. (956856)
  • Physics: Fixed a crash on project load that was caused by tiny meshes. (953083)
  • Physics: Fixed crash in PhysicsManager::SetColliderTransform, which would be triggered when entering Play mode after reloading a scene that had changes on disk. (958230, 983579)
  • Physics: Physics Debugger's layer mask now filters GameObjects correctly. (948201)
  • Physics: Prevented crash when loading new scene and activating a Cloth GameObject in a coroutine. (951789)
  • Physics: Prevented potential crash in Rigidbody::GetVelocity() when opening certain scenes. (955697)
  • Physics: Set cloth pointer to null in SkinnedMeshRenderer when deactivating, to prevent the SkinnedMeshrenderer from trying to use a de-allocated cloth object. (946356)
  • Physics: When performing a transform change that causes a Collider2D to be recreated, we now ensure that any existing pending physics moves do not cause a crash. (1017868)
  • Scripting: Added support for IPv6 on Android with the .NET 2.0 profile (803576, 804510)
  • Scripting: Added support for IPv6 on Android with the .NET 2.0 profile. (803576, 804510)
  • Scripting: C# compiler error when using implicit operators and Nullable no longer occurs. (970493)
  • Scripting: Calling MethodInfo.GetParameters() no longer causes a crash. (1006251)
  • Scripting: Crash at mono_class_array_element_size when opening iOS project that contains IAP plugin no longer occurs. (980669, 998787)
  • Scripting: Error no longer being logged to the console when you modify a MonoBehaviour-derived script that is attached to a GameObject to a ScriptableObject-derived script. (946510, 947929)
  • Scripting: Fix issue with scripts in the editor being compiled with ENABLE_IL2CPP instead of ENABLE_MONO in some cases
  • Scripting: Fix menu items not getting removed when changing the MenuItem name and it contains consecutive forward slashes (916305)
  • Scripting: Fixed deadlocks and pauses when using System.Threading.Monitor. (827984)
  • Scripting: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties in some circumstances. (960775)
  • Scripting: Fixed potential crash when calling Activator.CreateInstance() on an array type. (964848)
  • Scripting: GameObjects that are being disabled or destroyed no longer start coroutines. (863131)
  • Scripting: Indexing into an array with negative values no longer produces an IndexOutOfRange exception on x64. (967679)
  • Scripting: MonoDevelop: Fix startup-crash on macOS 10.13 when using multiple monitors (955089)
  • Scripting: Prevented garbage collection allocations when invoking UnityEvents if the event handler does not use the parameters. (967201)
  • Scripting: Prevented StopCoroutine from not working with nested IEnumerator coroutines. (935955)
  • Scripting: Text written to System.Environment.Out is no longer flushed to disk character-by-character.
  • Scripting: The Mono C# compiler no longer hangs while compiling certain C# scripts. (948492)
  • Scripting: HashSet.TrimExcess no longer results in a memory use increase. (969832)
  • Scripting Upgrade: Awaiting continuations that spawn more continuations no longer cause a hang. (1004428)
  • Scripting Upgrade: Calling NativeArray.Equals no longer causes a crash. (1005597)
  • Scripting Upgrade: Fix ScriptUpdater not running when building some players leading to "Recursion error" message logged (952674)
  • Scripting Upgrade: Fixed crash in the updater when scripts contains a call to NetworkConnection.TransportRecieve() (951261)
  • Scripting Upgrade: Fixed failure to resolve system types when building .NET player when user code guarded by #if NET_CORE used obsolete APIs. (946498)
  • Scripting Upgrade: Fixed pinvoke structure alignment on Android. (915869)
  • Scripting Upgrade: Text fields in the Editor can now accept strings with unmatched surrogate characters. (939578)
  • Scripting Upgrade: Type.GetInterface now finds the specified interface on .NET 4.6 (985462)
  • Services: Building in Cloud Build with Performance Reporting enabled no longer causes an exception. (996949)
  • Services: Fixed case of local assets being overwritten during Collab update. (952569, 1008212)
  • Services: Fixed issue where the Editor would fail to build project when Performance Reporting is enabled but the service was unavailable. (980543, 1022106)
  • Terrain: The crash in SplatMaterials::FindMaterialProperties when opening a Scene with specific Material and Terrain combination no longer occurs. (919769)
  • Timeline: A hang no longer occurs when you use a Prefab instance with the same Prefab on a control track. (989856)
  • Timeline: Audio waveform now refreshes on re-open. (927126)
  • Timeline: Bindings no longer fail on first track with inline curve open. (998182)
  • Timeline: Changes to inline curves are now applied immediately on custom tracks. (976036)
  • Timeline: Copied groups are no longer being saved under the wrong Timeline. (991434)
  • Timeline: Corrected inability to drag multiple clips to another track. (908228)
  • Timeline: Custom track properties now show in Inspector. (989269)
  • Timeline: Dragging a clip in the timeline and releasing drag outside of the timeline window no longer freezes clip. (946823)
  • Timeline: Finder window no longer shows 'none' when creating a Timeline asset on OSX. (998190)
  • Timeline: Fixed Animation Clip offset issue when dragging from the project view to an override track. (906895)
  • Timeline: Fixed issue where arrow would not show when you trimmed the right side of the clip, but would show when you extended it. (881902)
  • Timeline: Selecting a clip in Play mode no longer throws a NullReferenceException. (996000)
  • Timeline: Shift+, / Shift+'.' shortcuts now work when inline curves are selected. (952552)
  • Timeline: Timeline Editor no longer loses scroll position when you enter Play mode. (876341)
  • Timeline: Timeline no longer causes GC allocations under 4.6 scripting runtime. (998642)
  • Timeline: Timeline now shows the rename field after creating a Timeline Asset. (995886)
  • Timeline: Tracks and clips copied across Timelines no longer retain links to the original ones. (979587)
  • Timeline: Tracks no longer duplicate names when copied to a new Timeline. (923360)
  • Timeline: Undo on root motion offset manipulator now works. (974289)
  • Timeline: Undoing a clip move no longer throws an ArgumentOutOfRange exception. (927807)
  • UI: Fix hover issue when using mouse wheel to scroll in a scrollview (959647)
  • UI: Fix to recompute the RectTransform for a Canvas when it is enabled/added. (1008313)
  • UI: Fixed a bug preventing renaming UI objects after duplicating them. (950420)
  • UI: Fixed a crash caused by UI Mask on Buid & Run when material is null. (935112)
  • UI: Fixed an issue where calling ClearProgressbar did not remove the progress bar in synchronous code in the Editor on MacOS.
  • UI: Fixed problem with ScrollRect size recalculation on start. (950200)
  • UI: Graphics raycaster no longer returns the wrong object if the distance between two rays is very small. (974500)
  • UI: Input Field now responds to character limit without delay on iOS and Android
  • UI: Prevent crash when undoing or applying changes on a Prefab instance containing UI objects. (930503)
  • UI: The default UI shaders no longer ignore tiling and scaling. (722133)
  • UI: The RectTransform is now switched to permanent registration to listen to position changes if disabled. (959492)
  • UI: The value shown on start in Text elements now refresh in order for prefab overrides to apply correctly. (975553)
  • UI: UI no longer constantly sends out transform update messages for a canvas that moves, as this causes Physics systems to misbehave. (889350)
  • UI: We no longer modify the scene when setting or clearing UNITY_UI_CLIP_RECT for rendering purpose. (967024)
  • Universal Windows Platform: App icons of certain sizes that did not appear in the manifest of the exported Visual Studio project before now do. (949269)
  • Universal Windows Platform: Incorrect error message is no longer thrown when doing Build & Run to a phone device when it is not connected. (923345)
  • Universal Windows Platform: Removed an error message that was previously printed to the log when the clipboard contents changed, but the app had no permissions to read it. (916357)
  • Video: Fixed case of erroneous frame increments when in paused state. (937167)
  • Video: Fixed Media Foundation block using H264 videos on Windows. (964280)
  • Video: [Mac] Fixed issue where certain h264 video clips would stop playing or lag after a few seconds if playing on a low-spec hardware. (930947)
  • Web: [UnityWebRequest] The CompleteContent not being called error in download handler on HTTP no longer exists. (954119)
  • WebGL: Application.isMobilePlatform no longer returns false on WebGL Projects launched on mobile browser. (911870)
  • WebGL: Black screen no longer shows during loading. (900105)
  • WebGL: Browser model is now detected correctly in Microsoft Edge. (943241)
  • WebGL: Fixed UnityLoader backwards compatibility (5.6 and 2017.1 builds would fail when using 2017.2+ loader).
  • WebGL: Mouse no longer gets stuck in state of GetMouseButton(0) after mouse drag. (905712)
  • WebGL: Slashes no longer missing from blob url. (940942)
  • WebGL: WebAssembly build now works even when memory size is not a multiple of 16. (955246)
  • WebGL: Webcam is now supported on Firefox and Safari. (1005628)
  • WebGL: WWW/UnityWebRequest.isHttpError is now set correctly on 404 error (File not found). (988784)
  • WebGL: /b is no longer added to inputString on keyup event. (981495)
  • WebGL: AudioSource.pitch is zero now has no divide by zero problem. (946393)
  • WebGL: SHADER_API_MOBILE is no longer defined on WebGL 2.0.
  • Windows: Builds with IL2CPP scripting backend can now print out C++ compilation errors if compilation failed when using VS 2017 Update 6.
  • Windows: Moving the window while the mouse cursor is locked no longer causes the window to go out-of-screen. (932978)
  • XR: Android VR terrain trees no longer rotate with camera. (956544)
  • XR: API used in deprecation warning/error is now updated. (942738)
  • XR: Cardboard iOS target frame rate is now correct. (950229)
  • XR: Corrected Podfile version number. (962253)
  • XR: Fixed inconsistency between generic and WSA-namespace code paths defining whether the select button is pressed. (954940)
  • XR: Handle Android density (screen resolution) changes without crashing. (950540)
  • XR: No longer a crash in the Holographic simulator when you try to exit Play mode while paused and VR is not enabled. (948127)
  • XR: The (Failed to get spatial interaction controller...) and WinRT errors (SpatialinteractionSourceLocation.SourcePointerPose failed ...) on WindowsMR no longer happen. Before they were occurring under normal expected conditions.
  • XR: There is no longer a TEMP_ALLOC error and warning messages in the console when using an XR-related package.
  • XR: Tracked Pose Driver no longer causes a crash when using the VR Mock Test Device. (966990)
  • XR: Unity now issues a warning message when user tries to reload a VR Device that is already loaded. (996223)
  • XR: GrabPass no longer grabs only one eye with Single Pass Rendering Method. (953360)
  • XR: ScreenCapture.CaptureScreenshot() no longer captures screenshots incorrectly when stereo instancing is enabled. (970906)
  • Further details about this release are available at:
  • https://unity3d.com/unity/whats-new/unity-2018.1.0

New in Unity 2017.4.2 (May 1, 2018)

  • Improvements:
  • 2D - Added parameter to Sprite to specify if a fallback physics shape is generated. False by default.
  • Android - Added API 26 and 27 to scripting and Editor.
  • Audio - Fixed audio profiler slowness caused by iteration of unused channels attached to the FMOD master group.
  • Metal - Enabled 32bit index buffer support on Intel GPUs starting macOS 10.13.4.
  • Mobile - Improved Ping class performance on devices supporting ICMP sockets, more information in Ping scripting documentation.
  • Fixes:
  • (1016640) - Android: Fixed apk signer v2 being used when building Oculus apps with gradle.
  • (1014623) - Android: Fixed incorrectly including files to noCompress when their extensions are already included by default.
  • (986780) - Android: Disabled warnings in ProGuard by default; fixes build errors with 3rd party plugins.
  • (1009641) - Asset Bundles: Fixed crash when building Asset Bundles.
  • (1008371) 1006573 - Core: Fixed a regression in memory usage at startup in Editor and Player.
  • (975341) 956741 - DirectX 12: Fixed Standalone crashing when using DestroyImmediate on a Texture2D when graphics jobs are enabled.
  • (1014167) - Editor: Fixed starting Unity from the Unity Hub disables File menu and other key bindings.
  • (966404) - Editor: Fixed Editor crashes in "RenderSelectionOutline" when using ImageEffectAllowedInSceneView and set camera's targetTexture to null.
  • (1016691) 978204 - Editor: Fixed opening project in editor causing newly spawn instance to get stalled/suspended.
  • (963576) - Graphics: Fixed objects using HideAndDontSave being visible in preview windows, after being disabled and enabled.
  • (1009868) - Graphics: Fixed Tangents on the LineRenderer, which would cause Normal Maps to look incorrect.
  • (1021655) - Graphics: Fixed occasional graphical corruption when using marquee selection on dynamic geometry, such as Lines, Particles and Trails.
  • (1017529) - Graphics: Fixed LineRenderer scripting bug where start/end width would sometimes not update correctly if set from script.
  • (1019586) - IL2CPP: Prevented an error during code conversion related to a missing RGCTX entry for type T that can occur with an unbox opcode for a nullable type.
  • (1021529) 1013634 iOS: Fixed showing both orientation custom Launch Images on Landscape orientation.
  • (1016731) 991204 - iOS: Fixed build failing with error "DXT1 compressed textures are not supported when publishing to iPhone".
  • (967197) - iOS: Fixed an audio crash when moving an app to the background, and back to the foreground.
  • (947049) - Linux: Fixed Linux touch input for mouse events.
  • (978602) - Mobile: Fixed screen flicker when launching Handheld.PlayFullScreenMovie.
  • (1008385) - Multiplayer: Fixed editor crashing in AddWebsocketHost on a second instance using the same port.
  • (1006947) - Particles: Improved Dynamic Batching when systems with 0 particles exist in the scene.
  • (1013161) - Particles: Fixed Rate Over Distance script setter property.
  • (1006435) - Particles: Fixed crash in AnimationCurveTpl::Evaluate when setting XYZ curves to mismatched modes via script.
  • (994938) - Particles: Fixed rare case where bounding boxes could be incorrect on procedural systems.
  • (998680) - Particles: Fixed invalid bounding box errors when using scripted emission.
  • (976785) - PS Vita: Fixed video sample project so it correctly initialises the render texture before playing a video, and cleaned up some error and warning messages.
  • (991010) 981757 - Scripting: Fixed crash on the .NET backend when calling Unity APIs that take structs with with bool fields.
  • (1011626) - Scripting: Fixed crash when taking memory snapshot.
  • (989777) - Shaders: Fixed GLSL TranslateVariableNameWithMask() printing a swizzle on a wrong place.
  • (919351) - Shaders: Fixed an issue with the Shader Compiler which would result in GLSL based platforms not being able to compiler certain shaders.
  • (1006986) - Timeline: Fixed Copy/Paste between Timelines causing Groups Tracks to have incorrect parent.
  • (986040) 972997 - Video: Fixed flickering video playback on iOS/Metal.
  • (1017468) 976010 - WebRequest: Fixed crash when aborting AssetBundle download using UnityWebRequest.
  • (998331) - XR: Fixed XR.WSA.WorldManager.OnPositionalLocatorStateChanged() not getting called when state changes back to active.

New in Unity 2017.4.1 (Apr 29, 2018)

  • Fixes:
  • (1008942) - 2D: Fixed Tilemap not setting Tiles with the correct data in players with code stripping.
  • (970038) - Android: Fixed performance regression caused by compiler optimizing for size.
  • (978599) - Android: Fixed unity pause during Android Handheld.PlayFullScreenMovie start.
  • (1013173 (970945)) - Android: Fixed Time.deltaTime sometimes returning negative value on certain devices/Android versions.
  • (1011573 (991127)) - Android: Fixed Cardboard VR fails to initialize on certain Android devices.
  • (992130 (983938)) - Android: Fixed terrain shader to avoid crashing when calling glLinkProgram on Adreno 3xx.
  • (970038) - Android: Fixed performance regression of Render.Mesh in apps built with Gradle.
  • (985786) - Animation: Fixed an issue where scrubbing in the Animation Window would spam warning messages if some properties could not be found.
  • (1003190) - Animation: Fixed an issue where importing additional curves in a Legacy clip would crash.
  • (1012200) - Asset Importing: Fixed ScriptedImporters such that SerializedProperty.objectReferenceValue can be set in the inspector.
  • (1013472 (1013071)) - Asset Importing: Fixed crash when importing FBX with animated user properties in multiple animation clips.
  • (991034) - Audio: Fixed a bug where the matrices passed to spatializer and ambisonic audio plugins could be set to the identity matrix briefly when a sound starts playing.
  • (905161) - Editor: Fixed various UnityEditor.VersionControl.Provider APIs when used with newly created VersionControl.Assets.
  • (1009686) - Editor: Fixed vsync not always off in scene view on macOS.
  • (None) - Editor: Fixed license activation issue when losing the network.
  • (1008764 (921915)) - Editor: Fixed errors related to temp TLS allocations.
  • (952517) - Editor: Fixed rare startup crash in BaseHierarchyProperty.
  • (None) - Editor: Fixed performance regression when Game View is visible while in play mode.
  • (909987) - Editor: Fixed m_CurrentEntriesPtr != NULL && m_IsGettingEntries error thrown when double clicking on a specific warning.
  • (913869) - GI: Fixed for LightingData.asset for multiple scenes baked together being vastly bigger than the sum of the sizes of those assets for scenes being baked separately. Enlighten probeset data was included multiple times.
  • (996127) - GI: Fixed realtime probes going black when unloading a scene that was a part of a multi-scene bake.
  • (957736) - GI: Fixed realtime probes not working when loading scenes (that were baked together) additively.
  • (980811) - GI: Fixed errors on loading Enlighten probesets in the Editor after clearing the GI cache.
  • (1000692) - GI: Fixed LoadDataTimeSliced working on the wrong scene mapping in the Editor.
  • (949117) - GI: Fixed the "m_ProbeSetHashes.empty()" error occuring in certain projects when clearing the GI cache or when quitting the standalone.
  • (971907) - GI: Fixed duplicate GI light probe data in the player build with scenes that were part of a multi-scene bake.
  • (990626) - GI: Fixed harmless "Lighting data asset [...] is inconsistent" errors when moving those assets between projects.
  • (1011232) - Graphics: Fixed for Android/OpenGLES Cubemap native texture not being registered correctly causing cubemap CopyTexture to native texture to fail.
  • (989654) - Graphics: Fixed black screen on devices that do not support RGBA16F rendering to texture.
  • (None) - Il2CPP: Improve Android build size.
  • (1005019) - IL2CPP: Fixed an error in the managed linker which can occur when the Vurforia plugin is used on iOS.
  • (1011133) - IL2CPP: Fixed delegate invocation of a virtual method that is passed directly to an action.
  • (999803) - IL2CPP: Fixed method parameter attributes not being handled for methods on generic types.
  • (1009701 (953606)) - iOS: Fixed Standard shader specular highlights on mobiles.
  • (1005678) - iOS: Fixed possible crash in UnityWebRequest.
  • (1016613 (1013198)) - iOS: Fixed crash when creating texture from PNG image when cardboard VR is enabled.
  • (None) - iOS: Improved robustness of second stage splash screen setup to work correctly on both ancient and current iOS versions.
  • (972995) - iOS: Added support for iPhone X second stage splash screen.
  • (None) - Multiplayer: Fixed server active disconnect client for web sockets.
  • (946958) - OSX: Fixed crash in UnitcodeInputView during editor shutdown.
  • (985049) - Particles: Fixed Particle Collision not being detected when System uses negative scale.
  • (983677) - Particles: Fixed performance drop with Size over Lifetime or Size over Speed modules enabled when emitting particles from script.
  • (990696) - Particles: Fixed case where ParticleSystem's EmitParams.velocity was ignored when 'Shape' was checked.
  • (989631) - Particles: Fixed prefabs with a ParticleSystem no longer keeps creating duplicate entries into its serialization after each modification.
  • (967476) - Particles: Particles/Alpha Blended material inverted colors of other blended objects when using HDR.
  • (988854) - Particles: Fixed Editor crashing after two Emit() waves with UpdateSizeTpl when Noise module's Size Amount parameter was more than zero.
  • (970414) - Particles: Fixed ParticlesStandardUnlit shader causing MissingReferenceException when Particle System StopAction was set to Destroy.
  • (967752) - Particles: Fixed preview of Rate over Distance emission, during Edit Mode.
  • (1001875) - Physics: Fixed an issue where auto-simulation is off but 2D collider shapes that are destroyed do not get removed from the internal shape changes queue resulting in shape destruction time increasing.
  • (1006679) - Physics: Ensured that recursive 2D physics callbacks do not causes a crash when reparenting/disabling with existing contacts.
  • (983374) - Physics: Ensured that a Kinematic Rigidbody2D created in script stays in a relative position to any parent Rigidbody2D when reparented.
  • (1012718 (987943)) - Profiler: Fixed missing format extension for binary logging, added .raw extension to our binary format.
  • (919769) - Scene Management: Fixed crash in SplatMaterials::FindMaterialProperties when opening a scene with specific Material and Terrain combination.
  • (986215) - Scripting: Fixed crash when SocketException is encountered.
  • (911661) - Scripting: Fixed memory leak when entering play mode.
  • (952292) - Scripting Upgrade: Fixed crashes when exiting via alt+f4 when using new scripting runtime.
  • (943047) - Scripting Upgrade: Fixed DateTime.Now on scripting runtime upgrade.
  • (990979) - Scripting Upgrade: Fixed random error when using UDPClient.
  • (977917) - Scripting Upgrade: Fixed exception when binding delegate with Enum value to method with int parameter.
  • (1002004) - Sprite Packer: Fixed specific set of sprites are packed non-optimaly.
  • (1005779) - Substance: Fixed a memory leak when using cloned ProceduralMaterials.
  • (979587) - Timeline: Fixed tracks and clips copied across timelines retaining links to original.
  • (1010354) - Universal Windows Platform: Fixed player getting stuck on a white screen when a fatal error (such as unable to load files or system doesn't meet minimum requirements) occurs during startup.
  • (997876) - Universal Windows Platform: Fixed build failing on IL2CPP scripting backend if class library from Mono directory was copied into the project (like System.Data.dll).
  • (991154) - Universal Windows Platform: Fixed a crash in .NET native compiler ("RHB0011: Internal error: 'pchTypeNameEnd[0] == L'>"at'f:ddndprhsrctoolsrhbindmakepdb.cpp:998") in certain scenarios involving plugins.
  • (1004327 (1001438)) - Web: Fixed abort on iOS on UnityWebRequest timeout.
  • (None) - Web: Switched UnityWebRequest default to chunkedTransfer=false.
  • (996015) - Windows: Fixed resolution dialog not showing monitor list and crashing on pressing 'Play' button on some weird monitor setups.
  • (948559) - Windows MR: Fixed GestureRecognizer is not returning grip data.
  • (976378) - Windows MR: Fixed GetureRecognizer stops working after HMD loses tracking.
  • (989909) - Windows MR: Fixed Gesture manipulation horizontal movement appears to operate on X/Z plane.
  • (964836) - Windows MR: Fixed GestureRecognizer callbacks returning InteractionSourceKind Other for hand gestures.
  • (956509) - Windows MR: Fixed incorrect grip position in Gesture Recognizer event handlers.
  • (1008179 (950796)) - Windows MR: Fixed plugging a HMD with a running MR app causes performance to drop from a warning spam.
  • (971384) - Windows MR: Fixed Manipulation axes are not matching controller axes.
  • (976544) - Windows MR: Fixed Manipulation Event Data is wonky after resuming from sleep.
  • (None) - XR: Fixed incorrect thread affinity setting on Gear VR.
  • (1008179 (950796)) - XR: Fixed log spam when app starts disconnected from Windows MR HMD and crash when HMD is reconnected.
  • (None - XR: Updated warning issued when a VR SDK is not supported in the Editor.
  • (1011573 (991127)) - XR: Updated Google VR NDK to 1.130 for Android, 1.120 for iOS.
  • (None) - XR: Updated Vuforia to version 7.0.50.

New in Unity 2018.1.0 RC 1 (Apr 27, 2018)

  • Improvements:
  • Android: Ping class performance have been improved on devices supporting ICMP sockets. More information added to Ping scripting documentation. (972519, 1005103)
  • iOS: iOS plugin importer extension updated to support new iOS 11 frameworks.
  • Fixes:
  • Android: Selecting any path for Android sdk/Java/NDK no longer results in a null reference exception. (1010249)
  • Build Pipeline: The Icon setting for Linux player & consoles is no longer broken. (1018605)
  • Editor: Canvas text no longer disappears when the Editor regains focus. (807380, 988399)
  • Editor: Fixed a crash when importing an skp file. (1004401)
  • Editor: Fixed crash from “RenderSelectionOutline” when using ImageEffectAllowedInSceneView and setting camera’s targetTexture to null. (966404)
  • Graphics: Fixed case of objects using HideAndDontSave being visible in preview windows after being disbled and re-enabled. (963576, 994424)
  • Graphics: Fixed occasional crash seen when using marquee selection on dynamic geometry such as Particles, Lines and Trails. (1021655)
  • iOS: Added a Provisioning Profile type property. It is set automatically for profiles available locally, or via a dropdown if it’s not available. (1018835)
  • iOS: iOS8 : The correct screen size is now used when you change screen orientation from a script. (997885, 1004720)
  • iOS: UnityViewControllerBase+iOS.h is now compatible with Objective-C. (793420, 1018836)
  • Licenses: Clicking the NO button on the “Confirm” pop-up while returning the license View no longer causes a crash. (991220)
  • Package Manager: Cancelling a package manager operation through the progress bar no longer results in a crash. (1011686, 1014739)
  • Package Manager: Cured an uncaught exception in the upm startup sequence, which could result in failure to start Unity. (1003077)
  • Package Manager: Fixed a permissions issue on Windows that would prevent package metadata from being updated. (1003070, 1024322)
  • Package Manager: Packaged assets are now reimported when appropriate, when switching build target or graphics API. (1018493, 1019200)
  • Physics: When performing a transform change that causes a Collider2D to be recreated, we now ensure that any existing pending physics moves do not cause a crash. (1017868)
  • Scripting Upgrade: Fixed pinvoke structure alignment on Android. (915869)
  • Services: Fixed issue where the Editor would fail to build project when Performance Reporting is enabled but the service was unavailable. (980543, 1022106)
  • UI: Fix to recompute the RectTransform for a Canvas when it is enabled/added. (1008313)
  • XR: There is no longer a TEMP_ALLOC error and warning messages in the console when using an XR-related package.

New in Unity 2018.2.0b2 Beta (Apr 26, 2018)

  • Known Issues:
  • Asset Import: Editor crashes on project import when opening a 2018.1 project (without deleting Library folder) (1025056)
  • Asset Pipeline: Regression with the way AssetBundle.LoadAsset works (1027175)
  • Editor: Editor crashes when opening external folder through MenuItem (1018162)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete. (860938)
  • Editor: [HiDPI] Offset with the ColorPicker when it and the Editor are on differents monitors (1018591)
  • Editor: [Shortcut Manager] Game View not getting events in edit mode (1022944)
  • Editor: [Shortcut Manager] Scene view fly mode gets stuck if you hold shift and change directions (1018932)
  • Editor: [SpeedTree] Applying SpeedTree changes, through popup which appears when playing the scene, crashes editor (1022504)
  • GI: [PLM] Baking stalls when using additive scene loading (974240)
  • GI: [PLM] CPU is underutilized when baking multi-lightmaps (1013830)
  • GI: [PLM] Editor crashes while baking after removing terrain trees and switching UI tabs with PLM set as baking backend (1026701)
  • Graphics: Crash on exit: GfxDeviceD3D12::QueueRelease (1025406)
  • Graphics: Render-pipelines.high-definition package version 1.1.1 gives out compilation errors in Unity 2018.2.0a4 (1011533)
  • Graphics: [HDRP] Bugs with shadow masks (1010127)
  • Package Manager: Editor crashes when canceling package installation (1011686)
  • Package Manager: Package list disappears on updating the package manager UI (1023017)
  • Package Manager: Time it takes to create a new project is increasing to unreasonable levels compared to older versions (1003263)
  • Package Manager: [Win] Editor stuck in endless "Hold on compiling scripts ..." (1017388)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Video: [Recorder] Choosing camera options in the collection method with SRP records a black screen (1022078)
  • Features:
  • Package Manager: Support Packages in Project Browser
  • Improvements:
  • Scripting: Added a lock icon instead of the spinner when compilation is being prevented by LockReloadAssemblies
  • API Changes:
  • Editor: KeyDown events receiving a KeyCode and KeyUp events are now used by text fields in the Editor when the user is entering text. Previously they only used KeyDown events producing printable characters. If you have controls that draw after a text field that need to be aware of these events, you should test for them before drawing the text field.
  • Fixes:
  • Editor: Fix some out-of-memory conditions when serializing assets larger than 1GB. (1018396)
  • Editor: Fixed a regression which caused some keyboard shortcuts to execute while typing in text fields. (1022730)
  • Editor: Make script editor launching more consistent across platforms

New in Unity 2018.2.0b1 Beta (Apr 20, 2018)

  • Known Issues in 2018.2.0b1:
  • Asset Import: Editor crashes on project import when opening a 2018.1 project (without deleting Library folder) (1025056)
  • Asset Pipeline: Regression with the way AssetBundle.LoadAsset works (1027175)
  • Editor: Editor crashes when opening external folder through MenuItem (1018162)
  • Editor: Other folder contents don't appear in search if a particular folder is selected in ProjectView (1024947)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete. (860938)
  • Editor: [HiDPI] Offset with the ColorPicker when it and the Editor are on differents monitors (1018591)
  • Editor: [Shortcut Manager] Game View not getting events in edit mode (1022944)
  • Editor: [Shortcut Manager] Scene view fly mode gets stuck if you hold shift and change directions (1018932)
  • Editor: [SpeedTree] Applying SpeedTree changes, through popup which appears when playing the scene, crashes editor (1022504)
  • GI: [PLM] Baking stalls when using additive scene loading (974240)
  • GI: [PLM] CPU is underutilized when baking multi-lightmaps (1013830)
  • GI: [PLM] Editor crashes while baking after removing terrain trees and switching UI tabs with PLM set as baking backend (1026701)
  • Graphics: Crash on exit: GfxDeviceD3D12::QueueRelease (1025406)
  • Graphics: DynamicFonts randomly fails with what looks like font rendering issues (1002113)
  • Graphics: Render-pipelines.high-definition package version 1.1.1 gives out compilation errors in Unity 2018.2.0a4 (1011533)
  • Graphics: Shadowmask doesn't blend correctly with realtime shadows (995495)
  • Graphics: [HDRP] Bugs with shadow masks (1010127)
  • Package Manager: Editor crashes when canceling package installation (1011686)
  • Package Manager: Package list disappears on updating the package manager UI (1023017)
  • Package Manager: Time it takes to create a new project is increasing to unreasonable levels compared to older versions (1003263)
  • Package Manager: [Win] Editor stuck in endless "Hold on compiling scripts ..." (1017388)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Video: [Recorder] Choosing camera options in the collection method with SRP records a black screen (1022078)
  • Features:
  • Graphics: Scriptable shader variants stripping
  • Fixes:
  • 2D: Editor crashes on BlockMask::FillSpriteData when packing certain Sprite Atlas on Android platform (1017666)
  • 2D: Fixed MissingReferenceException error in console when creating a new Tile Palette (1020204)
  • 2D: Fixed MissingReferenceException error in console when Unity is launched with a Tile Palette Window docked in the Editor layout (1020228)
  • 2D: Unity now displays an error message on the Tile Palette Window if a Tile Palette with an invalid Grid is active (1017965)
  • 2D: Unity now prevents the creation of a new Tile Palette if it has an invalid file name. (939651)
  • Editor: Fix NullReferenceException when reverting a model (900693)
  • Editor: Fix rare startup deadlock on linux
  • Editor: Fixed tab cycling issue with UIElements fields (1010004)
  • Editor: GUI elements drawn during OnSceneViewGUI will maintain their correct colors regardless of the project's color space. Fix applies to all editor platforms, including MacOS. (905054)
  • Editor: Improved performance for SerializedProperty.GetArrayElement (1009032)
  • Editor: Test Runner: Disable the Create Test Assembly Folder button if a folder with a test assembly is already selected in the Project Browser (995477)
  • Editor: Test Runner: Give user the chance to save changes to currently open scene before running tests (1005092)
  • Editor: [Graphview] It's possible to trigger the Hover state of a "previewed attached edge" (1004502)
  • Graphics: Added undo support for occlusion culling bake settings (711515)
  • Graphics: Clarified documentation for GL.MultMatrix (997143)
  • Graphics: Ensure line widths are updated when updating the start/end width from script (1017529)
  • Graphics: Fix issue where the TrailRenderer could drop points a frame too late (1005222)
  • Graphics: Fix normal mapping on lines, trails and particle trails (1009868)
  • Graphics: Fixed CopyTexture corner case after gfx device re-init
  • Graphics: Fixed crash on invalid CameraEvent value (1010033)
  • Graphics: Fixed SRP occlusion culling visualization (1009671)
  • Graphics: Fixed Texture2D.PackTextures for ETC2_RGBA (1019566)
  • Graphics: Metal: Always use linear shadow samplers for compute shaders
  • Graphics: Open LookDev window spams NullReferenceException errors when there is no Main Camera in the scene (1005537)
  • Particles: Add error message if texture used in the Shape Module is not read/write (1007147)
  • Particles: Allow smaller radius in the Shape Module (1014298)
  • Particles: Clamp Duration property to a sensible minimum (1014792)
  • Particles: Don't skip emission when timestep is equal to duration (993359)
  • Particles: Ensure bounds are correct when using the Transform in the Shape Module (994938)
  • Particles: Fix crash when setting mismatched curve modes from script, and display error message (1006435)
  • Particles: Fix rateOverDistance script getter, so it actually works! (1013161)
  • Particles: Handle zero scale in the Scene View gizmos for the Shape Module (1015538)
  • Particles: Improve dynamic batching, to correctly handle systems containing no particles (1006947)
  • Particles: Mesh particle pivot offset now factors in Transform scale (1012983)
  • Physics: Fix memory leak when re-sizing box colliders (957333, 969368)
  • Profiler: Fix incorrect Non matching Profiler.EndSample (BeginSample and EndSample count must match) when profiling nested samples in deep profiling mode (996666)
  • Profiler: Fix Profiler.enableBinaryLog to release files when set to false (980524)
  • Scripting Upgrade: Fix IPGlobalProperties.GetActiveUdpListeners returning incorrect port number (1006506)
  • Shaders: Shader Compiler: GL ES / Metal / Vulkan: Fixed incorrect shader code generation in certain cases (1003016)
  • Timeline: Clicking on Delete from the Edit menu does not delete Timeline clips and tracks (1021728)
  • Timeline: Duplicate shortcut is not aligned in context menu on OSX (958533)
  • Timeline: Fixed particle sub systems being simulated multiple times when controlled by Timeline Control Track. Could cause stuttering and performance issues.
  • Timeline: Fixed particle system playing too fast when controlled by Timeline Control Track (938726)
  • Timeline: Fixed Timeline Control Track not applying start delay to particles (968516, 987068)

New in Unity 2018.1.0b13 Beta (Mar 30, 2018)

  • System Requirements Changes:
  • Removed support for Windows XP in standalone player builds. Windows Vista is the now minimum supported OS for Windows standalone player.
  • Deprecated support for MonoDevelop. VisualStudio is now the recommended and supported C# editor on both macOS and Windows.
  • Known Issues in 2018.1.0b13:
  • Android: Application.Quit() crashes the app (1013695)
  • Graphics: Editor crashes after it bypasses the RenderPass functions (1012788)
  • Windows: Engine fails to start on Windows Vista and 7 without SP1 (1016572)
  • Known Issues - won't be fixed in 2018.1:
  • OSX: [OSX 10.13][2018.1] Rapidly switching between 2 game view tabs multiple times may freeze or crash the editor when rendering with Metal. Note: it's much harder to reproduce on the latest 10.13.4 Beta (17E160e). (991828)
  • Particles: Line renderer is rendered in scene/game window when selecting object in the Project window. Will be addressed post 18.1 release. (972298)
  • Fixes:
  • Linux: Fixed a Progressive Lightmapper crash in the Linux Editor. (913799, 1013759)
  • Services: Fixed case of local assets being overwritten during Collab update. (952569, 1008212)

New in Unity 2018.1.0b11 Beta (Mar 17, 2018)

  • System Requirements Changes:
  • Removed support for Windows XP in standalone player builds. Windows Vista is the now minimum supported OS for Windows standalone player.
  • Deprecated support for MonoDevelop. VisualStudio is now the recommended and supported C# editor on both macOS and Windows.
  • Known Issues in 2018.1.0b11:
  • GI: "SerializedObject target has been destroyed" appears after environment lighting change. (978554)
  • GI: Editor crashes after assigning Light Probe Group to Anchor Override Parameter. (1002580)
  • GI: In built Player the IsLightmapBakeTypeSupported() GCAllocs 17B every frame when CPU usage is 0.0%. (986319)
  • GI: [PLM] Supersampling doesn't work. (1006916)
  • Graphics: Editor crashes after it bypasses the RenderPass functions (1012788)
  • Graphics: Editor crashes at ImageFilters::BlitMultiTap when stepping into Graphics.BlitMultiTap() method. (1004159)
  • Networking: Ping.DestroyPing crashes the editor in Ping::Release (1012965)
  • Particles: Line renderer is rendered in scene/game window when selecting object in the Project window. (972298)
  • Scripting: Editor crashes when calling NativeArray.Equals(). (1005597)
  • SpeedTree: SpeedTree meshes have bad texcoord data after updating to 2018.1 (1010215)
  • Known Issues - won't be fixed in 2018.1:
  • GI: Progressive Lightmapper doesn't work on Linux, which means that all 3D templates will crash on launch. The 2D template is not affected however. (913799)
  • OSX: [OSX 10.13][2018.1] Rapidly switching between 2 game view tabs multiple times may freeze or crash the editor when rendering with Metal. Note: it's much harder to reproduce on the latest 10.13.4 Beta (17E160e). (991828)
  • Features:
  • Package Manager: Updated Package Manager user interface (from where a project's packages can be managed and new packages can be discovered) to v1.8.2. What's new in 1.8.2:
  • Updated package tags to reflect the revised package workflow (Preview -> Released(no tag) -> Verified in 2018.1).
  • Improvements
  • Android: Added API 26 and 27 to scripting and the Editor.
  • API Changes
  • AI: Changed struct name in the Experimental API for Navmesh Queries from PolygonID to PolygonId.
  • Fixes:
  • DX12: Fixed crash when opening a scene using Android graphics target API and Editor is using DX12 API. (969590)
  • Editor: Fixed bug where auxiliary Editor windows with a fixed size would contain a maximize button on macOS. (1006807)
  • Editor: Fixed case of Profiling.Recorder not picking up some dynamic markers visible in Profiler. (881136, 1006484)
  • Editor: Renamed "OS X Color Picker" to "macOS Color Picker" in Editor Preferences. (991730)
  • OSX: Fixed issue where a built scene could be played in higher than desktop resolution in windowed mode. (962469)
  • Scripting: Fixed issue where that could cause Editor to crash on load. (980669, 998787)
  • Terrain: Fixed crash in SplatMaterials::FindMaterialProperties when opening a scene with specific Material and Terrain combination. (919769)

New in Unity 2017.3.1 Patch 4 (Mar 15, 2018)

  • Improvements:
  • XR: Improved background rendering performance in ARCore by eliminating an unnecessary OpenGL state reset.
  • Fixes:
  • (912848) - Android: Fixed gyroscope lag issues that happen on some android devices.
  • (999833)(990267) - Asset Import: Fixed crash when importing fbx .meta files that contain references to non-existing scripts or when scripts ID was too large.
  • (925835) - Editor: Fixed Skinned Mesh not being removed on undo.
  • (978564) - Scene Management: Fixed BuildPipelineInterfaces.InitializeBuildCallbacks() being called on every scene load when loading the same scenes multiple times.
  • (938614) - Shaders: Fixed bad swizzles on GLSL & Metal shader image size queries.
  • (998182) - Timeline: Fixed object binding when inline curves are opened.
  • (998642) - Timeline: Fixed Playing a Timeline causing GC allocations when using the 4.6 Scripting Runtime.
  • (991434) - Timeline: Fixed group tracks being saved under the wrong asset when copied to a different Timeline.
  • (999338)(988706) - UI: Fixed AspectRatioFitter not driving the RectTransform on the first frame.
  • (986045) - Windows: Fixed assert when stopping and then immediately destroying DictationRecognizer.

New in Unity 2018.1.0b10 Beta (Mar 9, 2018)

  • KNOWN ISSUES IN 2018.1.0B10:
  • Camera: MAC OSX - Raycasting is incorrect (related to Camera.main.ScreenPointToRay).
  • GI: "SerializedObject target has been destroyed" appears after environment lighting change.
  • GI: Editor crashes after assigning Light Probe Group to Anchor Override Parameter.
  • GI: In built Player the IsLightmapBakeTypeSupported() GCAllocs 17B every frame when CPU usage is 0.0%.
  • GI: [PLM] Supersampling doesn't work.
  • GI: Progressive Lightmapper doesn't work on Linux, which means that all 3D templates will crash on launch. The 2D template is not affected however.
  • Graphics: Editor crashes at ImageFilters::BlitMultiTap when stepping into Graphics.BlitMultiTap() method.
  • Particles: Line renderer is rendered in scene/game window when selecting object in the Project window.
  • Scripting: Editor crashes when calling NativeArray.Equals().
  • SpeedTree: SpeedTree meshes have bad texcoord data after updating to 2018.1
  • KNOWN ISSUES - WON'T BE FIXED IN 2018.1:
  • OSX: [OSX 10.13][2018.1] Rapidly switching between 2 game view tabs multiple times may freeze or crash the editor when rendering with Metal. Note: it's much harder to reproduce on the latest 10.13.4 Beta (17E160e).
  • FEATURES:
  • Package Manager: Updated Package Manager user interface (from where a project's packages can be managed and new packages can be discovered) to v1.8.1. What's new in 1.8.1:
  • We no longer display the "Recommended" tag for packages whose version is suffixed with alpha, beta or experimental.
  • The built-in packages tab is now hidden, as it is not yet fully functional.
  • Fixed sorting of the package list in the "All" tab.
  • Fix to prevent loop error report with an invalid manifest.
  • Fix to prevent infinite error reporting when an exception is thrown during an operation.
  • Fix to only show "View Changes" when there is an "Update" button to display.
  • Fixed typos in the dialog displayed when updating the Package Manager UI itself.
  • Added "View Documentation" link to the package details area.
  • Added "View changes" link to the package details area.
  • IMPROVEMENTS:
  • Shaders: Compute shaders now support #pragma exclude_renderers and #pragma only_renderers.
  • Timeline: Added support for exposed references on custom TrackAssets. (976409)
  • Timeline: TrackAssets now allow multiple TrackClip types through base class specification. (950934)
  • Windows: When installing VS2017, Unity Download Assistant will now also include C++ modules so that IL2CPP builds work out of the box. (1003155)
  • XR: Improved background rendering performance in ARCore by eliminating an unnecessary OpenGL state reset.
  • XR: Updated Vuforia to version 7.1.27.
  • FIXES:
  • Animation: Fixed case of parameter not getting reset to default value when changing override controller. (958173)
  • Editor: Fixed case of cursor lock engaging at unexpected moments on Mac and Windows. (959859)
  • Editor: Fixed crash in scripting_stack_trace_info_for when opening projects where loading of assemblies fails. (1005030, 1005520)
  • Graphics: Fixed case of black screen on devices that do not support RGBA16F rendering to texture. (989654)
  • Graphics: We no longer create OSX GLCore compute shader variants when they are not supported. (989250)
  • Scripting: Fixed case of error being logged to the console when a MonoBehaviour-derived script that is attached to a GameObject was modified to a ScriptableObject-derived script. (946510, 947929)
  • Timeline: Fixed a hang that would occur when using a prefab instance with the same prefab on a control track. (989856)
  • Timeline: Fixed case copied groups being saved under the wrong Timeline. (991434)
  • Timeline: Fixed case of audio waveform not refreshing on re-open. (927126)
  • Timeline: Fixed case of bindings failing on first track with inline curve open. (998182)
  • Timeline: Fixed case of custom track properties not showing in Inspector. (989269)
  • Timeline: Fixed case of Finder window showing 'none' when creating a Timeline asset on OSX. (998190)
  • Timeline: Fixed case of Shift+, / Shift+'.' shortcuts not working when inline curves are selected. (952552)
  • Timeline: Fixed case of Timeline Editor losing scroll position when entering playmode. (876341)
  • Timeline: Fixed case of Timeline not showing rename field after creating a Timeline asset. (995886)
  • Timeline: Fixed case of tracks duplicating names when copied to a new Timeline. (923360)
  • Timeline: Fixed case of ArgumentOutOfRange exception being thrown after undoing a clip move. (927807)
  • Timeline: Fixed case of NullReferenceException being thrown when selecting a clip in playmode. (996000)
  • Timeline: Fixed issue where changes to inline curves were not applied immediately on custom tracks. (976036)
  • Timeline: Fixed issue where Timeline was causing GC allocations under 4.6 scripting runtime. (998642)
  • Timeline: Fixed issue where tracks and clips copied across Timelines would retain links to the original ones. (979587)
  • Timeline: Fixed Undo on root motion offset manipulator. (974289)
  • UI: Fixed issue where graphics raycaster would return the wrong object if the distance between two rays was very small. (974500)
  • XR: Eliminated error spam (Failed to get spatial interaction controller...) and WinRT error (SpatialinteractionSourceLocation.SourcePointerPose failed ...) on WindowsMR, which were occurring under normal expected conditions.

New in Unity 2017.3.1 Patch 3 (Mar 7, 2018)

  • Improvements:
  • Linux: Improved filesystem performance to handle large cache sizes.
  • XR: Updated Oculus to version 1.22.
  • Fixes:
  • (967646)(903140) - Android: Fixed Skybox distortion on specific Android devices with Vivante GC1000/GC2000 GPU.
  • (995841)(958223) - Android: Fixed animation not played when screen sharing is enabled.
  • (996351) - Animation: Fixed an issue where AnimatorOverrideController.ApplyOverrides was executing unnecessary operations, causing performance issues.
  • (978930) - Animation: Fixed editor crashing on WalkTypeTree after removing any component while in Animation record mode.
  • (996153) - Animation: Fixed Animator Layer not deselected when clicking on the graph part of the UI.
  • (976768) - Asset Bundles: Fixed packing AudioMixerController, AudioMixerGroup and AudioMixerSnapshot into bundles with disabled type trees.
  • (991619) - Editor: Fixed editor crash when renaming GameObject with long name on Windows.
  • (980070) - Editor: Fixed early flipping of login page in Mac by increasing the timeout.
  • (1001450) - Editor: Fixed a Windows-specific crash in YAMLMerge when trying to merge files.
  • (989484) - Graphics: Fixed OpenGL ES crash due to problem with cached VertexAttribArray.
  • (995663) - IL2CPP: Fixed incorrect code generation for nullable types when they are passed to a virtual function.
  • (989536) - IL2CPP: Fixed a hang on iOS devices when a socket operation is in progress and the app is put into the background with the new scripting runtime.
  • (992138) - IL2CPP: Added Windows runtime storage extensions.
  • (1003875)(995079) - iOS: Fixed Display.SetResolution to work during first frame.
  • (None) - iOS: Metal: Fixed MSAA behavior when using RenderPass.
  • (995992)(944301) - iOS: Fixed UnityWebRequest instability when starting and aborting a lot of requests.
  • (1000658) - iOS: Fixed a problem preventing a user from being prompted to log into GameCenter.
  • (990595)(981074) - iOS: Metal: Fixed ReadPixels() crash when reading out of active textures bounds.
  • (1002211) - Linux: Fixed crash on player startup in GfxDeviceVKBase::GrabIntoRenderTexture.
  • (988776) - OSX: Fixed editor crash on certain hotkeys and menu selections during project import.
  • (841172) - Package Manager: Fixed a project being stored on OneDrive resulting in a Package Manager error and preventing a project from being opened.
  • (960093) - Package Manager: Fixed building as local system user failing on Windows.
  • (998183)(958814) - Physics: Fixed double full stop added to the dropdown boxes in the physics settings.
  • (969960) - Physics: Ensured that "Collider2D.Distance" with very small distances produces a valid normal.
  • (989323) - Physics: Fixed crash during simulation after destroying Rigidbody2D that has a child Kinematic Rigidbody2D.
  • (998186)(960479) - Physics: Fixed issue where MeshCollider is added to prefab in Hierarchy when selected from the project folder.
  • (977568)(968882) - Physics: Fixed disabling and enabling a collider on an inactive gameobject producing transform error messages.
  • (974119) - Physics: Increased the accuracy of rotating a tile clockwise/anti-clockwise by 90-degrees when tilemap painting. This ensures that TilemapCollider2D can be accurately composited using the CompositeCollider2D.
  • (977687) - Physics: Fixed Assert message being displayed when reparenting a Collider2D component that is using a CompositeCollider2D.
  • (947209) - Universal Windows Platform: Fixed reference rewriter not fixing references for System.Net.Sockets.Socket when DLL where it's being referenced was compiled against .NET 3.5.
  • (979741) - Universal Windows Platform: Fixed .NET native compiler crash when using List or List in a serializable class.
  • (991466) - Universal Windows Platform: Fixed Application.isMobilePlatform results to be consistent with SystemInfo.deviceType. Also update API docs for these APIs.
  • (966990) - VR: Fixing crash involving VR Mock Device when using TrackedPoseDriver.
  • (995845)(992221) - Web: Fixed handling special URIs in UnityWebRequest with colon in them, like blob:http.
  • (994912)(960863) - WebGL: Added handling of playBuffer exception when there is no audio output on Safari.
  • (979198) - Windows: Fixed crash on startup in case screen width/height player prefs in registry got corrupted.
  • (990939) - Windows: Player executable is once again large address aware.
  • (998801) - XR: Fixed calling XRSettings.LoadDeviceByName on an already loaded device causing issues.
  • (998801) - XR: Fixed documentation around XRSettings.LoadDeviceByName and add a warning message when we detect that a user is trying to reload an already loaded VR Device.

New in Unity 2018.1.0b9 Beta (Feb 28, 2018)

  • System Requirements Changes:
  • Removed support for Windows XP in standalone player builds. Windows Vista is the now minimum supported OS for Windows standalone player.
  • Deprecated support for MonoDevelop. VisualStudio is now the recommended and supported C# editor on both macOS and Windows.
  • Known Issues in 2018.1.0b9:
  • Camera: MAC OSX - Raycasting is incorrect (related to Camera.main.ScreenPointToRay). (978659)
  • GI: "SerializedObject target has been destroyed" appears after environment lighting change. (978554)
  • GI: Editor crashes after assigning Light Probe Group to Anchor Override Parameter. (1002580)
  • GI: In built Player the IsLightmapBakeTypeSupported() GCAllocs 17B every frame when CPU usage is 0.0%. (986319)
  • GI: Progressive Lightmapper doesn't work on Linux, which means that all 3D templates will crash on launch. The 2D template is not affected however.
  • OSX: [OSX 10.13][2018.1] Rapidly switching between 2 game view tabs multiple times may freeze or crash the editor when rendering with Metal. Note: it's much harder to reproduce on the latest 10.13.4 Beta (17E160e). (991828)
  • Particles: Line renderer is rendered in scene/game window when selecting object in the Project window. (972298)
  • Scripting: [.NET 4.6] Editor crash on "scripting_stack_trace_info_for" when opening a project containing BehaviorDesignerEditor.dll. (1005030)
  • Features:
  • Scripting Upgrade: Scripting Runtime Upgrade is no longer Experimental.
  • Changes:
  • IL2CPP: Deprecated BuildOptions.IL2CPP, which actually never did anything. (986326)
  • Windows: The Build Player location selection dialog now asks for a folder rather than a file name when building Windows standalone player. The BuildPipeline.BuildPlayer API is not affected by this change. (995320)
  • Package Manager: Unity Package Manager project sub-folder was moved from UnityPackageManager to Packages. This is to align the physical path with the logical path of packages. Notes:
  • Projects configured with a NuGet should change their configuration to point to another folder (default repository path for NuGet configuration is packages). The risk of NuGet and Unity Package Manager sharing the Packages folder is minimal, but we suggest to separate them nonetheless to avoid any issues.
  • When opening a project created with a previous version, a migration flow will copy the content of the UnityPackageManager folder to the Packages folder. It is left to the project maintainer to erase the UnityPackageManager folder and update source control configuration.
  • API Changes:
  • AI: New experimental API for NavMesh queries, usable within C# jobs: namespace UnityEngine.Experimental.AI; struct PolygonID; struct NavMeshLocation; enum PathQueryStatus; enum NavMeshPolyTypes; struct NavMeshWorld; struct NavMeshQuery with these methods: BeginFindPath(), UpdateFindPath(), EndFindPath(), GetPathResult(), IsValid(), GetAgentTypeIdForPolygon(), MapLocation(), GetPortalPoints(), MoveLocations(), MoveLocation(), PolygonLocalToWorldMatrix(), PolygonWorldToLocalMatrix(), GetPolygonType(), Dispose().
  • Fixes:
  • Animation: Fixed NullReferenceException when calling AnimationUtility.SetAnimationEvents. (989647)
  • Asset Import: Fixed handling of Object fields on ScriptedImporters so that they can be assigned a value in the inspector.
  • Asset Import: Fixed AssetImporter.GetAtPath when the asset is imported by a ScriptedImporter.
  • Editor: Added a list of whitelist paths, which will be the only ones to get copied/replaced when cloning a template in project. (996769)
  • Editor: Fixed null reference exception from InspectorWindow.OnSelectionChange() callback during certain operations. (851988, 970700)
  • Graphics: Added support for Cube RenderTexture as a cookie on PointLight. (999718)
  • Scripting: Fixed IndexOutOfRange exception on x64 when indexing into array with negative values. (967679)
  • Universal Windows Platform: Fixed issue where app icons of certain sizes did not appear in the manifest of the exported Visual Studio project. (949269)
  • XR: Tracked Pose Driver no longer causes a crash when using the VR Mock Test Device. (966990)

New in Unity 2017.3.1 Patch 2 (Feb 26, 2018)

  • Changes:
  • 2D: Change Outline and Physics Shape module behaviour in Sprite Editor Window. The module will only show outlines only when user has customised it.
  • 2D: TextureImporter Inspector has an option to enable default Physics Shape for Sprites
  • Fixes:
  • (None) - Android: Fixed crash when a compute shader is being used that did not compile/link on a device.
  • (985591) - Android: Fixed issues when trying to use jobified rendering on certain graphics devices like GLES.
  • (952769) - Android: Fixed problem when there is no valid EGL context when running the player loop.
  • (971671) - Android: Fixed black screen in when using Daydream unless started through the Daydream VR launcher.
  • (963958) - Asset Importing: Fixed issue with MonoScripts for StateMachineBehaviour derived classes not being extracted from managed plugins.
  • (996950) - Cloud: Fixed exception when building in Cloud Build with Performance Reporting enabled.
  • (None) - Editor: Fixed issue with "Rider 2017.2.1.app" not being recognized as Rider code editor. Now recognizes "Rider*.app".
  • (979704) - Editor: Fixed issue with UWP build failing when using .asmdef assemblies.
  • (None) - Editor: Fixed issue with only assemblies whose name start with "Assembly" being debuggable on IL2CPP platforms.
  • (1001461) - Editor: Fixed YAMLMerge performance issue when merging large files.
  • (996204) (988580) - Editor: Fixed Editor window, Panel and all related managed object leaking.
  • (986160) - GI: Fixed the intensity of baked and real-time emissive materials in Enlighten.
  • (989476) - IL2CPP: Improvedthe startup performance of Unity players built with IL2CPP.
  • (993422) - IL2CPP: Correct a possible build failure with IL2CPP when an attribute constructor has two arguments of type object.
  • (994283) - Fixed uninstalling Unity leaving sketchupapi.dll behind.
  • (982435) - OSX: Fixed crash on Editor panel close on select versions of macOS.
  • (878407) - Physics: Fixed PhysX crash when calling Physics.OverlapBoxNonAlloc on Android devices.
  • (980553) - Profiler: Fixed EndThreadProfiler crashing Unity when called from main thread.
  • (996508) - PS4: Fixed crash when calling DateTime.Now whilst using il2cpp.
  • (991969) - PS4: Fixed native rendering plugin GetContext() not returning correct value.
  • (977003) - Scripting: Fixed memory snapshot errors related to invalid GCHandle values.
  • (974031) - Scripting: Fixed memory snapshot naming for types without a namespace.
  • (974042) - Scripting: Fixed memory snapshot naming for nested types.
  • (993302) - Scripting: Fixed incorrect value when using Math.Round with MidpointRounding.AwayFromZero.
  • (929984) - Scripting: Fixed crash when using named pipes.
  • (990559) - Scripting: Fixed crash when using unsafe code in an assembly built with VS2017.
  • (973437) - UI: iOS Fixed incorrect processing of touch canceled events.
  • (984325) (966106) - UI: Fixed entering playmode with profiler open and UI in the scene crashes in UI::Canvas::CaptureBatchFrame.
  • (998862) (980089)- XR: Fixed crash when connecting simulator device while running in editor.
  • (994652) - XR: Fixed losing focus causing the thread to sleep causing fps to drop.
  • (994652) - XR: Fixed frame rate throttling when Windows MR device loses tracking.

New in Unity 2018.1.0b8 Beta (Feb 21, 2018)

  • System Requirements Changes:
  • Removed support for Windows XP in standalone player builds. Windows Vista is the now minimum supported OS for Windows standalone player.Deprecated support for MonoDevelop. VisualStudio is now the recommended and supported C# editor on both macOS and Windows.
  • Known Issues in 2018.1.0b8:
  • Animation: Configure button doesn't get enabled when the model rig is set to humanoid (984843)
  • Animation: Null Reference exception occurs when trying to add/delete the event or changing sample number. (989758)
  • Audio: [Audio Mixer] Crash on play when duplicated audio group is assigned to audio source (962084)
  • GI: "SerializedObject target has been destroyed" appears after Envionment lighting change (1001038)
  • GI: AddInstancePropertiesJob error while baking with specific assets (973689)
  • GI: Editor crashes after assigning Light Probe Group to Anchor Override Parameter (1002580)
  • GI: In built Player the IsLightmapBakeTypeSupported() GCAlloc's 17B every frame when CPU usage is 0.0% (986319)
  • GI: Progressive lightmapper doesn't work on Linux, which means that all 3D templates will crash on launch. The 2D template is not affected however.
  • GI: Skybox material is retained even after being removed from lighting settings (999227)
  • OSX: [OSX 10.13] Switching between 2 game view tabs multiple times freezes editor (991828)
  • Particles: Line renderer is rendered in scene/game window when selecting object in the Project window (972298)
  • Particles: Unity crashes when duplicating/moving nested particle systems with a disabled renderer (988423)
  • Changes:
  • Editor: Compiling 'unsafe' C# code now requires the "Allow 'unsafe' code" option to be enabled in the player settings for predefined assemblies (Assembly-CSharp.dll, etc.) and in the inspector for Assembly Definition Files assemblies. Enabling this option will make Unity pass the /unsafe option to the C# compiler when compiling scripts.
  • Improvements:
  • Editor: References and defines from mcs.rsp are now added to generated .csproj for MonoDevelop, VS Code and Rider.
  • Fixes:
  • 2D: Fixed rendering of Grid when Grid.CellSize/CellGap was set to certain values. (998558)
  • Editor: Fixed bug that could cause GameView to stop updating in some layouts. (988147)
  • Editor: Fixed crash after deleting the a child of a prefab that's nested in a child of itself. (956141)
  • Editor: PostLayoutEvents are now only sent when the element size or position changes. (995315)
  • OSX: CMD-Q and Quit menu option fixed for Unity launcher on macOS. (978777)
  • OSX: Fixed case of close button being grayed out and not available for the Editor main window. (985142)
  • OSX: Fixed case of Mac native resolution not being set correctly. (792350)
  • OSX: Fixed flickering when resizing standalone game window on Mac. (852470)
  • OSX: Fixed FPS drop in the Editor when the user sets Graphics API to OpenGLCore and turns V.Sync Count "Every V Blank" on. (950318)
  • OSX: Fixed issue where game would continue to run even if the Standalone build was minimized, and regardless of whether the user was active on another application. (776557)
  • UI: Fix to refresh the value shown on start in Text elements, in order for prefab overrides to apply correctly. (975553)
  • UI: Fix to switch the RectTransform to permnament registration, to listen to position changes if disabled. (959492)
  • UI: Fixed case of UI constantly sending out transform update messages for a canvas that moves, causing Physics systems to misbehave. (889350)
  • UI: We no longer modify the scene when setting or clearing UNITY_UI_CLIP_RECT for rendering purpose. (967024)
  • WebGL: WWW/UnityWebRequest.isHttpError is now set correctly on 404 error (File not found). (988784)
  • XR: Unity now issues a warning message when user tries to reload a VR Device that is already loaded. (998802)

New in Unity 2018.1.0b7 Beta (Feb 19, 2018)

  • System Requirements Changes:
  • Removed support for Windows XP in standalone player builds. Windows Vista is the now minimum supported OS for Windows standalone player.
  • Deprecated support for MonoDevelop. VisualStudio is now the recommended and supported C# editor on both macOS and Windows.
  • Known Issues in 2018.1.0b7:
  • Animation: Configure button doesn't get enabled when the model rig is set to humanoid (984843)
  • Animation: Null Reference exception occurs when trying to add/delete the event or changing sample number. (989758)
  • Audio: [Audio Mixer] Crash on play when duplicated audio group is assigned to audio source (962084)
  • GI: AddInstancePropertiesJob error while baking with specific assets (973689)
  • GI: Progressive lightmapper doesn't work on Linux, which means that all 3D templates will crash on launch. The 2D template is not affected however.
  • GI: Skybox material is retained even after being removed from lighting settings (999227)
  • OSX: [OSX 10.13] Switching between 2 game view tabs multiple times freezes editor (991828)
  • Particles: Line renderer is rendered in scene/game window when selecting object in the Project window (972298)
  • Particles: Unity crashes when duplicating/moving nested particle systems with a disabled renderer (988423)
  • UI: UI Button changes its position after re-entering the playmode (995548)
  • API Changes:
  • Graphics: Graphics.ConvertTexture now supports RenderTexture as source.
  • Fixes:
  • Graphics: Fix for deadlock in graphics command buffer when updating constant buffers. (986772, 995312)

New in Unity 2017.3.1 Patch 1 (Feb 15, 2018)

  • Changes:
  • Asset Import: Adjusted messaging around Substance Designer import removal.
  • XR: Android builds that enable ARCore no longer fail when the minimum Android SDK is less than 24.
  • XR: Standalone UWP applications targeting Windows Mixed Reality will now cause the OS to notify the user if the Mixed Reality components are not installed or a headset is not connected, rather than silently falling back to non-VR desktop mode.
  • Fixes:
  • (969827) - 2D: Fixed error message "A script behaviour has a different serialization layout when loading" when a Tilemap is loaded in players with code stripping.
  • (976411) - 2D: Fixed crash after building and loading an Asset Bundle with Tilemap in the Editor.
  • (972214) - 2D: Fixed crash when Tilemap is loaded with invalid Tiles in the Editor.
  • (965608) - 2D: Fixed Tilemap not setting Tiles with the correct data in players with code stripping.
  • (990691) - 2D: Fixed an issue that was causing the Physics Shape of a Sprite2D to not being properly set unless the 'Edit Physics Shape' tab was opened first.
  • (966605) - 2D: Fixed Physics2D.TilemapCollider.TileUpdate taking an extremely long time to update every time a script recompile happens.
  • (992023) - Android: Fixed a bug causing the loading of native audio plugins to fail on Android.
  • (962450) - Android: Fixed an issue where the full-screen movie player didn't autorotate.
  • (986004) - Animation: Fixed crash when importing animator controller with null transitions.
  • (950805) - Animation: Fixed state deselection in the Animator State Machine.
  • (947918) - Animation: Fixed Timeline Sequence not firing Animation Events.
  • (975824) (966082) - Animation: Fixed Animator.GetBehaviours returning an empty array after saving scene.
  • (975555) - Animation: Fixed crash when calling Animator.MatchTarget without a controller.
  • (962745) (938640) - Animation: Fixed a crash caused by invoking QueryComponentByType() when code stripping is enabled.
  • (984070) - Asset Bundles: Fixed crash when loading meshes from asset bundles that contain both compressed and uncompressed meshes.
  • (983321) - Asset Import: Fixed AssetPostprocessor.OnAssignMaterialModel not being called for all models when importing materials as sub-assets.
  • (991111) - Audio: Fixed a bug where AudioManager::Update was generating a small amount of garbage memory, if a spatializer was selected, that would later need to get garbage-collected.
  • (975773) - Cache Server: Fixed an issue where using a Cache Server and reimporting Assembly Definition files would fail to trigger rebuilding of the assembly.
  • (971434) - Editor: Fixed Editor hang when merging large changesets or large scene files with Collaborate.
  • (973052) - IL2CPP: Fixed an unlikely, but possible crash when default parameter values are used.
  • (976218) - IL2CPP: Enabled dead code stripping for clang toolchain.
  • (959791) - IL2CPP: Fixed a problem with the decimal to double conversion implementation with the new scripting runtime.
  • (969958) - IL2CPP: Fixed a crash in Unity Linker (System.InvalidProgramException: Failed to resolve [UnityEngine]System.Resources.NeutralResourcesLanguageAttribute) when using a managed - DLL that has a non-existing attribute on it.
  • (947208) - IL2CPP: Implemented sending of email via SmtpClient with .NET 4.6.
  • (976623) - IL2CPP: Implemented the EnsureSufficientExecutionStack method for .NET 4.6.
  • (975496) - IL2CPP: Improved the performance of code conversion when many nested generic types are used.
  • (973813) - Metal: Fixed an edge case crash when using grab-pass on metal.
  • (982435) - OSX: Fixed crash on Editor panel close on select versions of macOS.
  • (988874) - Particles: Fixed flickering due to a floating point error when sorting by youngest/oldest.
  • (982271) - Scripting: Fixed regression with Assembly-CSharp.dll and friends referencing editor only assemblies.
  • (991464) - Scripting Upgrade: Fixed a C# compiler bug which could result in "the type cannot be used as type parameter `T' in the generic type or method" errors.
  • (935292) - Scripting Upgrade: Fixed EntryPointNotFoundException when calling HTTPClient.GetAsync on Android.
  • (942966) - Scripting Upgrade: Fixed crash when using named pipes.
  • (974228) - Scripting Upgrade: Fixed crash on exit when script debugger is enabled.
  • (980815) (980816) - Services: Performance Reporting: Report device model field for Managed Exceptions.
  • (986871) - Timeline: Fixed ArgumentOutOfRangeException when shift-selecting a clip, if that clip was moved and the move operation was undo.
  • (992286) (980300)- UI: Fixed issue where position and rotation specified when calling Object.Instantiate was not applied properly to a RectTransform.
  • (986584) - UI: Fixed crash in RectTransform::ShouldUpdateTransformBefore.
  • (977959) - UI: Fixed issue with UI and prefab positioning.
  • (995452) (937370) - UI: Fixed OnEndDrag not being called when dragging as the app loses focus.
  • (988136) (966172) - UI: Fixed issue where a driven RectTransform could cause a scene to be constantly flagged as dirty.
  • (990752) - UI: Fixed an issue where undoing the activation of a UI layout component did not undo the side effects to the children RectTransforms.
  • (988311) (939853) - UI: Fixed instances where Font.textureRebuilt would not be called even though the internal texture was regenerated.
  • (968801) - UWP: Fixed keyboard input not distinguishing left/right shift keys.
  • (988818) - Web: Fixed native UnityWebRequest not destroyed until garbage collected even if explicitly disposed.
  • (991606) (971557) - Web: Fixed file URI with host component in UnityWebRequest.
  • (968584) - Windows: Fixed default width/height not honored for 'Windowed' mode.
  • (993880) - XR: Fixed stabilization plane not getting set correctly via the SetFocusPointForFrame() API, resulting in poor hologram stabilization and color separation on HoloLens.
  • (988571) - XR: Ported missing properties on the Pose type, which broke user code for Windows Mixed Reality when porting from 2017.2.
  • (965494) - XR: Fixed an issue with lights failing to completely illuminate scene geometry during stereo rendering.
  • (973172) - XR: Fixed a crash that would occur if an application used Unity's Spatial Mapping component without VR being enabled or without using Windows Mixed Reality.
  • (993425) - XR: Fixed calling touch keyboard causeing unhandled exception to be thrown and app closing.
  • (991170) (946104) - XR: Fixed errors when building for Daydream and Cardboard with Proguard enabled.
  • (952777) - XR: Fixed crash when holographic emulation set to remote with no device connected.
  • (987306) - XR: Fixed build crashes when using stereo display.

New in Unity 2018.1.0b6 Beta (Feb 8, 2018)

  • SYSTEM REQUIREMENTS CHANGES:
  • Removed support for Windows XP in standalone player builds. Windows Vista is the now minimum supported OS for Windows standalone player.
  • Deprecated support for MonoDevelop. VisualStudio is now the recommended and supported C# editor on both macOS and Windows.
  • KNOWN ISSUES IN 2018.1.0B6:
  • GI: AddInstancePropertiesJob error while baking with specific assets (973689)
  • Particles: Line renderer is rendered in scene/game window when selecting object in the Project window (972298)
  • Audio: [Audio Mixer] Crash on play when duplicated audio group is assigned to audio source (962084)
  • Animation: Null Reference exception occurs when trying to add/delete the event or changing sample number. (989758)
  • Particles: Unity crashes when duplicating/moving nested particle systems with a disabled renderer (988423)
  • Animation: Configure button doesn't get enabled when the model rig is set to humanoid (984843)
  • OSX: [OSX 10.13] Switching between 2 game view tabs multiple times freezes editor (991828)
  • Editor: Cannot Quit Application from launcher using Unity>Quit nor cmd+Q (993381)
  • UI: UI Button changes its position after re-entering the playmode (995548)
  • Animation: Curve with weighted keyframes does not animate properly in the animator (986008)
  • Templates: Project templates will be updated in subsequent betas to address the following points:
  • The 2D template currently creates a default scene with a UI canvas: this will be removed in a subsequent build.
  • The 3D Ultra template is missing the "Preview" tag currently.
  • All templates: Lighting settings improvements to come in a subsequent build.
  • Progressive lightmapper doesn't work on Linux, which means that all 3D templates will crash on launch. The 2D template should still work.
  • FEATURES:
  • Editor: Assembly Definition Files (asmdef) assemblies are now compiled on startup before any other scripts (Assembly-CSharp.dll and friends) and compilation does not stop on the first compile error. All asmdef assemblies that succesfully compile and have all their references compiled are loaded before compiling the remaining scripts (Assembly-CSharp.dll and friends). This ensures that Unity packages are always built and and loaded regardless of other compile errors in the project.
  • Package Manager: Updated Package Manager user interface (from where a project's packages can be managed and new packages can be discovered) to v1.6.1. What's new in 1.6.1:
  • When updating the package, the user is now asked to confirm temporary closure of the window. Note however that this will only be the case when updating from v1.6.1 onwards. When updating from 1.5.1 to 1.6.1, a restart of Unity is necessary for the update to take effect.
  • The window is now dockable.
  • UI style rework, making it consistent with the rest of the Editor.
  • Added keyboard navigation in the Packages list
  • CHANGES:
  • Android: Updated JDK requirements to JDK 8. This a requirement from the latest Android SDK.
  • Android: We now create a 2048-bit RSA key for signing the apk.
  • WebGL: Removed experimental label from WebAssembly linker target.
  • IMPROVEMENTS:
  • XR: Android builds that support ARCore can now be built using target API version 14 or higher.
  • API Changes
  • 2D: Added DetectChunkCullingBounds to TilemapRenderer to allow for correct culling of large tiles. (971087)
  • Editor: Explicitly setting the following delegates to null will no longer draw a control handle, instead of drawing using a default implementation: PrimitiveBoundsHandle.midpointHandleDrawFunction, ArcHandle.angleHandleDrawFunction, ArcHandle.radiusHandleDrawFunction, JointAngularLimitHandle.angleHandleDrawFunction.
  • Editor: Explicitly setting the following delegates to null will now result in a handle size of 0 instead of using a default value: PrimitiveBoundsHandle.midpointHandleSizeFunction, ArcHandle.angleHandleSizeFunction, ArcHandle.radiusHandleSizeFunction, JointAngularLimitHandle.angleHandleSizeFunction.
  • FIXES:
  • Asset Import: Fixed an issue where the update avatar button would not disappear in the ModelImporter Rig panel. (837263, 990716)
  • Editor: Fixed Editor hang when merging files with Collaborate. (971434)
  • GI: Fixed case of default specular reflection texture containing object from the scene when Umbra is enabled. (975325)
  • GI: Fixed case of Reflection Probes always including Terrain objects even if they are not Reflection Probe Static. (863968)
  • Graphics: Fix for leaking texture IDs associated with the depth textures on some platforms.

New in Unity 2017.3.1 (Feb 6, 2018)

  • Improvements:
  • iOS: Expose APIs that allow changing home button hiding and system gesture deferral properties on runtime.
  • XR: Update Google NDK to v1.100
  • XR: Update Oculus to version 1.20
  • XR: Update Vuforia to version 7.0.43
  • XR: Added XR.WSA.HolographicSettings.IsContentProtectionEnabled. This gets or sets whether the app is displaying protected content. While content protection is enabled, rendered content will be visible only in the headset, disabling the Mixed Reality - Portal's preview.
  • XR: Added XR.WSA.HolographicSettings.ReprojectionMode. This gets or sets the kind of reprojection the app is requesting to stabilize its holographic rendering relative to the user's head motion.
  • Fixes:
  • 2D: Fixed NullReferenceException from Tilemap Palette when assembly changes. (978651)
  • Android: Fixed decimal point button in decimal keyboard for older Samsungs. (973815)
  • Animation: Fixed issue with creating an ongoing transition. (941945)
  • Animation: Fixed layouting issue when deleting clip in a blend tree inspector. (978674)
  • Animation: Fixed an issue with shadow rendering in the Animation Previewer. (962517)
  • Animation: Fixed InvalidOperationException when clicking cancel in 'Add Animation Clip' dialog window in animation window. (978299)
  • AppleTV: Removed 2x App store icon slices that cause App Store validation to fail. (972927)
  • Asset Pipeline: Cancel dialog/reimport after skipping video import processing.Dominique Leroux. (58017)
  • Build Pipeline: Improved buildpipeline performance for large builds. (959444)
  • Editor: Fixed input field staying highlighted after enter key is pressed. (966036)
  • Editor: Fixed lightingdata.asset files getting re-opened in text mode in certain situations. (975920)
  • Editor: Editor no longer crashers when closing 2 custom editor windows at the same time. (967778)
  • Editor: Fixed "Permission denied" error message on read-only .meta file when upgrading project from a previous version. (980258)
  • Editor: Collaborate no longer deletes ignored files when restoring to an older version. (932926)
  • Editor: Fixed ForceReserializeAssets incorrectly updating the timeCreated field in .meta files. (984239)
  • Editor: Fixed an issue with normalization of transform rotations which was causing spurious tiny differences in the rotation quaternion when serialized to YAML files. (984239)
  • Editor: Fixed dragging slider causing creation of too many undo steps. (960531)
  • Graphics: Fixed occasional TrailRenderer error message when using Local alignment and more than one width curve key. (970747)
  • Graphics: Fixed Crash in Projector::PrepareRenderNode after selecting GameObject in the Hierarchy. (976076)
  • Graphics: Fixed crash in Projector:PrepareRenderNode after selecting a gameobject in the hierarchy. (976076)
  • Il2CPP: Fixed a crash on iOS which can occur when a device is awakened during a blocking socket call with a SIGPIPE signal. (957651)
  • IL2CPP: Fixed a C++ compiler bug in the Android r13b NDK that could cause the NullCheck method to be incorrectly removed from the resulting binary. (963785)
  • iOS: Fixed landscape splashscreen not enabled for iOS11 on some devices. (980302)
  • iOS: Fix iOS 11 crash when application is launched from URL and airplay screen mirroring is enabled. (980361)
  • iOS: Fix for black screen flickering when screen orientation is changed via script. (978917)
  • iOS: Metal: Fixed MSAA corner case causing warning messages and validation error. (983852)
  • iOS: iPhone X, fixed problem with missing keyboard Done/Cancel buttons. (979002)
  • iOS: Fixed trampoline being able to call UI methods ([UIApplication delegate]) from background thread. (956318)
  • Launcher: Fix Open project dialog stop working. (971905)
  • Launcher: Fix display of Unity Teams "Seat Required" message when project is both in the cloud and on disk. (963246)
  • OSX: Fixed IDE does not get focused when opening script on Mac. (978478)
  • OSX: Fixed detached Editor windows go behind the Editor when clicked outside of them. (827158)
  • OSX: Fixed VS for Mac opens new instance after Unity was reopened. (978636)
  • Package Manager: Fixed an issue where editor was not starting for some users by adding 127.0.0.1 address to the default list of non-proxied address. (931921)
  • Particles: Fixed Stop Action when used on particles that finish off screen. (974867)
  • Particles: Fixed Duration field when used on Sub-Emitters. (968096)
  • Particles: Fixed a crash when using RuntimeInitializeOnLoadMethod with a Particle System. (975289)
  • Particles: Fixed a crash when enabling certain modules via script (e.g. Size over Lifetime). (977710)
  • Particles: Fixed flip U/V settings being ignored after enabling Custom Vertex Streams. (961702)
  • Particles: Fixed support for entering Infinity into the Start Lifetime field. (971980)
  • Particles: Fixed ribbon trail of Sub Emitter not inheriting color from spawning particle. (964377)
  • Particles: Fixed particles showing visual artifacts when ribbon count was higher than the current particle count. (969863)
  • Particles: Fixed issue where Local Aligned particles with negative scale could be displayed incorrectly. (979638)
  • Particles: Fixed material texture becoming invisible when its shader had been set from 'Particles/Standard Surface' or 'Particles/Unlit'. (968908)
  • Profiler: Fixed deep profiling in standalone players. (976439)
  • Scripting: Fixed an issue causing GC allocation for UnityEvent handler without parameters in some cases. (978596)
  • Scripting: Fixed mcs hanging while compiling script. (948492)
  • Scripting: Fixed deadlocks and pauses when using System.Threading.Monitor. (827984)
  • Scripting: Fixed issue with generic types not being collected correctly in Mono/.NET 2.x memory snapshot. (None)
  • Scripting Upgrade: Fixed crash when using 'fixed' statement on a string. (960555)
  • Scripting Upgrade: Fixed InternalsVisibleTo. (945353)
  • Scripting Upgrade: Fixed Android crash when NullReferenceException is raised. (954427)
  • Scripting Upgrade: Fixed random crash due to memory corruption on domain reload. (967206)
  • Scripting Upgrade: Fixed value types larger than 1MB. (962711)
  • Scripting Upgrade: Fixed URI processing on OSX. (907918)
  • Scripting Upgrade: Improved TypeLoadException messages. (957072)
  • Scripting Upgrade: Fixed DllImport when library name is specified with a path. (952631)
  • Scripting Upgrade: Fixed Android crash when script debugger is enabled. (973794)
  • Scripting Upgrade: Fixed Socket.Send failing silently on Windows. (984723)
  • Timeline: Fixed an issue where custom tracks could be lost if they contained compile errors. (979700)
  • Unity Package Manager: Fixed "Permission denied" error message on read-only .meta file when upgrading project from a previous version. (980258)
  • UnityLinker: Prevented an error from the linker when an iOS type is used in an assembly on Android. (962771)
  • Universal Windows Platform: Fixed NavMeshObstacles being ignored on 64-bit master builds. (955086)
  • UWP: Fixed building UWP player with IL2CPP scripting backend and Analytics enabled. (984447)
  • Video: Fixed Media Foundation hang that would eventually freeze the Editor. (986905)
  • Web: Ensured only use non-chunked data transfer in WWW. (974046)
  • Web: Fixed file URI support with multibyte chars in UnityWebRequest/WWW. (986237)
  • Web: MadeContent-Disposition for file sections standard-compliant in UnityWebRequest POST. (980326)
  • XR: Fixed single-pass shadow issue when used with Nvidia VRWorks. (None)
  • XR: Fixed issue with capturing a screen shot image while in single-pass instancing mode. (None)
  • XR: Removed application orientation settings disable when Virtual Reality Supported was enabled and updated info message related to the settings. (973918)
  • XR: Fixed early out of Virtual Reality SDK list when SDKs that are unsupported in play mode try to initialize. Also Improved log messages around the Virtual Reality SDK list in Play Mode. (971293)
  • Known Issues:
  • iOS: Changing screen orientation via script on iOS 8 stretches/upscales the game view making only a part of it visible.

New in Unity 2018.1.0b5 Beta (Feb 1, 2018)

  • FEATURES:
  • Launcher: The launcher now allows users to select one of the new project templates when creating new projects. Project templates available currently: 2D, 3D, 3D Ultra (Preview), Lightweight (Preview), Lightweight VR (Preview), and High Definition (Preview).
  • Package Manager: Updated Package Manager user interface (from where a project's packages can be managed and new packages can be discovered) to v1.5.1. What's new in 1.5.1:
  • Moved menu item to access the Package Manager UI window from "Project -> Packages -> Manage" to "Window -> Package Manager".
  • The "Install" tab now shows the latest version (and description) available for each package, rather than the current version.
  • The "Update to" button is no longer displayed when the current version is the same as (or greater than) the latest one available.
  • The UI now displays "alpha", "beta", "experimental" and "recommended" tags for packages, as appropriate. Previous versions did not display such tags, so it was not possible to determine the status of packages.
  • UI polish.
  • CHANGES:
  • Android: Newly created projects now default to ARMv7 CPU architecture.
  • XR: Standalone UWP applications targeting Windows Mixed Reality will now cause the OS to notify the user if the Mixed Reality components are not installed or a headset is not connected, rather than silently falling back to non-VR desktop mode.
  • IMPROVEMENTS:
  • Asset Import: In optimized mode, if a root bone is specified in the unoptimized SkinnedMeshRenderer and its transform has also been exposed, the root bone will now be kept as is, otherwise it will be set to root. (972082, 988438)
  • iOS: Added a checkbox to the iOS plugin importer: when checked, the plugin is added to the "Embedded Binaries" folder. (984264)
  • API CHANGES:
  • UI: Added characterLimit property for TouchScreenKeyboard.
  • FIXES:
  • 2D: Fixed case of Sprite 2D physicsShape not being set until the 'Edit Physics Shape' tab is opened for the first time after texture import. (985912)
  • GI: Fixed case of scene becoming completely black after clicking 'Generate Lighting' button. (988957)
  • Graphics: Fixed crash when using shadow-casting Lines/Particles/Trails with SRP. (985077)
  • OSX: Removed "Do you really want to quit?" dialog that appeared when closing windowed Mac Standalone build. (984155)
  • Particles: Fixed issue where particle bounds were not being calculated correctly when transform scale was non-uniform. (977520)
  • UI: Fixed an issue where calling ClearProgressbar did not remove the progress bar in synchronous code in the Editor on MacOS.

New in Unity 2017.3.0 Patch 4 (Jan 29, 2018)

  • Fixes:
  • (973815) - Android: Fixdc decimal point button in decimal keyboard for older Samsungs.
  • (978299) - Animation: Fixed InvalidOperationException when clicking cancel in 'Add Animation Clip' dialog window in animation window.
  • (971980) - Particles: Fixed support for entering Infinity into the Start Lifetime field.
  • (968096) - Particles: Fixed Duration field when used on Sub-Emitters.
  • (974867) - Particles: Fixed Stop Action when used on particles that finish off screen.
  • (975289) - Particles: Fixed crash when using RuntimeInitializeOnLoadMethod with a Particle System.
  • (977710) - Particles: Fixed crash when enabling certain modules via script (e.g. Size over Lifetime).
  • (976439) - Profiler: Fixed deep profiling in standalone players.

New in Unity 2018.1.0b4 Beta (Jan 23, 2018)

  • Known Issues in 2018.1.0b4:
  • Animation: Null Reference exception occurs when trying to add/delete the event or changing sample number. (989758)
  • Audio: [Audio Mixer] Crash on play when duplicated audio group is assigned to audio source (962084)
  • Editor: "Assertion failed" exception is generated on opening a project on Mac OSX (977901)
  • GI: AddInstancePropertiesJob error while baking with specific assets (973689)
  • GI: Baking pipeline still runs even if GI systems are disabled (989061)
  • GI: Editor freezes on 'Writing Lighting Data' when baking multiple scenes in Build Settings (989055)
  • GI: [Progressive Lightmapper] Scene is completely black after clicking Generate Light button (988957)
  • GI: [UI] New parameters are incorrectly introduced for directional, spot and point lights (988956)
  • Graphics: [UI] Multiple debug scene visualization modes are broken (988955)
  • Particles: Line renderer is rendered in scene/game window when selecting object in the Project window (972298)
  • API Changes:
  • 2D: Experimental API TextureGenerator.GenerateTexture now takes in a NativeArrray for image buffer instead of setting a IntPtr in TextureGenerationSettings.
  • Graphics: Exposed RenderPipelineAsset.OnValidate and OnDisable methods.
  • Fixes:
  • Android: Fixed issue where decimal point button in decimal keyboard was not selectable on older Samsung devices. (973815)
  • Editor: Fixed case of never-ending exception when an invalid character was present on the iOS version string in Player Settings. (986098)
  • Graphics: Fixed issue where the TrailRenderer didn't drop a point at its spawning location. (978250)
  • OSX: Fixed case of game continuing to receive mouse input when running in the background on macOS. (758806)
  • OSX: Fixed case of input from USB mouse disabling further touchpad input in Input.GetAxis on MacBooks. (842835)
  • OSX: Fixed issue where the second screen was not shown on macOS when scene was built as 64bit or Universal. (959498)
  • Physics: Fixed crash in PhysicsManager::SetColliderTransform, that would be triggered when entering playmode after reloading a scene that had changes on disk. (958230)

New in Unity 2017.3.0 Patch 3 (Jan 20, 2018)

  • Fixes:
  • (973815) - Android: Fixed decimal point button in decimal keyboard for older Samsungs.
  • (978299) - Animation: Fixed InvalidOperationException when clicking cancel in 'Add Animation Clip' dialog window in animation window.
  • (932926) - Editor: Collaborate no longer deletes ignored files when restoring to an older version.
  • (978478) - OSX: Fixed IDE does not get focused when opening script on Mac.
  • (978636) - OSX: Fixed VS for Mac opens new instance after Unity was reopened.
  • (827158) - OSX: Fixed detached Editor windows go behind the Editor when clicked outside of them.
  • (971980) - Particles: Fixed support for entering Infinity into the Start Lifetime field.
  • (968096) - Particles: Fixed Duration field when used on Sub-Emitters.
  • (974867) - Particles: Fixed Stop Action when used on particles that finish off screen.
  • (975289) - Particles: Fixed a crash when using RuntimeInitializeOnLoadMethod with a Particle System.
  • (977710) - Particles: Fixed a crash when enabling certain modules via script (e.g. Size over Lifetime).
  • (976439) - Profiler: Fixed deep profiling in standalone players.
  • (984447) - Fixed building UWP player with IL2CPP scripting backend and Analytics enabled.
  • (973918) - XR: Removed application orientation settings disable when Virtual Reality Supported was enabled and updated info message related to the settings.

New in Unity 2018.1.0b3 Beta (Jan 18, 2018)

  • System Requirements Changes:
  • Removed support for Windows XP in standalone player builds. Windows Vista is the now minimum supported OS for Windows standalone player.
  • Deprecated support for MonoDevelop. VisualStudio is now the recommended and supported C# editor on both macOS and Windows.
  • Known Issues:
  • Audio: [Audio Mixer] Crash on play when duplicated audio group is assigned to audio source (962084)
  • Build Pipeline: BuildObserver failed is thrown when building a project with Vuforia enabled. (984712)
  • Editor: "Assertion failed" exception is generated on opening a project on Mac OSX (977901)
  • GI: AddInstancePropertiesJob error while baking with specific assets (973689)
  • GI: Baking pipeline still runs even if GI systems are disabled (989061)
  • GI: Editor freezes on 'Writing Lighting Data' when baking multiple scenes in Build Settings (989055)
  • GI: [Progressive Lightmapper] Scene is completely black after clicking Generate Light button (988957)
  • GI: [UI] New parameters are incorrectly introduced for directional, spot and point lights (988956)
  • Graphics: [UI] Multiple debug scene visualization modes are broken (988955)
  • Particles: Line renderer is rendered in scene/game window when selecting object in the Project window (972298)
  • Features:
  • Editor: Added Templates for 3D, 2D, Lightweight (Preview), Lightweight VR (Preview), and High Definition (Preview) to streamline the new user experience with Scriptable Render Pipeline features as well as to define better starting points for graphical, player, and lighting settings. Note that these are not yet easily selectable - this will come soon via an update to the Launcher.
  • GI: Progressive Lightmapper is now out of preview!
  • Package Manager: Added Package Manager user interface v1.3.0, from where a project's packages can be managed and new packages can be discovered. Note that the UI isn't yet final and will see further improvements during the beta cycle. Known limitations at this time:
  • No visual indication of recommended vs. otherwise discoverable packages.
  • Light on details for most packages, including for alternative versions available.
  • Improvements:
  • Multiplayer: Two or more channels can now share the messages order, so that messages which send via differnet channels will be delivered in order.
  • WebGL: Added indexedDB caching support for all build files in WebGL and for compiled WebAssembly code.
  • API Changes:
  • Multiplayer: Added GetHostPort function, reporting the port number assigned to the host.
  • Fixes:
  • Editor: Collaborate no longer deletes ignored files when restoring to an older version. (985130)
  • Graphics: Fix to avoid attempting to render LineRenderers with huge vertex counts. (977228)
  • Particles: Implemented more accurate handling of start delay and non-fixed-update. (971841)
  • UI: Fixed a bug preventing renaming UI objects after duplicating them. (950420)
  • UI: Fixed a crash caused by UI Mask on Buid & Run when material is null. (935112)

New in Unity 2017.3.0 Patch 2 (Jan 16, 2018)

  • Improvements:
  • iOS: Expose APIs that allow changing home button hiding and system gesture deferral properties on runtime.
  • XR: Update Google NDK to v1.100
  • XR: Update Oculus to version 1.20
  • XR: Update Vuforia to version 7.0.43
  • XR: Added XR.WSA.HolographicSettings.IsContentProtectionEnabled. This gets or sets whether the app is displaying protected content. While content protection is enabled, rendered content will be visible only in the headset, disabling the Mixed Reality Portal's preview.
  • XR: Added XR.WSA.HolographicSettings.ReprojectionMode. This gets or sets the kind of reprojection the app is requesting to stabilize its holographic rendering relative to the user's head motion.
  • Fixes:
  • (978651) - 2D: Fixed NullReferenceException from Tilemap Palette when assembly changes.
  • (941945) - Animation: Fixed issue with creating an ongoing transition.
  • (58017) - Asset Pipeline: Cancel dialog/reimport after skipping video import processing.Dominique Leroux.
  • (959444) - Build Pipeline: Improved buildpipeline performance for large builds.
  • (976076) - Graphics: Fixed Crash in Projector::PrepareRenderNode after selecting GameObject in the Hierarchy.
  • (970747) - Graphics: Fixed occasional TrailRenderer error message when using Local alignment and more than one width curve key.
  • (957651) - Il2CPP: Fixed a crash on iOS which can occur when a device is awakened during a blocking socket call with a SIGPIPE signal.
  • (963785) - IL2CPP: Fixed a C++ compiler bug in the Android r13b NDK that could cause the NullCheck method to be incorrectly removed from the resulting binary.
  • (983852) - iOS: Metal: Fixed MSAA corner case causing warning messages and validation error.
  • (978917) - iOS: Fix for black screen flickering when screen orientation is changed via script.
  • (979002) - iOS: iPhone X, fixed problem with missing keyboard Done/Cancel buttons.
  • ([956318 57804](https://issuetracker.unity3d.com/product/unity/issues/guid/956318 57804/)) - iOS: Fixed trampoline being able to call UI methods ([UIApplication delegate]) from background thread.
  • (980302) - iOS: Fixed landscape splashscreen not enabled for iOS11 on some devices.
  • (980361) - iOS: Fix iOS 11 crash when application is launched from URL and airplay screen mirroring is enabled.
  • (971905) - Launcher: Fix Open project dialog stop working.
  • (963246) - Launcher: Fix display of Unity Teams "Seat Required" message when project is both in the cloud and on disk.
  • (969863) - Particles: Fixed particles showing visual artifacts when ribbon count was higher than the current particle count.
  • (968908) - Particles: Fixed material texture becoming invisible when its shader had been set from 'Particles/Standard Surface' or 'Particles/Unlit'.
  • (964377) - Particles: Fixed ribbon trail of Sub Emitter not inheriting color from spawning particle.
  • (961702) - Particles: Fixed flip U/V settings being ignored after enabling Custom Vertex Streams.
  • (None) - Scripting: Fixed issue with generic types not being collected correctly in Mono/.NET 2.x memory snapshot.
  • (827984) - Scripting: Fixed deadlocks and pauses when using System.Threading.Monitor.
  • (948492) - Scripting: Fixed mcs hanging while compiling script.
  • (952631) - Scripting Upgrade: Fixed DllImport when library name is specified with a path.
  • (957072) - Scripting Upgrade: Improved TypeLoadException messages.
  • (907918) - Scripting Upgrade: Fixed URI processing on OSX.
  • (945353) - Scripting Upgrade: Fixed InternalsVisibleTo.
  • (962711) - Scripting Upgrade: Fixed value types larger than 1MB.
  • (967206) - Scripting Upgrade: Fixed random crash due to memory corruption on domain reload.
  • (978596) - Scripting: Fixed an issue causing GC allocation for UnityEvent handler without parameters in some cases.
  • (962771) - UnityLinker: Prevented an error from the linker when an iOS type is used in an assembly on Android.
  • (955086) - Universal Windows Platform: Fixed NavMeshObstacles being ignored on 64-bit master builds.
  • (None) - XR: Fixed issue with capturing a screen shot image while in single-pass instancing mode.
  • (None) - XR: Fixed single-pass shadow issue when used with Nvidia VRWorks.

New in Unity 2018.1.0b2 Beta (Jan 10, 2018)

  • System Requirements Changes:
  • Removed support for Windows XP in standalone player builds. Windows Vista is the now minimum supported OS for Windows standalone player.
  • Deprecated support for MonoDevelop. VisualStudio is now the recommended and supported C# editor on both macOS and Windows.
  • Known Issues:
  • Audio: [Audio Mixer] Crash on play when duplicated audio group is assigned to audio source (962084)
  • Build Pipeline: BuildObserver failed is thrown when building a project with Vuforia enabled. (984712)
  • Editor: "Assertion failed" exception is generated on opening a project on Mac OSX (977901)
  • Editor: Use of "external script editor" in editor preferences doesn't work with some editors. Workaround is to use "open by file extension". (974296)
  • Editor: [Graphview] At some steps of zooming, texts on nodes appear blurry. (985084)
  • Editor: [Mac] VS for Mac opens new instance after Unity was reopened (979897)
  • GI: AddInstancePropertiesJob error while baking with specific assets (973689)
  • GI: Baking pipeline still runs even if GI systems are disabled (985795)
  • GI: Editor freezes on 'Writing Lighting Data' when baking multiple scenes in Build Settings (977913)
  • GI: [Progressive Lightmapper] Scene is completely black after clicking Generate Light button (973666)
  • GI: [UI] New parameters are incorrectly introduced for directional, spot and point lights (972240)
  • Graphics: [UI] Multiple debug scene visualization modes are broken (969889)
  • Particles: Line renderer is rendered in scene/game window when selecting object in the Project window (972298)
  • Features:
  • 2D: [Experimental] Added ability for user to add functionality for Sprite editing in the Sprite Editor Window.
  • 2D: [Experimental] Added experimental API to support Sprite animation.
  • Android: Added an interface with a callback that is called after the Android Gradle project is generated but before it is built.
  • Android: Added ARM64 (also known as AArch64) experimental support.
  • Android: Added Sustained Performance Mode setting, which sets a predictable, consistent level of device performance over longer periods of time without thermal throttling. Based on the SustainedPerformance API from Google.
  • Animation: Added PositionConstraint, RotationConstraint and ScaleConstraint components.
  • Animation: Added the AimConstraint component.
  • Animation: Added the ParentConstraint component.
  • Animation: Added weighted tangent support to AnimationCurve.
  • Asset Import: (Also see API changes) Added OnPreprocessAsset callback in AssetPostprocessor.
  • Asset Import: Added support for importing Aim constraints from FBX files.
  • Asset Import: Added support for importing Parent constraints from FBX files.
  • Asset Import: Added support for importing Point, Orient and Scale constraints from FBX files.
  • Asset Import: [Experimental] Added experimental API to generate Texture/Sprite from importer settings.
  • Audio: Added Google's Resonance Audio plugins.
  • Build Pipeline: Added a new API for changing platform icons; it supports platform specific icon kinds(types) and multilayer icons.
  • Build Pipeline: Added ability to store and retrieve object references by name through EditorBuildSettings.
  • Build Pipeline: Added new BuildReport API. Building players and assetbundles will now return a BuildReport object that allows you to query information about the build process and outputs.
  • Build Pipeline: Android Build & Run has now target device selection in the build dialog. It allows users to deploy to either a specific single device or to all supported devices simultaneously.
  • Cache Server: Added -CacheServerIPAddress command line argument to connect Editor to specified Cache Server on startup.
  • Editor: New ObjectFactory API that allow to create Object using default values - See ScriptingAPI and Presets for more details.
  • Editor: Preset class that allow to save serialized informations of an Object to a .preset asset and apply it later to the same Object type.
  • Editor: The profiler window now contains a 'clear on play' button.
  • Editor: When running PlayMode and EditMode tests in batch mode it is now possible to specify scriptingBackend to use trough a test settings file.
  • GI: Added experimental API for baking sky occlusion in Progressive Lightmapper. The sky occlusion value for a given input position denotes what fraction of the sky is visible for that point. It takes into account any lightmap static object. The sky occlusion allows you to apply the correct amount of sky lighting to objects that are otherwise hard to lightmap, such as trees and foliage.
  • GI: [Experimental] Added new experimental C# interface to pass light information to the GI baking backends.
  • Graphics: Added dynamic resolution support for PS4.
  • Graphics: GPU Instancing now supports GI. Objects affected by light probes, occlusion probes (in shadowmask mode) or lightmaps can now be automatically batched by Foward and Deferred pipeline. Light probe and occlusion probe data can be sent to Graphics.DrawMeshInstanced using LightProbeUsage.CustomProvided mode. New APIs are added for calculating probe data and copying to MaterialPropertyBlock: -- LightProbes.CalculateInterpolatedLightAndOcclusionProbes -- MaterialPropertyBlock.CopySHCoefficientArrayFrom -- MaterialPropertyBlock.CopyProbeOcclusionArrayFrom
  • Graphics: Metal: Added support for DX11 tessellation through hull/domain shaders.
  • Multiplayer: Added support for callbacks that the user can define to be notified when there is something to read or connection is ready to send.
  • OSX: Added support for IL2CPP scripting backend for Mac Standalone player.
  • Particles: Added support for GPU instancing of Particle System mesh rendering.
  • Particles: Added support for Orbital Velocity to the Velocity over Lifetime module.
  • Particles: All particle emitter shapes now support reading a Texture for masking and color tinting.
  • Physics: 2D Physics is now able to use all the cores on a device to run its sumulations. See 'Job Options (Experimental)' in 2D physics settings.
  • Player: (Alse mentioned under API changes) Added an experimental API which allows to change the order in which engine systems are invoked, remove engine systems from the update order, or insert new C# entrypoints at any point in the update cycle: UnityEngine.Experimental.LowLevel.PlayerLoop.
  • Scripting: Added command line option "overrideMonoSearchPath" for desktop standalone players (OSX, Windows). "overrideMonoSearchPath" specifies an extra folder to search when Mono is loading assemblies. One intended use is two versions of the same project i.e. trial and full version. The assets are the same but the scripts are different. This command line option can be used to re-use the assets but load different scripts.
  • Video: Audio sample output API for the VideoPlayer with support for access from C# or C++.
  • Video: Support for reading videos from AssetBundles on Android.
  • Web: Added UploadHandlerFile for UnityWebRequest: sends file contents as request body without loading entire file to memory.
  • Web: Custom certificate validation support added to UnityWebRequest. See CertificateHandler script documentation for more info.
  • Windows: Added support for IL2CPP scripting backend for Windows Standalone player.
  • XR: 360 stereo image capture with support for conversion of rendered texture (cubemap) to stereo/mono equirectangular format for display in VR. Added script API: RenderTexture.ConvertToEquirect() for converting rendered cubemap textures to stereo and mono equirectangular format.
  • XR: Added a new option in the Windows MR Player Settings called Enable Depth Buffer Sharing. This allows the OS to better stabilize images without the need to manually set the focus plane. For more information on the benefits of image stabilization, see Microsoft's documentation on Hologram Stability.
  • XR: Added support for capturing stereoscopic 360 images for VR and non-VR projects. Added omni-directional stereo (ODS) support in shader pipeline for rendering to 360 stereo cubemap. Support for 360 stereo cubemap rendering in forward/deferred pipelines, directional/point light shadows, Skybox, MSAA, HDR and post processing stack. All pipelines and modes are tested. ODS rendering support for screenspace shadows via separate ods world space pass and render texture to avoid incorrect shadows per eye. Added stereo RenderToCubemap API script support: camera.RenderToCubemap with stereo eye parameter.
  • XR: Standalone player support for stereoscopic 360 image capture for VR and non-VR projects. Currently supported on Win64/OSX platforms. Generate 360 capture shader variants when building standalone player according to the '360 Stereo Capture' UI checkbox in the VR editor settings panel. Added PlayerSettings.enable360StereoCapture binding and doc page.
  • Backwards Compatibility Breaking Changes:
  • Particles: Removed Legacy Particle System script bindings.
  • Tizen: Tizen mobile support has been removed.
  • Changes:
  • Android: Input field caret now always appears at the end of text when opening keyboard. (966477)
  • Android: Removed support for UnityPlayerProxyActivity.
  • Android: SDK Platform 26 now required to build for Android.
  • Animation: Starting playmode while editing an Avatar configuration will no longer change the current scene. (916586)
  • Audio: Added error message when AudioSource.GetSpectrumData or AudioListener.GetSpectrumData are called with float arrays that are not a power of 2 or are outside the valid range between 64 and 8192 samples. (827154)
  • Editor: Added InspectorWindow.OnPostHeaderGUI callback to allow drawing of custom GUI elements in the inspector window.
  • Editor: Plug-in code that creates textures used in rendering with IMGUI should now avoid specifying them in linear space (i.e. should set the linear parameter to false in the Texture2D constructor). Otherwise, GUI elements drawn with such textures may look washed out when the project is working in Linear space (Player Settings > Color space: Linear). (908904)
  • Editor: Removed "intensity" float field next to HDR texture fields in material editors; instead use the exposure controls in the Color Picker.
  • Editor: Removed MonoDevelop 5.9.6 from macOS and Windows installers and deprecated support for it in Unity. Visual Studio for Mac is installed as the C# code editor on macOS and Visual Studio 2017 Community on Windows.
  • Editor: Substituted "intensity" float field in the Static Emissives tab of the Light Explorer for HDR color field; instead use the exposure controls in Color Picker.
  • GI: Support for hiding and disabling GI features when making a render pipeline.
  • Graphics: Deprecated PlayerSettings.defaultIsFullscreen. Use PlayerSettings.fullscreenMode instead.
  • Graphics: GraphicsSettings shaders are no longer loaded on startup.
  • iOS: Increased min target iOS version to 8.0.
  • iOS: iOS now links with Security framework by default. To remove it, set a pre-processor define DISABLE_WEBREQUEST_CERTIFICATE_CALLBACK and remove Security framework from the list of linked frameworks in xcode.
  • OSX: Metal is now the default graphics backend for editor.
  • Services: Replaced web-based Collab history window with improved RMGUI version.
  • Substance: Built-in support for Substance Designer materials is deprecated in Unity 2017.3, and will be removed in 2018.1. To continue using Substance Designer materials in Unity 2018.1, you will need to install a suitable third-party external importer from the Asset Store.
  • Universal Windows Platform: Build & Run now defaults to 64-bit player when run on local machine.
  • Web: AssetBundle related parts of UnityWebRequest have been split into a new module, allowing UnityWebRequest to be used without pulling in AssetBundle module. API change: UnityWebRequest.GetAssetBundle -> UnityWebRequestAssetBundle.GetAssetBundle.
  • Windows: Removed support for Windows XP in Standalone Player builds. Windows Vista is the minimum supported OS now.
  • Improvements:
  • Android: Added GUIUtility.systemCopyBuffer support.
  • Android: Added InputTouch.radius and InputTouch.radiusVariance properties (currently works on a limited set of devices).
  • Android: Change to use the activity attribute when setting max aspect ratio since API 26.
  • Android: Improved shader compilation time.
  • Android: Support Linear Rendering without additional fullscreen blit on Android O
  • Android: Unity will imprint product name into Unity's default android banner, making it easier to distinguish between apps on Android devices where banner is used for showing app.
  • Android: Unity will now be slightly smarter about guessing the location of the Android SDK if you didn't fill it out in the Preferences.
  • Android: Update gradle template to not strip symbols from *.so files, as they already are stripped where needed.
  • Android: [Gradle] Added more variables to build.gradle.
  • Animation: Transition exit time condition will now work with negative state speed parameter (941112)
  • Animation: Using Reset in the Inspector while Recording an animation creates a key for each supported modified property at the current frame. (766821)
  • Animation: AnimationUtility.SetAnimationEvents will now sort AnimationEvents by time. (913430)
  • Audio: Added minDistance/maxDistance information to the native audio plugin interface, so spatializers can implement near-field effects.
  • Audio: Removed audio profiler stall of about 0.7 ms in the main loop, which was happening even for empty scenes.
  • Documentation: The Scripting Reference will now show which assembly an API is implemented in.
  • Editor: (Also mentioned under API Changes) Added UnityEngine.TestTools.Utils to the Playmode test framework. This namespace contains utility classes to compare 'Vector2', 'Vector3', 'Vector4', Quaternion, Color and float types using NUnit constraints.
  • Editor: Added ability to duplicate any readonly sub-asset in the Project View to get a writable copy. Select any sub-asset and execute the Edit -> Duplicate command.
  • Editor: Added lightmap overlap visualization for debugging.
  • Editor: Added rename option to right-click menu in project view. (773117)
  • Editor: Added time ruler, dynamic grid lines, and ability to select and zoom to specific interval in profiler timeline.
  • Editor: Added Application.wantsToQuit and Application.quitting events to EditorApplication, enabling the user to control the editor quit process. (802175)
  • Editor: Editor console window now displays a timestamp from when the entry was logged
  • Editor: HDR color fields in the Inspector now use gradient overlay to indicate underexposed colors where the max color component is less than 1/255.
  • Editor: HDR color fields now always appear with HDR badge in the Inspector, irrespective of their current value.
  • Editor: It is no longer possible to start multiple EditMode or PlayMode test runs at the same time from the test runner UI. (945000)
  • Editor: Optimizations to Editor startup time.
  • Editor: Profiler displays 3 frames of context and supports jobs spanning more than one frame
  • Editor: Profiler Window: Improved performance of Hierarchy View.
  • Editor: Redesigned color picker window with exposure-based HDR controls.
  • Editor: Reduced some heap allocations incurred every frame when drawing a serialized property with a PropertyDrawer.
  • Editor: Removed a workaround for WebViews that had been added for macOS Sierra 10.12.1. This prevents a warning message in the Editor.log file every time a WebView is added to the main window.
  • Editor: The Mute Audio option in the Editor / Game View now persistes after Editor reload. (785243)
  • Editor: The text in the details in the Profiler Window sections is now selectable. (787073)
  • Editor: Unsupported shaders are now grouped in the shader selection dropdown in the Material inspector.
  • Editor: ExecuteMenuItem can now be used to quit the macOS EditorApplication.
  • GI: Creation of LightingDataAsset is now a job
  • GI: Upgrade Enlighten SDK to version: 3.09.P1.62184 Fix for SetThreadAffinityMask crashes, backported from a newer version of Embree (CS-1196) Fix in IffWriter, so that > 4GB file sizes will fail instead of corrupting the file. (CS-1193) Fix for CalcPrecomputedVisibilityWorkspaceSize() returning an error (CS-1204) Warnings are no longer emitted for deprecated attributes that have been assigned default values by the schema definition.
  • Graphics: - Directly render and sample into depth-cube map without additional color RT. Hardware PCF for shadow point light is now enabled. Added support for Vulkan.
  • Graphics: Add option to Texture Importer to select red color channel for Single Channel Textures Added support for R8 uncompressed format Added support for EAC_R compressed textures Red channel Single Channel Textures use R8, EAC_R, BC4 formats
  • Graphics: Added support for ETC textures with Texture2D.PackTextures, similar to DXT.
  • Graphics: Added MeshRenderer.subMeshStartIndex property.
  • Graphics: Change to allow async compute command buffers to be attached to cameras and lights.
  • Graphics: Directly render and sample into depth-cube map without additional color RT. Hardware PCF for shadow point light is now enabled. Added support for PS4, XB1, desktop GL Core, GLES3, WebGL 2.0, Metal.
  • Graphics: Enabled instancing flexible array size for Vulkan.
  • Graphics: Improved shader import handling when using #pragma target . If no #pragma geometry, #pragma hull or #pragma domain statements are used to specify entrypoint functions, these shader features (geometry or tessellation) are now dropped from the internal shader capabilities requirement, allowing greater compatibility across non-DX11 graphics targets. In practise, this now allows using #pragma target 5.0 with Metal, as long as geometry shaders are not used.
  • Graphics: In forward rendering do not fetch 2x2 white shadowmask texture when liting a realtime object with a mixed light using baked occlusion. (952761)
  • IL2CPP: Added C++ compiler configuration setting to player settings. Note: this setting does not affect platforms which generate an IDE project rather than an executable, such as iOS and UWP.
  • iOS: Added a default camera usage description when Vuforia or ARKit are used. (956291)
  • iOS: Added ETC2 as texture format for iOS OpenGL ES3
  • iOS: Added GUIUtility.systemCopyBuffer support.
  • iOS: Change to allow caret position in Input Field to be manipulated with touch when Hide Mobile Input is set.
  • iOS: Improved iCould capability support in Xcode API.
  • iOS: Improved shader compilation time.
  • iOS: Improved support of the plist specification in Xcode API.
  • Kernel: Improved error messages for YAML file reading so that it also reports filenames, which will aid in the resolution of merge conflicts for meta files.
  • Licenses: Improved error handling for command line activation. (834325)
  • Linux: Change to allow games to provide their own controller configuration files.
  • Linux: Improved support for unconfigured/non-gamepad joysticks.
  • OSX: Added Visual Studio for Mac to macOS Installer.
  • OSX: Fixed Editor crash when using GLCore on High Sierra with Intel 6xxx series GPU. (956196)
  • Package Manager: Allow surface shaders compilation when relative path include are used inside a package
  • Particles: Overriden Prefab values are now indicated/highlighted in the inspector.
  • Particles: Sub-Emitters can now be triggered from script, using the new TriggerSubEmitter script API.
  • Particles: Sub-Emitters can now be triggered when conditions are met in the Trigger Module. (e.g. when particles enter a collision volume)
  • Profiling: Added Editor startup profiling markers
  • Scripting: Added a scripting callback which is called just before a cubemap texture has completed importing (AssetPostprocessor::OnPostprocessCubemap).
  • Scripting: Added new GetAllocatedMemoryForGraphicsDriver API (896812)
  • Scripting: Improved "The referenced script on this Behaviour is missing!" error message to tell you which script is missing, where possible.
  • Scripting: Improved performance characteristics of FindObjectsOfType for scenes with large object count
  • Services: Updated Unity Ads to 2.1.1
  • Shaders: Added more granular way of specifying shader compilation requirements, compared to #pragma target. #pragma require XYZ for specific features that the shader requires. SHADER_REQUIRE_XYZ and SHADER_AVAILABLE_XYZ preprocessor defines are passed to shaders, based on which features are requested or are available.
  • Shaders: Added Windows support for shader include absolute paths longer than 260 characters.
  • Shaders: Compute shaders are now included in the shader cache. E.g. tweaking a shader and then reverting the change will fetch the shader from the cache instead of recompilation.
  • Shaders: Global shader properties are now visible to compute shaders. A global property value will be used if the property is not set locally for the compute shader.
  • Shaders: Proper shader include dependency tracking implemented. Whenever a shader include file is modified all the dependent shaders - and nothing else - will get reimported. (646064, 916386, 957024)
  • Shaders: Shader compilation speed improvement.
  • Shaders: Surface Shaders with many multi_compile/shader_feature variants import several times faster now (internally that step has been multithreaded).
  • Shaders: ComputeShader.Dispatch now validates if all the properties are valid.
  • Shaders: SetPropertyBlock can now be used per material (in case of multi-material renderer), and can now use an optional material index.
  • Shaders: UNITY_PASS_FORWARDBASE, UNITY_PASSFORWARDADD, etc. are now also defined for custom vertex / fragment shaders according to the pass type.
  • Timeline: Added support for left trim on recorded Animation Track clips.
  • Timeline: Improved clip visual rendering.
  • Timeline: Improved workflow when autokeying animation tracks that contain clips.
  • Timeline: Introduced new modes for editing clips in the Timeline Editor.
  • UI: Added the ability to toggle the rounding of advance width. This allows you to get more consistent spacing between characters in a text mesh.
  • Universal Windows Platform: Added an option to select which configuration (debug/release/master) should be used when doing Build & Run.
  • Universal Windows Platform: Improved support for building project into longer paths.
  • Video: Added basic video bitrate control in MediaEncoder API.
  • Video: Video Decoding via Job System on many platforms (reducing overall thread count and improving performance)
  • Web: Improved performance for large data download using custom download handler script
  • Web: UnityWebRequest will now accept URI instances alongside string URL (URI being faster). (944500)
  • WebGL: Allow user to override webglContextAttributes.premultipliedAlpha
  • Windows: Added a completely new, out-of-process crash handler for both the Windows Editor and Windows Standalone Player, improving reliability of error.log and minidump generation.
  • Windows: Added support to enable/disable exclusive mode on Windows through new SetResolution API overload. Consolidated platform specific fullscreen modes into a single cross platform FullScreenMode API.
  • Windows: Multiple improvements in crash handling: Unity applications that enable the Performance Reporting Service will now receive Windows crash telemetry. Crash interception is now much more reliable, catching more categories of error, sooner and later in the application life. The crash UX for the player has been updated to remove the wordy English-only error message and display something generic before handing off to WER (which tells the user what happened in their native language).
  • XR: Metal: Implemented the remaining draw call functionality (Graphics.DrawProcedural etc) for Single-Pass Stereo rendering, which was missing previously. (859819)
  • API Changes:
  • Animation: Added AnimationClipPlayable.GetApplyPlayableIK and AnimationClipPlayable.SetApplyPlayableIK.
  • Animation: Moved AnimationUtility.SetGenerateMotionCurves and AnimationUtility.GetGenerateMotionCurves from internal to public.
  • Animation: AnimatorTransitionBase and Motion are now abstract.
  • Animation: AvatarBuilder.BuildHumanAvatar is no longer supported anymore on the .NET scripting backend.
  • Asset Import: (Also see Features) Added OnPreprocessAsset callback in AssetPostprocessor.
  • Asset Pipeline: API manual previously stated that AssetDatabase.GetSubFolders() takes absolute paths, which was incorrect. This has now been updated to relative paths, consistent with other AssetDatabase methods.
  • Build Pipeline: Added EditorBuildSettings API methods: AddConfigObject, TryGetConfigObject, GetConfigObjectNames, RemoveConfigObejct.
  • Build Pipeline: Renamed BuildSummary.errors and BuildSummary.warnings to BuildSummary.totalErrors and BuildSummary.totalWarnings respectively.
  • Build Pipeline: The IPreprocessBuild, IPostprocessBuild and IProcessScene interfaces have been changed to pass the BuildReport object instead of just the path to the build and target platform.
  • Build Pipeline: BuildReport API has been moved to the UnityEditor.Build.Reporting namespace.
  • Editor: (Also mentioned under Improvements) Added UnityEngine.TestTools.Utils to the Playmode test framework. This namespace contains utility classes to compare 'Vector2', 'Vector3', 'Vector4', Quaternion, Color and float types using NUnit constraints.
  • Editor: Added Application.wantsToQuit and Application.quitting events.
  • Editor: Added EditorApplication.hierarchyChanged event and clarified API documentation.
  • Editor: Added EditorApplication.projectChanged event and clarified API documentation.
  • Editor: Added InspectorWindow.OnPostHeaderGUI callback to allow drawing of custom GUI elements in the inspector window.
  • Editor: EditorApplication.hierarchyWindowChanged is now obsolete, superceded by EditorApplication.hierarchyChanged.
  • Editor: EditorApplication.projectWindowChanged is now obsolete, superceded by EditorApplication.projectChanged.
  • Editor: UnityEditor.AndroidTargetDevice is now obsolete, superceded by UnityEditor.AndroidArchitecture. UnityEditor.PlayerSettings.targetDevice is now obsolete, superceded by UnityEditor.PlayerSettings.targetArchitectures.
  • GI: Experimental Lightmapping scripting API now uses NativeArray instead of Lists.
  • Graphics: Added a new API to extract shader information (ShaderData).
  • Graphics: Texture is now abstract.
  • Input: TouchScreenKeybord.done and TouchScreenKeyboard.wasCanceled are now obsolete, superceded by UseTocuhScreenKeyboard.status.
  • Multiplayer: Deprecated unused function NetworkTransport.GetAssetId(). (950325)
  • Playables: New functions in UnityEditor.Playables.Utility to retrieve all the PlayableGraphs, and events for when a PlayableGraph is created or destroyed.
  • Playables: New LeadTime feature allowing to "pre-warm" the data inside the playable node
  • Playables: PlayableGraphs can now have names.
  • Playables: Playable.ConnectInput can now optionally take a weight for the connected input.
  • Player: (Alse mentioned under Features) Added an experimental API which allows to change the order in which engine systems are invoked, remove engine systems from the update order, or insert new C# entrypoints at any point in the update cycle: UnityEngine.Experimental.LowLevel.PlayerLoop.
  • Player: Added Application.wantsToQuit and Application.quitting events.
  • Player: Deprecated Application.CancelQuit method.
  • Scripting: Added constructor for TextAsset that allows you to specify a string for its text contents.
  • Scripting: Added ShaderUtil.GetAllShaderInfo for listing all available shaders.
  • Scripting: Added Vector2.Perpendicular to calculate a perpendicular vector in 2D space.
  • Scripting: Extended Vector2 to support component-wise multiplication and division between two Vector2 values.
  • Scripting: Privatized unimplemented parameterless constructors for the following classes: AudioManager, EditorSettings, GraphicsSettings, InputManager, LightmapSettings, MonoManager,Physics2DSettings, PhysicsManager, PlayerSettings, QualitySettings, RenderSettings, Shader, Sprite, TagManager, TimeManager, AssetBundle, AssetBundleManifest, AudioClip, ComputeShader, LightingDataAsset, LightProbes, MovieTexture, ProceduralTexture, SceneAsset, SubstanceArchive, VideoClip, RuntimeAnimatorController.
  • XR: Added PlayerSettings Get/SetVirtualRealitySupported, Get/SetVirtualRealitySDKs, and GetAvailableVirtualRealitySDKs for acquiring and setting the XR Settings Virtual Reality Supported toggle and Virtual Reality SDKs list.
  • XR: Added XR.WSA.HolographicSettings.IsContentProtectionEnabled.
  • XR: Added XR.WSA.HolographicSettings.ReprojectionMode.
  • Fixes:
  • 2D: Fixed case of snapping being enabled in the Sprite Editor Window's Outline Editor, even if set otherwise. (951918)
  • 2D: Fixed issue where changing Sprite in SpriteRenderer would cause Collider2D to be recreated when Collider2Ds auto-tiling was disabled. (971931)
  • Android: Fix crash when selecting input field on some Samsung and Sony Xperia devices (953849)
  • Android: Fix problem with Amazon Kindle Fire screen distortion on app launch when splash screen is turned off (900732)
  • Android: Fix problem with buttons in scroll view sometimes did not detect input (885600)
  • Android: Fixed black textures after quick pause/resume during splash screen. (952769)
  • Android: Fixed light cookie quality on OpenGLES2 GPUs without highp support in fragment shader. (908253)
  • Android: Fixed shadow quality degrading on OpenGLES2 GPUs without highp support in fragment shader (919669)
  • Android: Fixed VertexLit point and spot lights issues seen on some Adreno devices. (949576)
  • Android: Unity passes hardware camera key to the system so that Camera activity in the system is executed. (944797)
  • Animation: Fixed an irrelevant assert in Animation Component (943954)
  • Animation: Fixed an issue with Animators set to "Cull Completely" not getting updated in some cases (947990)
  • Animation: Fixed animation mode being reset when saving scene. (949523)
  • Animation: Fixed bool property not properly restored to initial value when exiting animation window preview. (947491)
  • Animation: Fixed case of Timeline sequence not firing animation events. (947918)
  • Animation: Fixed crash in the animation system when using code stripping. (938640)
  • Animation: Fixed issue where not all playables bound to the Animator were evaluated when coming out of culling. (883583)
  • Animation: Fixed transition preview not updating when switching transitions in inspector (938053)
  • Apple TV: Fix to only allow to set one layer for Top shelf images. (760436)
  • Asset Import: Fixed 90 degrees offset of lights and cameras animations from MotionBuilder when pre-rotation, post-rotation and rotation offset values are 0 and use Euler values. (954475)
  • Asset Import: Fixed bug where import of FBX with custom framerate would generate AnimationClips with wrong framerate. (916405)
  • Asset Import: Fixed case of inspector errors when Applying changes on a ModelImporter that adds a component in OnPostprocessModel. (837263)
  • Asset Import: Fixed case of wrong asset selector type in material remapping import settings if material is already assigned. (971556)
  • Asset Import: Fixed import of string typed custom properties from FBX files created with MotionBuilder. (956420)
  • Asset Import: Fixed issue where compressed mesh UVs produce huge serialized data when values are within a very short range. (960280)
  • Asset Import: Fixed issue where FBX models imported from 3DSMax 2018 for the first time have an avatar, even if they contain no animation. (923384)
  • Asset Import: Fixed the state of the "Extract Materials" button on the model importer inspector when the names of the imported materials has changed. (958044)
  • Audio: Fixed a bug on Windows Editor and Standalone builds where Unity would not react to changes in the system audio device list (such as when changing the default audio output device, amongst others). (935547)
  • Audio: Fixed a bug where a very low frequency generated audio clip (< 1000 Hz) would crash Unity. (873683)
  • Audio: Fixed a bug where an AudioSource with the highest possible priority could be virtualized before others. (928587)
  • Audio: Fixed a bug where assigning to AudioSource.clip would additionally stop the AudioSource's currently playing oneshots, also inducing performance spikes. Now only the main clip will be stopped. (875968)
  • Audio: Fixed a bug where the editor would crash when recompiling scripts while having generated streaming audio clips (AudioClip.Create()). (884965)
  • Audio: Fixed a bug where using Razer Kraken 7.1 headsets as an audio input device (using Microphone.Start()) would throw errors. (946835)
  • Audio: Fixed a crash when calling AudioSource.SetCustomCurve() with a null argument. (931396)
  • Audio: Fixed a crash when creating audio clips (AudioClip.Create()) inside OnEnable().
  • Audio: Fixed a possible crash when destroying game objects with attached custom filters (OnAudioFilterRead).
  • Audio: Fixed a possible crash with bad audio drivers, device initialization is more now robust - also added a diagnostic message in case of failure to open audio devices with expected settings. (916971)
  • Audio: Fixed crash happened when Timeline was outputting sound to a disabled Audio Source (930758)
  • Audio: Fixed issue where AudioClips with future time stamps would fail import. (951169)
  • Audio: [RequireComponent(AudioBehaviour)] now works correctly with AudioSources and AudioListeners. (888121)
  • Build Pipeline: Scripts-only build now requires that the destination directory of the player match the last cached build. Some platforms such as Xbox One and PS4 fail in unclear ways without this requirement. (932403)
  • Cache Server: Add check for enough data in protocol version check (943300)
  • Cache Server: Fixed bugs that could potentially cause communication with the Cache Server to stall
  • Cache Server: Fixed caching issue where slashes '/' were in the url parameters were causing the cache key to be corrupted (896779)
  • Editor: Executing PlayMode tests in batch mode no longer leaves behind a bootstrap scene after execution.
  • Editor: Fixed ALOC_TEMP_THREAD error when entering Play mode. (939779)
  • Editor: Fixed background in Keys tab of Preferences when using the Personal Skin. (931908)
  • Editor: Fixed bug where clicking on the "Swatches" label in Color Picker would not expand preset controls. (976080)
  • Editor: Fixed bug where HDR color swatches in the Inspector were not converted to gamma color space before being displayed.
  • Editor: Fixed bug where pressing Esc would not cancel color sampling eyedropper mode.
  • Editor: Fixed bug where sampling color with eyedropper would not convert sampled color back to linear space when the color field was marked as HDR.
  • Editor: Fixed bug where UnityEvent drawer would not synchronize correctly when displayed using multiple different serialized data streams, such as when displayed in two different windows at once. (974069)
  • Editor: Fixed case of "System is already interested in this transform" errors in some cases. (962008)
  • Editor: Fixed case of asset remaining highlighted when moving last asset out of a folder. (961630)
  • Editor: Fixed case of Color Picker eyedropper preview rendering upside-down in Linux editor.
  • Editor: Fixed case of Color Picker window losing color when intensity is dropped and then increased again while window is still open. (712903)
  • Editor: Fixed case of locks on multiple inspectors getting lost on maximising and restoring views. (775007)
  • Editor: Fixed case of scene view picking sometimes not selecting the topmost object when loading previously serialized window layout. (943051)
  • Editor: Fixed case of EditorConnection removing registered callbacks when player disconnects.
  • Editor: Fixed Editor crash when closing 2 custom editor windows at the same time. (967778)
  • Editor: Fixed error when using "Static" checkbox on a game object with children. (964436)
  • Editor: Fixed exception while selecting Android NDK in preferences and clicking Cancel when NDK path is invalid. (909635)
  • Editor: Fixed GUI state scoping issues. (967017)
  • Editor: Fixed hard crash in Linux editor when a progress bar supplied a very long string.
  • Editor: Fixed incorrect tool placement when pivot mode was set to Center. (962721)
  • Editor: Fixed issue whereby RequireComponent would cause components on prefabs to be duplicated on play. This would happen if the user added a new component (of the same type) and removed the original. (778588)
  • Editor: Fixed issue with uXML asset preview being clipped incorrectly. (960313)
  • Editor: Fixed moving assets around when ctrl/cmnd buttons are pressed (938735)
  • Editor: Fixed OnSceneUnload being called when switching focus away from objects with materials (946988)
  • Editor: Fixed pinging newly created objects (766150)
  • Editor: Fixed plugin setting "Exclude Platforms" having no effect. (873575)
  • Editor: Fixed project view sorting file names with long numbers incorrectly (681738)
  • Editor: Fixed random hangs during Editor startup. (954607)
  • Editor: Fixed scrolling down to the last selected item in a one column layout when selecting or desecting an item (800606)
  • Editor: Fixed the "Add component" window reseting the search after domain reload (946012)
  • Editor: Fixed top right-hand scene view gizmo to update projection type label correctly when setting SceneView.lastActiveSceneView.orthographic (878205)
  • Editor: Generated Visual Studio Solutions will now reference module assemblies, fixing use of PS4 and WebGL API in VS projects. (967854)
  • Editor: Items in the AddCoponent dropdown are now sorted by name.
  • Editor: Layout orientation of AudioMixer window now persists after being closed / reloaded. (776811)
  • Editor: Made ObjectSelector's text field react to Home and End button (762158)
  • Editor: Made subasset textures visible when searching (788431)
  • Editor: Removed UnityConnect error output from console window. (963815)
  • Editor: Throw ArgumentNullException instead of crashing if null Asset/ChangeSet are passed to VersionControl Provider methods. (922714)
  • Editor: [Collab] Fix to prevent snapshot from getting updated when publish fails with copy file error. (952686)
  • Editor: [OSX] Exceptions are no longer thrown in GUILayoutUtility.BeginLayoutGroup after pressing Cancel button in a dialog window. (971204)
  • GI: Building Standalone no longer throws ... program 'frag_surf': Unrecognized sampler 'samplerunity_lightmap' .. error with specific shaders. Shadowmasks now use their own sampler. (955176)
  • GI: Fix for issue where there is no available job slot but jobs are being issued nonetheless.
  • GI: Fixed case of assert kValidSceneObjectIdentifier == res firing after selecting a prefab and its preview window is visible. (955674)
  • GI: Fixed crash when trying to access the "Baked Lightmap" parameter of a Terrain. (952939)
  • GI: Fixed issue where in standalone the skybox would disappear after switching active scene, whereas in the editor the skybox would remain. (828440)
  • GI: Progressive Lightmapper: Fix to composit shadowmasks correctly. (953780)
  • GI: Receive Shadows and Cast Shadows options in Progressive Lightmapper now work as expected. (953108)
  • Graphics: Added GetColor API to MaterialPropertyBlock. (942523)
  • Graphics: Fix crash when script is creating a culling group, but fails to call SetBoundingSphere.
  • Graphics: Fixed case of incorrect realtime sampling of gradient ambient. The previous behavior can be re-enabled by setting UnityEditor.Experimental.RenderSettings.useRadianceAmbientProbe to true. (673298)
  • Graphics: Fixed case of splash screen flickering if background color alpha is not 1. (901782)
  • Graphics: Fixed crash in SkinnedMeshRenderer::PrepareSkinCommon when SkinnedMeshRenderer has Animator and Cloth attached. (941369)
  • Graphics: Fixed Flare constructor returning null object.
  • Graphics: Fixed OpenGL errors in the Editor due to mismatched of color and depth MSAA samples.
  • Graphics: Fixed Vulkan multiple display support.
  • Graphics: Metal: Fix occassional GPU hang/crash when dispatching compute shader (950983)
  • IL2CPP: Corrected the behavior of DateTime.TryParse with the .NET 4.6 profile. (948887)
  • IL2CPP: Fix to allow link.xml files to contain comments at the beginning of the file. (956493)
  • IL2CPP: Fix to prevent an intermittent crash in the GC on PS4. (955991)
  • IL2CPP: Fixed ArgumentException when accessing Socket.LocalEndPoint on .NET 4.6. (943671)
  • IL2CPP: Fixed crash when calling Socket.GetSocketOption using the latest scripting runtime. (952403)
  • IL2CPP: Fixed unimplemented COM related internal calls in System.Runtime.InteropServices.Marshal class, such as QueryInterface. (930386)
  • iOS: Changed default iOS launch screen color to the same (black) color as the Unity default launch screen
  • iOS: Fixed black screen flickering during screen autorotation. (956026)
  • iOS: Fixed black screen flickering when changing orientation via script. (953524)
  • iOS: Fixed case of FMOD failing to initialize if app was minimized during launch. FMOD is now re-initialized in such circumstances. (915971)
  • iOS: Fixed case of keyboard not being reopened when switching between input fields. (789270)
  • iOS: Fixed issue where the "Done" and "Cancel" buttons were missing from the keyboard in landscape mode on iPhone X. (966702)
  • iOS: Fixed missing DTD declaration in plist files written by Xcode API.
  • iOS: Fixed Screen.dpi return value for iPhone 8/8+/x. (960914)
  • iOS: Team Signing ID is no longer hidden when switching to manual signing. (960657)
  • Kernel: Corrected spelling mistakes in editor log output. (966081)
  • Kernel: Fix a precision issue on AMD cpu for windows and linux platform (953111)
  • Kernel: Fix scripting math Quaternion.Angle function so it returns 0 when quaternions are considered equal by operator== (955655)
  • Licenses: Fixed issue in license time verification logic when timezone changed. Previously a time verification error could be reported. (960760)
  • Licenses: Removed misleading "This should not be called in batch mode" message when returning license. (877423)
  • Multiplayer: Fixed issue with scene id determinism during scene post processing. (935230)
  • OSX: Fixed issue where hidden cursor would fail to hide when moved down to Dock. (858220)
  • OSX: Metal: Fix hang when using MSAA on OSX 10.11 on Nvidia GPUs (952826)
  • Package Manager: Switched Packages folder name to UnityPackageManager in order to prevent conflict with nuget. (941516)
  • Particles: Fixed issue with Align to Velocity and 3D Rotation where local space particles could align inconsistently. (970786)
  • Particles: Fixed some inconsistencies with Pivot Offset and Bounding Boxes when using particle meshes. (962121)
  • Particles: Receive Shadows checkbox is now always ticked when using Deferred Rendering. (960622)
  • Physics: Fix for disabled cloth not inheriting parents transform. (946307)
  • Physics: Fixed a crash on project load, caused by tiny meshes. (953083)
  • Physics: Fixed crashes when loading new scene and activating a Cloth GameObject in a coroutine. (951789)
  • Physics: Fixed error message when changing Mesh on Skinned Mesh Renderer on GameObjects that have a Cloth Component. (950424)
  • Physics: Fixed issue where Editor could freeze for a long time when adding a Cloth component to a Mesh with high vertex count. (956856)
  • Physics: Fixed issue where Physics Debugger's layer mask did not filter GameObject correctly. (948201)
  • Physics: Fixed potential crash in Rigidbody::GetVelocity() when opening certain scenes. (955697)
  • Physics: Set cloth pointer to null in SkinnedMeshRenderer when deactivating, else SkinnedMeshrenderer will try to use a de-allocated cloth object. (946356)
  • Scripting: Fix coroutines improperly being started from a GameObject that is being disabled or destroyed. (863131)
  • Scripting: Fix issue with scripts in the editor being compiled with ENABLE_IL2CPP instead of ENABLE_MONO in some cases
  • Scripting: Fix menu items not getting removed when changing the MenuItem name and it contains consecutive forward slashes (916305)
  • Scripting: Fix to avoid GC allocations when invoking UnityEvents if the event handler does not use the parameters. (967201)
  • Scripting: Fixed case of mcs hanging while compiling C# script. (948492)
  • Scripting: Fixed case of StopCoroutine not working with nested IEnumerator coroutines. (935955)
  • Scripting: Fixed deadlocks and pauses when using System.Threading.Monitor. (827984)
  • Scripting: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties in some circumstances. (960775)
  • Scripting: Fixed potential crash when calling Activator.CreateInstance() on an array type. (964848)
  • Scripting: MonoDevelop: Fix startup-crash on macOS 10.13 when using multiple monitors (955089)
  • Scripting: Text written to System.Environment.Out is no longer flushed to disk character-by-character.
  • Scripting Upgrade: Fix issue in text field where backspace or delete can leave an invalid UTF-16 string with an unmatched surrogate character in the text field; fix a crash if string with unmatched surrogate is pasted into a text field. (939578)
  • Scripting Upgrade: Fix ScriptUpdater not running when building some players leading to "Recursion error" message logged (952674)
  • Scripting Upgrade: Fixed crash in the updater when scripts contains a call to NetworkConnection.TransportRecieve() (951261)
  • Scripting Upgrade: Fixed failure to resolve system types when building .NET player when user code guarded by #if NET_CORE used obsolete APIs. (946498)
  • Timeline: Corrected inability to drag multiple clips to another track. (908228)
  • Timeline: Dragging a clip in the timeline and releasing drag outside of the timeline window no longer freezes clip. (946823)
  • Timeline: Fixed Animation Clip offset issue when dragging from the project view to an override track. (906895)
  • Timeline: Fixed issue where arrow would not show when you trimmed the right side of the clip, but would show when you extended it. (881902)
  • UI: Fix crash when undoing or applying changes on a prefab instance containing UI objects. (930503)
  • UI: Fix hover issue when using mouse wheel to scroll in a scrollview (959647)
  • UI: Fixed an issue where the default UI shaders would ignore tiling and scaling. (722133)
  • UI: Fixed problem with ScrollRect size recalculation on start. (950200)
  • UI: Input Field now responds to character limit without delay on iOS and Android
  • Universal Windows Platform: Fixed case of incorrect error message being thrown when doing Build & Run to a phone device when it is not connected. (923345)
  • Universal Windows Platform: Removed an error message that was previously printed to the log when the clipboard contents changed, but the app had no permissions to read it. (916357)
  • Video: Fixed case of erroneous frame increments when in paused state. (937167)
  • Video: Fixed Media Foundation block using H264 videos on Windows. (964280)
  • Video: [Mac] Fixed issue where certain h264 video clips would stop playing or lag after a few seconds if playing on a low-spec hardware. (930947)
  • Web: [UnityWebRequest] Fixed case of CompleteContent not being called in download handler on HTTP error. (954119)
  • WebGL: Fixed Application.isMobilePlatform (911870)
  • WebGL: Fixed case of black screen during loading. (900105)
  • WebGL: Fixed divide by zero when AudioSource.pitch is zero (946393)
  • WebGL: Fixed missing slashes from blob url (940942)
  • WebGL: Fixed MS Edge detection (943241)
  • WebGL: Fixed UnityLoader backwards compatibility (5.6 and 2017.1 builds would fail when using 2017.2+ loader).
  • WebGL: Fixed wasm build when memory size is not multiple of 16. (955246)
  • WebGL: SHADER_API_MOBILE is no longer defined on WebGL 2.0.
  • Windows: Fix the case where moving the window while the mouse cursor is locked could cause the window to go out-of-screen. (932978)
  • XR: Correct updated API used in deprecation warning/error (942738)
  • XR: Correctoed Podfile version number. (962253)
  • XR: Fix Cardboard iOS target frame rate (950229)
  • XR: Fix crash in Holographic simulator when trying to exit play mode while paused and VR not enabled (948127)
  • XR: Fixed case of Android VR terrain trees rotating with camera. (956544)
  • XR: Fixed case of ScreenCapture.CaptureScreenshot() capturing screenshots incorrectly when stereo instancing is enabled. (970906)
  • XR: Fixed inconsistency between generic and WSA-namespace code paths for whether the select button is pressed. (954940)
  • XR: GrabPass no longer grabs only one eye with Single Pass Rendering Method. (953360)
  • XR: Handle Android density (screen resolution) changes without crashing. (950540)

New in Unity 2017.3.0 (Dec 23, 2017)

  • Fixes:
  • (966036) - Editor: Fixed input field staying highlighted after enter key is pressed.
  • (960531) - Editor: Fixed dragging slider causing creation of too many undo steps.
  • (976076) - Graphics: Fixed crash in Projector:PrepareRenderNode after selecting a gameobject in the hierarchy.
  • (931921) - Package Manager: Fixed an issue where editor was not starting for some users by adding 127.0.0.1 address to the default list of non-proxied address.

New in Unity 2017.2.1 Patch 1 (Dec 21, 2017)

  • Improvements:
  • Video: RGB to YUV conversion that happens during video transcoding and recording is now 2-3 times faster.
  • Fixes:
  • (970718) - AI: Fixed NavMeshAgents swapping to different NavMeshes when they are disabled and re-enabled right on an edge.
  • (971571) - Android: Fixed a rare static splash screen crash.
  • (960595) - Asset Import: Fixed crash when setting the property ModelImporter.clipAnimations, when the clip avatar mask is set to "Create From This Model".
  • (969114 (945000)) - Editor: Fixed being able to start multiple PlayMode and EditMode test runs at the same time from the test runner ui.
  • (969114) - Editor: Fixed bootstrap scene sometiems being left behind if running PlayMode and EditMode tests from script.
  • (975427 (956872)) - Facebook: Fixed unhandled BadImageFormatException for deleted SDK .dll.
  • (961692, 964998) - Graphics: Fixed asserts and potential memory leaks when Skinned Mesh Renderers with the "Update When Offscreen" property enabled are not visible.
  • (968591) - Graphics: Fixed crash during a visibility callback when a GameObject which was not visible is set inactive followed by setting a visible GameObject inactive.
  • (951975) - Graphics: Fixed crash in CommandBuffer.DrawMeshInstanced when called with a null property block.
  • (973686) - Graphics: Fixed crash in Canvas node extraction, usually triggering a crash on save.
  • (930408) - Graphics: Fixed a crash in the job system related to light culling.
  • (841236) - Graphics: Fixed changing the projectors render queue in script not having an effect.
  • (956919 (891894)) - Graphics: Fixed issue where DrawMeshInstanced calls will render with inverse normals if the previous draw call used negative scaling.
  • (922979) - IL2CPP: Fixed issue where android builds would crash on launch with the 4.5 runtime when the byte code stripping option was selected.
  • (954593) - iOS: Fixed videos started with Handheld.PlayFullScreenMovie not resuming after returning to the app in some circumstances.
  • (877423 (972989)) - License: Removed misleading "This should not be called in batch mode" message when returning license.
  • (940084) - License: Fixed issue when cached refresh token & access token expired, command line activation will failed.
  • (960527) (964537) - Particles: Fixed Rate over Distance emission issues.
  • (955697) - Physics: Fixed potential crash in Rigidbody::GetVelocity() when opening certain scenes.
  • (951789) - Physics: Fixed crashes when loading new scene and activating cloth gameobject in coroutine.
  • (948201) - Physics: Fixed issue where Physics Debugger's layer mask does not filter GameObject correctly.
  • (962711) - Scripting: Fixed TypeLoadException for types and array initializers larger than 1 MB.
  • (952631) - Scripting: Fixed DllImport when library name is specified with path.
  • (957072) - Scripting: Improved TypeLoadException messages.
  • (827984) - Scripting: Fixed deadlocks and pauses when using System.Threading.Monitor.
  • (945353) - Scripting: Fixed InternalsVisibleToAttribute.
  • (907918) - Scripting: Fixed URI processing on OSX.
  • (967206) - Scripting: Fixed random crash due to memory corruption on domain reload.
  • (None) - Shaders: Fixed some edge cases where shaders would be compiled using cached include file data which was out of date.
  • (964302) - Terrain: Removed Editor error about non read/write textures.
  • (965091) - Timeline: Fixed preview mode for properties animated by Control Tracks.
  • (967026) - Timeline: Fixed console errors when using Default Playables package.
  • (963979 (976826)) - Video: Fixed videos being transcoded when switching platform even when they are cached in Cache Server.
  • (962118) - Video: Meta files are updated for videos that were transcoded during platform switch resulting in litter for VCS.
  • (None) - Web: Fixed DownloadHandlerFile not truncating file on overwrite.
  • (965165) - Web: UnityWebRequest: improve performance for DownloadHandlerScript.
  • (963947) - Web: Fixed hang when busy waiting on a redirecting request.
  • (968877) - Web: Fixed crash when checking AssetBundle download progress, that gets aborted.
  • (961465) - WebGL: Fixed UnityWebRequest with relative URL when running with custom port.
  • (965094) - WebGL: Fixed crash for relative URL in UnityWebRequest when exceptions are disabled.
  • (None) - Windows: Fixed possible crash in UnityWebRequest on Windows platforms when using UnityWebRequest with custom download handler script.
  • (972924 (950056)) - Windows Standalone: Fixed a regression where a fullscreen application would be restored to the native resolution of the attached display after losing focus. The expected outcome was that it should be restored to the original resolution that it was launched on.
  • (970844) - XR: Fixed inconsistency between generic code path and WSA-namespace-specific path for whether select is pressed.
  • (963315) - XR: Fixed UnityEngine.Experimental.XR.Boundary.TryGetGeometry throwing internal exception always failing.
  • (948931) - XR: Fixed Windows Mixed Reality controllers not being properly detected in Editor Play mode.
  • (883630) - XR: Fixed Oculus not reporting values for XRStats properties.

New in Unity 2017.2.1 (Dec 13, 2017)

  • Improvements:
  • 2D - Exposed methods to set and retrieve Physics Shape from a Sprite.
  • 2D - Improved the name for the packed texture generated by a Sprite Atlas.
  • 2D - Sprites created by importing a texture now have a default Physics Shape generated.
  • Android - Changed "Bundle Identifier" to "Package Name" in associated error messages.
  • Android - Improved error messages from android sdk tools.
  • Android: Proguard is no longer enabled by default for gradle release builds.
  • Android: Release gradle builds now signed with a debug key instead of failing to build.
  • Apple TV - Added support for attitude data coming from new AppleTV remote.
  • Editor - Fix labels for LZ4 compression to be less confusing
  • GI: Various lightmap seam stitching improvements for Progressive Lightmapper.
  • Graphics - Added APIs to retrieve areas safe for UI rendering. Currently supported on iOS and tvOS only.
  • IL2CPP: Improved incremental build performance on OSX.
  • iOS - Added identification enums for iPhone 8, 8+ and X.
  • iOS - Added player setting to specify whether the home button should be hidden on iPhone X.
  • iOS - Added player setting to specify which device edges defer system gestures to the second swipe.
  • iOS - Added support for iPhone X launch images.
  • Linux - Improved native plugin lookup.
  • Playables: Updated Playable.ConnectInput to take take an optional weight parameter.
  • Playables: Updated the Playable API documentation.
  • Scripting: Added command line option "overrideMonoSearchPath" for desktop standalone players (OSX, Windows).
  • Shaders - Concatenated matrix macros (e.g. UNITY_MATRIX_MVP) are now changed to static variables to avoid repeated calculations.
  • tvOS - Implemented support for 4K AppleTV icons and splashscreens.
  • Video - Removed audio glitches that follow seek/underruns in VideoPlayer.
  • XR - Improved performance on Windows Mixed Reality by removing a potential thread stall that would occur whenever beginning a new frame while the previous frame had not completed presenting.
  • XR - Updated Vuforia to version 6.5.23.
  • XR: Added PlayerSettings Get/SetVirtualRealitySupported, Get/SetVirtualRealitySDKs, and GetAvailableVirtualRealitySDKs for aquiring and setting the XR Settings on Virtual Reality Supported toggle and Virtual Reality SDKs list.
  • XR: Enabled single-pass stereo rendering for Windows MR.
  • Fixes:
  • XR: Fixed background rendering in ARCore apps running on Pixel XL no longer appearing stretched.
  • XR: Fixed issues with using values other than 1.0 for eyeTextureResolutionScale on Windows MR.
  • 2D: Fixed crash when Sprite Atlas scale results in a non-power-of-two texture and Crunch Compression is enabled. (960808, 953058)
  • 2D: Fixed ReflectionTypeLoadException from TilePalette when TilePalette is opened with 4.6 .Net and a user assembly cannot be loaded. (952556)
  • 2D: Fixed SetMinMax for Bounds/RectInt.
  • 2D: Fixed SortingGroup not applying sorting changes when child objects are duplicated or added dynamically.
  • 2D: Fixed switching platform and building project without making any changes will not cause Sprite Atlas asset to change. (968721)
  • 2D: Fixed the generation of Sprite Physics Shape for Sprites when the Texture is set to multiple Sprites mode, has no user Sprite Physics Shape set and does not generate a tight mesh for the Sprite.
  • 2D: Fixed tiled sprite renderer crash when a sprite is being packed in a Sprite Atlas which is not included in the build. (960807, 954812)
  • 2D: Fixed Tilemap Move to show correct Move preview. (952529)
  • 2D: Fixed TilemapRenderer showing tiles when Tilemap.ClearAllTiles() is called. (951514)
  • 2D: Fixed updating an active Tilemap palette prefab not exposing it into the SceneView. (947462)
  • AI: Fixed NavMesh.SamplePoint failing for meshes in range when another navmesh was below the point and out of range. (935433)
  • AI: Fixed unwanted gap in the NavMesh produced by a concave edge crossing a tile boundary. (930830)(959526)
  • Android: Disable GPU fences for two Android 6 devices which have been found to have compatibility issues causing performance loss: HTC 10 and LG G5 SE. (924891)
  • Android: Fixed a player crash caused by enabling GPU profiling when the selected graphics API was not OpenGL ES 3. (946913, 944118)
  • Android: Fixed android build failing with target SDKs 21-23. (956658)
  • Android: Fixed android video player playback starting to lag after activating input field. (934841)
  • Android: Fixed android video player stuttering and dropping frames. (931038)
  • Android: Fixed crash on some Adreno devices. (961094)
  • Android: Fixed crash while processing input during destruction. (934782)
  • Android: Fixed loading player data for very specific file sizes/content. (959908)
  • Android: Fixed plugin importer architecture selection. (963291)
  • Android: Fixed project export overwriting res/ directory when exporting to keep local changes to layouts etc. intact.
  • Android: Fixed realtime HDR reflection probes being black on older Android devices. (776875)
  • Android: Fixed setting multiple response headers with same name in UnityWebRequest. (944091)
  • Android: Fixed shader compile error on devices not supporting GL_FRAGMENT_PRECISION_HIGH.(945953)
  • Android: Fixed symbols.zip not including symbols file. (942625)
  • Animation: Fixed an issue where PrepareFrame was called at the wrong moment in the frame. (927919)
  • Animation: Fixed assert in play mode when Culling Type is set to "Based on Renderers". (943954)
  • Animation: Fixed assert when loading AnimationClip asynchronously in AssetBundles. (964932, 943438)
  • Animation: Fixed being unable to set the transition time in Animator.CrossFade(). (941945)
  • Animation: Fixed bool property not properly restored to initial value when exiting animation window. (948768, 947491)
  • Animation: Fixed case where sprite and material reference were not animatable at the same time in the SpriteRenderer. (945292)
  • Animation: Fixed case where transition between animations makes GetIKRotation and GetIKPosition returned incorrect value. (945035)
  • Animation: Fixed CurveField not updating animation curve when reference changes from render to render. (952170)
  • Asset Import: Fixed psd import issue where a psd looked different from a png. (931359, 931267)
  • AssetDatabase: Fixed an issue where AssetDatabase.GetSubFolders() didn't return any results, and updated the manual to reflect that this method only accepts relative paths. (931944)
  • Build Pipeline: Fixed a crash in BuildReporting::BuildReport::BeginBuildStep caused when BuildAssetBundles was being called from an OnPreprocessBuild callback. (941192, 958237)
  • Build: Exceptions in OnPreProcessBuild will now halt the build process correctly. (942296)
  • Collab: Fixed project manifest not being tracked in Collab. (951350)
  • DirectX 12: Fixed a crash when running on Windows 7 machine with first API in the list being DX12 and Graphics Jobs enabled. (964073)
  • DX12: Fixed memory leak when rendering procedurally generated meshes while using the Direct3D12 graphics API in the Windows Standalone build. (956272)
  • Editor: Fixed an issue where lightmaps are generated even though the scene does not contain any baked light contribution. (926559)
  • Editor: Fixed crash when dragging component without managed instance to hierarchy. (950172)
  • Editor: Fixed crash while processing input during destruction. (946958)
  • Editor: Fixed curve WrapModeIcon drawing when the Curve window is embedded into another window. (947024)
  • Editor: Fixed editor restart prompt when selecting the same Active Input Handling option. (968535)
  • Editor: Fixed importing a cubemap with invalid metafile crashing. (905397, 918819)
  • Editor: Fixed incorrect framing of GameObject hierarchies in Scene View. (957525)
  • Editor: Fixed incorrect tool placement when pivot mode was set to Center. (962721)
  • Editor: Fixed incorrect wrap icon button in particle curve editor window. (947024)
  • Editor: Fixed issue where performing a drag and drop operation to a GameObject that is being edited in the Preview window of Timeline would apply changes to its associated Prefab that cannot be reverted. (961428, 925381)
  • Editor: Fixed player settings not using the default icon if non are specified. (953161)
  • Editor: Fixed Plugin Inspector showing only one option in Framework Dependencies when switching to iOS platform and .NET 4.6. (948326, 930624)
  • Editor: Fix random hangs during Editor startup. (945607)
  • Editor: Fixed Scene view picking sometimes not selecting the topmost object. (943051)
  • Editor: Fixed SceneView bounds calculations not taking multiple colliders and renderers into account when calculating the framing and centre - point. (953301)
  • Editor: Reduced size of LightingDataAsset when baking light probes with multiple scenes loaded. (913869)
  • GI: Fix a crash in ApplyMaterialPassWithCache when generating lighting and Lightmap Static option is enabled. (946517)
  • GI: Fixed 'Show Lightmap Resolution' checkbox not working. (956577)
  • GI: Fixed crash when deleting Speedtree asset files from project folder when in use by prefab.
  • GI: Fixed Enlighten not generating lightmaps for meshes imported without UVs and with Generate Lightmap UVs option enabled. (854349)
  • GI: Fixed MaterialPropertyBlock values for Meta pass when using on terrain mesh with Realtime GI. (935149)
  • GI: Fixed navigating in scene view restarting baking when trees are painted on terrain. (955739, 955667)
  • GI: Fixed shadows when shadow prepare job is not run. (930221)
  • GI: Fixed terrain artifacts caused by Enlighten terrain mesh triangulation being different from the original mesh triangulation. (754298)
  • GI: Fixed terrain trees do not casting shadows into baked lightmaps. (685764)
  • GI: Fixed the UI in inspector not correctly showing light mode when multiple lights are selected. (851817, 929875)
  • Graphics: Added error message for graphics APIs that do not support texture wrap mode "mirror once" (Android Vulkan, Android GLES3 and WebGL). (912323)
  • Graphics: Emit error messages instead of assert when the screen position is out of view frustum.(947342)
  • Graphics: Fix Vulkan validation layer errors (on Windows) when switching to fullscreen. (941149)
  • Graphics: Fix Vulkan validation layer errors associated with image barriers.
  • Graphics: Fixed a crash in 'RenderTexture::DiscardContents' when opening the scene. (935328)
  • Graphics: Fixed an issue where an off-screen SkinnedMeshRenderer with 'update when off-screen' enabled was not being skinned. (939897)
  • Graphics: Fixed asserts when animations disable newly visible renderers. (950215)
  • Graphics: Fixed atlased ETC1 textures with split alpha rendering in editor outside of play mode. (942923)
  • Graphics: Fixed batching with unused stencil bit in G-Buffer pass. (962696)
  • Graphics: Fixed crash when certain variables of CustomRenderTexture are used in script. (942563)
  • Graphics: Fixed crash when creating sprite with unsupported texture format. (944413)
  • Graphics: Fixed culling of projectors not matching Editor scene cameras. (954828)
  • Graphics: Fixed D3D11 driver assert message and potential crash "Invalid mask passed to GetVertexDeclaration() when using post-effect". (932940)
  • Graphics: Fixed exception being thrown when the backgroung color of a Reflection Probe is changed. (939947)
  • Graphics: Fixed GL_INVALID_ENUM error with OpenGL ES when using point primitives.
  • Graphics: Fixed incorrect calculation of the Umbra occlusion culling near plane from the camera settings. (840098)
  • Graphics: Fixed incorrect definition of _ShadowCoord in AutoLight.cginc leading to unexpected compilation errors or extra useless interpolator. (924464)
  • Graphics: Fixed issue where some user shader keywords were handled incorrectly leading to compilation errors when building for standalone. (944334)
  • Graphics: Fixed not being able to set any Mesh on a Skinned Mesh Renderer. (946068)
  • Graphics: Fixed object with "Dynamic Occludee" property being disabled rendering in Preview window when selecting a different object. (944223)
  • Graphics: Fixed potential hang with DirectX11 or DirectX12 when using different sized render targets and multiple cameras. (950907)
  • Graphics: Fixed project build errors when Reflection Probes Projection setting in Tier1(Graphics Settings) is unchecked. (925552)
  • Graphics: Fixed specific case where not all requested shader variants ending up in an asset bundle. (948053)
  • Graphics: Fixed Tree shadows being culled when zoomed in on Occlusion Visualization mode. (941334)
  • Graphics: Fixed updating of bounding boxes for SkinnedMeshRenderers with 'Update When Offscreen' set. (935463)
  • Graphics: MeshRenderers with disabled "Dynamic Occluded" property were not being frustum culled. (956877)
  • IL2CPP: Added support in IL2CPP for Module.ScopeName property, which is used by Assembly.GetModule() to find a module in an assembly by name. (947807)
  • IL2CPP: Fixed an exception that would occur during conversion when processing an exception filter that calls a method. (944157)
  • IL2CPP: Fixed ArgumentException when accessing Socket.LocalEndPoint. (943671)
  • IL2CPP: Fixed calling DateTime.Parse() in IL2CPP builds for UWP throwing IndexOutOfRangeException. (948887)
  • IL2CPP: Fixed calling native ICommand interface methods on managed and native objects.
  • IL2CPP: Fixed calling System.Collections.Generic.IList`1 methods on managed and native objects.
  • IL2CPP: Fixed crash in thread pool during shutdown. (966623)
  • IL2CPP: Fixed crash when calling Socket.GetSocketOption using latest scripting runtime. (952043)
  • IL2CPP: Fixed marshaling System.DateTimeOffset to Windows.Foundation.DateTime when passing it to Windows Runtime APIs. (950465)
  • IL2CPP: Fixed SetSocketOption not working properly for add membership and remove membership with IPv6. (944939)
  • IL2CPP: Fixed stack overflow from occurring in Unity liveness logic (asset GC). (935563)
  • IL2CPP: Fixed unimplemented COM related internal calls in System.Runtime.InteropServices.Marshal class. (930386)
  • IL2CPP: Implemented a previously unimplemented internal call method to support System.Environment.HashShutDownStarted property. (947420)
  • IL2CPP: Improved stack traces for NullReferenceException cases on iOS when Xcode 8.3.1 or later is used with release builds. (950637)
  • IL2CPP: Prevented an intermittent crash in the GC for on PS4. (955991)
  • iOS: Fixed an issue where the development team ID was not written to the Xcode project in manual signing mode. (966830)
  • iOS: Fixed crash in Handheld.PlayFullScreenMovie when playback ends. (949361)
  • iOS: Fixed screen not always automatically rotating correctly after disabling and enabling auto-rotation. (942401)
  • iOS: Fixed support for fonts of Tibetan, Armenian, Braille, Georgian and Thai languages in iOS 10 and iOS 11. (951089, 949036)
  • iOS: Fixed support of wide colors on new devices. (955685)
  • iOS: Fixed SystemInfo.supportedRenderTargetCount not correctly returning 8 for devices that support it. (949032)
  • iOS: Fixed the Screen.dpi() method in the Trampoline code not returning the correct number of DPI in iPhone 8, iPhone 8+ and iPhone X. (962793, 960914)
  • Lighting: Fixed asset bundles not working correctly with global illumination data. (924597)
  • Lighting: Fixed issue where Progressive Lightmapper was not transmitting indirect rays through translucent objects. (887019)
  • Lighting: Fixed maximum lightmap import size. (847499)
  • Multiplayer: Fixed reliable message being delivered twice.
  • OSX: Fixed Editor crash when using GLCore on High Sierra with Intel 6xxx series GPU. (963865)
  • OSX: Fixed High Sierra OS freeze while using Local Cache Server. (954747)
  • OSX: Fixed incorrect mouse position when running in full screen and non-native aspect ratio. (944450) (964731)
  • OSX: Metal: Fix hang when using MSAA on OSX 10.11 on Nvidia GPUs. (963059)
  • Package Manager: Fixed creation of empty folder named 'etc'.
  • Package Manager: Fixed error/crash if there is a comma symbol in the project name. (957436)
  • Package Manager: Fixed initialisation failure when host file is missing or empty. (957000)
  • Particles: Fixed Birth SubEmitter not always firing when using random between two constants lifetime. (941076)
  • Particles: Fixed burst curves on new particle systems not being initialized. (956592)
  • Particles: Fixed issue with incorrect bounds calculation causing incorrect culling in rare cases. (956753)
  • Particles: Fixed scripted emission emitting particles in the wrong direction, if transform was moving/rotating. (957633)
  • Physics: Ensure that we correctly match enter/exit collision/trigger callbacks when a single simulation step causes a contact to stop then start again. (932044)
  • Physics: Ensured that 'Collision2D.GetContacts()' returns a single contact when passing a single element array. (967740)
  • Physics: Ensured that loading a scene with a Rigidbody2D with simulation off allows interpolation when simulation is subsequently turned on. (965605)
  • Physics: Ensured that manual transform sync correctly updates the Rigidbody2D pose correctly. (963200)
  • Physics: Fixed cloth pointer not being set to null to null in SkinnedMeshRenderer when deactivating causing attempted use of deallocated object. (946356)
  • Physics: Fixed Collider2D crashing when disabled by an animation. (957044)
  • Physics: Fixed Collider2D material changes not being propagated to existing contacts. (953653)
  • Physics: Fixed colliders missing pose updates when they were inactive during the scene load. (945332)
  • Physics: Fixed physics settings being always marked as dirty on the editor start, even when nothing was changed. (948866)
  • Physics: Fixed PlatformEffector2D not ignoring contacts involving trigger colliders. (950833)
  • Physics: Fixed previously ignored collision not being ignored when recreating 2D physics contacts. (960530)
  • Physics: Fixed RigidBody2Ds being woken when set to "StartAsleep" sleep mode. (941024)
  • Physics: Fixes GameObject which has a disabled cloth component not following parent's transform. (946307)
  • Playables: Fixed crash when setting an invalid source playable. (956316)
  • Plugins: Fixed warning messages about Audio spatializers in logs for applications that were not using spatializers. (869346, 835980)
  • Prefabs: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties. (960775)
  • Scripting: Fixed alignment of 64-bit types on iOS. (949127)
  • Scripting: Fixed Awake containing the wrong transform values when instantiated. (953068)
  • Scripting: Fixed crash if delegate is created on un-inflated generic type. (763091)
  • Scripting: Fixed crash in debugger when trying to stop while a single step operation is in progress. (951901)
  • Scripting: Fixed crash on OSX when socket error ENXIO is encountered. (944464)
  • Scripting: Fixed crash when closing Windows Standalone player with Alt-F4 using latest scripting runtime. (952292)
  • Scripting: Fixed crash when struct has array field of same type. (807575)
  • Scripting: Fixed startup-crash on macOS 10.13 when using multiple monitors. (958250, 955089)
  • Scripting: Fixed XMM registers being trampled in 64-bit mode. (952069)
  • Shaders: Disable instancing support when performing surface shader analysis. (935126l, 941827)
  • Shaders: Fixed HLSLcc shader conversion not handling F32TO16 and F16TO32 opcodes.
  • Shaders: Fixed importing a shader include file only clearing the include cache on a single shader compiler process leaving all the other processes with outdated include files in the cache.
  • Shaders: Fixed incorrect translation of shaders using resinfo with mask operators. (943340)
  • Shaders: Fixed incorrect translation to GLSL of compute shaders using bfi instructions with mask operators. (927339)
  • Shaders: Fixed shadow precision for mobile platforms. (951875, 899729)
  • Terrain: Fixed crash when loading a non read/write enabled texture from an asset bundle. Texture will not be shown unless it is marked as read/write. (951780)
  • Timeline: Fixed crash when deleting animation track which has a binding attached to an ActivationTrack. (956129)
  • Timeline: Fixed timeline window having a white background when running on .NET 4.6 depending on the set system language. (960039, 938534)
  • tvOS: Fixed icon asset catalog setup when certain multi-layer icons are missing. (959867)
  • UI: Fixed many bugs/performance problems caused by driven properties in uGUI by reverting to the 2017.1 driven property system.
  • UI: Fixed RectMask2D not masking when it's child has a child with Mask and Image components inside the RectMask2d area. (969932)
  • UI: Fixed 'd3d11: failed to create buffer' error in CanvasRenderer. (953270)
  • UWP: Fix building VS project after manually switching it to Windows SDK 15063 on .NET scripting backend. (940555)
  • UWP: Fixed "Run in Background" player setting not causing player to ignore minimize events. (759166)
  • UWP: Fixed an assert when trying to access missing material properties on debug builds. (945336)
  • UWP: Fixed issue where ComputeBuffer.SetData() and ComputeBuffer.GetData() returned empty result when running on .NET scripting backend and the array types weren't referenced from any parameters. (951036)
  • UWP: Fixed Reference Rewriter complaining about missing operators == and != on System.Type on .NET scripting backend. (955651)
  • UWP: Fixed StateMachineBehaviour not working on private fields before loading any scenes on .NET scripting backend. (937501)
  • UWP: Fixed Unity not referencing facade class libraries when targeting UWP and using IL2CPP with .NET 4.6 API Compatibility level. (949209)
  • Video: Fixed clip from asset bundle not played. (964652)
  • Video: Fixed crash in VideoPlayer when stopping and callbacks were pending.
  • Video: Fixed crashing RemoteWebCamTexture (when using the Unity Remote helper app) when marked DontDestroy. (973008)
  • Video: Fixed editor crash when previewing/playing video on older OSX version. (973005)
  • Video: Fixed erroneous stride crash on Windows. (966690)
  • Video: Fixed inspector preview not cropping title. (969299) (937173)
  • Video: Fixed muting game view does not mute video audio. (969297)
  • Video: Fixed video decoding errors due to bad file I/O for high res/bitrate video. (962204)
  • Video: Fixed video not playing in build when building for another platform. (969298)
  • Video: Fixed Video Player component rendering video with artifacts on OSX. (973009)
  • Video: Fixed VideoPlayer CameraNear/FarPlane RenderModes when used in conjunction with VR.
  • VR: Fixed incorrect stereo eye offsets in Windows Mixed Reality.
  • Web: Fixed POST key/value dictionary containing very long values in UnityWebRequest. (946124)
  • Web: Fixed WWW.responseHeaders returning null. (949038)
  • WebGL - Fixed missing logo/progress bar during loading screen. (900105)
  • WebGL: Fixed divide by zero when AudioSource.pitch is zero. (946393)
  • WebGL: Fixed missing slash in WebRequest formatted blob url when using https. (940942)
  • WebGL: Fixed MS Edge detection. (943241)
  • WebGL: Fixed Timeline crash on missing DSPConnection::setMix(). (949858)
  • Windows: Fixed DictationRecognizer asserting when stopping or starting the speech recognition twice in a row. (918146)
  • Windows: Fixed loading animation on cursor continuing to play after the game is loaded. (860330)
  • Windows: Fixed ProcessMouseInWindow causing CPU spikes up to 4ms on Standalone builds. (931829)
  • Windows: Fixed Windows touch input events being out of sync from positioning events. (899209)
  • WWW: Fixed reading of local files not working in UWP with UnityWebRequest. (910488)
  • WWW: Fixed WWW class regressions related to throwing NullReferenceException (949418)
  • XR: Added back Stereo Display (non head-mounted).
  • XR: Camera transform changes during and after tracking loss now mimics other platforms' behavior. (949193)
  • XR: Eliminated errors and warnings showing per frame in console during Holographic Emulation. (943109)
  • XR: Fix Podfile version to reflect correct version. (962253)
  • XR: Fixed a performance regression on Microsoft HoloLens. (959749)
  • XR: Fixed a rendering issue on Windows Mixed Reality when using multiple cameras with different depth ranges. (927404, 953255)
  • XR: Fixed an issue with blitting between VR and non-VR render textures.
  • XR: Fixed Assert when playing Mixed Reality applications in Editor without Mixed Reality Portal running. (950519)
  • XR: Fixed black screen on startup on Cardboard when GLES2 or GLES3 is used. (931397)
  • XR: Fixed camera aspect ratio not being preserved when switching from VR to non-VR. (892084)
  • XR: Fixed crash in Editor when toggling play mode aftering blooming to shell on Windows Mixed Reality. (948814)
  • XR: Fixed Daydream applications hanging before quiting to Android home when calling Application.Quit. (966173)
  • XR: Fixed forcing LandscapeLeft default Orientation on all mobile VR applications.
  • XR: Fixed Holographic Simulation not working in Editor. (952039)
  • XR: Fixed incorrect culling when using multiple cameras with Windows Mixed Reality. (927404)
  • XR: Fixed issue with "Unsupported texture format .." warnings appearing when XR is enabled. (956693)
  • XR: Fixed issue with being able to set tracking space type to Stationary. (946714)
  • XR: Fixed landscape left being forced when landscape right is disabled. (946829)
  • XR: Fixed stereo separation regression on Oculus HMDs.
  • XR: Fixed stretched background image for ARCore apps running on Samsung S8.
  • XR: Fixed Windows Mixed Reality applications not reporting an updated boundary if it has been reconfigured while the app was running.
  • XR: Fixed Windows Mixed Reality apps rendering with incorrect eye offsets. (963878)
  • XR: Fixed Windows Mixed Reality XAML apps launching to a black screen. (954629)
  • XR: Fixed Windows Mixed Reality XAML apps not able to get back to exclusive mode after blooming to the shell. (953314)
  • XR: Fixed Windows Mixed Reality XAML apps not rendering on desktop. (922492)
  • XR: InputTracking.Recenter is now hooked up properly on Windows Mixed Reality. (909869)
  • XR: Removed some unnecessary graphics API state resets.
  • XR: Tracking loss screen no longer appears on WindowsMR headsets, now mimics the behavior of other platforms during tracking loss. (942154)
  • XR: Tracking space type now falls back to Stationary when boundary hasn't been configured. (945163)
  • XR: Updated the code to invalidate the eye texture's depth and stencil in one call.
  • XR: Updated messaging in XR Settings for Android applications attempting to use Daydream and Oculus.

New in Unity 2017.3.0f2 RC 2 (Dec 8, 2017)

  • Known Issues in 2017.3.0f2:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets. As a workaround, you can use a custom file extension for the files you want uncompressed. Specify this extension in a custom Gradle mainTemplate under "noCompress". You should also remove "STREAMING_ASSETS" from the template to avoid hitting the file limit. (962451)
  • Editor: MonoDevelop might get corrupted on macOS. Workaround is to rename MonoDevelop.app to something else like MonoDevelop2.app and then back to MonoDevelop.app again. This will make MonoDevelop work again. (969131)
  • Universal Windows Platform: [WSA]Unity throws a System.IO.DirectoryNotFoundException error when exporting to the WSA player (UWP/.NET Backend) with a Project folder that has a long path. (959984)
  • XR: [Android] Unity throws an exception while initializing GoogleVR from the Unity library using the Gradle build system. (946104)
  • Known Issues - won't be fixed in 2017.3.0:
  • Editor: Unity does not create the Transform hierarchy on an an async-loaded GameObject if it accesses the GameObject before the async load is complete. (860938)
  • Editor: Use of "external script editor" in editor preferences doesn't work with some editors. Workaround is to use "open by file extension". (974296)
  • Scripting: Instantiating a prefab crashes the Editor if you create a list with type ResourceRequest after a while loop. (908339)
  • Substance: Animated Procedural Textures break async level loading. (959858)
  • Improvements:
  • Graphics: Fixed Occlusion culling regression that was causing objects to be incorrectly culled. (972075)
  • XR: Updated Vuforia to version 7.0.36
  • API Changes:
  • XR: Added 'PlayerSettings.VROculus.sharedDepthBuffer' and 'PlayerSettings.VROculus.dashSupport' for aquiring and setting the Oculus properties in the XR Settings.
  • Fixes:
  • Graphics: Fixed changing the projectors render queue in script not having an effect. (841236, 974526)
  • OSX: Fixed new instance of MonoDevelop opening every time a script is opened (964078)
  • UI: Fixed crash in Canvas::CaptureBatchFrame caused by array out of bounds. (965672)
  • UI: Fixing issue with selection bounds not calculating the whole child hierarchy bounds for RectTransforms (971895)
  • Universal Windows Platform: Fixed debugging scripts on .NET scripting backend (934783, 949806)
  • Universal Windows Platform: Fixed NavMeshObstacles being ignored on 64-bit master builds (955086)
  • Universal Windows Platform: Fixed NotSupportedException being thrown on UWP builds with .NET scripting backend enabled when using Timeline (966790)
  • Universal Windows Platform: Fixed project generation when project name has "&" or "'" characters in it (959804)
  • Windows: Fixed executable not having Unity version info (964052)
  • Windows: Fixed game window not getting minimized when using exclusive fullscreen mode on Windows key press (953086)

New in Unity 2017.2.0 Patch 4 (Dec 4, 2017)

  • Improvements:
  • Scripting: Added command line option "overrideMonoSearchPath" for desktop standalone players (OSX, Windows).
  • XR: Added PlayerSettings Get/SetVirtualRealitySupported, Get/SetVirtualRealitySDKs, and GetAvailableVirtualRealitySDKs for aquiring and setting the XR Settings on Virtual Reality Supported toggle and Virtual Reality SDKs list.
  • XR: Enabled single-pass stereo rendering for Windows MR.
  • Fixes:
  • (968721) - 2D: Fixed switching platform and building project without making any changes will not cause Sprite Atlas asset to change.
  • (961094) - Android: Fixed crash on some Adreno devices.
  • (963291) - Android: Fixed plugin importer architecture selection.
  • (959908) - Android: Fixed loading player data for very specific file sizes/content.
  • (964073 - DirectX 12: Fixed a crash when running on Windows 7 machine with first API in the list being DX12 and Graphics Jobs enabled.
  • (947024) - Editor: Fixed incorrect wrap icon button in particle curve editor window.
  • (953161) - Editor: Fixed player settings not using the default icon if non are specified.
  • (962721) - Editor: Fixed incorrect tool placement when pivot mode was set to Center.
  • (968535) - Editor: Fixed editor restart prompt when selecting the same Active Input Handling option.
  • (956577) - GI: Fixed 'Show Lightmap Resolution' checkbox not working.
  • (962696) - Graphics: Fixed batching with unused stencil bit in G-Buffer pass.
  • (None) - Multiplayer: Fixed reliable message being delivered twice.
  • (964731) - OSX: Fixed incorrect mouse position when running in full screen and non-native aspect ratio.
  • (944450) - Package Manager: Fixed initialisation failure when host file is missing or empty.
  • (957000) - Package Manager: Fixed creation of empty folder named 'etc'.
  • (957436) - Package Manager: Fixed error/crash if there is a comma symbol in the project name.
  • (965605) - Physics: Ensured that loading a scene with a Rigidbody2D with simulation off allows interpolation when simulation is subsequently turned on.
  • (963200) - Physics: Ensured that manual transform sync correctly updates the Rigidbody2D pose correctly.
  • (967740) - Physics: Ensured that 'Collision2D.GetContacts()' returns a single contact when passing a single element array.
  • (956316) - Playables: Fixed crash when setting an invalid source playable.
  • (969932) - UI: Fixed RectMask2D not masking when it's child has a child with Mask and Image components inside the RectMask2d area.
  • (964652) - Video: Fixed clip from asset bundle not played.
  • (969297) - Video: Fixed muting game view does not mute video audio.
  • (969298) - Video: Fixed video not playing in build when building for another platform.
  • (969299) (937173) - Video: Fixed inspector preview not cropping title.
  • (966690) - Video: Fixed erroneous stride crash on Windows.
  • (973008) - Video: Fixed crashing RemoteWebCamTexture (when using the Unity Remote helper app) when marked DontDestroy.
  • (973005) - Video: Fixed editor crash when previewing/playing video on older OSX version.
  • (962204) - Video: Fixed video decoding errors due to bad file I/O for high res/bitrate video.
  • (973009) - Video: Fixed Video Player component rendering video with artifacts on OSX.
  • (900105) - WebGL - Fixed missing logo/progress bar during loading screen.
  • (966173) - XR: Fixed Daydream applications hanging before quiting to Android home when calling Application.Quit.
  • (None) - XR: Fixed forcing LandscapeLeft default Orientation on all mobile VR applications.
  • (953314) - XR: Fixed Windows Mixed Reality XAML apps not able to get back to exclusive mode after blooming to the shell.
  • (954629) - XR: Fixed Windows Mixed Reality XAML apps launching to a black screen.
  • (922492) - XR: Fixed Windows Mixed Reality XAML apps not rendering on desktop.
  • (963878) - XR: Fixed Windows Mixed Reality apps rendering with incorrect eye offsets.

New in Unity 2017.3.0f1 Beta (Dec 2, 2017)

  • Known Issues in 2017.3.0f1:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets. As a workaround, you can use a custom file extension for the files you want uncompressed. Specify this extension in a custom Gradle mainTemplate under "noCompress". You should also remove "STREAMING_ASSETS" from the template to avoid hitting the file limit. (962451)
  • Universal Windows Platform: [WSA]Unity throws a System.IO.DirectoryNotFoundException error when exporting to the WSA player (UWP/.NET Backend) with a Project folder that has a long path. (959984)
  • XR: [Android] Unity throws an exception while initializing GoogleVR from the Unity library using the Gradle build system. (946104)
  • Known Issues - won't be fixed in 2017.3.0:
  • Editor: Unity does not create the Transform hierarchy on an an async-loaded GameObject if it accesses the GameObject before the async load is complete. (860938)
  • Editor: Use of "external script editor" in editor preferences doesn't work with some editors. Workaround is to use "open by file extension". (974296)
  • Scripting: Instantiating a prefab crashes the Editor if you create a list with type ResourceRequest after a while loop. (908339)
  • Substance: Animated Procedural Textures break async level loading. (959858)
  • Fixes:
  • Editor: Fixed incorrect tool placement when pivot mode was set to Center (962721)
  • Scripting Upgrade: Fix failure to resolve system types when building .Net player when user code, guarded by '#if NET_CORE' used obsolete APIs. (946498)
  • Testing: Test runner can now launch tests on iOS/tvOS and get results back (943302)
  • UI: Adding delay to updating the rect when in on Enable to prevent prefab modification.empty assert (713684)
  • UI: Fixing circular refernce with slider trying to drive itself. You can no longer assign the sliders transform to the rect fields (957602)
  • UI: Fixing Freeze/crash when creating & destroying a lot of GUI canvases/elements (959492)
  • UI: Fixing issue with not sending the rect changed when parenting changes. (962072)
  • WebGL: Fix missing progress bar and logo during loading screen (900105)

New in Unity 2017.3.0b11 Beta (Nov 28, 2017)

  • Known Issues in 2017.3.0b11:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets. As a workaround, you can use a custom file extension for the files you want uncompressed. Specify this extension in a custom Gradle mainTemplate under "noCompress". You should also remove "STREAMING_ASSETS" from the template to avoid hitting the file limit. (962451)
  • Facebook: Facebook Platform support throws BadImageFormatException error and prevents building. (956872)
  • Universal Windows Platform: [WSA]Unity throws a System.IO.DirectoryNotFoundException error when exporting to the WSA player (UWP/.NET Backend) with a Project folder that has a long path. (959984)
  • XR: Editor crashes when it enters Play Mode if XR is enabled for Windows Store Apps (WSA) but there is no head-mounted display connected. (955908)
  • XR: [Android] Unity throws an exception while initializing GoogleVR from the Unity library using the Gradle build system. (946104)
  • Known Issues - won't be fixed in 2017.3.0:
  • Editor: Unity does not create the Transform hierarchy on an an async-loaded GameObject if it accesses the GameObject before the async load is complete. (860938)
  • Scripting: Instantiating a prefab crashes the Editor if you create a list with type ResourceRequest after a while loop. (908339)
  • Substance: Animated Procedural Textures break async level loading. (959858)
  • Changes:
  • Substance: Deprecated built-in support for Substance Designer materials. This support will be removed in 2018.1. To continue using Substance Designer materials in Unity 2018.1, you need to install a suitable third-party external importer from the Asset Store.
  • UI: Unity no longer resets the LookDev camera when you create a new Scene. (938493)
  • XR: Removed padding on double-wide texture used with Single Pass.
  • Improvements:
  • 2D: If you use Shift-Click to do picking for Tile Palette, Unity now switches back to the original tool after picking is done.
  • 2D: Unity now displays a confirmation dialog box when you create new Tile Assets that overwrite existing Tile Assets.
  • 2D: Unity now saves changes to the Tile Palette when you stop editing the Tile Palette, or when you save the project.
  • XR: Added XRSettings.useOcclusionMesh to allow for disabling the occlusion Mesh.
  • XR: Updated Vuforia to version 7.0.34.
  • Fixes:
  • Asset Import: Fixed crash when reparenting imported root in OnPostprocessModel (943075)
  • Editor: Fixed crash on Mac on window close after upding drag and drop for interacting with object picker (939211)
  • Package Manager: Fixed failure to connect to Package Manager server when host file is empty or missing (944450)
  • Package Manager: Package Manager would fail to initialize if project folder contained a comma character (957436)
  • UI: Added option to use legacy font calculation (943141)
  • UI: Fixing error with potential maximum underflowing the counts causing a very large gfx buffer trying to be created which isn't possible (953270)
  • UI: Fixing issue with assert about the width, when reparenting.
  • UI: Fixing issue with CanvasRenderer sending to many updates when reparenting happens (959254)
  • UI: Fixing issue with ETC1 no longer clearing associatedAlphaSplitTexture causing ETC1 material to be used when it shouldn't (926901)
  • UI: Fixing issue with masking setting a keyword to false when it needs to be true (958177)
  • UI: Fixing issue with scale x, y = 0 not working as hit area
  • UI: Fixing issue with UI profiler memory leak caused by not releasing all stored data. (955744)
  • UI: Force ReapplyDrivenProperties when a RectTransform is awaking from load. (943817)
  • UI: Limit size of text sent text generator to avoid it throwing an error (948059)
  • UI: Reverting change to driven property system used by the UI.
  • UI: updated Image editor warning message to match import settings.
  • WebGL: Fixed browser caching of data.unityweb files when Data Caching is enabled in Player Settings. (937594)

New in Unity 2017.2.0 Patch 3 (Nov 28, 2017)

  • Improvements:
  • Android: Proguard is no longer enabled by default for gradle release builds.
  • Android: Release gradle builds now signed with a debug key instead of failing to build.
  • GI: Various lightmap seam stitching improvements for Progressive Lightmapper.
  • IL2CPP: Improved incremental build performance on OSX.
  • Playables: Updated the Playable API documentation.
  • Playables: Updated Playable.ConnectInput to take take an optional weight parameter.
  • Fixes:
  • (934841) - Android: Fixed android video player playback starting to lag after activating input field.
  • (931038) - Android: Fixed android video player stuttering and dropping frames.
  • (942625) - Android: Fixed symbols.zip not including symbols file.
  • (951350) - Collab: Fixed project manifest not being tracked in Collab.
  • (957525) - Editor: Fixed incorrect framing of GameObject hierarchies in Scene View.
  • (953301) - Editor: Fixed SceneView bounds calculations not taking multiple colliders and renderers into account when calculating the framing and centre - point.
  • (947024) - Editor: Fixed curve WrapModeIcon drawing when the Curve window is embedded into another window.
  • (943051) - Editor: Fixed Scene view picking sometimes not selecting the topmost object.
  • (961428 925381) - Editor: Fixed issue where performing a drag and drop operation to a GameObject that is being edited in the Preview window of Timeline would apply changes to its associated Prefab that cannot be reverted.
  • (935149) - GI: Fixed MaterialPropertyBlock values for Meta pass when using on terrain mesh with Realtime GI.
  • (929875) - GI: Fixed the UI in inspector not correctly showing light mode when multiple lights are selected.
  • (851817) - GI: Fixed crash when deleting Speedtree asset files from project folder when in use by prefab.
  • (930221) - GI: Fixed shadows when shadow prepare job is not run.
  • (950907) - Graphics: Fixed potential hang with DirectX11 or DirectX12 when using different sized render targets and multiple cameras.
  • (954828) - Graphics: Fixed culling of projectors not matching Editor scene cameras..
  • (840098) - Graphics: Fixed incorrect calculation of the Umbra occlusion culling near plane from the camera settings.
  • (956877) - Graphics: MeshRenderers with disabled "Dynamic Occluded" property were not being frustum culled.
  • (952043) - IL2CPP: Fixed crash when calling Socket.GetSocketOption using latest scripting runtime.
  • (943671) - IL2CPP: Fixed ArgumentException when accessing Socket.LocalEndPoint.
  • (966623) - IL2CPP: Fixed crash in thread pool during shutdown.
  • (966830) - iOS: Fixed an issue where the development team ID was not written to the Xcode project in manual signing mode.
  • (962793 960914) - iOS: Fixed the Screen.dpi() method in the Trampoline code not returning the correct number of DPI in iPhone 8, iPhone 8+ and iPhone X.
  • (963865) - OSX: Fixed Editor crash when using GLCore on High Sierra with Intel 6xxx series GPU.
  • (957044) - Physics: Fixed Collider2D crashing when disabled by an animation.
  • (960530) - Physics: Fixed previously ignored collision not being ignored when recreating 2D physics contacts.
  • (960775) - Prefabs: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties.
  • (None) - Shaders: Fixed importing a shader include file only clearing the include cache on a single shader compiler process leaving all the other processes with outdated include files in the cache.
  • (944334) - Graphics: Fixed issue where some user shader keywords were handled incorrectly leading to compilation errors when building for standalone.
  • (951036) - UWP: Fixed issue where ComputeBuffer.SetData() and ComputeBuffer.GetData() returned empty result when running on .NET scripting backend and the array types weren't referenced from any parameters.
  • (None) - Video: Fixed crash in VideoPlayer when stopping and callbacks were pending.
  • (None) - VR: Fixed incorrect stereo eye offsets in Windows Mixed Reality.
  • (910488) - WWW: Fixed reading of local files not working in UWP with UnityWebRequest.
  • (949418) - WWW: Fixed WWW class regressions related to throwing NullReferenceException
  • (None) - XR: Fixed Windows Mixed Reality applications not reporting an updated boundary if it has been reconfigured while the app was running.
  • Known Issues:
  • (971024) - Editor: Focusing on Canvas focuses on child object when pivot is in center mode.
  • (971895) - Editor: Center pivot point of UI objects is not consistent.

New in Unity 2017.3.0b10 Beta (Nov 20, 2017)

  • Known Issues in 2017.3.0b10:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets. Can be workarounded by using a custom file extension for the files you want uncompressed. This extension should be specified in a custom gradle mainTemplate under "noCompress". You should also remove "STREAMING_ASSETS" from the template to avoid hitting the file limit. (962451)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete (860938)
  • Editor: Unity doesn't start when blocked by firewall or when internet connection is poor (937499)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Facebook: Facebook Platform support throws BadImageFormatException error and prevents building (956872)
  • SceneManager: "corrupted scene: Failed to unload 'ProjectSettings/UnityAdsSettings.asset" error in console (826788)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Scripting: Unity extensions are not yet initialized assertions at project opening (923633)
  • Universal Windows Platform: [WSA] System.IO.DirectoryNotFoundException when exporting to WSA player (UWP/.NET Backend) with long project folder (959984)
  • XR: Editor crashes when entering play mode without HMD connected and XR enabled for WSA (955908)
  • XR: [Android] Exception while initializing GoogleVR from Unity library using Gradle build system (Release build) (946104)
  • Features:
  • XR: Added a new option under the Windows MR player settings called "Enable Depth Buffer Sharing". Enabling depth buffer sharing will allow the OS to better stabilize images without the need to manually set the focus plane. The following URL contains information about the benefits of image stabilization. https://developer.microsoft.com/en-us/windows/mixed-reality/hologram_stability
  • API Changes:
  • XR: Added PlayerSettings Get/SetVirtualRealitySupported, Get/SetVirtualRealitySDKs, and GetAvailableVirtualRealitySDKs for aquiring and settings the XR Settings Virtual Reality Supported toggle and Virtual Reality SDKs list.

New in Unity 2017.2.0 Patch 2 (Nov 15, 2017)

  • Improvements:
  • 2D - Improved the name for the packed texture generated by a Sprite Atlas.
  • Android - Changed "Bundle Identifier" to "Package Name" in associated error messages.
  • Android - Improved error messages from android sdk tools.
  • Apple TV - Added support for attitude data coming from new AppleTV remote.
  • Editor - Fix labels for LZ4 compression to be less confusing
  • iOS - Added player setting to specify which device edges defer system gestures to the second swipe.
  • iOS - Added player setting to specify whether the home button should be hidden on iPhone X.
  • iOS - Added support for iPhone X launch images.
  • Linux - Improved native plugin lookup.
  • Video - Removed audio glitches that follow seek/underruns in VideoPlayer.
  • XR - Updated Vuforia to version 6.5.23.
  • Fixes:
  • (None) - 2D: Fixed the generation of Sprite Physics Shape for Sprites when the Texture is set to multiple Sprites mode, has no user Sprite Physics Shape set and does not generate a tight mesh for the Sprite.
  • (None) 2D: Fixed SortingGroup not applying sorting changes when child objects are duplicated or added dynamically.
  • (960807) 954812) - 2D: Fixed tiled sprite renderer crash when a sprite is being packed in a Sprite Atlas which is not included in the build.
  • (960808) 953058 - 2D: Fixed crash when Sprite Atlas scale results in a non-power-of-two texture and Crunch Compression is enabled.
  • (952529) - 2D: Fixed Tilemap Move to show correct Move preview.
  • (None) 2D: Fixed SetMinMax for Bounds/RectInt.
  • (935433) - AI: Fixed NavMesh.SamplePoint failing for meshes in range when another navmesh was below the point and out of range.
  • (946913) 944118) - Android: Fixed a player crash caused by enabling GPU profiling when the selected graphics API was not OpenGL ES 3.
  • (776875) - Android: Fixed realtime HDR reflection probes being black on older Android devices.
  • (None) Android: Fixed project export overwriting res/ directory when exporting to keep local changes to layouts etc. intact.
  • (956658) - Android: Fixed android build failing with target SDKs 21-23.
  • (934782) - Android: Fixed crash while processing input during destruction.
  • (943954) - Animation: Fixed assert in play mode when Culling Type is set to "Based on Renderers".
  • (927919) - Animation: Fixed an issue where PrepareFrame was called at the wrong moment in the frame.
  • (964932) (943438)- Animation: Fixed assert when loading AnimationClip asynchronously in AssetBundles.
  • (956272) - DX12: Fixed memory leak when rendering procedurally generated meshes while using the Direct3D12 graphics API in the Windows Standalone build.
  • (946958) - Editor: Fixed crash while processing input during destruction.
  • (913869) - Editor: Reduced size of LightingDataAsset when baking light probes with multiple scenes loaded.
  • (926559) - Editor: Fixed an issue where lightmaps are generated even though the scene does not contain any baked light contribution.
  • (754298) - GI: Fixed terrain artifacts caused by Enlighten terrain mesh triangulation being different from the original mesh triangulation.
  • (854349) - GI: Fixed Enlighten not generating lightmaps for meshes imported without UVs and with Generate Lightmap UVs option enabled.
  • (946517) - GI: Fix a crash in ApplyMaterialPassWithCache when generating lighting and Lightmap Static option is enabled.
  • (685764) - GI: Fixed terrain trees do not casting shadows into baked lightmaps.
  • (955739)(955667 - GI: Fixed navigating in scene view restarting baking when trees are painted on terrain.
  • (924464) - Graphics: Fixed incorrect definition of _ShadowCoord in AutoLight.cginc leading to unexpected compilation errors or extra useless interpolator.
  • (925552) - Graphics: Fixed project build errors when Reflection Probes Projection setting in Tier1(Graphics Settings) is unchecked.
  • (935328) - Graphics: Fixed a crash in 'RenderTexture::DiscardContents' when opening the scene.
  • (939947) - Graphics: Fixed exception being thrown when the backgroung color of a Reflection Probe is changed.
  • (944413) - Graphics: Fixed crash when creating sprite with unsupported texture format.
  • (948887) - IL2CPP: Fixed calling DateTime.Parse() in IL2CPP builds for UWP throwing IndexOutOfRangeException.
  • (955991) - IL2CPP: Prevented an intermittent crash in the GC for on PS4.
  • (950637) - IL2CPP: Improved stack traces for NullReferenceException cases on iOS when Xcode 8.3.1 or later is used with release builds.
  • (947807) - IL2CPP: Added support in IL2CPP for Module.ScopeName property, which is used by Assembly.GetModule() to find a module in an assembly by name.
  • (None) IL2CPP: Fixed calling native ICommand interface methods on managed and native objects.
  • (950465) - IL2CPP: Fixed marshaling System.DateTimeOffset to Windows.Foundation.DateTime when passing it to Windows Runtime APIs.
  • (944157) - IL2CPP: Fixed an exception that would occur during conversion when processing an exception filter that calls a method.
  • (935563) - IL2CPP: Fixed stack overflow from occurring in Unity liveness logic (asset GC).
  • (947420) - IL2CPP: Implemented a previously unimplemented internal call method to support System.Environment.HashShutDownStarted property.
  • (944939) - IL2CPP: Fixed SetSocketOption not working properly for add membership and remove membership with IPv6.
  • (None) IL2CPP: Fixed calling System.Collections.Generic.IList`1 methods on managed and native objects.
  • (930386) - IL2CPP: Fixed unimplemented COM related internal calls in System.Runtime.InteropServices.Marshal class.
  • (955685) - iOS: Fixed support of wide colors on new devices.
  • (951089) (949036) - iOS: Fixed support for fonts of Tibetan, Armenian, Braille, Georgian and Thai languages in iOS 10 and iOS 11.
  • (887019) - Lighting: Fixed issue where Progressive Lightmapper was not transmitting indirect rays through translucent objects.
  • (924597) - Lighting: Fixed asset bundles not working correctly with global illumination data.
  • (963059) - OSX: Metal: Fix hang when using MSAA on OSX 10.11 on Nvidia GPUs
  • (956592) - Particles: Fixed burst curves on new particle systems not being initialized.
  • (956753) - Particles: Fixed issue with incorrect bounds calculation causing incorrect culling in rare cases.
  • (957633) - Particles: Fixed scripted emission emitting particles in the wrong direction, if transform was moving/rotating.
  • (946356) - Physics: Fixed cloth pointer not being set to null to null in SkinnedMeshRenderer when deactivating causing attempted use of deallocated object.
  • (945332) - Physics: Fixed colliders missing pose updates when they were inactive during the scene load.
  • (948866) - Physics: Fixed physics settings being always marked as dirty on the editor start, even when nothing was changed.
  • (763091) - Scripting: Fixed crash if delegate is created on un-inflated generic type.
  • (951901) - Scripting: Fixed crash in debugger when trying to stop while a single step operation is in progress.
  • (952069) - Scripting: Fixed XMM registers being trampled in 64-bit mode.
  • (949127) - Scripting: Fixed alignment of 64-bit types on iOS.
  • (952292) - Scripting: Fixed crash when closing Windows Standalone player with Alt-F4 using latest scripting runtime.
  • (944464) - Scripting: Fixed crash on OSX when socket error ENXIO is encountered.
  • (807575) - Scripting: Fixed crash when struct has array field of same type.
  • (956129) - Timeline: Fixed crash when deleting animation track which has a binding attached to an ActivationTrack.
  • (960039) 938534) - Timeline: Fixed timeline window having a white background when running on .NET 4.6 depending on the set system language.
  • (959867) - tvOS: Fixed icon asset catalog setup when certain multi-layer icons are missing.
  • (949209) - UWP: Fixed Unity not referencing facade class libraries when targeting UWP and using IL2CPP with .NET 4.6 API Compatibility level.
  • (940555) - UWP: Fix building VS project after manually switching it to Windows SDK 15063 on .NET scripting backend.
  • (955651) - UWP: Fixed Reference Rewriter complaining about missing operators == and != on System.Type on .NET scripting backend.
  • (937501) - UWP: Fixed StateMachineBehaviour not working on private fields before loading any scenes on .NET scripting backend.
  • (945336) - UWP: Fixed an assert when trying to access missing material properties on debug builds.
  • (759166) - UWP: Fixed "Run in Background" player setting not causing player to ignore minimize events.
  • (940942) - WebGL: Fixed missing slash in WebRequest formatted blob url when using https.
  • (918146) - Windows: Fixed DictationRecognizer asserting when stopping or starting the speech recognition twice in a row.
  • (None) XR: Added back Stereo Display (non head-mounted).
  • (892084) - XR: Fixed camera aspect ratio not being preserved when switching from VR to non-VR.
  • (959749) - XR: Fixed a performance regression on Microsoft HoloLens.
  • (None) XR: Fixed stereo separation regression on Oculus HMDs.
  • (None) XR: Updated the code to invalidate the eye texture's depth and stencil in one call.
  • (None) XR: Fixed an issue with blitting between VR and non-VR render textures.
  • (None) XR: Removed some unnecessary graphics API state resets.
  • (962253) - XR: Fix Podfile version to reflect correct version
  • (927404) (953255) XR: Fixed a rendering issue on Windows Mixed Reality when using multiple cameras with different depth ranges
  • (None) XR: Fixed issues with using values other than 1.0 for eyeTextureResolutionScale on Windows MR.
  • (None) XR: Fixed background rendering in ARCore apps running on Pixel XL no longer appearing stretched.

New in Unity 2017.3.0b9 Beta (Nov 13, 2017)

  • Known Issues in 2017.3.0b9:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets (962451)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete (860938)
  • Editor: Unity doesn't start when blocked by firewall or when internet connection is poor (937499)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Facebook: Facebook Platform support throws BadImageFormatException error and prevents building (956872)
  • SceneManager: "corrupted scene: Failed to unload 'ProjectSettings/UnityAdsSettings.asset" error in console (826788)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Scripting: Unity extensions are not yet initialized assertions at project opening (923633)
  • Universal Windows Platform: [WSA] System.IO.DirectoryNotFoundException when exporting to WSA player (UWP/.NET Backend) with long project folder (959984)
  • XR: Crash in UnityEngine.XR.WSA.Input.InteractionManager:Initialize (954044)
  • XR: [Android] Exception while initializing GoogleVR from Unity library using Gradle build system (Release build) (946104)
  • Features:
  • Scripting: Added command line option "overrideMonoSearchPath" for desktop standalone players (OSX, Windows). "overrideMonoSearchPath" specifies an extra folder to search when Mono is loading assemblies. One intended use is to have two versions of the same project i.e. trial and full version. The assets are the same but the scripts are different. This command line option can be used to re-use the assets but load different scripts.
  • Improvements:
  • Physics: Cloth self and inter collision tools and technology. Improved constraint painting.
  • API Changes:
  • Playables: Playable.ConnectInput now takes an optional weight parameter
  • Fixes:
  • Scripting: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties in some circumstances. (960775)

New in Unity 2017.2.0p1 (Nov 9, 2017)

  • Improvements:
  • 2D - Exposed methods to set and retrieve Physics Shape from a Sprite.
  • 2D - Sprites created by importing a texture now have a default Physics Shape generated.
  • Graphics - Added APIs to retrieve areas safe for UI rendering. Currently supported on iOS and tvOS only.
  • iOS - Added identification enums for iPhone 8, 8+ and X.
  • Shaders - Concatenated matrix macros (e.g. UNITY_MATRIX_MVP) are now changed to static variables to avoid repeated calculations.
  • tvOS - Implemented support for 4K AppleTV icons and splashscreens.
  • XR - Improved performance on Windows Mixed Reality by removing a potential thread stall that would occur whenever beginning a new frame while the previous frame had not completed presenting.
  • Fixes:
  • (947462) - 2D: Fixed updating an active Tilemap palette prefab not exposing it into the SceneView.
  • (951514) - 2D: Fixed TilemapRenderer showing tiles when Tilemap.ClearAllTiles() is called.
  • (952556) - 2D: Fixed ReflectionTypeLoadException from TilePalette when TilePalette is opened with 4.6 .Net and a user assembly cannot be loaded.
  • (930830)(959526) - AI: Fixed unwanted gap in the NavMesh produced by a concave edge crossing a tile boundary.
  • (945953) - Android: Fixed shader compile error on devices not supporting GL_FRAGMENT_PRECISION_HIGH.
  • (944091) - Android: Fixed setting multiple response headers with same name in UnityWebRequest.
  • (924891) - Android: Disable GPU fences for two Android 6 devices which have been found to have compatibility issues causing performance loss: HTC 10 and LG G5 SE.
  • (945292) - Animation: Fixed case where sprite and material reference were not animatable at the same time in the SpriteRenderer.
  • (945035) - Animation: Fixed case where transition between animations makes GetIKRotation and GetIKPosition returned incorrect value.
  • (952170) - Animation: Fixed CurveField not updating animation curve when reference changes from render to render.
  • (941945) - Animation: Fixed being unable to set the transition time in Animator.CrossFade().
  • (948768 947491) - Animation: Fixed bool property not properly restored to initial value when exiting animation window.
  • (931359 931267) - Asset Import: Fixed psd import issue where a psd looked different from a png.
  • (931944) - AssetDatabase: Fixed an issue where AssetDatabase.GetSubFolders() didn't return any results, and updated the manual to reflect that this method only accepts relative paths.
  • (942296) - Build: Exceptions in OnPreProcessBuild will now halt the build process correctly.
  • (941192) (958237) - Build Pipeline: Fixed a crash in BuildReporting::BuildReport::BeginBuildStep caused when BuildAssetBundles was being called from an OnPreprocessBuild callback.
  • (905397 918819) - Editor: Fixed importing a cubemap with invalid metafile crashing.
  • (948326 930624) - Editor: Fixed Plugin Inspector showing only one option in Framework Dependencies when switching to iOS platform and .NET 4.6
  • (950172) - Editor: Fixed crash when dragging component without managed instance to hierarchy.
  • (942923) - Graphics: Fixed atlased ETC1 textures with split alpha rendering in editor outside of play mode.
  • (939897) - Graphics: Fixed an issue where an off-screen SkinnedMeshRenderer with 'update when off-screen' enabled was not being skinned.
  • (950215) - Graphics: Fixed asserts when animations disable newly visible renderers.
  • (None) - Graphics: Fixed GL_INVALID_ENUM error with OpenGL ES when using point primitives.
  • (946068) - Graphics: Fixed not being able to set any Mesh on a Skinned Mesh Renderer.
  • (942563) - Graphics: Fixed crash when certain variables of CustomRenderTexture are used in script.
  • (941334) - Graphics: Fixed Tree shadows being culled when zoomed in on Occlusion Visualization mode.
  • (944223) - Graphics: Fixed object with "Dynamic Occludee" property being disabled rendering in Preview window when selecting a different object.
  • (912323) - Graphics: Added error message for graphics APIs that do not support texture wrap mode "mirror once" (Android Vulkan, Android GLES3 and WebGL).
  • (947342) - Graphics: Emit error messages instead of assert when the screen position is out of view frustum.
  • (None) - Graphics: Fix Vulkan validation layer errors associated with image barriers.
  • (941149) - Graphics: Fix Vulkan validation layer errors (on Windows) when switching to fullscreen.
  • (948053) - Graphics: Fixed specific case where not all requested shader variants ending up in an asset bundle.
  • (932940) - Graphics: Fixed D3D11 driver assert message and potential crash "Invalid mask passed to GetVertexDeclaration() when using post-effect".
  • (935463) - Graphics: Fixed updating of bounding boxes for SkinnedMeshRenderers with 'Update When Offscreen' set.
  • (942401) - iOS: Fixed screen not always automatically rotating correctly after disabling and enabling auto-rotation.
  • (949032) - iOS: Fixed SystemInfo.supportedRenderTargetCount not correctly returning 8 for devices that support it.
  • (949361) - iOS: Fixed crash in Handheld.PlayFullScreenMovie when playback ends.
  • (847499) - Lighting: Fixed maximum lightmap import size.
  • (954747) - OSX: Fixed High Sierra OS freeze while using Local Cache Server.
  • (941076) - Particles: Fixed Birth SubEmitter not always firing when using random between two constants lifetime.
  • (950833) - Physics: Fixed PlatformEffector2D not ignoring contacts involving trigger colliders.
  • (941024) - Physics: Fixed RigidBody2Ds being woken when set to "StartAsleep" sleep mode.
  • (953653) - Physics: Fixed Collider2D material changes not being propagated to existing contacts.
  • (932044) - Physics: Ensure that we correctly match enter/exit collision/trigger callbacks when a single simulation step causes a contact to stop then start again.
  • (946307) - Physics: Fixes GameObject which has a disabled cloth component not following parent's transform.
  • (953068) - Scripting: Fixed Awake containing the wrong transform values when instantiated.
  • (958250 955089) - Scripting: Fixed startup-crash on macOS 10.13 when using multiple monitors.
  • (951875 899729) - Shaders: Fixed shadow precision for mobile platforms.
  • (935126)(941827) - Shaders: Disable instancing support when performing surface shader analysis.
  • (927339) - Shaders: Fixed incorrect translation to GLSL of compute shaders using bfi instructions with mask operators.
  • (943340) - Shaders: Fixed incorrect translation of shaders using resinfo with mask operators.
  • (None) - Shaders: Fixed HLSLcc shader conversion not handling F32TO16 and F16TO32 opcodes.
  • (951780) - Terrain: Fixed crash when loading a non read/write enabled texture from an asset bundle. Texture will not be shown unless it is marked as read/write.
  • (None) - UI: Fixed many bugs/performance problems caused by driven properties in uGUI by reverting to the 2017.1 driven property system.
  • (None) - Video: Fixed VideoPlayer CameraNear/FarPlane RenderModes when used in conjunction with VR.
  • (946124) - Web: Fixed POST key/value dictionary containing very long values in UnityWebRequest.
  • (949038) - Web: Fixed WWW.responseHeaders returning null.
  • (943241) - WebGL: Fixed MS Edge detection.
  • (946393) - WebGL: Fixed divide by zero when AudioSource.pitch is zero.
  • (949858) - WebGL: Fixed Timeline crash on missing DSPConnection::setMix().
  • (931829) - Windows: Fixed ProcessMouseInWindow causing CPU spikes up to 4ms on Standalone builds.
  • (899209) - Windows: Fixed Windows touch input events being out of sync from positioning events.
  • (860330) - Windows: Fixed loading animation on cursor continuing to play after the game is loaded.
  • (946829) - XR: Fixed landscape left being forced when landscape right is disabled.
  • (931397) - XR: Fixed black screen on startup on Cardboard when GLES2 or GLES3 is used.
  • (927404) - XR: Fixed incorrect culling when using multiple cameras with Windows Mixed Reality.
  • (950519) - XR: Fixed Assert when playing Mixed Reality applications in Editor without Mixed Reality Portal running.
  • (952039) - XR: Fixed Holographic Simulation not working in Editor.
  • (943109) - XR: Eliminated errors and warnings showing per frame in console during Holographic Emulation.
  • (948814) - XR: Fixed crash in Editor when toggling play mode aftering blooming to shell on Windows Mixed Reality.
  • (956693) - XR: Fixed issue with "Unsupported texture format .." warnings appearing when XR is enabled.
  • (None) - XR: Fixed stretched background image for ARCore apps running on Samsung S8.
  • (909869) - XR: InputTracking.Recenter is now hooked up properly on Windows Mixed Reality.
  • (942154) - XR: Tracking loss screen no longer appears on WindowsMR headsets, now mimics the behavior of other platforms during tracking loss.
  • (945163) - XR: Tracking space type now falls back to Stationary when boundary hasn't been configured.
  • (946714) - XR: Fixed issue with being able to set tracking space type to Stationary.
  • (949193) - XR: Camera transform changes during and after tracking loss now mimics other platforms' behavior.
  • Known Issues:
  • (963224 - Graphics: Graphical glitches on certain materials when creating a build for Android devices with Vulkan API using Standard shader. -(966036) - Editor: Input field stays highlighted after Enter key is pressed.

New in Unity 2017.3.0b8 Beta (Nov 4, 2017)

  • Known Issues:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets (962451)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete (860938)
  • Editor: Unity doesn't start when blocked by firewall or when internet connection is poor (937499)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Facebook: Facebook Platform support throws BadImageFormatException error and prevents building (956872)
  • SceneManager: "corrupted scene: Failed to unload 'ProjectSettings/UnityAdsSettings.asset" error in console (826788)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Scripting: Unity extensions are not yet initialized assertions at project opening (923633)
  • Universal Windows Platform: [WSA] System.IO.DirectoryNotFoundException when exporting to WSA player (UWP/.NET Backend) with long project folder (959984)
  • XR: Crash in UnityEngine.XR.WSA.Input.InteractionManager:Initialize (954044)
  • XR: [Android] Exception while initializing GoogleVR from Unity library using Gradle build system (Release build) (946104)
  • Fixes:
  • Android: Buildpipe - Fixed longer export times because of the build report (950381)
  • Cache Server: Fixed several cache server bugs that would manifest as freezes/hangs or failures when reading from a cache server (943300)
  • Graphics: Fixed crash when importing a BC6 source texture and the destination format is RGBA8UNorm.
  • Graphics: Fixed crash when passing null property block to CommandBuffer.DrawMeshInstanced. (951975)
  • Linux: Improve native plugin lookup
  • Universal Windows Platform: Fix building project when its product name ends with a space or contains unicode characters (885265, 942554, 945345)
  • Universal Windows Platform: Fixed "AssemblyConverter running on already processed assemblies. There is something wrong with your build." error message when building on top of a built project that had its UnityOverwrite.txt file deleted (940463)
  • Universal Windows Platform: Fixed an inconsitent with other platforms error message "Script Error (script name): Update() can not take parameters." when those magic methods are defined in a certain order on .NET scripting backend (950025)
  • Universal Windows Platform: Fixed an issue where Build & Run wouldn't work with VS2017 if a project name had parentheses in it.
  • Windows: Fix resolution reset when switching from minimized back to fullscreen (950056)

New in Unity 2017.3.0b7 Beta (Nov 1, 2017)

  • Known Issues in 2017.3.0b7:
  • Android: Gradle builds fail when there are more than 250 files in streamingAssets (962451)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete (860938)
  • Editor: Unity doesn't start when blocked by firewall or when internet connection is poor (937499)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Facebook: Facebook Platform support throws BadImageFormatException error and prevents building (956872)
  • SceneManager: "corrupted scene: Failed to unload 'ProjectSettings/UnityAdsSettings.asset" error in console (826788)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Scripting: Unity extensions are not yet initialized assertions at project opening (923633)
  • Universal Windows Platform: [WSA] System.IO.DirectoryNotFoundException when exporting to WSA player (UWP/.NET Backend) with long project folder (959984)
  • XR: Crash in UnityEngine.XR.WSA.Input.InteractionManager:Initialize (954044)
  • XR: [Android] Exception while initializing GoogleVR from Unity library using Gradle build system (Release build) (946104)
  • Changes:
  • Android: Release gradle builds are now signed with a debug key by default and will no longer fail if no key is provided
  • Android: Release gradle builds no longer have proguard enabled by default
  • Fixes:
  • AI: Fixed unwanted gap in the NavMesh produced by a concave edge crossing a tile boundary. (930830, 959522)
  • Android: Partially fixed streaming assets being compressed when building with gradle (952981)
  • Particles: Lights module emitted lights when Maximum Lights was set to 0 (956067)
  • Particles: Prevent bursts being added when multiple systems are selected, as it leads to unexpected results. (958320)
  • Particles: Sub Emitters with rate over distance could keep emitting after their parent particle has stopped moving due to a collision (950108)

New in Unity 2017.3.0b6 Beta (Oct 25, 2017)

  • Known Issues:
  • Animation: Can't deselect a state machine selection in the animator controller anymore (950805)
  • Asset Import: [TextureImporter] Override fails to work with textures that contain alpha and the format does not (948116)
  • Cache Server: [macOS][High Sierra] Operating System freezes when changing Cache Server Mode multiple times (954747)
  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete (860938)
  • Editor: Unity doesn't start when blocked by firewall or when internet connection is poor (937499)
  • Editor: [Mac] Crash on window close after interacting with object picker (939211)
  • Facebook: Facebook Platform support throws BadImageFormatException error and prevents building (956872)
  • SceneManager: "corrupted scene: Failed to unload 'ProjectSettings/UnityAdsSettings.asset" error in console (826788)
  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)
  • Scripting: Unity extensions are not yet initialized assertions at project opening (923633)
  • Universal Windows Platform: [WSA] System.IO.DirectoryNotFoundException when exporting to WSA player (UWP/.NET Backend) with long project folder (959984)
  • XR: Crash in UnityEngine.XR.WSA.Input.InteractionManager:Initialize (954044)
  • XR: [Android] Exception while initializing GoogleVR from Unity library using Gradle build system (Release build) (946104)
  • API Changes:
  • Asset Import: Applied user feedback to ScriptedImporters (Experimental feature): API signature changes and constraints removal.
  • Playables: New method added to allow building or rebuilding the graph without initiating Play(): PlayableDirector.RebuildGraph
  • Fixes:
  • Web: Fix reading of local files (in Pictures/Documents/User directories) in UWP through WebRequest and WWW (910488)

New in Unity 2017.3.0b5 Beta (Oct 18, 2017)

  • FEATURES:
  • Analytics: Added support to capture VR device refresh rate, dimension, aspect ratio, HMD tracking and Controllers tracking as part of device info and device status events
  • Animation: Added support for integer and enum animation
  • Asset Pipeline: Added AssetDatabase.ForceReserializeAssets API. This allows serialization changes to assets and metafiles caused by project upgrades to be written out seperately from regular development iterations
  • Editor: Added assembly definition files feature for script compilation pipeline in the editor. Allows you to define your own managed assemblies based upon scripts inside a folder. By splitting your project's scripts into multiple assemblies, script compilation times in the editor can be greatly reduced. Note that the latest version of Visual Studio Tools for Unity is required for this feature to work with solution and project generation for Visual Studio.
  • Editor: DX12 API can now be used in the Editor
  • Editor: Focus events and focus ring
  • Editor: MouseEnter, MouseLeave, MouseOver, MouseOut, AttachToPanel, DetachFromPanel, PostLayout events
  • Editor: Transform Tool
  • Facebook: Segmented uploader for Facebook platform
  • GI: Added support for HDR compressed lightmaps(BC6H) on PC, Xbox One and PlayStation 4. The options is enabled by setting Lightmap Encoding option from Player Settings to High Quality.
  • Graphics: Added Crunch compression support for ETC_RGB4 and ETC2_RGBA8 textures. Improved compression ratio and speed for DXT Crunch.
  • Graphics: Added support for multisampled textures in shaders. To use a multisampled texture in a shader, declare it as Texture2DMS (or, for instance, float for a single-channel texture), and then sample as described in https://msdn.microsoft.com/en-us/library/windows/desktop/dn366998(v=vs.85).aspx. The corresponding RenderTexture must be created with the bindMS flag set on the RenderTextureDescriptor, or the bindTextureMS flag can be set after creation on the RenderTexture itself.
  • Graphics: Adding in Dynamic Resolution as an engine feature debuting on Xbox One platform
  • Graphics: Screen snaps shots can now target an Image, not for a file.
  • Graphics: Support for 32 bit Mesh index buffers.
  • Kernel: New argument: -systemallocator Disable managing of allocations in engine and use system allocations. Useful when using external tools for memory debugging.
  • Particles: Added Unlit and Surface shaders for use with Particle Systems
  • Particles: Control particle speeds without changing their directions, using a new option in the Velocity Module.
  • Particles: Ribbonized Particle Trails
  • Physics: Expose a new broadphase algorithm that is based on subdividing the world boundaries and helps to overcome the performance issues in the standard sweep-and-prune approach by exluding the excess checks of bodies that are far away but overlap each other along one of the principal axis. It's called multi-box pruning and is available in the physics settings in the editor.
  • Physics: Expose a setting that allows receiving the collision and trigger events from kinematic-kinematic and kinematic-static contact paris.
  • Physics: Expose MeshCollider cooking options that allow for much shorter cooking time. Requires the input data to be checked for validity manually.
  • Playables: New delay feature for the IPlayables
  • Playables: New Video Playables Integration
  • Profiler: Added API for custom threads profiling - Profiling.BeginThreadProfiling/EndThreadProfiling
  • Scripting: Add Mono/.NET 2.0 support for Memory Profiler (https://bitbucket.org/Unity-Technologies/memoryprofiler)
  • Services: Performance Reporting Service: Added support for MacOS native crashes.
  • Video: Movie encoding bindings in UnityEngine.Media to expose the VideoClipImporter encoders. Will be used for recording.
  • Video: Panoramic 360/180 2D/3D video workflows
  • XR: Add XR support to Experimental Scriptable Render Pipelines
  • XR: Added new UI to Daydream VR Device configuration to support new 6DOF standalone devices.
  • BACKWARDS COMPATIBILITY BREAKING CHANGES:
  • Graphics: DirectX 9 support has been removed from Windows Editor & Standalone. See blog post.
  • Linux: Minimum supported OS version is now Ubuntu 14.04
  • OSX: Support for targeting 32bit macOS applications removed. Existing BuildTarget.StandaloneOSX* enums deprecated, with BuildTarget.StandaloneOSX replacing them
  • SamsungTV: Support for Samsung TV has been removed.
  • Tizen: Tizen mobile support has been removed.
  • CHANGES:
  • 2D: When a Sprite is created by importing a Texture, a default Physics Shape is generated
  • Android: Removed "Export as ADT project" option
  • Asset Import: Markdown files (.md) are now recognized by the TextScriptImporter.
  • Editor: Added methods EditorGUI.EnumFlagsField and EditorGUILayout.EnumFlagsField that respect the values of the enum type and supports custom names for values 0 and ~0 (all bits set). Deprecated methods EditorGUI.EnumMaskField, EditorGUILayout.EnumMaskField, EditorGUI.EnumMaskPopup, and EditorGUILayout.EnumMaskPopup that always assume values to be 1, 2, 4, 8, and so on. (896176)
  • Graphics: Remove Allegorithmic texture compressor
  • Graphics: The 'imageContentsHash' member, which was previously only accessible using the RenderTexture API, can now be accessed for all Texture objects. (952466)
  • Graphics: Updated splash screen logo with new branding style.
  • Graphics: When using custom shadow resolution on a light, this resolution won't be clamped as usual, allowing to reach up to 8k shadowmap if needed.
  • Licenses: Updated FBX license to require acceptance of FBX SDK license (https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf)
  • Package Manager: Add "upmResetToEditorDefaults" command-line option and menu item to reset packages to Editor defaults
  • Profiler: Improved profiler data serialization for Players - lower memory overhead, better performance
  • Shaders: Concatenated matrix macros (e.g. UNITY_MATRIX_MVP) are now changed to static variables to avoid repeated calculations.
  • XR: Improvements to the way that XR devices can pause/unpause applications, particular with respect to pausing from application focus lost. Overlapping pause conditions are now handled correctly, regardless of the order in which they occur.
  • IMPROVEMENTS:
  • 2D: Expose methods to set and retrieve Physics Shape from a Sprite
  • Android: Add new way to handle audio focus in Android Oreo
  • Android: Added a possibility to configure texture decompression format on Android devices that have no ETC2 texture format support.
  • Android: Updated gradle version and made it the default build system for android
  • Android: [OpenGL ES] Added support for preserving the framebuffer alpha
  • Animation: Added a 2D mode to the Animation Previewer
  • Animation: Added new Translation DoFs for Arms, Legs and Head for Humanoid animation and retargeting. It converts translations (aka stretch) found on imported animation to retargetable Humanoid animation.
  • Animation: Entry, Exit and AnyState StateMachine Transitions can now be copy-pasted (921705)
  • Animation: Framing a single key does not give proper context for manipulation in the curve editor, so we include neighbouring keys.
  • Animation: Support for zoom in the Animator Window.
  • Asset Import: Added "Preserve Hierarchy" toggle to ModelImporter to prevent root transform from being stripped when model has a single root.
  • Asset Import: Added AssetPostprocessor.OnPostprocessMaterial
  • Asset Import: Exposed ModelImporter.MaterialLocation to allow the user to switch the material import location in AssetPostprocessor scripts.
  • Asset Import: Material workflow enhancement: added the ability to remap all embedded materials to existing material assets in the project, using the same heuristics as the legacy system
  • Asset Import: Video clip transcoding happening during import can now be skipped if the user wants to, leading to a non-transcoded version of the video being used instead.
  • DX12: Native Rendering Plugin improvements - exposed/implemented native RenderBuffer resource retrieval, fixed multithreading issues
  • Editor: Added UnityEngine.Networking.PlayerConnection.ConnectedPlayer.Name, it will let identify connected players easier
  • Editor: Connected Players will now only show debug logging in Editor console, not all of stdout. Also added an option to disable player logging in Editor console.
  • Editor: Editmode and Playmode tests producing files during its run without proper cleanup now logs a warning.
  • Editor: Fixed over 120 missing or incomplete tooltips in the Unity Editor.
  • Editor: Highlight scenes in the project view by double click a scene file from in the Build List.
  • Editor: Now possible to adjust number of lines per log row in the Console window
  • Editor: Select Xcode version to build your project with on MacOS
  • Editor: UnityShaderCompiler tool for macOS and Linux updated to 64bit, improves shader compilation performance
  • GI: Bake shadows on terrains for legacy trees (and other prefabs used for trees). (685764)
  • GI: Fixed debuggning textures for GI. It's now easier to tell when they should be availble, and why they might be missing.
  • GI: Made spot/point falloff match realtime falloff in Progressive Lightmapper
  • GI: Only add lightmap static terrain trees to list of trees to bake (the static flag of the tree prefab is considered)
  • Graphics: Added "base vertex" functionality to Mesh.SetIndices, to allow meshes larger than 65k vertices when using 16 bit index buffer.
  • Graphics: Added non-allocating overloads for GeometryUtility.CalculateFrustumPlanes
  • Graphics: Adding GPU selection in metal MacEditor/MacStandalonePlayer
  • Graphics: GPU Instancing.
  • Graphics: GPU Instancing: Now instance properties are packed as arrays of structures.
  • Graphics: Improved documentation for graphics hardware tiers
  • Graphics: Improved motion vectors precision when dynamic batching is disabled
  • Graphics: Point light realtime shadows optimized for D3D11
  • Graphics: Update compute shader API: Add SetMatrix, SetMatrixArray and SetVectorArray for SetComputeXXX and for command buffer
  • Graphics: Various performance and memory consumption optimizations to the Vulkan renderer
  • Graphics: Vulkan: Initial multidisplay support (Windows/Linux)
  • Graphics: [Metal] Eliminate Z-fighting artifacts on certain devices
  • iOS: Exposed PlayerSettings.iOS.disableDepthAndStencilBuffers in scripting API (938696)
  • iOS: [Metal] Improved render thread scheduling
  • Kernel: Job system optimisation which reduces CPU usage on job worker threads in specific scenarios.
  • Linux: Enable Wayland support (experimental, requires -force-wayland command line argument)
  • Linux: Update to SDL 2.0.5
  • Mobile: Engine code stripping now works on Android.
  • OSX: Fixed input configuration behaviour in launcher window, sharing code used elsewhere
  • Package Manager: Allow user to reset project packages to Editor defaults
  • Particles: Add script accessors for animatedVelocity and totalVelocity, so users can query the total velocity of a particle from script, not just the physics velocity
  • Particles: Added a "Simulate All" checkbox for previewing all looping Particle Systems in Edit Mode
  • Particles: Added an option to the Scene View FX dropdown to toggle the visibility of Particle Systems.
  • Particles: Display particle stats in Editor Play Mode for selected systems.
  • Particles: Don't restart a paused preview, when selecting subemitters belonging to the same effect
  • Particles: Moved Resimulate and Show Bounds from the Inspector to the Scene View Overlay
  • Particles: Support meshes using lines/linestrips for particle Shape Module spawning (931662)
  • Profiler: Added experimental possibility to use Deep Profiler in Players with Mono runtime
  • Scripting: Added a fastpath which avoids boxing of value types when a UnityEvent invokes listeners with the exact same argument types (932039)
  • Testing: Introduced [RequirePlatformSupport] in the Editor Tests framework, allowing tests to be marked as requiring support for particular platforms to be installed
  • Testing: The -testCategory command line argument, to select the category of tests to run, now supports regular expressions
  • Timeline: Added Multi-selection capabilities to the clip inspector
  • Timeline: Copy/Paste workflow improvements
  • Timeline: Various clip snap improvementsUI: All Editor tabviews now use FitToContents for button contents with flexible space on either side of toolbar instead of filling window width
  • UI: Cache eventCamera access in Raycast() to avoid calling Camera.main many times
  • UI: Improved UI for currently selected profiler connection
  • UI: Improving MarkLayoutAsDirty by early-exiting check loop, inlining check and removing list manipulation
  • UI: Performance improvements to GraphicRaycaster and EventSystem (934842)
  • WebGL: Changed WebGLExceptionSupport.Full to WebGLExceptionSupport.FullWithStacktrace and added WebGLExceptionSupport.FullWithoutStacktrace
  • Windows: Added support for proxy setup on UWP.
  • XR: Added support for Single-Pass stereo rendering on MacOS
  • XR: Improved rendering performance of Daydream and Gear VR apps
  • XR: Improved VR Terrain Trees: fixed billboard trees rotating all the time as viewer moves in VR, better transition of 2D to 3D trees, fast "sort-independent" trees with alpha-to-coverage blending and MSAA , billboard texture aliasing improvements (733507, 946544)
  • XR: Update Google VR NDK to 1.80
  • XR: XR supports jittered projection matrices (for use with TAA) (873685)
  • API CHANGES:
  • 2D: New methods for Sprite to set/retrieve Physics Shape: GetPhysicsShapeCount, GetPhysicsShapePointCount, GetPhysicsShape, OverridePhysicsShape
  • Animation: Add AnimationCurve.Constant()
  • Animation: Animator.CrossFade() and Animator.CrossFadeInFixedTime() can now set the transition time
  • Animation: The structure AnimatorTransitionInfo now has a "duration" property that tells the duration of the current transition, as well as a "durationUnit" property that tells in which unit is expressed this duration: fixed (in seconds) or normalized (in percentage).
  • Build Pipeline: Deprecated BuildTarget.StandaloneOSXIntel, BuildTarget.StandaloneOSXIntel64 and BuildTarget.StandaloneOSXUniversal. BuildTarget.StandaloneOSXUniversal gets upgraded into new BuildTarget.StandaloneOSX that is the only option for targeting macOS in going forward
  • Caching: Added overloaded version of ClearCache() that can clear the cached AssetBundles which are unused longer than the given expiration time.
  • Editor: Added methods EditorGUI.EnumFlagsField and EditorGUILayout.EnumFlagsField that respect the values of the enum type and supports custom names for values 0 and ~0 (all bits set). (896176)
  • Editor: Deprecated methods EditorGUI.EnumMaskField, EditorGUILayout.EnumMaskField, EditorGUI.EnumMaskPopup, and EditorGUILayout.EnumMaskPopup that always assume values to be 1, 2, 4, 8, and so on. (896176)
  • GI: Light.isBaked and Light.alreadyLightmapped are no longer supported. Please use Light.bakingOutput.isBaked (and other members of Light.bakingOutput) instead.
  • GI: Renamed LightmapEditorSettings.Lightmapper members: LightmapEditorSettings.Lightmapper.Radiosity to LightmapEditorSettings.Lightmapper.Enlighten and LightmapEditorSettings.Lightmapper.PathTracer to LightmapEditorSettings.Lightmapper.ProgressiveCPU. Automatic upgrade through the scriptupdater is available.
  • IMGUI: Added GUI/GUILayout.Toolbar method with new GUI.ToolbarButtonSize enum parameter to support Fixed and FitToContents modes for button contents
  • IMGUI: Lowercased EventType enums are now obsolete and upgraded to their corresponding uppercased variants
  • iOS: Added request review API for the App Store via iOS.Device.RequestStoreReview
  • Playables: AudioClipPlayable.IsPlaying() is obsolete, this method was for test purpose only and has been made public by mistake
  • Playables: IPlayable.SetPlayState() is obsolete, please use Play(), Pause() or SetDelay() now
  • Playables: New callback in PlayableBehaviour: OnBehaviourDelay, called the first frame when the playable is delayed
  • Playables: New callback in PlayableBehaviour: PrepareData, called as long as the playable is delayed
  • Playables: New methods for IPlayable: SetDelay() and GetDelay()
  • Playables: New properties in FrameData: effectiveParentDelay and effectiveParentSpeed
  • Scripting: Added AssemblyBuilder.excludeReferences
  • Scripting: Made Vector2.SmoothDamp parameters maxSpeed and deltaTime optional
  • XR: RenderViewportScale is now disabled in Deferred Rendering
  • FIXES:
  • 2D: Fix ArgumentOutOfRangeException thrown when attempt to move point outside of the sprite rect in Sprite Editor while holding control key (946546)
  • Android: Android: Add "Low Accuracy Location" checkbox to player settings (915891)
  • Android: Android: Buildpipe - Fixed exporting for projects with chars in ProductName which are forbidden by the file system (925490)
  • Android: Fixed an issue with having lots of VBOs allocated even for an empty scene on Android during application startup (920508)
  • Android: Fixed Android not supporting asset bundles larger than 2GB (912482)
  • Android: Fixed atlased ETC1 textures with split alpha rendering in editor outside of play mode (942923)
  • Android: Fixed issue preventing apps using OBB from launching after install from Google Play
  • Android: Fixed OpenGL ES version check for Android and Android Extension Pack detection in the editor (931848)
  • Android: Fixed player crash when profiler with GPU profiling was enabled and graphics API was not OpenGL ES 3 (944118)
  • Android: Fixed realtime HDR reflection probes being black on older Android devices (776875)
  • Android: Shaders that fail to compile no longer spam the log in release builds (837845)
  • Animation: Display clip name in clip importer preview title (888864)
  • Animation: Fixed a crash when closing Animator Window (916970)
  • Animation: Fixed an exception in the transition inspector when the previewer is not docked (935015)
  • Animation: Fixed an issue where Animation Events in empty clips were not getting fired (921121)
  • Animation: Fixed an issue where copy pasting a state containing a Blend tree to a synchronized layer would link (891990)
  • Animation: Fixed an issue where the Avatar Previewer (StateMachine transitions and Animation Clips previewer) was not centering for some models (936144)
  • Animation: Fixed animation events firing twice when using animator manual update. (938978)
  • Animation: Fixed animation starts sliding in Blend Tree preview when having more that two animations (903883)
  • Animation: Fixed Animation Window clip popup list not alphabetically sorted (934923)
  • Animation: Fixed animations that reference script properties that are in asset bundles (920973)
  • Animation: Fixed AnimatorState's WriteDefaults not working properly on very specific setups (893779)
  • Animation: Fixed assertion message displayed when using override controllers with legacy clips (919054)
  • Animation: Fixed Avatar preview not initializing properly
  • Animation: Fixed crash in invalid state machine transition (920625)
  • Animation: Fixed crash when changing number of input in AnimationLayerMixerPlayable at runtime. (921997)
  • Animation: Fixed default values when setting an OverrideController (810415)
  • Animation: Fixed editor freezing when duplicating badly formed state machines (913757)
  • Animation: Fixed erroneous visual feedback for the transition in the AnimatorController when transition time is negative (883899)
  • Animation: Fixed Frame-All and Frame-Selected in Animator Window
  • Animation: Fixed humanoid body position not properly animated when used in additive layer (916487)
  • Animation: Fixed interrupted transition on layers that have empty states. (920470)
  • Animation: Fixed keyframes not pasted in the proper order in the dopesheet. (944695)
  • Animation: Fixed keyframes skipped when navigating to Previous/Next keyframe in animation window (927700)
  • Animation: Fixed keyframing of multiple material selection in the animation window (934578)
  • Animation: Fixed muscle settings being reset when changing other muscle settings in the model importer.
  • Animation: Fixed NaN errors originating from root motion calculation. (794979)
  • Animation: Fixed non-animated values in Transform component not properly restored when previewing in Animation Window (809332)
  • Animation: Fixed property not displayed with "Default Value" identifier when last key is deleted in the curve editor (925529)
  • Animation: Fixed state machine range selection not adjusting to bigger graphs (877827)
  • Animation: Fixed tangent mode not properly set when adding a key at curve extremities in curve editor (944014)
  • Animation: Fixed unresponsive animation window when zoomed out (919500)
  • Animation: Root motion broken in animation when weight of any additional layer is greater than zero (943238)
  • Animation: Transition between animations makes GetIKRotation and GetIKPosition return incorrect value (945035)
  • Asset Bundles: Fixed bug where incorrect error was getting thrown if an asset was included in the same AssetBundle more than once (932726)
  • Asset Import: Fixed bug with ScriptedImporter where a sub-asset added to the AssetImportContext would become the main asset, when the specified main asset was of certain built-in types
  • Asset Import: Fixed crash when accessing ModelImporter.sourceAvatar with a null avatar (951241)
  • Asset Import: Fixed crash when importing a corrupted prefab (919220)
  • Asset Import: Fixed crash when importing some invalid .3ds files. (937949)
  • Asset Import: Fixed editor crash and visibility curves correcteness on FBX with non baked animations. (940745)
  • Asset Import: Updated SketchUp SDK to latest to support SketchUp 2015/2016/2017 (782948)
  • Audio: Audio Source occasionally became louder when played repeatedly. (921686)
  • Audio: AudioClip in Audio Source component only played the first selected audio clip. (901001)
  • Audio: AudioSource had short volume glitches at the beginning of playback when a Rigidbody was attached. (915586)
  • Audio: AudioSource volume was incorrect when re-enabling disabled AudioSource. (922299)
  • Audio: AudioSource were affected by AudioReverbZone even with the Bypass Reverb Zones setting enabled. (931206)
  • Audio: Changing Reverb Preset of an AudioReverbZone via script had no effect on audio. (802828)
  • Audio: Deleting a mixer asset from Audio Mixer window no longer causes deletion of the selected folder. (895642)
  • Audio: Fixed error when trying to undo 'Set as start Snapshot' action. (926480)
  • Audio: Fixed glitches in audio mixer group view when adding/duplicating a large number of groups. (908919)
  • Audio: Fixed incorrect display of source-listener distance when both source and listener are attached to the same game object and the game object is accelerating. (849469)
  • Audio: Mixer: Duplicated groups can now be undone. (907123)
  • Audio: On Windows it was not possible to receive information about microphone devices when its name contained special characters. (895350)
  • Audio: The audio clip no longer starts to play when auto-play is enabled in the preview window and the Game/Scene view is detached. (922827)
  • Audio: The AudioListener.pause property was not reset when exiting Play mode. (917676)
  • Audio: The first AudioMixerSnapshot.TransitionTo call incorrectly started a transition from selected snapshot instead of the defined start snapshot. (905679)
  • Build Pipeline: Fix "Must set an output directory through SetCompileScriptsOutputDirectory before compiling" error when importing some asset packages (923377)
  • Build Pipeline: Fix crash when unloading an asset bundle that contains a GameObject with a non-persistent component (807541)
  • Build Pipeline: Fixed bug where error was getting thrown if Cancel was selected in the folder dialogue for certain types of Android builds (931036)
  • Build Pipeline: Fixed editor crash when attempting to build Assetbundles from a PreProcessBuild callback (920116, 928647)
  • Build Pipeline: Fixed editor crash when reading very old serialized files (911018)
  • Build Pipeline: Modified warning message in the build player window to direct users to log in to use services (800269)
  • Editor: Changing width of LookDev window to lowest possible while HDRI panel is open throws errors (938490)
  • Editor: Crash on macOS when canceling undock of Hierarchy or Scene View (942253)
  • Editor: Don't show incorrect label inspectors on folders in the project browser (914534)
  • Editor: Fix a fatal error caused when code is trying to access a non-existing platform (for example, one that was deprecated and later removed in Unity) (943461)
  • Editor: Fix crash on shutdown after using Windows speech recognizer (946499)
  • Editor: Fix framework inspector showing only one option in Option Dependencies (930624)
  • Editor: Fix issue that caused Windows speech recognizer not to work if a bad syntax file was loaded (871461)
  • Editor: Fix modifiers being discarded when pressing hotkey (936062)
  • Editor: Fix null reference exception on scene view drop (915829)
  • Editor: Fix player build success notification
  • Editor: Fix preview generation when lighting data hasn't been baked (818075)
  • Editor: Fix progress bar display for test tools
  • Editor: Fixed "Help > Software Licenses" menu item not working when editor application has spaces in path (macOS). (914937)
  • Editor: Fixed 9-slice not working well on transform scale values that are other than Vector3.one. (933414)
  • Editor: Fixed a issue that launching the editor using -projectPath argument without a valid license results in hang on splash or no visible window (942380)
  • Editor: Fixed an issue that was preventing the execution of menu items that contained a hotkey character (e.g., '&', '_', etc) via Editor scripts. (941189)
  • Editor: Fixed an issue where GameView size would not be restricted correctly when we don't think there's enough video memory (900779)
  • Editor: Fixed an issue where LogAssert.Expect would ignore the the logtype when finding a satisfying event when running playmode and editmode tests. (935602)
  • Editor: Fixed an issue where ResourceRequest.isDone was never set when loading resources in the Editor with LoadAsync until Editor window got resized (898008)
  • Editor: Fixed bug where Object Selector would default to Scene tab for ScriptableObject and other non-GameObject/Component asset types
  • Editor: Fixed bug where Object Selector would not display objects of a custom type if their unqualified type name matched some Unity type's unqualified name
  • Editor: Fixed Build And Run button for AppleTV on non macOS (938824)
  • Editor: Fixed crash when clicking Gizmos button in Scene view. (923088)
  • Editor: Fixed editor crash on UnloadSceneAsync() when exiting play mode if two scenes are added in Hierarchy (868291)
  • Editor: Fixed Editor crash when using obsolete platform StandaloneOSXUniversal in code. (942560)
  • Editor: Fixed issue that user is not recognized as signed when open a cloud project
  • Editor: Fixed issue where Editor would crash on reload of a named scene without a scene Asset (928294)
  • Editor: Fixed issue where trying to exit Avatar Configuration would not open a new scene and lock the inspector (926815)
  • Editor: Fixed issue where you could not reload the last loaded scene, when there is an unloaded scene in the scene hierarchy. (927176)
  • Editor: Fixed issue with wrong xcode beeing used to build the project on Mac (815711)
  • Editor: Fixed NullReferenceException when selecting objects in hierarchy at the same frame they are destroyed (784805)
  • Editor: Fixed planar handles of position handle using absolute mouse position instead of relative. (920533)
  • Editor: Fixed Profiler not showing chart data after Playmode change if Scene view was set to Maximize on Play. (778068)
  • Editor: Fixed so OnHierarchyChanged event is not fired if a root GameObject added/removed is hidden. Now same behavior as non-root GameObjects.
  • Editor: Fixed so OnHierarchyChanged event is not fired if selection changes to a GameObject that shows preview area or material preview icons in the Inspector. (935289)
  • Editor: Fixed TextField changing height when entering new text and toggles not fully displaying when no text is entered (912001)
  • Editor: Fixed TreeView renaming issue when re-docking an EditorWindow (888658)
  • Editor: Fixed UIElements ScrollView having empty space when scroll bars are hidden (930065)
  • Editor: Fixed various issues in PlayerConnection and EditorConnection, player connect and disconnect should work properly now.
  • Editor: LookDev camera/objects is reset upon creating new unity scene (938493)
  • Editor: LookDev window allows meshes to be dropped from scene hierarchy (938500)
  • Editor: Removed unnecessary error in console when using point mesh topology. (930042)
  • Editor: The generated TestResults.xml when running playmode and editmode tests is now updated to be in NUnit3 format. (910845, 940839)
  • Editor: Unit tests in custom assemblies are again loaded by the test runner as playmode and editmode tests when the assembly is placed inside the assets folder. (926540)
  • Editor: [Profiler] Shows no data if docked and Game View is maximized (778068)
  • GI: Fixed issue where GI data wasn't loading properly from Asset Bundles. (924597)
  • Graphics: Convert scene view texture to LDR before drawing scene view elements. (878724)
  • Graphics: Fix second display rendering on Android/iOS when Camera.targetDisplay is not zero, Camera.targetDisplay is now completely ignored on these platforms (920394)
  • Graphics: Fix shadows when only alpha blended shadow caster are present. (930221)
  • Graphics: Fixed a crash when frustum culling local (point and spot) moving lights. (930408)
  • Graphics: Fixed GameView Stats windows & profiler to display rendered vertex/triangle counts properly when they are larger than 2 Billion.
  • Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture (919162)
  • Graphics: Fixed SkinnedMeshRenderers marked with "update when offscreen" not being updated when rendering via CommandBuffers. (938897)
  • Graphics: Fixed wrong texture quality beeing applyed for graphic APIs not supporting NPOT with mipmaps (881121)
  • Graphics: Increase vsync count cap from 2 to 4 to better align with what is allowed by DXGI (941921)
  • Graphics: Make flares respond to 2D colliders (911429)
  • Graphics: Provide SystemInfo.SupportsBlendingOnRenderTextureFormat() API for checking the support of blending on render texture formats (930826)
  • Graphics: Work around Metal driver issue breaking reflection probes (899153)
  • iOS: Cardboard. Enable Transition View fixed (893415)
  • iOS: Don't overwrite provisioning on append if it's not set up (946822)
  • Kernel: Assert no longer occurs when finding game objects that are deactivating (667483)
  • Kernel: Display correct value when mult-editing and changing property to extreme clamped value (806441)
  • Kernel: Improved error reporting for semantic YAML merges, particularly on macOS (719374)
  • Licenses: Fixed a issue that when cached refresh token & access token expired, command line activation will failed (940084)
  • Multiplayer: Force scene ID to 0 on all prefabs, fixes issue where spawning an a network object instance will create it as a scene object (866792)
  • OSX: Restore previous behaviour of stripping UnityEngine mdb files for macOS Standalone player builds.
  • Package Manager: Allow user to continue after packman resolution failure at startup (945057)
  • Package Manager: Fixed issue where Export package window contains extra folder Packages (940149)
  • Particles: Clamp properties to valid ranges when set via animation (936831)
  • Particles: Clamp properties to valid ranges when set via script (805636)
  • Particles: Improve mesh batching, so it behaves identically to billboard batching (924743)
  • Particles: Improved Frame Debugger messages for when dynamic batches using Particle Systems are broken (911933)
  • Particles: Mesh used in the Shape Module would not always update when swapped in Edit Mode (948152)
  • Particles: Noise remap curves were still editable after remap had been disabled (923397)
  • Particles: Particle system collision gizmos were also shown for particles without collision module when multiple particle systems were selected (947417)
  • Particles: Sub-emitter particles were still visible in Edit Mode when removing them from a parent emitter (946999)
  • Physics: Fix cloth prefab crash when enabling and disabling. (904655)
  • Scripting: Fix calling MonoBehaviour.StopCoroutine on a parent IEnumerator coroutines not stopping their child IEnumerator coroutines after the second level. (935955)
  • Scripting: Fix rare coroutine crash when exiting play mode (905492)
  • Scripting: Fix rare coroutine crash when having nested coroutines (903628)
  • Scripting: Fix to prevent domain reload when in play mode in the editor due to missing script reference in asset bundles (926516)
  • Scripting: Fixed crash when calling SerializedObject.CopyFromSerializedProperty(null) (927291)
  • Scripting Upgrade: Fix crash in AssemblyUpdater when property body contains reference to an obsolete API method / property (935582)
  • Scripting Upgrade: Fixed an issue where the send function from our synchronization context would fail to execute on the main thread (934819)
  • Scripting Upgrade: Fixes an issue where assemblies built with .NET 4.6 fail to be imported (922577)
  • Services: Fixed A very bad internet connexion can result on a black page when launching the editor (937367)
  • Services: Prevent collab from getting into a publish loop (932469)
  • Shaders: Addressed an internal issue that was causing the same shader to be built different as part of an AssetBundle on each successive build run. This only affected certain shaders and only occurred in macOS. (931791)
  • Shaders: Fixed non rendering light probe debug visualization in metal editor (900987)
  • Shaders: Fixing shadow precision into fp32 for mobile platforms. (896448, 899729)
  • Shaders: Shaders: Added in standard shader a warning if bump scale is used on mobile platform (828427)
  • Terrain: Fixed an issue where a terrain detail mesh would have incorrect wind animation if it uses vertex colors as weights and "Optimize Mesh Data" is enabled in Player Settings. (921107)
  • Terrain: Fixed an issue where assertions would appear if you have OnTerrainChanged message callback in your MonoBehaviour. (927365)
  • Timeline: Added snapping on multi-selected clips (883991)
  • Timeline: Fixed drag when moving mouse outside of the Timeline Window. (881880)
  • Timeline: Fixed snap to frame will snap to middle of frame if clip beginning is not snapped (879564)
  • Timeline: Fixed trimming left side of activation clip will eventually move the clip (888393)
  • UI: Fix crash when undoing or applying changes on a prefab instance containing UI objects. (930503)
  • UI: Fixed a bug where images would not render if they started disabled. (922641)
  • UI: Fixed a memory leak in the UGUI profiler (912789)
  • UI: Fixed broken GUI when selecting prefabs with scripts that have compile errors (930931)
  • UI: Fixed issue in RectTransform where changes would be lost if applied before Activating the GameObject. (953409)
  • UI: Fixed issue in which GraphicRaycaster incorrectly hit graphic elements behind the event camera's far clipping plane. (935665)
  • UI: Fixed null reference exception and malformed UI when selecting prefab referencing deleted asset (930291)
  • UI: Fixing issue where Font fallback references would not serialize properly (911613)
  • UI: Fixing issue with showing wrong data in graph due to same stat name as GFX module (930049)
  • UI: making the event systems be a list such that you can add multiple, remove one and still have the old system working without having to find every time. (840983)
  • UI: Skip RectTransform preview when parent width is zero. (859385)
  • Universal Windows Platform: Follow up fix for runInBackground (759166)
  • Video: .mov with uncompressed RGBA now supported on OSX. (856784)
  • Video: Fix for loss of audio when changing video playback speed on iOS/OSX with AudioSources (938801)
  • Video: Fixed audio getting desynchronized from video after seek operations. (889059)
  • Video: Fixed crash when closing Unity with Video preview (938819)
  • Video: Fixed crash when exiting Standalone player with active VideoPlayer (942012)
  • Video: Fixed crash when releasing VideoPlayer outside Play Mode. (930707)
  • Video: Fixed incorrect VideoPlayer naming suffix when drag-anddropping a VideoClip into the scene. (923258)
  • Video: Fixed typo in one of the VideoPlayer editor tooltips (Audio Source). (920816)
  • Video: Fixed VideoPlayer CameraNear/FarPlane RenderModes when used in conjunction with VR
  • Video: Fixed VideoPlayer Preview outside Play Mode. (931846)
  • Video: On Android, videos stop playing when trying to resynchronize. (935659)
  • Web: Fixed chunked data upload in UnityWebRequest on Standalone, iOS, Tizen, WiiU
  • Web: Fixed resource leak when aborting a UnityWebRequest that downloads an AssetBundle
  • WebGL: Fixed back-buffer anti-aliasing on WebGL1.0 (923698)
  • WebGL: Fixed file:// protocol warning on browsers that don't allow it (926842)
  • WebGL: Fixed Fullscreen mode on Safari (775206)
  • WebGL: Fixed server compression configuration warning (927459)
  • Windows: Fix artifacts when rendering to non-native resolution (930948)
  • Windows: Fixed reading of loca, files in UWP through WebRequest. (910488)
  • Windows: Windows: Fixed switching to full screen from windowed when using dx11. (904471, 923430)
  • XR: Change hard coded GVR Device refresh rate to use Resolution.refreshRate (948896)
  • XR: Eye textures are no longer reallocated every frame when the main camera has MSAA disabled, but it is enabled for the VR device. (919459)
  • XR: Fix an issue with canvas lagging behind when attached to a spatially tracked object while in the editor and play mode. (814569)
  • XR: Fix Cardboard iOS target frame rate (950229)
  • XR: Fix crash in Holographic simulator when trying to exit play mode while paused and VR not enabled (948127)
  • XR: Fix for GearVR HMD touch pad not working with new Input System. (934585)
  • XR: Fix hardware volume controls so they are not locked out in Cardboard (938063)
  • XR: Fixed a number of issues with the VRDevice and rendering in the game view to remove occlusion mesh.
  • XR: Fixed billboard trees moving around in VR as viewer moves or rotates. Also fix VR issue of morphing tree vertices "growing" as camera moves closer to trees (733507, 946544)
  • XR: Fixed CommandBuffer.Blit doesn't work when used in CameraEvent.AfterEverything (918916)
  • XR: Fixed crash when using Android single-pass stereo rendering with the Mock HMD (930458)
  • XR: Fixed incorrect viewport in Single-Pass Stereo when blitting between different sized render textures (945940)
  • XR: Handle Android density (screen resolution) changes without crashing. (950540)
  • XR: Right eye is not rendering with Single Pass rendering and camera has Allow HDR enabled on Android (920106)

New in Unity 2017.2.0 (Oct 13, 2017)

  • System Requirements Changes:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • Features:
  • 2D: Added Tilemap. description
  • Asset Import: Added support for animated custom properties from FBX. description
  • Asset Import: Added support for Stingray material import from FBX. description
  • GI: Added per-object lightmap seam stitching for Progressive Lightmapper. description
  • GI: Added profiler for Realtime Global Illumination.
  • GI: Added support for double-sided materials in Progressive Lightmapper. Added a new Material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other GameObjects. Backface rendering is not controlled by this setting, and backfaces are not represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • GI: Added support for per-object casting and receiving shadows in the Progressive Lightmapper. For "Cast Shadows", only the "On" and "Off" options are currently supported.
  • Graphics: Implemented Display-P3 color gamut support for iOS and macOS. Added "Color Gamut" property to Player Settings, which will eventually cover other platforms with wide color gamut support.
  • Multiplayer: Added new QoS options for delivery of large messages: reliable or unreliable, and un-ordered (fragmented) or ordered (fragmented sequenced).
  • OSX: Added support for Retina in macOS standalone builds.
  • Package Manager: Exposed the API for enabling internal components to be updated more frequently than the Editor. This is the first step in implementing the Unity Package Manager. We are taking an incremental approach to integrate the system into the Unity ecosystem. It will grow with more features over time. For this first release, we have avoided exposing user-facing features.
  • Particles: Added "Stop Action" option to allow Particle Systems to be destroyed or disabled when they finish playing. description
  • Particles: Added Linear Drag support for Particles. The new options are in the Limit Velocity over Lifetime Module. description
  • Services: Performance Reporting Service: Added support for native crashes on Android.
  • Timeline: Added support for Avatar Masks on Animation Tracks.
  • Video: Added pixel aspect ratio support for non-square pixels.
  • WebGL: Added linear rendering to WebGL 2.0
  • XR: Added openVR support for Mac 64bit application target that use Metal graphics.
  • XR: Added support for certain aspects of the Vive HMD to be simulated in-Editor without the need of a physical HMD. To enable this, use the "Mock HMD - Vive" virtual reality SDK in the Player Settings. The mock HMD uses the same asymmetric projection matrix, hidden occlusion mesh, field of view, aspect ratio, and eye texture size as the Vive. You can use mock HMD with both multi and single pass rendering paths. It renders as a split-screen stereo display in the Editor.
  • XR: Added support for Google ARCore augmented reality technology when targeting Android 7.0 and above on supported devices. See our blog post for more information and how to get started
  • XR: Added support for Video Async Reprojection for Daydream View. Video Async Reprojection allows an app to feed video frames directly into the Google VR Async Reprojection system without going through the main Unity render loop. This provides a fast path to direct rendering of video, regardless of the current frame rate Unity is rendering at and skips Texture filtering, providing for a much higher quality output. There is also an option to allow for the use of protected memory, for users that need to render DRM-protected content.
  • XR: Added support for Windows Mixed Reality as a Virtual Reality SDK target. This extends Unity's HoloLens support so that it more generally supports Windows Mixed Reality, both for desktop and HoloLens.
  • XR: Added the TrackedPoseDriver component, which can be added to a game object to match the position and rotation of a AR device, VR HMD, or VR controller.
  • XR: Stereo Instancing (also known as single-pass instanced) is now supported on desktops when the DirectX 11 (DX11) rendering API is in use. Stereo Instancing is only supported with forward rendering.
  • XR: Unity Editor has foundation support for EditorVR. Look for a future announcement around availability of a 2017.2 compatible EditorVR version.
  • XR: Windows Mixed Reality headsets are now supported for playing in-Editor.
  • XR: Introduced native integration for the Vuforia Augmented Reality Platform. Vuforia support can be installed through the Unity Download Assistant and enabled under PlayerSettings/XR. For more information about Vuforia see https://developer.vuforia.com.
  • Backwards Compatibility Breaking Changes:
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • Changes:
  • Android: "Export as ADT project" is now obsolete.
  • Android: Changed default frame rate (Application.targetFrameRate = -1) to 30 when v-sync is off, similar to iOS.
  • Audio: Made improvements to AudioMixer ducking: Optimized CPU performance. Changed behaviour so that ducking amount corresponds to the maximum level on each channel.
  • Editor: APIUpdater no longer runs automatically when Editor runs in batch mode. See -accept-apiupdate command argument for more information.
  • Editor: Changed the behaviour of the "members" button in the Collab toolbar. It now opens a page in the web Dashboard to add/remove project members.
  • Editor: Editor GUI tooltips are no longer suspended if the Scene is paused in Play mode.
  • Editor: Reduced the verbosity in Editor log for script recompilation.
  • Editor: The 2017 Unity Editor requires a new license version. Subscription keys will be upgraded, but 5.x license keys are not accepted by the 2017 Editor. If you have only a 5.x license, please visit https://store.unity.com/ or contact your sales representative to obtain a 2017-compatible license.
  • Graphics: When using custom shadow resolution on a light, the resolution is no longer clamped, so it can reach up to 8k shadowmap if needed.
  • Licenses: Updated the FBX license to require acceptance of FBX SDK license (see FBX SDK 2015 License and Service Agreement)
  • Package Manager: Moved the location of the project packages manifest from /UnityPackageManager/Project to /UnityPackageManager.
  • Scripting: Adding a MonoBehaviour to a GameObject in the Editor now calls MonoBehaviour.OnValidate.
  • Scripting: Serialization: Disabled support for opposite-endinanness AssetBundles.
  • Scripting: The Editor now loads precompiled managed assemblies (.dlls) on startup even if there are compile errors in other scripts.
  • Scripting: InitializeOnLoad is now invoked after deserialization. See Upgrade guide for details. (879044)
  • UI: Marked legacy (Unity 1.0) UI system components (GUILayer, GUIText, and GUITexture) as deprecated. GUILayer components are no longer added to the camera by default.
  • Universal Windows Platform: Changed the default scripting backend on Universal Windows Platform to IL2CPP.
  • XR: Camera.stereoMirrorMode is now obsolete.
  • Improvements:
  • AI: Improved performance when synchronizing NavMesh tiles after carving.
  • AI: You can now use NavMeshEditorHelpers.DrawBuildDebug() to selectively collect and visualize debug data from the process of building a NavMesh with the NavMeshBuilder API.
  • Android: Change to allow extractNativeLibs=false flag to be used if needed.
  • Android: Significantly improved the performance of large prefabs loading on Android (Resources.Load* or AssetBundle.LoadAsset* APIs). (904652)
  • Android: The backend ETC Texture compressor is now configurable in the Editor Settings, with different quality/compression speed tradeoffs.
  • Animation: Added ability to copy and paste transition parameters in Animator State Machine.
  • Animation: Added option to Animator States to pull normalized time from a specified Parameter rather than using Time.deltaTime.
  • Asset Import: Exposed a public API for extracting embedded textures from .FBX and SketchUp files. The materials which are embedded in the Asset will be updated automatically to reference the extracted Textures. description
  • Asset Import: Made minor improvements to the Avatar Mask and Transform Mask UI. description
  • Asset Import: Parallelized the Animation Clip keyframe reduction during import.
  • Asset Import: Updated SketchUp SDK to 17.0. (782948)
  • Audio: Added ability to get and set the audio spatializer from script via AudioSettings.GetSpatializerPluginName and AudioSettings.SetSpatializerPluginName.
  • DX12: Native Rendering Plugin improvements: Exposed/implemented native RenderBuffer resource retreival. Fixed multithreading issues.
  • Editor: Added toggle for color-blind-friendly mode to the context menu in the upper-right corner of the Profiler window.
  • Editor: Exposed LZ4 compression settings to the Build Player window for iOS, Android, and Standalone platforms.
  • Editor: Made usability refinements to Profiler charts: You can now toggle all series types Stacked chart series now have explicit reorderable affordances Stacked plots now appear as solid colors
  • Editor: Unity Troubleshooter allows users to observe a list of previously reported issues and search for similar issues in Unity Knowledge base
  • GI: Added A-Trous, a new edge-aware filter for GI when using the Progressive Lightmapper.
  • GI: Added asynchronous loading of precomputed realtime GI data, by moving the GI part of file I/O into the loading thread. Exposed DynamicGI.IsConverged to public API so you can see when lighting is converging. Added timesliced albedo-emission rendering during load. (710503, 790887, 815033)
  • GI: Added support for LOD baking in Progressive Lightmapper.
  • GI: Added update to fill the empty areas in the lightmaps with content from the lower mip levels (push-pull dilation). This fixes visible dark pixels around geometry edges when rendering with lightmaps. The happens due to dark background texels bleeding in when lower MIPs are accessed.
  • GI: HDR emission: Enabled 16-bit floating point format for emission for both Realtime and Baked GI. Baked GI output is still limited by RGBM range. Increased HDR color picker limit from 99 to 64k.
  • GI: Terrain trees can now cast shadows into the baked lightmap for Terrains. Terrain Tree Probes are now in the top of the tree canopy to make sure Probes don't end up inside the tree trunk. description (685764)
  • GI: Upgraded the Enlighten SDK to 3.09. New since 3.08p1:
  • Improvements: The face(s) of a triangle which cast direct light shadows can now be set per material. Bug Fixes: Fixed a bug where setting the update manager limiter to values greater than 0 produced incorrect reading of the input lighting buffers. Fixed a crash in IPrecompute::PackGeometry() when providing an input mesh with very large UVs. Fixed a crash in IPrecompPackedGeometry::Load() when running out of memory. Fixed case of uninitialised data being serialised in WriteDataBlockForInPlace() and related functions.
  • Graphics: Added "Dynamic Occludee" settings in Mesh Renderer to control whether dynamic GameObjects should skip occlusion culling. (883644)
  • Graphics: Added GPU Skinning via compute on Vulkan, D3D12, PS4 and Xbox One.
  • Graphics: Added new "Metal Restricted Backbuffer Use" option to Player Settings. This allows improved performance in non-default device orientation.
  • Graphics: Frame Debugger Improvements: Size, format and depth in the Texture shader properties tooltip. Stencil states. Subshader index, pass name and light mode tag.
  • Graphics: Reworked Rendering.CommandBuffer internals to reduce main thread cost.
  • Graphics: Texture Importer: Added support for BC5 compression format when the Texture Type is set to to Normal map. Enable the platform-specific override panel at the bottom of the Texture Importer to set the Format to BC5.
  • iOS: Added an API to retrieve existing build phases for Xcode targets.
  • iOS: Generated Notification and Spotlight icons for iOS targets. Additionally, modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. (894113)
  • iOS: Implemented Xcode API for embedding frameworks.
  • iOS: Improved render thread scheduling for Metal.
  • iOS: Multithreaded rendering option is now available for iOS/tvOS.
  • Kernel: Added completion events to all return AsyncOperations.
  • Launcher: Integrated Social Sign-On into the Launcher window.
  • Particles: Added a Restart button to the Scene View overlay. description
  • Particles: Added the "Inherit Lifetime" option to the Particle System Sub-Emitter module.
  • Particles: Burst Emission now supports curve modes for the count. description
  • Particles: Custom Module labels are now editable, allowing you to give them contextual names. description
  • Physics: 3D Physics changes caused by modifying the Transform can now be deferred. They automatically synchronise before the physics simulation runs. You can use Physics3D.autoSyncTransforms and Physic3D.SyncTransforms() to control this behaviour.
  • Physics: Added edit modes for joint angular limits to Inspectors for CharacterJoint, ConfigurableJoint, HingeJoint, and HingeJoint2D. description
  • Physics: Collision2D.contacts array is now created when accessed so that it isn't allocated any memory until used.
  • Plugins: Added a rendering command buffer callback to update the contents of a Texture from inside the plug-in (D3D11/Metal/GLES).
  • Plugins: Native Rendering Plugins are now supported on Nintendo Switch.
  • Services: Updated Unity Ads to version 2.1.1.
  • Shaders: Improved compute shader import times, and eliminated some shader compiler timeouts.
  • Shaders: Improved import time of surface shaders with many similar shader_feature/multi_compile variants.
  • Substance: Added support for V6 engine; Ability to use all the nodes of Substance Designer.
  • UI: Introduced a shader keyword to all of the UI shaders, which controls the rect clipping. Rect clipping now only occurs when the Mask component is enabled. This leads to much better UI performance when Masks are not used. (784238)
  • Universal Windows Platform: IL2CPP scripting backend now defaults to using .NET 4.6 API compatiblity level.
  • VR: Updated Oculus to version 1.14.
  • Web: UnityWebRequest now has DownloadHandlerFile available for downloading files and saving them to disk with a low memory footprint.
  • Windows: Improved the crash dialog in the Windows Player; it now has more detail, and prompts the user to open an Explorer window for the crash report.
  • Windows: Split the player executable into two parts: a signed UnityPlayer.dll that has all the engine code, and a wrapper executable that calls into this DLL at startup. The source code for the executable is in EditorDataWindowsStandaloneSupportSourceWindowsPlayer. You can rebuild it with VS2015 as long as you have "Common Tools for Visual C++ 2015" and "Windows XP Support for C++" installed.
  • XR: Improved rendering performance of Daydream and Gear VR apps.
  • XR: Made improvements to pause handling in XR applications. Apps which need to pause when the HMD is removed no longer resume if the window focus changes, and vice-versa.
  • XR: On VR HMDs for WindowsMR, you can now call SetTrackingSpaceType with TrackingSpaceType.RoomScale to set the floor at y = 0.
  • XR: Updated interfaces and new data for GestureRecognizer and InteractionManager (UnityEngine.VR.WSA.Input). Some of the API surface for this has breaking changes on the way and will land soon.
  • XR: UnityEngine.Experimental.VR.Boundary.TryGetGeometry now works on Windows Mixed Reality headsets.
  • API Changes:
  • Accessibility: Added UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette().
  • AI: Added NavMeshBuildDebugFlags, NavMeshBuildDebugSettings, NavMeshBuildSettings.debug, NavMeshEditorHelpers.DrawBuildDebug.
  • Asset Import: Added AssetPostprocessor.OnPostprocessGameObjectWithAnimatedUserProperties(GameObject go, EditorCurveBinding[] bindings) and void AssetPostprocessor.OnPostprocessAnimation(GameObject root,AnimationClip clip).
  • Asset Pipeline: AddedAssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Editor: Added AssemblyBuilder API for building managed assemblies from scripts outside of the Assets folder.
  • Editor: Added JointAngularLimitHandle to UnityEditor.IMGUI.Controls.
  • Editor: Obsoleted EditorApplication.playmodeStateChanged in favor of new EditorApplication.playModeStateChanged and EditorApplication.pauseStateChanged.
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint.
  • Editor: Updated ArcHandle.radius so that it can now have a negative value.
  • Graphics: Added RenderPass functionality to scriptable render pipelines.
  • Graphics: Added CommandBuffer.IssuePluginEventAndData, CommandBuffer.IssuePluginCustomBlit and CommandBuffer.IssuePluginCustomTextureUpdate.
  • IMGUI: Added GUI.Toolbar/GUILayout.Toolbar method with new GUI.ToolbarButtonSize enum parameter to support Fixed and FitToContents modes for button contents.
  • IMGUI: Updated GUI.SetNextControlName() so that it now works for controls with any FocusType.
  • iOS: Modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. (894113)
  • iOS: Obsoleted iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent in favor of iOSStatusBarStyle.LightContent. (894136, 917073)
  • Kernel: Added new AssetBundle APIs LoadFromStream and LoadFromStreamAsync. The APIs let the user load AssetBundle data from a managed Stream instead of Unity native methods.
  • Kernel: Added AsyncOperation.completed event for delegate registration.
  • Mobile (Android, iOS, Metro, Tizen): Added TouchScreenKeyboard.keyboardStatus read-only value. Status can be Visible, Done, Canceled, or LostFocus. (758761)
  • Multiplayer: Added a new overload to NetworkManager.StartClient function which allows you to specify which port the local socket should be bound to. (903860)
  • Physics: Added Collision2D.GetContacts().
  • Physics: Added Physics2D.autoSyncTransforms and Physics2D.SyncTransforms().
  • Playables: Added API functions Playable.ConnectInput() and Playable.AddInput().
  • Playables: Added PlayableGraph.IsPlaying().
  • Playables: Moved AudioPlayableOutput to namespace UnityEngine.Audio.
  • Playables: Removed all *Playable.SetHandle().
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity.
  • Plugins: Added new kUnityRenderingExtEventUpdateTextureBegin/kUnityRenderingExtEventUpdateTextureEnd events to UnityRenderingExtEventType.
  • Scripting: Added SerializedProperty.fixedBufferSize, SerializedProperty.isFixedBuffer and SerializedProperty.GetFixedBufferElementAtIndex.
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • Services: Added support for user-defined purchasing payouts attached to ProductDefinitions.
  • Terrain: Added Terrain.freeUnusedRenderingResources API. You can use this to turn off a "garbage collection" mechanism within the Terrain system to prevent a potential performance hiccup. See the API documentation for details. (743462)
  • Terrain: Added Terrain.freeUnusedRenderingResources. (743462)
  • VR: Added VRDevice.userPresence. This API allows applications to test whether a user is present and interacting with a VR device - e.g. wearing a HMD.
  • VR: Exposed angular velocity and angular acceleration via the UnityVR.InputTracking.GetNodeStates() API on VR platforms that supply these values.
  • Web: Added UnityWebRequestAsyncOperation UnityWebRequest.SendWebRequest() API.
  • Web: Obsoleted the following deprecated API: Application.isWebplayer GameViewSizeGroupType.WebPlayer BuildTargetGroup.WebPlayer EditorBuildSettings.webPlayerStreamed EditorBuildSettings.webPlayerOfflineDeployment EditorUtility.BuildResourceFile(Object[] selection, string pathName)
  • Web: Obsoleted UnityWebRequest.Send() in favor of new SendWebRequest call.
  • Web: Removed the following obsolete API: BuildPipeline.WebPlayerAssetBundlesAreNoLongerSupported() BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, BuildAssetBundleOptions assetBundleOptions) BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName) BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions) BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc) BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions) BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName) BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions) BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc) BuildPipeline.BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None) BuildPipeline.BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None) BuildPipeline.WebPlayerOfflineDeployment
  • Windows: Added UnityEngine.Windows.CrashReporting.crashReportFolder, a Windows-specific API that exposes the crash dump path to C#.
  • XR: Added PlayerSettings values for new Async Video Reprojection Settings. (932009)
  • XR: Added VRTextureUsage as an argument to RenderTexture.GetTemporary, with a default value. (918634)
  • XR: Added XRDevice.fovZoomFactor. (845344)
  • XR: Made Google Async Video Reprojection usable without the need to subclass UnityPlayerActivity.
  • XR: Moved types in the UnityEngine.VR.* namespaces to UnityEngine.XR.* namespaces. Renamed VR to XR across the API; for example, types like VRSettings, VRDevice, VRNode to XRSettings, XRDevice, XRNode. Configured API updater to automatically update existing scripts and assemblies.
  • Fixes:
  • 2D: Console warning "Texture being dragged has no Sprites" is no longer printed infinitely when sprite is being dragged on Scene window. (916845)
  • 2D: Fixed case of "Unapplied Module Changes" Window appearing when navigating to Edit Outline / Edit Physics Shape but making no changes. (916747)
  • 2D: Fixed case of Aniso Level on Texture being stuck at 16 when imported as Sprite Texture and without mipmaps enabled. (909748)
  • 2D: Fixed case of sprite packer causing an Out Of Memory error. (897066)
  • 2D: Fixed case of text for "Edit Physics Shape" being cutoff in Sprite Editor window regardless of window size. (916742)
  • Android: Fix to return null for AndroidJavaObject.Get() and AndroidJavaObject.GetStatic() instead of throwing exceptions.
  • Android: Fixed issue where Time.realtimeSinceStartup would not increase while the device is in deep sleep. (867885)
  • Animation: Added an error message to SampleAnimation when attempting to sample an animation clip without an animator. (888031)
  • Animation: Disabled the Add State Machine Behaviour button while new scripts need to be recompiled on a State. (908223)
  • Animation: Fixed a crash when an animator reset was triggered during a StateMachineBehaviour awake. (907324)
  • Animation: Fixed double callback at the end of an interrupted transition. (900875)
  • Asset Import: Fix to show the progress bar immediately for large meshes. (462618)
  • Asset Import: Fixed crash when calling Object.DestroyImmediate(go) in OnPostprocessGameObjectWithUserProperties. (899383)
  • Asset Import: Fixed crash when failing to import all animation clips in an FBX file. (911612)
  • Asset Import: Fixed crash when importing FBX files that have a negative framerate value. (905817)
  • Asset Import: Fixed editor crash and visibility curves correctness on FBX with non baked animations. (940745)
  • Asset Import: Fixed issue where an imported mesh would be 'split' into only one part. (906949)
  • Asset Import: Fixed issue where visibility animation curves were created on nodes that don't have a mesh. (907964)
  • Asset Import: Fixed issue with FBX import where mesh instances with different materials were assigned the same material. (898916)
  • Asset Pipeline: (Also mentoned under API changes) Added AssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Audio: Audio Clip Preview: Fixed bug where changing the audio clip in the audio source selection dialog did not stop the previous playing clip. (874592)
  • Audio: Audio Mixer: Fixed case of mute not being applied to the child mixer of channel, or on the parent channel itself. (890139)
  • Audio: Audio Source occasionally became louder when played repeatedly. (921686)
  • Audio: AudioClip in Audio Source component only played the first selected audio clip. (901001)
  • Audio: AudioSource had short volume glitches at the beginning of playback when a Rigidbody was attached. (915586)
  • Audio: AudioSource volume was incorrect when re-enabling disabled AudioSource. (922299)
  • Audio: AudioSource were affected by AudioReverbZone even with the Bypass Reverb Zones setting enabled. (931206)
  • Audio: Changing Reverb Preset of an AudioReverbZone via script had no effect on audio. (802828)
  • Audio: Deleting a mixer asset from Audio Mixer window no longer causes deletion of the selected folder. (895642)
  • Audio: Fixed bug where all external audio clips would be unloaded upon calling AudioClip.UnloadAudioData on an external audio clip. (849564)
  • Audio: Fixed bug whereby Audio Mixer assets had no links to docs in their inspectors. (630520)
  • Audio: Fixed error when trying to undo 'Set as start Snapshot' action. (926480)
  • Audio: Fixed glitches in audio mixer group view when adding/duplicating a large number of groups. (908919)
  • Audio: Fixed incorrect display of source-listener distance when both source and listener are attached to the same game object and the game object is accelerating. (849469)
  • Audio: Fixed issue where Editor would freeze when attempting to open some .mixer assets in the Audio Mixer Window. (852029)
  • Audio: Mixer: Duplicated groups can now be undone. (907123)
  • Audio: On Windows, it was not possible to receive information about microphone devices when its name contained special characters. (895350)
  • Audio: The audio clip no longer starts to play when auto-play is enabled in the preview window and the Game/Scene view is detached. (922827)
  • Audio: The AudioListener.pause property was not reset when exiting Play mode. (917676)
  • Audio: The first AudioMixerSnapshot.TransitionTo call incorrectly started a transition from selected snapshot instead of the defined start snapshot. (905679)
  • Audio: Toggling bypass on any audio effect can now be undone. (776858)
  • Build Pipeline: Fix to prevent build files from getting generated when a build fails. (896991)
  • Build Pipeline: Fixed ability to build asset bundles for a platform other than the one setup in Build Settings. (904359)
  • Build Pipeline: Fixed bug that prevented setting of asset bundle on newly imported textures until some part of the import settings were altered. (905640)
  • Build Pipeline: Fixed bug where new builds were offering the previous project's build path by default. (909650)
  • Build Pipeline: Fixed issue where building for player for unsupported build target was crashing the editor. (900338)
  • Build Pipeline: Fixed issue where cancelling a build would result in a "Build failed" error message. A build result of Succeeded, Failed, or Canceled will now be logged as info. (907429)
  • Build Pipeline: Fixed issue where loading a GameObject from a dll in an asset bundle would cause it to lose its Monobehavior references. (741536)
  • Build Pipeline: Fixed issue where relative build path wasn't getting resolved correctly. (911830)
  • Collab: Fixed an issue where users could experience an editor freeze with collab enabled and 100% packet loss on network. (920583)
  • Editor: Added serialization of active column for Profiler GUI and CPU Hierarchy view. (892743)
  • Editor: Avatar Configuration scene now blocks creation of new scene and gives an appropriate message. (892164)
  • Editor: Error is now logged when trying to set a non-loaded scene as the active scene. (840650)
  • Editor: Fix application menu items and their shortcuts in launcher window on OSX. (921224)
  • Editor: Fix red line at the edge of a window when stretched on OSX. (931831)
  • Editor: Fix to remove suprious errors in console when logging in to Unity account with Collab enabled. (885388)
  • Editor: Fixed an issue where double-F (track selection) in the scene view could use a different focal point than single-F (frame selection). (584765)
  • Editor: Fixed an issue where the Game View ignored vsync settings when using OpenGL on macOS. (901973)
  • Editor: Fixed an issue where undoing creation of a LightProbeGroup was throwing a MissingReferenceException. (657159)
  • Editor: Fixed bug causing Scene view to only focus on the first target in a selection when entering a tool (e.g. Edit Collider) mode.
  • Editor: Fixed bug causing EditorApplication.playmodeStateChanged to be invoked continuously when scrubbing Profiler. (898172)
  • Editor: Fixed bug in progress bar code, which caused Build and Run to crash during sprite packing. (907145)
  • Editor: Fixed build window erratic scene order drag on OSX. (874335)
  • Editor: Fixed case of 'Assertion failed' when using Playmaker's Ecosystem browser. (910371)
  • Editor: Fixed case of property fields skipping child properties when HideInInspector attribute is used. (918683)
  • Editor: Fixed case of TextField changing height when entering new text, and toggles not displaying fully when no text is entered. (912001)
  • Editor: Fixed crash in GUIKeyboardState::~GUIKeyboardState() when double-clicking and draging Scene View window. (909662)
  • Editor: Fixed crash in GUIView::OnInputEvent() when closing a floating window and using the -debugallocator flag. (905960)
  • Editor: Fixed crash seen on Windows, when opting to keep a temporary project (e.g. one opened from the 'Learn' tab on the launcher) on Editor. This was caused by the directory being in use by another application. (917556)
  • Editor: Fixed crash when closing a window if it hasn't finished loading. (916113)
  • Editor: Fixed crash when selecting reflection probe background color via Color Picker. (934613)
  • Editor: Fixed crash when undocking/docking the Profiler Window. (920862)
  • Editor: Fixed error messages when opening temporary project from launcher after a project has already been loaded. (952457)
  • Editor: Fixed exception when backspacing iOS target SDK version in PlayerSettings inspector.
  • Editor: Fixed issue that user is not recognized as signed in when opening a cloud project
  • Editor: Fixed issue where creation of prefab from a GameObject would mark all scenes dirty. Now, it only does so for the scene containing the Game Object. (912271)
  • Editor: Fixed issue where gizmos where not being recalculated after scene load. (909099)
  • Editor: Fixed issue where removing all profilers from profiler window still displays hierarchy of CPU profiler. (911489)
  • Editor: Fixed issue where the 'Apply' button for prefabs would try to mark the scene as dirty in playmode. (839124)
  • Editor: Fixed issue where Unity would regard a baked lighting map named 'library' as a Unity Library folder. (799477)
  • Editor: Fixed light baking in scenes with names containing Unicode characters. (876062)
  • Editor: Fixed potential crash when calling Close() from OnGUI(). (903828)
  • Editor: Fixed transform precision issue when moving multiple objects. (907854)
  • Editor: Modified the dialog text when opening a project last saved in a different version of Unity, to avoid confusion. (886169)
  • Editor: Series labels in Profiler chart now stay inside the chart area when selecting the frame on the far left or far right of the chart. (913382)
  • Editor: Setting a custom icon on a GameObject now dirties the current open scene. (898818)
  • GI: Terrain trees now use the correct, non-interpolated light probes that are placed per tree. (911491)
  • GI: The light intensity of the sun disk procedural skybox will now match specular highlights. (895359)
  • Graphics: Added optional downscale algorithm to avoid PVRTC compression artifacts on some noise textures. (880191)
  • Graphics: Fix for miscalculating the size of the view required for a buffer that will be used as the source for an Indirect Draw/Dispatch call. (919044)
  • Graphics: Fix to allow 2D colliders to affect Lens Flares. (911429)
  • Graphics: Fixed a bug where wrong values might be reported to Frame Debugger for built-in and global shader properties. (874354)
  • Graphics: Fixed case of grid rendering incorrectly in the Animation Preview window. (903454)
  • Graphics: Fixed issue where debug GFX overlay was drawn on top of objects in Game View. (851379)
  • Graphics: Fixed issue where Halo light would go through "Opaque" and "Transparent" shaded objects. (825212)
  • Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture. (919162, 930677)
  • Graphics: In deferred for culling mask, we now only reserve the stencil bit used in the view currently. (879852, 910502)
  • Graphics: Metal: Fix to eliminate Z-fighting artifacts on certain devices. (950946)
  • Graphics: Metal: Fixed occassional GPU hang/crash when dispatching compute shader. (950892)
  • Graphics: Updated documentation to clarify that calling Texture*.Apply() after CopyTexture() is undefined. (856264)
  • Graphics: We now ignore a SubShader which only has a GrabPass in it after the other passes have been removed.
  • IMGUI: Fixed an issue where the Event.numeric setter would actually set Event.shift instead. (858889)
  • Installer: Windows Download Assistant now waits for Visual Studio 2017 to finish installing and reboots Windows if necessary.
  • iOS: Fixed case of queueDebuggingEnabled not being included in the Unity-iPhone XCode Scheme file. (907857)
  • iOS: Fixed PBXProjectExtensions.AddFileToEmbedFrameworks when .pbxproj contains unknown sections. (942488)
  • iOS: Removed iOS 6.0 support. The minimum supported version is therefore now 7.0.
  • Kernel: Fixed an issue on FileUtil.CopyFileOrDirectory, where it would delete the Assets folder if the destination argument is null. (910294)
  • Kernel: Fixed an issue where selecting multiple large images in the Editor could cause performance problems. (860776)
  • Kernel: Fixed Editor shutdown deadlock when specific native threads call managed code via script invocation.
  • Kernel: Fixed the YAML writer/reader so that .meta files generated for the .DLL plugins comply with the YAML specifications. (909364)
  • Licenses: Editor can now read computer names containing unicode strings. (954004)
  • Mobile (Android, iOS, Metro, Tizen): (Also mentioned under API changes) Added TouchScreenKeyboard.keyboardStatus read only value. Status can be Visible, Done, Canceled or LostFocus. (758761)
  • Mono: Prevent the package import view from showing duplicate entries with the new Mono runtime. (908704)
  • Multiplayer: Fix for case where config validation in NetworkTransform resulted in a null exception.
  • OSX: Fix for Apple filesystem (APFS) compatibility.
  • OSX: Fixed issue where game would be stretched in fullscreen on non-native aspect ratio in OSX standalone player. (793490)
  • Package Manager: Fixed case of Packages folder already used by nuGet resulting in compilation errors. (941516)
  • Package Manager: Give the option for the user to continue loading the project even though package resolution failed (no internet or wrong manifest). No packages will be loaded and a sticky error message will be displayed. (945057)
  • Particles: Added more reasons to the Frame Deubgger for why a dynamic batch may be broken. (911933)
  • Physics: Ensure no work is done if the 2D physics world is empty. (940666)
  • Player: Fix for valid float string parsed to infinity on iOS in json. (881155)
  • Plugins: Fixed an issue where plugins were not included during build even though they were shown as enabled for that platform. (914860)
  • Scripting: Fixed an exception that was thrown when a user overrides the Unity synchronization context with their own. (924070)
  • Scripting: Fixed APIUpdater crash when checking C# scripts with deep object initialization syntax. (902973)
  • Scripting: Fixed corruption in assemblies containing references to UnityEditor.Animations.AvatarMask. (904030)
  • Scripting: Fixed crash when calling DestroyImmedate on a MonoBehaviour, or its game object in MonoBehaviour.Reset, or MonoBehaviour.OnValidate during AddComponent. (720677, 900003)
  • Scripting: Fixed crash when calling DestroyImmediate on own GameObject during Awake when instantianting a prefab. (720677, 900003)
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called. (862095)
  • Scripting: Fixed nested types updating on local variable / parameter declarations.
  • Scripting Upgrade: Fixed an issue where assemblies built with .NET 4.6 fail to load. (922577)
  • Scripting Upgrade: Fixed crash when System.Reflection.Emit is used to generate assemblies for the AppDomain.AssemblyResolve event. (920772)
  • Scripting Upgrade: Fixed hang that could occur when displaying bug reporter. (915672)
  • Services: Collab: Fixed issue whereby renaming a large folder could result in work loss. (914442)
  • Services: Fixed bug that would make it not possible to create a new project from the Launcher when the XBOX or PS4 support modules were installed. (905684)
  • Services: Fixed crash in Unity while using Collab and doing an update, cancelling it immediately, and updating again. (912481)
  • Services: Fixed issue whereby user was not prompted to save local scene edits before updating, resulting in loss of work. (907960)
  • Services: Fixed multiple UI issues and bugs in the hub and support for online tutorials. (869503, 884626, 889584, 891480, 893650, 900532)
  • SpeedTree: Fixed an issue where the shadow of a SpeedTree mesh wasn't animated by wind if the tree itself isn't visible in any camera. (909459)
  • Terrain: Fixed an issue where undoing terrain creation would throw MissingReferenceException. (903033)
  • Timeline: Fix to not show hidden PlayableDirectors in Timeline Editor dropdown. (900307)
  • Timeline: Fixed drag and drop of Audio Source on PlayableDirector. (923278)
  • Timeline: Fixed drag and drop of items with varying height. (875990)
  • Timeline: Fixed issue where drag and drop tracks would reverse their order. (876343)
  • Timeline: Fixed Timeline Editor zoom behaviour inconsistency. (877484)
  • UI: Fixed case of object scale interfering with input.
  • UI: Fixed case of single-line input field becoming unresponsive. (948059)
  • UI: Fixed crash caused by null batch material. (935112)
  • UI: Fixed crash when undoing or applying changes on a prefab instance containing UI objects. (930503)
  • Universal Windows Platform: When simulating the HoloLens in editor, spatial mapped data will be generated in a consistent orientation. (898305)
  • Video: Added support for transcoding to tiny VP8 resolutions. Previously, attempting to do so would result in errors. (900524)
  • Video: Android: Fixed issue where 4.1/4.2, bigger resolution videos would not play. (894170)
  • Video: Android: Fixed issue whereby video would stop playback if trying to play faster than 1x. (904620)
  • Video: Fix for loss of audio when changing video playback speed on iOS/OSX with AudioSources. (938801)
  • Video: Fixed audio playback when AudioSource is disabled in VideoPlayer. (907755)
  • Video: Fixed crash for dangling render texture pointer in VideoPlayer . (930707)
  • Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec. (904924)
  • Video: Fixed intermittent failure to load video tracks on iOS. (898171)
  • Video: Fixed invalid video stride evaluation on Windows. (906044)
  • Video: Fixed performance issues with VideoPlayer creation/destruction. (888745)
  • Video: Fixed MovieTexture support for Metal. (911115)
  • Video: Transcoding issues with uncompressed RGBA .mov. (948288)
  • Video: Typo in VideoPlayer editor for Audio Source property tooltip. (920816, 948289)
  • Video: (1) was added to VideoPlayer name when added with drag-and-drop. (923258, 948287)
  • VR: Fix for issue whereby Android GearVR could not change Anti-aliasing settings at runtime. (896253)
  • VR: Fixed crash when camera was selected in editor view while in playmode and VR enabled. (913980)
  • VR: The handling of a 'X' button press is now as expected: Terminate the application if pressed during the splash screen. Else inject 'Esc' into the event stream so that the developer can handle as needed. (908990)
  • Web: Fixed case where pinging IPv6 address would never set the done flag. (802395)
  • WebGL: Added the missing the setTempRet() function to WebAssembly. (897782)
  • WebGL: Added the missing the setThrow() function to WebAssembly. (891835)
  • WebGL: Fix to release WebCam after use so that other tabs can use it. (898210)
  • WebGL: Fixed case of Template Custom Tags not being replaced at build time. (903092)
  • WebGL: Fixed custom cursor support. (905625)
  • WebGL: Fixed IE InvalidStateError load-time error. (903767)
  • WebGL: Fixed image padding when the width does not need to be padded. (904449)
  • WebGL: Fixed Profiler connection. (901252)
  • WebGL: Fixed source of WebAssembly runtime error: "integer overflow/unrepresentable". (891431)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in the project path. (899387)
  • WebGL: Fixed wasm integer overflow on DirectorFrameTime::CalculateDSPDeltaTime. (912234)
  • WebGL: Fixed AudioSource.time return value. (904578)
  • Windows: Crash dumps for the Windows Player are now generated in a user-writable data folder. (914366)
  • Windows: Fixed 'jumping window bug' when in windowed mode and Cursor.lockState is set to Locked. (876969, 886469)
  • Windows: Fixed an issue where illegal path characters in Company Name or Product name could cause logging to not work in Low Integrity mode. (842416)
  • Windows: Fixed issue that was causing artifacts when running at non native resolution on Windows standalone player. (930948)
  • Windows: Player crash report now respects -logFile command line argument. (840149)
  • Windows: [Standalone] Fixed crash on exit when multiple instances are running. (804243)
  • XR: Android density (screen resolution) changes no longer result in a crash. (950540)
  • XR: Fix to stop dropping out of VR when render scale is set higher than texture memory will allow, and safely reverting back to the last known good scale setting. (916952)
  • XR: Fixed an issue that was causing eye flickering in Daydream. (915277)
  • XR: Fixed case of blit to temporary RT not setting _MainTex_ST correctly. (918634)
  • XR: iOS target frame rate now defaults to the device frame rate for Cardboard (previously it was incorrect by default). (950229)
  • XR: Performance and stability during in-editor remoting has been improved for the HoloLens. (901423)
  • Known Issues:
  • Asset Import: Visibility animation curves are invalid when their target meshes are split, because of the 65534 vertices limit.
  • Asset Import: MergePrefabInstance causes a crash when reimporting Assets from Assets Store. (913659)
  • Asset Pipeline: Reverting changes on applied Prefabs crashes Unity. (825035)
  • Asset Pipeline: MoveTransformToRootOfSceneUndo causes a crash when undoing additions of RectTransform to Prefab. (912166)
  • Editor: Input fields don't immediately accept input after tabbing to them. It is necessary to click on the field. This will be fixed in a patch release soon. (952802)
  • GI: Lightmap baking for Terrain trees: Non-speedtree GameObjects do not cast shadows unless they are part of a LOD group. (955667, 955739)
  • GI: Navigating in Scene view restarts baking when trees are painted onto the Terrain. (955667, 955739)
  • OSX: [macOS][High Sierra] MonoDevelop crashes on 2nd monitor. Workarounds available: delete MonoDevelop settings folder (MonoDevelop-Unity-5.0) in Preferences. have only one (main) monitor and run MonoDevelop This will be fixed in a patch release soon. (955089)
  • Package Manager: When opening a project, Unity may try to alter the contents of package meta files. This can happen when opening the same project with multiple versions of Unity. Since the package cache folder is read-only, this results in an access denied error during Unity startup. Clicking 'Cancel' will allow you to continue to open the project, and the error will not appear on subsequent project loads. This will be fixed in a patch release soon. (957025)
  • Services: CollabSnapshot logs "Save to file" even when Collab is disabled. This causes the Mac Editor to take two minutes to exit Play mode. (931990)
  • XR: Daydream controller may stop working after Unity project suspend/resume if the project uses the Google VR SDK for Unity controller support. (944770)
  • XR: In single-pass stero rendering, the Occlusion Mesh is visible when rendering to an RT Camera. (936114)
  • XR: The editor will show an incorrect ""Unsupported texture format: ..." error in the editor when XR is enabled. (956693)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled. This will be addressed in a patch soon after release. (926695)
  • XR: XR applications will throw callback unregistration asserts if the VR device is changed at runtime. These callbacks relate to analytics (for the VR device) however, so your application will experience no issues.

New in Unity 2017.3.0b4 Beta (Oct 11, 2017)

  • KNOWN ISSUES IN 2017.3.0B4:
  • Editor: DelayedTextField will now persist the edited value when the owning window loses focus (584291, 871673, 871674, 871675, 871703)
  • Editor: Inspector doesn't immediately reflect changes in arrays when an element is deleted (627322)
  • Editor: Remote Device IP Address doesn't get updated if enter wasn't pressed (848969)
  • Package Manager: Package Manager startup freezes when a proxy is enabled without the UNITY_NOPROXY environment variable (931921)
  • Services: Fixed an issue in Collab where renamed files were not being uploaded with their new content (916233)
  • BACKWARDS COMPATIBILITY BREAKING CHANGES:
  • Tizen: Tizen mobile support has been removed.
  • CHANGES:
  • Graphics: The 'imageContentsHash' member, which was previously only accessible using the RenderTexture API, can now be accessed for all Texture objects. (952466)
  • IMPROVEMENTS:
  • Asset Import: Exposed ModelImporter.MaterialLocation to allow the user to switch the material import location in AssetPostprocessor scripts.
  • Graphics: GPU Instancing:
  • On most platforms a feature called "flexible instancing array sizes" is introduced where user doesn't need to specify the instancing array sizes any more. Instead, it is figured out from the next draw's instance count.
  • By always taking the maximum constant buffer size allowed by the device then divide by the instance data structure size, instance batch count can be further improved, especially on OpenGL and Metal.
  • Shader compiling time for instancing variants are greatly reduced.
  • We observed moderate performance improvements especially for scenes with lots of small batches. Could be worth checking out if you rely on Unity renderloops to automatically batch instances for you.
  • FIXES:
  • 2D: Fix ArgumentOutOfRangeException thrown when attempt to move point outside of the sprite rect in Sprite Editor while holding control key (946546)
  • Web: Fixed resource leak when aborting a UnityWebRequest that downloads an AssetBundle

New in Unity 2017.3.0b3 Beta (Oct 5, 2017)

  • Known Issues:
  • Editor: DelayedTextField will now persist the edited value when the owning window loses focus (584291, 871673, 871674, 871675, 871703)
  • Editor: Inspector doesn't immediately reflect changes in arrays when an element is deleted (627322)
  • Editor: Remote Device IP Address doesn't get updated if enter wasn't pressed (848969)
  • Package Manager: Package Manager startup freezes when a proxy is enabled without the UNITY_NOPROXY environment variable (931921)
  • Services: Fixed an issue in Collab where renamed files were not being uploaded with their new content (916233)
  • Improvements:
  • Asset Import: Added AssetPostprocessor.OnPostprocessMaterial
  • Asset Import: Material workflow enhancement: added the ability to remap all embedded materials to existing material assets in the project, using the same heuristics as the legacy system
  • Particles: Add script accessors for animatedVelocity and totalVelocity, so users can query the total velocity of a particle from script, not just the physics velocity
  • Particles: Don't restart a paused preview, when selecting subemitters belonging to the same effect
  • Fixes:
  • Animation: Fixed an issue where copy pasting a state containing a Blend tree to a synchronized layer would link (891990)
  • Animation: Fixed animation events firing twice when using animator manual update. (938978)
  • Animation: Fixed Avatar preview not initializing properly
  • Animation: Fixed keyframes not pasted in the proper order in the dopesheet. (944695)
  • Animation: Fixed NaN errors originating from root motion calculation. (794979)
  • Animation: Fixed tangent mode not properly set when adding a key at curve extremities in curve editor (944014)
  • Animation: Root motion broken in animation when weight of any additional layer is greater than zero (943238)
  • Animation: Transition between animations makes GetIKRotation and GetIKPosition return incorrect value (945035)
  • Asset Import: Fixed crash when accessing ModelImporter.sourceAvatar with a null avatar (951241)
  • iOS: Don't overwrite provisioning on append if it's not set up (946822)
  • Particles: Improve mesh batching, so it behaves identically to billboard batching (924743)
  • Particles: Mesh used in the Shape Module would not always update when swapped in Edit Mode (948152)
  • Particles: Particle system collision gizmos were also shown for particles without collision module when multiple particle systems were selected (947417)
  • Particles: Sub-emitter particles were still visible in Edit Mode when removing them from a parent emitter (946999)
  • UI: Fix crash when undoing or applying changes on a prefab instance containing UI objects. (930503)
  • XR: Handle Android density (screen resolution) changes without crashing. (950540)

New in Unity 2017.1.1 Patch 4 (Oct 3, 2017)

  • Fixes:
  • (945953) - Android: Fixed a shader compile error on devices not supporting GL_FRAGMENT_PRECISION_HIGH.
  • (938978) - Animation: Fixed animation events firing twice when using Animator manual update.
  • (930814) - Animation: Fixed a crash when spawning an Animator with a state machine that uses OnStateMachineEnter.
  • (935602, 944933) - Editor: Fixed an issue where LogAssert.Expect would ignore the the logtype when finding a satisfying event when running playmode and editmode tests..
  • (910845, 940838) - Editor: The generated TestResults.xml when running playmode and editmode tests is now updated to be in NUnit3 format.
  • (942253) - Editor: Crash on macOS when canceling undock of Hierarchy or Scene View has been fixed.
  • (921598) - Graphics: Fixed sprite mode to be not a blank when texture type was change via script.
  • (none) - Multiplayer: Force sync internal timers internal time after io thread resuming.
  • (930933) - Particles: Fixed a performance regression when using Size modules.
  • (889059, 947404) - Video: Fixed audio getting desynchronized from video after seek operations.
  • (946558) - Windows Standalone: Fixed an issue that would sometimes cause recursive player loop error.
  • (933341, 942734) - Windows Store Apps: Fixed an issue where input was being queued on scene load.
  • (941345, 942736) - Windows Store Apps: Fixed an issue that was preventing Unity from loading if it is part of an optional store package

New in Unity 2017.2.0f2 Beta (Oct 3, 2017)

  • SYSTEM REQUIREMENTS CHANGES:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • FEATURES:
  • 2D: Added Tilemap. description
  • Asset Import: Added support for animated custom properties from FBX. description
  • Asset Import: Added support for Stingray material import from FBX. description
  • GI: Added support for per-object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows, only On and Off options are supported.
  • GI: Per-object lightmap seam stitching for Progressive Lightmapper. description
  • GI: Profiler for Realtime Global Illumination.
  • GI: Support for double-sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Graphics: Implemented Display-P3 color gamut support for iOS and macOS. A "color gamut" player setting has been added, which will eventually cover other platforms with wide color gamut support.
  • Multiplayer: New QoS options for delivery of large messages: reliable or unreliable, and un-ordered (fragmented) or ordered (fragmented sequenced).
  • OSX: Added support for Retina in macOS standalone builds.
  • Package Manager: In 2017.2, we are introducing Unity Package Manager. This will be the first stepping stone for the system. We are taking an incremental approach to integrate the system into the Unity ecosystem. It will grow with more features over time. For this first release, we avoid exposing user facing features. Instead, we are exposing an API for enabling internal components to be updated more frequently than the editor (the first pillar of the system).
  • Particles: Added Linear Drag support for Particles. The new options can be found in the Limit Velocity over Lifetime Module. description
  • Particles: Added new option to allow Particle Systems to be destroyed or disabled when they finish playing. description
  • Services: Performance Reporting Service: Added support for native crashes on Android.
  • Timeline: Added support for Avatar Masks on Animation Tracks.
  • Video: Added pixel aspect ratio support for non-square pixel.
  • WebGL: Added linear rendering to WebGL 2.0
  • XR: Added support for certain aspects of the Vive HMD to be simulated in-Editor without the need of a physical HMD. Enable by using the "Mock HMD - Vive" virtual reality SDK in the player settings. The mock HMD uses the same asymmetric projection matrix, hidden occlusion mesh, field of view, aspect ratio, and eye texture size as the Vive. Mock HMD can be used with both multi and single pass rendering paths and will render as a split screen stereo display in Editor.
  • XR: Added support for Google ARCore augmented reality technology when targeting Android 7.0 and above on supported devices. See our blog post for more information and how to get started https://blogs.unity3d.com/2017/08/29/ar-comes-to-android-with-the-arcore-sdk/
  • XR: Added support for Video Async Reprojection. Video Async Reprojection allows an app to feed video frames directly into the Google VR Async Reprojection system. These frames are composited directly into the scene without going through the main Unity render loop. This provides a fast path to direct rendering of video regardless of the current frame rate Unity is rendering at. When using Async Video Reprojection, texture filtering is skipped providing for a much higher quality output. There is an option to allow for the use of protected memory for users that need to render DRM protected content.
  • XR: Added support for Windows Mixed Reality as a Virtual Reality SDK target. This extends Unity's HoloLens support so that it more generally supports Windows Mixed Reality, both for desktop and HoloLens.
  • XR: EditorVR is now supported without needing a custom build (still requires separate Unity Package download).
  • XR: Introduced native integration for the Vuforia Augmented Reality Platform: additional feature support will follow in later beta updates. Vuforia support can be installed through the Unity Download Assistant and enabled under PlayerSettings/XR. For more information about Vuforia see https://developer.vuforia.com.
  • XR: OpenVR support for Mac 64bit application target that use Metal graphics.
  • XR: The single-pass instanced rendering path is now supported on desktops when the DirectX 11 rendering API is in use. Single-pass instanced rendering is only supported with forward rendering.
  • XR: Windows Mixed Reality headsets are now supported for playing in-editor.
  • BACKWARDS COMPATIBILITY BREAKING CHANGES:
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • CHANGES:
  • Android: "Export as ADT project" is now obsolete.
  • Android: Changed default frame rate (Application.targetFrameRate 0) to 30 when v-sync is off, similar to iOS.
  • Editor: 2017 Editor requires a new license version. Subscription keys will be upgraded, but 5.x license keys will not be accepted by 2017 Editor. If you have only a 5.x license, please visit https://store.unity.com/ or contact your sales representative to obtain a 2017-compatible license.
  • Editor: APIUpdater no longer runs automatically when Editor runs in batch mode. See -accept-apiupdate command argument for more information.
  • Editor: Changed the behaviour of the "members" button in the Collab toolbar: it now opens a page in the web dashboard to add/remove project members.
  • Editor: Editor GUI tooltips are no longer suspended if the scene is paused in Play mode.
  • Editor: Reduced the verbosity in editor log for script recompilation.
  • Graphics: When using custom shadow resolution on a light, this resolution won't be clamped as usual, allowing to reach up to 8k shadowmap if needed.
  • Licenses: Updated FBX license to require acceptance of FBX SDK license (https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf)
  • Scripting: Editor: Load precompiled managed assemblies (.dlls) on startup even if there are compile errors in other scripts.
  • Scripting: Serialization: Disabled support for opposite-endinanness asset bundles.
  • Scripting: InitializeOnLoad now invoked after deserialization. See Upgrade guide for details. (879044)
  • Scripting: MonoBehaviour.OnValidate is now called when adding a MonoBehaviour to a game object in the editor.
  • UI: The legacy (Unity 1.0) UI system components - GUILayer, GUIText, and GUITexture - have been marked as deprecated. GUILayer components are no longer added to the camera by default.
  • Universal Windows Platform: The default scripting backend on Universal Windows Platform has changed to IL2CPP.
  • XR: Camera.stereoMirrorMode is now obsolete.
  • Audio: AudioMixer ducking improvements:
  • Optimized CPU performance.
  • Changed behaviour so that ducking amount corresponds to the maximum level on each channel.
  • IMPROVEMENTS:
  • AI: Debug data from the process of building a NavMesh with the NavMeshBuilder API can be selectively collected and visualized in the Editor using NavMeshEditorHelpers.DrawBuildDebug().
  • AI: Improved performance when synchronizing NavMesh tiles after carving.
  • Android: Change to allow extractNativeLibs=false flag to be used if needed.
  • Android: Significantly improved the performance of large prefabs loading (Resources.Load* or AssetBundle.LoadAsset* APIs) on Android. (904652)
  • Android: The backend ETC texture compressor is now configurable in the Editor Settings with different quality/compression speed tradeoffs.
  • Animation: Added copy pasting of transition parameters in Animator State Machine.
  • Animation: Added option to Animator States to pull normalized time from a specified Parameter rather than using Time.deltaTime.
  • Asset Import: Exposed a public API for extracting embedded textures from .FBX and SketchUp files. The materials which are embedded in the asset will be updated automatically to reference the extracted textures. description
  • Asset Import: Minor improvements to the Avatar Mask and Transform Mask UI. description
  • Asset Import: Parallelized the animation clip keyframe reduction during import.
  • Asset Import: Updated SketchUp SDK to 17.0 (782948)
  • Audio: Added ability to get and set the audio spatializer from script via AudioSettings.GetSpatializerPluginName and AudioSettings.SetSpatializerPluginName.
  • Editor: Added toggle for color-blind safe mode to the context menu in the upper right corner of the Profiler window.
  • Editor: Assorted usability refinements to Profiler charts: All series types can now be toggled, stacked chart series now have explicit reorderable affordances, stacked plots now appear as solid colors.
  • Editor: Exposed LZ4 compression setting to the BuildPlayer window for iOS/Android/Standalone.
  • Editor: Unity Troubleshooter allows users to observe a list of previously reported issues and search for similar issues in Unity Knowledge base
  • GI: Added A-Trous, a new edge-aware filter for GI when using the Progressive Lightmapper.
  • GI: Added support for LOD baking in Progressive Lightmapper.
  • GI: Asynchronous loading of precomputed realtime GI data, by moving the GI part of file I/O into the loading thread. Exposed DynamicGI.IsConverged to public API so user can know when lighting is converged. Timesliced albedo-emission rendering during load. (710503, 790887, 815033)
  • GI: Fill the empty areas in the lightmaps with content from the lower mip levels (push-pull dilation). This will fix the cases where dark pixels around geometry edges are visible when rendering with lightmaps. The is due to dark background texels bleeding in when lower MIPs are accessed.
  • GI: HDR emission: enabled 16 bit floating point format for emission for both realtime and baked GI. Baked GI output is still limited by RGBM range. HDR color picker limit increased from 99 to 64k.
  • GI: Terrain trees can now cast shadows into the baked lightmap for terrains. Terrain tree probes are now in the top of the tree canopy to make sure probes don't end up inside the tree trunk. description (685764)
  • GI: Upgraded the Enlighten SDK to 3.09. .
  • Graphics: Added "Dynamic Occludee" settings in renderer to control whether dynamic objects should skip occlusion culling. (883644)
  • Graphics: Added "Metal Restricted backbuffer Use" that allows improved performance in non-default device orientation.
  • Graphics: Added GPU Skinning via compute on Vulkan, D3D12, PS4 and Xbox One.
  • Graphics: Reworked Rendering.CommandBuffer internals to reduce main thread cost.
  • Graphics: Texture importer: Added support of BC5 format for normal map type in override option (for platforms that support it).
  • iOS: Added an API to retrieve existing build phases for Xcode targets.
  • iOS: Generate Notification and Spotlight icons for iOS targets. Additionally [also mentioned under API Changes] modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. (894113)
  • iOS: Implemented Xcode API for embedding frameworks.
  • iOS: Metal: Improved render thread scheduling.
  • iOS: Multithreaded rendering option now available for iOS/tvOS.
  • Kernel: Completion events added to all return AsyncOperations.
  • Launcher: Integrated Social Sign-On into the Launcher window.
  • Particles: Added "Inherit Lifetime" option in the Sub-Emitter module.
  • Particles: Added a Restart button to the Scene View overlay. description
  • Particles: Burst Emission now supports curve modes for the count. description
  • Particles: Custom Module labels are now editable, allowing users to give them contextual names. description
  • Physics: 3D Physics changes caused by modifying the Transform can now be deferred. They will automatically sync prior to the physics simulation running. You can use Physics3D.autoSyncTransforms and Physic3D.SyncTransforms() to control this behaviour.
  • Physics: Added edit modes for joint angular limits to inspectors for CharacterJoint, ConfigurableJoint, HingeJoint, and HingeJoint2D. description
  • Physics: Collision2D.contacts array is now created lazily so as to not allocate memory until used.
  • Plugins: Added a rendering command buffer callback to update the contents of a texture from inside the plugin (D3D11/Metal/GLES).
  • Plugins: Native Rendering Plugins are now supported on Nintendo Switch.
  • Shaders: Improved compute shader import times and eliminated some shader compiler timeouts.
  • Shaders: Improved import time of surface shaders with many similar shader_feature/multi_compile variants.
  • Substance: Support V6 engine; Ability to use all the nodes of Substance Designer
  • UI: Introduced a shader keyword to all of the UI shaders, which controls the rect clipping. Rect clipping is only done when the mask component is enabled. This leads to much better UI performance when masks are not used. (784238)
  • Universal Windows Platform: IL2CPP scripting backend now defaults to using .NET 4.6 API compatiblity level
  • VR: Updated Oculus to version 1.14
  • Web: UnityWebRequesst now has DownloadHandlerFile available for downloading files and saving them to disk with low memory footprint.
  • Windows: The crash dialog in the Windows Player has been improved with more detail, and prompts the user to open an Explorer window to the crash report.
  • Windows: The player executable has been split into two parts: a signed UnityPlayer.dll that has all the engine code, and a wrapper executable that merely calls into this DLL at startup. The source code for the executable can be found under EditorDataWindowsStandaloneSupportSourceWindowsPlayer. It can be rebuilt with VS2015 as long as you have "Common Tools for Visual C++ 2015" and "Windows XP Support for C++" installed.
  • XR: Improved rendering performance of Daydream and Gear VR apps.
  • XR: Improvements to pause handling in XR applications. Apps which need to pause when the HMD is removed will no longer resume if window focus changes and viceversa.
  • XR: Updated interfaces and new data for GestureRecognizer and InteractionManager (UnityEngine.VR.WSA.Input). Some of the API surface for this has breaking changes on the way and will land soon.
  • XR: UnityEngine.Experimental.VR.Boundary.TryGetGeometry now works on Windows Mixed Reality headsets.
  • XR: XRDevice.SetTrackingSpaceType will now allow users to reason about where the floor is on VR HMDs for WindowsMR.
  • Graphics: Frame Debugger Improvements:
  • Size, format and depth in the texture shader properties tooltip.
  • Stencil states.
  • Subshader index, pass name and light mode tag.
  • DX12: Native Rendering Plugin improvements:
  • Exposed/implemented native RenderBuffer resource retreival.
  • Fixed multithreading issues.
  • API CHANGES:
  • Accessibility: Added UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette().
  • AI: Added NavMeshBuildDebugFlags, NavMeshBuildDebugSettings, NavMeshBuildSettings.debug, NavMeshEditorHelpers.DrawBuildDebug.
  • Asset Import: Added AssetPostprocessor.OnPostprocessGameObjectWithAnimatedUserProperties(GameObject go, EditorCurveBinding[] bindings) and void AssetPostprocessor.OnPostprocessAnimation(GameObject root,AnimationClip clip).
  • Asset Pipeline: (Also mentoned under Fixes) AddedAssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Editor: Added AssemblyBuilder API for building managed assemblies from scripts outside of the Assets folder. See AssemblyBuilder.Build for an example of how to use this API.
  • Editor: Added JointAngularLimitHandle to UnityEditor.IMGUI.Controls.
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint.
  • Editor: ArcHandle.radius can now be negative.
  • Editor: EditorApplication.playmodeStateChanged obsoleted in favor of new EditorApplication.playModeStateChanged and EditorApplication.pauseStateChanged.
  • Editor: PrimitiveBoundsHandle and subclass constructors no longer require a control ID hint.
  • Graphics: Added RenderPass functionality to scriptable render pipelines. This allows efficient use of tile-based GPUs for deferred rendering for example. See the RenderPass API documentation for more information and example usage.
  • Graphics: Added CommandBuffer.IssuePluginEventAndData, CommandBuffer.IssuePluginCustomBlit and CommandBuffer.IssuePluginCustomTextureUpdate.
  • IMGUI: Added GUI/GUILayout.Toolbar method with new GUI.ToolbarButtonSize enum parameter to support Fixed and FitToContents modes for button contents.
  • IMGUI: GUI.SetNextControlName() now works for controls with any FocusType. Its previous (undocumented) behavior was to only work with controls that had FocusType.Keyboard. Previously, if you called it right before a passive control, the name would instead be applied to the next keyboard control.
  • iOS: [Also mentioned under Changes] Modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. (894113)
  • iOS: iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent are obsolete. Use iOSStatusBarStyle.LightContent instead . (894136, 917073)
  • Kernel: Added new AssetBundle APIs LoadFromStream and LoadFromStreamAsync. The APIs let the user load AssetBundle data from a managed Stream instead of Unity native methods.
  • Kernel: Added AsyncOperation.completed event for delegate registration.
  • Mobile (Android, iOS, Metro, Tizen): (Also mentioned under Fixes) Added TouchScreenKeyboard.keyboardStatus read only value. Status can be Visible, Done, Canceled or LostFocus. (758761)
  • Multiplayer: Added a new overload to NetworkManager.StartClient function which allows you to specify which port the local socket should be bound to. (903860)
  • Physics: Added Collision2D.GetContacts().
  • Physics: Added Physics2D.autoSyncTransforms and Physics2D.SyncTransforms().
  • Playables: Added API functions Playable.ConnectInput() and Playable.AddInput().
  • Playables: Added method PlayableGraph.IsPlaying().
  • Playables: Moved AudioPlayableOutput to namespace UnityEngine.Audio.
  • Playables: Remove all *Playable.SetHandle().
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity.
  • Plugins: Added new kUnityRenderingExtEventUpdateTextureBegin/kUnityRenderingExtEventUpdateTextureEnd events to UnityRenderingExtEventType.
  • Scripting: Added SerializedProperty.fixedBufferSize, SerializedProperty.isFixedBuffer and SerializedProperty.GetFixedBufferElementAtIndex.
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • Services: Purchasing: Added support for user-defined payouts attached to ProductDefinitions.
  • Terrain: Added Terrain.freeUnusedRenderingResources API, that can be used to turn off a "garbage collection" mechnism within the terrain system to prevent a potential performance hiccup. See the API documentation for details. (743462)
  • Terrain: Added Terrain.freeUnusedRenderingResources. (743462)
  • VR: Added VRDevice.userPresence. This API allows applications to test whether a user is present and interacting with a VR device - e.g. wearing a HMD.
  • VR: Angular velocity and angular acceleration are now exposed via the UnityVR.InputTracking.GetNodeStates() API on VR platforms that supply these values.
  • Web: Added UnityWebRequestAsyncOperation UnityWebRequest.SendWebRequest() API.
  • Web: The following API has been deprecated and is marked as obsolete: Application.isWebplayer, GameViewSizeGroupType.WebPlayer, BuildTargetGroup.WebPlayer, EditorBuildSettings.webPlayerStreamed, EditorBuildSettings.webPlayerOfflineDeployment, EditorUtility.BuildResourceFile(Object[] selection, string pathName).
  • Web: The following obsolete API has been removed: BuildPipeline.WebPlayerAssetBundlesAreNoLongerSupported(), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc), BuildPipeline.BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None), BuildPipeline.BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None), BuildPipeline.WebPlayerOfflineDeployment.
  • Web: UnityWebRequest.Send() obsoleted in favor of new SendWebRequest call.
  • Windows: Added a Windows-specific API that exposes the crash dump path to C#: UnityEngine.Windows.CrashReporting.crashReportFolder.
  • XR: Added PlayerSettings values for new Async Video reprojection Settings. (932009)
  • XR: Added XRDevice.fovZoomFactor. (845344)
  • XR: Made Google Async Video Reprojection usable without the need to subclass UnityPlayerActivity.
  • XR: Types in the UnityEngine.VR.* namespaces have been moved to UnityEngine.XR.* namespaces. Types such as VRSettings, VRDevice, VRNode, etc. have also been renamed to XRSettings, XRDevice, XRNode, etc. The API updater is configured to automatically update existing scripts and assemblies.
  • XR: VRTextureUsage has been added as angument to RenderTexture.GetTemporary with a default value. (918634)
  • FIXES:
  • 2D: Console warning "Texture being dragged has no Sprites" is no longer printed infinitely when sprite is being dragged on Scene window. (916845)
  • 2D: Fixed case of "Unapplied Module Changes" Window appearing when navigating to Edit Outline / Edit Physics Shape but making no changes. (916747)
  • 2D: Fixed case of Aniso Level on Texture being stuck at 16 when imported as Sprite Texture and without mipmaps enabled. (909748)
  • 2D: Fixed case of sprite packer causing an Out Of Memory error. (897066)
  • 2D: Fixed case of text for "Edit Physics Shape" being cutoff in Sprite Editor window regardless of window size. (916742)
  • Android: Fix to return null for AndroidJavaObject.Get() and AndroidJavaObject.GetStatic() instead of throwing exceptions.
  • Android: Fixed issue where Time.realtimeSinceStartup would not increase while the device is in deep sleep. (867885)
  • Animation: Added an error message to SampleAnimation when attempting to sample an animation clip without an animator. (888031)
  • Animation: Disabled the Add State Machine Behaviour button while new scripts need to be recompiled on a State. (908223)
  • Animation: Fixed a crash when an animator reset was triggered during a StateMachineBehaviour awake. (907324)
  • Animation: Fixed double callback at the end of an interrupted transition. (900875)
  • Asset Import: Fix to show the progress bar immediately for large meshes. (462618)
  • Asset Import: Fixed crash when calling Object.DestroyImmediate(go) in OnPostprocessGameObjectWithUserProperties. (899383)
  • Asset Import: Fixed crash when failing to import all animation clips in an FBX file. (911612)
  • Asset Import: Fixed crash when importing FBX files that have a negative framerate value. (905817)
  • Asset Import: Fixed editor crash and visibility curves correctness on FBX with non baked animations. (940745)
  • Asset Import: Fixed issue where an imported mesh would be 'split' into only one part. (906949)
  • Asset Import: Fixed issue where visibility animation curves were created on nodes that don't have a mesh. (907964)
  • Asset Import: Fixed issue with FBX import where mesh instances with different materials were assigned the same material. (898916)
  • Asset Pipeline: (Also mentoned under API changes) Added AssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Audio: Audio Clip Preview: Fixed bug where changing the audio clip in the audio source selection dialog did not stop the previous playing clip. (874592)
  • Audio: Audio Mixer: Fixed case of mute not being applied to the child mixer of channel, or on the parent channel itself. (890139)
  • Audio: Audio Source occasionally became louder when played repeatedly. (921686)
  • Audio: AudioClip in Audio Source component only played the first selected audio clip. (901001)
  • Audio: AudioSource had short volume glitches at the beginning of playback when a Rigidbody was attached. (915586)
  • Audio: AudioSource volume was incorrect when re-enabling disabled AudioSource. (922299)
  • Audio: AudioSource were affected by AudioReverbZone even with the Bypass Reverb Zones setting enabled. (931206)
  • Audio: Changing Reverb Preset of an AudioReverbZone via script had no effect on audio. (802828)
  • Audio: Deleting a mixer asset from Audio Mixer window no longer causes deletion of the selected folder. (895642)
  • Audio: Fixed bug where all external audio clips would be unloaded upon calling AudioClip.UnloadAudioData on an external audio clip. (849564)
  • Audio: Fixed bug whereby Audio Mixer assets had no links to docs in their inspectors. (630520)
  • Audio: Fixed error when trying to undo 'Set as start Snapshot' action. (926480)
  • Audio: Fixed glitches in audio mixer group view when adding/duplicating a large number of groups. (908919)
  • Audio: Fixed incorrect display of source-listener distance when both source and listener are attached to the same game object and the game object is accelerating. (849469)
  • Audio: Fixed issue where Editor would freeze when attempting to open some .mixer assets in the Audio Mixer Window. (852029)
  • Audio: Mixer: Duplicated groups can now be undone. (907123)
  • Audio: On Windows, it was not possible to receive information about microphone devices when its name contained special characters. (895350)
  • Audio: The audio clip no longer starts to play when auto-play is enabled in the preview window and the Game/Scene view is detached. (922827)
  • Audio: The AudioListener.pause property was not reset when exiting Play mode. (917676)
  • Audio: The first AudioMixerSnapshot.TransitionTo call incorrectly started a transition from selected snapshot instead of the defined start snapshot. (905679)
  • Audio: Toggling bypass on any audio effect can now be undone. (776858)
  • Build Pipeline: Fix to prevent build files from getting generated when a build fails. (896991)
  • Build Pipeline: Fixed ability to build asset bundles for a platform other than the one setup in Build Settings. (904359)
  • Build Pipeline: Fixed bug that prevented setting of asset bundle on newly imported textures until some part of the import settings were altered. (905640)
  • Build Pipeline: Fixed bug where new builds were offering the previous project's build path by default. (909650)
  • Build Pipeline: Fixed issue where building for player for unsupported build target was crashing the editor. (900338)
  • Build Pipeline: Fixed issue where cancelling a build would result in a "Build failed" error message. A build result of Succeeded, Failed, or Canceled will now be logged as info. (907429)
  • Build Pipeline: Fixed issue where loading a GameObject from a dll in an asset bundle would cause it to lose its Monobehavior references. (741536)
  • Build Pipeline: Fixed issue where relative build path wasn't getting resolved correctly. (911830)
  • Collab: Fixed an issue where users could experience an editor freeze with collab enabled and 100% packet loss on network. (920583)
  • Editor: Added serialization of active column for Profiler GUI and CPU Hierarchy view. (892743)
  • Editor: Avatar Configuration scene now blocks creation of new scene and gives an appropriate message. (892164)
  • Editor: Error is now logged when trying to set a non-loaded scene as the active scene. (840650)
  • Editor: Fix application menu items and their shortcuts in launcher window on OSX. (921224)
  • Editor: Fix red line at the edge of a window when stretched on OSX. (931831)
  • Editor: Fix to remove suprious errors in console when logging in to Unity account with Collab enabled. (885388)
  • Editor: Fixed an issue where double-F (track selection) in the scene view could use a different focal point than single-F (frame selection). (584765)
  • Editor: Fixed an issue where the Game View ignored vsync settings when using OpenGL on macOS. (901973)
  • Editor: Fixed an issue where undoing creation of a LightProbeGroup was throwing a MissingReferenceException. (657159)
  • Editor: Fixed bug causing Scene view to only focus on the first target in a selection when entering a tool (e.g. Edit Collider) mode.
  • Editor: Fixed bug causing EditorApplication.playmodeStateChanged to be invoked continuously when scrubbing Profiler. (898172)
  • Editor: Fixed bug in progress bar code, which caused Build and Run to crash during sprite packing. (907145)
  • Editor: Fixed build window erratic scene order drag on OSX. (874335)
  • Editor: Fixed case of 'Assertion failed' when using Playmaker's Ecosystem browser. (910371)
  • Editor: Fixed case of property fields skipping child properties when HideInInspector attribute is used. (918683)
  • Editor: Fixed case of TextField changing height when entering new text, and toggles not displaying fully when no text is entered. (912001)
  • Editor: Fixed crash in GUIKeyboardState::~GUIKeyboardState() when double-clicking and draging Scene View window. (909662)
  • Editor: Fixed crash in GUIView::OnInputEvent() when closing a floating window and using the -debugallocator flag. (905960)
  • Editor: Fixed crash seen on Windows, when opting to keep a temporary project (e.g. one opened from the 'Learn' tab on the launcher) on Editor. This was caused by the directory being in use by another application. (917556)
  • Editor: Fixed crash when closing a window if it hasn't finished loading. (916113)
  • Editor: Fixed crash when selecting reflection probe background color via Color Picker. (934613)
  • Editor: Fixed crash when undocking/docking the Profiler Window. (920862)
  • Editor: Fixed error messages when opening temporary project from launcher after a project has already been loaded. (952457)
  • Editor: Fixed exception when backspacing iOS target SDK version in PlayerSettings inspector.
  • Editor: Fixed issue that user is not recognized as signed in when opening a cloud project
  • Editor: Fixed issue where creation of prefab from a GameObject would mark all scenes dirty. Now, it only does so for the scene containing the Game Object. (912271)
  • Editor: Fixed issue where gizmos where not being recalculated after scene load. (909099)
  • Editor: Fixed issue where removing all profilers from profiler window still displays hierarchy of CPU profiler. (911489)
  • Editor: Fixed issue where the 'Apply' button for prefabs would try to mark the scene as dirty in playmode. (839124)
  • Editor: Fixed issue where Unity would regard a baked lighting map named 'library' as a Unity Library folder. (799477)
  • Editor: Fixed light baking in scenes with names containing Unicode characters. (876062)
  • Editor: Fixed potential crash when calling Close() from OnGUI(). (903828)
  • Editor: Fixed transform precision issue when moving multiple objects. (907854)
  • Editor: Modified the dialog text when opening a project last saved in a different version of Unity, to avoid confusion. (886169)
  • Editor: Series labels in Profiler chart now stay inside the chart area when selecting the frame on the far left or far right of the chart. (913382)
  • Editor: Setting a custom icon on a GameObject now dirties the current open scene. (898818)
  • GI: Terrain trees now use the correct, non-interpolated light probes that are placed per tree. (911491)
  • GI: The light intensity of the sun disk procedural skybox will now match specular highlights. (895359)
  • Graphics: Added optional downscale algorithm to avoid PVRTC compression artifacts on some noise textures. (880191)
  • Graphics: Fix for miscalculating the size of the view required for a buffer that will be used as the source for an Indirect Draw/Dispatch call. (919044)
  • Graphics: Fix to allow 2D colliders to affect Lens Flares. (911429)
  • Graphics: Fixed a bug where wrong values might be reported to Frame Debugger for built-in and global shader properties. (874354)
  • Graphics: Fixed case of grid rendering incorrectly in the Animation Preview window. (903454)
  • Graphics: Fixed issue where debug GFX overlay was drawn on top of objects in Game View. (851379)
  • Graphics: Fixed issue where Halo light would go through "Opaque" and "Transparent" shaded objects. (825212)
  • Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture. (919162, 930677)
  • Graphics: In deferred for culling mask, we now only reserve the stencil bit used in the view currently. (879852, 910502)
  • Graphics: Metal: Fix to eliminate Z-fighting artifacts on certain devices. (950946)
  • Graphics: Metal: Fixed occassional GPU hang/crash when dispatching compute shader. (950892)
  • Graphics: Updated documentation to clarify that calling Texture*.Apply() after CopyTexture() is undefined. (856264)
  • Graphics: We now ignore a SubShader which only has a GrabPass in it after the other passes have been removed.
  • IMGUI: Fixed an issue where the Event.numeric setter would actually set Event.shift instead. (858889)
  • Installer: Windows Download Assistant now waits for Visual Studio 2017 to finish installing and reboots Windows if necessary.
  • iOS: Fixed case of queueDebuggingEnabled not being included in the Unity-iPhone XCode Scheme file. (907857)
  • iOS: Fixed PBXProjectExtensions.AddFileToEmbedFrameworks when .pbxproj contains unknown sections. (942488)
  • iOS: Removed iOS 6.0 support. The minimum supported version is therefore now 7.0.
  • Kernel: Fixed an issue on FileUtil.CopyFileOrDirectory, where it would delete the Assets folder if the destination argument is null. (910294)
  • Kernel: Fixed an issue where selecting multiple large images in the Editor could cause performance problems. (860776)
  • Kernel: Fixed Editor shutdown deadlock when specific native threads call managed code via script invocation.
  • Kernel: Fixed the YAML writer/reader so that .meta files generated for the .DLL plugins comply with the YAML specifications. (909364)
  • Mobile (Android, iOS, Metro, Tizen): (Also mentioned under API changes) Added TouchScreenKeyboard.keyboardStatus read only value. Status can be Visible, Done, Canceled or LostFocus. (758761)
  • Mono: Prevent the package import view from showing duplicate entries with the new Mono runtime. (908704)
  • Multiplayer: Fix for case where config validation in NetworkTransform resulted in a null exception.
  • OSX: Fix for Apple filesystem (APFS) compatibility.
  • OSX: Fixed issue where game would be stretched in fullscreen on non-native aspect ratio in OSX standalone player. (793490)
  • Package Manager: Fixed case of Packages folder already used by nuGet resulting in compilation errors. (941516)
  • Package Manager: Give the option for the user to continue loading the project even though package resolution failed (no internet or wrong manifest). No packages will be loaded and a sticky error message will be displayed. (945057)
  • Particles: Added more reasons to the Frame Deubgger for why a dynamic batch may be broken. (911933)
  • Physics: Ensure no work is done if the 2D physics world is empty. (940666)
  • Player: Fix for valid float string parsed to infinity on iOS in json. (881155)
  • Plugins: Fixed an issue where plugins were not included during build even though they were shown as enabled for that platform. (914860)
  • Scripting: Fixed an exception that was thrown when a user overrides the Unity synchronization context with their own. (924070)
  • Scripting: Fixed APIUpdater crash when checking C# scripts with deep object initialization syntax. (902973)
  • Scripting: Fixed corruption in assemblies containing references to UnityEditor.Animations.AvatarMask. (904030)
  • Scripting: Fixed crash when calling DestroyImmedate on a MonoBehaviour, or its game object in MonoBehaviour.Reset, or MonoBehaviour.OnValidate during AddComponent. (720677, 900003)
  • Scripting: Fixed crash when calling DestroyImmediate on own GameObject during Awake when instantianting a prefab. (720677, 900003)
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called. (862095)
  • Scripting: Fixed nested types updating on local variable / parameter declarations.
  • Scripting Upgrade: Fixed an issue where assemblies built with .NET 4.6 fail to load. (922577)
  • Scripting Upgrade: Fixed crash when System.Reflection.Emit is used to generate assemblies for the AppDomain.AssemblyResolve event. (920772)
  • Scripting Upgrade: Fixed hang that could occur when displaying bug reporter. (915672)
  • Services: Collab: Fixed issue whereby renaming a large folder could result in work loss. (914442)
  • Services: Fixed bug that would make it not possible to create a new project from the Launcher when the XBOX or PS4 support modules were installed. (905684)
  • Services: Fixed crash in Unity while using Collab and doing an update, cancelling it immediately, and updating again. (912481)
  • Services: Fixed issue whereby user was not prompted to save local scene edits before updating, resulting in loss of work. (907960)
  • Services: Fixed multiple UI issues and bugs in the hub and support for online tutorials. (869503, 884626, 889584, 891480, 893650, 900532)
  • SpeedTree: Fixed an issue where the shadow of a SpeedTree mesh wasn't animated by wind if the tree itself isn't visible in any camera. (909459)
  • Terrain: Fixed an issue where undoing terrain creation would throw MissingReferenceException. (903033)
  • Timeline: Fix to not show hidden PlayableDirectors in Timeline Editor dropdown. (900307)
  • Timeline: Fixed drag and drop of Audio Source on PlayableDirector. (923278)
  • Timeline: Fixed drag and drop of items with varying height. (875990)
  • Timeline: Fixed issue where drag and drop tracks would reverse their order. (876343)
  • Timeline: Fixed Timeline Editor zoom behaviour inconsistency. (877484)
  • UI: Fixed case of object scale interfering with input.
  • UI: Fixed case of single-line input field becoming unresponsive. (948059)
  • UI: Fixed crash caused by null batch material. (935112)
  • UI: Fixed crash when undoing or applying changes on a prefab instance containing UI objects. (930503)
  • Universal Windows Platform: When simulating the HoloLens in editor, spatial mapped data will be generated in a consistent orientation. (898305)
  • Video: Added support for transcoding to tiny VP8 resolutions. Previously, attempting to do so would result in errors. (900524)
  • Video: Android: Fixed issue where 4.1/4.2, bigger resolution videos would not play. (894170)
  • Video: Android: Fixed issue whereby video would stop playback if trying to play faster than 1x. (904620)
  • Video: Fix for loss of audio when changing video playback speed on iOS/OSX with AudioSources. (938801)
  • Video: Fixed audio playback when AudioSource is disabled in VideoPlayer. (907755)
  • Video: Fixed crash for dangling render texture pointer in VideoPlayer . (930707)
  • Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec. (904924)
  • Video: Fixed intermittent failure to load video tracks on iOS. (898171)
  • Video: Fixed invalid video stride evaluation on Windows. (906044)
  • Video: Fixed performance issues with VideoPlayer creation/destruction. (888745)
  • Video: Fixed MovieTexture support for Metal. (911115)
  • Video: Transcoding issues with uncompressed RGBA .mov. (948288)
  • Video: Typo in VideoPlayer editor for Audio Source property tooltip. (920816, 948289)
  • Video: (1) was added to VideoPlayer name when added with drag-and-drop. (923258, 948287)
  • VR: Fix for issue whereby Android GearVR could not change Anti-aliasing settings at runtime. (896253)
  • VR: Fixed crash when camera was selected in editor view while in playmode and VR enabled. (913980)
  • Web: Fixed case where pinging IPv6 address would never set the done flag. (802395)
  • WebGL: Added the missing the setTempRet() function to WebAssembly. (897782)
  • WebGL: Added the missing the setThrow() function to WebAssembly. (891835)
  • WebGL: Fix to release WebCam after use so that other tabs can use it. (898210)
  • WebGL: Fixed case of Template Custom Tags not being replaced at build time. (903092)
  • WebGL: Fixed custom cursor support. (905625)
  • WebGL: Fixed IE InvalidStateError load-time error. (903767)
  • WebGL: Fixed image padding when the width does not need to be padded. (904449)
  • WebGL: Fixed Profiler connection. (901252)
  • WebGL: Fixed source of WebAssembly runtime error: "integer overflow/unrepresentable". (891431)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in the project path. (899387)
  • WebGL: Fixed wasm integer overflow on DirectorFrameTime::CalculateDSPDeltaTime. (912234)
  • WebGL: Fixed AudioSource.time return value. (904578)
  • Windows: Crash dumps for the Windows Player are now generated in a user-writable data folder. (914366)
  • Windows: Fixed 'jumping window bug' when in windowed mode and Cursor.lockState is set to Locked. (876969, 886469)
  • Windows: Fixed an issue where illegal path characters in Company Name or Product name could cause logging to not work in Low Integrity mode. (842416)
  • Windows: Fixed issue that was causing artifacts when running at non native resolution on Windows standalone player. (930948)
  • Windows: Player crash report now respects -logFile command line argument. (840149)
  • Windows: [Standalone] Fixed crash on exit when multiple instances are running. (804243)
  • XR: Fix to stop dropping out of VR when render scale is set higher than texture memory will allow, and safely reverting back to the last known good scale setting. (916952)
  • XR: Fixed an issue that was causing eye flickering in Daydream. (915277)
  • XR: Fixed case of blit to temporary RT not setting _MainTex_ST correctly. (918634)
  • XR: iOS target frame rate now defaults to the device frame rate for Cardboard (previously it was incorrect by default). (950229)
  • XR: Performance and stability during in-editor remoting has been improved for the HoloLens. (901423)
  • VR: The handling of a 'X' button press is now as expected:
  • Terminate the application if pressed during the splash screen.
  • Else inject 'Esc' into the event stream so that the developer can handle as needed. (908990)
  • KNOWN ISSUES IN 2017.2.0F2:
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object. (864619)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing. (883861)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • XR: Building a Daydream player from the Unity Editor will fail, if the GVR audio spatializer plugins are included in the project from the Google VR SDK. To work around this issue, delete or rename the spatializer plugin libraries.
  • XR: Data from headPose is incorrect on GestureRecognizer events. (944108)
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT. (936114)

New in Unity 2017.3.0b2 Beta (Sep 27, 2017)

  • Known Issues:
  • Editor: DelayedTextField will now persist the edited value when the owning window loses focus (584291, 871673, 871674, 871675, 871703)
  • Editor: Inspector doesn't immediately reflect changes in arrays when an element is deleted (627322)
  • Editor: Remote Device IP Address doesn't get updated if enter wasn't pressed (848969)
  • Package Manager: Package Manager startup freezes when a proxy is enabled without the UNITY_NOPROXY environment variable (931921)
  • Services: Fixed an issue in Collab where renamed files were not being uploaded with their new content (916233)
  • Improvements:
  • Android: [OpenGL ES] Added support for preserving the framebuffer alpha
  • Fixes:
  • Android: Fixed atlased ETC1 textures with split alpha rendering in editor outside of play mode (942923)
  • Android: Fixed realtime HDR reflection probes being black on older Android devices (776875)
  • Scripting: Fix calling MonoBehaviour.StopCoroutine on a parent IEnumerator coroutines not stopping their child IEnumerator coroutines after the second level. (935955)
  • Scripting: Fix rare coroutine crash when exiting play mode (905492)
  • Scripting: Fix rare coroutine crash when having nested coroutines (903628)
  • XR: Fix Cardboard iOS target frame rate (950229)
  • XR: Fix crash in Holographic simulator when trying to exit play mode while paused and VR not enabled (948127)

New in Unity 2017.3.0b1 Beta (Sep 25, 2017)

  • Known Issues:
  • Editor: DelayedTextField will now persist the edited value when the owning window loses focus (584291, 871673, 871674, 871675, 871703)
  • Editor: Inspector doesn't immeadiately reflect changes in arrays when an element is deleted (627322)
  • Editor: Remote Device IP Address doesn't get updated if enter wasn't pressed (848969)
  • Package Manager: Package Manager startup freezes when a proxy is enabled without the UNITY_NOPROXY environment variable (931921)
  • Services: Fixed an issue in Collab where renamed files were not being uploaded with their new content (916233)
  • Features:
  • Physics: Expose a new broadphase algorithm that is based on subdividing the world boundaries and helps to overcome the performance issues in the standard sweep-and-prune approach by exluding the excess checks of bodies that are far away but overlap each other along one of the principal axis. It's called multi-box pruning and is available in the physics settings in the editor.
  • Physics: Expose a setting that allows receiving the collision and trigger events from kinematic-kinematic and kinematic-static contact paris.
  • XR: Added new UI to Daydream VR Device configuration to support new 6DOF standalone devices.
  • Changes:
  • 2D: When a Sprite is created by importing a Texture, a default Physics Shape is generated
  • Improvements:
  • 2D: Expose methods to set and retrieve Physics Shape from a Sprite
  • Android: Add new way to handle audio focus in Android Oreo
  • Editor: Editmode and Playmode tests producing files during its run without proper cleanup now logs a warning.
  • Graphics: [Metal] Eliminate Z-fighting artifacts on certain devices
  • iOS: [Metal] Improved render thread scheduling
  • OSX: Fixed input configuration behaviour in launcher window, sharing code used elsewhere
  • API Changes:
  • 2D: New methods for Sprite to set/retrieve Physics Shape: GetPhysicsShapeCount, GetPhysicsShapePointCount, GetPhysicsShape, OverridePhysicsShape
  • Animation: Animator.CrossFade() and Animator.CrossFadeInFixedTime() can now set the transition time
  • Animation: The structure AnimatorTransitionInfo now has a "duration" property that tells the duration of the current transition, as well as a "durationUnit" property that tells in which unit is expressed this duration: fixed (in seconds) or normalized (in percentage).
  • Scripting: Made Vector2.SmoothDamp parameters maxSpeed and deltaTime optional
  • Fixes:
  • Asset Import: Fixed crash when importing some invalid .3ds files. (937949)
  • Editor: Fix crash on shutdown after using Windows speech recognizer (946499)
  • Editor: Fix issue that caused Windows speech recognizer not to work if a bad syntax file was loaded (871461)
  • Editor: Fix preview generation when lighting data hasn't been baked (818075)
  • Editor: Fixed a issue that launching the editor using -projectPath argument without a valid license results in hang on splash or no visible window (942380)
  • Editor: Fixed bug where Object Selector would default to Scene tab for ScriptableObject and other non-GameObject/Component asset types
  • Editor: Fixed bug where Object Selector would not display objects of a custom type if their unqualified type name matched some Unity type's unqualified name
  • Editor: Fixed Editor crash when using obsolete platform StandaloneOSXUniversal in code. (942560)
  • Graphics: Increase vsync count cap from 2 to 4 to better align with what is allowed by DXGI (941921)
  • Kernel: Assert no longer occurs when finding game objects that are deactivating (667483)
  • Licenses: Fixed a issue that when cached refresh token & access token expired, command line activation will failed (940084)
  • Package Manager: Allow user to continue after packman resolution failure at startup (945057)
  • Physics: Fix cloth prefab crash when enabling and disabling. (904655)
  • Video: Fixed crash when closing Unity with Video preview (938819)
  • Video: Fixed crash when exiting Standalone player with active VideoPlayer (942012)
  • Video: Fixed crash when releasing VideoPlayer outside Play Mode. (930707)
  • Video: Fixed VideoPlayer Preview outside Play Mode. (931846)
  • Web: Fixed chunked data upload in UnityWebRequest on Standalone, iOS, Tizen, WiiU
  • Windows: Fix artifacts when rendering to non-native resolution (930948)
  • Windows: Fixed reading of loca, files in UWP through WebRequest. (910488)
  • XR: Change hard coded GVR Device refresh rate to use Resolution.refreshRate (948896)

New in Unity 2017.1.1 Patch 3 (Sep 23, 2017)

  • Improvements:
  • 2D: Sprite atlas packing will now spend less time reconciling sprite from cache atlas. Previously this was slow, especially in a new editor session.
  • Changes:
  • 2D: Sprite atlas packing will now cancel and return an error if there exist sprite(s) with size larger than the pre-determined atlas max size.
  • Fixes:
  • (937147, 946596, 937126, 946595) - 2D : Editing 2D primitive asset no longer result error in console.
  • (935087) - Animation : Fixed alpha channel being animated when in linear color mode.
  • (945292) - Animation : Fixed a case where sprite and material reference were not animatable at the same time in the SpriteRenderer.
  • (945035) - Animation : Fixed a case where transition between animations makes GetIKRotation and GetIKPosition returned incorrect value.
  • (921652, 941913) - Build pipeline : Fixed the behaviour of the build process so that all the scripts get recompiled if the build process fails.
  • (941177) - Editor : Fixed prefab preview displaying all game objects in each individual game object preview during multi-selection.
  • (none) - Editor : Don't give fatal error on plugin importer query for nonexistent platform
  • (943905) - Editor : Fixed sprite preview generation.
  • (936062, 942636) - Editor : Fixed modifiers being discarded when pressing hotkey.
  • (829193) - Graphics : Fixed occlusion culling of shadows within the camera sightline.
  • (899729, 925179) - Graphics : Changing worldPos in gles2 to be fp32.
  • (950945, 950947) - Graphics : Metal: Eliminate z-fighting artifacts on certain devices.
  • (947420) - IL2CPP : Implemented a previously unimplemented internal call method to support System.Environment.HashShutDownStarted property.
  • (944939) - IL2CPP : Allow SetSocketOption to work properly for add membership and remove membership with IPv6.
  • (none) - IL2CPP : Fixed calling System.Collections.Generic.IList1 methods on native objects that implement Windows.Foundation.Collections.IVector1 interface and calling Windows.Foundation.Collections.IVector1 methods on managed objects that implement System.Collections.Generic.IList1 interface.
  • (944462) - iOS : Fixed a occasional crash on iOS when using UnityWebRequest.
  • (901096) - Particles : Fixed a crash when script changes quality level at runtime while Shuriken is active.
  • (936079) - Timeline : Fixed a crash with playable director holding a reference to a non-playable asset.
  • (936047) - Timeline : Fixed preview mode on humanoid root and custom tracks.
  • (946442) - UI : Fixed memory leak caused by profiler.
  • (936801) - UnityWebRequest : Fixed a possible freeze on iOS, when running multiple UnityWebRequests with custom download handler scripts.
  • (none) - UnityWebRequest : Fixed early availability of status code when UnityWebRequest was still running.
  • (none) - UnityWebRequest : Ensure that headers are available in UnityWebRequest only after all of them are received.
  • (none) - UnityWebRequest : Fixed possible issues aborting UnityWebRequest when using a custom download handler script.
  • (899259) - VR : Fixed an assert IsMatrixValid (matrix) when camera's target eye was set to left or right.
  • (920106, 930441) - VR : Fixed an issue were the right eye was not rendering with Single Pass rendering and camera had Allow HDR enabled.
  • (918916, 943111) - VR : Fixed an issue whereby CommandBuffer.Blit did not work when used in CameraEvent.AfterEverything.
  • (none) - VR : Improved rendering performance of Daydream and Gear VR apps.
  • (949510, 950758) - VR : Fixed a flickering image on Oculus when MSAA and HDR are disabled.

New in Unity 2017.2.0f1 Beta (Sep 23, 2017)

  • FEATURES:
  • 2D: Added Tilemap.
  • Asset Import: Added support for animated custom properties from FBX. description
  • Asset Import: Added support for Stingray material import from FBX. description
  • Editor: Added assembly definition files feature for script compilation pipeline in the editor. Allows you to define your own managed assemblies based upon scripts inside a folder. By splitting your project's scripts into multiple assemblies, script compilation times in the editor can be greatly reduced. Note that the latest version of Visual Studio Tools for Unity is required for this feature to work with solution and project generation for Visual Studio.
  • Feature was disabled in 2017.2.0b11 because development did not finish in time for release.
  • GI: Added support for per-object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows, only On and Off options are supported.
  • GI: Per-object lightmap seam stitching for Progressive Lightmapper. description
  • GI: Profiler for Realtime Global Illumination.
  • GI: Support for double-sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Graphics: Implemented Display-P3 color gamut support for iOS and macOS. A "color gamut" player setting has been added, which will eventually cover other platforms with wide color gamut support.
  • Multiplayer: New QoS options for delivery of large messages: reliable or unreliable, and un-ordered (fragmented) or ordered (fragmented sequenced).
  • OSX: Added support for Retina in macOS standalone builds.
  • Package Manager: In 2017.2, we are introducing Unity Package Manager. This will be the first stepping stone for the system. We are taking an incremental approach to integrate the system into the Unity ecosystem. It will grow with more features over time. For this first release, we avoid exposing user facing features. Instead, we are exposing an API for enabling internal components to be updated more frequently than the editor (the first pillar of the system).
  • Particles: Added Linear Drag support for Particles. The new options can be found in the Limit Velocity over Lifetime Module.
  • Particles: Added new option to allow Particle Systems to be destroyed or disabled when they finish playing. description
  • Services: Performance Reporting Service: Added support for native crashes on Android.
  • Timeline: Added support for Avatar Masks on Animation Tracks.
  • Video: Added pixel aspect ratio support for non-square pixel.
  • WebGL: Added linear rendering to WebGL 2.0
  • XR: Added support for certain aspects of the Vive HMD to be simulated in-Editor without the need of a physical HMD. Enable by using the "Mock HMD - Vive" virtual reality SDK in the player settings. The mock HMD uses the same asymmetric projection matrix, hidden occlusion mesh, field of view, aspect ratio, and eye texture size as the Vive. Mock HMD can be used with both multi and single pass rendering paths and will render as a split screen stereo display in Editor.
  • XR: Added support for Google ARCore augmented reality technology when targeting Android 7.0 and above on supported devices. See our blog post for more information and how to get started https://blogs.unity3d.com/2017/08/29/ar-comes-to-android-with-the-arcore-sdk/
  • XR: Added support for Video Async Reprojection. Video Async Reprojection allows an app to feed video frames directly into the Google VR Async Reprojection system. These frames are composited directly into the scene without going through the main Unity render loop. This provides a fast path to direct rendering of video regardless of the current frame rate Unity is rendering at. When using Async Video Reprojection, texture filtering is skipped providing for a much higher quality output. There is an option to allow for the use of protected memory for users that need to render DRM protected content.
  • XR: Added support for Windows Mixed Reality as a Virtual Reality SDK target. This extends Unity's HoloLens support so that it more generally supports Windows Mixed Reality, both for desktop and HoloLens.
  • XR: EditorVR is now supported without needing a custom build (still requires separate Unity Package download).
  • XR: Introduced native integration for the Vuforia Augmented Reality Platform: additional feature support will follow in later beta updates. Vuforia support can be installed through the Unity Download Assistant and enabled under PlayerSettings/XR. For more information about Vuforia see https://developer.vuforia.com.
  • XR: OpenVR support for Mac 64bit application target that use Metal graphics.
  • XR: The single-pass instanced rendering path is now supported on desktops when the DirectX 11 rendering API is in use. Single-pass instanced rendering is only supported with forward rendering.
  • XR: Windows Mixed Reality headsets are now supported for playing in-editor.
  • BACKWARDS COMPATIBILITY BREAKING CHANGES:
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • CHANGES:
  • Android: "Export as ADT project" is now obsolete.
  • Android: Changed default frame rate (Application.targetFrameRate 0) to 30 when v-sync is off, similar to iOS.
  • Audio: AudioMixer ducking improvements: Optimized CPU performance. Changed behaviour so that ducking amount corresponds to the maximum level on each channel.
  • Editor: 2017 Editor requires a new license version. Subscription keys will be upgraded, but 5.x license keys will not be accepted by 2017 Editor. If you have only a 5.x license, please visit https://store.unity.com/ or contact your sales representative to obtain a 2017-compatible license.
  • Editor: APIUpdater no longer runs automatically when Editor runs in batch mode. See -accept-apiupdate command argument for more information.
  • Editor: Changed the behaviour of the "members" button in the Collab toolbar: it now opens a page in the web dashboard to add/remove project members.
  • Editor: Editor GUI tooltips are no longer suspended if the scene is paused in Play mode.
  • Editor: Reduced the verbosity in editor log for script recompilation.
  • Graphics: When using custom shadow resolution on a light, this resolution won't be clamped as usual, allowing to reach up to 8k shadowmap if needed.
  • Licenses: Updated FBX license to require acceptance of FBX SDK license (https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf)
  • Scripting: Editor: Load precompiled managed assemblies (.dlls) and assembly definition file assemblies on startup even if there are compile errors in other scripts.
  • Scripting: Serialization: Disabled support for opposite-endinanness asset bundles.
  • Scripting: InitializeOnLoad now invoked after deserialization. See Upgrade guide for details. (879044)
  • Scripting: MonoBehaviour.OnValidate is now called when adding a MonoBehaviour to a game object in the editor.
  • UI: The legacy (Unity 1.0) UI system components - GUILayer, GUIText, and GUITexture - have been marked as deprecated. GUILayer components are no longer added to the camera by default.
  • Universal Windows Platform: The default scripting backend on Universal Windows Platform has changed to IL2CPP.
  • XR: Camera.stereoMirrorMode is now obsolete.
  • IMPROVEMENTS:
  • AI: Debug data from the process of building a NavMesh with the NavMeshBuilder API can be selectively collected and visualized in the Editor using NavMeshEditorHelpers.DrawBuildDebug().
  • AI: Improved performance when synchronizing NavMesh tiles after carving.
  • Android: Change to allow extractNativeLibs=false flag to be used if needed.
  • Android: Significantly improved the performance of large prefabs loading (Resources.Load* or AssetBundle.LoadAsset* APIs) on Android. (904652)
  • Android: The backend ETC texture compressor is now configurable in the Editor Settings with different quality/compression speed tradeoffs.
  • Animation: Added copy pasting of transition parameters in Animator State Machine.
  • Animation: Added option to Animator States to pull normalized time from a specified Parameter rather than using Time.deltaTime.
  • Asset Import: Exposed a public API for extracting embedded textures from .FBX and SketchUp files. The materials which are embedded in the asset will be updated automatically to reference the extracted textures. description
  • Asset Import: Minor improvements to the Avatar Mask and Transform Mask UI. description
  • Asset Import: Parallelized the animation clip keyframe reduction during import.
  • Asset Import: Updated SketchUp SDK to 17.0 (782948)
  • Audio: Added ability to get and set the audio spatializer from script via AudioSettings.GetSpatializerPluginName and AudioSettings.SetSpatializerPluginName.
  • DX12: Native Rendering Plugin improvements: Exposed/implemented native RenderBuffer resource retreival. Fixed multithreading issues.
  • Editor: Added toggle for color-blind safe mode to the context menu in the upper right corner of the Profiler window.
  • Editor: Assorted usability refinements to Profiler charts: All series types can now be toggled, stacked chart series now have explicit reorderable affordances, stacked plots now appear as solid colors.
  • Editor: Exposed LZ4 compression setting to the BuildPlayer window for iOS/Android/Standalone.
  • Editor: Unity Troubleshooter allows users to observe a list of previously reported issues and search for similar issues in Unity Knowledge base
  • GI: Added A-Trous, a new edge-aware filter for GI when using the Progressive Lightmapper.
  • GI: Added support for LOD baking in Progressive Lightmapper.
  • GI: Asynchronous loading of precomputed realtime GI data, by moving the GI part of file I/O into the loading thread. Exposed DynamicGI.IsConverged to public API so user can know when lighting is converged. Timesliced albedo-emission rendering during load. (710503, 790887, 815033)
  • GI: Fill the empty areas in the lightmaps with content from the lower mip levels (push-pull dilation). This will fix the cases where dark pixels around geometry edges are visible when rendering with lightmaps. The is due to dark background texels bleeding in when lower MIPs are accessed.
  • GI: HDR emission: enabled 16 bit floating point format for emission for both realtime and baked GI. Baked GI output is still limited by RGBM range. HDR color picker limit increased from 99 to 64k.
  • GI: Terrain trees can now cast shadows into the baked lightmap for terrains. Terrain tree probes are now in the top of the tree canopy to make sure probes don't end up inside the tree trunk. (685764)
  • GI: Upgraded the Enlighten SDK to 3.09. New since 3.08p1:
  • Improvements: The face(s) of a triangle which cast direct light shadows can now be set per material. Bug Fixes: Fixed a bug where setting the update manager limiter to values greater than 0 produced incorrect reading of the input lighting buffers. Fixed a crash in IPrecompute::PackGeometry() when providing an input mesh with very large UVs. Fixed a crash in IPrecompPackedGeometry::Load() when running out of memory. Fixed case of uninitialised data being serialised in WriteDataBlockForInPlace() and related functions.
  • Graphics: Added "Dynamic Occludee" settings in renderer to control whether dynamic objects should skip occlusion culling. (883644)
  • Graphics: Added "Metal Restricted backbuffer Use" that allows improved performance in non-default device orientation.
  • Graphics: Added GPU Skinning via compute on Vulkan, D3D12, PS4 and Xbox One.
  • Graphics: Frame Debugger Improvements: Size, format and depth in the texture shader properties tooltip. Stencil states. Subshader index, pass name and light mode tag.
  • Graphics: Reworked Rendering.CommandBuffer internals to reduce main thread cost.
  • Graphics: Texture importer: Added support of BC5 format for normal map type in override option (for platforms that support it).
  • iOS: Added an API to retrieve existing build phases for Xcode targets.
  • iOS: Generate Notification and Spotlight icons for iOS targets. Additionally [also mentioned under API Changes] modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. (894113)
  • iOS: Implemented Xcode API for embedding frameworks.
  • iOS: Multithreaded rendering option now available for iOS/tvOS.
  • Kernel: Completion events added to all return AsyncOperations.
  • Launcher: Integrated Social Sign-On into the Launcher window.
  • Particles: Added "Inherit Lifetime" option in the Sub-Emitter module.
  • Particles: Added a Restart button to the Scene View overlay. description
  • Particles: Burst Emission now supports curve modes for the count. description
  • Particles: Custom Module labels are now editable, allowing users to give them contextual names. description
  • Physics: 3D Physics changes caused by modifying the Transform can now be deferred. They will automatically sync prior to the physics simulation running. You can use Physics3D.autoSyncTransforms and Physic3D.SyncTransforms() to control this behaviour.
  • Physics: Added edit modes for joint angular limits to inspectors for CharacterJoint, ConfigurableJoint, HingeJoint, and HingeJoint2D. description
  • Physics: Collision2D.contacts array is now created lazily so as to not allocate memory until used.
  • Plugins: Added a rendering command buffer callback to update the contents of a texture from inside the plugin (D3D11/Metal/GLES).
  • Plugins: Native Rendering Plugins are now supported on Nintendo Switch.
  • Shaders: Improved compute shader import times and eliminated some shader compiler timeouts.
  • Shaders: Improved import time of surface shaders with many similar shader_feature/multi_compile variants.
  • Substance: Support V6 engine; Ability to use all the nodes of Substance Designer
  • UI: Introduced a shader keyword to all of the UI shaders, which controls the rect clipping. Rect clipping is only done when the mask component is enabled. This leads to much better UI performance when masks are not used. (784238)
  • Universal Windows Platform: IL2CPP scripting backend now defaults to using .NET 4.6 API compatiblity level
  • VR: Updated Oculus to version 1.14
  • Web: UnityWebRequesst now has DownloadHandlerFile available for downloading files and saving them to disk with low memory footprint.
  • Windows: The crash dialog in the Windows Player has been improved with more detail, and prompts the user to open an Explorer window to the crash report.
  • Windows: The player executable has been split into two parts: a signed UnityPlayer.dll that has all the engine code, and a wrapper executable that merely calls into this DLL at startup. The source code for the executable can be found under EditorDataWindowsStandaloneSupportSourceWindowsPlayer. It can be rebuilt with VS2015 as long as you have "Common Tools for Visual C++ 2015" and "Windows XP Support for C++" installed.
  • XR: Improved rendering performance of Daydream and Gear VR apps.
  • XR: Improvements to pause handling in XR applications. Apps which need to pause when the HMD is removed will no longer resume if window focus changes and viceversa.
  • XR: Updated interfaces and new data for GestureRecognizer and InteractionManager (UnityEngine.VR.WSA.Input). Some of the API surface for this has breaking changes on the way and will land soon.
  • XR: UnityEngine.Experimental.VR.Boundary.TryGetGeometry now works on Windows Mixed Reality headsets.
  • XR: XRDevice.SetTrackingSpaceType will now allow users to reason about where the floor is on VR HMDs for WindowsMR.
  • API CHANGES:
  • Accessibility: Added UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette().
  • AI: Added NavMeshBuildDebugFlags, NavMeshBuildDebugSettings, NavMeshBuildSettings.debug, NavMeshEditorHelpers.DrawBuildDebug.
  • Asset Import: Added AssetPostprocessor.OnPostprocessGameObjectWithAnimatedUserProperties(GameObject go, EditorCurveBinding[] bindings) and void AssetPostprocessor.OnPostprocessAnimation(GameObject root,AnimationClip clip).
  • Asset Pipeline: (Also mentoned under Fixes) AddedAssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Editor: Added AssemblyBuilder API for building managed assemblies from scripts outside of the Assets folder. See AssemblyBuilder.Build for an example of how to use this API.
  • Editor: Added JointAngularLimitHandle to UnityEditor.IMGUI.Controls.
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint.
  • Editor: ArcHandle.radius can now be negative.
  • Editor: EditorApplication.playmodeStateChanged obsoleted in favor of new EditorApplication.playModeStateChanged and EditorApplication.pauseStateChanged.
  • Editor: PrimitiveBoundsHandle and subclass constructors no longer require a control ID hint.
  • Graphics: Added RenderPass functionality to scriptable render pipelines. This allows efficient use of tile-based GPUs for deferred rendering for example. See the RenderPass API documentation for more information and example usage.
  • Graphics: Added CommandBuffer.IssuePluginEventAndData, CommandBuffer.IssuePluginCustomBlit and CommandBuffer.IssuePluginCustomTextureUpdate.
  • IMGUI: Added GUI/GUILayout.Toolbar method with new GUI.ToolbarButtonSize enum parameter to support Fixed and FitToContents modes for button contents.
  • IMGUI: GUI.SetNextControlName() now works for controls with any FocusType. Its previous (undocumented) behavior was to only work with controls that had FocusType.Keyboard. Previously, if you called it right before a passive control, the name would instead be applied to the next keyboard control.
  • iOS: [Also mentioned under Changes] Modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. (894113)
  • iOS: iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent are obsolete. Use iOSStatusBarStyle.LightContent instead . (894136, 917073)
  • Kernel: Added new AssetBundle APIs LoadFromStream and LoadFromStreamAsync. The APIs let the user load AssetBundle data from a managed Stream instead of Unity native methods.
  • Kernel: Added AsyncOperation.completed event for delegate registration.
  • Mobile (Android, iOS, Metro, Tizen): (Also mentioned under Fixes) Added TouchScreenKeyboard.keyboardStatus read only value. Status can be Visible, Done, Canceled or LostFocus. (758761)
  • Multiplayer: Added a new overload to NetworkManager.StartClient function which allows you to specify which port the local socket should be bound to. (903860)
  • Physics: Added Collision2D.GetContacts().
  • Physics: Added Physics2D.autoSyncTransforms and Physics2D.SyncTransforms().
  • Playables: Added API functions Playable.ConnectInput() and Playable.AddInput().
  • Playables: Added method PlayableGraph.IsPlaying().
  • Playables: Moved AudioPlayableOutput to namespace UnityEngine.Audio.
  • Playables: Remove all *Playable.SetHandle().
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity.
  • Plugins: Added new kUnityRenderingExtEventUpdateTextureBegin/kUnityRenderingExtEventUpdateTextureEnd events to UnityRenderingExtEventType.
  • Scripting: Added SerializedProperty.fixedBufferSize, SerializedProperty.isFixedBuffer and SerializedProperty.GetFixedBufferElementAtIndex.
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • Services: Purchasing: Added support for user-defined payouts attached to ProductDefinitions.
  • Terrain: Added Terrain.freeUnusedRenderingResources API, that can be used to turn off a "garbage collection" mechnism within the terrain system to prevent a potential performance hiccup. See the API documentation for details. (743462)
  • Terrain: Added Terrain.freeUnusedRenderingResources. (743462)
  • VR: Added VRDevice.userPresence. This API allows applications to test whether a user is present and interacting with a VR device - e.g. wearing a HMD.
  • VR: Angular velocity and angular acceleration are now exposed via the UnityVR.InputTracking.GetNodeStates() API on VR platforms that supply these values.
  • Web: Added UnityWebRequestAsyncOperation UnityWebRequest.SendWebRequest() API.
  • Web: The following API has been deprecated and is marked as obsolete: Application.isWebplayer, GameViewSizeGroupType.WebPlayer, BuildTargetGroup.WebPlayer, EditorBuildSettings.webPlayerStreamed, EditorBuildSettings.webPlayerOfflineDeployment, EditorUtility.BuildResourceFile(Object[] selection, string pathName).
  • Web: The following obsolete API has been removed: BuildPipeline.WebPlayerAssetBundlesAreNoLongerSupported(), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc), BuildPipeline.BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None), BuildPipeline.BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None), BuildPipeline.WebPlayerOfflineDeployment.
  • Web: UnityWebRequest.Send() obsoleted in favor of new SendWebRequest call.
  • Windows: Added a Windows-specific API that exposes the crash dump path to C#: UnityEngine.Windows.CrashReporting.crashReportFolder.
  • XR: Added PlayerSettings values for new Async Video reprojection Settings. (932009)
  • XR: Added XRDevice.fovZoomFactor. (845344)
  • XR: Made Google Async Video Reprojection usable without the need to subclass UnityPlayerActivity.
  • XR: Types in the UnityEngine.VR.* namespaces have been moved to UnityEngine.XR.* namespaces. Types such as VRSettings, VRDevice, VRNode, etc. have also been renamed to XRSettings, XRDevice, XRNode, etc. The API updater is configured to automatically update existing scripts and assemblies.
  • XR: VRTextureUsage has been added as angument to RenderTexture.GetTemporary with a default value. (918634)
  • FIXES:
  • 2D: Console warning "Texture being dragged has no Sprites" is no longer printed infinitely when sprite is being dragged on Scene window. (916845)
  • 2D: Fixed case of "Unapplied Module Changes" Window appearing when navigating to Edit Outline / Edit Physics Shape but making no changes. (916747)
  • 2D: Fixed case of Aniso Level on Texture being stuck at 16 when imported as Sprite Texture and without mipmaps enabled. (909748)
  • 2D: Fixed case of sprite packer causing an Out Of Memory error. (897066)
  • 2D: Fixed case of text for "Edit Physics Shape" being cutoff in Sprite Editor window regardless of window size. (916742)
  • Android: Fix to return null for AndroidJavaObject.Get() and AndroidJavaObject.GetStatic() instead of throwing exceptions.
  • Android: Fixed issue where Time.realtimeSinceStartup would not increase while the device is in deep sleep. (867885)
  • Animation: Added an error message to SampleAnimation when attempting to sample an animation clip without an animator. (888031)
  • Animation: Disabled the Add State Machine Behaviour button while new scripts need to be recompiled on a State. (908223)
  • Animation: Fixed a crash when an animator reset was triggered during a StateMachineBehaviour awake. (907324)
  • Animation: Fixed double callback at the end of an interrupted transition. (900875)
  • Asset Import: Fix to show the progress bar immediately for large meshes. (462618)
  • Asset Import: Fixed crash when calling Object.DestroyImmediate(go) in OnPostprocessGameObjectWithUserProperties. (899383)
  • Asset Import: Fixed crash when failing to import all animation clips in an FBX file. (911612)
  • Asset Import: Fixed crash when importing FBX files that have a negative framerate value. (905817)
  • Asset Import: Fixed editor crash and visibility curves correctness on FBX with non baked animations. (940745)
  • Asset Import: Fixed issue where an imported mesh would be 'split' into only one part. (906949)
  • Asset Import: Fixed issue where visibility animation curves were created on nodes that don't have a mesh. (907964)
  • Asset Import: Fixed issue with FBX import where mesh instances with different materials were assigned the same material. (898916)
  • Asset Pipeline: (Also mentoned under API changes) Added AssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Audio: Audio Clip Preview: Fixed bug where changing the audio clip in the audio source selection dialog did not stop the previous playing clip. (874592)
  • Audio: Audio Mixer: Fixed case of mute not being applied to the child mixer of channel, or on the parent channel itself. (890139)
  • Audio: Audio Source occasionally became louder when played repeatedly. (921686)
  • Audio: AudioClip in Audio Source component only played the first selected audio clip. (901001)
  • Audio: AudioSource had short volume glitches at the beginning of playback when a Rigidbody was attached. (915586)
  • Audio: AudioSource volume was incorrect when re-enabling disabled AudioSource. (922299)
  • Audio: AudioSource were affected by AudioReverbZone even with the Bypass Reverb Zones setting enabled. (931206)
  • Audio: Changing Reverb Preset of an AudioReverbZone via script had no effect on audio. (802828)
  • Audio: Deleting a mixer asset from Audio Mixer window no longer causes deletion of the selected folder. (895642)
  • Audio: Fixed bug where all external audio clips would be unloaded upon calling AudioClip.UnloadAudioData on an external audio clip. (849564)
  • Audio: Fixed bug whereby Audio Mixer assets had no links to docs in their inspectors. (630520)
  • Audio: Fixed error when trying to undo 'Set as start Snapshot' action. (926480)
  • Audio: Fixed glitches in audio mixer group view when adding/duplicating a large number of groups. (908919)
  • Audio: Fixed incorrect display of source-listener distance when both source and listener are attached to the same game object and the game object is accelerating. (849469)
  • Audio: Fixed issue where Editor would freeze when attempting to open some .mixer assets in the Audio Mixer Window. (852029)
  • Audio: Mixer: Duplicated groups can now be undone. (907123)
  • Audio: On Windows, it was not possible to receive information about microphone devices when its name contained special characters. (895350)
  • Audio: The audio clip no longer starts to play when auto-play is enabled in the preview window and the Game/Scene view is detached. (922827)
  • Audio: The AudioListener.pause property was not reset when exiting Play mode. (917676)
  • Audio: The first AudioMixerSnapshot.TransitionTo call incorrectly started a transition from selected snapshot instead of the defined start snapshot. (905679)
  • Audio: Toggling bypass on any audio effect can now be undone. (776858)
  • Build Pipeline: Fix to prevent build files from getting generated when a build fails. (896991)
  • Build Pipeline: Fixed ability to build asset bundles for a platform other than the one setup in Build Settings. (904359)
  • Build Pipeline: Fixed bug that prevented setting of asset bundle on newly imported textures until some part of the import settings were altered. (905640)
  • Build Pipeline: Fixed bug where new builds were offering the previous project's build path by default. (909650)
  • Build Pipeline: Fixed issue where building for player for unsupported build target was crashing the editor. (900338)
  • Build Pipeline: Fixed issue where cancelling a build would result in a "Build failed" error message. A build result of Succeeded, Failed, or Canceled will now be logged as info. (907429)
  • Build Pipeline: Fixed issue where loading a GameObject from a dll in an asset bundle would cause it to lose its Monobehavior references. (741536)
  • Build Pipeline: Fixed issue where relative build path wasn't getting resolved correctly. (911830)
  • Collab: Fixed an issue where users could experience an editor freeze with collab enabled and 100% packet loss on network. (920583)
  • Editor: Added serialization of active column for Profiler GUI and CPU Hierarchy view. (892743)
  • Editor: Avatar Configuration scene now blocks creation of new scene and gives an appropriate message. (892164)
  • Editor: Error is now logged when trying to set a non-loaded scene as the active scene. (840650)
  • Editor: Fix application menu items and their shortcuts in launcher window on OSX. (921224)
  • Editor: Fix red line at the edge of a window when stretched on OSX. (931831)
  • Editor: Fix to remove suprious errors in console when logging in to Unity account with Collab enabled. (885388)
  • Editor: Fixed an issue where double-F (track selection) in the scene view could use a different focal point than single-F (frame selection). (584765)
  • Editor: Fixed an issue where the Game View ignored vsync settings when using OpenGL on macOS. (901973)
  • Editor: Fixed an issue where undoing creation of a LightProbeGroup was throwing a MissingReferenceException. (657159)
  • Editor: Fixed bug causing Scene view to only focus on the first target in a selection when entering a tool (e.g. Edit Collider) mode.
  • Editor: Fixed bug causing EditorApplication.playmodeStateChanged to be invoked continuously when scrubbing Profiler. (898172)
  • Editor: Fixed bug in progress bar code, which caused Build and Run to crash during sprite packing. (907145)
  • Editor: Fixed build window erratic scene order drag on OSX. (874335)
  • Editor: Fixed case of 'Assertion failed' when using Playmaker's Ecosystem browser. (910371)
  • Editor: Fixed case of property fields skipping child properties when HideInInspector attribute is used. (918683)
  • Editor: Fixed case of TextField changing height when entering new text, and toggles not displaying fully when no text is entered. (912001)
  • Editor: Fixed crash in GUIKeyboardState::~GUIKeyboardState() when double-clicking and draging Scene View window. (909662)
  • Editor: Fixed crash in GUIView::OnInputEvent() when closing a floating window and using the -debugallocator flag. (905960)
  • Editor: Fixed crash seen on Windows, when opting to keep a temporary project (e.g. one opened from the 'Learn' tab on the launcher) on Editor. This was caused by the directory being in use by another application. (917556)
  • Editor: Fixed crash when closing a window if it hasn't finished loading. (916113)
  • Editor: Fixed crash when selecting reflection probe background color via Color Picker. (934613)
  • Editor: Fixed crash when undocking/docking the Profiler Window. (920862)
  • Editor: Fixed exception when backspacing iOS target SDK version in PlayerSettings inspector.
  • Editor: Fixed issue that user is not recognized as signed in when opening a cloud project
  • Editor: Fixed issue where creation of prefab from a GameObject would mark all scenes dirty. Now, it only does so for the scene containing the Game Object. (912271)
  • Editor: Fixed issue where gizmos where not being recalculated after scene load. (909099)
  • Editor: Fixed issue where removing all profilers from profiler window still displays hierarchy of CPU profiler. (911489)
  • Editor: Fixed issue where the 'Apply' button for prefabs would try to mark the scene as dirty in playmode. (839124)
  • Editor: Fixed issue where Unity would regard a baked lighting map named 'library' as a Unity Library folder. (799477)
  • Editor: Fixed light baking in scenes with names containing Unicode characters. (876062)
  • Editor: Fixed potential crash when calling Close() from OnGUI(). (903828)
  • Editor: Fixed transform precision issue when moving multiple objects. (907854)
  • Editor: Modified the dialog text when opening a project last saved in a different version of Unity, to avoid confusion. (886169)
  • Editor: Series labels in Profiler chart now stay inside the chart area when selecting the frame on the far left or far right of the chart. (913382)
  • Editor: Setting a custom icon on a GameObject now dirties the current open scene. (898818)
  • GI: Terrain trees now use the correct, non-interpolated light probes that are placed per tree. (911491)
  • GI: The light intensity of the sun disk procedural skybox will now match specular highlights. (895359)
  • Graphics: Added optional downscale algorithm to avoid PVRTC compression artifacts on some noise textures. (880191)
  • Graphics: Fix for miscalculating the size of the view required for a buffer that will be used as the source for an Indirect Draw/Dispatch call. (919044)
  • Graphics: Fix to allow 2D colliders to affect Lens Flares. (911429)
  • Graphics: Fixed a bug where wrong values might be reported to Frame Debugger for built-in and global shader properties. (874354)
  • Graphics: Fixed case of grid rendering incorrectly in the Animation Preview window. (903454)
  • Graphics: Fixed issue where debug GFX overlay was drawn on top of objects in Game View. (851379)
  • Graphics: Fixed issue where Halo light would go through "Opaque" and "Transparent" shaded objects. (825212)
  • Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture. (919162, 930677)
  • Graphics: In deferred for culling mask, we now only reserve the stencil bit used in the view currently. (879852, 910502)
  • Graphics: Updated documentation to clarify that calling Texture*.Apply() after CopyTexture() is undefined. (856264)
  • Graphics: We now ignore a SubShader which only has a GrabPass in it after the other passes have been removed.
  • IMGUI: Fixed an issue where the Event.numeric setter would actually set Event.shift instead. (858889)
  • Installer: Windows Download Assistant now waits for Visual Studio 2017 to finish installing and reboots Windows if necessary.
  • iOS: Fixed case of queueDebuggingEnabled not being included in the Unity-iPhone XCode Scheme file. (907857)
  • iOS: Fixed PBXProjectExtensions.AddFileToEmbedFrameworks when .pbxproj contains unknown sections. (942488)
  • iOS: Removed iOS 6.0 support. The minimum supported version is therefore now 7.0.
  • Kernel: Fixed an issue on FileUtil.CopyFileOrDirectory, where it would delete the Assets folder if the destination argument is null. (910294)
  • Kernel: Fixed an issue where selecting multiple large images in the Editor could cause performance problems. (860776)
  • Kernel: Fixed Editor shutdown deadlock when specific native threads call managed code via script invocation.
  • Kernel: Fixed the YAML writer/reader so that .meta files generated for the .DLL plugins comply with the YAML specifications. (909364)
  • Mobile (Android, iOS, Metro, Tizen): (Also mentioned under API changes) Added TouchScreenKeyboard.keyboardStatus read only value. Status can be Visible, Done, Canceled or LostFocus. (758761)
  • Mono: Prevent the package import view from showing duplicate entries with the new Mono runtime. (908704)
  • Multiplayer: Fix for case where config validation in NetworkTransform resulted in a null exception.
  • OSX: Fix for Apple filesystem (APFS) compatibility.
  • Package Manager: Give the option for the user to continue loading the project even though package resolution failed (no internet or wrong manifest). No packages will be loaded and a sticky error message will be displayed. (945057)
  • Particles: Added more reasons to the Frame Deubgger for why a dynamic batch may be broken. (911933)
  • Physics: Ensure no work is done if the 2D physics world is empty. (940666)
  • Player: Fix for valid float string parsed to infinity on iOS in json. (881155)
  • Plugins: Fixed an issue where plugins were not included during build even though they were shown as enabled for that platform. (914860)
  • Scripting: Fixed an exception that was thrown when a user overrides the Unity synchronization context with their own. (924070)
  • Scripting: Fixed APIUpdater crash when checking C# scripts with deep object initialization syntax. (902973)
  • Scripting: Fixed corruption in assemblies containing references to UnityEditor.Animations.AvatarMask. (904030)
  • Scripting: Fixed crash when calling DestroyImmedate on a MonoBehaviour, or its game object in MonoBehaviour.Reset, or MonoBehaviour.OnValidate during AddComponent. (720677, 900003)
  • Scripting: Fixed crash when calling DestroyImmediate on own GameObject during Awake when instantianting a prefab. (720677, 900003)
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called. (862095)
  • Scripting: Fixed nested types updating on local variable / parameter declarations.
  • Scripting Upgrade: Fixed an issue where assemblies built with .NET 4.6 fail to load. (922577)
  • Scripting Upgrade: Fixed crash when System.Reflection.Emit is used to generate assemblies for the AppDomain.AssemblyResolve event. (920772)
  • Scripting Upgrade: Fixed hang that could occur when displaying bug reporter. (915672)
  • Services: Collab: Fixed issue whereby renaming a large folder could result in work loss. (914442)
  • Services: Fixed bug that would make it not possible to create a new project from the Launcher when the XBOX or PS4 support modules were installed. (905684)
  • Services: Fixed crash in Unity while using Collab and doing an update, cancelling it immediately, and updating again. (912481)
  • Services: Fixed issue whereby user was not prompted to save local scene edits before updating, resulting in loss of work. (907960)
  • Services: Fixed multiple UI issues and bugs in the hub and support for online tutorials. (869503, 884626, 889584, 891480, 893650, 900532)
  • SpeedTree: Fixed an issue where the shadow of a SpeedTree mesh wasn't animated by wind if the tree itself isn't visible in any camera. (909459)
  • Terrain: Fixed an issue where undoing terrain creation would throw MissingReferenceException. (903033)
  • Timeline: Fix to not show hidden PlayableDirectors in Timeline Editor dropdown. (900307)
  • Timeline: Fixed drag and drop of Audio Source on PlayableDirector. (923278)
  • Timeline: Fixed drag and drop of items with varying height. (875990)
  • Timeline: Fixed issue where drag and drop tracks would reverse their order. (876343)
  • Timeline: Fixed Timeline Editor zoom behaviour inconsistency. (877484)
  • UI: Fixed case of object scale interfering with input.
  • UI: Fixed case of single-line input field becoming unresponsive. (948059)
  • UI: Fixed crash caused by null batch material. (935112)
  • Universal Windows Platform: When simulating the HoloLens in editor, spatial mapped data will be generated in a consistent orientation. (898305)
  • Video: Added support for transcoding to tiny VP8 resolutions. Previously, attempting to do so would result in errors. (900524)
  • Video: Android: Fixed issue where 4.1/4.2, bigger resolution videos would not play. (894170)
  • Video: Android: Fixed issue whereby video would stop playback if trying to play faster than 1x. (904620)
  • Video: Fix for loss of audio when changing video playback speed on iOS/OSX with AudioSources. (938801)
  • Video: Fixed audio playback when AudioSource is disabled in VideoPlayer. (907755)
  • Video: Fixed crash for dangling render texture pointer in VideoPlayer . (930707)
  • Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec. (904924)
  • Video: Fixed intermittent failure to load video tracks on iOS. (898171)
  • Video: Fixed invalid video stride evaluation on Windows. (906044)
  • Video: Fixed performance issues with VideoPlayer creation/destruction. (888745)
  • Video: Fixed MovieTexture support for Metal. (911115)
  • Video: Transcoding issues with uncompressed RGBA .mov. (948288)
  • Video: Typo in VideoPlayer editor for Audio Source property tooltip. (920816, 948289)
  • Video: (1) was added to VideoPlayer name when added with drag-and-drop. (923258, 948287)
  • VR: Fix for issue whereby Android GearVR could not change Anti-aliasing settings at runtime. (896253)
  • VR: Fixed crash when camera was selected in editor view while in playmode and VR enabled. (913980)
  • VR: The handling of a 'X' button press is now as expected: Terminate the application if pressed during the splash screen. Else inject 'Esc' into the event stream so that the developer can handle as needed. (908990)
  • Web: Fixed case where pinging IPv6 address would never set the done flag. (802395)
  • WebGL: Added the missing the setTempRet() function to WebAssembly. (897782)
  • WebGL: Added the missing the setThrow() function to WebAssembly. (891835)
  • WebGL: Fix to release WebCam after use so that other tabs can use it. (898210)
  • WebGL: Fixed case of Template Custom Tags not being replaced at build time. (903092)
  • WebGL: Fixed custom cursor support. (905625)
  • WebGL: Fixed IE InvalidStateError load-time error. (903767)
  • WebGL: Fixed image padding when the width does not need to be padded. (904449)
  • WebGL: Fixed Profiler connection. (901252)
  • WebGL: Fixed source of WebAssembly runtime error: "integer overflow/unrepresentable". (891431)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in the project path. (899387)
  • WebGL: Fixed wasm integer overflow on DirectorFrameTime::CalculateDSPDeltaTime. (912234)
  • WebGL: Fixed AudioSource.time return value. (904578)
  • Windows: Crash dumps for the Windows Player are now generated in a user-writable data folder. (914366)
  • Windows: Fixed 'jumping window bug' when in windowed mode and Cursor.lockState is set to Locked. (876969, 886469)
  • Windows: Fixed an issue where illegal path characters in Company Name or Product name could cause logging to not work in Low Integrity mode. (842416)
  • Windows: Player crash report now respects -logFile command line argument. (840149)
  • Windows: [Standalone] Fixed crash on exit when multiple instances are running. (804243)
  • XR: Fix to stop dropping out of VR when render scale is set higher than texture memory will allow, and safely reverting back to the last known good scale setting. (916952)
  • XR: Fixed an issue that was causing eye flickering in Daydream. (915277)
  • XR: Fixed case of blit to temporary RT not setting _MainTex_ST correctly. (918634)
  • XR: Performance and stability during in-editor remoting has been improved for the HoloLens. (901423)

New in Unity 2017.1.1 Patch 2 (Sep 16, 2017)

  • Fixes:
  • (940999, 939414) - Android: Buildpipe - Fixed permissions popping up when providing resources in res/ .
  • (944010, 898416) - Android: Removed API 16 - 19 from target sdk version selection list.
  • (946059, 945338) - Android: Fixed black screen on startup on Android O devices.
  • (946377, 946349) - Android: Permissions - Fixed ephemeral permissions not popping up on Android Oreo.
  • (946429, 945994) - Android: SoftInput - Fixed the Korean input on Samsung phones.
  • (934626) - Animation: Fixed root motion not correctly aligning avatar on WebGL.
  • (916233) - Collab: Fixed an issue where renamed files with new changes were not being pushed to the server and were ignored when comparing client/server states.
  • (none) - Editor: Fixed incorrect lighting when switching to Metal device if Editor was started in OpenGL.
  • (946016, 935289) - Editor: Fixed an issue where OnHierarchyChange() and EditorApplication.hierarchyWindowChanged events were not sent when selecting gameobjects with previews and when adding gameobjects to a scene if they had the HideInHierarchy flag.
  • (none) - GI: Added A-Trous filter for the Progressive Lightmapper.
  • (none) - Graphics: Fixed an incorrect rendering on Metal after switching from a scene which called Shader.SetGlobalTexture with cubemap texture.
  • (927145) - Graphics: Fixed crash in player when using non RGBA32 format 3D textures.
  • (930666) - Graphics: Report an error instead of crashing when Mesh had invalid positions e.g. NaN.
  • (932940) - Graphics: Fixed Assert "Invalid mask passed to GetVertexDeclaration() when using post-effect" being triggered e.g. a custom post-effect.
  • (932065) - Graphics: Fixed camera rendering to a temporary RenderTexture from clearing the stencil bits when it should not i.e. for HDR cameras.
  • (923977) - Graphics: Fixed a crash when calling Graphics.SetRenderTarget with a RenderBuffer.
  • (926718) - Graphics: Fixed crash in CameraStackRenderingState::ReleaseResources e.g. searching in Hierarchy window.
  • (933768) - Graphics: Fixed D3D11 errors in scenes with a Camera having HDR enabled and depth-only clear.
  • (933203) - Graphics: Fixed #pragma target 4.0, 4.6, 5.0 not working on some Android devices.
  • (none) - IL2CPP: Fixed calling System.Collections.Generic.IDictionary2 methods on native objects that implement Windows.Foundation.Collections.IMap2 interface from managed code and calling Windows.Foundation.Collections.IMap2 methods on managed objects that implement System.Collections.Generic.IDictionary2 interface from native code.
  • (932981) - IL2CPP: Fixed calling Windows.Foundation.Collections.PropertySet methods that derive from IDictionary`2 interface from managed code.
  • (940906) - IL2CPP: Added an extra check for a method with a body but an empty instruction list to prevent a crash in IL2CPP.
  • (930414) - IL2CPP: Do not strip System.Reflection types used by Mono.
  • (938702) - IL2CPP: Prevent a NotSupportedException from occurring when System.Net.WebRequest is used with the .NET 4.6 profile on iOS.
  • (935563) - IL2CPP: Avoid stack overflow from occurring in Unity liveness logic.
  • (941950) - iOS: Fixed a crash when Low Memory was signalled very early.
  • (936504, 933588) - iOS: Fixed the underlying behaviour of the iOS player in order to make the Unity window to be the key window after an orientation change. This was causing problems when, for example, an attempt was made to open an URL when launching FBlogin through the Unity Facebook SDK when in portrait only autorotate state.
  • (947026, 940902) - iOS: Fixed Metal TextureUsage crash when Metal API Validation was enabled.
  • (938980) - Fixed an issue where NetworkTransport.SendMulticast caused Unity to crash.
  • (945175) - OSX: Fix for memory leak in LocalFileSystemOSX::Enumerate when using AssetDatabase.CopyAsset.
  • (948069, 926730) - OSX: Fixed Metal VSync on OSX 10.13 to follow Quality Settings.
  • (925709) - Particles: Removed unnecessary sync between main and graphics threads improving performance when more than one camera is rendering.
  • (938951) - Physics: Fixed an occasional crash due to orphaned 2D physics contacts.
  • (916584) - Physics: Stop invalid warning being output to console when destroying a CompositeCollider2D component.
  • (928582, 941997, 795258) - Profiler: Fixed a memory leak when connection switched from player to editor.
  • (940368) - Scripting: Fixed an infinite compilation caused by being unable to delete files in Library/ScriptAssemblies on Windows.
  • (923633, 944636) - Scripting: Fixed "Unity extensions are not yet initialized" assertions when opening a project on Windows.
  • (none) - Scripting: Fixed an issue with Unity not using the latest changes made to scripts after recompile in Unity on Windows.
  • (932039) - Scripting: Fix to avoid boxing of values when invoking UnityEvents if the types of the event and listener matches exactly.
  • (898636) - Scripting: Fixed an alignment issue for 64-bit integers and doubles on Android and other non-iOS ARMv7 platforms.
  • (634364) - Scripting: Fixed an internal compiler error due to yield in a lambda statement.
  • (940280) - Scripting: Fixed use of System.Net.WebRequest in OSX Standalone player.
  • (942459) - Scripting: Fixed a crash when invalid IL code was encountered.
  • (918046) - Scripting: Fixed a crash when Ldflda opcode is used and null check was missing.
  • (912607) - Scripting: Fix debugger error of "Unable to step" when trying to step over dead code blocks
  • (935726) - Scripting: Raise MarshalDirectiveException rather than aborting when invalid array marshaling directive is encountered.
  • (935563) - Scripting: Avoid stack overflow from occurring in Unity liveness logic (asset GC).
  • (940012) - Scripting: Fixed Marshal.StructureToPtr when a field type is a multidimensional array of blittable types.
  • (931981) - Scripting Upgrade: Report GC pause time correctly in profiler.
  • (935845) - Scripting Upgrade: Avoid allocating GC memory when calling List.Sort with Comparer`1.
  • (944305) - Scripting Upgrade: Fix "About" window not displaying correctly when using latest scripting runtime.
  • (941204) - Scripting Upgrade: Fixed a crash when using managed debugger on OSX.
  • (941391) - Scripting Upgrade: Fixed a crash when constructing delegate on null reference with virtual method target.
  • (926881) - Scripting Upgrade: Fixed a crash when inspecting values in managed debugger.
  • (944152) - Scripting Upgrade: Fixed a hang when closing Editor.
  • (921175) - Scripting Upgrade: Fixed a hang when closing Editor after opening bug reporter.
  • (933557, 931791) - Shaders: Addressed an internal issue that was causing the same shader to be built different as part of an AssetBundle on each successive build run. This only affected certain shaders and only occurred in macOS.
  • (918041, 914981) - UWP: Fixed web request not being sent.
  • (948876, 920816) - Video: (1) is added to VideoPlayer name when added with drag-and-drop.
  • (948877, 856784) - Video: Transcoding issues with uncompressed RGBA .mov .
  • (948878, 923258) - Video: Typo in VideoPlayer editor for Audio Source property tooltip fixed.
  • (944408) - Windows Standalone: Fixed Windows Standalone player failing to load Mono when built to a path with non-ascii characters in it with .NET 4.6 runtime.

New in Unity 2017.2.0 Beta 11 (Sep 12, 2017)

  • Known Issues:
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023, 950116)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store. (913659)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity. (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object. (864619)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing. (883861)
  • Graphics: Lower fps with vSync off when Static Batching is enabled. (922811)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Scripting: Script Updater Fails on built-in Monobehaviours. Upgrading a HoloLens project to 2017.2 will therefore currently break it. Fix expected before the final 2017.2 release. (949587)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode. (931990)
  • UI: UI Mask component crashes editor after you Build & Run. (935112)
  • XR: Data from headPose is incorrect on GestureRecognizer events. (944108)
  • XR: HoloLens experiences high latency when using Vuforia Augmented Reality Support.
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT. (936114)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled. (926695)
  • Changes:
  • XR: Camera.stereoMirrorMode is now obsolete.
  • Fixes:
  • Asset Import: Fixed editor crash and visibility curves correctness on FBX with non baked animations. (940745)
  • Audio: Audio Source occasionally became louder when played repeatedly. (921686)
  • Audio: AudioClip in Audio Source component only played the first selected audio clip. (901001)
  • Audio: AudioSource had short volume glitches at the beginning of playback when a Rigidbody was attached. (915586)
  • Audio: AudioSource volume was incorrect when re-enabling disabled AudioSource. (992299)
  • Audio: AudioSource were affected by AudioReverbZone even with the Bypass Reverb Zones setting enabled. (931206)
  • Audio: Changing Reverb Preset of an AudioReverbZone via script had no effect on audio. (802828)
  • Audio: Deleting a mixer asset from Audio Mixer window no longer causes deletion of the selected folder. (895642)
  • Audio: Fixed error when trying to undo 'Set as start Snapshot' action. (926480)
  • Audio: Fixed glitches in audio mixer group view when adding/duplicating a large number of groups. (908919)
  • Audio: Fixed incorrect display of source-listener distance when both source and listener are attached to the same game object and the game object is accelerating. (849469)
  • Audio: Mixer: Duplicated groups can now be undone. (907123)
  • Audio: On Windows, it was not possible to receive information about microphone devices when its name contained special characters. (895350)
  • Audio: The audio clip no longer starts to play when auto-play is enabled in the preview window and the Game/Scene view is detached. (922827)
  • Audio: The AudioListener.pause property was not reset when exiting Play mode. (917676)
  • Audio: The first AudioMixerSnapshot.TransitionTo call incorrectly started a transition from selected snapshot instead of the defined start snapshot. (905679)
  • Editor: Fix application menu items and their shortcuts in launcher window on OSX. (921224)
  • Editor: Fix red line at the edge of a window when stretched on OSX. (931831)
  • Editor: Fixed issue that user is not recognized as signed in when opening a cloud project
  • iOS: Fixed PBXProjectExtensions.AddFileToEmbedFrameworks when .pbxproj contains unknown sections. (942488)
  • Package Manager: Give the option for the user to continue loading the project even though package resolution failed (no internet or wrong manifest). No packages will be loaded and a sticky error message will be displayed. (945057)
  • Video: Fix for loss of audio when changing video playback speed on iOS/OSX with AudioSources. (938801)
  • Video: Fixed crash for dangling render texture pointer in VideoPlayer . (930707)
  • Video: Transcoding issues with uncompressed RGBA .mov. (948288)
  • Video: Typo in VideoPlayer editor for Audio Source property tooltip. (948289)
  • Video: (1) was added to VideoPlayer name when added with drag-and-drop. (948287)

New in Unity 2017.1.1 Patch 1 (Sep 9, 2017)

  • Improvements:
  • Graphics: When using custom shadow resolution on a light, this resolution won't be clamped as usual, allowing to reach up to 8k shadowmap if needed.
  • iOS: Added an Marketing icon kind for iOS and a slot for a 1024x1024 App Store icon.
  • Tizen: Load the first scene during displaying Splash screen.
  • Changes:
  • XR : Updated Google VR NDK to 1.80.
  • Fixes:
  • (941884) - 2D : Correctly use Sprite Atlas packed offset when calculating UVs for OverrideGeometry().
  • (941882) - 2D : Expose sRGB (gamma color space) option and packing padding option to Sprite Atlas inspector.
  • (935105) - AI : UpdateNavMeshData will process non read/write meshes in editor when not in playmode.
  • (918875) - Android : Resources.Load no longer stalls LoadScene and LoadSceneAsync.
  • (920126) - Animation : Fix for events not being fired during CrossFade at 0F.
  • (934848) - Build pipeline : Fixed a regression where the working directory of a Standalone build would default to the Assets folder, which is not allowed.
  • (873467) - Editor : Fixed Callback registration failed kMaxCallback crash when entering playmode.
  • (913251) - Editor : Fixed crash when building splash with a protrait background but no landscape background was assigned.
  • (925589) - Editor : Fixed ""TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD had unfreed allocations" while calling PluginImporter.SetPlatformData.
  • (941182) - Editor : Plugins will be correctly excluded from player build, when using combination Any Platform = true with specific platforms excluded.
  • (942743) - Editor : Fixed an issue where Launcher did not allow user to login and do re-activate when license was invalid.
  • (726487) - GI : Fixed a case of object lighting preview being empty for meshes with no normals.
  • (919234) - GI : Fixed an issue where creating a new scene in project window affected the lighting settings of other scenes.
  • (925579) - GI : Fixed shadowmask in Forward rendering when multiple directional lights are used.
  • (941966) - Graphics : Improved motion vectors precision when dynamic batching is disabled.
  • (921297) - Graphics : Fixed TrailRenderer not recording the first position when instantiated using a position and rotation value.
  • (923026) - Graphics : Fixed the case of Light Cookie rendering differently in Forward and Deferred mode.
  • (921297) - Graphics : Fixed TrailRenderer not recording the first position when instantiated using a position and rotation value.
  • (938089, 944773) - Graphics : Fixed a rare crash when dynamic batching was enabled.
  • (none) - Graphics : Made ImageEffects always use the right source buffer, and blit to the final destination if necessary.
  • (937886) - iOS : Fixed SetIconsForTargetGroup when settings icons for iOS
  • (940917) - iOS : Cardboard Enable Transition View fix added.
  • (933033) - Multiplayer : Properly traversing inheritance chain.
  • (914038) - Particles : Fixed an upgrade issue where prefab instance shape module values could get corrupted.
  • (930802) - Resource Management : Optimized the loading of assets performed via Resources.Load. This addresses a performance regression reported in Android platforms.
  • (937737) - Timeline : Fix for ExecutionEngineException being thrown at runtime when using Timeline on iOS.
  • (938170) - Timeline : Fixed Activation and Control Tracks when application was Paused.
  • (935900) - Timeline : Fix for time ruler being inaccessible after relaunching Unity.
  • (926861) - Timeline : Fix for timeline clips not properly being set as dirty.
  • (931859) - Timeline : Fix preview mode not always working for humanoid root transforms and custom clips.
  • (931602) - UnityWebRequest : Fixed automatic scheme prepending to web address (prepend http://)
  • (932312) - UnityWebRequest : Allow comments in header values except when known to be unsupported.
  • (926842) - WebGL : Fixed file:// protocol warning on browsers that do not allow it.
  • (927459) - WebGL : Fixed server compression configuration warning.
  • (775206) - WebGL : Fixed Fullscreen mode on Safari.
  • (923698) - WebGL : Fixed back-buffer anti-aliasing on WebGL1.0.
  • (938063) - XR : Fixed volume buttons not adjusting sound for Google Cardboard applications after they had launched.

New in Unity 2017.2.0 Beta 10 (Sep 5, 2017)

  • Known Issues:
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store. (913659)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity. (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object. (864619)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923), (935345)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing. (883861)
  • Graphics: Lower fps with vSync off when Static Batching is enabled. (922811)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Scripting: MonoDevelop doesn't start on macOS10.13. (921104)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode. (931990)
  • UI: UI Mask component crashes editor after you Build & Run. (935112)
  • Video: Crash in mono_marshal_get_cache when reentering Play mode after video clip is previewed. (930707)
  • XR: Data from headPose is incorrect on GestureRecognizer events. (944108)
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: Windows Mixed Reality usage on b7 results in hangs and black screens at start-up. This has been fixed in b8 for VR HMDs, but is still an issue for HoloLens.
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT. (936114)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Features:
  • XR: Added support for Google ARCore augmented reality technology when targeting Android 7.0 and above. The ARCore API provides accurate device position & orientation information as well as feature point detection that describes the physical space of the user's surroundings. With Unity's support for ARCore it is convenient for developers to drive a standard Unity camera using their device's real-world position & orientation, create planes representing surfaces of the device's surroundings, and render the color camera's image as the background for an augmented reality experience.
  • Fixes:
  • Collab: Fixed an issue where users could experience an editor freeze with collab enabled and 100% packet loss on network. (920583)

New in Unity 2017.1.1 (Sep 4, 2017)

  • Improvements:
  • Android: Gradle - Support custom library build.gradle files. (887824)
  • DX12: Native Rendering Plugin improvements - exposed extra functionality for working with backbuffers.
  • Editor: Added editor strings (profiler, Unity remote & etc.) for 2nd gen. iPad Pro.
  • Editor: New special search filter for folder: "t:folder"
  • Linux: Print log file path before redirecting.
  • Windows Player: Improved "Oops!" crash dialog.
  • Windows: Added API to expose crash dump report path: UnityEngine.Windows.CrashReporting.
  • Changes:
  • Editor: On Material inspector "Enable Instancing" is changed to "Enable GPU Instancing".
  • Graphics: Fix for a crash (922996 in 2017.1.0p5) has been removed. - (946068)
  • Licenses: Updated FBX license to require acceptance of FBX SDK license (https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf).
  • Timeline: Tagged BasicPlayableBehaviour as Obsolete.
  • Fixes:
  • 2D: Fixed an issue where adjusting Collider2D's Offset when Using Tiled Draw Mode and Auto Tiling would result in inconsistent behaviour. - (917931)
  • 2D: Fixed an issue where Sprite from the same atlas not hashed & packed correctly. - (927372)
  • 2D: Fixed an issue where the Editor became unresponsive when switching from OpenGL to Metal with a tiled sprite in the scene. - (918524)
  • 2D: Fixed an issue whereby Sprite Atlas variant would pack without an error when master was compressed with crunched. - (935388)
  • 2D: Fixed console showing error when multiple selecting asset while locking Sprite Atlas inspector and Pack. - (920773)
  • Android: [VideoPlayer] H264 video doesn't loop on HTC One (OS 4.2.2) - (925738)
  • Android: Apps no longer signed with signature scheme v2 when building for oculus.
  • Android: Buildpipe - Correctly split resources between APK and OBB when building with LZ4. - (920359)
  • Android: Fixed a development build crash on Android 4.2.2 with VideoCore GPU. - (922553)
  • Android: Fixed a Vulkan error when trying to use anisotropic filtering on Mali GPUs.
  • Android: Fixed an issue having lots of VBOs allocated even for an empty scene on Android during application startup. - (937875)
  • Android: Fixed an issue where spot and point lights were too bright on low-end devices. - (918785)
  • Android: Fixed an issue where spot and point lights were too bright on low-end devices. - (918785)
  • Android: Fixed an issue with alpha texture size in ETC1 texture compression with split alpha. - (918605)
  • Android: Fixed the issue where OBB was not available after installing from Google Play on some phones until device was restarted.
  • Android: Gradle - Do not explicitly set debuggable attribute when building with Gradle to avoid lint security warning. - (910280)
  • Android: Gradle - Handle too many errors; filter out warnings and detect too long error list.
  • Android: Gradle - Make sure unity3d and other files from raw/ are uncompressed in the APK. - (924518)
  • Android: SoftInput - Fixed the autocorrection not being disabled on Samsung phones. - (906014)
  • Android: SoftInput - Fixed the NamePhonePad flag. - (924515)
  • Animation: Fixed a crash in Animator Editor window when closing Unity. - (918033)
  • Animation: Fixed a crash in Animator Editor window when closing Unity. - (918032)
  • Animation: Fixed a crash that was caused during the assignment of an incomplete AnimatorController stored in an AssetBundle. - (927443)
  • Animation: Fixed a crash when changing number of input in AnimationLayerMixerPlayable at runtime. - (922283)
  • Animation: Fixed a crash when changing OverrideController during interrupted transition. - (928601)
  • Animation: Fixed a glitch that was causing a stuttering in the Animation curve when rotating a GameObject in the Animation window. - (930335)
  • Animation: Fixed a regression that was preventing Math symbols from being evaluated in the Animation window's input field. - (930987)
  • Animation: Fixed an issue of AnimatorState's WriteDefaults not working properly on very specific setups. - (893779)
  • Animation: Fixed an issue where the Animation events would not trigger if animation had less than two frames. - (921121)
  • Animation: Fixed an issue where the Animator's State Machine would start to flicker in Playmode if the Animator window was too small to display the active State. - (917195)
  • Animation: Fixed an issue whereby AnimatorState's WriteDefaults was not working properly on very specific setups. - (893779)
  • Animation: Fixed bad frame when changing Playable Graph during StateMachineBehaviours.
  • Animation: Fixed Generic animation layers affecting base humanoid root motion. - (928562)
  • Asset Bundles: Fixed an issue where calling LoadAllAssets with a type parameter could cause loading errors. - (930819)
  • Asset Bundles: Fixed an issue where IK float values weren't blending. - (920973)
  • Build Pipeline: Fixed an assert and potential crash when building projects with Materials or Shader Variant Collections which reference missing shaders ie deleted. - (885275)
  • Build Pipeline: Fixed an issue with enabling Split Application Binary flag in Android player settings would affect other platforms. - (919307)
  • Build Pipeline: Fixed incorrect mesh channel stripping when mesh was used as a shape emitter in particle systems. - (917568)
  • Collab: Added softlocks to project browser in single-column mode. - (918761)
  • Collab: Fixed an issue where user was not prompted to save local scene edits before updating. - (907960)
  • Collab: Fixed update, immediately cancel, update again, crash. - (923508)
  • Collaborate: Fixed an issue with the initial collaborate publish where it will continuously retry upon failure. - (932469)
  • Editor: Calculate mipmap count properly when importing NPOT textures with '-nographics'. - (925913)
  • Editor: Ensure that an asset preview is always provided. - (858928)
  • Editor: Fixed a case of "Generate Lighting" drop down menu being hidden when inspector was resized to minimal width. - (915524)
  • Editor: Fixed a crash when loading scenes created in Unity versions before 2017.1 with specific lighting setup. - (932793)
  • Editor: Fixed a performance regression that cause very long startup time when invoking a test run. - (900957)
  • Editor: Fixed an issue in the Inspector Window that prevented the 'Nothing Selected' component from being shown. - (925505)
  • Editor: Fixed in-launcher names of projects loaded via relative path. - (873823)
  • Editor: Fixed LookDev rendering issues: Frame to object feature, Initial position of prefabs in LookDev. -
  • Editor: Fixed one case of importing projects from very old Unity versions.
  • Editor: Fixed player build success notification.
  • Editor: Fixed screen capture. - (932630)
  • Editor: Fixed Security Vulnerability UNITYSEC-844-https://unity3d.com/security
  • Editor: Fixed the inability to rename a objects in the Hierarchy view if LookDev was open. - (908324)
  • GI: Fix to only show clustering view when realtime GI is on, or when baking is on with Enlighten. - (911953)
  • GI: Progressive Lightmapper: Fixed a crash in light probe rendering occurring when changing or removing probes.
  • GI: Progressive Lightmapper: Fixed an issue where alpha cutoff was not properly converting values.
  • GI: Progressive Lightmapper: Fixed an issue where auto-mode did not detect when changing material values for alpha cutoff.
  • Graphics: Changed every instance of the string "Custom Texture" to "Custom Render Texture" in menus and tooltips. - (924625)
  • Graphics: Cubemap Custom Render Texture initialization is now applied to all faces (regardless of active face update flags).
  • Graphics: Don't enable blending on unsupported pixel formats on Metal. - (920781)
  • Graphics: Ensure textures are not created with too high mip count on Metal. - (915959)
  • Graphics: Fixed "Tiled GPU perf. warning: RenderTexture color surface was not cleared/discarded doing..." in Unity when emulating OpenGL ES 2.0 or 3.0. - (909148)
  • Graphics: Fixed a crash in Custom Render Texture when switching target platforms in the Editor. - (925171)
  • Graphics: Fixed a crash on exit from fullscreen player when using OpenGLCore graphics API. - (922715)
  • Graphics: Fixed a crash when a valid Mesh had no submeshes. - (918642)
  • Graphics: Fixed a crash when adding CommandBuffers during OnPreCull callabck and visualizing occlusion data with lighting enabled. - (902870)
  • Graphics: Fixed a crash when instancing is enabled on specific Material. - (911654)
  • Graphics: Fixed a crash when using Compute Shader with very large number of thread groups i.e. greater than 500,000. - (826751)
  • Graphics: Fixed a crash when Vulkan loader was installed but no drivers were installed and Vulkan was used as the default API. - (898184)
  • Graphics: Fixed a deadlock when building lighting in Editor or during a player build. - (918993)
  • Graphics: Fixed a rare (could happen in very complex scenes) crash/hang when graphics jobs were enabled. - (918788)
  • Graphics: Fixed a rare case when shader compilation failed with error message "Failed to find parameters of a compiled D3D9 shader". - (918636)
  • Graphics: Fixed a rare crash caused by recursive rendering ie. Camera.Render() or Water rendering. - (878317)
  • Graphics: Fixed an issue where lights did not render correctly when using a camera with a RenderTexture and non-fullscreen viewport. - (910659)
  • Graphics: Fixed an issue where overlapping cameras drawing to the same target would not composite correctly. - (923842)
  • Graphics: Fixed an issue whereby Terrain not showing wireframe in shaded-wireframe mode. - (922739)
  • Graphics: Fixed an issue which after clearing occlusion data occlusion view volumes were still visible. - (911910)
  • Graphics: Fixed an occasional glitch when rendering lines/trails. - (903807)
  • Graphics: Fixed different sampling on sRGB RenderTextures compared to non-sRGB RenderTextures when in Gamma space in standalone players. - (909829)
  • Graphics: Fixed dynamic batching overwriting the vertex colour stream on untextured meshes. - (803067)
  • Graphics: Fixed GPU profiler block for Custom Texture Update.
  • Graphics: Fixed importing of single channel uint16 textures. - (909569)
  • Graphics: Fixed incorrect shadows appearing in the scene view when visualizing occlusion culling. - (694728)
  • Graphics: Fixed lighting rendering when using multiple cameras and at least one camera renders to a RenderTexture. - (903537)
  • Graphics: Fixed loading shaders in a variant collection not loading the variants from all passes which match.
  • Graphics: Fixed memory leak in Editor scene view. - (916425)
  • Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture. - (920547)
  • Graphics: Fixed Mesh becoming offset and scaled when accessing 'mesh' property on a MeshFilter on a static GameObject and static batching was enabled. - (733687)
  • Graphics: Fixed Nav Mesh Preview in Scene View being affected by lighting. - (913612)
  • Graphics: Fixed OpenGL debug labels when using OpenGL ES.
  • Graphics: Fixed OpenGL ES debug labels.
  • Graphics: Fixed rendering issues when using a camera with a RenderTexture and non-fullscreen viewport. - (910036)
  • Graphics: Fixed runtime crash when modifying skinned mesh and GPU Skinning is enabled. - (811757)
  • Graphics: Fixed sRGB flag returning false on the LDR target texture from a HDR to LDR image effect in a linear project. - (912603)
  • Graphics: Fixed the scale and rotation matrix on the PreviewRenderUnility Camera having no effect. - (914676)
  • Graphics: Improved line and trail rendering, when trying to display overlapping/nearby points - (848934, 827583)
  • Graphics: Rendering optimistion for GLES graphics API. - (917105)
  • IL2CPP: Fixed a crash in QueryComponentByType when animation was used with engine code stripping enabled and there was no Sprite Renderer component in any scene in the build. - (919058)
  • IL2CPP: Fixed various crashes. - (929802, 930163, 930252)
  • IL2CPP: Prevent a compilation error in the generated code for some Windows Store apps.
  • Prevent a failure during code conversion when a constrained method call is made on a volatile type.
  • Prevent a possible crash in List.AddRange. - (921467, 936096, 929802, 930163)
  • iOS: Fixed 'Stale touch detected!' error message that showed up after minimizing, re-opening an app and immediate start tapping the screen with multiple fingers. - (934901)
  • iOS: Fixed an issue where Unity would not generate icons for Spotlight and Notifications in a Xcode project. - (918406)
  • iOS: Fixed auto-rotation on ReplayKit. - (911935)
  • iOS: Fixed trampoline compilation issues for iOS 11 simulator.
  • iOS: Rewrote the internal clock system and replaced it with a system that took into account the time when the device was asleep. Also, the startup time is now calculated more accurately. - (912594)
  • iOS: Use YIELD for atomic_pause on ARM. - (938975)
  • Launcher: Fixed an issue that Web Signin would print loading error in Editor.log (with access token). - (938693)
  • Launcher: Fixed the issue where Remember me did not work when using the Web hosted sign in.
  • Launcher: Fixed the issue where Remember me did not work when using the Web hosted sign in.
  • Launcher: Fixed the launcher offline issue. - (938742)
  • Linux: Addiitonal fix for initializing screen dimensions (mouse input). - (880426)
  • Linux: Associate provided icon with player window now. - (912675)
  • Linux: Fallback to xinerama/xvidmode for video modes initialization if xrandr fails.
  • Linux: Use default player icon when none is provided. - (912675)
  • Mono: Restored the "Use micro mscorlib" stripping option for Android. - (916064)
  • Multiplayer: Fixed an issue where reliable messages exchanging had been staled after a couple of hours.
  • Multiplayer: Fixed an issue where reliable messages exchanging had been staled after couple of hours.
  • Networking: UnityWebRequest: Fixed an issues where cookies were not sent on redirect. - (832192)
  • OSX: Fixed a crash when WebCamTexture is used. - (917133)
  • Particles: Detect when a new mesh is selected in the Shape Module, and update the Scene View preview accordingly. - (900928)
  • Particles: Ensure trails are properly initialized when particles are being manipulated via script. - (899881)
  • Particles: Fixed an issue where bounding boxes were too small on some systems, causing culling problems. - (914333)
  • Particles: Fixed mesh particles becoming inverted when using render alignment- View. - (927395)
  • Particles: Fixed use of Unscaled delta time in Edit Mode. - (910018)
  • Physics: Fixed an issue where ContactPoint2D.normalImpulse and ContactPoint2D.tangentImpulse were always zero when accessing via callbacks. - (927637)
  • Platforms: Fixed a crash when '-cleanedLogFile' was passed but no log file name was given. - (859361)
  • Scripting Upgrade: Fixed a crash when System.Reflection.Emit was used to generate assemblies for the AppDomain.AssemblyResolve event. - (920772)
  • Scripting Upgrade: Fixed an exception when calling 'System.Reflection.MonoProperty.GetterAdapterFrame' on AOT platforms. - (930594)
  • Scripting Upgrade: Fixed export package window tree structure. - (934518)
  • Scripting Upgrade: Fixed memory corruption/crash after domain reload when using Assembly.Load(Byte[]). - (923165)
  • Scripting Upgrade: Improved distribution of Guid.GetHashCode(). - (930644)
  • Scripting: Fixed a crash when invoking LINQ expressions in Editor. - (920085)
  • Scripting: Fixed a potential domain reload issue in play mode when trying to validate scripts. - (926516)
  • Scripting: Fixed an issue when using SimplifyPoints and the provided array was too small.
  • Scripting: Fixed an issue where the send function from our synchronization context would fail to execute on the main thread. - (934819)
  • Scripting: Fixed managed debugger on Windows hanging when all scripts with OnAudioFilterRead have been disabled. - (918651)
  • Scripting: Fixed scripting exception being logged as Info instead of Error. - (912719)
  • Scripting: Fixed WWW class being unsafe for multiple invocations of Dispose(). - (931213)
  • Services: Fixed an issue where Performance Reporting symbol upload tool could crash. - (927884)
  • Shaders: Fixed GLSL shader compile errors due to lack of default precision specifier. - (899502)
  • Shaders: Vulkan - Fixed a rare incorrect shader generation on expressions with write masks. - (908903)
  • Terrain: Fixed a crash that could happen when you have a very large number of terrains with SpeedTree trees on them. - (929987)
  • Terrain: Fixed an issue where error messages about JobTempAlloc would appear in player output log if trees were used on a terrain. - (898262)
  • Timeline: Fixed a crash when using Timeline with a MacOS player. - (926710)
  • Timeline: Fixed inconsistencies in root motion position between Editor and Player. - (926701)
  • Timeline: Fixed root motion on humanoid characters when there were no base animation clips. - (934535)
  • Timeline: Fixed View Settings in Timeline getting reset when going into Play Mode. - (923506)
  • Timeline: Rebuild Graph performances improvements.
  • Preventing clips from drawing outside of the visible area.
  • UI: Fixed memory leaks caused by unreleased Meshs in the UI Profiler. - (912789)
  • UI: GraphicRaycaster and EventSystem performance improvements. - (934842)
  • UI: InputField - For Name content type, use NamePhonePad touch screen keyboard type - (924515)
  • UI: Sprite Atlas variant will display correct on Image component. - (935390)
  • Universal Windows Platform: Fixed building generated UWP projects with Visual Studio 2017.3 when using .NET scripting backend.
  • UWP: Fixed the issue where locking the mouse in UWP player would cause wrong values returned from Input.GetAxis() on the next Update. - (911008)
  • Video: Fixed MovieTexture support for Metal. - (911115)
  • WebGL: Fixed compilation crashing with node on windows 7 64 bits. - (929988)
  • WebGL: Fixed Corrupted Sprites on MS Edge. - (904449)
  • WebGL: Fixed Corrupted Sprites on MS Edge. - (904449)
  • Windows: Crash dumps are written to users' Persistent Data Path, resolving an issue where installing Unity games to Program Files caused crash dumps to fail. - (928646)
  • WWW: Return null from WWW.error if there's no error, now. This was causing issues in Android when attempting to display information fetched from Facebook. - (934502)
  • XR: Added missing Editor icons for world anchor, spatial mapping, touch input, and audio spatialization components. - (857023)
  • XR: Added VRUsage parameter to GetTemporary(). This fixes an issue with blitting to a temporary renderTexture. - (918634)
  • XR: Fixed an issue where stereo Convergence setting had no actual impact. - (923806)

New in Unity 2017.2.0 Beta 9 (Aug 30, 2017)

  • Known Issues:
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Export package window contains extra folders (Library, Packages) (940149)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Build Pipeline: [ARKit] Unity crashes when building a scene (932078, 945254)
  • Editor: BeginsWithCaseInsensitive Assertion Error when creating a folder from the create menu (931888)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: Unity becomes unusable at next launch without Internet if "remember my choice" was unchecked during previous login with Internet. (933197)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode (931990)
  • UI: UI Mask component crashes editor after you Build & Run (935112)
  • Video: Crash in mono_marshal_get_cache when reentering Play mode after video clip is previewed (930707)
  • XR: Data from headPose is incorrect on GestureRecognizer events. (944108)
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: Windows Mixed Reality usage on b7 results in hangs and black screens at start-up. This has been fixed in b8 for VR HMDs, but is still an issue for HoloLens.
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT (936114)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Features:
  • XR: Added support for Google ARCore augmented reality technology when targeting Android 7.0 and above. The Tango API provides accurate device position & orientation information as well as feature point detection that describes the physical space of the user's surroundings. With Unity's support for ARCore it is convenient for developers to drive a standard Unity camera using their device's real-world position & orientation, create planes representing surfaces of the device's surroundings, and render the color camera's image as the background for an augmented reality experience.
  • Changes:
  • Graphics: When using custom shadow resolution on a light, this resolution won't be clamped as usual, allowing to reach up to 8k shadowmap if needed.
  • Improvements:
  • XR: Improved rendering performance of Daydream and Gear VR apps.
  • Fixes:
  • Editor: Fixed crash when selecting reflection probe background color via Color Picker. (934613)

New in Unity 2017.1.0 Patch 5 (Aug 28, 2017)

  • Improvements:
  • Editor: Added editor strings (profiler, Unity remote & etc.) for 2nd gen. iPad Pro.
  • Linux: Print log file path before redirecting.
  • Windows Player: Improved "Oops!" crash dialog.
  • Windows: Added API to expose crash dump report path: UnityEngine.Windows.CrashReporting.
  • Changes:
  • Editor: On Material inspector "Enable Instancing" is changed to "Enable GPU Instancing".
  • Licenses: Updated FBX license to require acceptance of FBX SDK license (https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf).
  • Fixes:
  • (935388) - 2D: Fixed an issue whereby Sprite Atlas variant would pack without an error when master was compressed with crunched.
  • (none) - Android: Fixed the issue where OBB was not available after installing from Google Play on some phones until device was restarted.
  • (937875) - Android: Fixed an issue having lots of VBOs allocated even for an empty scene on Android during application startup.
  • (925738) - Android: [VideoPlayer] H264 video doesn't loop on HTC One (OS 4.2.2)
  • (none) - Android: Apps no longer signed with signature scheme v2 when building for oculus.
  • (none) - Animation: Fixed bad frame when changing Playable Graph during StateMachineBehaviours.
  • (930819) - Asset Bundles: Fixed an issue where calling LoadAllAssets with a type parameter could cause loading errors.
  • (917568) - Build Pipeline: Fixed incorrect mesh channel stripping when mesh was used as a shape emitter in particle systems.
  • (932469) - Collaborate: Fixed an issue with the initial collaborate publish where it will continuously retry upon failure.
  • (908324) - Editor: Fixed the inability to rename a objects in the Hierarchy view if LookDev was open.
  • (none) - Editor: Fixed LookDev rendering issues: Frame to object feature, Initial position of prefabs in LookDev.
  • (925913) - Editor: Calculate mipmap count properly when importing NPOT textures with '-nographics'.
  • (858928) - Editor: Ensure that an asset preview is always provided.
  • (none) - Editor: Fixed player build success notification.
  • (none) - Editor: Fixed one case of importing projects from very old Unity versions.
  • (932793) - Editor: Fixed a crash when loading scenes created in Unity versions before 2017.1 with specific lighting setup.
  • (873823) - Editor: Fixed in-launcher names of projects loaded via relative path.
  • (932630) - Editor: Fixed screen capture.
  • (920781) - Graphics: Don't enable blending on unsupported pixel formats on Metal.
  • (915959) - Graphics: Ensure textures are not created with too high mip count on Metal.
  • (916425) - Graphics: Fixed memory leak in Editor scene view.
  • (909829) - Graphics: Fixed different sampling on sRGB RenderTextures compared to non-sRGB RenderTextures when in Gamma space in standalone players.
  • (918642) - Graphics: Fixed a crash when a valid Mesh had no submeshes.
  • (902870) - Graphics: Fixed a crash when adding CommandBuffers during OnPreCull callabck and visualizing occlusion data with lighting enabled.
  • (918636) - Graphics: Fixed a rare case when shader compilation failed with error message "Failed to find parameters of a compiled D3D9 shader".
  • (917105) - Graphics: Rendering optimistion for GLES graphics API.
  • (898184) - Graphics: Fixed a crash when Vulkan loader was installed but no drivers were installed and Vulkan was used as the default API.
  • (918993) - Graphics: Fixed a deadlock when building lighting in Editor or during a player build.
  • (826751) - Graphics: Fixed a crash when using Compute Shader with very large number of thread groups i.e. greater than 500,000.
  • (922739) - Graphics: Fixed an issue whereby Terrain not showing wireframe in shaded-wireframe mode.
  • (922996) - Graphics: Fixed a crash when assigning (invalid) Mesh to a SkinnedMeshRenderer from script in standalone player.
  • (922715) - Graphics: Fixed a crash on exit from fullscreen player when using OpenGLCore graphics API.
  • (733687) - Graphics: Fixed Mesh becoming offset and scaled when accessing 'mesh' property on a MeshFilter on a static GameObject and static batching was enabled.
  • (803067) - Graphics: Fixed dynamic batching overwriting the vertex colour stream on untextured meshes.
  • (none) - Graphics: Fixed loading shaders in a variant collection not loading the variants from all passes which match.
  • (924625) - Graphics: Changed every instance of the string "Custom Texture" to "Custom Render Texture" in menus and tooltips.
  • (none) - Graphics: Cubemap Custom Render Texture initialization is now applied to all faces (regardless of active face update flags).
  • (none) - Graphics: Fixed GPU profiler block for Custom Texture Update.
  • (925171) - Graphics: Fixed a crash in Custom Render Texture when switching target platforms in the Editor.
  • (914676) - Graphics: Fixed the scale and rotation matrix on the PreviewRenderUnility Camera having no effect.
  • (848934, 827583) - Graphics: Improved line and trail rendering, when trying to display overlapping/nearby points
  • (929802, 930163, 930252) - IL2CPP: Fixed various crashes.
  • (921467, 936096, 929802, 930163) - IL2CPP: Prevent a compilation error in the generated code for some Windows Store apps.
  • Prevent a failure during code conversion when a constrained method call is made on a volatile type.
  • Prevent a possible crash in List.AddRange.
  • (none) - iOS: Fixed trampoline compilation issues for iOS 11 simulator.
  • (934901) - iOS: Fixed 'Stale touch detected!' error message that showed up after minimizing, re-opening an app and immediate start tapping the screen with multiple fingers.
  • (938975) - iOS: Use YIELD for atomic_pause on ARM.
  • (none) - Launcher: Fixed the issue where Remember me did not work when using the Web hosted sign in.
  • (938693) - Launcher: Fixed an issue that Web Signin would print loading error in Editor.log (with access token).
  • (938742) - Launcher: Fixed the launcher offline issue.
  • (880426) - Linux: Addiitonal fix for initializing screen dimensions (mouse input).
  • (none) - Linux: Fallback to xinerama/xvidmode for video modes initialization if xrandr fails.
  • (832192) - Networking: UnityWebRequest: Fixed an issues where cookies were not sent on redirect.
  • (917133) - OSX: Fixed a crash when WebCamTexture is used.
  • (927395) - Particles: Fixed mesh particles becoming inverted when using render alignment - View.
  • (859361) - Platforms: Fixed a crash when '-cleanedLogFile' was passed but no log file name was given.
  • (918651) - Scripting: Fixed managed debugger on Windows hanging when all scripts with OnAudioFilterRead have been disabled.
  • (none) - Scripting: Fixed an issue when using SimplifyPoints and the provided array was too small.
  • (934819) - Scripting: Fixed an issue where the send function from our synchronization context would fail to execute on the main thread.
  • (931213) - Scripting: Fixed WWW class being unsafe for multiple invocations of Dispose().
  • (926516) - Scripting: Fixed a potential domain reload issue in play mode when trying to validate scripts.
  • (923165) - Scripting Upgrade: Fixed memory corruption/crash after domain reload when using Assembly.Load(Byte[]).
  • (934518) - Scripting Upgrade: Fixed export package window tree structure.
  • (930594) - Scripting Upgrade: Fixed an exception when calling 'System.Reflection.MonoProperty.GetterAdapterFrame' on AOT platforms.
  • (930644) - Scripting Upgrade: Improved distribution of Guid.GetHashCode().
  • (920772) - Scripting Upgrade: Fixed a crash when System.Reflection.Emit was used to generate assemblies for the AppDomain.AssemblyResolve event.
  • (899502) - Shaders: Fixed GLSL shader compile errors due to lack of default precision specifier.
  • (898262) - Terrain: Fixed an issue where error messages about JobTempAlloc would appear in player output log if trees were used on a terrain.
  • (929987) - Terrain: Fixed a crash that could happen when you have a very large number of terrains with SpeedTree trees on them.
  • (934535) - Timeline: Fixed root motion on humanoid characters when there were no base animation clips.
  • (none) - Timeline: Rebuild Graph performances improvements.
  • Preventing clips from drawing outside of the visible area.
  • (935390) - UI: Sprite Atlas variant will display correct on Image component.
  • (934842) - UI: GraphicRaycaster and EventSystem performance improvements.
  • (none) - Universal Windows Platform: Fixed building generated UWP projects with Visual Studio 2017.3 when using .NET scripting backend
  • (928646) - Windows: Crash dumps are written to users' Persistent Data Path, resolving an issue where installing Unity games to Program Files caused crash dumps to fail.

New in Unity 2017.2.0 Beta 8 (Aug 28, 2017)

  • Known Issues:
  • Android: Shader #pragma target 4.0 4.6 and 5.0 not working on Android phone (933203)
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Export package window contains extra folders (Library, Packages) (940149)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Build Pipeline: [ARKit] Unity crashes when building a scene (932080)
  • Editor: BeginsWithCaseInsensitive Assertion Error when creating a folder from the create menu (931888)
  • Editor: Camera.targetTexture is not updated from OnPreRender to OnPostRender (937031)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: Unable to export a Unity package (938223)
  • Editor: Unity becomes unusable at next launch without Internet if "remember my choice" was unchecked during previous login with Internet. (933197)
  • Graphics: Camera using temporary RenderTexture breaks on the last frames(Frame Debugger) (932065)
  • Graphics: GameObjects mesh is stuck at Combined Mesh (root:scene) and cannot be moved after aborting a build process (891971)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Graphics: TextMeshPro is not displayed, and errors are logged. (929909)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Scripting: MonoBehaviour::GetObjectGUIState crashes when selecting color via Color Picker. (934613)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode (931990)
  • UI: UI Mask component crashes editor after you Build & Run (935112)
  • Video: Crash in mono_marshal_get_cache when reentering Play mode after video clip is previewed (930707)
  • WebGL: Memory leak when building for WebGL. (935474)
  • Windows: [WSA] Error messages appear while/after building a project with "Unity C# projects", if the Editor folder contains a script. (918989)
  • Windows: [XR][WSA] Including "Unity C# Projects" while building to Universal Windows Platform, causes builds to fail (927925)
  • XR: Hololens / UWP / PS4 VR Devices not yet supported with the new input system for VR use.
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: Windows Mixed Reality usage on b7 results in hangs and black screens at start-up. This has been fixed in b8 for VR HMDs, but is still an issue for HoloLens.
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT (936114)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Improvements:
  • XR: XRDevice.SetTrackingSpaceType will now allow users to reason about where the floor is on VR HMDs for WindowsMR.
  • Fixes:
  • Editor: Fixed exception when backspacing iOS target SDK version in PlayerSettings inspector.
  • Editor: Fixed Security Vulnerability UNITY-SEC-844 - https://unity3d.com/security
  • Physics: Ensure no work is done if the 2D physics world is empty. (940666)
  • XR: Performance and stability during in-editor remoting has been improved for the HoloLens. (901423)

New in Unity 2017.1.0 Patch 3 (Aug 12, 2017)

  • Fixes:
  • (930987) - Animation: Fixed a regression that was preventing Math symbols from being evaluated in the Animation window's input field.
  • (930335) - Animation: Fixed a glitch that was causing a stuttering in the Animation curve when rotating a GameObject in the Animation window.
  • (927443) - Animation: Fixed a crash that was caused during the assignment of an incomplete AnimatorController stored in an AssetBundle.
  • (920973) - Asset Bundles: Fixed an issue where IK float values weren't blending.
  • (885275) - Build Pipeline: Fixed an assert and potential crash when building projects with Materials or Shader Variant Collections which reference missing shaders ie deleted.
  • (918761) - Collab: Added softlocks to project browser in single-column mode.
  • (923508) - Collab: Fixed update, immediately cancel, update again, crash.
  • (694728) - Graphics: Fixed incorrect shadows appearing in the scene view when visualizing occlusion culling.
  • (811757) - Graphics: Fixed runtime crash when modifying skinned mesh and GPU Skinning is enabled.
  • (909148) - Graphics: Fixed "Tiled GPU perf. warning: RenderTexture color surface was not cleared/discarded doing..." in Unity when emulating OpenGL ES 2.0 or 3.0.
  • (903537) - Graphics: Fixed lighting rendering when using multiple cameras and at least one camera renders to a RenderTexture.
  • (909569) - Graphics: Fixed importing of single channel uint16 textures.
  • (911910) - Graphics: Fixed an issue which after clearing occlusion data occlusion view volumes were still visible.
  • (911654) - Graphics: Fixed a crash when instancing is enabled on specific Material.
  • (878317) - Graphics: Fixed a rare crash caused by recursive rendering ie. Camera.Render() or Water rendering.
  • (912603) - Graphics: Fixed sRGB flag returning false on the LDR target texture from a HDR to LDR image effect in a linear project.
  • (913612) - Graphics: Fixed Nav Mesh Preview in Scene View being affected by lighting.
  • (910659) - Graphics: Fixed an issue where lights did not render correctly when using a camera with a RenderTexture and non-fullscreen viewport.
  • (910036) - Graphics: Fixed rendering issues when using a camera with a RenderTexture and non-fullscreen viewport.
  • (920547) - Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture.
  • (919058) - IL2CPP: Fixed a crash in QueryComponentByType when animation was used with engine code stripping enabled and there was no Sprite Renderer component in any scene in the build.
  • (916064) - Mono: Restored the "Use micro mscorlib" stripping option for Android.
  • (927637) - Physics: Fixed an issue where ContactPoint2D.normalImpulse and ContactPoint2D.tangentImpulse were always zero when accessing via callbacks.
  • (908903) - Shaders: Vulkan - fixed a rare incorrect shader generation on expressions with write masks.
  • (923506) - Timeline: Fixed View Settings in Timeline getting reset when going into Play Mode.
  • (926701) - Timeline: Fixed inconsistencies in root motion position between Editor and Player.
  • (911008) - UWP: Fixed the issue where locking the mouse in UWP player would cause wrong values returned from Input.GetAxis() on the next Update.
  • (929988) - WebGL: Fixed compilation crashing with node on windows 7 64 bits.
  • (934502) - WWW: Return null from WWW.error if there's no error, now. This was causing issues in Android when attempting to display information fetched from Facebook.
  • (923806) - XR: Fixed an issue where stereo Convergence setting had no actual impact.
  • (918634) - XR: Added VRUsage parameter to GetTemporary(). This fixes an issue with blitting to a temporary renderTexture.

New in Unity 2017.2.0 Beta 6 (Aug 9, 2017)

  • System Requirements Changes:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • Known Issues:
  • Android: Shader #pragma target 4.0 4.6 and 5.0 not working on Android phone (933203)
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Null Ref Exception on selecting prefab, after upgrading project from 2017.2.0b1 (930291)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: [Asset Bundles] Caching.expirationDelay no longer cleans the cache (920498)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Export package window contains extra folders (Library, Packages) (940149)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Build Pipeline: [ARKit] Unity crashes when building a scene (932080)
  • Editor: BeginsWithCaseInsensitive Assertion Error when creating a folder from the create menu (931888)
  • Editor: Camera.targetTexture is not updated from OnPreRender to OnPostRender (937031)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923)
  • Editor: Editor startup time regression (934976)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: Unable to export a Unity package (938223)
  • Editor: Unity becomes unusable at next launch without Internet if "remember my choice" was unchecked during previous login with Internet. (933197)
  • Graphics: Camera does not render correctly with CameraClearFlags.Depth and MSAA (923842)
  • Graphics: Camera using temporary RenderTexture breaks on the last frames(Frame Debugger) (932065)
  • Graphics: GameObjects mesh is stuck at Combined Mesh (root:scene) and cannot be moved after aborting a build process (891971)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Graphics: Mesh is not rendered in target camera when using Graphics.DrawMeshInstanced with not null Camera argument (927910)
  • Graphics: TextMeshPro is not displayed, and errors are logged. (929909)
  • Graphics: [Occlusion culling] Performance spike in Culling when Camera is not rendering every frame (743462)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Particles: [ParticleSystemRenderer] Vertex Streams are broken, showing only Noise as an available choice. (935635)
  • Physics: Rigidbody interpolation speed regression. (923319)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Scripting: MonoBehaviour::GetObjectGUIState crashes when selecting color via Color Picker. (934613)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode (931990)
  • UI: UI Mask component crashes editor after you Build & Run (935112)
  • Video: Crash in mono_marshal_get_cache when reentering Play mode after video clip is previewed (930707)
  • Video: [Video Player] H264 and VP8 videos don't play on Android devices. (935659)
  • WebGL: Memory leak when building for WebGL. (935474)
  • Windows: [WSA] Error messages appear while/after building a project with "Unity C# projects", if the Editor folder contains a script. (918989)
  • Windows: [WSA] Reference rewriter fails in 2017.2 with analytics enabled (927848)
  • Windows: [XR][WSA] Including "Unity C# Projects" while building to Universal Windows Platform, causes builds to fail (927925)
  • XR: GearVR HMD Touchpad does not currently send input through the new input system.
  • XR: Haptics with Vive controller is currently disabled due to issues with correctly playing haptics on the correct controller
  • XR: Hololens / UWP / PS4 VR Devices not yet supported with the new input system for VR use.
  • XR: New API surface for recent UnityEngine.VR.WSA.Input changes has forthcoming breaking changes to land in another beta soon.
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: [Gear VR] Inset viewport works but the main camera renders entirely black. (927240)
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT (936114)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Changes:
  • Licenses: Updated FBX license to require acceptance of FBX SDK license (https://damassets.autodesk.net/content/dam/autodesk/www/Company/docs/pdf/legal-notices-&-trademarks/Autodesk_FBX_SDK_2015_License_and_Services_Agreement.pdf)
  • Improvements:
  • Plugins: Native Rendering Plugins are now supported on Nintendo Switch.

New in Unity 2017.2.0 Beta 5 (Aug 2, 2017)

  • Known Issues:
  • Android: Shader #pragma target 4.0 4.6 and 5.0 not working on Android phone (933203)
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Null Ref Exception on selecting prefab, after upgrading project from 2017.2.0b1 (930291)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: [Asset Bundles] Caching.expirationDelay no longer cleans the cache (920498)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Build Pipeline: [ARKit] Unity crashes when building a scene (932080)
  • Editor: BeginsWithCaseInsensitive Assertion Error when creating a folder from the create menu (931888)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923)
  • Editor: Editor startup time regression (934976)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: Unity becomes unusable at next launch without Internet if "remember my choice" was unchecked during previous login with Internet. (933197)
  • Editor: [Windows] Gameobjects disappear from Scene View when moving viewpoint away from them. (935465)
  • Graphics: Camera does not render correctly with CameraClearFlags.Depth and MSAA (923842)
  • Graphics: Camera using temporary RenderTexture breaks on the last frames(Frame Debugger) (932065)
  • Graphics: GameObjects mesh is stuck at Combined Mesh (root:scene) and cannot be moved after aborting a build process (891971)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Graphics: Mesh is not rendered in target camera when using Graphics.DrawMeshInstanced with not null Camera argument (927910)
  • Graphics: TextMeshPro is not displayed, and errors are logged. (929909)
  • Graphics: [Occlusion culling] Performance spike in Culling when Camera is not rendering every frame (743462)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Particles: [ParticleSystemRenderer] Vertex Streams are broken, showing only Noise as an available choice. (935635)
  • Physics: Rigidbody interpolation speed regression. (923319)
  • Physics: [Particles] 3D World collisions no longer work in Edit Mode (921489)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Scripting: MonoBehaviour::GetObjectGUIState crashes when selecting color via Color Picker. (934613)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode (931990)
  • UI: UI Mask component crashes editor after you Build & Run (935112)
  • Video: Crash in mono_marshal_get_cache when reentering Play mode after video clip is previewed (930707)
  • Video: [Video Player] H264 and VP8 videos don't play on Android devices. (935659)
  • WebGL: Memory leak when building for WebGL. (935474)
  • Windows: [WSA] Error messages appear while/after building a project with "Unity C# projects", if the Editor folder contains a script. (918989)
  • Windows: [WSA] Reference rewriter fails in 2017.2 with analytics enabled (927848)
  • Windows: [XR][WSA] Including "Unity C# Projects" while building to Universal Windows Platform, causes builds to fail (927925)
  • XR: GearVR HMD Touchpad does not currently send input through the new input system.
  • XR: Haptics with Vive controller is currently disabled due to issues with correctly playing haptics on the correct controller
  • XR: Hololens / UWP / PS4 VR Devices not yet supported with the new input system for VR use.
  • XR: New API surface for recent UnityEngine.VR.WSA.Input changes has forthcoming breaking changes to land in another beta soon.
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: [Gear VR] Inset viewport works but the main camera renders entirely black. (927240)
  • XR: [SPS] Occlusion mesh is visible when rendering to an RT (936114)
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • API Changes:
  • XR: Added PlayerSettings values for new Async Video reprojection Settings. (932009)
  • XR: Made Google Async Video Reprojection usable without the need to subclass UnityPlayerActivity.
  • XR: The single-pass instanced rendering path is now supported on desktops when the DirectX 11 rendering API is in use.
  • Fixes:
  • Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture. (919162, 930677)
  • Scripting Upgrade: Fixed an issue where assemblies built with .NET 4.6 fail to load. (922577)
  • Video: Fixed audio playback when AudioSource is disabled in VideoPlayer. (907755)
  • Video: Fixed performance issues with VideoPlayer creation/destruction. (888745)

New in Unity 2017.1.0 Patch 2 (Jul 27, 2017)

  • Improvements:
  • DX12: Native Rendering Plugin improvements - exposed extra functionality for working with backbuffers.
  • Fixes:
  • (none) - Android: Fixed a Vulkan error when trying to use anisotropic filtering on Mali GPUs.
  • (918785) - Android: Fixed an issue where spot and point lights were too bright on low-end devices.
  • (922553) - Android: Fixed a development build crash on Android 4.2.2 with VideoCore GPU.
  • (893779) - Animation: Fixed an issue of AnimatorState's WriteDefaults not working properly on very specific setups.
  • (918033) - Animation: Fixed a crash in Animator Editor window when closing Unity.
  • (921121) - Animation: Fixed an issue where the Animation events would not trigger if animation had less than two frames.
  • (928601) - Animation: Fixed a crash when changing OverrideController during interrupted transition.
  • (928562) - Animation: Fixed Generic animation layers affecting base humanoid root motion.
  • (none) - Graphics: Fixed OpenGL debug labels when using OpenGL ES.
  • (903807) - Graphics: Fixed an occasional glitch when rendering lines/trails.
  • (912675) - Linux: Use default player icon when none is provided.
  • (912675) - Linux: Associate provided icon with player window now.
  • (none) - Multiplayer: Fixed an issue where reliable messages exchanging had been staled after a couple of hours.
  • (900928) - Particles: Detect when a new mesh is selected in the Shape Module, and update the Scene View preview accordingly.
  • (914333) - Particles: Fixed an issue where bounding boxes were too small on some systems, causing culling problems.
  • (899881) - Particles: Ensure trails are properly initialized when particles are being manipulated via script.
  • (912719) - Scripting: Fixed scripting exception being logged as Info instead of Error.
  • (920085) - Scripting: Fixed a crash when invoking LINQ expressions in Editor.
  • (927884) - Services: Fixed an issue where Performance Reporting symbol upload tool could crash.
  • (912789) - UI: Fixed memory leaks caused by unreleased Meshs in the UI Profiler.
  • (911115) - Video: Fixed MovieTexture support for Metal.
  • (904449) - WebGL: Fixed Corrupted Sprites on MS Edge.
  • (857023) - XR: Added missing Editor icons for world anchor, spatial mapping, touch input, and audio spatialization components.

New in Unity 2017.1.0 Patch 1 (Jul 22, 2017)

  • Improvements:
  • (887824) - Android: Gradle - Support custom library build.gradle files.
  • Editor: New special search filter for folder: "t:folder"
  • Changes:
  • Timeline: Tagged BasicPlayableBehaviour as Obsolete.
  • Fixes:
  • (918524) - 2D: Fixed an issue where the Editor became unresponsive when switching from OpenGL to Metal with a tiled sprite in the scene.
  • (917931) - 2D: Fixed an issue where adjusting Collider2D's Offset when Using Tiled Draw Mode and Auto Tiling would result in inconsistent behaviour.
  • (927372) - 2D: Fixed an issue where Sprite from the same atlas not hashed & packed correctly.
  • (920773) - 2D: Fixed console showing error when multiple selecting asset while locking Sprite Atlas inspector and Pack.
  • (924515) - Android: SoftInput - Fixed the NamePhonePad flag.
  • (910280) - Android: Gradle - Do not explicitly set debuggable attribute when building with Gradle to avoid lint security warning.
  • (none) - Android: Gradle - Handle too many errors; filter out warnings and detect too long error list.
  • (924518) - Android: Gradle - Make sure unity3d and other files from raw/ are uncompressed in the APK.
  • (920359) - Android: Buildpipe - Correctly split resources between APK and OBB when building with LZ4.
  • (906014) - Android: SoftInput - Fixed the autocorrection not being disabled on Samsung phones.
  • (918605) - Android: Fixed an issue with alpha texture size in ETC1 texture compression with split alpha.
  • (918785) - Android: Fixed an issue where spot and point lights were too bright on low-end devices.
  • (922283) - Animation: Fixed a crash when changing number of input in AnimationLayerMixerPlayable at runtime.
  • (918032) - Animation: Fixed a crash in Animator Editor window when closing Unity.
  • (917195) - Animation: Fixed an issue where the Animator's State Machine would start to flicker in Playmode if the Animator window was too small to display the active State.
  • (893779) - Animation: Fixed an issue whereby AnimatorState's WriteDefaults was not working properly on very specific setups.
  • (919307) - Build Pipeline: Fixed an issue with enabling Split Application Binary flag in Android player settings would affect other platforms.
  • (907960) - Collab: Fixed an issue where user was not prompted to save local scene edits before updating.
  • (925505) - Editor: Fixed an issue in the Inspector Window that prevented the 'Nothing Selected' component from being shown.
  • (900957) - Editor: Fixed a performance regression that cause very long startup time when invoking a test run.
  • (915524) - Editor: Fixed a case of "Generate Lighting" drop down menu being hidden when inspector was resized to minimal width.
  • (none) - GI: Progressive Lightmapper: Fixed a crash in light probe rendering occurring when changing or removing probes.
  • (none) - GI: Progressive Lightmapper: Fixed an issue where auto-mode did not detect when changing material values for alpha cutoff.
  • (none) - GI: Progressive Lightmapper: Fixed an issue where alpha cutoff was not properly converting values.
  • (911953) - GI: Fix to only show clustering view when realtime GI is on, or when baking is on with Enlighten.
  • (none) - Graphics: Fixed OpenGL ES debug labels.
  • (923842) - Graphics: Fixed an issue where overlapping cameras drawing to the same target would not composite correctly.
  • (918788) - Graphics: Fixed a rare (could happen in very complex scenes) crash/hang when graphics jobs were enabled.
  • (918406) - iOS: Fixed an issue where Unity would not generate icons for Spotlight and Notifications in a Xcode project.
  • (912594) - iOS: Rewrote the internal clock system and replaced it with a system that took into account the time when the device was asleep. Also, the startup time is now calculated more accurately.
  • (911935) - iOS: Fixed auto-rotation on ReplayKit.
  • (none) - Launcher: Fixed the issue where Remember me did not work when using the Web hosted sign in.
  • (none) - Multiplayer: Fixed an issue where reliable messages exchanging had been staled after couple of hours.
  • (910018) - Particles: Fixed use of Unscaled delta time in Edit Mode.
  • (926710) - Timeline: Fixed a crash when using Timeline with a MacOS player.
  • (924515) - UI: InputField - For Name content type, use NamePhonePad touch screen keyboard type
  • (904449) - WebGL: Fixed Corrupted Sprites on MS Edge.

New in Unity 2017.2.0 Beta 4 (Jul 21, 2017)

  • System Requirements Changes:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • Known Issues:
  • Animation: Crash in AnimationClip::BuildMecanimDataMainThread when entering a Play mode (925276)
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Null Ref Exception on selecting prefab, after upgrading project from 2017.2.0b1 (930291)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: [Asset Bundles] Caching.expirationDelay no longer cleans the cache (920498)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of RectTransform to prefab. (912166)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Build Pipeline: [ARKit] Unity crashes when building a scene (932080)
  • Editor: BeginsWithCaseInsensitive Assertion Error when creating a folder from the create menu (931888)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: [Analytics] Crashes on UsabilityAnalytics_CUSTOM_SendEvent when adding light component under any game object (923355)
  • Graphics: Camera does not render correctly with CameraClearFlags.Depth and MSAA (923842)
  • Graphics: Camera using temporary RenderTexture breaks on the last frames(Frame Debugger) (932065)
  • Graphics: GameObjects mesh is stuck at Combined Mesh (root:scene) and cannot be moved after aborting a build process (891971)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Graphics: Mesh is not rendered in target camera when using Graphics.DrawMeshInstanced with not null Camera argument (927910)
  • Graphics: TextMeshPro is not displayed, and errors are logged. (929909)
  • Graphics: [Occlusion culling] Performance spike in Culling when Camera is not rendering every frame (743462)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Physics: Rigidbody interpolation speed regression. (923319)
  • Physics: [Particles] 3D World collisions no longer work in Edit Mode (921489)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Services: Collab "Save to file" logs with Collab disabled. Mac Editor takes 2 minutes to exit Play mode (931990)
  • Video: Crash in mono_marshal_get_cache when reentering Play mode after video clip is previewed (930707)
  • Windows: [WSA] Error messages appear while/after building a project with "Unity C# projects", if the Editor folder contains a script. (918989)
  • Windows: [WSA] Reference rewriter fails in 2017.2 with analytics enabled (927848)
  • Windows: [XR][WSA] Including "Unity C# Projects" while building to Universal Windows Platform, causes builds to fail (927925)
  • XR: GearVR HMD Touchpad does not currently send input through the new input system.
  • XR: Haptics with Vive controller is currently disabled due to issues with correctly playing haptics on the correct controller
  • XR: Hololens / UWP / PS4 VR Devices not yet supported with the new input system for VR use.
  • XR: New API surface for recent UnityEngine.VR.WSA.Input changes has forthcoming breaking changes to land in another beta soon.
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Features:
  • XR: EditorVR is now supported without need of a custom build (still requires separate download).
  • Changes:
  • Android: "Export as ADT project" is now obsolete.
  • Scripting: Serialization: Disabled support for opposite-endinanness asset bundles.
  • Improvements:
  • Android: Change to allow extractNativeLibs=false flag to be used if needed.
  • DX12: Native Rendering Plugin improvements.
  • Particles: Added a Restart button to the Scene View overlay.
  • XR: Improvements to pause handling in XR applications. Apps which need to pause when the HMD is removed will no longer resume if window focus changes and viceversa.
  • Fixes:
  • Editor: Fix to remove suprious errors in console when logging in to Unity account with Collab enabled. (885388)
  • Graphics: Fix to allow 2D colliders to affect Lens Flares. (911429)
  • Particles: Added more reasons to the Frame Deubgger for why a dynamic batch may be broken. (911933)

New in Unity 2017.2.0 Beta 3 (Jul 15, 2017)

  • System Requirements Changes:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • Known Issues:
  • Animation: Crash in AnimationClip::BuildMecanimDataMainThread when entering a Play mode (925276)
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: [Asset Bundles] Caching.expirationDelay no longer cleans the cache (920498)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of TectTransform to prefab. (912166)
  • Asset Pipeline: Hard crash when building some projects (926484)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Editor: Editor fails to launch on attempt to restart (note however that subsequent manual launch works fine). (929923)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: [Analytics] Crashes on UsabilityAnalytics_CUSTOM_SendEvent when adding light component under any game object (923355)
  • Editor: [BuildSettings] Cannot multiselect scenes by using Ctrl/cmd+A shortcut (923264)
  • Graphics: Camera does not render correctly with CameraClearFlags.Depth and MSAA (923842)
  • Graphics: GameObjects mesh is stuck at Combined Mesh (root:scene) and cannot be moved after aborting a build process (891971)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Graphics: Mesh is not rendered in target camera when using Graphics.DrawMeshInstanced with not null Camera argument (927910)
  • Graphics: TextMeshPro is not displayed, and errors are logged. (929909)
  • Graphics: [Occlusion culling] Performance spike in Culling when Camera is not rendering every frame (743462)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Physics: Rigidbody interpolation speed regression. (923319)
  • Physics: [Particles] 3D World collisions no longer work in Edit Mode (921489)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Windows: [WSA] Error messages appear while/after building a project with "Unity C# projects", if the Editor folder contains a script. (918989)
  • Windows: [WSA] Reference rewriter fails in 2017.2 with analytics enabled (927848)
  • Windows: [XR][WSA] Including "Unity C# Projects" while building to Universal Windows Platform, causes builds to fail (927925)
  • XR: GearVR HMD Touchpad does not currently send input through the new input system.
  • XR: Haptics with Vive controller is currently disabled due to issues with correctly playing haptics on the correct controller
  • XR: Hololens / UWP / PS4 VR Devices not yet supported with the new input system for VR use.
  • XR: New API surface for recent UnityEngine.VR.WSA.Input changes has forthcoming breaking changes to land in another beta soon.
  • XR: Virtual Reality SDK Vuforia loading fails when used on iOS.
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • Fixes:
  • 2D: Console warning "Texture being dragged has no Sprites" is no longer printed infinitely when sprite is being dragged on Scene window. (916845)
  • 2D: Fixed case of "Unapplied Module Changes" Window appearing when navigating to Edit Outline / Edit Physics Shape but making no changes. (916747)
  • 2D: Fixed case of Aniso Level on Texture being stuck at 16 when imported as Sprite Texture and without mipmaps enabled. (909748)
  • 2D: Fixed case of text for "Edit Physics Shape" being cutoff in Sprite Editor window regardless of window size. (916742)
  • Editor: Fixed case of TextField changing height when entering new text, and toggles not displaying fully when no text is entered. (912001)
  • Scripting Upgrade: Fixed crash when System.Reflection.Emit is used to generate assemblies for the AppDomain.AssemblyResolve event. (920772)
  • Scripting Upgrade: Fixed hang that could occur when displaying bug reporter. (915672)

New in Unity 2017.1.0f3 (Jul 12, 2017)

  • KNOWN ISSUES:
  • Audio: On Windows, AudioSource attached to VideoPlayer produces choppy sound when game iterations are overrunning. Will be fixed in future Unity release. (895458)
  • GI: Lit clustering debug visualization does not show (to be fixed in patch) (911953)
  • xR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases.
  • FEATURES:
  • 2D: Added Sprite Physics Shape to Sprite Editor, to allow users to set a custom default shape for a Sprite for generating collider shapes with a PolygonCollider2D.
  • 2D: Introduced 2D Sprite Atlas, a new asset that will supplant the Sprite Packer. With it comes new and improved workflows that gives the developer more control on how to pack sprites and use them at runtime. description
  • 2D: Sprite Mask. Mask Sprites in world space using the new SpriteMask component. description
  • Animation: Manual Keyframing Workflow. Separate Recording and Preview modes in the Animation Window. Contextual menus added to all animatable properties in the inspector.
  • Animation: New GameObjectRecorder in UnityEditor.Experimental.Animations description
  • Audio: Added support for ambisonic audio clips and ambisonic decoder plugins.
  • Audio: Timeline Editor Audio Track support. Audio clips are now enabled in Timeline, using a scheduling API.
  • Build Pipeline: The Asset Bundle Browser comes out of beta with Unity 2017.1. This tool enables the user to view and edit the configuration of Asset Bundles for their Unity project. It is intended to replace the current workflow of selecting assets and setting their Asset Bundle manually in the inspector. description
  • Collab: In-Progress. In-Progress allows developers using Unity Collaborate to see who else on their team has made local changes to a Scene or Prefab before those changes have been published. description
  • Editor: Added new ArcHandle class in UnityEditor.IMGUI.Controls to interactively edit arcs in the Scene View. description
  • Editor: Experimental feature : retained-mode UI system for the Editor (UI Elements)
  • GI: Added support for baked LODs in Progressive Lightmapper
  • GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Graphics: Added Custom Render Texture asset. A Custom Render Texture is a new type of Render Texture that can be easily updated with a shader. It provides a user interface and a scripting framework. description
  • Graphics: Added LineUtility class and 'LineRenderer.Simplify' function. Optimize your lines and curves by using the LineUtility to create a simplified version with a similar shape.
  • Graphics: Added partial update/readback of compute buffers
  • Graphics: The latest version of the Post-processing stack is available in beta. This new version offers improved effects and a complete framework for custom effects. It also comes with a volume-based blending feature, so you can define areas in the scene and set up specific looks when the player enters them. Unity will automatically blend between volumes to allow for smooth look transitions. Final release is expected this summer.
  • Graphics: Updated Splash screen logo and style
  • IMGUI: Added SearchField, a new IMGUI Control. It comes with Normal and Toolbar UI styles but can also be customized.
  • Input: Added new Player Settings property 'Input Manager' for enabling backend of new input system preview feature. The front-end is supplied separately and is not included with the release.
  • iOS: Enable deferred shading rendering path for Metal and OpenGL ES 3.0 for A8 and later iOS devices.
  • Particles: Added support for using Sprites in the Particle System, via the Texture Sheet Animation Module description
  • Particles: Apply Noise Module data to particles sizes and rotations, and also send the noise data to your shaders via new Custom Vertex Streams. description description
  • Particles: New Donut emission shape. description
  • Playables: Playable Assets added to Playable API.
  • Playables: Playable Director added to play Playable Assets
  • Playables: Timeline Editor and Runtime API. A tool for sequencing animation, scripts and audio. description
  • Scripting: Experimental support for new scripting runtime. This includes Mono 4.8 and IL2CPP with support for C# 6 and .NET 4.6 description
  • Shaders: Added support for "inline" sampler states:
  • HLSL SamplerState objects that aren't taking sampling state from any texture (like what "sampler"+TextureName samplers do), but where sampling state is instead derived from the name.
  • For example, "MyLinearClampSampler" sets up bilinear filtering and clamp wrap mode; while "point_repeat_sampler" sets up point filtering and repeat wrap mode.
  • This allows e.g. doing both PCF depth comparison and reading raw depth value from a shadow map in a single shader.
  • Note that generally only modern graphics APIs support separate textures & samplers. You might therefore want to specify #pragma target 3.5 or similar in your shaders for this.
  • Implemented on DX11, DX12, PS4, XB1, Metal (Vulkan not yet).
  • Windows: Multi-display support for UWP.
  • CHANGES:
  • Asset Import: Upgraded FBX SDK to 2016.1.2
  • Build Pipeline: Added new function SwitchActiveBuildTargetAsync. This defers switching so that scripts can be imported first.
  • Build Pipeline: Event EditorBuildSettings.activeBuildTargetChanged has been deprecated as events do not survive script reloading. Replaced with interface class IActiveBuildTargetChanged and attribute ActiveBuildTargetChanged.
  • Editor: 2017 Editor now needs a new version of license. Subscription key will be upgraded. 5.x license key will not be accepted by 2017 Editor.
  • Editor: Added new GameObject sub menu - 'GameObject/Effects/. This menu includes a Line andTrail creation. The particle system has also been moved to this menu.
  • Editor: Added requirement for Visual C++ Runtime 2013 and 2015 to be installed when installing Windows Editor (i.e. the check is performed by Windows Editor installer).
  • Editor: AssetServer version control support has been removed from the editor.
  • Editor: Moved particle system rigidbody info message to top of the system as it does not just apply to inherit velocity
  • Editor: New projects now default to text-based serialization
  • Editor: Particle trail material slot is now always visible even if it is not used.
  • Editor: RenderDoc enabled for DX12 Editor mode.
  • Light modes: Shadowmask and Distance shadowmask modes are now a Quality Setting and can be changed at runtime.
  • OSX: Disabled Metal on macOS 10.12.2 and 10.12.3 for stability reasons if GLCore is also present in API list
  • Universal Windows Platform: DX11 feature level 9.3 GPU support is required now. In practice this probably does not affect anything, as all Windows Phones that ever existed support 9.3 level already.
  • Universal Windows Platform: Removed support for building Windows 8.1 and Windows Phone 8.1 applications.
  • VR: Added OpenVR to the default PC VR SDK list. The default behavior is to try initializing Oculus first, followed by OpenVR if an Oculus device isn't detected.
  • VR: GPU skinning can be enabled for Android VR. This is experimental, and behavior and performance should be verified on target devices.
  • VR: Updated Google NDK for Android and iOS to 1.40
  • Windows: "Visible In Background" player setting now defaults to on.
  • Windows: Renamed "Windows Store" to "Universal Windows Platform"
  • IMPROVEMENTS:
  • Android: Add default equals, hashCode and toString implementations to AndroidJavaProxy
  • Android: Apk files are now signed using the new APK Signature Scheme v2.
  • Android: OBB compatibility is now done using build id rather than a hash of the OBB file
  • Animation: Statemachinebehaviour can now be debugged in play mode in the editor
  • Asset Import: Added ability to import visibility from FBX files to ModelImporter
  • Asset Import: Added the option of computing weighted normals when importing FBX files. Fixed normal generation for hard edges.
  • Asset Import: Changing tabs in the Model Importer inspector does not force users to apply changes anymore
  • Asset Import: Reduced the import time for FBX assets with humanoid animations
  • Asset Import: Support Segment Scale Compensate for models exported from Maya.
  • Asset Pipeline: Enabled asynchronous texture uploading from non-scene Asset Bundles on all platforms
  • Asset Pipeline: In batchmode the FailedAssetImports.txt file is now ignored because there's no way to cancel or notify the user when the asset importer fails.
  • Build Pipeline: Added delegates to BuildPlayerWindow that allow overriding the default Build button behavior
  • Build Pipeline: Scripts-only build is now available on all platforms.
  • Build Pipeline: Unified assembly stripping code used for IL2CPP and Mono builds - which should result in more consistent behaviour between IL2CPP and Mono and in smaller build sizes for platforms supporting assembly stripping on Mono.
  • Collab: Project Browser Filters including 'All Modified', 'All Excluded', 'All Conflicts', 'All In Progress' description
  • Collab: Right Click Menu Options in the Project Browser including See Differences, Revert, Conflict Resolution description description
  • Editor: Added "Called From" and "Calls To" view to the Hiverarchy View of Profiler Window.
  • Editor: Added a pre-drop style to particle system Object fields so it highlights if something can be dropped.
  • Editor: Added callbacks for assembly reload events: two events are dispatched: one before and one after reloading all assemblies. See: class AssemblyReloadEvents.
  • Editor: Added profiler labels to all player loop stages
  • Editor: Defines in mcs.rsp are added to .csproj files generated for MonoDevelop, Xamarin Studio, Visual Studio Code & JetBrains Rider
  • Editor: DX12 Editor is more responsive and little bit faster.
  • Editor: Improvements to Package Export loading state
  • Editor: Log messages from connected players will now show in Editor console for easier debugging.
  • Editor: macOS: Show Visual Studio for Mac in External Script Editor Lists if installed in default "/Applications/Visual Studio.app/" location
  • Editor: MacOS: Support Visual Studio for Mac as an External Script Editor. Opens .sln (solution) file when double clicking a script.
  • Editor: Scripts willl be opened correctly in JetBrains Rider when selecting it as external script editor.
  • Editor: Simplify dragging code setup: Getting rid of the requirement of setting DragAndDrop.objectReferences = new UnityEngine.Object[] {} when using DragAndDrop.SetGenericData()
  • GI: Support for per object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows only On and Off options are supported.
  • GI: Upgrade Enlighten SDK to version 3.08p1
  • Graphics: Added a batch break cause (material disables instancing) to Frame Debugger.
  • Graphics: Added a new surface shader option "dithercrossfade", generating the screen-door dithering effect code automatically for being used in LOD cross-fade mode.
  • Graphics: Added memoryless mode to RenderTexture, accessed through new property RenderTexture.memorylessMode.
  • Graphics: Added Mirror and MirrorOnce texture wrapping modes, in addition to existing Repeat and Clamp ones.
  • Graphics: Added new default material for trails. 'Default-Trail'
  • Graphics: Frame Debugger is now capable of showing array shader properties.
  • Graphics: Optimized conversions between float32 and float16 image formats on Editor for a x2 to x4 performance improvement.
  • Graphics: Texture wrapping modes can be set separately on each U,V,W axis.
  • Graphics: The default names for Graphics Quality Levels have been changed to be a little clearer, and more in line with what is common across other games. This will only affect newly created projects; existing projects will have the same Quality Level names as before (though, as always, you can edit the names via Edit -> Project Settings -> Quality).
  • Graphics: Unity can now accept and use a pointer to an externally created cubemap
  • IL2CPP: Improved IL2CPP code conversion time on OSX. Conversion times may improve by as much as 2x.
  • iOS: Added support for Watch apps and Watch app extensions in the Xcode extension API.
  • Mobile: Added TouchScreenKeyboardType.Social and TouchScreenKeyboardType.Search for iOS/tvOS, Android, WindowsPhone and Tizen platforms.
  • OSX: Added Appstore category field to player settings and improved info.plist generation
  • OSX: Added support for loading the first scene asynchronously when showing the splash screen.
  • OSX: Metal: [MTLDevice recommendedMaxWorkingSetSize] is now used to query VRAM size when available.
  • Particles: Added edit modes for Particle system collision mode planes.
  • Particles: Align Particles to their velocity direction description
  • Particles: Allow Emit over Distance to be used for Local Space systems description
  • Particles: Allow users to disable the use-rigid-body physics functionality
  • Particles: Edge emission is now more flexible, allowing you to choose the thickness of the edge used for generating particles.
  • Particles: Improved particle system culling mode supported tooltip messages. These now contain more details on why the culling mode is unsupported.
  • Particles: It is now possible to animate both the min and max constants, when using Random Between 2 Constants mode.
  • Particles: Mesh particles now support the same Render Alignment options are billboarded particles
  • Particles: Particles can now apply forces to the Colliders they hit description description
  • Particles: Play Particle Systems when your game is paused, by choosing to use either Scaled or Unscaled time for the simulation.
  • Particles: Randomize the spawn positions of particles, with a new option in the Shape Module. description
  • Particles: Scene lighting can now affect Lines and Trails.
  • Particles: The Shape Module now contains an additional Transform, for applying custom transformations to the emitter shape.
  • Particles: The speed range of a Particle System is now displayed in the Scene View GUI, when previewing a Particle System.
  • Physics: Add ability to manully simulate 2D physics using "Physics2D.Simulate(time)" and turn auto simulation on/off with "Physics2D.autoSimulation=true/false".
  • Physics: Expose Physics.Simulate and Physics.autoSimulation. This allows stepping the physics simulation manually, from scripts. Useful for customising the server-side physics, in-editor simulation, and more.
  • Physics: When setting 'Rigidbody2D.simulated' to false, Editor inspector shows information about its effect.
  • SamsungTV: UnityWebRequest is now supported on SamsungTV
  • Shaders: Optimized game data build time for shaders with massive ("millions or billions") potential variant counts. Fixed shader inspector popup menu to display variant counts larger than 2 billion properly.
  • Shaders: Pass platform caps keyword defines to compute shaders
  • Shaders: SystemInfo.graphicsShaderLevel now reports more accurate shader models that better match shader #pragma target levels (now can report values 25, 35, 45, 46).
  • Shadows: Improved shadow culling for stable fit directional shadows.
  • Shadows: Improved shadow filtering for directional and spot lights.
  • UI: Added support for selecting multiple files in the "Assets/Import New Asset..." dialog, on all platforms
  • Universal Windows Platform: Unity player binaries are now signed.
  • VR: Updated to Oculus version 1.14
  • Web: (Also mentioned under API Changes) UnityWebRequest now has built-in support for downloading MovieTexture on platforms that do support it. A new helper class WebRequestMultimedia has been introduced for simple download of MovieTexture or AudioClip. WebRequest.GetAudioClip() has been deprecated in favor of WebRequestMultimedia.GetAudioClip().
  • Web: It is now allowed to override User-Agent header in UnityWebRequest
  • API CHANGES:
  • Animation: AnimationLayerMixerPlayable scripting API added.
  • Area: Description (FogBugz ID)
  • Asset Import: Added ModelImporter.extraUserProperties
  • Asset Import: Added ModelImporter.importVisibility
  • Asset Pipeline: Asset Pipeline: Added methods AssetBundle.GetAllLoadedAssetBundles and AssetBundle.UnloadAllAssetBundles. (920140)
  • Build Pipeline: Added delegates to BuildPlayerWindow that allow overriding the default Build button behavior
  • Editor: ArcHandle.radius can now be negative
  • Editor: PrimitiveBoundsHandle and subclass constructors no longer require a control ID hint
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint
  • GI: Added new API for setting Light falloff per Light. Added API for setting all Lights to use physically correct inverse squared falloff or the Unity legacy falloff model. Only used for Enlighten lightmaps so far, realtime and progressive will be supported later.
  • Graphics: Added RenderTextureDescriptor struct that allows you to copy and create RenderTextures by passing a single value.
  • iOS: Added API to change iOS splashscreens.
  • iOS: iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent are obsolute use iOSStatusBarStyle.LightContent instead (894136)
  • Light modes: Added QualitySettings.shadowmaskMode
  • Physics: Added 'Joint2D.attachedRigidbody' property to retrieve the Rigidbody2D attached to the Joint2D.
  • Physics: Exposed Joint.massScale & Joint.connectedMassScale. This allows adjusting masses and inertia tensors of the connected bodies as perceived by the solver. It's mostly useful for ragdolls that have high forces applied to their limbs and thus experiencing unpleasant stretchiness. This should also help avoiding setting the same mass for all the body parts of a ragdoll, as recommended before. See more in the API docs.
  • Playables: Moved Playable out of Experimental namespace.
  • Playables: New method PlayableGraph.IsPlaying()
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity
  • Scripting: Add serialization support for unsafe fixed size buffers. See SerializedProperty.GetFixedBufferElementAtIndex docs for example code.
  • Scripting: Made GameObject.CalculateBounds() internal after it was accidentally made public in the 2017.1 beta cycle. This API is in the wrong place and will be moved/removed entirely in a future release
  • Scripting: Rename to Debug.logger to Debug.unityLogger (852000)
  • UI: Change isPaused to isFocused to better represent what it is. Only Effects 2017.1 betas
  • Web: (Also mentioned under Changes/Improvements) UnityWebRequest now has built-in support for downloading MovieTexture on platforms that do support it. A new helper class WebRequestMultimedia has been introduced for simple download of MovieTexture or AudioClip. WebRequest.GetAudioClip() has been deprecated in favor of WebRequestMultimedia.GetAudioClip().
  • Web: A new UnityWebRequest.timeout property that gives the user some coarse-grain control over the time a webrequest can take before unity attempts to cancel it.
  • Web: Added timeout property to UnityWebRequest. (823903)
  • Web: Moved UnityWebRequest.GetTexture() to UnityWebRequestTexture.GetTexture().
  • Playables: - Changed C# Playable classes to structures: new and better approach for the API, it uses less memory and is in line with the future job system:
  • Remove properties in favor of getters and setters: since we're using class extensions that can't have properties, we decided to only use methods to have a consistant API (i.e. not properties there and methods here just because reasons).
  • Rename ScriptPlayableData to PlayableBehaviour: the PlayableBehaviour is the user side of the ScriptPlayable, it is where the user puts its logic.
  • Documentation is in progress expect a better one in a few weeks.
  • FIXES:
  • 2D: A quad mesh will be generated when generating Sprite from a blank texture. (890845)
  • 2D: Add back POT option when in TextureImporter for Sprites (884926)
  • 2D: Fix "Register Undo object is not a ScriptableObject" error message when editing Sprite in SpriteEditorWindow after entering and exit PlayMode (900436)
  • 2D: Fix NullReferenceException error when entering PlayMode with SpriteEditorWindow opened (900419)
  • 2D: Fix occasional crash when SpriteRenderer.size is set multiple times in a single frame (898946)
  • 2D: Fix Sprite UV not updated when data is copied via EditorUtility.CopySerialized (884970)
  • 2D: Fix SpriteRenderer not rendering Sprite in TileMode when mesh generation exceeds max vertex limit (888884)
  • 2D: Rephrase warning message to include Sprite generated in PolygonMode in SpriteRenderer when TileMode is set (889106)
  • AI: Add missing API for minimum region area when building navmesh using the runtime API. (906017)
  • AI: Fix for NavMesh.SamplePosition returning inconsistent position depending on slope and tessellation of the navmesh (702030)
  • AI: Fix internal limitation of slope maximum of 60 degrees when building navmesh using the runtime API. (906012)
  • AI: Fix issue where carving obstacles could create wrongly shaped holes on navmesh instances of arbitrary rotation. (902956)
  • AI: Fix issue where the NavMeshAgent would sometimes jitter when moving over a navmesh that has been carved by obstacles (886529)
  • AI: Fix missing support for triangulating navmesh instances with arbitrary rotation. (886302)
  • AI: Fix occasional inconsistent carving near tile boundaries (833089)
  • AI: Fix rare truncation of paths - making the NavMeshAgent oscillate instead of completing movement. (908027)
  • AI: Fix regression where a NavMeshAgent with 'autoTraverseOffMeshLink' set to false would not move freely. (905621)
  • AI: Fixed a crash happening when Warp() is called many times for a NavMeshAgent. (904910)
  • Android: Fix crash when playing non-existing webcam texture (912742)
  • Android: SoftInput - Disable suggestions when autocorrect is false to make the behavior consistent with iOS (906014)
  • Animation: Animator.Rebind should reset AnimatorController ( for backward compatibility's sake. (899553)
  • Animation: Clarified documentation on Translation DoF settings for Humanoids (847234)
  • Animation: Display "Update reference clips" button for Generic rig too (871684)
  • Animation: Fixed "Key Modified" hotkey in the animation window that did not add keys for Euler Angles (Quaternion) and Quaternion interpolations (898957)
  • Animation: Fixed a bug where AnimationClipPlayables connected after the first frame never played
  • Animation: Fixed adding State/StateMachines with invalid names. (882122)
  • Animation: Fixed an issue where Optimize Game Objects would cause invalid scale being applied with some animations (879368)
  • Animation: Fixed an issue where previewing animations with an exit time of zero would prevent the previewer from showing (883536)
  • Animation: Fixed an issue where results were incorrect when the only layer of a state machine was set to additive (862998)
  • Animation: Fixed an issue where the Rig importer Mask's transform list was populated even though the definition was set to None (874995)
  • Animation: Fixed animation event remaining selected when clicking on dopesheet. (899032)
  • Animation: Fixed Animator being frozen when modifying Controller when in PlayMode with disabled Animator (894617)
  • Animation: Fixed Audio Source nested curve editor getting stuck while dragging keys. (881723)
  • Animation: Fixed crash in AnimatorLayerMixerPlayable when initializing a mixer with non-connected input
  • Animation: Fixed crash when deoptimizing optimized game object hierarchy containing nested skinned mesh renderer hierarchies (895840)
  • Animation: Fixed crash when disabling GameObject in OnStateMachineExit. (912808)
  • Animation: Fixed crash when moving StateMachine into SubStateMachine (875068)
  • Animation: Fixed crash when previewing empty clips (909671)
  • Animation: Fixed crash when saving while transition previewer is running (910640)
  • Animation: Fixed disabled Animator affecting scene objects (901268)
  • Animation: Fixed error message when undoing key edit of standalone animation clip asset in animation window (898963)
  • Animation: Fixed game object selection loss issues in the animation window
  • Animation: Fixed Interrupted transition and Write defaults. (903556)
  • Animation: Fixed missing keyboard focus on animation window property fields. (879985)
  • Animation: Fixed out of sync linear tangents when editing a curve in the curve editor. (881861)
  • Animation: Fixed performance issue with GetLayerWeight.
  • Animation: Fixed selection box display issue in the animation event timeline of the animation window (899010)
  • Animation: Fixed standalone curve editor window association to its serialized property. (860540)
  • Animation: Fixed Transition previewer playhead's getting desynced (871160)
  • Animation: Performance optmization with complex blendtrees.
  • Animation: Proper deprecation of Animator.Stop() (903787)
  • Asset Import: Fix incorrect Animation help bubble in ModelImporter UI when Animation Type is None (899008)
  • Asset Import: Fix issue with strings sometimes having the wrong value when importing a binary package and editor serialization is set to Force Text. (857486)
  • Asset Import: Mesh importer now displays an error for invalid polygons that cannot be triangulated without introducing a new vertex. (677375)
  • Asset Pipeline: Fixed import failure when FBX take name contained invalid characters. (873720)
  • Build Pipeline: Fix crash when building a scenes containing any long chains of connected objects (865522)
  • Build Pipeline: Fix issue where the the icon of an OSX standalone player can be corrupted under certain circumstances (815319)
  • Build Pipeline: Fixed asset bundle loading issue causing the error "The referenced script on this Behavior is missing!" under certain circumstances (905561)
  • Build Pipeline: Fixed asset bundle statistics that are printed to the editor log when building bundles (890644)
  • Build Pipeline: Fixed issue where the selected build target wasn't being changed on projects created from command line. This affected changes made to player settings via scripts in these projects. (901407)
  • DX12: Behaviour of the VFACE semantic now consistent on DX12 with the editor and other platforms (895474)
  • Editor: Added graceful handling if the Unity shader compiler socket times out whilst compiling shaders. The Unity shader compiler process is terminated and a new Unity shader compiler process is spawned. (900500)
  • Editor: Added missing component icons for the HoloLens WorldAnchor, SpatialMappingRenderer, SpatialMappingCollider, InputModule, and AudioSpatializer (858525, 858531, 858530, 858522, 905399)
  • Editor: Don't ignore remote input if gameview is out of focus (911082)
  • Editor: Fix crash when calling EditorSceneManager.NewScene in a DidReloadScripts callback (891856)
  • Editor: Fix focused Game View not always receiving input (macOS) (895460)
  • Editor: Fix gameobject set to HideInHierarchy and moved to DontDestroyOnLoad scene made the scene header show in the Hierarcy Window; with no objects (893148)
  • Editor: Fix issue with "Type Mismatch" error not always showing in inspector when changing an object type from a game object to a component (837920)
  • Editor: Fix recursive rendering error with Package export window when Verified Save Assets is enabled (820395)
  • Editor: Fix repeated duplication of object being undone together if modifier key is not released (Windows) (877421)
  • Editor: Fix transform precision issue when moving multiple objects. (907854)
  • Editor: Fix vertex snapping having inconsistent accuracy at different zoom levels (738371)
  • Editor: Fix: 'Enum not handled' error message when selecting game objects while some of them are expanded (875406)
  • Editor: Fix: Hierarchy will properly animate foldouts when using custom hierarchy drawers (885708)
  • Editor: Fix: Missing scripts are now titled "Nothing Selected" and enabling them throws ArgumentNullExceptionMissing scripts are now titled "Nothing Selected" and enabling them throws ArgumentNullException (900631)
  • Editor: Fix: project browser view is in sync when duplicating folders (875831)
  • Editor: Fix: Rect transform updates properly when manipulating it's parent rect transform (856034)
  • Editor: Fix: Selecting different types of elements not being displayed in inspector and throwing errors (899307)
  • Editor: Fix: the player settings' package name is properly updated when focusing another window (879071)
  • Editor: Fixed 1-dimensional sphere bounds handle had no wireframe representation (also being back ported to 5.6)
  • Editor: Fixed a bug where EditorGUIUtility.SetIconSize would affect already rendered GUI. (913018)
  • Editor: Fixed a crash in Editor caused by null Handles. Graphics.DrawMeshNow will now throw an exception if the mesh is null. (893112)
  • Editor: Fixed an issue that prevented the user from reordering the scenes in the build settings window (874335)
  • Editor: Fixed an issue where locking the Inspector on subscene objects causes their disappearance, coupled with a group of 'Failed to unpersist' error messages. (874301)
  • Editor: Fixed an issue where the Game View would render without vsync regardless of player settings (macOS OpenGL) (901973)
  • Editor: Fixed an offline upgrade license issue (924763)
  • Editor: Fixed bug in progress bar code, which caused Build&Run to crash during sprite packing (907145)
  • Editor: Fixed bug introduced in 5.6.0f3 that broke holding alt to pin center of PrimitiveBoundsHandle (affects edit modes for BoxCollider, CapsuleCollider, BoxCollider2D, CapsuleCollider2D, etc.); also back ported to 5.6.0p4
  • Editor: Fixed bug with CapsuleCollider and CapsuleCollider2D edit mode where some control handles could appear incorrect when multi-editing
  • Editor: Fixed case of errors spamming the console when taking detailed memory sample of 32 bit player. (886135)
  • Editor: Fixed case of Handles.PositionHandle() throwing NullReferenceException when no SceneView is in the current editor layout. (874248)
  • Editor: Fixed Copying color from component throws NullReferenceException (904723)
  • Editor: Fixed crash when using the SavePanel path bar on Windows. (839912)
  • Editor: Fixed crash whilst reloading scene(s) after using version control merge and resolve operations. (876733)
  • Editor: Fixed erroneous IMGUI clipping with non-trivial GUI.matrix (896013)
  • Editor: Fixed HDR Color Picker to preserve alpha when changing brightness field. (883476)
  • Editor: Fixed incorrect placement of BoxCollider2D manipulator in scene view when using composite (916455)
  • Editor: Fixed issue where play mode wouldn't maximize if a curve editor window was on an object in the hierarchy (921114)
  • Editor: Fixed low Normals quality issue with low mesh compression settings. (709609)
  • Editor: Fixed NullReferenceException when cancelling file browser after a popup prompt (874140)
  • Editor: Fixed NullReferenceException when deleting the last remaining quality setting (also being back ported to 5.6) (903620)
  • Editor: Fixed PrimitiveBoundsHandle.DrawHandle() not resetting Handles.color if alt-clicking to rotate camera (also being back ported to 5.6)
  • Editor: Fixed SerializedObject.maxArraySizeForMultiEditing not being respected when using default property drawer (also being back ported to 5.6) (817640)
  • Editor: Optimize log entry insertion (862257)
  • Editor: Reset global handle direction when changing tool using toolbar buttons (864054)
  • Editor: Show single info message instead of multiple errors messages when there's an issue loading a layout (825848)
  • Editor: Version Control System: More detailed reasons why Perforce connection failed ie incorrect server, username, password, workspace.
  • Editor: Version Control System: Set default version control log level to be "Notice" instead of "Info" to reduce log spam. (873454)
  • Editor: Version Control Sytstem: Added provider name and failure reason to error messages about failed connections to make it clearer what has failed. (873396)
  • GI: Fixed light being considered in shadow range even though it's fully culled away. (888704)
  • GI: GI Scene Modes Not Fetching Visualization Data After Quitting Play Mode. (849063)
  • GI: Light sources incorrectly identified as realtime when in Auto mode. (815031)
  • GI: LoadLevelAdditive loads baked lighting as (no GI) realtime if it was baked using Auto. (709362)
  • GI: Progressive lightmapper now honors GraphicsSettings.LightsUseLinearIntensity.
  • GI: Support quads in progressive lightmapper (890651)
  • Graphics: Clarify when shadow cascade parameters are set in regard to command buffer (818448)
  • Graphics: ComputeScreenSpaceShadowMap after first initialization of s_CollectMaterial never returns NULL, which may create inconsistent behavior after startup. Now returns NULL if screenspace shadows are disabled. (767050)
  • Graphics: Display an error message and disallow subregion copying of a depth-stencil texture. (883393)
  • Graphics: Fix assertion when setting updateWhenOffscreen on a disabled SkinnedMeshRenderer (912722)
  • Graphics: Fix Editor crash by ensuring the camera and camera stack are valid after a PreCull message. (876867)
  • Graphics: Fix grid rendering incorrectly in the Animation Preview window. (903454)
  • Graphics: Fix incorrect warning about using instancing and static batching simultaneously.
  • Graphics: Fix looping line discontinuity (904622)
  • Graphics: Fixed crash trying to use a compute buffer which failed to be created. (886290)
  • Graphics: Fixed crash when Unity loses focus caused by a camera being removed whilst it is being rendered. (869109)
  • Graphics: Fixed flickering game view window when resizing the window. (880788)
  • Graphics: Fixed instancing mesh sorting when custom properties are set on renderers.
  • Graphics: Fixed metal editor game view resize leak (918940)
  • Graphics: Fixed metal editor shader warmup (916950)
  • Graphics: Fixed render target becoming white or black on stop if set to don't clear. (884057)
  • Graphics: Incrased batching limits to 65,000 vertices. (810600)
  • Graphics: Make sure wrap modes are valid before setting them on a texture to fix assert message spam "Assertion failed on expression: 'translated != kInvalidEnum'" (883459)
  • Graphics: Re-generate real-time Reflection Probe cubemap when screen resolution is changed. (868638)
  • Graphics: Removing support for screenspace shadow shader when it should be used based on tier settings will deactive directional shadow for consistency (867797)
  • Graphics: Throw an exception if script tries to set a random write target texture and the texture does not have random write enabled.
  • IMGUI: Fixed an issue where buttons were not working in the Save Asset Dialog. (909021)
  • iOS: Fix to hide the status bar while playing movies with CancelOnInput or Hidden modes. (871989)
  • iOS: Metal: Fixed unnecessary half to float casts in generated shaders (898788)
  • iOS: Removed deprecated calls to wantsFullScreenLayout. Status bar stype option values updated. (894136)
  • iOS: Removed extra notification sent on application launch (875180)
  • iOS: UnityEngine.iOS.Device.SetNoBackupFlag can now be called from background threads. (851113)
  • Kernel: Fixed log message filtering for LogType.Exception. (820286)
  • Kernel: Fixed Mathf.PingPong and Mathf.Repeat returning negatives values for some specific value (861278)
  • Multiplayer: Added better error messages when processing a non-valid state in weaver (875195)
  • Multiplayer: Fix issue with network transport host being removed with invalid host id, when using custom network connection (NetworkConnection override) (881764)
  • Multiplayer: Fix issue with NetworkAnimator not updating parameters (related to local player authority) (779549)
  • Multiplayer: Fix max events flood protection in network client
  • Multiplayer: Fix problem with cleaning/resetting network identities in disabled objects, in the network manager (881743)
  • OSX: Fixed crash caused by quick open/close of GUIWindows. (884145)
  • OSX: (893036)
  • OSX: Fix for Apple filesystem (APFS) compatibility
  • Particles: Align to Direction now works for Mesh particles. (864493)
  • Particles: Disable/re-enable of Particle System GameObject now causes it to successfully restart previewing. (767489)
  • Particles: Fix another "Invalid AABB error" (903805)
  • Particles: Fixed all 3 curves(x,y,z) being added to the Particle System curve editor when switching to curve state and only in single axis mode (855588)
  • Particles: Fixed curves with loop or ping pong wrap modes being incorrectly converted into poly curves and thus causing asserts.
  • Particles: Fixed module curves being shown in curve editor after the module was disabled due to an undo operation (861424)
  • Particles: Inspector now refreshes when changing MinMaxCurve types from script. (788240)
  • Particles: Particle system culling was not working until it was rendered at least once (680242)
  • Particles: Particle system is no longer cleared if procedural emission buffer contains items. (801335)
  • Particles: Particle trails could render with graphical corruption when used on Sub-Emitters (895376)
  • Particles: Removing a ParticleSystem on a GameObject that has a component with RequireComponent(Renderer) is now correctly prevented. (888048)
  • Particles: Reset Component option is now fully working for Particle Systems. (715605)
  • Particles: Scripted Play/Stop/Simulate etc generate no garbage, and handle sub-emitters correctly. (856840)
  • Particles: Size over lifetime now correctly affects collider size, and sub-emitter inheritance. (792289)
  • Particles: The Pivot offset used for Stretched Particles was incorrect along the X axis. (830382)
  • Particles: Velocity and Force modules now apply scale correctly when using World Space mode. (874051)
  • Physics: Fix a crash that happened when continuously scaling a MeshCollider while activating and deactivating it at the same time (878740)
  • Physics: Fix a crash that happened when more than 262143 colliders were created. This is not supported by PhysX and we won't be creating colliders once this limit is reached. (872785)
  • Physics: Fix a crash that happened when scaling a mesh that PhysX failed to cook properly (think a convex MeshCollider with too many vertices). (892396)
  • Physics: Fix a crash updating active skinned meshes. (845868)
  • Physics: Fix a rare crash that occured when a solver batch was indexed incorrectly (PxsSolverSetupSolveTask was reported in the callstack) (874515)
  • Physics: Fix for crash when repeatedly unloading/loading cloth on XBox One and PS4. (909248)
  • Physics: Fix for normals issue with cloth using tiny mesh. (766851)
  • Physics: Fix horizontal clipping in the layer collision matrix when some layers had names that were too long (526797)
  • Physics: Fix interpolation and extrapolation being being applied in an incorrect order for nested Rigidbodies. This affected the stability of ragdolls that had interpolated bones. (772337)
  • Physics: Fix Physics.ComputePenetration & Physics.ClosestPoint not returning the correct value when a rotated collider had it's centre offset (865250)
  • Physics: Fix Rigidbody.collisionDetectionMode being impossible to change if it was initially set to Continuous (784529)
  • Physics: Fix Rigidbody.collisionDetectionMode being impossible to change if the Rigidbody was part of a pool of objects (889118)
  • Physics: Fix to avert 'value must be greater' errors in cloth. (895771)
  • Physics: Fix to avert cloth errors with prefabs: in cloth inspector we now check if cloth has no verts disabled and we eprocess mesh if re-enabled and previous cloth mesh had no verts. (893025)
  • Physics: FIx voodoo trigger events being fired to scripts when a degenerate CapsuleCollider was used (701504)
  • Physics: Fixed a crash caused by changing the value of the configuredInWorldSpace flag on a Joint attached to an inactive GameObject. (832197)
  • Physics: Reprocess mesh used for cloth if changed. (664672)
  • Physics: Reprocess mesh used for cloth if changed. (879584)
  • Scripting: Editor recompilation is no longer triggered when adding WinRT dlls which are not used by the editor. (861189)
  • Scripting: Fix a memory leak and performance degradation when adding nested classes as components. (856497)
  • Scripting: Fix crash caused by Transform pointer not being a Transform instance in OnEnable (898810)
  • Scripting: Fix crash due to "Too many threads" (882697)
  • Scripting: Fix crash when Deep Profile is enabled (898854)
  • Scripting: Fix issue where OnDisable would not get called when entering play mode for ScriptableObjects that were created in edit mode and do not have a script file with the same filename as the ScriptableObject class name. (883373)
  • Scripting: Fixed case of ScriptExecutionOrder not being applied when entering play mode. (830711)
  • Scripting: Fixed closing script execution order window not opening apply/revert dialog (916399)
  • Scripting: Fixed crash in C# updater with arrays in some expressions. (855785)
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called (862095)
  • Scripting: Fixed rare crash that could occur after accessing null AnimationState (and Null Reference Exception is thrown). (847112)
  • Scripting: Fixed Script Updater issue with generic type parameters on methods under member access expressions. (863941)
  • Scripting: Improved error message when ScriptableObject is used with abstract classes. (850202)
  • Scripting: Improved the error shown when a class must inherit from ScriptableObject instead of MonoBehaviour. (867259)
  • Scripting: Prevent managed thread creation during app domain reload (882697)
  • Scripting: Script Updater: Automatically update ParticleCollisionEvent.collider to ParticleCollisionEvent.colliderComponent
  • Scripting: Script Updater: Do not remove required "using namespace" due to inadvertently deeming it as not used
  • Scripting: Stop calling OnEnable and OnDisable when adding Image component to child via script (897146)
  • Services: Fixed issue with Unity project ID when importing assets from the asset store containing a project ID. (867382)
  • Shaders: Fixed standard shader not supporting _Bumpscale on iOS and Android platforms. (881869)
  • Shaders: Occlusion sampling in shader now takes into account parallax map/offset. (783222)
  • SpeedTree: Fix a case where LOD1 range cannot be adjusted in SpeedTree importer GUI. (886674)
  • Terrain: Fix asset messages when deleting in-use terrain asset. (863970)
  • Terrain: Fixed a crash that happens when loading corrupt terrain data. (913478)
  • UI: Augmented variable capacity to correctly handle large numbers of tiles. (862575)
  • UI: Fix coroutines stopping when attaching UI components (904415)
  • UI: Fix disabling of parent script when adding a RectTransform to a child (911871)
  • UI: Fix editor crash when adding text component to game object in play mode via the script (882791)
  • UI: Fix GC spikes when enabling MaskableGraphic (899441)
  • UI: Fixed Child UI elements in parent Canvas cannot be configured after changing their Anchor preset and previewing it (882651)
  • UI: Fixed crash when deleting a nested canvas with nested canvas children. (858847)
  • UI: Fixed crash when exiting scene that has animation animating UI elements (889776)
  • UI: Fixed crash when UI mask component deleting the canvas renderer material when entering playmode (900515)
  • UI: Fixed crash with Editor inspector trying to draw a null material editor for UI elements (891450)
  • UI: Fixed editor memory leak when editor display was not visible but has UI elements rendering to it (887819)
  • UI: Fixed GraphicRaycaster Ray-cast distance value (848130)
  • UI: Fixed impcomplete integration of UV2 & UV3 with UI elements (899626)
  • UI: Fixed issue that would prevent the text field input caret from updating when the virtual left and right arrow keys were pressed. (850430)
  • UI: Fixed issue where fonts created by script would fail to appear. (858645)
  • UI: Fixed issue with Application focus loss breaking Input with VR devices (896933)
  • UI: Fixed issue with NAN in scrollRect viewport content when changinge position (881819)
  • UI: Fixed issue with rapidly scaling Raw Image (895468)
  • UI: Fixed nested canvas returning a null camera after its root canvas has been disabled and then re-enabled (892913)
  • UI: Fixed RectTransform editor drawing issue where anchor preset labels all shown as Custom (896198)
  • UI: Fixed Tiled uGUI image shaking when changing its size (649927)
  • UI: Fixing issue with overwriting text with '-' at the start (896424)
  • UI: PhysicsRaycaster now culls raycasts that are outside of the camera viewport. This prevents confusion between multiple raycast hits when using multiple cameras with different viewports. (636595)
  • UI: Selectable SelectionState is now updated as expected when setting interactable to true. (861736)
  • UI: The input field caret now generates the GameObject with the correct transform type as well as a CanvasRenderer, to prevent doing a switch of Transforms at runtime. (863470)
  • UI: The inverse transform of the canvas (m_CanvasData.invCanvasMatrix) is now updated when its ancestor has changed (i.e. not just its direct parent). (870698)
  • UI: Use canvas dimensions to compute bucket size of nested canvases, as was already the case for root canvases. (913932)
  • Video: Android: Crash on Samsung devices with 4.1 OS when stopping playback. (900881)
  • Video: Android: Fix garbage collector abuse and freeze when changing current clip during playback. (894208)
  • Video: Android: H.264 videos above 480p crash on devices with 4.1 OS with Adreno 203 graphics. (893863)
  • Video: Android: VP8 videos not playing on Samsung devices with 4.2 / 4.4 OS (895687)
  • Video: Fix .mov video referenced from URL on Windows (900325)
  • Video: Fix video end detection (890946)
  • Video: Fix video end detection (894319)
  • Video: Fixed MovieTexture support for Metal. (911115)
  • Video: Optimized video decoding directly into RenderTexture if it is the same size as the video stream
  • Video: VideoPlayer.isPrepared always returns false after calling VideoPlayer.Prepare() when playOnAwake is false with some video files (893939)
  • Video: VideoPlayer.Prepare() broken on random video files (897708)
  • Video: [Video Player] Can't play a Video Clip If WaitForFirstFrame is enabled (899233)
  • Video: [VideoPlayer] Video which has 6-channel audio and its audio codec is AC-3 doesn't play on Windows (893910)
  • VR: Camera target eye masks now work under single pass stereo rendering. (817492)
  • VR: Fix crash in Editor when attempting to do Holographic Simulation when graphics API forced to DX9 (885634)
  • VR: Fix daydream back button handling to deal with app store submission rejection (893219)
  • VR: Fix Daydream icon labels to not display tooltip text in the label. (891613)
  • VR: Fix issue that was causing eye flickering in Daydream. (915277)
  • VR: Fix: Android antialiasing quality settings not being able to change at runtime. (896253)
  • VR: Fixed crash on HoloLens and Windows Mixed Reality caused by large amounts of input data overflowing queue
  • VR: Fixed particle shader errors when using instanced single pass. (872164)
  • VR: Integrate Google VR iOS SDK 1.20 (885513)
  • VR: Removed Daydream specific call outs in documentation that are no longer correct. (900866)
  • VR: Stop exiting VR when render scale is set higher than texture memory will allow and safely reverting back to last known good scale setting. (916952)
  • VR: VRDevice.refreshRate now reports correct values on Oculus devices. (820293)
  • WebGL: Fix Input.simulateMouseWithTouches (894098)
  • WebGL: Fix WebGL build failure when both WebAssembly and Full Exceptions are enabled (892185)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in project path (899387)
  • WebGL: Turn WebAssembly loading errors into simple log messages (896202)
  • Windows: Fixed not being able to start the game with exclusive fullscreen mode on a secondary monitor (789575)
  • Windows: Fixed resolution selector showing primary monitor resolutions even when a secondary monitor is selected.
  • Windows: Fixed the game window moving to the primary monitor when it is resized using Screen.SetResolution function (881735)
  • Windows: Fixed window not resizing to new monitor's size when moving window to another monitor while in windowed fullscreen mode.

New in Unity 2017.2.0 Beta (Jul 8, 2017)

  • SYSTEM REQUIREMENTS CHANGES:
  • Removed iOS 6.0 support. The minimum supported version is now 7.0.
  • KNOWN ISSUES:
  • Animation: Crash in AnimationClip::BuildMecanimDataMainThread when entering a Play mode (925276)
  • Asset Import: Editor crashes in Transform::CountNodesDeep when loading a new scene. (919023)
  • Asset Import: MergePrefabInstance crash when reimporting assets from Assets Store (913659)
  • Asset Import: Visibility animation curves are invalid when their target meshes are split because of the 65534 vertices limit.
  • Asset Import: [Asset Bundles] Caching.expirationDelay lo longer cleans the cache (920498)
  • Asset Pipeline: Crash at MoveTransformToRootOfSceneUndo when undoing addition of TectTransform to prefab. (912166)
  • Asset Pipeline: Hard crash when building some projects (926484)
  • Asset Pipeline: Reverting changes on applied prefab crashes Unity (825035)
  • Asset Pipeline: Reverting model back to a prefab and then undoing these changes creates an additional broken non-prefab object (864619)
  • Editor: Assertion failed on expression: 'm_SendState.state == kSendingNotStarted' errors with some Editor tabs open, with Collab enabled. (915763)
  • Editor: rootTransform != NULL assert followed by a crash when undoing/redoing (883861)
  • Editor: [Analytics] Crashes on UsabilityAnalytics_CUSTOM_SendEvent when adding light component under any game object (923355)
  • Editor: [BuildSettings] Cannot multiselect scenes by using Ctrl/cmd+A shortcut (923264)
  • Graphics: Camera does not render correctly with CameraClearFlags.Depth and MSAA (923842)
  • Graphics: GameObjects mesh is stuck at Combined Mesh (root:scene) and cannot be moved after aborting a build process (891971)
  • Graphics: Lower fps with vSync off, when Static Batching is enabled (922811)
  • Graphics: [Occlusion culling] Performance spike in Culling when Camera is not rendering every frame (743462)
  • Particles: Unity crashes after deleting a particle system and undoing the delete. (923711)
  • Physics: Rigidbody interpolation speed regression. (923319)
  • Physics: [iOS Only] Two MeshColliders pass through each other at certain angles. (870924)
  • Physics: [Particles] 3D World collisions no longer work in Edit Mode (921489)
  • Scripting: [macOS10.13] MonoDevelop doesn't start (921104)
  • Windows: [WSA] Error messages appear while/after building a project with "Unity C# projects", if the Editor folder contains a script. (918989)
  • XR: GearVR HMD Touchpad does not currently send input through the new input system.
  • XR: Haptics with Vive controller is currently disabled due to issues with correctly playing haptics on the correct controller
  • XR: Hololens / UWP / PS4 VR Devices not yet supported with the new input system for VR use.
  • XR: New API surface for recent UnityEngine.VR.WSA.Input changes has forthcoming breaking changes to land in another beta soon.
  • XR: Script updater may fail to update Vuforia resource scripts. Re-importing assets forces the updater to run.
  • XR: Vuforia loading fails when used on iOS.
  • XR: [VR Oculus Compositor Splash] Particle System does not work on Build when VR is enabled (926695)
  • FEATURES:
  • 2D: Added Tilemap.
  • Asset Import: Added support for animated custom properties from FBX.
  • Asset Import: Added support for Stingray material import from FBX.
  • Editor: Added assembly definition files feature for script compilation pipeline in the editor. Allows you to define your own managed assemblies based upon scripts inside a folder. By splitting your project's scripts into multiple assemblies, script compilation times in the editor can be greatly reduced. Note that the latest version of Visual Studio Tools for Unity is required for this feature to work with solution and project generation for Visual Studio.
  • GI: Added support for per-object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows, only On and Off options are supported.
  • GI: Per-object lightmap seam stitching for Progressive Lightmapper.
  • GI: Profiler for Realtime Global Illumination.
  • GI: Support for double-sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Graphics: Implemented Display-P3 color gamut support for iOS and macOS. A "color gamut" player setting has been added, which will eventually cover other platforms with wide color gamut support.
  • Multiplayer: New QoS options for delivery of large messages: reliable or unreliable, and un-ordered (fragmented) or ordered (fragmented sequenced).
  • OSX: Added support for Retina in macOS standalone builds.
  • PackMan: In 2017.2, we are introducing Unity Package Manager. This will be the first stepping stone for the system. We are taking an incremental approach to integrate the system into the Unity ecosystem. It will grow with more features over time. For this first release, we avoid exposing user facing features. Instead, we are exposing an API for enabling internal components to be updated more frequently than the editor (the first pillar of the system).
  • Particles: Add new option to allow Particle Systems to be destroyed or disabled when they finish playing.
  • Particles: Added Linear Drag support for Particles. The new options can be found in the Limit Velocity over Lifetime Module.
  • Services: Performance Reporting Service: Added support for native crashes on Android.
  • Timeline: Added support for Avatar Masks on Animation Tracks.
  • Video: Added pixel aspect ratio support for non-square pixel.
  • WebGL: Added linear rendering to WebGL 2.0
  • XR: Added support for Google Tango augmented reality technology when targeting Android 6.0 (Marshmallow) and above. The Tango API provides accurate device position information as well as depth data that describes the physical space of the user's surroundings. With Unity's support for Tango it is convenient for developers to drive a standard Unity camera using their device's real-world position, create 3D meshes representing the device's surroundings, and render the color camera's image as the background for an augmented reality experience.
  • XR: Added support for Video Async Reprojection. Video Async Reprojection allows an app to feed video frames directly into the Google VR Async Reprojection system. These frames are composited directly into the scene without going through the main Unity render loop. This provides a fast path to direct rendering of video regardless of the current frame rate Unity is rendering at. When using Async Video Reprojection, texture filtering is skipped providing for a much higher quality output. There is an option to allow for the use of protected memory for users that need to render DRM protected content.
  • XR: Added support for Windows Mixed Reality as a Virtual Reality SDK target. This extends Unity's HoloLens support so that it more generally supports Windows Mixed Reality, both for desktop and HoloLens.
  • XR: Certain aspects of the Vive HMD can be simulated in Editor, without the need of a physical HMD, using the "Mock HMD - Vive" virtual reality SDK in the player settings. The mock HMD will use the same asymmetric projection matrix, hidden occlusion mesh, field of view, aspect ratio, and eye texture size as the Vive. Mock HMD can be used with both multi and single pass rendering paths. Mock HMD will render as a split screen stereo display in Editor.
  • XR: Introduced native integration for the Vuforia Augmented Reality Platform: additional feature support will follow in later beta updates. Vuforia support can be installed through the Unity Download Assistant and enabled under PlayerSettings/XR. For more information about Vuforia see https://developer.vuforia.com.
  • XR: Windows Mixed Reality headsets are now supported for playing in-editor.
  • CHANGES:
  • Android: Changed default frame rate (Application.targetFrameRate 0) to 30 when v-sync is off, similar to iOS.
  • Editor: 2017 Editor requires a new license version. Subscription keys will be upgraded, but 5.x license keys will not be accepted by 2017 Editor. If you have only a 5.x license, please visit https://store.unity.com/ or contact your sales representative to obtain a 2017-compatible license.
  • Editor: APIUpdater no longer runs automatically when Editor runs in batch mode. See -accept-apiupdate command argument for more information.
  • Editor: Changed the behaviour of the "members" button in the Collab toolbar: it now opens a page in the web dashboard to add/remove project members.
  • Editor: Editor GUI tooltips are no longer suspended if the scene is paused in Play mode.
  • Editor: Reduced the verbosity in editor log for script recompilation.
  • Scripting: Editor: Load precompiled managed assemblies (.dlls) and assembly definition file assemblies on startup even if there are compile errors in other scripts.
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • Scripting: InitializeOnLoad now invoked after deserialization. See Upgrade guide for details.
  • Scripting: MonoBehaviour.OnValidate is now called when adding a MonoBehaviour to a game object in the editor.
  • UI: The legacy (Unity 1.0) UI system components - GUILayer, GUIText, and GUITexture - have been marked as deprecated. GUILayer components are no longer added to the camera by default.
  • Universal Windows Platform: The default scripting backend on Universal Windows Platform has changed to IL2CPP.
  • Audio: AudioMixer ducking improvements:
  • Optimized CPU performance.
  • Changed behaviour so that ducking amount corresponds to the maximum level on each channel.
  • IMPROVEMENTS:
  • AI: Debug data from the process of building a NavMesh with the NavMeshBuilder API can be selectively collected and visualized in the Editor using NavMeshEditorHelpers.DrawBuildDebug().
  • AI: Improved performance when synchronizing NavMesh tiles after carving.
  • Android: Significantly improved the performance of large prefabs loading (Resources.Load* or AssetBundle.LoadAsset* APIs) on Android.
  • Android: The backend ETC texture compressor is now configurable in the Editor Settings with different quality/compression speed tradeoffs.
  • Animation: Added copy pasting of transition parameters in Animator State Machine.
  • Animation: Added option to Animator States to pull normalized time from a specified Parameter rather than using Time.deltaTime.
  • Asset Import: Minor impovements to the Avatar Mask and Transform Mask UI.
  • Asset Import: Parallelized the animation clip keyframe reduction during import.
  • Asset Import: Updated SketchUp SDK to 17.0
  • Audio: Added ability to get and set the audio spatializer from script via AudioSettings.GetSpatializerPluginName and AudioSettings.SetSpatializerPluginName.
  • Editor: Added toggle for color-blind safe mode to the context menu in the upper right corner of the Profiler window.
  • Editor: Assorted usability refinements to Profiler charts: All series types can now be toggled, stacked chart series now have explicit reorderable affordances, stacked plots now appear as solid colors.
  • Editor: Exposed LZ4 compression setting to the BuildPlayer window for iOS/Android/Standalone.
  • GI: Added A-Trous, a new edge-aware filter for GI when using the Progressive Lightmapper.
  • GI: Added support for LOD baking in Progressive Lightmapper.
  • GI: Asynchronous loading of precomputed realtime GI data, by moving the GI part of file I/O into the loading thread. Exposed DynamicGI.IsConverged to public API so user can know when lighting is converged. Timesliced albedo-emission rendering during load.
  • GI: Fill the empty areas in the lightmaps with content from the lower mip levels (push-pull dilation). This will fix the cases where dark pixels around geometry edges are visible when rendering with lightmaps. The is due to dark background texels bleeding in when lower MIPs are accessed.
  • GI: HDR emission: enabled 16 bit floating point format for emission for both realtime and baked GI. Baked GI output is still limited by RGBM range. HDR color picker limit increased from 99 to 64k.
  • GI: Terrain trees can now cast shadows into the baked lightmap for terrains. Terrain tree probes are now in the top of the tree canopy to make sure probes don't end up inside the tree trunk.
  • Graphics: Added "Dynamic Occludee" settings in renderer to control whether dynamic objects should skip occlusion culling.
  • Graphics: Added "Metal Restricted backbuffer Use" that allows improved performance in non-default device orientation.
  • Graphics: Added GPU Skinning via compute on Vulkan, D3D12, PS4 and Xbox One.
  • Graphics: Reworked Rendering.CommandBuffer internals to reduce main thread cost.
  • Graphics: Texture importer: Added support of BC5 format for normal map type in override option (for platforms that support it).
  • iOS: Added an API to retrieve existing build phases for Xcode targets.
  • iOS: Generate Notification and Spotlight icons for iOS targets. Additionally [also mentioned under API Changes] modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons.
  • iOS: Implemented Xcode API for embedding frameworks.
  • iOS: Multithreaded rendering option now available for iOS/tvOS.
  • Kernel: Completion events added to all return AsyncOperations.
  • Launcher: Integrated Social Sign-On into the Launcher window.
  • Particles: Added "Inherit Lifetime" option in the Sub-Emitter module.
  • Particles: Burst Emission now supports curve modes for the count.
  • Particles: Custom Module labels are now editable, allowing users to give them contextual names.
  • Physics: 3D Physics changes caused by modifying the Transform can now be deferred. They will automatically sync prior to the physics simulation running. You can use Physics3D.autoSyncTransforms and Physic3D.SyncTransforms() to control this behaviour.
  • Physics: Added edit modes for joint angular limits to inspectors for CharacterJoint, ConfigurableJoint, HingeJoint, and HingeJoint2D.
  • Physics: Collision2D.contacts array is now created lazily so as to not allocate memory until used.
  • Plugins: Added a rendering command buffer callback to update the contents of a texture from inside the plugin (D3D11/Metal/GLES).
  • Shaders: Improved compute shader import times and eliminated some shader compiler timeouts.
  • Shaders: Improved import time of surface shaders with many similar shader_feature/multi_compile variants.
  • UI: Introduced a shader keyword to all of the UI shaders, which controls the rect clipping. Rect clipping is only done when the mask component is enabled. This leads to much better UI performance when masks are not used.
  • VR: Updated Oculus to version 1.14
  • Web: UnityWebRequesst now has DownloadHandlerFile available for downloading files and saving them to disk with low memory footprint.
  • Windows: The crash dialog in the Windows Player has been improved with more detail, and prompts the user to open an Explorer window to the crash report.
  • Windows: The player executable has been split into two parts: a signed UnityPlayer.dll that has all the engine code, and a wrapper executable that merely calls into this DLL at startup. The source code for the executable can be found under EditorDataWindowsStandaloneSupportSourceWindowsPlayer. It can be rebuilt with VS2015 as long as you have "Common Tools for Visual C++ 2015" and "Windows XP Support for C++" installed.
  • XR: Updated interfaces and new data for GestureRecognizer and InteractionManager (UnityEngine.VR.WSA.Input). Some of the API surface for this has breaking changes on the way and will land soon.
  • XR: UnityEngine.Experimental.VR.Boundary.TryGetGeometry now works on Windows Mixed Reality headsets.
  • Graphics: Frame Debugger Improvements:
  • Size, format and depth in the texture shader properties tooltip.
  • Stencil states.
  • Subshader index, pass name and light mode tag.
  • GI: Upgraded the Enlighten SDK to 3.09. New since 3.08p1: Improvements:
  • The face(s) of a triangle which cast direct light shadows can now be set per material. Bug Fixes:
  • Fixed a bug where setting the update manager limiter to values greater than 0 produced incorrect reading of the input lighting buffers.
  • Fixed a crash in IPrecompute::PackGeometry() when providing an input mesh with very large UVs.
  • Fixed a crash in IPrecompPackedGeometry::Load() when running out of memory.
  • Fixed case of uninitialised data being serialised in WriteDataBlockForInPlace() and related functions.
  • API CHANGES:
  • Accessibility: Added UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette().
  • AI: Added NavMeshBuildDebugFlags, NavMeshBuildDebugSettings, NavMeshBuildSettings.debug, NavMeshEditorHelpers.DrawBuildDebug.
  • Area: Description (FogBugz ID)
  • Asset Import: Added AssetPostprocessor.OnPostprocessGameObjectWithAnimatedUserProperties(GameObject go, EditorCurveBinding[] bindings) and void AssetPostprocessor.OnPostprocessAnimation(GameObject root,AnimationClip clip).
  • Asset Pipeline: (Also mentoned under Fixes) AddedAssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Editor: Added AssemblyBuilder API for building managed assemblies from scripts outside of the Assets folder. See AssemblyBuilder.Build for an example of how to use this API.
  • Editor: Added JointAngularLimitHandle to UnityEditor.IMGUI.Controls.
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint.
  • Editor: ArcHandle.radius can now be negative.
  • Editor: EditorApplication.playmodeStateChanged obsoleted in favor of new EditorApplication.playModeStateChanged and EditorApplication.pauseStateChanged.
  • Editor: PrimitiveBoundsHandle and subclass constructors no longer require a control ID hint.
  • Graphics: Added RenderPass functionality to scriptable render pipelines. This allows efficient use of tile-based GPUs for deferred rendering for example. See the RenderPass API documentation for more information and example usage.
  • Graphics: Added CommandBuffer.IssuePluginEventAndData, CommandBuffer.IssuePluginCustomBlit and CommandBuffer.IssuePluginCustomTextureUpdate.
  • IMGUI: GUI.SetNextControlName() now works for controls with any FocusType. Its previous (undocumented) behavior was to only work with controls that had FocusType.Keyboard. Previously, if you called it right before a passive control, the name would instead be applied to the next keyboard control.
  • iOS: [Also mentioned under Changes] Modified the functions PlayerSettings.GetIconsForTargetGroup, PlayerSettings.GetIconSizesForTargetGroup and PlayerSettings.SetIconsForTargetGroup to take an optional IconKind parameter to get/set specific kinds of icons. (894113)
  • iOS: iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent are obsolete. Use iOSStatusBarStyle.LightContent instead . (917073)
  • Kernel: Added new AssetBundle APIs LoadFromStream and LoadFromStreamAsync. The APIs let the user load AssetBundle data from a managed Stream instead of Unity native methods.
  • Kernel: Added AsyncOperation.completed event for delegate registration.
  • Mobile (Android, iOS, Metro, Tizen): (Also mentioned under Fixes) Added TouchScreenKeyboard.keyboardStatus read only value. Status can be Visible, Done, Canceled or LostFocus. (758761)
  • Multiplayer: Added a new overload to NetworkManager.StartClient function which allows you to specify which port the local socket should be bound to. (903860)
  • Physics: Added Collision2D.GetContacts().
  • Physics: Added Physics2D.autoSyncTransforms and Physics2D.SyncTransforms().
  • Playables: Added API functions Playable.ConnectInput() and Playable.AddInput().
  • Playables: Added method PlayableGraph.IsPlaying().
  • Playables: Moved AudioPlayableOutput to namespace UnityEngine.Audio.
  • Playables: Remove all *Playable.SetHandle().
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity.
  • Plugins: Added new kUnityRenderingExtEventUpdateTextureBegin/kUnityRenderingExtEventUpdateTextureEnd events to UnityRenderingExtEventType.
  • Scripting: Added SerializedProperty.fixedBufferSize, SerializedProperty.isFixedBuffer and SerializedProperty.GetFixedBufferElementAtIndex.
  • Scripting: UnityEngine.dll is now split into separate dlls for each UnityEngine module.
  • Services: Purchasing: Added support for user-defined payouts attached to ProductDefinitions.
  • Terrain: Added Terrain.freeUnusedRenderingResources API, that can be used to turn off a "garbage collection" mechnism within the terrain system to prevent a potential performance hiccup. See the API documentation for details. (743462)
  • Terrain: Added Terrain.freeUnusedRenderingResources. (743462)
  • VR: Added VRDevice.userPresence. This API allows applications to test whether a user is present and interacting with a VR device - e.g. wearing a HMD.
  • VR: Angular velocity and angular acceleration are now exposed via the UnityVR.InputTracking.GetNodeStates() API on VR platforms that supply these values.
  • Web: Added UnityWebRequestAsyncOperation UnityWebRequest.SendWebRequest() API.
  • Web: The following API has been deprecated and is marked as obsolete: Application.isWebplayer, GameViewSizeGroupType.WebPlayer, BuildTargetGroup.WebPlayer, EditorBuildSettings.webPlayerStreamed, EditorBuildSettings.webPlayerOfflineDeployment, EditorUtility.BuildResourceFile(Object[] selection, string pathName).
  • Web: The following obsolete API has been removed: BuildPipeline.WebPlayerAssetBundlesAreNoLongerSupported(), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundle(Object mainAsset, Object[] assets, string pathName, out uint crc), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc, BuildAssetBundleOptions assetBundleOptions), BuildPipeline.BuildAssetBundleExplicitAssetNames(Object[] assets, string[] assetNames, string pathName, out uint crc), BuildPipeline.BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None), BuildPipeline.BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None), BuildPipeline.WebPlayerOfflineDeployment.
  • Web: UnityWebRequest.Send() obsoleted in favor of new SendWebRequest call.
  • Windows: Added a Windows-specific API that exposes the crash dump path to C#: UnityEngine.Windows.CrashReporting.crashReportFolder.
  • XR: Added XRDevice.fovZoomFactor. (845344)
  • XR: Types in the UnityEngine.VR.* namespaces have been moved to UnityEngine.XR.* namespaces. Types such as VRSettings, VRDevice, VRNode, etc. have also been renamed to XRSettings, XRDevice, XRNode, etc. The API updater is configured to automatically update existing scripts and assemblies.
  • XR: VRTextureUsage has been added as angument to RenderTexture.GetTemporary with a default value. (918634)
  • FIXES:
  • 2D: Fixed case of sprite packer causing an Out Of Memory error. (897066)
  • Android: Fix to return null for AndroidJavaObject.Get() and AndroidJavaObject.GetStatic() instead of throwing exceptions.
  • Android: Fixed issue where Time.realtimeSinceStartup would not increase while the device is in deep sleep. (867885)
  • Animation: Added an error message to SampleAnimation when attempting to sample an animation clip without an animator. (888031)
  • Animation: Disabled the Add State Machine Behaviour button while new scripts need to be recompiled on a State. (908223)
  • Animation: Fixed a crash when an animator reset was triggered during a StateMachineBehaviour awake. (907324)
  • Animation: Fixed double callback at the end of an interrupted transition. (900875)
  • Asset Import: Fix to show the progress bar immediately for large meshes. (462618)
  • Asset Import: Fixed crash when calling Object.DestroyImmediate(go) in OnPostprocessGameObjectWithUserProperties. (899383)
  • Asset Import: Fixed crash when failing to import all animation clips in an FBX file. (911612)
  • Asset Import: Fixed crash when importing FBX files that have a negative framerate value. (905817)
  • Asset Import: Fixed issue where an imported mesh would be 'split' into only one part. (906949)
  • Asset Import: Fixed issue where visibility animation curves were created on nodes that don't have a mesh. (907964)
  • Asset Import: Fixed issue with FBX import where mesh instances with different materials were assigned the same material. (898916)
  • Asset Pipeline: (Also mentoned under API changes) Added AssetBundle.UnloadAllAssetBundles() and AssetBundle.GetAllLoadedAssetBundles(). (904927)
  • Audio: Audio Clip Preview: Fixed bug where changing the audio clip in the audio source selection dialog did not stop the previous playing clip. (874592)
  • Audio: Audio Mixer: Fixed case of mute not being applied to the child mixer of channel, or on the parent channel itself. (890139)
  • Audio: Fixed bug where all external audio clips would be unloaded upon calling AudioClip.UnloadAudioData on an external audio clip. (849564)
  • Audio: Fixed bug whereby Audio Mixer assets had no links to docs in their inspectors. (630520)
  • Audio: Fixed issue where Editor would freeze when attempting to open some .mixer assets in the Audio Mixer Window. (852029)
  • Audio: Toggling bypass on any audio effect can now be undone. (776858)
  • Build Pipeline: Fix to prevent build files from getting generated when a build fails. (896991)
  • Build Pipeline: Fixed ability to build asset bundles for a platform other than the one setup in Build Settings. (904359)
  • Build Pipeline: Fixed bug that prevented setting of asset bundle on newly imported textures until some part of the import settings were altered. (905640)
  • Build Pipeline: Fixed bug where new builds were offering the previous project's build path by default. (909650)
  • Build Pipeline: Fixed issue where building for player for unsupported build target was crashing the editor. (900338)
  • Build Pipeline: Fixed issue where cancelling a build would result in a "Build failed" error message. A build result of Succeeded, Failed, or Canceled will now be logged as info. (907429)
  • Build Pipeline: Fixed issue where loading a GameObject from a dll in an asset bundle would cause it to lose its Monobehavior references. (741536)
  • Build Pipeline: Fixed issue where relative build path wasn't getting resolved correctly. (911830)
  • Editor: Added serialization of active column for Profiler GUI and CPU Hierarchy view. (892743)
  • Editor: Avatar Configuration scene now blocks creation of new scene and gives an appropriate message. (892164)
  • Editor: Error is now logged when trying to set a non-loaded scene as the active scene. (840650)
  • Editor: Fixed an issue where double-F (track selection) in the scene view could use a different focal point than single-F (frame selection). (584765)
  • Editor: Fixed an issue where the Game View ignored vsync settings when using OpenGL on macOS. (901973)
  • Editor: Fixed an issue where undoing creation of a LightProbeGroup was throwing a MissingReferenceException. (657159)
  • Editor: Fixed bug causing EditorApplication.playmodeStateChanged to be invoked continuously when scrubbing Profiler. (898172)
  • Editor: Fixed bug in progress bar code, which caused Build and Run to crash during sprite packing. (907145)
  • Editor: Fixed build window erratic scene order drag on OSX. (874335)
  • Editor: Fixed case of 'Assertion failed' when using Playmaker's Ecosystem browser. (910371)
  • Editor: Fixed case of property fields skipping child properties when HideInInspector attribute is used. (918683)
  • Editor: Fixed crash in GUIKeyboardState::~GUIKeyboardState() when double-clicking and draging Scene View window. (909662)
  • Editor: Fixed crash in GUIView::OnInputEvent() when closing a floating window and using the -debugallocator flag. (905960)
  • Editor: Fixed crash seen on Windows, when opting to keep a temporary project (e.g. one opened from the 'Learn' tab on the launcher) on Editor. This was caused by the directory being in use by another application. (917556)
  • Editor: Fixed crash when closing a window if it hasn't finished loading. (916113)
  • Editor: Fixed crash when undocking/docking the Profiler Window. (920862)
  • Editor: Fixed inability to rename a objects in the Hierarchy view if LookDev is open. (908324)
  • Editor: Fixed issue where creation of prefab from a GameObject would mark all scenes dirty. Now, it only does so for the scene containing the Game Object. (912271)
  • Editor: Fixed issue where gizmos where not being recalculated after scene load. (909099)
  • Editor: Fixed issue where removing all profilers from profiler window still displays hierarchy of CPU profiler. (911489)
  • Editor: Fixed issue where the 'Apply' button for prefabs would try to mark the scene as dirty in playmode. (839124)
  • Editor: Fixed issue where Unity would regard a baked lighting map named 'library' as a Unity Library folder. (799477)
  • Editor: Fixed light baking in scenes with names containing Unicode characters. (876062)
  • Editor: Fixed potential crash when calling Close() from OnGUI(). (903828)
  • Editor: Fixed transform precision issue when moving multiple objects. (907854)
  • Editor: Modified the dialog text when opening a project last saved in a different version of Unity, to avoid confusion. (886169)
  • Editor: Series labels in Profiler chart now stay inside the chart area when selecting the frame on the far left or far right of the chart. (913382)
  • Editor: Setting a custom icon on a GameObject now dirties the current open scene. (898818)
  • GI: Terrain trees now use the correct, non-interpolated light probes that are placed per tree. (911491)
  • GI: The light intensity of the sun disk procedural skybox will now match specular highlights. (895359)
  • Graphics: Added optional downscale algorithm to avoid PVRTC compression artifacts on some noise textures. (880191)
  • Graphics: Fix for miscalculating the size of the view required for a buffer that will be used as the source for an Indirect Draw/Dispatch call. (919044)
  • Graphics: Fixed a bug where wrong values might be reported to Frame Debugger for built-in and global shader properties. (874354)
  • Graphics: Fixed case of grid rendering incorrectly in the Animation Preview window. (903454)
  • Graphics: Fixed issue where debug GFX overlay was drawn on top of objects in Game View. (851379)
  • Graphics: Fixed issue where Halo light would go through "Opaque" and "Transparent" shaded objects. (825212)
  • Graphics: In deferred for culling mask, we now only reserve the stencil bit used in the view currently. (879852)
  • Graphics: Updated documentation to clarify that calling Texture*.Apply() after CopyTexture() is undefined. (856264)
  • Graphics: We now ignore a SubShader which only has a GrabPass in it after the other passes have been removed.
  • IMGUI: Fixed an issue where the Event.numeric setter would actually set Event.shift instead. (858889)
  • Installer: Windows Download Assistant now waits for Visual Studio 2017 to finish installing and reboots Windows if necessary.
  • iOS: Fixed case of queueDebuggingEnabled not being included in the Unity-iPhone XCode Scheme file. (907857)
  • iOS: Removed iOS 6.0 support. The minimum supported version is therefore now 7.0.
  • Kernel: Fixed an issue on FileUtil.CopyFileOrDirectory, where it would delete the Assets folder if the destination argument is null. (910294)
  • Kernel: Fixed an issue where selecting multiple large images in the Editor could cause performance problems. (860776)
  • Kernel: Fixed Editor shutdown deadlock when specific native threads call managed code via script invocation.
  • Kernel: Fixed the YAML writer/reader so that .meta files generated for the .DLL plugins comply with the YAML specifications. (909364)
  • Mobile (Android, iOS, Metro, Tizen): (Also mentioned under API changes) Added TouchScreenKeyboard.keyboardStatus read only value. Status can be Visible, Done, Canceled or LostFocus. (758761)
  • Mono: Prevent the package import view from showing duplicate entries with the new Mono runtime. (908704)
  • Multiplayer: Fix for case where config validation in NetworkTransform resulted in a null exception.
  • OSX: Fix for Apple filesystem (APFS) compatibility.
  • Player: Fix for valid float string parsed to infinity on iOS in json. (881155)
  • Plugins: Fixed an issue where plugins were not included during build even though they were shown as enabled for that platform. (914860)
  • Scripting: Fixed an exception that was thrown when a user overrides the Unity synchronization context with their own. (924070)
  • Scripting: Fixed APIUpdater crash when checking C# scripts with deep object initialization syntax. (902973)
  • Scripting: Fixed corruption in assemblies containing references to UnityEditor.Animations.AvatarMask. (904030)
  • Scripting: Fixed crash when calling DestroyImmedate on a MonoBehaviour, or its game object in MonoBehaviour.Reset, or MonoBehaviour.OnValidate during AddComponent. (720677)
  • Scripting: Fixed crash when calling DestroyImmediate on own GameObject during Awake when instantianting a prefab. (900003)
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called. (862095)
  • Scripting: Fixed nested types updating on local variable / parameter declarations.
  • Services: Collab: Fixed issue whereby renaming a large folder could result in work loss. (914442)
  • Services: Fixed bug that would make it not possible to create a new project from the Launcher when the XBOX or PS4 support modules were installed. (905684)
  • Services: Fixed crash in Unity while using Collab and doing an update, cancelling it immediately, and updating again. (912481)
  • Services: Fixed issue whereby user was not prompted to save local scene edits before updating, resulting in loss of work. (907960)
  • Services: Fixed multiple UI issues and bugs in the hub and support for online tutorials. (900532, 891480, 893650, 884626, 869503, 889584)
  • SpeedTree: Fixed an issue where the shadow of a SpeedTree mesh wasn't animated by wind if the tree itself isn't visible in any camera. (909459)
  • Terrain: Fixed an issue where undoing terrain creation would throw MissingReferenceException. (903033)
  • Timeline: Fix to not show hidden PlayableDirectors in Timeline Editor dropdown. (900307)
  • Timeline: Fixed drag and drop of Audio Source on PlayableDirector. (923278)
  • Timeline: Fixed drag and drop of items with varying height. (875990)
  • Timeline: Fixed issue where drag and drop tracks would reverse their order. (876343)
  • Timeline: Fixed Timeline Editor zoom behaviour inconsistency. (877484)
  • Universal Windows Platform: When simulating the HoloLens in editor, spatial mapped data will be generated in a consistent orientation. (898305)
  • Video: Added support for transcoding to tiny VP8 resolutions. Previously, attempting to do so would result in errors. (900524)
  • Video: Android: Fixed issue where 4.1/4.2, bigger resolution videos would not play. (894170)
  • Video: Android: Fixed issue whereby video would stop playback if trying to play faster than 1x. (904620)
  • Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec. (904924)
  • Video: Fixed intermittent failure to load video tracks on iOS. (898171)
  • Video: Fixed invalid video stride evaluation on Windows. (906044)
  • Video: Fixed MovieTexture support for Metal. (911115)
  • VR: Fix for issue whereby Android GearVR could not change Anti-aliasing settings at runtime. (896253)
  • VR: Fixed crash when camera was selected in editor view while in playmode and VR enabled. (913980)
  • Web: Fixed case where pinging IPv6 address would never set the done flag. (802395)
  • WebGL: Added the missing the setTempRet() function to WebAssembly. (897782)
  • WebGL: Added the missing the setThrow() function to WebAssembly. (891835)
  • WebGL: Fix to release WebCam after use so that other tabs can use it. (898210)
  • WebGL: Fixed case of Template Custom Tags not being replaced at build time. (903092)
  • WebGL: Fixed custom cursor support. (905625)
  • WebGL: Fixed IE InvalidStateError load-time error. (903767)
  • WebGL: Fixed image padding when the width does not need to be padded. (904449)
  • WebGL: Fixed Profiler connection. (901252)
  • WebGL: Fixed source of WebAssembly runtime error: "integer overflow/unrepresentable". (891431)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in the project path. (899387)
  • WebGL: Fixed wasm integer overflow on DirectorFrameTime::CalculateDSPDeltaTime. (912234)
  • WebGL: Fixed AudioSource.time return value. (904578)
  • Windows: Crash dumps for the Windows Player are now generated in a user-writable data folder. (914366)
  • Windows: Fixed 'jumping window bug' when in windowed mode and Cursor.lockState is set to Locked. (886469)
  • Windows: Fixed an issue where illegal path characters in Company Name or Product name could cause logging to not work in Low Integrity mode. (842416)
  • Windows: Player crash report now respects -logFile command line argument. (840149)
  • Windows: [Standalone] Fixed crash on exit when multiple instances are running. (804243)
  • XR: Fix to stop dropping out of VR when render scale is set higher than texture memory will allow, and safely reverting back to the last known good scale setting. (916952)
  • XR: Fixed an issue that was causing eye flickering in Daydream. (915277)
  • XR: Fixed case of blit to temporary RT not setting _MainTex_ST correctly. (918634)
  • VR: The handling of a 'X' button press is now as expected:
  • Terminate the application if pressed during the splash screen.
  • Else inject 'Esc' into the event stream so that the developer can handle as needed. (908990)

New in Unity 2017.1.0f2 RC 2 (Jul 6, 2017)

  • Improvements:
  • GI: Support for per object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows only On and Off options are supported.
  • Fixes:
  • AI: Fix occasional inconsistent carving near tile boundaries (833089)
  • Android: Fix crash when playing non-existing webcam texture (912742)
  • Editor: Added missing component icons for the HoloLens WorldAnchor, SpatialMappingRenderer, SpatialMappingCollider, InputModule, and AudioSpatializer (858525, 858531, 858530, 858522, 905399)
  • Editor: Don't ignore remote input if gameview is out of focus (911082)
  • Scripting: Fixed issue with API updater not updating player specific code inside conditional #if's such as #if !UNITY_EDITOR when building player (908821)
  • Video: Fixed MovieTexture support for Metal. (911115)
  • VR: Stop exiting VR when render scale is set higher than texture memory will allow and safely reverting back to last known good scale setting. (916952)

New in Unity 5.6.2 Patch 2 (Jul 6, 2017)

  • Changes:
  • Android: Removed tapjacking protection because it causes touch input to be lost when a transparent overlay is shown on top of the Unity view.
  • GI: Support for per object cast and receive shadows in the Progressive Lightmapper. For Cast Shadows only On and Off options are supported.
  • Fixes:
  • (925765) - Editor: Fixed an issue whereby moving multiple objects made only one of them to move according to handles.
  • (none) - GI: Progressive Lightmapper: Fixed scene dependent issues with dark edges on charts lying near the lightmap border.
  • (919044) - Graphics: Fix for miscalculating the size of the view required for a buffer which will be used as the source for an Indirect Draw/Dispatch call.
  • (919058) - IL2CPP: Fixed a crash in QueryComponentByType when animation was used with engine code stripping enabled and there was no Sprite Renderer component in any scene in the build.
  • (913886) - iOS: Fixed Application.installMode for apps downloaded from AppStore.
  • (none) - Linux: Work around change in glibc TLS allocation behavior in certain distributions.
  • (923903) - Multiplayer: NetworkTransport.Send() leaks memory.
  • (881764) - Multiplayer: Fixed an issue with network transport host being removed with invalid host id, when using custom network connection (NetworkConnection override).
  • (923135) - Physics: Fix for "PolygonCollider2D.points" reporting "Assertion failed on expression: 'm_data == NULL'" when setting a new Vector2 array to it.
  • (886331) - UI: Fixed a regression that caused a crash of the Editor when adding a Text component to a GameObject via a script.
  • (896933) - UI: Fix for Event System not updating when the application was not focused on macOS/Linux/UnityRemote/VR.
  • (911562) - UnityWebRequest: Fix for broken audio clip when download is chunked.
  • (921259) - UnityWebRequest: Fixed the issue of absolute redirect URL not escaped.
  • (915277) - VR: Fixed an issue that was causing eye flickering in Daydream.
  • Known Issues:
  • (927097) - UI: In order to call GetTransformInfoExpectUpToDate, RendererUpdateManager.UpdateAll must be called first when adding RectTransform.
  • (926885) - iOS: Only half of sprite is visible on built app.

New in Unity 5.6.2 Patch 1 (Jun 30, 2017)

  • Fixes:
  • (917096) - Android: Fixed the empty scene startup time regression.
  • (893527) - Android: Fixed an issue whereby H264 videos did not loop on Android 4.1 and 4.2 devices.
  • (921525) - Android: Fixed an issue where Android IL2CPP builds might fail if built from an editor script.
  • (916581) - Animation: Fixed an issue with preview of mirrored animations in the inspector.
  • (913301) - Animation: Fixed Animator.GetBehaviour() returning null after recompiling a script while in play mode.
  • (904030) - API Updater: Fixed assembly corruption in assemblies containing references to UnityEditor.Animations.AvatarMask.
  • (902973) - API Updater: Fixed a crash when checking C# scripts with deep object initialization syntax.
  • (none) - API Updater: Fixed nested types updating on local variable / parameter declarations.
  • (909471) - Asset Bundles: Fixed a crash when loading GuiStyleState from an asset bundle.
  • (904653) - Asset Pipeline: Fixed AssetDatabase.GetMainAssetTypeAtPath so that it returns the right type for ScriptableObjects instead of just 'MonoBehaviour'.
  • (895425) - Editor: Fixed assets being marked for delete instead of opened for edit in Version Control in cases where the asset was deleted and recreated (e.g. re-baking NavMeshes).
  • (888995) - Editor: Fixed an issue which made deleted files moved to recycling bin on windows.
  • (907854) - Editor: Fixed a transform precision issue when moving multiple objects.
  • (906745) - Editor: Warn, rather than fail, if an external process Unity launches suspended has been unexpectedly resumed by another process. Note: Some versions of RenderDoc have a bug which can cause this.
  • (none) - GI: Fixed case of tiling being ignored by the Progressive Lightmapper.
  • (908093) - Graphics: Added tier settings for Light Probe Proxy Volume.
  • (917188) - Graphics: Fix assert when calling CommandBuffer.DrawRenderer on disabled mesh renderer
  • (918788) - Graphics: Fix crash in non-native graphics jobs in specific scene configurations eg lots of particles, terrain.
  • (899009) - Graphics: Fix for GetTransformInfoDoNotExpectUpToDate in renderer bounding volume updating
  • (901468) - Graphics: Fixed Assert in Editor and crash in Standalone when disabling/enabling SkinnedMeshRenderer in very specific situations eg from animation during an OnBecameVisible callback.
  • (897994, 907626, 901242) - Graphics: Fixed error message "Enabling or adding a Renderer during rendering; this is not allowed." when creating or enabling a game object during OnPreRender, OnWIllRenderObject, OnBecameVisible, OnBecameInvisible callbacks
  • (916950) - Graphics: Fixed metal editor shader warmup.
  • (918993) - Graphics: Fixed rare hang in the Editor when building lighting data.
  • (917343) - IL2CPP: Fixed an issue which caused IL2CPP to fail to convert assemblies if two non-existing methods with the same declaring type were referenced from any assemblies.
  • (835745) - iOS: Fixed corrupted orientation view when forcing interface orientation via script (using Screen.orientation) on iOS10
  • (916125) - Linux: Don't add control characters to Input.inputString
  • (903860) - Multiplayer: Added a new overload to NetworkManager.StartClient function which allows to specific which port should the local socket be bound to.
  • (910223) - Navigation: Fix using NavMeshAgent and NavMeshObstacle simultaneously causing Y coordinate to snap to maximum value.
  • (none) - OSX: Apple File System (APFS) compatibility fix
  • (920587) - Physics 2D: Fix a crash when a 2D Collider is recreated during contact reevaluation.
  • (890470, 899631) - Physics: Fixed an error thrown when using a Rigidbody with an Interpolate mode (Interpolate or Extrapolate).
  • (909248) - Physics: Fix for a crash when repeatedly unloading/loading cloth on XBox One and PS4.
  • (766851) - Physics: Fix for normals issue with cloth using tiny mesh.
  • (895771) - Physics: Fix to avert 'value must be greater' errors in cloth.
  • (893025) - Physics: Fix to avert cloth errors with prefabs: in cloth inspector we now check if cloth has no verts disabled and we eprocess mesh if re-enabled and previous cloth mesh had no verts.
  • (809914) - Physics: Fixed a case of CharacterController starting to ignore collisions with certain objects after a number of scene reloads.
  • (862095) - Physics: Fixed a memory leak issue in UnityWebRequest when Dispose was not called
  • (871725) - Scripting: Fix C# compiler incorrectly generating error CS1525 when using ternary operator with floating point values and no whitespace
  • (914052) - Scripting: Fix end of frame event not being sent in batch mode
  • (860417) - Scripting: Fixed a regression causing ContextMenu attributes from base classes to not be used on derived classes.
  • (917177) - UI: Fixed a rare Transform::kReceivedDueToParentTRSChanged assertion failure introduced in 5.6.1p1
  • (907581) - UI: Fixed memory leak in UI::DepthSortLayer()
  • (908936) - Video: On Android 4.1/4.2, bigger resolution videos don't play
  • (915772) - Video: On Android, video stops playback if trying to play it faster than 1x
  • (913882) - VR: fix for single pass rendering w/one of the standard effects shaders doesn't render correctly on the right eye
  • (906203) - VR: Fixed CommandBuffers don't work w/ MSAA and VR
  • (916987) - VR: Fixed editor crash when user selected VR Camera while playing
  • (913547) - VR: Fixed Stereo Display (non-head mount) produces only black screen in build
  • (890718) - VR: Fixed Stereo Display Standalone build runs at a low resolution regardless of settings
  • (none) - VR: Removed an unnecessary blit when single-pass stereo rendering is used on Daydream devices
  • (859281, 911311, 901404) - VR: Updated GoogleVR SDK to 1.60.1
  • (904471) - Windows: Fixed switching to full screen from windowed when using dx11.

New in Unity 5.6.2 (Jun 27, 2017)

  • Improvements:
  • Android: Enabled NEON in Umbra.
  • Animation: Optimized evaluation of complex blend trees, and blend trees with empty child nodes.
  • Graphics: Added R8 and RG16 Texture formats, and RGBAUShort and RG16 Render Texture formats.
  • Improved Outline Editor module performance in Sprite Editor Window.
  • IOS: Added support for the 5th generation iPad.
  • Networking: Added a timeout property to UnityWebRequest. This gives coarse grain control over timeouts for webrequests.
  • Physics 2D: SpriteRenderer's Sprite Tiling behavior changed when width/height is negative value.
  • Physics 2D:Update BoxCollider2D Sprite Tiling generation to produce cleaner shape
  • UI: CanvasRenderer::OnTransformChanged will not be called when object is inactive. (815861)
  • Video: Optimized video decoding directly into RenderTexture if it is the same size as the video stream
  • Video: Skip-ahead functionality improvements.
  • VR: Updated Oculus to version 1.14.
  • Changes:
  • GI: Added support for LOD baking in Progressive Lightmapper. Light Probes are not necessary anymore when baking LODs using Progressive Lightmapper.
  • GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Fixes:
  • 2D: Added Sprite changes in play mode when using [TIGHT] texture packing and high quality compression. (871871)
  • 2D: Changed warning message "MaterialPropertyBlock is used to modify these values" to info message. (888016)
  • 2D: Fixed an issue where SpriteUtility.GetSpriteUvs returned invalid Uvs. (898383)
  • 2D: Fixed an issue whereby blue line briefly flickers when moving mouse in Sprite Editor "Edit Outline" mode in OSX Metal. (903668)
  • 2D: Fixed an issue whereby Sprite packer caused Out of memory error. (897066)
  • AI: Added missing API for minimum region area when building a NavMesh using the runtime API. (906017)
  • AI: Fixed a crash happening when Warp() is called many times for a NavMeshAgent. (904910)
  • AI: Fixed a regression where a NavMeshAgent with 'autoTraverseOffMeshLink' set to false would not move freely. (905621)
  • AI: Fixed an internal limitation of slope maximum of 60 degrees when building a NavMesh using the runtime API. (906012)
  • AI: Fixed an issue where carving obstacles could create wrongly shaped holes on NavMesh instances of arbitrary rotation. (902956)
  • AI: Fixed missing support for triangulating NavMesh instances with arbitrary rotation. (886302)
  • Android: Buildpipe - Fixed slow loading with OBB by processing streaming assets in obbassets.
  • Android: Changed threshold to recognize big cores of ARM big.LITTLE architecture better. (915805)
  • Android: Dropped obscured touch events to prevent tapjacking. (900191)
  • Android: Fixed a regression where Banner Ads are invisible, but still clickable. (916119)
  • Android: Fixed an out of memory crash when using a static splash screen. (905867)
  • Android: Fixed assertion failures of GLES calls without valid context on debug and development builds. (898900,868921)
  • Android: Fixed pause/resume issues when loading with static splash image. (867891)
  • Android: Fixed the build process when using Gradle so that checks for signed applications are performed at the beginning of the build process, instead of at the end. (890531)
  • Android: Make SoftInput not take fullscreen on landscape orientation. (905581)
  • Animation: Fixed a crash when loading an asset bundle with an override animator controller. (908960)
  • Animation: Fixed an issue where using an override controller multiple times would not animate correctly. (910194)
  • Animation: Fixed animating Material Vector4 properties when in linear color space. (908999)
  • Animation: Fixed animation root motion layering. (900109)
  • Animation: Fixed DeoptimizeTransformHierarchy crashing when a GameObject with a SkinnedMeshRenderer was attached to an exposed bone. (896498)
  • Animation: Fixed incorrect animated color values when in linear color space. (893042)
  • Animation: Improved build and AssetBundle data determinism for Human components.
  • Build Pipeline: Fixed a crash when building a project containing materials with missing shaders. (915659)
  • Build Pipeline: Fixed AssetBundle statistics that are printed to the editor log when building AssetBundles. (890644)
  • Build Pipeline: Fixed issue with Scene AssetBundles that would cause multiple builds with the same Scene to generate different results. (895452)
  • BuildPipeline: Fixed an issue when trying to build asset bundles for target other than what was selected in Build Settings. (865770)
  • Editor: Fixed 1-dimensional sphere bounds handle had no wireframe representation.
  • Editor: Fixed an invalid index error when deleting custom resolution in game view. (879531)
  • Editor: Fixed an issue where the editor would go unresponsive and text would turn red ("Missing built-n guistyle", "Unable to find style"). (888678)
  • Editor: Fixed issue where color picker would crash on Metal. (901529)
  • Editor: Fixed issue where Mesh and Model previews would not render in the Inspector window.
  • Editor: Fixed issue with NullReferenceException when deleting the last remaining quality setting. (903620)
  • Editor: Fixed issue with Xcode project; queueDebuggingEnabled is now included. (908964)
  • Editor: Fixed PrimitiveBoundsHandle.DrawHandle() not resetting Handles.color if alt-clicking to rotate camera.
  • Editor: Fixed SerializedObject.maxArraySizeForMultiEditing not being respected when using default property drawer. (817640)
  • Fix to prevent crashes in the editor due to UI and animation (889776)
  • Fixed an issue where plugins would only clear part of the framebuffer when single pass stereo is enabled. This also fixes VRWorks' Single Pass Stereo and Lens matched shading. (908990)
  • Fixed issue where profiler would crash when the active frame was out of view. (903397)
  • Fixed TextureImporter to allow newly-imported textures to have their AssetBundle name/variant set. (905640)
  • GI: Added support for negatively scaled Meshes in the progressive lightmapper. This now allows you to mirror Meshes using negative Transform values. (883844)
  • GI: Added support for quads in progressive lightmapper. (890651)
  • GI: Avoid a threading issue, where the Progressive Lightmapper cannot find an instances when it was removed too fast. (891834, 916806)
  • GI: Fixed "Bake paused in play mode" hanging on opening another scene in Play mode. (726106)
  • GI: Fixed a crash when creating Reflection Probes from OnWillRenderObject. (873026)
  • GI: Fixed AddInstanceProperties errors thrown when baking progressive lightmapper. (899488)
  • GI: Fixed an issue where a certain combination of GI settings and multiple Scenes being additively loaded would make baked light maps vanish. (815031)
  • GI: Fixed an issue where Final Gather would cause light bleeding when baking with the Enlighten lightmapper backend. (898200)
  • GI: Fixed baked Area light affecting objects behind meshes where light shouldn't be present. (875096)
  • GI: Fixed halos display when more than 64 of them. (902205)
  • GI: Fixed quality Level button not wide enough and clips text. (875894)
  • GI: Inverse squared falloff in progressive lightmapper.
  • GI: Stop Gauss filter from correcting certain pixel values in invalid regions. (893958)
  • GI: Synchronized Box Projection option in Reflection Probe component with the global setting from current Tier Settings. When the option in Tier Settings is disabled, the probe UI with show a disabled unchecked checkbox for Box Projection.
  • GI: Updated the tooltip for Box Projection option in Reflection Probe component. The setting can be affected by the Reflection Probes Box Projection setting in the Tier Settings.
  • GI: Visible artifact when using point lights in linear color space. (751629)
  • GI: When editing Lightprobes they can be duplicated. (900888)
  • Graphics: Disabled directional shadows when Screen Space Shadows (Edit > Project Settings > Graphics) is set to No Support but Cascaded Shadows is enabled in the Tier Settings. (867797)
  • Graphics: Fixed a crash and error when attempting to set color surface as depth render target or vice-versa. (898318)
  • Graphics: Fixed a crash in DrawMeshNow. It will now throw a null reference exception instead of crashing.
  • Graphics: Fixed a crash in Graphics.Blit() with a NULL source and destination. (896686)
  • Graphics: Fixed a crash that occurred when Texture.GetPixels or Texture.SetPixels were used with invalid input parameters. (771031)
  • Graphics: Fixed a crash when mesh was removed from meshrenderer on an object with cloth component. (898923)
  • Graphics: Fixed a crash when using DestroyImmediate() on a RenderTexture in OnPreRender callback. (897665)
  • Graphics: Fixed an issue in mesh compression that under the 'right' circumstances would have caused the maximum value in the range to be rounded to the minimum value. (883901)
  • Graphics: Fixed an issue where instancing variants being incorrectly stripped away for shaders that use fallback mechanism for e.g. shadow caster pass. (903790)
  • Graphics: Fixed clear artifacts appearing on Metal when only the UI camera was used in the Scene. (909607)
  • Graphics: Fixed coherent alpha channel importing for various image format especially formats with more than 32-bits per pixel. Do not generate alpha channel if the alpha value is constant in the source texture. (901649)
  • Graphics: Fixed CommandBuffer.Blit always writing to the first depth slice of a 3D render target and ignoring the depthSlice parameter. (879378)
  • Graphics: Fixed crash that occurred while turning off occlusion culling with high shadow distance. (888704)
  • Graphics: Fixed Cubemap.GetPixel returning the wrong data from a BC6H compressed cubemap. (871140)
  • Graphics: Fixed inconsistent initialization in ComputeScreenSpaceShadowMap. (767050)
  • Graphics: Fixed issue where, when Scene is set to Validate Albedo mode, Unity would render Baked GameObjects and other GameObjects in the Scene as planes. (893187)
  • Graphics: Fixed Mesh (and memory) leaks when the Profiler window is open. (822255)
  • Graphics: Fixed R8 & RG16 texture support for D3D11.
  • Graphics: Fixed rendering of multiple cameras and depth being ignored when setting camera viewports to be different to each other. (885051)
  • Graphics: Fixed RenderToCubemap when using a HDR enabled Camera. This fixes prevents error message "Releasing render texture whose render buffer is set as Camera's target buffer with Camera.SetTargetBuffers!". (902409)
  • Graphics: Fixed Texture and Cubemap Arrays only containing the first texture in Standalone builds. (899324)
  • Graphics: Fixed Texture2D.PackTextures not copying the source texture data correctly in an uncompressed atlas with non-zero padding. (898285)
  • Graphics: Fixed UI and gizmo being rendered with the wrong gamma in scene view. (878724)
  • Graphics: Fixed Windows Standalone player sometimes crashing on display activation when color space in player settings is set to Linear. (901270)
  • Graphics: Improve the documentation for RenderTexture to clarify the behaviour of RenderTexture.DiscardContents .
  • Graphics: Update documention to clairfy that a MaterialPropertyBlock cannot set the render state. (889652)
  • IL2CPP: Allow now the Guid attribute to be used on generic types. (914197)
  • IL2CPP: Applied a fix to prevent the following exception occuring on some projects during runtime: 'NotSupportedException: IL2CPP encountered a managed type which it cannot convert ahead-of-time. The type uses generic or array types which are nested beyond the maximum depth which can be converted'. (905659)
  • IL2CPP: Fixed an issue which caused IL2CPP to fail to convert assemblies if two non-existing methods with the same declaring type were referenced from any assemblies. (917343)
  • INTERNAL: Android: Buildpipe - Print the step duration in the editor log .
  • iOS: Fixed broken microphone permissions when camera is not used in app.
  • Linux: Fixed uninitialized screen dimensions at startup with some window managers. (880426)
  • Linux: Unlock cursor when switching from Locked to Confined mode.
  • Metal: Fixed GPU hang on A7/A8 devices in some MSAA scenarios. (902650)
  • Metal: Fixed the issue of not rendering of standard shader with webgl emulator. (916365)
  • Mobile: Disabled RunInBackground on Android and iOS. (826473)
  • Mono: Applied a fix to prevent a crash that might occur when deep profiling is enabled in the Unity Editor. (898854)
  • Mono: Corrected a crash in the C# compiler when two or more overloaded operators were used in the same statement. (910302)
  • Mono: Corrected an invalid C# compiler error with generic types in compiler generated code (like lambdas and enumerators). The error from the C# compiler often includes this text: "There is no boxing or type parameter conversion from...". (847798)
  • Mono: Fixed Mono C# compiler on Windows when using "non-standard" locales. (910101, 875075)
  • Mono: Prevent a crash in a crash in mono_class_from_mono_type when using "new Enum[]{}" array in the script. (914470)
  • Mono: Prevent an intermittent crash in Unity when the managed debugger is attached. (914171)
  • Multiplayer: Fix for the issue where reliable messages can be dropped in high dropping rate environment.
  • Multiplayer: Network simulator works again.
  • NavMesh: Fixed the tile carving algorithm so that it's capable of handling colinear degenerate triangles. This was causing the generated NavMesh to have a double line on polygon and was causing a trembling movement for its associated GameObject. (905335)
  • Networking: Fixed possible crash on old Android devices due to alignment problems. Note: this change breaks protocol compatibility with previous 5.6.x builds. You need to recompile and redeploy existing 5.6 projects and builds (5.5.x and older should work without problem).
  • OSX: Unity no longer destroys RenderTexture when switching the Standalone player between fullscreen and windowed. (902663)
  • Particles: Correctly initialize default curves, when creating new Particle Systems. (907449)
  • Particles: Fixed a crash on certain Android hardware caused by zero sized particles. (896001)
  • Particles: Fixed an occasional crash when emitting from a skinned mesh renderer shape. (907277)
  • Particles: Fixed incorrect values for emission burst min and max when upgrading from an older Unity version.
  • Particles: Fixed performance regression causing Update Jobs to be dispatched slowly on some platforms. (904810)
  • Performance Reporting: Fixed an issue where native symbols for iOS builds were not uploaded when building on OSX Sierra. (916515)
  • Physics 2D: Fixed an issue where ContactFilter2D collision normal limits failed. (912158)
  • Physics 2D: Fixed an issue with Raycast not always detecting a CapsuleCollider2D or a BoxCollider2D. (917323)
  • Physics: Do not show missing Effector2D warning in Collider2D inspector when the Collider2D is using a CompositeCollider2D. (907407)
  • Physics: Fixed a crash that happened when continuously scaling a MeshCollider while activating and deactivating it at the same time. (878740)
  • Physics: Fixed a crash that happened when scaling a Mesh that the physics system (PhysX) failed to process properly (like a convex MeshCollider with too many vertices). (892396)
  • Physics: Fixed a crash that occurred while updating active skinned Meshes. (845868)
  • Physics: Fixed a crash when removing a CompositeCollider2D. (907157)
  • Physics: Fixed a crash where contacts for Collider2D were not deleted correctly. (912024)
  • Physics: Fixed an issue where contacts between Effectors were not correctly evaluated when Effector Collider masks were used. (901950)
  • Physics: Fixed an issue where Physics.ComputePenetration and Physics.ClosestPoint were not returning the correct value when a rotated Collider had its centre offset. (865250)
  • Physics: Fixed an issue where unexpected trigger events were fired to scripts when a degenerate CapsuleCollider was used. (701504)
  • Physics: Fixed an issue with Raycast not always detecting an EdgeCollider2D when attached to a Rigidbody2D in certain poses. (916478)
  • Scene Management : Fixed an issue where objects marked as 'DoNotDestroyOnLoad' and are disabled could be deleted on scene load/unload (792933)
  • Shaders: Applied improvements to Metal shaders performance when using GroupMemoryBarrier().
  • Shaders: Fixed an incorrect shader translation to GLSL and Metal shader code from a logical OR on boolean vectors. Fixed shader compile errors on Vulkan eg "Shader error in 'Hidden/Post FX/Screen Space Reflection': '' : compilation terminated at line 141 (on vulkan)". (901719)
  • Shaders: Fixed an incorrect shader translation to GLSL and Metal shader code from unsigned divide operation.
  • Shaders: Prevent assert failures and crashes when attempting to compile tessellation or geometry shaders on platforms where they're not supported. (891914)
  • Shaders: Vulkan added support for vector scalar expansion constructors. Fixed crashes with errors like "SymGetSymFromAddr64 error: 'Attempt to access invalid address.'" (898850)
  • UGUI: Fixed crash issues when re-parenting inactive GameObjects. (898809)
  • UI: Fixed an issue where UI Button didn’t update its SelectionState after interactable value changes. (908073)
  • UI: Removed the extra call to CanvasRenderer.OnTransformChanged when the canvas is set to ScreenSpace.Camera render mode, and the Camera’s Transform is changed. (886258)
  • Video: Added support for transcoding to tiny VP8 resolutions. (900524)
  • Video: Fixed an intermittent failure to load video tracks on iOS. (898171)
  • Video: Fixed crash on Samsung Android devices with 4.1 OS when stopping playback. (907048)
  • Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec. (904924)
  • Video: Fixed invalid video stride evaluation. (906044)
  • Video: Fixed issue on Android where H.264 videos above 480p crash on devices with 4.1 OS and Adreno 203 graphics. (907049)
  • Video: Fixed issue on Android where VP8 videos would not play on Samsung devices with 4.2 or 4.4 OS. (907051)
  • Video: Fixed issues regarding video looping/end detection. (909020)
  • Video: On Android, applied a fix to prevent garbage collection from being over-used, and fixed an issue where the app would freeze when changing a video clip during playback. (905282)
  • VR: Added support for different eye texture color formats on Oculus Rift.
  • VR: Enabled termination of Cardboard applicaiton when pressing the

New in Unity 2017.1.0f1 RC 1 (Jun 27, 2017)

  • Known Issues:
  • Audio: On Windows, AudioSource attached to VideoPlayer produces choppy sound when game iterations are overrunning. (895458)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Changes:
  • Editor: 2017 Editor now needs a new version of license. Subscription key will be upgraded. 5.x license key will not be accepted by 2017 Editor.
  • API Changes:
  • Asset Pipeline: Asset Pipeline: Added methods AssetBundle.GetAllLoadedAssetBundles and AssetBundle.UnloadAllAssetBundles. (920140)
  • iOS: iOSStatusBarStyle.BlackOpaque and iOSStatusBarStyle.BlackTranslucent are obsolute use iOSStatusBarStyle.LightContent instead (894136)
  • Fixes:
  • Animation: Fixed crash when disabling GameObject in OnStateMachineExit. (912808)
  • Animation: Fixed crash when previewing empty clips (909671)
  • Animation: Fixed crash when saving while transition previewer is running (910640)
  • Animation: Performance optmization with complex blendtrees.
  • Animation: Proper deprecation of Animator.Stop() (903787)
  • Editor: Fix transform precision issue when moving multiple objects. (907854)
  • Graphics: Fixed metal editor game view resize leak (918940)
  • Graphics: Fixed metal editor shader warmup (916950)
  • iOS: Removed deprecated calls to wantsFullScreenLayout. Status bar stype option values updated. (894136)
  • OSX: Fix for Apple filesystem (APFS) compatibility
  • Scripting: Fixed memory leak in UnityWebRequest when Dispose is not called (862095)
  • WebGL: Fixed wasm build failure on MacOS caused by special characters in project path (899387)

New in Unity 2017.1.0 Beta 10 (Jun 20, 2017)

  • Known Issues:
  • Audio: On Windows, AudioSource attached to VideoPlayer produces choppy sound when game iterations are overrunning. (895458)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Improvements:
  • Editor: macOS: Show Visual Studio for Mac in External Script Editor Lists if installed in default "/Applications/Visual Studio.app/" location
  • Particles: Allow users to disable the use-rigid-body physics functionality
  • Fixes:
  • Editor: Fixed a bug where EditorGUIUtility.SetIconSize would affect already rendered GUI. (913018)
  • Graphics: Fix looping line discontinuity (904622)
  • Particles: Fix another "Invalid AABB error" (903805)
  • Physics: Fix for crash when repeatedly unloading/loading cloth on XBox One and PS4. (909248)
  • Physics: Fix for normals issue with cloth using tiny mesh. (766851)
  • Physics: Fix to avert 'value must be greater' errors in cloth. (895771)
  • Physics: Fix to avert cloth errors with prefabs: in cloth inspector we now check if cloth has no verts disabled and we eprocess mesh if re-enabled and previous cloth mesh had no verts. (893025)
  • UI: Use canvas dimensions to compute bucket size of nested canvases, as was already the case for root canvases. (913932)

New in Unity 5.6.1 Patch 4 (Jun 16, 2017)

  • Improvements:
  • UI: CanvasRenderer::OnTransformChanged will not be called when object is inactive. (815861)
  • Video: Optimized video decoding directly into RenderTexture if it is the same size as the video stream
  • Video: Skip-ahead functionality improvements.
  • Changes:
  • GI: Added support for LOD baking in Progressive Lightmapper. Light Probes are not necessary anymore when baking LODs using Progressive Lightmapper.
  • GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Fixes:
  • (916119) - Android: Fixed a regression where Banner Ads are invisible, but still clickable.
  • (905867) - Android: Fixed an out of memory crash when using a static splash screen.
  • (910194) - Animation: Fixed an issue where using an override controller multiple times would not animate correctly.
  • (917343) - IL2CPP: Fixed an issue which caused IL2CPP to fail to convert assemblies if two non-existing methods with the same declaring type were referenced from any assemblies.
  • (907449) - Particles: Correctly initialize default curves, when creating new Particle Systems.
  • (907277) - Particles: Fixed an occasional crash when emitting from a skinned mesh renderer shape.
  • (none) - Particles: Fixed incorrect values for emission burst min and max when upgrading from an older Unity version.
  • (912158) - Physics 2D: Fixed an issue where ContactFilter2D collision normal limits failed.
  • (917323) - Physics 2D: Fixed an issue with Raycast not always detecting a CapsuleCollider2D or a BoxCollider2D.
  • (909020) - Video: Fixed issues regarding video looping/end detection.
  • (904924) - Video: Fixed failing VP8 transcode on Windows due to unsupported audio codec.
  • (898171) - Video: Fixed an intermittent failure to load video tracks on iOS.
  • (906044) - Video: Fixed invalid video stride evaluation.
  • (900524) - Video: Added support for transcoding to tiny VP8 resolutions.
  • (904578) - WebGL: Fixed AudioSource.time return value.
  • (903767) - WebGL: Fixed IE InvalidStateError load-time error.
  • (901252) - WebGL: Fixed Profiler connection.
  • (903092) - WebGL: Fixed Template Custom tags not being replaced at build time.
  • (892185) - WebGL: Fixed WebAssembly build failure with Full exceptions on Windows.
  • (897782) - WebGL: Fixed WebAssembly missing setTempRet function.
  • (891835) - WebGL: Fixed WebAssembly missing setThrow function.
  • (891431) - WebGL: Fixed WebAssembly runtime error: integer overflow/unrepresentable.
  • (905625) - WebGL: Fixed custom cursor support.
  • (898210) - WebGL: Released WebCam after use so other tabs can use it.
  • (871541) - Windows Store: Fixed a crash which happened when retrieving WheelHit.Collider after having previously set it to null on .NET scripting backend.
  • (909977) - Windows Store: Fixed a potential stack overflow when building a project with a large custom cursor.
  • (914797) - Windows Store: Fixed exceptions thrown in OnGUI callback not being logged on .NET scripting backend.
  • (912074) - Windows Store: Fixed System.Numerics.dll not being referenced by scripts when using IL2CPP scripting backend.
  • (909703) - Windows Store: Fixed UNetWeaver crashing when using .NET 4.6 API Compatibility level with IL2CPP scripting backend when deriving from .NET 4.6 specific types.
  • (902234) - Windows Store: Fixed WorldAnchorStore.GetAsync crashing the player.

New in Unity 5.6.1 Patch 3 (Jun 10, 2017)

  • Improvements:
  • Animation: Optimized evaluation of complex blend trees, and blend trees with empty child nodes.
  • Fixes:
  • (915805) - Android: Changed threshold to recognize big cores of ARM big.LITTLE architecture better.
  • (915659) - Build Pipeline: Fixed a crash when building a project containing materials with missing shaders.
  • (883901) - Graphics: Fixed an issue in mesh compression that under the 'right' circumstances would have caused the maximum value in the range to be rounded to the minimum value.
  • (none) - Graphics: Fixed a crash in DrawMeshNow. It will now throw a null reference exception instead of crashing.
  • (898923) - Graphics: Fixed a crash when mesh was removed from meshrenderer on an object with cloth component.
  • (none) - Graphics: Fixed R8 & RG16 texture support for D3D11.
  • (898285) - Graphics: Fixed Texture2D.PackTextures not copying the source texture data correctly in an uncompressed atlas with non-zero padding.
  • (914197) - IL2CPP: Allow now the Guid attribute to be used on generic types.
  • (916365) - Metal: Fixed the issue of not rendering of standard shader with webgl emulator.
  • (910302) - Mono: Corrected a crash in the C# compiler when two or more overloaded operators were used in the same statement.
  • (914470) - Mono: Prevent a crash in a crash in mono_class_from_mono_type when using "new Enum[]{}" array in the script.
  • (914171) - Mono: Prevent an intermittent crash in Unity when the managed debugger is attached.
  • (none) - Multiplayer: Fix for the issue where reliable messages can be dropped in high dropping rate environment.
  • (916515) - Performance Reporting: Fixed an issue where native symbols for iOS builds were not uploaded when building on OSX Sierra.
  • (912024) - Physics: Fixed a crash where contacts for Collider2D were not deleted correctly.
  • (916478) - Physics: Fixed an issue with Raycast not always detecting an EdgeCollider2D when attached to a Rigidbody2D in certain poses.
  • (896253) - VR: Fix for Android not being able to change AA (Anti-Aliasing) settings at runtime.
  • (899030) - VR:Ffix for VR on PC doesn't render if rendertexture format RGB565 is created, crash possible.
  • (916281) - Windows Store: Fixed IL2CPP not being able to build C++ code with VS 2017 Update 2.

New in Unity 2017.1.0 Beta 9 (Jun 10, 2017)

  • Known Issues:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Features:
  • GI: Support for double sided materials in Progressive Lightmapper. Added a new material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other objects. Backface rendering is not controlled by this setting nor will backfaces be represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.
  • Fixes:
  • Editor: Fixed an issue that prevented the user from reordering the scenes in the build settings window (874335)
  • Editor: Fixed incorrect placement of BoxCollider2D manipulator in scene view when using composite (916455)
  • Graphics: Fix grid rendering incorrectly in the Animation Preview window. (903454)
  • IMGUI: Fixed an issue where buttons were not working in the Save Asset Dialog. (909021)
  • Scripting: Fixed closing script execution order window not opening apply/revert dialog (916399)
  • Terrain: Fixed a crash that happens when loading corrupt terrain data. (913478)
  • UI: Fixed GraphicRaycaster Ray-cast distance value (848130)
  • UI: Fixed Tiled uGUI image shaking when changing its size (649927)

New in Unity 5.6.1 Patch 2 (Jun 5, 2017)

  • Improvements:
  • Improve Outline Editor module performance in Sprite Editor Window.
  • SpriteRenderer's Sprite Tiling behavior changed when width/height is negative value.
  • Update BoxCollider2D Sprite Tiling generation to produce cleaner shape
  • Fixes:
  • (888016) - 2D: Changed warning message "MaterialPropertyBlock is used to modify these values" to info message.
  • (903668) - 2D: Fixed an issue whereby blue line briefly flickers when moving mouse in Sprite Editor "Edit Outline" mode in OSX Metal.
  • (871871) - 2D: Added Sprite changes in play mode when using [TIGHT] texture packing and high quality compression.
  • (897066) - 2D: Fixed an issue whereby Sprite packer caused Out of memory error.
  • (906017) - AI: Added missing API for minimum region area when building a NavMesh using the runtime API.
  • (906012) - AI: Fixed an internal limitation of slope maximum of 60 degrees when building a NavMesh using the runtime API.
  • (902956) - AI: Fixed an issue where carving obstacles could create wrongly shaped holes on NavMesh instances of arbitrary rotation.
  • (886302) - AI: Fixed missing support for triangulating NavMesh instances with arbitrary rotation.
  • (905621) - AI: Fixed a regression where a NavMeshAgent with 'autoTraverseOffMeshLink' set to false would not move freely.
  • (904910) - AI: Fixed a crash happening when Warp() is called many times for a NavMeshAgent.
  • (none) - Android: Buildpipe - Fixed slow loading with OBB by processing streaming assets in obbassets
  • (900191) - Android: Dropped obscured touch events to prevent tapjacking.
  • (867891) - Android: Fixed pause/resume issues when loading with static splash image.
  • (905581) - Android: Make SoftInput not take fullscreen on landscape orientation.
  • (908999) - Animation: Fixed animating Material Vector4 properties when in linear color space.
  • (908960) - Animation: Fixed a crash when loading an asset bundle with an override animator controller.
  • (865770) - BuildPipeline: Fixed an issue when trying to build asset bundles for target other than what was selected in Build Settings.
  • (none) - Editor: Fixed 1-dimensional sphere bounds handle had no wireframe representation.
  • (888678) - Editor: Fixed an issue where the editor would go unresponsive and text would turn red ("Missing built-in guistyle", "Unable to find style").
  • (879531) - Editor: Fixed an invalid index error when deleting custom resolution in game view.
  • (none) - Editor: Fixed PrimitiveBoundsHandle.DrawHandle() not resetting Handles.color if alt-clicking to rotate camera.
  • (889776) - Fix to prevent crashes in the editor due to UI and animation
  • (908990) - Fixed an issue where plugins would only clear part of the framebuffer when single pass stereo is enabled. This also fixes VRWorks' Single Pass Stereo and Lens matched shading.
  • (891834) - GI: Avoid a threading issue, where the Progressive Lightmapper cannot find an instances when it was removed too fast.
  • (726106) - GI: Fixed "Bake paused in play mode" hanging on opening another scene in Play mode.
  • (899488) - GI: Fixed AddInstanceProperties errors thrown when baking progressive lightmapper.
  • (875096) - GI: Fixed baked Area light affecting objects behind meshes where light shouldn't be present.
  • (902205) - GI: Fixed halos display when more than 64 of them.
  • (898200) - GI: Fixed an issue where Final Gather would cause light bleeding when baking with the Enlighten lightmapper backend.
  • (875894) - GI: Fixed quality Level button not wide enough and clips text.
  • (893958) - GI: Stop Gauss filter from correcting certain pixel values in invalid regions.
  • (none) - GI: Synchronized Box Projection option in Reflection Probe component with the global setting from current Tier Settings. When the option in Tier Settings is disabled, the probe UI with show a disabled unchecked checkbox for Box Projection.
  • (none) - GI: Updated the tooltip for Box Projection option in Reflection Probe component. The setting can be affected by the Reflection Probes Box Projection setting in the Tier Settings.
  • (751629) - GI: Visible artifact when using point lights in linear color space.
  • (900888) - GI: When editing Lightprobes they can be duplicated.
  • (901649) - Graphics: Fixed coherent alpha channel importing for various image format especially formats with more than 32-bits per pixel. Do not generate alpha channel if the alpha value is constant in the source texture.
  • (879378) - Graphics: Fixed CommandBuffer.Blit always writing to the first depth slice of a 3D render target and ignoring the depthSlice parameter.
  • (898318) - Graphics: Fixed a crash and error when attempting to set color surface as depth render target or vice-versa.
  • (896686) - Graphics: Fixed a crash in Graphics.Blit() with a NULL source and destination.
  • (897665) - Graphics: Fixed a crash when using DestroyImmediate() on a RenderTexture in OnPreRender callback.
  • (871140) - Graphics: Fixed Cubemap.GetPixel returning the wrong data from a BC6H compressed cubemap.
  • (903790) - Graphics: Fixed an issue where instancing variants being incorrectly stripped away for shaders that use fallback mechanism for e.g. shadow caster pass.
  • (822255) - Graphics: Fixed Mesh (and memory) leaks when the Profiler window is open.
  • (902409) - Graphics: Fixed RenderToCubemap when using a HDR enabled Camera. This fixes prevents error message "Releasing render texture whose render buffer is set as Camera's target buffer with Camera.SetTargetBuffers!".
  • (899324) - Graphics: Fixed Texture and Cubemap Arrays only containing the first texture in Standalone builds.
  • (878724) - Graphics: Fixed UI and gizmo being rendered with the wrong gamma in scene view.
  • (901270) - Graphics: Fixed Windows Standalone player sometimes crashing on display activation when color space in player settings is set to Linear.
  • (none) - Graphics: Improve the documentation for RenderTexture to clarify the behaviour of RenderTexture.DiscardContents
  • (889652) - Graphics: Update documention to clairfy that a MaterialPropertyBlock cannot set the render state.
  • (none) - INTERNAL: Android: Buildpipe - Print the step duration in the editor log
  • (880426) - Linux: Fixed uninitialized screen dimensions at startup with some window managers.
  • (none) - Linux: Unlock cursor when switching from Locked to Confined mode.
  • (826473) - Mobile: Disabled RunInBackground on Android and iOS.
  • (847798) - Mono: Corrected an invalid C# compiler error with generic types in compiler generated code (like lambdas and enumerators). The error from the C# compiler often includes this text: "There is no boxing or type parameter conversion from...".
  • (910101, 875075) - Mono: Fixed Mono C# compiler on Windows when using "non-standard" locales.
  • (none) - Multiplayer: Network simulator works again.
  • (905335) - NavMesh: Fixed the tile carving algorithm so that it's capable of handling colinear degenerate triangles. This was causing the generated NavMesh to have a double line on polygon and was causing a trembling movement for its associated GameObject.
  • (896001) - Particles: Fixed a crash on certain Android hardware caused by zero sized particles.
  • (907407) - Physics: Do not show missing Effector2D warning in Collider2D inspector when the Collider2D is using a CompositeCollider2D.
  • (907157) - Physics: Fixed a crash when removing a CompositeCollider2D.
  • (792933) - Scene Management : Fixed an issue where objects marked as 'DoNotDestroyOnLoad' and are disabled could be deleted on scene load/unload
  • (901719) - Shaders: Fixed an incorrect shader translation to GLSL and Metal shader code from a logical OR on boolean vectors. Fixed shader compile errors on Vulkan eg "Shader error in 'Hidden/Post FX/Screen Space Reflection': '' : compilation terminated at line 141 (on vulkan)".
  • (none) - Shaders: Fixed an incorrect shader translation to GLSL and Metal shader code from unsigned divide operation.
  • (891914) - Shaders: Prevent assert failures and crashes when attempting to compile tessellation or geometry shaders on platforms where they're not supported.
  • (898850) - Shaders: Vulkan added support for vector scalar expansion constructors. Fixed crashes with errors like "SymGetSymFromAddr64 error: 'Attempt to access invalid address.'"
  • (911205) - VR: Enabled termination of Cardboard applicaiton when pressing the

New in Unity 2017.1.0 Beta 8 (Jun 5, 2017)

  • Known Issues:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • API Changes:
  • Editor: ArcHandle.radius can now be negative
  • Editor: PrimitiveBoundsHandle and subclass constructors no longer require a control ID hint
  • Editor: Removed unnecessary ArcHandle constructor taking a control ID hint
  • Playables: Renamed PlayableGraph.Connect() parameters for clarity
  • Scripting: Made GameObject.CalculateBounds() internal after it was accidentally made public in the 2017.1 beta cycle. This API is in the wrong place and will be moved/removed entirely in a future release
  • UI: Change isPaused to isFocused to better represent what it is. Only Effects 2017.1 betas
  • Fixes:
  • AI: Fix for NavMesh.SamplePosition returning inconsistent position depending on slope and tessellation of the navmesh (702030)
  • Editor: Fixed an issue where the Game View would render without vsync regardless of player settings (macOS OpenGL) (901973)
  • Editor: Fixed bug with CapsuleCollider and CapsuleCollider2D edit mode where some control handles could appear incorrect when multi-editing
  • Graphics: Fix assertion when setting updateWhenOffscreen on a disabled SkinnedMeshRenderer (912722)
  • Scripting: Fix crash caused by Transform pointer not being a Transform instance in OnEnable (898810)
  • Scripting: Stop calling OnEnable and OnDisable when adding Image component to child via script (897146)
  • UI: Fix coroutines stopping when attaching UI components (904415)
  • UI: Fix disabling of parent script when adding a RectTransform to a child (911871)
  • UI: Fix editor crash when adding text component to game object in play mode via the script (882791)
  • UI: Fix GC spikes when enabling MaskableGraphic (899441)

New in Unity 2017.1.0 Beta 7 (May 27, 2017)

  • Known Issues:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Features:
  • Input: Added new Player Settings property 'Input Manager' for enabling backend of new input system preview feature. The front-end is supplied separately and is not included with the release.
  • Fixes:
  • AI: Fix rare truncation of paths - making the NavMeshAgent oscillate instead of completing movement. (908027)
  • Editor: Fixed 1-dimensional sphere bounds handle had no wireframe representation (also being back ported to 5.6)
  • Editor: Fixed PrimitiveBoundsHandle.DrawHandle() not resetting Handles.color if alt-clicking to rotate camera (also being back ported to 5.6)

New in Unity 2017.1.0 Beta 6 (May 19, 2017)

  • Known Issues:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases.
  • Improvements:
  • VR: Updated to Oculus version 1.14
  • API Changes:
  • Playables: New method PlayableGraph.IsPlaying()
  • Fixes:
  • AI: Add missing API for minimum region area when building navmesh using the runtime API. (906017)
  • AI: Fix internal limitation of slope maximum of 60 degrees when building navmesh using the runtime API. (906012)
  • AI: Fix issue where carving obstacles could create wrongly shaped holes on navmesh instances of arbitrary rotation. (902956)
  • AI: Fix missing support for triangulating navmesh instances with arbitrary rotation. (886302)
  • AI: Fix regression where a NavMeshAgent with 'autoTraverseOffMeshLink' set to false would not move freely. (905621)
  • AI: Fixed a crash happening when Warp() is called many times for a NavMeshAgent. (904910)
  • Android: SoftInput - Disable suggestions when autocorrect is false to make the behavior consistent with iOS (906014)
  • UI: Fixed Child UI elements in parent Canvas cannot be configured after changing their Anchor preset and previewing it (882651)
  • UI: Fixed crash when exiting scene that has animation animating UI elements (889776)
  • UI: Fixed crash when UI mask component deleting the canvas renderer material when entering playmode (900515)
  • UI: Fixed crash with Editor inspector trying to draw a null material editor for UI elements (891450)
  • UI: Fixed editor memory leak when editor display was not visible but has UI elements rendering to it (887819)
  • UI: Fixed impcomplete integration of UV2 & UV3 with UI elements (899626)
  • UI: Fixed issue with Application focus loss breaking Input with VR devices (896933)
  • UI: Fixed issue with NAN in scrollRect viewport content when changinge position (881819)
  • UI: Fixed issue with rapidly scaling Raw Image (895468)
  • UI: Fixed nested canvas returning a null camera after its root canvas has been disabled and then re-enabled (892913)
  • UI: Fixed RectTransform editor drawing issue where anchor preset labels all shown as Custom (896198)
  • UI: Fixing issue with overwriting text with '-' at the start (896424)

New in Unity 5.6.1 Patch 1 (May 18, 2017)

  • Improvements:
  • Added R8 and RG16 Texture formats, and RGBAUShort and RG16 Render Texture formats.
  • Added support for the 5th generation iPad.
  • Added a timeout property to UnityWebRequest. This gives coarse grain control over timeouts for webrequests.
  • Updated Oculus to version 1.14.
  • Fixes:
  • (898383) - 2D: Fixed an issue where SpriteUtility.GetSpriteUvs returned invalid Uvs.
  • (898900, 868921) - Android: Fixed assertion failures of GLES calls without valid context on debug and development builds.
  • (890531) - Android: Fixed the build process when using Gradle so that checks for signed applications are performed at the beginning of the build process, instead of at the end.
  • (900109) - Animation: Fixed animation root motion layering.
  • (896498) - Animation: Fixed DeoptimizeTransformHierarchy crashing when a GameObject with a SkinnedMeshRenderer was attached to an exposed bone.
  • (893042) - Animation: Fixed incorrect animated color values when in linear color space.
  • (none) - Animation: Improved build and AssetBundle data determinism for Human components.
  • (890644) - Build Pipeline: Fixed AssetBundle statistics that are printed to the editor log when building AssetBundles.
  • (895452) - Build Pipeline: Fixed issue with Scene AssetBundles that would cause multiple builds with the same Scene to generate different results.
  • (none) - Editor: Fixed issue where Mesh and Model previews would not render in the Inspector window.
  • (903620) - Editor: Fixed issue with NullReferenceException when deleting the last remaining quality setting.
  • (817640) - Editor: Fixed SerializedObject.maxArraySizeForMultiEditing not being respected when using default property drawer.
  • (901529) - Editor: Fixed issue where color picker would crash on Metal.
  • (908964) - Editor: Fixed issue with Xcode project; queueDebuggingEnabled is now included.
  • (903397) - Fixed issue where profiler would crash when the active frame was out of view.
  • (905640) - Fixed TextureImporter to allow newly-imported textures to have their AssetBundle name/variant set.
  • (873026) - GI: Fixed a crash when creating Reflection Probes from OnWillRenderObject.
  • (none) - GI: Inverse squared falloff in progressive lightmapper.
  • (815031) - GI: Fixed an issue where a certain combination of GI settings and multiple Scenes being additively loaded would make baked light maps vanish.
  • (883844) - GI: Added support for negatively scaled Meshes in the progressive lightmapper. This now allows you to mirror Meshes using negative Transform values.
  • (890651) - GI: Added support for quads in progressive lightmapper.
  • (867797) - Graphics: Disabled directional shadows when Screen Space Shadows (Edit > Project Settings > Graphics) is set to No Support but Cascaded Shadows is enabled in the Tier Settings.
  • (893187) - Graphics: Fixed issue where, when Scene is set to Validate Albedo mode, Unity would render Baked GameObjects and other GameObjects in the Scene as planes.
  • (771031) - Graphics: Fixed a crash that occurred when Texture.GetPixels or Texture.SetPixels were used with invalid input parameters.
  • (909607) - Graphics: Fixed clear artifacts appearing on Metal when only the UI camera was used in the Scene.
  • (767050) - Graphics: Fixed inconsistent initialization in ComputeScreenSpaceShadowMap.
  • (885051) - Graphics: Fixed rendering of multiple cameras and depth being ignored when setting camera viewports to be different to each other.
  • (888704) - Graphics: Fixed crash that occurred while turning off occlusion culling with high shadow distance.
  • (905659) - IL2CPP: Applied a fix to prevent the following exception occuring on some projects during runtime: 'NotSupportedException: IL2CPP encountered a managed type which it cannot convert ahead-of-time. The type uses generic or array types which are nested beyond the maximum depth which can be converted'.
  • (none) - iOS: Fixed broken microphone permissions when camera is not used in app.
  • (902650) - Metal: Fixed GPU hang on A7/A8 devices in some MSAA scenarios.
  • (898854) - Mono: Applied a fix to prevent a crash that might occur when deep profiling is enabled in the Unity Editor.
  • (none) - Networking: Fixed possible crash on old Android devices due to alignment problems. Note: this change breaks protocol compatibility with previous 5.6.x builds. You need to recompile and redeploy existing 5.6 projects and builds (5.5.x and older should work without problem).
  • (902663) - OSX: Unity no longer destroys RenderTexture when switching the Standalone player between fullscreen and windowed.
  • (904810) - Particles: Fixed performance regression causing Update Jobs to be dispatched slowly on some platforms.
  • (878740) - Physics: Fixed a crash that happened when continuously scaling a MeshCollider while activating and deactivating it at the same time.
  • (892396) - Physics: Fixed a crash that happened when scaling a Mesh that the physics system (PhysX) failed to process properly (like a convex MeshCollider with too many vertices).
  • (845868) - Physics: Fixed a crash that occurred while updating active skinned Meshes.
  • (901950) - Physics: Fixed an issue where contacts between Effectors were not correctly evaluated when Effector Collider masks were used.
  • (865250) - Physics: Fixed an issue where Physics.ComputePenetration and Physics.ClosestPoint were not returning the correct value when a rotated Collider had its centre offset.
  • (701504) - Physics: Fixed an issue where unexpected trigger events were fired to scripts when a degenerate CapsuleCollider was used.
  • (none) - Shaders: Applied improvements to Metal shaders performance when using GroupMemoryBarrier().
  • (898809) - UGUI: Fixed crash issues when re-parenting inactive GameObjects.
  • (908073) - UI: Fixed issue where UI Button didn’t update its SelectionState after interact-able value changes.
  • (886258) - UI: Removed the extra call to CanvasRenderer.OnTransformChanged when the canvas is set to ScreenSpace.Camera render mode, and the Camera’s Transform is changed.
  • (907048) - Video: Fixed crash on Samsung Android devices with 4.1 OS when stopping playback.
  • (905282) - Video: On Android, applied a fix to prevent garbage collection from being over-used, and fixed an issue where the app would freeze when changing a video clip during playback.
  • (907049) - Video: Fixed issue on Android where H.264 videos above 480p crash on devices with 4.1 OS and Adreno 203 graphics.
  • (907051) - Video: Fixed issue on Android where VP8 videos would not play on Samsung devices with 4.2 or 4.4 OS.
  • (none) - VR: Added support for different eye texture color formats on Oculus Rift.
  • (899087) - Windows Store: Fixed a crash when animating scripting objects on .NET scripting backend.
  • (903232) - Windows Store: Fixed a harmless assert which happens when building for Universal 8.1 SDK.
  • (866141) - Windows Store: Fixed an out of bounds array access assert in Mesh code.
  • (897807) - Windows Store: Fixed Build & Run with VS2017.
  • (888029) - Windows Store: Fixed building player when some files (like UnityOverwrite.txt, WSATestCertificate.pfx, project.lock.json) are set to read-only.
  • (881845) - Windows Store: Fixed issue where Ctrl+C would delete input field instead of copying it.
  • (880362) - Windows Store: Fixed issue where pasting an item in the InputField always pastes the item that was first in the clipboard before launching the player.
  • (875834) - Windows Store: Fixed issue where pressing and holding Xbox One controller button A led to false keydown events during the first frame of a Scene.
  • (892653) - Windows Store: Fixed serialization when a serializable type derives from another serializable type in another assembly that has a serializable private field.

New in Unity 5.6.1f1 (May 12, 2017)

  • Improvements:
  • Android: Fixed capture of EGL calls when using Mali Graphics Debugger.
  • Graphics: Added a function to allow cube map textures to be compressed from script similar to their Texture2D counterparts.
  • Graphics: Improved CopyTexture/ConvertTexture handling in Metal.
  • MacOS: Added Appstore category field to player settings and improved info.plist generation.
  • MacOS: Support Visual Studio for Mac as an External Script Editor. Opens .sln (solution) file when double clicking a script.
  • Networking: Added new statistical functions allowing measure bandwidth per connection per host or per lib.
  • Physics 2D: Added Editor Tooltip for EdgeRadius property on BoxCollider2D, EdgeCollider2D and CompositeCollider2D.
  • Physics 2D: Allow user to turn on/off collision/trigger exit callbacks when a Collider2D is disabled.
  • Physics 2D: Improved API documentation for ContactFilter2D.
  • Physics 2D: Improvements to ContactFilter2D including being able to specify collision normal range crossing zero and expose ability to filter using the managed ContactFilter2D rather than just use it to pass to native queries.
  • Unity Ads: Updated native binaries to 2.1.0.
  • Video: Improved error reporting for incompatible webm files.
  • Video: Updated API docs to reflect that a few hooks were unimplemented for now.
  • Changes:
  • 2D: Sprite Batching is enabled by default.
  • VR: GPU skinning can be enabled for Android VR. This is experimental, and behavior and performance should be verified on target devices.
  • Fixes:
  • 2D: Added POT options in TextureImporter for Sprite. (884926)
  • 2D: Fixed a misleading warning when using Sprite in 'Polygon Mode' for tiling in SpriteRenderer. (889106)
  • 2D: Fixed an error message "Dynamic batching: index buffer destination/source is NULL" when dragging a blank sub-sprite to scene. (890858)
  • 2D: Fixed an occasional crash when SpriteRenderer.size was set multiple times in a single frame. (898946)
  • 2D: Fixed Sprite data not copy when using EditorUtility.CopySerialized. (884970)
  • 2D: Fixed the issue of SpriteRenderer not rendering Sprite in tiling mode when tile size was too big. (891644)
  • AI: Expose missing API for agent type ID for NavMeshAgent component. (877784)
  • Analytics: RemoteSettings adding debug_device flag in http header.
  • Android: AndroidJava - return null instead of throwing exceptions on functions which return object, class or array. (839005)
  • Android: Buildpipe - Fixed an error message on wrong NDK version. (884540)
  • Android: Buildpipe - Fixed the user resources library build issues with Gradle.
  • Android: Disabled MSAA for backbuffer on older ARM Mali Vulkan drivers.
  • Android: Disabled Debug markers on PowerVR Series 5 devices. (780958)
  • Android: Fixed a rare crash when seeking in an audio file (reported on MotoZ phones). (871615)
  • Android: Fixed an issue where ApplicationId was missing from AndroidManifest.xml in Gradle builds (888274)
  • Android: Fixed an issue whereby ctrl+b shortcut pushing app package even if it failed to build. (894074)
  • Android: Fixed android application building with the latest android sdk. (888859)
  • Android: Fixed an incorrect error message in the Editor when selecting a non-default version of the NDK. (895550)
  • Android: Fixed manifest merging with new android sdk tools.
  • Android: Fixed Vulkan shadow texture linear filtering.
  • Android: Fixed WebCamTexture crash with denied permissions. (877837)
  • Android: SoftInput - Fixed input field hidden under keyboard when translucent flag was set.
  • Android: Webcam - Fixed the wrong orientation returned on first frames. (875247)
  • Animation: Animator.Rebind should reset AnimatorController. (899553)
  • Animation: Changing Animator.Speed during an animation transition will now correctly affect the cross-fade speed. (898503)
  • Animation: Fixed a crash when using an Avatar built in 5.5 or earlier. (896033)
  • Animation: Fixed a performance issue with GetLayerWeight.
  • Animation: Fixed a performance regression when destroying many GameObject with Animator. (889109)
  • Animation: Fixed an issue whereby animation clip range was not updating after undoing 'Add Key' operation. (892337)
  • Animation: Fixed a crash in prepare frame due to deactivating Animator in script. (896659)
  • Animation: Fixed disabled Animator affecting scene objects. (901268)
  • Animation: Fixed IK on Feet not working properly when interrupting transitions. (892043)
  • Animation: Fixed OnAnimatorIK not being fired in editor mode. (894061)
  • Animation: Fixed StateMachineBehaviour callback on interrupted transition. (900875)
  • Animation: Fixed the issue of disabling GameObject not resetting StateMachine. (894062)
  • API Updater: Fixed a crash in ScriptUpdater.exe when user scripts contains methods taking pointers as parameters. (899198)
  • Asset Bundles: Fixed a performance regression when building many small asset bundles. (878712)
  • Asset Pipeline: Fixed an issue when importing assets with name changes that could cause a timestamp mismatch in the database. (896185)
  • Audio: Fixed an issue in AudioSource::IsPlaying for streaming audio clips, where false would sometimes be returned incorrectly. (840294)
  • Buildpipeline: Fixed an issue with reported texture size being smaller than actual size. (885258)
  • Cluster Rendering: Fixed the issue of VRPN stopped working in Editor.
  • DX12: Fixed double present causing screen blinking. (885895)
  • Editor: Attempt to identify and use the cancel option for dialogs that are launched on worker threads, as they can otherwise soft-lock or force-quit the editor. (896793)
  • Editor: Fixed 'Build and Run' attempts to push a build to device even if error (during the build) was encountered. (894074)
  • Editor: Fixed "Sprite Mode" so it defaults to "Single" instead of "None" when switching Texture Type to "Sprite (2D and UI)". (890468)
  • Editor: Fixed a bug which broke holding alt to pin center of PrimitiveBoundsHandle (affects edit modes for BoxCollider, CapsuleCollider, BoxCollider2D, CapsuleCollider2D, etc.).
  • Editor: Fixed an issue where nunit exposed system classes, that could clash with other libraries implementations. (897850)
  • Editor: Fixed GUI related Asserts when connected to an active VCS provider. (895453)
  • Editor: Fixed screen offsets updates for tooltips. (884238)
  • Editor: Switching Cache Server mode from local to a different mode no longer throws exceptions. (883808)
  • Editor/macOS: Fixed an issue where exception was being thrown when Visual Studio for Mac was selected as an external script editor.
  • GI: Fixed lightmap texture inspector preview being too bright when using linear color space. (885492)
  • Google VR: Fixed the issue of indefinitely flashing screen after changing VRSettings.renderScale. (896321)
  • Graphics: Behavior of the VFACE semantic on DX12 is now consistent with the editor. (895474)
  • Graphics: Disallow material to be used with CommandBuffer.DrawMeshInstanced if enableInstancing is false. (898851)
  • Graphics: Fixed a crash when manually deleting occlusion data. (877367)
  • Graphics: Fixed a periodic crash in shadow culling job code (GenerateCombinedDynamicVisibleListJob). (882704)
  • Graphics: Fixed a regression where a Deferred Camera was throwing a "Dimensions of color surface does not match dimensions of depth surface" error message when a RenderTexture was used. (899285)
  • Graphics: Fixed a regression where image effects weren't working as expected in the Scene View. (900527)
  • Graphics: Fixed a regression where the objects shaders become unlit when a RenderTexture with Anti-aliasing is active and the Camera RenderingPath is set to Deferred. (899365)
  • Graphics: Fixed an editor crash on old OpenGL drivers. (888339)
  • Graphics: Fixed an issue on PS Vita causing the default sky to be black. (833583)
  • Graphics: Fixed Android Adreno chipset frame buffer invalidation appearing as if rendering had frozen. (894999)
  • Graphics: Fixed generating invalid raycasts causing "Invalid AABB b0" error appears in console. (884547)
  • Graphics: Fixed SceneView GUI elements being very bright when HDR and Linear mode are enabled. (878724)
  • Graphics: Fixed the Dynamic Batching rendering code in order to be able to handle valid meshes that have no submeshes. (903086)
  • Graphics: Fixed the issue of render texture not being cleared on stop for windows. (884057)
  • Graphics: Fixed Vulkan fullscreen scaling on Windows. (863272)
  • Graphics: Improved the mechanism for handling imposters. This fixed the error message, 'Internal: Possible leak. All textures should be removed from IdMap when destructed using RemoveTexture(TextureID texid).' which was being triggered when switching a graphics API in a project that contained terrain. (890527)
  • Graphics: Mark main splash screen as finished when VR splashscreen was used. (876718)
  • Graphics: Render texture will no longer be vertically flipped in forward rendering when assigning a null texture. (899331)
  • IL2CPP: Allow more deeply nested generic recursion for method metadata. Throw a managed exception when the recursion is too deep. (889446)
  • IL2CPP: Fixed a compiler error when using generic delegates with variance. (881013)
  • IL2CPP: Fixed marshaling of System.Uri to Windows.Foundation.Uri and back in Windows Runtime interop scenarios. (887036).
  • IL2CPP: Fixed memory snapshot profiler not showing multidimensional arrays. (888796)
  • IL2CPP: Implemented RegionInfo.CurrentRegion. (891471)
  • IL2CPP: Modified the implementation of the IL Switch opcode to workaround a possible C++ compiler bug in Xcode 8.3. (898861)
  • IL2CPP: Protect against the usage of attributes that don't exist in .NET 3.5. (867606)
  • Installer: Fixed an issue issue with Visual Studio 2017 installer sometimes restarting Windows without warning.
  • iOS: Added an option to select whether extra frame was rendered on pause. (807273)
  • iOS: Fixed a crash that could occur in callbacks for Social.localUser.Authenticate when the error parameter was read. (868697)
  • iOS: Fixed a crash when font's material was assigned to game object. (869947)
  • iOS: Fixed an issue whereby local notifications were not cleared on iOS10. (885096)
  • iOS: Fixed framework search paths in Xcode project being incorrectly quoted if they contained spaces. (866673)
  • iOS: Fixed inclusion of ReplayKit framework in plugins. (882013)
  • iOS: Fixed some icons not getting copied into Xcode project when Target Device was set to iPhone Only. (888370)
  • Kernel : Fixed an issue in JSON parsing that could cause a deserialized box collider to change size. (898787)
  • Kernel: Obsoleted undocumented FindChild method. (364754)
  • Lines: Initialized new line vertices to zero, to prevent bad uninitialized data existing in the positions array. (900357)
  • Lines: Reintroduce missing texture mapping mode, to restore pre-5.5 functionality. (903466)
  • macOS: Fixed standalone app compatibility issues when uploading to the Appstore with Application Loader 3.6.
  • Metal: Fixed unnecessary half to float casts in generated shaders. (898788)
  • Mono: Corrected the handling of C# compiler errors in a column that are more than 255 characters wide. (902758)
  • Mono: Prevent DeflateStream from throwing an exception when an empty stream is flushed. (889296)
  • MonoDevelop: Allow breakpoints to properly load in MonoDevelop in some situations where they did not load before. (889998)
  • Particles: Fixed a case where ping-pong emission could occasionally spawn particles at the wrong end of the line shape. (876597)
  • Particles: Fixed an incorrect error message about sub-emitter parenting. (899574)
  • Particles: Fixed trail interpolation in Edit Mode, when using slow-motion previewing.
  • Particles: Reduced Particle System memory usage, to improve the large increase seen since Unity 5.2. (888236)
  • Particles: Reinstated ability to animate EmissionModule.enabled, plus add bindings for the enabled flag of every module.
  • Particles: Reinstated random emission modes.
  • Particles: Revert particle simulation space to world space, when custom transform is missing. (874999)
  • Physic 2D: Fixed physics animation transform change not correctly rotating a Rigidbody2D. (896867)
  • Physics 2D: Fixed a crash and infinite loop when triangulating Polygon2D. (880353, 891305, 905608)
  • Physics 2D: Fixed a crash during reparenting of a Rigidbody2D. (901465)
  • Physics 2D: Do not draw Collider AABB gizmo if attached to a Rigidbody2D with 'simulated' property set to false.
  • Physics 2D: Fix for Rigidbody2D interpolation loosing precision with time. (843507)
  • Physics 2D: Fix for where infinite 2D raycast misses EdgeCollider2D edge. (895732)
  • Physics 2D: Fixed an issue with minimum threshold size for BoxCollider2D.
  • Physics 2D: Fixed backward compatibility for Physics2D.queriesHitTriggers, Physics2D.queriesStartInColliders, Physics2D.defaultContactOffset & PolygonCollider2D.points. (896824)
  • Physics 2D: Removed duplicate profiler entry of "Physics2D.Simulate".
  • Profiler: Changed the colour of the 'Others' field in order to clearly differentiate it from the one used by 'Scripts'. (898513)
  • Purchasing: Fixed an issue with Unity IAP emitting DuplicateTransaction failure for all non-consumable purchases when initialized. (889321)
  • Scripting: Fixed a parameter corruption and potential crashes for some delayed callbacks. (868697)
  • Scripting: Fixed an issue with scripts always being compiled on project open.
  • Shaders: Fixed a subtle metal shader generation bug in bit field insert operations.
  • Shaders: Fixed an incorrect translation from HLSL assembly for AND and OR operands. Also fixed a crash when compiling shaders for GLCore. (883080)
  • Shaders: Removed fastmath compiler option from Metal compute shaders, as it could create different results compared to other platforms.
  • SkinnedMeshRenderer: Fixed bugs related to updating. (904904, 904905, 904906, 904907)
  • SpeedTree: Fixed GPU instancing break when the trees came back into view. (883720)
  • Terrain: Fixed an assert that got triggered by deleting a folder that contained a Terrain object. (895548)
  • Tizen: Changed symbols in mono to HIDDEN.
  • UGUI: Fixed a memory leak in UGUI.
  • UI: Fixed NaN issues with ScrollRect when using clamped mode. (893559)
  • UI: Fixed nested canvas returning a null world camera after its root canvas had been disabled and then re-enabled. (892913)
  • Unity Ads: Prevent Unity Ads internal MonoBehaviours from showing in the inspector now. (858540)
  • Unity test runner: Fixed EditorPref to be Project setting. (895742)
  • UnityWebRequest: Allow overriding user-agent. (806211)
  • UnityWebRequest: Fixed an issue with getting texture from download handler after scene change. (884291)
  • UnityWebRequest: Fixed formatting multiform post request with section list. (899017)
  • UnityWebRequest: Fixed getting stuck when using custom download handler script in Editor in edit mode. (893302)
  • UnityWebRequest: Fixed nonReadable parameter in UnityWebRequestTexture.GetTexture() working the opposite way. (876648)
  • Video: Fixed issues related to video preparation. (893939, 897708, 899233, 893910)
  • Video: Better error handling and reporting when attempting an OSX H.264 transcoding exceeding profile level limits. (891028)
  • Video: Fixed an incorrect crop happening on Android Samsung devices Samsung with OS 4.3, resulting in a few uninitialized lines showing at the bottom of the video. (903657)
  • Video: Fixed clip selection dialog video preview for non-transcoded material. (887882)
  • Video: Prevent a crash when playing vp8 movies on Android OS 4.1 / 4.2 on Samsung and Meizu devices. (893945)
  • Video: Prevent crash on negative resolution custom resize transcode. (893837)
  • VR: Accessing PlayerSettings.VRDaydream.* scripting API no longer results in MissingMethodException. (898357)
  • VR: Added Fade out to VR Splash Screen for Daydream.
  • VR: Fixed a bug where particles shaders displayed compile errors if stereo instancing was enabled. (872164)
  • VR: Fixed a bug where the occlusion mesh was visible from the game window. (902791)
  • VR: Fixed a crash when there were no renderable cameras. (901617)
  • VR: Fixed a potential crash when entering play mode. (896314)
  • VR: Fixed an editor crash when performing a bloom gesture while using HoloLens remoting. (897406)
  • VR: Fixed Render Viewport Scale for Forward rendering. Deferred still has issues that should be addressed in a later patch.
  • VR: Fixed some shader related issues when using single-pass stereo rendering on Android devices.
  • VR: Standalone VR build crashes with Graphics Jobs and Soft Particles. (889591)
  • VR: Update GearVR to version 1.13.1 to fix black screen when multiview, monoscopic, or double-wide eye buffers are used.
  • Windows Store: Fixed a build error "Failed to resolve assembly: 'Windows.Foundation.UniversalApiContract, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null'"." when using default parameters of Windows Runtime types in method signatures and "C# projects" build option on .NET scripting backend. (884058)
  • Windows Store: Fixed a build error on .NET scripting backend when a method with name OnMouseDown was defined in a non-monobehaviour class. (869168)
  • Windows Store: Fixed a crash that could occur with D3D build type when the window was minimized or closed. (885964)
  • Windows Store: Fixed a crash when using "SceneManager.UnloadSceneAsync" on .NET scripting backend with .NET native enabled. (869407)
  • Windows Store: Fixed a rare build error "Failed to resolve assembly: 'System.Reflection.TypeExtensions, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'" on .NET scripting backend when using "C# projects" option. (885997)
  • Windows Store: Fixed a rare build error "Version not supported: 255.255.255.255" when using certain .winmd plugins and "C# projects" option on .NET scripting backend. (886049)
  • Windows Store: Fixed a System.TypeInitializationException on startup with .NET scripting backend when a nested class derives from a non-nested class and overrides one of its methods. (872058)
  • Windows Store: Fixed an issue whereby not being able to switch to Windows Store platform when Windows 10 SDK was not installed. (890043)
  • Windows Store: Fixed non-alloc physics overlap functions causing a crash on .NET Scripting Backend. (888660)
  • Windows Store: Fixed Screen.SetResolution not accounting for DPI settings. (875849)
  • Windows: Fixed a case of Screen.DPI returning the DPI of the primary monitor when the window was on a secondary monitor. (870209)
  • Windows: Fixed window automatically resizing to fill the screen when in windowed mode and the monitor's display mode got changed through windows display settings. (891481)
  • WWW: Fixed an issue whereby new WWW object without internet connection did not set Error field. (776552)

New in Unity 2017.1.0 Beta 5 (May 11, 2017)

  • Features:
  • Editor: Defines in mcs.rsp are added to .csproj files generated for MonoDevelop, Xamarin Studio, Visual Studio Code & JetBrains Rider
  • Editor: Scripts willl be opened correctly in JetBrains Rider when selecting it as external script editor.
  • Scripting: Add serialization support for unsafe fixed size buffers. See SerializedProperty.GetFixedBufferElementAtIndex docs for example code.
  • Fixes:
  • Animation: Animator.Rebind should reset AnimatorController ( for backward compatibility's sake. (899553)
  • Animation: Fixed "Key Modified" hotkey in the animation window that did not add keys for Euler Angles (Quaternion) and Quaternion interpolations (898957)
  • Animation: Fixed a bug where AnimationClipPlayables connected after the first frame never played
  • Animation: Fixed animation event remaining selected when clicking on dopesheet. (899032)
  • Animation: Fixed Animator being frozen when modifying Controller when in PlayMode with disabled Animator (894617)
  • Animation: Fixed crash in AnimatorLayerMixerPlayable when initializing a mixer with non-connected input
  • Animation: Fixed crash when deoptimizing optimized game object hierarchy containing nested skinned mesh renderer hierarchies (895840)
  • Animation: Fixed crash when moving StateMachine into SubStateMachine (875068)
  • Animation: Fixed disabled Animator affecting scene objects (901268)
  • Animation: Fixed error message when undoing key edit of standalone animation clip asset in animation window (898963)
  • Animation: Fixed game object selection loss issues in the animation window
  • Animation: Fixed Interrupted transition and Write defaults. (903556)
  • Animation: Fixed missing keyboard focus on animation window property fields. (879985)
  • Animation: Fixed performance issue with GetLayerWeight.
  • Animation: Fixed selection box display issue in the animation event timeline of the animation window (899010)
  • Animation: Fixed Transition previewer playhead's getting desynced (871160)
  • Editor: Fixed bug in progress bar code, which caused Build&Run to crash during sprite packing (907145)
  • Editor: Fixed Copying color from component throws NullReferenceException (904723)
  • Video: Android: Crash on Samsung devices with 4.1 OS when stopping playback. (900881)
  • Video: Android: H.264 videos above 480p crash on devices with 4.1 OS with Adreno 203 graphics. (893863)
  • Video: Android: VP8 videos not playing on Samsung devices with 4.2 / 4.4 OS (895687)
  • Known Issues:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: "The system cannot find file specified" error while opening the project for the first time. Deleting Library folder resolves the issue. (895343)
  • Editor: Editor crashes on attempt to open some 5.5 compatible audio projects. (880653)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)

New in Unity 2017.1.0 Beta 4 (May 8, 2017)

  • Changes:
  • Editor: RenderDoc enabled for DX12 Editor mode.
  • VR: Added OpenVR to the default PC VR SDK list. The default behavior is to try initializing Oculus first, followed by OpenVR if an Oculus device isn't detected.
  • Improvements:
  • Editor: Added profiler labels to all player loop stages
  • Editor: DX12 Editor is more responsive and little bit faster.
  • Editor: Improvements to Package Export loading state
  • Shadows: Improved shadow culling for stable fit directional shadows.
  • Shadows: Improved shadow filtering for directional and spot lights
  • UI: Added support for selecting multiple files in the "Assets/Import New Asset..." dialog, on all platforms
  • Fixes:
  • AI: Fix issue where the NavMeshAgent would sometimes jitter when moving over a navmesh that has been carved by obstacles (886529)
  • Build Pipeline: Fix crash when building a scenes containing any long chains of connected objects (865522)
  • Build Pipeline: Fix issue where the the icon of an OSX standalone player can be corrupted under certain circumstances (815319)
  • Build Pipeline: Fixed asset bundle statistics that are printed to the editor log when building bundles (890644)
  • Editor: Added graceful handling if the Unity shader compiler socket times out whilst compiling shaders. The Unity shader compiler process is terminated and a new Unity shader compiler process is spawned. (900500)
  • Editor: Fix focused Game View not always receiving input (macOS) (895460)
  • Editor: Fix issue with "Type Mismatch" error not always showing in inspector when changing an object type from a game object to a component (837920)
  • Editor: Fix recursive rendering error with Package export window when Verified Save Assets is enabled (820395)
  • Editor: Fix repeated duplication of object being undone together if modifier key is not released (Windows) (877421)
  • Editor: Fix vertex snapping having inconsistent accuracy at different zoom levels (738371)
  • Editor: Fix: 'Enum not handled' error message when selecting game objects while some of them are expanded (875406)
  • Editor: Fix: Hierarchy will properly animate foldouts when using custom hierarchy drawers (885708)
  • Editor: Fix: project browser view is in sync when duplicating folders (875831)
  • Editor: Fix: Rect transform updates properly when manipulating it's parent rect transform (856034)
  • Editor: Fix: Selecting different types of elements not being displayed in inspector and throwing errors (899307)
  • Editor: Fix: the player settings' package name is properly updated when focusing another window (879071)
  • Editor: Fixed NullReferenceException when cancelling file browser after a popup prompt (874140)
  • Editor: Fixed NullReferenceException when deleting the last remaining quality setting (also being back ported to 5.6) (903620)
  • Editor: Fixed SerializedObject.maxArraySizeForMultiEditing not being respected when using default property drawer (also being back ported to 5.6) (817640)
  • Editor: Optimize log entry insertion (862257)
  • Editor: Reset global handle direction when changing tool using toolbar buttons (864054)
  • Editor: Show single info message instead of multiple errors messages when there's an issue loading a layout (825848)
  • Editor: Version Control System: More detailed reasons why Perforce connection failed ie incorrect server, username, password, workspace.
  • Editor: Version Control System: Set default version control log level to be "Notice" instead of "Info" to reduce log spam. (873454)
  • Editor: Version Control Sytstem: Added provider name and failure reason to error messages about failed connections to make it clearer what has failed. (873396)
  • GI: Fixed light being considered in shadow range even though it's fully culled away. (888704)
  • GI: Support quads in progressive lightmapper (890651)
  • Graphics: Clarify when shadow cascade parameters are set in regard to command buffer (818448)
  • Graphics: ComputeScreenSpaceShadowMap after first initialization of s_CollectMaterial never returns NULL, which may create inconsistent behavior after startup. Now returns NULL if screenspace shadows are disabled. (767050)
  • Graphics: Removing support for screenspace shadow shader when it should be used based on tier settings will deactive directional shadow for consistency (867797)
  • OSX: (893036)
  • Video: Android: Fix garbage collector abuse and freeze when changing current clip during playback. (894208)
  • Video: Fix .mov video referenced from URL on Windows (900325)
  • Video: Fix video end detection (890946)
  • Video: Fix video end detection (894319)
  • VR: Camera target eye masks now work under single pass stereo rendering. (817492)
  • VR: Fix: Android antialiasing quality settings not being able to change at runtime. (896253)

New in Unity 5.6.0 Patch 4 (May 8, 2017)

  • Improvements:
  • MacOS: Support Visual Studio for Mac as an External Script Editor. Opens .sln (solution) file when double clicking a script.
  • Graphics: Added function to allow cube map textures to be compressed from script like their Texture2D counterparts.
  • Fixes:
  • (884926) - 2D: Added POT options in TextureImporter for Sprite.
  • (890858) - 2D: Fixed an error message "Dynamic batching: index buffer destination/source is NULL" when dragging a blank sub-sprite to scene.
  • (889106) - 2D: Fixed a misleading warning when using Sprite in 'Polygon Mode' for tiling in SpriteRenderer.
  • (884970) - 2D: Fixed Sprite data not copy when using EditorUtility.CopySerialized.
  • (none) - Analytics: RemoteSettings adding debug_device flag in http header.
  • (none) - Android: Fixed manifest merging with new android sdk tools.
  • (899553) - Animation: Animator.Rebind should reset AnimatorController.
  • (896659) - Animation: Fixed crash in prepare frame due to deactivating Animator in script
  • (901268) - Animation: Fixed disabled Animator affecting scene objects.
  • (none) - Animation: Fixed a performance issue with GetLayerWeight.
  • (900875) - Animation: Fixed StateMachineBehaviour callback on interrupted transition.
  • (899198) - API Updater: Fixed a crash in ScriptUpdater.exe when user scripts contains methods taking pointers as parameters.
  • (none) - Editor: Fixed a bug which broke holding alt to pin center of PrimitiveBoundsHandle (affects edit modes for BoxCollider, CapsuleCollider, BoxCollider2D, CapsuleCollider2D, etc.).
  • (899285) - Graphics: Fixed a regression where a Deferred Camera was throwing a "Dimensions of color surface does not match dimensions of depth surface" error message when a RenderTexture was used.
  • (900527) - Graphics: Fixed a regression where image effects weren't working as expected in the Scene View.
  • (899365) - Graphics: Fixed a regression where the objects shaders become unlit when a RenderTexture with Anti-aliasing is active and the Camera RenderingPath is set to Deferred.
  • (903086) - Graphics: Fixed the Dynamic Batching rendering code in order to be able to handle valid meshes that have no submeshes.
  • (890527) - Graphics: Improved the mechanism for handling imposters. This fixed the error message, 'Internal: Possible leak. All textures should be removed from IdMap when destructed using RemoveTexture(TextureID texid).' which was being triggered when switching a graphics API in a project that contained terrain.
  • (899331) - Graphics: Render texture will no longer be vertically flipped in forward rendering when assigning a null texture.
  • (898787) - Kernel : Fixed an issue in JSON parsing that could cause a deserialized box collider to change size.
  • (900357) - Lines: Initialized new line vertices to zero, to prevent bad uninitialized data existing in the positions array.
  • (903466) - Lines: Reintroduce missing texture mapping mode, to restore pre-5.5 functionality.
  • (902758) - Mono: Corrected the handling of C# compiler errors in a column that are more than 255 characters wide.
  • (899574) - Particles: Fixed an incorrect error message about sub-emitter parenting.
  • (888236) - Particles: Reduced Particle System memory usage, to improve the large increase seen since Unity 5.2.
  • (901465) - Physics 2D: Fixed a crash during reparenting of a Rigidbody2D.
  • (880353, 891305, 905608) - Physics 2D: Fixed a crash and infinite loop when triangulating Polygon2D.
  • (none) - Physics: Removed duplicate profiler entry of "Physics2D.Simulate".
  • (904904, 904905, 904906, 904907) - SkinnedMeshRenderer: Fixed bugs related to updating.
  • (806211) - UnityWebRequest: Allow overriding user-agent.
  • (899017) - UnityWebRequest: Fixed formatting multiform post request with section list.
  • (893939, 897708, 899233, 893910) - Video : Fixed issues related to video preparation.
  • (903657) - Video: Fixed an incorrect crop happening on Android Samsung devices Samsung with OS 4.3, resulting in a few uninitialized lines showing at the bottom of the video.
  • (872164) - VR: Fixed a bug where particles shaders displayed compile errors if stereo instancing was enabled.
  • (902791) - VR: Fixed a bug where the occlusion mesh was visible from the game window.
  • (901617) - VR: Fixed a crash when there were no renderable cameras.
  • (897406) - VR: Fixed an editor crash when performing a bloom gesture while using HoloLens remoting.
  • (889591) - VR: Standalone VR build crashes with Graphics Jobs and Soft Particles.

New in Unity 2017.1.0 Beta 3 (May 3, 2017)

  • FEATURES:
  • Collab: Project Browser Filters including 'All Modified', 'All Excluded', 'All Conflicts', 'All In Progress'
  • Collab: Right Click Menu Options in the Project Browser including See Differences, Revert, Conflict Resolution
  • Editor: MacOS: Support Visual Studio for Mac as an External Script Editor. Opens .sln (solution) file when double clicking a script.
  • Graphics: Added RenderTextureDescriptor struct that allows you to copy and create RenderTextures by passing a single value.
  • IMPROVEMENTS:
  • Editor: Simplify dragging code setup: Getting rid of the requirement of setting DragAndDrop.objectReferences = new UnityEngine.Object[] {} when using DragAndDrop.SetGenericData()
  • Web: It is now allowed to override User-Agent header in UnityWebRequest
  • API CHANGES:
  • Asset Import: Added ModelImporter.extraUserProperties
  • Playables: - Changed C# Playable classes to structures: new and better approach for the API, it uses less memory and is in line with the future job system.
  • Remove properties in favor of getters and setters: since we're using class extensions that can't have properties, we decided to only use methods to have a consistant API (i.e. not properties there and methods here just because reasons).
  • Rename ScriptPlayableData to PlayableBehaviour: the PlayableBehaviour is the user side of the ScriptPlayable, it is where the user puts its logic.
  • Documentation is in progress expect a better one in a few weeks.
  • FIXES:
  • 2D: Fix "Register Undo object is not a ScriptableObject" error message when editing Sprite in SpriteEditorWindow after entering and exit PlayMode (900436)
  • 2D: Fix NullReferenceException error when entering PlayMode with SpriteEditorWindow opened (900419)
  • 2D: Fix occasional crash when SpriteRenderer.size is set multiple times in a single frame (898946)
  • Asset Import: Fix incorrect Animation help bubble in ModelImporter UI when Animation Type is None (899008)
  • Asset Import: Fix issue with strings sometimes having the wrong value when importing a binary package and editor serialization is set to Force Text. (857486)
  • Build Pipeline: Fixed issue where the selected build target wasn't being changed on projects created from command line. This affected changes made to player settings via scripts in these projects. (901407)
  • Editor: Fix crash when calling EditorSceneManager.NewScene in a DidReloadScripts callback (891856)
  • Editor: Fix gameobject set to HideInHierarchy and moved to DontDestroyOnLoad scene made the scene header show in the Hierarcy Window; with no objects (893148)
  • Editor: Fixed bug introduced in 5.6.0f3 that broke holding alt to pin center of PrimitiveBoundsHandle (affects edit modes for BoxCollider, CapsuleCollider, BoxCollider2D, CapsuleCollider2D, etc.); also back ported to 5.6.0p4
  • Particles: Scripted Play/Stop/Simulate etc generate no garbage, and handle sub-emitters correctly. (856840)
  • Scripting: Fix crash due to "Too many threads" (882697)
  • Scripting: Fix crash when Deep Profile is enabled (897828)
  • Scripting: Fix issue where OnDisable would not get called when entering play mode for ScriptableObjects that were created in edit mode and do not have a script file with the same filename as the ScriptableObject class name. (883373)
  • UI: PhysicsRaycaster now culls raycasts that are outside of the camera viewport. This prevents confusion between multiple raycast hits when using multiple cameras with different viewports. (636595)
  • VR: Removed Daydream specific call outs in documentation that are no longer correct. (900866)
  • WebGL: Fix Input.simulateMouseWithTouches (894098)
  • WebGL: Fix WebGL build failure when both WebAssembly and Full Exceptions are enabled (892185)
  • WebGL: Turn WebAssembly loading errors into simple log messages (896202)
  • KNOWN ISSUES:
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: "The system cannot find file specified" error while opening the project for the first time. Deleting Library folder resolves the issue. (895343)
  • Editor: Editor crashes on attempt to open some 5.5 compatible audio projects. (880653)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)

New in Unity 5.6.0 Patch 3 (Apr 28, 2017)

  • Improvements:
  • MacOS: Added Appstore category field to player settings and improved info.plist generation
  • Video: Improved error reporting for incompatible webm files
  • Video: Updating api docs to reflect that a few hooks are unimplemented for now
  • Fixes:
  • (898946) - 2D: Fixed an occasional crash when SpriteRenderer.size was set multiple times in a single frame.
  • (891644) - 2D: Fixed the issue of SpriteRenderer not rendering Sprite in tiling mode when tile size was too big.
  • (839005) - Android: AndroidJava - return null instead of throwing exceptions on functions which return object, class or array.
  • (884540) - Android: Buildpipe - Fixed an error message on wrong NDK version.
  • (none) - Android: Buildpipe - Fixed the user resources library build issues with Gradle.
  • (894074) - Android: Fixed an issue whereby ctrl+b shortcut pushing app package even if it failed to build.
  • (888859) - Android: Fixed android application building with the latest android sdk.
  • (895550) - Android: Fixed incorrect error message in the Editor when selecting a non-default version of the NDK.
  • (877837) - Android: Fixed WebCamTexture crash with denied permissions.
  • (none) - Android: SoftInput - Fixed input field hidden under keyboard when translucent flag was set.
  • (875247) - Android: Webcam - Fixed the wrong orientation returned on first frames.
  • (896185) - Asset Pipeline: Fixed an issue when importing assets with name changes that could cause a timestamp mismatch in the database.
  • (840294) - Audio: Fixed a bug in AudioSource::IsPlaying for streaming audio clips, where false would sometimes be returned incorrrectly.
  • (884238) - Editor: Fixed screen offsets updates for tooltips.
  • (890468) - Editor: Fixed "Sprite Mode" so it defaults to "Single" instead of "None" when switching Texture Type to "Sprite (2D and UI)".
  • (896321) - Google VR: Fixed the issue of indefinitely flashing screen after changing VRSettings.renderScale.
  • (898851) - Graphics: Disallow material to be used with CommandBuffer.DrawMeshInstanced if enableInstancing is false.
  • (882704) - Graphics: Fixed a periodic crash in shadow culling job code (GenerateCombinedDynamicVisibleListJob).
  • (884057) - Graphics: Fixed the issue of render texture not being cleared on stop for windows.
  • (876718) - Graphics: Mark main splash screen as finished when VR splashscreen was used.
  • (898861) - IL2CPP: Modify the implementation of the IL Switch opcode to workaround a possible C++ compiler bug in Xcode 8.3.
  • (807273) - iOS: Added an option to select whether extra frame was rendered on pause.
  • (869947) - iOS: Fixed a crash when font's material was assigned to game object.
  • (866673) - iOS: Fixed framework search paths in Xcode project being incorrectly quoted if they contained spaces.
  • (882013) - iOS: Fixed inclusion of ReplayKit framework in plugins.
  • (888370) - iOS: Fixed some icons not getting copied into Xcode project when Target Device was set to iPhone Only.
  • (none) - macOS: Fixed standalone app compatibility issues when uploading to the Appstore with Application Loader 3.6.
  • (898788) - Metal: Fixed unnecessary half to float casts in generated shaders.
  • (896867) - Physic 2D: Fixed physics animation transform change not correctly rotating a Rigidbody2D.
  • (895548) - Terrain: Fixed an assert that got triggered by deleting a folder that contained a Terrain object.
  • (893559) - UI: Fixed NaN issues with ScrollRect when using clamped mode.
  • (892913) - UI: Fixed nested canvas returning a null world camera after its root canvas had been disabled and then re-enabled.
  • (893302) - UnityWebRequest: Fixed getting stuck when using custom download handler script in Editor in edit mode.
  • (891028) - Video: Better error handling and reporting when attempting an OSX H.264 transcoding exceeding profile level limits.
  • (887882) - Video: Fixed clip selection dialog video preview for non-transcoded material.
  • (893945) - Video: Prevent a crash when playing vp8 movies on Android OS 4.1 / 4.2 on Samsung and Meizu devices.
  • (893837) - Video: Prevent crash on negative resolution custom resize transcode.
  • Known Issues:
  • VR: GearVR and Daydream shaders may generate a compilation conflict. To resolve this change line 71 of UnityInstancing.cginc to: "#define UNITY_VERTEX_OUTPUT_STEREO float stereoTargetEyeIndex : BLENDWEIGHT0;"
  • VR: The gameview may have a black border when VR is active. These issues will be fixed in one of the upcoming patches soon.

New in Unity 2017.1.0 Beta 2 (Apr 27, 2017)

  • Known Issues:
  • Android: Android Build fails when the latest Android SDK Tools 25.3.1 version is used (888859)
  • Animation: Imported animation for humanoids is incorrect (904985)
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: "The system cannot find file specified" error while opening the project for the first time. Deleting Library folder resolves the issue. (895343)
  • Editor: Editor crashes on attempt to open some 5.5 compatible audio projects. (880653)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • Windows: Edit menu has duplicate menu items (Undo, Cut, Copy, Paste, etc) (905191)
  • Features:
  • Asset Import: Added ability to import visibility from FBX files to ModelImporter
  • Audio: Timeline Editor Audio Track support. Audio clips are now enabled in Timeline, using a scheduling API.
  • Particles: Apply Noise Module data to particles sizes and rotations, and also send the noise data to your shaders via new Custom Vertex Streams.
  • Particles: Mesh particles now support the same Render Alignment options are billboarded particles
  • Particles: New Donut emission shape.
  • Particles: Play Particle Systems when your game is paused, by choosing to use either Scaled or Unscaled time for the simulation.
  • Particles: The Shape Module now contains an additional Transform, for applying custom transformations to the emitter shape.
  • Physics: Add ability to manully simulate 2D physics using "Physics2D.Simulate(time)" and turn auto simulation on/off with "Physics2D.autoSimulation=true/false".
  • Physics: Expose Physics.Simulate and Physics.autoSimulation. This allows stepping the physics simulation manually, from scripts. Useful for customising the server-side physics, in-editor simulation, and more.
  • Physics: Exposed Joint.massScale & Joint.connectedMassScale. This allows adjusting masses and inertia tensors of the connected bodies as perceived by the solver. It's mostly useful for ragdolls that have high forces applied to their limbs and thus experiencing unpleasant stretchiness. This should also help avoiding setting the same mass for all the body parts of a ragdoll, as recommended before. See more in the API docs.
  • Web: A new UnityWebRequest.timeout property that gives the user some coarse-grain control over the time a webrequest can take before unity attempts to cancel it.
  • Changes:
  • VR: GPU skinning can be enabled for Android VR. This is experimental, and behavior and performance should be verified on target devices.
  • VR: Updated Google NDK for Android and iOS to 1.40
  • Windows: "Visible In Background" player setting now defaults to on.
  • Windows: Renamed "Windows Store" to "Universal Windows Platform" in the build window
  • Windows Store: Removed support for build Windows 8.1 and Windows Phone 8.1 applications.
  • Improvements:
  • Android: Add default equals, hashCode and toString implementations to AndroidJavaProxy
  • Android: OBB compatibility is now done using build id rather than a hash of the OBB file
  • Animation: Statemachinebehaviour can now be debugged in play mode in the editor
  • Asset Import: Reduced the import time for FBX assets with humanoid animations
  • GI: Upgrade Enlighten SDK to version 3.08p1
  • OSX: Added Appstore category field to player settings and improved info.plist generation
  • Particles: Allow Emit over Distance to be used for Local Space systems
  • Particles: Edge emission is now more flexible, allowing you to choose the thickness of the edge used for generating particles.
  • Particles: Randomize the spawn positions of particles, with a new option in the Shape Module.
  • Particles: Scene lighting can now affect Lines and Trails.
  • Particles: The speed range of a Particle System is now displayed in the Scene View GUI, when previewing a Particle System.
  • Shaders: Pass platform caps keyword defines to compute shaders
  • Windows Store: Unity player binaries are now signed.
  • API Changes:
  • Asset Import: Added ModelImporter.importVisibility
  • Web: (Also mentioned under Features) Added timeout property to UnityWebRequest. (823903)
  • Fixes:
  • DX12: Behaviour of the VFACE semantic now consistent on DX12 with the editor and other platforms (895474)
  • Editor: Fixed erroneous IMGUI clipping with non-trivial GUI.matrix (896013)
  • GI: GI Scene Modes Not Fetching Visualization Data After Quitting Play Mode. (849063)
  • GI: Light sources incorrectly identified as realtime when in Auto mode. (815031)
  • GI: LoadLevelAdditive loads baked lighting as (no GI) realtime if it was baked using Auto. (709362)
  • GI: Progressive lightmapper now honors GraphicsSettings.LightsUseLinearIntensity.
  • Graphics: Fixed instancing mesh sorting when custom properties are set on renderers.
  • Graphics: Fixed render target becoming white or black on stop if set to don't clear. (884057)
  • iOS: Metal: Fixed unnecessary half to float casts in generated shaders (898788)
  • Multiplayer: Added better error messages when processing a non-valid state in weaver (875195)
  • Multiplayer: Fix issue with network transport host being removed with invalid host id, when using custom network connection (NetworkConnection override) (881764)
  • Multiplayer: Fix issue with NetworkAnimator not updating parameters (related to local player authority) (779549)
  • Multiplayer: Fix max events flood protection in network client
  • Multiplayer: Fix problem with cleaning/resetting network identities in disabled objects, in the network manager (881743)
  • Particles: Align to Direction now works for Mesh particles. (864493)
  • Particles: Disable/re-enable of Particle System GameObject now causes it to successfully restart previewing. (767489)
  • Particles: Inspector now refreshes when changing MinMaxCurve types from script. (788240)
  • Particles: Particle trails could render with graphical corruption when used on Sub-Emitters (895376)
  • Particles: Reset Component option is now fully working for Particle Systems. (715605)
  • Particles: The Pivot offset used for Stretched Particles was incorrect along the X axis. (830382)
  • Particles: Velocity and Force modules now apply scale correctly when using World Space mode. (874051)
  • Physics: Fix a crash that happened when continuously scaling a MeshCollider while activating and deactivating it at the same time (878740)
  • Physics: Fix a crash that happened when more than 262143 colliders were created. This is not supported by PhysX and we won't be creating colliders once this limit is reached. (872785)
  • Physics: Fix a crash that happened when scaling a mesh that PhysX failed to cook properly (think a convex MeshCollider with too many vertices). (892396)
  • Physics: Fix a crash updating active skinned meshes. (845868)
  • Physics: Fix horizontal clipping in the layer collision matrix when some layers had names that were too long (526797)
  • Physics: Fix interpolation and extrapolation being being applied in an incorrect order for nested Rigidbodies. This affected the stability of ragdolls that had interpolated bones. (772337)
  • Physics: Fix Physics.ComputePenetration & Physics.ClosestPoint not returning the correct value when a rotated collider had it's centre offset (865250)
  • Physics: Fix Rigidbody.collisionDetectionMode being impossible to change if it was initially set to Continuous (784529)
  • Physics: Fix Rigidbody.collisionDetectionMode being impossible to change if the Rigidbody was part of a pool of objects (889118)
  • Physics: FIx voodoo trigger events being fired to scripts when a degenerate CapsuleCollider was used (701504)
  • Physics: Reprocess mesh used for cloth if changed. (664672)
  • Physics: Reprocess mesh used for cloth if changed. (879584)
  • Scripting: Prevent managed thread creation during app domain reload (882697)
  • Video: VideoPlayer.isPrepared always returns false after calling VideoPlayer.Prepare() when playOnAwake is false with some video files (893939)
  • Video: VideoPlayer.Prepare() broken on random video files (897708)
  • Video: [Video Player] Can't play a Video Clip If WaitForFirstFrame is enabled (899233)
  • Video: [VideoPlayer] Video which has 6-channel audio and its audio codec is AC-3 doesn't play on Windows (893910)
  • VR: VRDevice.refreshRate now reports correct values on Oculus devices. (820293)

New in Unity 5.6.0 Patch 2 (Apr 22, 2017)

  • Changes:
  • 2D: Sprite Batching is enabled by default.
  • VR: GPU skinning can be enabled for Android VR. This is experimental, and behavior and performance should be verified on target devices.
  • Fixes:
  • (none) - Android: Disable MSAA for backbuffer on older ARM Mali Vulkan drivers.
  • (780958) - Android: Disabled Debug markers on PowerVR Series 5 devices.
  • (none) - Android: Fixed Vulkan shadow texture linear filtering.
  • (896033) - Animation: Fixed a crash when using an Avatar built in 5.5 or earlier.
  • (878712) - Asset Bundles: Fixed performance regression when building many small asset bundles.
  • (none) - Editor: Provide new API allow trusted partner to retrieve oauth2 authorization code for Editor user.
  • (883808) - Editor: Switching Cache Server mode from local to a different mode no longer throws exceptions.
  • (863272) - Graphics: Fixed Vulkan fullscreen scaling on Windows.
  • (889446) - IL2CPP: Allow more deeply nested generic recursion for method metadata. Throw a managed exception when the recursion is too deep.
  • (888796) - IL2CPP: Fixed memory snapshot profiler not showing multidimensional arrays.
  • (881013) - IL2CPP: Fixed compiler error when using generic delegates with variance.
  • (891471) - IL2CPP: Implemented RegionInfo.CurrentRegion.
  • (867606) - IL2CPP: Protect against the usage of attributes that don't exist in .NET 3.5.
  • (885096) - iOS: Fixed an issue whereby local notifications aren't cleared on iOS10.
  • (364754) - Kernel: Obsoleted undocumented FindChild method.
  • (898357) - VR: Accessing PlayerSettings.VRDaydream.* scripting API no longer results in MissingMethodException.
  • (none) - VR: Added Fade out to VR Splash Screen for Daydream.
  • (none) - VR: Fixed Render Viewport Scale for Forward rendering. Deferred still has issues that should be addressed in a later patch.
  • (none) - VR: Fixed some shader related issues when using single-pass stereo rendering on Android devices.
  • (none) - VR: Update GearVR to version 1.13.1 to fix black screen when multiview, monoscopic, or double-wide eye buffers are used.
  • (776552) - WWW: Fixed an issue whereby new WWW object without internet connection did not set Error field.

New in Unity 5.6.0 Patch 1 (Apr 18, 2017)

  • Improvements:
  • Android: Fixe capture of EGL calls when using Mali Graphics Debugger.
  • Graphics: Improved CopyTexture/ConvertTexture handling in Metal.
  • Networking: Added new statistical functions allowing measure bandwidth per connection per host or per lib.
  • Physics: Added Editor Tooltip for EdgeRadius property on BoxCollider2D, EdgeCollider2D and CompositeCollider2D.
  • Physics: Allow user to turn on/off collision/trigger exit callbacks when a Collider2D is disabled
  • Physics: Improved API documentation for ContactFilter2D.
  • Physics: Improvements to ContactFilter2D including being able to specify collision normal range crossing zero and expose ability to filter using the managed ContactFilter2D rather than just use it to pass to native queries.
  • Unity Ads: Update native binaries to 2.1.0
  • Fixes:
  • (877784) - AI: Expose missing API for agent type ID for NavMeshAgent component.
  • (871615) - Android: Fixed a rare crash when seeking in an audio file (reported on MotoZ phones).
  • (888274) - Android: Fixed an issue where ApplicationId was missing from AndroidManifest.xml in Gradle builds
  • (898503) - Animation: Changing Animator.Speed during an animation transition will now correctly affect the cross-fade speed.
  • (892337) - Animation: Fixed an issue whereby animation clip range was not updating after undoing 'Add Key' operation.
  • (894062) - Animation: Fixed the issue of disabling GameObject not resetting StateMachine.
  • (892043) - Animation: Fixed IK on Feet not working properly when interrupting transitions.
  • (894061) - Animation: Fixed OnAnimatorIK not being fired in editor mode.
  • (889109) - Animation: Fixed a performance regression when destroying many GameObject with Animator.
  • (885258) - Buildpipeline: Fixed an issue with reported texture size being smaller than actual size.
  • (none) - Cluster Rendering: Fixed VRPN stopped working in Editor.
  • (885895) - DX12: Fixed double present causing screen blinking.
  • (896793) - Editor: Attempt to identify and use the cancel option for dialogs that are launched on worker threads, as they can otherwise soft-lock or force-quit the editor.
  • (894074) - Editor: Fixed 'Build and Run' attempts to push a build to device even if error (during the build) was encountered.
  • (895453) - Editor: Fixed GUI related Asserts when connected to an active VCS provider.
  • (897850) - Editor: Fixed an issue where nunit exposed system classes, that could clash with other libraries implementations.
  • (885492) - GI: Fixed lightmap texture inspector preview being too bright when using linear color space.
  • (895474) - Graphics: Behavior of the VFACE semantic on DX12 is now consistent with the editor.
  • (894999) - Graphics: Fixed Android Adreno chipset frame buffer invalidation appearing as if rendering had frozen.
  • (833583) - Graphics: Fixed an issue on PS Vita causing the default sky to be black.
  • (877367) - Graphics: Fixed a crash when manually deleting occlusion data.
  • (884547) - Graphics: Fixed generating invalid raycasts causing "Invalid AABB b0" error appears in console.
  • (878724) - Graphics: Fixed SceneView GUI elements being very bright when HDR and Linear mode are enabled.
  • (888339) - Graphics: Fixed an editor crash on old OpenGL drivers.
  • (none) - Installer: Fixed an issue issue with Visual Studio 2017 installer sometimes restarting Windows without warning.
  • (868697) - iOS: Fixed a crash that could occur in callbacks for Social.localUser.Authenticate when the error parameter was read.
  • (889296) - Mono: Prevent DeflateStream from throwing an exception when an empty stream is flushed.
  • (889998) - MonoDevelop: Allow breakpoints to properly load in MonoDevelop in some situations where they did not load before.
  • (876597) - Particles: Fixed a case where ping-pong emission could occasionally spawn particles at the wrong end of the line shape.
  • (none) - Particles: Fixed trail interpolation in Edit Mode, when using slow-motion previewing.
  • (none) - Particles: Reinstated ability to animate EmissionModule.enabled, plus add bindings for the enabled flag of every module.
  • (none) - Particles: Reinstated random emission modes.
  • (874999) - Particles: Revert particle simulation space to world space, when custom transform is missing.
  • (none) - Physics: Do not draw Collider AABB gizmo if attached to a Rigidbody2D with 'simulated' property set to false.
  • (none) - Physics: Fixed an issue with minimum threshold size for BoxCollider2D.
  • (896824) - Physics: Fixed backward compatibility for Physics2D.queriesHitTriggers, Physics2D.queriesStartInColliders, Physics2D.defaultContactOffset & PolygonCollider2D.points.
  • (895732) - Physics: Fix for where infinite 2D raycast misses EdgeCollider2D edge.
  • (843507) - Physics: Fix for Rigidbody2D interpolation loosing precision with time.
  • (898513) - Profiler: Changed the colour of the 'Others' field in order to clearly differentiate it from the one used by 'Scripts'.
  • (889321) - Purchasing: Fixed an issue with Unity IAP emitting DuplicateTransaction failure for all non-consumable purchases when initialized.
  • (none) - Scripting: Fixed an issue with scripts always being compiled on project open.
  • (868697) - Scripting: Fixed a parameter corruption and potential crashes for some delayed callbacks.
  • (none) - Shaders: Removed fastmath compiler option from Metal compute shaders, as it could create different results compared to other platforms.
  • (none) - Shaders: Fixed a subtle metal shader generation bug in bit field insert operations.
  • (883080) - Shaders: Fixed an incorrect translation from HLSL assembly for AND and OR operands. Also fixed a crash when compiling shaders for GLCore.
  • (883720) - SpeedTree: Fixed GPU instancing break when the trees came back into view.
  • (none) - Tizen: Changed symbols in mono to HIDDEN.
  • (none) - UGUI: Fixed a memory leak in UGUI.
  • (858540) - Unity Ads: Prevent Unity Ads internal MonoBehaviours from showing in the inspector now.
  • (895742) - Unity test runner: Fixed EditorPref to be Project setting.
  • (884291) - UnityWebRequest: Fixed an issue with getting texture from download handler after scene change.
  • (876648) - UnityWebRequest: Fixed nonReadable parameter in UnityWebRequestTexture.GetTexture() working the opposite way.
  • (896314) - VR: Fixed a potential crash when entering play mode.
  • (884058) - Windows Store: Fixed a build error "Failed to resolve assembly: 'Windows.Foundation.UniversalApiContract, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null'"." when using default parameters of Windows Runtime types in method signatures and "C# projects" build option on .NET scripting backend.
  • (869168) - Windows Store: Fixed a build error on .NET scripting backend when a method with name OnMouseDown was defined in a non-monobehaviour class.
  • (869407) - Windows Store: Fixed a crash when using "SceneManager.UnloadSceneAsync" on .NET scripting backend with .NET native enabled.
  • (885997) - Windows Store: Fixed a rare build error "Failed to resolve assembly: 'System.Reflection.TypeExtensions, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'" on .NET scripting backend when using "C# projects" option.
  • (886049) - Windows Store: Fixed a rare build error "Version not supported: 255.255.255.255" when using certain .winmd plugins and "C# projects" option on .NET scripting backend.
  • (872058) - Windows Store: Fixed a System.TypeInitializationException on startup with .NET scripting backend when a nested class derives from a non-nested class and overrides one of its methods.
  • (875849) - Windows Store: Fixed Screen.SetResolution not accounting for DPI settings.
  • (885964) - Windows Store: Fixed a crash that could occur with D3D build type when the window was minimized or closed.
  • (888660) - Windows Store: Fixed non-alloc physics overlap functions causing a crash on .NET Scripting Backend.
  • (890043) - Windows Store: Fixed an issue whereby not being able to switch to Windows Store platform when Windows 10 SDK was not installed.
  • (870209) - Windows: Fixed a case of Screen.DPI returning the DPI of the primary monitor when the window was on a secondary monitor.
  • (891481) - Windows: Fixed window automatically resizing to fill the screen when in windowed mode and the monitor's display mode got changed through windows display settings.
  • Known Issues:
  • Multiview for GearVR is broken and we do not recommend this patch for Oculus development.

New in Unity 2017.1.0 Beta 1 (Apr 12, 2017)

  • KNOWN ISSUES:
  • Animation: Reading from Animator.rootPosition and Animator.rootRotation during OnAnimatorMove gives wrong results. Use Animator.deltaPosition and Animator.deltaRotation instead. (899049)
  • Audio: AudioSource attached to VideoPlayer produces choppy sound when playing certain mp4 files with VideoPlayer created from script (895458)
  • Editor: "The system cannot find file specified" error while opening the project for the first time. Deleting Library folder resolves the issue. (895343)
  • Editor: Editor crashes on attempt to open some 5.5 compatible audio projects. (880653)
  • Editor: Text in Editor becomes red after dismissing EditorUtility.DisplayDialog() popups. (886650)
  • Editor: Unity crashes when playing a scene with maximized game view (894572)
  • Graphics: "Assertion failed on expression: 'translated != kInvalidEnum'" error is spammed in the console when selecting an Image file (883459)
  • Graphics: Debug GFX overlay is drawn on top of objects. (851379)
  • iOS: OnGUI fails to draw any elements on iOS (883482)
  • Physics: Crash when reverting prefab which had Rigidbody and Joint deleted, and then undoing the revert. (870498)
  • VR: Rendering problems on Pixel Daydream when using 4x or 8x MSAA with single-pass stereo. This is due to driver issues, so the problem will be addressed via a driver update, independently of Unity releases. (-)
  • FEATURES:
  • 2D: Added Sprite Physics Shape to Sprite Editor, to allow users to set a custom default shape for a Sprite for generating collider shapes with a PolygonCollider2D.
  • 2D: Introduced 2D Sprite Atlas, a new asset that will supplant the Sprite Packer. With it comes new and improved workflows that gives the developer more control on how to pack sprites and use them at runtime.
  • 2D: Sprite Mask. Mask Sprites in world space using the new SpriteMask component.
  • Animation: (Also mentioned under API changes) AnimationLayerMixerPlayable scripting API added.
  • Animation: Manual Keyframing Workflow. Separate Recording and Preview modes in the Animation Window. Contextual menus added to all animatable properties in the inspector.
  • Animation: New GameObjectRecorder in UnityEditor.Experimental.Animations
  • Asset Import: Added the option of computing weighted normals when importing FBX files. Fixed normal generation for hard edges.
  • Audio: Added support for ambisonic audio clips and ambisonic decoder plugins.
  • Build Pipeline: Added delegates to BuildPlayerWindow that allow overriding the default Build button behavior
  • Collab: In-Progress. In-Progress allows developers using Unity Collaborate to see who else on their team has made local changes to a Scene or Prefab before those changes have been published.
  • Editor: Added new ArcHandle class in UnityEditor.IMGUI.Controls to interactively edit arcs in the Scene View.
  • GI: Added new API for setting Light falloff per Light. Added API for setting all Lights to use physically correct inverse squared falloff or the Unity legacy falloff model. Only used for Enlighten lightmaps so far, realtime and progressive will be supported later.
  • Graphics: Added LineUtility class and 'LineRenderer.Simply' function. Optimize your lines and curves by using the LineUtility to create a simplified version with a similar shape.
  • Graphics: Added memoryless mode to RenderTexture, accessed through new property RenderTexture.memorylessMode.
  • Graphics: Added Mirror and MirrorOnce texture wrapping modes, in addition to existing Repeat and Clamp ones.
  • Graphics: Unity can now accept and use a pointer to an externally created cubemap
  • IL2CPP: Unity in-app purchase now works on Windows Store with the IL2CPP scripting backend.
  • IMGUI: Added SearchField, a new IMGUI Control. It comes with Normal and Toolbar UI styles but can also be customized.
  • iOS: (Also mentioned under API Changes) Added API to change iOS splashscreens.
  • iOS: Enable deferred shading rendering path for Metal and OpenGL ES 3.0 for A8 and later iOS devices.
  • Particles: Added support for using Sprites in the Particle System, via the Texture Sheet Animation Module
  • Particles: Align Particles to their velocity direction
  • Particles: Particles can now apply forces to the Colliders they hit
  • Physics: Added 'Joint2D.attachedRigidbody' property to retrieve the Rigidbody2D attached to the Joint2D.
  • Physics: When setting 'Rigidbody2D.simulated' to false, Editor inspector shows information about its effect.
  • Playables: Playable Assets added to Playable API.
  • Playables: Playable Director added to play Playable Assets
  • Windows: Multi-display support for UWP.
  • Shaders: Added support for "inline" sampler states:
  • HLSL SamplerState objects that aren't taking sampling state from any texture (like what "sampler"+TextureName samplers do), but where sampling state is instead derived from the name.
  • For example, "MyLinearClampSampler" sets up bilinear filtering and clamp wrap mode; while "point_repeat_sampler" sets up point filtering and repeat wrap mode.
  • This allows e.g. doing both PCF depth comparison and reading raw depth value from a shadow map in a single shader.
  • Note that generally only modern graphics APIs support separate textures & samplers. You might therefore want to specify #pragma target 3.5 or similar in your shaders for this.
  • Implemented on DX11, DX12, PS4, XB1, Metal (Vulkan not yet).
  • CHANGES:
  • Asset Import: Upgraded FBX SDK to 2016.1.2
  • Build Pipeline: Added new function SwitchActiveBuildTargetAsync. This defers switching so that scripts can be imported first.
  • Build Pipeline: Event EditorBuildSettings.activeBuildTargetChanged has been deprecated as events do not survive script reloading. Replaced with interface class IActiveBuildTargetChanged and attribute ActiveBuildTargetChanged.
  • Editor: Added new GameObject sub menu - 'GameObject/Effects/. This menu includes a Line andTrail creation. The particle system has also been moved to this menu.
  • Editor: Added requirement for Visual C++ Runtime 2013 and 2015 to be installed when installing Windows Editor (i.e. the check is performed by Windows Editor installer).
  • Editor: AssetServer version control support has been removed from the editor.
  • Editor: Moved particle system rigidbody info message to top of the system as it does not just apply to inherit velocity
  • Editor: New projects now default to text-based serialization
  • Editor: Particle trail material slot is now always visible even if it is not used.
  • OSX: Disabled Metal on macOS 10.12.2 and 10.12.3 for stability reasons if GLCore is also present in API list
  • Windows Store: DX11 feature level 9.3 GPU support is required now. In practice this probably does not affect anything, as all Windows Phones that ever existed support 9.3 level already.
  • IMPROVEMENTS:
  • Android: Apk files are now signed using the new APK Signature Scheme v2.
  • Asset Import: Changing tabs in the Model Importer inspector does not force users to apply changes anymore
  • Asset Import: Support Segment Scale Compensate for models exported from Maya.
  • Asset Pipeline: In batchmode the FailedAssetImports.txt file is now ignored because there's no way to cancel or notify the user when the asset importer fails.
  • Build Pipeline: Scripts-only build is now available on all platforms.
  • Build Pipeline: Unified assembly stripping code used for IL2CPP and Mono builds - which should result in more consistent behaviour between IL2CPP and Mono and in smaller build sizes for platforms supporting assembly stripping on Mono.
  • Editor: Added "Called From" and "Calls To" view to the Hiverarchy View of Profiler Window.
  • Editor: Added a pre-drop style to particle system Object fields so it highlights if something can be dropped.
  • Editor: Added callbacks for assembly reload events: two events are dispatched: one before and one after reloading all assemblies. See: class AssemblyReloadEvents.
  • Editor: Log messages from connected players will now show in Editor console for easier debugging.
  • Graphics: Added a batch break cause (material disables instancing) to Frame Debugger.
  • Graphics: Added a new surface shader option "dithercrossfade", generating the screen-door dithering effect code automatically for being used in LOD cross-fade mode.
  • Graphics: Added new default material for trails. 'Default-Trail'
  • Graphics: Frame Debugger is now capable of showing array shader properties.
  • Graphics: Optimized conversions between float32 and float16 image formats on Editor for a x2 to x4 performance improvement.
  • Graphics: Texture wrapping modes can be set separately on each U,V,W axis.
  • Graphics: The default names for Graphics Quality Levels have been changed to be a little clearer, and more in line with what is common across other games. This will only affect newly created projects; existing projects will have the same Quality Level names as before (though, as always, you can edit the names via Edit -> Project Settings -> Quality).
  • IL2CPP: Improved IL2CPP code conversion time on OSX. Conversion times may improve by as much as 2x.
  • iOS: Added support for Watch apps and Watch app extensions in the Xcode extension API.
  • Mobile: Added TouchScreenKeyboardType.Social and TouchScreenKeyboardType.Search for iOS/tvOS, Android, WindowsPhone and Tizen platforms.
  • OSX: Added support for loading the first scene asynchronously when showing the splash screen.
  • OSX: Metal: [MTLDevice recommendedMaxWorkingSetSize] is now used to query VRAM size when available.
  • Particles: Added edit modes for Particle system collision mode planes.
  • Particles: Improved particle system culling mode supported tooltip messages. These now contain more details on why the culling mode is unsupported.
  • SamsungTV: UnityWebRequest is now supported on SamsungTV
  • Shaders: Optimized game data build time for shaders with massive ("millions or billions") potential variant counts. Fixed shader inspector popup menu to display variant counts larger than 2 billion properly.
  • Shaders: SystemInfo.graphicsShaderLevel now reports more accurate shader models that better match shader #pragma target levels (now can report values 25, 35, 45, 46).
  • Web: (Also mentioned under API Changes) UnityWebRequest now has built-in support for downloading MovieTexture on platforms that do support it. A new helper class WebRequestMultimedia has been introduced for simple download of MovieTexture or AudioClip. WebRequest.GetAudioClip() has been deprecated in favor of WebRequestMultimedia.GetAudioClip().
  • API CHANGES:
  • Animation: (Also mentioned under Features) AnimationLayerMixerPlayable scripting API added.
  • iOS: (Also mentioned under Features) Added API to change iOS splashscreens.
  • Playables: Moved Playable out of Experimental namespace.
  • Scripting: Rename to Debug.logger to Debug.unityLogger (852000)
  • Web: (Also mentioned under Changes/Improvements) UnityWebRequest now has built-in support for downloading MovieTexture on platforms that do support it. A new helper class WebRequestMultimedia has been introduced for simple download of MovieTexture or AudioClip. WebRequest.GetAudioClip() has been deprecated in favor of WebRequestMultimedia.GetAudioClip().
  • Web: Moved UnityWebRequest.GetTexture() to UnityWebRequestTexture.GetTexture().
  • FIXES:
  • 2D: A quad mesh will be generated when generating Sprite from a blank texture. (890845)
  • 2D: Add back POT option when in TextureImporter for Sprites (884926)
  • 2D: Fix Sprite UV not updated when data is copied via EditorUtility.CopySerialized (884970)
  • 2D: Fix SpriteRenderer not rendering Sprite in TileMode when mesh generation exceeds max vertex limit (888884)
  • 2D: Rephrase warning message to include Sprite generated in PolygonMode in SpriteRenderer when TileMode is set (889106)
  • Animation: Clarified documentation on Translation DoF settings for Humanoids (847234)
  • Animation: Display "Update reference clips" button for Generic rig too (871684)
  • Animation: Fixed adding State/StateMachines with invalid names. (882122)
  • Animation: Fixed an issue where Optimize Game Objects would cause invalid scale being applied with some animations (879368)
  • Animation: Fixed an issue where previewing animations with an exit time of zero would prevent the previewer from showing (883536)
  • Animation: Fixed an issue where results were incorrect when the only layer of a state machine was set to additive (862998)
  • Animation: Fixed an issue where the Rig importer Mask's transform list was populated even though the definition was set to None (874995)
  • Animation: Fixed Audio Source nested curve editor getting stuck while dragging keys. (881723)
  • Animation: Fixed out of sync linear tangents when editing a curve in the curve editor. (881861)
  • Animation: Fixed standalone curve editor window association to its serialized property. (860540)
  • Asset Import: Mesh importer now displays an error for invalid polygons that cannot be triangulated without introducing a new vertex. (677375)
  • Asset Pipeline: Fixed import failure when FBX take name contained invalid characters. (873720)
  • Editor: Fixed a crash in Editor caused by null Handles. Graphics.DrawMeshNow will now throw an exception if the mesh is null. (893112)
  • Editor: Fixed an issue where locking the Inspector on subscene objects causes their disappearance, coupled with a group of 'Failed to unpersist' error messages. (874301)
  • Editor: Fixed case of errors spamming the console when taking detailed memory sample of 32 bit player. (886135)
  • Editor: Fixed case of Handles.PositionHandle() throwing NullReferenceException when no SceneView is in the current editor layout. (874248)
  • Editor: Fixed crash when using the SavePanel path bar on Windows. (839912)
  • Editor: Fixed crash whilst reloading scene(s) after using version control merge and resolve operations. (876733)
  • Editor: Fixed HDR Color Picker to preserve alpha when changing brightness field. (883476)
  • Editor: Fixed low Normals quality issue with low mesh compression settings. (709609)
  • GI: Fixed a crash when creating reflection probes from OnWillRenderObject (873206)
  • Graphics: Display an error message and disallow subregion copying of a depth-stencil texture. (883393)
  • Graphics: Fix Editor crash by ensuring the camera and camera stack are valid after a PreCull message. (876867)
  • Graphics: Fix incorrect warning about using instancing and static batching simultaneously.
  • Graphics: Fixed crash trying to use a compute buffer which failed to be created. (886290)
  • Graphics: Fixed crash when Unity loses focus caused by a camera being removed whilst it is being rendered. (869109)
  • Graphics: Fixed flickering game view window when resizing the window. (880788)
  • Graphics: Fixed Vulkan GraphicsJobs mode when rendering Particles
  • Graphics: Incrased batching limits to 65,000 vertices. (810600)
  • Graphics: Make sure wrap modes are valid before setting them on a texture to fix assert message spam "Assertion failed on expression: 'translated != kInvalidEnum'" (883459)
  • Graphics: Re-generate real-time Reflection Probe cubemap when screen resolution is changed. (868638)
  • Graphics: Throw an exception if script tries to set a random write target texture and the texture does not have random write enabled.
  • iOS: Fix to hide the status bar while playing movies with CancelOnInput or Hidden modes. (871989)
  • iOS: Removed extra notification sent on application launch (875180)
  • iOS: UnityEngine.iOS.Device.SetNoBackupFlag can now be called from background threads. (851113)
  • Kernel: Fixed log message filtering for LogType.Exception. (820286)
  • Kernel: Fixed Mathf.PingPong and Mathf.Repeat returning negatives values for some specific value (861278)
  • OSX: Fixed crash caused by quick open/close of GUIWindows. (884145)
  • Particles: Fixed all 3 curves(x,y,z) being added to the Particle System curve editor when switching to curve state and only in single axis mode (855588)
  • Particles: Fixed curves with loop or ping pong wrap modes being incorrectly converted into poly curves and thus causing asserts.
  • Particles: Fixed module curves being shown in curve editor after the module was disabled due to an undo operation (861424)
  • Particles: Particle system culling was not working until it was rendered at least once (680242)
  • Particles: Particle system is no longer cleared if procedural emission buffer contains items. (801335)
  • Particles: Removing a ParticleSystem on a GameObject that has a component with RequireComponent(Renderer) is now correctly prevented. (888048)
  • Particles: Size over lifetime now correctly affects collider size, and sub-emitter inheritance. (792289)
  • Physics: Fix a rare crash that occured when a solver batch was indexed incorrectly (PxsSolverSetupSolveTask was reported in the callstack) (874515)
  • Physics: Fixed a crash caused by changing the value of the configuredInWorldSpace flag on a Joint attached to an inactive GameObject. (832197)
  • Scripting: Editor recompilation is no longer triggered when adding WinRT dlls which are not used by the editor. (861189)
  • Scripting: Fix a memory leak and performance degradation when adding nested classes as components. (856497)
  • Scripting: Fixed case of ScriptExecutionOrder not being applied when entering play mode. (830711)
  • Scripting: Fixed crash in C# updater with arrays in some expressions. (855785)
  • Scripting: Fixed rare crash that could occur after accessing null AnimationState (and Null Reference Exception is thrown). (847112)
  • Scripting: Fixed Script Updater issue with generic type parameters on methods under member access expressions. (863941)
  • Scripting: Improved error message when ScriptableObject is used with abstract classes. (850202)
  • Scripting: Improved the error shown when a class must inherit from ScriptableObject instead of MonoBehaviour. (867259)
  • Scripting: Script Updater: Automatically update ParticleCollisionEvent.collider to ParticleCollisionEvent.colliderComponent
  • Scripting: Script Updater: Do not remove required "using namespace" due to inadvertently deeming it as not used
  • Services: Fixed issue with Unity project ID when importing assets from the asset store containing a project ID. (867382)
  • Shaders: Fixed standard shader not supporting _Bumpscale on iOS and Android platforms. (881869)
  • Shaders: Occlusion sampling in shader now takes into account parallax map/offset. (783222)
  • SpeedTree: Fix a case where LOD1 range cannot be adjusted in SpeedTree importer GUI. (886674)
  • Terrain: Fix asset messages when deleting in-use terrain asset. (863970)
  • UI: Augmented variable capacity to correctly handle large numbers of tiles. (862575)
  • UI: Fixed crash when deleting a nested canvas with nested canvas children. (858847)
  • UI: Fixed issue that would prevent the text field input caret from updating when the virtual left and right arrow keys were pressed. (850430)
  • UI: Fixed issue where fonts created by script would fail to appear. (858645)
  • UI: Selectable SelectionState is now updated as expected when setting interactable to true. (861736)
  • UI: The input field caret now generates the GameObject with the correct transform type as well as a CanvasRenderer, to prevent doing a switch of Transforms at runtime. (863470)
  • UI: The inverse transform of the canvas (m_CanvasData.invCanvasMatrix) is now updated when its ancestor has changed (i.e. not just its direct parent). (870698)
  • VR: Fix crash in Editor when attempting to do Holographic Simulation when graphics API forced to DX9 (885634)
  • VR: Fix daydream back button handling to deal with app store submission rejection (893219)
  • VR: Fix Daydream icon labels to not display tooltip text in the label. (891613)
  • VR: Fixed crash on HoloLens and Windows Mixed Reality caused by large amounts of input data overflowing queue
  • VR: Fixed particle shader errors when using instanced single pass. (872164)
  • VR: Integrate Google VR iOS SDK 1.20 (885513)
  • Windows: Fixed not being able to start the game with exclusive fullscreen mode on a secondary monitor (789575)
  • Windows: Fixed resolution selector showing primary monitor resolutions even when a secondary monitor is selected.
  • Windows: Fixed window not resizing to new monitor's size when moving window to another monitor while in windowed fullscreen mode.

New in Unity 5.6.0 (Apr 7, 2017)

  • Massive lighting improvements:
  • 5.6 includes the Progressive Lightmapper preview, which provides immediate feedback when trying out different lighting scenarios, and much faster iteration compared to the current Enlighten solution. 5.6 also offers Light Modes, which allow for various ways of mixing real time and baked lighting for static and dynamic objects.
  • Improved graphics performance:
  • GPU Instancing, which enables new kinds of effects where many similar objects are needed at a very low performance cost, has been improved with support for Procedural Instancing. And with the addition of Compute Shaders for Metal, you can now add more details to your games by tapping into the raw power of the chipsets on Apple iOS and macOS.
  • Vulkan support:
  • Vulkan support brings increased speed while reducing driver overhead and CPU workload; this leaves the CPU free to do additional computation or rendering and saves on battery life for mobile platforms.
  • Massive update to Particle System:
  • 5.6 greatly extends the range of particle effects to give more options and control to the user. This update also significantly improves Particle System performance.
  • New Video player:
  • A new multi-platform video player enables playback of 4k video allows you to build 360-degree video VR experiences.
  • Navigation system improvements:
  • Improved AI and Pathfinding tools–also referred to as the NavMesh system–expand the possibilities to manipulate multiple nav meshes and agents. And, new tools for procedurally generated or dynamically loaded content enable a whole new set of use cases and gameplay options for character navigation.
  • New 2D tools and improvements:
  • Unity 5.6 adds a whole set of 2D features that give you more control and make it easier to create complex 2D objects. New features for 2D physics enable new kinds of gameplay and effects, including fully featured particle effects interacting with 2D objects.
  • TextMesh Pro:
  • One of the top performing tools on the Unity Asset Store is now available for free to users of 5.3+ and will be soon be natively integrated into Unity. TextMesh Pro features advanced text rendering with dynamic visual text styling, along with greatly improved control over text formatting and layout.
  • Performance Reporting and debugging improvements:
  • In addition to exception reports, Performance Reporting now collects native crashes for iOS. Physics debug visualization and profiler improvements make it easier to find the source of performance issues in the game.
  • New platforms:
  • With 5.6, you can seamlessly publish to Facebook Gameroom, as well as Google Daydream and Cardboard for Android and iOS. Nintendo Switch support is also available now.
  • Unity Collaborate (Beta):
  • We added new options when publishing changes for finer control of your Collaborate projects.
  • Experimental support for WebAssembly:
  • In 5.6 we bring experimental support for WebAssembly, a new cross-browser technology designed to help improve the Unity WebGL experience.

New in Unity 5.6.0 RC 2 (Mar 28, 2017)

  • Changes:
  • VR: Updated iOS to Google VR NDK 1.2.
  • Improvements:
  • Physics: A warning is now issued when attempting to use CompositeCollider2D.SetEnabled as this isn't supported.
  • Shaders: Shader upgrader now automatically replaces "mul(UNITY_MATRIX_MVP, v)" with "UnityObjectToClipPos(v)".
  • UI: CanvasRenderer::OnTransformChanged will now not be called when object is inactive.
  • Fixes:
  • 2D: Removed error message that would appear when canceling the creation of a sprite animation, when sprites are dropped to the scene. The behaviour is now also consistent with dragging multiple sprites to the HierarchyWindow. (881910)
  • Animation: Fixed a crash that was triggered when removing the AnimatorController in a StateMachineBehaviour callback. (883762)
  • Animation: Fixed an issue where Euler curves used in conjunction with Additive pose would cause random values to be written to some bone. (859578)
  • Animation: Fixed broken meshes with Optimized Game Object selected. (879368)
  • Animation: Fixed crash that woukd occur when using abstract StateMachineBehavior classes. (877623)
  • Multiplayer: Fixed issue where, when the websocket WebGL client called disconnect, it wouldn't notify itself with this event.
  • Windows: IME input now works with embedded game window. (764583)

New in Unity 5.5.2 Patch 4 (Mar 23, 2017)

  • Improvements:
  • (815861) - UI: CanvasRenderer::OnTransformChanged will not be called when object is inactive.
  • Fixes:
  • (851523) - Android: Fixed incorrect dangerous permissions dialog behavior when the app was suspended while the dialog was on screen.
  • (888274) - Android: Fixed an issue where ApplicationId was missing from AndroidManifest.xml in Gradle builds.
  • (887998) - Animation: Fixed Assert Thread::CurrentThreadIsMainThread() from Animator::IsHuman() when run in a job thread.
  • (884643) - Animation: Fixed a crash when re-enabling GameObject that was running a Playable.
  • (884472) - Asset Pipeline: Fixed a crash that occurred when loading the same asset both synchronously and asynchronously simultaneously.
  • (864237) - Graphics: Fixed an issue with Assert "Texture aux property (unity_SpecCube0_HDR) should never be a built-in name!".
  • (851265) - Graphics: Fixed a crash when switching from DX12 to DX11 graphics API in the Editor.
  • (887912) - IOS: Added support in order to enable auto-rotation while broadcasting using ReplayKit.
  • (788515) - iOS: Fixed Airplay mirroring mode when using Open GLES.
  • (876169) - Particles: Fixed a NullReferenceException, when Inherit Velocity was set to less or more than 0 and Rigidbody2D was set to Dynamic.
  • (890937) - Physics 2D: CapsuleCollider2D now correctly calculates its mass when using auto-mass.
  • (888302) - Scripting: Fixed a coroutine crash in Coroutine::CompareCoroutineEnumerator.
  • (881103) - Shaders: Fixed an internal error on a GLSL/Metal shader compiling corner case.
  • (886841) - VR: Fixed a subtle timing bug on Rift that could cause very minor view stuttering in certain situations.

New in Unity 5.6.0 RC 1 (Mar 18, 2017)

  • Improvements:
  • GI: Added a pragma option(nolppv) for surface shaders to strip Light Probe Proxy Volume code when it isn't needed.
  • VR: Updated Oculus GearVR to version 1.11.1 to fix the GearVR focus timeout issue.
  • Fixes:
  • Graphics: Fixed Editor crash by ensuring the camera and camera stack are valid after a PreCull message. (876867)
  • Graphics: Fixed spamming assertion when a LOD is incorrectly set to have the same screen height as the previous LOD. (849046)
  • Graphics: ForceLOD now will not be overriden when selecting LODs in editor play mode. (815223)
  • Terrain: Fixed terrain basemap generation in linear color space when the terrain is created. (852069)
  • Terrain: Fixed terrain shader that sub-optimally does pixel lighting when normal is not used. (867627)
  • Video: Fixed crash when creating/releasing multiple VideoPlayers. (888305)
  • System Requirement Changes:
  • Android minimum version supported updated to 4.1 (JellyBean)
  • Known Issues:
  • Scripts are pointing to the Editor version of the DLLs instead of Runtime, resulting in "Null reference" errors. (888020)
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Error messages spamming the console during playmode. (879941)
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Particles: Sorting Fudge does not work. (884637)
  • Physics: CCD is broken on pooled objects. (889118)
  • Physics: RigidBody.collisionDetectionMode cannot be set during runtime if it is initially set to one of the continuous options. (784529)
  • Scripting: Unity crashes at . (888302)
  • Video: [Android] Video fails to play (and may crash) on some device/OS version combinations, and especially on Android versions lower than 6.0. (862078)
  • VR: There is an issue with the current 1.1 Google VR NDK integrated in 5.6 betas when used with the Google SDK for Unity. The Google SDK includes a backwards compatible library for non-integrated scenarios that conflicts with the library integrated into Unity. At this time, if you need functionality provided in the Google SDK (especially audio, which is intgrated with the library that conflicts) then you will need to use the non-native Cardboard functionality provided by the Google SDK. To do this, make sure you do not enable VR for iOS (or if you did, remove the Cardboard device and disable VR). We are working on this issue and will have more details at a later date.
  • VR: VRSettings.renderViewportScale has unintended graphical effects when rendering sections of the screen at values less than 1. (851282)
  • VR: There is a discrepancy between the Android 1.2 Google VR NDK update and the iOS 1.1 VR NDK currently integrated in Unity that will cause linking errors. For now, if you need iOS Cardboard support please disable native iOS integration and use the support provided in the Google VR SDK for Unity. This issue will not exist in 5.6.0f2. (885513)
  • Windows: Windows Store: PlayerPrefs gets corrupted on Windows 8.1-10 on sudden reset. (855595)

New in Unity 5.5.2 Patch 3 (Mar 18, 2017)

  • Fixes:
  • (868587) - Animation : Fixed a race condition in the legacy animation system which could cause a crash if a GameObject and an Animation assigned to that GameObject were deleted in the same frame.
  • (864273) - Editor: Fixed an issue with deselect of single selected item in hierarchy with ctrl/cmd+click.
  • (864246) - Editor: Fix for time not updating in Editor if play mode is entered and then exited while paused.
  • (861345) - Editor: Fixed an issue with vertex snapping jumping to extreme values in isometric view.
  • (858292) - GI : Fix for lightmaps not being loaded in a standalone player when loading scene through an AssetBundle.
  • (862215) - GI : Fix for lightprobe gizmos being rendered too bright in Linear color space.
  • (none) - Graphics : Fixed D3D12 cubemap mip generation.
  • (868935) - Scripting: Fixed MonoBehaviour array field with initializer getting resized to 0 by serialization.
  • (none) - Tizen: Fixed a crash that occurred when an app tried to exit.
  • (858645) - UI : Fixed the issue of fonts created at runtime not showing up when added to text.
  • (none) - VR: Updated Oculus to version 1.12. This fixed a GearVR timeout issue.
  • (886630) - Windows: Fixed the logging code in the Windows Editor/Standalone player so that messages got printed at once instead of one byte at the time.

New in Unity 5.6.0 Beta 11 (Mar 8, 2017)

  • Known Issues:
  • Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.1 or older devices might not mute itself during an incoming phone call. This might cause rejections when submitting to Samsung app store.
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Setting Custom Editor window's position to what it already is, changes it's position (593259)
  • GI: Progressive Lightmapper crashes on certain Scenes during the bake when instances are moved (depending on timing). Fix coming soon.
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Particles: Sorting Fudge is not working (884637)
  • Physics: RigidBody.collisionDetectionMode cannot be set during runtime if it is initially set to one of the continuous options. (784529)
  • Services: Collab cannot update to the latest revision if the current revision has been archived and there is a conflict. (857465)
  • Shaders: Crash in InitWGL when opening project on editor with forced OpenGL mode. (859418)
  • UI: Adding UI elements via script will cause OnDisable and OnEnable to be called on all scripts in the hierarchy if a RectTransform needs to be added. Workaround is to add a RectTransform component in the new GameObject call . For example new GameObject("Canvas", typeof(RectTransform)); (882791)
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] There is no native controller integration yet. For controller use, please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display is dimmer than other VR devices. This is by design, as a means of prolonging battery life while in VR.
  • VR: UNITY_HAS_GOOGLEVR is enabled for iOS, but the Google SDK for Unity might not check for it correctly and try to use compatibility mode for iOS. This will be fixed with an SDK update from Google.
  • VR: VRSettings.renderViewportScale has unintended graphical effects when rendering sections of the screen at values less than 1. (851282)
  • Windows: Windows Store: PlayerPrefs gets corrupted on Windows 8.1-10 on sudden reset. (855595)
  • Features:
  • 2D: Added ability to control the tessellation quality of Sprites in the Sprite Editor Window. Tessellation quality controls how tight or coarse the mesh ressembles the actual image.
  • IL2CPP: Unity in-app purchase should now work on Windows Store with IL2CPP scripting backend
  • Video: Implementation is close to final, with revised preliminary documentation available.
  • WebGL: WebAssembly Support (experimental)
  • Changes:
  • Animation: Exposed Animator.playableGraph property
  • Animation: Fixed erroneous animation for single state machine layer set to additive
  • Scripting: Changed namespace UnityEngine.Runtime.Networking.PlayerConnection to UnityEngine.Networking.PlayerConnection for clarity and consistency with Unity convention
  • Improvements:
  • Animation: Clarified the warning if playing generic clips that animate humanoid bound transforms
  • Animation: Fixed changing OverrideController clips resetting the StateMachine.
  • Animation: Improved entry transition notice message in the Inspector
  • Multiplayer: Up to 128 udp sockets supported
  • Fixes:
  • Animation: Fixed a bug where undoing Apply in model importer would attempt to incorrectly restore values (565438)
  • Animation: Fixed a crash when getting state machine behaviours while there is an invalid State Machine Behaviour assigned to a state (873144)
  • Animation: Fixed Animator changing selection even if the window is locked (850456)
  • Animation: Fixed bug spamming the inspector with warnings when playing a generic/humanoid mixed animation (768773)
  • Animation: Fixed crash when transitionning to invalid StateMachine (864131)
  • Animation: Fixed humanoid animation imported from previous versions not working properly (869759)
  • Animation: Fixed MissingMethodException thrown on some platforms (783535)
  • Editor: Fix to ensure that user-provided center for Gizmos.DrawFrustum is respected. (863596)
  • Editor: Respect user-provided center for Gizmos.DrawFrustum. (863596)

New in Unity 5.5.2 Patch 2 (Mar 8, 2017)

  • Fixes:
  • (884523) - Animation: Playback range is now correctly displayed after changing the Samples of a clip.
  • (873836) - GameObject: Fixed position inconsistency when using generic instantiate.
  • (866194) - iOS: Fixed build errors in XCode when stripping is enabled using Mono scripting backend.
  • (880773) - IOS: Fixed WebRequest setting the IsError property correctly.
  • (875180) - iOS: Removed extra notification sent on application launch.
  • (878716) - Kernel: Prevent scripts from adding Transform-derived components during their Awake methods.
  • (869169) - Mono: Fixed a C# compiler bug which could cause an incorrect compiler error in some cases when overloaded generic methods were used.
  • (878859) - Mono: Fixed a crash which could occur in the editor when deep profiling was enabled.
  • (881847) - Particles: Fixed an incorrect velocity for first frame when a rigidbody was first enabled.
  • (886574) - Physics: Fixed a crash caused by changing the value of the configuredInWorldSpace flag on a Joint attached to an inactive GameObject.
  • (859418) - Shaders: Fixed a crash in ShaderLab::shaderprops::GetMatrix when using OpenGL API when using specific graphics drivers on Windows.
  • (857047) - Terrain: Fixed a crash when loading a scene with a terrain and trees and then unloading the previous scene.
  • (876027, 880565) - UnityWebRequest: Fixed high CPU usage/fareeze after aborting (leaving play mode) UWR with custom download handler script.
  • (876823) - UnityWebRequest: URLs without '%' character will be escaped and the ones with '%' will be assumed to be properly escaped.
  • (874571) - Windows Store: Fixed the issue whereby secure connections were not working when using UnityWebRequest.
  • Known Issues:
  • (888339) - OpenGL : Internal testing reported a crash in InitWGL, when opening a project with -force-opengl command. This issue will be fixed in one of the next patch releases.

New in Unity 5.6.0 Beta 10 (Mar 3, 2017)

  • Features:
  • GI: Progressive Lightmapper features: directional lightmaps, transparent materials, better sampling of area lights.
  • Improvements:
  • Windows: The Unity installer now offers to install Visual Studio Community 2017 (i.e. instead of Visual Studio Community 2015).
  • Fixes:
  • 2D: Fixed WSA crash that would occur when creating Sprite with certain textures. (859800)
  • Android: Added timeout to video playback to prevent issues with video not buffering. (851560)
  • Android: Fixed an issue where creating textures OnApplicationFocus resulted in black textures. (837483)
  • Android: Fixed case of leftover touches when changing multitouchEnabled to false. (865326)
  • Android: Fixed Target SDK check. (874350)
  • Cache Server: Fixed case of Editor Cache Server preferences asking the user to delete the local Cache Server data twice when switching from 'local' to a different mode. (878326)
  • DX12: Native plugin events are now only invoked from the rendering thread, not main thread. (863285)
  • DX12: The command queue is now exposed to DX12 native plugins. (867573)
  • Editor: Fixed case of DestroyImmediate(this) from within an Editor class crashing the Editor. (399555)
  • Editor: Fixed case of spurious scrollbar appearing in image previews. (852501)
  • Editor: Fixed crash on OSX when the Editor loses context. (837413)
  • Editor: Fixed return value of EditorGUIUtility.editingTextField after renaming an asset in the project browser. (870530)
  • Editor: Formally obsoleted already-unsupported room rolloff parameters. (873297)
  • Graphics: D3D9: fix to ensure that internal resolves don't result in a drawn pixel (i.e. single white pixel) when using defrerred mode. (728324)
  • Graphics: DirectX: fix to avoid displaying a fresh-black frame whilst performing screen resizing. (849424)
  • Graphics: Fix to prevent RenderNow/DrawMeshNow from crashing when shader has no matching vertex channels. (876162)
  • Graphics: Fixed a difference between graphics jobs and non-graphics jobs rendering, by setting the ambient probe for the deferred reflections pass. (863625)
  • Graphics: Fixed case of forward-only objects being rendered into Depth/DepthNormals textures multiple times when they have multiple submeshes and deferred shading is used. (863954)
  • Graphics: Fixed case of object rendering sequence appearing to be wrong in certain boundary cases. (866069)
  • Graphics: Fixed issue where changes to blending mode via shader properties would be ignored in Graphics.Blit. (865062)
  • Graphics: For script created/instanced cameras, we now only add Image Effects Callbacks if the Image Effect is registered already. This fixes a case of an error being thrown when disabling script during instantiate. (862473)
  • Graphics: When calling Material.SetFloatArray, SetVectorArray, SetMatrixArray throw a NULL exception instead of crashing. (868016)
  • Physics: Fixed a crash that could happen when more than 64 contacts were generated in PCM collision detection mode. (871475)
  • Physics: Fixed an issue where 'Physics2D.GetRayIntersection' calls involving collider triggers did not correctly detect them. This also affected UI events that use the same calls. (872690)
  • Physics: Fixed case of CapsuleCollider falling through MeshColliders occasionally (due to internal edge contact jitter). (850059)
  • Physics: Fixed case of Physics.queriesHitBackfaces flag not affecting Collider.Raycast (857090)
  • Physics: Fixed case of WheelCollider.suspensionSpring.targetPosition not being clamped between 0 and 1 when setting it from script (and thus causing assertions). (806448)
  • Physics: Fixed issue with the Spring Joint max distance max setting. (828163)
  • Physics: Fixed PhysX errors when setting the mesh of a SkinnedMeshRenderer to a primitive type. (874965)
  • Physics: Fixed typo in the RigidBody.rotation auto complete dialog. (877395)
  • Shaders: Fix to ignore duplicate keyword lines and issue warnings to user about duplicates. (864007)
  • Shaders: Fixed crash in ShaderLab::shaderprops::GetMatrix when using the OpenGL API with certain graphics drivers on Windows. (859418)

New in Unity 5.5.2 Patch 1 (Mar 3, 2017)

  • Improvements:
  • UnityAds: Updated native binaries to 2.0.8.
  • Fixes:
  • (861178) - Analytics: Fix adds Internet permission on Android when Analytics service is used.
  • (837483) - Android: Acquire context on focus before notifying player.
  • (853474) - Android: Fixed the failure to push OBB to certain Samsung devices.
  • (857978) - Android: Fixed proguard template to actually keep Unity classes.
  • (868612, 867887, 861069, 874761) - Android: Fixed the splash screen and black bar issues by applying immersive fullscreen mode as early as possible.
  • (none) - Android: Improved the WebRequest performance.
  • (863399) - Android: Input - Fixed issues with joystick polling and startup.
  • (867668) - Android: Manifest - Added layoutDirection to configChanges.
  • (827454) - Android: Opening the on-screen keyboard does not make webcam update slower.
  • (877623) - Animation: Fixed an issue with using abstract classes behaviour on a StateMachineBehaviour.
  • (869307) - Asset Importer: Fixed the importing process so that asset paths with zero length are skipped.
  • (878326) - Cache Server: Do not ask to delete the local cache server data twice when switching from local to a different option in preferences
  • (863299) - Cache Server: The Cache Server preferences dialog now correctly recognises when the mode is changed.
  • (879675) - Core: Fixed the issue of job system ending up with high CPU usage in certain circumstances eg. using UnityWebRequest.Send() in Editor after exiting Play mode.
  • (867573) - DX12: Expose the command queue to DX12 plugins now.
  • (863285) - DX12: Only invoke plugin events from the "rendering" thread, not main thread.
  • (837413) - Editor: Fixed a crash on OSX when the Editor loses context.
  • (878112) - Editor: Fixed the issue that Pro users can't skip the survey after Unity activation.
  • (none) - EditorAnalytics: Honoring DisableEditorAnalytics settings.
  • (856901) - GI: Fixed a crash while baking lightmaps with custom shaders after Light Transport jobs finished.
  • (865062) - Graphics: Changes made to blending mode via shader properties are no longer ignored in Graphics.Blit.
  • (728324) - Graphics: D3D9 to make sure that internal resolves don't result in a drawn pixel, i.e. single white pixel when using deferred mode.
  • (865491) - Graphics: Fixed an issue with BC6 decompression and improve reading of textures with more than one byte per channel.
  • (863954) - Graphics: Fixed the issue of forward-only objects being rendered into Depth/DepthNormals textures multiple times when they have multiple submeshes and deferred shading is used.
  • (862473) - Graphics: For script created/instanced cameras only add Image Effects Callbacks if the Image Effect is already registered. Fixed the error message when disabling script during instantiate.
  • (849424) - Graphics: On DirectX avoid presenting a fresh-black frame whilst performing screen resizing.
  • (863625) - Graphics: Set the ambient probe for the deferred reflections pass to fix a difference between graphics jobs and non-graphics jobs rendering.
  • (876162) - Graphics: Stop RenderNow/DrawMeshNow crashing when shader had no matching vertex channels.
  • (868016) - Graphics: When calling Material.SetFloatArray, SetVectorArray, SetMatrixArray throw a NULL exception instead of crashing.
  • (869696) - IL2CPP: Fixed the incorrectly managed stack traces on iOS devices in release mode.
  • (837679) - iOS, Android: Fixed - Light Probe Proxy Volumes don't fallback to normal probe blending.
  • (878783) - Mac Editor: Fixed the crashes while exporting projects.
  • (871026](https://issuetracker.unity3d.com/product/unity/issues/guid/871026)]) - Metal: Fixed geometry corruption when dynamic batching was enabled.
  • (none) - Metal: Fixed issues with setting DontCare load flag when running multithreaded.
  • (881491) - Mono: Fixed rare issue due to timer collisions.
  • (750307) - Shaders: Fixed advanced blend operations by requiring the shaders to be decorated with UNITY_REQUIRE_ADVANCED_BLEND(mode) declaration.
  • (877123) - Shaders: Make shader binary blob data deterministic to fix problems with asset bundle (or player data) changing with identical source inputs.
  • (871606) - Shadows: Allow 2k shadowmap textures on devices with less than 2 GB of RAM when best quality shadows are selected
  • (863256) - Sprites: Fixed an issue where OverrideGeometry on instantiated sprites produced differing results in the Editor and Standalone
  • (864935) - Terrain: Fixed an issue where the default material could be more specular than expected.
  • (870830) - Texture Importer: Fixed an issue where a texture's colour model was set to RGBA without an alpha channel.
  • (858502) - Texture Importer: Fixed an issue where BC7 didn't compress alpha textures correctly.
  • (856584) - Texture Importer: Fixed an issue where setting textureType reset sprite mode to single.
  • (858460) - Texture Importer: Fixed an issue where some textures were wrongly interpreted as single channel cube maps.
  • (873678) - UI: Fixed an occasional masking issue when using deferred rendering path on Linux.
  • (856380) - UI: Fixed scrollrect performance being slow when it had a lot of content.
  • (861736, 872634) - UI: Selection elements will update selection state when interactable is changed.
  • (none) - UnityAds: Fixed callback executor from being destroyed on scene changes.
  • (850239) - VCS: Fix for editor not checking out scene file before first write in freshly loaded project.
  • (none) - VCS: Fixed an issue trying to add files from ProjectSettings folder to Version Control even if they were already under Version Control.
  • (855985) - WebGL: Fixed "incorrect header check" builtin web server error when build folder contained non-URI characters.
  • (865630) - WebGL: Fixed buffer overflow that occurred when using UnityWebRequest and custom DownloadHandlerScript.
  • (868756) - WebGL: Fixed memory corruption when generating terrain base map textures.
  • (none) - Windows Store: Fixed the known issue reported in the previous release, 5.5.2 - player prefs might get corrupted on Windows 8.1 and Windows Phone 8.1 SDKs when forcefully closing the application right after saving them.

New in Unity 5.5.2f1 (Feb 24, 2017)

  • Improvements:
  • Android: Gradle export now supports custom templates, and improved troubleshooting of export process.
  • Asset Bundles: Improved load asset performance by up to 25% for standard (non-streamed) asset bundles.
  • Asset Bundles: ShaderVariantCollection assets included into bundles now cause shaders to include the referenced keyword variants.
  • Asset Importing: Performance improvements to DXT1, DXT5, BC4 and BC5 texture compressor.
  • Audio: Add support for streaming Ogg Vorbis on Android, iOS and tvOS.
  • Graphics: Added Mesh.GetIndexStart and Mesh.GetIndexCount APIs.
  • Graphics: Added non-allocating accessors to Mesh, that write into user-specified List: GetBindposes, GetBoneWeights, GetColors, GetIndices, GetNormals, GetTangents, GetTriangles, GetVertices.
  • Tizen: Added a button to the deployment target window to refresh the target list.
  • Virtual Reality: Updated to Oculus runtime version 1.11.
  • Windows Store: introduced the ability to select which Universal Windows Platform SDK Unity should target when building the application.
  • Changes:
  • Tizen: Remove the Tizen 2.3 minimum OS option. 2.4 is now the only accepted OS version. Users must update their devices to Tizen OS 2.4.
  • Fixes:
  • Android: Fixed a crash when doing simultaneous SceneManager.LoadSceneAsync and Resources.Load. - (782183)
  • Android: Fixed a player crash when using Location services. - (866556)
  • Android: Fixed an incorrect behaviour with Application.persistentDataPath. - (854214)
  • Android: Fixed readback from float RenderTexture into half -float Texture.
  • Android: Fixed splash screen flicker and artifacts. - (863528)
  • Android: Gradle export -; Ffixed colliding package name for unity-android-resources. - (854535)
  • Android: Gradle export should now work with SDK version > 6.0. - (856650)
  • Android: Identified unaccounted spikes in profiler. - (836697)
  • Android: Improved asynchronous loading time when showing splash screen.
  • Android: Play audio from background applications at the original volume when it is not muted.
  • Android/IL2CPP: Prevent a crash which can occur with the use of OnAudioFilterRead callbacks on kKrait CPUs. - (852307)
  • Android/MetroWindowsStore: Fixed the issues preventing the Application.Unload API from functioning correctly.
  • Animation: Fixed a bug that was preventing AnimationEvents that were added to legacy AnimationClips during runtime from being called. - (877033)
  • Animation: Fixed a crash when setting Animator.updateMode when no AnimatorController is set. - (869582)
  • Animation: Fixed crash in animation window when starting playback on invalid optimized game object - (865057)
  • Animation: Fixed edit key overriding key frames in curve editor. - (860366)
  • Animation: Fixed vertical and horizontal flips using Box Tool with tangents set to Infinity. - (849656)
  • Asset and Scene ManagementAsset Importing: Fixed a crash while importing an FBX where individual component X/Y/Z curves had different frame ranges. - (845966)
  • Asset Bundles: Fixed a crash when loading a scene with occlusion culling from an asset bundle in editor play mode. - (846853)
  • Asset Bundles: Fixed loading asset by file name and extension to work identical to loading by file name. - (845762, 841092)
  • Asset Bundles: Fixwsed intermittent freeze that could occur when calling AssetBundle.LoadAssetAsync multiple times in a single frame. - (862004)
  • Asset Importing: Significant performance improvements to DXT1, DXT5, BC4 and BC5 texture compressor, resulting in faster asset imports.
  • Audio: Fixed a WACK certification failure in UWP player builds using the Microsoft HRTF audio spatializer. - (865507)
  • Cache Server: Can now handle paths with spaces on Mac when calling RunOSX.command with the --path argument. Paths with spaces must be within quotes. - (874677)
  • Cache Server: Displays a warning in the Cache Server Editor Preferences when the Local Cache Server location cannot be reached (e.g. on a disconnected disk). - (858923)
  • Cache Server: Fixed an issue when building,; an unreachable cache server was reported as a warning not an error and did not cause the build to fail. - (840009)
  • Cache Server: Fixed the custom port missing for the remote option. - (871730)
  • Cloudbuild Analytics: Fix for iOS and Android crash when all services are OFF.
  • Deployment Management: Corrected the behaviour on Windows where using -logfile on batch mode with an emptry string would cause output to go to stdout, consistent with all other platforms. - (857206)
  • DX11: Fixed D3D11 Device creation failures on Windows Vista and Windows 7 systems without DX11.1 runtimeupdate. - (877407, 867093, 877210)
  • Editor: Disallow setting DontSave on a tTransform unless it is already set on the GameObject. - (857507)
  • Editor: Fixed a crash for D3D platforms if shader compilation did not return any compiled shader data ie, a shader contained #error pre-processor directive. - (824020)
  • Editor: Fixed a crash whilst reloading scene(s) after using version control merge and resolve operations. - (876733)
  • Editor: Fixed a rare issue where building the player and saving the project later could cause the Editor to lock up. - (857117)
  • Editor: Fixed an issue whereby new installed Unity would report timeout error in commandline activation. - (790345)
  • Editor: Fixed light probe rendering in LookDev HDRIs. Previously it could go wrong depending on the lighting panel parameters set for the project.
  • Global Illumination: Fixed a rare issue where spawning external processes (such as GI Baking) could fail or cause a deadlock. - (799748)
  • Graphics: Don't render the screencamera depth texture space depth buffer if nothing requires it i.e. screenspace shadows are disabled. - (836737)
  • Graphics: DrawProcedural draws geometry only in the left eye when Single Pass VR is enabled - (859819)
  • Graphics: Fixed a crash in some circumstances if object disabled renderer when culling updated the visibility. - (849079)
  • Graphics: Fixed a crash that occurred when loading models from AssetBundles with Tangents set to Calculate Legacy. - (861445)
  • Graphics: Fixed crash in occlusion culling when loading multiple scenes. - (862005)
  • Graphics: Fixed large objects lit by a directional light self shadowing in editor when player was set to aAndroid. - (866230)
  • Graphics: Line Renderer; fixed gaps when values are repeated - (861293)
  • Graphics: LineRenderer; fixed issue where setting endColor failed if using different number of color/alpha keys - (864043)
  • HoloLens: Fixed a crash that occurs on device when downloading files with WWW. - (860775)
  • HoloLens: Fixed an issue with InputField automatically getting activated for text entry as soon as you gaze at it. - (850327, 851586)
  • HoloLens: Prevented a potential memory stomps in very rare repro cases when resuming from suspend.
  • IL2CPP: Allow the build to succeed when the .NET 4 TargetFrameworkAttribute attribute is used in an assembly. - (867606)
  • IL2CPP: Allow the Unity Ads engine integration to work properly on iOS builds that are archived and uploaded to TestFlight. - (874227)
  • IL2CPP: Correct an error in UnusedBytecodeStripper2 related to UnityEngine.RenderTexture that can occur during some project builds. - (863806)
  • IL2CPP: Corrected the behavior of Assembly.GetExecutingAssembly on platforms that did not support stack walking properly. - (871948)
  • IL2CPP: Fixed a compile error related to missing header when compiling code using SizeOf IL opcode. - (874838)
  • IL2CPP: Fixed a rare crash in IL2CPP on some Visual Studio installation setups with message "Unhandled Exception: System.InvalidOperationException: Builder is unable to build using selected toolchain (MsvcDesktopToolChain) or architecture (Unity.IL2CPP.Building.x64Architecture)!"
  • IL2CPP: Fixed an issue with race condition of the monitor implementation of IL2CPP that could cause a crash. - (870810)
  • IL2CPP: Fixed System.IO.WindowsRuntimeStreamExtensions class not being present in System.Runtime.WindowsRuntime.dll.
  • IL2CPP: Prevented an error during code generation when IL code had a try/finally as the last block in a method. - (872641)
  • IL2CPP: Prevented an ExecutionEngineException from being thrown at run time when a virtual generic method was called via a delegate. - (869676)
  • iOS: Added missing icon slots for Spotlight and Settings. (815299)
  • iOS: Don't indicate that microphone and camera is used when it isn't. - (869099)
  • iOS: Don't strip alpha channel out of launch screens textures. - (847494)
  • iOS: Fixed a bug that would prevent the text field input caret from updating when the virtual left and right arrow keys were pressed. - (850430)
  • iOS: Fixed a crash with advertisingIdentifier in iOS Simulator. - (869305)
  • iOS: Fixed an exception when disposed ODR object was collected by GC. - (850619)
  • iOS: Fixed an issue where the ReplayKit API might be reported as available on unsupported devices - (828288)
  • iOS: Fixed Application.isShowingSplashScreen to return the correct state and deprecated it in favour of SplashScreen.isFinished. - (824499)
  • iOS: Fixed inability to change Launch Screen Mode in Player Settings. - (869283)
  • iOS: Fixed orientation requests from the app getting out of sync with iOS orientation. - (796649)
  • iOS: Fixed UnityRepaint crash due to internal inconsistency error. - (862754)
  • iOS: Hide the status bar while playing movies with CancelOnInput or Hidden modes. - (871989)
  • iOS: Internal profiler reports non-sensical CPU time values in pretty much all cases.. - (843172)
  • iOS: UnityEngine.iOS.Device.SetNoBackupFlag can now be called from background threads. - (851113)
  • iOS: Warn when CameraDepthTexture uses wrong Metal sampler type. - (786455)
  • iOS: Warn when SV_POSITION is used as input in vertex shader. - (809737)
  • Kernel: Fixed an issue when undoing the reverting of a prefab which added components with dependencies (such as ConfigurableJoint depending on RigidBody existing). - (870498)
  • Kernel: JsonJSON serialisation now supports correct parsing of NaN and +/-Inf. - (829753)
  • Lighting: Fixed baked light map visualisation shading mode in the Editor.
  • LineRenderer: fixed gaps when values are repeated - (861293)
  • LineRenderer: Fixed issue where setting endColor failed if using different number of color/alpha keys - (864043)
  • macOS: Added a fix to hide the 'Picture in Picture' button in the movie player when played using Handheld.PlayFullScreenMovie. - (739557)
  • Metal: Fixed lack of support for the Hidden/FastBloom shader on Metal devices. - (876956)
  • Mono: Correct an invalid C# compiler error with generic types in compiler generated code (like lambdas and enumerators). The error from the C# compiler often includes this text: "There is no boxing or type parameter conversion from..." - (847798)
  • Networking: Fixed issue where unspawn handler was not properly invoked during object cleanup (like in NetworkManager.StopClient()) - (836770)
  • OS X: Added a fix to hide the 'Picture in Picture' button in the movie player when played using Handheld.PlayFullScreenMovie. - (739557)
  • Particles: Fixed "TLS ALLOCATOR ALLOC_TEMP_THREAD" error messages - (864122)
  • Particles: Fixed an issue whereby animation curves causing assert errors when using scripted emission. - (865738)
  • Particles: Fixed an issue whereby lights were not cleared when Stop() and Clear() were called. - (869710)
  • Particles: Fixed an issue whereby particle trails were reusing old position data when emitted by script. - (858243)
  • Particles: Fixed an issue with allowing circular references in sub emitters. - (853996, 845817)
  • Particles: Fixed crash in LightsModule when destroying systems - (862777)
  • Particles: Fixed crash in ParticleSystem.Emit() - (862897)
  • Particles: Fixed issue where distance-based emission was not working - (856842)
  • Particles: Fixed issue where particle bounding boxes could become corrupted, resulting in "Invalid AABB" messages - (862352)
  • Particles: Fixed issue where sub-emitters were causing memory leaks - (861347, 863060 )
  • Particles: Fixed issue where switching Render Mode could cause rendering artifacts - (862976)
  • Particles: Fixed rare crash when using the Trail Renderer and Multithreaded Rendering is enabled. - (868648)
  • Particles: Fixed rotation bug with mesh particles - (862921)
  • Particles: Fixed the issue of color not being updated correctly when material properties were changed when using shape module. - (778213)
  • Particles: Fixed the issue of distance emission not working when scale was not 1 and using hierarchy scaling mode. - (844815)
  • Particles: Fixed TrailModule crash when enabling trails and using ParticleSystem.SetParticles - (864208)
  • Particles: Particles Anim Shader now works when using mesh render mode. - (869386)
  • Particles: Stretched billboards could apply scale twice if using Speed Scale - (861409)
  • Particles: Texture Animation could skip frames and display invalid data - (859436v
  • Physics 2D: Ensure all 2D physics profile items provide an object reference.
  • Physics 2D: Ensure that a PhysicsMaterial2D can be reassigned to a Collider2D.
  • Physics 2D: Fixed an issue of rendering CapsuleCollider2D with very small sizes. - (863939)
  • Physics 2D: Optimize the CapsuleCollider2D component intersection tests for speed and accuracy.
  • Physics 2D: When turning on Rigidbody2D.simulated, the body position/rotation should be synchronized to the current Transform. - (871727)
  • Physics: Fixed a crash when applying prefab changes in the editor when a component contains a Rigidbody2D. - (878576)
  • Playables: Fixed blending of AnimatorControllerPlayable not working properly. - (873587)
  • Prefabs: Fixed Editor crash when trying to connect a prefab to an instance marked with DontSave. - (866855)
  • Purchasing: Fixed a bug where a duplicate transaction could fail without calling the failure callback.
  • SceneManagement: Fixed unloading Scene using Scene as parameter. - (860750, 871607)
  • Scripting: Added the following non-allocating accessors to Mesh. These accessors write into a user-specified List. The accessors are GetBindposes, GetBoneWeights, GetColors, GetIndices, GetNormals, GetTangents, GetTriangles, and GetVertices.
  • Scripting: Allow serialization of classes extending Dictionary. - (699250)
  • Scripting: Fixed a deadlock when debugging in MonoDevelop. - (819887)
  • Scripting: Fixed a rare failure when building players. - (852993)
  • Scripting: Fixed an issue with StopCoroutine not stopping IEnumerator and CustomYieldInstruction based coroutines. - (852360)
  • Scripting: Fixed RequireComponent not working with nested namespaces. - (856277)
  • Shaders: Fixed shader compilation error when compiling certain surface shaders using WorldNormalVector from INTERNAL_DATA e.g. shadow pass variations. - (856507)
  • Splash Screen: Fixed an issue where the splash could be truncated by a first scene taking a long time to load - (810571)
  • Tizen: Change the minimum API level to Tizen 2.4 in PlayerSettings. - (872286)
  • Tizen: Fix a NULLnull dereferencinge while exiting the game. - (869995)
  • Tizen: Improve error when failing to discover a deployment target. - (834785)
  • Tizen: Improvements to emulator deployment.
  • Tizen: SystemInfo.processorFrequency now returns proper values.
  • TrailRenderer: Fixed visual artifacts when manually enabled during Play mode - (869964)
  • UI: Fixed miscoloured mesh when this was created with CanvasRenderer.SetMesh, passing an array of Color objects to Mesh.colors. - (857087)
  • UnityWebRequest: fix proxy support, so that debuggers like Fiddler work. - (861828)
  • UnityWebRequest: Fixed an issue with redirect in editor when not in play mode. - (878300)
  • Virtual Reality: Fixed inconsistency in game view between Singlepass Stereo and Multi Pass when using Split Stereo Diplay. - (814290)
  • Virtual Reality: Fixed incorrect culling in Split Stereo Display. - (830612)
  • Virtual Reality: Fixed incorrect eye view in Split Stereo Display. - (832185)
  • Virtual Reality: Fixed incorrect viewport bounds in Singlepass Stereo. - (832283)
  • Windows Store: Fixed build & run failing on windows phone 10 with IL2CPP scripting backend. - (862914)
  • Windows Store: Fixed building Windows Store player against Windows 10 "Creators Update" SDK. - (876078)
  • Windows Store: Fixed IL2CPP not finding tools from Windows SDK directory in some installation setups.
  • Windows Store: Fixed player pref corruption on power loss. - (855595)
  • Windows Store: Fixed the folder Structure missing from Assembly-CSharp.csproj. - (858579)
  • Windows: When standalone player is embedded into other window, Alt+Enter shortcut for full screen is disabled

New in Unity 5.6.0 Beta 9 (Feb 17, 2017)

  • Known Issues:
  • 2D: 2D Sprites cannot be dragged to the Scene view if the project is created in 3D. (863887)
  • Android: Profiler hangs after several seconds of connection (879843)
  • Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.1 or older devices might not mute itself during an incoming phone call. This might cause rejections when submitting to Samsung app store.
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Editor crashes on attempt to open 5.5 compatible audio project (880653)
  • Editor: Editor crashes when selecting GameObjects in the Hierarchy window. This can be worked around by deleting the Assets/Prefabs/Trees folder. (837840)
  • Editor: Editor does not start on Windows 7 without VisualStudio 2013 installed. Workaround is to install Microsoft Visual Studio Community 2015. (876231)
  • GI: Progressive Lightmapper crashes on certain Scenes during the bake when instances are moved (depending on timing). Fix coming soon.
  • IL2CPP: UnityEngine.TestRunner.dll and UnityEngine.PerformanceTesting.dll with dependencies included into empty build (879084)
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Scripting: An API Updater internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • Services: Collab: Cannot update to latest revision if current revision has been archived and there is a conflict (857465)
  • VR: UNITY_HAS_GOOGLEVR is not enabled for native iOS Cadboard support. This means that the Google SDK for Unity will allways attempt to run in compatibility mode under iOS. A fix will come in a future release. (874512)
  • VR: [Daydream] iOS is not supported with the current native integration, but will be available in an upcoming beta release.
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] There is no native controller integration yet. For controller use, please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display is dimmer than other VR devices. This is by design, as a means of prolonging battery life while in VR.
  • VR: VRSettings.renderViewportScale has unintended graphical effects when rendering sections of the screen at values less than 1. (851282)
  • Features:
  • Editor: Add -disable-assembly-updater to disable the Assembly Updater. Useful for when building managed dlls outside of Unity and copying them into the Assets. Avoids the Assembly Updater spending time analyzing the assemblies every time they are updated

New in Unity 5.5.1 Patch 4 (Feb 17, 2017)

  • Improvements:
  • Asset Bundles: Introduced the ability to use ShaderVariantCollection to ensure Shader variants are built when packing the Shader with ShaderVariantCollection seperate from the Material using the Shader.
  • Audio: Add support for streaming oggvorbis on tvOS.
  • Windows Store: introduced the ability to select which Universal Windows Platform SDK Unity should target when building the application.
  • Fixes:
  • (866556) - Android: Fixed a player crash when using Location services.
  • (877033) - Animation: Fixed a bug that was preventing AnimationEvents that were added to legacy AnimationClips during runtime from being called.
  • (845966) - Asset and Scene Management: Fixed a crash while importing an FBX where individual component X/Y/Z curves had different frame ranges.
  • (877407, 867093, 877210) - DX11: Fixed D3D11 Device creation failures on Windows Vista and Windows 7 systems without DX11.1 runtime.
  • (857117) - Editor: Fixed a rare issue where building the player and saving the project later could cause the Editor to lock up.
  • (876733) - Editor: Fixed a crash whilst reloading scene(s) after using version control merge and resolve operations.
  • (799748) - Global Illumination: Fixed a rare issue where spawning external processes (such as GI Baking) could fail or cause a deadlock.
  • (849079) - Graphics: Fixed a crash in some circumstances if object disabled renderer when culling updated the visibility.
  • (871948) - IL2CPP: Corrected the behavior of Assembly.GetExecutingAssembly on platforms that did not support stack walking properly.
  • (872641) - IL2CPP: Prevented an error during code generation when IL code had a try/finally as the last block in a method.
  • (869676) - IL2CPP: Prevented an ExecutionEngineException from being thrown at run time when a virtual generic method was called via a delegate.
  • (847494) - iOS: Don't strip alpha channel out of launch screens.
  • (850619) - iOS: Fixed an exception when disposed ODR object was collected by GC.
  • (824499) - iOS: Fixed Application.isShowingSplashScreen to return the correct state and deprecated it in favour of SplashScreen.isFinished.
  • (871989) - iOS: Hide the status bar while playing movies with CancelOnInput or Hidden modes.
  • (843172) - iOS: Internal profiler reports non-sensical CPU time values in pretty much all cases.
  • (851113) - iOS: UnityEngine.iOS.Device.SetNoBackupFlag can now be called from background threads.
  • (786455) - iOS: Warn when CameraDepthTexture uses wrong sampler type.
  • (809737) - iOS: Warn when SV_POSITION is used as input in vertex shader.
  • (870498) - Kernel: Fixed an issue when undoing the reverting of a prefab which added components with dependencies (such as ConfigurableJoint depending on RigidBody existing).
  • (876956) - Metal: Fixed lack of support for the Hidden/FastBloom shader on Metal devices.
  • (865738) - Particles: Fixed an issue whereby animation curves causing assert errors when using scripted emission.
  • (869710) - Particles: Fixed an issue whereby lights were not cleared when Stop() and Clear() were called.
  • (869386) - Particles: Particles Anim Shader now works when using mesh render mode.
  • (878576) - Physics: Fixed a crash when applying prefab changes in the editor when a component contains a Rigidbody2D.
  • (866855) - Prefabs: Fixed Editor crash when trying to connect a prefab to an instance marked with DontSave.
  • (860750, 871607) - SceneManagement: Fixed unloading Scene using Scene as parameter.
  • (699250) - Scripting: Allow serialization of classes extending Dictionary.
  • (852360) - Scripting: Fixed an issue with StopCoroutine not stopping IEnumerator and CustomYieldInstruction based coroutines.
  • (852993) - Scripting: Fixed a rare failure when building players.
  • (856277) - Scripting: Fixed RequireComponent not working with nested namespaces.
  • (878300) - UnityWebRequest: Fixed an issue with redirect in editor when not in play mode.
  • (876078) - Windows Store: Fixed building Windows Store player against Windows 10 "Creators Update" SDK.

New in Unity 5.6.0 Beta 8 (Feb 13, 2017)

  • Known Issues:
  • 2D: 2D Sprites cannot be dragged to the Scene view if the project is created in 3D. (863887)
  • Android: Profiler hangs after several seconds of connection (879843)
  • Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.1 or older devices might not mute itself during an incoming phone call. This might cause rejections when submitting to Samsung app store.
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Editor crashes on attempt to open 5.5 compatible audio project (880653)
  • Editor: Editor crashes when selecting GameObjects in the Hierarchy window. This can be worked around by deleting the Assets/Prefabs/Trees folder. (837840)
  • Editor: Editor does not start on Windows 7 without VisualStudio 2013 installed. Workaround is to install Microsoft Visual Studio Community 2015. (876231)
  • GI: Progressive Lightmapper crashes on certain Scenes during the bake when instances are moved (depending on timing). Fix coming soon.
  • IL2CPP: UnityEngine.TestRunner.dll and UnityEngine.PerformanceTesting.dll with dependencies included into empty build (879084)
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Scripting: An API Updater internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • Services: Collab: Cannot update to latest revision if current revision has been archived and there is a conflict (857465)
  • VR: [Daydream] iOS is not supported with the current native integration, but will be available in an upcoming beta release.
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] There is no native controller integration yet. For controller use, please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display is dimmer than other VR devices. This is by design, as a means of prolonging battery life while in VR.
  • VR: VRSettings.renderViewportScale has unintended graphical effects when rendering sections of the screen at values less than 1. (851282)
  • Features:
  • Build Pipeline: Added BuildOptions.CompressWithLz4 which enables Lz4 compression of player's data for Standalone, Android and iOS platforms
  • Multiplayer: cleint websocket support for MacOS, Linux, Win platforms
  • Multiplayer: support flexible configured ack buffer (32, 64, 96 and 128 messages length)
  • Multiplayer: tread pool support for MacOS, Linux, Win platforms
  • Multiplayer: websocket ssl support for MacOS, Linux, Win platforms
  • VR: Native Cardboard support for iOS using OpenGL is now available.
  • Changes:
  • Scripting: The behaviour for ISerializationCallbackReceiver.OnBeforeSerialize and ISerializationCallbackReceiver.OnAfterDeserialize has changed when using Instantiate and UnityEditor.PrefabUtility.CreatePrefab. Now ISerializationCallbackReceiver.OnBeforeSerialize is called once on the original object and and ISerializationCallbackReceiver.OnAfterDeserialize is called once on the cloned object after all internal references have been updated.
  • Improvements:
  • Multiplayer: Extended network statistics available
  • Multiplayer: New Network Transport (bandwidth increased up to 10 times)
  • Physics: When using a CompositeCollider2D with Outline generation attached to a Dynamic Rigidbody2D, show information in inspector regarding physics properties.
  • Fixes:
  • Graphics: Fix crash where more than 16 terrains are used. (871261)
  • Particles: Collision planes could interact with other physics objects (865762)
  • Particles: Scale was not applied to the Shape Module of sub emitter systems in the "Local" and "Hierarchy" Modes (846521)

New in Unity 5.5.1 Patch 3 (Feb 9, 2017)

  • Improvements:
  • Asset Bundles: Improved load asset performance by up to 25% for standard asset bundles. (Not streamed scene bundles).
  • Audio: Add support for streaming oggvorbis on Android and iOS.
  • (815299) - iOS: Added missing icon slots for Spotlight and Settings.
  • Fixes:
  • (782183) - Android: Fixed a crash when doing simultaneous SceneManager.LoadSceneAsync and Resources.Load.
  • (863528) - Android: Fixed splash screen flicker and artifacts.
  • (836697) - Android: Identified unaccounted spikes in profiler.
  • (none) - Android: Improved asynchronous loading time when showing splash screen.
  • (845762, 841092) - Asset Bundles: Fixed loading asset by file name and extension to work identical to loading by file name.
  • (874677) - Cache Server: Can now handle paths with spaces on Mac when calling RunOSX.command with the --path argument. Paths with spaces must be within quotes.
  • (858923) - Cache Server: Displays a warning in the Cache Server Editor Preferences when the Local Cache Server location cannot be reached (e.g. on a disconnected disk).
  • (790345) - Editor: Fixed an issue whereby new installed Unity would report timeout error in commandline activation.
  • (859819) - Graphics: DrawProcedural draws geometry only in the left eye when Single Pass is enabled
  • (850327, 851586) - HoloLens: Fixed an issue with InputField automatically getting activated for text entry as soon as you gaze at it.
  • (none) - HoloLens: Prevented a potential memory stomps in very rare repro cases when resuming from suspend.
  • (none) - IL2CPP: Fixed a rare crash in IL2CPP on some Visual Studio installation setups with message "Unhandled Exception: System.InvalidOperationException: Builder is unable to build using selected toolchain (MsvcDesktopToolChain) or architecture (Unity.IL2CPP.Building.x64Architecture)!"
  • (874838) - IL2CPP: Fixed a compile error related to missing header when compiling code using SizeOf IL opcode.
  • (870810) - IL2CPP: Fixed an issue with race condition of the monitor implementation of IL2CPP that could cause a crash.
  • (none) - IL2CPP: Fixed System.IO.WindowsRuntimeStreamExtensions class not being present in System.Runtime.WindowsRuntime.dll.
  • (869099) - iOS: Don't indicate that microphone and camera is used when it isn't.
  • (862754) - iOS: Fixed UnityRepaint crash due to internal inconsistency error.
  • (850430) - iOS: Fixed a bug that would prevent the text field input caret from updating when the virtual left and right arrow keys were pressed.
  • (869305) - iOS: Fixed a crash with advertisingIdentifier in iOS Simulator.
  • (869283) - iOS: Fixed inability to change Launch Screen Mode in Player Settings.
  • (739557) - OS X: Added a fix to hide the 'Picture in Picture' button in the movie player when played using Handheld.PlayFullScreenMovie.
  • (853996, 845817) - Particles: Fixed an issue with allowing circular references in sub emitters.
  • (778213) - Particles: Fixed the issue of color not being updated correctly when material properties were changed when using shape module.
  • (844815) - Particles: Fixed the issue of distance emission not working when scale was not 1 and using hierarchy scaling mode.
  • (858243) - Particles: Fixed an issue whereby particle trails were reusing old position data when emitted by script.
  • (none) - Physics 2D: Ensure all 2D physics profile items provide an object reference.
  • (863939) - Physics 2D: Fixed an issue of rendering CapsuleCollider2D with very small sizes.
  • (873587) - Playables: Fixed blending of AnimatorControllerPlayable not working properly.
  • (819887) - Scripting: Fixed a deadlock when debugging in MonoDevelop.
  • (none) - Windows Store: Fixed IL2CPP not finding tools from Windows SDK directory in some installation setups.
  • (862914) - Windows Store: Fixed build & run failing on windows phone 10 with IL2CPP scripting backend.
  • (858579) - Windows Store: Fixed the folder Structure missing from Assembly-CSharp.csproj.
  • (855595) - Windows Store: Fixed player pref corruption on power loss.

New in Unity 5.6.0 Beta 7 (Feb 7, 2017)

  • Known Issues:
  • 2D: 2D Sprites cannot be dragged to the Scene view if the project is created in 3D. (863887)
  • Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.1 or older devices might not mute itself during an incoming phone call. This might cause rejections when submitting to Samsung app store.
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Editor crashes when selecting GameObjects in the Hierarchy window. This can be worked around by deleting the Assets/Prefabs/Trees folder. (837840)
  • Editor: Editor does not start on Windows 7 without VisualStudio 2013 installed. Workaround is to install Microsoft Visual Studio Community 2015. (876231)
  • GI: Compositing process gets stuck while building lighting. (863964)
  • GI: Progressive Lightmapper crashes on certain Scenes during the bake when instances are moved (depending on timing). Fix coming soon.
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Scripting: An API Updater internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • VR: [Daydream] iOS is not supported with the current native integration, but will be available in an upcoming beta release.
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] There is no native controller integration yet. For controller use, please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display is dimmer than other VR devices. This is by design, as a means of prolonging battery life while in VR.
  • VR: VRSettings.renderViewportScale has unintended graphical effects when rendering sections of the screen at values less than 1. (851282)
  • Features:
  • Physics: Added Physics2D.Distance, Collider2D.Distance and Rigidbody2D.Distance returning new ColliderDistance2D.
  • Physics: Added Physics2D.OverlapCollider, Collider2D.OverlapCollider and Rigidbody2D.OverlapCollider.
  • Physics: Added Rigidbody2D.attachedColliderCount and Rigidbody2D.GetAttachedColliders().
  • VR: Native Cardboard support for iOS using OpenGL is now available.
  • Changes:
  • Windows: Windows 10 SDK is now the default SDK when building to Windows Store.
  • Windows: Windows Store: Windows 8.1 and Windows Phone 8.1 will be dropped after Unity 5.6. Unity 5.6 is therefore the last Unity release supporting these SDKs.
  • API Changes:
  • Physics: Changed Physics2D.minPenetrationForPenalty to Physics2D.defaultContactOffset.
  • Fixes:
  • Asset Import: Use SketchUp face layers to build mesh that only includes visible faces (867782)
  • Build Pipeline: Fixed an issue which caused editor to think the build succeeded and open explorer window to the output build location when it fails due to a managed exception thrown in the build process (843528)

New in Unity 5.5.1 Patch 2 (Feb 3, 2017)

  • Improvements:
  • Virtual Reality: Updated to Oculus runtime version 1.11
  • Fixes:
  • (854214) - Android: Fixed an incorrect behaviour with Application.persistentDataPath.
  • (none) - Android: Fixed readback from float RenderTexture into half float Texture.
  • (none) - Android: Play audio from background applications at the original volume when it is not muted.
  • (865057) - Animation: Fixed crash in animation window when starting playback on invalid optimized game object
  • (849656) - Animation: Fixed vertical and horizontal flips using Box Tool with tangents set to Infinity.
  • (846853) - Asset Bundles: Fixed a crash when loading a scene with occlusion culling from an asset bundle in editor play mode.
  • (none) - Asset Importing: Significant performance improvements to DXT1, DXT5, BC4 and BC5 texture compressor, resulting in faster asset imports.
  • (865507) - Audio: Fixed a WACK certification failure in UWP player builds using the Microsoft HRTF audio spatializer.
  • (840009) - Cache Server: Fixed an issue when building, an unreachable cache server was reported as a warning not an error and did not cause the build to fail.
  • (none) - Cloudbuild Analytics: Fix for iOS and Android crash when all services are OFF.
  • (857206) - Deployment Management: Corrected the behaviour on Windows where using -logfile on batch mode with an emptry string would cause output to go to stdout, consistent with all other platforms.
  • (857507) - Editor: Disallow setting DontSave on a transform unless it is already set on the GameObject.
  • (824020) - Editor: Fixed a crash for D3D platforms if shader compilation did not return any compiled shader data ie, a shader contained #error pre-processor directive.
  • (836737) - Graphics: Don't render the screen space depth buffer if nothing requires it ie screenspace shadows are disabled.
  • (866230) - Graphics: Fixed large objects lit by a directional light self shadowing in editor when player was set to android.
  • (861445) - Graphics: Fixed a crash that occurred when loading models from AssetBundles with Tangents set to Calculate Legacy.
  • (874227) - IL2CPP: Allow the Unity Ads engine integration to work properly on iOS builds that are archived and uploaded to TestFlight.
  • (none) - Physics 2D: Ensure that a PhysicsMaterial2D can be reassigned to a Collider2D.
  • (871727) - Physics 2D: When turning on Rigidbody2D.simulated, the body position/rotation should be synchronized to the current Transform.
  • (857087) - UI: Fixed miscoloured mesh when this was created with CanvasRenderer.SetMesh, passing an array of Color objects to Mesh.colors.
  • (814290) - Virtual Reality: Fixed inconsistency in game view between Singlepass Stereo and Multi Pass when using Split Stereo Diplay.
  • (830612) - Virtual Reality: Fixed incorrect culling in Split Stereo Display.
  • (832185) - Virtual Reality: Fixed incorrect eye view in Split Stereo Display.
  • (832283) - Virtual Reality: Fixed incorrect viewport bounds in Singlepass Stereo.
  • (none) - Windows: When standalone player is embedded into other window, Alt+Enter shortcut for full screen is disabled.

New in Unity 5.6.0 Beta 6 (Feb 1, 2017)

  • SYSTEM REQUIREMENT CHANGES:
  • Android minimum version supported updated to 4.1 (JellyBean).
  • KNOWN ISSUES:
  • 2D: 2D Sprites cannot be dragged to the Scene view if the project is created in 3D. (863887)
  • Android: When MuteOtherAudioSources option is disabled and there's no READ_PHONE_STATE permission, the Unity application running on Android 5.1 or older devices may not mute itself during an incoming phone call. This might cause rejections when submitting to Samsung app store.
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Editor crashes when selecting objects in hierarchy. Can be worked around by deleting Assets/Prefabs/Trees folder. (837840)
  • Editor: Editor will not start on Windows 7 (without VisualStudio 2013 installed). Workaround is to install "Microsoft Visual Studio Community 2015". (876231)
  • GI: Compositing process gets stuck while building lighting. (863964)
  • GI: Progressive Lightmapper: crashes on certain scenes during the bake when instances are moved (depending on timing). Fix coming soon.
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Scripting: An API Updater internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • VR: VRSettings.renderViewportScale renders sections of the screen oddly at values

New in Unity 5.5.1 Patch 1 (Jan 31, 2017)

  • Improvements:
  • Android: Gradle export now supports custom template
  • Android: Gradle export troubleshooting added
  • Graphics: Added new APIs: Mesh.GetIndexStart and Mesh.GetIndexCount.
  • Tizen: Added a button to the deployment target window to refresh the target list.
  • Changes:
  • Tizen: Remove the Tizen 2.3 minimum OS option. 2.4 is now the only accepted OS version. Users must update their devices to Tizen OS 2.4.
  • Fixes:
  • (852307) - Android/IL2CPP: Prevent a crash which can occur with the use of OnAudioFilterRead callbacks on krait CPUs.
  • (none) - Android/Metro: Fixed the issues preventing the Application.Unload API from functioning correctly.
  • (856650) - Android: Gradle export should now work with SDK version > 6.0.
  • (854535 ) - Android: Gradle export -Fixed colliding package name for unity-android-resources
  • (869582) - Animation: Fixed a crash when setting Animator.updateMode when no AnimatorController is set.
  • (860366) - Animation: Fixed edit key overriding key frames in curve editor.
  • (862004) - Asset Bundles: Fixws intermittent freeze that could occur when calling AssetBundle.LoadAssetAsync multiple times in a single frame.
  • (871730) - Cache Server: Fixed the custom port missing for the remote option.
  • (none ) - Editor: Fixed light probe rendering in LookDev HDRIs. Previously it could go wrong depending on the lighting panel parameters set for the project.
  • (862005) - Graphics: Fixed crash in occlusion culling when loading multiple scenes.
  • (860775 ) - HoloLens: Fixed a crash that occurs on device when downloading files with WWW.
  • (867606) - IL2CPP: Allow the build to succeed when the .NET 4 TargetFrameworkAttribute attribute is used in an assembly.
  • (863806) - IL2CPP: Correct an error in UnusedBytecodeStripper2 related to UnityEngine.RenderTexture that can occur during some project builds.
  • (828288) - iOS: Fixed an issue where the ReplayKit API might be reported as available on unsupported devices
  • (796649) - iOS: Fixed orientation requests from the app getting out of sync with iOS orientation.
  • (829753) - Kernel: Json serialisation now supports correct parsing of NaN and +/-Inf.
  • (none ) - Lighting: Fixed baked light map visualisation shading mode in the Editor.
  • (861293) - LineRenderer: fixed gaps when values are repeated
  • (864043) - LineRenderer: Fixed issue where setting endColor failed if using different number of color/alpha keys
  • (847798 ) - Mono: Correct an invalid C# compiler error with generic types in compiler generated code (like lambdas and enumerators). The error from the C# compiler often includes this text: "There is no boxing or type parameter conversion from..."
  • (836770) - Networking: Fixed issue where unspawn handler was not properly invoked during object cleanup (like in NetworkManager.StopClient())
  • (864122) - Particles: Fixed "TLS ALLOCATOR ALLOC_TEMP_THREAD" error messages
  • (862777) - Particles: Fixed crash in LightsModule when destroying systems
  • (862897) - Particles: Fixed crash in ParticleSystem.Emit()
  • (856842) - Particles: Fixed issue where distance-based emission was not working
  • (862352) - Particles: Fixed issue where particle bounding boxes could become corrupted, resulting in "Invalid AABB" messages
  • (861347, 863060 ) - Particles: Fixed issue where sub-emitters were causing memory leaks
  • (862976) - Particles: Fixed issue where switching Render Mode could cause rendering artifacts
  • (868648) - Particles: Fixed rare crash when using the Trail Renderer and Multithreaded Rendering is enabled.
  • (862921) - Particles: Fixed rotation bug with mesh particles
  • (864208) - Particles: Fixed TrailModule crash when enabling trails and using ParticleSystem.SetParticles
  • (861409](https://issuetracker.unity3d.com/product/unity/issues/guid/861409/)) - Particles: Stretched billboards could apply scale twice if using Speed Scale
  • (859436) - Particles: Texture Animation could skip frames and display invalid data
  • (none ) - Physics 2D: Optimize the CapsuleCollider2D component intersection tests for speed and accuracy.
  • (none ) - Purchasing: Fixed a bug where a duplicate transaction could fail without calling the failure callback.
  • (none ) - Scripting: Added the following non-allocating accessors to Mesh. These accessors write into a user-specified List. The accessors are GetBindposes, GetBoneWeights, GetColors, GetIndices, GetNormals, GetTangents, GetTriangles, and GetVertices.
  • (856507) - Shaders: Fixed shader compilation error when compiling certain surface shaders using WorldNormalVector from INTERNAL_DATA e.g. shadow pass variations.
  • (810571) - Splash Screen: Fixed an issue where the splash could be truncated by a first scene taking a long time to load
  • (872286 ) - Tizen: Change the minimum API level to Tizen 2.4 in PlayerSettings.
  • (869995 ) - Tizen: Fix a NULL referencing while exiting the game.
  • (834785) - Tizen: Improve error when failing to discover a deployment target.
  • (none ) - Tizen: Improvements to emulator deployment.
  • (none ) - Tizen: SystemInfo.processorFrequency now returns proper values.
  • (869964) - TrailRenderer: Fixed visual artifacts when manually enabled during Play mode
  • (861828) - UnityWebRequest: fix proxy support, so that debuggers like Fiddler work.

New in Unity 5.6.0 Beta 5 (Jan 26, 2017)

  • System Requirement Changes:
  • Android minimum version supported updated to 4.1 (JellyBean).
  • Known Issues:
  • 2D: 2D Sprites cannot be dragged to the Scene view if the project is created in 3D. (863887)
  • 2D: Opening sprite editor after importing any package crashes editor (873335)
  • Animation: Problems with Animator in 5.6.0 beta after upgrading project from 5.5.0p3 (864062)
  • Editor: Editor crashes when selecting objects in hierarchy. Can be worked around by deleting Assets/Prefabs/Trees folder. (837840)
  • GI: Compositing process gets stuck while building lighting. (863964)
  • iOS: Rendering orientation is incorrect if orientation is overridden in Start() in your project’s first Scene.
  • Particles: Game crashes occur during Play mode when a Particle System is a sub-emitter of more than one other Particle System. (857065)
  • Particles: Particle System glitch with some Mesh types. (863967)
  • Scripting: An API Updater internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • VR: [Daydream] iOS is not supported with the current native integration, but will be available in an upcoming beta release.
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] There is no native controller integration yet. For controller use, please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display is dimmer than other VR devices. This is by design, as a means of prolonging battery life while in VR.
  • Features:
  • 2D: Enabled BoxCollider2D & EdgeCollider2D Edge Radius Feature.
  • Android: Added target API level option to Android Player Settings in the Unity Editor.
  • Particles: Added new Shape Module controls to support non-randomized particle emission.
  • Particles: Redesigned Burst Emission to support 8 bursts, and added burst repeat parameters.
  • Improvements:
  • Asset Import: Significant performance improvements to DXT1, DXT5, BC4 and BC5 texture compressors, resulting in faster asset imports. Fixed cross platform determinism of DXT1, DXT5, BC4 and BC5 compressed textures. We now get the same compressed texture regardless of the platform they're compressed on.
  • Audio: (As also mentioned under API Changes) AudioClip is now always loaded on a separate thread, resulting in improvements to Scene loading time. This is because the rest of the Scene can be loaded while Audio Clips are decompressed. AudioClip.loadInBackground is now obsolete and no longer used.
  • Shaders: Added ability to disable shader pass per-material, see Material.SetShaderPassEnabled.
  • API Changes:
  • Audio: (As also mentioned under Improvements) AudioClip is now always loaded on a separate thread, resulting in improvements to Scene loading time. This is because the rest of the Scene can be loaded while Audio Clips are decompressed. AudioClip.loadInBackground is now obsolete and no longer used.
  • Editor: Handles.DrawCapFunction (and associated Handles functions expecting it) is now obsolete, and generates warning messages.
  • Graphics: Added Matrix4x4.LookAt function.
  • Scripting: Added new non-allocating accessors to Mesh. These accessors write into a user-specified List. The new accessors are GetBindposes, GetBoneWeights, GetColors, GetIndices, GetNormals, GetTangents, GetTriangles, and GetVertices (also being back-ported to 5.5.x).
  • Fixes:
  • Android: Fix to correctly repackage assets from aar files when building on Windows. (852039)
  • Editor: Fixed case of harmless errors being thrown when extra extension DLLs like UnityEditor.iOS.Xcode.dll are used in the project. (778581)
  • Editor: Fixed issue when appending onto iOS builds when Unity version contains special characters (such as dashes).
  • Editor: OcclusionPortal component now supports multi-edit
  • Graphics: Fixed a path issue when loading GI data. (858292)
  • Graphics: Fixed light probes visualisation in linear rendering. (862215)
  • iOS: A warning is now issued when CameraDepthTexture uses the wrong sampler type. (786455)
  • iOS: A warning is now issued when SV_POSITION is used as input in vertex shader. (809737)
  • iOS: Scripting profiler memory info is only available on development player configurations. The scripting profiler will now report when memory information is not available. (769072)
  • Shaders: Fixed Editor crash on Windows when viewing a Material using a shader which contains a pre-processor #error token. (824020)
  • Web: Fixed case of harmless 'Coroutine continue failure' error being thrown when stopping a WWW coroutine. (780200)
  • Web: Fixed case of UnityWebRequest not working in Editor when not in play mode. (859924)

New in Unity 5.5.1f1 (Jan 25, 2017)

  • Improvements:
  • Graphics: Added support for feature level 11.1 on D3D11/D3D12. This brings native support for RGB565 and ARGB1555 RenderTexture formats. Note that this does not render correctly for ARGB4444 which will be fixed in one of the future releases.
  • Graphics: An error message is shown in the console for platforms that don't support linear color space rendering with OpenGL ES. (757055)
  • macOS/iOS/tvOS: Allow using Xcode's manual signing workflow by specifying a provisioning profile in Player Settings.
  • Metal: Improved handling of transparent rendering after post-opaque image effects when using MSAA.
  • Shaders: If an unknown/unhandled error occurs during shader compilation, append it to the shader compiler error message. This gives some context on what might be wrong in the shader.
  • Shaders: Optimized in-editor import, load time and memory usage for shaders with massive amounts of potential variants.
  • Unity Ads: Updated native binaries to version 2.0.6.
  • Changes:
  • Test Runner: Removed script templates for test runner (as it is not released). (855550)
  • Editor: Fix for an editor crash when switching platforms on a command line build shipped in 5.5.0p4 has been backed out as it requires further tests. This issue will be fixed in a future version (859350).
  • Fixes:
  • AI: Fix for "!InCrowdSystem" and "!handle.IsValid()" errors seen in console when calling Warp and enabling a disabled NavMeshAgent. (833396)
  • Analytics: Fixed occasional Windows editor crash on shutdown. (858785)
  • Android: Disabled fence sync on poor performing drivers. (827110)
  • Android: First scene is now loaded asynchronously while the splash screen is displayed. (835453)
  • Android: Fixed a crash when reloading or resuming scene which uses WebCamTexture. (855603, 859268)
  • Android: Fixed an exception when trying to build to a non-existent path. (848830)
  • Android: Fixed an issue where pausing during the splash screen would cause sprites to be black. (845080)
  • Android: Fixed auto-rotation on Android 4.1 and older. (854739)
  • Android: Gradle build and project export now support icon override. (855612)
  • Android: Input.backButtonLeavesApp = true now exits gracefully. (845646)
  • Android: Post process now executed before app is pushed to device. (803872)
  • Android: The platform setting for Android plugins now defaults to "Android" instead of "Any Platform". (824462)
  • Animation: Fix a crash using Resources.UnloadUnusedAssets with Animators caused by orphaned references. (855545)
  • Animation: Re-enabled multithreaded StateMachine evaluation.
  • AR: Fixed a crash when exiting play mode during a Holographic Simulation session. (858208)
  • Asset Import: Fixed a bug where importing multiple native DCC source files resulted in the contents of imported prefabs randomly switching places. (848920, 858080, 860956)
  • Asset Import: Fixed an issue where deleting asset labels manually from .meta files would not be picked up by the editor. (793711)
  • Asset Import: Fixed an issue where asset and timestamp maps could get out of sync. (668043, 837519)
  • Asset Import: Fixed a bug when importing Alpha8 textures didn't import them as a single channel texture. (849376)
  • Asset Import: Fixed a crash during texture importing if the import failed. (852116)
  • Asset Import: Fixed a crash during texture importing if the texture format wasn't supported by the platform. (853722)
  • Asset Bundles: Fixed redundant asset bundles rebuild when external DLL changes. (741525)
  • Audio: Changed default behaviour of native spatializer plugins to only load at start for the editor. Platforms now load when requested only.
  • Audio: Fixed FSBTool crashing when importing Ogg files with non-standard sample rates. (849972)
  • Build Pipeline: VR Splash Screen texture will no longer be included when building a project for a non-VR platform. (853618)
  • Cache Server: Fix for 'last resource used' behaviour; a file that it requested from the cache server will have its LRU state refreshed and its lifetime extended. (853250)
  • Cache Server: Fixed editor-local cache server not working if there were spaces in the path to the Unity Editor executable.
  • Collab: Fixed an issue whereby the Collab toolbar continued to have 'sign in' button even after signing in. (849875)
  • Collab: Fixed case of sign-in window getting stuck when launched from the toolbar menu. (836131)
  • Core: Fixed hangs in the job system when running on certain platforms with a low number of cores e.g. older Windows Phones, UWP dual core machines. (791434)
  • Editor: Fixed an issue related to the 'Remember Me' functionality in login window. (859728)
  • Editor: Fixed ArgumentOutOfRangeException triggered when closing tabs in dock area. (840151)
  • Editor: Fixed case of some properties being set to a single value when entering multi select mode for Trails and Lines. (849022)
  • Editor: Fixed disappearing tab when closing 3 or more of them successively. (849138)
  • Editor: Fixed launching Unity getting stuck on a grey screen for a minute or longer when the internet connection is bad. (793891)
  • Editor: Fixed NullReferenceException when undocking preview window. (857037)
  • Editor: Fixed a crash when baking occlusion. This also fixed a crash in rare cases at the end of occlusion baking if your scene contains portals. (843280)
  • Editor: Fixed Sprite Editor not always grid slicing fully black sprites correctly. (858043)
  • Editor: Fixed the splash screen 'Preview' button showing the NoiseModule preview texture. (857504)
  • Editor: Reduced heap allocations for each frame when rotating the scene view in the editor. (828286)
  • Editor: Tweaked the output of the generated Visual Studio solution file to better match Visual Studio standard format, in order to fix problems opening Unity generated projects with Rider IDE. (833866)
  • Editor: Fixed a curve preview cache not updating preview if curve data had changed but not the bounds. (856733)
  • Game Performance: Fixed a potential crash on player exit if Game Performance Service is enabled. (840591)
  • Graphics: Added Material.SetBuffer with nameID overload. (853627)
  • Graphics: Disabled GPU skinning on OpenGL and OpenGL ES APIs, due to performance and driver quality issues. (805221, 605171)
  • Graphics: Don't let GC dispose of ComputeBuffers. Added a warning for the user to release it manually. (830217)
  • Graphics: Fix to ensure that ETC1 alpha split option only shows for ETC1 4bit format in texture importer. (821298)
  • Graphics: Fixed a crash during shutdown when using the DX9 graphics API. (846989)
  • Graphics: Fixed a crash when calling Graphics.Blit(null, destination). (860626)
  • Graphics: Fixed a crash when deleting a Shader that is used by some Materials in the scene. (851359)
  • Graphics: Fixed a crash when using Material.SetColor and similar functions with some built-in Unity variable names. (849344)
  • Graphics: Fixed a problem where the Windows standalone would appear on a different display from that selected in the game launcher. (829120)
  • Graphics: Fixed a problem with objects not rendering after resolution changes or entering/exiting fullscreen when using DX9 graphics API. (840897)
  • Graphics: Fixed an issue where GrabPass could cause lighting to break on translucent objects in a scene. (844799)
  • Graphics: Fixed case of the Windows player build being disabled when using linear rendering and OpenGL ES graphics API in the editor.
  • Graphics: Fixed console error generated when using WWW.movie. (825464)
  • Graphics: Fixed errors in the console when performing GPU profiling on a DX11 Standalone build. (767034)
  • Graphics: Fixed lightmap decoding in the editor when the target platform is mobile. (849671)
  • Graphics: Fixed memory leak when instantiating materials (e.g. via renderer.material). (851689)
  • Graphics: Fixed OpenGL color space support on Windows (WGL_EXT_colorspace detection).
  • Graphics: Fixed rendering bug when GrabPass is used with forward rendering and graphics jobs are enabled. (836947)
  • Graphics: Fixed the GPU Profiler in standalone mode.
  • Graphics: Fixed the GPU Profiler to work in the MacOS Editor using OpenGL. Can only profile a single game window whilst it is in play mode. (823371)
  • Grahics: Fixed UI image mask when running in upscaled fullscreen mode in OpenGL. (849681)
  • Graphics: Fixed warped lens flare and halo effects when not in stereo rendering. (825046, 824894)
  • Graphics: Stopped rendering projectors twice if there is any transparent object visible to the camera. (732380)
  • Graphics: Stopped the texture importer ignoring pure white Alpha channels by default. It is now a user option to choose to ignore it. (849356)
  • Graphics: Fixed a memory leak and assert when shadows are cast from lights with specific properties and in a specific scene setup. (764734)
  • HoloLens: Fixed a crash in Editor when terminating Remoting App during an active Holographic Remoting session.
  • HoloLens: Fixed resume-from-suspend bugs that would occasionally crash the app or not render anything. (800796, 851897, 825951)
  • HoloLens: Improved error reporting when failing to load PerceptionRemotingPlugin.dll (used by Holographic Remoting). (848237)
  • IL2CPP: A more useful error message is now returned from IL2CPP when trying to build a WebGL project with the Facebook SDK. (850383)
  • IL2CPP: Added proper support for a class that is marshalled as a field of another class or struct, including the proper return value for a call to Marshal.Sizeof in this case. (852445)
  • IL2CPP: Added support for managed stack traces on Android. (846956)
  • IL2CPP: Corrected a crash that can occur in the player when a virtual method is called on a value type and that value type implements an interface which has an overload of that virtual method. (849701)
  • IL2CPP: Corrected managed stack traces when Xcode 8 is used to build on iOS with link-time optimization enabled. (845666)
  • IL2CPP: Emit proper C++ for unsafe methods that cast a void pointer to a type pointer and access a field from that type.
  • IL2CPP: Fix to prevent a compiler error in generated C++ code when calling Interlocked.CompareExchange from some managed code. (847838)
  • IL2CPP: Fix to prevent a stack overflow exception in the player at run time when an infinitely nested generic method is used. (845174)
  • IL2CPP: Fixed an issue with attribute classes that have overridden properties. (853468)
  • IL2CPP: Implemented the array SetValue method for arrays of nullable types. (849072)
  • IL2CPP: Now allow the Unity Ads engine integration to correctly build with Android on IL2CPP.. (857296)
  • IL2CPP: Prevent a stack overflow in the player runtime when metadata for an infinitely nested recursive generic type used (like the FullName of that type). (856410)
  • IL2CPP: Fixed issue where the error output from the Android compiler/linker was not captured. (851098)
  • iOS: Added Taiwanese language support. (853532)
  • iOS: Fix 2nd stage splash on iPhones with landscapeRight orientation (810286)
  • iOS: Fixed crash in application:openURL:sourceApplication:annotation due to missing null check with Facebook SDK. (856989)
  • iOS: Fixed crashes in WWWConnection. (852363)
  • iOS: Fixed Module Registration and Code Stripping for builds with the Mono scripting backend. (763240)
  • iOS: Removed extra offset in constraint in default launchscreens. (831195)
  • Lighting: Stopped the first probe being rendered multiple times when drawing the light probe visualization gizmo in the editor.
  • Lighting: Fixed a problem with reflection probes updating during runtime even when "Refresh Mode" was set to "Via Scripting". (820587)
  • Lighting: Only clear the lighting progress bar when lighting is in progress. Stops lighting system accidentally closing other (non-lighting) progress bars. (851764)
  • Metal: Fixed a crash on startup on some iOS devices. (857032)
  • Metal: Fixed a memory leak when loading scene. (867312)
  • Multiplayer: Error creating/requesting Network matches on WebGL. (810267)
  • Multiplayer: Fixed host migration sync issue. (807091)
  • Multiplayer: Fixed InvalidOperationException when selecting NeworkManager in Hierarchy for the first time. (812479)
  • Multiplayer: Made sure isLocalPlayer works as expected on OnDestroy. (853316, 826931)
  • Networking: Fix to prevent using a packet size greater than defined in global config. (719672)
  • Networking: Skip proxy check when using the "file://" protocol on Windows.
  • Particles: Added animation support for simulation speed property. (837602)
  • Particles: Calling Destroy() with particle system object in IEnumerator Start() could cause a crash (855467)
  • Particles: Fixed crash in CopyFromArrayAOS when calling Emit(position, velocity, size, lifetime, color). (858235)
  • Particles: Fixed error in TLS Allocator when simulating particle system. (856877)
  • Particles: Fixed occasional crash when using external forces module. (849084)
  • Particles: Fixed rare memory overwrite which would have caused problems (crashes) in random other areas.
  • Particles: Game crashes when new particles are spawned using deprecated Emit method. (856871)
  • Particles: Particle System Lights Module would not generate lights if particle positions were modified by script. (856224)
  • Particles: Particle System Renderer wouldn't allow rendering using multiple materials. (852817)
  • Particles: Particle System subsequent Sub Emitter inherit properties were overridden with the first inherit property. (846516)
  • Particles: Particle System editor was using incorrect handle matrix when scaling mode was set to Hierarchy. (851712)
  • Particles: Unity could crash in EmitterStoreData function when a Particle System was "aligned to direction" during Play mode. (850638)
  • Physics 2D: Ensure that Rigidbody2D interpolation is reset if the Transform rotation is changed. (829769)
  • Physics 2D: Fixed some 2D polygon outlines that were almost collinear causing collision detection problems. (715922)
  • Physics 2D: Continuously setting Rigidbody2D 'bodyType' or 'IsKinematic' to the same value should not cause contact recalculations; this can cause instabilities. (835334)
  • Physics 2D: Display message in Inspector for Rigidbody2D when auto-mass is used on a Prefab or an inactive object. (828188)
  • Physics 2D: Scaling a CapsuleCollider2D using a Transform component scale in X or Y of zero in the inspector no longer causes a warning in the console. (853163)
  • Physics: Fixed an accuracy issue where a capsule would jitter and bounce erratically after being placed on top of a scaled mesh at specific locations when the PCM collision mode was enabled. (850059)
  • Physics: Fixed interpolation of Rigidbodies causing position and rotation to be inaccurate when accessed via Transform from within FixedUpdate. (858816)
  • Prefabs: Fixed an issue where a prefab instance could be incorrectly marked inactive when first loading a scene. (801761)
  • Profiler: Fixed isse where taking a detailed memory snapshot did not work in some cases. (836589)
  • ReplayKit : Fixed a crash when creating objects from broadcasting start callback. (848718)
  • ReplayKit : Fixed ReplayKit.StartBroadcasting not pausing the app. (833159)
  • Scripting: Fixed case of WaitForSeconds waiting forever when receiving NaN as the parameter. (759338)
  • Scripting: Fixed MonoDevelop build errors when building UnityScript and Boo projects. (850350)
  • Shaders: Automatically upgrade any shaders using unity_SpecCube1. This fixes unity_SpecCube1 related shader compile errors after a project upgrade. (825418)
  • Shaders: Bug fixes in translating shaders from HLSL to GLSL/Metal:
  • Crash fix on partial precision parsing.
  • Added support for missing texture gather ops and sample count query.
  • Fixed bugs in swapc, SM5 variant of shift ops, atomic compare exchange, texture array coord translation, texture array element index rounding, texel fetch swizzle and GLSL extension handling.
  • Shaders: Fixed a problem when compiling shaders using windows style directory separator ("") in #include paths on macOS.
  • Shaders: Fixed a rare problem on DX11 with NaNs happening during the depth pass of forward rendering mode, resulting in shadow artefacts. (814063, 812479)
  • Shaders: Fixed a shader compiler crash for surface shaders which had extra "}" tokens in them. (844355)
  • Shaders: Fixed crash when compiling very complex surface shaders. Optimised the memory usage during surface shader compilation. (825408)
  • Shaders: Fixed UNITY_VERSION macro not being setup in surface shaders. (852264)
  • Standalone: Fixed the incorrect display labels when using more than 2 monitors. (829120)
  • Substance: Fixed a crash when compressing small non-square textures to ETC with 'fast' quality. (857270)
  • Substance: Fixed case of ProceduralTexture inspector preview sometimes showing invalid size and format. (829162)
  • Substance: Fixed case of SubstanceArchive inspector unselecting ProceduralMaterials after being renamed. (840177)
  • Substance: Fixed crash when loading a substance with corrupted data, (842999)
  • Substance: Fixed issue where the emission shader parameter was not properly set on import when emission global illumination was set to realtime. (840181)
  • Tizen: Fixed a deploying failure problem. (861611)
  • UI: Fixed a NullReferenceException when changing font to none. (845756)
  • UI: Fixed jittery movement when scrolling ScrollRect. (819300)
  • Unity Ads: Fixed Cloud Build issue.
  • UnityWebRequest: Fixed case of incorrect Content-Type request header for multipart form data in POST requests. (826626)
  • UnityWebRequest: Fixed case of POST requests not working with empty data. (851921)
  • UnityWebRequest: Fixed issue where escaped characters in URL would get unescaped. (850018)
  • UnityWebRequest: Fixed the issue of a request continuing execution after exiting playmode, resulting in high CPU usage. (855646)
  • VCS: Don't attempt to connect to a Perforce server if any of the following parameters are unset: Server, User or Client. (861467)
  • VCS: Fixed null reference exception that could occur after resolving an asset (e.g. prefab) whilst the asset is selected and displaying in the inspector. (657131)
  • VR: Fixed a memory leak when using a canvas and VRFocus is lost. (824508)
  • VR: Fixed an issue where only the shadows from the first light would render in both eyes when using single pass instancing. (851967)
  • VR: Fixed case of error shader rendering in one eye only when using single pass instancing. (851891)
  • VR: Fixed crash when checking for Stereo VR Device during build. (845179)
  • VR: Fixed the usage of VRSettings.renderViewportScale in Camera's OnPreCull so that it was not a frame latent on all supporting SDKs. Fixed issues with Valve's The Lab Renderer adaptive quality feature.
  • VR: OpenVR app built and run with d3d12 crashes on start. (834072)
  • VR: Switching stereo rendering during playback causes rendering issues. (852569)
  • VR: Fixed camera strobing between head poses once game is built. (858763)
  • VR: Y-Axis Range For VR Controllers now match XBox controllers (858634)
  • WebGL: Disabled deferred rendering on WebGL1.0. (759286, 782587)
  • WebGL: Fixed build with improperly tagged plugins. (850383)
  • WebGL: Fixed Content-Length header field for local web server response that caused some audio files to have .duration of infinity or zero. This was not reproducible with the normal workflow but could occur with a specific asset store plugin for webgl audio streaming.

New in Unity 5.6.0 Beta 4 (Jan 18, 2017)

  • System Requirement Changes:
  • Android minimum version supported updated to 4.1 (JellyBean).
  • Known Issues:
  • 2D: 2D sprite cannot be dragged to the scene view if project is created in 3D. (863887)
  • Animation: Problems with Animator in 5.6.0b3 after upgrading project from 5.5.0p3 (864062)
  • Asset Pipeline: Referencing UnityEditor.iOS.Extensions.Xcode throws exception after reimporting assets. (778581)
  • GI: Compositing process gets stuck while building lighting (863964)
  • iOS: Rendering orientation is incorrect if orientation is overridden in Start() in your project’s first scene.
  • Particles: Crash when a particle system is sub-emitter of more than one other particle system. (857065)
  • Particles: Particle system glitch with some mesh types. (863967)
  • Scripting: API Updater Internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • Scripting: API Updater start is delayed when a project is imported from Asset Store and user is forced to update APIs manually. (816066)
  • VR: [Daydream] iOS is not supported with the current native integration but will be available in an upcoming beta release.
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] There is no native controller integration yet. For controller use please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display may be dimmer than other VR devices. This is by design as a means of prolonging battery life while in VR.
  • Features:
  • Particles: Added new Shape Module controls to support non-randomized particle emission.
  • Particles: Redesigned Burst Emission to support 8 bursts, and added burst repeat parameters.
  • Improvements:
  • Graphics: Frame Debugger now shows the reason why a draw call can't be batched with the previous one.
  • Graphics: GPU Instancing: a new workflow is implemented. In short, you can now simply check the "Enable Instancing" checkbox on most of the Materials, including those using Standard shaders.
  • "#pragma multi_compile_instancing" line now is no longer needed in surface shaders. Instancing variants are automatically generated for surface shaders, unless you explicitly specify "noinstancing" in "#pragma surface" line.
  • Standard and StandardSpecular also have "#pragma multi_compile_instancing" built-in.
  • A new checkbox "Enable Instancing" is added to the Material inspector and it must be checked if you want objects rendered with this material to be instanced.
  • SpeedTree assets now prints an error prompting you to regenerate the materials for enabling this checkbox.
  • Please note that all existing projects that utilize instancing need to enable this checkbox if the material is intended to be used for instancing, including those for DrawMeshInstanced.
  • When building to players, instancing variants of a shader are stripped away if no material using this shader enables instancing. You can have a global stripping control in Graphics settings.
  • Graphics : "-gpu" command line argument is now supported in the Windows Store player
  • OSX: OSX: Add support for retrieving GPU memory size on Metal
  • Shaders: Optimized in-editor experience for shaders with potentially massive variant counts (order of "millions"). Importing and first-time compiling them is much faster now.
  • Terrain: A warning box will be shown if you try to assign a texture that is not imported as normal map to the normal map slot of the terrain material.
  • Windows Store: C++ source code plugins can now be included directly from generated Visual Studio solution as the directory they are in is included to include directories and the DLL they get compiled in now gets linked to the final game executable on il2cpp scripting backend
  • Windows Store: Significantly the time postprocessing player step takes when building project on IL2CPP scripting backend
  • Windows Store: Unity now uses prebuilt MapFileParser when building generated C++ code on IL2CPP scripting backend, rather than building it on your machine on the fly
  • API Changes:
  • Editor: Added IDisposable Handles.DrawingScope struct for cleaner pushing/popping of Handles.matrix and Handles.color
  • SceneManager: EditorSceneManager now has a number of new events that developers can add delegates to. They are: newSceneCreated, sceneOpening, sceneOpened, sceneClosing, sceneClosed, sceneSaving and sceneSaved
  • Fixes:
  • Editor: enabled in preferences. (775353)
  • Editor: Fix an issue where prefab creation would break is user had "Verify Saving Assets" (834347)
  • Editor: Fixed issue where attempting to create an editable copy of a font from the Inspector would not work (857155)
  • Editor: Fixed issue where Canvas size would change when moving the Game View (851777)
  • SpeedTree: Fixed an issue where modifying the scene in edit mode could cause SpeedTree trees to play wind animation. (830097)
  • SpeedTree: Fixed an issue where SpeedTree billboards had z-fighting when affected by mutiple forward lights. (840206)
  • Terrain: Fixed an issue where adding a 5th texture to a terrain with custom material would result in an assertion. (845404)

New in Unity 5.5.0 Patch 4 (Jan 11, 2017)

  • Fixes:
  • (858785) - Analytics: Fixed occasional windows editor crash on shutdown.
  • (827110) - Android: Disabled fence sync on poor performing drivers.
  • (855603, 859268) - Android: Fixed a crash when reloading or resuming scene which uses WebCamTexture.
  • (848830) - Android: Fixed an exception when trying to build to a non-existent path.
  • (845080) - Android: Fixed an issue where pausing during the splash screen would cause sprites to be black.
  • (855612) - Android: Gradle build and project export now support icon override.
  • (803872) - Android: Post process now executed before app is pushed to device.
  • (855545) - Animation: Fix for a crash using Resources.UnloadUnusedAssets with Animators caused by orphaned references.
  • (858208) - AR: Fixed a crash when exiting play mode during a Holographic Simulation session.
  • (848920, 858080, 860956) - Asset and Scene Management: Fixed a bug where importing multiple native DCC source files resulted in the contents of imported prefabs randomly switching places.
  • (849875) - Collab: Fixed an issue whereby the collab toolbar continued to have 'sign in' button even after signing in from the collab tool bar.
  • (859350) - Editor: Fixed an editor crash when switching platforms on a command line build.
  • (none) - Editor: Fixed local cache server not working if there were spaces in the path to the Unity Editor executable.
  • (858043) - Editor: Fixed Sprite Editor not always grid slicing fully black sprites correctly.
  • (793891) - Editor: Fixed launching Unity getting stuck on a grey screen for a minute or longer when your internet connection is bad.
  • (834243) - Editor: Fixed the issue that personal user is able to skip a mandatory survey.
  • (857504) - Editor: Fixed the splash screen 'Preview' button showing the NoiseModule preview texture.
  • (828286) - Editor: Reduced heap allocations for each frame when rotating the scene view in the editor.
  • (849376) - Graphics: Fixed a bug when importing Alpha8 textures which didn't import them as a single channel texture.
  • (852116) - Graphics: Fixed a crash during texture importing if the import failed.
  • (853722) - Graphics: Fixed a crash during texture importing if the texture format wasn't supported by the platform.
  • (825464) - Graphics: Fixed console error generated when using WWW.movie to create a movie texture.
  • (767034) - Graphics: Fixed errors spamming the console when performing GPU profiling on a DX11 Standalone build.
  • (none) - Graphics: Fixed the GPU Profiler in standalone mode.
  • (732380) - Graphics: Stopped rendering projectors twice if there is any transparent object visible to the camera.
  • (849356) - Graphics: Stopped the texture importer ignoring pure white Alpha channels by default. It is now a user option to choose to ignore it.
  • (810286) - iOS: Fix 2nd stage splash on iPhones with landscapeRight orientation
  • (856989) - iOS: Fixed crash in application:openURL:sourceApplication:annotation due to missing null check with Facebook SDK.
  • (831195) - iOS: Removed extra offset in constraint in default launchscreens.
  • (851764) - Lighting: Only clear the lighting progress bar when lighting is in progress. Stops lighting system accidentally closing other (non-lighting) progress bars.
  • (867312) - Metal: Fixed a memory leak when loading scene.
  • (807091) - Multiplayer: Fixed hostmigration sync issue.
  • (853316, 826931) - Multiplayer: Made sure isLocalPlayer works as expected on OnDestroy.
  • (none) - Networking: Skip proxy check when using the "file://" protocol on Windows.
  • (828188) - Physics: Display message in Inspector for Rigidbody2D when auto-mass is used on a Prefab or an inactive object.
  • (829769) - Physics 2D: Ensure that Rigidbody2D interpolation is reset if the Transform rotation is changed.
  • (715922) - Physics 2D: Fixed some 2D polygon outlines that were almost collinear causing collision detection problems.
  • (764734) - Shadows: Fixed a memory leak and assert when shadows are cast from lights with specific properties and in a specific scene setup.
  • (857270) - Substance: Fixed a crash when compressing small non-square textures to ETC with 'fast' quality.
  • (none) - Test: Corrected CHECK_EQUAL parameter and added another check for validation call count.
  • (856733) - UI: Fixed a curve preview cache not updating preview if curve data had changed but not the bounds.
  • (845756) - UI: Fixed a NullReferenceException when changing font to none.
  • (861467) - VCS: Don't attempt to connect to a Perforce server if any of the following parameters are unset: Server, User or Client.
  • (none) - VR: Fixed the usage of VRSettings.renderViewportScale in Camera's OnPreCull so that it was not a frame latent on all supporting SDKs. Fixed issues with Valve's Renderer adaptive quality feature.
  • (858634) - VR: Y-Axis Range For VR Controllers now match XBox controllers
  • (759286, 782587) - WebGL: Disabled deferred rendering on webgl1.0.
  • (850383) - WebGL: Fixed build with improperly tagged plugins
  • (none) - WebGL: Fixed Content-Length header field for local web server response that caused some audio files to have .duration == inf or zero. This was not reproducible with the normal workflow but could occur with a specific asset store plugin for webgl audio streaming.

New in Unity 5.6.0 Beta 3 (Dec 24, 2016)

  • System Requirement Changes:
  • Android minimum version supported updated to 4.1 (JellyBean).
  • Known Issues:
  • 2D: 2D sprite cannot be dragged to the scene view if project is created in 3D. (863887)
  • Animation: Problems with Animator in 5.6.0b3 after upgrading project from 5.5.0p3 (864062)
  • Animation: [Animation window] Playback head is not moved when key is selected (864048)
  • Asset Pipeline: Referencing UnityEditor.iOS.Extensions.Xcode throws exception after reimporting assets. (778581)
  • Editor: Handles in the scene view are incorrectly offset by 2 points (856685)
  • GI: Compositing process gets stuck while building lighting (863964)
  • iOS: Rendering orientation is incorrect if orientation is overridden in Start() in your project’s first scene.
  • Particles: Crash when a particle system is sub-emitter of more than one other particle system. (857065)
  • Particles: Particle system glitch with some mesh types. (863967)
  • Scripting: API Updater Internal error "Recursion detected while updating scripts (assembly index: 4)" is thrown when updating scripts. Note that this occurs when importing some 5.4 projects directly into 5.6 beta. One workaround is to do an intermediate import/save into 5.5. (863941)
  • Scripting: API Updater start is delayed when a project is imported from Asset Store and user is forced to update APIs manually. (863995)
  • VR: [Daydream] Deadlock issue when quitting an app, where the app may still execute for up to 3s after it goes away. (861469)
  • VR: [Daydream] iOS is not supported with the current native integration but will be available in an upcoming beta release.
  • VR: [Daydream] There is a memory leak when you exit and re-enter VR mode. This leak is on the native Google VR code and Google is actively working on fixing this. (859281)
  • VR: [Daydream] There is a tiling bug in the Pixel Snapdragon GPU driver that appears when post-processing effects are used. Unlike 5.4, 5.6 currently runs post processing image effects all the time, so the tiling issue will be more noticeable. This will be fixed in a future driver update that Google will ship as an OTA update for affected devices.
  • VR: [Daydream] There is no native controller integration yet. For controller use please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display may be dimmer than other VR devices. This is by design as a means of prolonging battery life while in VR.
  • Features:
  • 2D: SpriteRenderer: added support for 9-slice Sprite rendering.
  • IL2CPP: Added support for Windows Runtime when targeting Windows Store and Xbox One players with .NET 4.6 API Compatibility Level (Check manual at Scripting -> Scripting Tools -> IL2CPP -> Windows Runtime for more information).
  • VR: Initial Vulkan support for OpenVR.
  • Changes:
  • Android: Minimum supported Android API incremented from 9 (gingerbread) to 16 (jellybean).
  • Shaders: Removed glstate_matrix_mvp, glstate_matrix_modelview0, glstate_matrix_transpose_modelview0 and glstate_matrix_invtrans_modelview0:
  • Warning messages are printed on detection of uses of UNITY_MATRIX_MVP and UNITY_MATRIX_MV.
  • In order to use these matrices, use UNITY_MATRIX_MVP and friends instead (as you should be doing already).
  • But note! - for better performance, always prefer UnityObjectToClipPos and UnityObjectToViewPos if you are transforming vertices into clip space and view space respectively.
  • Since now we have unified the transforming path, #pragma force_concat_matrices is obsolete.
  • Our tests show an improvement in CPU performance and a degradation in GPU performance. The difference, however, is only noticeable when vertex load is very high.
  • Improvements:
  • Android: Moved Android splash image to a Java implementation so that it is displayed quicker during engine loading.
  • Graphics: Frame Debugger improvements:
  • Ctrl+Click on texture properties pops up a larger preview, just like the Standard shader UI does. This is also useful for viewing cubemap textures.
  • ComputeShader dispatches now shows the compute shader, kernel and dispatch size used.
  • The Shader properties tab is now the default one (instead of mesh preview).
  • The Shader properties view now shows the ComputeBuffer properties that are used.
  • API Changes:
  • GI: Exposed baked ambient occlusion (ao), indirectAO and directAO to scripting API.
  • Graphics: Added integer (Shader.PropertyToID) overloads to Material.SetTextureScale & SetTextureOffset. (766076)
  • Fixes:
  • Animation: Fixed bug in the ModelImporter animationclip automatic naming. (768723)
  • Editor: Fixed issue where it was not possible to check out only the asset file in Inspector if the meta file was already checked out (and vice-versa). (717021)
  • GI: Fix to ensure that scenes are ordered correctly, to patch in their lightmaps into the common LightmapSettings. (812486)
  • Graphics: Frame Debugger: shader property values originating from MaterialPropertyBlocks are now displayed properly.
  • Graphics: Frame Debugger: temporary render textures are now kept alive longer while frame debugger is active, for less confusing shader property display.
  • Kernel: Json serialisation now supports correct parsing of NaN and +/-Inf. (829753)

New in Unity 5.5.0 Patch 3 (Dec 23, 2016)

  • IMPROVEMENTS:
  • Shaders: During shader compilation if an unknown/unhandled error occurs append the unknown/unhandled error message to the shader compiler error message. This gives some context on what might be wrong in the shader.
  • FIXES:
  • (none) - Ads: Fixed cloud build issue.
  • (835453) - Android: First scene is now loaded asynchronously while the splash screen is displayed.
  • (none) - Animation: Renabled StateMachine multithreaded evaluation.
  • (none) - Audio: Changed default behaviour of native spatializer plugins to only load at start for the Editor. Platforms now load when requested only.
  • (853250) - Cache Server: Fix for 'last resource used' behaviour; a file that it requested from the cache server will have its LRU state refreshed and its lifetime extended.
  • (859728) - Editor Login Window: Fixed an issue related to the 'Remember Me' functionality.
  • (860626) - Graphics: Fixed a crash when calling Graphics.Blit(null, destination).
  • (844799) - Graphics: Fixed an issue where grab pass could cause lighting to break on translucent objects in a scene.
  • (800796, 851897, 825951) - HoloLens: Fixed resume-from-suspend bugs that would occasionally crash the app or not render anything.
  • (857296) - IL2CPP: Now allow the Unity Ads engine integration to correctly build with Android on IL2CPP..
  • (853532) - iOS: Added Taiwanese language support.
  • (855467) - Particles: Calling Destroy() with particle system object in IEnumerator Start() could cause a crash
  • (858235) - Particles: Fixed crash in CopyFromArrayAOS when calling Emit(position, velocity, size, lifetime, color).
  • (856877) - Particles: Fixed error in TLS Allocator ALLOC_TEMP_THREAD when simulating particle system.
  • (none) - Particles: Fixed rare memory overwrite which would have caused problems (crashes) in random areas eg memory managers.
  • (856871) - Particles: Game crashes when new particles are spawned using deprecated Emit method
  • (856224) - Particles: Particle System Lights Module would not generate lights if particle positions were modified by script.
  • (852817) - Particles: Particle System Renderer wouldn't allow rendering using multiple materials.
  • (846516) - Particles: Particle System subsequent Sub Emitter inherit properties were overridden with the first inherit property.
  • (851712) - Particles: ParticleSystem editor was using incorrect handle matrix when scaling mode was set to Hierarchy.
  • (850638) - Particles: Unity could crash in EmitterStoreData function when a Particle System was "aligned to direction" during Play mode.
  • (858816) - Physics: Fixed interpolation of Rigidbodies causing position and rotation to be inaccurate when accessed via Transform from within FixedUpdate.
  • (848718) - ReplayKit : Fixed a crash when creating objects from broadcasting start callback.
  • (833159) - ReplayKit : Fixed ReplayKit.StartBroadcasting not pausing the app.
  • (861611) - Tizen: Fixed the deploying failure problem.
  • (855646) - UnityWebRequest: Fixed the issue of a request continuing execution after exiting playmode, resulting in high CPU usage.
  • (834072) - VR: OpenVR app built and run with d3d12 crashes on start.
  • (852569) - VR: Switching stereo rendering during playback causes rendering issues.
  • (859650) - Windows Store: Building project for Windows Store targeting Windows 10 SDK now works when only VS2017 is installed.
  • (854650) - Windows Store: Fixed the issue of UnityWebRequest not working in Master builds.
  • (859389) - Windows Store: Generated VS project now builds once again when targeting ARM with IL2CPP scripting backend.
  • (none) - Shaders: Bunch of bug fixes in translating shaders from HLSL to GLSL/Metal:
  • Crash fix on partial precision parsing.
  • Added support for missing texture gather ops and sample count query.
  • Fixed bugs in swapc, SM5 variant of shift ops, atomic compare exchange, texture array coord translation, texture array element index rounding, texel fetch swizzle and GLSL extension handling.

New in Unity 5.6.0 Beta 2 (Dec 21, 2016)

  • KNOWN ISSUES:
  • Animation: Crash when previewing clip in AW. (851483)
  • Animation: Selecting a curve preset in the Importer generates error (854799)
  • Asset Pipeline: Referencing UnityEditor.iOS.Extensions.Xcode throws exception after reimporting assets. (778581)
  • Editor: Handles in the scene view are incorrectly offset by 2 points (856685)
  • GI: On new projects, graphic settings are not initialized correctly, so realtime GI and shadows are missing. Workaround is to save and re-start Unity. (858159)
  • iOS: Rendering orientation is incorrect if orientation is overridden in Start() in your project’s first scene.
  • Particles: Crash when a particle system is sub-emitter of more than one other particle system. (857065)
  • VR: [Daydream] Deadlock issue when quitting an app, where the app may still execute for up to 3s after it goes away. (861469)
  • VR: [Daydream] iOS is not supported with the current native integration but will be available in an upcoming beta release.
  • VR: [Daydream] The unity define that is used to mark Daydream support is incorrectly defined as UNITY_DAYDREAM instead of UNITY_HAS_GOOGLEVR. (861741)
  • VR: [Daydream] There is a tiling bug in the Pixel Snapdragon GPU driver that appears when post-processing effects are used. Unlike 5.4, 5.6 currently runs post processing image effects all the time, so the tiling issue will be more noticeable. This will be fixed in a future driver update that Google will ship as an OTA update for affected devices.
  • VR: [Daydream] There is no native controller integration yet. For controller use please use the Unity SDK provided by Google.
  • VR: [Daydream] You may notice that your Daydream VR display may be dimmer than other VR devices. This is by design as a means of prolonging battery life while in VR.
  • FEATURES:
  • Editor: (As also mentioned under API Changes) Exposed the following custom handle classes in UnityEditor.IMGUI.Controls: BoxBoundsHandle, CapsuleBoundsHandle, SphereBoundsHandle.
  • These changes apply to BoxCollider, CapsuleCollider, SphereCollider, BoxCollider2D, CapsuleCollider2D, and CircleCollider2D
  • Editor: TreeView IMGUI Control, which can display hierarchical data that can be expanded and collapsed. Additionally it lets you create list views and multi-column tables for Editor tools.
  • GI: Added Light modes, which replace mixed mode lighting and provide flexible ways to merge baked and realtime shadows. As part of this:
  • Added ability to bake shadowmasks.
  • New Lighting window layout.
  • Added Light Explorer window.
  • Editor: Interactive handles for editing primitive collider types in the scene view now all use the same logic:
  • Dragging a handle expands the size only on that side.
  • Holding pins the center in place.
  • Holding scales the shape uniformly.
  • IMPROVEMENTS:
  • Graphics: Added cube array texture support to OSX Metal.
  • Particles: Full support for multiple selection and editing of Particle Systems.
  • VR: Added single-pass stereo support for Gear VR (using GL_OVR_multiview).
  • GI: Enlighten SDK upgraded to version 3.07p1. This should provide precompute time reductions, which will be especially noticeable in the CalculateSystemDependencies step as well as other steps which perform ray-tracing. Additional details:
  • An issue has been fixed in baking when using Final Gather which would result in wrong lighting when using transparent materials.
  • An issue has been fixed in baking when using Final Gather which would result in it ignoring the 'backface behaviour type' material property.
  • Fixed issue that prevented baked light masks working in conjunction with transparency textures.
  • Fixed a bug resulting in wrong lighting for SSD objects when using probes with non-default axes or SH coefficient orders.
  • When baking direct probe lighting, the per-light option to disable direct lighting is no longer ignored.
  • API CHANGES:
  • Animation: Added AnimatorOverrideController.GetOverrides and AnimatorOverrideController.ApplyOverrides. (752095)
  • Animation: Added to AvatarMask: AddTransformPath, RemoveTransformPath.
  • Animation: Deprecated AnimatorOverrideController.clips. (752095)
  • Animation: Moved AvatarMask from UnityEditor.Animations to UnityEngine.
  • Editor: (As also mentioned under Features) Exposed the following custom handle classes in UnityEditor.IMGUI.Controls: BoxBoundsHandle, CapsuleBoundsHandle, SphereBoundsHandle.
  • FIXES:
  • Animation: Fixed an issue where animator with animate physics would teleport objects. (847015)
  • Animation: Fixed AnimatorControllerPlayable memory leak.
  • Animation: Fixed bug in BlendTree thresholds recomputation. (777936)
  • Animation: Fixed problem where animation events were not being fired properly by Playables. (847874)
  • Animation: Removed parameter filter when user adds a new animator controller parameter. (847134)
  • iOS: Build flags are now prefixed with $(inherited) in Xcode project to improve compatibility with CocoaPods.
  • Playables: Fixed a crash where UnloadUnusedAssets would unload Animation Clips used by AnimationClipPlayables. (854615)

New in Unity 5.5.0 Patch 2 (Dec 17, 2016)

  • Improvements:
  • (757055) - Graphics: Added support for feature level 11.1 on D3D11/D3D12. This brings native support for RGB565 and ARGB1555 RenderTexture formats. Note that this does not render correctly for ARGB4444 which will be fixed in one of the future releases.
  • Fixes:
  • (854739) - Android: Fix auto-rotation on Android 4.1 and older.
  • (849972) - Audio: Fixed FSBTool crashing when importing OGG files with non-standard sample rates.
  • (830217) - Compute: Don't let GC dispose of ComputeBuffers. Added a warning for the user to release it manually.
  • (840151) - Editor: Fixed ArgumentOutOfRangeException triggered when closing tabs in dock area.
  • (843280) - Editor: Fixed s crash when baking occlusion. This also fixed a crash in rare cases at the end of occlusion baking if your scene contains portals.
  • (none) - Editor: Stopped the first probe being rendered multiple times when drawing the light probe visualization gizmo.
  • (840591) - Game Performance: Fixed a potential crash on player exit if Game Performance Service is enabled.
  • (853627) - Graphics: Added Material.SetBuffer with nameID overload.
  • (851359) - Graphics: Fixed a crash when deleting a Shader that is used by some Materials in the scene.
  • (849344) - Graphics: Fixed a crash when using Material.SetColor and similar functions with some built-in Unity variable names.
  • (851689) - Graphics: Fixed memory leak when instantiating materials (e.g. via renderer.material).
  • (none) - Graphics: Fixed OpenGL color space support on Windows (WGL_EXT_colorspace detection).
  • (836947) - Graphics: Fixed rendering bug when grab pass is used with forward rendering and graphics jobs are enabled.
  • (none) - HoloLens: Fixed a crash in Editor when terminating Remoting App during an active Holographic Remoting session.
  • (848237) - HoloLens: Improved error reporting when failing to load PerceptionRemotingPlugin.dll (used by Holographic Remoting).
  • (none) - IL2CPP: Emit proper C++ for unsafe methods that cast a void pointer to a type pointer and access a field from that type.
  • ([856410]](https://issuetracker.unity3d.com/product/unity/issues/guid/856410/)) - IL2CPP: Prevent a stack overflow in the player runtime when metadata for an infinitely nested recursive generic type used (like the FullName of that type).
  • (763240) - iOS: Fixed Module Registration and Code Stripping for builds with the Mono scripting backend.
  • (852363) - iOS: Fixed crashes in WWWConnection.
  • (857032) - Metal: Fixed a crash on startup on some iOS devices.
  • (810267) - Multiplayer – WebGL: Error creating/requesting Network matches on WebGL.
  • (849681) - OpenGL: Fixed image mask when running in upscaled fullscreen mode.
  • (852264) - Shaders: Fixed UNITY_VERSION macro not being setup in surface shaders.
  • (none) - Shaders: Improved support for handling backslash includes within shaders.
  • (829120) - Standalone: Fixed the incorrect display labels when using more than 2 monitors.
  • (824508) - VR: Fixed a memory leak when using a canvas and VRFocus is lost.
  • (858763) - VR: Unity 5.5 VR Camera Strobing between head poses once game is built.

New in Unity 5.6.0 Beta 1 (Dec 13, 2016)

  • Features:
  • Player: Native Daydream integration as a VR target for Unity VR applications.
  • Changes:
  • Scripting: The behaviour for ISerializationCallbackReceiver.OnAfterDeserialize has changed when using Instantiate and UnityEditor.PrefabUtility.CreatePrefab. Previously the callback was invoked twice: once before the object was fully deserialized (internal references not yet updated) and once after the object was fully deserialized (internal references are updated). In Unity 5.6 and above, SerializationCallbackReceiver.OnAfterDeserialize is only invoked once, after the object is fully deserialized, when using Instantiate and UnityEditor.PrefabUtility.CreatePrefab.
  • Improvements:
  • IL2CPP: Generated C++ code will now contain annotations of original C# source code, as long as PDB/MDB files acompanying the C# source code are present on the machine at conversion time.
  • Particles: The UI for Custom Vertex Streams has been redesigned to allow greater flexibility over what data to send to the shader, and to add more control over how it is packed into the TEXCOORD channels.
  • API Changes:
  • Graphics: Added SystemInfo.maxCubemapSize API, analogous to SystemInfo.maxTextureSize. (852309)
  • Physics: Exposed Physics.ClosestPoint. Computes the point on the surface of a given Collider that is closest to a specified location.
  • Physics: Exposed Physics.ComputePenetration. Computes the minimal translation required to separate the two given Colliders. Doesn't require the Colliders to be placed at the given pose prior to the test, so is useful for writing custom character controllers.
  • Fixes:
  • Editor: Fixed keyboard input when there are multiple GameViews open. (767109)
  • Editor: Holding CTRL/ALT no longer stretches the Game View when zooming it with the scroll wheel. (851617)
  • WebGL: Fixed capturing of mouse moved events from web page. (831631)
  • WebGL: Fixed issues relating to reading into floating point textures.

New in Unity 5.5.0 Patch 1 (Dec 8, 2016)

  • Improvements:
  • Graphics: An assert message is now shown in the console for platforms that don't support linear rendering with OpenGL ES API.
  • macOS/iOS/tvOS: Enhancement to allow developers to use Xcode's manual signing paradigm by specifying a provisioning profile in Player Settings.
  • Metal: Improved handling of transparent rendering after post-opaque image effects when using MSAA.
  • Shaders: Optimized in-editor import, load time and memory usage for shaders with massive amounts of potential variants.
  • Unity Ads: Updated native binaries to version 2.0.6.
  • Changes:
  • (855550) - Test Runner: Removed script templates for test runner (as it is not released).
  • Fixes:
  • (833396) - AI: Fix for "!InCrowdSystem" and "!handle.IsValid()" errors seen in console when calling Warp and enabling a disabled NavMeshAgent.
  • (854739) - Android: Fixed auto-rotation on Android 4.1 and older.
  • (845646) - Android: Input.backButtonLeavesApp = true now exits gracefully.
  • (824462) - Android: The platform setting for Android plugins now defaults to "Android" instead of "Any Platform".
  • (793711) - Asset Import: Fixed an issue where deleting asset labels manually from .meta files would not be picked up by the editor.
  • (668043, 837519) - Asset Pipeline: Fixed an issue where asset and timestamp maps could get out of sync.
  • (741525) - AssetBundles: Fixed redundant asset bundles rebuild when external dll changes.
  • (853618) - Build Pipeline: VR Splash Screen texture will no longer be included when building a project for a non-VR platform.
  • (836131) - Collab: Fixed case of sign-in window getting stuck when launched from the toolbar menu.
  • (791434) - Core: Fixed hangs in the job system when running on certain platforms with a low number of cores e.g. older Windows Phones, UWP dual core machines.
  • (849022) - Editor: Fixed case of some properties being set to a single value when entering multi select mode for Trails and Lines.
  • (849138) - Editor: Fixed disappearing tab when closing 3 or more of them successively.
  • (857037) - Editor: Fixed NullReferenceException when undocking preview window.
  • (833866) - Editor: Tweaked the output of the generated Visual Studio solution file to better match Visual Studio standard format, in order to fix problems opening Unity generated projects with Rider GUI.
  • (805221, 605171) - Graphics: Disabled GPU skinning on GL and GLES based graphics APIs for desktop & mobiles.
  • (821298) - Graphics: Fix to ensure that ETC1 alpha split option only shows for ETC1 4bit format in texture importer.
  • (846989) - Graphics: Fixed a crash during shutdown when using the DX9 graphics API.
  • (829120) - Graphics: Fixed a problem where the Windows standalone would appear on a different display from that selected in the game launcher.
  • (840897) - Graphics: Fixed a problem with objects not rendering after resolution changes or entering/exiting fullscreen when using DX9 graphics API.
  • Graphics: Fixed case of the Windows player build being disabled when using linear rendering and OpenGL ES graphics API in the editor.
  • (849671) - Graphics: Fixed lightmap decoding in the editor when the target platform is mobile.
  • (823371) - Graphics: Fixed the GPU Profiler to work in the MacOS Editor using the GLcore graphics API. Can only profile a single game window whilst it is in play mode.
  • (825046, 824894) - Graphics: Fixed warped lens flare and halo effects when not in stereo.
  • (850383) - IL2CPP: A more useful error message is now returned from IL2CPP when trying to build a WebGL project with the Facebook SDK.
  • (852445) - IL2CPP: Added proper support for a class that is marshalled as a field of another class or struct, including the proper return value for a call to Marshal.Sizeof in this case.
  • (846956) - IL2CPP: Added support for managed stack traces on Android.
  • (849701) - IL2CPP: Corrected a crash that can occur in the player when a virtual method is called on a value type and that value type implements an interface which has an overload of that virtual method.
  • (845666) - IL2CPP: Corrected managed stack traces when Xcode 8 is used to build on iOS with link-time optimization enabled.
  • (847838) - IL2CPP: Fix to prevent a compiler error in generated C++ code when calling Interlocked.CompareExchange from some managed code.
  • (845174) - IL2CPP: Fix to prevent a stack overflow exception in the player at run time when an infinitely nested generic method is used.
  • (853468) - IL2CPP: Fixed an issue with attribute classes that have overridden properties.
  • (849072) - IL2CPP: Implemented the array SetValue method for arrays of nullable types.
  • (851098) - IL2CPP/Android: Fixed issue where the error output from the compiler/linker was not captured.
  • (820587) - Lighting: Fixed a problem with reflection probes updating during runtime even when "Refresh Mode" was set to "Via Scripting".
  • (812479) - Multiplayer: Fixed InvalidOperationException when selecting NeworkManager in Hierarchy for the first time.
  • (719672) - Networking: Fix to prevent using a packet size greater than defined in global config.
  • (837602) - Particles: Added animation support for simulation speed property.
  • (849084) - Particles: Fixed occasional crash when using external forces module.
  • (835334) - Physics: Continuously setting Rigidbody2D 'bodyType' or 'IsKinematic' to the same value should not cause contact recalculations; this can cause instabilities.
  • (850059) - Physics: Fixed an accuracy issue where a capsule would jitter and bounce erratically after being placed on top of a scaled mesh at specific locations when the PCM collision mode was enabled.
  • (853163) - Physics: Scaling a CapsuleCollider2D using a Transform component scale in X or Y of zero in the inspector no longer causes a warning in the console.
  • (801761) - Prefabs : Fixed an issue where a prefab instance could be incorrectly marked inactive when first loading a scene.
  • (836589) - Profiler: Fixed isse where taking a detailed memory snapshot did not work in some circumstances.
  • (759338) - Scripting: Fixed case of WaitForSeconds waiting forever when receiving NaN as the parameter.
  • (850350) - Scripting: Fixed MonoDevelop build errors when building UnityScript and Boo projects.
  • (825418) - Shaders: Automatically upgrade any shaders using unity_SpecCube1. This fixes unity_SpecCube1 related shader compile errors after a project upgrade.
  • Shaders: Fixed a problem when compiling shaders using windows style directory separator ("") in #include paths and compiling on MacOS.
  • (814063, 812479) - Shaders: Fixed a rare problem on DX11 with NaNs happening during the depth pass of forward rendering mode, resulting in shadow artefacts.
  • (844355) - Shaders: Fixed a shader compiler crash for shaders which had extra "}" tokens in them.
  • (825408) - Shaders: Fixed crash when compiling very complex surface shaders. Optimised the memory usage during surface shader compilation.
  • (829162) - Substance: Fixed case of ProceduralTexture inspector preview sometimes showing invalid size and format.
  • (840177) - Substance: Fixed case of SubstanceArchive inspector unselecting ProceduralMaterials after being renamed.
  • (842999) - Substance: Fixed crash when loading a substance with corrupted data,
  • (840181) - Substance: Fixed issue where the emission shader parameter was not properly set on import when emission global illumination was set to realtime.
  • (819300) - UI: Fixed jittery movement when scrolling ScrollRect.
  • (826626) - UnityWebRequest: Fixed case of incorrect Content-Type request header for multipart form data in POST requests.
  • (851921) - UnityWebRequest: Fixed case of POST requests not working with empty data.
  • (850018) - UnityWebRequest: Fixed issue where escaped characters in URL would get unescaped.
  • (657131) - VCS: Fixed null reference exception that could occur after resolving an asset (e.g. prefab) whilst the asset is selected and displaying in the inspector.
  • (824508) - VR: Fixed a memory leak when using a canvas and VRFocus is lost.
  • (851967) - VR: Fixed an issue where only the shadows from the first light would render in both eyes when using single pass instancing.
  • (851891) - VR: Fixed case of error shader rendering in one eye only when using single pass instancing.
  • (845179) - VR: Fixed crash when checking for Stereo VR Device during build.
  • (822480) - Windows Store: Fixed duplicate assembly warning when building Universal 8.1.
  • (820871) - Windows: Fixed issue where Application.systemLanguage would return the region language rather than the UI language.

New in Unity 5.5.0f3 (Dec 1, 2016)

  • Backwards Compatibility Breaking Changes:
  • Audio: If previously using a Unity Hololens technical preview release with the Microsoft HRTF spatializer and the Audio Spatializer script component, said component now only controls room size properties. Distance-based attenuation is now set up in the AudioSource script component, so the Spatial Blend property needs to be set to 1.0 and the 3D Sound Settings need to be set appropriately.
  • The following are changes and fixes to 5.5.0 features and regressions...
  • Fixes:
  • Core: Fixed Library folder corruption when opening project in previous versions of Unity (851782)
  • Editor: Fixed undoing Transform changes when multiselection includes prefab instance and share a common ancestor (822868)
  • GI: Clearing baked data at certain lighting calculation stages causes uninformative errors in the console (757816)
  • GI: Fixed broken GI Previews on Retina Mac (836815)
  • Graphics: Fixed a crash in the renderloop, caused by incorrect memlabel when releasing shared LightmapSettings data. (834235)
  • Graphics: Fixed issue where occlusion mesh was incorrectly displayed when using single pass stereo (850170)
  • Graphics: Fixed Reflection Probes artifacts when multiple overlapping lights are captured by the Reflection Probe (835423)
  • Graphics: Fixed several issues regarding single pass stereo with Image effects and deferred rendering (832185, 830612 ,832283, 814290, 821746)
  • Graphics: LightProbes are sometimes applied incorrectly, depending on object use/don't use probes flag, and object render order (840641)
  • Serialization: Fix rare issue where prefab references from scene objects would be show as missing when using text serialization. (850947)
  • UI: Fixed issue where calculation of Text perferred height was incorrect. (850077)
  • VR: Fixed MsHRTFSpatializer load failure. No longer requires external dependencies to Unity and Windows. (847470)

New in Unity 5.5.0f2 Beta (Nov 28, 2016)

  • Improvements:
  • Graphics: Fixed Rendering.CommandBuffer crash when drawing meshes
  • iOS: Fixed audio ducking for iOS platform (background audio applications muting)
  • Networking: Calling NetworkTransport.GetCurrentRTT causes editor crash when use WebSockets is enabled
  • Networking: CRC Mismatch on Wii U (Big Endian Issue)
  • Networking: Enabling WebSockets in NetworkManager maxes out a CPU core
  • Networking: WebSockets client doesn't support multiple connections.
  • Fixes:
  • Asset Pipeline: Fixed race condition on asset bundle load
  • Graphics: DX12 optimisation to reduce number of calls to CopyDescriptors.
  • Graphics: Fix a crash when switching scenes whilst reflection probes are updating. (832595)
  • Graphics: Fixed a crash when baking lightmaps in scenes with multiple terrains. (728648)
  • Graphics: Fixed Camera.SetReplacementShader renders objects affected by projectors even when the tag does not match. (840141)
  • Graphics: Fixed crash when using dynamic batching. (839035)
  • Graphics: Fixed Light Probe Proxy Volumes gizmo's not rendering correctly. (836787)
  • Graphics: Fixed multiple lights not rendering when in deferred mode and using gfx jobs. (821028)
  • Graphics: Fixed rare situation which could lead to a deadlock when running with graphics jobs enabled.
  • Graphics: Improved transparency support on meshes with multiple materials. (817524)
  • UI: Fixed threading problem when computing bounds which could lead to an infinite loop in the UI system. (846096)
  • WebGL: Fixed crash when user writes a file using custom ArrayBuffer (847853)

New in Unity 5.4.3 Patch 1 (Nov 24, 2016)

  • Improvements:
  • Lighting: Added more information to the additive loading error message e.g. The loaded level has a different lightmaps mode than the current one. Current: Directional. Loaded: Directional Specular. Will use: Directional.
  • macOS/iOS/tvOS: Allow developers to use Xcode's manual signing paradigm by specifying a provisioning profile in Player Settings
  • VR: Updated Oculus to version 1.10
  • Fixes:
  • (833396) - AI: Fix for an error when calling Warp and enabling a disabled NavMeshAgent. Errors in console: "!InCrowdSystem" and "!handle.IsValid()".
  • (793711) - Asset Import: Fixed an issue where deleting asset labels manually from .meta files would not be picked up by the editor.
  • (845859) - Asset Pipeline: Fixed regression where cache lz4 compression was not being performed for uncompressed AssetBundles.
  • (832578) - Audio: Fixed the issue which prevented streaming audio loading on 32-bit Apple devices which were upgraded to iOS 10.
  • (824962) - Editor: Fixed editor focus when multiple light probes have been selected.
  • (814160) - Editor: Fixed the logType passed to LogCallback in the event of an unhandled exception.
  • (833866) - Editor: Tweaked the output of the generated Visual Studio solution file to better match Visual Studio standard format to fix problems opening Unity generated projects with Rider GUI.
  • (834258) - Graphics : Added additional error checking for compute buffers to catch invalid size and stride earlier to give a better error message.
  • (none) - Graphics: DX12 optimisation to reduce number of calls to CopyDescriptors.
  • (832595) - Graphics: Fixed a crash when switching scenes whilst reflection probes are updating.
  • (728648) - Graphics: Fixed a crash when baking lightmaps in scenes with multiple terrains.
  • (840141) - Graphics: Fixed Camera.SetReplacementShader renders objects affected by projectors even when the tag does not match.
  • (839035) - Graphics: Fixed a crash when using dynamic batching.
  • (821028) - Graphics: Fixed multiple lights not rendering when in deferred mode and using gfx jobs.
  • (none) - Graphics: Fixed a rare situation which could lead to a deadlock when running with graphics jobs enabled.
  • (769758) - Graphics: Fixed selection of objects in Scene View if the scene contains reflective water.
  • (817524) - Graphics: Improved transparency support on meshes with multiple materials.
  • (843813) - Graphics: Skip rendering of default reflection in Deferred when the reflection not set.
  • (817056) - iOS: Fixed touch input latency issue for iOS 10.
  • (847976) - Linux: Fixed the shutdown crash.
  • (829943) - Networking: Calling NetworkTransport.GetCurrentRTT causes editor crash when use WebSockets is enabled.
  • (831101) - Networking: CRC Mismatch on Wii U (Big Endian Issue?).
  • (830108) - Networking: Fixed: Enabling WebSockets in NetworkManager maxes out a CPU core.
  • (839116) - Networking: WebSockets client doesn't support multiple connections.
  • (849084) - Particles: Fixed occasional crash when using external forces module.
  • (850947) - Serialization: Fixed a rare issue where prefab references from scene objects would be show as missing when using text serialization.
  • (842364) - UI: Fixed an issue whereby disabling parent canvas allowed child canvas to render.
  • (845448) - UI: Fixed Sprite Packer not packing sprites with ETC1 when compressing sprites for android
  • (846096) - UI: Fixed threading problem when computing bounds which could lead to an infinite loop in the UI system.
  • (835538) - UWP : Fixed problem where incorrect GUID was being used in generated .csproj files.
  • (847985) - Windows Store: Fixed an issue in building with C# projects enabled when dependency existed between them.

New in Unity 5.5.0f1 Beta (Nov 23, 2016)

  • Backwards Compatibility Breaking Changes:
  • Core: Using Object.Instantiate(Object, Transform) will now use the Object position as the local position by default. This is a change from the 5.4 behaviour, which used the Object position as world.
  • Changes:
  • GI: Deprecated the directional specular lightmap mode in Unity 5.5, since it will disappear in Unity 5.6 (as part of the lighting modes functionality).
  • Improvements:
  • Android: Added "Mute Other Audio Sources" option to Android player settings in the editor (shared with iOS).
  • Android: Enabled TLSv1.1 and TLSv1.2 for JellyBean and KitKat devices.
  • Android: Enhanced big.LITTLE core detection. This fixes core detection on Parker.
  • GI: Improved the additive loading error thrown when scenes have different lightmapping modes (made it more user friendly).
  • API Changes:
  • Texture Importer: Added GetAutomaticFormat API method to Texture Importer.
  • Fixes:
  • Android: Change to lower the background audio volume by default (instead of muting it), when running a game on the device. (807983)
  • Android: Fixed input issues after tapping the splash screen. (825716)
  • Android: Fixed startup crash on Adreno when protected graphics memory is used. (832025)
  • Animation: Fixed an issue where Legacy animations could not be previewed. (845815)
  • Asset Import: Fixed case of blender file import not working (this is a port of the fix for https://fogbugz.unity3d.com/f/cases/778562, present in 5.4). (843299)
  • Collaboration: Fixed issue where closing the collaboration restore confirmation window by pressing 'X' would still restore it. (830209)
  • Collaboration: Various bug and UI fixes.
  • Documentation: Android - Added a warning to the raw JNI interface description.
  • Editor: Fixed case of blank/grey webviews in the main window under macOS 10.12.1. (842708)
  • Editor: Fixed WebViewWindowPrivate::OnLoadEnd crash related to Collab Toolbar usage. (840217)
  • Graphics: Disabled instancing for renderers that use lightprobes or lightmaps, in order to optimize GPU performance. (843125)
  • iOS: Fixed touch input latency issues on iOS 10. (817056)
  • Launcher: Fixed Asset importing issues when creating new project from launcher. (837516)
  • Particles: Added missing animation bindings.
  • Particles: Fixed case of shape module single material index property cutting off when inspector was narrow.
  • Particles: Fixed issue where particle sub module parent was set incorrectly.
  • Physics: Fixed a memory leak that occured when applying animated non-uniform scaling to a MeshCollider. (828570)
  • Physics: Fixed a TerrainCollider crash that could be triggered when a capsule collided with an edge whose shared triangles had a hole material. (822486)
  • Physics: Fixed bug where MeshRenderer would occasionally miss a transform update from an interpolated kinematic Rigidbody. (822406)
  • Scene Manager: Fixed crash that could occur when user unloads a scene immediately after starting an asynchronous load of the scene. (842396)
  • SpeedTree: Fixed incorrect detail blending at branch seams.
  • Terrain: Fixed incorrect scaling of billboards when trees are rescaled using SetTreeInstance. (849011)
  • VR: Fixed rendering issues when using the global fog standard asset in VR. (815914)

New in Unity 5.4.3f1 (Nov 17, 2016)

  • Improvements:
  • IL2CPP: Android - improved building performance.
  • iOS: Exposed EditorUserBuildSettings.iOSBuildConfigType in public API.
  • IOS: Exposed ReplayKit streaming APIs to user scripts.
  • Unity IAP: Support transaction receipt logging for all store platforms.
  • Profiler: User profile markers in scripts now show in platform profilers even when the Unity profiler is not running.
  • VR: Update Oculus to version 1.9.
  • Fixes:
  • Also includes relevant fixes from Unity 5.3.7.
  • 2D: Fixed an issue with UV rounding errors when using the OverrideGeometry method on sprites. (823935)
  • Analytics: Fixed an invalid userId issue on WebGL.
  • Android: Added "Mute Other Audio Sources" option to Android player settings in editor.
  • Android: By default lower volume of the background audio instead of muting it. (807983)
  • Android: Fixed a case of audio stutter when launching Android player from a notification on the lockscreen. (818174)
  • Android: Return internal temporary cache and persistent data paths when external paths are unavailable. (826201)
  • Animation: Fixed a bug where deactivating a GameObject with an attached Animator might cause a crash. (822232)
  • Animation: Fixed a crash when receiving null property modification in animation recording. (832837)
  • Animation: Fixed an issue where Legacy animations could not be previewed. (845815)
  • Animation: Fixed erroneous "Playable was not Disposed" message being displayed. (826047)
  • Animation: Re-enabling playback/recording in play mode. (835544)
  • Asset Bundles: Fixed the assetBundle property of AssetBundleCreateRequest so that it waits instead of returning null when the bundle is not yet ready (824009)
  • Asset Bundles: Fixed a deadlock when decompressing LZMA bundle when stream had incompressible data. (844785, 841067)
  • Asset Pipeline: Fixed a regression where AssetDatabase.SaveAssets won't save changes made to a prefab inside OnPostprocessAllAssets. (830110)
  • Audio: Fixed a panning issue with spatialized sounds.
  • Build player: Reverted the change, which saved relative paths for build target but introduced issues for targets that needed to browse for folders instead of files (WebGL, etc). (829898)
  • CacheServer: Fixed creation of directories and an issue while sending file and socket was closed. (774264, 820297)
  • Collab: Fixed crashes with collab toolbar. (819150, 808412)
  • Editor: Fixed an issue with addition of duplicate references of auxiliary platform-specific editor DLLs to editor C# project. (832097)
  • Editor: Fixed drag'n'drop of shader onto a material not setting the correct shader keywords. (819900)
  • Editor: Fixed errors when capturing screen or sending images to remote. (793204)
  • Editor: Fixed icon quality regression caused by unnecessary image scaling step. (807375)
  • Editor: TargetInvocationException error no longer appears when importing Windows Store Apps plugins. (815720)
  • Editor: Fixed Codesigning for Mac Editor to prevent firewall from asking multiple times for permission. (819351)
  • Graphics: Fixed a crash in CommandBuffer.DrawRenderer of a particle renderer when current camera is null. (808298)
  • Graphics: Fixed GPU instancing not working with procedurally generated meshes. (828380)
  • Graphics: Fixed a memory leak when using the GI visualizers in the scene view.
  • Graphics: Fixed incorrect batching of Renderers with different MaterialPropertyBlocks. (833783)
  • Graphics: Fixed a potential crash when calling GetShaderSettingsForPlatform on Windows. (833425)
  • Graphics: Prevent scene modifications from within OnPreRender callbacks, similar to other callbacks. (829694)
  • Graphics: Texture2D.ReadPixels no longer reads from the wrong location on iOS/Metal when reading a subsection of an image. (826244)
  • Graphics: Fix for dark lightmap when changing sun shadow strength in mixed lighting mode. (819092)
  • Graphics: Fixed editor crash when opening old project that had legacy OpenGL2 selected. (819813, 829178)
  • Graphics: Fixed an occasional TrailRenderer crash when using Clear script API. (829326, 818524)
  • IL2CPP: A call to GetCurrentMethod in a generic method should return the generic method definition, not the inflated generic instance method. (840596)
  • IL2CPP: Correctly marshal an out array of structures which uses the LPStruct marshaling directive. (842538)
  • IL2CPP: Fixed generated C++ code not compiling when calling Math.Abs on an unsigned integer. (837974)
  • IL2CPP: Return an empty array from GetGenericArguments when it is called on a MethodInfo object from a non-generic method. Previously the runtime incorrectly threw an assert in this case. (838259)
  • iOS: Build and Run now doesn't clean Xcode project for Append builds. (839037)
  • iOS: Fix a race condition when changing resolution on startup on Metal. (820885)
  • iOS: Fix bug in retrieving of certain values of IScore larger than 32 bits. (820938)
  • iOS: Improved performance by resizing the constant buffer pool adaptively on Metal. (820692)
  • iOS: Fixed an input reset in editor when iOS device without Unity Remote is selected. (832368)
  • iOS: Fixed issues with iOS Input.touchPressureSupported incorrectly reporting false. (834172)
  • iOS: Fixed a crash when using Build and Run for iOS projects. (836165)
  • iOS: Fixed editor hanging if app was already running in Xcode 7.x when using Build and Run. (843181)
  • iOS: GameCenterPlatform.ShowLeaderboardUI now shows the specific leaderboard when requested (note, the symptoms are still observable on iOS 8.4 and 9.x due to a bug in the OS itself). (808537)
  • iOS: ILeaderboard.LoadScores now does callback if SetUsersFilter is called. (801369)
  • Kernel: Fixed local scale of duplicate game object not matching original local scale of game object if parent has rotation set. (815816)
  • Multiplayer: Fixed a crash with StartAsClient. (827122, 804744)
  • Multiplayer: Fixed issues concerning disconnect and error handling. (790431, 785347, 771860, 836170, 827884)
  • Multiplayer: Fixed weaver error handling of not supported types. (761588, 820982, 773323)
  • Multiplayer: Fixed weaver generation of Serialize and Deserialize functions. (756572, 737241, 775248)
  • Particles: Don't allow prewarm on non-looping systems. (825180)
  • Particles: Fixed a crash when using uninitialised curves. (833513)
  • Particles: Fixed an issue when rendering during OnPreRender using RenderWithShader. (837680)
  • Particles: Prevent restarting particle system when parent transform moves in the editor. (819881)
  • Physics: Fixed interpolation of rigid bodies that was losing accuracy over time. That may have led to interpolated bodies moving in a jittery way after hours of gameplay. (843507)
  • Physics: Ensure that BoxCollider2D.Cast correctly detects a multi-edge EdgeCollider2D. (833737)
  • Physics: Ensure that BoxCollider2D/PolygonCollider2D with large vertex but small area is created correctly. (820300)
  • Scripting: Fixed a crash on Invoke(null, …). (766144)
  • Scripting: Fixed TransformDirection and InverseTransformDirection operations being affected by scale. (819962)
  • Scripting: Prevent GetHostEntry from throwing a SocketException on Windows when the machine is not connected to any network. (840534)
  • Shaders: Added shader macros to support LOD + sampler variations for cubemaps and texture arrays. (832292)
  • Shaders: Fixes to tessellation shader compilation on OpenGL and OpenGL ES. (828454)
  • Shaders: Fixed some cases of unsupported shader variants leading to a crash. (830078, 819705)
  • Shaders: Fixed some cases where surface shader writing to o.Occlusion would not sample the texture with correct UVs. (765145, 840314, 710625, 730779)
  • Tizen: Added loading indicator in Tizen.
  • tvOS: Added support for top shelf wide image. (833452)
  • UI: Fixed an issue where the Disabled Trigger animation was triggered on hovering over a Button when this was not Interactable. (826310)
  • UI: Fixed a crash in RectTransform because it would send messages on the loading thread. (824011)
  • UI: Fixed a crash when deleting GameObject with ScrollView component. (819770)
  • UI: Improved performance of SetParent in deeply nested UI panels. (814484)
  • VR: Fixed a crash when switching between VR mode and non-VR mode with image effects applied. (829379)
  • VR: Fixed issue with Oculus causing controller input to fail for bumpers.
  • VR: Fixed VRSettings.renderViewportScale when single-pass stereo rendering is enabled. (817835)
  • VR: VRDevice.isPresent now works correctly when HMD is occluded from base stations in OpenVR. (818159)
  • VR: Fixed a crash in certain conditions when checking if device is available in OpenVR. (819998)
  • WebRequest: DownloadHandlerAssetBundle will become done once download finishes. (834148)
  • WebRequest: Fixed a crash when downloaded asset bundle had zero size. (834583)
  • WebRequest: Fixed redirect to a relative URL. (833647)

New in Unity 5.5.0 Beta 11 (Nov 10, 2016)

  • Changes:
  • Platform Profiler: User profile markers in scripts now show in platform profilers even when the Unity profiler is not running.
  • tvOS: Added support for top shelf wide image.
  • VR: Oculus Touch Controllers and Oculus Remote now present themselves as standard joysticks.
  • VR: OpenVR controllers now present themselves as standard joysticks.
  • Improvements:
  • Collaboration: Bug fixes, UI improvements.
  • Shaders: Improved exception messages when passing invalid arguments to the ComputeShader constructor.
  • VR: GUI elements now work with single-pass stereo rendering
  • API Changes:
  • Graphics: Added array property getters (e.g. GetFloatArray) for Material, MaterialPropertyBlock and Shader class.
  • Graphics: Added bool SystemInfo.usesReversedZBuffer to be able to know if the Z is currently reversed.
  • Graphics: Added List overloads for array property setters for Material, MaterialPropertyBlock, Shader and CommandBuffer class.
  • Graphics: Added List overloads for Graphics.DrawMeshInstanced.
  • Graphics: Added property getters (e.g. GetGlobalFloat) for Shader class.
  • Particles: Exposed the Maximum Particle Timestep (maximumParticleDeltaTime) to the public API.
  • Fixes:
  • Animation: Fixed an issue where an invalidly configured Humanoid rig with Optimize Game Objects would cause the configure button to disappear. (827514)
  • Animation: Re-enabled recording in editor play mode. (835544)
  • Editor: Fixed a crash when importing a grayscale image as single channel with low quality setting. (831768)
  • GI: Fixed case of GI being overridden by bad values from cache after using meta pass for emission. (741304)
  • Graphics: Fixed incorrect standard shader self-shadowing when using parallax+alphatest. (631592)
  • Graphics: Fixed issue where instantiating non-readable texture crashes Unity on Texture2D::AwakeFromLoad. (843287)
  • Graphics: Metal: Fixed broken view scaling / rendering when changing resolution from script. (818563)
  • Graphics: Metal: Implemented adaptive size on constant buffer pool. (820692)
  • iOS: Fix to adapt font fallback order to Korean and Chinese locales where applicable. (821645)
  • iOS: Fix to enable native remote notification APIs when only the device identifier API is used. (830528)
  • iOS: Metal: Fixed a race condition leading to a crash when changing resolution on startup. (820885)
  • Mono: Fix to prevent floating point operations from returning incorrect values when a managed debugger is attached. (836825)
  • Particles: Fix to hide unncessary properties in the Renderer Module when using "None" render mode. (831193)
  • Particles: Fixed bug where world collision didn't work when the particle system was scaled on the vertical axis. (765535)
  • Particles: Fixed case of custom LineRenderer animation vertexes being inverted occasionally. (832043)
  • Particles: Fixed issue where setting Particle.rotation3D had no effect on a particle rotation in some cases. (828869)
  • Particles: Fixed issue whereby a child sub-emitter could not be rotated and emitted in one direction only. (781282)
  • Particles: Fixed issue whereby disabled sub-emittor particles weren't cleared. (829208)
  • tvOS: Fixed UI to correctly activate tvOS keyboard. (747529)
  • UI: Fixed crash in RectTransform, triggered because it would send messages on the loading thread. (824011)
  • Windows Store: Fixed cases where the Editor profiler would sometimes fail to connect to an application running on a remote device (e.g. Windows Phone). (833525)
  • Known Issues:
  • Asset Import: Editor crashes when loading scene from Tower Defense Toolkit asset bundle. (838987)
  • Asset Import: Editor freezes/crashes on trying to open scene from "Playmaker Platforming Starter Kit" Asset Store package. (838272)
  • Editor: Runtime error/crash after closing project in Play mode when gameobject was selected (848110)
  • Editor: [OSX] After Unity crashes when rebaking lighting for Courtyard project, a Unity process is left over and has to be force closed. (834235)
  • Terrain: Editor hangs for several seconds when painting SpeedTrees in a new project. (823603)
  • Terrain: Significant performance degradation for certain existing projects containing terrain data, when imported into 5.5. (818706)
  • VR: Holographic Emulation dlls fail to load; resulting in inability to perform Remoting or Simulation.
  • Deployment Management: Various issues with plugin / dll management, which will be fixed in the next 5.5.0 build:
  • The build intermittently fails to include OVRPlugin when building for Android.
  • Unity fails to load internal dll due to it being on an Unknown architecture. (845439)

New in Unity 5.4.2 Patch 4 (Nov 9, 2016)

  • Fixes:
  • (845815) - Animation: Fixed an issue where Legacy animations could not be previewed.
  • (830110) - Asset Pipeline: Fixed a regression where AssetDatabase.SaveAssets won't save changes made to a prefab inside OnPostprocessAllAssets.
  • (none) - Audio: Fixed a panning issue with spatialized sounds.
  • (829898) - Build player: Reverted the change, which saved relative paths for build target but introduced issues for targets that needed to browse for folders instead of files (webGL, etc).
  • (824011) - Editor: Fixed a crash in RectTransform because it would send messages on the loading thread.
  • (none) - Graphics: Fixes a memory leak when using the GI visualizers in the scene view.
  • (832368) - IOS: Fixed an input reset in editor when iOS device without Unity Remote is selected
  • (834172) - IOS: Fixed issues with iOS Input.touchPressureSupported incorrectly reporting false.
  • (839037) - iOS: Build and Run now doesn't clean Xcode project for Append builds.
  • (836165) - Mac Editor: Fixed a crash when using Build and Run for iOS projects.
  • (843181) - Mac Editor: Fixed editor hanging if app was already running in Xcode 7.x when using Build and Run.
  • (819998) - OpenVR: Fixed a crash in certain conditions when checking if device is available.
  • (818159) - OpenVR: VRDevice.isPresent now works correctly when HMD is occluded from base stations.
  • (819092) - Shadows/Lights: Fix for dark lightmap when changing sun shadow strenght in mixed mode.
  • (829379) - VR: Fixed a crash when switching between VR mode and non-VR mode with image effects applied.
  • (817835) - VR: Fixed VRSettings.renderViewportScale when single-pass stereo rendering is enabled.
  • (821570) - Windows Store: Fixed a crash in multi scene system caused by internal managers being garbage collected.

New in Unity 5.4.2 Patch 3 (Nov 2, 2016)

  • Improvements:
  • iOS: Exposed EditorUserBuildSettings.iOSBuildConfigType in public API.
  • User profile markers in scripts now show in platform profilers even when the Unity profiler is not running.
  • Fixes:
  • (832837) - Animation: Fixed a crash when receiving null property modification in animation recording.
  • (835544) - Animation: Re-enabling playback/recording in play mode.
  • (844785, 841067) - AssetBundles: Fixed a deadlock when decompressing lzma bundle when stream had incompressible data.
  • (774264, 820297) - CacheServer: Fixed creation of directories and an issue while sending file and socket was closed.
  • (819150) - Collab: Fixed a crash with collab toolbar.
  • (826244) - Graphics: Texture2D.ReadPixels no longer reads from the wrong location on iOS/Metal when reading a section of an image.
  • (842538) - IL2CPP: Correctly marshal an out array of structures which uses the LPStruct marshaling directive.
  • (840534) - Mono: Prevent GetHostEntry from throwing a SocketException on Windows when the machine is not connected to any network.
  • (827122, 804744) - Multiplayer: Fixed a crash with StartAsClient.
  • (790431, 785347, 771860, 836170, 827884) - Multiplayer: Fixed the issues concerning disconnect and error handling.
  • (761588, 820982, 773323) - Multiplayer: Fixed weaver error handling of not supported types.
  • (756572, 737241, 775248) - Multiplayer: Fixed weaver generation of Serialize and Deserialize functions.
  • (765145, 840314, 710625, 730779) - Shaders: Fixed some cases where surface shader writing to o.Occlusion would not sample the texture with correct UVs.
  • (833647) - UnityWebRequest: Fixed redirect to a relative URL.
  • (none) - VR: Fixed issue with Oculus causing Controller Input to fail for bumpers.
  • (838737) - Windows Store: Fixed incorrect instanceID for component when cloning object with component contained in a struct inside list.

New in Unity 5.5.0 Beta 10 (Nov 1, 2016)

  • System Requirements Changes:
  • OSX 10.8 will be dropped (not done as of yet)
  • Samsung TV 2013 and 2014 will be dropped
  • Known Issues:
  • AI: Error on importing asset store packages containing ProjectSettings, with message: "Package corrupted, deduced GUID exists but at different destination path, refusing import" (837480)
  • Asset Import: Editor crashes when loading scene from Tower Defense Toolkit asset bundle. (838987)
  • Asset Import: Editor freezes/crashes on trying to open scene from "Playmaker Platforming Starter Kit" Asset Store package. (838272)
  • Editor: [OSX] After Unity crashes when rebaking lighting for Courtyard project, a Unity process is left over and has to be force closed. (834318)
  • Terrain: Editor hangs for several seconds when painting SpeedTrees in a new project. (823603)
  • Terrain: Significant performance degradation for certain existing projects containing terrain data, when imported into 5.5. (818706)
  • Changes:
  • Graphics: Updated shader macros to support lod + sampler variations for texture cubes and arrays.
  • Improvements:
  • Graphics: Shader.globalMaximumLOD is now restored after exiting playmode.
  • HoloLens: The Visual Tracking Loss Screen will now always be displayed when visual tracking has been lost.
  • VR: Updated the native plugin support for VR devices. Plugins in user projects override native VR plugins when used.
  • Fixes:
  • CacheServer: Fixed error thrown in certain circumstances while creating sub-directories. (820297)
  • CacheServer: Fixed leak of file descriptor and a continual allocation issue. (774264)
  • Editor: Fixed case of RenderTexture inspector missing ARGB4444 and determining ARGB1555 incorrectly. (832867)
  • Editor: Fixed input reset in editor when iOS device without Unity Remote is selected. (832368)
  • Graphics: Introduced check to verify that camera is still valid to render after OnPreRender callback. (826844)
  • iOS: Fixed issues with Input.touchPressureSupported incorrectly reporting false. (834172)
  • Launcher: Fixed Account Help link in launcher. Now points to Account Help instead of Unity general help. (784432)

New in Unity 5.4.2 Patch 2 (Oct 28, 2016)

  • Improvements:
  • IL2CPP: Android - improved building performance.
  • iOS : Exposed ReplayKit streaming APIs to user scripts.
  • Bugs:
  • (818174) - Android: Fixed a case of audio stutter when launching Android player from a notification on the lockscreen.
  • (826047) - Animation: Fixed erroneous "Playable was not Disposed" being displayed.
  • (824009) - Asset Bundles: Fixed the assetBundle property of AssetBundleCreateRequest so that it stalls instead of returning null when the bundle is not yet ready
  • (808412) - Collaborate: Fixed a bug where double-click on "Show differences" icon for a local change in Collaborate toolbar cause a crash.
  • (832097) - Editor: Fixed an issue with addition of duplicate references of auxiliary platform-specific editor DLLs to editor C# project.
  • (793204](https://issuetracker.unity3d.com/product/unity/issues/guid/793204/)) - Editor: Fixed the errors when capturing screen or sending images to remote.
  • (807375) - Editor: Fixed the icon quality regression caused by unnecessary scaling step.
  • (814484) - Editor: Improved performance of SetParent in deeply nested UI panels.
  • (832292) - Graphics : Updated shader macros to support lod + sampler variations for texture cubes and arrays.
  • (808298) - Graphics: Fixed a crash in CommandBuffer.DrawRenderer because of a NULL or inactive camera.
  • (825082) - Graphics: Nullify RECT in case GetClientRect fails so we don't have trash in RECT.
  • (840596) - IL2CPP: A call to GetCurrentMethod in a generic method should return the generic method definition, not the inflated generic instance method.
  • (837974) - IL2CPP: Fixed generated C++ code not compiling when calling Math.Abs on an unsigned integer.
  • (838259) - IL2CPP: Return an empty array from GetGenericArguments when it is called on a MethodInfo object from a non-generic method. Previously the runtime incorrectly threw an assert in this case.
  • (820692) - iOS: Fixed a performance regression by resizing the constant pool adaptively on Metal.
  • (820885) - iOS: Fix a race condition when changing resolution on startup on Metal.
  • (820938) - iOS: Fix bug in retrieving of certain values of IScore larger than 32 bits.
  • (808537) - iOS: GameCenterPlatform.ShowLeaderboardUI now shows the specific leaderboard when requested (note, the symptoms are still observable on iOS 8.4 and 9.x due to a bug in the OS itself).
  • (801369) - iOS: ILeaderboard.LoadScores now does callback if SetUsersFilter is called.
  • (815816) - Kernel: Fixed local scale of duplicate game object not matching original local scale of game object if parent has rotation set.
  • (829178) - OSX: Fixed a crash on startup when OpenGL2 is used.
  • (825180) - Particles: Don't allow prewarm on non-looping systems.
  • (833513) - Particles: Fixed a crash when using uninitialised curves.
  • (837680) - Particles: Fixed an issue when rendering during OnPreRender using RenderWithShader.
  • (819881) - Particles: Prevent restarting particle system when parent transform moves in the editor.
  • (833737) - Physics 2D: Ensure that BoxCollider2D.Cast correctly detects a multi-edge EdgeCollider2D.
  • (820300) - Physics 2D: Ensure that BoxCollider2D/PolygonCollider2D with large vertex but small area is created correctly.
  • (830078, 819705) - Shaders: Fixed some cases of unsupported shader variants leading to a crash.
  • (829326, 818524) - Trails: Fixed an occasional TrailRenderer crash when using Clear script API.
  • (826310) - UI: Fixed an issue where the Disabled Trigger animation was triggered on hovering over a Button when this was not Interactable.
  • (834148) - UnityWebRequest: DownloadHandlerAssetBundle will become done once download finishes.
  • (834583) - UnityWebRequest: Fixed a crash when downloaded asset bundle had zero size.
  • (837783) - Windows: Fixed potential lock when in fullscreen exclusive mode and minimising/maximising screen.

New in Unity 5.5.0 Beta 9 (Oct 25, 2016)

  • Changes:
  • Editor: It's not allowed to build in linear color space on platforms that don't support it
  • HoloLens: HoloLens low latency API has been re-instated
  • Improvements:
  • Animation: Import avatar improvements: A warning is now degenerated when importing avatar configurations with hierarchies that do not match properly. These configurations will continue to work, but do need to be updated with a proper avatar configuration. This update also includes improvements to the default auto-mapping.
  • Game Performance: Added option to prevent exceptions occurring Play mode in the editor from being reported to the Game Performance service.
  • Shaders: When shader compilation fails and the reason is unknown show the error output from the platform shader compiler in the error message.
  • Fixes:
  • Android: Fixed a crash when quitting an application on older Android devices (835383)
  • Editor: Fix clicking Player Settings button in Build Settings window not giving focus to inspector (720992)
  • Editor: Fix icon tab in PlayerSettings doesn't stay open (831307)
  • Editor: Fixed crash when trying to emulate shader model 2. (828845)
  • Editor: Nullify RECT in case GetClientRect fails so we don't have trash in RECT. (825082)
  • Graphics: Prevent RendererScene modifications from inside OnPreRender callbacks, similar to other callbacks. (829694)
  • OpenGL: Fixed Asserts appearing after using brush color picker for choosing color and saving scene in the new project. (824452)
  • Shaders: Added support for parsing errors from #error in a shader. (824020)
  • Shaders: Fixed Metal depth output to be always float.
  • Shaders: Fixed shader compiler crash when writing to depth output (830427)
  • Standalone: Fixed invalid linear rendering check while using batch mode -batchmode -nographics (832083)
  • WebGL: Fix building with use pre-built unity engine option (838754)
  • WebGL: Fixed AudioSource.time to report correct values
  • WebGL: Fixed profiler crash (834578)
  • Windows Store: Fix crash when UWP application throws exception through managed/native boundary (775702)

New in Unity 5.4.2 Patch 1 (Oct 24, 2016)

  • Improvements:
  • Graphics: When graphics jobs are enabled added an Assert to detect recursion e.g. a graphics job runs inside another graphics jobs.
  • Unity IAP: Support transaction receipt logging for all store platforms.
  • VR: Update Oculus to version 1.9 .
  • Fixes:
  • (823935) - 2D: Fixed an issue with UV rounding errors when using the OverrideGeometry method on sprites.
  • (none) - Android: Added "Mute Other Audio Sources" option to Android player settings in editor.
  • (825442) - Android: Buildpipe - Fixed splitting files for OBB.
  • (807983) - Android: By default lower volume of the background audio instead of muting it.
  • (826201) - Android: Return internal temporary cache and persistent data paths when external paths are unavailable.
  • (822232) - Animation: Fixed a bug where deactivating a GameObject with an attached Animator might cause a crash.
  • (832996) - D3D11: Take into account ColorSpace (linear/gamma) when capturing screenshots.
  • (819770) - Editor: Fixed a crash when deleting GameObject with ScrollView component.
  • (819900) - Editor: Fixed drag'n'drop a shader onto a material not setting the correct shader keywords but choosing the shader from the material UI shader drop down would set them correctly.
  • (815720) - Editor: TargetInvocationException error no longer appears when importing Windows Store Apps plugins.
  • (828380) - Graphics: Fixed GPU instancing not working with procedurally generated meshes.
  • (829694) - Graphics: Prevent RendererScene modifications from within OnPreRender callbacks, similar to other callbacks.
  • (834633) - IL2CPP: Use the no-strict-overflow flag to compile generated C++ code on gcc and clang based compilers so that we match the integer overflow behavior of C#.
  • (none) - iOS: Fixed run loop mode warning on iOS 10 devices.
  • (819351) - MAC OS X: Fixed Codesigning for Editor Build to prevent firewall from asking multiple times for permission.
  • (819813) - OpenGL: Prevent Windows editor crash when opening old project that had legacy OpenGL selected.
  • (833783) - Rendering: Fixed incorrect batching of Renderers with different PropertyBlocks.
  • (819962) - Scripting: Fixed TransformDirection and InverseTransformDirection operations being affected by scale.
  • (766144) - Scripting: Fixed a crash on Invoke(null, …).
  • (833425) - Shaders: Fixed a potential crash when calling GetShaderSettingsForPlatform on Windows.
  • (720704) - Shaders: Fixed some cases of inout struct variables with COLOR semantic members wrongly translating into GLES2.0.
  • (828454) - Shaders: Added fixes to tessellation shader compilation on OpenGL and OpenGL ES.
  • (none) - Tizen: Added Showing loading indicator in Tizen.
  • (833452) - tvOS: Added support for top shelf wide image.
  • (none) - UnityAnalytics: Fixed an invalid userId issue on WebGL.
  • (825429) - UnityWebRequest: Allow setting Accept-Encoding header at users own risk.
  • (775178) - WebGL: UnityWebRequest.downloadProgress now returns the actual progress as opposed to 0.
  • (none) - WebGL: Fixed Code Blob memory leak.
  • (829648) - Windows Store Apps: Location services can be enabled or disabled while the app is still running.
  • (835218) - Windows Store Apps: Player preferences are no longer lost between game sessions.
  • (none) - Windows: Added safety check when receive new window size with zero values, make minimum value 1, otherwise functions like CreateDepthStencilView will fail.

New in Unity 5.5.0 Beta 8 (Oct 21, 2016)

  • IMPROVEMENTS:
  • Animation: Implemented Reset for BlendTrees.
  • Editor: Unity now treats quotes in the .exe path as the Windows command line does.
  • Particles: Improved the Particle System curve editor: it now supports wrap modes and improved selection and editing of keys.
  • Terrain: Terrain LOD pre-computation is optimized and now runs faster (specifically, TerrainData.SetHeights and setting the size property are faster now).
  • Unity Ads: Updated Unity Ads to v2.0.5. Fixed crashes related to calling user-defined callbacks from outside the main Unity thread.
  • API CHANGES:
  • Terrain: Added TerrainChangedFlags for use with the OnTerrainChanged message.
  • Terrain: Added TerrainData.bounds for retrieving the local bounding box of terrain heightmap data.
  • Graphics: Improved in-editor graphics emulation:
  • Metal setting added, used by default on iOS/tvOS (instead of previous GLES2.0 setting).
  • OpenGL ES 3.0 setting added, used by default on Android (instead of previous GLES2.0 setting).
  • WebGL 1 and WebGL 2 settings added; WebGL1 used by default on WebGL (instead of previous GLES2.0 setting).
  • Shader Model 4 setting added, available on Standalone/WindowsStore.
  • FIXES:
  • Animation: Added warning icon in animator controller to inform user that a base layer with humanoid motion should preferably not have an avatar mask. (823794)
  • Animation: Fixed an issue where Animator.SetTrigger was not forwarded to all AnimatorControllers in a playable graph. (823880)
  • Animation: Fixed an issue where deleting an Override controller that was previously set as the runtime controller was resetting the animator stateMachine.
  • Animation: Fixed case of an invalid Playable leak message being displayed. (826047)
  • Animation: Fixed case of leaking animation clips in Animation Component. (826304)
  • Animation: Fixed case of nested property game object name not showing in the animation window when selecting from the project folder. (823679)
  • Animation: Fixed case of vertical scrollbar jamming in the animation window. (830247)
  • Animation: Fixed crash when calling Animator.Play on a disabled GameObject during playback. (812440)
  • Animation: Fixed crash when triggering a newly created animation clip at runtime. (824596)
  • Animation: Fixed issue whereby read-only animation clip selection was modifiable in the animation window. (828250)
  • Animation: Fixed problem that occurred when blending between two additive clips when some properties are animated in one of the clips but not the other. (828199)
  • Build Pipeline: The build target path is now stored as a relative instead of an absolute path. This resolves some building issues, such as path errors when building to external folders or subfolders. (818346)
  • Graphics: Fixed billboard batching when rendering a large number of billboards. (836486)
  • Graphics: Fixed bug in GLSL shader translation that crashed gpu on OSX.
  • Graphics: Fixed case of Shader.SetGlobalVector/SetGlobalMatrix and CommandBuffer equivalents not being able to set some of the global properties (the "built-in" ones).
  • Terrain: Fixed asserts when rendering a terrain of zero size. (832184)
  • Terrain: Fixed crash triggered when neighboring terrain resolutions didn't match. Now neighboring will be disabled and a warning message will be printed. (821794)

New in Unity 5.4.2f1 (Oct 13, 2016)

  • Improvements:
  • Android: Buildpipe - Added pre-build step that verifies the environment. Check Android device, SDK and JDK before compiling the project and the scripts.
  • Asset Database: Added a new API for getting asset information without loading asset into memory.
  • D3D12: Added an error message if trying to ReadPixels from outside the RenderTarget's bounds and return false to ignore the request.
  • Editor: Improved the tooltip message for Light Probes option in Renderer components.
  • GI: Added a tooltip in the editor for Light Probes option in Renderer inspectors.
  • GI: Light Probe Volume - fixed performance issue with LPPV when no Renderers are found in the same game object. Light Probe blending job is much faster now.
  • GI: Reflection Probes component: Added and updated tooltips.
  • Graphics: Improved CPU performance when calling lots of Graphics.DrawMesh API with null MaterialPropertyBlock (829800).
  • Graphics: Slight optimisation of CommandBuffer.DrawMesh and CommandBuffer.DrawRenderer.
  • Graphics: Updated tooltip test for "Box Projection", "Box Offset" & "Box Size".
  • IL2CPP: Added an option to link.xml files to ignore missing assemblies.
  • iOS: Added iPhone 7 and 7+ entries to the device enum.
  • iOS: Added PlayerSettings to specify microphone and camera usage description. Needed for iOS 10 / Xcode 8 compatibility.
  • iOS: Update Build and Run to work with Xcode 8.
  • Lighting: Renamed popup menu item from "Default scene parameter" to "Scene Default Parameters".
  • Substance: Improved substance assets processing when switching platforms, upgrading a project and building.
  • tvOS: Added "Require Extended Game Controller" option to player settings.
  • VR - Updated Oculus plugin to version 1.8
  • Changes:
  • GI: Reflection Probes component - renamed "Probe Origin" to "Box Offset" and "Size" to "Box Size" in the UI.
  • Fixes:
  • AI: Fix for regression where a pushed passive NavMeshAgent would sometimes move to its origin after navmesh carving. (830443)
  • Analytics: DeviceInfo now matches hwstats data. (none)
  • Android: Buildpipe: Fixed streaming assets folders starting with _ ignored. (819800)
  • Android: IL2CPP - Fixed missing config files for il2cpp build. (821806)
  • Android: Sensors - Fixed location isEnabledByUser returning true when the service is disabled. (821688)
  • Android: WebRequest - Fixed a crash when using GetAudioClip() with file protocol. (818992)
  • Android: WWW - Fixed an application freeze on WWW.Dispose when the connection was canceled. (777663)
  • Animation: Fixed blending between two additive clip when some properties are animated in one clip but not in the other one. (828199)
  • Animation: Fixed OverrideController memory leak. (none)
  • Animation: The Animation preview will correctly display a preview animation when a model is dragged to the preview area. (819905)
  • Api updater: Fixed a crash when updating Boo/UnityScript scritps with empty "else" blocks. (769445)
  • Api-updater: Fixed crashes / issues with paths containing either "exe" or "dll" in any part other than the file extension. (809268)
  • AssetBundle: Fixed the issue that error sometimes happens when LoadAssetAsync and UnloadUnusedAsset is called before prefab is instantiated. (822393)
  • AssetBundles: Fixed high CPU usage while downloading asset bundles. (755398)
  • Audio: Fixed memory leak when quickly loading and unloading lots of audio assets. (832271)
  • Canvas: Fixed a regression introduced in 5.4.0p4 where non-native fullscreen player appeared darker when Canvas was present, in Linear color space. (834100, 833996)
  • D3D11: Added check and return when trying to ReadPixels from outside the RenderTarget's bounds, fixes crash on nVidia hardware. (819793)
  • D3D12: Fixed a crash caused by using DXGI_PRESENT_ALLOW_TEARING with exclusive fullscreen swapchains. (814533)
  • D3D12: Fixed a crash when creating RenderTargetView for 3D RenderTextures. (none)
  • D3D12: Fixed missing splash screen. (796521)
  • Editor Test Runner: Added firstpass assemblies to be picked up by the Editor Test Runner. (819175)
  • Editor: Fixed a crash when registering undo for null object. (779052)
  • Editor: Fixed an extra erroneous characters in path passed to PostProcessBuild callbacks. (821728)
  • Editor: Fixed an issue with [FormerlySerializedAs] not working with scripts assigned to prefabs. (732717)
  • Editor: Fixed path error when building into the same folder again. (818346)
  • Editor: Fixed services tab not getting focused when a service refresh occurs. (704234, 807773, 829992, 822715)
  • Editor: JavascriptPackageManager now supports UNC path on Windows. (764857)
  • FrameDebugger: Fixed crash on Android. (824107)
  • GI: Fix for out-of-memory failure in Visibility Upsampling when baking lightmaps for a large scene. (819841)
  • GI: Fixed a crash that can happen when building lightmaps when a procedural texture was used for transparency. (818910)
  • Graphics: DisableBatching tag now works correctly in depth pass and legacy deferred base/final passes. (819602)
  • Graphics: Fix for incorrect calculation of projection matrix on some platforms. (826406)
  • Graphics: Fixed a crash in the Editor when material and shader properties weren't updated correctly. (812576)
  • Graphics: Fixed a crash that would in some cases happen after Material.CopyPropertiesFromMaterial. (821208)
  • Graphics: Fixed a rare deadlock that can happen when graphics jobs are enabled. (827364)
  • Graphics: Fixed a threading issue causing game view to corrupt or go blank randomly in OSX editor. (820693)
  • Graphics: Fixed an Assert in AssignProjectorQueuesJob about calling GetRenderJobThreadCount() when not on the main thread. Triggers when running gfx jobs in scenes with projectors. (none)
  • Graphics: Fixed an unnecessary assert in static batching loop. (818781)
  • Graphics: Fixed Display renderingWidth and renderingHeight incorrectly returning system resolution values. (none)
  • Graphics: Fixed large delta values in the the motion vector matrix when a camera is enabled after being disabled. (none)
  • Graphics: Fixed lightmap texture corruption when changing quality levels. (785547)
  • Graphics: Fixed the issue of projectors rendering twice if transparent objects are in the scene. (814282)
  • Graphics: More prevention against invalid data causing crashes in CommandBuffer.DrawRenderer. (813052)
  • Graphics: Now use Renderer::GetTransform() when calculating local AABB so that static batched renderers return the reference transform correctly. (813671)
  • GUI: Fixed an issue where GUI::DrawTexture appeared darker than GUI::DrawTextureWithTexCoords when in Linear color space. (828145)
  • GUI: Fixed the regressions introduced in 5.4.1f1 and 5.4.1p1 where GUI.DrawTexture & GUI.DrawTextureWithTexCoords appeared lighter in Linear color space. (832155)
  • IL2CPP: Allow now Monitor.TryEnter to correctly obtain a previously taken lock that has been released, which did not work in some cases. (815783)
  • IL2CPP: Correct the stack state handling during code conversion for some box opcodes. (826624)
  • IL2CPP: Removed an unnecessary assert when GC.Collect(1) is called. The call will still have no impact though. (834376)
  • Input: Mouse position is now updated but not clamped when outside of game window. (827851)
  • iOS: Added missing iOSTargetOSVersion enum entries. (826595)
  • iOS: Corrected the default setting for bitcode on the XCTest target to fix a linker error. (824979)
  • iOS: Fixed a crash when killing the app while a WWW Request was in flight. (811959, 815928)
  • IOS: Fixed an iOS 10 warning for improper use of runloop. (none)
  • iOS: Fixed an issue where Touch.deltaTime was incorrectly returning zero when device had been on for approximately 30 days or more. (809752)
  • iOS: Fixed App Store submissions with Xcode 8 when phone camera is not being used by game. (none)
  • iOS: Fixed iPhone6+ reported resolution in first Start/Awake calls. (803581)
  • iOS: Fixed the appearance of apps freezing when locking/unlocking the device. (820863)
  • iOS: Fixed the GI crash on 32bit devices. (827107)
  • iOS: Fixed the iOS crash when screen resolution is changed from script. (827431)
  • IOS: Fixed the Remote notification detection code. (830528)
  • Linux: Fixed the nographics crash in non-headless player. (none)
  • Linux: Improved the robustness of opengl legacy fallback. (none)
  • Metal: Fixed an issue whereby view was not scaling properly when using Screen.SetResolution in fullscreen mode. (818563)
  • Metal: Fixed grab pass combined with image effects appears darker. (830273)
  • Metal: Improved MSAA support with Image Effects, where previously the framebuffer load operation could have shown black screen instead. (none)
  • Metal: Various rendering correctness fixes. (none)
  • Mono: Use an IPv4 address (if one exists) before an IPv6 address for .NET remoting connections. (826526)
  • Mono/IL2CPP: Corrected a rare deadlock in the C# lock implementation. (827984)
  • Networking: Fixed an issue with SyncList hook having old value when it's invoked. (774970)
  • Networking: Fixed issue with infinitely growing profiler stats when more than one client is connected. (765235)
  • Networking: Fixed the SerializeProperty issues with NetworkManager inspector (channels and prefabs). (798973, 764771)
  • Networking: Made sure NetworkConnection is not null before usage. (770215)
  • Networking: Made sure we reset the NetworkIdentity on destruction. (784474)
  • Networking: Removed extra call to OnServerConnect. (784913)
  • Networking: Resolved issue with crash on exit with standalone player. (776536)
  • OpenVR: Entered playmode with unsupported gfx api = crash. (799533)
  • OS X: Fixed memory leak in joystick input handling code. (797793)
  • Particles: Fixed Out-of-memory crash when using Sub-Emtiters and long playback/preview times. (819599)
  • Particles: Particles: Size over lifetime label in the curve editor would incorrectly display "Z" label instead of "Size" when not using separate axis mode. (822051)
  • Particles: ParticleSystem.Emit would activate the emission module settings in a particle system. (819331)
  • Particles: Start frame in Texture Animation Module was allowed to be 1 frame longer than max frames. (786561)
  • SceneView: Fixed an issue where additive materials were not showing in Wireframe mode. (813117)
  • SceneView: Fixed an issue where the alpha color value had no affect to Wireframe. For the same reason Wireframes also appeared thicker. (810908, 823582)
  • SceneView: Fixed an issue where Wireframe was not showing when using stencil buffer in shaders. (795953)
  • Scripting: Coroutines now breaks out if yielding on the same coroutine twice. (813808)
  • Scripting: Detect and unload broken assemblies when processing InitializeOnLoad. (808748)
  • Scripting: Fixed a crash caused by SetActive being invoked from OnDestroy. (807000)
  • Shaders: Fixed frac(constant) sometimes being mis-compiled. (825235)
  • Shaders: Fixed shader compiler bug which could have caused errors in GLSL shaders that might crash the GPU on OSX. (none)
  • Shaders: Fixed UNITY_APPLY_FOG not working as expected if an expression was passed as fog coordinate. (822553)
  • SpritePacker: Fixed an issue where TightRotateEnabledSpritePackerPolicy flipped sprites in playmode. (773660)
  • Substance: Fixed a crash when switching build platform. (820301)
  • Substance: Fixed an asset import crash. (822217)
  • Textures: Correctly unregister external native textures. (786163)
  • Tizen: Resolved an error that didn't call OnApplicationQuit() when TaskManager killed the app. (none)
  • tvOS: Fixed the issue of UnityEngine.Apple.TV.Remote API not working in editor. (825406)
  • tvOS: Fixed the issues when menu button was clicked while playing videos. (814084)
  • tvOS: Fixed the UI to correctly activate tvOS keyboard. (747529)
  • UAP: Fixed an incorrect language being returned when system language was Spanish(Argentina). (820162)
  • UAP: Fixed the issue of incorrect resolution being reported when the composition scale changed and the game window was minimized. (832104)
  • UI: Fixed a memory leak caused by IntermediateRenderers not being cleaned up. (819470)
  • UI: Fixed a random crash in SyncElement caused by unknown parent canvas. (none)
  • UI: Fixed an issue with animating canvas properties not applying. (825435)
  • UI: Fixed an issue with Canvas sorting order being incorrect under certain cases. (821727)
  • UI: Fixed Canvas related crash when some elements are being deleted. (818122)
  • UI: Fixed the Canvas related crash when some elements are being deleted. (818294)
  • UI: Multiple display support is fixed and has been re-enabled. (741751)
  • UNET: OnDisconnectError "Server client disconnect error" is generated on timeout. (790431)
  • VCS: Marked some VCS settings as private. (642194)
  • VR: Fixed issue with WaitForEndOfFrame when VR is active. (none)
  • VR: Recreate when Oculus service requests restart. (none)
  • VR: Removed audio output warning when Unity Audio is Disabled. (826132)
  • WebGL: Fixed asset bundles memory usage at loading time, preventing some content to run on 32-bit browsers. (812567, 829765)
  • WebGL: Fixed compressed build files (.*gz) creation if they already exist. (818044)
  • WebGL: Fixed GUID code to return correct value instead of 00000000000000000000000000000000. (none)
  • WebRequest: More correctly follow the HTTP Specification for sending POST data during a Redirect. (814388)
  • Windows Store: Correctly reference SDK specific plugins in Universal 8.1 projects. (824400, 794675, 829404)
  • Windows Store: Fixed a WWW request formatting when headers contained 'content-type' in lower case instead of 'Content-Type'. (819349)
  • Windows Store: Fixed errors from reference rewriter when buidling script with nested generic types as fields. (827446)
  • Windows Store: Fixed invalid visual studio project generation on IL2CPP scripting backend when project name contains dots. (829141)
  • Windows Store: Fixed Unity PDB files not getting included into built .appxsym package. (831144)
  • Windows Store: Properly copy pdb files when .NET Native is enabled, breakpoints set in C# files in Assembly-CSharp* projects should work again. (822625)
  • Windows Store: SystemInfo.deviceType will return Console when application is ran on Xbox One, and Handheld when ran on IoT devices like Raspberry Pi. (827089)
  • Windows Store: UnityEvent.Remove listener will work correctly when .Net Native is enabled. (827748)
  • Windows: Fixed Unity crashing when initializing UnityEngine.Windows.Speech.KeywordRecognizer with an array that contains null string as one of its items (833091)
  • Windows: System resolution or orientation changes are now detected and responded to accordingly. (825230)
  • WindowsStandalone: Application launched with high integrity level will no longer act as low integrity application. (818601)
  • WWW/UnityWebRequest: Fixed the issue of handling multiple headers with the same name in server responses. (791722)

New in Unity 5.5.0 Beta 7 (Oct 12, 2016)

  • Improvements:
  • HoloLens: The builtin spatial mapping occlusion shader has been optimized, thus provides higher frame rates.
  • iOS: Added a way for the user to retrieve Game Center authentication error strings.
  • Web: The Accept-Encoding header may now be set via scripting, but note that this is done at users' risk.
  • Fixes:
  • Android: Fixed case of audio stutter when launching Android player from a notification on the lockscreen. (818174)
  • Graphics: Fixed issue whereby TransformDirection and InverseTransformDirection operations were affected by scale. (819962)
  • VR: Fixed memory leak caused by stereo cameras still culling while not rendering. (824508)
  • Windows: Fix to prevent the application from crashing if window is resized with zero width or height.

New in Unity 5.4.1 Patch 4 (Oct 5, 2016)

  • Improvements:
  • Asset Database: Added a new API for getting asset information without loading asset into memory.
  • Graphics: Updated tooltip test for "Box Projection", "Box Offset" & "Box Size".
  • Lighting: Renamed popup menu item from "Default scene parameter" to "Scene Default Parameters".
  • Substance: Improved substance assets processing when switching platforms, upgrading a project and building.
  • tvOS: Added "Require Extended Game Controller" option to player settings.
  • Fixes:
  • (819905) - Animation: The Animation preview will correctly display a preview animation when a model is dragged to the preview area.
  • (832271) - Audio: Fixed memory leak when quickly loading and unloading lots of audio assets.
  • (834100, 833996) - Canvas: Fixed a regression introduced in 5.4.0p4 where non-native fullscreen player appeared darker when Canvas was present, in Linear color space.
  • (814282) - Graphics: Fixed the issue of projectors rendering twice if transparent objects are in the scene.
  • (827364) - Graphics: Fixed a rare deadlock that can happen when graphics jobs are enabled.
  • (815783) - IL2CPP: Allow now Monitor.TryEnter to correctly obtain a previously taken lock that has been released, which did not work in some cases.
  • (826624) - IL2CPP: Correct the stack state handling during code conversion for some box opcodes.
  • (834376) - IL2CPP: Removed an unnecessary assert when GC.Collect(1) is called. The call will still have no impact though.
  • (none) - IOS: Fixed an iOS 10 warning for improper use of runloop.
  • (830528) - IOS: Fixed the Remote notification detection code.
  • (830273) - Metal: Fixed grab pass combined with image effects appears darker.
  • (818563) - Metal: Fixed an issue whereby view was not scaling properly when using Screen.SetResolution in fullscreen mode.
  • (822217) - Substance: Fixed an asset import crash.
  • (820301) - Substance: Fixed a crash when switching build platform.
  • (820162) - UAP: Fixed an incorrect language being returned when system language was Spanish(Argentina).
  • (832104) - UAP: Fixed the issue of incorrect resolution being reported when the composition scale changed and the game window was minimized.
  • (818294) - UI: Fixed the Canvas related crash when some elements are being deleted.

New in Unity 5.5.0 Beta 6 (Oct 4, 2016)

  • Improvements:
  • Graphics: GPU Instancing: Added support for Android with OpenGL ES 3.0 or newer. Note however that GPU instancing support is disabled for Android devices that have the Adreno GPU with only OpenGL ES 3.0, because of driver issues.
  • Graphics: GPU Instancing: Added support for Metal.
  • Graphics: Metal: Switched the shader backend to HLSLcc.
  • Graphics: Multi-scene occlusion culling now works correctly. Culling data has been extracted to a separate asset, and can be baked / reloaded with multi-scene setups. Note that the data is stored relative to the active scene, and is loaded correctly when loading any scene or group of scenes that reference it.
  • HoloLens: The tracking loss screen now renders at ~60 FPS (previously ~40 FPS).
  • Occlusion Culling: Unity now supports multi-scene occlusion culling. Scenes built concurrently will be computed as expected.
  • WebGL: Reduced the size of release builds by stripping away duplicate functions.
  • Fixes:
  • Animation: Fixed a bug where deactivating a GameObject with an attached Animator could cause a crash. (822232)
  • Scripting: Fixed crash relating to construction of a generic Dictionary via reflection. (829757)
  • Scripting: Fixed crash when calling 'AppDomain.Load(byte[], byte[])' in a non-development player. (827833)
  • Substance: Fixed crash when selecting a ProceduralMaterial after switching build platform. (820301)
  • Substance: Fixed occasional ProceduralMaterial asset import crash. (822217)
  • Substance: Fixed SubstanceImporter.ExportBitmaps generated file names.

New in Unity 5.4.1 Patch 3 (Sep 29, 2016)

  • Improvements:
  • IL2CPP: Added an option to link.xml files to ignore missing assemblies.
  • Fixes:
  • (830443) - AI: Fix for regression where a pushed passive NavMeshAgent would sometimes move to its origin after navmesh carving.
  • (755398) - AssetBundles: Fixed high CPU usage while downloading asset bundles.
  • (779052) - Editor: Fixed a crash when registering undo for null object.
  • (821728) - Editor: Fixed an extra erroneous characters in path passed to PostProcessBuild callbacks.
  • (818346) - Editor: Fixed path error when building into the same folder again.
  • (764857) - Editor: JavascriptPackageManager now supports UNC path on Windows.
  • (732717) - Editor: Fixed an issue with [FormerlySerializedAs] not working with scripts assigned to prefabs.
  • (826406) - Graphics: Fix for incorrect calculation of projection matrix on some platforms.
  • (none) - Graphics: Fixed an Assert in AssignProjectorQueuesJob about calling GetRenderJobThreadCount() when not on the main thread. Triggers when running gfx jobs in scenes with projectors.
  • (none) - Graphics: Fixed large delta values in the the motion vector matrix when a camera is enabled after being disabled.
  • (832155) - GUI: Fixed the regressions introduced in 5.4.1f1 and 5.4.1p1 where GUI.DrawTexture & GUI.DrawTextureWithTexCoords appeared lighter in Linear color space.
  • (827851) - Input: Mouse position is now updated but not clamped when outside of game window.
  • (811959, 815928) - iOS: Fixed a crash when killing the app while a WWW Request was in flight.
  • (820863) - iOS: Fixed the appearance of apps freezing when locking/unlocking the device.
  • (773660) - SpritePacker: Fixed an issue where TightRotateEnabledSpritePackerPolicy flipped sprites in playmode.
  • (none) - Tizen: Resolved an error that didn't call OnApplicationQuit() when TaskManager killed the app.
  • (814084) - tvOS: Fixed the issues when menu button was clicked while playing videos.
  • (747529) - tvOS: Fixed the UI to correctly activate tvOS keyboard.
  • (825406) - tvOS: Fixed the issue of UnityEngine.Apple.TV.Remote API not working in editor.
  • (642194) - VCS: Marked some VCS settings as private.
  • (826132) - VR: Removed audio output warning when Unity Audio is Disabled.
  • (818044) - WebGL: Fixed compressed build files (.*gz) creation if they already exist.
  • (814388) - WebRequest: More correctly follow the HTTP Specification for sending POST data during a Redirect.
  • (827748) - Windows Store: UnityEvent.Remove listener will work correctly when .Net Native is enabled.
  • (833091) - Windows: Fixed Unity crashing when initializing UnityEngine.Windows.Speech.KeywordRecognizer with an array that contains null string as one of its items
  • (791722) - WWW/UnityWebRequest: Fixed the issue of handling multiple headers with the same name in server responses.

New in Unity 5.5.0 Beta 5 (Sep 27, 2016)

  • Improvements:
  • Unity Ads: Updated Unity Ads to 2.0.4
  • VR: UnityEngine.VR.InputTracking.GetLocalRotation() and UnityEngine.VR.InputTracking.GetLocalPosition() can now be used to query the position and orientation of Oculus Touch and HTC Vive controllers.

New in Unity 5.4.1 Patch 2 (Sep 22, 2016)

  • Improvements:
  • D3D12: Added an error message if trying to ReadPixels from outside the RenderTarget's bounds and return false to ignore the request.
  • Editor: Improved the tooltip message for Light Probes option in Renderer components.
  • Graphics: Improved CPU performance when calling lots of Graphics.DrawMesh API with null MaterialPropertyBlock (829800).
  • Fixes:
  • (none) - Analytics: DeviceInfo now matches hwstats data.
  • (822393) - AssetBundle: Fixed the issue that error sometimes happens when LoadAssetAsync and UnloadUnusedAsset is called before prefab is instantiated.
  • (none) - D3D12: Fixed a crash when creating RenderTargetView for 3D RenderTextures.
  • (704234, 807773, 829992, 822715) - Editor: Fixed services tab not getting focused when a service refresh occurs.
  • (820693) - Graphics: Fixed a threading issue causing game view to corrupt or go blank randomly in OSX editor.
  • (none) - Graphics: Fixed Display renderingWidth and renderingHeight incorrectly returning system resolution values.
  • (813052) - Graphics: More prevention against invalid data causing crashes in CommandBuffer.DrawRenderer.
  • (none) - iOS: Fixed App Store submissions with Xcode 8 when phone camera is not being used by game.
  • (809752) - iOS: Fixed an issue where Touch.deltaTime was incorrectly returning zero when device had been on for approximately 30 days or more.
  • (none) - Metal: Improved MSAA support with Image Effects, where previously the framebuffer load operation could have shown black screen instead.
  • (786163) - Textures: Correctly unregister external native textures.
  • (741751) - UI: Multiple display support is fixed and has been re-enabled.
  • (812567, 829765) - WebGL: Fixed asset bundles memory usage at loading time, preventing some content to run on 32-bit browsers.
  • (824400, 794675, 829404) - Windows Store: Correctly reference SDK specific plugins in Universal 8.1 projects.
  • (827446) - Windows Store: Fixed errors from reference rewriter when buidling script with nested generic types as fields.
  • (829141) - Windows Store: Fixed invalid visual studio project generation on IL2CPP scripting backend when project name contains dots.
  • (831144) - Windows Store: Fixed Unity PDB files not getting included into built .appxsym package.
  • (825230) - Windows: System resolution or orientation changes are now detected and responded to accordingly.

New in Unity 5.5.0 Beta 4 (Sep 19, 2016)

  • Improvements:
  • Graphics: Added cubemap arrays support (CubemapArray C# class). Similar to Texture2DArray, this is a graphics feature that lets the GPU to access a bunch of same size/format cubemaps as a unit, index into them when sampling etc. Cubemap arrays are a desktop/console class feature, supported on DX10.1+/GL4.0+ on PC, and on PS4/XB1.
  • API Changes:
  • Asset Pipeline: Added callback events for PackageImport for start, success, failure and cancellation.
  • Fixes:
  • Animation: Fixed a crash in the Animation component when playing clips with invalid or unbound curves. (820586)
  • Animation: Fixed a crash that would be triggered during clip import, when passing invalid class IDs to IsDerivedFromClassID. (818668)
  • Animation: Fixed a crash when building a clip with an invalid curve. (818668)
  • Animation: Fixed a crash when deleting a layer with an index smaller than the layer on which other layers are synchronized. (820546)
  • Animation: Fixed a crash when playing and reconnecting playables on the first frame. (820203)
  • Animation: Fixed a crash when setting a null AnimatorController on an Animator. (821384)
  • Animation: Fixed a crash while building SelectorTransitionConstant. (825310)
  • Animation: Fixed an issue where events could be fired more than once when the framerate was exceedingly low. (825132)
  • Animation: Fixed an issue whereby empty clips would be rebuilt repeatedly. (791563)
  • Animation: Fixed case of 1st Importer AnimationEvent not dirtying the importer. (824180)
  • Animation: Fixed case of duplicate euler angle properties on the animation window. (820494)
  • Animation: Fixed case of error message showing in the console when trying to create a new key on a read-only curve. (818180)
  • Animation: Fixed case of move over key in the dopesheet editor not overriding the previous value. (827232)
  • Animation: Fixed crash when changing AnimatorOverrideController during an interrupted transition. (823410)
  • Animation: Fixed crash when manually destroying an AnimatorState. (810871)
  • Animation: Fixed curve preview display on the fbx import inspector. (818738)
  • Animation: Fixed inability to input negative x values in the floating curve editor. (817689)
  • Animation: Fixed InvalidCastException when renaming an animated sprite property in the animation window. (820726)
  • Animation: Fixed issue whereby a keyframe would be created with negative time in the dopesheet editor when double-clicking. (820176)
  • Animation: Fixed StackOverflow exception in the transition inspector, caused by looping transitions. (817057)
  • Animation: Updated hash code for EditorCurveBinding to reduce likelikood of collisions. (816028)
  • Graphics: Fixed case of display renderingWidth and renderingHeight incorrectly returning system resolution values.
  • UI: Multiple display support is fixed and has been re-enabled. (741751)
  • WebGL: Fixed asset bundles memory usage issue at loading time, which would prevent some content from running on 32-bit browsers. (812567, 829765)
  • WebGL: Fixed case of ReadPixels method not working on floating point render textures. (827435)
  • WebGL: Fixed rendering plugin support: previously interface functions for native render plugins were not getting called. (818729)
  • Windows: System resolution or orientation changes are now detected and responded to accordingly (so no longer deform full screen player). (825230)

New in Unity 5.4.1 Patch 1 (Sep 15, 2016)

  • Improvements:
  • Android: Buildpipe - Added pre-build step that verifies the environment. Check Android device, SDK and JDK before compiling the project and the scripts.
  • GI: Added a tooltip in the editor for Light Probes option in Renderer inspectors.
  • GI: Light Probe Volume - fixed performance issue with LPPV when no Renderers are found in the same game object. Light Probe blending job is much faster now.
  • GI: Reflection Probes component: Added and updated tooltips.
  • Graphics: Slight optimisation of CommandBuffer.DrawMesh and CommandBuffer.DrawRenderer.
  • iOS: Added iPhone 7 and 7+ entries to the device enum.
  • iOS: Added PlayerSettings to specify microphone and camera usage description. Needed for iOS 10 / Xcode 8 compatibility.
  • iOS: Update Build and Run to work with Xcode 8.
  • VR - Updated Oculus plugin to version 1.8
  • Changes:
  • GI: Reflection Probes component - renamed "Probe Origin" to "Box Offset" and "Size" to "Box Size" in the UI.
  • Fixes:
  • (819800) - Android: Buildpipe: Fixed streaming assets folders starting with _ ignored.
  • (821806) - Android: IL2CPP - Fixed missing config files for il2cpp build.
  • (821688) - Android: Sensors - Fixed location isEnabledByUser returning true when the service is disabled.
  • (818992) - Android: WebRequest - Fixed a crash when using GetAudioClip() with file protocol.
  • (777663) - Android: WWW - Fixed an application freeze on WWW.Dispose when the connection was canceled.
  • (828199) - Animation: Fixed blending between two additive clip when some properties are animated in one clip but not in the other one.
  • (none) - Animation: Fixed OverrideController memory leak.
  • (769445) - Api updater: Fixed a crash when updating Boo/UnityScript scritps with empty "else" blocks.
  • (809268) - Api-updater: Fixed crashes / issues with paths containing either "exe" or "dll" in any part other than the file extension.
  • (819793) - D3D11: Added check and return when trying to ReadPixels from outside the RenderTarget's bounds, fixes crash on nVidia hardware.
  • (796521) - D3D12: Fixed missing splash screen.
  • (814533) - D3D12: Fixed a crash caused by using DXGI_PRESENT_ALLOW_TEARING with exclusive fullscreen swapchains.
  • (819175) - Editor Test Runner: Added firstpass assemblies to be picked up by the Editor Test Runner.
  • (824107) - FrameDebugger: Fixed crash on Android.
  • (819841) - GI: Fix for out-of-memory failure in Visibility Upsampling when baking lightmaps for a large scene.
  • (818910) - GI: Fixed a crash that can happen when building lightmaps when a procedural texture was used for transparency.
  • (819602) - Graphics: DisableBatching tag now works correctly in depth pass and legacy deferred base/final passes.
  • (812576) - Graphics: Fixed a crash in the Editor when material and shader properties weren't updated correctly.
  • (818781) - Graphics: Fixed an unnecessary assert in static batching loop.
  • (821208) - Graphics: Fixed a crash that would in some cases happen after Material.CopyPropertiesFromMaterial.
  • (785547) - Graphics: Fixed lightmap texture corruption when changing quality levels.
  • (813671) - Graphics: Now use Renderer::GetTransform() when calculating local AABB so that static batched renderers return the reference transform correctly.
  • (828145) - GUI: Fixed an issue where GUI::DrawTexture appeared darker than GUI::DrawTextureWithTexCoords when in Linear color space.
  • (826595) - iOS: Added missing iOSTargetOSVersion enum entries.
  • (824979) - iOS: Corrected the default setting for bitcode on the XCTest target to fix a linker error.
  • (827107) - iOS: Fixed the GI crash on 32bit devices.
  • (827431) - iOS: Fixed the iOS crash when screen resolution is changed from script.
  • (803581) - iOS: Fixed iPhone6+ reported resolution in first Start/Awake calls.
  • (none) - Linux: Fixed the nographics crash in non-headless player.
  • (none) - Linux: Improved the robustness of opengl legacy fallback.
  • (none) - Metal: Various rendering correctness fixes.
  • (827984) - Mono/IL2CPP: Corrected a rare deadlock in the C# lock implementation.
  • (826526) - Mono: Use an IPv4 address (if one exists) before an IPv6 address for .NET remoting connections.
  • (765235) - Networking: Fixed issue with infinitely growing profiler stats when more than one client is connected.
  • (774970) - Networking: Fixed an issue with SyncList hook having old value when it's invoked.
  • (798973, 764771) - Networking: Fixed the SerializeProperty issues with NetworkManager inspector (channels and prefabs).
  • (770215) - Networking: Made sure NetworkConnection is not null before usage.
  • (784474) - Networking: Made sure we reset the NetworkIdentity on destruction.
  • (784913) - Networking: Removed extra call to OnServerConnect.
  • (776536) - Networking: Resolved issue with crash on exit with standalone player.
  • (799533) - OpenVR: Entered playmode with unsupported gfx api = crash.
  • (797793) - OS X: Fixed memory leak in joystick input handling code.
  • (819599) - Particles: Fixed Out-of-memory crash when using Sub-Emtiters and long playback/preview times.
  • (819331) - Particles: ParticleSystem.Emit would activate the emission module settings in a particle system.
  • (822051) - Particles: Particles: Size over lifetime label in the curve editor would incorrectly display "Z" label instead of "Size" when not using separate axis mode.
  • (786561) - Particles: Start frame in Texture Animation Module was allowed to be 1 frame longer than max frames.
  • (813117) - SceneView: Fixed an issue where additive materials were not showing in Wireframe mode.
  • (810908, 823582) - SceneView: Fixed an issue where the alpha color value had no affect to Wireframe. For the same reason Wireframes also appeared thicker.
  • (795953) - SceneView: Fixed an issue where Wireframe was not showing when using stencil buffer in shaders.
  • (813808) - Scripting: Coroutines now breaks out if yielding on the same coroutine twice.
  • (808748) - Scripting: Detect and unload broken assemblies when processing InitializeOnLoad.
  • (807000) - Scripting: Fixed a crash caused by SetActive being invoked from OnDestroy.
  • (825235) - Shaders: Fixed frac(constant) sometimes being mis-compiled.
  • (none) - Shaders: Fixed shader compiler bug which could have caused errors in GLSL shaders that might crash the GPU on OSX.
  • (822553) - Shaders: Fixed UNITY_APPLY_FOG not working as expected if an expression was passed as fog coordinate.
  • (818122) - UI: Fixed Canvas related crash when some elements are being deleted.
  • (825435) - UI: Fixed an issue with animating canvas properties not applying.
  • (821727) - UI: Fixed an issue with Canvas sorting order being incorrect under certain cases.
  • (819470) - UI: Fixed a memory leak caused by IntermediateRenderers not being cleaned up.
  • (none) - UI: Fixed a random crash in SyncElement caused by unknown parent canvas.
  • (790431) - UNET: OnDisconnectError "Server client disconnect error" is generated on timeout.
  • (none) - VR: Recreate when Oculus service requests restart.
  • (none) - VR: Fixed issue with WaitForEndOfFrame when VR is active.
  • (none) - WebGL: Fixed GUID code to return correct value instead of 00000000000000000000000000000000.
  • (819349) - Windows Store: Fixed a WWW request formatting when headers contained 'content-type' in lower case instead of 'Content-Type'.
  • (822625) - Windows Store: Properly copy pdb files when .NET Native is enabled, breakpoints set in C# files in Assembly-CSharp* projects should work again.
  • (827089) - Windows Store: SystemInfo.deviceType will return Console when application is ran on Xbox One, and Handheld when ran on IoT devices like Raspberry Pi.
  • (818601) - WindowsStandalone: Application launched with high integrity level will no longer act as low integrity application.

New in Unity 5.5.0 Beta 3 (Sep 12, 2016)

  • KNOWN ISSUES:
  • Editor: "Unable to load the icon: ..." errors are seen when selecting icon in the inspector. (827458)
  • Editor: Editor is not redrawing when changing to certain layouts (822106)
  • Editor: KeyNotFoundException thrown on adding prefab to scene. (826474)
  • Graphics: Opening a pre-Unity 5.5 project with Unity 5.5 will set it to forward rendering for all tiers (see Graphics settings/Tier settings), even if the previous project was set to deferred rendering. (826486)
  • Graphics: Splash Screen: Only drawn for a single frame on STV
  • iOS: il2cpp builds for iOS 8.4.1 crash (823808)
  • Services: No ability to create or link projectID on newly created project. (830392)
  • Terrain: Editor hangs for several seconds when painting SpeedTrees in a new project (823603)
  • Terrain: [Raycast][Painting] Sometimes raycast is not working for terrain/brushes rendering is broken in a new project (823920)
  • VR: HRTF support on HoloLens is malfunctioning.
  • VR: Splash Screen: Drawn in 2D before VR splash screen.
  • Web: WebGL: FileNotFoundException on 2nd build. Workaround: close project, delete Library folder and reopen project. (830448)
  • Windows Store: Building to a folder outside of the project folder fails. (826034)
  • Windows Store: Editor crashes when canceling build when build progress shows "Restoring NuGet packages". (826083)
  • FEATURES:
  • Graphics: New Unity splash screen and associated tools. Improvements/changes will be forthcoming during the beta period.
  • Platform: HoloLens support from the Technical Preview has now landed in mainline Unity. Several improvements will be forthcoming during the beta period.
  • IMPROVEMENTS:
  • Lines: Added a Texture Mode to the Line/Trail renderers, to control whether the texture repeats or stretches.
  • Windows Store: Assembly C# projects are now generated next to the main solution (in the GeneratedProjects folder).
  • API CHANGES:
  • HoloLens: PhotoCapture: removed the preview mode parameter from PhotoCapture::StartPhotoModeAsync.
  • HoloLens: Spatial mapping component API changes:
  • The "Custom Render Setting" property is now "Render State".
  • The "Custom Material" render setting is now "Visualization".
  • "Custom Material" is now "Visual Material".
  • "volume" property is now "volumeType".
  • "sphereRadiusMeters" is now "sphereRadius".
  • "boxExtentsMeters" is now "halfBoxExtents".
  • "lod" is now "lodType".
  • FIXES:
  • Animation: Fixed an issue where objects that should have been culled were still animated. (816950)
  • Graphics: Fixed aniso setting for uploaded textures. (814501)
  • Graphics: Fixed division by zero error in vertex shader when vertex overlaps a light. (776123)
  • Graphics: Fixed incorrect shadow sampling parameters on Metal. (812178, 812180)
  • Lines: Fixed case of LineRenderer setPositions resulting in an "index out of bounds" error. (820738)
  • UnityWebRequest: Fixed case of exception being thrown when loading cached content. (822698)
  • WebGL: Fix to correctly clamp the max value for WebGL Heap size to 2032.
  • WebGL: Fixed case of international keyboard input being processed incorrectly on Firefox. (822669)
  • Windows Store: UnityEvent.Remove listener will work correctly when .Net Native is enabled. Previously events were not removed as expected. (827748)

New in Unity 5.4.1f1 (Sep 8, 2016)

  • Improvements:
  • Core: Added support for loading serialized files stored with versions >= 5.5.0a4.
  • DX11: Improved texture upload performance for compressed, floating point and RGBA32 formats (also in 5.3.6p3) (812350).
  • Graphics: GPU Instancing - it is no longer an error to use instanced shaders on renderers that don't support instancing (SkinnedMeshRenderer, SpriteRenderer, etc.).
  • Graphics: GPU Instancing - for statically batched MeshRenderers, using an instanced shader now will not break static batching. If you want renderers to be instancing batched, please consider disable static batching flag (816786).
  • Linux: Removed 16GB total memory limit.
  • Networking: Projects using UnityWebRequest from UnityEngine.Experimental.Networking should now be auto-upgraded to use its new location in UnityEngine.Networking.
  • VR: Mac version of the editor can now add OpenVR as a VR platform when targeting the Windows player.
  • VR: Stereo View and Projection Matrices can be set individually through scripting API.
  • VR: Updated the following Image Effects from the Standard Assets to work with Single-Pass Stereo: Ambient Obscurance, Camera Motion Blur. (811571)
  • VR: Upgraded SDKs - Oculus to 1.7, GearVR to 1.7.1, OpenVR to 1.0.2.
  • Windows Store: Windows Extension SDK references will now be automatically added to Assembly-CSharp projects.
  • Fixes:
  • Unity 5.4.1 also includes relevant fixes from 5.3.6 patch releases.
  • AI: Fixed an issue where 'Not Walkable' objects close to the ground would not create a hole in the navmesh when baked. (820608)
  • Android: Editor: Added a workaround for AAPT sometimes crashing for no good reason. (797965)
  • Animation: Fixed a crash that happened when disabling a gameobject during animation-triggered physics callbacks. (813681)
  • Animation: Fixed a crash inCreateAnimatorGenericBindings when attempting to use AnimationMixerPlayable on start of a game object. (820203)
  • Animation: Fixed a crash when adding AnimationClip to an enabled Animation component whilst in play mode in the editor. (820586)
  • Animation: Fixed additive layer using disabled "Resample Animation" blended with layers that have it enabled. (822897)
  • Animation: Fixed an issue where an assert that couldn't be acted upon was popping in the AvatarMask inspector. (813105)
  • Collab: Fixed a crash when opening a cloud project named with numbers if you already have a project named the same in your folder. (763383)
  • DX11: Fixed editor spewing out "Failed to query D3D11 context for ID3DUserDefinedAnnotation interface" error message when run on Windows 7 machine without Windows updates installed. (819707)
  • Editor: Fixed a bug that launching Editor window will exit after signed on windows. (816567)
  • Editor: Fixed occasional freeze when profiling over network and connection is lost. (716213)
  • Editor: Fixed the inspector UI for some Renderers where Light Probe and Reflection Probe options were not displayed correctly.
  • Fixed performance regression of LightProbes.GetInterpolatedProbe API. GI:
  • GI: Fixed a crash in Reflection Probe component when multiple scenes are used. (811241)
  • GI: LightProbes.GetInterpolatedProbe will return a black probe now if there are no light probes in the scene. (815127)
  • GI: Multi-scene editor. Fixed the lightmap indices not updating for additively loaded scenes in the Editor. (745588)
  • Graphics: Fixed a crash when running with Graphics Jobs caused by one thread unloading mesh data whilst another thread is using the data.
  • Graphics: Fixed ForwardAdd pass z-fighting issue when the object is rendered with GPU instancing, for example when you have multiple lights (819088).
  • Surface shaders are automatically updated to apply the fix.
  • For custom vert/frag shaders, instead of using the macro "UNITY_USE_CONCATENATED_MATRICES", now please use the new "#pragma force_concat_matrix" directive in the ForwardAdd pass.
  • Graphics: Fixed image effects being rendered twice when the camera is instantiated from prefab or copying another camera. This issue was in player builds only. (814402, 811236)
  • Graphics: Fixed Texture3D not accepting floating point formats. (794440)
  • iOS: Added support for tbd files. (820487)
  • Kernel: Fixed a crash resulting from undo/redo after revert. (717587, 804333)
  • Linux: Don't unnecessarily clear mouse position. (816514)
  • Mono: Properly locate libMonoPosixHelper.dylib file in the editor on OS X when it is used. (810964)
  • Particles: Fixed an issue where the first vertex of a trail renderer could be missing. (823495)
  • Particles: Fixed particle system random seed regression. (782232)
  • Profiler: Fixed GPU profiling showing "N/A" for most draw calls, instead of associating with proper objects. (772640, 817337)
  • Tizen: Added a method to request the Evas_GL object to possibly be used in plugins.
  • Tizen: Added API compatibility control. Currently only 2.3 and 2.4 are supported.
  • Tizen: Fixed a problem where UnityPluginUnload was not called.
  • Tizen: Fixed problem with hangs when using a static splash screen image. (806041)
  • Tizen: Fixed the screen dimensions being incorrect when rotating the screen on Tizen while playing video. (805148)
  • Tizen: Removed an error which wrote privilege value in duplicate in tizen-manifest.xml.
  • Tizen: Support multiple sensor listener.
  • UnityWebRequest: Fixed errors in console when downloading texture. (813763)
  • UnityWebRequest: Fixed memory leak and possible crash when doing multiple request using the same object.
  • UnityWebRequest: Fixed possible freeze when downloading more than 64k of data using custom download handler. (820517)
  • UnityWebRequest: Fixed texture download reporting done before texture is actually usable. (814330)
  • UnityWebRequest: Report downloaded bytes for asset bundles and properly report 1.0 progress when finished. (815185)
  • VR: Fixed crash when exiting VR in certain cases where the HMD was detected as not connected on the first frame.
  • VR: Fixed GL.LoadPixelMatrix() not working when Single-Pass Stereo was enabled. (811511)
  • VR: Fixed possible crash on shutdown. (817745)
  • VR: Fixed viewport scale issues with OpenVR.
  • WebGL: Fixed compressed build files (*.gz) creation if they already exist. (818044)
  • Windows Store: Generate code in exported solution to enter fullscreen if "Default is Fullscreen" is set in player settings. (804577)
  • Windows Store: Suppress system overlays by default in il2cpp solutions (makes it consistent with .NET). (817285)
  • WWW: Fixed occasional crashes in il2cpp projects. (796508)

New in Unity 5.5.0 Beta 2 (Sep 6, 2016)

  • Changes:
  • Editor: Enabled redo for selection changes.
  • Fixes:
  • Editor: Fix to make foldouts in internal inspectors behave like property fields. (784939)
  • Editor: Fix to make validation for Delete asset menu items more consistent. This for instance prevents the delete option from being displayed when not applicable. (581887)
  • Editor: Fixed case of TextEditor caret position being reset after domain reload. (821758)
  • Editor: Fixed exceptions in corner cases when closing tabs for editor windows. (813333)
  • Editor: Fixed issue that could result in a crash when doing copy/paste between gradient fields. (711487)
  • Editor: Fixed issue whereby the name of a newly-created asset would be displayed in the wrong case occasionally. (536739)
  • Editor: Fixed RenderTexture preview in Mac/Linux editor. (498769)
  • Editor: Re-instated '*' and '?' in the project browser search string splitter list. (771577)
  • Graphics: Fixed a crash in Reflection Probe component when multiple scenes are used (811241)
  • Particles: Fix to allow sub-emitters to use inherited velocity settings for any simulation space. (822070)
  • Particles: Fixed bounding box scaling on world simulated particle systems. (811270)
  • Particles: Fixed horizontal/vertical billboards with pivot offset. Previously the particles would get scaled and flipped in such cases. (746327)
  • Particles: Fixed issue whereby mesh particles with negative scale would get inverted incorrectly with standard shaders. (803265)
  • Particles: Fixed issue whereby state getters would return the wrong value for one-shot systems that had died offscreen. (800868)
  • Particles: Medium quality collisions can now be used with static colliders only. (822417)
  • Particles: Scale is now applied to stretch parameters. (804772)
  • WebGL: Fixed case of cursor staying invisible after being unlocked.
  • WebGL: Fixed line spacing in fonts generated using CreateDynamicFontFromOSFont. (819964)
  • WebGL: Fixed progress reporting work for WebRequest (previously it did not move from 0). (775178)
  • Windows Store: SystemInfo.deviceType now returns Console when application runs on Xbox One, and returns Handheld when it runs on IoT devices (e.g. Raspberry Pi). (827089)

New in Unity 5.4.0 Patch 4 (Sep 1, 2016)

  • Improvements:
  • Windows Store: Windows Extension SDK references will now be automatically added to Assembly-CSharp projects.
  • Fixes:
  • (807983) - Android: Fixed an issue where projects without audio could stop external audio sources.
  • (808752) - Android: Fixed build time regression when using the resources folder.
  • (none) - Animation: Deleting an Override controller that was previously set as the runtimecontroller no longer reset the animator statemachine memory.
  • (820586) - Animation: Fixed a crash when adding AnimationClip to an enabled Animation component whilst in play mode in the editor.
  • (823410) - Animation: Fixed a crash when changing AnimatorOverrideController during interrupted transition.
  • (824596) - Animation: Fixed a crash when triggering a newly created animation clip at runtime.
  • (811596) - Asset Management: Assets added using AssetDatabase.AddObjectToAsset will no longer change their name when the project is saved.
  • (763383) - Collab: Fixed a crash when opening a cloud project named with numbers if you already have a project named the same in your folder.
  • (819707) - D3D11: Fixed editor spewing out "Failed to query D3D11 context for ID3DUserDefinedAnnotation interface" error message when run on Windows 7 machine without Windows updates installed.
  • (775290) - Editor: Fixed an issue where 'sub-assets' could appear in the wrong order in the Editor or change order when saving.
  • (708582) - Editor: Fixed an issue where ColorPicker color was darker than the actual color picked in Linear color space.
  • (none) - Editor: Fixed an issue where objects in Inspector Preview appeared darker in Linear color space.
  • (none) - Fixed a syntax error in user-agent header string generated by API requests within Unity web views.
  • (811241) - GI: Fixed a crash in Reflection Probe component when multiple scenes are used.
  • (815127) - GI: LightProbes.GetInterpolatedProbe will return a black probe now if there are no light probes in the scene.
  • (745588) - GI: Multi-scene editor. Fixed the lightmap indices not updating for additively loaded scenes in the Editor.
  • (710633) - Graphics: Fixed a crash when blend shape value is changed for an object with cloth component.
  • (none) - Graphics: Fixed a crash when running with graphics jobs caused by one thread unloading mesh data whilst another thread is using the data.
  • (794440) - Graphics: Fixed Texture3D not accepting floating point formats.
  • (820071) - IL2CPP: Corrected the behavior of the is operator when used with a struct embedded in a parent generic class.
  • (817286) - Input: Workaround for the issue where cursor would disappear on touch based devices like Surface Pro 4.
  • (820487) - iOS: Added support for tbd files.
  • (800209) - iOS: Disabled certain Xcode debugging features in the project template causing mem usage to grow.
  • (796762) - iOS: Fixed a crash due to linker error in simulator on startup in certain Unity releases.
  • (791063) - iOS: Fixed simulator crashes when device was rotated.
  • (717587) - Kernel: Fixed a crash resulting from redo after revert.
  • (804333) - Kernel: Fixed a crash resulting from undo after reverting prefab.
  • (822063, 816232) - Mono: Fixed a crash in compute_class_bitmap when using reflection.
  • (763583) - Mono: Fixed a crash in find_method_in_metadata which can occur on startup.
  • (798133) - OSX Player: The OSX standalone player now allows to switch out of the application by using Cmd+Tab when running in fullscreen mode.
  • (823495) - Particles: Fixed an issue where the first vertex of a trail renderer could be missing.
  • (782232) - Particles: Fixed the particle system random seed regression.
  • (805669) - Plugins: Fixed an issue where DLL plugins with non-lowercase extensions cause the architecture platforms panel not to be displayed.
  • (none) - Tizen: Added a method to request the Evas_GL object to possibly be used in plugins.
  • (none) - Tizen: Added API compatibility control. Currently only 2.3 and 2.4 are supported.
  • (806041) - Tizen: Fixed problem with hangs when using a static splash screen image.
  • (805148) - Tizen: Fixed the screen dimensions being incorrect when rotating the screen on Tizen while playing video.
  • (none) - Tizen: Fixed a problem where UnityPluginUnload was not called in Tizen mobile.
  • (none) - Tizen: Removed an error which wrote privilege value in duplicate in tizen-manifest.xml.
  • (none) - Tizen: Support multiple sensor listener.
  • (777937) - tvOS: Fix 2nd stage splash screen.
  • (none) - tvOS: Fixed: allowed scripting implementations and architectures in player settings.
  • (797645) - UI: Fixed a race condition in UI mesh processing leading to rare crashes.
  • (797560, 633000) - UI: Fixed issue where Canvas/UI appeared darker when camera was disabled and color space was set to Linear.
  • (820517) - UnityWebRequest: Fixed possible freeze when downloading more than 64k of data using custom download handler.
  • (814330) - UnityWebRequest: Fixed texture download reports done before texture is actually usable.
  • (813683) - Windows Store: Fixed a bug where mouse scrollwheel was returning inverted values.
  • (none) - Windows Store: Fixed Xbox Live SDK not being automatically referenced by C# scripts if installed on the machine.
  • (816582) - Windows Store: Gamepads (with UsagePage/Usage 0x0001/0x0005) will correctly connect to an application, usually these are device connected via bluetooth. Previously only joysticks (with UsagePage/Usage 0x0001/0x0004) would connect. You can check UsagePage/Usage of the device by right clicking Properties on the device->Hardware->HID-compliant game controller->Properties->Details->Hardware Ids. For ex., gamepads will contain an item "HID_DEVICE_UP:0001_U:0005) . You might need to delete Package.appxmanifest, because there's a new item for HID device.
  • (810622) - Windows Store: When updating Windows Phone 8 application to Windows Phone 8.1/10.0, player preferences will be auto updated if the following condition is met - UnityPlayer.upp file exists, but playerprefs.dat file doesn't exist in LocalFolder.

New in Unity 5.5.0 Beta 1 (Aug 30, 2016)

  • FEATURES:
  • Editor: New selection highlighting in scene view.
  • Instead of showing a wireframe a selection outline is now shown. This outline color can be configured in the preferences of Unity. In the gizmo / annotation window you can select if you would like this behavour, the old behaviour, or both.
  • Editor: Option to run Cache Server locally for quick platform switching
  • Physics: New CapsuleCollider2D
  • SceneManager: Editor SceneSet asset.
  • When creating a SceneSet asset in the editor it will save the current list of open scenes so that this set of scenes can be easily restored.
  • Scripting: Built-in support for opening scripts in Visual Studio Code as an external script editor on OSX and Windows. Unity will now detect when Visual Studio Code is selected an external script editor and pass the correct arguments to it when opening scripts from Unity and setup a default .vscode/settings.json with file excludes, if it does not already exist.
  • Shaders: Per-rendertarget blend modes. New shader syntax: "Blend N Src Dst", "BlendOp N Op", "ColorMask Mask N", where N is the render target index (0..7). This feature works on DX11/12, GLCore, Metal, PS4.
  • Particles: New Modules:
  • Lights Module, for adding realtime lights to particles
  • Noise Module, for adding Curl Noise to Particle Movement
  • Trails Module, for rendering ribbonized trails behind particles
  • BACKWARDS COMPATIBILITY BREAKING CHANGES:
  • DX9: DX9 half-pixel offset adjustments are now done at shader compilation time. This means that shaders no longer need to do any UNITY_HALF_TEXEL_OFFSET checks, and any possible C# code for coordinate adjustment no longer needs to happen on DX9. However, vertex shader constant register #255 (c255) is reserved by Unity now, and all vertex shaders get two instructions automatically added to do the adjustment.
  • JSONUtility: EditorJsonUtility now serializes object references by assetGUID/fileID rather than InstanceID, making the serialized data stable across Editor sessions
  • OpenGL: Legacy desktop OpenGL2 support was removed. It was already not the default in 5.3, and deprecated in 5.4. This only affects Mac & Linux.
  • WebGL: WebGL no longer supports loading LZMA compressed AssetBundles, as that is very inefficient - it's use was alway discouraged, but is now disabled
  • CHANGES:
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor
  • BuildPlayer: Building of a player will fail if the project does not build in the editor
  • Core: Changed the obsoleteness warning message of Undo.RegisterUndo to suggest the correct replacement.
  • Editor: Added support for resizing the height of the preferences window
  • Editor: Removed fading/lerping behaviour when dragging/docking views because it was ugly at best, and sometimes visually confusing.
  • Graphics: Add a fatal error if the player is force-run with a renderer that it wasn't built for from the editor.
  • Graphics: Removed logic that tried to downscale shadow resolution based on a guess on how much free VRAM was available at the time.
  • Graphics: Warnings are shown when a renderer that statically batched is going to be rendered instanced.
  • Physics: Expose Physics.queriesHitBackfaces. Off by default, so all physics queries would NOT detect hits with backface triangles. Previously, some queries would detect, and some wouldn't, which was inconsistent.
  • Physics: The breakForce reported by the OnJointBreak callback will now be the original breakForce, regardless of the Joint was disabled and re-enabled during the callback cycle
  • Physics: The Physics system will now reject meshes containing non-finite vertices
  • Samsung TV: Support for 2013 and 2014 TVs has been dropped. Deploying to these two years of TV will no longer work.
  • Shadows: Unity does not reduce shadowMap size automaticaly from VRAM anymore.
  • WebGL: Will now write asm.js code in separate file for normal js, which allows for better memory optimizations in Firefox
  • IMPROVEMENTS:
  • Android: IL2CPP - Full debug version of IL2CPP libraries are stored in Temp/StagingArea/Il2Cpp/Native
  • Android: IL2CPP - Stripping of symbols and debug info is now enabled by default. Development builds still has symbols which makes for a slightly larger binary
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme
  • Android: Symbols for release libraries are now available in PlaybackEngines/AndroidPlayer/Variantions/*/Release/Symbols
  • Animation: Added a new default ClipAnimationMaskType to the animation importer: None. This value should be used when you do not need a mask
  • Animation: In the Clip Importer, AvatarMask will be now set to None by default when importing new FBX files
  • Build Pipeline: Optimized the build pipeline so that asset bundles that contain scene files don't have to recompile the scripts every time. This results in a much quicker build process.
  • Cache Server: Upgraded the node.js version used by the Cache Server to version 0.12.7
  • DX9: Fixed various half-pixel offset issues when using Direct3D 9. Now rendering matches other platforms (DX11, OpenGL etc.) exactly.
  • Editor: Add Unity version to main editor window title bar (makes it easy to see which Unity version you currently have open)
  • Editor: Added 'Discard changes' in scene context menu in the Hierarchy: Reloads selected modified scenes from disk
  • Editor: Area lights now indicate their effective range in the inspector.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead "Concrete".
  • Editor: In SceneView, hide wireframe on objects with the hideInHierarchy flag (previously it would show when the object's parent was selected).
  • Editor: It is now possible to dock views to the tops of windows and other views. Previously only left, right and bottom were possible.
  • Editor: Undo support for Sorting Layers
  • GI: Pass custom properties when rendering GI meta pass.
  • Graphics: Added RenderTexture.GenerateMips script API for manual control over mipmap generation. Reanmed existing RenderTexture.generateMips property to autoGenerateMips.
  • Graphics: Added Texture conversion to RenderTargetIdentifier so that SetGlobalTexture actually accepts textures.
  • Graphics: Added the ability of batching renderers of different LOD fade values together by using "lodfade" option in instancing_options directive.
  • Graphics: Line/Trail Renderer rendering has been improved.
  • Graphics: Metal (iOS/macOS) can render into slices of 3D and 2DArray textures now.
  • Graphics: Visualize command buffers attached to Lights, add buttons for removing each/all of them
  • IL2CPP: Reduce the binary size and build time for projects which make use of many C# attributes.
  • IMGUI: Event.Use() method logs a warning if event type is Repaint or Layout
  • iOS: Added an option for users to disable the filtering of emojis in the iOS keyboard via the trampoline code
  • iOS/tvOS: Significantly reduce the size of shipped static libraries
  • iOS/tvOS: Use relative symlinks for plugins when building to related folder
  • JSONUtility: EditorJsonUtility now allows any object type to be passed in for serialization, not just UnityEngine.Object types, so that vanilla C# types can take advantage of the object reference serialization behaviour.
  • JsonUtility: JsonUtility.ToJson is now faster and uses less temporary memory.
  • OSX/iOS Metal: Add -force-metal switch to force Metal rendering on OSX/iOS
  • Particles: Added 'Show Bounds' to Particle System UI. Shows the world and local AABB for the system.
  • Particles: Added new option to rotate particles to face their initial direction of travel
  • Particles: Added new render mode to make particle billboards face the eye position (good for VR)
  • Particles: Gradients now support a fixed color mode, where no blending is performed. Useful when users want to define a simple list of possible colors to be chosen from.
  • Particles: Gravity Modifier can now be a curve over time
  • Particles: Support for sending custom data to Particle System Vertex Shaders
  • Physics: Added more performance metrics to the physics profiler view
  • Physics: All effector inspector editors now use animated roll-outs to group properties.
  • Physics: EdgeCollider2D and BoxCollider2D and can change the radius of their edges.
  • Physics: Physics2D settings now have option to show Collider2D AABB in Gizmo roll-out.
  • Physics: Rigidbody2D and Collider2D Inpsector editors now have an 'Info' rolll-out showing useful information.
  • Physics: Rigidbody2D now accepts a PhysicsMaterial2D which will be used for all attached Collider2D that don't specify their own.
  • Physics: Update from PhysX 3.3.1 to PhysX 3.3.3
  • Player: Allow asset bundles to work with engine code stripping. A custom player build can understand which asset bundles will be loaded by the player at run time and determine which parts of the engine code those asset bundles need to preserve. See BuildPipeline.BuildPlayer method change.
  • Plugins: You can exclude specific platforms when "Any Platform" is selected, this allows you to set compatibilities as "Plugin is compatible on any platform except this specific platform". Added additional API to PluginImporter.
  • SamsungTV: Support for deploying to multiple TVs at once by separating TV IPs with a forward slash.
  • Scripting: Editor on OSX will no longer start BugReporter with mono NULL exception if -batchmode
  • Scripting: Improve performance System.IO.StringReader.ReadLine
  • Scripting: Upgrade C# compiler to Mono 4.4. The new compiler still targets C# 4 and .Net 3.5, but provides better performance and many bug fixes.
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning
  • Shaders: Improved memory usage for large shaders compiled for multiple APIs. Only the active API's data will be decompressed in the player.
  • Shaders: Improved usability of "Show compiled code" for shaders. Now compiled shader variants are grouped together in a more useful way.
  • Shaders: Increased amount of allowed shader keywords to 256 (up from 128). Optimized related parts of the code, so it's often actually faster now.
  • Shaders: Material UI displays render queue setting. Previously this was a script-only setting on the material.
  • Shaders: Renamed variables and cleaned code in UnityStandardBRDF.cginc
  • Shaders: Shaders are now exported to player completely in binary - no shader text string and parsing in the runtime.
  • Version Control: Major improvements in memory and cpu usage
  • Visual Studio: Add cancel button to "Opening Visual Studio" progress dialog
  • VisualStudio: Stop using COM to launch VisualStudio for a better immediate feedback experience
  • WebGL: Option to use Brotli compression instead of Gzip
  • WebGL: Rebuilds which don't change code now cache complete JS build, resulting in much faster iteration times
  • WebGL: WebGL 2.0 is now enabled by default for new projects
  • Windows Standalone: Add option "Copy PDB files" in build settings window which controls copying of pdb files when building to Windows Standalone
  • Windows Standalone: Application can now correctly run in low integrity mode. (https://msdn.microsoft.com/en-us/library/bb625960.aspx)
  • Windows Store: Added a concept of "target device type", which allows you to target only one family of devices, e.g. PC, mobile or HoloLens, enabling better resource optimization for a particular device type. See documentation of EditorUserBuildSettings.wsaSubtarget for more information.
  • Windows Store: Added "Copy References" option in build settings window, this will allow for generated solution to reference Unity files from Unity installation folder instead of copying them to exported folder, this can save up to 10 GB of disk space, the downside is, you can't copy exported folder to other PC, because there will be a dependency towards Unity's installation folder.
  • Windows Store: Expand UnityEngine.WSA.Cursor.SetCustomCursor, if you pass 0 to this function, it will restore the cursor to arror icon
  • Windows Store: New implementation for TouchScreenKeyboard on UWP, now supports both XAML and D3D apps as well as IME input. Older implementation can be turned on by passing command line argument -forceTextBoxBasedKeyboard.
  • Windows Store: New option for input handling in XAML-based applications: receive poinater input from SwapChainPanel (alternative to independent input source)
  • Windows Store: Windows Store platform will not show in build settings window if Editor is ran not on Windows
  • Graphics: GPU Instancing: Implemented SpeedTree instancing:
  • Still light probes are not allowed.
  • Graphics: Improved LODGroup component UI:
  • Now the sliding Camera icon is aware of the global LOD bias value and works acoordingly.
  • The "Recalculate Bounds" button now only gets enabled when clicking it has a change.
  • Graphics: Textures can now be imported to two new formats:
  • BC6H for high quality compressed RGB HDR textures
  • BC7 for high quality compressed RGB(A) textures Those formats are currently only available on desktop (DX11+, GLCore), PS4 and Xbox One platforms.
  • On those platforms, HDR textures will now default to FP16 for uncompressed texture and BC6H for compressed textures.
  • Reflection probes behave the same way (uncompressed => FP16, compressed => BC6H)
  • BC7 will be chosen automatically by the texture importer for texture setup as "High Quality Compressed" on supported platforms (see texture importer refactoring)
  • Note: DX9 and MacGL do not support those formats. If a texture is set as BC6H it will be automatically uncompressed to FP16 and BC7 will be uncompressed to RGBA8
  • Graphics: Added support for importing textures as RGBAHalf (16 bits float per component):
  • Added 'HDR' texture format for automatic HDR format choice (RGBAHalf for Desktop/PS4/XBoxOne and the usual RGBM, dLDR depending on the platform)
  • Reflection probes now default to this new HDR format
  • API CHANGES:
  • AI: NavMesh related types are moved from namespaces UnityEngine and UnityEditor to UnityEngine.AI and UnityEditor.AI
  • Application: Add Application.Unload to unload Unity from memory without exiting the application.
  • Asset Bundles: Added an Offset argument to the AssetBundle.CreateFromFile and AssetBundle.LoadFromFile methods. (764802)
  • Asset Bundles: New argument to the BuildPipeline.BuildPlayer method to support Asset Bundle engine code stripping
  • Asset Management: EditorApplication.SaveAssets has been deprecated; use AssetDatabase.SaveAssets instead. The ScriptUpgrader should fix existing code automatically.
  • Editor: Added Handles.DrawWireCube to draw cubes in the same way as Gizmos.DrawWireCube
  • Editor: Added toggle for preventing/allowing cross scene references from the Editor UI (see EditorSceneManger.preventCrossSceneReferences)
  • Graphics: Added CommandBuffer.SetGlobalBuffer
  • Graphics: Added Light.customShadowResolution and QualitySetting.shadowResolution to scripting API to make it possible to adjust the shadow mapping quality in code at run time on a per-light basis. (805056)
  • Graphics: Added QualitySettings.shadows and QualitySettings.softParticles to the scripting API (805056)
  • Graphics: Enable 'BuiltinRenderTextureType.ResolvedDepth' enum so command buffers can use it.
  • Graphics: GPU Instancing: Added Graphics.DrawMeshInstanced and CommandBuffer.DrawMeshInstanced API, allowing instanced draws without the overhead of creating thousands of renderers.
  • Graphics: Native code plugins can access underlying graphics API Mesh & ComputeBuffer data. New script APIs for that: Mesh.GetNativeIndexBufferPtr, Mesh.GetNativeVertexBufferPtr, ComputeBuffer.GetNativeBufferPtr.
  • Graphics: Now BillboardAsset can be constructed from script. Added detailed how-to documents.
  • Graphics: SystemInfo.supportsRenderTextures and SystemInfo.supportsStencil always return true now (all platforms have them).
  • JSONUtility: EditorJsonUtility methods now accept any object type, not only UnityEngine.Object subclasses
  • Particles: Added IsEmitting property.
  • Particles: Fully exposed main particle properties to script
  • Particles: Particles Stop function now takes an enum to stop emitting or stop emitting and clear.
  • Physics: PlatformEffector2D now has a 'rotationalOffset' property to adjust the local 'up' (surface) vector.
  • Physics: Rigidbody2D component now has a 'bodyType' property that allows selection of Dynamic, Kinematic or Static bodies.
  • Physics2D: Physics2D.CapsuleCast and Physics2D.OverlapCapsule API.
  • Profiler: Profiler class moved from UnityEngine namespace to UnityEngine.Profiling
  • Scene: Added SceneUtility class with scene path to build index conversion methods and added SceneManager.GetSceneByBuildIndex.
  • SceneManager: Added UnloadSceneAsync API which can be called anytime unlike UnloadScene.
  • SceneManager: API for creating and loading a SceneSet
  • SceneManager: UnloadScene has now be marked deprecated and will throw an exception if called at illegal times. UnloadSceneAsync should be used instead (762371)
  • Scripting: Add disposable scope helper for Begin/EndChangeCheck
  • Scripting: Add missing generic overloads for Object.Instantiate
  • Scripting: Introduced global define UNITY_5_5_OR_NEWER, which can be used for conditionally compile code that is compatible only with Unity 5.5 or newer
  • Shadows: Exposed LightShadowResolution enum to scripts. (575369)
  • Substance: A FreezeAndReleaseSourceData() method was added to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, nor its inputs be set.
  • Terrain: Added Terrain.SetSplatMaterialPropertyBlock and Terrain.GetSplatMaterialPropertyBlock API that allows per-terrain shader properties to be used for rendering the terrain.
  • Terrain: Added Terrain.treeLODBiasMultiplier for adjusting LOD bias for SpeedTree trees.
  • Tizen: Add UnityEngine.Tizen.Window.evasGL to retrieve a pointer to the native Evas_GL object used by Unity to render.
  • UI: Added rootCanvas property to Canvas. (782957)
  • Physics: The following properties have been renamed:
  • Physics.solverIterationCount to Physics.defaultSolverIterations
  • Physics.solverVelocityIterationCount to Physics.defaultSolverVelocityIterations
  • Rigidbody.solverIterationCount to Rigidbody.solverIterations
  • Rigidbody.solverVelocityIterationCount to Rigidbody.solverVelocityIterations
  • FIXES:
  • 2D: Fix crash when user attempts to SetPixel and Apply onto a Texture2D with an invalid width or height (0) (789600)
  • 2D: Fix Dragging a cubemap onto a scene doesn't generate skybox material, duplicates file twice instead (742896)
  • 2D: Fix potential hang when rendering Sprites with large number of vertices
  • 2D: Fix SpriteEditorWindow not showing selected texture after exiting playmode (782177)
  • 2D: Fix SpriteEditorWindow polygon mode bugs related to the change shape popup (782158, 782212, 782229)
  • AI: Fix issue where 'Not Walkable' objects close to the ground would not create a hole in the navmesh when baked. (820608)
  • AI: Fix issue where NavMeshAgent remaining distance property would be wrong right after setting the agent destination to the same polygon. (822015)
  • AI: Fix issue where NavMeshAgent would sometimes teleport right after NavMeshObstacle carving. (822362)
  • Android: Abandon/Request audio focus on pause/resume (796242)
  • Android: Android: Fix bug in Texture.GetPixels for ETC compressed textures (759195)
  • Android: Android: Fix freeze in new splash screen when using threaded GfxDevice (766776)
  • Android: Android: Fixed a crash related to the main context not being an Activity (751102)
  • Android: Android: Fixed an issue where Ping wouldn't work in release mode (734124)
  • Android: Android: Fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices
  • Android: Android: LocationService - Fixed crash bug (757111)
  • Android: Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error (764422 762733)
  • Android: Audio - Don't select OpenSL output if the native device params make no sense (fixes audio issues on chinese devices/custom ROMs/broken devices)
  • Android: Audio - Fixed audio latency in GearVR regression (789398)
  • Android: Audio - Fixed OpenSL output not selected when default buffer size selected (784899)
  • Android: Buildpipe - Don't check for passwords if exporting project (746248)
  • Android: Buildpipe - Don't make use of preview SDK tools installed (788040)
  • Android: Buildpipe - Don't merge manifests if exporting project (746248)
  • Android: Buildpipe - Fixed AAPT errors on project export (786918)
  • Android: Buildpipe - Fixed AAR plugin and resource issues on exported projects (765396)
  • Android: Buildpipe - Fixed OBB files not working (787999)
  • Android: Buildpipe - Remove mdb files from release build (781657)
  • Android: Don't decompress RGB ETC2 textures on devices that support it when using OpenGL ES 2.0 (784866)
  • Android: Editor - Added a workaround for AAPT sometimes crashing for no good reason (797965)
  • Android: Editor - Fixed an issue where it was impossible to push to devices running Android N Preview (790236)
  • Android: Fix crash during startup on some ARM devices
  • Android: Fix EGL_BAD_NATIVE_WINDOW warning (747898)
  • Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000) (762875)
  • Android: Fix for potential crash when Video can not be prepared (788486)
  • Android: Fix for specular highlights on Mali devices caused by half-precision overflow (761744)
  • Android: Fix high memory usage of RenderTexture.GetTemporary (786289)
  • Android: Fix incorrect width/height when changing orientation after changing antialiasing settings (771542)
  • Android: Fix Java NoSuchFieldError exception on Gingerbread device
  • Android: Fix rendering artefacts on Vivante GC1000 devices (712890)
  • Android: Fixed an issue where Indonesian and Hebrew weren't properly recognized by SystemInfo. (793738)
  • Android: Fixed an issue where RenderTexture content would be lost on pause/resume (749983)
  • Android: Fixed deployment to devices with unknown OpenGL ES target
  • Android: Fixed immersive mode switching off on some KitKat devices when pressing volume buttons (779338)
  • Android: Fixed potential crash when using WWW without having Internet permission (also affects use of Unity Analytics) (779877)
  • Android: Fixed sound issues with Bluetooth audio devices and when casting (758142)
  • Android: Fixes an issue where UI touch input would be ignored (776437)
  • Android: Handle '#' in project paths (743640)
  • Android: JNI - Throw correct exception when method not found by reflection (782985)
  • Android: Removed permissions added by checking "Split Application Binary"
  • Android: Show name of missing library on export failure
  • Android: Unaligned batch rendering (re)fix (768974)
  • Android: Vibrate() is now asynchronous (777556)
  • Android: Workaround ES3 shader compiler bugs on Adreno 3xx devices (777617)
  • Android/IL2CPP: Android: IL2CPP - Fixed build errors on NDK paths with whitespaces (763447)
  • Android/IL2CPP: Android: IL2CPP - Fixed crash on second startup after installation (766698)
  • Animation: Added more feedback to the AvatarMaskInspector for cases where the transform mask is empty (805945)
  • Animation: Added non-alloc version of Animator::GetCurrent/NextAnimatorClipInfo.
  • Animation: Added visual feedback to Transform animation curves when part of a positon/rotation/scale is not explicitly animated. (778046)
  • Animation: Animator.CrossFade is now interruptable like Animator.CrossFadeInFixedTime (798560)
  • Animation: Fix crash when changing AnimationControllerPlayable during runtime with Constant animation curves. (805887)
  • Animation: Fix first frame event firing twice when controller is setup and instantaneous transition is trigger at the same time (800268)
  • Animation: Fixed a case where StateMachineBehaviours on preview assets would be run (804909)
  • Animation: Fixed an error in the AvatarMask Inspector (813105)
  • Animation: Fixed an error with invalid default keys for euler rotations
  • Animation: Fixed animation clip invalidated when adding an animation event (789586)
  • Animation: Fixed animation window breaking because of unhandled AmbiguousMatchException in animation events (801649)
  • Animation: Fixed animation window breaking when resizing to small sizes. (802394)
  • Animation: Fixed animation window lock preventing from changing selection if current selection becomes invalid (804295)
  • Animation: Fixed animation window losing animation clip selection. (804523)
  • Animation: Fixed ArgumentNullException sent when deleting property in Animation Window. (802229)
  • Animation: Fixed crash when calling Animator.GetCurrentAnimatorStateInfo during an interrupted transition (802327)
  • Animation: Fixed crashes in AudioSource.GetCustomCurve (773437)
  • Animation: Fixed display of invalid AnyState transitions. (807592)
  • Animation: Fixed erroneous "Missing" tag displayed in Animator.Motion curves for generic animation in animation window (805254)
  • Animation: Fixed first rotation key frame not properly set when recording in animation window. (811173)
  • Animation: Fixed HumanPoseHandler not supporting fingers (788540)
  • Animation: Fixed InvalidOperationException error message in console when double clicking to add key in floating curve editor window. (810377)
  • Animation: Fixed inverted left/right tangents set in curve editor contextual menu (805342)
  • Animation: Fixed key frame not saved in clip when added in curve editor with double click. (802238)
  • Animation: Fixed layers overriding the base layer's rootmotion event when no rootmotion on layers. (785608)
  • Animation: Fixed new in-between key not set to Auto tangent mode when neighbouring keyframe are set to Auto. (805647)
  • Animation: Fixed playable not updating when animator controller is already set in animator (788662)
  • Animation: Fixed previewing in ModelImporterClip editor not previewing outside previous range when sliding carets (790259)
  • Animation: Fixed property removal not undoing euler values (euler hints) when recording animation. (817356)
  • Animation: Fixed recording of RectTransform z translation (789053)
  • Animation: Fixed renaming of grand children properties in animation window (789410)
  • Animation: Fixed slow data invalidation in the animation window. (808124)
  • Animation: Fixed StateMachineBehaviour.OnEnable/OnDisable been called in editor while not in play mode
  • Animation: Fixed transitions not being previewable with objects imported with Copy Avatar From Other
  • Animation: Fixed typo in Animation component inspector (806523)
  • Animation: Fixed vertical scrollbar in dopesheet editor out of sync with animation window hierarchy (803345)
  • Animation: Fixed vertical scrollbar jamming in dopesheet editor (805253)
  • Animation: Fixed wrap mode icon that couldn't be clicked anymore in curve editor window (814372)
  • Animation: Prevent from creating States and StateMachine with a "." in their name (803366)
  • Animation: Prevents Animator to disable themselves while being animated (795444)
  • Animation: Removed erronous framing applied when changing Curve Editor property selection in Animation Window (802226)
  • APIUpdater: Fixed AssemblyUpdater crash (Sequence contains more than one matching element) when updating some specific assemblies (760684)
  • APIUpdater: Fixed AssemblyUpdater crash when checking assemblies due to assembly resolution failures (743463)
  • Asset Management: Assets added using AssetDatabase.AddObjectToAsset will no longer change their name when the project is saved. (811596)
  • AssetBundles: BuildAssetBundles will switch back to the original Active Build Target when finished (759142)
  • AssetBundles: Fix possible crash when decompressing corrupted lzma bundles (782773)
  • AssetBundles : Fixed default lzma compression for BuildPipeline.BuildStreamedSceneAssetBundle (781866)
  • AssetBundles : Fixed memory leak when using AssetBundle.LoadFromMemory (756652)
  • AssetImport: Fix a crash on fbx import in some rare circumstances. (768846)
  • Audio: Fix issue where a user-generated stream could not be replayed after the AudioSource was stopped. (819186)
  • Audio: Fix memory-tracking of AudioClips. Previously the memory allocated by clips loaded in the background fell under the AudioManager category instead of the specific clips. (814953)
  • Code Editors: The OnGeneratedCSProjectFiles callback will now be triggered when using Visual Studio. (789883)
  • Compute: Document a restriction that ComputeBuffer.CopyCount is only available to IndirectArgs or Raw typed destination buffers (783093)
  • Compute: Fixed a regression where ComputeShader.SetFloats wouldn't set all values in some constants (like arrays of matrices) (780340)
  • Core: Fixed a possible memory corruption when performing undo/redo with a malformed undo stack
  • Debugger: Fix rare crash when setting breakpoint (735335)
  • Debugger: Prevent debugger from prematurely interrupting calls to Monitor.Wait. (772064)
  • DirectX: Windowed Direct3D 11 applications will no longer run with their framerate uncapped when minimized. (784933)
  • Editor: Add missing System.Runtime.Serialization reference to generated .csproj's (599678)
  • Editor: Add support for the GZipStream class in the editor and standalone players. (569612)
  • Editor: Don't crash when padding ASTC textures when building from command line (759288)
  • Editor: Fix context menu items not being executable. (781947)
  • Editor: Fix crash that could happen when animation window is open, and playmode is entered (696623)
  • Editor: Fix crash when dragging a prefab instance from one scene to another scene (if the prefab has a game object parent) (769764)
  • Editor: Fix double icon in OS X dock area when editor is relaunched to creating or opening a new project. (769784)
  • Editor: Fix errors in console when opening project with no longer supported build target selected (790514)
  • Editor: Fix missing context menu on header of material inspector (796924)
  • Editor: Fix poor performance when previewing FBX model. (784892)
  • Editor: Fix String Tag Map duplicating values on edit in debug inspector. (773260)
  • Editor: Fix String Tag Map not reset on material reset. (772384)
  • Editor: Fix that no assets are shown in the project browser after rename (748103)
  • Editor: Fix unneccessary reimporting of audio files when switching platforms (782188)
  • Editor: Fix white skin showing in Preferences window options list when dark skin was set (732880)
  • Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty (709639)
  • Editor: Fixed changing order of components not getting saved. We now also support undo. (764986)
  • Editor: Fixed crash when duplicating a gameobject which has a name that is all numbers and a right parenthesis e.g. "10)" (817928)
  • Editor: Fixed Defult-Medium parameter in the lighting window to appear as not viewable. (762159)
  • Editor: Fixed object culling when unparenting from a mask type (740604)
  • Editor: Fixed redo of selection only restoring selection to previously active game object. (775865)
  • Editor: Fixed Scene View filtering not always getting correctly cleared which could cause previously filtered objects to get picked when they shouldn’t be
  • Editor: Fixed the display of vector and matrix params in "Show compiled shader" display(Issue)
  • Editor: If a read only file or folder is duplicated, the read only status is no longer also duplicated (730245)
  • Editor: Invalidly named files can no longer be dragged into a project (663994)
  • Editor: Several tooltips were not working across the editor. (783770)
  • Editor: Stacktrace now available for exceptions on non-main threads (633905)
  • Editor: Stacktrace now available for methods called on non-main threads (697872)
  • Editor: The text in the Build Settings window will no longer get clipped if support for Standalone is not currently installed. (728634)
  • Editor: The titles of the 'Version Control' and 'Asset Server' windows have been fixed in order to make them consistent (573557)
  • Editor: Upgrading a project set to a unsuported platform will now upgrade it to Standalone. (770135)
  • Editor: Use 'Save Scenes' in File Menu instead of 'Save Scene' since all modified scenes are saved
  • Editor: Will not reference .NET 4.x assemblies when compiling scripts for the Editor even if the settings allow it, Editor can only understand assemblies targeting .NET 3.5 or lower (777750)
  • Editor: Workaround an issue where cursor would disappear on touch based devices like Surface Pro 4 (817286)
  • GI: Fix for out-of-memory failure in Visibility Upsampling when baking lightmaps for a large scene. (819841)
  • GI: Renamed LightmapEditorSettings.resolution to realtimeResolution. (753022)
  • Graphics: Add a program warning when shader target is increased above #pragma target due to feature use (e.g. geom shaders). (757859)
  • Graphics: Avoid creating textures with unsupported formats, if uses tries to create one without checking SystemInfo.SupportsTextureFormat first. (786229)
  • Graphics: Change light shadows near plane minimum bound to either 1% of range or 0.1, whichever is lower.
  • Graphics: Editor window title was only updated after changing graphics emulation, leaving it a step behind when changing build targets. (795797)
  • Graphics: Ensure that we don't set unsupported filter or wrap modes (778188)
  • Graphics: Fix a shader compiler crash if a compute shader declares a samplerstate that doesn't match the naming scheme. (719344)
  • Graphics: Fix DX11 shader disassembly not showing correctly in the editor UI for 'show compiled code'.
  • Graphics: Fixed a case where the editor could get out of sync with what graphics APIs were enabled and build a player without the matching shaders. (792541)
  • Graphics: Fixed a crash happening in GetLightProbeProxyVolumeSample or GetReflectionSample function (806160)
  • Graphics: Fixed an issue that prevented the Splash Screen from being shown under certain circumstances. (732338)
  • Graphics: Fixed an issue where recalculating LOD bounds won't dirty the scene and record an undo. (808278)
  • Graphics: Fixed changing shader emulation or shader hardware tier emulation keeping around an extra menu separator each time. (795700)
  • Graphics: Fixed crashes on very large image imports (801677)
  • Graphics: Fixed mesh not properly disappearing if deleting the MeshFilter component (757838)
  • Graphics: Fixed RenderTexture mipmap generation on Metal when multiple render targets are used.
  • Graphics: Fixed shader error messages for unknown queues include shader name and highlight shader object. (743871)
  • Graphics: Fixed TrailRenderer showing a gap between current position and the last update. (779129)
  • Graphics: Graphics: Fix internal profiler for static batching on Android, iPhone and Metro (769539)
  • Graphics: Guard against using various null/deleted assets in command buffers.
  • Graphics: If Graphics.SetRandomWriteTarget is called with an out of range index, an exception is thrown instead of crashing. (766695)
  • Graphics: Material's cached RenderType tag value is reset when changing shader on it (806751)
  • Graphics: Protected against some thread-unsafe code inside shader property name handling. (794400)
  • Graphics: Renderers now are not culled by a disabled LODGroup.
  • Graphics: Shader: Add overloads with float4, avoids implicit truncation warning (769744)
  • Graphics: Shaders using more than the maximum available number of textures will be marked as unsupported. (767884)
  • Graphics: SpeedTree: Fixed rendering on some of the mobile devices (e.g. iPhone 6s) when tree is in dithering.
  • Graphics: TreeCreator: Fixed errors when branch length is zero. (468942)
  • Graphics: When changing shader hardware tier emulation, only reload shaders (not textures/RTs) to stop refl probes breaking. (755072)
  • Graphics: When making a RenderDoc capture from editor UI, make sure to include the whole frame including user script updates. (762795)
  • IL2CPP: Generate proper C++ code for the p/invoke wrapper for a delegate that accepts another delegate as an output parameter. (778146)
  • IL2CPP: Improve error message when link.xml file specifies assembly not referenced in project (719650)
  • IL2CPP: Provide a useful error message when an interface cannot be found on a class because it was not AOT compiled. (798625)
  • IL2CPP: Support proper default marshaling of string parameters and return values when the CharSet attribute is provided on a method with a value of Unicode. (692653)
  • IL2CPP: WebGL/iOS: UI module will no longer depend on and require Physics and Physics2D modules (788244)
  • IMGUI: Same key can be set to multiple tools. (374335)
  • IMGUI: Windows: Edit -> Select All does not function. Ctrl A does work (370257)
  • IMGUI: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly (752218)
  • Input: Input.mousePosition is no longer clamped to the client area on windows standalone, the last position is kept instead. (769666)
  • iOS: Add icon for iPad Pro (755415)
  • iOS: AdSupport should be in frequent frameworks; it's not default (732878)
  • iOS: Do not export non-prefixed freetype2 symbols (778668)
  • iOS: Ensure that our symbols are not overridden by user libraries (774685)
  • iOS: Fix code completion for iOS Editor Extensions (759212)
  • iOS: Support more than one pending game center user callback (755388)
  • iOS: Support null user callbacks in the game center
  • iOS/Xcode: Add .tbd extension support
  • JsonUtility: Fixed crash when serializing very large arrays to JSON (759529)
  • Linux: Fix antialiasing in various window configurations
  • Linux: Fix repeated play/stop/pause with WebCamTexture (780810)
  • Linux: Fix upscaled fullscreen rendering on OpenGL Core
  • Linux: Sanitize company and product locations when creating directories for preferences (763625)
  • LOD: Fixed unreachable code warnings when distance == selection.maxDistance. (783219)
  • Materials: Fix a crash if GetMaterialProperties is called with a null in the list of materials (764995)
  • Metal: Fixed rendering of masked contents on GUI layer (802534)
  • Mono: Fix Thread.MemoryBarrier implementation on ARM architecture (810451)
  • Mono: Improve call stack walking on WIndows 64-bit (809003)
  • MonoDevelop: Disabled Git and Subversion add-ins by default. Fixes issue with being unable to write to newly created scripts (759138)
  • MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As" (754609)
  • MonoDevelop: Fixed issue with MonoDevelop sometimes giving focus to the wrong script when opened from Unity (485138)
  • MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition (729201)
  • MonoDevelop: Show hint in breakpoints dialog that explains exceptions list is generated from currently selected project (731111)
  • Networking: Fix issue with SendToAll sending double messages to local client when hosting. (795897)
  • Networking: Fixed issue where NetworkAnimator component gives NullRefExeption (770215)
  • Networking: Fixed so we properly handle updates in the inspector on spawnable prefabs and network channels (798973, 764771)
  • Networking: Fixed so we reset the NetworkIdentity on destruction (784474)
  • Networking: Resolved problem with crash on exit. (776536)
  • OSX: Fix to respect requested framerate in batch mode. (702370)
  • OSX: Fixed an issue with SIMD math that prevented source code building on OSX
  • OSX: Fixed an issue with text pasting twice in text fields in the Standalone Player on OSX (712948)
  • OSX: Fixed excessive CPU usage in batch mode. (702370)
  • OSX Player: The OSX standalone player now allows to switch out of the application by using Cmd+Tab when running in fullscreen mode. (798133)
  • Particles: Added Undo support when auto reparenting sub emitters. (544444)
  • Particles: Added extra parameter to ParticleSystem.Simulate script function, to allow updates with very small timesteps (729435)
  • Particles: DestroyImmediate in particle trigger callback crashes on Renderer::UpdateAllRenderersInternal (806175)
  • Particles: Editor now correctly focuses on empty particle systems. (803084)
  • Particles: Emitters containing sub-emitters can have their playback time smoothly scrubbed in the Editor (432980)
  • Particles: Fixed collisions not being calculated in-between editor updates. (489509)
  • Particles: Fixed incorrect inspector style on Particle System Renderer Pivot field. (733896)
  • Particles: Fixed mesh particles not being scaled when in world space (772199)
  • Particles: Fixed missing animation bindings to particle system modules. It is now possible to animate all modules. (761003)
  • Particles: Fixed particle system default values not being set when created using AddComponent. Editor behaviour is now the same as standalone(Material is now defaulted to null instead of Default-Particle as the material may not have been included in a build). (764899, 756699)
  • Particles: Fixed particles disappearing when very large far camera clip plane values are used. (753275)
  • Particles: Improved Inspector labels to make low quality paticle collisions more intuitive (754014)
  • Particles: Nested subemitter does not emit bursts when simulating in editor but works fine when played (803350)
  • Particles: Particles emited via script with EmitParams flicker when using sort modes (765375)
  • Particles: Particles sometimes spawn without start speed when shape is circle (807628)
  • Particles: Particles will now use a rigidbody's velocity if one is present. (800811)
  • Particles: ParticleSystem.Play() with start delay pauses the particles (803272)
  • Particles: Simulating particle system in scene view stops it after certain amount of time (801335)
  • Particles: Skinned Mesh Renderer without a mesh assigned to particle system shape crashes Unity (807942)
  • Particles: Start delay is only applied when the system time is 0. (754270)
  • Particles: The particle ID changes when one of the sorting mode is enabled (501463)
  • Physics: Added warning in ClothInspector if MeshRenderer used with Cloth component. To inform user that this is not allowed and that the MeshRenderer component will be deleted at runtime. Also, create undo point for when MeshRenderer deleted from Cloth component and copy all settings from MeshRenderer to SkinnedMeshRenderer. (769137)
  • Physics: Animating the Transform position/rotation when using 'Animate Physics' now correctly uses Rigidbody2D MovePosition/MoveRotation. (798901)
  • Physics: Changing Rigidbody2D.gravityScale whilst a Rigidbody2D.MovePosition is in progress now works. (762771)
  • Physics: Enabling a Static 2D trigger collider now results in a callback if in contact with a sleeping collider. (807288)
  • Physics: Ensure Joint2D auto-configuration still works if joint is added from script. (765870)
  • Physics: Ensure that 2D Overlap/Cast checks use consistent 'skin' radius for all shapes. (766261)
  • Physics: Ensure that a TargetJoint2D added via script allows collisions with static colliders. (763922)
  • Physics: Fix a problem where both AreaEffector2D and PointEffector2D scaled-up forces for each additional collider on a rigidbody. (780257)
  • Physics: Fix a problem where constantly changing an Effector2D collider would mean that no contacts were ever processed stopping the effector from working.
  • Physics: Fix center of mass and inertia tensor being reset after game object was reactivated (765300)
  • Physics: Fix CharacterController falling through very long MeshColliders (806800)
  • Physics: Fix convex mesh inflation causing flat MeshCollider to be enlarged twice along each dimension (677652)
  • Physics: Fix crash in cloth cooking when instantiated game object is activated. (775583)
  • Physics: Fix for Collision2D.relativeVelocity being reported with incorrect values. (758422)
  • Physics: Fix interpolated ragdolls jitter under certain circumstances (772337)
  • Physics: Fix issue for Circle, Box & Capsule casting API where an initial overlapped state was not correctly detected.
  • Physics: Fix issue where Character Controller firing trigger callbacks when Character Controller center is set. (783968)
  • Physics: Fix issue where Max Angular Velocity values being reset when disabled. (802249)
  • Physics: Fix issue where Setting Configurable Joint target position not waking up connected bodies. (733654)
  • Physics: Fix issue with Box2D internal pending contact buffer growing due to collider changes outside of play-mode in the editor slowing changes down. (777591)
  • Physics: Fix issue with dragging a Sprite/Texture2D into the inspector causing a PolygonCollider2D to use it even though it is not dropped on the component. (778125)
  • Physics: Fix issue with multi-object editing on Rigidbody2D & Collider2D now correctly showing properties of different values.
  • Physics: Fix MeshCollider cubes not falling asleep on Terrain under certain circumstances (628258)
  • Physics: Fix physics queries detecting backfaces inconsistently (753730)
  • Physics: FIx Raycast against MeshCollider returning wrong RaycastHit.triangleIndex when degenerate triangles were present in the mesh (699563)
  • Physics: Fix Raycast detecting false hits when the whole scene was enlarged (732865)
  • Physics: Fix Raycast failing to detect hits with a scaled dense MeshCollider at certain locations (772433)
  • Physics: Fix Raycast ignoring part of the mesh (722954)
  • Physics: Fix RayCast not detecting hits with a MeshCollider under certain circumstances (733291)
  • Physics: Fix Raycasts against CapsuleCollider returning incorrect result occasionally (718712)
  • Physics: Fix Rigidbody starting to bounce or falls through the ground when center of mass was offset from the pivot (797993)
  • Physics: Fix setting useGravity to true though it was already true causing the Rigidbody to become awake (796324)
  • Physics: Fix some tooltips on the Edit -> Project Settings -> Physics pane (785308)
  • Physics: Fix SphereCast failing to detect Collider at certain coordinates (720683)
  • Physics: Fix SphereCast returning inaccurate hit position against non-uniformly scaled colliders (790258)
  • Physics: Fix SphereCast returning inconsistent results against convex colliders (746417)
  • Physics: Fix SphereCastAll returning inverse normals when cast against MeshColliders with backfaced triangles (775825)
  • Physics: Fix SpringJoint's min and max distances being updated wrongly after set to the same value (788323)
  • Physics: Fix the surface normal being inverted by CharacterController when colliding with a sphere (704111)
  • Physics: Fix to ensure that changing a Collider2D property via the inspector doesn't reset the OnCollision or OnTrigger state back to 'Enter'. (786032)
  • Physics: Fix to ensure that changing the Rigidbody2D.bodyType doesn't affect the Trigger/Collision callback state.
  • Physics: Fixed huge performance spike when activating a gameobject with Cloth component. (760721)
  • Physics: Fixed missing or invalid properties when accessing them through script, except useVirtualParticles ( won't fix as this will be deprecated soon ) (743626)
  • Physics: Renamed 'Physics2D Material' to 'Physics Material 2D' in the create drop-down in the project view. (564671)
  • Physics: Rigidbodies without non-trigger colliders can have custom center of mass and inertia tensor again (763806)
  • Physics: Stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start. (764769)
  • Physics: SurfaceEffector2D now correctly calculates tangent velocities for objects with forces opposing the desired surface speed. (798879)
  • Physics: Toggling 'Rigidbody2D.IsKinematic' or 'Rigidbody2D.useFullKinematicContacts' properties in the Inspector during play-mode now correctly updates the Rigidbody2D. (806089)
  • Physics: WheelJoint2D suspension angle now correctly deserialized when used in prefabs. (759676)
  • Profiler: Prevented negative numbers in the Physics Profiler and showing more accurate numbers for dynamic rigid bodies and kinematic nodes instead. (792907)
  • Profiler: Save Record setting when re-opening the Profiler window during the Editor session (704398)
  • Profiler: Show correct used memory graph when allocated memory exceeds 2GB (663149)
  • Resources: Fix to prevent crashes and memory corruptions when Resources.UnloadAsset is used to unload non-assets or non-unloadable assets. A warning is now issued in such cases. (767120)
  • Samsung TV: Fixed SIMD bug which could cause occlusion culling to not work as intended
  • Samsung TV: UNET's device discovery is now supported
  • Scripting: Always throw an exception when calling AssetDatabase methods from constructors and during serialization (765357)
  • Scripting: Fix crash when field type in C# (array) and single string in prefab (YAML) mismatches (790501)
  • Scripting: Fix SerializeProperty.type for serialized objects in arrays (was always "Generic Mono") (705074)
  • Scripting: Fixed crash after calling DestroyImmediate(gameObject) in MonoBehaviour.Awake (766939)
  • Scripting: Fixed crash in some cases when using DestroyImmediate in a coroutine (764672)
  • Scripting: Fixed crash that may occur when [InitializeOnLoad] attribute is present on generic type (803587)
  • Scripting: Fixed crash when accessing SerializedProperty.tooltip in some cases (723650)
  • Scripting: Fixed issue with being unable to use ScriptableObject.CreateInstance with a nested ScriptableObject class (697550)
  • Scripting: Fixed Mono AOT registration of Shuriken icalls (754856)
  • Scripting: GetComponent throws an exception if called from constructors or deserialization (750066)
  • Scripting: GetTransform() invoked from a constructor or field initializer could crash Unity. (750066)
  • Shaders: Added SetFloatArray and related functions to Material class, to match the functions in MaterialPropertyBlock. (795553)
  • Shaders: Allow manual inclusion of Lighting.cginc in surface shaders (allows redefining macros before it). (774822)
  • Shaders: Changed shader cginc handling to properly handle nested and relative include paths. (735442)
  • Shaders: Changed shader search paths so that the shader file had higher precedence than the project root. (754682)
  • Shaders: Correct a compile error if a project had a local modified copy of some of the Unity includes (782199)
  • Shaders: Fix a case where a material using standard shader with transparency could be sorted wrongly if the shader is reselected (778700)
  • Shaders: Fix a potential crash if an internal error is encountered compiling a D3D11 shader (782654)
  • Shaders: Fixed an editor crash on shutdown if the shader compiler had previously crashed (752250)
  • Shaders: Fixed header annotations on shaderlab properties overwriting the name of the property in the material editor. (793168)
  • Shaders: Fixed support for CustomEditor statements in fixed function shaderlab shaders. (793886)
  • Shaders: Improved error messages if a syntax error is found early in surface analysis (784141)
  • Shaders: Mobile normal mapped shaders have texture tiling/offset field hidden on normal maps now, since it does not do anything. (794072)
  • Shaders: Removed a spurious error about _Emission if a legacy Self-Illumin shader was selected in a material (786534)
  • Shaders: Surface shader analysis wasn't accounting for properties used in GI like ambient occlusion, so not including their inputs. (765145)
  • Shaders: Surface shaders with directional lightmaps and light-prepass now use the normals from the camera normals texture for lighting. (765161)
  • Shaders: Upgrading a shader with a dx11 [annotation] at the start of the file now doesn't crash. (766992)
  • Shadows: Fixed directional light shadows not working properly with some non-standard projection matrices. (668520)
  • Shadows: Fixed shadow pancaking for Directional shadows (800737)
  • Shadows: Semitransparent shadow casters now take fresnel transparency into account better (667609)
  • SpeedTree: Fixed crash when selecting billboard while the original spm asset is deleted. (768057)
  • Substance: Fixed corner cases of outputs not being impacted by any input not being generated
  • Terrain: Fixed a crash when the asset of trees painted on the terrain is deleted from the project. (770290)
  • Terrain: Fixed an issue where modifying terrain settings in the Inspector didn't properly dirty the scene and might cause potential data loss. (774962)
  • Terrain: Fixed an issue where terrain could be selected in Scene View even if its layer is locked. (795496)
  • Terrain: Fixed crash when loading corrupted terrain data. (757741)
  • Terrain: If the supplied argument is out of range, TerrainData.heightmapResolution, SetDetailResolution(), alphamapResolution and baseMapResolution now prints warning message into the console instead of crashing or silently clamping the value. (771032)
  • Terrain: WindZone component now can be reset. (775690)
  • tvOS: Enable game controller in tvOS on-screen keyboard. (776446)
  • tvOS: Fix game center score reporting due to incorrect API check (755395)
  • UI: Fixed ArgumentOutOfRange exception sometimes being thrown when editing InputField on mobile. (762080)
  • UI: Fixed buffers not being copied to threads causing the incorrect shader properties to be used and UI flickering to occur. (780185)
  • UI: Fixed dropdown options not being selectable when outside of scrollview. (755377)
  • UI: Fixed issue where Drowpdown List is added to the GraphicRegistry when being destroyed.
  • UI: Fixed RectMask2D clipping incorrectly when nested canvases are present (782957)
  • UI: Fixed ui placeholder not appearing when input field is selected and the field is empty.
  • UI: Stopped raycast from traversing up the hierarchy when a canvas with override sorting is encountered. (755377)
  • VisualStudio: Fix crash when opening VisualStudio + improve VS startup performance (769777)
  • VR: Fixed crash when VR Support is enabled but no actual device drivers could be loaded.
  • VR: Using Deferred Rendering + MSAA + Image Effect - blur, renders black screen (713551)
  • VR: [VR] Graphics.DrawTexture places image at incorrect screen location when VR enabled (696245)
  • WebGL: Adjust the mouse wheel scale to match other platforms better (793261)
  • WebGL: Always import WebGL audio at 44.1kHz, as Web Audio will resample it anyways, and timing is incorrect otherwise (781544)
  • WebGL: Avoid input axes getting stuck if WebGL loses focus (797338)
  • WebGL: Catch exception thrown in Application.Eval statements (690762)
  • WebGL: Fix "getProcAddress" errors in Chrome console (783786)
  • WebGL: Fix anisotropic filtering in Safari (778027)
  • WebGL: Fix API deprecation warnings about MediaStreamTrack and mozGetUserMedia APIs
  • WebGL: Fix AudioClip.PlayScheduled and SetScheduledEndTime not working in Safari (749303)
  • WebGL: Fix build errors when using WebGL Templates with files marked as read-only (755195)
  • WebGL: Fix error when clicking fullscreen button before content is initialiazed (775373)
  • WebGL: Fix GUITexture NPOT scaling (766316)
  • WebGL: Fix unnecessary waste of memory by keeping an unneeded copy of the player code at startup.
  • WebGL: Fix use of Min and Max shader blend modes (781565)
  • WebGL: Fix WebGL warning messages in WebGL 2.0 (782235)
  • WebGL: Fixed copy/cut/paste for InputField and TextField on Mac (762928)
  • WebGL: Fixed exception on Safari when using PlayScheduled and SetScheduledEndTime (749303)
  • WebGL: Fixed SimpleWebServer bug causing 'Uncaught incorrect header check' (770266)
  • WebGL: Make it possible to build WebGL players from non-unicode path names on windows (627976)
  • WebGL: Make it possible to whitelist UnityEngine.SpeedTreeWindAsset in link.xml (773309)
  • WebGL: Removed unused code in default WebGL template (789899)
  • WebGL: Set up editor to correctly emulate WebGL Graphics capabilities when editor mode is set to WebGL (790287)
  • Windows: SystemInfo.deviceModel will now report model name and manufacturer (784466)
  • Windows Editor: Fix editor crash when locing cursor from constructor (765466)
  • Windows Editor: Screen.resolutions will now return all available resolutions when used inside the Windows Editor. (611660)
  • Windows Standalone: Custom image will be correctly shown in screen selector dialog when building to directory with non-english letters (801951)
  • Windows Standalone: Launcher will correctly display unicode symbols for input bindings. (507878)
  • Windows Standalone: P/Invoke will work correctly with native libraries which reference other native libraries, if those libraries are located in the same directory. (776918)
  • Windows Store: Accelerometer Events will be correctly returned on ARM platforms (802112)
  • Windows Store: Build & Run will correctly work with Universal Windows 10 Apps. (771326)
  • Windows Store: Correctly generate Visual Studio namespace when product name contains ' symbol. an underscore will be used instead (754102)
  • Windows Store: Disable Generate C# option when scripting backend is set to il2cpp (775344)
  • Windows Store: Do not allow mixing JPEG and PNG files for different scales of the same image type (tiles, splash screens etc.) (775592)
  • Windows Store: Files located in AssetsResources won't end up in generated Assembly-CSharp-firstpass project, but will be correctly placed in Assembly-CSharp project (777741)
  • Windows Store: Fix a bug where mouse scrollwheel was returning inverted values (813683)
  • Windows Store: Fix AssemblyConverter failure when return type that is generic parameter (762780)
  • Windows Store: Fix Build & Run when Product Name has characters with diacritis (776483)
  • Windows Store: Fix build failure using .NET 4 plugins and Mono compiler (compilation override None) (750001)
  • Windows Store: Fix certain UnityEngine.Networking features not working when using "Unity C# projects" (774164)
  • Windows Store: Fix crash when loading C# type from plugin which was not included in the final build. (765893)
  • Windows Store: Fix DisconnectedException while pluging/unplugin joystick from usb multiple times (778842)
  • Windows Store: Fix issue where user couldn't enter @ symbol with touch screen keyboard when spanish language is selected. (792589)
  • Windows Store: Fix jpeg visual asset (tiles, splash screens etc.) support (769109)
  • Windows Store: Fix occasional build failures when using UnityEngine.Networking API and .NET Core (763173)
  • Windows Store: Fix Screen.orientation reporting Autorotation on start up (787522)
  • Windows Store: Fix System.FormatException in MainPage.xaml.cs (802990)
  • Windows Store: Fix Tab key duplicating in XAML controls (775931)
  • Windows Store: Fixed $(OutDir) and $(IntDir) paths for generated il2pp Visual Studio solutions which prevented appx bundles to build correctly (774295)
  • Windows Store: Fixed antialising when calling Screen.SetResolution on Universal Windows 10 Apps
  • Windows Store: Keep extended splash screen rotated to the same angle as system one on Windows Phone 8.1 (770092)
  • Windows Store: Load first scene after Unity splash screen is over (767548)
  • Windows Store: RuntimeInitializeOnLoadMethod will work correctly (777878)
  • Windows Store: Screen.currentResolution will return desktop resolution when application is in windowed mode. (771541)
  • Windows Store: Screen.Resolution(, , true) will no longer ignore width and height, so you can set your desired resolution on Universal Windows 10 Apps.
  • Windows Store: Screen.SetResolution will correctly work on Windows Phone 10 (773877)
  • Windows Store: SystemInfo.supportsVibration will return correct value on Windows Phone 8.1/10.0 (804156)
  • Windows Store: Unity won't steal key events when another XAML element (for ex., TextBox) is focused
  • Windows Store: When playing video using Handheld.PlayFullScreenMovie, you'll be able to stop using Escape or Back button. (803250)
  • Windows Store: Windows Store: Mouses and touches will work correctly after locking/unlocking the screen. (768929)
  • Windows Store: WWW.responseHeaders will return STATUS header the same way as other platforms (801998)
  • WindowsStandalone: Application launched with high integrity level will no longer act as low integrity application. (818601)
  • WindowsStore: Microsoft .NET compiler will always ouput errors in english ignoring OS region settings, the same way as Mono compiler. (755238)

New in Unity 5.4.0 Patch 3 (Aug 26, 2016)

  • Improvements:
  • Graphics: GPU Instancing: It is no longer an error to use instanced shaders on renderers that don't support instancing (SkinnedMeshRenderer, SpriteRenderer, etc.)
  • Grpahics: GPU Instancing: For statically batched MeshRenderers, using instanced shader now will not break static batching. If you want renderers to be instancing batched, please consider disable static batching flag (816786).
  • VR: Oculus GearVR version updated to 1.7.1.
  • Fixes:
  • (800914, 802831) - 2D: Fixed assert message "importer.GetNPOTScale() == TextureImporter::kNPOTKeep" showing when creating sprites in Advance mode. Creating sprites now ignores TextureImporter's non power of two settings if the texture is already a power of two.
  • (811963) - Android: Audio - Fixed glitches on GearVR when Best Latency is selected.
  • (811880) - Android: Fix for crash on returning from Handheld.PlayFullScreenMovie.
  • (769505) - Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • (763293) - AssetBundles: Fixed AssetBundle.LoadFromFile usage with Application.streamingAssetsPath on Android.
  • (none) - Core: Added support for loading serialized files stored with 5.5.0a4.
  • (793567) - Editor: Exceptions from PostProcessBuild callbacks now introduce errors to the build.
  • (808080) - Editor: Fixed crash when trying to connect a GameObject to a prefab with no root GameObject set.
  • (793679) - Graphics: Don't re-upload textures to the graphics device when a quality change is requested and the pixel data is unavailable. This applies to textures loaded from asset bundles unloaded with AssetBundle.Unload (false).
  • (791721) - IL2CPP/Windows Store: Allow non-blocking sockets to work properly on 64-bit builds.
  • (819647, 821614) - IL2CPP: Correct some calls to HasValue on nullable types, which could return true when the nullable does not have a value.
  • (818966) - IL2CPP: Generate proper C++ code for some cases involving array parameters passed by reference.
  • (815722) - IL2CPP: Prevent a stack overflow during code conversion which can occur for mutli-dimensional arrays with generic types.
  • (818102) - IL2CPP: Rename the types.h file to be il2cpp-string-types.h to avoid the possibility of is conflicted with a user-defined header file.
  • (369773) - iOS: Building from GUI now uses a project relative path if the location is under the project folder.
  • (790724) - Kernel: Fixed rounding error so Mathf.MoveTowardsAngle always reaches target angle.
  • (735709) - Linux: Fallback to NET_WM_ICON for setting custom player icon.
  • (810289) - Networking: Fixed starting a server cashes on libwebsocket_service_fd.
  • (820523) - OS X: Fixed HTTPS support for WWW/UnityWebRequest when Mac App Store receipt validation is on.
  • (770034) - OSX: Fixed a crash when building for OSX in certain circumstances to do with paths to splash screen and icon.
  • (808187, 790220, 816014) - Prefabs: Fixed some issues and crashes related to undo-ing the creation of prefabs and prefab connections.
  • (none) - Tizen: Fixed a problem with UnityPluginLoad() not working.
  • (780292) - UI: Fixed an issue with OnPointerEnter getting called a second time after a tap finishes a cycle.
  • (none) - VCS: Stop a C++ method being called during C# constructor and serialization (which is a scripting warning as it is unsafe to do this).
  • (806810) - VR: Fixed different particle shader transparency between editor and build when splash screen is active.
  • (801951) - Windows Standalone: Custom image will be correctly shown in screen selector dialog when building to directory with non-english letters.
  • (803319) - Windows Standalone: Fix regression where "touch up" events would be lost when occurring outside window bounds.

New in Unity 5.4.0 Patch 2 (Aug 19, 2016)

  • Improvements:
  • Core: Added support for loading serialized files stored with versions >= 5.5.0a4
  • DX11: Improved texture upload performance for compressed, floating point ant RGBA32 formats (812350).
  • Networking: Projects using UnityWebRequest from UnityEngine.Experimental.Networking should now be auto-upgraded to use its new location in UnityEngine.Networking.
  • VR: Mac version of the editor can now add OpenVR as a VR platform when targeting the Windows player.
  • VR: Stereo View and Projection Matrices can be set individually through scripting API.
  • VR: Updated Oculus to Version 1.7.
  • VR: Updated OpenVR DLL to version 1.0.2.
  • Fixes:
  • (820608) - AI: Fixed an issue where 'Not Walkable' objects close to the ground would not create a hole in the navmesh when baked.
  • (822015) - AI: Fixed an issue where NavMeshAgent remaining distance property would be wrong right after setting the agent destination to the same polygon.
  • (822362) - AI: Fixed an issue where NavMeshAgent would sometimes teleport right after NavMeshObstacle carving.
  • (811880) - Android: Added fix for crash on returning from Handheld.PlayFullScreenMovie.
  • (803481, 807275) - AssetBundles: Fixed an issue where calling Resources.UnloadUnusedAssets while loading an AssetBundle with AssetBundleRequest.LoadAssetAsync caused an error & stopped the asset from being loaded properly.
  • (814152) - Camera: Fixed an issue where rect was ignored when using SetTargetBuffers.
  • (791721) - IL2CPP/Windows Store: Allow non-blocking sockets to work properly on 64-bit builds.
  • (819647, 821614) - IL2CPP: Correct some calls to HasValue on nullable types, which could return true when the nullable does not have a value.
  • (818966) - IL2CPP: Generate proper C++ code for some cases involving array parameters passed by reference.
  • (815185) - UnityWebRequest: Report downloaded bytes for asset bundle and properly report 1.0 progress when finished.
  • (none) - VR: Fixed crash when exiting VR in certain cases where the HMD was detected as not connected on the first frame.
  • (none) - VR: Fixed viewport scale issues with OpenVR.
  • (804577) - Windows Store: Generate code in exported the solution to enter full screen if "Default is full screen" is set in player settings.
  • (804583) - Windows Store: Generate code in exported the solution to setup initial orientation.
  • (817285) - Windows Store: Suppress system overlays by default in il2cpp solutions (make consistent with .NET).

New in Unity 5.4.0 Patch 1 (Aug 10, 2016)

  • Improvements:
  • VR: Oculus Plugin updated to version 1.6.
  • Fixes:
  • (746248) - Android: Buildpipe - Don't check for passwords if exporting project.
  • (746248) - Android: Buildpipe - Don't merge manifests if exporting project.
  • (811963) - Android: Audio - Fixed glitches on GearVR when Best Latency is selected.
  • (814402, 811236) - Graphics: Fixed image effects being rendered twice when the camera is instantiated from prefab or copying another camera. This issue was player only. 5.4 regression.
  • (809864) - IL2CPP/PS4: Fixed the exception "System.Net.Sockets.SocketException: System call failed" which can occur when UDP sockets are used.
  • (817745) - VR: Fixed possible crash on shutdown.
  • (797965) - Android: Editor - Added a workaround for AAPT sometimes crashing for no good reason.
  • (818044) - WebGL: Fixed compressed build files (.*gz) creation if they already exist.
  • (817335) - iOS: Fixed iOS 10 simulator crash.
  • (820523) - OS X: Fixed HTTPS support for WWW/UnityWebRequest when Mac App Store receipt validation is on.
  • (735709) - Linux: Added fall back to NET_WM_ICON for custom player icon.
  • (810964) - Mono: Properly locate the libMonoPosixHelper.dylib file in the editor on OS X when it is used.
  • (807653) - IL2CPP: Fixed IPEndPoint on IPv6 network.
  • (809995) - IL2CPP: Corrected an exception during code generation with the NPOI library.
  • (808536) - iOS/IL2CPP: Fixed an error in generated C++ code due to duplicate extern declarations when an extern method in C# is overloaded.
  • (818102) - IL2CPP: Renamed the types.h file to be il2cpp-string-types.h to avoid the possibility of is conflicted with a user-defined header file.
  • (816514) - Linux: Don't unnecessarily clear mouse position.
  • (none) - GI: Fixed performance regression of LightProbes.GetInterpolatedProbe API (5.4 regression).
  • (none) - Editor: Fixed the inspector UI for some Renderers where Light Probe and Reflection Probe options were not displayed correctly.
  • (808817, 805086, 801150) - Android: Fix for clip() in ES3 shaders on some Adreno devices
  • (813105) - Animation: Fixed an issue where an assert that couldn't be acted upon was popping in the AvatarMask inspector.
  • (813681) - Animation: Fixed a crash that happened when disabling a gameobject during animation-triggered physics callbacks.
  • (805892) - IL2CPP/XBoxOne: Prevent the C+ compiler from crashing while compiling the IL2CPPCompilerCalculateTypeValues.cpp file for some projects. This file was just too large in these cases, so IL2CPP will not generate multiple smaller files instead.
  • (812570) - IL2CPP: Properly marshal delegates when they are fields of a struct.
  • (813962) - IL2CPP: Generated C++ code properly for two structs that contain arrays of each other as fields.
  • (815722) - IL2CPP: Prevent a stack overflow during code conversion which can occur for mutli-dimensional arrays with generic types.
  • (none) - UnityWebRequest: Fixed memory leak and possible crash when doing mulpiple request using the same object
  • (796508) - WWW: Fixed occasional crashes in il2cpp projects.
  • (813763) - UnityWebRequest: Fixed errors in console when downloading texture.
  • (813805) - DX11: Fixed some drivers crashing when using GPU skinning and tessellation shaders happen to be set up.
  • (772640, 817337) - Profiler: Fixed GPU profiling showing "N/A" for most draw calls, instead of associating with proper objects (5.4 regression).

New in Unity 5.4.0f3 (Jul 28, 2016)

  • FEATURES:
  • Editor: Optional "strict mode" when building projects and AssetBundles, which will fail the build if any errors (even non-fatal ones) are reported during the build process.
  • GI: Added de-noising filter to baked final gather. description
  • IL2CPP: Android support for IL2CPP is now official (previously 'experimental').
  • iOS: Added support for ODR (On Demand Resources) initial install tags.
  • Kernel: The Transform component has been rewritten using SIMD and a cache-friendly data layout, so the code is now faster for many use cases.
  • OSX: Unity Editor supports Mac Retina displays now (mostly for improved text and icon rendering). Windows HiDPI support in development. description
  • Particles: Particle width, height and depth (for Mesh particles) can now be defined independently from each other. Editor UI: description
  • description Example: description
  • Services: GamePerf service integration. You can now track your exceptions from the wild by enabling this in the Services window.
  • Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms.
  • VR: Oculus Support for DirectX 12.
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all Windows platforms as long as they're running on Windows 10 (editor, standalone, store apps).
  • Windows: Added support for G-Sync and FreeSync on Windows 10 on DirectX 11 (for the Windows Store player only) and DirectX 12 (for both the standalone player and the Windows Store player).
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK.
  • Physics: Various physics improvements:
  • Overlap recovery. Used to de-penetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController will automatically try to resolve the penetration, and move to a safe place where it does not overlap other objects.
  • Added ContactPoint.separation API.
  • Added Physics.OverlapCapsule and OverlapCapsuleNonAlloc functions.
  • Added Rigidbody.solverVelocityIterations and Physics.defaultSolverVelocityIterations, to help stabilize bounce behavior on impacts.
  • VR: Native Spatializer Plugins for VR:
  • Oculus Spatializer included with the support.
  • Shaders: ComputeShader improvements:
  • Added DispatchIndirect function. Similar to DrawProceduralIndirect; dispatches ComputeShader with parameters sourced from ComputeBuffer.
  • API of counters on ComputeBuffers can now be optionally reset when bound, and can be explicitly set via SetCounterValue.
  • Exposed ComputeShader.GetKernelThreadGroupSizes to query Compute thread group sizes.
  • Improved error handling for ComputeShaders.
  • Debugging via #pragma enable_d3d11_debug_symbols, just like for regular shaders.
  • Shaders: Uniform array support:
  • Uniform arrays can be set by new array APIs on MaterialPropertyBlock, Shader and Material.
  • Supports array sizes up to 1023.
  • The old way of setting array elements by using number-suffixed names is removed.
  • Particles: New Trigger Module, including:
  • A script callback when particles touch a predefined list of collision shapes.
  • Ability to modify/kill particles that are intersecting the collision shapes.
  • Editor UI: description Example: description
  • VR: Multi-device support:
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (such as DLLs) will be copied to the build for every SDK in the list.
  • At startup, Unity will go down the list and try to initialize each device. If any fail to initialize (for example, if the headset is not connected), Unity will move on to the next. If all fail, Unity won’t enter VR mode.
  • PlayerSettings: Deprecated PlayerSettings stereoscopic 3D checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • API: Deprecated VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • API: Added the ability to get a list of supported SDKs. Readonly: string[] VRSettings.supportedDevices.
  • VR: Native OpenVR support:
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • VR: Optimized Single-Pass Stereo Rendering:
  • Instead of rendering each eye separately, this uses a wider render target and alternating draw calls to render both eyes with a single scene traversal.
  • Option in Player Settings.
  • Note that some image effects or screenspace shaders might need to be updated to work with it. description
  • GI: Light Probe Proxy Volumes:
  • This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). It will sample probes into a 3D texture and use that in the shader.
  • Requires shader model 4+ platform (DX11/DX12 on Windows, GLCore 4.1+ on Mac/Linux, PS4, XboxOne). description
  • Graphics: GPU Instancing Support:
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing. Supports custom vertex/fragment shader and surface shaders.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supports Graphics.DrawMesh command.
  • Requires shader model 4+ platform (DX11/DX12 on Windows, GLCore 4.1+ on Mac/Linux, PS4, XboxOne). description
  • Graphics: Improved multithreaded rendering:
  • Compared to current dual-thread rendering (main thread + rendering thread), this splits up rendering logic into concurrent "graphics jobs" that run on all available CPU cores.
  • See "Graphics Jobs" option in player settings (off by default, still considered experimental).
  • Currently implemented on PC (Win/Mac/Linux/WindowsStore), PS4, XboxOne. Best results with modern graphics APIs like DX12.
  • In addition to multithreaded rendering, overall CPU graphics performance should be better in 5.4. description
  • Graphics: Motion vector rendering support:
  • Motion vectors track the screen space position of an object from one frame to the next, and can be used for post process effects.
  • See the API docs for Renderer.motionVectors, Camera.depthTextureMode, SkinnedMeshRenderer.skinnedMotionVectors, PassType.MotionVectors, and DepthTextureMode.MotionVector.
  • Requires RGHalf render texture format support.
  • Utilized in the current beta of Unity Cinematic Image Effects descriptiondescription
  • See Keijiro Takahashi's example of vector field visualization KinoVision
  • description
  • Graphics: Texture Array support:
  • SeeTexture2DArray class.
  • Requires shader model 3.5+ platform (DX11/DX12 on Windows, GLCore Mac/Linux, GLES3+, Metal, PS4, XboxOne).
  • Here they are used in the Adam demo for terrain shading: description
  • IAP: Cloud catalog:
  • A 'useCloudCatalog' boolean has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • BACKWARDS COMPATIBILITY BREAKING CHANGES:
  • Android: WebCam no longer works on Gingerbread devices.
  • DX12: Introduced new native plugin interface IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; users should now use Texture.dimension.
  • GI: Deprecated Light.actuallyLightmapped; users should now use Light.isBaked and Light.bakedIndex instead. Baked Light now has unique index, instead of the flag "actuallyLightmapped"
  • Graphics: Deprecated Material(String) constructor further. This will now always create a material with the error shader and print an error, in both Editor and player. It will be completely removed in a future Unity version.
  • Physics: Made changes to avoid Physics transform drift by not sending redundant Transform updates.
  • Physics: Physics Meshes are now rejected if they contain invalid (non-finite) vertices.
  • Playables: Refactored API so that Playables are structs instead of classes, making the API allocation-less in C#.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Scripting: Promoted WebRequest interface from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will need to be updated.
  • Shaders: Changed default shader compilation target to "#pragma target 2.5" (SM3.0 on DX9, DX11 9.3 feature level on WinPhone). Can still target DX9 SM2.0 and DX11 9.1 feature level with "#pragma target 2.0". The majority of built-in shaders target now 2.5. Notable exceptions are Unlit, VertexLit and fixed function shaders.
  • CHANGES:
  • Android: Assets - Disabled texture streaming for Android.
  • Android: Deprecated UnityPlayerNativeActivity and UnityPlayerProxyActivity; these will now print warnings to the logcat if in use.
  • Android: Removed native activity implementation. An activity with the same name based on a regular activity is still in place for backwards compatibility reasons.
  • Android: Screen.dpi now always returns densityDpi.
  • Audio: Updated FMOD to 4.44.56.
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • Graphics: Default Camera's background clear color now has 0 alpha, instead of 5/255 alpha.
  • Graphics: Unity splash screen replacement now uniform across platforms, featuring a light and pro-only dark style.
  • Installer: With Webplayer removal, desktop players are now part of their respective Editor installations, so the option to separately install them is removed.
  • iOS: Upgraded the minimum supported iOS version to 7.0. iOS 6 is no longer supported.
  • Physics: Exposed Cloth.enableTethers API. Renamed Cloth.useContinuousCollision to enableContinuousCollision, and Cloth.solverFrequency to clothSolverFrequency.
  • Physics: Fixed Character Controller Physics causing capsule to be thrown in the air when exiting another collider.
  • Physics: Renamed Physics.solverIterationCount to Physics.defaultSolverIterations, and Rigidbody.solverIterationCount to Rigidbody.solverIterations.
  • Scripting: Renamed onSceneLoaded to sceneLoaded, onSceneUnloaded to sceneUnloaded, and onActiveSceneChanged to activeSceneChanged, to be compliant with naming conventions.
  • Scripting: Using GameObject.AddComponent is no longer allowed and will throw an exception. Derive a class from MonoBehaviour and add it instead.
  • Shaders: Moved internal shader for computing screenspace cascaded shadows into Graphics Settings. If you were overriding it before by just dropping it into the project, you now need the custom one via Graphics Settings.
  • Shaders: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform.
  • Terrain: Terrain objects created in the Scene will now be properly renamed (in the same way as GameObjects) to avoid using the same name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider components on the same GameObject, a warning message will be shown with a button to fix the situation.
  • UI: Switched component menu name for RectMask2D to match class name.
  • UI: UI no longer interacts with the cursor when the cursor is locked.
  • WebGL: Removed .htaccess file generation.
  • Windows Store: Deprecated PlayerSettings.WSA.enableLowLatencyPresentationAPI. It is now always enabled.
  • IMPROVEMENTS:
  • Android: Added template for ProGuard obfuscation on exported project.
  • Android: Application name now supports non-alphanumeric characters and spaces.
  • Android: Converted some fatal error messages to be presented on-screen rather than printed to the logcat.
  • Android: Enhanced robustness of Location input.
  • Animation: Improved Animation event performance for repeat calls to the same events on components.
  • Asset Import: Unity now supports import of model files (such as FBX) containing more than 100,000 objects.
  • Cache Server: Improved the cache server so that it can properly handle scenarios when assets with missing references are being read.
  • Core: Improved multithreaded job execution. Spawn worker threads are now based on the number of logical processors instead of physical cores.
  • Core: Object.Instantiate now takes a optional Transform parent parameter.
  • DX12: Added support for multi-display rendering.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • DX12: Optimized texture/mesh loading times by using GPU copy queue.
  • Editor: "Discard changes" in Scene context menu now reloads selected modified scenes.
  • Editor: Added an editor warning whenever a Shader with many variants (for example, Standard shader) is added to the 'always included' list in graphics settings.
  • Editor: Added API to toggle preventing cross-scene references on/off.
  • Editor: Added EditorSceneManager.DetectCrossSceneReferences API.
  • Editor: ENABLE_PROFILER now works correctly in Editor for runtime script compilation.
  • Editor: In Play Mode the DontDestroyOnLoad Scene will now only be shown if it has GameObjects.
  • Editor: Scene headers are now always shown in the Hierarchy to prevent confusion when loading and unloading Scenes in Play Mode. This also allows user to see which Scene is loaded in OSX fullscreen mode.
  • GI: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • GI: Added edit mode for light probe group to avoid accidental selection changes.
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs.
  • GI: Ambient Occlusion now has separate sliders for direct and indirect light. The default value is Ambient Occlusion on indirect light only. description
  • GI: Atlassing will now correctly generate atlases without wasting space when scaling down objects.
  • GI: BakeEnlightenProbeSetJob results now stored in hashed file to speed up rebaking of light probes.
  • GI: Final Gather no longer recomputes if the result is in the cache.
  • GI: HDR color picker is now used for ambient color, instead of color plus ambient intensity. description
  • GI: Improved light update performance.
  • GI: Improved mixing of realtime and baked shadows: removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights.
  • GI: Occlusion of the strongest mixed mode Light is now stored per Light Probe.
  • GI: Reflection probe convolution has been sped up (about 2x), and is now less noisy, particularly for HDR environments.
  • Graphics: A slice of 3D/2DArray can now be set as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: Added a property to allow skipping the bounding box recalculation when setting the list of indices or triangles of a Mesh. This is useful for LODs that use a sliding window.
  • Graphics: Added GL.Flush API.
  • Graphics: Added ImageEffectAllowedInSceneView attribute for Image Effects. This will copy the Image Effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View Effects menu.
  • Graphics: Added Light.customShadowResolution and QualitySetting.shadowResolution to scripting API to make it possible to adjust the shadow mapping quality in code at run time on a per-light basis.
  • Graphics: Added makeNoLongerReadable argument to Texture3D.Apply and Texture2DArray.Apply APIs, to allow for the release of system memory.
  • Graphics: Added MaterialPropertyBlock.SetBuffer.
  • Graphics: Added mechanism to tweak some Unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts (see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings, for methods to get/set shader settings). Please note that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added RenderTexture.GetNativeDepthBufferPtr for native code plugins.
  • Graphics: Added TextureDimension enum and Texture.dimension property.
  • Graphics: Added useLightProbes argument to Graphics.DrawMesh (defaults to true).
  • Graphics: DX11; rendering annotations now correctly appear on Windows Store platforms when using GPU debuggers.
  • Graphics: Implemented fast texture copies via Graphics.CopyTexture.
  • Graphics: Reduced render batch breaking overhead due to LOD fading.
  • Graphics: Support multithreaded (client/worker) rendering on iOS and OSX Metal devices.
  • IAP: Added support for fetching IAP products incrementally in batches. FetchAdditionalProducts method added to IStoreController.
  • Installer: DownloadAssistant will now warn users if they try to install components which require Unity without selecting UnityEditor component.
  • Installer: Mac Download Assistant will now write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log.
  • Installer: WindowsEditor Installer will install Release Notes online shortcut to the Windows start menu.
  • iOS: Added support for new native rendering plugin interface.
  • iOS: Option for custom URL schemes added to Player Settings.
  • iOS/tvOS: Change to use relative symlinks for plugins when building to a related folder.
  • Multiplayer: Made matchName and matchSize serializable attributes so they can save on the network manager.
  • OpenGL: Optimized shader translation for matrix array accessing. This improves instancing performance.
  • OpenGL: Ported existing multidisplay support (Mac/Linux) to OpenGL core.
  • Particles: Added implicit conversion operators when setting MinMaxCurve with constants. This allows "myModule.myCurve = 5.0f;" syntax. Added the same support for MinMaxGradient when using one color.
  • Particles: Added option to select exactly which UV channels the Texture Animation Module is applied to.
  • Particles: Added particle radius parameter for world collisions. Editor UI: description
  • Particles: Added Undo support when auto re-parenting sub-emitters.
  • Particles: Choosing a random start frame in the Texture Animation Module is now supported.
  • Particles: It is now possible to read MinMaxCurve/MinMaxGradient in script, regardless of what mode it is set to. Previously it would give an error message in some modes.
  • Physics: Added a warning when using a staticially combined mesh on a BoxCollider.
  • Physics: Running the PhysX simulation step can now be skipped if not required by Rigidbodies or WheelColliders.
  • Physics2D: Added 'OneWayGrouping' property to PlatformEffector2D for group contacts.
  • Physics2D: Point editing is now allowed in Inspector for Edge/PolygonCollider2D.
  • Profiler: Added more profiling information for loading operations.
  • Profiler: Added toggle to exclude reference traversal in memory profile.
  • Scene Management: Added events sceneLoaded, sceneUnloaded and activeSceneChanged to SceneManager.
  • Scripting: Added cancel button to "Opening Visual Studio" progress dialog.
  • Scripting: Added new yield instruction: WaitForSecondsRealtime.
  • Scripting: Added UnityEngine.Diagnostics.PlayerConnection. This allows user to send files from player to Editor when profiler is connected.
  • Scripting: COM no longer used to launch VisualStudio, resulting in better immediate feedback experience.
  • Scripting: Deprecated Application.stackTraceLogType; users should now use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • Scripting: For StacktraceLogtype.None only the message will now be printed (without file name or line number).
  • Scripting: Improved Object.Instantiate() performance.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components.
  • Scripting: ScriptUpdater now asks whether to automatically update once per project session (i.e if a different project is opened or Unity is restarted).
  • Scripting: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning.
  • Scripting: Stacktrace log type can now be set in PlayerSettings for various log types.
  • Shaders: Added ability to exclude shaders from automatic upgrade by having "UNITY_SHADER_NO_UPGRADE" anywhere in shader source file.
  • Shaders: Added PassFlags=OnlyDirectional pass tag. When used in ForwardBase pass, it makes sure that only ambient, light probe and main directional light information is passed. Non-important lights are not being passed as vertex light constants, nor are put into SH data.
  • Shaders: Added shader #pragma to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within OpenGL ES).
  • Shaders: Added UNITY_SAMPLE_TEX3D_LOD macro, for consistency with other LOD sampling macros.
  • Shaders: Engine and built-in shaders use five fewer shader keywords now, leaving more keywords for users. The following keywords are thus removed: SOFTPARTICLES_OFF, HDR_LIGHT_PREPASS_OFF, HDR_LIGHT_PREPASS_ON, SHADOWS_OFF, DIRLIGHTMAP_OFF.
  • Shaders: Extended Standard Shader UI and added new options to disable specular highlights and reflections, and to pack Smoothness into the alpha channel of the Albedo texture.
  • Shaders: Implemented alpha-to-coverage ("AlphaToMask On" in shaders) on OpenGL/ES, DX9, and Metal (previously only on DX11/12).
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • Shaders: Improved shader translation performance when compiling shaders into OpenGL ES 2.0 & Metal.
  • Substance: Warning is shown when an input of a BakeAndDiscard ProceduralMaterial is being set at runtime.
  • tvOS: Added support for Analytics.
  • UI: Added new property AscentCalculationMode to TrueTypeFont importer to control how font ascent value is determined.
  • UI: Added rootCanvas property to Canvas.
  • UI: Align By Geometry now supports vertical alignment. This can be useful for cases where the font ascent/descent info has large uneven spacing.
  • UI: Created an empty RectMask2D editor and modified the selectable one to hide script fields.
  • UI: ETC1+alpha support for UIImage on mobile platforms.
  • UI: Improved performance of MaskUtility functions.
  • UI: Improved the way that line spacing affects leading in text generation, to provide more predictable leading when line spacing is less than 1.
  • UI: Made more functions virtual inside Graphic class.
  • UI: UI now sets the texelSize for use in custom shaders.
  • VR: Added support for the Oculus Rift Remote. It now presents itself to the input system as a joystick named "Oculus Remote".
  • VR: Focus and ShouldQuit Support: -Application Focus is now controlled by respective VR SDK when Virtual Reality Support is enabled. -Application will quit if the respective VR SDK tells the app to quit when Virtual Reality Support is enabled
  • VR: The Oculus OVRPlugin signature check now happens only for non-development, release builds.
  • WebGL: Incremental builds of generated C++ code are now supported.
  • Windows: Added "Copy PDB files" option in the Build Settings window. This way, you can control whether or not to copy debugging files.
  • Windows: Standalone player now can be run in Low Integrity Mode.
  • Windows Store: Added Bluetooth capability to Player Settings.
  • Windows Store: Added PlayerSettings.WSA.Declarations API for setting declarations for Package.appxmanifest.
  • Windows Store: Added support for UnityEngine.Ping class.
  • Windows Store: Command line argument -dontConnectAcceleratorEvent can now be added to disable accelerator event-based input. This disables support for some keys in Unity (like F10, Shift), but fixes issue with duplicate characters in some XAML controls.
  • Windows Store: Improved deserialization performance when using .NET scripting backend.
  • Windows Store: Improved Visual Studio project generation. The solution shouldn't rebuild needlessly anymore; however, users may need to delete the old generated project so it can be regenerated. See upgrade guide.
  • Windows Store: In Player Settings, visual asset images are now edited using object fields.
  • Windows Store: New implementation for TouchScreenKeyboard on UWP now supports both XAML and D3D apps as well as IME input. Older implementation can be turned on by passing command line argument -forceTextBoxBasedKeyboard.
  • Windows Store: PDBs will now be included in the installers for "Release" players as well as debug and master players.
  • Windows Store: System.operatingSystem will add '64bit' postfix if target device has 64bit CPU (see more information in Unity Documentation).
  • Windows Store: UnityWebRequest now supported for all SDKs.
  • Shaders: #pragma targets 3.5, 4.5, 4.6 are accepted:
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • FIXES:
  • [755263] 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer.
  • [745882] 2D: Fixed a crash when packing a crunched 24-bit texture.
  • [759462, 761416] 2D: Fixed error log 'GetLocalizedString is not allowed...'
  • [754385] 2D: Fixed the clipped text in the Unity Preferences > 2D pane.
  • [727785] AI: Prevent rare access of garbage memory of last node in navmesh BV tree.
  • [689362] Android: Audio is now muted when audio focus is lost.
  • [554244] Android: Editor now only detects Android devices that are online.
  • Android: Fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices.
  • [766776] Android: Fixed freeze in new splash screen when using threaded GfxDevice.
  • [757111] Android: LocationService - Fixed crash bug
  • [764422, 762733] Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • [789557] Animation: A warning that was erroneously displayed in AnimationClip is now displayed in ModelImporter.
  • [769704] Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • [760796] Animation: Added AnimationClipPlayable.applyFootIK.
  • [742973] Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • [561601] Animation: Disabled multi-file editing of model scale because it wasn't working properly.
  • [743181] Animation: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • [582315] Animation: Disabled recording and playback ui in animation window when in game mode
  • [766821] Animation: Disabled reset menu item in component when animation mode is active.
  • [757982] Animation: Dragging Sprite Assets into the Hierarchy window and then pressing Cancel no longer deletes the parent GameObject.
  • [757982] Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • [767096] Animation: Fix RootMotion import for generic animation with parent with specific default values
  • [705558] Animation: Fix to allow deletion of the last keyframe in the curve editor.
  • [758274] Animation: Fix to prevent Animation Event from being created with negative time.
  • [710887] Animation: Fixed a bug causing an offset between Set and Get of Animator.bodyPosition.
  • [715009] Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • [768767] Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • [723395] Animation: Fixed a bug where auto keys at time 0 for rotation curves were slightly off.
  • [749332] Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated.
  • [754268] Animation: Fixed a bug where the Animation window would try to access a deleted Animator component and cause a crash.
  • [788452] Animation: Fixed a case where adding an IsActive property to a legacy animation would cause a crash when sampling.
  • [742258] Animation: Fixed a case where animation events queue up when fireEvents is set to false.
  • [736468] Animation: Fixed a case where copying transitions between state machines without copying destination would crash.
  • [783143] Animation: Fixed a crash triggered when playing an AnimatorControllerPlayable with an invalid asset.
  • [784839] Animation: Fixed a crash when interrupting a transition on a synchronized layer.
  • [742124] Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component.
  • [771744] Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • [766978] Animation: Fixed an issue where an assert would fail when importing animations on a model where the skinned mesh was not on the root joint.
  • [742069, 699102] Animation: Fixed an issue where animation events would be significantly slower when an object has a lot of components.
  • [755714] Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag.
  • [769861] Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • [769505] Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • [764019] Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • [785852] Animation: Fixed an issue where interrupted transitions would cause empty states to continue to output animation.
  • [742367] Animation: Fixed an issue where rotation keys created through the inspector defaulted to quaternion curves instead of euler curves.
  • [754595] Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode.
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • [789784] Animation: Fixed an issue where the transition preview wouldn't reappear when valid parameters were set (after it having disappeared when invalid parameters were set).
  • [754595] Animation: Fixed an issue with rotations staying applied after animating
  • [784131] Animation: Fixed animation event firing even though layer weight is set to zero.
  • [745131] Animation: Fixed animation in Scene View not updating when deleting key in dopesheet editor.
  • [769029] Animation: Fixed Animation previewer not detecting properly target object to preview
  • [762274] Animation: Fixed Animation recording being broken in some cases.
  • [759029] Animation: Fixed Animation window not updating to selection when out of focus or when just opened.
  • Animation: Fixed AnimationClipImporter inspector for Generic clips.
  • [762709] Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip.
  • [748164] Animation: Fixed Animator Blend Tree layout issues with long motion names.
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • [757904] Animation: Fixed Animator.UpdateMode not being saved.
  • [732776] Animation: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • [743494] Animation: Fixed AnimatorControllerPlayable.GetParameter crash.
  • [785841] Animation: Fixed applying rotation on RigidBody2D.
  • [753204] Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation window.
  • [748211] Animation: Fixed blending not smooth when entering or leaving empty state.
  • [573482] Animation: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar.
  • [756989] Animation: Fixed broken import of RootMotion transforms for Humanoid.
  • [803584] Animation: Fixed case of animation being glitchy when 'Optimize Game Objects' option was selected.
  • [770184] Animation: Fixed case of blend tree inspector not updating animator values in game mode.
  • [796729] Animation: Fixed case of CullingMode not getting properties applied when changed during Play Mode in Inspector.
  • [788132] Animation: Fixed case of GetHumanPose crashing when using it with a humanoid avatar with unsupported hierarchy.
  • [731510] Animation: Fixed case of incorrect transition shown in Inspector when entering Play Mode.
  • [740173] Animation: Fixed case of missing transitions when undoing layer deletion in Animator window.
  • [778658] Animation: Fixed case of playback not stopping when changing frame in the Animator window.
  • [774265] Animation: Fixed case of sample rate not being taken into account when moving key frame in curve editor.
  • [776673] Animation: Fixed case of Scene View not updating when changing clip in the Animation window.
  • [579556] Animation: Fixed case of slider in curve editor and dope sheet editor resetting for clips of short duration.
  • [775732] Animation: Fixed case of state machine undo moving focus back to base layer.
  • [784470] Animation: Fixed case of transition not evaluating when exit time is close to 1.0.
  • [667639] Animation: Fixed clipped text for transition preview warning message.
  • [715969] Animation: Fixed contextual menu operation on multiple selection in Animation window hierarchy.
  • [781321] Animation: Fixed copy/paste to a clip where associated properties don't exist.
  • [802327] Animation: Fixed crash when calling Animator.GetCurrentAnimatorStateInfo during an interrupted transition.
  • [778887] Animation: Fixed crash when changing playable controller in animator in Game Mode.
  • [748219] Animation: Fixed crash when duplicating transition.
  • [738767] Animation: Fixed crash when trying to copy Entry Transition.
  • [773437] Animation: Fixed crashes in AudioSource.GetCustomCurve.
  • [768490] Animation: Fixed Culled Animator still calling PrepareFrame
  • [718615] Animation: Fixed current frame not set properly in Animation window at certain sample rates.
  • [688412] Animation: Fixed current timeline breaking in the AnimationWindow during resize of the window.
  • [759023] Animation: Fixed curve editor range not updated when moving animation event.
  • [785686] Animation: Fixed curve selection not clearing in dopesheet editor when clicking on editor background.
  • [793808] Animation: Fixed cut letter in the 'Dopesheet' button, in the Animation window.
  • [727806] Animation: Fixed documentation for AvatarBuilder.
  • [761674] Animation: Fixed dopesheet keyframe manipulation not registering.
  • [747222] Animation: Fixed errors with unsupported functions and enum events.
  • [719392] Animation: Fixed event window not appearing when pressing Add Animation Event button.
  • [729176] Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows.
  • [753273] Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • [723883] Animation: Fixed frame number not updating during play or when pressing next/previous key frame button while it's being edited.
  • [780631] Animation: Fixed GameObject animated data being duplicated when copy-and-pasting in Scene View hierarchy.
  • Animation: Fixed Generic MatchTarget.
  • [740584] Animation: Fixed ghost rename text field in Animation window when changing selection.
  • [746454] Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • [756422] Animation: Fixed inconsistencies in dopesheet editor and curve editor framing.
  • [769233] Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • [776653] Animation: Fixed issue where it was not possible to change clip when Animation window is locked.
  • [778610] Animation: Fixed issue whereby animation events could be added to read-only animation clips.
  • [775918] Animation: Fixed issue whereby property or keyframe deletion in read-only clip was not disabled in Animation window.
  • [789053] Animation: Fixed issue whereby the Z position of RectTransform couldn't be animated.
  • [775841] Animation: Fixed issues when dragging and dropping a sprite into a clip with no existing sprites.
  • [683514, 692934] Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled.
  • [722129] Animation: Fixed issues with dragging and dropping sprites in a GameObject with multiple bindings available.
  • [753249] Animation: Fixed key editing over duplicates issues in curve editor.
  • [732776] Animation: Fixed LayersAffectMassCenter with ControllerPlayable.
  • Animation: Fixed leaking scriptable objects in AnimationWindow.
  • [748981] Animation: Fixed live link to OverrideController.
  • [754813] Animation: Fixed long Animator.Update not playing all Events/ExitTimes.
  • [762706] Animation: Fixed loss of Animation window selection when selecting child GameObjects.
  • [707863] Animation: Fixed loss of curve selection in the curve editor when keys are moved in the dopesheet editor.
  • Animation: Fixed memory leak in AnimatorOverrideController.
  • [781950] Animation: Fixed missing keys when pasting on curves with multiple matching properties.
  • [741653] Animation: Fixed missing operation when dragging dope key outside of viewport.
  • [740590] Animation: Fixed missing undo when renaming binding in animation window.
  • [752791] Animation: Fixed missing update to Inspector when adding or removing property while recording animation.
  • [777630] Animation: Fixed missing warning when deleting a parameter that is used by a transition from "Any State".
  • [721991] Animation: Fixed NullReferenceException in Animation window when deleting the GO that is played.
  • [745089] Animation: Fixed NullReferenceExceptions when deleting a state after opening a project from 4.x.
  • [743873] Animation: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • [677972] Animation: Fixed OpenGL errors showing in console when closing "Add Property" pop-up window.
  • [740187] Animation: Fixed Play/Pause/Step buttons not turning red when entering AnimationWindow recording
  • [765280] Animation: Fixed property added in recording mode to read-only clip.
  • [556392] Animation: Fixed property value not being unselected on mouse down in Animation window.
  • [746322] Animation: Fixed scene not being dirtied when AnimatorController field changes on Animator component.
  • [747816] Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • [768879] Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • [620551] Animation: Fixed text editing overlay remaining active in Animation window when losing focus.
  • [575983] Animation: Fixed unremovable property in the Animation window.
  • [759022] Animation: Fixed unresponsive animation window when zoomed out beyond a certain level.
  • [727806] Animation: Generating an avatar with AvatarBuilder should no longer return an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject.
  • [778870] Animation: If scaling GO using Vector3 with zero z or Vector2, then its child Rigidbody will have its position multiplied by that vector.
  • [664046] Animation: Implemented API for tangentMode in AnimationUtility.
  • Animation: Memory usage improvements.
  • [746020] Animation: ModelImporter.defaultClipAnimation should return the default mask.
  • Animation: Optimized AvatarMask inspector.
  • [624764] Animation: Overridden virtual methods are now listed as potential Animation Event targets in the animation window.
  • [749764] Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • [743853] Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity.
  • [765649] Animation: Root motion not applied on single object
  • [771510] Animation: Rotate tool no longer rotates wrong for object with negatively scaled parent.
  • [754265] Animation: Unity no longer hard-crashes when importing Blender Rigify model.
  • Asset Bundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • [763293] Asset Bundles: Fixed AssetBundle.LoadFromFile usage with Application.streamingAssetsPath on Android.
  • [800939] Asset Bundles: Fixed crash when building AssetBundles.
  • [722725] Asset Bundles: Fixed issue whereby particle materials would lose reference to textures if loaded from AssetBundles.
  • [758260] Asset Bundles: Fixed thread hang after filesystem error when decompressing AssetBundle data to the cache.
  • [774223] Asset Bundles: Fixed up-to-date check when a script is only renamed, which previously could result in Asset Bundle build failures.
  • [726464] Asset Bundles: Loading AssetBundles via WWW outside of Play Mode now works correctly.
  • [778562] Asset Import: Added support for Blender 2.77 and later.
  • [771372] Asset Import: Fixed issue with fileScale value always being set to 1 on first import.
  • [785775] Asset Management: Fixed crash at UndoBase::DetermineUndoType when deleting a large number of objects or objects with large sizes.
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit, and added support for horizontal scrolling.
  • [782175] Audio: Fixed issue where an AudioSource created from MovieTexture.audioClip always returned 'time' property as 'Infinity'.
  • Audio: Fixed issue where AudioClip.LoadAudioData had no effect when called after AudioSettings.Reset.
  • Audio: Fixed issue where AudioSource.time was returning NaN values for user-created clips.
  • Audio: Fixed issue where non-persisted audio clips (i.e. clips created through AudioClip.Create) tried to reload after AudioSettings.Reset, which caused error messages.
  • [775982] Cache Server: Fixed issue with wrong CacheServer IP address used when "Check Connectivity" button clicked in Preferences window.
  • [775644] Cache Server: Implemented delay connecting to the cache server, until the user has finshed entering the cache server IP.
  • [678001] Compute: Add more specific error messages when creating compute buffers, to help pinpoint incorrect usage.
  • [708438] Compute: Compute shader programs that use >8 UAVs on platforms (e.g. D3D11 before 11.1) that don't support that many UAVs are no longer dispatched, and when importing such a shader a warning is reported.
  • Compute: Compute shaders from the same folder as a modified .cginc file are now reimported, just like regular shaders are.
  • [783093] Compute: Documented the restriction whereby ComputeBuffer.CopyCount is only available to IndirectArgs or Raw typed destination buffers.
  • [780340] Compute: Fixed a regression where ComputeShader.SetFloats wouldn't set all values in some constants (like arrays of matrices).
  • Compute: Fixed UTF8 BOM in compute shader include files not being understood properly.
  • [738117] Compute: Improved support for bool parameters for compute shaders.
  • [781700] Connect: Opening "last loaded project" upon Unity start up will no longer unlink project from its organization.
  • [681950] Core: Error messages are now returned for invalid locationPathName parameter values for BuildPipeline.BuildPlayer.
  • [674553, 727331] Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • [725043] Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click).
  • [792497] Core: Fixed a crash when more than 65535 identically named objects were created.
  • [716926] Core: Fixed deletion order of depending components.
  • Core: Fixed possible crash when loading multiple asset bundles simultaneously.
  • [793567] Deployment Management: Exceptions from PostProcessBuild callbacks now correctly cause a build to fail. Previously builds with this issue would exit with return code 0.
  • Deployment Management: Fix to ensure to include streaming asset files in the editor log build report correctly.
  • [778565] Deployment Management: Fixed incorrect size calculation in the Editor log build report.
  • [761859] Deployment Management: Fixed issue whereby building Windows Standalone would fail with Config Dialog Banner set and "Install in builds folder" checked (relevant for source code customers only).
  • [369773] Deployment Management: When building from the GUI, Unity now uses a relative project path if the build location is under the project folder.
  • Documentation: Restored lost documentation for RenderTargetSetup.
  • [778324] DX11: Fixed errors when trying to create floating point textures in linear color space with mismatching flags.
  • [800247] DX11: Fixed rendering into 3D/2DArray render texture mip levels.
  • DX12: Fixed case of DX11 9.x feature level shaders erroneously being treated as supported on DX12.
  • [669717] Editor: Added a warning in the Camera Inspector when the rendering path is set to deferred but the perspective is set to orthographic, as orthographic is unsupported in the deferred path.
  • [804676] Editor: Building VR projects when running on case-sensitive file systems will now correctly find the target plugin folders.
  • [748499] Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: Ctrl/Cmd + marquee select now correctly subtracts from selection in light probe group editor.
  • [776559] Editor: Custom cursor texture is now validated when setting it, fixing issue where custom cursors could look corrupted.
  • [779935] Editor: Dragging objects between different Editor processes should no longer cause unintended behaviors.
  • [787114] Editor: EDITOR ONLY: When multiple Scenes are open when entering Play Mode, the active Scene is now loaded and activated first, no matter where in the list it is. When exiting Play Mode the previous active Scene is now correctly made the active Scene again.
  • [755238] Editor: Editor will now show compiler errors in English while building to Windows Store Apps, even if Windows locale is not set to English.
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: EditorUtility.SetSelectedWireframeHidden state is now saved into Scenes.
  • [777750] Editor: Fix to prevent the following error: "GetEditorTargetName is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead".
  • [440883] Editor: Fix to show correct platform title instead of platform ID.
  • Editor: Fixed a bug in Editor DelayedTextField where it was losing edit progress when moving focus to a checkbox or dropdown.
  • [712973] Editor: Fixed a Mac-only crash when importing some textures.
  • [709369] Editor: Fixed an issue that could cause Scenes containing prefab instances with driven transforms to immediately become dirty.
  • [762946] Editor: Fixed an issue where, when dragging a second Scene to the Hierarchy, the first Scene would auto-expand.
  • [703222] Editor: Fixed Camera preview sometimes not taking manually overriden projection matrix into account.
  • [774466] Editor: Fixed case of potential extra parenthesis when updating from instance method to instance property.
  • [795182] Editor: Fixed case of Scene.buildIndex being always -1 when in Edit mode.
  • [752218] Editor: Fixed certain UI elements not responding after changing the graphics API.
  • [777411] Editor: Fixed crash when registering Transform using Undo.RegisterCreatedObjectUndo.
  • [763920] Editor: Fixed curves in Particle System inspector not showing negative values initially.
  • [811990] Editor: Fixed deployment of native plugins when building Linux Universal player. Existing projects will need to reapply plugin importer settings.
  • [734284] Editor: Fixed different color gradients & pickers being seen between Gamma and Linear space in player settings.
  • [810330] Editor: Fixed empty Analytics Terms of Services link.
  • [792560] Editor: Fixed graphics settings when importing from an old Unity package.
  • [795707] Editor: Fixed issue where in some cases the Editor window title was not reflecting the current graphics emulation setting immediately.
  • [805547] Editor: Fixed issue where two (or more) Cef browser windows were instantiated.
  • [676201] Editor: Fixed issue whereby exiting Play Mode via script from Start did not work.
  • [715448] Editor: Fixed loss of all keyboard shortcuts when focus is on a Unity Connect window or Asset Store window.
  • [745085] Editor: Fixed null ref configuring Avatar.
  • [775986] Editor: Fixed NullReferenceExceptions that could be triggered when multi-selecting in the Inspector.
  • [729048] Editor: Fixed OSX native web view that would continue ticking its timer after being closed.
  • [757729] Editor: Fixed Scene View crashing if internal Scene View Camera is disabled.
  • [757212] Editor: Fixed squashed vector fields in Material editor.
  • [705226] Editor: Fixed toggling of Asset Store window in fullscreen mode.
  • [743688] Editor: Fixed warning when deleting an open Scene in the assets folder and then saving the scene from the Hierarchy window.
  • [778277 763319] Editor: Launcher cosmetic changes: adjusted header element separation and project list UI.
  • [788602] Editor: Launcher cosmetic changes: adjusted title font weight.
  • [799627] Editor: Reduced error messages when using IMGUI scope helpers.
  • [789883] Editor: The OnGeneratedCSProjectFiles callback is now triggered as expected when using Visual Studio.
  • [796682] Editor: Updated default license and activation host URL for staging and dev environments.
  • [739892] Editor - Other: Fixed an Editor crash when closing with a detached Asset Store window.
  • [650493] GI: "Edit" button for non-editable lightmap parameter assets now says "View".
  • [663512] GI: Added a message to appear in the Lighting window when a reflection source is not set.
  • [754308] GI: Fixed an issue on iOS and some Android devices where Materials with high Emission would produce banding artifacts when real-time GI was used.
  • [684983, 672944] GI: Fixed baked transparency not being applied to AO.
  • [629690] GI: Fixed baked transparency textures not using tiling and offset values.
  • GI: Fixed black (NaN) artifacts produced in rendering by invalid directional lightmaps.
  • [743095] GI: Fixed fallback to non-directional lightmaps on SM2.0 hardware.
  • GI: Fixed issue of changing lightmap directionality mode corrupting the scene rendering.
  • [791437] GI: Fixed Light/Reflection probe settings in Renderer sometimes being lost after a project upgrade.
  • [728021] GI: Fixed scene view GI visualizations sometimes not working properly.
  • [793304] GI: Fixed some cases of null reference exceptions related to baked object preview coming out of the Lighting window.
  • [714102] GI: Improved Lighting window preview of very small lightmaps.
  • [649006] GI: Improved mixing of directional specular lightmaps with realtime shadows.
  • [650495] GI: Improved name of Default lightmapping parameters asset.
  • [632894] GI: Refresh light probe connections when editing probe position via Inspector.
  • [534658] GI: Substances now work with baked transparency.
  • [776004] GI: The importance value for reflection probes can no longer be a negative value.
  • [775942] Global Illumination: A warning will now appear if user is trying to update a disabled reflection probe.
  • [736077] Global Illumination: Fix in Editor to avoid some of the automatic GI overhead when GI is turned off.
  • [777505] Graphics: Apply material keywords when drawing from command buffers.
  • [793506] Graphics: Color space switch done via PlayerSettings.colorSpace API now takes effect immediately.
  • Graphics: DX12: Implemented support for ShadowSamplingMode.
  • [685154] Graphics: Filtered out duplicate graphics APIs in PlayerSettings.SetGraphicsAPIs.
  • Graphics: Fix to avoid crash in CommandBuffer.Draw commands if null renderer/mesh is passed.
  • [778188] Graphics: Fix to ensure that Unity doesn't set unsupported texture filter or wrap modes.
  • Graphics: Fix to prevent spam of D3D11 debug layer warning messages when setting resource names.
  • [814300] Graphics: Fixed a mipmapping bug causing mipmaps to not update in certain scenarios.
  • [768232] Graphics: Fixed an issue where dynamic batching could produce corrupted geometry when vertex components are compressed.
  • [735101] Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • [728925] Graphics: Fixed case of crash after SetTargetBuffers and GameObject.SetActive(false).
  • [803086] Graphics: Fixed crash in CommandBuffer.DrawMesh when material is null.
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow.
  • [804750] Graphics: Fixed DepthNormals pass to no longer use very low precision (16bit) depth buffer. It now uses the same depth buffer format as regular rendering.
  • [778659] Graphics: Fixed incorrect normal/tangent generation when dynamic batching is used on a rotated object without a normal/tangent stream i.e. a rotated TextMesh object.
  • [808304] Graphics: Fixed issue where SyncAsyncResourceUpload would do a busy wait loop, causing a CPU to get pegged unnecessarily.
  • [678975] Graphics: Fixed issue whereby building a player with -nographics would cause some image effects to become disabled in the build.
  • [715712] Graphics: Fixed material file content being non-deterministic in Editor, sometimes order of properties in a '.mat' file changed.
  • [752757] Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly.
  • [758050] Graphics: Fixed null reference exception being thrown when setting null to mesh triangles/indices.
  • Graphics: Fixed potential problem capturing frames in RenderDoc.
  • [807174] Graphics: Frame Debugger; fixed assert 'PPtr cast failed when dereferencing! Casting from Mesh to Renderer!'
  • [775652] Graphics: Improved feedback on Recalculate Bounds in LODGroup inspector.
  • Graphics: Newly created line renderers and trail renderers will now have light probes and reflection probes disabled by default.
  • [687726] Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • [739115] Graphics: Repeated loading of PNG/JPG images into a Texture2D no longer fails.
  • [768296] Graphics: Static batching can batch more objects now: previously had a limit of 32k indices, now 64k. 32k limit stays on Mac due to driver issues.
  • [727467] Graphics - General: DX12: CPU profiler timeline view is no longer broken.
  • IAP: Fixed case of failed IAP purchase events costing Unity Analytics analysis points.
  • IAP: Fixed case of IAP not sending Transaction events to Unity Analytics.
  • [742005] IL2CPP: Fixed NavMesh stripping issue.
  • IMGUI: BeginVertical now behaves like BeginHorizontal.
  • [768042] IMGUI: Fixed CurveEditor's OnGUI Repaint early-out not respecting control IDs.
  • [744171] IMGUI: GenericMenu shortcut keys are now displayed.
  • [598054] IMGUI: Material Property Drawer now displays a slider and drop-down menu.
  • [744136] IMGUI: NullReferenceException in plugin no longer crashes Unity in GUIStyle drawing.
  • [525606] iOS: Fix to use remote notifications API only if they are used. This fixes a warning when submitting to iTunes Connect.
  • [791387] iOS: Fixed case of some Japanese-Kana keyboard buttons being ignored.
  • [777964] iOS: Fixed case of Unity splash screen on standalone player appearing brighter in linear color space on Metal.
  • [801573] iOS: Fixed crash in FMOD_RESULT DSP::release() when AudioManager is deinitialized several times.
  • [732658] iOS: Fixed Korean, Indian and Hebrew font fallbacks.
  • iOS: Incremented the minimum supported iOS version from 6.0 to 7.0 (edit: moved to Changes section)
  • [753299] iOS: viewWillTransitionToSize will now be passed to super even if we disallow orientations. This helps plugins that use presentation controllers.
  • [764995] Materials: Fixed a crash if GetMaterialProperties is called with a null in the list of materials.
  • [776940] Metal: Fixed case of native RenderBuffer query failing in case of multi-threaded rendering.
  • [731111] MonoDevelop: Added a hint in the breakpoints dialog warning that the list of available exceptions is generated only from the currently selected project.
  • [759138] MonoDevelop: Disabled Git, Subversion and NUnit add-ins by default. This fixes an issue with being unable to write to newly created scripts.
  • [754609] MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As".
  • [485138] MonoDevelop: Fixed issue with MonoDevelop sometimes giving focus to the wrong script when opened from Unity.
  • [729201] MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition.
  • Multiplayer: Fix to clean up MatchInfo UI in the NetworkManager Play Mode inspector.
  • [732687, 696591] Multiplayer: Fixed bug where connecting to a non-https:// MatchMaker after joining one match would fail in all cases.
  • Multiplayer: Fixed issue where an error response from the server could lead to undesirable console output in non-error cases when setting the match auth token.
  • Multiplayer: Fixed issue where default matchmaker port was 80 instead of 443 in one code path.
  • Multiplayer: Fixed issue where wrong initialization connection amount could lead to system crash.
  • Multiplayer: Fixed issue whereby cleaning up a connection containing a StateUpdate channel could cause a crash.
  • [788537] Multiplayer: Fixed issue with initial state in SyncListStructs not being handled correctly.
  • [731045] Multiplayer: Fixed issue with matchSize being incorrectly used from a 'join match' response.
  • Multiplayer: Fixed MatchMaker URI to be correct with http:// prefix as default.
  • [738501] Multiplayer: Fixed UI panel on NetworkManager for match max size and name, and added tooltip info for both.
  • [727797] Multiplayer: Networking: Fixed lobby issue where it would reject new players when there was still one slot left.
  • Multiplayer: Removed warnings "no free events" and "Attempt to send to not connected connection"; Bugfix: acks now reset when connection resets.
  • Multiplayer: The WWW object in MatchMaker callback handler is now explicitly disposed when the handler is done with it.
  • [795897] Networking: Fixed issue with SendToAll sending duplicate messages to the local client when hosting.
  • [776137] Occlusion Culling: Fixed broken portal visualization in some cases.
  • [775691] Occlusion Culling: Fixed visualization when changing scenes.
  • OpenGL: Fixed cases of SystemInfo.graphicsMemorySize, graphicsDeviceID and graphicsDeviceVendorID being incorrect on desktop platforms. These now match legacy GL behavior.
  • OpenGL: Fixed crash and reflection probes corruption on iOS A9 devices when using GLES 3.0.
  • OpenGL: Fixed issue whereby 3D textures did not have mipmaps in some cases.
  • OpenGL: Fixes for Windows fullscreen mode.
  • [794384] OpenGL: Work-around for Mac Intel driver crash when trying to use tessellation shaders on a GPU that can't do it.
  • [799348] OSX: Fixes for Cinematic Effects (Depth Of Field, Screen Space Reflections, SMAA) on Metal.
  • [702914] OSX: Menu bar in standalone player no longer blocks the main player loop from updating.
  • [807378] OSX: Significantly improved Editor exit times.
  • [760072] Particles: Applied fix to ensure no garbage is generated when using certain script commands.
  • [782535] Particles: Burst counts are no longer limited to 64K.
  • [772263] Particles: Collider visualization should now scale with transform.
  • [763929] Particles: Disabled size/rotation properly when toggling 3D in the Editor.
  • [764568] Particles: Disabled unused UI options.
  • [696305] Particles: Faster particle mesh data caching and memory usage optimization.
  • [775739] Particles: Fix to disable "Speed Range" UI when it is not relevant.
  • [767786] Particles: Fix to preserve stopEmitting parameter when becoming visible (culling fix).
  • [761003] Particles: Fix to support radius in Trigger module.
  • [782648] Particles: Fixed an edge case where 3D size wasn't behaving correctly.
  • [790186] Particles: Fixed case of "Invalid AABB" error messages.
  • [761790] Particles: Fixed case of scale not being applied correctly to AABB in the TrailRenderer.
  • [781570] Particles: Fixed collision bug where NaN could be generated for the contact normal.
  • [755330] Particles: Fixed collision events to ensure correct events are sent to correct GameObjects.
  • [757061] Particles: Fixed crash when mesh is missing inside player (for example, when a default mesh is used).
  • [763664] Particles: Fixed crashes with null curves and gradients.
  • [765346] Particles: Fixed debug plane visualization.
  • [805565] Particles: Fixed issue where 3D start rotation affects Rotation Over Lifetime module.
  • [795404] Particles: Fixed issue where assigning a different mesh to Shape Module could cause a crash.
  • [773317, 793614 ] Particles: Fixed issue where automatic culling icon did not work with multiple Particle Systems.
  • [775304] Particles: Fixed issue where collision messages did not work for plane collisions.
  • [774931] Particles: Fixed issue where crashes would occur when material is missing and mesh colors are requested.
  • [806920] Particles: Fixed issue where GetTriggerParticles returns incorrect value for first few frames running in Editor.
  • [798671] Particles: Fixed issue where isVisible was not always correct or not updated by ParticleSystem.Play, depending on camera position.
  • [791082] Particles: Fixed issue where Particle System twitches when being moved in the Editor.
  • [803866] Particles: Fixed issue where Particle.GetCurrentSize3D apply curves only to X if separate axis is not set.
  • [784875] Particles: Fixed issue where prewarm was ignored when start delay was greater than start lifetime.
  • [771887] Particles: Fixed issue where size over lifetime using separate axes wasn't always working.
  • [786561] Particles: Fixed issue where Start Frame range is one frame longer than available frames (i.e. TilesX*TilesY).
  • [769838] Particles: Fixed issue where Texture Sheet Animations could incorrectly loop back to the first frame at the end of their animation.
  • [762708] Particles: Fixed issue where Trigger Module crashed when assigning the wrong list type via script.
  • [762702] Particles: Fixed issue where Trigger Module wasn't spawning death sub emitters.
  • [805843] Particles: Fixed issue where Trigger particle with 0 speed fails to know whether it is inside or outside Collider.
  • [805903] Particles: Fixed issue where Trigger radius scale property is not exposed to public API.
  • [769656] Particles: Fixed issue where using large gravity values could cause erroneous error messages.
  • [765533] Particles: Fixed issue where

New in Unity 5.3.6 Patch 1 (Jul 27, 2016)

  • Improvements:
  • VR: Updated to Oculus version 1.6 .
  • Fixes:
  • (811596) - Asset Management: Assets added using AssetDatabase.AddObjectToAsset will no longer change their name when the project is saved.
  • (803481, 807275) - AssetBundles: Fixed an issue where calling Resources.UnloadUnusedAssets while loading an AssetBundle with AssetBundleRequest.LoadAssetAsync caused an error & stopped the asset from being loaded properly
  • (812396) - Audio: Fixed a crash when/after building for standalone with empty project with several audio clips.
  • (807653) - IL2CPP: Fixed IPEndPoint on IPv6 network.
  • (791844) - iOS: Fixed an issue where InputField.onEndEdit was called from an active InputField.
  • (815735) - iOS: Names for new iOS devices when selecting Unity Remote device.
  • (759719, 759191, 733920) - Mono: Corrected a number of possible hangs with SSL sockets when the Unity Editor entered and exited the play mode. These hangs often showed up in the AuthenticateAsClient method.
  • (810551, 810692) - Networking: ReliableFragmented channel stops working after client has disconnected, then reconnects.
  • (764330) - OS X: Fixed Screen.currentResolution.refreshRate being always 0.
  • (813872) - Particles: Fixed an issue where playing the scene with more than 270 particle prefabs caused a crash.
  • (none) - Windows Store: Fixed a potential crash on Xbox One when retrieving advertising id.
  • (none) - Windows Store: Fixed a rare deadlock when recursively calling InvokeOnAppThread and InvokeOnUIThread many times
  • (none) - Windows Store: Fixed an assert that happened on startup on Xbox One in debug builds.
  • (808700) - Windows Store: Fixed touch screen keyboard input not working on UWP.

New in Unity 5.3.6f1 (Jul 21, 2016)

  • Improvements:
  • Android: Symbols for release libraries are now available in PlaybackEngines/AndroidPlayer/Variantions/*/Release/Symbols.
  • Audio: Added ability to transition AudioMixer snapshots by scaled and unscaled time.
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority, attached effect components or spatializers are now also bypassed in order to save CPU use. The new behaviour is on by default, but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Audio clips with the "Streaming" load type are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. The behaviour is not affected except for a slight increase in playback delay of this type of audio clips.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import, and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Audio: Moved Preload Audio Data to the platform-specific settings section. The previous location was confusing as it was shown grayed-out in the inspector with a checkmark that depended on all overrides.
  • Audio: SystemInfo now includes supportsAudio info.
  • GI: Added a version number to the Lighting Data asset. Give the user a nice error message if their Lighting Data is out of date.
  • Graphics: Documentation for Display API.
  • iOS: Update Build and Run to work with Xcode 8
  • Lighting: Improved an error message about invalid data when baking probes.
  • Runtime-Other: Added diagnostic option to cmdline arguments -debugallocator [1/2] which helps to identify memory access issues in the engine on Windows and OSX x64 platforms.
  • Runtime: During crashes even if the stack walking is aborted with error (RtlLookupFunctionEntry returned NULL function. Aborting stack walk), Unity will display stripped stack trace instead of displaying zero stack frames.
  • Shaders: Removed an outdated comment in UnityStandardCore.cginc
  • VR: Updated to Oculus Version 1.5.
  • VR: Updated to version 1.4 of the Oculus API.
  • WebSocket: Improved memory allocation and socket writing procedure (fixed not expected connection closing)
  • Windows Store: Expanded UnityEngine.WSA.Cursor.SetCustomCursor, if you pass 0 to this function, it will restore the cursor to arror icon. (791792)
  • Windows Store: Improved 'NULL != certificate' errors, it will now provide a human readable message why it failed to create a certificate. (792507)
  • Fixes:
  • 2D: Generate sprite mesh correctly for sprite with outline data after changing texture's max size setting. (778825)
  • AI: Fixed a crash when inspecting NavMeshAgent.pathEndPosition in MonoDevelop. (767948)
  • Analytics: Fixed a NullReferenceException when stores inform Unity IAP of purchase events without providing metadata for the purchased product.
  • Android: Abandon/Request audio focus on pause/resume. (796242)
  • Android: Application.temporaryCachePath and Application.persistentDataPath always return external paths starting KITKAT. (789870)
  • Android: Audio - Fixed an issue where the application would not regain audio focus after a notification. (796242)
  • Android: Audio - Fixed audio latency in GearVR regression. (789398)
  • Android: Buildpipe - Don't check for passwords if exporting project. (746248)
  • Android: Buildpipe - Don't merge manifests if exporting project. (746248)
  • Android: Buildpipe - Remove mdb files from release build. (781657)
  • Android: Editor - Fixed an issue where it was impossible to push to devices running Android N Preview. (790236)
  • Android: Fixed a crash related to the main context not being an Activity. (751102)
  • Android: Fixed an issue where Indonesian and Hebrew weren't properly recognized by SystemInfo. (793738)
  • Android: Fixed an issue where normals are not correctly oriented on some Adreno models. (769275)
  • Android: Fixed an issue where Unity would emit "Unknown event structure (0)" to the log several times per second. (792351)
  • Android: Fixed clip() in ES3 shaders on some Adreno GPUs. (808817, 805086, 801150)
  • Android: Fixed deployment to devices with unknown OpenGL ES target.
  • Android: Fixed high memory usage of RenderTexture.GetTemporary. (786289)
  • Android: Fixed the case where RenderTexture was released on resume after sleep. (784822, 792574)
  • Android: Fixed the issue of game freezing when changing resolution with Screen.SetResolution. (802824)
  • Android: JNI - Throw correct exception when method not found by reflection. (782985)
  • Android: Pause choreographer when activity is paused to fix CPU usage of Unity apps when the app is in background. (770093)
  • Android: Screen.dpi always returns densityDpi now. (796182)
  • Android: Tegra 2: Application no longer crashes if UnitySendMessage is called during initialization. (696580)
  • Android: Workaround for broken texture swizzles on Android 6 Mali GPUs. (788821)
  • Animation: Fixed a performance issue on AnimatorOverrideController rebind. (779058)
  • Animation: Fix for animation stopping before reaching designated position. (790261)
  • Animation: Fixed an animation event firing twice when controller is set by a script and an instantaneous transition is trigger in the same frame. (800268)
  • Animation: Fixed a crash when changing playable controller in animator in game mode. (778887)
  • Animation: Fixed rotation values set in inspector restricted to [0,360] degrees when recording animation. (786827)
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly (761215)
  • AssetBundle: Fixed the crash when calling AssetBundle.LoadAllAssetAsync() on a streamed scene asset bundle. (780836)
  • AssetBundle: Fixed the error message when accessing the main asset. (789840)
  • AssetBundle: Fixed the issue that AssetBundle.name is empty. (791273)
  • AssetBundle: Fixed the issue that failed to asynchronously load the object with script that had the same name as other assets in a bundle. (780289)
  • AssetBundle: Fixed the issue that ScriptableObject data types in asset bundle variants lose references in scenes. (787112)
  • AssetBundles: Added detailed info to print build size stats for normal asset bundles. (768965)
  • AssetBundles: Check if we support the previous active build target before restoring. (778258)
  • AssetBundles: Fixed default compression for WebGL and WebPlayer targets (799652)
  • AssetBundles: Fixed intermittent crash due to thread-safety issues. (780836, 761626)
  • AssetBundles: Fixed the issue that AssetBundleManifest.GetAllDependencies returned bundle itself as dependency. (780252)
  • AssetBundles: Fixed the issue that old asset bundles were not removed to free space. (786259)
  • Asset Management: Fixed a crash when undoing replacement of transform on prefab instance (780356)
  • Audio: "Failed to initialize spatializer" warning message no longer appears when Spatializer Plugin is set to "None". (740603)
  • Audio: Audio Profiler no longer shows "wrong" information when using Spatialization. (758064)
  • Audio: AudioMixer.GetFloat() and SetFloat() now work without needing to restart Unity. (632169)
  • Audio: AudioSource: Fixed issue whereby Doppler Level didn't work when used with custom spatializer plugins. (782248)
  • Audio: Fixed case of component effect appearing disabled on play and becoming enabled again after pressing pause and then play. (772946)
  • Audio: Fixed case of Unity crashing when the Disable Audio option was selected in Project Settings. (763036)
  • Audio: Fixed crash when disabling component which uses OnAudioFilterRead. (784887)
  • Audio: Fixed handling of default DSP buffer size. Previously, once the buffer size was changed to something other than Default latency, changing it back to Default latency had no effect.
  • Audio: Fixed issue where AudioListener with two custom scripts crashed when reinitializing the sound system. (781566)
  • Audio: Fixed issue where the Audio Lowpass Frequency curve moved in the wrong direction in the AudioSource curve view. (775328)
  • Audio: Fixed issue whereby adding an effect in the mixer with bypass effects enabled didn't rechain the component effect back properly. (771825)
  • Audio: Fixed issue whereby the memory profiler did not report AudioClip memory correctly. The memory allocated by AudioClips was wrongly accumulated under AudioManager.
  • Audio: Fixed mixer reverb effects getting cut off early in standalone builds. (760985)
  • Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions. (718344)
  • Audio: Large numbers of streaming audio clips no longer cause crashes in batch mode. (731177)
  • Audio: Low Pass Filter now works on Audio Listener. (732854)
  • Audio: Microphone.IsRecording(null) no longer returning true even when no devices were available. (715257)
  • Audio: Native audio plugin SDK: Fixed dspbuffersize having a value of 0 when default buffer size settings are selected.
  • Audio: Preloaded sounds now allow calling GetData in Start().
  • Audio: Project browser now updates after a change has been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake are now shown in Audio profiler.
  • Audio: Use of 'Best Performance' DSP buffer size results in crash (788521)
  • Build Pipeline: Updated build window to allow case insensitive file extensions.
  • Camera: Stop silently disabling cameras that have non-existing target display set on them. (798640)
  • Compute: Fixed compute shaders being reimported upon active build target changes more often than they should be. (786943)
  • Documentation: Updated documentation for Resources.UnloadAsset to document the 5.x behaviour which is different to 4.6 behaviour. (747347)
  • Director: Fixed a crash-on-exit related to DirectorManager::OnShutdownBeforeObjectCleanup (801482)
  • DX11: Fixed a rare crash in Texture2D.ReadPixels. (791635)
  • Editor: Fix for password not hidden in editor.log. (789493)
  • Editor: Fixed activate license failure if user switch user before activation. (806648)
  • Editor: Fixed an issue causing unnecessary script compilation, and improved compilation error handling (804864)
  • Editor: Fixed an issue where custom windows could be removed when encountering errors in user editor scripts. (804139)
  • Editor: Fixed an issue where the Editor would freeze if the user attempted to import a model without normals when the selected graphics API is OpenGL 2. (798576)
  • Editor: Fixed an issue with script assembly dependencies, which could cause custom windows to be disabled by user script compilation errors. (791288)
  • Editor: Fixed a crash when entering or exiting play mode while having a GameObject with a missing script reference. (769033, 769504)
  • Editor: Fixed ETC1/AlphaSplit UI option not appearing under TextureImporter > Advanced mode. (782204)
  • Editor: Fixed an exception when renaming script outside of the editor. (776880)
  • Editor: Fixed an exception when dragging non-regular textures (e.g. from DDS files) into scene view. (789841)
  • Editor: Fixed an issue where preferences in Windows registry were not being terminated correctly. (780900)
  • Editor: Fixed a regression where switching platforms while using Cache Server could take much longer than previously. (789845)
  • Editor: Fixed: No auto license updates since Unity 5.1. (784401)
  • ETC1: Fixed ETC1 variant getting stripped out from android build. (795931)
  • General: Fixed a crash in the callstack symbolication code that meant Unity could crash while generating crash reports during engine startup and shutdown (799469)
  • GI: "Error adding system: Data not available." thrown when building specific scene setup (725776)
  • GI: Cleanup realtime reflection probe pool between level loads. (795429)
  • GI: Enabled L2 spherical harmonics for light probes and use the correct light probes SH axes and scaling (rebaking light probes required). Makes objects lit by lightprobes match static lightmapped objects. Upgraded Enlighten to SDK-3.02.UN1.50384. (760728)
  • GI: Fixed ambient probe update when ground and/or equator color changed. (797822)
  • GI: Fixed an issue which would caused GI textures to be packed incorrectly.
  • GI: Fixed error when baking light probes: "Error adding Enlighten probe set: Failed to allocate probe set." (803088)
  • GI: Fixed some cases of additive scene loading not merging lightmaps properly. (790530)
  • GI: Fixed static batching not working when Lightmap Static and Use Light Probes options were both enabled in a Renderer in manual GI mode. (797235)
  • GI: Updated Enlighten to version 3.02.UN2.51359. Fixes output of incorrect light probe spherical harmonics L2 coefficients in certain situations. This was caused by un-initialized memory. (804898)
  • GI/MSE: Fixes an issue when switching to lighting settings of a different scene. (749008)
  • Global Illumination: Fixed out-of-sync indices of Lightmaps when unloading additively loaded scenes while others are disabled. (784391)
  • Graphics: Fixed s deferred rendering issue on AMD GPU with OSX. (736754, 788007)
  • Graphics: Fixed Display.main not always being Display.displays[0] in multi-display configurations. (785131)
  • Graphics: Fixed s GPU Skinning performance issue each time the mesh becomes visible (some buffers were re-created without a good reason). (782095)
  • Graphics: Fixed s potential memory leak with timesliced realtime reflection probes.
  • Graphics: Fixed some cases of incorrectly "Releasing Render Texture that is set as Camera.targetTexture", resulting in losing Camera.targetTexture. For e.g. in case of device resume after sleep on iOS/Android, context-loss on DirectX or changing Emulation Layer in the Editor. (784822, 794090, 759483)
  • IAP: Fixed IAP IStoreListener.ProcessPurchase method not being called if Unity IAP was informed of a purchase for a product which was not requested during initialisation.
  • IL2CPP: Corrected an exception during code generation with the NPOI library. (809995)
  • IL2CPP: Corrected the packing for some C# struct definitions with explicit layout. (804767)
  • IL2CPP: Fixed a crash that can occur during XML serialization with the .NET 2.0 profile. (802014)
  • IL2CPP: Fixed a crash which can occur during the iteration of enum values cast as a list of System.Object values. (800496)
  • IL2CPP: Fixed try/catch handling when filter type includes generic parameters. (805846)
  • IL2CPP: IL2CPP crash caused by incorrectly calculated stack bottom (796528)
  • IL2CPP: Implemented Process.GetCurrentProcess on some platforms and provide a useful error message where it was not possible to implement. (797495)
  • IL2CPP: Implemented the "Allocated Objects" performance counter in the "Mono Memory" category. (784128)
  • IL2CPP: Load the stack value as unsigned for the conv.r.un opcode in IL. (787701)
  • IL2CPP: Now allow allocation of a pinned GC handle to a null value. (803910)
  • IL2CPP: Prevent a crash in FieldInfo.GetValue. (797649)
  • IL2CPP: Prevent a possible deadlock on PS4. (800301)
  • IL2CPP: Return the correct value for the HasValue property of nullable types on the stack. (806644)
  • IL2CPP: Support IPv6 addresses for LocalEndPoint and RemoteEndPoint properties of the .NET Socket class. (802618)
  • IL2CPP/PS4: Corrected the exception "System.Net.Sockets.SocketException: System call failed" which could occur when UDP sockets were used. (809864)
  • Inspector: Selecting a scene asset no longer shows "Message" and "Is Warning" fields in the inspector.
  • iOS: Don't install Unity plugin unnecessarily. This caused killing of Xcode whenever the previous build was done with different version of Unity. (711986)
  • iOS: Enabled incremental build for il2cpp by default for old projects. (792932)
  • iOS: Fixed a couple of Metal and Cloud support related small memory leaks (800915, 807370)
  • iOS: Fixed the leak of thread handles and associated resources in UnityEngine.Ping (804440)
  • iOS: Fixed a crash on iOS when 60 fps app is going to background. (788428)
  • iOS: Fixed a crash when releasing WebRequest components. (792606)
  • iOS: Fixed a shader compiler generating invalid metal shaders. (761082)
  • iOS: Fixed apps from hanging when a long running script is triggered from backgrounding (805240)
  • iOS: Fixed a crash when Abort was called on UnityWebRequest before downloading had begun. (790833)
  • iOS: Fixed a crash when calling WWW.Dispose. (803206)
  • iOS: Fixed a crash when scrolling multiline input field on some devices. (792062)
  • iOS: Fixed iOS plugin settings. (772570)
  • iOS: Fixed an issue where generating too many WWW requests or UnityWebRequests at once would cause the app to lock up. (782592)
  • iOS: Fixed OnApplicationPause not being called when PlayFullScreenMovie stops/starts (765574, 744380)
  • iOS: Fixed a possible value change for WebCamTexture.size after calling GetPixels() methods.
  • iOS: Fixed the alignment of certain ARM64 functions which fixed a warning when building with Xcode. (775240)
  • iOS: Fixed UnityWebRequest.isError being set incorrectly when there is no internet connection (746309)
  • iOS: Quarantine LZ4 symbols. This caused AppStore rejections in any submission that referenced WatchConnectivity.framework . (774472)
  • iOS: Removed unneeded il2cpp files that increase build size. (790853)
  • iOS: Set correct value in Xcode when "Target minimum iOS version" player setting is set to 9.0. (785021)
  • iOS: Set missing texel size for WebCamTexture textures. (799572)
  • iOS: Support building to directory with non-existing parent. (757618)
  • iOS/IL2CPP: Allow proper managed stack traces for iOS projects build on Unity Cloud Build. (808292)
  • iOS/IL2CPP: Corrected managed stack traces which could have one incorrect frame when a NullReferenceException occurred. (789160)
  • iOS/IL2CPP: Fixed an error in generated C++ code due to duplicate extern declarations when an extern method in C# is overloaded. (808536)
  • Job Queue: Fixed issue where a deadlock could occur inside the job system in very rare situations. (741295)
  • License: Fixed broken link to buy Pro version. (803795)
  • License: Fixed license page alert bar missing issue. (803806)
  • Lines/Trails: Fixed the issue where hadow casting line renderers could cause visual glitches. (788714)
  • LOD: Fixed unreachable code warnings when distance == selection.maxDistance. (783219)
  • Mecanim: Fixed crash in CopyAnimationNodeState. (796226)
  • Metal: Fixed rendering of masked contents on GUI layer. (802534)
  • Metal: Perform frame buffer clear more effectively (809347)
  • Model Importer: Fixed a crash when importing .obj and .fbx files with malformed or duplicate vertex data. (794783)
  • Mono: Added MD4, SHA384 and SHA512 signature verification to X.509 certificates. (763536)
  • Mono: Do not allocate during each call to UdpClient::Receive when socket security is not enabled. (763848)
  • Mono: Fixed AOT code generation for Linq.First, Linq.FirstOrDefault, Linq.Last, Linq.LastOrDefault, Linq.Single, and Linq.SingleOrDefault.
  • Mono: Handle marshaling properly of a class with a fixed size array field and a base class with multiple fields. (793415)
  • Multidisplay: Fixed changing primary monitor still opens scene in first. (789572)
  • Multiplayer: Cleaned up the connection containing StateUpdate channel can cause crash.
  • Multiplayer: Fixed: Calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() crashes editor. (761566)
  • Multiplayer: NetworkTransport.SetBroadcastCredentials crashes unity. (794054)
  • Multiplayer: ReliableFragmented channel can drop data. (788808)
  • Multiplayer: WebSockets: Fixed crash on NetworkClient.SendByChannel call. (760104)
  • Networking: Adding parameter ConnectionConfig.WebSocketReceiveBufferMaxSize (bytes) for manually increasing webSocket buffer and preventing disconnect with log message """"*** sending new, pending truncated **"""". (791362)
  • Networking: Fixed an issue of different error-messages when setting 65535 and 65537 to m_MaxDefaultConnections in HostTopology. (788877)
  • Networking: Fixed an issue whereby calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() crashes editor. (761566)
  • Networking: Fixed System.Net.NetworkInformation.Ping on recent versions of OSX. (801973)
  • OpenGL: Fixed broken rendering on GLCore Windows editor. (799708)
  • OpenGL: Fixed bufinfo op handling. (780820)
  • OpenGL: Fixed gl_PrimitiveIDIn in geometry shaders. (786278)
  • OpenGL: Fixed possible crash on machines with several different GPUs, if binary shader cache was used from a mismatching GPU.
  • OpenGL: Fixed skinning issues on OSX. (790740)
  • OpenGL: Fixed various shader translation (for GLCore/GLES3) issues. Atomic operations on RWByteAddressBuffers, vertex-to-fragment inputs not being float4/half4 sized, geometry shaders where first input is not a SV_POSITION, tessellation shaders that were making some drivers not happy. (774657, 768041, 794455)
  • OpenGLES: Fixed crash and reflection probes corruption on A9 chipsets (OpenGLES2.0). (794660, 790555, 737693)
  • OpenGLES: Fixed crash and reflection probes corruption on A9 chipsets (OpenGLES3.0) (794660)
  • OpenGLES: Fixed crash triggered by attempting to set a texture parameters with an uninitialized texture dimension. This was affecting the rendering of the splash screen. (806540, 805897)
  • OSX Editor: Fixed UI text rendering on Radeon HD 4000 series and older AMD GPUs. (783713)
  • OSX: Add IPv6 support for WWW (804483)
  • OSX: Correctly determine native resolution for full screen applications. (775210)
  • OSX: Fixed a crash when -nographics is used without -batchmode. (796870)
  • OSX: Fixed rare crashes when using WWW from multiple threads. (801759)
  • OSX: Fixed icons in batch mode builds. (707886)
  • OSX: Fixed infrequent crashes in Screen Selector. (787233, 793518)
  • OSX: Fixed the missing menu bar in Windowed mode OS X mac standalone (799420)
  • OSX: Fixed SSL protocol support on 32-bit OSX standalone. (696234)
  • Particles: Added Undo support when auto reparenting sub emitters. (544444)
  • Particles: Bounds are not updated after moving whole particle. (791794)
  • Particles: Fixed a regression when stopping particles and moving them offscreen before they die. (793747)
  • Particles: Fixed an issue where mesh particles are not being scaled when in world space. (772199)
  • Particles: Fixed collisions not being calculated in-between editor updates. (489509)
  • Particles: Fixed a culling regression bug when starting particles offscreen. (793458)
  • Particles: Fixed sorting when using local space particles. (780867)
  • Particles: Fixed the issue where calling Stop on offscreen particle systems would instantly destroy them. (793476)
  • Particles: Fixed the issue where pivot offset on stretched billboard particles was being applied incorrectly. (793101)
  • Particles: Fixed the issue where pivot offset was incorrectly inverted on the Y axis. (790480)
  • Particles: Start delay is only applied when the system time is 0. (754270)
  • Physics: Exposed Rigidbody.solverVelocityIterationCount and Physics.solverVelocityIterationCount to help stabilize bounce behavior on impacts. (768279)
  • Physics: Toggling 'Rigidbody2D.IsKinematic' in the Inspector during play-mode now correctly changes the body-type. (806089)
  • Prefabs: Fixed an issue with serialising objects with 64 bit file IDs, which could cause prefabs to become corrupt. (767793)
  • Samsung TV: UnityEngine.Ping has been fixed and will no longer report permissions issues. (788483)
  • Scene Management: Fixed serialization of SceneSetup.
  • Scene Management: Prevented adding a scene multiple times to the scene list via click and drag. (775666)
  • Scripting: Avoid allocating GC memory during Coroutine iteration. (784481)
  • Scripting: Do not allocate for a MethodInfo.Invoke on a method with no parameters. (780377)
  • Scripting: Fixed deadlock in Editor on re-entering play mode when using ThreadPool. (791026, 771710)
  • Shaders: Fixed confusing behavior where Material's render queue would be overridden, when changing a shader on it. (791704)
  • Shaders: Fixed crash during shader warmup in some cases. (775067, 780644)
  • Shaders: Fixed crash that sometimes happens after deleting a shader, while materials are still trying to use it. (785905)
  • Shaders: Fixed HLSL bitcast operations on fixed/half types not always translated into OpenGL/ES properly. (776808)
  • Shaders: Fixed possible editor scene view picking crash, after reimporting shader with a GrabPass. (744588)
  • Shaders: Fixed reflection probe box projection not being accurate on large polygons. (787136, 801535)
  • Substance: Avoid re-generating ProceduralMaterials twice when switching color space.
  • Substance: Fixed a crash in VisibleIf expression evaluation caused by looking up an input by label instead of by identifier. (779560)
  • Substance: Fixed a crash when undoing a modification of the shader assigned to a ProceduralMaterial . (781118)
  • Substance: Fixed an error when loading package file containing an old version of a substance file. (790491)
  • Substance: Fixed baked ProceduralTextures being serialized without their baked data. (776052)
  • Substance: Fixed GetProceduralXYZ returning 0 when used with an input's label instead of its identifier. (762285)
  • Substance: Fixed normal maps textures being incorrectly processed when used as image inputs to a ProceduralMaterial.
  • Substance: Fixed ProceduralMaterials being stuck in "Generating..." state when leaving playmode as they are being computed. (779574)
  • Substance: Fxed "Mismatched LayoutGroup.Repaint" error message appearing in console when assigning a ProceduralMaterial to a mesh. (780071)
  • Substance: Now warn the user when an input of a BakeAndDiscard ProceduralMaterial is being set at runtime.
  • Substance: ProceduralTextures being cached to disk/flash now have their size correctly taken into account when querying Caching.spaceOccupied.
  • Substance: Speed up the processing of BakeAndDiscard materials when loading scenes. (776803)
  • Terrain: Fixed a crash when the asset of trees painted on the terrain is deleted from the project. (770290)
  • Terrain: Fixed an issue where modifying terrain settings in the Inspector didn't properly dirty the scene and might cause potential data loss. (774962)
  • Terrain: Fixed backlit SpeedTree leaves not being correct in deferred shading. (790798)
  • Terrain: Fixed crash loading corrupted terrain. (757741)
  • Terrain: TerrainData.heightmapResolution, SetDetailResolution(), alphamapResolution and baseMapResolution now prints warning messages if the supplied argument is out of range. (771032)
  • Tizen: Fixed a problem that is an object moves to the center by force sometimes when device is rotated.
  • tvOS: Fixed support for default font of Unity (Arial). (776115)
  • tvOS: Fixed tvOS player support depending on iOS support native libraries.
  • tvOS: Removed "Prepare iOS for recording" from tvOS player settings, which was breaking full screen movie playing. (790589)
  • UI: Added missing call to SetParentCanvas at CanvasRenderer::CanvasHierarchyChanged. (764711)
  • UI: Fixed the crash and flickering issues caused by sorting grid. (794539, 792837)
  • UI: Fixed NullReferenceException when deleting object with 2D RectMask component from scene. (766771)
  • UI: Fixed occasional crashes when modifying elements of non-Overlay Canvases. (774423)
  • UI: Fixed race condition between UI system and UI jobs. In rare cases could cause a crash. Added asserts to help identify any future race conditions in the UI system. (794360)
  • UI: Fixed RectMask2D clipping incorrectly when nested canvases are present. (782957)
  • UI: Fixed World Space Canvas not being rendered on render textures. (790264, 799386, 795880)
  • UnityAnalytics: Fix for Game Observer input touches GC alloc based on forum post. And not send extract appRunning event during scene change.
  • UnityWebRequest: [IL2CPP] Fix for app crash when using custom DownloadHandlerScript with preallocated buffer for UnityWebRequest. (796163)
  • UnityWebRequest: Fixed: CORS request blocked due to x-unity-version header. (784422)
  • UnityWebRequest: Fixed: DownloadHandlerScript.CompleteContent is not called. (786293)
  • UnityWebRequest: Fixed an issue where UnityWebRequest.error returned inconsistent results after Abort was called. (790840)
  • UnityWebRequest: Fixed an issue whereby Unity was not responding when trying to quit in headless mode. (790610)
  • UnityWebRequest: Hard EXC_BAD_ACCESS crash from AsyncOperation. (800964)
  • UnityWebRequest: Make headers case insensitive, in order to better match RFC 2616 semantics.
  • VCS: Fixed the PlasticSCM connection problems on OSX 10.11 and OSX 10.10. (776804)
  • VCS: Fixed an issue where Cache Server failed to validate prefab created from script. (793780)
  • VCS: Updated VCS plugins from Bitbucket with improved support for IPv6 server connections on Windows and OSX and SSL server connections on Windows, OSX and Linux. (800289)
  • VR: Added support for DirectX12 to Oculus VRDevice.
  • VR: Audio device no longer switches when an unused usb audio device is removed.
  • VR: Fixed Oculus VRNode values on the first frame.
  • VR: Fixed splash screen hitching during level load on Oculus Rift and Gear VR.
  • VR: GearVR apps render their splash screens directly to the HMD compositor to fix hitching issue
  • VR: GearVR Context creation updated.
  • VR: GearVR no longer renders splash image directly to the HMD's compositor until updated version of Oculus plugin is available.
  • VR: Oculus Plugin Signing for Non-Development builds.
  • VR: Only disable rendering for stereo cameras when VR Focus is lost and RunInBackground is true. (807442)
  • VR: Re-enable rendering when Disabling VR after losing VRFocus. (807454)
  • VR: Reduced delay when returning VRFocus. Should no longer be a static image for a second or two.
  • VR: Remove black bar from side of game view by correcting for occlusion mask. (802122)
  • WebGL: Ensure GC is run after scene load to clear WeakReferences. (783291)
  • WebSockets: Make Incoming buffer configurable: ConnectionConfig.WebSocketReceiveBufferMaxSize param. (791362)
  • Windows Standalone: Launcher will correctly display unicode symbols for input bindings. (507878)
  • Windows Store: Accelerometer Events will be correctly returned on ARM platforms Case (802112)
  • Windows Store: Added command line argument -dontConnectAcceleratorEvent, which could help to solve issues with XAML controls used together with Unity.
  • Windows Store: Correctly specify RootNamespace when generating Visual Studio projects for il2cpp backend, fixes Windows Runtime metadata validation test in WACK. (792473)
  • Windows Store: Do not overwrite solution file when building on top. (790408)
  • Windows Store: Fix System.FormatException in MainPage.xaml.cs Case (802990)
  • Windows Store: Fixed a crash which happened when serializing objects which have the first field be an array or a list on .NET scripting backend. (799560)
  • Windows Store: Fixed a memory leak which leaked ~5 KB of memory per frame. (805830)
  • Windows Store: Fixed an issue where plugins marked for .NET scripting backend were still being used even if building to il2cpp scripting backend or vice versa. (810753)
  • Windows Store: Fixed an issue where user couldn't enter @ symbol with touch screen keyboard when Spanish language is selected. (792589)
  • Windows Store: Fixed an issue which sometimes caused "The referenced script on this Behaviour is missing!" after unloading unused assets while maintaining indirect references on the MonoBehaviours on .NET scripting backend. (804163)
  • Windows Store: Fixed an issue with generics, causing access reduction exception at runtime. (790319)
  • Windows Store: Fixed DisconnectedException while pluging/unplugin joystick from usb multiple times. (778842)
  • Windows Store: Fixed enlighten crash on startup when Unity splash was used. (810310)
  • Windows Store: fixed issues with UnityEngine.Networking when using Unity C# projects (774164, 795784)
  • Windows Store: Fixed manifest generation for StoreLogo, when only scale-100 image is available. (775624)
  • Windows Store: Fixed Screen.orientation sometimes reporting incorrect value on startup. (792618)
  • Windows Store: generate code in exported solution to properly setup initial orientations, in order to avoid rotation on startup on Windows 10 (804583)
  • Windows Store: Load first scene after Unity splash screen is over. (767548)
  • Windows Store: NetworkTransport.ConnectEndPoint will work correctly on UWP (required by secure sockets), note this function will not work on older Windows Store SDKs. (786277)
  • Windows Store: SystemInfo.supportsVibration will return correct value on Windows Phone 8.1/10.0 Case (804156)
  • Windows Store: Workaround a driver bug in Lumia 950, the screen was flickering when navigation bar was spawning or de-spawning. Basically we replace ID3D11DeviceContext::ClearDepthStencilView (which corrupts stencil buffer somehow) with a full screen quad draw call which clears depth/stencil. (790537)
  • Windows Store: WWW.responseHeaders will return STATUS header the same way as other platforms Case (801998)
  • WWW: Fixed potential crash when multiple simultaneous downloads failed. (786999)

New in Unity 5.4.0F1 RC1 (Jul 14, 2016)

  • Improvements:
  • UI: ETC1 + alpha support for UIImage.
  • UI: Object.Instantiate now takes a optional Transform parent parameter.

New in Unity 5.3.5 Patch 8 (Jul 13, 2016)

  • Improvements:
  • Graphics: Documentation for Display API.
  • Lighting: Improved an error message about invalid data when baking probes.
  • Shaders: Removed an outdated comment in UnityStandardCore.cginc
  • Fixes:
  • (808817, 805086, 801150) - Android: Fixed clip() in ES3 shaders on some Adreno GPUs.
  • (796182) - Android: Screen.dpi always returns densityDpi now.
  • (798640) - Camera: Stop silently disabling cameras that have non-existing target display set on them.
  • (798576) - Editor: Fixed an issue where the Editor would freeze if the user attempted to import a model without normals when the selected graphics API is OpenGL 2.
  • (785131) - Graphics: Fixed Display.main not always being Display.displays[0] in multi-display configurations.
  • (809864) - IL2CPP/PS4: Corrected the exception "System.Net.Sockets.SocketException: System call failed" which could occur when UDP sockets were used.
  • (809995) - IL2CPP: Corrected an exception during code generation with the NPOI library.
  • (808536) - iOS/IL2CPP: Fixed an error in generated C++ code due to duplicate extern declarations when an extern method in C# is overloaded.
  • (800289) - VCS: Updated VCS plugins from Bitbucket with improved support for IPv6 server connections on Windows and OSX and SSL server connections on Windows, OSX and Linux.
  • (810310) - Windows Store: Fixed enlighten crash on startup when Unity splash was used.
  • (810753) - Windows Store: Fixed an issue where plugins marked for .NET scripting backend were still being used even if building to il2cpp scripting backend or vice versa.

New in Unity 5.4.0b25 Beta (Jul 11, 2016)

  • Fixes:
  • [798901] 2D: Animating the Transform position/rotation when using 'Animate Physics' now correctly uses Rigidbody2D MovePosition/MoveRotation.
  • [798879] 2D: SurfaceEffector2D now correctly calculates tangent velocities for objects with forces opposing the desired surface speed.
  • [802327] Animation: Fixed crash when calling Animator.GetCurrentAnimatorStateInfo during an interrupted transition.
  • [782175] Audio: Fixed issue where an AudioSource created from MovieTexture.audioClip always returned 'time' property as 'Infinity'.
  • Audio: Fixed issue where AudioClip.LoadAudioData had no effect when called after AudioSettings.Reset.
  • Audio: Fixed issue where AudioSource.time was returning NaN values for user-created clips.
  • Audio: Fixed issue where non-persisted audio clips (i.e. clips created through AudioClip.Create) tried to reload after AudioSettings.Reset, which caused error messages.
  • [784933] DirectX: Windowed Direct3D 11 applications will no longer run with their framerate uncapped when minimized.
  • [804676] Editor: Building VR projects when running on case-sensitive file systems will now correctly find the target plugin folders.
  • [776559] Editor: Custom cursor texture is now validated when setting it, fixing issue where custom cursors could look corrupted.
  • [803624] Editor: Fixed a crash when importing a large sprite sheet.
  • [797557] Editor: Fixed crashes in various circumstances when using shaders with too many samplers.
  • [676201] Editor: Fixed issue whereby exiting Play Mode via script from Start did not work.
  • [806160] GI: Fixed source of crash that could happen in GetLightProbeProxyVolumeSample or SampleReflectionProbes.
  • [808304] Graphics: Fixed issue where SyncAsyncResourceUpload would do a busy wait loop, causing a CPU to get pegged unnecessarily.
  • Graphics: SpeedTree: Fixed incorrect rendering when a tree is in dithering on some mobile devices such as iPhone 6.
  • [800915, 807370] iOS: Fixed a couple of minor memory leaks relating to Metal and Cloud support.
  • [801573] iOS: Fixed crash in FMOD_RESULT DSP::release() when AudioManager::CloseFMOD is called several times.
  • [804440] iOS: Fixed leak of thread handles and associated resources in UnityEngine.Ping.
  • [806450] OpenGLES: Fixed crash on some Android applications, which could be triggered by attempting to set a texture parameter with an uninitialized texture dimension. This in turn affected the rendering of the splash screen.
  • [804483] OSX: Added IPv6 support for WWW.
  • [796870] OSX: Fixed a crash when using -nographics without -batchmode.
  • [801759] OSX: Fixed rare crashes when using WWW from multiple threads.
  • [800794] PS Vita: Fixed case of IL2CPP NewGuid returning duplicates.
  • [796528] PS Vita: Fixed IL2CPP crash caused by incorrectly calculated stack bottom.
  • [788521] PS Vita: Fixed issue whereby use of 'Best Performance' DSP buffer size would result in a crash.
  • [792648] Text Rendering: Fixed bug preventing best fit from working when font size 0 specified.
  • [803344] Text Rendering: Fixed case of text occasionally sampling beyond the spacing between adjacent glyphs by adding a default 1 texel padding around all glyphs in dynamic font textures.
  • VCS: Moved the assignment of an identifier from the constructor to the Get method. This stops a C++ method being called during C# constructor and serialization (which is a scripting warning as it is unsafe to do this).
  • [802112] Windows Store: Accelerometer Events are now returned correctly on ARM platforms.
  • [802112] Windows Store: Accelerometer Events are now returned correctly on ARM platforms. Previously, "out of bounds" exceptions could be raised.
  • [804156] Windows Store: Fixed case of SystemInfo.supportsVibration returning an incorrect value on Windows Phone 8.1/10.0.
  • [802990] Windows Store: Fixed System.FormatException in MainPage.xaml.cs.
  • [804156] Windows Store: SystemInfo.supportsVibration now returns correct values on Windows Phone 8.1/10.0.
  • [801998] Windows Store: WWW.responseHeaders now returns the STATUS header (where previously it was dropped), as other platforms do.

New in Unity 5.3.5 Patch 7 (Jul 8, 2016)

  • Fixes:
  • (767948) - AI: Fixed crash when inspecting NavMeshAgent.pathEndPosition in MonoDevelop.
  • (789870) - Android: Application.temporaryCachePath and Application.persistentDataPath always return external paths starting KITKAT.
  • (796242) - Android: Audio - Fixed an issue where the application would not regain audio focus after a notification.
  • (799652) - AssetBundles: Fixed default compression for WebGL and WebPlayer targets
  • (788521) - Audio: Use of 'Best Performance' DSP buffer size results in crash
  • (804864) - Editor: Fixed an issue causing unnecessary script compilation, and improved compilation error handling
  • (780900) - Editor: Fixed issue where preferences in Windows registry were not being terminated correctly
  • (801482) - Fixed a crash-on-exit related to DirectorManager::OnShutdownBeforeObjectCleanup
  • (761215) - Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • (780356) - Fixed crash when undoing replacement of transform on prefab instance
  • (749008) - GI/MSE: Fixes an issue when switching to lighting settings of a different scene.
  • (725776) - GI: "Error adding system: Data not available." thrown when building specific scene setup
  • (804898) - GI: Updated Enlighten to version 3.02.UN2.51359. Fixes output of incorrect light probe spherical harmonics L2 coefficients in certain situations. This was caused by un-initialized memory.
  • (796528) - IL2CPP: IL2CPP crash caused by incorrectly calculated stack bottom
  • (806644) - IL2CPP: Return the correct value for the HasValue property of nullable types on the stack.
  • (808292) - iOS/IL2CPP: Allow proper managed stack traces for iOS projects build on Unity Cloud Build.
  • (800915, 807370) - iOS: Fix a couple of Metal and Cloud support related small memory leaks
  • (804440) - iOS: Fix leak of thread handles and associated resources in UnityEngine.Ping
  • (805240) - iOS: Fixed apps from hanging when a long running script is triggered from backgrounding
  • (765574, 744380) - iOS: Fixed OnApplicationPause not being called when PlayFullScreenMovie stops/starts
  • (746309) - iOS: Fixed UnityWebRequest.isError being set incorrectly when there is no internet connection
  • (802534) - Metal: Fixed rendering of masked contents on GUI layer.
  • (809347) - Metal: Perform framebuffer clear more effectively
  • (789572) - Multidisplay: Fixed changing primary monitor still opens scene in first.
  • (794660) - OpenGLES: Fixed crash and reflection probes corruption on A9 chipsets (OpenGLES3.0)
  • (804483) - OSX: Add IPv6 support for WWW
  • (796870) - OSX: Fix a crash when -nographics is used without -batchmode
  • (801759) - OSX: Fix rare crashes when using WWW from multiple threads
  • (799420) - OSX: Fixed missing menu bar in Windowed mode OS X mac standalone
  • (none) - Tizen: Fix a problem that is an object moves to the center by force sometimes when device is rotated.
  • (766771) - UI: Fixed NullReferenceException when deleting object with 2D RectMask component from scene
  • (794360) - UI: Fixed race condition between UI system and UI jobs. In rare cases could cause a crash. Added asserts to help identify any future race conditions in the UI system.
  • (none) - VR: GearVR apps render their splash screens directly to the HMD compositor to fix hitching issue
  • (807442) - VR: Only disable rendering for stereo cameras when VR Focus is lost and RunInBackground is true.
  • (807454) - VR: Re-enable rendering when Disabling VR after losing VRFocus.
  • (none) - VR: Reduced delay when returning VRFocus. Should no longer be a static image for a second or two.
  • (804583) - Windows Store: generate code in exported solution to properly setup initial orientations, in order to avoid rotation on startup on Windows 10
  • (802112) - Windows Store: Accelerometer Events will be correctly returned on ARM platforms Case
  • (802990) - Windows Store: Fix System.FormatException in MainPage.xaml.cs Case
  • (804156) - Windows Store: SystemInfo.supportsVibration will return correct value on Windows Phone 8.1/10.0 Case
  • (801998) - Windows Store: WWW.responseHeaders will return STATUS header the same way as other platforms Case

New in Unity 5.4.0b24 Beta (Jul 1, 2016)

  • Changes:
  • Editor: Changed License Title from "Unity Pro" to "Unity Plus or Pro".
  • Improvements:
  • VR: Updated to Oculus Runtime version 1.5.
  • Fixes:
  • [785841] Animation: Fixed applying rotation on RigidBody2D.
  • [803584] Animation: Fixed case of animation being glitchy when 'Optimize Game Objects' option was selected.
  • [802229] Animation: Fixed case of ArgumentNullException being issued when deleting a property in the Animation Window.
  • [802226] Animation: Fixed case of incorrect framing being applied when changing the Curve Editor property selection in the Animation Window.
  • [788662] Animation: Fixed case of playable not updating when an AnimatorController is already set in the animator.
  • Animation: Memory usage improvements.
  • [806648] Editor: Fixed issue where switching user before activating would cause a license activation failure.
  • [805547] Editor: Fixed issue where two (or more) Cef browser windows were instantiated.
  • [789883] Editor: The OnGeneratedCSProjectFiles callback is now triggered as expected when using Visual Studio.
  • [754308] GI: Fixed an issue on iOS and some Android devices where Materials with high Emission would produce banding artifacts when real-time GI was used.
  • [799572] iOS: Fix to set the missing texel size for WebCamTexture textures. This in turn fixes WebCamTexture rendering on UI's RawImage.
  • [785021] iOS: Fixed case of incorrect value being set in Xcode when the "Target minimum iOS version" player setting in Unity was set to 9.0.
  • iOS: Fixed case of possible change in WebCamTexture.size values after calling GetPixels() methods.
  • [788428] iOS: Fixed crash on iOS when an app targeting 60 FPS was being suspended to background.
  • iOS: Incremented the minimum supported iOS version from 6.0 to 7.0.
  • [802534] Metal: Fixed rendering of masked contents on GUI layer.
  • [777966] Physics: Fixed the source of a number of crashes that could occur when setting properties (such as 'connectedBody') of broken Joints during the OnJointBreak callback.
  • [657306] Scripting: Fixed thread safety of TimeZone.CurrentTimeZone and DateTime.Now.
  • [790589] tvOS: Removed "Prepare iOS for recording" from tvOS player settings, which was breaking fullscreen movie playing.
  • [785501] UI: Fixed issue where the last UI element added to a layout group via the Create... menu would be mis-positioned.
  • Windows: Fixed occasional stutter when running with vsync turned off.

New in Unity 5.3.5 Patch 6 (Jun 29, 2016)

  • Improvements:
  • Audio: Added ability to transition AudioMixer snapshots by scaled and unscaled time.
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority, attached effect components or spatializers are now also bypassed in order to save CPU use. The new behaviour is on by default, but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Audio clips with the "Streaming" load type are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. The behaviour is not affected except for a slight increase in playback delay of this type of audio clips.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import, and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Audio: Moved Preload Audio Data to the platform-specific settings section. The previous location was confusing as it was shown grayed-out in the inspector with a checkmark that depended on all overrides.
  • Audio: SystemInfo now includes supportsAudio info.
  • iOS: Update Build and Run to work with Xcode 8
  • VR: Updated to Oculus Version 1.5.
  • Fixes:
  • (786827) - Animation: Fixed rotation values set in inspector restricted to [0,360] degrees when recording animation.
  • (800268) - Animation: Fixed animation event firing twice when controller is set by a script and an instantaneous transition is trigger in the same frame.
  • (778887) - Animation: Fixed crash when changing playable controller in animator in game mode.
  • (740603) - Audio: "Failed to initialize spatializer" warning message no longer appears when Spatializer Plugin is set to "None".
  • (758064) - Audio: Audio Profiler no longer shows "wrong" information when using Spatialization.
  • (632169) - Audio: AudioMixer.GetFloat() and SetFloat() now work without needing to restart Unity.
  • (782248) - Audio: AudioSource: Fixed issue whereby Doppler Level didn't work when used with custom spatializer plugins.
  • (772946) - Audio: Fixed case of component effect appearing disabled on play and becoming enabled again after pressing pause and then play.
  • (763036) - Audio: Fixed case of Unity crashing when the Disable Audio option was selected in Project Settings.
  • (784887) - Audio: Fixed crash when disabling component which uses OnAudioFilterRead.
  • (none) - Audio: Fixed handling of default DSP buffer size. Previously, once the buffer size was changed to something other than Default latency, changing it back to Default latency had no effect.
  • (781566) - Audio: Fixed issue where AudioListener with two custom scripts crashed when reinitializing the sound system.
  • (775328) - Audio: Fixed issue where the Audio Lowpass Frequency curve moved in the wrong direction in the AudioSource curve view.
  • (771825) - Audio: Fixed issue whereby adding an effect in the mixer with bypass effects enabled didn't rechain the component effect back properly.
  • (none) - Audio: Fixed issue whereby the memory profiler did not report AudioClip memory correctly. The memory allocated by AudioClips was wrongly accumulated under AudioManager.
  • (760985) - Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • (718344) - Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • (731177) - Audio: Large numbers of streaming audio clips no longer cause crashes in batch mode.
  • (732854) - Audio: Low Pass Filter now works on Audio Listener.
  • (715257) - Audio: Microphone.IsRecording(null) no longer returning true even when no devices were available.
  • (none) - Audio: Native audio plugin SDK: Fixed dspbuffersize having a value of 0 when default buffer size settings are selected.
  • (none) - Audio: Preloaded sounds now allow calling GetData in Start().
  • (none) - Audio: Project browser now updates after a change has been applied in the AudioImporterInspector.
  • (none) - Audio: Sounds marked as Play On Awake are now shown in Audio profiler.
  • (806648) - Editor: Fixed activate license failure if user switch user before activation.
  • (804864) - Editor: Fixed an issue causing unnecessary script compilation, and improved compilation error handling
  • (804139) - Editor: fixed an issue where custom windows could be removed when encountering errors in user editor scripts.
  • (802014) - IL2CPP: Fixed a crash that can occur during XML serialization with the .NET 2.0 profile.
  • (800496) - IL2CPP: Fixed a crash which can occur during the iteration of enum values cast as a list of System.Object values.
  • (804767) - IL2CPP: Corrected the packing for some C# struct definitions with explicit layout.
  • (805846) - IL2CPP: Fixed try/catch handling when filter type includes generic parameters.
  • (794660, 790555, 737693) OpenGLES: Fixed crash and reflection probes corruption on A9 chipsets (OpenGLES2.0).
  • (799560) - Windows Store: Fixed a crash which happened when serializing objects which have the first field be an array or a list on .NET scripting backend.
  • (805830) - Windows Store: Fixed a memory leak which leaked ~5 KB of memory per frame.
  • (804163) - Windows Store: Fixed an issue which sometimes caused "The referenced script on this Behaviour is missing!" after unloading unused assets while maintaining indirect references on the MonoBehaviours on .NET scripting backend.
  • (775624) - Windows Store: Fixed manifest generation for StoreLogo, when only scale-100 image is available.
  • (767548) - Windows Store: Load first scene after Unity splash screen is over.
  • (786277) - Windows Store: NetworkTransport.ConnectEndPoint will work correctly on UWP (required by secure sockets), note this function will not work on older Windows Store SDKs.

New in Unity 5.4.0b23 Beta (Jun 28, 2016)

  • FEATURES:
  • IL2CPP: Android support for IL2CPP is now official (previously 'experimental').
  • IMPROVEMENTS:
  • OpenGL: Optimized shader translation for matrix array accessing. This especially improves instancing performance.
  • VR: The Oculus OVRPlugin signature check now happens only for non-development, release builds.
  • FIXES:
  • [781657] Android: Added an explicit clear for .mdb files for release builds.
  • [787491] Android: Fixed a crash on PVR devices caused by a driver issue with KHR_debug.
  • [777411] Editor: Fixed crash when registering Transform using Undo.RegisterCreatedObjectUndo.
  • [804750] Graphics: Fixed DepthNormals pass to no longer use very low precision (16bit) depth buffer. It now uses the same depth buffer format as regular rendering.
  • [794054] Multiplayer: Fixed case of NetworkTransport.SetBroadcastCredentials crashing Unity.
  • Multiplayer: Fixed issue whereby cleaning up a connection containing a StateUpdate channel could cause a crash.
  • [776827] OpenGL: Applied workaround for ES3 shader compiler bugs on Adreno 3xx devices.
  • [806089] Physics: Toggling 'Rigidbody2D.IsKinematic' in the Inspector during Play Mode now correctly changes the body type. Previously it had no effect.
  • [803901] UI: Fixed issue with double rendering of world canvas in Editor.
  • [793119] UI: Fixed off-by-1 error in InputField.characterLimit when ContentType != standard.
  • VR: Fixed file access error when building with Oculus or OpenVR plugins included in the Plugins folder.
  • [802122] VR: Fixed VR scene rendering in Game View to use the correct aspect ratio and not render occlusion mask.
  • VR: VR splash screen images now follow the gaze of the user so that they are always seen.
  • [786986] UI: MaskUtilities fixes:
  • Fix to skip inactive RectMask2D
  • Fixed nested clipping.

New in Unity 5.3.5 Patch 5 (Jun 23, 2016)

  • Fixes:
  • (none) - Analytics: Fixed a NullReferenceException when stores inform Unity IAP of purchase events without providing metadata for the purchased product.
  • (792351) - Android: Fixed an issue where Unity would emit "Unknown event structure (0)" to the log several times per second.
  • (789840) - AssetBundle: Fixed the error message when accessing the main asset.
  • (none) - Build Pipeline: Updated build window to allow case insensitive file extensions.
  • (747347) - Documentation: Updated documentation for Resources.UnloadAsset to document the 5.x behaviour which is different to 4.6 behaviour.
  • (799469) - General: Fixed crash in the callstack symbolication code that meant Unity could crash while generating crash reports during engine startup and shutdown
  • (none) - GI: Fixed an issue which would caused GI textures to be packed incorrectly.
  • (803088) - GI: Fixed error when baking light probes: "Error adding Enlighten probe set: Failed to allocate probe set."
  • (797235) - GI: Fixed static batching not working when Lightmap Static and Use Light Probes options were both enabled in a Renderer in manual GI mode.
  • (803910) - IL2CPP: Now allow allocation of a pinned GC handle to a null value.
  • (788428) - iOS: Fixed a crash on iOS when 60 fps app is going to background.
  • (none) - iOS: Fixed possible value change for WebCamTexture.size after calling GetPixels() methods.
  • (785021) - iOS: Set correct value in Xcode when "Target minimum iOS version" player setting is set to 9.0.
  • (799572) - iOS: Set missing texel size for WebCamTexture textures.
  • (803795) - License: Fixed broken link to buy Pro version.
  • (803806) - License: Fixed license page alert bar missing issue.
  • (783219) - LOD: Fixed unreachable code warnings when distance == selection.maxDistance.
  • (791362) - Networking: Adding parameter ConnectionConfig.WebSocketReceiveBufferMaxSize (bytes) for manually increasing webSocket buffer and preventing disconnect with log message """"*** sending new, pending truncated **"""".
  • (788877) - Networking: Fixed an issue of different error-messages when setting 65535 and 65537 to m_MaxDefaultConnections in HostTopology.
  • (761566) - Networking: Fixed an issue whereby calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() crashes editor.
  • (801973) - Networking: Fixed System.Net.NetworkInformation.Ping on recent versions of OSX.
  • (806540, 805897) - OpenGLES: Fixed crash triggered by attempting to set a texture parameters with an uninitialized texture dimension. This was affecting the rendering of the splash screen.
  • (544444) - Particles: Added Undo support when auto reparenting sub emitters.
  • (791794) - Particles: Bounds are not updated after moving whole particle.
  • (772199) - Particles: Fixed an issue where mesh particles are not being scaled when in world space.
  • (489509) - Particles: Fixed collisions not being calculated in-between editor updates.
  • (780867) - Particles: Fixed sorting when using local space particles.
  • (754270) - Particles: Start delay is only applied when the system time is 0.
  • (806089) - Physics: Toggling 'Rigidbody2D.IsKinematic' in the Inspector during play-mode now correctly changes the body-type.
  • (791026, 771710) - Scripting: Fixed deadlock in Editor on re-entering play mode when using ThreadPool.
  • (787136, 801535) - Shaders: Fixed reflection probe box projection not being accurate on large polygons.
  • (790491) - Substance: Fixed an error when loading package file containing an old version of a substance file.
  • (790798) - Terrain: Fixed backlit SpeedTree leaves not being correct in deferred shading.
  • (none) - tvOS: Fixed tvOS player support depending on iOS support native libraries.
  • (790589) - tvOS: Removed "Prepare iOS for recording" from tvOS player settings, which was breaking full screen movie playing.
  • (790264, 799386, 795880) - UI: Fixed World Space Canvas not being rendered on render textures.
  • (790840) - UnityWebRequest: Fixed an issue where UnityWebRequest.error returned inconsistent results after Abort was called.
  • (none) - VR: GearVR no longer renders splash image directly to the HMD's compositor until updated version of Oculus plugin is available.
  • (802122) - VR: Remove black bar from side of game view by correcting for occlusion mask.
  • (786999) - WWW: Fixed potential crash when multiple simultaneous downloads failed.

New in Unity 5.4.0b22 Beta (Jun 20, 2016)

  • Changes:
  • Scripting: Using GameObject.AddComponent is no longer allowed and will throw an exception. Derive a class from MonoBehaviour and add it instead.
  • Improvements:
  • Graphics: Added a property to allow skipping the bounding box recalculation when setting the list of indices or triangles of a Mesh. This is useful for LODs that use a sliding window.
  • Multiplayer: WebSocket: Improved memory allocation and socket writing procedure (fixed case of connection closing unexpectedly).
  • Shaders: Added UNITY_SAMPLE_TEX3D_LOD macro, for consistency with other LOD sampling macros.
  • VR: Added support for the Oculus Rift Remote: it presents itself to the input system as a joystick named "Oculus Remote".
  • Fixes:
  • [800268] Animation: Animation event no longer fires twice when the controller is set by script and an instantaneous transition is triggered on the same frame.
  • [800939] Asset Bundles: Fixed crash when building AssetBundles.
  • [722725] Asset Bundles: Fixed issue whereby particle materials would lose reference to textures if loaded from AssetBundles.
  • [785775] Asset Management: Fixed crash at UndoBase::DetermineUndoType when deleting a large number of objects or objects with large sizes.
  • [775982] CacheServer: Fixed issue with wrong CacheServer IP address used when "Check Connectivity" button clicked in Preferences window.
  • [800247] DX11: Fixed rendering into 3D/2DArray render texture mip levels.
  • [440883] Editor: Fix to show correct platform title instead of platform ID.
  • [795182] Editor: Fixed case of Scene.buildIndex being always -1 when in Edit mode.
  • [780900] Editor: Fixed issue where preferences in the Windows registry were not being terminated correctly.
  • GI: Fixed a bug which would cause GI textures to be packed incorrectly.
  • [803086] Graphics: Fixed crash in CommandBuffer.DrawMesh when material is null.
  • [790555, 737693, 794660] iOS: Applied workaround for a9 driver bugs with non-full mipchain vs EXT_texture_storage.
  • [792932] iOS: Enabled incremental build for IL2CPP by default for old projects.
  • [790853] iOS: Fix to remove unnecessary IL2CPP files that increase build size.
  • [776528] iOS: Fixed a memory leak caused by auto-released objects in non-main threads.
  • [777964] iOS: Fixed case of Unity splash screen on standalone player appearing brighter in linear color space on Metal.
  • [794783 , 794786] Model Importer: Fixed a crash when importing .obj or .fbx files with malformed data or duplicate indices.
  • [789572] Multi-display: Fixed issue whereby a Scene would still be displayed in the original monitor, even after changing the primary monitor.
  • [761566] Multiplayer: Fixed issue where calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() would crash Editor.
  • [788808] Multiplayer: Fixed issue whereby ReliableFragmented channel could drop data.
  • [788537] Multiplayer: Fixed issue with initial state in SyncListStructs not being handled correctly.
  • [791362] Multiplayer: [WebSockets] Fix to make Incoming buffer configurable: ConnectionConfig.WebSocketReceiveBufferMaxSize param.
  • [760104] Multiplayer: [WebSockets] Fixed crash on NetworkClient.SendByChannel call.
  • OpenGL: Fixed cases of SystemInfo.graphicsMemorySize, graphicsDeviceID and graphicsDeviceVendorID being incorrect on desktop platforms. These now match legacy GL behavior.
  • OpenGL: Fixed issue whereby 3D textures did not have mipmaps in some cases.
  • [702370] OSX: Fix to respect requested framerate in batch mode.
  • [702370] OSX: Fixed excessive CPU usage in batch mode.
  • [707886] OSX: Fixed icons in batch mode builds.
  • [787233, 793518] OSX: Fixed infrequent crashes in Screen Selector.
  • [696234] OSX: Fixed SSL protocol support on 32-bit OSX standalone.
  • [799348] OSX: Fixes for Cinematic Effects (Depth Of Field, Screen Space Reflections, SMAA) on Metal.
  • [782535] Particles: Burst counts are no longer limited to 64K.
  • [775739] Particles: Fix to disable "Speed Range" UI when it is not relevant.
  • [790186] Particles: Fixed case of "Invalid AABB" error messages.
  • [795404] Particles: Fixed issue where assigning a different mesh to Shape Module could cause a crash.
  • [773317] Particles: Fixed issue where automatic culling icon did not work with multiple Particle Systems.
  • [775304] Particles: Fixed issue where collision messages did not work for plane collisions.
  • [798671] Particles: Fixed issue where isVisible was not always correct or not updated by ParticleSystem.Play, depending on camera position.
  • [784875] Particles: Fixed issue where prewarm was ignored when start delay was greater than start lifetime.
  • [769656] Particles: Fixed issue where using large gravity values could cause erroneous error messages.
  • [586201] Particles: Fixed issue with ParticleSystem.Prewarm over-simulating when becoming visible.
  • [790506] Particles: Improved RotationBySpeed module UI and made tooltips more descriptive.
  • [790789] Particles: Scene view Particle count now shows SubEmitter information.
  • [769598] Particles / VR: Fixed issue where stretched particles did not work in VR.
  • Samsung TV: Fixed case where OnMouseDown() was not working on Samsung TV.
  • [794364] Substance: Fixed case of outputs not being generated correctly when changing values too fast.
  • [800401] Text Rendering: Fixed a memory leak and behavior leading to crash in Font::CacheFontForText. This also reduced the amount of unnecessary growth that could occur in the Font texture atlas.
  • [784847] Text Rendering: Fixed a potential crash NativeTextGenerator::InsertCharacter when processing badly formed rich text.
  • [790016] Tizen: Fixed case of TapCount not functioning in Development mode.
  • [790311] Tizen: Fixed issue where projects would hang on the splash screen if a custom splash image was used.
  • [787494] Tizen: Fixed operation of Application.OpenURL when used with mailto: URLs.
  • Tizen: Fixed problem whereby an object would sometimes move to the center of the screen when the device was rotated.
  • [776115] tvOS: Fixed support for default Unity font (Arial).
  • [662320] UI: Change to hide unused bump map tiling editor in UI/Lit/Bumped Shader inspector.
  • [688005] UI: Fix to add unsupported fonts in ' only supported in dynamic fonts.' warning.
  • [790246] UI: Fix to force canvas.position.z to 0 when updating the RectTransform of a screen space canvas.
  • [787872] UI: Fix to prevent Canvas emitting to a preview camera.
  • [787195] UI: Fixed case of Canvas Editor bypassing overrideSorting and sortingOrder setters, missing needed events.
  • [749573] UI: Fixed case of disappearing canvas after a session lock/unlock by forcing application repaint after device reset.
  • [794711] UI: Fixed case of shader UV properties being discarded in graphics material.
  • [790264, 799386, 795880] UI: Fixed case of World Space Canvas not being rendered on render textures.
  • [786986] UI: Fixed case where RectMask2D was clipping nested canvases with overrideSorting.
  • [794038] UI: Fixed infinite ScrollRect elastic movement.
  • [793385] UI: Fixed issue with small UI gittering due to local position-rounding issues.
  • [766771] UI: Fixed NullReferenceException when deleting object with 2D RectMask component from Scene.
  • [793119] UI: Fixed off-by-1 error in InputField.characterLimit when then ContentType is not Standard.
  • [776804] VCS: Fixed PlasticSCM connection problems on OSX 10.11 and OSX 10.10.
  • VR: Fixed splash screen hitching during level load on Oculus Rift and Gear VR.
  • [788011] Windows: Fixed case of custom cursor not working after ~3300 updates to different texture, which could also lead to a crash on opening some standardWindows dialog in the Editor.
  • [797575] Windows: Fixed default behaviour for the native resolution setting: the player will now default to native resolution on the first run when this is enabled.
  • [788684] Windows: Fixed incorrect calculation of the cursor position when not using the primary monitor.
  • [775624] Windows Store: Fixed manifest generation when only StoreLogo scale-100 image is available.

New in Unity 5.3.5 Patch 4 (Jun 16, 2016)

  • Improvements:
  • Runtime-Other: Added diagnostic option to cmdline arguments -debugallocator [1/2] which helps to identify memory access issues in the engine on Windows and OSX x64 platforms.
  • WebSocket: Improved memory allocation and socket writing procedure (fixed not expected connection closing)
  • Fixes:
  • (796242) - Android: Abandon/Request audio focus on pause/resume.
  • (789398) - Android: Audio - Fixed audio latency in GearVR regression.
  • (746248) - Android: Buildpipe - Don't check for passwords if exporting project.
  • (746248) - Android: Buildpipe - Don't merge manifests if exporting project.
  • (781657) - Android: Buildpipe - Remove mdb files from release build.
  • (790236) - Android: Editor - Fixed an issue where it was impossible to push to devices running Android N Preview.
  • (802824) - Android: Fixed the issue of game freezing when changing resolution with Screen.SetResolution.
  • (786289) - Android: Fixed high memory usage of RenderTexture.GetTemporary.
  • (751102) - Android: Fixed a crash related to the main context not being an Activity.
  • (793738) - Android: Fixed an issue where Indonesian and Hebrew weren't properly recognized by SystemInfo.
  • (none) - Android: Fixed deployment to devices with unknown OpenGL ES target.
  • (782985) - Android: JNI - Throw correct exception when method not found by reflection.
  • (696580) - Android: Tegra 2: Application no longer crashes if UnitySendMessage is called during initialization.
  • (795931) - ETC1: Fixed ETC1 variant getting stripped out from android build.
  • (793780) - Fixed an issue where Cache Server failed to validate prefab created from script.
  • (none) - Graphics: Fixed potential memory leak with timesliced realtime reflection probes.
  • (797495) - IL2CPP: Implemented Process.GetCurrentProcess on some platforms and provide a useful error message where it was not possible to implement.
  • (800301) - IL2CPP: Prevented a possible deadlock on PS4.
  • (802618) - IL2CPP: Support IPv6 addresses for LocalEndPoint and RemoteEndPoint properties of the .NET Socket class.
  • (792932) - iOS: Enabled incremental build for il2cpp by default for old projects.
  • (803206) - iOS: Fixed crash when calling WWW.Dispose.
  • (790853) - iOS: Removed unneeded il2cpp files that increase build size.
  • (794783) - Model Importer: Fixed a crash when importing .obj and .fbx files with malformed or duplicate vertex data.
  • (763536) - Mono: Added MD4, SHA384 and SHA512 signature verification to X.509 certificates.
  • (793415) - Mono: Handle marshaling properly of a class with a fixed size array field and a base class with multiple fields.
  • (none) - Multiplayer: Cleaned up the connection containing StateUpdate channel can cause crash.
  • (761566) - Multiplayer: Fixed: Calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() crashes editor.
  • (794054) - Multiplayer: NetworkTransport.SetBroadcastCredentials crashes unity.
  • (788808) - Multiplayer: ReliableFragmented channel can drop data.
  • (760104) - Multiplayer: WebSockets: Fixed crash on NetworkClient.SendByChannel call.
  • (774657, 768041, 794455) - OpenGL: Fixed various shader translation (for GLCore/GLES3) issues. Atomic operations on RWByteAddressBuffers, vertex-to-fragment inputs not being float4/half4 sized, geometry shaders where first input is not a SV_POSITION, tessellation shaders that were making some drivers not happy.
  • (707886) - OSX: Fixed icons in batch mode builds.
  • (787233, 793518) - OSX: Fixed infrequent crashes in Screen Selector.
  • (696234) - OSX: Fixed SSL protocol support on 32-bit OSX standalone.
  • (776115) - tvOS: Fixed support for default font of Unity (Arial).
  • (800964) - UnityWebRequest: Hard EXC_BAD_ACCESS crash from AsyncOperation.
  • (none) - UnityWebRequest: Make headers case insensitive, in order to better match RFC 2616 semantics.
  • (791362) - WebSockets: Make Incoming buffer configurable: ConnectionConfig.WebSocketReceiveBufferMaxSize param.

New in Unity 5.3.5 Patch 3 (Jun 10, 2016)

  • Fixes:
  • (791273) - AssetBundle: Fixed the issue that AssetBundle.name is empty.
  • (787112) - AssetBundle: Fixed the issue that ScriptableObject data types in asset bundle variants lose references in scenes. -(786943) Compute: Compute: Fixed compute shaders being reimported upon active build target changes more often than they should be.
  • (763848) - Do not allocate during each call to UdpClient::Receive when socket security is not enabled.
  • (780377) - Do not allocate for a MethodInfo.Invoke on a method with no parameters.
  • (791635) - DX11: Fixed rare crash in Texture2D.ReadPixels.
  • (none) - Fixed AOT code generation for Linq.First, Linq.FirstOrDefault, Linq.Last, Linq.LastOrDefault, Linq.Single, and Linq.SingleOrDefault.
  • (761082) - Fixed shader compiler generating invalid metal shaders.
  • (795429) - GI: Cleanup realtime reflection probe pool between level loads.
  • (760728) - GI: Enabled L2 spherical harmonics for light probes and use the correct light probes SH axes and scaling (rebaking light probes required). Makes objects lit by lightprobes match static lightmapped objects. Upgraded Enlighten to SDK-3.02.UN1.50384.
  • (784128) - IL2CPP: Implemented the "Allocated Objects" performance counter in the "Mono Memory" category.
  • (797649) - IL2CPP: Prevent a crash in FieldInfo.GetValue.
  • (741295) - Job Queue: Fixed issue where a deadlock could occur inside the job system in very rare situations.
  • (788714) - Lines/Trails: Fixed the issue where hadow casting line renderers could cause visual glitches.
  • (796226) - Mecanim: Fixed crash in CopyAnimationNodeState.
  • (none) - OpenGL: Fixed possible crash on machines with several different GPUs, if binary shader cache was used from a mismatching GPU.
  • (793476) - Particles: Fixed the issue where calling Stop on offscreen particle systems would instantly destroy them.
  • (793458) - Particles: Fixed culling regression bug when starting particles offscreen.
  • (793747) - Particles: Fixed a regression when stopping particles and moving them offscreen before they die.
  • (793101) - Particles: Fixed the issue where pivot offset on stretched billboard particles was being applied incorrectly.
  • (790480) - Particles: Fixed the issue where pivot offset was incorrectly inverted on the Y axis.
  • (768279) - Physics: Exposed Rigidbody.solverVelocityIterationCount and Physics.solverVelocityIterationCount to help stabilize bounce behavior on impacts.
  • (770290) - Terrain: Fixed a crash when the asset of trees painted on the terrain is deleted from the project.
  • (774962) - Terrain: Fixed an issue where modifying terrain settings in the Inspector didn't properly dirty the scene and might cause potential data loss.
  • (757741) - Terrain: Fixed crash loading corrupted terrain.
  • (771032) - Terrain: TerrainData.heightmapResolution, SetDetailResolution(), alphamapResolution and baseMapResolution now prints warning messages if the supplied argument is out of range.
  • (none) - UnityAnalytics: Fix for Game Observer input touches GC alloc based on forum post. And not send extract appRunning event during scene change.
  • (796163) - UnityWebRequest: [IL2CPP] Fix for app crash when using custom DownloadHandlerScript with preallocated buffer for UnityWebRequest.
  • (786293) - UnityWebRequest: DownloadHandlerScript.CompleteContent is not called
  • (776804) - VCS: Fixed the PlasticSCM connection problems on OSX 10.11 and OSX 10.10.
  • (none) - VR: Audio device no longer switches when an unused usb audio device is removed.
  • (none) - VR: Fixed splash screen hitching during level load on Oculus Rift and Gear VR.
  • (none) - VR: Oculus Plugin Signing for Non-Development builds.
  • (783291) - WebGL: Ensure GC is run after scene load to clear WeakReferences.
  • (792473) - Windows Store: Correctly specify RootNamespace when generating Visual Studio projects for il2cpp backend, fixes Windows Runtime metadata validation test in WACK.

New in Unity 5.4.0b21 Beta (Jun 9, 2016)

  • Features:
  • VR: Oculus Support for DirectX 12.
  • Improvements:
  • Graphics: Added makeNoLongerReadable argument to Texture3D.Apply and Texture2DArray.Apply APIs, to be able to release system memory.
  • Graphics: Added RenderTexture.GetNativeDepthBufferPtr for native code plugins.
  • iOS/tvOS: Change to use relative symlinks for plugins when building to a related folder.
  • Scripting: Added LightShadowsResolution property to scripting API to make it possible to adjust the shadow mapping quality in code at run time on a per-light basis.
  • Shaders: Added ability to exclude shaders from automatic upgrade, by having "UNITY_SHADER_NO_UPGRADE" anywhere in shader source file.
  • Shaders: Engine and built-in shaders use five fewer shader keywords now, leaving more keywords for users. The following keywords are thus removed: SOFTPARTICLES_OFF, HDR_LIGHT_PREPASS_OFF, HDR_LIGHT_PREPASS_ON, SHADOWS_OFF, DIRLIGHTMAP_OFF.
  • VR: Updated to the 1.4 Oculus API.
  • Fixes:
  • [789557] Animation: A warning that was erroneously displayed in AnimationClip is now displayed in ModelImporter.
  • [788452] Animation: Fixed a case where adding an IsActive property to a legacy animation would cause a crash when sampling.
  • [783143] Animation: Fixed a crash triggered when playing an AnimatorControllerPlayable with an invalid asset.
  • [766978] Animation: Fixed an issue where an assert would pop when importing animations on a model where the skinned mesh was not on the root joint.
  • [785852] Animation: Fixed an issue where interrupted transitions would cause empty states to continue to output animation.
  • [789784] Animation: Fixed an issue where the transition preview wouldn't reappear when valid parameters were set (after it having disappeared when invalid parameters were set).
  • [789586] Animation: Fixed case of animation clip being invalidated when adding an animation event.
  • [796729] Animation: Fixed case of CullingMode not getting properties applied when changed during playmode in Inspector.
  • [788132] Animation: Fixed case of GetHumanPose crashing when using it with a humanoid avatar with unsupported hierarchy.
  • [778887] Animation: Fixed case of playable not updating when animator controller is already set in animator.
  • [786827] Animation: Fixed case of rotation values set in inspector being restricted to 0-360 degrees when recording animation.
  • [784470] Animation: Fixed case of transition not evaluating when exit time is close to 1.0.
  • [773437] Animation: Fixed crashes in AudioSource.GetCustomCurve.
  • [793808] Animation: Fixed cut letter in the 'Dopesheet' button, in the animation window.
  • [789053] Animation: Fixed issue whereby the Z position of RectTransform couldn't be animated.
  • [780836] Asset Bundles: Fixed crash that could be triggered when calling AssetBundle.LoadAllAssetAsync() on a streamed scene asset bundle.
  • [780356] Asset Management: Fixed crash that could be triggered when undoing the replacement of a transform on a prefab instance.
  • [775644] Asset Management: Implemented delay connecting to the cache server, until the user has finshed entering the cache server IP.
  • (Issue)DX12: Fixed case of DX11 9.x feature level shaders erroneously being treated as supported on DX12.
  • [787114] Editor: EDITOR ONLY: When having multiple scenes open when entering playmode, the active scene is now loaded and activated first, no matter where in the list it is. When exiting playmode the previous active scene is now correctly made the active scene again.
  • [799469] Editor: Fixed crash in the callstack symbolication code that meant Unity could crash while generating crash reports during engine startup and shutdown.
  • [792560] Editor: Fixed gfxsettings when importing from an old unitypackage.
  • [795707] Editor: Fixed issue where in some cases the Editor window title was not reflecting the current graphics emulation setting immediately.
  • Editor: Updated build window to allow case insensitive file extensions.
  • [678975] Graphics: Fixed issue whereby building a player with -nographics would cause some image effects to become disabled in the build.
  • [739115] Graphics: Repeated loading of PNG/JPG images into a Texture2D no longer fails.
  • [741295] Job Queue: Fixed issue where a deadlock could occur inside the job system in very rare situations.
  • [795897] Networking: Fixed issue with SendToAll sending duplicate messages to the local client when hosting.
  • [794384] OpenGL: Work-around for Mac Intel driver crash when trying to use tessellation shaders on a GPU that can't do it.
  • [793886] Shaders: Fixed case of function shaders containing CustomEditors not displaying the correct editor.
  • [792541] Shaders: Fixed issue whereby importing a package containing Player Settings with graphics API settings that differ from the current ones would cause shaders to not work properly.
  • [793168] Shaders: Fixed issue whereby in some cases the [Header] attribute on the shader property UI could cause the next shader property to have the same name as the header text.
  • [782556] SpeedTree: Fixed an issue where billboards didn't scale correctly when batched.
  • [784423] Terrain: Fixed an issue where deleting in-use terrainData while GI is being baked for the terrain would crash the editor.
  • (Issue)Terrain: Fixed an issue where the legacy Soft Occlusion tree shaders didn't work well with images effects that utilize the depth texture.
  • [798018] UI: Fixed issue where multiple webviews were created in UnityConnectEditorWindow.
  • [766769] UI: Reduced overhead incurred by SetSiblingIndex calling OnTransformParentChanged.
  • [483760] Video: Fixed case of MovieTexture hang due to incorrect frame rate discovery.
  • [787993] Video: Fixed case of MovieTexture hang with multi-channel audio.
  • [730528] Video: Fixed case of MovieTexture Incorrect colors.
  • [402608] Video: Fixed case of MovieTexture spurious sound when regaining focus.
  • [715732] Video: Fixed MovieTexture crash when importing large files.
  • [596738] Video: Fixed MovieTexture Unicode support in .mp4/.mov filenames on Windows.
  • [704978] VR: Fixed case of application still updating while Editor is paused (in VR mode).
  • VR: Fixed Culling in left eye for OpenVR applications.
  • VR: Fixed issue with acquiring Correct node values during the first frame for Oculus.
  • Windows Store: Fix to correctly generate RootNamespace inside Visual Studio project if product name contains whitespaces while building with il2cpp scripting backend.

New in Unity 5.4.0b20 Beta (Jun 3, 2016)

  • Improvements:
  • Audio: Added ability to transition AudioMixer snapshots by scaled and unscaled time.
  • Audio: Moved Preload Audio Data to the platform-specific settings section. The previous location was confusing as it was shown grayed-out in the inspector with a checkmark that depended on all overrides.
  • Audio: SystemInfo now includes supportsAudio info.
  • Particles: Added Undo support when auto re-parenting sub-emitters.
  • Fixes:
  • [792351] Android: Fixed an issue where Unity would emit "Unknown event structure (0)" to the log several times per second.
  • [782248] Audio: AudioSource: Fixed issue whereby Doppler Level didn't work when used with custom spatializer plugins.
  • [772946] Audio: Fixed case of component effect appearing disabled on play and getting enabled again after we pause and play.
  • [763036] Audio: Fixed case of Unity crashing when the Disable Audio option was selected in project settings.
  • [784887] Audio: Fixed crash when disabling Component which uses OnAudioFilterRead.
  • Audio: Fixed handling of default DSP buffer size. Previously, once the buffer size was changed to something other than Default latency, changing it back to Default latency had no effect.
  • [781566] Audio: Fixed issue where AudioListener with 2 custom scripts crashed when reinitializing the sound system.
  • [775328] Audio: Fixed issue where the Audio Lowpass Frequency curve moved in the wrong direction in the AudioSource curve view.
  • [771825] Audio: Fixed issue whereby adding an effect in the mixer with bypass effects enabled didn't rechain the component effect back properly.
  • Audio: Fixed issue whereby the memory profiler did not report AudioClip memory correctly. The memory allocated by AudioClips was wrongly accumulated under AudioManager.
  • [792497] Core: Fixed a crash when more that 65535 identically named objects were created.
  • [771132] Editor: Fixed a crash when playing a scene with an iOS device connected as a Unity Remote.
  • [588531] Editor: Fixed an issue where deleted folders are recreated if the meta file is still present in non-source control serialisation modes.
  • [769033, 769504] Editor: Fixed crash when entering or exiting play mode when a GameObject with a missing script reference is present.
  • [796682] Editor: Updated default license and activation host URL for staging and dev environments.
  • [768232] Graphics: Fixed an issue where dynamic batching could produce corrupted geometry when vertex components are compressed.
  • [778659] Graphics: Fixed incorrect normal/tangent generation when dynamic batching is used on a rotated object without a normal/tangent stream i.e. a rotated TextMesh object.
  • [780867] Particles: Fixed sorting issue when using local space particles.
  • [754270] Particles: Start delay is now only applied when the system time is 0.
  • [766769] Runtime: Fix to reduce the overhead incurred by SetSiblingIndex calling OnTransformParentChanged.
  • [790491] Substance: Fixed error when loading package file containing an old version of a substance file.
  • [778027] WebGL: Fixed anisotropic filtering in Safari.
  • [759492] WebGL: Fixed browser lock-up when profiling.
  • [781565] WebGL: Fixed case of blendEquationSeparate shader errors being thrown.
  • [790931, 789543] WebGL: Fixed Command key input issues on OS X.
  • [792856] WebGL: Fixed error message about loading WebGL content from file:// URLs in browsers that don't support this.
  • WebGL: Fixed float RenderTextures in WebGL 2.0 in Chrome.
  • [794353] WebGL: Fixed floating point precision errors, which could result in a variety of errors during play.
  • [782587] WebGL: Fixed point-light rendering on Windows when deferred rendering is enabled.
  • [759286] WebGL: Fixed spot-light rendering on Windows when deferred rendering is enabled.

New in Unity 5.3.5 Patch 2 (Jun 2, 2016)

  • Improvements:
  • Android: Symbols for release libraries are now available in PlaybackEngines/AndroidPlayer/Variantions/*/Release/Symbols.
  • GI: Added a version number to the Lighting Data asset. Give the user a nice error message if their Lighting Data is out of date.
  • VR: Updated to version 1.4 of the Oculus API.
  • Fixes:
  • (769275) - Android: Fixed an issue where normals are not correctly oriented on some Adreno models.
  • (784822, 792574) - Android: Fixed the case where RenderTexture was released on resume after sleep.
  • (788821) - Android: Workaround for broken texture swizzles on Android 6 Mali GPUs.
  • (779058) - Animation: Another fix for performance issue on AnimatorOverrideController rebind.
  • (780836) - AssetBundle: Fixed the crash when calling AssetBundle.LoadAllAssetAsync() on a streamed scene asset bundle.
  • (768965) - AssetBundles: Added detailed info to print build size stats for normal asset bundles.
  • (778258) - AssetBundles: Check if we support the previous active build target before restoring.
  • (780252) - AssetBundles: Fixed the issue that AssetBundleManifest.GetAllDependencies returned bundle itself as dependency.
  • (786259) - AssetBundles: Fixed the issue that old asset bundles were not removed to free space.
  • (789841) - Editor: Fixed exceptions when dragging non-regular textures (e.g. from DDS files) into scene view.
  • (789493) - Editor: Fix for password not hidden in editor.log.
  • (791288) - Editor: Fixed an issue with script assembly dependencies, which could cause custom windows to be disabled by user script compilation errors.
  • (769033, 769504) - Editor: Fixed crash when entering or exiting play mode while having a GameObject with a missing script reference.
  • (782204) - Editor: Fixed ETC1/AlphaSplit UI option not appearing under TextureImporter > Advanced mode.
  • (776880) - Editor: Fixed exception when renaming script outside of the editor.
  • (789845) - Editor: Fixed regression where switching platforms while using Cache Server could take much longer than previously.
  • (797822) - GI: Fixed ambient probe update when ground and/or equator color changed.
  • (790530) - GI: Fixed some cases of additive scene loading not merging lightmaps properly.
  • (784391) - Global Illumination: Fixed out-of-sync indices of Lightmaps when unloading additively loaded scenes while others are disabled.
  • (736754, 788007) - Graphics: Fixed deferred rendering issue on AMD GPU with OSX.
  • (782095) - Graphics: Fixed GPU Skinning performance issue each time the mesh becomes visible (some buffers were re-created without a good reason).
  • (none) - IAP: Fixed IAP IStoreListener.ProcessPurchase method not being called if Unity IAP was informed of a purchase for a product which was not requested during initialisation.
  • (none) - Inspector: Selecting a scene asset no longer shows "Message" and "Is Warning" fields in the inspector.
  • (711986) - iOS: Don't install Unity plugin unnecessarily. This caused killing of Xcode whenever the previous build was done with different version of Unity.
  • (775240) - iOS: Fixed the alignment of certain ARM64 functions which fixed a warning when building with Xcode.
  • (772570) - iOS: Fixed iOS plugin settings.
  • (790833) - iOS: Fixed crash when Abort was called on UnityWebRequest before downloading had begun.
  • (792062) - iOS: Fixed crash when scrolling multiline input field on some devices.
  • (782592) - iOS: Fixed issue where generating too many WWW requests or UnityWebRequests at once would cause the app to lock up.
  • (774472) - iOS: Quarantine LZ4 symbols. This caused AppStore rejections in any submission that referenced WatchConnectivity.framework .
  • (757618) - iOS: Support building to directory with non-existing parent.
  • (799708) - OpenGL: Fixed broken rendering on GLCore Windows editor.
  • (780820) - OpenGL: Fixed bufinfo op handling.
  • (786278) - OpenGL: Fixed gl_PrimitiveIDIn in geometry shaders.
  • (790740) - OpenGL: Fixed skinning issues on OSX.
  • (783713) - OSX Editor: Fixed UI text rendering on Radeon HD 4000 series and older AMD GPUs.
  • (775210) - OSX: Correctly determine native resolution for full screen applications.
  • (767793) - Prefabs: Fixed an issue with serialising objects with 64 bit file IDs, which could cause prefabs to become corrupt.
  • (none) - Scene Management: Fixed serialization of SceneSetup.
  • (775666) - Scene Management: Prevented adding a scene multiple times to the scene list via click and drag.
  • (784481) - Scripting: Avoid allocating GC memory during Coroutine iteration.
  • (791704) - Shaders: Fixed confusing behavior where Material's render queue would be overriden, when changing a shader on it.
  • (775067, 780644) - Shaders: Fixed crash during shader warmup in some cases.
  • (785905) - Shaders: Fixed crash that sometimes happens after deleting a shader, while materials are still trying to use it.
  • (776808) - Shaders: Fixed HLSL bitcast operations on fixed/half types not always translated into OpenGL/ES properly.
  • (744588) - Shaders: Fixed possible editor scene view picking crash, after reimporting shader with a GrabPass.
  • (794539, 792837) - UI: Fixed crash and flickering issues caused by sorting grid.
  • (764711) - UI: Added missing call to SetParentCanvas at CanvasRenderer::CanvasHierarchyChanged.
  • (782957) - UI: Fixed RectMask2D clipping incorrectly when nested canvases are present.
  • (784422) - UnityWebRequest: CORS request blocked due to x-unity-version header
  • (790610) - UnityWebRequest: Fixed an issue whereby Unity was not responding when trying to quit in headless mode.
  • (none) - VR: Added support for DirectX12 to Oculus VRDevice.
  • (none) - VR: Fixed Oculus VRNode values on the first frame.
  • (none) - VR: GearVR Context creation updated.
  • (774164, 795784) - Windows Store: fixed issues with UnityEngine.Networking when using Unity C# projects

New in Unity 5.3.5 Patch 1 (May 25, 2016)

  • Improvements:
  • Runtime: During crashes even if the stack walking is aborted with error (RtlLookupFunctionEntry returned NULL function. Aborting stack walk), Unity will display stripped stack trace instead of displaying zero stack frames.
  • (791792) - Windows Store: Expanded UnityEngine.WSA.Cursor.SetCustomCursor, if you pass 0 to this function, it will restore the cursor to arror icon.
  • (792507) - Windows Store: Improved 'NULL != certificate' errors, it will now provide a human readable message why it failed to create a certificate.
  • Fixes:
  • (778825) - 2D: Generate sprite mesh correctly for sprite with outline data after changing texture's max size setting.
  • (770093) - Android: Pause choreographer when activity is paused to fix CPU usage of Unity apps when the app is in background.
  • (790261) - Animation: Fix for animation stopping before reaching designated position.
  • (780289) - AssetBundle: Fixed the issue that failed to asynchronously load the object with script that had the same name as other assets in a bundle.
  • (780836, 761626) - AssetBundles: Fixed intermittent crash due to thread-safety issues.
  • (784401) - Editor: Fixed: No auto license updates since Unity 5.1.
  • (784822, 794090, 759483) - Graphics: Fixed some cases of incorrectly "Releasing Render Texture that is set as Camera.targetTexture", resulting in losing Camera.targetTexture - e.g. in case of device resume after sleep on iOS/Android, context-loss on DirectX or changing Emulation Layer in the Editor.
  • (787701) - IL2CPP: Load the stack value as unsigned for the conv.r.un opcode in IL.
  • (789160) - iOS/IL2CPP: Corrected managed stack traces which could have one incorrect frame when a NullReferenceException occurred.
  • (792606) - iOS: Fixed a crash when releasing WebRequest components.
  • (788483) - Samsung TV: UnityEngine.Ping has been fixed and will no longer report permissions issues.
  • (784481) - Scripting: Avoid allocating GC memory during Coroutine iteration.
  • (none) - Substance: Avoid re-generating ProceduralMaterials twice when switching color space.
  • (780071) - Substance: Fxed "Mismatched LayoutGroup.Repaint" error message appearing in console when assigning a ProceduralMaterial to a mesh.
  • (776052) - Substance: Fixed baked ProceduralTextures being serialized without their baked data.
  • (779560) - Substance: Fixed a crash in VisibleIf expression evaluation caused by looking up an input by label instead of by identifier.
  • (781118) - Substance: Fixed a crash when undoing a modification of the shader assigned to a ProceduralMaterial .
  • (762285) - Substance: Fixed GetProceduralXYZ returning 0 when used with an input's label instead of its identifier.
  • (none) - Substance: Fixed normal maps textures being incorrectly processed when used as image inputs to a ProceduralMaterial.
  • (779574) - Substance: Fixed ProceduralMaterials being stuck in "Generating..." state when leaving playmode as they are being computed.
  • (795563) - Substance: frozen ProceduralMaterials can now be cloned. Procedural properties of a cloned frozen ProceduralMaterial cannot be changed anymore, but regular material properties can.
  • (none) - Substance: ProceduralTextures being cached to disk/flash now have their size correctly taken into account when querying Caching.spaceOccupied.
  • (776803) - Substance: Speed up the processing of BakeAndDiscard materials when loading scenes.
  • (none) - Substance: Now warn the user when an input of a BakeAndDiscard ProceduralMaterial is being set at runtime.
  • (774423) - UI: Fixed occasional crashes when modifying elements of non-Overlay Canvases.
  • (790264) - UI: Fixed World canvas not rendering in editor game view.
  • (507878) - Windows Standalone: Launcher will correctly display unicode symbols for input bindings.
  • (none) - Windows Store: Added command line argument -dontConnectAcceleratorEvent, which could help to solve issues with XAML controls used together with Unity.
  • (790408) - Windows Store: Do not overwrite solution file when building on top.
  • (778842) - Windows Store: Fixed DisconnectedException while pluging/unplugin joystick from usb multiple times.
  • (792589) - Windows Store: Fixed an issue where user couldn't enter @ symbol with touch screen keyboard when spanish language is selected.
  • (790319) - Windows Store: Fixed an issue with generics, causing access reduction exception at runtime.
  • (792618) - Windows Store: Fixed Screen.orientation sometimes reporting incorrect value on startup.
  • (786277) - Windows Store: NetworkTransport.ConnectEndPoint will work correctly on UWP (required by secure sockets), note this function will not work on older Windows Store SDKs.
  • (790537) - Windows Store: Workaround a driver bug in Lumia 950, the screen was flickering when navigation bar was spawning or despawning. Basically we replace ID3D11DeviceContext::ClearDepthStencilView (which corrupts stencil buffer somehow) with a full screen quad draw call which clears depth/stencil.

New in Unity 5.4.0b19 Beta (May 25, 2016)

  • Features:
  • Editor: Optional "strict mode" when building projects and AssetBundles, which will fail the build if any errors (even non-fatal ones) are reported during the build process.
  • iOS: Added ODR initial install tags support
  • Improvements:
  • Android: Symbols for release libraries are now available in PlaybackEngines/AndroidPlayer/Variations/*/Release/Symbols.
  • UI: Added rootCanvas property to Canvas.
  • Fixes:
  • [784839] Animation: Fixed a crash when interrupting a transition on a synchronized layer
  • [784131] Animation: Fixed animation event firing even though layer weight is set to zero.
  • [783821] Animation: Fixed crash when calling Animator.Update(0) in an AnimationEvent
  • [778887] Animation: Fixed crash when changing playable controller in animator in game mode
  • [785686] Animation: Fixed curve selection not clearing in dopesheet editor when clicking on editor background
  • [780631] Animation: Fixed game object animated data being duplicated when copy pasting in scene view hierarchy
  • [781950] Animation: Fixed missing keys when pasting on curves with multiples matching properties
  • [777630] Animation: Fixed missing warning when deleting a parameter that is used by a transition from "Any State"
  • [774484] Animation: Fixed Scale not working in editor on GameObject with OptmizeGameObject
  • [778870] Animation: If scaling GO using Vector3 with zero z or Vector2 then its child Rigidbody will have its position multiplied by that vector
  • [786873] Animation: [backport 5.3] Fixed crash when animating visibily of a game object also containing animation in play mode.
  • Deployment Management: Fix to ensure to include streaming asset files in the editor log build report correctly.
  • [778565] Deployment Management: Fixed incorrect size calculation in the editor log build report.
  • Editor: EditorUtility.SetSelectedWireframeHidden state is saved into scenes.
  • [791437] GI: Fixed Light/Reflection probe settings in Renderer sometimes being lost after a project upgrade.
  • [793304] GI: Fixed some cases of null reference exceptions coming out of Lighting window, related to baked object preview.
  • [649006] GI: Improved mixing of directional specular lightmaps with realtime shadows.
  • Graphics: Avoid crash in CommandBuffer.Draw commands if null renderer/mesh is passed.
  • [778188] Graphics: Ensure that we don't set unsupported texture filter or wrap modes
  • [793506] Graphics: Fixed color space switch done via PlayerSettings.colorSpace API not taking effect immediately.
  • [770003] Scripting: Fixed crash triggered by a double cleanup inside coroutines.
  • Shaders: Fixed cases where unsupported LightMode=Meta pass type was wrongly making LightMode=ShadowCaster passes unsupported too.
  • [744588] Shaders: Fixed possible editor scene view picking crash, after reimporting shader with a GrabPass.
  • [799367] WebGL: Correct WebGL build in the Windows editor.

New in Unity 5.3.5 (May 20, 2016)

  • Improvements:
  • Android: IL2CPP - Stripping of symbols and debug info is now enabled by default. Development builds still have symbols which makes for a slightly larger binary.
  • Asset Bundles: Added offset argument to AssetBundle.CreateFromFile and AssetBundle.LoadFromFile methods.
  • Asset Bundles: Output the CRC value for the manifest asset bundle.
  • Asset Management: Introduced AssetDatabase.GetAssetDependencyHash method which returns the hash of all the dependencies of an asset.
  • Cluster Rendering: Improved cluster networking layer and reduced instability while using cluster input.
  • Graphics: Dynamic batching was reintroduced for particles, lines and trails. (766802)
  • IL2CPP: Reduce the binary size and build time for projects which make use of many C# attributes.
  • iOS: Added a compile flag in the trampoline code in order to allow disable the filtering of emoji characters.
  • iOS: Added device support for iPhone SE and iPad Pro 9.7".
  • OpenGL: ComputeBuffer now uses the same data layout as Direct3D whenever automatically translated shaders are used. Therefore no more special layout handling for ComputeBuffer.SetData/GetData is needed based on the graphics API and any such user code should be removed. The only exception is with manually written GLSL shaders. In that case the OpenGL data layout rules must be taken into account.
  • Networking: Added support for IPv6 networks in UdpClient. (767741)
  • VR: Updated Oculus API and plugin to version 1.3.2. Downloading 1.3.2 OVRPlugin from Oculus is no longer necessary.
  • Windows Store: On IL2CPP scripting backend, Unity players are now shipped as DLLs rather than static libraries. This significantly reduces platform support module installation size as well as decreases generated C++ code linking time.
  • Changes:
  • Android: IL2CPP - Full debug version of IL2CPP libraries are stored in Temp/StagingArea/Il2Cpp/Native.
  • OpenGL: ComputeBuffer data layout changes to match Direct3D; see Improvements section for details.
  • Installer: Updated EULA.
  • Fixes:
  • Analytics: Fixed a rare crash. Only occurs when analytics is on and importing a complete project from asset store with analytics off.
  • Android: Audio - Fixed OpenSL output not selected when default buffer size selected. (784899)
  • Android: Buildpipe - Don't make use of preview SDK tools installed. (788040)
  • Android: Buildpipe - Fixed AAPT errors on project export. (786918)
  • Android: Buildpipe - Fixed AAR plugin and resource issues on exported projects. (765396)
  • Android: Disabled Debug markers on PowerVR Series5 devices due to driver issues. (780958)
  • Android: Fix for EGL_BAD_NATIVE_WINDOW error on resume. (747898)
  • Android: Fix for GPU skinning on Adreno GPUs. (763755)
  • Android: Fix for syncing to low framerate with VSync off. (777167)
  • Android: Fixed a crash in the Development build for some Android devices with PowerVR GPUs (e.g. Asus Memo Pad). (787491)
  • Android: Fixed blending with background on Unity splash screen.
  • Android: Fixed crash on Nvidia Shield tablet. (765744)
  • Android: Fixed crash when loading scenes intermittently. (751530)
  • Android: Fixed immersive mode switching off on some KitKat devices when pressing volume buttons. (779338)
  • Android: Fixed incorrect width/height when changing orientation after changing anti-aliasing settings. (771542)
  • Android: Fixed potential crash when using WWW without having Internet permission (also affects use of Unity Analytics). (779877)
  • Android: Fixed potential race condition in atomic operations on ARM processors.
  • Android: Fixed Standard Shader lighting issue caused by half-precision overflow on Mali GPUs. (761744)
  • Android: Fixed value of trackingEnabled.
  • Android: Workarounds for OpenGL ES 3 shader compiler problems on Adreno GPUs. (777617)
  • Animation Window: Fixed Null Reference Exception in Curve Editor. (775565)
  • Animation Window: Disabled animation sampling of an optimized game object hierarchy in the animation window. (753270)
  • Animation Window: Fixed custom components not appearing in the Add Property menu of the Animation Window. (760809, 759069)
  • Animation Window: Fixed selection loss in animation window when pasting keyframes. (715416)
  • Animation: Fixed a crash related to exposed skeleton. (784942)
  • Animation: Fixed a crash when importing an animation where a whole curve was corrupted. (774052)
  • Animation: Fixed a performance issue for AnimatorOverrideController rebind. (779058)
  • Animation: Fixed an issue where instantiating a prefab with an Animator Component for the first time took longer than the subsequent times. (771609)
  • Animation: Fixed an issue where rotation curves would be created as Euler curves by default when using the Animation Component. (772668)
  • Animation: Fixed an issue where the scale was not working in editor on GameObject with OptimizeGameObject. (774484)
  • Animation: Fixed animation event inheriting from ScriptableObject not getting triggered. (762952)
  • Animation: Fixed crash when an animation key tried to activate a game object which had animator attached to it. (786873)
  • Animation: Fixed crash when calling Animator.Update(0) in an AnimationEvent. (783821)
  • Animation: Fixed crash when GameObject with Animator is instantiated in StateMachineEnter/Exit. (770045)
  • Animation: Fixed crash when shutting down standalone app with Script Playables. (775677)
  • Animation: Fixed error message in console while optimizing animation hierarchy from the inspector. (775773)
  • Animation: Fixed issue where Animation was distorted when animated object was scaled and Optimize Game Objects was selected. (766898, 758322)
  • Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow. (689644)
  • APIUpdater: Fixed AssemblyUpdater crash when verifying WSA / Windows Phone assemblies. (767506)
  • APIUpdater: Fixed ScriptUpdater crash when processing Boo / UnityScript containing Hash literals. (769880)
  • Asset Bundles: Fixed issue where WWW.LoadFromCacheOrDownload would not take into account space on device, and could hang. (762829)
  • Asset Bundles: Fixed the error messages when building variant asset bundles. (769858)
  • Asset Bundles: Fixed an issue where unloading an asset bundle with animated objects (legacy animation) during play mode crashes the editor. (775822)
  • Asset Bundles: Added back scene asset bundles compression statistics. (768965)
  • Asset Bundles: Fixed a crash while loading asset bundle asynchronously. (747800)
  • Asset Bundles: Fixed a potential crash when decompressing corrupted LZMA bundles. (782773)
  • Asset Bundles: Fixed Compress Assets On Import setting ignored when switching platform (762739)
  • Asset Bundles: Fixed CreateFromMemory not working with "." in filenames. (734216)
  • Asset Import: Fixed a crash on FBX import in some rare circumstances. (768846)
  • Asset IMport: Fixed issue where changing date modified on directory meta file caused all files below that directory to be reprocessed. This was also affecting VCS. (756559)
  • Audio: Don't try to load any sounds when Unity audio is disabled. (776044, 763036)
  • Audio: Fixed an issue where Low Pass Filter didn't work on Audio Listener. (732854)
  • Batch mode: Fixed an issue where BuildPlayer calls might cause compilation errors to be logged in subsequent runs. (703290, 786195)
  • Cache Server: Upgraded the node.js version 0.12.7. (760234)
  • Compute: Do not log warnings/errors when current build target does not support compute shaders.
  • Core: Added stacktrace for logging statements and exceptions called on threads. (697872, 633905)
  • Core: ArgumentCache.TidyAssemblyTypeName is now alloc-free if the type name is already clean. (738249)
  • Core: Fixed crash when scaling prefab with mesh that is not read/write enabled. (766019)
  • Core: When exporting a package with scene's dependencies, checkboxes are available next to folder icon. (752733)
  • Core: WWW.responseHeaders is now a case-insensitive Dictionary, as per RFC2616 spec. (770155)
  • D3D11: Fixed a deadlock which would occur when trying to restore focus to a minimized standalone player running in Fullscreen Exclusive mode. (523691)
  • D3D11: Fixed exclusive mode window reactivation issues after focus has been lost. (788555)
  • D3D11: Fixed some rare crashes on memory constrained systems (log would contain resource creation failure messages).
  • D3D9: Player loop will now be processed in the background again when the graphics device is lost (Windows are locked, window is minimized, etc.). (752626)
  • Editor: Fix for core assemblies not being reloaded after encountering errors in user scripts. (750423)
  • Editor: Added support for resizing the height of the preferences window. (763313)
  • Editor: Adjusted the width of the 'Build Settings' window so that it properly display its contents, even if support for some of the players is not currently available. (728634)
  • Editor: Files with invalid names can no longer be dragged into a project. (663994)
  • Editor: Fixed a crash that could happen when animation window is open, and playmode is entered. (696623)
  • Editor: Fixed a crash when locking cursor from constructor or static initializer. (765466)
  • Editor: Fixed a crash when padding ASTC texture when building from command line. (759288)
  • Editor: Fixed an inconsistency between visible and hidden meta file modes, where empty folders were recreated in 'visible' mode. (588531)
  • Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty. (709639)
  • Editor: Fixed an issue that was causing transformations to be modified when entering and subsequently coming back from play mode. (759115)
  • Editor: Fixed an issue where compression wasn't being applied in calls to BuildPipeline.BuildStreamedSceneAssetBundle(). (781866)
  • Editor: Fixed an issue where unloaded scenes were removed from hierarchy after exiting playmode. (769613)
  • Editor: Fixed an issue with dragging a Sprite/Texture2D into the inspector causing a PolygonCollider2D to use it even though it is not dropped on the component editor itself. (778125, 780607)
  • Editor: Fixed changing order of components not getting saved. It now also support undo. (764986)
  • Editor: Fixed crash on launch if "metadata" folder is deleted before launching. (746964)
  • Editor: Fixed newly installed Unity command line activation issue. (790345)
  • Editor: Fixed performance issue in Sprite Inspector. (709059)
  • Editor: Fixed Target Support module download URLs in Build Settings.
  • Editor: Fixed the asset importer error when calling Refresh() during an assembly import. (730559)
  • Editor: Fixed WebViewWindow's freed memory access. (775366)
  • Editor: Fixed wrong error message when returning license via command line. (784727)
  • Editor: Fixed an issue when logging off and opening the Service Window would be missing. (781863)
  • Editor: If a read only file or folder is duplicated, the read only status is no longer duplicated. (730245)
  • Editor: Improved error messages for unsupported target platform in batch mode. (782752)
  • Editor: Now show alert popover for invalid serial format. (775898)
  • Editor: Remove SelectionBase from LOD Group. (763231)
  • Editor: Sped up importing of some Fonts by updating progress bar less often than "crazy often".
  • Editor: Fixed access to destroyed window during shutdown. (775244)
  • Editor: Fixed access violation in some editor GUIView operations. (769833)
  • GI: Fixed incorrect normal mapping on Directional Specular lightmaps; shader code was not matching up what Enlighten was baking. (755421, 766533, 766546, 779696, 756020, 780025)
  • GI: Clamped DynamicGI.indirectScale to allowed range. (664953)
  • GI: Disabled LightProbeGroup components no longer display visualization in the scene view. (662572)
  • GI: Fixed errors when using baked lightmaps & multi-scene editing. (753822)
  • GI: Fixed realtime GI texture coordinates sometimes going wrong on static-batches meshes. (743273)
  • GI: Fixed some cases of scenes not referencing the correct lighting data asset after bake. (757575)
  • GI: Improved wording of various Enlighten error messages.
  • GI: Now properly initialize baked scenes in some code paths to avoid error on console. (753822)
  • GI: Upgraded to Enlighten3.02p4. Fixes direct lighting getting baked into lightmap (697565). Fixes a precision issue and out-of-bounds texture access in baking, which could lead to a crash in the Final Gather stage. (767110)
  • GI: Changing Reflection Probe component positioning in the inspector makes realtime probe black. (653592)
  • GI: Fixed a Reflection Probe baking issue when multiple scenes are used in a project.
  • GI: Fix for baking a scene with objects added before saving the scene not being included in the result. (728610)
  • GI: Fixed a crash when building reflection probe data on specific scenes containing Canvas elements. (767560, 763045)
  • Graphics: Fixed a glitch in Crunch format compressed non-alpha texture after using sprite packer. (774638, 768171)
  • Graphics: Fixed internal profiler for static batching on Android, iPhone and Windows Store. (769539)
  • Graphics: Fixed material index not being used when calling Graphics.DrawMeshNow with rotation. (765378)
  • Graphics: Fixed MovieTexture crash when loading a video with no audio stream.
  • Graphics: Fixed potential crash in SetGpuProgramName.
  • Graphics: Fixed static batching errors when meshes have additional vertex data streams with mismatching vertex count. (775261)
  • Graphics: Fixed TrailRenderer showing a gap between current position and the last update. (779129)
  • Graphics: Upgrading a shader with a DX11 [annotation] at the start of the file now doesn't crash. (766992)
  • IL2CPP: Correct an intermittent crash when Environment.GetCommandLineArguments is called. (775804)
  • IL2CPP: Emit proper C++ code for COM marshaling of methods that have at least one parameter that cannot be marshaled. (789905)
  • IL2CPP: Fixed a rare deadlock during Resources.UnloadUnusedAssets. (756912)
  • IL2CPP: Fixed an intermittent crash in the experimental memory profiler. (776152)
  • IL2CPP: Fixed an issue with Socket.Select and IL2CPP where a socket could be reported as being in an error state when it should have been reported as being in a write state. (759488)
  • IL2CPP: Generate C++ code to properly handle circular references for field types in unsafe C# code. (780472)
  • IL2CPP: Generate proper C++ code for a C# class with the StructLayout attribute when its base class does not have a StructLayout attribute. (767367)
  • IL2CPP: Generate proper C++ code for a method that is marked as both an internal call and a runtime call. (781439)
  • IL2CPP: Generate proper C++ code for the OnSerialize method injected by UNET in classes deriving from NetworkProximityChecker. (786499)
  • IL2CPP: Generate proper C++ code for the p/invoke wrapper for a delegate that accepts another delegate as an output parameter. (778146)
  • IL2CPP: Generated proper C++ code for assemblies compiled with Visual Studio when a method returning an IntPtr returns an integer value. (787687)
  • IL2CPP: Improved message for PathTooLongException being encountered in IL2CPP. (717343)
  • IL2CPP: Increased maximum heap size.
  • IL2CPP: Now correctly return the remote end point from a UDP socket receive call in an IPv6 network. (767741)
  • IL2CPP: Now generate proper code for COM marshaling of a struct that contains a field of type object array. (781921)
  • IL2CPP: Prevent a compile error in the generated C++ code due to a missing header when we generic exception type is used in a catch statement. (776087)
  • IL2CPP: Properly handle numeric conversion from an unsigned integer to floating point types in some edge cases. (780659)
  • IL2CPP: Properly handle type casts and check for value type arrays when they are casted to generic collection interfaces. (782653)
  • IL2CPP: Support proper default marshaling of string parameters and return values when the CharSet attribute is provided on a method with a value of Unicode. (692653)
  • IL2CPP: Throw informative exception when MonoPInvokeCallback delegate type is incompatible with target method signature. (732438)
  • Input: Input.mousePosition is no longer clamped to the client area on windows standalone, the last position is kept instead. (769666)
  • iOS: Added Xcode 7.3 Build & Run support.
  • iOS: Allow IPv6 to work on iOS with the .NET 2.0 profile. (730146)
  • iOS: Allow third party plugins that use PLCrashReporter library. (768572)
  • iOS: Apple Pencil pressure will now be exposed the same way 3D Touch pressure already is.
  • iOS: Do not export non-prefixed freetype2 symbols now. (778668)
  • iOS: Ensure asset bundles are not flagged for iCloud backup by default upon download. (771597)
  • iOS: Ensure that our symbols are not overridden by user libraries. (774685)
  • iOS: Fixed a crash when playing a scene in the Editor with an iOS device attached as a Unity Remote. (771132)
  • iOS: Fixed GLES error 0x0506 and various graphics corruption when using WebCam textures. (763342)
  • iOS: Fixed incompatible pointer cast warning in trampoline. (776105)
  • iOS: Fixed memory leak when using On Demand Resources. (776528)
  • iOS: Fixed support for non-native resolutions in GLES 2. (779738)
  • iOS: Fixed the incorrect ABI for int64 types on iOS. (774544)
  • iOS: Fixed UnityWebRequest hanging on responses > 64k when using a custom DownloadHandlerScript. (780329)
  • iOS: Made Social.ShowLeaderboardUI to show the leaderboards tab, instead of achievements tab. (777596)
  • iOS: Pause application on GameCenter dialogs on tvOS. (767633)
  • iOS: Switching between different input fields will not leave input accessory fields on screen. (775710)
  • iOS: TouchInputModule and StandaloneInputModule will now handle all touch phases preventing unwanted module switches. (764054)
  • iOS/IL2CPP: Prevent unnecessary changes to the timestamps of the libil2cpp headers during a build. This allows incremental builds to work correctly in Xcode.
  • iOS/tvOS: AdSupport is now removed from Default Frameworks and needs to be explicitly selected under Framework Dependencies in Platform Settings if required. (732878)
  • iOS/tvOS: Fixed a regression which caused artefacts when using GLES2 Graphics API. (785036)
  • JsonUtility: Fixed EditorJsonUtility throwing MissingMethodException (769085)
  • Linux: Don't query displays when running in nographics mode.
  • Linux: Exit with nice message instead of crashing when GPU/driver doesn't meet minimum requirements. (777564, 783842)
  • Linux: Fixed a crash when stereoscopic mode is requested on non-stereoscopic display. (784075)
  • Linux: Fixed an occasional crash when creating texture properties.
  • Mac Editor: Added functionality in order to prevent the processing of folders that contain the ".unity" extension, as this was causing the editor to crash when executing in batch mode. (761639)
  • MacDownloadAssistant: Fixed window focus issue after security prompt.
  • Mac Editor: Fixed UI text rendering on Radeon HD 4000 series and older AMD GPUs. (783713)
  • Mac Editor: Application.version now returns the application's version. It no longer returns Application.unityVersion. (764054)
  • MemoryProfiler: Added toggle to exclude references in detailed memory dump to reduce memory footprint used. (783527)
  • Mono: Fixed GC related test instability in OSX Editor. (777945)
  • Mono: Make the Personal folder be the same on all profiles. (776268)
  • Networking: Fixed issue with SyncList change callback where the old value was given there instead of the updated one. (774970)
  • Networking: Fixed problem when transferring data via reliable sequenced QoS channel could lose messages in "bad" network conditions. (781177)
  • Networking: Fixed problem where HostTopology.MessagePoolSizeGrowthFactor was ignored. (773411)
  • Networking: Fixed WebGL client unable to free connections in NetworkServer when using WebSocket. (768030)
  • OpenGL: Fixed a bunch of compute shader structured buffer access corner case issues. (767348)
  • OpenGL: Fixed invalid shader code generation when using gl_PrimitiveID or bitFieldInsert().
  • OpenGL: Fixed mislocated fragment shader default float precision. Now also basing the default precision on actual GPU capabilities. (763638)
  • OpenGL: Fixed multiple simultaneous append/consume compute buffers usage.
  • OpenGL: Fixed rendering when Graphics.Blit is being called after WaitForEndOfFrame. (784880)
  • OpenGL: Shader compiler, added unused global uniform pruning.
  • OpenGL: Shader compiler, avoid temporary variable name collisions. (780831)
  • OpenGL: Shader compiler, fixed shader translation bugs. (782514)
  • OpenGL/ES: Fixed GPU profiler on Android for Tegra 2/3/4 devices. (776539)
  • Particles: Do not restart simulation when becoming visible, and use bigger timesteps, to reduce performance spikes. (765905)
  • Particles: Fixed a case where if OnWillRenderObject renders, it breaks the main scene. (773226)
  • Particles: Fixed a crash caused when using Inherit Velocity Module. (783433)
  • Particles: Fixed a crash when material is missing and mesh colors are requested. (774931)
  • Particles: Fixed a crash when using SubEmitters with separate rotation axes. (757377)
  • Particles: Fixed an issue where the Material Property Blocks not working with mesh particles. (776143)
  • Particles: Fixed batching issues when using multiple cameras in the same position. (788023)
  • Particles: Fixed culling when using SetParticles. (496494)
  • Physics: Cloth deletes MeshRenderer component when entering playmode fixed. (769137)
  • Physics: Disabling cloth component doesn't seem to really disable it fixed. (669622)
  • Physics: Ensure that OnTriggerExit2D is not called when changing Rigidbody2D.isKinematic property.
  • Physics: Fix for Collision2D.relativeVelocity being reported with incorrect values. (758422)
  • Physics: Fixed an issue for 2D collider: line & ray casting not detecting initial overlapped state.
  • Physics: Fixed an issue with Box2D changes slowing the editor down when lots of changes are made without entering play-mode. (777591)
  • Physics: Fixed cloth issue where adding cloth to an object throws GetLocalizedString error. (769136)
  • Physics: Provide feedback to allow working around crashes occurring when input meshes contain invalid vertices. (766891)
  • Physics2D: Fix to ensure that changing a Collider2D property via the inspector doesn't reset the OnCollision or OnTrigger state back to 'Enter'. (786032)
  • Physics2D: Fixed a problem where both AreaEffector2D and PointEffector2D scaled-up forces for each additional collider on a rigidbody. (780257)
  • Physics2D: Fixed a problem where constantly changing an Effector2D collider would mean that no contacts were ever processed stopping the effector from working.
  • Prefabs: Implemented OnWillSaveAssets callback when applying prefabs. (754351)
  • Profiler: Fixed a crash when adding data from thread which was started during a frame. (758264)
  • Resources: Enable warnings for and prevent crashes and memory corruptions when non-assets, or non-unloadable assets are tried to be unloaded through Resources.UnloadAsset in release builds. (767120)
  • Samsung TV: Enabled a "Show Unity Splash Screen" check box on Samsung TV's PlayerSettings.
  • Samsung TV: Fixed multiple crashes on the NT14U TV that would prevent games from launching.
  • SpeedTree: Fixed "GetLocalizedString is not allowed to be called" error message when using the Tree Editor. (779965)
  • Terrain: Fixed crash when exiting Editor after creating TerrainData with HideAndDontSave flag. (780365)
  • Tizen: Fixed issue deploying after upgrading to the Tizen 2.4rev4 SDK. (743653)
  • tvOS: Enabled game controller in tvOS on-screen keyboard. (776446)
  • tvOS: Fixed a bug that caused splash screen properties being not applied. (775008)
  • tvOS: Fixed a crash when calling OnDemandResourcesRequest.Dispose() in a coroutine.
  • tvOS: Fixed build targeting tvOS 9.2 with Xcode 7.3 beta. (770115)
  • tvOS: Separated tvOS SDK and OS version settings from iOS. (749311)
  • UI: Fix for child UI elements not being rendered when scaling World Space Canvas from zero. (768807)
  • UI: Fixed ArgumentOutOfRange exception sometimes being thrown when editing InputField on mobile. (762080)
  • UI: Fixed dropdown destroy coroutine being started when the component is not active. (758873)
  • UI: Fixed issue with crash due to dirty renderer being in the dirty list after being destroyed. (764711)
  • UI: Fixed issue with double rendering of canvas on Vive VR.
  • UI: Fixed object culling when unparenting from a mask type. (740604)
  • UI: Fixed Selectable not handling when the EventSystem is null. (788037)
  • UI: Fixed setting Input Field text when in Decimal/Integer with invalid values.
  • UI: Setting Input field text through script will now be validated.
  • UnityWebRequest: Downgrade to HTTP GET on 302 and 303 redirect codes (751798)
  • UnityWebRequest: Honor negative redirectLimit. (751794)
  • UWP: Build & Run will correctly work with Universal Windows 10 Apps. (771326)
  • UWP: Screen.currentResolution will return desktop resolution when application is in windowed mode. (771541)
  • VisualStudio: Fixed a crash that could sometimes happen when opening Visual Studio.
  • VR: Fixed an issue with incorrect Render Texture size being used. Most notable with deferred rendering.
  • VR: VRFocus now respects RunInBackground. Run In Background value of true will now disable rendering if VRFocus is lost.
  • WebGL: Fixed SimpleWebServer bug causing 'Uncaught incorrect header check'. (770266)
  • Wii U: Added crash fixes, memory efficiency and 16-bit texture support.
  • Wii U: Fixed issues causing known crashes.

New in Unity 5.4.0b18 Beta (May 19, 2016)

  • Features:
  • DX12: Added support for multi-display rendering.
  • Improvements:
  • Analytics: Added missing fields to the hwstats report.
  • Android/IL2CPP: Full debug version of IL2CPP libraries are now stored in Temp/StagingArea/Il2Cpp/Native.
  • Android/IL2CPP: Stripping of symbols and debug info is now enabled by default. Development builds still have symbols, which makes for a slightly larger binary.
  • Cluster Rendering: Improvements to the cluster networking, including stability improvements while using cluster input.
  • Documentation: Improved the docs for Graphics.DrawMesh
  • Particles: Added implicit conversion operators when setting MinMaxCurve with constants. This allows "myModule.myCurve = 5.0f;" syntax. Added the same support for MinMaxGradient when using one color.
  • Fixes:
  • Android: Buildpipe: change to no longer make use of preview SDK tools installed, in order to avert "Failed to re-package resources" errors in the console.
  • Android: Buildpipe: Fixed AAPT errors on project export.
  • Android: Buildpipe: Fixed AAR plugin and resource issues on exported projects.
  • Android: Fixed case of immersive mode switching off on some KitKat devices when pressing volume buttons.
  • Asset Management: Fixed case of Compress Assets On Import setting being ignored when switching platforms.
  • Editor: Fixed issue whereby the launcher could crash on exit.
  • Editor: Fixed NullReferenceExceptions that could be triggered when multi-selecting in the inspector.
  • Editor: Launcher cosmetic changes: adjusted header element separation and project list UI.
  • Editor: Launcher cosmetic changes: adjusted title font weight.
  • iOS: Change to not install Unity plugin unnecessarily. Previously this caused killing of Xcode whenever the previous build was done with different version of Unity.
  • iOS: Change to use remote notifications API only if they are used. This fixes a warning when submitting to iTunes Connect.
  • Scripting: Fixed issue where GetComponent() throws an exception if called from constructors or deserialization.
  • UI: Change to assign default font to text/button text created in the editor when playing. Previously labels were empty in such cases.
  • UI: Change to only process mouse input if there is a mouse present within the StandAloneInputModule.
  • UI: Change to reemitt during the repaint loop, due to world space canvasses not using cameras to render. This fixes a case of UI Elements becoming invisible after scrolling "Graphics" option for the element.
  • UI: Change to shield Selectable in case of a null EventSystem.current, fixing case of NullReferenceException being thrown when Changing InteractableStates while Deactivating EventSystem.
  • UI: Fixed deselection of selectable when set to not-interactable.
  • UI: Fixed incorrect alpha threshold implementation.
  • UI: Fixed incorrect content validation when assigning text.
  • UI: Fixed issue that was causing the first line of text to include the ascent offset scaled by line spacing.
  • UI: Fixed issue were LayoutComplete() was called instead of GraphicUpdateComplete() after the GraphicUpdate loop.
  • UI: Fixed issue where MovieTextures would not have the texel size set.
  • UI: Fixed issue where vertical alignment was set to TOP if the line height was less than the text extents.
  • UI: Fixed issue where we would get OOM crash if borders are larger than drawable rect.
  • UI: Fixed issue whereby pressing up in an empty textfield would index the first char, causing an out of range exception.
  • UI: Fixed issue with blurry text when centering text and pivot set to 0.5 and width/height non-power-of-2.
  • UI: Fixed issue with crash due to dirty renderer being in the dirty list after being destroyed.
  • UI: Fixed NaNs introduced in font calculations when the font reports its size as 0.
  • UI: Fixed toggle group assignment use to re-register the toggle during onDisable().
  • UI: Fonts now report a proper descent value which means we can the calculate bottom extent independent of internal leading.
  • UI: Removed functions from onValidate() that cause incorrect behaviour:
  • Set does nothing as serialized property has already overwritten the value by this point.
  • PlayEffect can cause other items to go invisible.
  • UI: Strip \n,\t from InputField text's new value (rather than the old one) when in single line mode.
  • UI: World space canvas now emits to each camera in the scene instead of directly to the world.

New in Unity 5.3.4 Patch 6 (May 6, 2016)

  • Improvements:
  • Cluster Rendering : Improvement on cluster networking layer and reduced instability while using cluster input.
  • Fixes:
  • (788040) - Android: Buildpipe - Don't make use of preview SDK tools installed.
  • (786918) - Android: Buildpipe - Fixed AAPT errors on project export.
  • (765396) - Android: Buildpipe - Fixed AAR plugin and resource issues on exported projects.
  • (779338) - Android: Fixed immersive mode switching off on some KitKat devices when pressing volume buttons.
  • (779877) - Android: Fixed potential crash when using WWW without having Internet permission (also affects use of Unity Analytics).
  • (none) - Android: Fixed potential race condition in atomic access on ARM processors.
  • (689644) - Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • (762739) - AssetBundles: Fixed Compress Assets On Import setting ignored when switching platform
  • (734216) - AssetBundles: FIxed CreateFromMemory not working with "." in filenames.
  • (790345) - Editor: Fixed New installed Unity command line activation issue.
  • (776528) - iOS: Fixed memory leak when using On Demand Resources.
  • (783713) - MacOSX Editor: Fixed UI text rendering on Radeon HD 4000 series and older AMD GPUs.
  • (763638) - OpenGL: Fixed mislocated fragment shader default float precision. Now also basing the default precision on actual HW capabilities.
  • (784880) - OpenGL: Fixed rendering when Graphics.Blit is being called after WaitForEndOfFrame.
  • (none) - OpenGL: Shader compiler: Added unused global uniform pruning.
  • (780831) - OpenGL: Shader compiler: Avoid temp name collisions.
  • (782514) - OpenGL: Shader compiler: Fixed shader translation bugs.
  • (773226) - Particles: Fixed a case where if OnWillRenderObject renders, it breaks the main scene.
  • (788023) - Particles: Fixed batching issues when using multiple cameras in the same position.
  • (780257) - Physics2D: Fixed a problem where both AreaEffector2D and PointEffector2D scaled-up forces for each additional collider on a rigidbody.
  • (none) - Physics2D: Fixed a problem where constantly changing an Effector2D collider would mean that no contacts were ever processed stopping the effector from working.
  • (754351) - Prefabs: Implemented OnWillSaveAssets callback when applying prefabs.
  • (764711) - UI: Fixed issue with crash due to dirty renderer being in the dirty list after being destroyed.
  • (none) - VR: Fixed an issue with incorrect Render Texture size being used. Most notable with deferred rendering.
  • (none) - VR: VRFocus now respects RunInBackground. Run In Background value of true will now disable rendering if VRFocus is lost.
  • (none) - Wii U: Fixed issues causing known crashes.
  • (none) - Windows Store: Fixed an assert happening during mesh compression.
  • (789538) - Windows Store: Fixed Build & Run for Universal 8.1 solution.
  • (789439) - Windows Store: The maximum amount of characters for short name for tiles will be 40 now.

New in Unity 5.4.0b17 Beta (May 4, 2016)

  • FEATURES:
  • Web: GamePerf service integration. You can now track your exceptions from the wild by enabling this in the services window.
  • Windows 10: Added support for gsync and freesync on Windows 10 "Redstone" on DirectX 11 (for the Windows Store player only) and DirectX 12 (for both the Standalone player and the Windows Store player).
  • BACKWARDS COMPATIBILITY BREAKING CHANGES:
  • Physics: Changes to avoid Physics transform drift by not sending redundant Transform updates.
  • Physics: Changes to reject Physics Meshes if they contain invalid (non-finite) vertices.
  • CHANGES:
  • Physics: API changes:
  • Renamed Cloth.useContinuousCollision to Cloth.enableContinuousCollision and Cloth.solverFrequency to Cloth.clothSolverFrequency.
  • Exposed Cloth.enableTethers.
  • Physics: API changes:
  • Renamed Physics.solverIterationCount to Physics.defaultSolverIterations and Rigidbody.solverIterationCount to Rigidbody.solverIterations.
  • IMPROVEMENTS:
  • Particles: It is now possible to read MinMaxCurve/MinMaxGradient in script, regardless of what mode it is set to. Previously it would give an error message in some modes.
  • Physics: Exposed Rigidbody.solverVelocityIterations and Physics.defaultSolverVelocityIterations to help stabilize bounce behavior on impacts.
  • Physics: Physics job processing is now only done on the high priority job stack to avoid interference from other systems.
  • Substance: Changes to warn the user when an input of a BakeAndDiscard ProceduralMaterial is being set at runtime.
  • FIXES:
  • Physics: Fixed errors reported by Cloth Inspector when an object with a cloth component is selected.
  • Substance: Fix to avoid re-generating ProceduralMaterials twice when switching color space.
  • Substance: Fixed case of "Mismatched LayoutGroup.Repaint" error message appearing in console when assigning a ProceduralMaterial to a mesh.
  • Substance: Fixed case of baked ProceduralTextures being serialized without their baked data.
  • Substance: Fixed case of GetProceduralXYZ returning 0 when used with an input's label instead of its identifier.
  • Substance: Fixed case of normal maps textures being incorrectly processed when used as image inputs to a ProceduralMaterial.
  • Substance: Fixed case of ProceduralMaterials being stuck in "Generating..." state when leaving playmode, as they are being computed
  • Substance: Fixed crash in VisibleIf expression evaluation, caused by looking up an input by label instead of by identifier.
  • Substance: Fixed crash when undoing a modification of the shader assigned to a ProceduralMaterial.
  • Substance: ProceduralTextures being cached to disk/flash now have their size correctly taken into account when querying Caching.spaceOccupied.
  • Substance: Speeded up the processing of BakeAndDiscard materials when loading scenes.
  • VR: Fixed issue whereby using [Deferred Rendering + MSAA + Image Effect - blur] would render a black screen.

New in Unity 5.4.0b16 Beta (Apr 27, 2016)

  • Features:
  • VR: Added support for Native Spatializer Plugins for VR. Oculus Spatializer included with the support.
  • Improvements:
  • Profiler: Added toggle to exclude reference traversal in memory profile.
  • Fixes:
  • Asset Bundles: Fixed up-to-date check when a script is only renamed, which previously could result in Asset Bundle build failures.
  • Compute: Documented the restriction whereby ComputeBuffer.CopyCount is only available to IndirectArgs or Raw typed destination buffers.
  • Compute: Fixed a regression where ComputeShader.SetFloats wouldn't set all values in some constants (like arrays of matrices).
  • IAP: Fixed case of failed IAP purchase events costing unity Analytics analysis points.
  • IAP: Fixed case of IAP not sending Transaction events to Unity Analytics.
  • Materials: Fixed a crash if GetMaterialProperties is called with a null in the list of materials.
  • Shaders: Fixed a case where a material using a standard shader with transparency could be sorted incorrectly if the shader was reselected.
  • Shaders: Fixed a potential crash if an internal error is encountered compiling a D3D11 shader.
  • Shaders: Fixed UNITY_SAMPLE_TEXCUBE_LOD to force texCubeBias only when we are sure that there is no texCubeLod available
  • Shaders: Improved error messages emitted if a syntax error is found early in surface analysis.
  • Shaders: Removed a spurious error about _Emission if a legacy Self-Illumin shader was selected in a material.
  • Windows Store: Fixed exception while marshalling UnityEngine.NavMeshTriangulation.
  • Windows Store: Fixed marshaling of UnityEngine.HumanDescription: previously the field hasTranslationDoF was not mashaled.
  • Windows Store: Fixed marshaling of UnityEngine.SplatPrototype: previously fields specularMetallic and smoothness were not marshaled. Because of this terrains would sometimes be rendered incorrectly.
  • Windows Store: Fixed www.error return result: previously it would return only an error code but now it will also contain the error message returned by the server.

New in Unity 5.3.4 Patch 5 (Apr 27, 2016)

  • Improvements:
  • VR: Updated Oculus API and plugin to version 1.3.2. Downloading 1.3.2 OVRPlugin from Oculus is no longer necessary.
  • Fixes:
  • (703290, 786195) - Batch mode: Fixed an issue where BuildPlayer calls might cause compilation errors to be logged in subsequent runs.
  • (788555) - D3D11: Fixed exclusive mode window reactivation issues after focus has been lost.
  • (none) - D3D11: Fixed some rare crashes on memory constrained systems (log would contain resource creation failure messages).
  • (775898) - Editor: Now show alert pop over for invalid serial format.
  • (779129) - Graphics: Fixed TrailRenderer showing a gap between current position and the last update.
  • (789905) - IL2CPP: Emit proper C++ code for COM marshaling of methods that have at least one parameter that cannot be marshaled.
  • (786499) - IL2CPP: Generate proper C++ code for the OnSerialize method injected by UNET in classes deriving from NetworkProximityChecker.
  • (787687) - IL2CPP: Generated proper C++ code for assemblies compiled with Visual Studio when a method returning an IntPtr returns an integer value.
  • (785036) - iOS/tvOS: Fixed a regression which caused artefacts when using GLES2 Graphics API.
  • (780329) - iOS: Fixed UnityWebRequest hanging on responses > 64k when using a custom DownloadHandlerScript.
  • (783527) - MemoryProfiler: Added toggle to exclude references in detailed memory dump to reduce memory footprint used.
  • (783433) - Particles: Fixed a crash when using Inherit Velocity Module curves.
  • (766891) - Physics: Provide feedback to allow working around crashes occurring when input meshes contains invalid vertices.
  • (none) - Samsung TV: Enabled a "Show Unity Splash Screen" check box on Samsung TV's PlayerSettings.
  • (776446) - tvOS: Enabled game controller in tvOS on-screen keyboard.
  • (none) - tvOS: Fixed a crash when calling OnDemandResourcesRequest.Dispose() in a coroutine.
  • (749311) - tvOS: Separated tvOS SDK and OS version settings from iOS.
  • (768807) - UI: Fix for child UI elements not being rendered when scaling World Space Canvas from zero.
  • (751798) - UnityWebRequest: Downgrade to HTTP GET on 302 and 303 redirect codes
  • (751794) - UnityWebRequest: Honor negative redirectLimit.
  • (none) - Windows Store: Fixed an exception while marshalling UnityEngine.NavMeshTriangulation.
  • (none) - Windows Store: Fixed marshaling of UnityEngine.HumanDescription, previously the field hasTranslationDoF was not mashaled at all.
  • (786889) - Windows Store: Fixed marshaling of UnityEngine.SplatPrototype, previously fields specularMetallic, smoothness were not marshaled, because of this sometimes terrain would be rendered incorrectly.
  • (none) - Windows Store: Fixed www.error return result, previously it would return only an error code, now it will also contain error message returned by the server.
  • (760215) - Windows: Fixed standalone Windows player position when bigger than primary monitor.

New in Unity 5.3.4 Patch 4 (Apr 20, 2016)

  • Improvements:
  • Asset Management: Introduced AssetDatabase.GetAssetDependencyHash method which returns the hash of all the dependencies of an asset.
  • OpenGL: ComputeBuffer now uses the same data layout as DX whenever automatically translated shaders are used. Therefore no more special layout handling for ComputeBuffer.SetData/GetData is needed based on the graphics API and any such user code should be removed. The only exception is with manually written GLSL shaders. In that case the OpenGL data layout rules must be taken into account.
  • Fixes:
  • (767741) - Added support for IPv6 networks in UdpClient::Recieve .
  • (763755) - Android: Fix for GPU skinning on Adreno GPUs.
  • (771542) - Android: Fixed incorrect width/height when changing orientation after changing antialiasing settings.
  • (761744) - Android: Fixed Standard Shader lighting issue caused by half-precision overflow on Mali GPUs.
  • (787491) - Android: Fixed a crash in the Development build for some Android devices with PVR GPUs (e.g. Asus Memo Pad).
  • (751530) - Android: Fixed crash when load scenes intermittently.
  • (777617) - Android: Workarounds for OpenGL ES 3 shader compiler problems on Adreno GPUs.
  • (786873) - Animation: Fixed crash when an animation key tried to activate a gameobject which had animator attached to it.
  • (783821) - Animation: Fixed crash when calling Animator.Update(0) in an AnimationEvent.
  • (774484) - Animation: Fixed an issue where the scale was not working in editor on GameObject with OptmizeGameObject.
  • (747800) - AssetBundles: Fixed a crash while loading asset bundle asynchronously.
  • (782773) - AssetBundles: Fixed a potential crash when decompressing corrupted lzma bundles.
  • (768965) - AssetBundles: Print build size stats also for normal asset bundles.
  • (none) - Compute: Do not log warnings/errors when current build target does not support compute shaders.
  • (738249) - Core: ArgumentCache.TidyAssemblyTypeName is alloc-free if the type name is already clean.
  • (750423) - Editor : Fix for core assemblies not being reloaded after encountering errors in user scripts.
  • (759288) - Editor: Fixed a crash when padding ASTC texture when building from command line.
  • (588531) - Editor: Fixed an inconsistency between visible and hidden meta file modes, where empty folders were recreated in 'visible' mode.
  • (746964) - Editor: Fixed crash on launch if "metadata" folder is deleted before launching.
  • (709059) - Editor: Fixed performance issue in SpriteInspector.
  • (784727) - Editor: Fixed wrong error message when returning license via command line.
  • (782752) - Editor: Improved error messages for unsupported target platform in batch mode.
  • (763231) - Editor: Remove SelectionBase from LOD Group.
  • (none) - Editor: Sped up importing of some Fonts by updating progress bar less often than "crazy often".
  • (664953) - GI: Clamped DynamicGI.indirectScale to allowed range.
  • (662572) - GI: Disabled LightProbeGroup components no longer display visualization in the scene view.
  • (753822) - GI: Fixed errors when using baked lightmaps & multi-scene editing.
  • (743273) - GI: Fixed realtime GI texture coordinates sometimes going wrong on static-batches meshes.
  • (757575) - GI: Fixed some cases of scenes not referencing the correct lighting data asset after bake.
  • (none) - GI: Improved wording of various Enlighten error messages.
  • (753822) - GI: Now properly initialize baked scenes in some code paths to avoid error on console.
  • (769539) - Graphics: Fixed internal profiler for static batching on Android, iPhone and Metro.
  • (765378) - Graphics: Fixed material index not being used when calling Graphics.DrawMeshNow with rotation.
  • (768171) - Graphics: Fixed PackTextures crash if called on a Crunch-compressed texture that is not marked as readable.
  • (775261) - Graphics: Fixed static batching errors when meshes have additional vertex data streams with mismatching vertex count.
  • (766992) - Graphics: Upgrading a shader with a DX11 [annotation] at the start of the file now doesn't crash.
  • (767741) - IL2CPP: Now correctly return the remote end point from a UDP socket receive call in an IPv6 network.
  • (781921) - IL2CPP: Now generate proper code for COM marshaling of a struct that contains a field of type object array.
  • (778668) - iOS: Do not export non-prefixed freetype2 symbols now.
  • (774544) - iOS: Fixed the incorrect ABI for int64 types on iOS.
  • (774685) - iOS: Ensure that our symbols are not overridden by user libraries.
  • (none) - MacDownloadAssistant: Fixed window focus issue after security prompt.
  • (767348) - OpenGL: Fixed a bunch of compute shader structured buffer access corner case issues.
  • (none) - OpenGL: Fixed invalid shader code generation when using gl_PrimitiveID or bitFieldInsert().
  • (none) - OpenGL: Fixed multiple simultaneous append/consume compute buffers usage.
  • (765905) - Particles: Do not restart simulation when becoming visible, and use bigger timesteps, to reduce performance spike.
  • (774931) - Particles: Fixed a crash when material is missing and mesh colors are requested.
  • (757377) - Particles: Fixed a crash when using SubEmitters with separate rotation axes.
  • (496494) - Particles: Fixed culling when using SetParticles.
  • (783433) - Particles: Fixed a crash caused when using Inherit Velocity Module.
  • (776143) - Particles: Fixed an issue where the Material Property Blocks not working with mesh particles.
  • (786032) - Physics2D: Fix to ensure that changing a Collider2D property via the inspector doesn't reset the OnCollision or OnTrigger state back to 'Enter'.
  • (none) - Physics: Ensure that OnTriggerExit2D is not called when changing Rigidbody2D 'isKinematic' property.
  • (766891) - Physics: Provide feedback to allow working around crashes occurring when input meshes contain invalid vertices.
  • (788037) - UI: Fixed Selectable not handling when the EventSystem is null.
  • (none) - Wii U: Added crash fixes, memory efficiency and 16-bit texture support.
  • (784466) - Windows Editor/Standalone: SystemInfo.deviceModel will now report model name and manufacturer.
  • (787522) - Windows Store: Fixed Screen.orientation returning AutoRotation on startup.
  • (785743) - Windows Store: Fixed .NET native compiler crash when using managed plugin that already has an assembly initializer defined. One of such assemblies was "Rewired_Core.dll".
  • (784912) - Windows Store: Fixed a crash when de-serializing a struct with a list or an array inside from an empty json string.
  • (784908) - Windows Store: Fixed building player when there are plugins in the project that are marked "read-only".
  • (755238) - Windows Store: Microsoft .NET compiler will always ouput errors in english ignoring OS region settings, the same way as Mono compiler.
  • (760391) - Windows Store: When building scripts using Microsoft C# compiler on il2cpp scripting backend now identical references are passed to it compared to when using Mono C# compiler. This fixed issues that resulted in compiler errors saying "SupportClass is already defined in another assembly".

New in Unity 5.4.0b15 Beta (Apr 18, 2016)

  • Improvements:
  • Compute: Exposed ComputeShader.GetKernelThreadGroupSizes to query compute thread group sizes.
  • Windows Standalone: Added "Copy PDB files" option in build settings window, this way you can control to copy debugging files or not.
  • Fixes:
  • Animation: Fixed a crash in the importer when all keyframes on a track are invalid.
  • Animation: Fixed copy/paste to a clip where associated properties don't exist.
  • Animation: Fixed Generic MatchTarget.
  • Animation: Fixed leaking scriptable objects in AnimationWindow.
  • AssetBundles: Fixed default lzma compression for BuildPipeline.BuildStreamedSceneAssetBundle.
  • Editor: Editor will show compiler errors in English while building to Windows Store Apps, even if Windows locale is not set to English.
  • Editor: Fixed exception when renaming script outside of the editor.
  • Editor: Fixed OSX native web view that would continue ticking its timer after being closed.
  • Editor: Fixed performance issue in SpriteInspector.
  • Editor: Prevent dragging of objects between different editor processes causing unintended behaviour.
  • Global Illumination: Change to warn when trying to update disabled reflection probe.
  • Shaders: Change to allow surface shaders to directly include "Lighting.cginc" to control where it is included.
  • tvOS: Change to disable Menu button when playing video if allowExitToHome is disabled.
  • tvOS: Change to make tvOS platform support installation independent from iOS platform support.
  • tvOS: Enabled movie playing on tvOS.
  • tvOS: Fix to enable game controller in tvOS on-screen keyboard.
  • tvOS: Fix to separate tvOS SDK and OS version settings from iOS.
  • tvOS: Fixed SetScriptingDefineSymbolsForGroup for tvOS
  • tvOS: Fixed Xcode plugin installation when it is done by tvOS platform support.
  • WebGL: Fixed issues launching WebGL content in iframes when third-party cookies are disabled.
  • WebGL: Improved performance of floating point Math in Chrome.
  • Windows Standalone: Game execution will no longer freeze while dragging window via title bar.

New in Unity 5.3.4 Patch 3 (Apr 13, 2016)

  • Improvements:
  • Windows Store: On IL2CPP scripting backend, Unity players are now shipped as DLLs rather than static libraries. This significantly reduces platform support module installation size as well as decreases generated C++ code linking time.
  • Changes:
  • Installer: updated EULA.
  • Fixes:
  • (747898) - Android: Fix for EGL_BAD_NATIVE_WINDOW error on resume.
  • (777167) - Android: Fix for syncing to low framerate with vsync off.
  • (784942) - Animation: Fixed a crash related to exposed skeleton.
  • (none) - Documentation: Added missing 'OnJointBreak2D' callback documentation.
  • (730245) - Editor: If a read only file or folder is duplicated, the read only status is no longer duplicated.
  • (769613) - Editor: Fixed an issue where unloaded scenes were removed from hierarchy after exiting playmode.
  • (none) - Editor: Fixed Target Support module download URLs in Build Settings.
  • (663994) - Editor: Files with invalid names can no longer be dragged into a project.
  • (653592) - Global Illumination: Changing Reflection Probe component positioning in the inspector makes realtime probe black.
  • (none) - Global Illumination: Fixed a Reflection Probe baking issue when multiple scenes are used in a project.
  • (774638) - Graphics: Fixed a glitch in crunched compressed non-alpha texture after using sprite packer.
  • (782653) - IL2CPP: Properly handle type casts and check for value type arrays when they are casted to generic collection interfaces.
  • (none) - iOS: Apple Pencil pressure will now be exposed the same way 3D Touch pressure already is.
  • (775710) - iOS: Switching between different input fields will not leave input accessory fields on screen.
  • (764054) - iOS: TouchInputModule and StandaloneInputModule will now handle all touch phases preventing unwanted module switches.
  • (none) - Linux: Don't query displays when running in nographics mode.
  • (764054) - OSX editor: Application.version now returns the application's version. It no longer returns Application.unityVersion.
  • (740604) - UI: Fixed object culling when unparenting from a mask type.
  • (none) - UI: Fixed setting Input Field text when in Decimal/Integer with invalid values.
  • (776918) - Windows Standalone: P/Invoke will work correctly with native libraries which reference other native libraries, if those libraries are located in the same directory.
  • (775344) - Windows Store: Disable Generate C# option when scripting backend is set to il2cpp.
  • (none) - Windows Store: Files located in Assets\Resources won't end up in generated Assembly-CSharp-firstpass project, but will be correctly placed in Assembly-CSharp project.
  • (762780) - Windows Store: Fixed generics related AssemblyConverter failure and give better error messages.
  • (770092) - Windows Store: Fixed incorrect orientation of extended splash screen on Windows Phone 8.1.
  • (781907) - Windows Store: Fixed stacktraces on IL2CPP scripting backend.
  • (none) - Windows Store: Fixed $(OutDir) and $(IntDir) paths for generated IL2CPP Visual Studio solutions which prevented appx bundles to build correctly.
  • (754102) - Windows Store: Correctly generate Visual Studio namespace when product name contains ' symbol. an underscore will be used instead.
  • (none) - Windows Store: Having many generic types in the project no longer makes .NET Native compiler run out of memory.
  • (777878) - Windows Store: RuntimeInitializeOnLoadMethod will work correctly.
  • (773877) - Windows Store: Screen.SetResolution will correctly work on Windows Phone 10.
  • (none) - WindowsDownloadAssistant: Fixed setting VisualStudio 2015 as Unity script editor.
  • (732955) - WindowsDownloadAssistant: Fixed the bug which was freezing installation UI during bad network connection.
  • (784975) - WSA: EventType.ScrollWheel is now properly detected.

New in Unity 5.4.0b14 Beta (Apr 12, 2016)

  • Improvements:
  • Graphics: Added GL.Flush API.
  • Graphics: Added MaterialPropertyBlock.SetBuffer
  • Graphics: Added useLightProbes argument to Graphics.DrawMesh (defaults to true).
  • iOS: Add device support for iPhone SE and iPad Pro 9.7"
  • Shaders: Added PassFlags=OnlyDirectional pass tag. When used in ForwardBase pass, it makes sure that only ambient, light probe and main directional light information is passed. Non-important lights are not being passed as vertex light constants nor are put into SH data then.
  • Shaders: Improve shader translation performance when compiling shaders into OpenGL ES 2.0 & Metal
  • Fixes:
  • Asset Import: Fix issue with fileScale value always set to 1 on first import
  • Asset Import: Support of Blender 2.77 and later
  • Compute: Do not log warnings/errors when current build target does not support compute shaders
  • Connect: Opening "last loaded project" upon unity start up will not unlink project anymore from its organization
  • DX11: Fixed errors when trying to create floating point textures in linear color space, with mismatching flags.
  • GI: Disallow negative importance for reflection probes.
  • GI: Fixed errors when using baked lightmaps & multi-scene editing
  • GI: Fixed some directional specular lightmap artifacts
  • Global Illumination: Fixed a reflection probe baking issue in multi scene editing.
  • Graphics: Apply material keywords when drawing from command buffers
  • Graphics: Fixed material index not being used when calling Graphics.DrawMeshNow with rotation
  • Graphics: Improved feedback on Recalculate Bounds in LODGroup inspector.
  • IAP: If a store implementation notified Unity IAP of a purchase for a product that was unknown to Unity IAP, the application did not receive a ProcessPurchase invocation. ProcessPurchase will now be invoked in this scenario.
  • MonoDevelop: Fixed issue with MonoDevelop sometimes giving focus to the wrong script when opened from Unity
  • Occlusion Culling: Fixed broken portal visualization in some cases.
  • Occlusion Culling: Fixed visualization when changing scenes.
  • Windows Phone 8: Added obsolete attribute for BuildTargetGroup.WP8 and BuildTarget.WP8Player
  • Windows Store: Fixed AssemblyConverter failures related to genereic parameters and similar error will give more information in the output making it easier to pinpoint the cause
  • Windows Store: Fixed certain UnityEngine.Networking features not working when Unity C# projects are enabled
  • Windows Store: Fixed extended splash screen placement in Windows Phone 8.1, now it will match the system splash screen placement
  • Known Issues:
  • After expand/collapse Unity Editor window looks corrupted. If you maximize/minimize/click on windows in Editor they'll return to normal state.
  • Crash in ::RenderGameViewCameras:: after overflowing Width or Height fields of the Game view resolution window
  • First launch of Unity on new computer doesn't create "~/Library/Unity/Packages" folder, blocking homescreen from loading. Second launch will fix the issue
  • GPU Instancing: Instancing might get broken under glcore if graphics jobs are enabled.
  • In deferred rendering, lightmapped objects affected by mixed-mode lights will fallback to forward rendering.
  • On Windows with MSAA and Image Effects, game view can be rendered upside down.
  • RTP Terrain shader rendering is broken after upgrading project to 5.4
  • Shadows: Directional shadows will present shadow acnee when using a custom projection matrix and a very large frustum (20k+)
  • Unity crashes when calling various methods on TerrainData with boundary values
  • Using OpenVR + Vive + Outdated Oculus Utils = Crash. Users are advised to update their Oculus Utils.
  • VR: GearVR builds are not functional in this beta release, please use b13
  • VR: Image effects do not currently work with single pass rendering.
  • VR: Single-Pass-Stereo causes some lighting problems
  • VR: Some built-in shaders do not currently work with single pass rendering resulting in wrong transformations in right eye. Workaround is to manually include the shaders in your project.
  • [GL] [Windows] Unity crashes or hangs with no respond on moving and undocking tabs
  • [iOS][Metal] Performance degradation in 5.4 with some custom shaders
  • [OnWillRenderObject] Offscreen rendering from within OnWillRenderObject breaks billboard particles
  • [OSX] ALLOC_TEMP_THREAD errors are shown after clicking 'Save' button while switching to imported scene
  • [Scene] Can't shift-click to multi-select objects in scene view.
  • [Windows Store] Unity APIs which use multidimensional arrays as parameters don't work on UWP when .NET Native compilation is enabled (for ex., Master config). For ex., TerrainData.SetHeights. This includes all Unity versions where UWP is supported. The bug has been logged with Microsoft.

New in Unity 5.3.4 Patch 2 (Apr 7, 2016)

  • Improvements:
  • Added device support for iPhone SE and iPad Pro 9.7".
  • AssetBundle: Output the crc value for the manifest asset bundle.
  • IL2CPP: Reduce the binary size and build time for projects which make use of many C# attributes.
  • Fixes:
  • (784899) - Android: Audio - Fixed OpenSL output not selected when default buffer size selected.
  • (780958) - Android: Disabled Debug markers on PowerVR Series5 devices.
  • (774052) - Animation: Fixed a crash when importing an animation where a whole curve was corrupted.
  • (779058) - Animation: Fixed a performance issue for AnimatorOverrideController rebind.
  • (771609) - Animation: Fixed an issue where instantiating a prefab with an Animator Component for the first time took longer than the subsequent times.
  • (770045) - Animation: Fixed crash when GameObject with Animator is instantiated in StateMachineEnter/Exit.
  • (767506) - APIUpdater: Fixed AssemblyUpdater crash when verifying WSA / / Windows Phone assemblies.
  • (769880) - APIUpdater: Fixed ScriptUpdater crash when processing Boo / UnityScript containing Hash literals.
  • (762829) - Asset Bundles: Fixed issue where WWW.LoadFromCacheOrDownload would not take into account space on device, and could hang.
  • (768846) - Asset Import: Fixed a crash on fbx import in some rare circumstances.
  • (775822) - AssetBundle: Fixed an issue where unloading an asset bundle with animated objects (legacy animation) during play mode crashes the editor.
  • (756559) - Assets/VCS: Fixed issue where changing date modified on directory meta file caused all files below that directory to be reprocessed. This was also affecting VCS.
  • (776044, 763036) - Audio: Don't try to load any sounds when Unity audio is disabled.
  • (732854) - Audio: Fixed an issue where low Pass Filter didn't work on Audio Listener.
  • (760234) - Cache Server: Upgraded the node.js version used by the Cache Server to version 0.12.7.
  • (766019) - Core: Fixed crash when scaling prefab with mesh that is not read/write enabled.
  • (752733) - Core: When exporting a package with scene's dependencies, check boxes are available next to folder icon.
  • (770155) - Core: WWW.responseHeaders is now a case-insensitive Dictionary, as per https://www.w3.org/Protocols/rfc2616/rfc2616-sec4.html#sec4.2.
  • (523691) - Direct3D11: Fixed a deadlock which would occur when trying to restore focus to a minimized standalone player running in Fullscreen Exclusive mode.
  • (766802) - Dynamic Batching: This has been reintroduced for particles, lines and trails.
  • (728634) - Editor: Adjusted the width of the 'Build Settings' window so that it properly display its contents, even if support for some of the players is not currently available.
  • (765466) - Editor: Fixed a crash when locking cursor from constructor or static initializer.
  • (778125, 780607) - Editor: Fixed an issue with dragging a Sprite/Texture2D into the inspector causing a PolygonCollider2D to use it even though it is not dropped on the component editor itself.
  • (709639) - Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty.
  • (781866) - Editor: Fixed an issue where compression wasn't being applied in calls to BuildPipeline.BuildStreamedSceneAssetBundle().
  • (none) - Fixed MovieTexture crash when loading a video with no audio stream.
  • (767110) - GI: Upgraded to Enlighten3.02p4. Fixed a precision issue and out-of-bounds texture access in baking, which could lead to a crash in the Final Gather stage.
  • (728610) - Graphics: Fix for baking a scene with objects added before saving the scene not being included in the result.
  • (767560, 763045) - Graphics: Fixed a crash when building reflection probe data on specific scenes containing Canvas elements.
  • (755421, 766533, 766546, 779696, 756020, 780025) - Graphics: Reflect normal texture encoding in global illumination shader.
  • (767367) - IL2CPP: Generate proper C++ code for a C# class with the StructLayout attribute when its base class does not have a StructLayout attribute.
  • (781439) - IL2CPP: Generate proper C++ code for a method that is marked as both an internal call and a runtime call.
  • (780659) - IL2CPP: Properly handle numeric conversion from an unsigned integer to floating point types in some edge cases.
  • (769666) - Input: Input.mousePosition is no longer clamped to the client area on windows standalone, the last position is kept instead.
  • (none) - iOS/IL2CPP: Prevent unnecessary changes to the timestamps of the libil2cpp headers during a build. This allows incremental builds to work correctly in Xcode.
  • (none) - iOS: Added Xcode 7.3 Build & Run support
  • (730146) - iOS: Allow IPv6 to work on iOS with the .NET 2.0 profile.
  • (771132) - iOS: Fixed a crash when playing a scene in the Editor with an iOS device attached as a Unity Remote.
  • (779738) - iOS: Fixed support for non-native resolutions in GLES 2.
  • (none) - iOS: Restored documentation for RenderTargetSetup.
  • (784075) - Linux: Fixed a crash when stereoscopic mode is requested on non-stereoscopic display.
  • (783842) - Linux: Fixed another crash when supported opengl core version is insufficient
  • (none) - Linux: Fixed an occasional crash when creating texture properties.
  • (776268) - Mono: Make the Personal folder be the same on all profiles.
  • (765928) - MovieTexture: Restricting black texture fix to OSX 64. Linux 64 did not need it.
  • (781177) - Networking: Fixed problem when transferring data via reliable sequenced QoS channel could lose messages in "bad" network conditions.
  • (773411) - Networking: Fixed problem where Networking.HostTopology.MessagePoolSizeGrowthFactor was ignored.
  • (768030) - Networking: Fixed WebGL client unable to free connections in NetworkServer when using WebSocket.
  • (none) - Particles: Fixed incorrect inspector style on Particle System Renderer Pivot field.
  • (758422) - Physics: Fix for Collision2D.relativeVelocity being reported with incorrect values.
  • (767120) - Resources: Enable warnings for and prevent crashes and memory corruptions when non-assets, or non-unloadable assets are tried to be unloaded through Resources.UnloadAsset in release builds.
  • (none) - Samsung TV: Fixed multiple crashes on the NT14U TV that would prevent games from launching.
  • (780365) - Terrain: Fixed crash when exiting Editor after creating TerrainData with HideAndDontSave flag.
  • (758873) - UI: Fixed dropdown destroy coroutine being started when the component is not active.
  • (none) - UI: Fixed issue with double rendering of canvas on Vive.
  • (none) - UI: Setting Input field text through script will now be validated.
  • (770266) - WEBGL: Fixed SimpleWebServer bug causing 'Uncaught incorrect header check'.
  • (775931) - Windows Store: Fixed Tab key duplication in XAML controls when Unity input is enabled.
  • (781994) - Windows Store: Help SerializationWeaver find references which have Windows SDK specified when building to Universal 8.1.
  • (779136) - Windows Store: Hindi characters will show up correctly, Nirmala UI from Windows fonts will be used.
  • (780971) - Windows Store: Package.appxmanifest for Universal Windows 10 Apps will be produced correctly when protocol for association launching is specified.
  • (781935) - Windows Store: Slightly fix generated Assembly-CSharp* projects to fix "System.BadImageFormatException: Duplicate type with name 'UnityEngine.Internal.$FieldNamesStorage' .. "

New in Unity 5.4.0b13 Beta (Apr 4, 2016)

  • Improvements:
  • iOS: Added Xcode 7.3 Build & Run support.
  • Fixes:
  • Animation: Fixed case of animation compression distorting animation.
  • Animation: Fixed case of blend tree inspector not updating animator values in game mode.
  • Animation: Fixed case of incorrect transition shown in inspector when entering game mode.
  • Animation: Fixed case of missing transitions when undoing layer deletion in Animator Window.
  • Animation: Fixed case of playback not stopping when changing frame in the animation window.
  • Animation: Fixed case of sample rate not being taken into account when moving key frame in curve editor.
  • Animation: Fixed case of scene view not updating when changing clip in the animation window.
  • Animation: Fixed case of slider in curve editor and dope sheet editor resetting for clips of short duration.
  • Animation: Fixed case of state machine undo moving focus back to base layer.
  • Animation: Fixed error message in console while optimizing animation hierarchy.
  • Animation: Fixed issue where it was not possible to change clip when Animation Window is locked.
  • Animation: Fixed issue whereby animation events could be added to read-only animation clips.
  • Animation: Fixed issue whereby property or keyframe deletion in read-only clip was not disabled in Animation Window.
  • Animation: Fixed issues when drag&dropping sprite into a clip with no existing sprites.
  • Documentation: Restored lost documentation for RenderTargetSetup.
  • Editor: Fixed an issue that could cause scenes containing prefab instances with driven transforms to immediately become dirty.
  • Global Illumination: Fixed issue whereby changing Reflection Probe component positioning in the inspector makes realtime probe black.
  • Metal: Fixed case of native RenderBuffer query failing in case of multi-threaded rendering.
  • Networking: Fixed issue where the client was unable to free connections in NetworkServer when using WebSocket.
  • Networking: Fixed issue whereby transferring data via reliable sequenced qos channel could result in lost messages in "bad" network conditions.
  • Physics2D: Fixed case of Collision2D.relativeVelocity being reported with incorrect values.
  • Physics2D: Fixed issue with dragging a Sprite/Texture2D into the inspector, causing a PolygonCollider2D to use it even though it is not dropped on the component.
  • Windows Store: Fixed case of mouse scroll not generating GUI events and being less sensitive than on other platforms.
  • Windows Store: Fixed case of Windows Store 8.1 Universal failing to build: Implemented changes to help SerializationWeaver find references which have Windows SDK specified when building to Universal 8.1.
  • Windows Store: Fixed compilation error when using .NET 4 plugin without placeholder and compilation override None.

New in Unity 5.4.0b12 Beta (Mar 30, 2016)

  • Features:
  • Windows Store: Add command line argument -dontConnectAcceleratorEvent to disable accelerator event based input. This disables support for some keys in Unity (like F10, Shift), but fixes issue with duplicate characters in some XAML controls.
  • Changes:
  • UI: Switch component menu name for RectMask2D to match class name
  • Improvements:
  • UI: Added a new property AscentCalculationMode to TrueTypeFont importer to control how font ascent value is determined.
  • UI: Align By Geometry now supports vertical alignment; this can be useful for cases where the font ascent/descent info has large uneven spacing.
  • UI: Created an empty RectMask2D editor and modified the selectable one to hide script fields
  • UI: Improved the way that line spacing affects leading in text generation to provide more predictable leading when line spacing is less than 1.
  • UI: Made more functions virtual inside Graphics class
  • Windows Store: Improved Visual Studio project generation, the solution shouldn't rebuild needlessly anymore, you might need to delete the old generated project so it can be regenerated
  • Fixes:
  • Editor: EditorGUIUtility.ObjectContent now adds type information to the text string as shown for ObjectFields: E.g: "Concrete (Texture2D)" instead of "Concrete".
  • Editor: Fix editor crash when locing cursor from constructor or static initializer
  • Editor: Fix to prevent the following error: "GetEditorTargetName is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead".
  • iOS: OS: Ensure asset bundles are not flagged for iCloud backup by default upon download.
  • Mac Editor: Added functionality in order to prevent the processing of folders that contain the ".unity" extension, as this was causing the editor to crash when executing in batch mode.
  • Particles: Collider visualization was not scaling with transform
  • Particles: Fixed Shape Module error when shader doesn't have _Color property
  • Particles: Fixing Skinned Mesh Renderer Shape crash when its material was missing
  • Particles: Hiding "Angle" option in Shape Module when it is not relevant
  • Particles: Renaming Particle.lifetime property to Particle.remainingLifetime for clarity
  • Particles: Size over lifetime using separate axes wasn't always working
  • Particles: Texture Sheet Animations could incorrectly loop back to the first frame at the end of their animation
  • Particles: Trigger Module crashed when assigning the wrong list type via script
  • Particles: Trigger Module wasn't spawning death sub emitters
  • Particles: Visualize Bounds did not scale the debug rendering correctly
  • UI: Fixed incorrect line height with embedded quads in rich text
  • UI: Fixed the issue with the font importer inspector getting dirtied each time it was enabled.
  • WebGL: Fixed WebGL 2.0 support to run on browsers implementing the final WebGL 2.0 specifications.
  • Windows Store: Fix build and run when Unicode characters with diacritics are used in product name
  • Windows Store: Fix duplicate tab key in XAML elements whenever Unity is running with enabled input

New in Unity 5.3.4 Patch 1 (Mar 24, 2016)

  • Improvements:
  • Android: IL2CPP - Stripping of symbols and debug info is now enabled by default. Development builds still have symbols which makes for a slightly larger binary.
  • Asset management: Added offset argument to AssetBundle.CreateFromFile and AssetBundle.LoadFromFile methods.
  • Hardware Stats updates information that might change during sessions.
  • iOS: Added a compile flag in the trampoline code in order to allow the user to disable the filtering of emoji characters.
  • Changes:
  • Android: IL2CPP - Full debug version of IL2CPP libraries are stored in Temp/StagingArea/Il2Cpp/Native.
  • Fixes:
  • (775244) - Fixed access to destroyed window during shutdown.
  • (769833) - Fixed access violation in GUIView::GUIViewWndProc.
  • (none) - Analytics: Fixed a rare crash. Only occurs when analytics is ON and importing a complete project from asset store with analytics OFF.
  • (none) - Android: Fixed blending with background on Unity splashscreen.
  • (765744) - Android: Fixed crash on Nvidia Shield tablet.
  • (none) - Android: fixes value of trackingEnabled
  • (775565) - Animation Window: Added null check to fix Null Reference Exception in Curve Editor.
  • (753270) - Animation Window: Disabled animation sampling of an optimized game object hierarchy in the animation window.
  • (760809, 759069) - Animation Window: Fixed custom components not appearing in the Add Property menu of the Animation Window.
  • (715416) - Animation Window: Fixed selection loss in animation window when pasting key frames.
  • (772668) - Animation: Fixed a bug where creating rotations using the transform manipulator would default to Euler in Legacy Animation.
  • (772668) - Animation: Fixed an issue where rotation curves would be created as Euler curves by default when using the Animation Component.
  • (762952) - Animation: Fixed animation event inheriting from ScriptableObject not getting triggered.
  • (775677) - Animation: Fixed crash when shutting down Standalone app with Script Playables.
  • (775773) - Animation: Fixed error message in console while optimizing animation hierarchy from the inspector.
  • (766898, 758322) - Animation: Fixed issue where Animation was distorted when animated object was scaled and Optimize Game Objects was selected.
  • (768965) - AssetBundles: Added back scene asset bundles compression statistics.
  • (697872, 633905) - Core: Added stacktrace for logging statements and exceptions called on threads.
  • (752626) - Direct3D9: Player loop will now be processed in the background again when the graphics device is lost (Windows are locked, window is minimized, etc.).
  • (763313) - Editor: Added support for resizing the height of the preferences window.
  • (696623) - Editor: Fixed a crash that could happen when animation window is open, and playmode is entered.
  • (764986) - Editor: Fixed changing order of components not getting saved. We now also support undo.
  • (759115) - Editor: Fixed an issue that was causing transformations to be modified when entering and subsequently coming back from play mode.
  • (730559) - Editor: Fixed the asset importer error when calling Refresh() during an assembly import.
  • (775366) - Editor: Fixed WebViewWindow's freed memory access.
  • (769858) - Fixed the error messages when building variant asset bundles.
  • (none) - Fixed whitespaces in Editor Test's template.
  • (697565) - GI: Upgraded to Enlighten3.02p3. Fixes direct lighting getting baked into lightmap.
  • (none) - Graphics: Fixed potential crash in SetGpuProgramName.
  • (775804) - IL2CPP: Correct an intermittent crash when Environment.GetCommandLineArguments is called.
  • (776152) - IL2CPP: Fixed an intermittent crash in the experimental memory profiler.
  • (756912) - IL2CPP: Fixed a rare deadlock during Resources.UnloadUnusedAssets.
  • (759488) - IL2CPP: Fixed an issue with Socket.Select and IL2CPP where a socket could be reported as being in an error state when it should have been reported as being in a write state.
  • (780472) - IL2CPP: Generate C++ code to properly handle circular references for field types in unsafe C# code.
  • (778146) - IL2CPP: Generate proper C++ code for the p/invoke wrapper for a delegate that accepts another delegate as an output parameter.
  • (717343) - IL2CPP: Improved message for PathTooLongException being encountered in IL2CPP.
  • (none) - IL2CPP: Increased maximum heap size.
  • (776087) - IL2CPP: Prevent a compile error in the generated C++ code due to a missing header when we generic exception type is used in a catch statement.
  • (692653) - IL2CPP: Support proper default marshaling of string parameters and return values when the CharSet attribute is provided on a method with a value of Unicode.
  • (732438) - IL2CPP: Throw informative exception when MonoPInvokeCallback delegate type is incompatible with target method signature.
  • (none) - iOS GfxTests: Fixed crash on assertion "sample count 8 not support day device".
  • (732878) - iOS/AppleTV: AdSupport is now included in the build by default.
  • (768572) - iOS: Allow third party plugins that use PLCrashReporter library.
  • (771597) - iOS: Ensure asset bundles are not flagged for iCloud backup by default upon download.
  • (763342) - iOS: Fixed GLES error 0x0506 and various graphics corruption when using webcam textures.
  • (776105) - iOS: Fixed incompatible pointer cast warning in trampoline.
  • (777596) - iOS: Made Social.ShowLeaderboardUI to show the leaderboards tab, instead of achievements tab.
  • (767633) - iOS: Pause application on GameCenter dialogs on tvOS.
  • (769085) - JsonUtility: Fixed EditorJsonUtility throwing MissingMethodException
  • (777564) - Linux: Exit with nice message instead of crashing when GPU/driver doesn't meet minimum requirements.
  • (761639) - Mac Editor: Added functionality in order to prevent the processing of folders that contain the ".unity" extension, as this was causing the editor to crash when executing in batch mode.
  • (777945) - Mono: Fixed GC related test instability in OSX Editor.
  • (774970) - Networking: Fixed issue with SyncList change callback where the old value was given there instead of the updated one.
  • (776539) - OpenGL/ES: Fixed GPU profiler on Android for Tegra 2/3/4 devices.
  • (769137) - Physics: Cloth deletes MeshRenderer component when entering playmode fixed.
  • (669622) - Physics: Disabling cloth component doesn't seem to really disable it fixed.
  • (none) - Physics: Fixed an issue for 2D collider: line & ray casting not detecting initial overlapped state.
  • (777591) - Physics: Fixed an issue with Box2D changes slowing the editor down when lots of changes are made without entering play-mode.
  • (769136) - Physics: Fixed cloth issue where adding cloth to an object throws GetLocalizedString error.
  • (758264) - Profiler: Fixed a crash when adding data from thread which was started during a frame.
  • (779965) - SpeedTree: Fixed "GetLocalizedString is not allowed to be called during serialization, call it from Awake or Start instead" error message when using the Tree Editor.
  • (743653) - Tizen: Fixed issue deploying after upgrading to the Tizen 2.4rev4 SDK.
  • (775008) - tvOS: Fixed a bug that caused splash screen properties being not applied.
  • (770115) - tvOS: Fixed build targeting tvOS 9.2 with Xcode 7.3 beta.
  • (762080) - UI: Fixed ArgumentOutOfRange exception sometimes being thrown when editing InputField on mobile.
  • (771326) - UWP: Build & Run will correctly work with Universal Windows 10 Apps.
  • (771541) - UWP: Screen.currentResolution will return desktop resolution when application is in windowed mode.
  • (none) - VisualStudio: Fixed a crash that could sometimes happen when opening Visual Studio.
  • (779968) - Windows Store/IL2CPP: Allow the MapFileParser utility to handle input and output files with paths containing non-ASCII characters.
  • (771883) - Windows Store/IL2CPP: Fixed a crash on windows when using asynchronous socket APIs (.BeginSend/.BeginReceive/etc).
  • (775216) - Windows Store: Assembly-CSharp-firstpass will no longer reference itself.
  • (775592, 775624, 777575, 777580) - Windows Store: Fixed an issue with populating visual assets (tiles, logos, etc.) to Visual Studio solution (correct file names, manifest entries) and check format consistency (JPEG vs PNG).
  • (778905) - Windows Store: Fixed a rare crash at startup related to serialization on debug mode.

New in Unity 5.4.0b11 Beta (Mar 22, 2016)

  • Features:
  • Windows: Windows Standalone player now can be run in Low Integrity Mode by passing -runWithLowIntegritylevel command line argument
  • Improvements:
  • Editor: Added ability to hide the tetrahedron wireframe while editing light probe group.
  • Editor: Added cancel button to "Opening Visual Studio" progress dialog.
  • Editor: Added edit mode for light probe group to avoid accidental selection changes.
  • Serialization: Serialization depth limit warning now prints the serialization hierarchy that triggered the warning
  • Shaders: Improved game data build times with many complex shaders, especially when they were already compiled before.
  • Fixes:
  • Editor: Adjusted the width of the 'Build Settings' window so that it displays its contents correctly, even if support for some of the players is not currently available.
  • Editor: CTRL/CMD + marquee select now correctly substracts from selection in light probe group editor
  • WebGL: Fixed 'Uncaught incorrect header check' error.
  • Windows Store: Fix to exclude abstract classes from serialization (as is the case for all other platforms)

New in Unity 5.3.4 (Mar 16, 2016)

  • Improvements:
  • Android: Audio; don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on some buggy devices).
  • Android: Buildpipe; updated SDK tools requirements for the Editor.
  • Android: Editor; added Marshmallow to the list of APIs.
  • Android: IL2CPP; use Android NDK x64 on x64 Windows Editor.
  • Android: Soft Input; get rid of hardcoded text color, switch to Light theme.
  • Editor: Added warning dialog if there is any version difference between editor and last project save.
  • Metal: Add -force-metal switch to force Metal rendering on OSX/iOS.
  • OpenGL Core: A whole bunch of fixes, particularly on Macs. See Fixes list below.
  • Scripting: introduced global define UNITY_5_3_OR_NEWER, which can be used for conditionally compile code that is compatible only with Unity 5.3 or newer.
  • Win / OSX Standalone: Add -hideWindow command line option to launch standalone applications with the window hidden.
  • Windows: Added a new command line argument for standalone builds: -window-mode. Options: borderless, exclusive. It lets users override the default fullscreen window behavior.
  • Fixes:
  • 2D: Changing Rigidbody2D.gravityScale while a Rigidbody2D.MovePosition is in progress now works. (762771)
  • 2D: Ensure Joint2D auto-configuration still works if joint is added from script (765870)
  • 2D: Ensure that a TargetJoint2D added via script allows collisions with static colliders. (763922)
  • 2D: Stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start. (764769)
  • Analytics: Fixed unreliable event sending (especially AppStart) on WebGL. (770316)
  • Android: Added support for Vivante OpenGL ES 3 driver. (738821, 758155)
  • Android: Fixed alignment crash on some Android ARM devices. (768974)
  • Android: Fixed an issue where Ping wouldn't work in release mode. (734124)
  • Android: Fixed black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000). (762875)
  • Android: Fixed bug in Texture.GetPixels for ETC compressed textures. (759195)
  • Android: Fixed rendering artifacts when using native plugins and multithreaded renderer. (772171)
  • Android: Fixed rendering on Vivante GPUs on Android 4.3 and older. (712890, 771890)
  • Android: IL2CPP; fixed build errors on NDK paths with whitespaces. (763447)
  • Android: IL2CPP; fixed crash on second startup after installation. (766698)
  • Android/IL2CPP; prevent a crash in the garbage collector when it attempts to scan a section of memory used for the code that may have been unmapped by the OS. (755201)
  • Animation: Fixed a crash when animating lights using the legacy Animation component. (772260)
  • Animation: Prevent crashes when clips are null for animations extracted from asset bundles whose dependencies have not loaded. (756463)
  • API Updater: Fixed "Sequence contains more than one matching element" crash. (760684)
  • API Updater: Fixed crash upon assembly resolution failures. (743463)
  • Asset Bundles: Only reimport when setting asset bundle name if cache server is connected. (714661)
  • AssetBundles: BuildAssetBundles will switch back to the original active build target when finished. (759142)
  • Audio: Disabled sound manager watch dog. (774356)
  • Core: Fixed an issue asynchronously loading a prefab with a large amount of assets. (771882)
  • Core: Fixed some errors with recently deleted objects (in WWWDelayCall; ClearPersistentDirty call; editor CEF integration).
  • Editor: Don't call OnLevelWasLoaded on the first scene when entering play mode. (759231)
  • Editor: Fix for clustering allocation while navigating. (747856)
  • Editor: Fixed a crash when selecting some prefabs. (766469)
  • Editor: Fixed an issue that made GameObjects disappear from the Editor if they have an associated editor script that made use of DontDestroyOnLoad. (754127)
  • Editor: Fixed an issue when opening a scene from the Project Browser while in playmode it resulted in that scene being loaded even after going out of playmode. (767728)
  • Editor: Fixed misleading texture decompression warning in graphics emulation. (760112)
  • Editor: Fixed startup when Unity is in a path with non-ASCII characters. (765159)
  • Editor: Fixed the issue of GUI.Windows background not being tinted by GUI.colors anymore. (756004)
  • Editor: Fixed the issue of marking scene dirty when creating prefab by dragging from Hierarchy window to Project. (758409)
  • Editor: Fixed the issue of marking the scene dirty when pressing the apply button on a prefab instance. (757027)
  • Global Illumination: Fixed crash in some scene loading scenarios. (768849)
  • Global Illumination: Fixed crash when building lighting with a specific scene setup. (767222)
  • Global Illumination: Fixed light probes not being used anymore in Standalone when a scene without light probes was loaded with Additive mode. (767161)
  • Global Illumination: Fixed multi-scene baking. (751599)
  • Global Illumination: Fully repaint inspectors after baking reflection probes; some previews were not updating before. (663992)
  • Global Illumination: When compositing the directional lightmap removed the clamping on the w-component of the generated pixels.
  • Graphics: Added profiler markers on async texture loading waits.
  • Graphics: Fixed .ogv movie files with stream markers beyond 16kb not imported correctly. (772013)
  • Graphics: Fixed "Trying to reload asset from disk that is not stored on disk" error when non-persistent objects are attempted to be reloaded from disk. (752613)
  • Graphics: Fixed a synchronization problem that was causing texture data not to be properly updated when changing quality settings at runtime. (752613)
  • Graphics: Fixed an issue where GrabPass could get source texture wrongly offset in some cases. (75508, 726067)
  • Graphics: Fixed an issue where setting a material's shader to null would crash the editor. (771292)
  • Graphics: Fixed an issue where TrailRenderer would randomly vanish/flicker. (740580)
  • Graphics: Fixed crash in SetGpuProgramName which could happen when the program isn't supported by the target graphics hardware (found on Android) . (772958)
  • Graphics: Fixed GenerateSecondaryUVs crashes on some meshes.
  • Graphics: Fixed MovieTextures sometimes being black in Mac Standalone (64 or Universal builds). (765928)
  • Graphics: Prevent Projectors from accepting invalid clip planes from a script. (506089, 535548)
  • Graphics/DX11: Fixed compute shader resource hazards found in certain cases when binding the same resource SRV and UAV on pixel and compute shader stages. (542251)
  • IL2CPP: Avoid crash when constructing error message. (770081)
  • IL2CPP: Correctly sort unsigned integers via the Array.Sort method. (774085)
  • IL2CPP: Prevent generated C++ code from failing to compile with errors like "error: use of undeclared identifier 'L_5'" in some cases. (773713, 768010)
  • IL2CPP: Properly marshal formatted classes (762883, 746313)
  • IL2CPP: Properly parse binary text assets. (771835)
  • iOS Metal: Fixed performance regression when doing in-frame clear (GL.Clear or command buffer Clear). (775362)
  • iOS: Fixed redirect for WWW. (723960)
  • Linux: Fixed MSAA in non-upscaled windows, force window recreation when requirements change for player window attributes.
  • Linux/GLCore: Fixed one more instance of render. (775575)
  • Mecanim: Fixed an issue with Animation clip length for bundled clip. (753888)
  • Mecanim: Fixed AnimationClip.SampleAnimation memory leak. (760612)
  • Mecanim: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB. (756129)
  • Mecanim: Fixed assert when using Animator.MatchTarget.
  • Mecanim: Fixed long start play mode for scene with lots of controller. (769964)
  • Mecanim: Fixed StateMachineBehaviours on layer not being called properly. (765141)
  • Mono: Added IPv6 support on Windows. (767741)
  • Networking: Fixed a crash due to wrong initialization of connection.
  • Networking: Fixed an issue where ack didn't reset with connection resetting which lead to reliable traffic stale. (775226)
  • Networking: Removed annoying "Attempt to send to not connected connection" message. (775222)
  • Networking: Removing "no free events for message" as annoying. (775225)
  • Networking: Send Error: val > 0 on user disconnect, results in memory write violation and editor crash. (754510)
  • OpenGL Core: Fixed twitching and incorrect rendering with skinning and UI components on GLCore + Mac + NVIDIA. (773476, 775275, 767857, 766778)
  • OpenGL Core: Fixed fullscreen mode when not using native resolution and using MSAA on Mac AMD GPUs. (775428, 776470)
  • OpenGL Core: Fixed fullscreen MSAA support with linear color space rendering. (774558, 774216)
  • OpenGL Core: Fixed Graphics API switching to OpenGL. (762687)
  • OpenGL Core: Fixed occasional game view flipping with image effects in the editor. (760196)
  • OpenGL Core: Fixed dynamic geometry performance issues on Mac + NVIDIA.
  • OpenGL Core: Fixed stretched game view with some image effects in Mac editor. (757536, 757866)
  • OpenGL Core: Workaround for Nvidia shader compiler bug on OS X, affecting SSAO shader. (756028)
  • OpenGL Core/ES: Fixed scalar uniform handling in the shader translator. (772167)
  • OpenGL Core/ES: Fixed wrong shader code generation when redirecting variables, was affecting FastBloom shader. (772434)
  • OpenGL Core/ES: Shader compiler, fixed invalid uniform access in certain corner cases. (767343)
  • OpenGL ES: Fixed non-shadowmap depth textures on some devices. (768916)
  • OpenGL: Fixed point size support using GLSL PROGRAM snippets. (763875)
  • Particles: Fixed a culling regression, when particle systems leave the screen and come back. (773673)
  • Particles: Fixed error message due to default bounding box. (767419)
  • Physics: Fixed a PhysX crash issue in PxsCCDContext::updateCCD experienced by some VR applications. (776187)
  • Profiler: Fixed crash when adding data from thread which was started during a frame. (758264)
  • Profiler: Fixed hang when EndSample did not have a matching BeginSample. (770225)
  • Shaders: Added support to the compute shader compiler to handle bools inside structures.
  • Shaders: Fixed Standard shader in some rare cases outputing NaN as pixel shader result. (766806)
  • Shadows: Fixed shadows disappearing for some off-screen shadows casters. (761152)
  • Substance: All inputs are now applied to a ProceduralMaterial on the first RebuildTextures() call after the material's textures have been read from cache. Previously, only the modified inputs were applied.
  • Substance: Fixed Editor freeze upon instantiation of resource. (771650)
  • Substance: Fixed broken detection and assignment of shader keywords resulting in wrong appearance of ProceduralMaterials in scenes when the ProceduralMaterial was not opened in the Inspector (some shader keywords were enabled when they should not).
  • Substance: Fixed cache hashing and management issue which could cause the cache to be considered valid again after having been invalidated (often seen after calling Resources.UnloadUnusedAssets()).
  • Substance: Fixed loading of files with special characters in their paths or names.
  • Substance: Fixed rare crash caused by using the wrong size when uploading ProceduralTextures.
  • Substance: Fixed upgrading UNITY 4.x project data, legacy shaders should now be used for these old projects instead of being incorrectly replaced by the Standard shader. (765510)
  • Tizen: Fixed error about copying whitelists while building on Windows. (773614)
  • UI: Fixed exceptions upon assembly/type resolution failures. (770048)
  • UI: Fixed memory leak where dirty renderers on a disabled canvas would still get added to the dirty list causing crashes on clear. (773533)
  • UI: Fixed sorting issue where gird based depth sorting would fail to recognize overlapping unbatchable items. (770804)
  • UI: Stopped raycast from traversing up the hierarchy when a canvas with override sorting is encountered.
  • UI: Vertical alignment of text sometimes appearing higher than expected. (760753)
  • Unity Ads: Updated to 1.5.6 version (fixes crash on Android 4.1 and earlier).
  • VR: Restart the VR Device if the Oculus Service fails.
  • Wii U: Fixed a crash on secondary error confirmation. (767206)
  • Windows Store: Fixed exported VS project failing to build for non-x86 CPU when there is a managed assembly in the project that's been compiled for x86. (770931)
  • Windows Store/IL2CPP: Fixed game crashing when its name is exactly 20 characters long. (769835)
  • Windows Store/IL2CPP: Fixed intellisense in generated Il2CppOutputProject to be able to correctly resolve Windows 10 headers. (771765)
  • Windows Store/IL2CPP: Fixed failing to build on top of a previous build when target directory is read-only. (766764)
  • Windows Store/IL2CPP: Graphics plugins now work. (770941)
  • Windows Store/IL2CPP: Reduced the amount of linker warnings when building.
  • Windows: Fixed Application.persistentDataPath when Product Name contains invalid path character. (756152)
  • Windows: Fixed unnecessary symbols exported for Windows Standalone Player executable. This was making some Nvidia drivers wrongly pick up integrated GPU instead of discrete one on some systems.
  • XBoxOne/IL2CPP: Allow a call to Guid.NewGuid to work correctly. (769711)

New in Unity 5.4.0b10 Beta (Mar 15, 2016)

  • Changes:
  • Global Illumination: When compositing the directional lightmap removed the clamping on the w-component of the generated pixels.
  • Particles: Added particle radius parameter for world collisions.
  • Improvements:
  • Android: Audio - Don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on buggy devices)
  • Android: Buildpipe - Updated SDK tools requirements for the Editor
  • Android: Editor - Added Marshmallow to the list of APIs
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme
  • Graphics: Added a -window-mode command line argument to override full-screen behaviour. Options: exclusive, borderless.
  • Installer: Mac Download Assistant will write additional logs to ~/Library/Logs/Unity/DownloadAssistant.log
  • Standalones: Add -hideWindow command line option to launch standalone applications with window hidden.
  • Fixes:
  • Android: Fix bug in Texture.GetPixels for ETC compressed textures
  • Android: Fix for black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000)
  • Android: Fix freeze in new splash screen when using threaded GfxDevice
  • Android: Fixed a crash related to the main context not being an Activity
  • Android: Fixed an issue where Ping wouldn't work in release mode
  • Android: fixed an issue where SystemInfo.deviceUniqueIdentifier would return an empty string on some x86 devices
  • Android: LocationService - Fixed crash bug
  • Android: PlayerPrefs - Fixed an issue where upgrading a lot of keys from a previous version of unity would cause an out of memory error
  • Android/IL2CPP: Fixed build errors on NDK paths with whitespaces
  • Android/IL2CPP: Fixed crash on second startup after installation
  • Animation: Added an error when an AnimatorOverrideController can't find the animations to override in the base AnimatorController
  • Animation: Disabled recording and playback ui in animation window when in game mode
  • Animation: Disabled reset menu item in component when animation mode is active.
  • Animation: Fix animation clip length for bundled clip
  • Animation: Fix for deleted GameObject when cancelling AnimationClip creation on Sprite drop.
  • Animation: Fix RootMotion import for generic animation with parent with specific default values
  • Animation: Fixed a bug spewing errors when the animation mode was reset from saving the scene.
  • Animation: Fixed a bug where animations created using the "Create" menu would contain an empty Sprite track
  • Animation: Fixed adding an Animator via the AnimationWindow not dirtying the scene
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • Animation: Fixed an issue where changing the selected game object would leave the animated properties modified.
  • Animation: Fixed an issue where events and additional curves in 0-length animations were popping errors
  • Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
  • Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • Animation: Fixed an issue where switching to playmode and applying import properties to a Legacy Animation would crash
  • Animation: Fixed an issue with rotations staying applied after animating
  • Animation: Fixed Animation previewer not detecting properly target object to preview
  • Animation: Fixed AnimationClip.SampleAnimation leak
  • Animation: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB
  • Animation: Fixed blend tree inspector not updating animator values in game mode
  • Animation: Fixed Culled Animator still calling PrepareFrame
  • Animation: Fixed curve editor range not updated when moving animation event.
  • Animation: Fixed error message in AnimationClip importer.
  • Animation: Fixed error message when using BlendTree livelink
  • Animation: Fixed highlight at wrong index after drag&dropping layer in Animator.
  • Animation: Fixed inconsistency in tangent mode when a key frame is created between two with different tangent modes
  • Animation: Fixed incorrect transition shown in inspector when entering game mode.
  • Animation: Fixed long start play mode for scene with a lot of controller
  • Animation: Fixed negative value in frame navigation ui not prevented
  • Animation: Fixed offset when drag&dropping sprites in animation window
  • Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
  • Animation: Fixed StateMachineBehaviours on layer not being called properly.
  • Animation: Fixed StateMachineTransition being displayed as EntryTransition
  • Animation: Fixed the display order of properties in the animation window to be the same as instantiation in component.
  • Animation: Fixed transition previewer getting infinite loop with some transitions
  • Animation: Prevent Animation Event from being created with negative time.
  • Animation: Removed modal dialog showing when removing states or transitions in the animator window.
  • Animation: Rotate tool rotates wrong for object with negatively scaled parent
  • Animation: Rotation value changes on play mode a little bit
  • Graphics: Fixed meshes with large scale and blend shapes sometimes not being lit correctly
  • Graphics: Static batching can batch somewhat more objects now. Previously had a limit of 32k indices, now 64k. 32k limit stays on Mac due to driver issues.
  • Multiplayer: Fixed an issue where specifying http:// or https:// in the MatchMaker URI could cause the system to fail to connect to MatchMaker
  • Multiplayer: Removed annoying warning: "no free events", and "Attempt to send to not connected connection", as well as fix ack doesn't reset with connection resetting bug
  • Scripting: Fixed OnAudioFilterRead() crash.
  • Shaders: Reduce number of DX11 samplers used by Standard shader (two reflection probes share a sampler; and three LPPV textures share a sampler)
  • Windows: Properly handle non-ascii command line arguments in editor and standalone

New in Unity 5.3.3p3 (Mar 11, 2016)

  • Improvements:
  • Global Illumination: When compositing the directional lightmap removed the clamping on the w-component of the generated pixels.
  • Win / OSX Standalone: Add -hideWindow command line option to launch standalone applications with the window hidden.
  • Windows Store: reduced the amount of linker warnings when building Il2CppOutputProject and using il2cpp scripting backend
  • Fixes:
  • (762771) - 2D: Changing Rigidbody2D.gravityScale whilst a Rigidbody2D.MovePosition is in progress now works.
  • (765870) - 2D: Ensure Joint2D auto-configuration still works if joint is added from script
  • (763922) - 2D: Ensure that a TargetJoint2D added via script allows collisions with static colliders.
  • (764769) - 2D: Stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start.
  • (770316) - Analytics: Fixed unreliable event sending (especially AppStart) on WebGL.
  • (755201) - Android/IL2CPP: Prevent a crash in the garbage collector when it attempts to scan a section of memory used for the code that may have been unmapped by the OS.
  • (738821), (758155) - Android: Added support for Vivante OpenGL ES 3 driver.
  • (712890), (771890) - Android: Fixed rendering on Vivante GPUs on Android 4.3 and older.
  • (772171) - Android: Fixed rendering artifacts when using native plugins and multithreaded renderer.
  • (772260) - Animation: Fixed a crash when animating lights using the Animation component.
  • (756463) - Animation: Prevent crashes when clips are null for animations extracted from asset bundles whose dependencies have not loaded.
  • (760684) - APIUpdater: Fixed AssemblyUpdater "Sequence contains more than one matching element" crash.
  • (743463) - APIUpdater: Fixed AssemblyUpdater crash upon assembly resolution failures.
  • (759142) - AssetBundles: BuildAssetBundles will switch back to the original Active Build Target when finished.
  • (774356) - Audio: Disabled sound manager watch dog.
  • (771882) - Core: Fixed an issue asynchronously loading a prefab with a large amount of assets.
  • (none) - Core: Fixed some errors with recently deleted objects (in WWWDelayCall; ClearPersistentDirty call; editor CEF integration).
  • (768849) - Global Illumination: Fixed crash in some scene loading scenarios.
  • (767161) - Global Illumination: Fixed light probes not being used anymore in Standalone when a scene without light probes was loaded with Additive mode.
  • (751599) - Global Illumination: Fixed multi-scene baking.
  • (663992) - Global Illumination: Fully repaint inspectors after baking reflection probes; some previews were not updating before.
  • (542251) - Graphics/DX11: Fixed compute shader resource hazards found in certain cases when binding the same resource SRV and UAV on pixel and compute shader stages.
  • (none) - Graphics: Added profiler markers on async texture loading waits.
  • (752613) - Graphics: Fixed "Trying to reload asset from disk that is not stored on disk" error when non-persistent objects are attempted to be reloaded from disk.
  • (772013) - Graphics: Fixed .ogv movie files with stream markers beyond 16kb not imported correctly.
  • (752613) - Graphics: Fixed a synchronization problem that was causing texture data not to be properly updated when changing quality settings at runtime.
  • (75508), (726067) - Graphics: Fixed an issue where GrabPass could get source texture wrongly offset in some cases.
  • (772958) - Graphics: Fixed crash in SetGpuProgramName which could happen when the program isn't supported by the target graphics hardware (found on Android) .
  • (765928) - Graphics: Fixed MovieTextures sometimes being black in Mac Standalone (64 or Universal builds).
  • (506089), (535548) - Graphics: Prevent Projectors from accepting invalid clip planes from a script.
  • (770081) - IL2CPP: Avoid crash when constructing error message.
  • (774085) - IL2CPP: Correctly sort unsigned integers via the Array.Sort method.
  • (773713), (768010) - IL2CPP: Prevent generated C++ code from failing to compile with errors like "error: use of undeclared identifier 'L_5'" in some cases.
  • (762883), (746313) - IL2CPP: Properly marshal formatted classes
  • (771835) - IL2CPP: Properly parse binary text assets.
  • (775362) - iOS Metal: Fixed performance regression when doing in-frame clear (GL.Clear or command buffer Clear).
  • (775575) - Linux/GLCore: Fixed one more instance of "flickering".
  • (none Linux: Fixed AA in non-upscaled windows, force window recreation when requirements change for player window attributes.
  • (767741) - Mono: Added IPv6 support on Windows.
  • (775226) - Networking: Fixed an issue where ack didn't reset with connection resetting which lead to reliable traffic stale.
  • (775222) - Networking: Removed annoying "Attempt to send to not connected connection" message.
  • (775225) - Networking: Removing "no free events for message" as annoying.
  • (772167) - OpenGL Core/ES: Fixed scalar uniform handling in the shader translator.
  • (772434) - OpenGL Core/ES: Fixed wrong shader code generation when redirecting variables, was affecting FastBloom shader.
  • (767343) - OpenGL Core/ES: Shader compiler, fixed invalid uniform access in certain corner cases.
  • (756028) - OpenGL Core/ES: Workaround for Nvidia shader compiler bug on OS X, affecting SSAO shader.
  • (775428), (776470) - OpenGL Core: Fixed fullscreen mode when not using native resolution and using MSAA on Mac AMD GPUs.
  • (773476), (775275) - OpenGL Core: Fix twitching and incorrect rendering with skinning and UI components on GLCore + Mac + NVIDIA.
  • (774558), (774216) - OpenGL Core: Fixed fullscreen MSAA support with linear color space rendering.
  • (762687) - OpenGL Core: Fixed Graphics API switching to OpenGL.
  • (760112) - OpenGL Core: Fixed misleading texture decompression warning when using OpenGL ES emulation.
  • (760196) - OpenGL Core: Fixed occasional game view flipping with image effects in the editor.
  • (757536), (757866) - OpenGL Core: Fixed stretched game view with some image effects in Mac editor.
  • (768916) - OpenGL ES: Fixed non-shadowmap depth textures on some devices.
  • (767419) - Particles: Fixed error message due to default bounding box.
  • (773673) - Particles: Fixed a culling regression, when particle systems leave the screen and come back.
  • (776187) - Physics: Fixed a PhysX crash issue in PxsCCDContext::updateCCD experienced by some VR applications.
  • (758264) - Profiler: Fixed crash when adding data from thread which was started during a frame.
  • (770225) - Profiler: Fixed hang when EndSample did not have a matching BeginSample.
  • (none) - Scripting: introduced global define UNITY_5_3_OR_NEWER, which can be used for conditionally compile code that is compatible only with Unity 5.3 or newer.
  • (none) - Shaders: Added support to the compute shader compiler to handle bools inside structures.
  • (766806) - Shaders: Fixed Standard shader in some rare cases outputing NaN as pixel shader result.
  • (761152) - Shadows: Fixed shadows disappearing for some off-screen shadows casters.
  • (none) - Substance: All inputs are now applied to a ProceduralMaterial on the first RebuildTextures() call after the material's textures have been read from cache. Previously, only the modified inputs were applied.
  • (771650) - Substance: Editor Freeze Upon Instantiation of Resource.
  • (none) - Substance: Fixed broken detection and assignment of shader keywords resulting in wrong appearance of ProceduralMaterials in scenes when the ProceduralMaterial was not opened in the Inspector (some shader keywords were enabled when they should not).
  • (none) - Substance: Fixed cache hashing and management issue which could cause the cache to be considered valid again after having been invalidated (often seen after calling Resources.UnloadUnusedAssets()).
  • (none) - Substance: Fixed loading of files with special characters in their paths or names.
  • (none) - Substance: Fixed rare crash caused by using the wrong size when uploading ProceduralTextures.
  • (765510) - Substance: Fixed upgrading old (4.x) project data, legacy shaders should now be used for these old projects instead of being incorrectly replaced by the standard shader.
  • (773614) - Tizen: Fixed error about copying whitelists while building on Windows.
  • (770048) - UI: Fixed exceptions upon assembly/type resolution failures.
  • (773533) - UI: Fixed memory leak where dirty renderers on a disabled canvas would still get added to the dirty list causing crashes on clear.
  • (770804) - UI: Fixed sorting issue where gird based depth sorting would fail to recognize overlapping unbatchable items.
  • (760753) - UI: Vertical alignment of text sometimes appearing higher than expected.
  • (none) - VR: Restart the VR Device if the Oculus Service fails.
  • (770931) - Windows Store: Fixed exported VS project failing to build for non-x86 CPU when there is a managed assembly in the project that's been compiled for x86.
  • (769835) - Windows Store: Fixed game crashing when its name is exactly 20 characters long on il2cpp scripting backend.
  • (771765) - Windows Store: Fixed intellisense in generated Il2CppOutputProject to be able to correctly resolve windows 10 headers.
  • (766764) - Windows Store: Fixed Unity failing to build on top of a previous build when target directory is read-only on il2cpp scripting backend.
  • (770941) - Windows Store: Graphics plugins now work on il2cpp scripting backend.
  • (756152) - Windows: Fixed Application.persistentDataPath when Product Name contains invalid path character.
  • (none) - Windows: Fixed unnecessary symbols exported for Windows Standalone Player executable. This was making some Nvidia drivers wrongly pick up integrated GPU instead of discrete one on some systems.
  • (769711) - XBoxOne/IL2CPP: Allow a call to Guid.NewGuid to work correctly.

New in Unity 5.4.0b9 Beta (Mar 8, 2016)

  • Features:
  • VR: Native OpenVR support added
  • Note that native OpenVR support renders with an off-center asymmetric projection matrix. This means that any shaders which relied on fov / aspect may not work correctly.
  • Backwards Compatibility Breaking Changes:
  • Shaders: Default shader compilation target was changed to "#pragma target 2.5" (SM3.0 on DX9, DX11 9.3 feature level on WinPhone). Can still target DX9 SM2.0 and DX11 9.1 feature level with "#pragma target 2.0". The majority of built-in shaders target 2.5 now. Notable exceptions are Unlit, VertexLit and fixed function shaders.
  • Improvements:
  • Editor: Added support for resizing the height of the preferences window.
  • Shaders: ComputeBuffer data layout now matches between DX and automatically translated GL shaders. Action required: All OpenGL specific data layout tweaking in user scripts getting or setting data from ComputeBuffer should be removed.
  • Fixes:
  • Animation: Fix to prevent crash when a clip is null for an animation extracted from an asset bundle, and whose dependencies have not loaded.
  • Asset Bundles: Fixed the source of error messages when building variant asset bundles.
  • AssetBundles: BuildAssetBundles will now switch back to the original Active Build Target when finished.
  • Editor: Fixed access violation in GUIView::GUIViewWndProc.
  • Editor: Fixed case of access to destroyed window during shutdown.
  • Editor: Fixed case of different color gradients & pickers being seen between Gamma and Linear space player settings
  • Editor: Fixed case of EditorJsonUtility throwing MissingMethodException.
  • Editor: Fixed changing order of components not getting saved. We now also support undo.
  • Editor: Fixed crash that could happen when animation window is open and playmode is entered
  • Graphics: Fixed case of crash after SetTargetBuffers and GameObject.SetActive(false).
  • Graphics: Fixed some cases of incorrectly detecting "destroy RT being assigned to Camera.targetTexture", resulting in losing Camera.targetTexture - e.g. in case of context-loss on DirectX or changing Emulation Layer in the Editor and such like.
  • Multiplayer: Fixed issue where wrong initialization connection amount could lead to system crash.
  • OpenGL: Fixed various corner case issues for GLSL shader generation on ComputeBuffer loads, stores and atomic ops
  • OpenGL: Windows fullscreen mode fixes
  • Physics: Fix to ensure that 2D Overlap/Cast checks use consistent 'skin' radius for all shapes
  • Physics: Fix to ensure that a Joint2D auto-configuration still works if joint is added from script.
  • Physics: Fix to ensure that a TargetJoint2D added via script allows collisions with static colliders.
  • Physics: Fix to ensure that changing Rigidbody2D.gravityScale whilst a Rigidbody2D.MovePosition is in progress now works.
  • Physics: Fix to stop Rigidbody2D with Interpolation being placed at world origin for a single update upon start.
  • Physics: Fixed case of center of mass and inertia tensor being reset after game object was reactivated.
  • Physics: Rigidbodies without non-trigger colliders can again have custom center of mass and inertia tensor.
  • Scripting: Always throw an exception when calling AssetDatabase methods from constructors and during serialization
  • Scripting: Deactivation order during built application shutdown is now consistent with normal scene unloading. Previously closing a built aplication could result in a NullReference exception.
  • Scripting: Fixed crash after calling DestroyImmediate(gameObject) in MonoBehaviour.Awake
  • Scripting: Fixed crash when accessing SerializedProperty.tooltip in some cases.
  • Scripting: Fixed issue with being unable to use ScriptableObject.CreateInstance with a nested ScriptableObject class
  • Standalone player: Fixed Application.persistentDataPath when Product Name contains invalid path character.
  • Templates: Fixed whitespaces in Editor Tests template
  • UI: Fixed ArgumentOutOfRange exception sometimes being thrown when editing InputField on mobile.
  • Visual Studio: Fixed crash when opening VisualStudio + improved VisualStudio startup performance

New in Unity 5.3.3p2 (Mar 4, 2016)

  • Improvements:
  • Android: Audio - Don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on buggy devices).
  • Android: Buildpipe - Updated SDK tools requirements for the Editor.
  • Android: Editor - Added Marshmallow to the list of APIs.
  • Android: IL2CPP - Use Android NDK x64 on x64 Windows Editor.
  • Android: SoftInput - Get rid of hardcoded text color, switch to Light theme.
  • Windows: Added a new command line argument for standalone builds: window-mode. Options: borderless, exclusive. It lets users override the default fullscreen window behavior.
  • Fixes:
  • (768974) - Android: Fixed alignment crash on some Android ARM devices.
  • (734124) - Android: Fixed an issue where Ping wouldn't work in release mode.
  • (762875) - Android: Fixed black screen or crash during startup on old PVR devices (Samsung Galaxy S I9000).
  • (759195) - Android: Fixed bug in Texture.GetPixels for ETC compressed textures.
  • (763447) - Android: IL2CPP - Fixed build errors on NDK paths with whitespaces.
  • (766698) - Android: IL2CPP - Fixed crash on second startup after installation.
  • (714661) - Asset Bundles: Only reimport when setting asset bundle name if cache server is connected.
  • (none) - Crash: Fixed GenerateSecondaryUVs crashes on certain meshes.
  • (759231) - Editor: Don't call OnLevelWasLoaded on the first scene when entering play mode.
  • (747856) - Editor: Fix for clustering allocation while navigating.
  • (767728) - Editor: Fixed an issue when opening a scene from the Project Browser while in playmode it resulted in that scene being loaded even after going out of playmode.
  • (766469) - Editor: Fixed a crash when selecting prefab.
  • (756004) - Editor: Fixed the issue of GUI.Windows background not being tinted by GUI.colors anymore.
  • (754127) - Editor: Fixed an issue that made GameObjects disappear from the Editor if they have an associated editor script that made use of DontDestroyOnLoad.
  • (758409) - Editor: Fixed the issue of marking scene dirty when creating prefab by dragging from Hierarchy window to Project.
  • (757027) - Editor: Fixed the issue of marking the scene dirty when pressing the apply button on a prefab instance.
  • (760112) - Editor: Fixed misleading decompression warning in emulation.
  • (765159) - Editor: Fixed startup when Unity is in a path with multi-byte characters.
  • (767222) - Global Illumination: Fixed crash when building lighting with a specific scene setup.
  • (771292) - Graphics: Fixed an issue where setting a material's shader to null would crash the editor.
  • (723960) - iOS: Fix redirect for WWW
  • (753888) - Mecanim: Fixed an issue with Animation clip length for bundled clip.
  • (760612) - Mecanim: Fixed AnimationClip.SampleAnimation memory leak.
  • (756129) - Mecanim: Fixed Animator with statemachine behaviour runtime compile error not firing callback on the right SMB.
  • (none) - Mecanim: Fixed assert when using Animator.MatchTarget.
  • (769964) - Mecanim: Fixed long start play mode for scene with a lot of controller.
  • (765141) - Mecanim: Fixed StateMachineBehaviours on layer not being called properly.
  • (754510) - Networking: Send Error: val > 0 on user disconnect, results in memory write violation and editor crash.
  • (none) - Networking: Fixed a crash due to wrong initialization of connection.
  • (762687) - OpenGL: Fixed Graphics API switching between different OpenGL versions.
  • (762687) - OpenGL: Fixed Graphics API switching to OpenGL ES.
  • (767857), (766778) - OpenGL: Fixed Mesh skinning artifacts in editor.
  • (763875) - OpenGL: Fixed point size support using GLSL snippets.
  • (none) - OpenGL: Fixed various shader compiler issues for OpenGL ES 3 / Core.
  • (none) - OS X: Fixed OpenGL performance regression on NVidia GPUs.
  • (740580) - Trails: Fixed an issue where trails would randomly vanish/flicker.
  • (none) - UI: Stopped raycast from traversing up the hierarchy when a canvas with override sorting is encountered.
  • (767206) - Wii U: Fixed a crash on secondary error confirmation.

New in Unity 5.4.0b8 Beta (Mar 2, 2016)

  • Improvements:
  • Editor: Add api to toggle preventing cross-scene references on/off.
  • Editor: Discard changes' in scene context menu: Reloads selected modified scenes
  • GI: Improved light update performance
  • Multiplayer: Make matchName and matchSize serializable attributes so they can save on the network manager
  • Scripting: Added array APIs to Shader and CommandBuffer class.
  • Fixes:
  • Animation: Fixed an issue where Rotation values would change on save
  • Animation: Fixed an issue where Rotation values would stay applied to objects after exiting Animation Mode
  • Editor: Fixed curves in particle system inspector not showing negative values initially
  • Editor: Fixed squashed vector fields in material editor
  • Global Illumination: Fixed multi-scene baking
  • Global Illumination: In editor, avoid some of automatic GI overhead when GI is turned off
  • Graphics: Added profiler markers on async texture loading waits
  • Linux: Fixed flickering/corrupted rendering with OpenGL Core
  • Linux: Fixed non-native-resolution fullscreen rendering with OpenGL Core
  • Multiplayer: Clean up MatchInfo UI in the NetworkManager play mode inspector
  • Multiplayer: Explicitly Dispose() WWW object in MatchMaker callback handler when done with it.
  • Multiplayer: Fixed bug where connecting to a non https MatchMaker after joining 1 match would fail in all cases
  • Multiplayer: Fixed issue where an error response from the server could lead to undesirable console output in non error cases when setting the match auth token
  • Multiplayer: Fixed issue where default matchmaker port was 80 instead of 443 in 1 code path
  • Multiplayer: Fixed issue with matchSize being incorrectly used from a join match response
  • Multiplayer: Fixed UI panel on NetworkManager for match max size and name, as well as add in tooltip info for both
  • Multiplayer: Fixed up MatchMaker URI to be correct with http:// prefix as default
  • Plugins: Fixed Editor crash, when trying to set plugin settings for deprecated platforms.
  • Shaders: Fixed case of animated standard shader Emission being wrongly overriden by material inspector
  • Shadows: Fixed shadow error messages happening in some cases
  • Shadows: Fixed shadows disappearing for some off-screen shadows casters
  • Shadows: Prevent setting out-of-range shadow strength

New in Unity 5.3.3p1 (Feb 24, 2016)

  • Features:
  • Metal: Add -force-metal switch to force Metal rendering on OSX/iOS.
  • Improvements:
  • Editor: Added warning dialog if there is any version difference between editor started and last project save.
  • Changes:
  • Unity Ads: Updated to 1.5.6.
  • Fixes:
  • (756851) - Animation: Fixed an error where the enabled property could not be animated on lights using the Animation component.
  • (765367) - AssetBundles: Removed sync load from AssetBundleRequest. Improves load times when doing multiple consecutive async loads from asset bundles.
  • (759869) - Code Stripping: Problems with use of UnityWebRequest when "Strip Engine Code" player setting is disabled has been fixed.
  • (none) - Editor: Changed the "Module Manager" button to "Open Download Page", in Build Settings, for missing playback engines.
  • (753114) - Editor: Fixed "TLS Allocator ALLOC_TEMP_THREAD ..." messages in console when saving a scene.
  • (755096) - Editor: Fixed being unable to drag and drop components we are not expandable (such as the 'audio listener').
  • (759058) - Editor: Fixed missing foldout arrows in Lighting Window.
  • (763306) - Editor: Now show detail alert information to user when their account get locked out.
  • (743678) - ETC1: Fixed ETC1/Alpha split not working with the default sprites shader.
  • (768086) - iOS/Video: Fixed an issue with videoplayer crashing on iOS 7 when exiting playback.
  • (759894) - iOS: Added a functionality to filter out emoji characters from the virtual keyboard.
  • (760747) - iOS: Fixed a crash triggered by deactivating an input while app is going into background.
  • (759480) - iOS: Fix for WWWConnection deadlock.
  • (765578) - iOS: Move callback methods to another thread as to not block main thread when streaming assets.
  • (761361) - iOS: Notify Transport that we finished receiving data so we can mark the buffer as complete when we get an error.
  • (759529) - JsonUtility: Fixed a crash when serializing very large arrays/lists.
  • (769065) - Mono: Fixed an issue with a game hanging when calling Socket.Accept() (Windows).
  • (767741) - Mono: Fixed a socket communication issue with IPv6 networks.
  • (none) - OpenGL: Fixed a crash on compute shader linking failure.
  • (712948) - OSX: Fixed an issue where text was pasted twice in input fields in the Standalone Player.
  • (716264) - Physics: Fixed HingeJoint setup issue when changing isKinematic property on attached Rigidbody.
  • (753846) - Physics: Prevent Collider recreation when setting isKinematic; therefore, OnTriggerExit/Enter are not triggered unnecessarily.
  • (770926) - Scripting: Fixed issues with Scriptable objects added as sub assets with AssetDatabase.AddObjectToAsset.
  • (none) - Scripting: Fixed registration of Shuriken icalls under Mono AOT.
  • (766349) - Serialization: Fixed crash in JsonUtility when deserializing arrays of classes or structs on .NET scripting backend.
  • (none) - Shaders: Fixed a potential editor crash if shader compiler failed to disassemble a shader.
  • (752250) - Shaders: Fixed an editor crash on shutdown if the shader compiler had previously crashed.
  • (770272) - tvOS/Video: Clicking menu button while on video playback could cause view to exit but Unity player to remain paused.
  • (733936) - UI: All struct value types now use iEquatable to prevent memory allocations.
  • (734023) - UI: Fixed an issue where setting canvas scaler to zero would cause a out of memory exception.
  • (739405) - UI: Fixed an issue where text glyphs would be truncated if any texture filtering occurred.
  • (740297) - UI: Fixed an issue where UnityEvent wouldn't allow the removal of events after reload.
  • (733760), (727436) - UI: Fixed an issue with Masking when enabling and disabling graphics.
  • (736717) - UI: If the mask is disabled we should use the baseMaterial instead of the masking material.
  • (none) - UI: If the UI shader is not found the default "pink" shader will be used.
  • (704782) - UI: Make sure FontUpdateTracker get called for tracking fonts changed in the inspector.
  • (711719) - UI: Make sure InputEvents are sent when IME composition strings are updated in Windows Standalone.
  • (745015) - UI: Removed special case ascent calculation for non-dynamic fonts.
  • (727512) - UI: The UI batching grid size is not deterministic based on canvas/ element size.
  • (none) - UI: Use GetRayIntersectionAll in Physics2DRaycaster to get more accurate results.
  • (738986) - UI: When updating rectTransform data make sure comparisons are against old value not the set value.
  • (none) - VR: Fixed Camera tracking poses being different for each camera in the scene during the same frame.
  • (none) - VR: Fixed eye buffer masking even when the Camera's targetEye is none. (Oculus SDK 1.0+).
  • (734549) - VR: Fixed stereoMirrorMode Judder in the right eye.
  • (none) - Windows Store: Fixed graphics driver crashing on Adreno 225, 305 and 330 GPUs when shadows are enabled with Universal 10 SDK. Shadows are now forcefully disabled by unity when running on devices with these GPUs as it has been the case with previous Windows Store SDKs already.
  • (none) - Windows Store: Fixed plugins that are marked are only UWP compatible to be only included in UWP builds
  • (none) - Windows Store: fixed texture sampling on Adreno 225 GPU when texture height is 1 pixel.

New in Unity 5.3.3 (Feb 23, 2016)

  • Improvements:
  • GI: Optimized GISceneManager.Update in order to take less processor time on scene start (769044).
  • Graphics: D3D11 native plugin API now supports obtaining native texture type underpinning a RenderBuffer. (752855)
  • IL2CPP: Removed warnings from generated C++ code when compiling with clang.
  • Smart TV: Correspond 2016 TV's fonts and remote controller.
  • Substance: A FreezeAndReleaseSourceData() method was added to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, nor its inputs be set.
  • VR: Mask invisible pixels so GPU time is not wasted near screen edges (Oculus SDK 1.0+).
  • Changes:
  • Audio/Scripting: An optimization was reverted while fixing (739224) and (761360) which would cause memory to once again be allocated during audio callbacks.
  • BlackBerry: Removed BlackBerry option from build player settings window.
  • Fixes:
  • 2D: Fixed memory leak when applying changes to sprite. (754282)
  • 2D: Occlusion Culling works correctly with X/Y flipped SpriteRenderers. (760062)
  • Android: Fixed internal profiler on Gear VR. (741003)
  • Android: Fixed missing styles.xml files. (768027)
  • Android: Fixed remote frame debugger. (742199)
  • Android: Marshmallow - Added the possibility to disable the permission dialog by adding metadata to the activity.
  • Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled. (755510)
  • Android: Timeout no longer happens when an application is sent to the background. (738843)
  • Animation: Fixed a crash when changing OverrideController on Animator with no Avatar. (741043)
  • Animation: Fixed a crash where assigning an override controller with no controller to override. (764778)
  • Animation: Fixed changing Animator.runtimeAnimatorController while in play mode crashing the editor. (731237)
  • Animation: Fixed Euler angles on rotation causing Transform to be set to NaN in some cases. (759408, 760759)
  • AssetBundle: Change to use natural sorting when listing the AssetBundle names. (736556)
  • AssetBundle: Fixed loading error for asset bundles built with DisableWriteTypeTree flag. (756567)
  • AssetBundle: Fixed the hash collision when building AssetBundles. (716166)
  • AssetBundle: Fixed the issue that LoadAsset(name) returns null if a bundle contains a prefab and another asset with the same name. (743704)
  • AssetBundle: Loading multiple invalid asset bundles fails correctly now. (756198)
  • AssetBundles: Fixed AssetBundle.CreateFromFile retaining file descriptor. - The previous fix was incomplete. (715753)
  • Audio: Fixed mixer reverb effects getting cut off early in standalone builds. (760985)
  • Audio: Avoid random crashes when using audio callbacks in scripts. (739224, 761360)
  • Core: Fixed crash when game object that is a child of a missing prefab is deleted. (757799)
  • Core: Improved the error message when build data files are corrupted or from a mismatched version.
  • Core: Make sure persistent transforms are not added to the active scene when running in a player. (758058)
  • Editor: Fixed issue of a new scripts created in Editor folder if Unity installation path contains "test" word. (761664)
  • Editor: Fixed a bug where Undo recording would insert property modification on the prefab asset if it was being edited in the inspector. (711720)
  • Editor: Fixed crash when entering playmode if LoadScene was called during Awake or Start. (756409, 760459)
  • Editor: Fixed crash when replacing prefabs with Alt button pressed. (753176)
  • Editor: Fixed editor freeze when picking in scene with many overlapping game objects. (730441)
  • Editor: Fixed freeze/crash on project startup when async upload buffer is set too small. (754704)
  • Editor: Fixed game object duplicates on play when reference to that game object is set in another scene. (750117)
  • Editor: It is now possible to replace a prefab asset with a different prefab asset. (761995)
  • Frame Debugger: Even when it was not used, it was creating some overhead in development standalone builds. Reduced that.
  • GI: Fix for lightmaps in linear lighting mode looking different between the player and editor. (724426)
  • GI: Fix for LoadLevel in the player causing lightmaps to become brighter when in Linear mode. (728595, 738173)
  • GI: Fixed brightly coloured (green/red/white/blue) pixels appearing in the directional lightmap caused by interpolation from invalid indirect lightmap data. Note: Need to clear the GI cache and rebake to get the fixed lightmaps. (765205, 734187)
  • GI: Fixed missing Ambient when "Baked GI" is disabled and "Ambient GI" is set to Baked. (756506)
  • Graphics: Fixed a crash in the editor when switching graphics API from a non-DX9 API e.g. DX11. (740782)
  • Graphics: Fixed an issue where Standard shader using directional lightmaps could output NaN to the framebuffer. This would usually blow up when using HDR rendering with Bloom.
  • Graphics: Fixed building shaders correctly for WebGL in AssetBundles. (746302)
  • Graphics: Fixed crash when calling Graphics.DrawMesh with null material. (756849)
  • Graphics: Fixed crash when using GL.Begin quad rendering with non-multiple-of-4 vertex count. (761584)
  • Graphics: Fixed video memory leak in the splash screen animation.
  • Graphics: Fixed occasional Movie Texture crash with multiple movies present. (753593, 764084)
  • Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds.
  • Graphics: Fixed rendering of deferred reflections when last object rendered before them had negative scale. (757330)
  • Graphics: Fixed skinned mesh memory leak. (760665)
  • Graphics: In Editor OpenGL ES 2.0 emulation increase max cubemap size to 1024 (from 512). (650870)
  • Graphics: Reduced framerate spikes where culling system could sometimes stall for several ms while waiting for jobs.
  • Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory! (724664)
  • IL2CPP: Avoid crash on IL2CPP when searching for attributes. (766208)
  • IL2CPP: Avoid double allocation of memory for multi-dimensional arrays. (766168)
  • IL2CPP: Fixed performance regression in LivenessState calculation. The performance is back to where it was prior to 5.3.2p2.
  • IL2CPP: Fixed an occasional crash when capturing managed heap when parts of it are not committed.
  • IL2CPP: Fixed Array.Copy when destination array type is wider than source array type (e.g. int[] -> long[]). (741166)
  • IL2CPP: Fixed Stfld/Ldfld opcode usage generated by MS C# compiler. (761530)
  • IL2CPP: Fixed Unity IAP on Android with IL2CPP. (761763)
  • IL2CPP: Generate proper C++ code for marshaling wrappers of methods that have System.Guid as a parameter type. (766642)
  • IL2CPP: Implemented support for Assembly.GetReferencedAssemblies and Module.GetTypes() (724547)
  • IL2CPP: Properly marshal arrays of four-byte bool values. (767334)
  • IL2CPP: Raised NullReferenceException when Ldvirtftn instruction had a null target. (766208)
  • iOS: Added missing icon for iPad Pro. (755415)
  • iOS: Fix for WWW deadlock. (759480)
  • iOS: Fixed a crash triggered by deactivating an input while app is going into background. (760747)
  • iOS: Fixed an issue where attached controllers were not found. (761326)
  • iOS: Fixed application freeze on iphone4 when rotating device. (761684)
  • iOS: Fixed code completion for iOS Editor Extensions. (759212)
  • iOS: Handheld.PlayFullScreenMovie only allows playing one movie at a time.
  • iOS: Notify Transport that we finished receiving data so we can mark the buffer as complete when we get an error. (761361)
  • iOS: While entering background/foreground, improve player pause/resume handling to check if external parties (like video player) currently manage the paused state. (534752)
  • iOS/IL2CPP: Prevent a managed exception on 64-bit builds during some array creation operations which has the message "ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds". (765910)
  • iOS/OSX: Fixed SIMD math, which fixes skinning on iOS and source code compilation on OSX. (754816)
  • iOS/Video: AVKit based player didn't show "done" button on iOS 8+. (736756)
  • iOS/Video: Fixed MPMoviePlayer error handling for invalid files.
  • iOS/Video: Improved MPMoviePlayer/AVKit orientation and view controller handling. (746018, 729470)
  • iOS/Video: Scaling mode behaviour fixes for iPad Pro. (745346)
  • iOS/Xcode: Added .tbd extension support.
  • Linux: Fixed flickering/corrupted rendering with OpenGL Core. (770160)
  • Linux: Fixed non-native-resolution fullscreen rendering with OpenGL Core. (763944)
  • Mono: Corrected a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code. (759459)
  • Mono: Resolved intermittent crash caused by a race condition that occurs when using managed threads.
  • MSE: Fixed the issue that calling SceneManager.LoadScene** while exiting playmode causes scene unremovable from the hierarchy. (756218)
  • MSE: Fixed the issue that SceneManager.sceneCountInBuildSettings gives 0 until entering play mode. (754925)
  • Networking: Fixed issue where NetworkManager doesn't become "ready" if online scene is set and offline scene is not. (734218)
  • Networking: Fixed issue where OnStartAuthority is called twice on hosts. (748967)
  • Networking: SyncLists now only send updates when values change. (738047)
  • OpenGL Core: Various bug fixes to the shader compiler; often resulting in better performance for complex image effect shaders.
  • OpenGL Core: Fixed random crashes on compute shader dispatch. (761412)
  • Particles: Ensure consistent direction between 3D and 1D rotation. (760830)
  • Particles: Fix for terrains ignoring collision layers. (763041)
  • Particles: Fixed a collision crash. (757969)
  • Particles: Fixed IsFinite error spam with particles and second camera. (756786)
  • Particles: Fixed issue where particle system doesn't play if method is called via Invoke. (757461)
  • Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space is set to local. (756971)
  • Particles: Fixed issue where particles are not drawn in the correct order on rotated particle systems. (696610)
  • Particles: Fixed issue where ParticleSystem.IsAlive() always returns True for particle systems with longer duration. (755677)
  • Particles: Fixed issue whereby particles systems are not looping correctly. (756742)
  • Particles: Fixed particle culling issues. (764701)
  • Particles: Fixed support for negative inherit velocity values. (758197)
  • Particles: Fixed the issue of particles disappearing after going offscreen and returning. (759502)
  • Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling. (723993)
  • Particles: Fixed: particle system not playing when triggered via Event Trigger. (756725)
  • Particles: Fixed: particle system only playing once. (756194)
  • Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape. (745121)
  • Physics: Fixed center of mass and inertia tensor being reset after game object was reactivated. (765300)
  • Physics: Rigidbodies without non-trigger colliders can. have custom center of mass and inertia tensor again (763806)
  • Renderdoc: When making a RenderDoc capture from editor UI, make sure to include the whole frame including user script updates.
  • Scripting: Fixed issue that causes UnityScript to incorrectly detect some methods return type. (754405)
  • Scripting: Prevent the Particle System from being stripped if the Particle System Renderer is used and engine code stripping is enabled. (761784)
  • Shaders: Fixed a shader compiler crash if a compute shader declares a samplerstate that didn't match the naming scheme.
  • Shadows: Changed light shadows near plane minimum bound to either 1% of range or 0.1, whichever is lower.
  • Shadows: Fixed "half of scene all in shadows" artifacts in some scene/camera setups. (743239)
  • Smart TV: Fixed a problem to show custom splash screen.
  • Sprites: Occlusion Culling works correctly with X/Y flipped SpriteRenderers. (760062)
  • Substance: Fixed corner cases of outputs not being impacted by any input not being generated. (754556, 534658, 762897)
  • Tizen: Fixed cursor initially starting in the wrong position on screen. (740180)
  • Tizen: Fixed OpenGL crashing issues on the Z300F.
  • Tizen: Input field will no longer show when return is pressed on an empty entry. (740172)
  • Tizen: System permissions that are not required are no longer requested.
  • tvOS: Fixed build error with Xcode trampoline. (767645)
  • tvOS: Fixed Game Center score reporting due to incorrect API check. (755395)
  • UI: Fixed "Trying to add (Layout Rebuilder for) Content (UnityEngine.RectTransform) for layout rebuild while we are already inside a layout rebuild loop." error. (739376, 740617)
  • UI: Fixed flickering/texture swapping issues. (753423, 758106)
  • UI: Fixed issue with incorrect accent calculation for non-dynamic fonts. (747512)
  • Upgrades: Delete the installed Playback Engines and Documentation before upgrading Unity. (756818)
  • VR: Dynamically switch to headset's audio output / input driver (Oculus SDK 1.0+).
  • VR: Fixed audio redirection in standalone builds (Oculus SDK 1.0+).
  • VR: Fixed crash when trying to enter play mode when the Plugin was not loaded or the Oculus runtime was not installed. (759841)
  • VR: Fixed Skybox clipping issues. (755122, 717989, 734122)
  • VR: Fixed VR Focus and VR ShouldQuit not respecting notifications when the Device was disconnected.
  • VR: Fixed VR Splash screen color precision.
  • WebGL: Corrected the following compiler error which might occur in generated C++ code: "error: non-constant-expression cannot be narrowed from type 'uintptr_t' (aka 'unsigned int') to 'il2cpp_array_size_t' (aka 'int') in initializer list [-Wc++11-narrowing]". (767744)
  • Windows Store : Building from Unity will no longer overwrite project.json file if it was modified in solution. (765876)
  • Windows Store : When building from Unity files in Visual Studio solution will not be overwritten if identical. (759735)
  • Windows Store: Fixed a "MdilXapCompile failed" error when trying to build Visual Studio project for Windows Phone 8.1. This used to happen when the Unity game had over 8000 classes across all assemblies. (762582)
  • Windows Store: Fixed a crash when loading C# type from plugin which was not included in the final build. (765893)
  • Windows Store: Fixed a crash which happened on "Windows N" versions when using IL2CPP scripting backend. (760989)
  • Windows Store: Fixed a rare crash in ARM linker (fatal error LNK1322: cannot avoid potential ARM hazard (QSD8960 P1 processor bug) in section #) when using IL2CPP scripting backend. (766755)
  • Windows Store: Fixed an issue which caused small tiles get copied to Visual Studio solution incorrectly for Windows Phone 8.1 SDK. (762926)
  • Windows Store: Fixed anti-alising when calling Screen.SetResolution on Universal Windows 10 Apps/.
  • Windows Store: Fixed Application.Quit() when using D3D project type or IL2CPP scripting backend. (764378)
  • Windows Store: Fixed error "Task 'ExpandPriContent' failed." which occurred when trying to build an application package with IL2CPP scripting backend when using default Unity icons. (764632)
  • Windows Store: Fixed Visual studio graphics debugger crashing when trying to debug Windows Phone 8.1 projects.
  • Windows Store: Mouses and touches will work correctly after locking/unlocking the screen. (768929)
  • Windows Store: Screen.Resolution(x, y, true) will no longer ignore width and height, so you can set your desired resolution on Universal Windows 10 Apps.
  • Windows Store: Screen.resolutions will return a valid value. (748845)
  • WinRT/IL2CPP: Allow native DLLs to be loaded both with and without the .dll extension. (760041)
  • XboxOne: Fixed a bug with YUY2 processing on the XboxOne.
  • XboxOne/IL2CPP: Fixed a problem compiling generated C++ files when there is a space in the path to the project directory. (768193)

New in Unity 5.4.0b7 Beta (Feb 22, 2016)

  • Improvements:
  • VR: Dynamically switch to headset's audio output / input driver (Oculus SDK 1.0+)
  • VR: Mask invisible pixels so GPU time is not wasted (Oculus SDK 1.0+)
  • Fixes:
  • Animation: Added AnimationClipPlayable.applyFootIK
  • Animation: Added better error messaging and handling for for AnimationCurves with invalid data.
  • Animation: Fix memory leak in AnimatorOverrideController
  • Animation: Fixed long Animator.Update not playing all Events/ExitTimes
  • Animation: Fixed a bug where the animation window would try to access a deleted animator component and cause a crash
  • Animation: Fixed an issue where AnimationPreview objects would get grabbed by FindGameObjectWithTag
  • Animation: Fixed an issue where Changing culling modes during runtime would not take effect correctly
  • Animation: Fixed an issue where imported keyframes would overlap and get sorted in the wrong order
  • Animation: Fixed an issue where the ModelImporterClipAnimation inspector would not show properly when he Avatar Mask was empty
  • Animation: Fixed Animation recording being broken in some cases.
  • Animation: Fixed animation window not updating to selection when out of focus or when just opened
  • Animation: Fixed AnimationClipImporter inspector for Generic clips
  • Animation: Fixed AnimationClipPlayable.duration so that it returns the length of its AnimationClip
  • Animation: Fixed curve selection loss in curve editor when move keys in dopesheet editor.
  • Animation: Fixed dopesheet keyframe manipulation not registered
  • Animation: Fixed inconsistencies in dopesheet editor and curve editor framing
  • Animation: Fixed loss of animation window selection when selecting child game objects.
  • Animation: Fixed offset when drag&dropping sprites in animation window.
  • Animation: Fixed property added in recording mode to read-only clip
  • Animation: Fixed text editing overlay remaining active in animation window when losing focus
  • Animation: Fixed unresponsive animation window when zoomed out beyond a certain level
  • Animation: Implemented API for tangentMode in AnimationUtility
  • Animation: Optimized AvatarMask inspector.
  • Animation: Root motion not applied on single object
  • Animation: Rotation value changes on play mode a little bit
  • Animation: Unity hardcrashes when importing blender rigify model
  • Multiplayer: Disabled host migration on WebGL clients (they can't become host)
  • Multiplayer: Disallow sending NetworkConnection object in commands
  • Multiplayer: Fixed issue where SyncLists didn't use the configured channel
  • Multiplayer: Fixed issue with ClientScene.objects list increasing after every host migration
  • Multiplayer: Fixed issue with OnStartAuthority being called twice on player with local authority on host
  • Multiplayer: Minor improvement to network manager HUD ('connecting' state and cancel button)
  • Multiplayer: SyncList now sends updates only when a value assignment changes the current value

New in Unity 5.3.2 Patch 4 (Feb 19, 2016)

  • Improvements:
  • GI: Optimized GISceneManager.Update in order to take less processor time on scene start (769044).
  • Substance: A FreezeAndReleaseSourceData() method was added to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, nor its inputs be set.
  • Changes:
  • Audio/Scripting: An optimization was reverted while fixing (739224) and (761360) which would cause memory to once again be allocated during audio callbacks.
  • Fixes:
  • (768027) - Android: Fixed missing styles.xml files.
  • (741043) - Animation: Fixed a crash when changing OverrideController on Animator with no Avatar.
  • (764778) - Animation: Fixed a crash where assigning an override controller with no controller to override would crash.
  • (769379) - Animation: Fixed crash when editing and saving a script while in play mode.
  • (739224), (761360) - Audio/Scripting: Avoid random crashes when using audio callbacks in scripts.
  • (761664) - Editor: Fixed 'All new scripts are created in Editor folder if Unity installation path contains "test" keyword'.
  • (753176) - Editor: Fixed crash when replacing prefabs with ALT button pressed.
  • (754704) - Editor: Fixed freeze/crash on project startup.
  • (760459) - Fixed crash when entering playmode if a user script would load a new scene in Awake.
  • (724426) - Global Illumination: Fix for linear lighting mode looking different between the player and Editor.
  • (728595), (738173) - Global Illumination: Fix for LoadLevel in the player causing lightmaps to become brighter when in Linear mode.
  • (765205), (734187) - Global Illumination: Fixed brightly coloured (green/red/white/blue) pixels appearing in the directional lightmap caused by interpolation from invalid indirect lightmap data. Note: Need to clear the GI cache and rebake to get the fixed lightmaps.
  • (756506) - Global Illumination: Fixed missing Ambient when "Baked GI" is disabled and "Ambient GI" is set to Baked.
  • (766208) - Il2CPP: Avoid crash on IL2CPP when searching for attributes.
  • (766168) - IL2CPP: Avoid double allocation of memory for multi-dimensional arrays.
  • (761763) - Il2CPP: Fixed Unity IAP on Android with IL2CPP.
  • (none) - IL2CPP: Fixed an occasional crash when capturing managed heap when parts of it are not committed.
  • (767334) - IL2CPP: Properly marshal arrays of four-byte bool values.
  • (766208) - IL2CPP: Raised NullReferenceException when Ldvirtftn instruction had a null target.
  • (755415) - iOS: Added icon for iPad Pro.
  • (760747) - iOS: Fixed a crash triggered by deactivating an input while app is going into background.
  • (759480) - iOS: Fix for WWW deadlock.
  • (761326) - iOS: Fixed an issue where attached controllers were not found.
  • (761684) - iOS: Fixed application freeze on iphone4 when rotating device.
  • (761361) - iOS: Notify Transport that we finished receiving data so we can mark the buffer as complete when we get an error.
  • (770160) - Linux: Fixed flickering/corrupted rendering with OpenGL Core.
  • (763944) - Linux: Fixed non-native-resolution fullscreen rendering with OpenGL Core.
  • (758058) - Make sure persistent transforms are not added to the active scene when running in a player.
  • (754925) - MSE: Fixed the issue that SceneManager.sceneCountInBuildSettings gives 0 until entering play mode.
  • (756218) - MSE: Fixed the issue that calling SceneManager.LoadScene** while exiting playmode causes scene unremovable from the hierarchy.
  • (734218) - Networking: Fixed issue where NetworkManager doesn't become "ready" if online scene is set and offline scene is not.
  • (748967) - Networking: Fixed issue where OnStartAuthority is called twice on hosts.
  • (738047) - Networking: SyncLists now only send updates when values change.
  • (761412) - OpenGL: Fixed random crashes on compute shader dispatch.
  • (764701) - Particles: Fixed particle culling issues.
  • (none) - Renderdoc: When making a RenderDoc capture from editor UI, make sure to include the whole frame including user script updates.
  • (none) - Shaders: Fixed a shader compiler crash if a compute shader declares a samplerstate that didn't match the naming scheme.
  • (none) - Shadows: Changed light shadows near plane minimum bound to either 1% of range or 0.1, whichever is lower.
  • (760062) - Sprites: Occlusion Culling works correctly with X/Y flipped SpriteRenderers.
  • (754556), (534658), (762897) - Substance: Fixed corner cases of outputs not being impacted by any input not being generated.
  • (none) - Tizen: System permissions that are not required are no longer requested.
  • (755395) - tvOS: Fixed game center score reporting due to incorrect API check.
  • (756818) - Upgrades: Delete the installed Playback Engines and Documentation before upgrading Unity.
  • (none) - VR: Fixed audio redirection in standalone builds (Oculus SDK 1.0+).
  • (767744) - WebGL: Corrected the following compiler error which might occur in generated C++ code: "error: non-constant-expression cannot be narrowed from type 'uintptr_t' (aka 'unsigned int') to 'il2cpp_array_size_t' (aka 'int') in initializer list [-Wc++11-narrowing]".
  • (765893) - Windows Store: Fixed a crash when loading C# type from plugin which was not included in the final build.
  • (766755) - Windows Store: Fixed a rare crash in ARM linker (fatal error LNK1322: cannot avoid potential ARM hazard (QSD8960 P1 processor bug) in section #) when using IL2CPP scripting backend.
  • (768929) - Windows Store: Mouses and touches will work correctly after locking/unlocking the screen.
  • (760041) - WinRT/IL2CPP: Allow native DLLs to be loaded both with and without the .dll extension.
  • (768193) - XboxOne/IL2CPP: Fixed a problem compiling generated C++ files when there is a space in the path to the project directory.

New in Unity 5.4.0b6 Beta (Feb 16, 2016)

  • Features:
  • Graphics: Graphics jobs can now be enabled (see player settings) for a potential performance boost. Currently in experimental status due to unknown project-dependent side effects.
  • Web: WebPlayer support has been removed
  • Changes:
  • Scripting: Renamed onSceneLoaded to sceneLoaded, onSceneUnloaded to sceneUnloaded and onActiveSceneChanged to activeSceneChanged to be compliant with naming conventions
  • Improvements:
  • Installer: DownloadAssistant will warn users if they try to install components which require Unity, without selecting UnityEditor component
  • Installer: WindowsEditor Installer will install Release Notes internet shortcut to the windows start menu
  • Particles: Added option to select exactly which UV channels the Texture Animation Module is applied to
  • Particles: Support choosing a random start frame in the Texture Animation Module
  • Substance: A FreezeAndReleaseSourceData() method was added to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, nor its inputs be set.
  • Fixes:
  • Android: Support OpenGL ES 3.0 on Vivante GPUs
  • Animation: Fix import of humanoids when root object rotation is not identity. Mostly single root 3DSMAX models
  • Core: Fix for prefabs not updating the root order property modification under certain circumstances.
  • Editor: Fix scene view crash if internal scene view camera is disabled
  • Editor: Show a warning in camera inspector when it wants deferred but is set to ortho
  • Editor: [PlayerSettings] After changing Graphics API some UI elements do not respond correctly
  • Graphics: DX12: Implemented support for ShadowSamplingMode.
  • Graphics: Filter out duplicate graphics APIs in PlayerSettings.SetGraphicsAPIs
  • Particles: Ensure no garbage is generated when using some script commands
  • Particles: Fix case of scale not being applied correctly to AABB in the TrailRenderer
  • Particles: Fix crash when mesh is missing inside player (eg a default mesh is used)
  • Particles: Fix error message when particles have zero velocity and start inside a collider
  • Particles: Fix particle shader preview to display a flat plane instead of a sphere
  • Particles: Fix stretch particle bounds to avoid culling errors
  • Particles: Fixed mesh double scaling issues
  • Particles: Fixing collision events to ensure correct events are sent to correct gameobjects
  • Particles: Give subemitters better default names, based on their context (birth, death etc)
  • Particles: LimitVelocityOverLifetime module shouldn't allow negative values
  • Particles: Max Collision Shapes option cannot be negative
  • Particles: Reverse 3D rotation direction, for consistency with existing 1D rotation
  • Scripting: Debug.Log won't consume memory when StackTraceLogType is None
  • Substance: Fixed corner cases of outputs not being impacted by any input not being generated

New in Unity 5.3.2 Patch 3 (Feb 10, 2016)

  • Fixes:
  • (742199) - Android: Fixed remote frame debugger.
  • (none) - Android: Marshmallow - Added the possibility to disable the permission dialog by adding metadata to the activity.
  • (755510) - Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled.
  • (none) - Core: Improved the error message when build data files are corrupted or from a mismatched version.
  • (752733) - Editor: Fixed folder-level toggle when importing assets.
  • (711720) - Editor: Fixed a bug in the property diff recorder would insert property modification on the prefab asset if it was being edited in the inspector.
  • (756409) - Editor: Fixed crash when entering playmode if LoadScene was called during Awake or Start.
  • (761995) - Editor: It is now possible to replace a prefab asset with a different prefab asset.
  • (752855) - Graphics: D3D11 Native API now supports obtaining native Texture type underpinning a Unity Renderbuffer.
  • (746302) - Graphics: Fixed building shaders correctly for WebGL in AssetBundles.
  • (none) - Graphics: Fixed an issue where standard shader using directional lightmaps could output NAN to the framebuffer. This would corrupt the framebuffer if any effects were used that spanned multiple frames.
  • (753593) - Graphics: Fixed occasional movie texture crash with multiple movies present.
  • (none) - Graphics: Reduced framerate spikes where culling system could sometimes stall for several ms while waiting for jobs.
  • (766642) - IL2CPP: Generate proper C++ code for marshaling wrappers of methods that have System.Guid as a parameter type.
  • (761412) - OpenGL: Fixed random crashes on compute shader dispatch.
  • (760830) - Particles: Ensure consistent direction between 3D and 1D rotation.
  • (757969) - Particles: Fixed a collision crash.
  • (763041) - Particles: Fix for terrains ignoring collision layers.
  • (758197) - Particles: Fixed support for negative inherit velocity values.
  • (765300) - Physics: Fixed center of mass and inertia tensor being reset after game object was reactivated.
  • (763806) - Physics: Rigidbodies without non-trigger colliders can. have custom center of mass and inertia tensor again
  • (767645) - tvOS: Fixed build error with Xcode trampoline.
  • (none) - VR: Dynamically switch to headset's audio output / input driver (Oculus SDK 1.0+).
  • (none) - VR: Fixed VR Splash screen color precision. No Longer limited to half the color spectrum for RGBA32.
  • (none) - VR: Mask invisible pixels so GPU time is not wasted (Oculus SDK 1.0+).
  • (765876) - Windows Store Apps: building from Unity will no longer overwrite project.json file if it was modified in solution.
  • (759735) - Windows Store Apps: When building from Unity files in Visual Studio solution will not be overwritten if identical.

New in Unity 5.4.0b5 Beta (Feb 9, 2016)

  • Features:
  • Graphics: Added [ImageEffectAllowedInSceneView] attribute for Image Effects. This will copy the Image effect from the main camera onto the Scene View camera. This can be enabled / disabled in the Scene View effects menu.
  • VR: Optimized Single-Pass Stereo Rendering available in Player settings
  • Improvements:
  • Editor: Added EditorSceneManager.DetectCrossSceneReferences API
  • Scripting: Improved Instantiate() performance.
  • UI: Begin work on improving performance of MaskUtility functions
  • UI: UI now sets the texelSize for use in custom shaders
  • VisualStudio: Stop using COM to launch VisualStudio for a better immediate feedback experience
  • Windows Store: Improved deserialization performance when using .NET scripting backend
  • Fixes:
  • Editor: Fixed when dragging a second scene to Hierarchy the first scene would auto expand
  • GI: Fix fallback to non-directional lightmaps on SM2.0 hardware
  • Graphics: Fixed null reference exception being thrown when setting null to mesh triangles/indices
  • Graphics: Fixed problem of being able to set syncUploadBufferSize below 2 which leads application to crash on startup
  • MonoDevelop: Disabled Git, Subversion and NUnit add-ins by default. Fixes issue with being unable to write to newly created scripts
  • MonoDevelop: Fixed issue with MonoDevelop showing "��u" symbols in document view after using "Save As"
  • MonoDevelop: OSX: Fixed issue with MonoDevelop not working when copied to case-sensitive partition
  • MonoDevelop: Show hint in breakpoints dialog that explains exceptions list is generated from currently selected project
  • Scripting: GetTransform() invoked from a constructor or field initializer could crash Unity.
  • Shaders: Fix DX11 shader disassembly not showing correctly in the editor UI for 'show compiled code'.
  • UI: All struct value types now use iEquatable to prevent memory allocations
  • UI: Changed Canvas scaler to only scale the XY and not the Z of the transform
  • UI: Fix for 1/2 pixel offset not working on screen-space camera canvases
  • UI: Fix issue where setting canvas scaller to zero would cause a out of memory exception
  • UI: Fixed issue where text glyphs would be truncated if any texture filtering occured.
  • UI: Fixed issue where UnityEvent wouldn't allow the removeal of events after reload
  • UI: Fixed issue with Masking when enabling and disabling graphics
  • UI: If the mask is disabled we should use the baseMaterial instead of the masking material
  • UI: If the UI shader is not found the default "pink" shader will be used
  • UI: Make sure FontUpdateTracker get called for tracking fonts changed in the inspector
  • UI: Make sure InputEvents are sent when IME composition strings are updated in Windows Standalone.
  • UI: Prevent null list from geting passed as a parameter for VertexHelper functions
  • UI: Remove special case ascent calculation for non-dynamic fonts
  • UI: The UI batching grid size is not deterministic based on canvas/ element size.
  • UI: UI overlay canvas's will now always be drawn ontop in the scene view.
  • UI: Use GetRayIntersectionAll in Physics2DRaycaster to get more accurate results.
  • UI: When updating rectTransform data make sure comarisons are against old value not the set value
  • VR: Exposed Camera.targetEye to script for Virtual reality Applications.
  • VR: Fix Screen Orientation on GearVR applications.
  • VR: Fixed Splash Screen Aspect ratio issues for VR Applications.

New in Unity 5.3.2 Patch 2 (Feb 3, 2016)

  • Improvements:
  • Smart TV: Correspond 2016 TV's fonts and remote controller.
  • Fixes:
  • (759408), (760759) - Android/iOS: Animation - Fixed Euler angles on rotation causing Transform to be set to NaN.
  • (none) - BlackBerry: Removed BlackBerry option from build player settings window.
  • (761784) - Code stripping: Prevent the Particle System from being stripped if the Particle System Renderer is used and engine code stripping is enabled.
  • (730441) - Editor: Fixed editor freeze when picking in scene with many overlapping game objects.
  • (none) - Further OpenGL ES & desktop OpenGL (Shader compiler) bugfixes.
  • (757330) - Graphics: Fixed rendering of deferred reflections when last object rendered before them had negative scale.
  • (761584) - Graphics: Fixed crash when using GL.Begin quad rendering with non-multiple-of-4 vertex count.
  • (764084) - Graphics: Fixed occasional MovieTexture crash (regression in 5.3).
  • (650870) - Graphics: In Editor OpenGL ES 2.0 emulation increase max cubemap size to 1024 (from 512).
  • (741166) - IL2CPP: Fixed Array.Copy when destination array type is wider than source array type (e.g. int[] -> long[]).
  • (761530) - IL2CPP: Fixed Stfld/Ldfld opcode usage generated by MS C# compiler.
  • (765910) - iOS/IL2CPP: Prevent a managed exception on 64-bit builds during some array creation operations which has the message "ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds".
  • (754816) - iOS/OSX: Fixed SIMD math, which fixes skinning on iOS and source code compilation on OSX.
  • (736756) - iOS/Video: AVKit based player didn't show "done" button on iOS 8+.
  • (none) - iOS/Video: Fixed MPMoviePlayer error handling for invalid files.
  • (746018), (729470) - iOS/Video: Improved MPMoviePlayer/AVKit orientation and view controller handling.
  • (745346) - iOS/Video: Scaling mode behaviour fixes for iPad Pro.
  • (none) - iOS: Handheld.PlayFullScreenMovie only allows playing one movie at a time.
  • (534752) - iOS: While entering background/foreground, improve player pause/resume handling to check if external parties (like video player) currently manage the paused state.
  • (731237) - Mecanim: Fixed changing Animator.runtimeAnimatorController while running crashes editor.
  • (743239) - Shadows: Fixed "half of scene all in shadows" artifacts in some scene/camera setups.
  • (none) - Smart TV: Fixed a problem to show custom splash screen.
  • (740180) - Tizen: Fixed cursor initially starting in the wrong position on screen.
  • (none) - Tizen: Fixed OpenGL crashing issues on the Z300F.
  • (740172) - Tizen: Input field will no longer show
  • when return is pressed on an empty entry.
  • (none) - VR: Backend work to support DX12 in the future.
  • (762582) - Windows Store: Fixed a "MdilXapCompile failed" error when trying to build Visual Studio project for Windows Phone 8.1. This used to happen when the Unity game had over 8000 classes across all assemblies.
  • (760989) - Windows Store: Fixed a crash which happened on "Windows N" versions when using IL2CPP scripting backend.
  • (762926) - Windows Store: Fixed an issue which caused small tiles get copied to Visual Studio solution incorrectly for Windows Phone 8.1 SDK.
  • (none) - Windows Store: Fixed antialising when calling Screen.SetResolution on Universal Windows 10 Apps/.
  • (764378) - Windows Store: Fixed Application.Quit() when using D3D project type or IL2CPP scripting backend.
  • (764632) - Windows Store: Fixed error "Task 'ExpandPriContent' failed." which occurred when trying to build an application package with IL2CPP scripting backend when using default Unity icons.
  • (none) - Windows Store: Fixed Visual studio graphics debugger crashing when trying to debug Windows Phone 8.1 projects.
  • (none) - Windows Store: Screen.Resolution(, , true) will no longer ignore width and height, so you can set your desired resolution on Universal Windows 10 Apps.
  • (748845) - Windows Store: Screen.resolutions will return a valid value.

New in Unity 5.4.0b4 Beta (Jan 31, 2016)

  • Known Issues:
  • 2D: Opening Sprite-Packer window and packing might result in a crash on Mac Editor. To work-around, try entering play-mode and then use Sprite-Packer window
  • Changing the active graphics API in the Editor while a Canvas is in the scene will crash the Editor. As a workaround, open only a new, empty scene before changing graphics API.
  • Fallback from Deferred to Forward when rendering lightmapped objects with mixed-mode light - can be fixed by introduction of baked shadow mask for lightmapped objects
  • GPU Instancing: When drawing meshes with instancing shaders by Graphics.DrawMesh, Unity fails to render with correct mesh.
  • Legacy Animation: Changes to the lights in 5.3 have caused an issue so that it currently is not possible to animate lights using the Legacy animation system. Fix arrived in 5.3, and is being forward ported soon.
  • Saving a scene on OSX might throw the error in the console: "TLS Allocator ALLOC_TEMP_THREAD..". Happens only on OSX El Capitan (10.11.1). Doesn't happen on OSX 10.10;
  • VR: Standalone players build with Unity 5.4.0 beta 4 with VR support show a vertically stretched Unity logo on the splash screen
  • WebPlayer build is not removed. Expect its removal in a future beta.
  • Changes:
  • WebGL: Removed .htaccess file generation
  • Improvements:
  • Analytics: Added support for Analytics on AppleTV device.
  • Android: Android: Marshmallow - Added the possibility to disable the permission dialog by adding metadata to the activity
  • Compute: Support #pragma enable_d3d11_debug_symbols just like for regular shaders
  • IL2CPP: Remove warnings from generated C++ code when compiling with clang.
  • iOS/IL2CPP: Add support for Xcode 7.3 (don't use __declspec attributes).
  • Scene Management: Added events onSceneLoaded, onSceneUnloaded, onActiveSceneChanged to SceneManager
  • Fixes:
  • Android: Android: Fixed remote frame debugger
  • Android: Android: Marshmallow - Fixed issues when querying for custom permissions
  • Android: Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled
  • Compute: Avoid constant buffer overwrites when passing too wide data (e.g. Vector4 for a float3 constant)
  • Editor: Fixed a bug in the property diff recorder would insert property modification on the prefab asset if it was being edited in the inspector
  • GI: Added a note in Lighting window when reflection source is not set
  • GI: Fixed missing ambient when AmbientGI is set to Baked, but BakedGI is disabled.
  • GI: Make substances work with baked transparency.
  • Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds. (to 5.3 too)
  • Graphics: Graphics: Fix performance regression in dynamic batching on Adreno and Mali GPUs
  • Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory! (coming to 5.3 too)
  • Shaders: Some optimizations for surface shader importing time.
  • tvOS: Fix rendering path selector in player settings
  • Windows Store: Fix serialization error, Unity will no longer serialize fields in Windows Store Apps which are of the same type as the class where this field is located, for ex., if you have a class Test and you have a field inside public Test MyField;. This behavior was already present in Editor, but not in Windows Store Apps.

New in Unity 5.3.2 Patch 1 (Jan 29, 2016)

  • Improvements:
  • IL2CPP: Removed warnings from generated C++ code when compiling with clang.
  • Fixes:
  • (754282) - 2D: Fixed memory leak when applying changes to sprite.
  • (741003) - Android: Fixed internal profiler on Gear VR.
  • (738843) - Android: Timeout no longer happens when an application is sent to the background.
  • (756198) - AssetBundle: Loading multiple invalid asset bundles fails correctly now.
  • (736556) - AssetBundle: Change to use natural sorting when listing the AssetBundle names.
  • (756567) - AssetBundle: Fixed the AssetBundle loading error which was built with DisableWriteTypeTree enabled.
  • (716166) - AssetBundle: Fixed the hash collision when building AssetBundles.
  • (743704) - AssetBundle: Fixed the issue that LoadAsset(name) returns null if a bundle contains a prefab and another asset with the same name.
  • (715753) - AssetBundles: Fixed AssetBundle.CreateFromFile retaining file descriptor. - The previous fix was incomplete.
  • (760985) - Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • (757799) - Core: Fixed crash when game object that is a child of a missing prefab is deleted.
  • (750117) - Editor: Fixed game object duplicates on play when reference to that game object is set in another scene.
  • (none) - Frame Debugger: Even when it was not used, it was creating some overhead in development standalone builds. Reduced that.
  • (756849) - Graphics: Fixed crash when calling Graphics.DrawMesh with null material.
  • (none) - Graphics: Fixed gpu memory leak in the splash animation.
  • (740782) - Graphics: Fixed a crash in the editor when switching graphics API from a non-DX9 API e.g. DX11.
  • (none) - Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds.
  • (760665) - Graphics: Fixed SkinMeshInfo memory leak.
  • (724664) - Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory!
  • (724547) - IL2CPP: Implemented support for Assembly.GetReferencedAssemblies and Module.GetTypes()
  • (none) - iOS/Xcode: Added .tbd extension support.
  • (759212) - iOS: Fixed code completion for iOS Editor Extensions.
  • (759459) - Mono: Corrected a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
  • (none) - Mono: Resolved intermittent crash caused by a race condition that occurs when using managed threads.
  • (none) - OpenGL ES & desktop OpenGL (Shader compiler): Various bug fixes and performance improvements.
  • (756786) - Particles: Fixed IsFinite error spam with particles and second camera.
  • (756971) - Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space is set to local.
  • (756194) - Particles: Fixed: particle system only playing once.
  • (756725) - Particles: Fixed: particle system not playing when triggered via Event Trigger.
  • (696610) - Particles: Fixed issue where particles are not drawn in the correct order on rotated particle systems.
  • (759502) - Particles: Fixed the issue of particles disappearing after going offscreen and returning.
  • (756742) - Particles: Fixed issue whereby particles systems are not looping correctly.
  • (755677) - Particles: Fixed issue where ParticleSystem.IsAlive() always returns True for particle systems with longer duration.
  • (723993) - Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling.
  • (757461) - Particles: Fixed issue where particle system doesn't play if method is called via Invoke fixed.
  • (745121) - Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape.
  • (754405) - Scripting: Fixed issue that causes UnityScript to incorrectly detect some methods return type.
  • (739376), (740617) - UI: Fixed "Trying to add (Layout Rebuilder for) Content (UnityEngine.RectTransform) for layout rebuild while we are already inside a layout rebuild loop." error.
  • (753423), (758106) - UI: Fixed flickering/texture swapping issues.
  • (747512) - UI: Fixed issue with incorrect accent calculation for non-dynamic fonts.
  • (759841) - VR: Fixed crash when trying to enter play mode when the Plugin was not loaded or the Oculus runtime was not installed.
  • (755122), (717989), (734122) - VR: Fixed Skybox clipping issue.
  • (none) - VR: Fixed VR Focus and VR ShouldQuit not respecting notifications when the Device was disconnected.
  • (none) - XboxOne: Fixed a bug with YUY2 processing on the XboxOne.

New in Unity 5.3.2 (Jan 28, 2016)

  • Improvements:
  • Compute: Improved compute shader import times, particularly on Windows. Since 5.1 we were always compiling them for GL4.3+GLES3.1 too, while most people only need DX11. (706098)
  • Editor: Added link to learn more about Unity Cloud Build in the Build Player window.
  • Editor/Scenes: Add Scene.GetRootGameObjects() to return the root game objects of the scene.
  • Editor/Scenes: Add SceneManager.CreateScene() API to allow creating new empty scene at runtime.
  • GI: Light probes and ambient (everything with SH calculations) match ground truth more closely now. (754898)
  • IL2CPP: Optimize method prologues for code size and incremental builds.
  • iOS: Added bitcode support. (752178)
  • iOS/IL2CPP: Added support for Xcode 7.3 (don't use __declspec attributes).
  • Samsung TV: Added support for 2016 TVs.
  • Tizen: Now supports tizenstore URL protocol to open up Tizen store pages.
  • tvOS: Enable Dynamic GI.
  • VR: Applications that lost focus no longer throttle the CPU.
  • Changes:
  • iOS: Enable bitcode support by default.
  • Editor/Scenes: Prevent calling some Editor mode only APIs on EditorSceneManager from play mode, including EditorSceneManager.OpenScene, EditorSceneManager.SaveScene etc.
  • Editor/Scenes: Prevent calling some play mode only APIs on SceneManager from Editor mode, including SceneManager.LoadLevel, SceneManager.LoadLevelAsync etc.
  • Fixes:
  • Android: Fixed crash when loading many asset bundles. (743739)
  • Android: Fixed crash in Cloth vertex buffer setup. (750362)
  • Android: Fixed NullReferenceException on x86 devices running Android 5.0 or newer.
  • Animation: Fixed an issue with stepped keys having the wrong value. (745139)
  • Animation: Fixed animation events not firing on the last frame of a looping animation. (745781)
  • Animation: Fixed crash when deleting all Euler keys in animation curve. (754373)
  • Animation: Fixed Crossfade called subsequently not properly interrupting transition. (753866)
  • API Updater: Fixed possible crashes in script updater when resolving types.
  • AssetBundles: Fixed AssetBundle.CreateFromFile retaining file descriptor. (715753)
  • AssetBundles: Fixed excessive memory usage when decompressing asset bundles with many objects inside.
  • AssetBundles: Fixed memory leak when loading asset bundles with LZMA compression.
  • AssetBundles: Fixed possible asset bundle caching error when starting multiple downloads with an empty cache.
  • AssetBundles: Fixed the asset bundle reading bug when compressed data could be read as uncompressed.
  • Core: '~' folders were no longer ignored in projects; fixed. (687655)
  • DX11: Improved performance in GPU bound scenarios. (747492)
  • DX11: Fixed wrong VRAM detection on some Intel GPUs, resulting in shadows not being rendered.
  • DX11/XB1: Fixed FP16 static batched mesh vertex compression to actually work there, was always decompressing to FP32 before.
  • Editor: Display console platform doc items in the help menu, when console docs are present, but the main documentation is not installed. (754108)
  • Editor: Fixed MissingMethodException when using some APIs from UnityEngine.WSA namespace.
  • Editor: Make right and left arrow select next/previous parent for fast expand/collapse in hierarchy views. (752821)
  • Editor/Scenes: Fixed a crash when trying to get the root count on an invalid Scene. (752423)
  • Editor/Scenes: Fixed loading new unsaved scene during playmode using Application.LoadLevel(index) or SceneManager.LoadScene(index). (751923)
  • Editor/Scenes: Fixed the issue that script association was lost when another scene was loaded. (748904)
  • Editor/Scenes: Fixed the issue that the unloaded scenes would be removed from the hierarchy when entering playmode, if they were first in the hierarchy.
  • Editor/Scenes: Now make sure inspector in ActiveEditorTracker for MonoBehaviours are not garbage collected. The ActiveEditorTracked manages the objects itself. (753550)
  • Editor/Scenes: Throw null reference exception if SerializedObject has been disposed. (752599)
  • Global Illumination: Enlighten; fixed an issue where Unity crashed if scene was unloaded before it got a chance to fully load. (740808, 747666)
  • Global Illumination: Fixed light probes / skybox ambient being wrong in some cases, 5.3 regression. (754898)
  • Graphics: More consistency between editor & player when setting up color space sRGB write modes. (754487)
  • Graphics: Fixed an issue where enabling vertex compression for positions could result in geometry not being rendered. (754928)
  • Graphics: Realtime reflection probes in some cases did not have trilinear filtering properly set on them; fixed. (752879)
  • Graphics: Fixed crash when setting shader properties.
  • IL2CPP: Do not incorrectly free blittable arrays marshaled as [In,Out] parameters. (760943)
  • IL2CPP: Ensure that the header file for a type defined in a different assembly is included when that type is used for a method parameter. (755088)
  • IL2CPP: Ensure thread ID is valid for all threads. (691038)
  • IL2CPP: Fixed an issue that caused a crash in Class::IsSubclassOf. (752737), (751428)
  • IL2CPP: Fixed double.Parse with InvariantCulture. (752197)
  • IL2CPP: Fixed ExecutionEngineException being thrown on System.Reflection.MonoProperty::GetterAdapterFrame. (737529)
  • IL2CPP: Fixed StateMachineBehaviour messages not being executed if stripping is enabled. (753610)
  • IL2CPP: Forward declare a type and marshaled type in the method declarations header for marshaling methods so that the order of includes does not matter. (756447)
  • IL2CPP: Implemented out marshaling for arrays correctly. (752153)
  • IL2CPP: Implemented support for MetadataToken property on the following types: FieldInfo, EventInfo, MethodInfo, ConstructorInfo, PropertyInfo, Type, and Module. (670027)
  • IL2CPP: Implemented the Thread::Abort and Thread::ResetAbort methods. This should allow a Socket to be closed properly while another thread is waiting in a call to Accept or Connect on that socket. (746822)
  • IL2CPP: Prevent a NotImplementedException exception from occurring in il2cpp.exe when the Unbox opcode is used with certain generics. This usually occurs when an assembly is built with Visual Studio. (758926)
  • IL2CPP: Properly cleanup when a native thread is cancelled rather than exiting normally. (749988, 733609)
  • IL2CPP: Provide a proper argument for instance methods on value types invoked via a delegate. (750153)
  • IL2CPP: Removed an unnecessary Box used to null check before calling a virtual method.
  • iOS: Added font containing Lao characters to the fallback list. (750357)
  • iOS: Added Xcode 7.2 to iOS plugin compatibility list. (750311)
  • iOS: Duplicate another image layer when not all are defined. (749289)
  • iOS: Fixed Apple Pencil position reporting on iPad Pro.
  • iOS: Hindi characters are displayed now. (725558)
  • iOS/IL2CPP: Correct stack traces in exception messages, which could sometimes miss managed frames. (754539)
  • iOS/IL2CPP: Fire all GC profiler events. Fixed GC data in internal profiler.
  • iOS/tvOS: Build all object files with correct SDK. (755365)
  • Linux: Fixed a corner case where tearing would occur on some window managers even with VSync enabled.
  • Mecanim: Fixed a bug where Euler rotations would be retained in scene after scrubbing animation. (754562)
  • Mecanim: Fixed a bug where Euler rotations would not work in Legacy Animations. (752955)
  • Mecanim: Fixed a bug where lights would not be animated in Legacy mode. (753595)
  • Mecanim: Fixed a bug where RectTransform couldn't be animated in Legacy. (752847)
  • Metal: Wrongly claimed to support DXT1/DXT5 texture formats on iOS, and ETC on Mac.
  • Mono: Preserve non-volatile XMM registers across calls on 64-bit Windows during JIT compilation. (691466)
  • Networking: Added a 'connecting' state and cancel button to NetworkManagerHUD UI to prevent multiple attempts to connect at the same time. (748936)
  • Networking: Fixed 'recursion depth exceeded' error for complex NetworkBehaviour scripts. (757766)
  • Networking: Fixed ClientScene object list being wrong after host migration. (746011)
  • Networking: Fixed NetworkAnimator not working for non-player objects (755391)
  • Networking: Fixed NetworkServer.SendToAll sends the message to the host twice. (756153)
  • Networking: Fixed SyncEvent regression issue. (755450)
  • Networking: Fixed SyncList updates don't use a configurable network channel. (745795)
  • Networking: Fixed UI that allowed host migration to be enabled for WebGl platform where it is not supported. (744002)
  • Networking: OnStopAuthority called on server when it should not be. (751239)
  • Networking: Prevent [Command] functions from accepting NetworkConnection objects as parameters, which causes a UNetWeaver error. (729157)
  • Networking: Prevent NetworkIdentity objects from being server-only and local-player-authority at the same time, as this is not a valid configuration. (749338)
  • OpenGL Core: Fixed a crash with AMD and NVIDIA on Windows when using RenderTexture with recent drivers.
  • OpenGL Core: Fixed a crash with Intel GPUs on Linux.
  • OpenGL Core: Fixed shaders with multiple constant arrays.
  • OpenGL Core: Fixed text rendering with AMD GPUs on OSX 10.9.
  • OpenGL ES: Fixed crashes with new Samsung firmware. (756734, 756754)
  • OpenGL ES: Fixed mipmap generation for render textures. (751743)
  • OpenGL: Fixed binary shader cache, cache was always disabled. (742591)
  • OpenGL (legacy): Added work around buffer state tracking failure.
  • Particles: Fixed error message spam on particle systems that have no particles (5.3.1 regression). (755423)
  • Physics: Fixed memory corruption/crash when deactivating a collider from inside of OnTriggerStay. (744007)
  • Physics: PlatformEffector2D now supports negative scaling on parent Transform. (755612)
  • Profiler: Fixed excessive memory usage in development players.
  • Samsung TV: Fixed the smarthub button problem.
  • Samsung TV: Fixed wrong JPG library access problem.
  • Scripting: UnusedByteCodeStripper2 will show a better error message when processing assemblies, so it will be easier to identify offending assembly. (750266)
  • Shaders: During surface shader generation, do not initialise non-vector type members of the Input struct i.e. a struct/int/matrix as a member variable of the Input struct. (759336)
  • Shaders: Fixed a bug in Standard shader GGX specular term, introduced in 5.3.
  • Shaders: More proper environment reflection in Standard shader for very rough surfaces.
  • Substance: Fixed a crash when checking/unchecking 'Generate all outputs' or 'Generate mipmaps' on OSX. (752039)
  • Substance: Fixed a crash when reimporting SBSARs with multiple material instances on OSX. (751300)
  • Substance: Fixed a rare crash that could happen around the destruction of animated ProceduralMaterials. (750442)
  • Substance: Fixed console spam about unavailable material properties.
  • Substance: Fixed editor stutter when using RebuildTextures on OSX. (663236)
  • Substance: Fixed emission color being set to opaque white when resetting a ProceduralMaterial.
  • Substance: Fixed textures not properly generated on player awake when affected only by constant inputs. (754556)
  • Substance: Output textures from ProceduralMaterials without any input are now always generated.
  • tvOS: Fixed missing symbols for simulator builds. (756044)
  • tvOS: Fixed rendering path selector in player settings. (753925)
  • tvOS: Fixed UnityEngine.Apple.TV.Remote API access in editor.
  • UI: Added fix so that the placeholder text is enabled when the InputField is deactivated and the text is empty.
  • UI: Fixed crash in some cases after deleting world space Canvas. (740782)
  • UI: Removed remaining uses of multiple display system (temporary fix while non-native resolutions are not supported). (741751)
  • VR: Fixed Lines & Trail rendering; was offset for one eye. (754068)
  • VR: Fixed Render Scale not reverting after being edited in play mode. (731324)
  • VR: Fixed VRDevice.isPresent reporting true on first frame if Device was not connected at start. (732236)
  • VR: Stereo Cameras correctly respect camera depth when rendering to the game view and HMD. (753256)
  • WebGL: Fixed a crash when setting Application.runInBackground, if Strip Engine Code is enabled. (758120)
  • WebGL: Prevent browser from processing Arrow Keys. (740182)
  • WebGL: Prevent browser from processing Backspace and Tab key presses. (747236)
  • Windows Store: Fixed incorrect display of Korean characters on Windows 10 (if Korean language pack is not installed) and Windows Phone 10, Unity will now fallback to "Malgun Gothic" font.
  • Windows Store: Fixed Directory.CreateDirectory() for forward slashes. (752546)
  • Windows Store: Populate autorotation settings to screen manager. (751207)
  • Windows Store: Fixed a build failure (rrw failure) when calling methods with System.Numerics.Matrix4x4 as parameter. (754533)
  • Windows Store: Fixed AccessViolationException when initializing matchmaking in UNet. (747549)
  • Windows Store: Fixed player crashing on startup on .NET scripting backend. (746301)
  • Windows Store: Fixed Screen.SetResolution when upscaling lower resolution to fullscreen, previously you would see a corrupt image on the screen. (756086)
  • Windows Store: Fixed TouchScreenKeyboard crashes when it's members are used immediately after Open(). (755473)
  • Windows Store: Fixed WheelCollider on x64 (NullReferenceException occurring). (730289)
  • Windows Store: RunInBackground option will be respected when application window looses focus, and if enabled, the application will keep updating. Note: if application window is minimized it will be still paused, because OS suspends the application. (759166)

New in Unity 5.4.0b3 Beta (Jan 25, 2016)

  • FEATURES:
  • Kernel: The transform component has been rewritten using SIMD and a cache friendly data layout, the code is simpler and faster. As a result Transform.Setparent for large hieararchies can also be more expensive since all data for one hiearchy will always be tightly packed together.
  • Particles: Define particle width and height separately
  • VR: VR Multi Device Support:
  • PlayerSettings: When the Virtual Reality Supported checkbox is checked, a prioritized list is shown allowing devs to choose which VR SDKs their game supports. (Similar to the Graphics API selection dialog)
  • VR SDK list is per build-target.
  • Dependencies (dlls, etc) will be copied to the build for every sdk in the list.
  • At startup, we’ll go down the list and try to initialize each device. If any fail to initialize (headset not connected, etc), we’ll move on to the next. If all fail, we won’t enter VR mode.
  • PlayerSettings: Deprecate PlayerSettings’ stereoscopic 3d checkbox. This goes through the same subsystem as the VR devices, so a non-headmounted stereoscopic driver is one of the possible devices on supporting platforms.
  • VR API: Deprecate VRDeviceType enum and VRSettings.loadedDevice. This is replaced with VRSettings.loadedDeviceName and VRSettings.LoadDeviceByName().
  • VR API: Add the ability to get a list of supported sdks. Readonly: string[] VRSettings.supportedDevices
  • BACKWARDS COMPATIBILITY BREAKING CHANGES:
  • IMGUI: Fixed InvalidOperationException is thrown on opening "select audio clip" pop up dialog AND added EditorGUI.DisabledScope to replace deprecated EditorGUI.[Begin/End]DisabledGroup()
  • CHANGES:
  • Graphics: Unity splashscreen replacement. Unform across platforms now and featuring a light and dark(pro only) style.
  • Windows Store: Deprecated PlayerSettings.WSA.enableLowLatencyPresentationAPI. It is now always enabled.
  • IMPROVEMENTS:
  • Editor - Other: ENABLE_PROFILER now works correctly in Editor for runtime dll
  • Graphics: DX11: Unity drawing annotations correct appear on Windows Store platforms when using GPU debuggers
  • IL2CPP: Optimize method prologues for code size and incremental builds
  • Metal: Support multithreaded rendering on iOS and OSX Metal devices
  • Samsung TV: 2016 Samsung TVs are now supported.
  • WebGL: Support incremental builds of generated C++ code.
  • Windows Store: Added PlayerSettings.WSA.Declarations API for setting declarations for Package.appxmanifest.
  • FIXES:
  • Add animation support of light shadow near plane
  • 2D: Add tooltips for Size, Full Tile or Threshold on the 9-slice section of the Sprite Renderer
  • 2D: Fix error log 'GetLocalizedString is not allowed...'
  • 2D: Fix memory leak when applying changes to sprite
  • 2D: Packing crunched sprites crashes at crnlib::crn_comp::append_chunks
  • 2D: Text is clipped in the 2D preferences
  • Animation: Changed parameter ordering in add property popup
  • Animation: Disabled muti-file editing of model scale because it wasn't working properly
  • Animation: Dragging sprite assets into the hierarchy window, then pressing cancel, deletes their parent GameObject
  • Animation: Fixed Animator.UpdateMode not being saved
  • Animation: Fixed beeping sounds when pressing 'k' and 'c' hotkeys in the Animation Window.
  • Animation: Fixed broken import of RootMotion transforms for Humanoid
  • Animation: Fixed contextual menu operation on multiple selection in animation window hierarchy
  • Animation: Fixed crash when deleting all euler keys in animation curve.
  • Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • Animation: Fixed current frame not set properly in animation window at certain sample rates.
  • Animation: Fixed event window not showing up when pressing add animation event button
  • Animation: Fixed frame clipping not performed when changing clips in curve editor.
  • Animation: Fixed frame number not updating when pressing next/previous key frame button when it's being edited.
  • Animation: Fixed ghost rename text field in animation window when changing selection
  • Animation: Fixed key editing over duplicates issues in curve editor
  • Animation: Fixed missing operation when dragging dope key outside of viewport
  • Animation: Fixed missing update to inspector when adding or remove property while recording animation
  • Animation: Fixed missing update to inspector when adding or removing property while recording animation.
  • Animation: Fixed OpenGL errors showing in console when closing "Add Property" popup window
  • Animation: Fixed property value not getting unselected on mouse down in animation window.
  • Animation: Fixed scene not being dirtied when AnimatorController changes on Animator.
  • Animation: Fixed unremovable property in the animation window.
  • Animation: Renamed interpolation Euler Angles (Quaternion Approximation) to Euler Angles (Quaternion) for simplicity
  • Audio: Audio Profiler shows "wrong" information when using Spatialization
  • Audio: Audio profiler: Added separator lines between columns, adapted initial column widths to fit and added support for horizontal scrolling.
  • Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
  • Audio: No longer shows "Failed to initialize spatializer" warning when Spatializer Plugin is set to "None".
  • Editor: Fix a now perfectly OK assert that can happen when alt-tabbing back.
  • Editor - Other: Fixed [Editor, A$] Unity crashes when closing it with detached Asset Store window
  • Graphics - General: Fixed [DX12] CPU profiler timeline view broken
  • IMGUI: Fixed GenericMenu shortcut keys are not displayed
  • IMGUI: Fixed Make BeginVertical behave like BeginHorizontal.
  • IMGUI: Fixed Material Property Drawer does not display a slider or drop-down menu
  • IMGUI: Fixed NullReferenceException in plugin crashes Unity at GUIStyle::Draw
  • iOS: Add font containing Lao characters to the fallback list
  • iOS: Don't override iPod music when corresponding player setting is not set
  • iOS: Fix crash on iOS 6.0 devices
  • iOS: Fix Korean, Indian and Hebrew font fallbacks
  • iOS: Work around launch screen asset catalog bug
  • iOS/tvOS: Build all object files with correct SDK
  • Mono: Correct a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
  • Mono: Implement IPv6 support on Windows.
  • Particles: Fixed IsFinite error spam with particles and second camera.
  • Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space set to local.
  • Particles: Fixed particle system only playing once.
  • Particles: Fixed particle systemm not playing when triggered via Event Trigger.
  • Particles: Fixed particles are not drawn in the correct order on rotated particle systems.
  • Particles: Fixed particles disappearing after going offscreen and returning.
  • Particles: Fixed particles systems not looping correctly.
  • Particles: Fixed ParticleSystem.IsAlive() always returns True for particle systems with longer duration
  • Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling.
  • Particles: Particle system doesn't play if method is called via Invoke fixed.
  • Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape.
  • Profiler: Fixed incorrect time displaying in CPU profiler if time exceeded 5 seconds
  • Scripting: Fix issue that causes UnityScript to incorrectly detect some methods return type
  • tvOS: Duplicate another image layer when not all are defined
  • UI: Multiple display support disabled on all platforms except WiiU and 3DS. This will be re-enabled once the non-native resolution bug is fixed.
  • Window Management: Fixed LockReloadAssemblies is not working correctly
  • Window Management: Fixed Minimizing unity changes the size of maximized unity windows
  • Windows Store: Application will exit without crashing when calling Application.Quit
  • Windows Store: Fix AccessViolationException when initializing matchmaking in UNet
  • Windows Store: Fixed crash in TouchScreenKeyboard when any members are used immediately after Open()
  • Windows Store: RunInBackground option will be respected when application window looses focus, and if enabled, the application will keep updating. Note: if application window is minimized it will be still paused, because OS suspends the application.
  • Windows Store: Screen.resolutions will return a valid value.

New in Unity 5.3.1 Patch 4 (Jan 22, 2016)

  • Improvements:
  • Documentation: In the scripting API, added information to Graphics.SetRenderTarget() and CommandBuffer.SetRenderTarget() about using linear lighting mode. Updated the wording about using linear lighting mode in the Graphics.Blit() entry.
  • iOS/IL2CPP: Added support for Xcode 7.3 (don't use __declspec attributes).
  • Samsung TV: Added support for 2016 TVs.
  • Changes:
  • MSE: Prevent calling some Editor mode only APIs on EditorSceneManager from play mode, including EditorSceneManager.OpenScene, EditorSceneManager.SaveScene etc.
  • MSE: Prevent calling some play mode only APIs on SceneManager from Editor mode, including SceneManager.LoadLevel, SceneManager.LoadLevelAsync etc.
  • Fixes:
  • (745139) - Animation: Fixed an issue with stepped keys having the wrong value.
  • (745781) - Animation: Fixed animation events not firing on the last frame of a looping animation.
  • (754373) - Animation: Fixed crash when deleting all Euler keys in animation curve
  • (753866) - Animation: Fixed Crossfade called subsequently not properly interrupting transition.
  • (none) - AssetBundles: Fixed the assetbundle reading bug when compressed data could be read as uncompressed.
  • (715753) - AssetBundles: Fixed AssetBundle.CreateFromFile retaining file descriptor.
  • (none) - AssetBundles: Fixed memory leak when loading asset bundles with lzma compression.
  • (none) - AssetBundles: Fixed possible assetbundle caching error when starting multiple downloads with an empty cache.
  • (747492) - Direct3D: improved performance in GPU bound scenarios.
  • (754487) - Graphics (Editor): In play mode set the graphics device sRGB write mode to match the lighting mode e.g. enable sRGB write mode in linear lighting mode.
  • (none) - Graphics: Fixed crash when setting shader properties.
  • (760943) - IL2CPP: Do not incorrectly free blittable arrays marshaled as [In,Out] parameters.
  • (758926) - IL2CPP: Prevent a NotImplementedException exception from occurring in il2cpp.exe when the Unbox opcode is used with certain generics. This usually occurs when an assembly is built with Visual Studio.
  • (none) - IL2CPP: Removed an unnecessary Box used to null check before calling a virtual method.
  • (none) - iOS: Fixed Apple Pencil position reporting on iPad Pro.
  • (754068) - Lines & Trails: Fixing issue where rendering in VR was offset for one eye.
  • (752423) - MSE: Fixed a crash when trying to get the root count on an invalid Scene.
  • (751923) - MSE: Fixed loading new unsaved scene during playmode using Application.LoadLevel(index) or SceneManager.LoadScene(index).
  • (753550) - MSE: Now make sure inspector in ActiveEditorTracker for MonoBehaviours are not garbage collected. The ActiveEditorTracked manages the objects itself.
  • (752599) - MSE: Throw null reference exception if SerializedObject has been disposed.
  • (none) - OpenGL (legacy): Added work around buffer state tracking failure.
  • (742591) - OpenGL: Fixed binary shader cache, cache was always disabled because of a bug in the caps.
  • (751743) - OpenGL: Fixed mipmap generation for render textures using OpenGLES.
  • (none) - Samsung TV: Fixed the smarthub button problem.
  • (none) - Substance: Fixed console spam about unavailable material properties.
  • (752039) - Substance: Fixed a crash when checking/unchecking 'Generate all outputs' or 'Generate mipmaps' on OSX.
  • (751300) - Substance: Fixed a crash when reimporting SBSARs with multiple material instances on OSX.
  • (663236) - Substance: Fixed editor stutter when using RebuildTextures on OSX.
  • (none) - Substance: Fixed emission color being set to opaque white when resetting a ProceduralMaterial.
  • (754556) - Substance: Fixed textures not properly generated on player awake when affected only by constant inputs.
  • (none) - Substance: Output textures from ProceduralMaterials without any input are now always generated.
  • (740182) - WebGL: Prevent browser from processing Arrow Keys.
  • (747236) - WebGL: Prevent browser from processing Backspace and Tab key presses.
  • (747549) - Windows Store: Fixed AccessViolationException when initializing matchmaking in UNet.
  • (755473) - Windows Store: Fixed TouchScreenKeyboard crashes when it's members are used immediately after Open().

New in Unity 5.4.0b2 Beta (Jan 15, 2016)

  • Features:
  • Particles: Trigger Module
  • Windows: Added speech recognition APIs under UnityEngine.Windows.Speech. These APIs are supported on all windows platforms as long as they're running on Windows 10: Windows Editor, Windows Standalone and Windows Store
  • Changes:
  • Graphics: Default Camera's background clear color has 0 alpha, instead of 5/255 alpha now
  • Improvements:
  • GI: Added denoising filter to baked final gather.
  • GI: Added option to not include direct lighting in the light probes
  • Graphics: AO: separate sliders for direct and indirect. Default value is AO on indirect only
  • ReflectionProbes: Specular probe convolution was sped up (about 2x), and is less noisy, particularly for HDR environments.
  • Scripting: Added UnityEngine.Diagnostics.PlayerConnection, it allows you to send files from player to editor when profiler is connected, more information in the docs.
  • Shaders: Implemented alpha-to-coverage ("AlphaToMask On" in shaders) on OpenGL/ES, DX9, Metal (previously only on DX11/12).
  • Fixes:
  • Animation: Allow deletion of last keyframe in curve editor
  • Animation: Fixed 1st frame of Animation displaying default state of the object
  • Animation: Fixed a bug where Rotation property would still be shown to be added even when it was animated
  • Animation: Fixed a crash when trying to enumerate a list of 0 animations on the Animation component
  • Animation: Fixed an issue with stepped keys having the wrong value
  • Animation: Fixed animation event not firing for transition with exit time of 1 and duration of 0
  • Animation: Fixed animation in scene view not updating when deleting key in dopesheet editor.
  • Animation: Fixed Animator Blend Tree layout issues with long motion names
  • Animation: Fixed blending not smooth when entering or leaving empty state.
  • Animation: Fixed cliped text for transition preview warning message
  • Animation: Fixed crash when duplicating transition
  • Animation: Fixed crash when trying to copy Entry Transition
  • Animation: Fixed documentation for AvatarBuilder
  • Animation: Fixed errors with unsupported functions and enum events
  • Animation: Fixed event window not showing up when pressing add animation event button.
  • Animation: Fixed focus on search field when opening the add StateMachineBehaviour windows
  • Animation: Fixed frame number not updating during playback when it's being edited.
  • Animation: Fixed generating an avatar with AvatarBuilder returning an error if the HumanDescription doesn't include the whole hierarchy up to the topmost GameObject
  • Animation: Fixed issues with 2D elements creating unwanted keyframes in the animation window when enabled/disabled
  • Animation: Fixed live link to OverrideController
  • Animation: Fixed missing undo when renaming binding in animation window.
  • Animation: Fixed NullReferenceExceptions when deleting a state when after opening a project from 4.x
  • Animation: Fixed StateMachineBehaviour not updating when changing AnimatorController at runtime.
  • Animation: ModelImporter.defaultClipAnimation should return the default mask
  • Asset Loading: AssetLoading: Fix excessive memory usage when decompressing assetbundles with many objects inside (very large serializedfile)
  • AssetLoading: Fixed asset bundle read error when compressed data could be read as uncompressed
  • AssetLoading: Fixed possible assetbundle caching error when starting multiple downloads with an empty cache
  • AssetLoading: Fixed thread hang after filesystem error when decompressing assetbundle data to the cache
  • Compute: Improved support for bool parameters for compute shaders
  • Editor: Fix Lose all keyboard shortcut when focus is in connect windows or asset store on windows
  • Editor: Fix toggling of asset store window full screen mode
  • Editor: Home window close after sign in
  • Editor: Prevent scene data corruption from cross scene game object references. Game Objects from a different scene was duplicated into the scene that was referencing it when the scene was saved.
  • GI: "Edit" button for non-editable lightmap parameter assets now says "View"
  • GI: Fix baked transparency not applied to AO
  • GI: Fix baked transparency textures not using tiling and offset values
  • GI: Fixed black (NaN) artifacts produced in rendering by invalid directional lightmaps
  • GI: Fixed issue of changing lightmap directionality mode corrupting the scene rendering.
  • GI: Fixed scene view GI visualizations sometimes not working properly
  • GI: Improved Lighting window preview of very small lightmaps
  • GI: Improved name of Default lightmapping parameters asset
  • GI: Refresh light probe connections when editing probe position via inspector
  • Graphics: Newly created line renderers and trail renderers will have light probes and reflection probes disabled by default.
  • iOS: Fixed excessive file descriptors usage when opening asset bundle from disk (cache or StreamingAssets folder)
  • iOS: viewWillTransitionToSize will now be passed to super even if we disallow orientations (helps plugins that use presentation controllers)
  • Physics: PlatformEffector2D now supports negative scaling on parent Transform.
  • Profiler: Fix excessive memory usage when starting development player
  • WebGL: Fix backspace in IMGUI input field navigating away from page
  • WebGL: Fix building shaders correctly for WebGL in AssetBundles
  • WebGL: Fix cursor hotspot coordinates when hotspot is outside the cursor area
  • WebGL: Fix webpage scrolling in Chrome/Safari/Edge when pressing arrow keys
  • WebGL: Fix xbox controller default mapping not matching buttons/axis
  • WebGL: Impement AudioSource.PlayScheduled and AudioSource.SetScheduledEndTime

New in Unity 5.3.1 Patch 3 (Jan 14, 2016)

  • Features:
  • Added link to learn more about Unity Cloud Build in the Build Player window.
  • Improvements:
  • Tizen: Now supports tizenstore URL protocol to open up tizen store pages.
  • VR: Applications that lost Focus no longer throttle the CPU.
  • Fixes:
  • (753610) - IL2CPP: Fixed StateMachineBehaviour messages not being executed if stripping is enabled.
  • (none) - [API Updater] Fixed possible crashes in ScriptUpdater.exe when resolving types.
  • (none) - [AssetLoading]: Fixed excessive memory usage when decompressing assetbundles with many objects inside (very large serializedfile).
  • (none) - [Profiler] Fixed excessive memory usage in development players.
  • (750442) - [Substance]: Fixed a rare crash that could happen around the destruction of animated ProceduralMaterials.
  • (none) - [Windows 10]: Fixed incorrect display of Korean characters on Windows 10 (if Korean language pack is not installed) and Windows Phone 10, Unity will now fallback to "Malgun Gothic" font.
  • (743739) - Android: Fixed a crash when loading many asset bundles.
  • (754108) - Editor: Display console documentation items in the help menu, when console docs are present, but the main documentation is not installed.
  • (754928) - Fixed an issue where enabling vertex compression for positions could result in geometry not being rendered.
  • (755088) - IL2CPP: Ensure that the header file for a type defined in a different assembly is included when that type is used for a method parameter.
  • (752197) - IL2CPP: Fixed double.Parse with InvariantCulture.
  • (756447) - IL2CPP: Forward declare a type and marshaled type in the method declarations header for marshaling methods so that the order of includes does not matter.
  • (670027) - IL2CPP: Implemented support for MetadataToken property on the following types: FieldInfo, EventInfo, MethodInfo, ConstructorInfo, PropertyInfo, Type, and Module.
  • (754539) - iOS/IL2CPP: Correct stack traces in exception messages, which could sometimes miss managed frames.
  • (754562) - Mecanim: Fixed a bug where Euler rotations would be retained in scene after scrubbing animation.
  • (752955) - Mecanim: Fixed a bug where Euler rotations would not work in Legacy Animations.
  • (748936) - Networking: Added a 'connecting' state and cancel button to NetworkManagerHUD UI to prevent multiple attempts to connect at the same time.
  • (757766) - Networking: Fixed 'recursion depth exceeded' error for complex NetworkBehaviour scripts.
  • (746011) - Networking: Fixed ClientScene object list being wrong after host migration.
  • (755391) - Networking: Fixed NetworkAnimator not working for non-player objects
  • (756153) - Networking: Fixed NetworkServer.SendToAll sends the message to the host twice.
  • (755450) - Networking: Fixed SyncEvent regression issue.
  • (745795) - Networking: Fixed SyncList updates don't use a configurable network channel.
  • (744002) - Networking: Fixed UI that allowed host migration to be enabled for WebGl platform where it is not supported.
  • (751239) - Networking: OnStopAuthority called on server when it should not be.
  • (729157) - Networking: Prevent [Command] functions from accepting NetworkConnection objects as parameters, which causes a UNetWeaver error.
  • (749338) - Networking: Prevent NetworkIdentity objects from being server-only and local-player-authority at the same time, as this is not a valid configuration.
  • (744007) - Physics: Fixed memory corruption/crash when deactivating a collider from inside of OnTriggerStay.
  • (755612) - Physics: PlatformEffector2D now supports negative scaling on parent Transform.
  • (750266) - Scripting: UnusedByteCodeStripper2 will show a better error message when processing assemblies, so it will be easier to identify offending assembly.
  • (759336) - Shaders: During surface shader generation, do not initialise non-vector type members of the Input struct i.e. a struct/int/matrix as a member variable of the Input struct.
  • (none) - UI: Added fix so that the placeholder text is enabled when the InputField is deactivated and the text is empty.
  • (741751) - UI: Removed remaining uses of multiple display system.(Temporary fix whilst none native resolutions are not supported).
  • (731324) - VR: Fixed Render Scale not reverting after being edited in play mode.
  • (732236) - VR: Fixed VRDevice.isPresent reporting true on first frame if Device was not connected at start.
  • (753256) - VR: Stereo Cameras correctly respect camera depth when rendering to the game view and HMD.
  • (754533) - Windows Store: Fixed a build failure (rrw failure) when calling methods with System.Numerics.Matrix4x4 as parameter.
  • (756086) - Windows Store: Fixed Screen.SetResolution when upscaling lower resolution to fullscreen, previously you would see a corrupt image on the screen.
  • (730289) - Windows Store: Fixed WheelCollider on x64 (NullReferenceException occurring).
  • (746301) - Windows Store: Fixed player crashing on startup on .NET scripting backend.
  • (759166) - Windows Store: RunInBackground option will be respected when application window looses focus, and if enabled, the application will keep updating. Note: if application window is minimized it will be still paused, because OS suspends the application.

New in Unity 5.3.1 Patch 2 (Jan 6, 2016)

  • Fixes:
  • (750357) - iOS: Added font containing Lao characters to the fallback list.
  • (none) - iOS: Don't enable bitcode by default for Mono.
  • (none) - OpenGL core: Fixed a crash with AMD and NVIDIA on Windows when using RenderTexture with recent drivers.
  • (none) - OpenGL core: Fixed a crash with Intel GPUs on Linux.
  • (none) - OpenGL core: Fixed text rendering with AMD GPUs on OSX 10.9.
  • (756734), (756754) - OpenGL ES: Fixed crashes with new Samsung firware.
  • (752821) - [treeview] Make right and left arrow select next/previous parent for fast expand/collapse.
  • (758120) - WebGL: Fixed a crash when setting Application.runInBackground, if Strip Engine Code is enabled.

New in Unity 5.4.0b1 Beta (Dec 23, 2015)

  • Feature:
  • 2D: 9-Slice sprites.
  • GI: occlusion of the strongest mixed mode light is stored per light probe.
  • Gl: Light Probe Proxy Volumes. This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters). This will sample probes into a 3D texture and use that in the shader. Requires shader model 4 (DX11+/PS4/XB1/GLCore).
  • Graphics: Basic GPU Instancing Support.
  • Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
  • Works with MeshRenderers that use the same material and the same mesh.
  • Only needs a few changes to your shader to enable it for instancing.
  • Set per-instance shader properties from script via MaterialPropertyBlock.
  • Supported on Windows DX11/DX12 with SM 4.0 and up. Other platforms will be supported later.
  • Graphics: Fast texture copies via Graphics.CopyTexture.
  • Graphics: Texture Array support, see Texture2DArray class.
  • IAP: Cloud catalog support. “useCloudCatalog” flag has been added to UnityEngine.Purchasing.ConfigurationBuilder. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud. Catalog is configured via the Unity Analytics dashboard.
  • OS X Editor: Retina support (text and some icons only).
  • Physics: Overlap recovery, used to depenetrate CharacterControllers from static objects when an overlap is detected. When activated, the CharacterController module will automatically try to resolve the penetration, and move the CharacterController to a safe place where it does not overlap other objects anymore.
  • Shader uniform array support. Uniform arrays can be set by new array APIs on MaterialPropertyBlock. Maximum array size is 1023. The old way of setting array elements by using number-suffixed names is deprecated.
  • Substance: ProceduralMaterials are now supported at runtime on Windows Store/Phone platforms.
  • Graphics: Support importing models with more than 100,000 objects.
  • Windows Store: Realtime global illumination now works when using Windows 10 SDK.
  • Windows Store: UnityWebRequest is now supported for all SDKs.
  • Change:
  • Android: Assets - Disable texture streaming for Android
  • Android: Removed native activity implementation. An activity with the same name based on a regular Activity is still in place for backwards compatibility reasons.
  • Android: UnityPlayerNativeActivity and UnityPlayerProxyActivity has been deprecated and will print warnings to the logcat if in use.
  • Android: WebCam no longer works on Gingerbread devices
  • Audio: Streamed audio clips are no longer preloaded. This is done to reduce the number of open file handles in scenes referencing a large number of streamed clips. Except for a slight increase in playback latency the behaviour is not affected.
  • Audio: Updated FMOD to 4.44.56
  • DX12: Disabled client/worker mode as a preparation step for pure threading (-force-gfx-mt now does nothing for DX12).
  • DX12: Enabled GPU profiler in single-threaded mode (-force-gfx-direct).
  • DX12: Introduced a new native plugin interface - IUnityGraphicsD3D12v2 . The old interface will not function anymore due to differences in internal graphics job submission.
  • Editor will warn opening a project from any version not matching the projects matching last version string saved in information. This means even 5.4.0b1 to 5.4.0b2, or 5.4.0f3 to 5.4.0p1
  • Editor: Deprecated UnityEditor.ShaderUtil.ShaderPropertyTexDim; use Texture.dimension.
  • Shaders: Further deprecated Material(String) constructor - this will now always create a material with the error shader and print an error, in editor and player. It will be completely removed in a future Unity version.
  • GI: Deprecated Light.actuallyLightmapped, use Light.isBaked and Light.bakedIndex instead. Baked Light got unique index, instead of the flag "actuallyLightmapped"
  • Physics: Fix for Character Controller Physics causing capsule to be thrown in the air when exiting another collider
  • Playable : refactored API so that Playables are struct instead of classes. Making the API allocation-less in c#.
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill allowing for blending between Unity's render layer and the layer behind.
  • Scripting: Added two new script errors in the editor for catching calls to the Unity API during serialization. See "Scripting Serialization" page in the manual for more details.
  • Shaders/Shadows: Internal shader for computing screenspace cascaded shadows was moved into Graphics Settings. If you were overriding it before by just dropping it into the project -- now need the custom one via Graphics Settings.
  • Shaders/Shadows: Removed support for EXT_shadow_samplers on non-iOS OpenGL ES 2.0 platform. Almost no devices outside of iOS have it, so there's no point in having larger shaders for that.
  • Terrain: New terrain objects created in the scene will be properly renamed instead of reusing the same default name.
  • Terrain: When different TerrainData are used for Terrain and TerrainCollider component on one GameObject, a warning message is shown and a button to fix the situation is provided.
  • To facilitate a memory optimization, UnityEngine.Object.GetInstanceID() is no longer thread safe.
  • UnityWebRequest: WebRequest interface was promoted from UnityEngine.Experimental.Networking to UnityEngine.Networking. Unity 5.2 and 5.3 projects that use UnityWebRequest will have to be updated.
  • Improvement:
  • 2D: Added tessellation detail control to SpriteEditor
  • Added new yield instruction: WaitForSecondsRealtime.
  • Android: Added template for ProGuard obfuscation on exported project
  • Android: Application name now supports non-alphanumeric characters and spaces
  • Android: Converted some fatal error messages to be presented on screen rather than printed to the logcat
  • Android: Enhanced robustness of Location input
  • APIUpdater: ScriptUpdater asks whether to automatically update once per project session (i.e, a different project gets open or unity is restarted)
  • Audio: Added virtualization of audio effects. For audio sources that are virtual because they have been culled due to low audibility or priority attached effect components or spatializers are now bypassed too in order to save CPU. The new behaviour is on by default but can be turned off in the audio project settings.
  • Audio: Audio clip waveform preview now displays the actual format used for compression when the default format isn’t available on a certain platform.
  • Audio: Fixed audio clip waveform preview rendering sync issues after import and improved the way the waveforms are being rendered to be more dynamic and reveal more detail.
  • Compute: Add DispatchIndirect function (similar to DrawProceduralIndirect - dispatching compute shader with parameters sourced from ComputeBuffer)
  • Compute: Improve error handling for compute shaders
  • Compute: Revamp API of hidden counters on ComputeBuffers to be more sane. Now optionally reset when bound, and can be explicitly set via SetCounterValue
  • Core: Add more profiling information to the PersistentManager
  • Core: Improved job execution. Spawn worker threads based on the number of logical processors instead of physical cores.
  • DX12: Introduced -force-d3d12-stablepowerstate command line parameter. Use it when profiling the GPU.
  • Editor: Added a warning if there are still managed threads running after exiting play-mode. The editor only stops all managed play-mode threads when entering play-mode and recompiling scripts.
  • Editor: Always show the scene headers in the Hierarchy (also when only having one scene) to prevent confusion when loading and unloading scenes in play mode (scene headers was popping in and out). Also it makes it possible to see what scene is loaded in OSX fullscreen mode.
  • Editor: In play mode the DontDestroyOnLoad scene will only be shown if it has game objects
  • GI: Added Lightmapping.realtimeGI and Lightmapping.bakedGI editor APIs
  • GI: Atlassing would generate atlases with wasted space when scaling down objects.
  • GI: Fixed a problem where we would always recompute Final Gather even if the result was in the cache.
  • GI: Improved mixing of realtime and baked shadows - removes shadow from the back-facing geometry, preserves bounce and contribution of other baked lights
  • GI: Store BakeEnlightenProbeSetJob results in hashed file to speed up rebaking of light probes.
  • GI: Upgraded to Enlighten 3.03
  • GI: Use HDR color picker for ambient color instead of color plus ambient intensity.
  • Graphics: Added mechanism to tweak some unity shader defines per-platform per-shader-hardware-tier. Currently it is exposed only to scripts: see UnityEditor.Rendering namespace, specifically UnityEditor.Rendering.PlatformShaderSettings for tweakable settings and UnityEditor.Rendering.EditorGraphicsSettings for methods to get/set shader settings. Please note, that if settings are different for some tiers, shader variants for ALL tiers will be compiled, but duplicates will be still stripped from final build.
  • Graphics: Added TextureDimension enum, and Texture.dimension property.
  • Graphics: Allow setting a slice of 3D/2DArray as a render target (Graphics.SetRenderTarget depthSlice argument).
  • Graphics: Optimized the search for BuiltinShaderParamsNames.
  • iOS: Add URL schemes player setting.
  • Graphics: Reduced render batch breaking overhead due to LOD fading.
  • Mecanim: Improved Animation event performance for repeated calls to the same events.
  • Particles: Faster mesh data caching, plus memory usage optimization.
  • Physics: Allow point editing in Inspector for Edge/PolygonCollider2D.
  • Scripting: Improved SendMessage performance for repeat calls to the same message on components
  • Shaders: #pragma target 3.5, 4.5, 4.6 are accepted.
  • 3.5 - minimum version for texture arrays (DX11 SM4.0+, GL3+, GLES3+, Metal)
  • 4.5 - minimum version for compute shaders (DX11 SM5.0+, GL4.3+, GLES3.1+)
  • 4.6 - minimum version for tessellation (DX11 SM5.0+, GL4.1+, GLES3.1AEP+)
  • Shaders: Added shader #pragma hardware_tier_variants to allow easy/cheap variants of shaders across different tiers of hardware in the same renderer without needing keywords (e.g. iPhone 4 and iPhone 6, within gles).
  • StackTrace: You can now set stacktrace log type in PlayerSettings for various log types.
  • StackTrace: For StacktraceLogtype.None only the message will be printed (without file name or line number).
  • StackTrace: Deprecated Application.stackTraceLogType, use Application.SetStackTraceLogType/GetStackTraceLogType instead.
  • Windows Store: added bluetooth capability to player settings
  • Windows Store: UnityEngine.Ping now works on Windows Store..
  • Windows Store: in player settings visual asset images are now edited using object fields
  • Windows Store: System.operatingSystem will add '64 bit' postfix if target device has 64 bit CPU, more information in the docs.
  • Windows Store: PDBs will now be included in the installers for "Release" players too (debug and master players already had PDBs included)
  • Fixes:
  • Editor: Prevent crash when closing Unity with detached Asset Store window.
  • IMGUI: NullReferenceException in plugin crashes Unity at GUIStyle::Draw.
  • Android: Ensure device detected by the editor is online
  • Android: Mute audio if audio focus is lost
  • Android: Tegra 2 - application no longer crashes if UnitySendMessage is called during initialization
  • Animation Window: Overridden virtual methods are now listed as potential Animation Event targets.
  • Asset Loading: Fixed possible crash when loading multiple asset bundles simultaneously
  • AssetBundles: Loading AssetBundles via WWW outside of playmode now works correctly.
  • Audio: Audio Low Pass Filter didn't work on Audio Listener
  • Audio: AudioMixer.GetFloat() / SetFloat() did not work unless Unity was restarted.
  • Audio: Fixed random mixup between internal direct and reverb signal connections which could cause AudioSources to interfere and become silent under certain conditions.
  • Audio: Large numbers of streaming audio clips caused crashes in batch mode.
  • Audio: Microphone.IsRecording(null) was returning true even when no devices were available.
  • Audio: Native audio plugin SDK - Fixed dspbuffersize having a value of 0 in when default buffer size settings are selected.
  • Audio: Preloaded sounds didn’t allow calling GetData in Start().
  • Audio: Project browser wasn’t updating after a change had been applied in the AudioImporterInspector.
  • Audio: Sounds marked as Play On Awake were not shown in audio profiler.
  • Compute: Better error messages when creating compute buffers to pinpoint the problem
  • Compute: Don't dispatch a program that uses >8 UAVs on platforms that don't support that (ie. D3D11 before 11.1 etc), and print a warning on import that this won't work
  • Compute: Fixed bugs on HLSL to GLSL compute shader translation with atomic ops.
  • Core: Fix deletion order of depending components
  • Core: Fix for silent asset overwrite when importing a package via "openfile" (aka double-click)
  • Core: Fix Issues with import of '~' folders (ignored folders)
  • Core: Fix not being able to return license
  • Core: Fixed asset importer error when calling AssetDatabase.Refresh() during import of assembly
  • Core: Fixed issues with ScritableObjects added as subobjects to assets
  • Core: Fixed memory corruption in enlighten scene mapping
  • Core: Return error messages for invalid locationPathName parameter values for BuildPipeline.BuildPlayer
  • AI: Disable expanding the navmesh clipping hull beyond the collected list of affected polygons - could cause t-junctions.
  • Editor: Copying a directory onto itself will no longer incorrectly recurse.
  • Editor: Fix editor freeze when picking in scene view with a lot of overlapping game objects
  • Editor: Fix for null errors when dragging in prefabs into scene view
  • Editor: Fix null ref configuring Avatar
  • Editor: Fix warning when deleting an open scene in the assets folder and then saving the scene from the hierarchy windows
  • Editor: Fixed a Mac-only crash when importing some textures.
  • Editor: Fixed camera preview sometimes not taking manually overriden projection matrix into account
  • Editor: Fixed scenes containing prefab instances becoming dirty on load
  • Editor: Improved selected object wireframe overlay look when MSAA is used
  • AI: Agent was reporting no path when moving over OffMeshLink.
  • AI: Navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • AI: Fix issue where agents area cost settings were overwritten with global cost settings, when doing NavMeshAgent.CalculatePath.
  • Scripting: GetHashCode() on UnityEngine.Object derived classes no longer changes when the object is destroyed.
  • GI: Fix crash when making object lightmap static
  • GI: Fix fallback to non-directional lightmaps on SM2.0 hardware
  • GI: Fixed mixed mode shadows not rendering with "Directional Specular" lightmapping mode.
  • GI: Fixed orientation of skybox when computing ambient probe on Windows and Linux.
  • Graphics: Fix crash trying to set shader name on shader that failed to compile
  • Graphics: Fix crash when calling Texture.Compress for large textures
  • Graphics: Fixed an issue with Texture2D.LoadImageIntoTexture() -> Texture2D.Apply() not generating mipmaps if the Texture2D object didn't have actual mipmaps previously.
  • Graphics: Fixed Crunch texture compression artifacts caused by integer overflow
  • Graphics: Fixed material file content is non-deterministic in Editor - order of properties in a '.mat' file changes
  • Graphics: Fixed potential problem capturing frames in RenderDoc
  • Graphics: Fixed shadow artifact when no shadow caster is in the view frustum.
  • Graphics: Prevent spam of D3D11 warning messages setting resource names
  • Graphics: RenderTextures that have IsCreated==false will now consistently render black if bound, instead of undefined results.
  • IL2CPP: Fix NavMesh stripping issue
  • IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation.
  • iOS/OSX: Fix text rendering performance regression
  • iOS: Don't duplicate AdSupport in plugin inspector
  • Mecanim: Disabled play/record/key/... buttons on Animation window when viewing objects with optimized hierarchy
  • Mecanim: Fix crash when changing OverrideController on Animator with no Avatar
  • Mecanim: Fixed a bug causiing an offset between Set and Get of Animator.bodyPosition
  • Mecanim: Fixed a bug where auto keys at time 0 for rotation curves were slightly off
  • Mecanim: Fixed a case where animation events would be queued up when fireEvents is set to false
  • Mecanim: Fixed a case where copying transitions between state machines without copying destination would crash
  • Mecanim: Fixed an error in the inspector when selecting multiple files
  • Mecanim: Fixed an issue where animation events would be significantly slower when an object has a lot of components
  • Mecanim: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2
  • Mecanim: Fixed an issue where rotation keys created through the inspector defaulted to Quaternion curves instead of Euler curves.
  • Mecanim: Fixed Animator.CrossFade failing when already crossfading
  • Mecanim: Fixed AnimatorController vs AnimatorControllerPlayable not being reset the same way when modified.
  • Mecanim: Fixed AnimatorControllerPlayable.GetParameter crash
  • Mecanim: Fixed another issue where animation events would be significantly slower when an object has a lot of components
  • Mecanim: Fixed broken Avatar Configure Tool when changing tabs with invalid Avatar
  • Mecanim: Fixed crash when changing scripts while in play mode.
  • Mecanim: Fixed crash when deleting AnimatorController asset
  • Mecanim: Fixed current time line getting broken in the AnimationWindow during resize of the window
  • Mecanim: Fixed error message when adding color animation
  • Mecanim: Fixed LayersAffectMassCenter with ControllerPlayable
  • Mecanim: Fixed NullReferenceException in Animation window when deleting the GO that is played
  • Mecanim: Fixed numerical issues in next/previous frame scrubbing of animation window.
  • Mecanim: Fixed Play/Pause/Step Buttons not turning red when entering AnimationWindow recording
  • Mecanim: Fixed Unable to drag&drop sprite in a game object with multiple bindings available
  • Mecanim: Removed the animator property "enabled" from the list of animatable properties in the animation window.
  • Networking: Fixed lobby issue where it would reject new players when there was still one slot left.
  • OpenGL: Fix for non-working binary shader cache with OpenGL ES 2.
  • OS X: Menu bar in standalone player no longer blocks the main player loop from updating.
  • Particles: Fixing bug with scripted particle emission API
  • Physics: Ensure that animating a Joint2D property always updates the joint immediately.
  • Physics: Ensure that auto-configuration properties for Joint2D update the joint immediately.
  • Physics: Ensure that buoyancy forces take into account the Rigidbody2D gravity-scale.
  • Physics: Ensure that when recalculating contacts for an Effector2D, all relevant Rigidbody2D are woken.
  • Physics: Fix crash when setting a frequency of zero on the TargetJoint2D.
  • Physics: Fixed an issue where a static trigger collider would not report a contact when moved.
  • Physics: Stop TargetJoint2D crashing when using a Kinematic Rigidbody2D.
  • Player: Checking/unchecking the 'Windowed' checkbox will no longer reset the screen resolution.
  • Plugins: Fixed issue with Android plugins, some of the were treated as folder plugins, for ex.,Assets/Plugins/Android/SimpleJarPlugin.java
  • Plugins: Native plugins will correctly initialize their settings on import and this will be reflected in meta file.
  • Prevent rare access of garbage memory of last node in navmesh bv-tree.
  • Scripting: Fix crash on FieldInfo.SetValue and FieldInfo.GetValue when field is not defined on target object specified
  • Scripting: Prevent an ExecutionEngineException in System.Reflection.MonoProperty::GetterAdapterFrame when Mono AOT or IL2CPP is used with the .NET 2.0 profile.
  • Shaders: _CameraDepthTexture is now preserved across calls to RenderWithShader()
  • Shaders: Do not overwrite alpha if opaque surface shader deferred pass writes to occlusion.
  • Shaders: Don't create depth buffer temporary textures created by GrabPass.
  • Shaders: Fix PBS surface shader compilation when Occlusion output is not present.
  • Shaders: Fix standard shader artifacts caused by precision problems on OpenGL ES 3 mobiles
  • Shaders: Fixed UTF8 BOM in compute shader include files not being understood properly.
  • Shaders: Fixed very small or very large default shader property values not being serialized correctly.
  • Shaders: Improved compute shader import times, particularly on Windows. ince 5.1 we were always compiling them for GL4.3+GLES3.1 too, while most people only need DX11. (should come to 5.3 patches too)
  • Shaders: Overwrite diffuse alpha channel in opaque shader before finalGBufferModifier is applied.
  • Shaders: Reimport compute shaders from the same folder when .cginc is modified, just like regular shaders are.
  • SpeedTree: Fixed performance regression when lots of Tree components present in the scene.
  • Terrain: Fixed crash when using SpeedTree wind with SpeedTree trees painted on terrain.
  • Terrain: TerrainData marked as HideFlags.DontSave now won't crash the Editor on quit.
  • TreeEditor: Baked textures are no longer tinted to current fog color.
  • UI: Added a delay to calling UpdateRectTransform when Canvas is created. An update changed the behavior prior to 5.2 which will cause issues for many users who have nested canvas that are created using instantiate as the RectTransform was updated before they could re-parent the Canvas. With a delay we maintain the previous behavior and also keep the original fix.
  • UI: Added fix so that the placeholder text is enabled when the InputField is deactivated and the text is empty.
  • UI: Added validation and character limit to the set of the InputField text property.
  • UI: Fixed a bug in Unity Editor's DelayedTextField where it was loosing edit progress when moving focus to a checkbox or dropdown.
  • WebGL: Fix input Y coordinates being off by one.
  • Windows Standalone: Input.touchSupported will return a correct value.
  • Windows Store: Fixed on screen keyboard occasionally not opening
  • Windows Store: Fixed WinRTLegacy stream replacements being unreliable with large data
  • Windows Store: Fixed antialiasing when calling Screen.SetResolution on Universal Windows 10 Apps
  • Windows Store: Fixed rare error "Incorrect hashcode" which sometimes could cause a crash
  • Windows Store: Fixed an issue which caused namespaces names get replaced with "$safeprojectname$" in generated source files or similar project corruption when building on top of existing Visual Studio solution.
  • Windows Store: MainPage background color will now be set to match the splashscreen background color.
  • Windows Store: WebCamera will correctly continue working after minimizing/maximizing application
  • Windows Store: Fixed a rare error message "unknown type xxx detected. Using reflection to gather its type information." message when yielding IEnumerators in Coroutines on .NET scripting backend.
  • Windows Store: Fixed unity players not loading on "Windows N" versions.
  • Windows Store: Unity will no longer report Xbox One controllers as "Xbox 360 controllers".

New in Unity 5.3.1 Patch 1 (Dec 23, 2015)

  • Improvements:
  • (706098) - Compute: Improved compute shader import times, particularly on Windows (since 5.1 we were always compiling them for GL4.3+GLES3.1 too, while most people only need DX11).
  • (754898) - GI: Light probes and ambient (everything with SH calculations) match ground truth more closely now.
  • IL2CPP: Optimize method prologues for code size and incremental builds.
  • SceneManagement: Add Scene.GetRootGameObjects() to return the root game objects of the scene.
  • SceneManagement: Add SceneManager.CreateScene() API to allow creating new empty scene at runtime
  • tvOS: Enable Dynamic GI
  • Changes:
  • iOS: Enable bitcode support by default.
  • Fixes:
  • (687655) - Core: Fixed: Not ignoring '~' folders in projects
  • (none) - Android: Fixed NullReferenceException on x86 devices running Android 5.0 or newer.
  • (750362) - Android: Fixed Cloth::SetUpSkinnedBuffers() crash.
  • (none) - DX11/XB1: Fixed FP16 static batched mesh vertex compression to actually work there, was always decompressing to FP32 before.
  • (none) - DX11: Fixed wrong VRAM detection on some Intel GPUs, resulting in shadows not being rendered.
  • (none) - Editor: Fixed MissingMethodException when using some of the API from UnityEngine.WSA namespace.
  • (754898) - GI: Fixed light probes / skybox ambient being wrong in some cases, 5.3 regression.
  • (740808), (747666) - Global Illumination: Enlighten – Fixed an issue where Unity crashed if scene was unloaded before it got a chance to fully load.
  • (752879) - Graphics: Fixed - Realtime reflection probes in some cases did not have trilinear filtering properly set on them.
  • (691038) - IL2CPP: Ensure thread id is valid for all threads.
  • (752737), (751428) - IL2CPP: Fixed an issue that caused a crash in Class::IsSubclassOf.
  • (737529) IL2CPP: Fixed ExecutionEngineException being thrown on System.Reflection.MonoProperty::GetterAdapterFrame.
  • (752153) - IL2CPP: Implemented out marshaling for arrays correctly.
  • (746822) - IL2CPP: Implemented the Thread::Abort and Thread::ResetAbort methods. This should allow a Socket to be closed properly while another thread is waiting in a call to Accept or Connect on that socket.
  • (749988), (733609) - IL2CPP: Properly cleanup when a native thread is cancelled rather than exiting normally.
  • (750153) - IL2CPP: Provide a proper argument for instance methods on value types invoked via a delegate.
  • (none) - iOS/IL2CPP: Fire all GC profiler events. Fixed GC data in internal profiler.
  • (755365) - iOS/tvOS: Build all object files with correct SDK.
  • (752178) - iOS: Added bitcode support.
  • (750311) - iOS: Added Xcode 7.2 to iOS plugin compatibility list.
  • (749289) - iOS: Duplicate another image layer when not all are defined.
  • (none) - Linux: Fixed a corner case where tearing would occur on some WMs even with vsync enabled.
  • (753595) - Mecanim: Fixed a bug where lights would not be animated in Legacy.
  • (752847) - Mecanim: Fixed a bug where RectTransform couldn't be animated in Legacy.
  • (none) - Metal: Wrongly claimed to support DXT1/DXT5 texture formats on iOS, and ETC on Mac.
  • (691466) - Mono: Preserve non-volatile XMM registers across calls on 64-bit Windows during JIT compilation.
  • (none) - OpenGL core: Fixed shaders with multiple const arrays.
  • (755423) - Particles: Fixed error message spam on particle systems that have no particles (5.3.1 regression).
  • (none) - SamsungTV: Fixed wrong jpg library access problem.
  • (748904) - SceneManagement: Fixed the issue that script association was lost when another scene was loaded.
  • (none) - SceneManagement: Fixed the issue that the unloaded scenes would be removed from the hierarchy when entering playmode, if they were first in the hierarchy
  • (none) - Shaders: Fixed a bug in Standard shader GGX specular term, introduced in 5.3.
  • (none) - Shaders: More proper environment reflection in Standard shader for very rough surfaces.
  • (753925) - tvOS: Fixed rendering path selector in player settings.
  • (756044) - tvOS: Fixed missing symbols for simulator builds.
  • (none) - tvOS: Fixed UnityEngine.Apple.TV.Remote API access in editor.
  • (740782) - UI: Fixed crash in some cases after deleting world space Canvas.
  • (751207) - Windows Store Apps: Populate autorotation settings to screen manager.
  • (752546) - Windows Store Apps: Fixed Directory.CreateDirectory() for forward slashes.

New in Unity 5.3.1f1 (Dec 18, 2015)

  • Features:
  • Analytics: Added support for fetching GoogleAdsId via new API RequestAdvertisingIdentifierAsync.
  • tvOS: Added Apple TV support. Look for tvOS build target to try it. Enjoy!
  • VR: Added support for VR Application Focus. All VR Players are now forced to Run in the background.
  • Improvements:
  • Graphics: Optimized performance of setting up shader blend/depth/raster/stencil states. This is mostly visible when using deferred rendering.
  • Graphics: Added client/worker multithreaded rendering support to OS X Metal.
  • IL2CPP: Added support for the MethodImplOptions.NoInlining option to prevent methods in the generated C++ code from being inlined.
  • iOS: Use new Game Center APIs when possible.
  • JsonUtility: Serialize Color32 fields as separate RGBA values instead of a binary blob.
  • Networking: Added a warning for NetworkIdentity on child game objects.
  • Networking: Added dontListen flag to NetworkServer. This is useful when running in single-player or offline mode, but as a Network Host. RuntimeInitializeOnLoad now fires more consistently when entering playmode in the Editor and playing at Runtime.
  • SceneManagement: Added SceneManager.UnloadScene(Scene) making it easier to unload a scene if you already have a reference to it.
  • Substance: Substance textures cached to disk/flash are now LZ4-compressed, old caches are discarded.
  • Substance: SubstanceImporter.ExportBitmaps is now public.
  • Substance: ExportPreset was added to the ProceduralMaterialInspector's context menu.
  • Substance: When importing a SBSAR file, the metallic workflow is now picked up by default if the material has the right outputs, even if it also has the right outputs for the specular workflow. Previously, if the material had the right outputs for the metallic and the specular workflows, then the specular workflow would be selected.
  • VR: Optimized Oculus to start CPU work for next frame while Rendering the current frame.
  • Changes:
  • Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill allowing for blending between Unity's render layer and the layer behind.
  • Fixes:
  • Relevant fixes from Unity 5.2.4 are also included into 5.3.1.
  • Android: AndroidJNI - fixed crash when no params passed to AndroidJavaProxy with AndroidJNIHelper.debug set to true. (740472, 740023)
  • Android: Buildpipe - don't run dex if exporting the project. (746248)
  • Android: Buildpipe - don't unpack AARs if exporting the project. (747567)
  • Android: Fixed 5.3 performance regression in dynamic batching. (749690)
  • Android: Immersive - fixed black bar in the bottom on Android M and L. (689552, 738518)
  • Android: Workaround for OpenGL ES 3.0 shader compiler issues on Adreno 3xx. (735299)
  • Animation: Fixed 1st frame of Animation displaying default state of the object. (751714)
  • Animation: Fixed AnimationClip dependency collection not working for AnimatorControllers. (717286)
  • Core: Fixed multithreading related memory allocations; removes a number of JobAlloc.Overflow instances in profiler.
  • Editor: Fix for prefab modifications making the scene dirty immediately after loading. (709639)
  • Editor: Fixed restoring Hierarchy View after exiting the Avatar Editor or running Editor tests. (745634)
  • Editor: Stopped exponential growth of the undo stack when undo-redoing selection changes.
  • Editor Webview UI: Right click in text input would show a blank menu on windows 8 and 10. (718718)
  • GI: Fixed a problem where Final Gather was always being recomputed.
  • GI: Remove CPU cost of Enligten Post Update when there is no realtime GI.
  • HomeWindow: Fixed Home Window closing after sign-in if cache is empty. (746120)
  • HomeWindow: Fixed black screen on 32-bit Windows. (745427, 753800)
  • IL2CPP: Avoid duplicate data files in iOS packages. (746329)
  • IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation. (743502, 734472)
  • iOS: Disable the toggle for 'Show Unity Splash Screen' if user does not have a Pro license. (730103)
  • iOS: Don't crash when social platform API is used incorrectly. (683359)
  • iOS: Don't incorrectly cache social platform local user auth status. (683359)
  • iOS: Ensure that game center authentication callback is called once. (643154)
  • iOS: Fixed achievement completion banner display. (738722)
  • iOS: Fixed crash on iOS 6.0 devices. (747022)
  • iOS: Fixed hidden portion of multiline text area so users can view the last line of text. (745175)
  • iOS: Fixed ODR progress reporting. (736477)
  • iOS: Fixed WWW connection redirect functionality. (723960)
  • iOS: Don't override iPod music when corresponding player setting is not set. (734640)
  • iOS: Send focus events when entering and exiting game center dialogs. (738720)
  • iOS: Update remote notification callback API. (692374)
  • JsonUtility: Fixed memory leak when FromJson() throws exceptions. (752057)
  • Linux: Fixed crash on shutdown.
  • Linux: Work around crash when FMOD can't detect available audio drivers.
  • Mecanim: Fixed an error in the Animator inspector when selecting multiple files. (743247)
  • Mecanim: Fixed Animator.CrossFade failing when already crossfading. (741799)
  • Mecanim: Fixed crash when deleting game object with rendering effect during play mode. (742537)
  • Mecanim: Fixed Euler angles not being displayed as animated in the transform inspector. (744156)
  • MonoDevelop: Display error dialog if GTK# is not installed on Windows. (735412)
  • MonoDevelop: Fixed issue with MonoDevelop not starting on OSX if installed in /Applications and user is not admin. (739514)
  • Networking: Added check for too-large buffer. (726466)
  • Networking: Added error message when [SyncEvent] used with UnityEvent. (737287)
  • Networking: Better scene slot handling in NetworkLobbyManager. (733731)
  • Networking: Fixed: Can't set registered spawn prefab to null. (730504)
  • Networking: Exception in editor for NetworkTransform in preview window. (741974)
  • Networking: Fixed LargePacket warning during RelayServer games. (746992)
  • Networking: Fixed NetworkHash128.ToString() error when string has embedded zeroes. (738032)
  • Networking: Fixed NetworkManager singleton management regression issue. (742033)
  • Networking: Fixed numPlayers on NetworkManager. (746022)
  • Networking: Fixed slow compilation with many ClientRpc functions. (738517)
  • Networking: Fixed SyncLists becoming invalid after host migration. (746006)
  • Networking: Fixed SyncLists losing registered callbacks when scene changed. (736052)
  • Networking: Fixed UNetWeaver build error when a SyncListStruct contains a field and array of the same type.
  • Networking: Fixed UNetWeaver error with 15 SyncVars in a NetworkBehaviour. (749253)
  • Networking: Fixed warning message from NetworkAnimator in editor. (740186)
  • Networking: Handle script reloads while network is active. This shuts down the network properly, and if there is a NetworkManager, switches to the offline scene.
  • Networking: Fixed host migration error when no players. (736702)
  • Networking: Fixed log spam when profiler window open after deleting network host. (695592)
  • Networking: Fixed network operations stats not resetting when 'clear' is pressed. (738999)
  • Networking: NetworkManager HUD updated to not allow MM use. (740634)
  • Networking: Scene slots of NetworkLobbyManager broken after project upgrade. (742039)
  • Networking: Unable to restart host after reloading scripts while in play mode and running as host. (738167)
  • Networking: Wrong item index for SyncList add operation. (736703)
  • OpenGL Core: Work around desynchronization of default vertex array with active GL context.
  • OpenGL ES: Fixed occasional omitting of precision specification in shaders. (748944)
  • Particles: Fixed crashes when deleting meshes used by a particle system. (745282, 745390)
  • Particles: Fixed graphical corruption when rendering particle meshes with different vertex sizes.
  • Particles: Fixed vertex normals, 5.2 regression. (732483)
  • Particles: Fixed scale when in Local billboarding mode. (728663)
  • Particles: Improved script API example documentation.
  • Particles: Improved particle multi-threading performance.
  • Physics: Ensure that Joint2D CollideConnected is correctly upgraded to EnableCollision for all joints. (749797)
  • Plugins: Fixed invalid assert when there's a plugin containing 'UnityEngine.dll' inside its name, e.g. Something.UnityEngine.dll. (752340)
  • SceneManagement: Fixed crash caused by loading a scene additively in the same frame as unloading the active scene, if there are no other scenes loaded. (747223)
  • SceneManagement: Fixed unloading a scene using the full path.
  • Scripting: Log error instead of crashing when Start() like methods are defined as generic. (733194)
  • Shadows: Correctly handle custom off-center projection matrices for directional lights. (686520)
  • Substance: Changing the random seed of a DoNothing material that has not been generated yet does not cause its textures to be generated anymore.
  • Substance: Cloned ProceduralTextures now inherit the color space of the source texture. (738483)
  • Substance: Exported preset strings now have a valid package URL, label, and description, and can now be loaded in Substance Player.
  • Substance: isProcessing now works correctly for BakeAndDiscard materials and for cloned materials. (740158, 732705)
  • Substance: The Substance part of BakeAndDiscard materials could sometimes remain in the standalone builds. (732705)
  • TreeEditor: Fixed crash on adding branch nodes under GLCore devices. (741520)
  • UI: Fixed dropdown menu not being displayed when Time.timeScale is set to 0.
  • UI: Fixed incorrect culling when a MaskableGraphic had a negative scale value inside of a mask.
  • UI: Multiple display support disabled on all platforms except WiiU and 3DS. This will be re-enabled once the non-native resolution bug is fixed. (741751)
  • UI: Unity GPU profiler now correctly accounts for UI draw calls.
  • Windows Store Apps: Added bluetooth capability. (744371)
  • Windows Store Apps: Fixed AppCallbacks::UnitySetInput throw ClassNotRegisterred exception on UWP. (736419)
  • Windows Store Apps: Fixed touch screen keyboard not opening after dismiss via X button. (750396)
  • Windows Store Apps: Fixed Unity splash screen not showing. (745415)
  • Windows Store Apps: Modify template sources while still in StagingArea, to prevent issues if Visual Studio is open. (741518)
  • Windows Store Apps: SpriteState is now correctly serialized. (715720)
  • Windows Store Apps: Use current orientations on startup, only populate manifest from Player Settings. (740535)
  • Windows Store Apps: When building to SDK 8.1, you no longer need Visual Studio 2013, it's enough to have Visual Studio 2015 with Windows SDK 8.1. (741455)
  • Windows Store Apps: On screen keyboard reliability fixes on Windows 10. (744936)
  • Windows Store: Fixed HID controllers when targeting Windows 10 SDK.
  • Windows Store: Fixed WinMD references in generated C# projects when building a project with "C# projects" checkbox checked.
  • Windows Store: Soft shadows now work correctly on ARM devices with D3D feature level >= 10.0.
  • WindowsInstaller: Detect Unity version from the current install path, instead of using the Windows Registry.
  • WindowsInstaller: The /D command line option in the Documentation and TargetSupport Installers is correctly handled now. (752093)
  • WinRT/IL2CPP: Remove compiler warnings in generated C++ code. (742021)

New in Unity 5.3.0f4 (Dec 10, 2015)

  • Fixes:
  • Android: Android 6.0 - Ask for any dangerous permission on startup
  • Android: Fixed OBB deployment on Android 6.0 and some older devices
  • Unity Ads: Upgraded SDK to 1.5.4 (also available on Asset Store). Fixes issues on iOS 9.1
  • The following are changes and fixes to 5.3 features and regressions:
  • Change:
  • Animation: Changed ModelImporter.resampleRotations to ModelImporter.resampleCurves
  • MSE: Lightmap baking now work with multi-scene edit from the Lighting window UI. Simply opening multiple scenes, then pressing bake, will bake data for all open scenes at the same time. Lightmaps and Enlighten data is separated out into separate chunks / atlases per scene. At runtime it is loaded / unloaded separately from each other via the normal scene loading / unloading API's.
  • MSE: Navmesh baking now work with multi-scene edit from the Navmesh window UI. Simply opening multiple scenes, then pressing bake, will bake data for all open scenes at the same time. Navmeshes will be baked and stored for all geometry together and the resulting navmesh is assigned to each scene.
  • Improvement:
  • OSX / new OpenGL renderer: Performance improvement when rendering small batches on immediate GL (or via Handles.DrawLine)
  • Fixes:
  • Android: Fixed increase in APK size comparing to 5.2 (Disable texture streaming for Android)
  • FrameDebugger: Fixed crash in remote frame debugger in cases where scene has statically batched geometry
  • GI: Fixed crash when switching scene view from baked to clustering.
  • iOS: Fix crash for devices that didn’t support NPOT Textures with GLES2
  • Mecanim: Event key in animation window is not movable if keyframe is added
  • Mecanim: Fixed a bug where errors would pop when using resampleRotations/resampleCurves with optimized Game Objects
  • Mecanim: Fixed a crash when using resampleRotations/resampleCurves with optimized Game Objects
  • Mecanim: Fixed an issue where an event with the wrong parameter type would throw an exception
  • Mecanim: Fixed an unreported issue where animation events using enums would never get fired
  • Mecanim: Fixed crash when deleting AnimatorController asset
  • Mecanim: Setting AnimatorController on a GameObject does not dirty the scene.
  • MSE: Fix the crash that when performing an undo after pasting a GO to the implied active scene.
  • MSE: Fix the crash when starting up Unity if last active scene was a Untitled scene (in multi scene setup)
  • MSE: Fix the error about loading an unloaded scene during runtime/play mode
  • MSE: Fix the Window title bar not updating when scene were opened
  • OSX / New OpenGL: Fix for garbled rendering on older Macs with NVidia GT 8x00 or 9x00
  • OSX / New OpenGL: Fix missing VSync
  • OSX / New OpenGL: Fix normal map encoding in the editor when targeting iOS or Android
  • WebPlayer: Fix webplayer content to work with prior versions of web plugin

New in Unity 5.2.3p2 (Dec 2, 2015)

  • Fixes:
  • (683178), (725562) - Graphics: Fixed incorrect stripping of vertex streams in certain situations when a mesh has a mixture on lightmapped and non-lightmapped shaders; e.g. the vertex colour stream was previously being incorrectly stripped.
  • (748014) - iOS: Fixed an issue with newer Xcodes refusing to link simulator builds that previously worked fine.
  • (735927) - UI: Fixed a performance issue with fonts rebuilding.

New in Unity 5.2.3p1 (Nov 27, 2015)

  • Improvements:
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • VR: Asynchronous Loading during Splash Screen to reduce load times.
  • Fixes:
  • (728361) - 2D: Optimisations in shader performance targeting non-etc1 platforms.
  • (739831), (732504) - Android: Android 6.0 - Ask for any dangerous permission on startup.
  • (734408) - Android: Fixed OBB deployment on Android 6.0 and some older devices.
  • (734221) - API Updater: Fixed crashing when checking for obsolete API in assemblies referencing unity extensions.
  • (698667) - AssetBundles: Loading an uncompressed AssetBundle with CreateFromMemory causes a crash.
  • (730559) - Core: Fixed Asset Importer error when calling AssetDatabase.Refresh during import of assembly.
  • (729010) - Editor: Fixed for error message given when picking game objects with children set as visible.
  • (738356) - IL2CPP: Allow the [Preserve] attribute to correctly prevent stripping of a method in a nested type.
  • (738232) - IL2CPP: Fixed race condition during cleanup of threadpool threads.
  • (737996) - IL2CPP: Prevent generated C++ code from including a header file that was not generated when the type which could have been generated in that header is used only in an attribute applied to an assembly.
  • (733799) - iOS/IL2CPP: Set default stack size on iOS to 1MB to match Mono behavior.
  • (none) - iOS: Build Unity runtime with bitcode. For now bitcode is supported only in il2cpp non-development builds.
  • (742801) - iOS: Don't show simulators when doing regular build.
  • (741993) - iOS: Fixed release target being set to 4.0 when setting minimum iOS version to 9.0.
  • (738428) - Mecanim: Added type check when firing events with Object parameters.
  • (732739) - Mecanim: Fixed Animator.Play not working on 1st frame when enabling GameObject.
  • (734681) - Mecanim: Fixed blending that was different when swapping OverrideController at runtime.
  • (737437) - Mecanim: Fixed crash when enabling an Animator on an object that was disabled then re-enabled.
  • (736520) - Mecanim: Fixed error when adding transition.
  • (727746) - Mecanim: Fixed events being called when state is not playing.
  • (737582) - Mecanim: Fixed speed being not applied correctly when manually updating Animator.
  • (none) - OpenGL: Work around array buffer access crash.
  • (742572) - Physics: Ensure that OnCollisionEnter2D is always called if a contact starts and ends during a single physics update.
  • (727734) - Physics: Ensure that Physics2D OverlapAreaXXX checks are consistent with OverlapBoxXXX checks.
  • (740256) - Physics: Fixed NullReferenceException in the editor when dragging a Rigidbody2D in the scene whilst it is deleted.
  • (none) - Shadow Job Performance Regression.
  • (727793) - UI: Fixed the issue with deleting a world canvas during play when paused.
  • (735927) - UI: Fixed a performance issue with fonts rebuilding.
  • (none) - VR: Fixed Issue loading the Oculus SDK on the first time running when starting a new project.
  • (725862) - WebGL: Fixed heavy memory consumption when downloading asset bundles using WWW.LoadFromCacheOrDownload.
  • (745932) - Windows Phone 8.0: Fixed regression with System.IO classes.
  • (729793) - Windows Store Apps: Fixed .NET native invalid IL warnings.
  • (745355) - Windows Store Apps: Fixed FileStream ocasionaly failing when writing large data.
  • (745716) - Windows Store Apps: Fixed Assembly-CSharp* project debugging in Universal Windows 10 apps, breakpoints should work now.
  • (736611) - Windows Store Apps: Make explicit call UnityPause(1) to pause player until explicitly unpaused via UnityPause(0).

New in Unity 5.3.0f2 Beta (Nov 24, 2015)

  • Feature:
  • 2D : 2D Placeholder Assets Creation Tools description description
  • Android: Java call stack is now available in C# exceptions in AndroidJavaException.StackTrace
  • Animation: Import of Euler curves and runtime Euler interpolation
  • Asset Bundles: LZ4 compression support - realtime decompression, LZ4 compressed cached bundles
  • Async Texture Upload
  • GI: Enlighten Clustering and Lit Clustering scene view modes description description
  • Graphics: API for blend shapes
  • Graphics: New OpenGL core back-end for MacOSX editor and player
  • Graphics: Remote Frame Debugger description
  • Graphics: RenderDoc graphics debugger integrated with Unity Editor
  • Graphics: Sparse texture support for OpenGL core and OpenGL ES
  • iOS: iOS9 app slicing support
  • iOS: iOS9 on demand resource support
  • iOS: iPad Pro pencil support added. Look for altitudeAngle, azimuthAngle, pressure
  • iOS: Touch.radius support added
  • iOS: Touch.type enum introduced, now it is possible to detect stylus/pencil touches versus regular touches
  • JSON Serialization API. Please note: WinRT support should be coming in a later alpha/beta (WinRT + IL2CPP should already work) Still on the to-do list: support for primitives/arrays at the root level, type hinting, attribute-driven control over serialised output
  • JsonUtility: API is now marked threadsafe, and can be called from background threads FromJson/FromJsonOverwrite now accept a TextAsset as input
  • Mecanim: Human Pose API. Enables humanoid live retargeting.It reads or writes a HumanPose from or to a humanoid skeleton rigs.
  • Metal support for OS X Standalone players (Editor support will come later). To enable, set Metal as first device in "Graphics APIs for Mac" section in build settings.
  • MonoDevelop: Updated to version 5.9.4
  • Networking: Support for "Host Migration" in multiplayer games that use the UNet HLAPI. When the host of a game is lost, this lets the one of the other clients become the new host and the game can continue.
  • Particles: API exposed to script description
  • Particles: Custom pivot point support description
  • Particles: Rendering alignment (World, View, Local) description
  • Particles: 3D Rotation description
  • Particles: It is now possible to scale an entire particle system using its transform component. The Shape scaling mode is also present, which preserves the old behavior of only scaling the source positions. description
  • Particles: SkinnedMeshRenderer shape source (plus extra options for mesh emitter shapes) description
  • Particles: 2D Collisions description
  • Particles: A new Inherit Velocity Module, which encompasses the old behaviour, but also adds support for inheriting velocity throughout the lifetime of a particle system using curves description
  • Physics2D: Added BuoyancyEffector2D component. description description
  • Physics2D: Added FixedJoint2D component. description
  • Physics2D: Added FrictionJoint2D component. descripton
  • Physics2D: Added RelativeJoint2D component. description
  • Physics2D: Added TargetJoint2D component. description
  • Physics2D: All 2D joints can now automatically configure the connected anchor point (see 'Auto Configure Connected Anchor' on 2D joints) description
  • Physics2D: All 2D joints can now be broken with a configurable maximum force or torque (see 'Break Force' and 'Break Torque' on 2D joints) description
  • Physics2D: DistanceJoint2D and SpringJoint2D can now automatically configure the distance (see 'Auto Configure Distance’ on these joints) description description
  • Physics2D: Rigidbody2D mass can be automatically calculated via collider mass (see 'Use Auto Mass' on Rigidbody2D and ‘Density’ on Collider2D) description
  • Physics2D: SliderJoint2D can now automatically configure the angle (see 'Auto Configure Angle' on this joint). description
  • Physics: Expose a set of functions to run physics queries against oriented boxes (e.g.: Physics.OverlapBox, Physics.BoxCastAll)
  • Physics: Expose non-allocating versions of physics queries functions that accept a buffer to store the results in, as an input parameter (e.g.: Physics.RaycastNonAlloc)
  • SpeedTree: SpeedTree billboards can cast and receive shadows now.
  • Testing: Editor Tests Runner integration description
  • Debug.Assert got new overloads and Debug.LogAssert was added - In-App Purchasing accessible via the cloud services window - UnityWebRequest: Implemented Android and iOS backend - VR Head-Tracked Splash Screen - Enabled on all Unity VR supported platforms. - Head-tracked splash screen is shown as early as possible while asynchronously loading the first scene. - Splash screen is customizable for Unity Pro. Users can set an image in PlayerSettings -> Virtual Reality Splash Image which will be shown as if on a wall in a black room while loading the first scene. - Splash screen is tied to the "Show Unity Splash Screen" option and can be disabled in Unity Pro. - WebGL: Add WebCamTexture support - Windows Store: Added support for IL2CPP scripting backend.
  • Backwards Compatibility Breaking Changes:
  • Graphics: Added custom near plane slider for spot light shadows instead of auto-calculation, defaults to 0.2.
  • Graphics: Implemented shadow bias for point lights.
  • Physics: HingeJoints now have orientation to be compatible with Unity 4. The Rigidbody that share the GameObject with the HingeJoint will view the Joint anchor as a left-hand coordinate system. This means the Rigidbody will view positive angles as going clockwise around the Joint anchor. The HingeJoint "Connected Body" will view the Joint anchor as a right-hand coordinate system. This means the Connected Body will view positive angles as going counter-clockwise around the Joint anchor.
  • Physics: Obsoleted enum JointDriveMode and JointDrive.mode
  • Physics: When changing a mesh and subsequently setting it as the sharedMesh of a MeshCollider we now update collision mesh instead of ignoring the changes.
  • Shaders: Smoothness curve of Standard shader matches Substance Painter and Marmoset Toolbag2 (only when tools is using GGX) very closely now
  • Shaders: To improve visual quality of specular highlight Standard is now using GGX distribution function. Previously Blinn-Phong was used
  • VR: Oculus 0.8 Runtime required for Windows
  • Change:
  • Android: Remove "Hide status bar" option in the Player Settings, now it is always hidden
  • Animation: Removed unsupported "Resample Rotation" options when importing animations in Legacy Mode
  • Application.levelCount is now obsolete, use SceneManager.sceneCountInBuildSettings instead
  • Deprecated: EditorApplication.NewScene EditorApplication.NewEmptyScene EditorApplication.OpenScene EditorApplication.OpenSceneAdditive EditorApplication.SaveScene EditorApplication.SaveCurrentSceneIfUserWantsTo EditorApplication.SaveCurrentSceneIfUserWantsToForce EditorApplication.currentScene EditorApplication.MarkSceneDirty EditorApplication.isSceneDirty Application.LoadLevel Application.LoadLevelAsync Application.LoadLevelAdditive Application.LoadLevelAdditiveAsync Application.loadedLevel Application.loadedLevelNameThey all redirect to equivalent APIs on EditorSceneManager or SceneManager but it is recommended to start using the Editor/SceneManager APIs instead
  • Editor: Don't show disabled context button for assets without a context menu
  • Editor: EditorGUIUtility.RenderGameViewCameras() marked obsolete. It was poorly designed API, and it appears nobody uses it anyway. We'll give it at least one minor release until we remove it entirely, in order to see if anyone is actually using it.
  • Editor: The minimum OS requirement for Unity Editor on Windows was raised to Windows 7. Windows Standalone: The minimum OS requirement for the Windows Standalone stayed the same (Windows XP SP2+).
  • Editor:Screen.lockCursor will not be reset when clicking with mouse
  • Fixed a typo that caused an internal debug pointer to be erroneously included in Standalone players.
  • Fixed Handles.DrawDottedLines not working when intersecting near plane.Fixed Handles.DrawDottedLines not properly scaling dots on retina.Improved Handles.DrawDottedLines performance.
  • FrameDebugger: You can now see shader properties when you click on the draw call.
  • Graphics: Texture2D.format shows ARGB on RGB texture format
  • Graphics: Use OpenGL core (3.2 - 4.1) API by default on MacOSX and Linux
  • iOS: Use launch screens as primary source for splash images
  • Particles: Enable dynamic collisions checkbox by default
  • Particles: pivot offset is now a percentage
  • Particles: Setting playOnAwake through script will now change all systems that are part of the emitter, matches the inspectors behaviour.
  • Physics: 2D physics (Box2D) now reports out-of-memory errors rather than simply crashing.
  • Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides
  • Physics: Allow the PhysX CharacterController to consider the slope limit for Rigidbodies. This fixes bugs where the CharacterController could climb on very steep slopes on Rigidbodies. Restores Unity4 behavior.
  • Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • Physics: Setting Rigidbody.detectCollisions to false also affects queries now (e.g. Physics.RaycastAll)
  • Terrain: "SplatCount" tag is removed from terrain shaders as it doesn't serve any purpose..
  • UI: Updated function names to be more consistent with other classes
  • Windows Store Apps/Windows Phone 8: Removed support for Windows Phone 8.0 and Windows Store Apps 8.0
  • Windows Store Apps: Removed AppCallbacks.SetSwapChainBackgroundPanel function
  • Windows Store: all managed plugins and WinMD files always target AnyCPU architecture. This essentially means that you no longer need to have separate wrapper DLL and winmd files for each native plugin you have.
  • Improvement:
  • 2D: Clamp sprite pivot values (-100k..100k) instead of accepting any value (including infinity), previously clamped from (0..1)
  • Add convenience methods to Dropdown for adding or clearing the options.
  • Added a new property to control the width of the caret in UI.InputField.
  • Added a new property to FontData to control whether horizontal alignment is done by glyph metrics or actual geometry.
  • Added a ReadOnly property to UI.InputField
  • Added buildProgress property to Lightmapping.
  • Android: Optimized Standard Shader performance for OpenGL ES 2.0 devices
  • Android: WWW - report HTTP status and response in case of failure
  • API Updater: Report read only scripts instead of silently failing
  • Asset Loading: Serialisation errors that produce "serialisation layout mismatch" errors will now attempt to include the name of the root type being serialised when the error was encountered.
  • CacheServer: add '--check' and '--fix' command line options for integrity check.
  • Clear script function added to remove all points from a TrailRenderer
  • Core: Added SystemInfo.processorFrequency scripting API.
  • Crunch texture compression: Improve compression quality of normal maps
  • Editor: Add Plane primitive preview option to material preview inspector
  • Editor: Added EditorGUIUtility.GetFlowLayoutedRects.
  • Editor: Added support for locking the inspector to multiple objects.
  • Editor: Components in the inspector with no options will no longer display an expansion arrow.
  • Expose method to Dropdown for refreshing the shown value since it is needed after modifying the list of options through API.
  • Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
  • Exposed all particle module parameters to script
  • Frame debugger: Added OpenGL core support on Windows
  • GetComponentsInChildren now correctly works if one of the parents of the gameobject being called on is inactive. This makes GetComponentInChildren work on prefabs, and only changes behaviour in cases where previously you were guaranteed to get an empty array as result.
  • GI: Increase maximum allowed GI cache size.
  • GI: Move Atlas Size to Baked GI section in Lighting window.
  • GI: Renamed LightmapSnapshot to LightingDataAsset
  • Graphics: Added Mesh.GetUVs with overloads for List, List, List
  • Graphics: Ability to render to multiple displays on PC. See Document for details
  • Graphics: CommandBuffer.SetShadowSamplingMode() can be used to enable sampling raw depth value from shadowmaps, to be copied or post-processed by user effects.
  • Graphics: Expose GraphicsSettings class to scripting API.
  • Graphics: Fixed deferred lighting spot light artifacts on mobile (black pixels around edges of objects)
  • Graphics: Fixed OpenGL ES on desktop support: correctly fetch normal and specular maps
  • Graphics: More detailed breakdown of forward rendering pipeline in Profiler.
  • Graphics: Reflection cubemap convolution is GGX now.
  • Graphics: Reflection cubemap convolution preserves HDR highlights better.
  • Graphics: Various dynamic geometry systems (Particles, Sprites, Lines, Trails, Flares, Halos) use multi-threaded "geometry job" system. Yay more multi-threading!
  • Horizontal text alignment now uses the actual glyph geometry extents (rather than character advance) greatly improving the visual appearance of right alignment.
  • Il2CPP: Optimize System.Reflection access to metadata.
  • IL2CPP: Reduce initialization time of IL2CPP scripting backend
  • Imported fonts now match any other font with the same family name as implicit fallbacks. This allows multiple styles to be used with a single font and the text generator will automatically use the appropriate face.
  • Improved "The referenced script on this Behaviour" message with the game object name in the player, it will look now like 'The referenced script on this Behaviour (Game Object 'Main Camera') is missing!'.
  • Input: Added Input.backButtonLeavesApp, usable on Windows Store Apps/Windows Phone 8.1 and Android, see docs for more info
  • InputField no longer dirties the UI batch for the caret blink cycle when the caret is not visible.
  • Integrated the industry standard for tangent space "mikktspace" into Unity. This allows artists to get seamless lighting since compatiblity is ensured between normal map baker and renderer (particular xNormal and several other bakers).
  • iOS: Add frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
  • iOS: Add support for iPad launch screens
  • MacOSX editor: The graphics API used by the editor is included in the editor title bar just like on Windows
  • Mecanim: Additive Layer improvement. You can now specify the reference pose for your additive animation clip. The additive reference pose can be define in either the model importer when you import your clip or with a new API function AnimationUtility.SetAdditiveReferencePose()
  • MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed mark-up from documentation tool-tips.
  • MonoDevelop: Updated to version 5.9.6.
  • OpenGL core: Added threaded rendering on MacOX
  • OpenGL core: Improved OpenGL buffer update performance
  • OpenGL: Fixed threaded rendering on Windows. It was previously disabled as a workaround.
  • OSX Standalone: Set player name to the value of PlayerSettings.ProductName- Particles: A percentage of particles can now be rotated in the opposite direction.
  • Particles: Added a warning in the inspector when using a rigidbody with no interpolation and inheritVelocity.
  • Particles: More collision options added, for extra flexibility and more intuitive behaviour
  • Particles: Pivot offset now supports 3D, to move particles back/forwards
  • Particles: Scripted particle emission is now more customizable
  • Particles: Scripted particle emission is now more flexible (See ParticleSystem.Emit)
  • Particles: Simplifying Inherit Velocity UI, to remove duplicated functionality
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • Physics: All new icons for all 2D physics types.
  • Physics: Always render the outline of a PolygonCollider2D in dark-green so that if an edge is discarded, it still shows.
  • Physics: Decouple centre of mass from inertia tensor. From now on, setting a custom centre of mass won't mark the inertia tensor as set explicitly as well. By analogy, setting inertia tensor won't have an instant effect on the centre of mass. Exposed two new API functions to reset the centre of mass and inertia tensor back to the automatically computed values. See also: Rigidbody.ResetCenterOfMass(),Rigidbody.ResetInertiaTensor(),Rigidbody.centerOfMass, Rigidbody.inertiaTensor, Rigidbody.inertiaTensorRotation.
  • Physics: Increase precision of Physics2D.OverlapArea & Physics2D.OverlapCircle methods.
  • Pointer selection across multiple lines in UI.InputField is improved.
  • Reflection Probes: Abiltity to turn off deferred reflections when using deferred shading. When "no support" is picked for deferred reflections in Graphics Settings, then in deferred shading reflection probes are done Unity 5.0/5.1 style (per-object).
  • Reflection Probes: blurriness of glossy reflections from Realtime Reflection Probes matches Baked probes better now
  • Scripting: Added Matrix4x4.determinant property.
  • Select All keyboard command now works for UI.InputField in Editor mode.
  • Shaders: Improved shader storage and loading. This will decrease on-disk size of shaders in player builds, as well as making loading shaders faster and with a smaller memory spike.
  • SpeedTree: Billboard batching performance is improved a bit.
  • Text no longer clips the last line when only the leading would cause it to exceed the vertical bounds.
  • TextGenerator now exposes the topY position of each line in UILineInfo.
  • UI: Add caret color field to InputField as text color isn't always correct
  • UI: Added force update method to InputField to allow instant recalcuations
  • UI: CanvasUpdateRegistry no longer checks for a element to be present twice
  • UI: initial pooling of renderers will no longer iterate unnecessary elements
  • UI: TouchInput module is no longer needed. Standalone is the only required module to get both touch and mouse/ keyboard events
  • UI: Updated the max number of submeshes from 5 to 9
  • Unity IAP: ProcessPurchase called from background thread on Android. Moved to the scripting thread before invoking an App's event handlers.
  • Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0.
  • WebGL: Compress player's data using LZ4
  • WebGL: Make the path names for all output files configurable in the html
  • WebGL: Release builds will now always use gzip compressed files, and decompress in JavaScript, if the server is not set up to handle gzip on the http protocol level
  • Windows Store Apps: LocationService will now start the first time it's Start() method is called with user consent being asked at that moment.
  • Windows Store Apps: Unity now will overwrite files in VS solution, if they are not modified. A file UnityOverwrite.txt will be placed next to generated solution file, read it for more details.
  • Windows Store: .NET Native will be disabled when doing Build And Run for Universal Windows 10 Apps, making the run faster
  • Windows Store: Added user friendly message when trying to build to Windows Store Apps SDK 8.1, but SDK 8.1 is missing.
  • Fixes:
  • 2D: Fix memory leak when using Sprite object field in custom inspector
  • [GLCORE][OSX] Creating script's component throws a series of errors OPENGL ERRORS
  • Android: Add support for stencil buffer in RenderTextures on Tegra 3
  • Android: AndroidJava - Fixed recursion in AndroidJavaProxy
  • Android: Buildpipe - don't open file dialogs when in batch mode
  • Android: Buildpipe - fixed an issue where projects created on Mac wouldn't build on Windows
  • Android: Buildpipe - Fixed an issue where the Editor would hang if in batch mode without SDK, NDK and JDK properly configured
  • Android: Buildpipe - Fixed IndexOutOfRangeException thrown on plugin package collisions
  • Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0
  • Android: Fix for physics performance spikes on ARM big.LITTLE devices
  • Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application
  • Android: Fixed an issue where a problematic EGL configuration was picked up on some Samsung devices
  • Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow
  • Android: Fixed an issue where PlayerPrefs with keys and values containing line breaks would break
  • Android: Fixed an issue where the application would crash if you sent emoji unicode characters to the OnScreenKeybaord
  • Android: Fixed crash affecting some PowerVR 544 devices
  • Android: Fixed crash in ASTC encoder
  • Android: Fixed crash in decompression of PVRTC textures on non-PVR devices
  • Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts
  • Android: Fixed MSAA on newer ARM Mali devices like Samsung Galaxy S6
  • Android: Fixed MSAA RenderTextures on Tegra4 and K1 when using OpenGL ES 2.0
  • Android: Fixed non-working textures on some Tegra 3 and Tegra 4 devices
  • Android: Fixed OnApplicationPause() event on app start
  • Android: Fixed reported texture size in profiler for formats that are decompressed during upload
  • Android: Fixed sensor compensation issue affecting devices when rotated180 degrees
  • Android: Fixed slow audio clip loading and slow level loading
  • Android: Fixed status bar not shown and touch offset on Kitkat+ when using native activity
  • Android: Fixed unaligned access in dynamic batching
  • Android: IL2CPP - Fixed compilation on DLLs with spaces
  • Android: IL2CPP - Fixed compilation on paths with spaces
  • Android: IL2CPP - Fixed crash on startup when OBB is enabled
  • Android: Manual updates of the SDK should now take effect when prompted for an update in the Editor
  • Android: Removed some egl errors from the log when probing for GLES API level
  • Android: Removed the 'soft' cursor
  • Android: SoftInput - Fixed hint color
  • Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
  • Android: Support for galaxy camera volume buttons (zoom in/out)
  • Animation: Fixed a case where non-resampled curves would have overlapping keyframes
  • Animation: Fixed animation of material properties in the animation window.
  • Animation: Fixed animation window still recording when scene is saved.
  • API Updater: Fix crashing when checking for obsolete API in assemblies referencing unity extensions
  • API Updater: Fixed handling of multiple "defines" / references in a single argument in response files
  • Asset Importing: Fix main thread assert when releasing MonoScript object
  • Asset Loading: Allow extension dlls to be imported outside of project folder
  • AssetBundle: Fix the issue that the sprite atlas has been stored twice in AssetBundles.
  • Assets Management: All assets located inside the Resources folder are now reported in the summary area of the editor's output log.
  • BestFit min/max sizes are now clamped so that always include the starting/default font size. This guarantees that minSize

New in Unity 5.2.3 (Nov 19, 2015)

  • FEATURES:
  • iOS: Added a PlayerSetting to add the iOS 9 UIRequiresFullScreen to the Xcode generated plist to enable/disable multitasking support.
  • iOS: Added Touch Pressure support. Scripts can access this API through the pressure and maximumPossiblePressure properties on Touch.
  • IMPROVEMENTS:
  • Added warning for NetworkIdentity on child game objects.
  • Better error messages when network packets larger than MTU are generated by internal multiplayer systems.
  • GI: Added the "Min Chart Size" option on the MeshRenderer to allow for lowering chart size in case stiching is not needed.
  • GI: Added the "Ignore Normals" option on the MeshRenderer to skip comparing normals when detecting charts for realtime GI. This can be necessary when using hand authored UVs to avoid chart splits.
  • IL2CPP: Allow null checks, array bounds checks, and divide by zero checks to be selectively included or omitted from generated C++ code by using a C# attribute on type, method, or property definitions.
  • iOS/IL2CPP: Enable incremental build support using the "Append" option. Keep the generated code stable across additional, removal, and changes for string literals and non-generic types.
  • Networking: Added more logging info on too-large packets when object state updates exceed the MTU.
  • Networking: Added log messages to identify the object and script that cause too-large packets to be generated.
  • StackTraceLogType.None now works on iOS and Android.
  • Physics: Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
  • (587995) - Physics: Always render the outline of a PolygonCollider2D in dark-green so that if an edge is discarded, it still shows.
  • (718508) - Physics: Increase precision of Physics2D.OverlapArea & Physics2D.OverlapCircle methods.
  • Unity Ads: Update to Unity Ads 1.5.3
  • VR: A camera can now target the main display backbuffer in VR mode by setting "Target Eye" to "None (Main Display)".
  • VR: Updated the OVRPlugin. Oculus Runtime 0.8 is required to use Oculus VR with this patch.
  • VR: Update to Oculus OVRPlugin.
  • GI: Upgraded Enlighten to 2.22 UN20:
  • An issue has been fixed where AMD Opteron CPUs produced different atlas packing to Intel Xeon CPUs.
  • A crash affecting Linux binaries on CPUs lacking SSE3 instructions has been fixed.
  • PS4 SDK used is 3.000.
  • iOS stays on the old Enlighten build for a moment.
  • FIXES:
  • (731143) - 2D: Fixed alphasplit parameter not getting reset when switching sprite/material on the fly
  • (733725) - 2D: Fixed: SpritePacker Crash after packing multiple high res sprites.
  • (729698) - Android: Buildpipe - Fixed IndexOutOfRangeException thrown on plugin package collisions.
  • (712011) - Android: Fix crash in dynamic batching
  • (689286) - Android: Fixed an issue where a problematic EGL configuration was picked up on some Samsung devices.
  • (726878) - Android: Fixed MSAA on newer ARM Mali devices like Samsung Galaxy S6
  • (728806) - Android: Fixed MSAA RenderTextures on Tegra4 and K1 when using OpenGL ES 2.0
  • (715602), (731076), (704017), (731078) - Android: Fixed non-working textures on some Tegra 3 and Tegra 4 devices.
  • (733897) - Android: Fixed slow audio clip loading.
  • (none) - Android: Fixed slow level loading.
  • (715447) - Animation: Fixed animation of material properties in the animation window.
  • (714661) - AssetBundle: Fixed the issue that AssetBundle names sometimes gets into inconsistent state between cache server/.meta files.
  • (723030) - AssetBundle: Fixed the issue that the sprite atlas had been stored twice in AssetBundles.
  • (724561) - Assets Loading: Fixed reading of assets stored in a text mode with UTF8 signature.
  • (739944) - Editor: Fix for GUI methods in Update crashing the editor.
  • (728260), (725794), (726660), (727065), (727287), (727802), (728012), (728240), (728350), (728369), (728446), (728518), (728795), (728822), (728836), (729405), (729406), (729643), (729775), (729790), (729828), (729857), (729925), (729992), (730045), (730059), (730069), (730328), (730403), (730993), (731464), (731500), (731586), (732069), (732101), (732425), (732546), (732842), (732853), (733280), (733416), (733440), (734148), (735199), (735227), (735296), (735804), (735991), (736048), (737077) - Editor: Fixed a crash in the editor when saving the scene.
  • (704738) - Editor: Fixed incorrect DestroyGpuProgram being called.
  • (731107) - Editor: Fixed occasional crash when importing assets on editor.
  • (698169) - Editor: Fixed occlusion culling pre-visualisation in editor.
  • (715380) - Editor: Unsupported texture compression formats now correctly fallback to default compression format for the platform.
  • (642609) - Fixed crash on copying script with component requirements onto a GO which is missing the requirements.
  • (710195) - Fixed issue where UI would not get rendered for disabled cameras when manually calling .Render().
  • (740573) - FrameDebugger: Fixed draw call count jumping when there were realtime probes in the scene.
  • (none) - GI: Fixed Enlighten saturating the command buffer and stalling because of it. Gives the biggest benefit in scenes with high rendering framerate and many animated realtime lights with non-zero bounce.
  • (none) - GI: Fixed the reflection probe inspector breaking when reusing a cubemap (RenderTexture) from a realtime reflection probe on a custom reflection probe.
  • (708559) - Graphics: Add error message if 3D texture is bound for rendering.
  • (740977), (740988) - Graphics: Fix for shadow-casting light occlusion issues - disappearing realtime lights
  • (726799) - Graphics: Fixed camera parameter changing from OnPreRender to work again.
  • (736709) - Graphics: Fixed memory leak when rendering shadows.
  • (730171) - Graphics: Fixed Screen.currentResolution in some cases reporting wrong resolution when in fullscreen on Windows
  • (734255) - Graphics: Fixed upscaled fullscreen rendering being upside down in some situations
  • (727743) - Graphics: Fixed use of Blit not correctly binding RandomWrite targets.
  • (728103) - Graphics: Stopped reflection merging into emissive from stomping over render target alpha with 1.0
  • (716811) - IL2CPP: Change the conv.i8 opcode implementation to handle sign extension correctly so that a conversion from a large negative int to a uint to a long in C# works as expected.
  • (733772) - IL2CPP: Convert assemblies that are mentioned in a link.xml file but are not referenced by any other assemblies at compile time.
  • (735413) - IL2CPP: Generate proper C++ code for a type with two fields that have the same type and name.
  • (734534) - IL2CPP: Improve the error message when the byte code stripper is unable to locate an assembly.
  • (737853) - IL2CPP: Prevent a crash in the player in MetadataCache::GetTypeInfoFromTypeDefinitionIndex when a constrained call is made to a generic virtual method defined on a value type.
  • (736167) - IL2CPP: Prevent a memory leak that caused some GCHandles, including those used to reference MonoBehaviour instances, from being correctly reclaimed by the garbage collector.
  • (717997) - IL2CPP: Prevent a NullReferenceException exception from occurring during the processing of the Preserve attribute which can obscure the actual cause of a problem.
  • (718885) - IL2CPP: Prevent an intermittent hang with asynchronous sockets.
  • (730233) - IL2CPP: Prevent an KeyNotFoundException exception from occurring during code conversion when a generic method is used with at least one generic argument that exceeds the maximum generic recursion depth.
  • (none) - IL2CPP: Remove warnings in generated C++ code related to const problems.
  • (none) - IL2CPP: The low level memory profiler no longer reports constant literals as fields with offset 0.
  • (715666) - Input: Fixed mouse position going out of bounds in Fullscreen Window mode.
  • (715666) - Input: Fixed render being positioned and sized incorrectly in D3D9 and D3D11 with Fullscreen Window mode.
  • (739935) - iOS: Added build & run support for Xcode 7.1.
  • (none) - iOS: Don't constrain iPhone 6+ to single landscape orientation on launch.
  • (723360) - iOS: Export correct image for iPad launch screen now,
  • (none) - iOS: Fixed incorrect landscape launch orientation on iPad.
  • (none) - iOS: Fixed legacy launch screens on iOS 9.1.
  • (none) - iOS: Fixed minor launch screen placement issue on devices with large resolution screens.
  • (732806) - iOS: Fixed occasional 1-frame glitches in dynamic font rendering.
  • (none) - iOS: Fixed second-stage splashscreen on some devices with iOS 6 and 7.
  • (740343) - iOS: Fixed simulator support on Xcode 7.1.
  • (742579) - iOS: Work around for iOS 9.1 bug that sometimes causes launchscreen corruption when only landscape orientations are enable.
  • (725713) - Mecanim: Avoid clearing sampling data set when invalidating animator.
  • (735656) - Mecanim: Delete SMB instances when user delete a state/statemachine with SMB.
  • (732986), (733883), (734458) - Mecanim: Fixed AnimationControllerPlayable calls not being forwarded from Animator to its playables.
  • (727244) - Mecanim: Fixed AnimationEvents not called when at the begining of a State.
  • (none) - Mecanim: Fixed BlendTree performance regression.
  • (734033) - Mecanim: Fixed Crash when using OverrideController with no source Controller.
  • (726466) - Networking: Added support for HLAPI packet queuing on channels using the ReliableFragmented QoS.
  • (697097) - Networking: Added warning message when a scene cannot be added to NetworkManager.
  • (736714) - Networking: Better log warning for UNet HLAPI Script CRC check now.
  • (725109) - Networking: Clear error message when user try to add the two host with the same port
  • (733731) - Networking: Fix for scene slots in NetworkManager not being saved all the time.
  • (none) - Networking: Fix for UNetWeaver exception when making Metro builds.
  • (721917) - Networking: Fixed code generation exception when a SyncVar uses a type from external DLL. This now generates a regular build error.
  • (698322) - Networking: Fixed code generation exception when using certain built-in unity types such as Vector3 in SyncListStruct.
  • (714700) - Networking: Fixed crash when sending an unsupported type (a class instance) via a network Command. This now generates a build error.
  • (739432) - Networking: Fixed invalid generated IL for SyncListStruct with embedded array.
  • (726244) - Networking: Fixed issues with zero length size or MTU size packets using NetworkConnection Send functions. This could break packet buffering for HLAPI connections.
  • (725363) - Networking: Fixed missing Connect callback for local client.
  • (727133) - Networking: Fixed movement problem for objects on clients with local-client-authority when snap threshold was set to a small value.
  • (730199) - Networking: Fixed NullReference exception when using NetworkAnimator.
  • (738517) - Networking: Fixed slow compilation when many ClientRpc functions.
  • (733731) - Networking: Fixed the scene slots in NetworkManager and NetworkLobbyManager not marking the scene dirty when they are changed.
  • (736703) - Networking: Fixed wrong item index for SyncList ADD operation.
  • (720436) - Networking: prevent user to set minupdatetimeout to 0 via networkmanager menu
  • (730299) - Networking: Removed misleading error messages that are generated during SyncList initialization.
  • (none) - OpenGL: Added detection for cases when the geometry shader expects input topology that does not match with the given geometry. Also fail compilation when using unsupported topology (such as adjacency).
  • (none) - OpenGL: Compute shaders: Fixed append/consume buffer counters.
  • (none) - OpenGL: Fixed shader generation when reading back per-patch outputs in a hull shader.
  • (none) - OpenGL: Fixed shadow normal bias for meshes that are missing vertex normals.
  • (735644) - OpenGL: Fixed texture memory usage reporting in profiler, was twice the actual size for most textures.
  • (none) - OpenGL: Fixed: compute shader buffer resolves when using multithreaded renderer.
  • (none) - OpenGL: Shader compiler: Fix for conflicting shader input/output names in tessellation shaders.
  • (733928) - OpenGL: Shader compiler: Fixed a corner case in constant buffer vec4 access.
  • (708722) - OpenGL: Shader compiler: Fixed atomic ops handling in shaders.
  • (none) - OpenGL: Shader compiler: Fixed geometry shader stream index handling.
  • (none) - OpenGL: Shader compiler: Fixed input redirection on geometry shaders.
  • (none) - OpenGL: Shader compiler: Handle RWTexture properties more accurately.
  • (none) - OpenGL: Shader compiler: In geometry shaders, only emit vertex stream for GL ver >=4.20.
  • (none) - OpenGL: Shader compiler: Only emit the stream declarations if they're actually used.
  • (none) - OpenGL: Shader compiler: OS X doesn't like EmitStream(0) so use EmitStream() instead.
  • (738778) - Particles: Fixed sorting by distance.
  • (730386) - Particles: Fixing regression when setting transform in LateUpdate
  • (682939) - Physics: Allow slope limit to be considered for non-static objects.
  • (731470) - Physics: Ensure that RectTransform is loaded prior to any Rigidbody2D or Collider2D so that initial position is correct.
  • (731054) - Physics: Ensure that when changing the Joint2D connected RigidBody2D, all related Gizmos are reset.
  • (730822) - Physics: Ensure that when ignoring collision layer/layer collisions, that existing contacts are re-evaluated.
  • (731057) - Physics: Ensure that when Joint2D.EnableCollision is changed, all relevant contacts are re-evaluated.
  • (714572), (720398), (720408) - Physics: Fixed a case where HingeJoint limits was not applied properly.
  • (714572), (720398), (720408) - Physics: Fixed an axis-locking inconsistency in the HingeJoint when both min and max limits were set above 177 degrees, but still different.
  • (689159) - Physics: Fixed Sphere-cast error against scaled non-convex meshes.
  • (714572), (720398), (720408) - Physics: HingeJoint.angle is now returned as +/- 180 degrees, as in Unity4.
  • (712007) - Physics: HingeJoint2D no longer produces incorrect reference angles from Rigidbody2D angles.
  • (714572), (720398), (720408) - Physics: HingeJoints now have orientation to be compatible with Unity 4.
  • (714572), (720398), (720408) - Physics: JointMotor.targetVelocity can now be negative as well as positive.
  • (719418) - Physics: Physics2D, Collider2D & Rigidbody2D IsTouching and IsTouchingLayers now correctly represents Box2D contact state.
  • (727734) - Physics: Physics2D.CircleCastXXX and Physics2D.BoxCastXXX now correctly detect very fractional overlaps.
  • (702967) - Physics: Setting Rigidbody.detectCollisions to false also affects queries now (e.g. Physics.RaycastAll).
  • (714572), (720398), (720408) - Physics: The HingeJoint ""Connected Body"" will view the Joint anchor as a right-hand coordinate system. This means the Connected Body will view positive angles as going counter-clockwise around the Joint anchor.
  • (714572), (720398), (720408) - Physics: The Rigidbody that share the GameObject with the HingeJoint will view the Joint anchor as a left-hand coordinate system. This means the Rigidbody will view positive angles as going clockwise around the Joint anchor.
  • (none) - Samsung TV: Make Cursor.lockState API work in Samsung TV.
  • (none) - Substance: Fix bitmap export. Bitmap export can now save bitmaps with the alpha channel setup according to the Unity material.
  • (725397), (728853), (729290) - UI: Fix Editor crash that would sometimes trigger after pressing play/stop
  • (733005) - Umbra : Fixed missing realtime lights after baking occlusion data.
  • (719421) - VR: Fix HMD content failure after disconnect and reconnect
  • (716410), (716422 VR: Fix incorrect info and toggles while HMD was disconnected
  • (720052), (732183) - VR: Fix Loss of Window focus crashes upon return
  • (736323) - VR: Fix regression crash when HMD was disconnected at application start
  • (716500) - VR: Fix stereoMirrorMode right eye flicker
  • (732236) - VR: Fix VRDevice.IsPresent always returning true
  • (740962) - VR: Fixed Crash when exiting play mode.
  • (none) - VR: Fixed ShowDeviceView preventing drawing to the game view with any camera when false.
  • (722766) - WebGL: Fix doppler effect being used on audio sources with spatial blend set to 2D
  • (733864) - Windows Phone: Font will be visible again.
  • (none) - Windows Phone: Reduced runtime memory usage by ~4 MB.
  • (735383) - Windows Store Apps: Correctly generate Visual Studio namespace if package name has dot followed by a number. For ex., Test.2 package name will produce Test._2 namespace
  • (733548) - Windows Store Apps: Use initial supported orientations from Player Settings.
  • (733864) - Windows Universal 10: Fixed invisible text on ARM devices issue.
  • (735387) - Windows Universal 10: Fixed screenshot capture failure.
  • (none) - Windows Universal 10: Updated default project template to hide status bar by default
  • (713391) - WSA: Fixed: Can't build & run to SDK 8.1 if only VS2015 is installed.
  • (735384) - XboxOne/IL2CPP: Correct metadata loading on startup.

New in Unity 5.2.2 Patch 4 (Nov 16, 2015)

  • IMPROVEMENTS:
  • Added warning for NetworkIdentity on child game objects.
  • Better error messages when network packets larger than MTU are generated by internal multiplayer systems.
  • Physics: Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
  • StackTraceLogType.None now works on iOS and Android.
  • VR: Update to Oculus OVRPlugin.
  • GI: Upgraded Enlighten to 2.22 UN20:
  • An issue has been fixed where AMD Opteron CPUs produced different atlas packing to Intel Xeon CPUs.
  • A crash affecting Linux binaries on CPUs lacking SSE3 instructions has been fixed.
  • PS4 SDK used is 3.000.
  • iOS stays on the old Enlighten build for a moment.
  • FIXES:
  • (729698) - Android: Buildpipe - Fixed IndexOutOfRangeException thrown on plugin package collisions.
  • (689286) - Android: Fixed an issue where a problematic EGL configuration was picked up on some Samsung devices.
  • (733897) - Android: Fixed slow audio clip loading.
  • (none) - Android: Fixed slow level loading.
  • (715447) - Animation: Fixed animation of material properties in the animation window.
  • (723030) - AssetBundle: Fixed the issue that the sprite atlas had been stored twice in AssetBundles.
  • (739944) - Editor: Fix for GUI methods in Update crashing the editor.
  • (728260), (725794), (726660), (727065), (727287), (727802), (728012), (728240), (728350), (728369), (728446), (728518), (728795), (728822), (728836), (729405), (729406), (729643), (729775), (729790), (729828), (729857), (729925), (729992), (730045), (730059), (730069), (730328), (730403), (730993), (731464), (731500), (731586), (732069), (732101), (732425), (732546), (732842), (732853), (733280), (733416), (733440), (734148), (735199), (735227), (735296), (735804), (735991), (736048), (737077) - Editor: Fixed a crash in the editor when saving the scene.
  • (698169) - Editor: Fixed occlusion culling pre-visualisation in editor.
  • (704738) - Editor: Fixed incorrect DestroyGpuProgram being called.
  • (740977), (740988) - Graphics: Fix for shadow-casting light occlusion issues - disappearing realtime lights
  • (none) - iOS: Don't constrain iPhone 6+ to single landscape orientation on launch.
  • (742579) - iOS: Work around for iOS 9.1 bug that sometimes causes launchscreen corruption when only landscape orientations are enable.
  • (736714) - Networking: Better log warning for UNet HLAPI Script CRC check now.
  • (739432) - Networking: Fixed invalid generated IL for SyncListStruct with embedded array.
  • (738517) - Networking: Fixed slow compilation when many ClientRpc functions.
  • (736703) - Networking: Fixed wrong item index for SyncList ADD operation.
  • (none) - OpenGL: Fixed shader generation when reading back per-patch outputs in a hull shader.
  • (735644) - OpenGL: Fixed texture memory usage reporting in profiler, was twice the actual size for most textures.
  • (702967) - Physics: Setting Rigidbody.detectCollisions to false also affects queries now (e.g. Physics.RaycastAll).
  • (none) - Samsung TV: Make Cursor.lockState API work in Samsung TV.
  • (740962) - VR: Fixed Crash when exiting play mode.
  • (none) - VR: Fixed ShowDeviceView preventing drawing to the game view with any camera when false.

New in Unity 5.3.0f1 Beta (Nov 16, 2015)

  • Feature:
  • 2D : 2D Placeholder Assets Creation Tools description description
  • Android: Java call stack is now available in C# exceptions in AndroidJavaException.StackTrace
  • Animation: Import of Euler curves and runtime Euler interpolation
  • AssetBundle Realtime Decompression
  • Async Texture Upload
  • GI: Enlighten Clustering and Lit Clustering scene view modes description description
  • Graphics: API for blend shapes
  • Graphics: New OpenGL core back-end for MacOSX editor and player
  • Graphics: Remote Frame Debugger description
  • Graphics: RenderDoc graphics debugger integrated with Unity Editor
  • Graphics: Sparse texture support for OpenGL core and OpenGL ES
  • iOS: iOS9 app slicing support
  • iOS: iOS9 on demand resource support
  • JSON Serialization API. Please note: WinRT support should be coming in a later alpha/beta (WinRT + IL2CPP should already work) Still on the to-do list: support for primitives/arrays at the root level, type hinting, attribute-driven control over serialised output
  • JsonUtility: API is now marked threadsafe, and can be called from background threads FromJson/FromJsonOverwrite now accept a TextAsset as input
  • Mecanim: Human Pose API. Enables humanoid live retargeting.It reads or writes a HumanPose from or to a humanoid skeleton rigs.
  • Metal support for OS X Standalone players (Editor support will come later). To enable, set Metal as first device in "Graphics APIs for Mac" section in build settings.
  • MonoDevelop: Updated to version 5.9.4
  • Networking: Support for "Host Migration" in multiplayer games that use the UNet HLAPI. When the host of a game is lost, this lets the one of the other clients become the new host and the game can continue.
  • Particles: API exposed to script description
  • Particles: Custom pivot point support description
  • Particles: Rendering alignment (World, View, Local) description
  • Particles: 3D Rotation description
  • Particles: It is now possible to scale an entire particle system using its transform component. The Shape scaling mode is also present, which preserves the old behavior of only scaling the source positions. description
  • Particles: SkinnedMeshRenderer shape source (plus extra options for mesh emitter shapes) description
  • Particles: 2D Collisions description
  • Particles: A new Inherit Velocity Module, which encompasses the old behaviour, but also adds support for inheriting velocity throughout the lifetime of a particle system using curves description
  • Physics2D: Added BuoyancyEffector2D component. description description
  • Physics2D: Added FixedJoint2D component. description
  • Physics2D: Added FrictionJoint2D component. description
  • Physics2D: Added RelativeJoint2D component. description
  • Physics2D: Added TargetJoint2D component. description
  • Physics2D: All 2D joints can now automatically configure the connected anchor point (see 'Auto Configure Connected Anchor' on 2D joints) description
  • Physics2D: All 2D joints can now be broken with a configurable maximum force or torque (see 'Break Force' and 'Break Torque' on 2D joints) description
  • Physics2D: DistanceJoint2D and SpringJoint2D can now automatically configure the distance (see 'Auto Configure Distance’ on these joints) description description
  • Physics2D: Rigidbody2D mass can be automatically calculated via collider mass (see 'Use Auto Mass' on Rigidbody2D and ‘Density’ on Collider2D) description
  • Physics2D: SliderJoint2D can now automatically configure the angle (see 'Auto Configure Angle' on this joint). description
  • Physics: Expose a set of functions to run physics queries against oriented boxes (e.g.: Physics.OverlapBox, Physics.BoxCastAll)
  • Physics: Expose non-allocating versions of physics queries functions that accept a buffer to store the results in, as an input parameter (e.g.: Physics.RaycastNonAlloc)
  • SpeedTree: SpeedTree billboards can cast and receive shadows now.
  • Testing: Editor Tests Runner integration description Debug.Assert got new overloads and Debug.LogAssert was added
  • In-App Purchasing accessible via the cloud services window
  • UnityWebRequest: Implemented Android and iOS backend
  • VR Head-Tracked Splash Screen - Enabled on all Unity VR supported platforms. - Head-tracked splash screen is shown as early as possible while asynchronously loading the first scene. - Splash screen is customizable for Unity Pro. Users can set an image in PlayerSettings -> Virtual Reality Splash Image which will be shown as if on a wall in a black room while loading the first scene. - Splash screen is tied to the "Show Unity Splash Screen" option and can be disabled in Unity Pro.
  • WebGL: Add WebCamTexture support
  • Windows Store: Added support for IL2CPP scripting backend
  • Backwards Compatibility Breaking Changes:
  • Graphics: Added custom near plane slider for spot light shadows instead of auto-calculation, defaults to 0.2.
  • Graphics: Implemented shadow bias for point lights.
  • Physics: HingeJoints now have orientation to be compatible with Unity 4. The Rigidbody that share the GameObject with the HingeJoint will view the Joint anchor as a left-hand coordinate system. This means the Rigidbody will view positive angles as going clockwise around the Joint anchor. The HingeJoint "Connected Body" will view the Joint anchor as a right-hand coordinate system. This means the Connected Body will view positive angles as going counter-clockwise around the Joint anchor.
  • Physics: Obsoleted enum JointDriveMode and JointDrive.mode
  • Physics: When changing a mesh and subsequently setting it as the sharedMesh of a MeshCollider we now update collision mesh instead of ignoring the changes.
  • Shaders: Smoothness curve of Standard shader matches Substance Painter and Marmoset Toolbag2 (only when tools is using GGX) very closely now
  • Shaders: To improve visual quality of specular highlight Standard is now using GGX distribution function. Previously Blinn-Phong was used
  • VR: Oculus 0.8 Runtime required for Windows
  • Change:
  • Android: Remove "Hide status bar" option in the Player Settings, now it is always hidden
  • Animation: Removed unsupported "Resample Rotation" options when importing animations in Legacy Mode
  • Application.levelCount is now obsolete, use SceneManager.sceneCountInBuildSettings instead
  • Deprecated: EditorApplication.NewScene EditorApplication.NewEmptyScene EditorApplication.OpenScene EditorApplication.OpenSceneAdditive EditorApplication.SaveScene EditorApplication.SaveCurrentSceneIfUserWantsTo EditorApplication.SaveCurrentSceneIfUserWantsToForce EditorApplication.currentScene EditorApplication.MarkSceneDirty EditorApplication.isSceneDirty Application.LoadLevel Application.LoadLevelAsync Application.LoadLevelAdditive Application.LoadLevelAdditiveAsync Application.loadedLevel Application.loadedLevelNameThey all redirect to equivalent APIs on EditorSceneManager or SceneManager but it is recommended to start using the Editor/SceneManager APIs instead
  • Editor: Don't show disabled context button for assets without a context menu
  • Editor: EditorGUIUtility.RenderGameViewCameras() marked obsolete. It was poorly designed API, and it appears nobody uses it anyway. We'll give it at least one minor release until we remove it entirely, in order to see if anyone is actually using it.
  • Editor: The minimum OS requirement for Unity Editor on Windows was raised to Windows 7. Windows Standalone: The minimum OS requirement for the Windows Standalone stayed the same (Windows XP SP2+).
  • Editor:Screen.lockCursor will not be reset when clicking with mouse
  • Fixed a typo that caused an internal debug pointer to be erroneously included in Standalone players.
  • Fixed Handles.DrawDottedLines not working when intersecting near plane.Fixed Handles.DrawDottedLines not properly scaling dots on retina.Improved Handles.DrawDottedLines performance.
  • FrameDebugger: You can now see shader properties when you click on the draw call.
  • Graphics: Texture2D.format shows ARGB on RGB texture format
  • Graphics: Use OpenGL core (3.2 - 4.1) API by default on MacOSX and Linux
  • iOS: Use launch screens as primary source for splash images
  • Particles: Enable dynamic collisions checkbox by default
  • Particles: pivot offset is now a percentage
  • Particles: Setting playOnAwake through script will now change all systems that are part of the emitter, matches the inspectors behaviour.
  • Physics: 2D physics (Box2D) now reports out-of-memory errors rather than simply crashing.
  • Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides
  • Physics: Allow the PhysX CharacterController to consider the slope limit for Rigidbodies. This fixes bugs where the CharacterController could climb on very steep slopes on Rigidbodies. Restores Unity4 behavior.
  • Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • Physics: Setting Rigidbody.detectCollisions to false also affects queries now (e.g. Physics.RaycastAll)
  • Terrain: "SplatCount" tag is removed from terrain shaders as it doesn't serve any purpose..
  • UI: Updated function names to be more consistent with other classes
  • Windows Store Apps/Windows Phone 8: Removed support for Windows Phone 8.0 and Windows Store Apps 8.0
  • Windows Store Apps: Removed AppCallbacks.SetSwapChainBackgroundPanel function
  • Windows Store: all managed plugins and WinMD files always target AnyCPU architecture. This essentially means that you no longer need to have separate wrapper DLL and winmd files for each native plugin you have.
  • Improvement:
  • 2D: Clamp sprite pivot values (-100k..100k) instead of accepting any value (including infinity), previously clamped from (0..1)
  • Add convenience methods to Dropdown for adding or clearing the options.
  • Added a new property to control the width of the caret in UI.InputField.
  • Added a new property to FontData to control whether horizontal alignment is done by glyph metrics or actual geometry.
  • Added a ReadOnly property to UI.InputField
  • Added buildProgress property to Lightmapping.
  • Android: Optimized Standard Shader performance for OpenGL ES 2.0 devices
  • Android: WWW - report HTTP status and response in case of failure
  • API Updater: Report read only scripts instead of silently failing
  • Asset Loading: Serialisation errors that produce "serialisation layout mismatch" errors will now attempt to include the name of the root type being serialised when the error was encountered.
  • CacheServer: add '--check' and '--fix' command line options for integrity check.
  • Clear script function added to remove all points from a TrailRenderer
  • Core: Added SystemInfo.processorFrequency scripting API.
  • Crunch texture compression: Improve compression quality of normal maps
  • Editor: Add Plane primitive preview option to material preview inspector
  • Editor: Added EditorGUIUtility.GetFlowLayoutedRects.
  • Editor: Added support for locking the inspector to multiple objects.
  • Editor: Components in the inspector with no options will no longer display an expansion arrow.
  • Expose method to Dropdown for refreshing the shown value since it is needed after modifying the list of options through API.
  • Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
  • Exposed all particle module parameters to script
  • Frame debugger: Added OpenGL core support on Windows
  • GetComponentsInChildren now correctly works if one of the parents of the gameobject being called on is inactive. This makes GetComponentInChildren work on prefabs, and only changes behaviour in cases where previously you were guaranteed to get an empty array as result.
  • GI: Increase maximum allowed GI cache size.
  • GI: Move Atlas Size to Baked GI section in Lighting window.
  • GI: Renamed LightmapSnapshot to LightingDataAsset
  • Graphics: Added Mesh.GetUVs with overloads for List, List, List
  • Graphics: Ability to render to multiple displays on PC. See Document for details
  • Graphics: CommandBuffer.SetShadowSamplingMode() can be used to enable sampling raw depth value from shadowmaps, to be copied or post-processed by user effects.
  • Graphics: Expose GraphicsSettings class to scripting API.
  • Graphics: Fixed deferred lighting spot light artifacts on mobile (black pixels around edges of objects)
  • Graphics: Fixed OpenGL ES on desktop support: correctly fetch normal and specular maps
  • Graphics: More detailed breakdown of forward rendering pipeline in Profiler.
  • Graphics: Reflection cubemap convolution is GGX now.
  • Graphics: Reflection cubemap convolution preserves HDR highlights better.
  • Graphics: Various dynamic geometry systems (Particles, Sprites, Lines, Trails, Flares, Halos) use multi-threaded "geometry job" system. Yay more multi-threading!
  • Horizontal text alignment now uses the actual glyph geometry extents (rather than character advance) greatly improving the visual appearance of right alignment.
  • Il2CPP: Optimize System.Reflection access to metadata.
  • IL2CPP: Reduce initialization time of IL2CPP scripting backend
  • Imported fonts now match any other font with the same family name as implicit fallbacks. This allows multiple styles to be used with a single font and the text generator will automatically use the appropriate face.
  • Improved "The referenced script on this Behaviour" message with the game object name in the player, it will look now like 'The referenced script on this Behaviour (Game Object 'Main Camera') is missing!'.
  • Input: Added Input.backButtonLeavesApp, usable on Windows Store Apps/Windows Phone 8.1 and Android, see docs for more info
  • InputField no longer dirties the UI batch for the caret blink cycle when the caret is not visible.
  • Integrated the industry standard for tangent space "mikktspace" into Unity. This allows artists to get seamless lighting since compatiblity is ensured between normal map baker and renderer (particular xNormal and several other bakers).
  • iOS: Add frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
  • iOS: Add support for iPad launch screens
  • MacOSX editor: The graphics API used by the editor is included in the editor title bar just like on Windows
  • Mecanim: Additive Layer improvement. You can now specify the reference pose for your additive animation clip. The additive reference pose can be define in either the model importer when you import your clip or with a new API function AnimationUtility.SetAdditiveReferencePose()
  • MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed mark-up from documentation tool-tips.
  • MonoDevelop: Updated to version 5.9.6.
  • OpenGL core: Added threaded rendering on MacOX
  • OpenGL core: Improved OpenGL buffer update performance
  • OpenGL: Fixed threaded rendering on Windows. It was previously disabled as a workaround.
  • OSX Standalone: Set player name to the value of PlayerSettings.ProductName- Particles: A percentage of particles can now be rotated in the opposite direction.
  • Particles: Added a warning in the inspector when using a rigidbody with no interpolation and inheritVelocity.
  • Particles: More collision options added, for extra flexibility and more intuitive behaviour
  • Particles: Pivot offset now supports 3D, to move particles back/forwards
  • Particles: Scripted particle emission is now more customizable
  • Particles: Scripted particle emission is now more flexible (See ParticleSystem.Emit)
  • Particles: Simplifying Inherit Velocity UI, to remove duplicated functionality
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • Physics: All new icons for all 2D physics types.
  • Physics: Always render the outline of a PolygonCollider2D in dark-green so that if an edge is discarded, it still shows.
  • Physics: Decouple centre of mass from inertia tensor. From now on, setting a custom centre of mass won't mark the inertia tensor as set explicitly as well. By analogy, setting inertia tensor won't have an instant effect on the centre of mass. Exposed two new API functions to reset the centre of mass and inertia tensor back to the automatically computed values. See also: Rigidbody.ResetCenterOfMass(),Rigidbody.ResetInertiaTensor(),Rigidbody.centerOfMass, Rigidbody.inertiaTensor, Rigidbody.inertiaTensorRotation.
  • Physics: Increase precision of Physics2D.OverlapArea & Physics2D.OverlapCircle methods.
  • Pointer selection across multiple lines in UI.InputField is improved.
  • Reflection Probes: Abiltity to turn off deferred reflections when using deferred shading. When "no support" is picked for deferred reflections in Graphics Settings, then in deferred shading reflection probes are done Unity 5.0/5.1 style (per-object).
  • Reflection Probes: blurriness of glossy reflections from Realtime Reflection Probes matches Baked probes better now
  • Scripting: Added Matrix4x4.determinant property.
  • Select All keyboard command now works for UI.InputField in Editor mode.
  • Shaders: Improved shader storage and loading. This will decrease on-disk size of shaders in player builds, as well as making loading shaders faster and with a smaller memory spike.
  • SpeedTree: Billboard batching performance is improved a bit.
  • Text no longer clips the last line when only the leading would cause it to exceed the vertical bounds.
  • TextGenerator now exposes the topY position of each line in UILineInfo.
  • UI: Add caret color field to InputField as text color isn't always correct
  • UI: Added force update method to InputField to allow instant recalcuations
  • UI: CanvasUpdateRegistry no longer checks for a element to be present twice
  • UI: initial pooling of renderers will no longer iterate unnecessary elements
  • UI: TouchInput module is no longer needed. Standalone is the only required module to get both touch and mouse/ keyboard events
  • UI: Updated the max number of submeshes from 5 to 9
  • Unity IAP: ProcessPurchase called from background thread on Android. Moved to the scripting thread before invoking an App's event handlers.
  • Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0.
  • WebGL: Compress player's data using LZ4
  • WebGL: Make the path names for all output files configurable in the html
  • WebGL: Release builds will now always use gzip compressed files, and decompress in JavaScript, if the server is not set up to handle gzip on the http protocol level
  • Windows Store Apps: LocationService will now start the first time it's Start() method is called with user consent being asked at that moment.
  • Windows Store Apps: Unity now will overwrite files in VS solution, if they are not modified. A file UnityOverwrite.txt will be placed next to generated solution file, read it for more details.
  • Windows Store: .NET Native will be disabled when doing Build And Run for Universal Windows 10 Apps, making the run faster
  • Windows Store: Added user friendly message when trying to build to Windows Store Apps SDK 8.1, but SDK 8.1 is missing.
  • Fixes:
  • 2D: Fix memory leak when using Sprite object field in custom inspector
  • [GLCORE][OSX] Creating script's component throws a series of errors OPENGL ERRORS
  • Android: Add support for stencil buffer in RenderTextures on Tegra 3
  • Android: AndroidJava - Fixed recursion in AndroidJavaProxy
  • Android: Buildpipe - don't open file dialogs when in batch mode
  • Android: Buildpipe - fixed an issue where projects created on Mac wouldn't build on Windows
  • Android: Buildpipe - Fixed an issue where the Editor would hang if in batch mode without SDK, NDK and JDK properly configured
  • Android: Buildpipe - Fixed IndexOutOfRangeException thrown on plugin package collisions
  • Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0
  • Android: Fix for physics performance spikes on ARM big.LITTLE devices
  • Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application
  • Android: Fixed an issue where a problematic EGL configuration was picked up on some Samsung devices
  • Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow
  • Android: Fixed an issue where PlayerPrefs with keys and values containing line breaks would break
  • Android: Fixed an issue where the application would crash if you sent emoji unicode characters to the OnScreenKeybaord
  • Android: Fixed crash affecting some PowerVR 544 devices
  • Android: Fixed crash in ASTC encoder
  • Android: Fixed crash in decompression of PVRTC textures on non-PVR devices
  • Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts
  • Android: Fixed MSAA on newer ARM Mali devices like Samsung Galaxy S6
  • Android: Fixed MSAA RenderTextures on Tegra4 and K1 when using OpenGL ES 2.0
  • Android: Fixed non-working textures on some Tegra 3 and Tegra 4 devices
  • Android: Fixed OnApplicationPause() event on app start
  • Android: Fixed reported texture size in profiler for formats that are decompressed during upload
  • Android: Fixed sensor compensation issue affecting devices when rotated180 degrees
  • Android: Fixed slow audio clip loading and slow level loading
  • Android: Fixed status bar not shown and touch offset on Kitkat+ when using native activity
  • Android: Fixed unaligned access in dynamic batching
  • Android: IL2CPP - Fixed compilation on DLLs with spaces
  • Android: IL2CPP - Fixed compilation on paths with spaces
  • Android: IL2CPP - Fixed crash on startup when OBB is enabled
  • Android: Manual updates of the SDK should now take effect when prompted for an update in the Editor
  • Android: Removed some egl errors from the log when probing for GLES API level
  • Android: Removed the 'soft' cursor
  • Android: SoftInput - Fixed hint color
  • Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
  • Android: Support for galaxy camera volume buttons (zoom in/out)
  • Animation: Fixed a case where non-resampled curves would have overlapping keyframes
  • Animation: Fixed animation of material properties in the animation window.
  • Animation: Fixed animation window still recording when scene is saved.
  • API Updater: Fix crashing when checking for obsolete API in assemblies referencing unity extensions
  • API Updater: Fixed handling of multiple "defines" / references in a single argument in response files
  • Asset Importing: Fix main thread assert when releasing MonoScript object
  • Asset Loading: Allow extension dlls to be imported outside of project folder
  • AssetBundle: Fix the issue that the sprite atlas has been stored twice in AssetBundles.
  • Assets Management: All assets located inside the Resources folder are now reported in the summary area of the editor's output log.
  • BestFit min/max sizes are now clamped so that always include the starting/default font size. This guarantees that minSize

New in Unity 5.3.0b6 Beta (Nov 9, 2015)

  • Change:
  • Physics: Allow the PhysX CharacterController to consider the slope limit for Rigidbodies. This fixes bugs where the CharacterController could climb on very steep slopes on Rigidbodies. Restores Unity4 behavior.
  • Improvement:
  • Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
  • Fixes:
  • Editor: Fixed issue with unnecessary whitespace being added to generated MonoDevelop/VS solution (.sln) files after each update.
  • Editor: Removed MonoDevelop Solution Properties checkbox from External Tools. Unity no longer writes MonoDevelop code formatting settings into MonoDevelopSolutionProperties in .sln file.
  • GI: Fixed crash when calling SetEmissive for a system with no radiosity data available.
  • Mecanim: Added type check when firing events with Object parameters.
  • Mecanim: Changed error message when animator transitions cannot be previewed
  • Mecanim: Fixed a problem with state machines where Animation events on the first frame wouldn't fire in some cases
  • Mecanim: Fixed Animator.Play not working on 1st frame when enabling GameObject.
  • Mecanim: Fixed blending that was different when swapping OverrideController at runtime.
  • Mecanim: Fixed crash when enabling an Animator on an object that was disabled then re-enabled.
  • Mecanim: Fixed error when adding transition.
  • Mecanim: Fixed Event key in animation window is not movable if keyframe is added.
  • Mecanim: Fixed speed being not applied correctly when manually updating Animator.
  • OpenGL: Fixed editor font rendering, characters disappearing.
  • Physics: Fixed issues where PhysX SphereCasts would return an incorrect collision point for a scaled non-convex MeshCollider

New in Unity 5.2.2 Patch 3 (Nov 5, 2015)

  • Improvements:
  • IL2CPP: Allow null checks, array bounds checks, and divide by zero checks to be selectively included or omitted from generated C++ code by using a C# attribute on type, method, or property definitions.
  • iOS/IL2CPP: Enable incremental build support using the "Append" option. Keep the generated code stable across additional, removal, and changes for string literals and non-generic types.
  • (587995)Physics: Always render the outline of a PolygonCollider2D in dark-green so that if an edge is discarded, it still shows.
  • (718508) - Physics: Increase precision of Physics2D.OverlapArea & Physics2D.OverlapCircle methods.
  • Fixes:
  • (740573) - FrameDebugger: Fixed draw call count jumping when there were realtime probes in the scene.
  • (733772) - IL2CPP: Convert assemblies that are mentioned in a link.xml file but are not referenced by any other assemblies at compile time.
  • (718885) - IL2CPP: Prevent an intermittent hang with asynchronous sockets.
  • (739935) - iOS: Added build & run support for Xcode 7.1.
  • (723360) - iOS: Export correct image for iPad launch screen now,
  • (none) - iOS: Fixed incorrect landscape launch orientation on iPad.
  • (none) - iOS: Fixed minor launch screen placement issue on devices with large resolution screens.
  • (732806) - iOS: Fixed occasional 1-frame glitches in dynamic font rendering.
  • (none) - iOS: Fixed second-stage splashscreen on some devices with iOS 6 and 7.
  • (740343) - iOS: Fixed simulator support on Xcode 7.1.
  • (none) - iOS: Fixed legacy launch screens on iOS 9.1.
  • (738778) - Particles: Fixed sorting by distance.
  • (712007) - Physics: HingeJoint2D no longer produces incorrect reference angles from Rigidbody2D angles.
  • (719418) - Physics: Physics2D, Collider2D & Rigidbody2D IsTouching and IsTouchingLayers now correctly represents Box2D contact state.
  • (727734) - Physics: Physics2D.CircleCastXXX and Physics2D.BoxCastXXX now correctly detect very fractional overlaps.
  • (713391) - WSA: Fixed: Can't build & run to SDK 8.1 if only VS2015 is installed.

New in Unity 5.3.0b5 Beta (Nov 2, 2015)

  • Change:
  • Physics: Obsoleted enum JointDriveMode and JointDrive.mode
  • Physics: Setting Rigidbody.detectCollisions to false also affects queries now (e.g. Physics.RaycastAll)
  • Physics: When changing a mesh and subsequently setting it as the sharedMesh of a MeshCollider we now update collision mesh instead of ignoring the changes.
  • Improvement:
  • Graphics: Added custom near plane slider for spot lights instead of auto-calculation, defaults to 0.2.
  • Graphics: Expose GraphicsSettings class to scripting API.
  • Graphics: Implemented shadow bias for point lights.
  • Graphics: Reflection cubemap convolution is GGX now.
  • Graphics: Reflection cubemap convolution preserves HDR highlights better.
  • Improved "The referenced script on this Behaviour" message with the game object name in the player, it will look now like 'The referenced script on this Behaviour (Game Object 'Main Camera') is missing!'.
  • Integrated the industry standard for tangent space "mikktspace" into Unity. This allows artists to get seamless lighting since compatiblity is ensured between normal map baker and renderer (particular xNormal and several other bakers).
  • Particles: A percentage of particles can now be rotated in the opposite direction.
  • Physics: Always render the outline of a PolygonCollider2D in dark-green so that if an edge is discarded, it still shows.
  • Physics: Increase precision of Physics2D.OverlapArea & Physics2D.OverlapCircle methods.
  • Reflection Probes: Abiltity to turn off deferred reflections when using deferred shading. When "no support" is picked for deferred reflections in Graphics Settings, then in deferred shading reflection probes are done Unity 5.0/5.1 style (per-object).
  • Reflection Probes: blurriness of glossy reflections from Realtime Reflection Probes matches Baked probes better now
  • Shaders: Smoothness curve of Standard shader matches Substance Painter and Marmoset Toolbag2 (only when tools is using GGX) very closely now
  • Shaders: To improve visual quality of specular highlight Standard is now using GGX distribution function. Previously Blinn-Phong was used
  • Unity IAP: ProcessPurchase called from background thread on Android. Moved to the scripting thread before invoking an App's event handlers.
  • WebGL: Make the path names for all output files configurable in the html
  • Fixes:
  • [GLCORE][OSX] Creating script's component throws a series of errors OPENGL ERRORS
  • Android: AndroidJava - Fixed recursion in AndroidJavaProxy
  • Android: Buildpipe - don't open file dialogs when in batch mode
  • Android: Buildpipe - fixed an issue where projects created on Mac wouldn't build on Windows
  • Android: Fixed an issue where a problematic EGL configuration was picked up on some Samsung devices
  • Android: Fixed slow audio clip loading and slow level loading
  • Animation: Fixed animation of material properties in the animation window.
  • API Updater: Fix crashing when checking for obsolete API in assemblies referencing unity extensions
  • AssetBundle: Fix the issue that the sprite atlas has been stored twice in AssetBundles.
  • DisplayProgressBar replaces forward slash with a backslash
  • Editor: Fixed rare crash when a component is missing a script reference
  • GI: Now terrain heightmap painting can correctly trigger the baking of GI on that part of the terrain and the editor won't crash when a terrain is duplicated.
  • Graphics: "Target Display" Dialog for Multi Display Rendering is missing
  • Graphics: Fix for stalls when loading textures on single processor machines.
  • IL2CPP: fixed an issue where an empty project would display "The class with classID: 43 is not registered (see ClassIDs.h)" error at runtime
  • IL2CPP: Fixed crash caused by ISerializationCallbackReceiver being stripped
  • iOS: Don't crash when splash screen xib is deleted from project
  • iOS: Export correct image for iPad launch screen
  • iOS: Fix incorrect landscape launch orientation on iPad
  • iOS: Fix minor launch screen placement issue on devices with large resolution screens
  • iOS: Fix second-stage splashscreen on some devices with iOS 6 and 7
  • Mecanim: Changed error message when animator transitions cannot be previewed
  • Mecanim: Fixed a problem with state machines where Animation events on the first frame wouldn't fire in some cases
  • MonoDevelop: Fixed regression where MonoDevelop would report ERR_UNLOADED when setting breakpoints.
  • OpenGL: Fixed texture memory usage reporting in profiler, was twice the actual size for most textures
  • Physics: Added tooltips for JointLimits min and max values and freespin parameter
  • Physics: BoxCastAll, SphereCastAll, CapsuleCastAll now return zero RaycastHit.point for colliders overlapping with the sweep primitive at the initial position. Previously the result was undefined, which oftentimes matched the point returned by the previous sweep, but not necessarily so.
  • Physics: Fix crashing when calling HingeJoint.useMotor or HingeJoint.useSpring on disabled a HingeJoint
  • Physics: Fix ignore settings not being applied to WheelCollider (when set with Physics.IgnoreCollision
  • Physics: Fix OnTriggerXXX not being called on Trigger Colliders that are children of GameObjects with a Rigidbody
  • Physics: Fix performance issue with unneeded error string formatting
  • Physics: Fixed cases where a ConfigurableJoint's JointDrive's spring stiffness and damping were not being set.
  • Physics: HingeJoint2D no longer produces incorrect reference angles from Rigidbody2D angles.
  • Physics: Physics2D, Collider2D & Rigidbody2D IsTouching and IsTouchingLayers now correctly represents Box2D contact state.
  • Physics: Physics2D.CircleCastXXX and Physics2D.BoxCastXXX now correctly detect very fractional overlaps.
  • Script Debugging: Fixed Unity crash when debugging with Visual Studio Tools for Unity 2.1
  • Scripting: Avoid Editor hang during close or script recompile if sockets are being used
  • Scripting: Do not set default System.Threading.SynchronizationContext.Current in .Net 2.0 Subset profile. Matches .Net 2.0 profile behavior.
  • Scripting: Fix crash when nested coroutine returns empty enumerator
  • Scripting: Fix enumerating Process.Modules in .Net 2.0 Subset profile.
  • Scripting: Fix enumerating Process.Threads in .Net 2.0 Subset profile.
  • Shaders: Strength of glossy reflections is now independent from cubemap resolution
  • Unity IAP: Fix for iOS crash on FinishTransaction, which occurs when StoreKit tells Unity IAP about a product that was not requested by the Application, e.g. the user owns an old product that is no longer sold.
  • Unity IAP: Fix Unity IAP sending Transaction receipt/signature to Analytics for reporting purposes
  • WebGL: fix importing wav files with floating point samples
  • WebGL: fix RightAlt key when used as AltGr to access special keyboard layouts
  • When a button contains a image and text the layout logic does not work properly
  • Windows Store Apps: add supprt for new UWP capabilities and their population to manifest
  • Windows Store Apps: add UWP specific icon support and fix manifest creation
  • Windows Store Apps: fix occasional rendering freeze when leaving and comming back in lanscape mode
  • Windows Store Apps: setup initial orientations from Player Settings
  • Windows Store: fixed an issue which caused functions RunningOnUIThread and RunningOnAppThread in UnityEngine.WSA.Application to throw exceptions if called on non-main thread.
  • Windows Store: fixed an issue which made UWP class libraries throw FileNotFoundException when invoking into native WinRT components.

New in Unity 5.2.2 Patch 2 (Oct 30, 2015)

  • Improvements:
  • GI: Added the "Ignore Normals" option on the MeshRenderer to skip comparing normals when detecting charts for realtime GI. This can be necessary when using hand authored UVs to avoid chart splits.
  • GI: Added the "Min Chart Size" option on the MeshRenderer to allow for lowering chart size in case stiching is not needed.
  • VR: Updated the OVRPlugin. Oculus Runtime 0.8 is required to use Oculus VR with this patch.
  • Fixes:
  • (731143) - 2D: Fixed alphasplit parameter not getting reset when switching sprite/material on the fly
  • (733725) - 2D: Fixed: SpritePacker Crash after packing multiple high res sprites.
  • (714661) - AssetBundle: Fixed the issue that AssetBundle names sometimes gets into inconsistent state between cache server/.meta files.
  • (724561) - Assets Loading: Fixed reading of assets stored in a text mode with UTF8 signature.
  • (715380) - Editor: Unsupported texture compression formats now correctly fallback to default compression format for the platform.
  • (710195) - Fixed issue where UI would not get rendered for disabled cameras when manually calling .Render().
  • (731107) - Editor: Fixed occasional crash when importing assets on editor.
  • (none) - GI: Fixed Enlighten saturating the command buffer and stalling because of it. Gives the biggest benefit in scenes with high rendering framerate and many animated realtime lights with non-zero bounce.
  • (726799) - Graphics: Fixed camera parameter changing from OnPreRender to work again.
  • (736709) - Graphics: Fixed memory leak when rendering shadows.
  • (734255) - Graphics: Fixed upscaled fullscreen rendering being upside down in some situations
  • (737853) - IL2CPP: Prevent a crash in the player in MetadataCache::GetTypeInfoFromTypeDefinitionIndex when a constrained call is made to a generic virtual method defined on a value type.
  • (736167) - IL2CPP: Prevent a memory leak that caused some GCHandles, including those used to reference MonoBehaviour instances, from being correctly reclaimed by the garbage collector.
  • (none) - IL2CPP: Remove warnings in generated C++ code related to const problems.
  • (715666) - Input: Fixed mouse position going out of bounds in Fullscreen Window mode.
  • (715666) - Input: Fixed render being positioned and sized incorrectly in D3D9 and D3D11 with Fullscreen Window mode.
  • (725713) - Mecanim: Avoid clearing sampling data set when invalidating animator.
  • (735656) - Mecanim: Delete SMB instances when user delete a state/statemachine with SMB.
  • (732986), (733883), (734458) - Mecanim: Fixed AnimationControllerPlayable calls not being forwarded from Animator to its playables.
  • (727244) - Mecanim: Fixed AnimationEvents not called when at the begining of a State.
  • (none) - Mecanim: Fixed BlendTree performance regression.
  • (734033) - Mecanim: Fixed Crash when using OverrideController with no source Controller.
  • (733731) - Networking: Fix for scene slots in NetworkManager not being saved all the time.
  • (none) - Networking: Fix for UNetWeaver exception when making Metro builds.
  • (none) - OpenGL: Added detection for cases when the geometry shader expects input topology that does not match with the given geometry. Also fail compilation when using unsupported topology (such as adjacency).
  • (none) - OpenGL: Compute shaders: Fixed append/consume buffer counters.
  • (none) - OpenGL: Fixed: compute shader buffer resolves when using multithreaded renderer.
  • (none) - OpenGL: Fixed shadow normal bias for meshes that are missing vertex normals.
  • (733928) - OpenGL: Shader compiler: Fixed a corner case in constant buffer vec4 access.
  • (708722) - OpenGL: Shader compiler: Fixed atomic ops handling in shaders.
  • (none) - OpenGL: Shader compiler: Fix for conflicting shader input/output names in tessellation shaders.
  • (none) - OpenGL: Shader compiler: Fixed geometry shader stream index handling.
  • (none) - OpenGL: Shader compiler: Fixed input redirection on geometry shaders.
  • (none) - OpenGL: Shader compiler: Handle RWTexture properties more accurately.
  • (none) - OpenGL: Shader compiler: In geometry shaders, only emit vertex stream for GL ver >=4.20.
  • (none) - OpenGL: Shader compiler: Only emit the stream declarations if they're actually used.
  • (none) - OpenGL: Shader compiler: OS X doesn't like EmitStream(0) so use EmitStream() instead.
  • (682939) - Physics: Allow slope limit to be considered for non-static objects.
  • (689159) - Physics: Fixed Sphere-cast error against scaled non-convex meshes.
  • (714572), (720398), (720408) - Physics: Fixed a case where HingeJoint limits was not applied properly.
  • (714572), (720398), (720408) - Physics: Fixed an axis-locking inconsistency in the HingeJoint when both min and max limits were set above 177 degrees, but still different.
  • (714572), (720398), (720408) - Physics: HingeJoint.angle is now returned as +/- 180 degrees, as in Unity4.
  • (714572), (720398), (720408) - Physics: HingeJoints now have orientation to be compatible with Unity 4.
  • (714572), (720398), (720408) - Physics: JointMotor.targetVelocity can now be negative as well as positive.
  • (714572), (720398), (720408) - Physics: The HingeJoint ""Connected Body"" will view the Joint anchor as a right-hand coordinate system. This means the Connected Body will view positive angles as going counter-clockwise around the Joint anchor.
  • (714572), (720398), (720408) - Physics: The Rigidbody that share the GameObject with the HingeJoint will view the Joint anchor as a left-hand coordinate system. This means the Rigidbody will view positive angles as going clockwise around the Joint anchor.
  • (733005) - Umbra : Fixed missing realtime lights after baking occlusion data.
  • (none) - Windows Phone: Reduced runtime memory usage by ~4 MB.
  • (733548) - Windows Store Apps: Use initial supported orientations from Player Settings.
  • (733864) - Windows Universal 10: Fixed invisible text on ARM devices issue.
  • (735387) - Windows Universal 10: Fixed screenshot capture failure.
  • (none) - Windows Universal 10: Updated default project template to hide status bar by default

New in Unity 5.2.2 Patch 1 (Oct 23, 2015)

  • Features:
  • iOS: Added a PlayerSetting to add the iOS 9 UIRequiresFullScreen to the Xcode generated plist to enable/disable multitasking support.
  • iOS: Added Touch Pressure support. Scripts can access this API through the pressure and maximumPossiblePressure properties on Touch.
  • Improvements:
  • Networking: Added log messages to identify the object and script that cause too-large packets to be generated.
  • Networking: Added more logging info on too-large packets when object state updates exceed the MTU.
  • Unity Ads: Update to Unity Ads 1.5.3
  • VR: A camera can now target the main display backbuffer in VR mode by setting "Target Eye" to "None (Main Display)".
  • Fixes:
  • (712011) - Android: Fix crash in dynamic batching
  • (726878) - Android: Fixed MSAA on newer ARM Mali devices like Samsung Galaxy S6
  • (728806) - Android: Fixed MSAA RenderTextures on Tegra4 and K1 when using OpenGL ES 2.0
  • (715602), (731076), (704017), (731078) - Android: Fixed non-working textures on some Tegra 3 and Tegra 4 devices
  • (642609) - Fix crash on copying script with component requirements onto a GO which is missing the requirements
  • (none) - GI: Fixed the reflection probe inspector breaking when reusing a cubemap (RenderTexture) from a realtime reflection probe on a custom reflection probe.
  • (708559) - Graphics: Add error message if 3D texture is bound for rendering.
  • (730171) - Graphics: Fixed Screen.currentResolution in some cases reporting wrong resolution when in fullscreen on Windows
  • (727743) - Graphics: Fixed use of Blit not correctly binding RandomWrite targets.
  • (728103) - Graphics: Stopped reflection merging into emissive from stomping over render target alpha with 1.0
  • (716811) - IL2CPP: Change the conv.i8 opcode implementation to handle sign extension correctly so that a conversion from a large negative int to a uint to a long in C# works as expected.
  • (735413) - IL2CPP: Generate proper C++ code for a type with two fields that have the same type and name.
  • (734534) - IL2CPP: Improve the error message when the byte code stripper is unable to locate an assembly.
  • (717997) - IL2CPP: Prevent a NullReferenceException exception from occurring during the processing of the Preserve attribute which can obscure the actual cause of a problem.
  • (730233) - IL2CPP: Prevent an KeyNotFoundException exception from occurring during code conversion when a generic method is used with at least one generic argument that exceeds the maximum generic recursion depth.
  • (none) - IL2CPP: The low level memory profiler no longer reports constant literals as fields with offset 0.
  • (726466) - Networking: Added support for HLAPI packet queuing on channels using the ReliableFragmented QoS.
  • (697097) - Networking: Added warning message when a scene cannot be added to NetworkManager.
  • (725109) - Networking: Clear error message when user try to add the two host with the same port
  • (721917) - Networking: Fixed code generation exception when a SyncVar uses a type from external DLL. This now generates a regular build error.
  • (698322) - Networking: Fixed code generation exception when using certain built-in unity types such as Vector3 in SyncListStruct.
  • (714700) - Networking: Fixed crash when sending an unsupported type (a class instance) via a network Command. This now generates a build error.
  • (726244) - Networking: Fixed issues with zero length size or MTU size packets using NetworkConnection Send functions. This could break packet buffering for HLAPI connections.
  • (725363) - Networking: Fixed missing Connect callback for local client.
  • (727133) - Networking: Fixed movement problem for objects on clients with local-client-authority when snap threshold was set to a small value.
  • (730199) - Networking: Fixed NullReference exception when using NetworkAnimator.
  • (733731) - Networking: Fixed the scene slots in NetworkManager and NetworkLobbyManager not marking the scene dirty when they are changed.
  • (720436) - Networking: prevent user to set minupdatetimeout to 0 via networkmanager menu
  • (730299) - Networking: Removed misleading error messages that are generated during SyncList initialization.
  • (730386) - Particles: Fixing regression when setting transform in LateUpdate
  • (731470) - Physics: Ensure that RectTransform is loaded prior to any Rigidbody2D or Collider2D so that initial position is correct.
  • (731054) - Physics: Ensure that when changing the Joint2D connected RigidBody2D, all related Gizmos are reset.
  • (730822) - Physics: Ensure that when ignoring collision layer/layer collisions, that existing contacts are re-evaluated.
  • (731057) - Physics: Ensure that when Joint2D.EnableCollision is changed, all relevant contacts are re-evaluated.
  • (none) - Substance: Fix bitmap export. Bitmap export can now save bitmaps with the alpha channel setup according to the Unity material.
  • (725397), (728853), (729290) - UI: Fix Editor crash that would sometimes trigger after pressing play/stop
  • (719421) - VR: Fix HMD content failure after disconnect and reconnect
  • (716410), (716422 VR: Fix incorrect info and toggles while HMD was disconnected
  • (720052), (732183) - VR: Fix Loss of Window focus crashes upon return
  • (736323) - VR: Fix regression crash when HMD was disconnected at application start
  • (716500) - VR: Fix stereoMirrorMode right eye flicker
  • (732236) - VR: Fix VRDevice.IsPresent always returning true
  • (722766) - WebGL: Fix doppler effect being used on audio sources with spatial blend set to 2D
  • (733864) - Windows Phone: Font will be visible again.
  • (735383) - Windows Store Apps: Correctly generate Visual Studio namespace if package name has dot followed by a number. For ex., Test.2 package name will produce Test._2 namespace
  • (735384) - XboxOne/IL2CPP: Correct metadata loading on startup.

New in Unity 5.3.0b4 Beta (Oct 23, 2015)

  • FEATURE:
  • VR Head-Tracked Splash Screen:
  • Enabled on all Unity VR supported platforms.
  • Head-tracked splash screen is shown as early as possible while asynchronously loading the first scene.
  • Splash screen is customizable for Unity Pro. Users can set an image in PlayerSettings -> Virtual Reality Splash Image which will be shown as if on a wall in a black room while loading the first scene.
  • Splash screen is tied to the "Show Unity Splash Screen" option and can be disabled in Unity Pro.
  • CHANGE:
  • Editor: Screen.lockCursor will not be reset when clicking with mouse
  • UI: Updated function names to be more consistent with other classes
  • Windows Store: all managed plugins and WinMD files always target AnyCPU architecture. This essentially means that you no longer need to have separate wrapper DLL and winmd files for each native plugin you have.
  • IMPROVEMENT:
  • Clear script function added to remove all points from a TrailRenderer
  • Crunch texture compression: Improve compression quality of normal maps
  • GetComponentsInChildren now correctly works if one of the parents of the gameobject being called on is inactive. This makes GetComponentInChildren work on prefabs, and only changes behaviour in cases where previously you were guaranteed to get an empty array as result.
  • Improved "The referenced script on this Behaviour" message with the game object name in the player, it will look now like 'The referenced script on this Behaviour (Game Object 'Main Camera') is missing!'.
  • OSX Standalone: Set player name to the value of PlayerSettings.ProductName
  • UI: Add caret color field to InputField as text color isn't always correct
  • UI: Added force update method to InputField to allow instant recalcuations
  • UI: TouchInput module is no longer needed. Standalone is the only required module to get both touch and mouse/ keyboard events
  • UI: Updated the max number of submeshes from 5 to 9
  • FIXES:
  • Crunch texture compression: Fix errors when baking light maps on scenes with crunched textures
  • Crunch texture compression: Fix memory corruption crash when using crunched textures as Cubemaps
  • Crunch texture compression: Fix using crunched textures on terrains
  • Editor: Fixes Nullref when trying to maximize a view through the Context menu.
  • Fix Mono Assembly stripping
  • Fixed GUILayout.EndHorizontal() throwing an exception after calling BuildPipeline.BuildAssetBundles
  • GI: Fixed a crash when switching scenes when at least one of them was using realtime GI and light probes.
  • GI: Fixed additive loading of static lightmaps on terrains.
  • GI: Fixed lightmap data asset not loading regression.
  • GI: Fixed the reflection probe inspector breaking when reusing a cubemap (RenderTexture) from a realtime reflection probe on a custom reflection probe.
  • IL2CPP: Change the conv.i8 opcode implementation to handle sign extension correctly so that a conversion from a large negative int to a uint to a long in C# works as expected.
  • IL2CPP: Fixed a crash which occurred when script derived from a class that implemented ISerializationCallbackReceiver, was compiled into a DLL and no other script referenced any class that implemented ISerializationCallbackReceiver
  • IL2CPP: Generate proper C++ code for a type with two fields that have the same type and name.
  • IL2CPP: Improve the error message when the byte code stripper is unable to locate an assembly.
  • IL2CPP: Low level memory profiler: no longer report constant literals as fields with offset 0.
  • IL2CPP: Prevent a NullReferenceException exception from occurring during the processing of the Preserve attribute which can obscure the actual cause of a problem.
  • IL2CPP: Prevent an KeyNotFoundException exception from occurring during code conversion when a generic method is used with at least one generic argument that exceeds the maximum generic recursion depth.
  • Mecanim: Fixed a bug where keyframes' default values were not initialized, sometimes causing issues when creating Curves from Euler.
  • Mecanim: Fixed Animation Window not displaying the proper sampled value.
  • Mecanim: Fixed AnimationControllerPlayable calls not being forwarded from Animator to its playables.
  • Mecanim: Fixed AnimationEvents not called when at the beginning of a State.
  • Mecanim: Fixed BlendTree evaluation performance regression.
  • Mecanim: Fixed Crash when using OverrideController with no source Controller.
  • Mecanim: Fixed deleting of SMB instances when user delete a state/statemachine with SMB.
  • Mecanim: Fixed Model importer clip animation not updating correctly when set from a script.
  • Mecanim: Fixed numerical instabilities in transition preview. State name was not unique and was interfering with calculations..
  • Mecanim: Fixed transition start time was not initialized correctly for played State.
  • Particles: Fixed sorting when using sort by distance.
  • Scripting/Mono: Fixed Marshal.StructureToPtr crash when marshalling struct hierarchies on 64-bit.
  • Serialization: Fixed random float value corruption in the editor after multiple playing/stopping scene
  • UI: Filled images need to clear the vertex data before adding new
  • UI: Force Input caret to end of text on mobile device
  • UI: Image will not use the material texture if there is no sprite defined
  • UI: Tiled sprites with zero center will assume the center is stretched
  • Unity IAP: Fix for dead "Go to Dashboard" link in IAP window
  • Unity IAP: Fix to address an issue where the Editor would crash during the "Import" step of the platform-specific plug-ins
  • Unity IAP: Fix to show the supported platforms in the Services Window for IAP
  • Unity IAP: Removed attribute that is leading to Android manifest merging conflicts
  • VR: Fix Fov in Scene/Game view of the Editor
  • VR: Fix HMD content failure after disconnect and reconnect
  • VR: Fix incorrect info and toggles while HMD was disconnected
  • VR: Fix Loss of Window focus crashes upon return
  • VR: Fix regression crash when HMD was disconnected at application start
  • VR: Fix stereoMirrorMode right eye flicker
  • VR: Fix VRDevice.IsPresent always returning true. Exception: still occurs on Windows 7 with Oculus runtime 0.7.0.0, otherwise fixed
  • VR: Fix wrong FOV on entering play mode
  • WebGL: fix Application.dataPath
  • WebGL: Fix AudioClip.Create on Safari
  • WebGL: fix GUI.TextArea issue caused by TextEditor stripping
  • WebGL: Fix rescaling of default html template
  • WebGL: fix Return/Enter keypress on Firefox
  • WebGL: InputString: fix truncation of UTF16 characters
  • WebGL: Make Application.targetFrameRate work
  • WebGL: Make AudioClip.SetData work
  • WebGL: Make SoundI::getLength return the correct result
  • Windows Editor: Fixed D3D9 crash when locking/unlocking windows, due to a DeviceLost event not being handled correctly
  • Windows Standalone: In startup screen available resolutions list is populated according to the selected monitor
  • Windows Standalone: Switching from windowed to fullscreen mode will fullscreen player in the same monitor where it was in the windowed mode
  • Windows Store: fixed a memory leak which reduced memory usage by around 4 to 8 MB.
  • XboxOne/IL2CPP: Correct metadata loading on startup.
  • THE FOLLOWING ARE CHANGES AND FIXES TO 5.3 FEATURES AND REGRESSIONS:
  • Fixes:
  • Editor: Fix InvalidOperationExceptions caused by ObjectFields in default inspectors.
  • Editor: Fix Selection style not showing selection background in Package Import/Export windows.
  • Mecanim: Fixing rotation order change errors.
  • Terrain: Fixed an issue where in some rare cases trees disappear from terrain in built player.
  • Windows Store: removed dependency on VS2010 when building using IL2CPP scripting backend
  • Windows Store: WACK now passes when using IL2CPP scripting backend

New in Unity 5.2.2 (Oct 21, 2015)

  • IMPROVEMENTS:
  • Debugger: The port number the debugger listens on is now printed to the editor log.
  • Graphics: Disabled fancy blurring of cubemaps for runtime updated reflection probes on OpenGL ES 2 devices.
  • IL2CPP: Optimize System.Reflection access to metadata.
  • IL2CPP: Reduce initialization time of IL2CPP scripting backend.
  • iOS: Added DeviceGeneration Enums for iPhone6S, iPhone6S Plus, iPad Pro 1st Generation, and iPad Mini 4th Generation.
  • iOS: Added Xcode 7 GM and Xcode 7.1 Build & Run support.
  • iOS: Enabled SSL for HWStats analytic reporting.
  • iOS: Simulator running on IL2CPP now will be 64 bit.
  • MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed mark-up from documentation tool-tips.
  • Tizen: Implemented Application.internetReachability.
  • Tizen: Implemented Sleep.screenTimeout.
  • Tizen: Implemented TouchScreenKeyboard.area.
  • UI: Added new helper function to VertexHelper to set streams of Vertex in any order.
  • UnityAds: Updated native binaries to version 1.5.2.
  • VR: Oculus Plugin has been updated.
  • VR: Support for DRM content.
  • WebRequest: Better memory tracking in DownloadHandlers now.
  • CHANGES:
  • Installers: Updated the EULA.
  • Substance: Removed support for Unity 3.x metafiles for SBSAR files. The associated .meta files should be manually deleted and the materials recreated after reimporting the SBSAR assets.
  • Visual Studio Integration: No longer open unity documentation html in visual studio when opening it, since VSTU supports doc searching out of the box.
  • VR: For Windows Oculus Development, the Oculus 0.7.0.0 runtime is required in order to run in VR mode. Future releases will also require this runtime going forward.
  • FIXES:
  • (none) - 2D: Exposed alpha texture api for atlases compressed with ETC1.
  • (705196) - Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0.
  • (724509) - Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application.
  • (725153) - Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow.
  • (720706) - Android: Fixed crash in ASTC encoder.
  • (726878) - Android: Fixed MSAA on newer Mali drivers such as SGS6.
  • (710191) - Android: Fixed reported texture size in profiler for formats that are decompressed during upload.
  • (718206) - Android: IL2CPP - Fixed compilation on DLLs with spaces.
  • (726121) - Android: IL2CPP - Fixed crash on startup when OBB is enabled.
  • (none) - Asset Loading: Serialisation errors that produce "serialisation layout mismatch" errors will now attempt to include the name of the root type being serialised when the error was encountered.
  • (730952) - Build Pipeline: Fixed warning message "Failed to add the asset file size for filename".
  • (none) - D3D11: ChangeDisplaySettings(..., CDS_TEST) causes stuttering on nvidias. Use DXGI instead.
  • (724093) - Direct3D 11: Changing resolution through script will not stretch the screen anymore.
  • (726343) - Editor: Fixed "Ctrl" click on object selects another object in scene view.
  • (726373) - Editor: Fixed background object getting selected instead of the one in the front.
  • (699420) - Editor: Fixed baking navmesh while building lighting.
  • (713420) - Editor: Fixed crash when opening Frame Debugger that was happening on some machines (mostly Macs with NVIDIA GPUs).
  • (732454), (733335) - Editor: Fixed crash when trying to build Universal Windows 10 Apps, but Windows 10 SDK is not installed.
  • (723116) - Editor: Fixed Gizmos.DrawLine rendering with random colors when 3D Icons is turned off.
  • (none) - Editor: Fixed HideFlags.DontSaveInBuild and HideFlags.DontUnloadUnusedAsset being swapped.
  • (712517) - Editor: Support nested scene loading after introducing multi-scene-editing.
  • (719769) - Editor: The selected platform is now properly switch when launching Unity through the command line with the –buildTarget switch.
  • (725677) - FinalGather: "Template function should be specialized" error thrown when baking.
  • Mecanim : Fixed Humanoid layer mask not working with AnimatorControllerPlayables.
  • (725106) - Fixed issue with inputfield caret/ highlight not displaying
  • (none) - Fixed issue with launching both MonoDevelop and Xamarin Studio when external script editor is set to Xamarin Studio on OSX.
  • (649000), (721553) - Fixed Unity crash when inspecting UnityEditor.VersionControl.Asset while debugging.
  • (711044) - Fixed: Cache Server crashes on command 'nc -zv'
  • (725070) - GI: Fixed crash when switching scenes in specific circumstances.
  • (none) - GI. Fixed crash when generating lightmaps.
  • (none) - GLES: GLLEGACY: Fixed: glClear doesn't obey viewport, so render a quad instead when doing a non-fullscreen clear.
  • (none) - GLLEGACY: Fixed: readpixels needs workaround for MSAA.
  • (726172) - Graphics: Do not return pre-created RenderTextures from RenderTexture.GetTemporary; makes it possible to set useMipMap on them again.
  • (686243) - Graphics: Fixed an issue whereby static batching didn't work in the Editor when scenes were loading from scripts e.g. Application.LoadLevel()
  • (730772), (722618) - Graphics: Fixed resolution switches sometimes incorrect in DX11.
  • (730772), (728756) - Graphics: Fixed UI disappearing when triggering a resolution change in DX9 standalone.
  • (729286) - Graphics: Texture2D.format shows ARGB on RGB texture format.
  • (730541) - Home Window: Make survey only show correct questions.
  • (731652) - IL2CPP: Allow default parameter values for nullable types to be converted to C++ correctly.
  • (721065) - IL2CPP: Convert I18N.dll assemblies if they are present to avoid not supported exceptions for some code pages.
  • (692240) - IL2CPP: Corrected method collection in editor to preserve defining class rather than invoked class in some cases.
  • (732205) - IL2CPP: Corrected the behavior of Array.SetValue and Array.GetValue for integer values used with an enum array.
  • (730563) - IL2CPP: Corrected the generated C++ code when MonoPInvokeCallback is used to specify a type which has marshaling directives. The marshaling directives from that type will be used, and a compile error in the generated C++ code will no longer occur.
  • (707376) - IL2CPP: Ensure IL2CPP generates valid numeric identifiers under all system languages.
  • (719378) - IL2CPP: Ensure PreserveAttribute on type preserves default constructor.
  • (732814) - IL2CPP: Fixed a crash in the il2cpp::icalls::mscorlib::System::Reflection::MonoMethod::get_base_definition method.
  • (703908) - IL2CPP: Fixed Directory.GetFiles using search pattern with embedded '*'.
  • (722920) - IL2CPP: Fixed race condition when accessing attributes.
  • (718708) - IL2CPP: Generate correct C++ code when an extension method as a constrained generic type which is another generic type defined in a different assembly.
  • (719718) - IL2CPP: Include assemblies referenced only by prefabs in the Resources folder in the build.
  • (732317) - IL2CPP: Prevent a possible deadlock when using System.Threading.ReaderWriterLock.
  • (728134) - iOS: Fixed Game Center authentication crash on iOS 9.0.
  • (722963) - iOS: Fixed memory leak when changing orientation.
  • (730886) - iOS: Fixed some corner cases of AA and image effects on OpenGL ES.
  • (725085) - iOS: Made iAD code more robust on ios9: Fullscreen Ads now work and Banners do not crash on destruction.
  • (none) - iOS: Pick 2-nd stage splash screens from asset catalogs when possible.
  • (714759) - iOS/IL2CPP: Implement host name resolution with IPv6
  • (729165) - iOS/IL2CPP: Prevent a crash that occurs when using Unity Ads and GameCenter together.
  • (721644) - LegacyShaders: (Self-Illumin) No Emission (Lightmapper) component after Unity 5.
  • (none) - Linux: Handle failure to create input method / input context on startup.
  • (none) - Linux: Ignore driver-reported joystick axes with invalid range / fix mapping for these devices.
  • (713205) - Linux/Tizen/STV: Fixed "special" characters (e.g. &) in player pref names.
  • (728874) - Mecanim : Animator parameter gets 0/false value when animator not enabled.
  • (726413) - Mecanim: Fixed AnimationEvents fired on animations that are weighted-out.
  • (718748) - Mecanim: Fixed Animator memory being cleared when disabling the component the same behaviour as before 5.2b5 do not clear animator memory when only the animator.
  • (726448) - Mecanim: Fixed Animator::Play generating invalid AnimationEvent invocations.
  • (730175) - Mecanim: Fixed Animator.GetParameter throwing exceptions.
  • (727580) - Mecanim: Fixed Animator.Play not working when AnimatorController.
  • (725512) - Mecanim: Fixed AssetBundle created from 5.1 crashing in 5.2.
  • (729181), (730491), (729203), (730205) - Mecanim: Fixed bad 1st frame when enabling Animator.
  • (726168) - Mecanim: Fixed blending of rotations beign broken in some situations.
  • (726301) - Mecanim: Fixed crash when Animator.speed is set to zero during transition.
  • (727765) - Mecanim: Fixed crash when calling Animator.GetCurrentAnimatorClipInfo during an interrupted transition.
  • (730469) - Mecanim: Fixed crash when calling Update() from OnStateEnter.
  • (724249) - Mecanim: Fixed crash when changing Animator.updateMode in PlayMode.
  • (730086) - Mecanim: Fixed crash when modifying in Playmode an AnimatorController used in Playable.
  • (726627) - Mecanim: Fixed crash when multiple triggers happen on the same frame.
  • (726627) - Mecanim: Fixed crash when setting invalid OverrideController.
  • (726426) - Mecanim: Fixed crash when switching to empty controller.
  • (726871) - Mecanim: Fixed crash with WriteDefaultValues set to false on an empty state.
  • (725767) - Mecanim: Fixed game object with override controller not showing the base controller when selecting the GameObject.
  • (721127) - Mecanim: Fixed IK not applied on feet when last layer does not have Foot IK active.
  • (729924) - Mecanim: Fixed issues with Animator view synchronization.
  • (719911) - Mecanim: Fixed parameters not being evaluated when AnimatorController used in Playable.
  • (726207) - Mecanim: Fixed transition to empty state on layers not driving layer weight.
  • (721499) - Networking: Fix for 'aissp' error is thrown on the server side when a client disconnects.
  • (none) - Networking: Fix for server websocket crashing in release mode.
  • (720747) - Networking: Fixed Editor crashes on websocket disconnect.
  • (718824) - Networking: Fixed: UNET doesn't check message length correct.
  • (719672) - Networking: Fixed: User can create packet larger then defined in global config.
  • (718822) - Networking: Fixed: User can set MinThreadAwakeTimeout to 0
  • (728735) - Networking: Setup network authority properly for scene objects, and made NetworkTranform handle multiple authority changes.
  • (732956) - OpenGL & OSX: Fixed scene view picking when AA is enabled.
  • (725329), (730178) - OSX: Fixed external texture crash with OpenGL2 device.
  • (726017) - OSX: Fixed Input.GetKey and Input.inputString not working.
  • (496494) - Particles: Fixing culling issue when SetParticles was called from script with 0 lifetime.
  • (719113) - Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides.
  • (730513) - Physics: Fixed changes made to wheel collider's properties in Update causing wheel collider to twitch due to interpolation.
  • (719296) - Physics: Fixed scaling of cars that had center of mass not at the Rigidbody's origin.
  • (697547) - Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • (none) - Samsung TV: Fixed problem where GUI controls would become unresponsive.
  • (568430) - Script Debugging: Fixed issue with stepping in switch statements.
  • (691014) - Script Debugging: Fixed occasional Unity crash when stepping many times in a row and then hitting a breakpoint.
  • (626569) - Script Debugging: Fixed rare Unity crash when stepping.
  • (721288) - Script Debugging: Fixed stepping over Resources.Load and other Unity API methods that use serialization.
  • (589577) - Script Debugging: Fixed Unity crash when trying to evaluate generic methods that return an array of the generic type. Such as GameObject.GetComponents().
  • (717289) - Script Debugging: Fixed Unity crash when trying to step after pause.
  • (none) - Script Debugging: Fixed Unity crash when debugging with Visual Studio Tools for Unity 2.1.
  • (none) - Scripting: 'Editor' folders inside 'Plugins', 'Standard Assets' and 'Pro Standard Assets' no longer need to be at the root of those directories.
  • (382005) - Scripting: Don't crash in mono_metadata_free_type when handed a null type instance.
  • (716872) - Scripting: Fixed Unity crash when assembly references type in another assembly that is not present in the project.
  • (719574) - Shaders: Fixed a crash that could happen when loading legacy shaders.
  • (712400) - Shaders: Fixed the surface lighting model (alpha:auto) picking incorrect blend mode (alpha:premul) in legacy lighting functions.
  • (717292) - Substance: Cached data written to disk by 32b and 64b players are now the same.
  • (716513) - Substance: Fewer texture computations should now occur at the end of an asset import, which speeds up material instance addition/deletion.
  • (none) - Substance: Fixed auto-setting of emissive-related properties when importing materials with emissive outputs.
  • (none) - Substance: Fixed inspector sluggishness when a lot of visibleIf expressions are present (B2M for instance).
  • (722757) - Substance: If unassigned, the _MainTex shader slot is now only auto-filled if nothing else was assigned to the current shader.
  • (732399) - Substance: ProceduralMaterials should now be correctly rendered after a color space switch.
  • (none) - Substance: Re-importing a ProceduralMaterial should no longer cause its texture thumbnails to disappear.
  • (725995) - Substance: Runtime-instantiated ProceduralMaterials now update their own textures.
  • (729904) - Substance: Standalone builds will no longer crash when trying to read cache data created by prior builds.
  • (697741) - Substance: Storage size is now correctly reported for ProceduralTextures.
  • (707737) - Substance: Unapplied import settings being discarded will cause an apply/revert dialog box to be displayed.
  • (none) - Tizen: Deploying from Tizen SDK 2.3.1 is now supported.
  • (none) - Tizen: Fixed a bug preventing the system notification bar from working.
  • (none) - Tizen: Fixed a couple issues with audio using too much CPU time when Unity apps are in the background.
  • (none) - Tizen: Fixed an issue where the audio thread would still do work when an app was in the background or the device locked.
  • (729291) - Tizen: Fixed an issue with some keys on the software keyboard not working as expected.
  • (none) - Tizen: Fixed WWW class failures when using https
  • (none) - Tizen: Hide the textfield cursor to match behavior of our other mobile platforms.
  • (729291) - Tizen: Resolved double keyboard input issue.
  • (633717) - UI: Added [DisallowMultipleComponent] to Mask, RectMask2D, ScrollRect, and ToggleGroup
  • (none) - UI: Added clear function to vertex helper.
  • (none) - UI: Big fixes to GC pressure. We were non optimally creating garbage in the UI system when we should not have been.
  • (710495) - UI: Do not render elements with an alpha == 0 or color.a == 0.
  • (709485) - UI: Ensure that when a mask is disabled it does not filter pointer events.
  • (none) - UI: Fix for multiple InputFields in a scene having a text being input in one field incorrectly changing the display of other fields while the keyboard is open.
  • (725938) - UI: Fixed an issue where canvas initialization order was 'important' (it should not be). This was causing elements to be located on the wrong part of the screen.
  • (707026) - UI: Fixed an issue where raycast result had the wrong ID which would break sorting.
  • (727000) - UI: Fixed bad memory leak in canvas rendering caused by index buffer growing when it is not meant to.
  • (715921) - UI: Fixed crash in best fit text rendering when canvas scaler has a scale of 0.
  • (727699) - UI: Fixed crash on Mac when exiting play mode with a maximized game view.
  • (715921) - UI: Fixed editor hang when attempting to cache a calculated font size > 500 as a result of a canvas scaler.
  • (none) - UI: Fixed performance regression in the UI system caused by accessing a mesh repeatedly. Fix is to use the UI helper class and only finalize to mesh as the last step. We've had to add a backwards compatibility flag to Graphic for determining if we should use mesh (now legacy) or VertexHelper. Both code paths work, but the new one is faster if you are using effects.
  • (none) - UI: If the parent canvas changes update the drawing matrix to match.
  • (none) - UI: Image will now use the white texture again if no texture is specified.
  • (none) - UI: Invalid graphics need to clear the VertexHelper instead of using previous data.
  • (none) - UI: Make sure the VertexHelper for Filled sprites are cleared before trying to add new data.
  • (632690) - UI: Removed arbitrary limitation on the number of vertices generated by an image set to tiled mode.
  • (718250) - UI: Return the correct Canvas rectangle when using nested canvases. We were returning the incorrect Canvas rectangle previously.
  • (625577) - UI: Set velocity to 0 when a ScrollRect is disabled.
  • (726093) - Universal Windows Apps: Assembly-CSharp projects are generated in subfolder so they wouldn't conflict with other projects in the root folder.
  • (726816) - Universal Windows Apps: AssemblyConverter will correctly find Windows.winmd file when patching assemblies.
  • (728098) - Universal WIndows Apps: Fixed compilation error which happened with extension APIs.
  • (728025) - Universal Windows Apps: ReferenceRefwriter will correctly find *.winmd files from C:\Program Files (x86)\Windows Kits\10\References.
  • (none) - Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0. This should fix errors where same class is implemented both in WinRTLegacy.dll and System.*.dll .
  • (723821) - Unregister http request callbacks on WWW destruction.
  • (730014) - Version Control: Fixed slowdown in editor when connected to a version control backend e.g. Perforce or Plastic SCM.
  • (none) - Visual Studio Integration: More robust error checking & retry logic when opening visual studio.
  • (none) - Visual Studio Integration: On mac, no longer ignore UnityVS assemblies in the assetsfolder, so that win->mac debugging works again
  • (715858), (726292) - VR: Changing renderscale now reallocates to desired texture size in all cases.
  • (none) - VR: D3D11 adapter ID now used to identify device if disconnected.
  • (726878) - VR: Fixed anti aliasing on Samsung Galaxy S6 GearVR.
  • (720390) - VR: Fixed aspect ratio value not correctly being set on Camera component. Also fixes reflections when tilting.
  • (716500) - VR: Fixed Camera.stereoMirrorMode bug where right eye would display black or last frame when in mirror mode. Now displays left eye Image.
  • (none) - VR: Fixed play mode crash when using MSAA on OSX.
  • (none) - VR: Fixed startup crash when using D3D11.
  • (721694) - VR: Fixed VRSettings.showDeviceView showing the last frame in the VR headset. Now clear's to camera's background color.
  • (none) - VR: Fixed vsync disable not working correctly.
  • (none) - VR: Fixed Multithreaded Rendering crash on GearVR.
  • (none) - VR: Removed extra blit from PC rendering path.
  • (none) - WebGL: Workaround for IndexedDB not available in Firefox when running in iframe.
  • (none) - WebRequest: Asset bundle loading.
  • (720416) - WebRequest: Some headers are missed in the response.
  • (710903) - Windows Phone 8: Fixed an issue affecting build and run for projects with spaces in their names.
  • (726088) - Windows Store Apps: AssemblyConverter fixes for array handling and assembly resolving.
  • (none) - Windows Store Apps: Fixed AssemblyConverter incorrectly picking native dll's, when there's winmd with same name.
  • (729507) - Windows Store Apps: Unity will correctly generate Universal 8.1 projects, VS 2013 and VS 2015 should open them correctly.
  • (729551) - Windows Store: Back button will be consumed in Universal Windows 10 Apps, you can detect with Input.GetKey(Keycode.Escape)
  • (724566) - Windows Store: BuildPipeline.BuildPlayer works with relative paths.
  • (723973), (715315) - Windows Store: Correctly generate Visual Studio project when product name begins with number or contains symbols '(' or ')'.
  • (625473) - Windows Store: Default font is loaded from system folder.
  • (731088) - Windows Store: Fixed crash in Universal Windows 10 apps when you click in the UI text field.
  • (710668) - WSA/UWP: Fixed black screen when using Linear Color Space and Anti Aliasing.
  • (none) - Networking: Support for UNet HLAPI on WebGL platform:
  • Added useWebSockets field to NetworkManager and NetworkServer. When this is checked, the system will listen for WebSocket connects instead of the normal UNet Transport layer connections. This allows WebGL clients to connect to the server.
  • Fixed DNS issues using UNet on WebGL platform.
  • Fixed HLAPI update pump function on WebGL platform.

New in Unity 5.3.0b3 Beta (Oct 17, 2015)

  • Change:
  • Editor: EditorGUIUtility.RenderGameViewCameras() marked obsolete. It was poorly designed API, and it appears nobody uses it anyway. We'll give it at least one minor release until we remove it entirely, in order to see if anyone is actually using it.
  • Improvement:
  • Graphics: Ability to render to multiple displays on PC. See Document for details
  • Physics: All new icons for all 2D physics types.
  • Windows Store: .NET Native will be disabled when doing Build And Run for Universal Windows 10 Apps, making the run faster
  • Windows Store: Added user friendly message when trying to build to Windows Store Apps SDK 8.1, but SDK 8.1 is missing.
  • Fixes:
  • Android: Buildpipe - Fixed an issue where the Editor would hang if in batch mode without SDK, NDK and JDK properly configured
  • Android: Buildpipe - Fixed IndexOutOfRangeException thrown on plugin package collisions
  • Android: Fixed MSAA on newer ARM Mali devices like Samsung Galaxy S6
  • Android: Fixed MSAA RenderTextures on Tegra4 and K1 when using OpenGL ES 2.0
  • Android: Fixed non-working textures on some Tegra 3 and Tegra 4 devices
  • Android: Fixed PUT and POST methods of WebRequest
  • Android: Fixed unaligned access in dynamic batching
  • Android: SoftInput - Fixed hint color
  • Build Pipeline: Fixed warning message "Failed to add the asset file size for filename".
  • Editor: Fix crash on Editor quit while the profiler is enabled
  • Editor: Fixed mispositioned arrows in the inspector.
  • Editor: Show a note in legacy cubemap inspector about destructive operations
  • Editor: Show a note next to texture aniso slider when it won't have effect due to global quality setting
  • Editor: Show import warning when manually selected texture compression format was changed due to unsupported platform
  • Graphics: Add error message if 3D texture is bound for rendering.
  • Graphics: Fixed camera parameter changing from OnPreRender to work again (coming to 5.2 too).
  • Graphics: Fixed IMGUI asserts when doing supersized screenshot in linear color space.
  • Graphics: Fixed some cases of Graphics.DrawMesh with a matrix argument not getting the correct MaterialPropertyBlock values.
  • Graphics: Fixed upscaled fullscreen rendering being upside down in some situations (coming to 5.2 too).
  • Graphics: Fixed use of Blit not correctly binding RandomWrite targets.
  • Graphics: Stopped reflection merging into emissive from stomping over render target alpha with 1.0
  • MonoDevelop: FIxed missing syntax highlighting for ShaderLab files
  • MonoDevelop: Fixed Mono.Debugger.Soft.ObjectCollectedException error message when setting a breakpoint
  • Physics: Add note in Collider2D.Density tooltip that zero density has special meaning.
  • Physics: Ensure that changing Collider2D.Density from script calculates the Rigidbody2D mass immediately.
  • Physics: Ensure that RectTransform is loaded prior to any Rigidbody2D or Collider2D so that initial position is correct.
  • Physics: Ensure that when changing the Joint2D connected RigidBody2D, all related Gizmos are reset.
  • Physics: Ensure that when ignoring collision layer/layer collisions, that existing contacts are re-evaluated.
  • Physics: Ensure that when Joint2D.EnableCollision is changed, all relevant contacts are re-evaluated.
  • Physics: Ensure that when turning-on Rigidbody2D.AutoMass in the inspector, mass is immediately calculated.
  • Physics: When using AutoMass for Rigidbody2D, ensure that the mass is clamped correctly.
  • Shaders: Fixed a possible runtime failure on IOS if an HLSL shader used a GLSL built-in function like 'mix'
  • Shaders: Fixed some errors translating complex HLSL shaders - large shader constant arrays, and nested structure load/stores
  • SpritePacker: Crash after packing multiple high res sprites
  • UI: Fix occasional crash caused by vertex/index buffers being destroyed before a geometry job terminates.
  • WebGL: Fixed GL_INVALID_OPERATION error in log caused by incorrect use of DrawBuffers
  • Windows Store Apps: fix AssemblyConverter failure for Array methods

New in Unity 4.6.9 (Oct 16, 2015)

  • Improvements
  • Asset Store: Added progress bar while decrypting downloaded Asset Store packages.
  • iOS/IL2CPP: Completed the IPv6 implementation.
  • iOS/IL2CPP: Optimize System.Reflection access to metadata.
  • iOS/IL2CPP: Reduce initialization time of IL2CPP scripting backend.
  • iOS: Added Xcode 7 GM and Xcode 7.1 Build & Run support.
  • Fixes
  • (676381) - AI: Fixed crash when navmesh polygon count exceeds internal maximum.
  • (661775) - AI: Fixed occasional crash on selecting a NavMeshAgent in editor while Navigation window is open.
  • (none) - Android: Fixed an issue where textures didn't load properly on Tegra devices.
  • (721346) - Android: Fixed status bar not shown and touch offset when status bar was not hidden.
  • (703290) - Asset Importing: Force script compilation to happen synchronously when the overall asset import process is happening synchronously too.
  • (704016) - Editor: Made sure blendShapes normals were not imported if None was set in Import Setting.
  • (none) - iOS: Added DeviceGeneration Enums for iPhone6S, iPhone6S Plus, iPad Pro 1st Generation, and iPad Mini 4th Generation.
  • (none) - iOS: Disabled bitcode by default to work around build issues on Xcode 7.
  • (none) - iOS: Enabled SSL for HWStats analytic reporting.
  • (none) - iOS: Fixed crash while building iOS project on El Capitan.
  • (728134) - iOS: Fixed Game Center authentication crash on iOS 9.0.
  • (718387), (720698) - iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
  • (689461) - iOS/IL2CPP: Added support for access default parameter values via reflection.
  • (731652) - iOS/IL2CPP: Allow default parameter values for nullable types to be converted to C++ correctly.
  • (714759) - iOS/IL2CPP: Allow WebRequest to work with IPv6 addresses.
  • (723439) - iOS/IL2CPP: Correct C++ code generation when a struct inherits from a generic interface.
  • (730563) - iOS/IL2CPP: Correct the generated C++ code when MonoPInvokeCallback is used to specify a type which has marshaling directives. The marshaling directives from that type will be used, and a compile error in the generated C++ code will no longer occur.
  • (705898) - iOS/IL2CPP: Corrected a code generation error with the JsonFX library with the error message: "not implemented on non-abstract class".
  • (719084) - iOS/IL2CPP: Corrected an error in the negation of a float converted from an unsigned integer.
  • (707376) - iOS/IL2CPP: Ensure IL2CPP generates valid numeric identifiers under all system languages.
  • (719378) - iOS/IL2CPP: Ensure PreserveAttribute on type preserves default constructor.
  • (732814) - iOS/IL2CPP: Fixed a crash in the il2cpp::icalls::mscorlib::System::Reflection::MonoMethod::get_base_definition method.
  • (715965) - iOS/IL2CPP: Fixed assert on socket error.
  • (703908) - iOS/IL2CPP: Fixed Directory.GetFiles using search pattern with embedded '*'.
  • (712553) - iOS/IL2CPP: Fixed error when using 64-bit Interlocked operations on 32-bit devices.
  • (716138) - iOS/IL2CPP: Fixed pinning of structures with ExplicitLayout.
  • (721435) - iOS/IL2CPP: Fixed reading pointers with multiple levels of indirection.
  • (718696) - iOS/IL2CPP: Fixed unsafe pointer to struct assignment.
  • (718708) - iOS/IL2CPP: Generate correct C++ code when an extension method as a constrained generic type which is another generic type defined in a different assembly.
  • (721329) - iOS/IL2CPP: IL2CPP: Fixed various performance issues by doing less type initialization at startup.
  • (714759) - iOS/IL2CPP: Implemented host name resolution with IPv6.
  • (700792) - iOS/IL2CPP: Implemented the correct rounding behavior (banker's rounding) for the Math.Round method.
  • (717904) - iOS/IL2CPP: Now allow a cast of T[] to IList (where BaseT is a base class of T) to work correctly.
  • (727395) - iOS/IL2CPP: Prevent a crash in Application.LoadLevel now.
  • (722375) - iOS/IL2CPP: Prevented a NullReferenceException exception from being thrown in the KeyValuePair ToString method when the value was a reference type.
  • (722433) - iOS/IL2CPP: Prevented an used block from being marked as dead during conversion if it was immediately after a try block with an explicit leave opcode.
  • (715013) - iOS/IL2CPP: Prevented the exception "MissingMethodException: No constructor found for System.Resources.RuntimeResourceSet::.ctor(System.IO.UnmanagedMemoryStream)" from occurring when the TZ4NET assembly was used.
  • (716991) - iOS/IL2CPP: Speed up retrieving classes by name.
  • (none) - Shaders: Fixed support for "framebuffer fetch" (mostly iOS) functionality on OpenGL ES 3.0 and Metal.
  • (none) - UI: Fixed API breaking change where GetMousePointerEventData required a parameter.
  • (694380), (683346) - Windows Phone 8.1: Fixed random hang, when application returned from suspend mode, for ex., when performing In App Purchase.
  • (717935) - Windows Store Apps: Fixed audio on Windows 10.

New in Unity 5.2.1 Patch 4 (Oct 14, 2015)

  • Fixes:
  • (none) - 2D: Exposed alpha texture api for atlases compressed with ETC1.
  • (none) - Asset Loading: Serialisation errors that produce "serialisation layout mismatch" errors will now attempt to include the name of the root type being serialised when the error was encountered.
  • (730952) - Build Pipeline: Fixed warning message "Failed to add the asset file size for filename".
  • (699420) - Editor: Fixed baking navmesh while building lighting.
  • (732454), (733335) - Editor: Fixed crash when trying to build Universal Windows 10 Apps, but Windows 10 SDK is not installed.
  • (none) - Editor: Fixed HideFlags.DontSaveInBuild and HideFlags.DontUnloadUnusedAsset being swapped.
  • (719769) - Editor: The selected platform is now properly switch when launching Unity through the command line with the –buildTarget switch.
  • (732205) - IL2CPP: Corrected the behavior of Array.SetValue and Array.GetValue for integer values used with an enum array.
  • (732317) - IL2CPP: Prevent a possible deadlock when using System.Threading.ReaderWriterLock.
  • (730886) - iOS: Fixed some corner cases of AA and image effects on OpenGL ES.
  • (725085) - iOS: Made iAD code more robust on ios9: Fullscreen Ads now work and Banners do not crash on destruction.
  • (732956) - OpenGL & OSX: Fixed scene view picking when AA is enabled.
  • (730513) - Physics: Fixed changes made to wheel collider's properties in Update causing wheel collider to twitch due to interpolation.
  • (568430) - Script Debugging: Fixed issue with stepping in switch statements.
  • (691014) - Script Debugging: Fixed occasional Unity crash when stepping many times in a row and then hitting a breakpoint.
  • (626569) - Script Debugging: Fixed rare Unity crash when stepping.
  • (721288) - Script Debugging: Fixed stepping over Resources.Load and other Unity API methods that use serialization.
  • (589577) - Script Debugging: Fixed Unity crash when trying to evaluate generic methods that return an array of the generic type. Such as GameObject.GetComponents().
  • (717289) - Script Debugging: Fixed Unity crash when trying to step after pause.
  • (none) - Scripting: 'Editor' folders inside 'Plugins', 'Standard Assets' and 'Pro Standard Assets' no longer need to be at the root of those directories.
  • (382005) - Scripting: Don't crash in mono_metadata_free_type when handed a null type instance.
  • (716872) - Scripting: Fixed Unity crash when assembly references type in another assembly that is not present in the project.
  • (712400) - Shaders: Fixed the surface lighting model (alpha:auto) picking incorrect blend mode (alpha:premul) in legacy lighting functions.
  • (732399) - Substance: ProceduralMaterials should now be correctly rendered after a color space switch.
  • (715921) - UI: Fixed crash in best fit text rendering when canvas scaler has a scale of 0.
  • (715921) - UI: Fixed editor hang when attempting to cache a calculated font size > 500 as a result of a canvas scaler.
  • (730014) - Version Control: Fixed slowdown in editor when connected to a version control backend e.g. Perforce or Plastic SCM.
  • (none) - VR: Fixed startup crash when using D3D11.
  • (none) - VR: Fixed play mode crash when using MSAA on OSX.
  • (none) - Windows Store Apps: Fixed AssemblyConverter incorrectly picking native dll's, when there's winmd with same name.
  • (729507) - Windows Store Apps: Unity will correctly generate Universal 8.1 projects, VS 2013 and VS 2015 should open them correctly.

New in Unity 5.3.0b2 Beta (Oct 11, 2015)

  • Feature:
  • Graphics: RenderDoc graphics debugger integrated with Unity Editor
  • JsonUtility: API is now marked threadsafe, and can be called from background threadsFromJson/FromJsonOverwrite now accept a TextAsset as input
  • Unity IAP. Accessible via the cloud services window In App Purchase Service
  • Windows Store: Added support for IL2CPP scripting backend
  • Improvement:
  • Asset Loading: Serialisation errors that produce "serialisation layout mismatch" errors will now attempt to include the name of the root type being serialised when the error was encountered.
  • Editor: Expanding/collapsing TreeViews are now animated in the Editor (https://youtu.be/AYUP4ZFTl2Y)
  • Graphics: More detailed breakdown of forward rendering pipeline in Profiler.
  • Input: Added Input.backButtonLeavesApp, usable on Windows Store Apps/Windows Phone 8.1 and Android, see docs for more info
  • MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed mark-up from documentation tool-tips.
  • OpenGL: Fixed threaded rendering on Windows. It was previously disabled as a workaround.
  • Scripting: Added Matrix4x4.determinant property.
  • WebGL: Compress player's data using LZ4
  • Fixes:
  • [Editor] Fix item names with shortcut chars (&%^#_) display wrong in menus
  • [Editor] Fix Shift-Delete in rename box delete asset in scene.
  • [Editor] Fixed a case of new lines in labels when the display name comes from an array of strings.
  • [Editor] Use the correct image for Dark skin's horizontal scrollbar left button
  • [IMGUI] Fix visually broken scrollbars in GUI.BeginScrollView() when the view rect is smaller than the position rect and scrollbars are forced enabled.
  • [IMGUI] Move the gamma assert to the Repaint phase.
  • [IMGUI] Take font size in account even for null font when estimating content text size
  • Fixed issue where objects lit by light probes appear brighter than static objects with same material in gamma mode. See upgrade guide for details.
  • Frame Debugger: Fixed shader blend/depth/raster state settings sometimes not displayed correctly.
  • Mecanim: Fixed Animator.GetParameter throwing exceptions
  • Mecanim: Fixed AvatarTool's unfolding of Avatar body part when selecting from UI
  • Mecanim: Fixed bad 1st frame when enabling Animator
  • Mecanim: Fixed crash when calling Update() from OnStateEnter
  • Mecanim: Fixed crash when modidying in Playmode an AnimatorController used in Playable
  • Mecanim: Fixed deletion of body part using delete/backspace in the AvatarTool
  • Mecanim: Fixed issues with Animator view synchronization:
  • Mecanim: Fixed parameters not being evaluated when AnimatorController used in Playable
  • MonoDevelop: Fixed Mono.Debugger.Soft.ObjectCollectedException thrown when setting breakpoint
  • OSX: Fixed huge memory leaks when using OpenGL core in the editor
  • OSX: Fixed Input.GetKey and Input.inputString not working
  • Particle system 3D rotation fix, when checking and unchecking option
  • Particle system crash fixes
  • Particle system custom pivot point fixes
  • Particle system LateUpdate fix
  • Particle system scaling fixes
  • Scripting: 'Editor' folders inside 'Plugins', 'Standard Assets' and 'Pro Standard Assets' no longer need to be at the root of those directories.
  • Scripting: Fixed crash in some scenarios when project has missing assembly references
  • Scripting: LayerMask.GetMask() no longer ignores the Default layer.
  • Shaders: Upgraded obsolete 'alpha:blend' to 'alpha:fade' in builtin shaders
  • WebGL: Fix an issue which could cause various stripping-related crashes as a consequence
  • WebGL: Fix doppler effect being used on audio sources with spatial blend set to 2D
  • WebGL: Fix unnecessary warnings about rendering to mipmaps
  • Windows Store Apps: make Input.gyro available if either OrientationSensor or Gyrometer is available
  • Windows Store: building project with IL2CPP scripting backend no longer fails.

New in Unity 5.2.1 Patch 3 (Oct 9, 2015)

  • Improvements:
  • Debugger: The port number the debugger listens on is now printed to the editor log.
  • iOS: Added DeviceGeneration Enums for iPhone6S, iPhone6S Plus, iPad Pro 1st Generation, and iPad Mini 4th Generation.
  • iOS: Enabled SSL for HWStats analytic reporting.
  • iOS: Simulator running on IL2CPP now will be 64 bit.
  • MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed mark-up from documentation tool-tips.
  • UI: Added new helper function to VertexHelper to set streams of Vertex in any order.
  • Changes:
  • Visual Studio Integration: No longer open unity documentation html in visual studio when opening it, since VSTU supports doc searching out of the box.
  • Fixes:
  • (705196) - Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0.
  • (726878) - Android: Fixed MSAA on newer Mali drivers such as SGS6.
  • (724509) - Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application.
  • (725153) - Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow.
  • (720706) - Android: Fixed crash in ASTC encoder.
  • (710191) - Android: Fixed reported texture size in profiler for formats that are decompressed during upload.
  • (718206) - Android: IL2CPP - Fixed compilation on DLLs with spaces.
  • (726121) - Android: IL2CPP - Fixed crash on startup when OBB is enabled.
  • (726343) - Editor: Fixed "Ctrl" click on object selects another object in scene view.
  • (726373) - Editor: Fixed background object getting selected instead of the one in the front.
  • (725677) - FinalGather: "Template function should be specialized" error thrown when baking.
  • (730772), (722618) - Graphics: Fixed resolution switches sometimes incorrect in DX11.
  • (730772), (728756) - Graphics: Fixed UI disappearing when triggering a resolution change in DX9 standalone.
  • (729286) - Graphics: Texture2D.format shows ARGB on RGB texture format.
  • (730541) - Home Window: Make survey only show correct questions.
  • (731652) - IL2CPP: Allow default parameter values for nullable types to be converted to C++ correctly.
  • (732814) - IL2CPP: Fixed a crash in the il2cpp::icalls::mscorlib::System::Reflection::MonoMethod::get_base_definition method.
  • (692240) - IL2CPP: Corrected method collection in editor to preserve defining class rather than invoked class in some cases.
  • (730563) - IL2CPP: Corrected the generated C++ code when MonoPInvokeCallback is used to specify a type which has marshaling directives. The marshaling directives from that type will be used, and a compile error in the generated C++ code will no longer occur.
  • (718708) - IL2CPP: Generate correct C++ code when an extension method as a constrained generic type which is another generic type defined in a different assembly.
  • (729165) - iOS/IL2CPP: Prevent a crash that occurs when using Unity Ads and GameCenter together.
  • (none) - iOS: Pick 2-nd stage splash screens from asset catalogs when possible.
  • (721644) - LegacyShaders: (Self-Illumin) No Emission (Lightmapper) component after Unity 5.
  • (713205) - Linux/Tizen/STV: Fixed "special" characters (e.g. &) in player pref names.
  • (none) - Linux: Handle failure to create input method / input context on startup.
  • (none) - Linux: Ignore driver-reported joystick axes with invalid range / fix mapping for these devices.
  • (728735) - Networking: Setup network authority properly for scene objects, and made NetworkTranform handle multiple authority changes.
  • (725329), (730178) - OSX: Fixed external texture crash with OpenGL2 device.
  • (726017) - OSX: Fixed Input.GetKey and Input.inputString not working.
  • (496494) - Particles: Fixing culling issue when SetParticles was called from script with 0 lifetime.
  • (719113) - Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides.
  • (697547) - Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • (none) - Samsung TV: Fixed problem where GUI controls would become unresponsive.
  • (none) - Tizen: Fixed a couple issues with audio using too much CPU time when Unity apps are in the background.
  • (none) - Tizen: Fixed WWW class failures when using https
  • (727699) - UI: Fixed crash on Mac when exiting play mode with a maximized game view.
  • (none) - UI: If the parent canvas changes update the drawing matrix to match.
  • (none) - UI: Image will now use the white texture again if no texture is specified.
  • (none) - UI: Invalid graphics need to clear the VertexHelper instead of using previous data.
  • (none) - UI: Make sure the VertexHelper for Filled sprites are cleared before trying to add new data.
  • (none) - Visual Studio Integration: More robust error checking & retry logic when opening visual studio.
  • (none) - Visual Studio Integration: On mac, no longer ignore UnityVS assemblies in the assetsfolder, so that win->mac debugging works again
  • (715858), (726292) - VR: Changing renderscale now reallocates to desired texture size in all cases.
  • (726878) - VR: Fixed anti aliasing on Samsung Galaxy S6 GearVR.
  • (720390) - VR: Fixed aspect ratio value not correctly being set on Camera component. Also fixes reflections when tilting.
  • (721694) - VR: Fixed VRSettings.showDeviceView showing the last frame in the VR headset. Now clear's to camera's background color.
  • (none) - VR: Removed extra blit from PC rendering path.
  • (none) - WebGL: Workaround for IndexedDB not available in Firefox when running in iframe.
  • (726088) - Windows Store Apps: AssemblyConverter fixes for array handling and assembly resolving.
  • (729551) - Windows Store: Back button will be consumed in Universal Windows 10 Apps, you can detect with Input.GetKey(Keycode.Escape)

New in Unity 5.3.0b1 Beta (Oct 2, 2015)

  • Feature:
  • 2D: 2D Placeholder Assets Creation Tools
  • Android: Java call stack is now available in C# exceptions in AndroidJavaException.StackTrace
  • Animation: Import of Euler curves and runtime Euler interpolation
  • AssetBundle Realtime Decompression
  • Async Texture Upload
  • Cluster Rendering : Enabled but protected by license flag. Using UNET as networking layer.
  • FrameDebugger: You can now see shader properties when you click on the draw call. Shader Properties on Frame Debugger
  • GI: Enlighten Clustering and Lit Clustering scene view modes GI Clustering Scene View Mode
  • GI Lit Clustering Scene View Mode:
  • Graphics: API for blend shapes
  • Graphics: New OpenGL core back-end for MacOSX editor andplayer
  • Graphics: Remote Frame Debugger
  • Graphics: Sparse texture support for OpenGL core and OpenGL ES
  • iOS/IL2CPP: Complete the IPv6 implementation.
  • iOS: iOS9 app slicing support
  • iOS: iOS9 on demand resource support
  • JSON Serialization API.
  • Mecanim: Human Pose API. Enables humanoid live retargeting.It reads or writes a HumanPose from or to a humanoid skeleton rigs.
  • Metal support for OS X Standalone players (Editor support will come later). To enable, set Metal as first device in "Graphics APIs for Mac" section in build settings.
  • MonoDevelop: Updated to version 5.9.4
  • Networking: Support for "Host Migration" in multiplayer games that use the UNet HLAPI. When the host of a game is lost, this lets the one of the other clients become the new host and the game can continue.
  • Particles: Custom pivot point support
  • Particles: Rendering alignment (World, View, Local)
  • Physics2D: Added BuoyancyEffector2D component 2D Buoyancy Effector
  • 2D Buoyancy Example:
  • Physics2D: Added FixedJoint2D component. 2D Fixed Joint
  • Physics2D: Added FrictionJoint2D component. 2D Friction Joint
  • Physics2D: Added RelativeJoint2D component. 2D Relative Joint
  • Physics2D: Added TargetJoint2D component. 2D Target Joint
  • Physics2D: All 2D joints can now automatically configure the connected anchor point (see 'Auto Configure Connected Anchor' on all 2D joints) Auto Configure Connector Anchor
  • Physics2D: All 2D joints can now be broken with a configurable maximum force or torque (see 'Break Force' and 'Break Torque' on all 2D joints) 2D Joint Break Limits
  • Physics2D: DistanceJoint2D and SpringJoint2D can now automatically configure the distance (see 'Auto Configure Distance on these joints) 2D Distance Joint Auto Configure
  • Physics2D: Rigidbody2D mass can be automatically calculated via collider mass (see 'Use Auto Mass' property on Rigidbody2D) 2D Rigid Body Auto Collider Mass
  • Physics2D: SliderJoint2D can now automatically configure the angle (see 'Auto Configure Angle' on this joint). 2D Slider Joint Configure Angle
  • Physics: Expose a set of functions to run physics queries against oriented boxes (e.g.: Physics.OverlapBox, Physics.BoxCastAll)
  • Physics: Expose non-allocating versions of physics queries functions that accept a buffer to store the results in, as an input parameter (e.g.: Physics.RaycastNonAlloc)
  • SpeedTree: SpeedTree billboards can cast and receive shadows now.
  • Standard Assets: Added Screen Space Raytraced Reflections (SSRR) image postprocessing effect
  • Testing: Editor Test Runner
  • UnityWebRequest: Android backend
  • UnityWebRequest: iOS backend
  • WebGL: Add WebCamTexture support
  • Change:
  • Android: Remove "Hide status bar" option in the Player Settings, now it is always hidden
  • Animation: Removed unsupported "Resample Rotation" options when importing animations in Legacy Mode
  • Deprecated: EditorApplication.NewSceneEditorApplication.NewEmptySceneEditorApplication.OpenSceneEditorApplication.OpenSceneAdditiveEditorApplication.SaveSceneEditorApplication.SaveCurrentSceneIfUserWantsToEditorApplication.SaveCurrentSceneIfUserWantsToForceEditorApplication.currentSceneEditorApplication.MarkSceneDirtyEditorApplication.isSceneDirtyApplication.LoadLevelApplication.LoadLevelAsyncApplication.LoadLevelAdditiveApplication.LoadLevelAdditiveAsyncApplication.loadedLevelApplication.loadedLevelNameThey all redirect to equivalent APIs on EditorSceneManager or SceneManager but it is recommended to start using the Editor/SceneManager APIs instead
  • Editor: Don't show disabled context button for assets without a context menu
  • Editor: The minimum OS requirement for Unity Editor on Windows was raised to Windows 7. Windows Standalone: The minimum OS requirement for the Windows Standalonestayed the same (Windows XP SP2+).
  • Fixed a typo that caused an internal debug pointer to be erroneously included in Standalone players.
  • Fixed Handles.DrawDottedLines not working when intersecting near plane.Fixed Handles.DrawDottedLines not properly scaling dots on retina.Improved Handles.DrawDottedLines performance.
  • Graphics: Texture2D.format shows ARGB on RGB texture format
  • Graphics: Use OpenGL core (3.2 - 4.1) API by default on MacOSX and Linux
  • iOS: Use launch screens as primary source for splash images
  • Particles: Setting playOnAwake through script will now change all systems that are part of the emitter, matches the inspectors behaviour.
  • Physics: 2D physics (Box2D) now reports out-of-memory errors rather than simply crashing.
  • Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides
  • Physics: HingeJoints now have orientation to be compatible with Unity 4. The Rigidbody that share the GameObject with the HingeJoint will view the Joint anchor as a left-hand coordinate system. This means the Rigidbody will view positive angles as going clockwise around the Joint anchor. The HingeJoint "Connected Body" will view the Joint anchor as a right-hand coordinate system. This means the Connected Body will view positive angles as going counter-clockwise around the Joint anchor.
  • Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • Terrain: "SplatCount" tag is removed from terrain shaders as they are not used.
  • Windows Store Apps/Windows Phone 8: Removed support for Windows Phone 8.0 and Windows Store Apps 8.0
  • Windows Store Apps: Removed AppCallbacks.SetSwapChainBackgroundPanel function
  • Improvement:
  • Add convenience methods to Dropdown for adding or clearing the options.
  • Added a new property to control the width of the caret in UI.InputField.
  • Added a ReadOnly property to UI.InputField
  • Added buildProgress property to Lightmapping.
  • Android: WWW - report HTTP status and response in case of failure
  • API Updater: Report read only scripts instead of silently failing
  • CacheServer: add '--check' and '--fix' command line options for integrity check.
  • Core: Added SystemInfo.processorFrequency scripting API.
  • Editor: Add Plane primitive preview option to material preview inspector
  • Editor: Added EditorGUIUtility.GetFlowLayoutedRects.
  • Editor: Added support for locking the inspector to multiple objects.
  • Editor: Components in the inspector with no options will no longer display an expansion arrow.
  • Expose method to Dropdown for refreshing the shown value since it is needed after modifying the list of options through API.
  • Exposed all particle module parameters to script
  • Frame debugger: Added OpenGL core support on Windows
  • GI: Increase maximum allowed GI cache size. GI Cache Size
  • GI: Move Atlas Size to Baked GI section in Lighting window.
  • GI: Renamed LightmapSnapshot to LightingDataAsset
  • Graphics: CommandBuffer.SetShadowSamplingMode() can be used to enable sampling raw depth value from shadowmaps, to be copied or post-processed by user effects.
  • Graphics: Fixed deferred lighting spot light artifacts on mobile (black pixels around edges of objects)
  • Graphics: Fixed OpenGL ES on desktop support: correctly fetch normal and specular maps
  • Graphics: Various dynamic geometry systems (Particles, Sprites, Lines, Trails, Flares, Halos) use multi-threaded "geometry job" system. Yay more multi-threading!
  • Graphics: Texture2D.LoadImage updated with optional parameter to mark texture as non-readable
  • Horizontal text alignment now uses the actual glyph geometry extents (rather than character advance) greatly improving the visual appearance of right alignment.
  • Il2CPP: Optimize System.Reflection access to metadata.
  • IL2CPP: Reduce initialization time of IL2CPP scripting backend
  • iOS: Add frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
  • iOS: Add support for iPad launch screens
  • MacOSX editor: The graphics API used by the editor is included in the editor title bar just like on Windows
  • Mecanim: Additive Layer improvement. You can now specify the reference pose for your additive animation clip. The additive reference pose can be define in either the model importer when you import your clip or with a new API function AnimationUtility.SetAdditiveReferencePose()
  • MonoDevelop: Updated to version 5.9.6.
  • OpenGL core: Added threaded rendering on MacOX
  • OpenGL core: Improved OpenGL buffer update performance
  • Particles: A new Inherit Velocity Module, which encompasses the old behaviour, but also adds support for inheriting velocity throughout the lifetime of a particle system using curves
  • Particles: Added a warning in the inspector when using a rigidbody with no interpolation and inheritVelocity.
  • Particles: It is now possible to scale an entire particle system using its transform component
  • Particles: More collision options added, for extra flexibility and more intuitive behaviour
  • Particles: particles can now be rotated in 3D
  • Particles: Particles can now collide with 2D
  • Particles: Scripted particle emission is now more customizable
  • Particles: Scripted particle emission is now more flexible (See ParticleSystem.Emit)
  • Particles: Skinned meshes can be used as emitter shape (plus extra options for mesh emitter shapes)
  • Physics: Decouple centre of mass from inertia tensor. From now on, setting a custom centre of mass won't mark the inertia tensor as set explicitly as well. By analogy, setting inertia tensor won't have an instant effect on the centre of mass. Exposed two new API functions to reset the centre of mass and inertia tensor back to the automatically computed values. See also: Rigidbody.ResetCenterOfMass(), Rigidbody.ResetInertiaTensor(),Rigidbody.centerOfMass, Rigidbody.inertiaTensor, Rigidbody.inertiaTensorRotation.
  • Pointer selection across multiple lines in UI.InputField is improved.
  • Select All keyboard command now works for UI.InputField in Editor mode.
  • Shaders: Improved shader storage and loading. This will decrease on-disk size of shaders in player builds, as well as making loading shaders faster and with a smaller memory spike.
  • SpeedTree: Billboard batching performance is improved a bit.
  • Text no longer clips the last line when only the leading would cause it to exceed the vertical bounds.
  • TextGenerator now exposes the topY position of each line in UILineInfo.
  • Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0.
  • WebGL: Release builds will now always use gzip compressed files, and decompress in JavaScript, if the server is not set up to handle gzip on the http protocol level
  • Windows Store Apps: LocationService will now start the first time it's Start() method is called with user consent being asked at that moment.
  • Windows Store Apps: Unity now will overwrite files in VS solution, if they are not modified. A file UnityOverwrite.txt will be placed next to generated solution file, read it for more details.
  • Fixes:
  • 2D : Fix memory leak when using Sprite object field in custom inspector
  • Android - Fixed status bar not shown and touch offset on Kitkat+ when using native activity
  • Android: Add support for stencil buffer in RenderTextures on Tegra 3
  • Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0
  • Android: Fix for physics performance spikes on ARM big.LITTLE devices
  • Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application
  • Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow
  • Android: Fixed an issue where PlayerPrefs with keys and values containing line breaks would break
  • Android: Fixed an issue where the application would crash if you sent emoji unicode characters to the OnScreenKeybaord
  • Android: Fixed crash affecting some PowerVR 544 devices
  • Android: Fixed crash in ASTC encoder
  • Android: Fixed crash in decompression of PVRTC textures on non-PVR devices
  • Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts
  • Android: Fixed OnApplicationPause() event on app start
  • Android: Fixed reported texture size in profiler for formats that are decompressed during upload
  • Android: Fixed sensor compensation issue affecting devices when rotated180 degrees
  • Android: IL2CPP - Fixed compilation on DLLs with spaces
  • Android: IL2CPP - Fixed compilation on paths with spaces
  • Android: IL2CPP - Fixed crash on startup when OBB is enabled
  • Android: Manual updates of the SDK should now take effect when prompted for an update in the Editor
  • Android: Removed some egl errors from the log when probing for GLES API level
  • Android: Removed the 'soft' cursor
  • Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
  • Android: Support for galaxy camera volume buttons (zoom in/out)
  • Animation: Fixed a case where non-resampled curves would have overlapping keyframes
  • Animation: Fixed animation window still recording when scene is saved.
  • API Updater: Fixed handling of multiple "defines" / references in a single argument in response files
  • Asset Importing: Fix main thread assert when releasing MonoScript object
  • Asset Loading: Allow extension dlls to be imported outside of project folder
  • Assets Management: All assets located inside the Resources folder are now reported in the summary area of the editor's output log.
  • Build: Speed up builds with very complex shaders being present (coming to 5.2 patches too)
  • CacheServer: Add Cache Server version in terminal
  • CacheServer: Fix server crashes on command 'nc -zv'
  • Canvas is no longer has an incorrect x offset when the viewport rect is anything other than (0, 0, 1, 1) on D3D9, XBOX360, and PSP2.
  • Caret and selection highlight now draw with correct y position and height in UI.InputField for all formats and line spacings.
  • Copying to the clipboard is now disabled for UI.InputField with ContentType of Password.
  • Debugging: Fixed Unity crash when inspecting UnityEditor.VersionControl.Asset members.
  • Deployment Management: Fixed OSX non development players crash on startup
  • Editor slowdown in Project window with Unity 5
  • Editor: Add drop target rendering for icon view in Project Browser when hovering over a drop target
  • Editor: Added a printed warning to the gameview if there is no fullscreen camera present
  • Editor: Assert Import dialog will correctly appear in the taskbar on Windows, previously you needed to click on the dialog for it to appear in the taskbar or wait until the import is finished.
  • Editor: Asset importer now skips assets and res folders inside Assets/Plugins/Android.
  • Editor: Better UI for ShaderVariantCollection "add variant" functionality.
  • Editor: Fix ArgumentOutOfRangeException when attempting to delete last character of TextField with length limit
  • Editor: Fix Gizmos.DrawLine rendering with random colors when 3D Icons is turned off
  • Editor: Fix IMGUI brightness on GameView when in Linear mode.
  • Editor: Fix memory thrashing when Dragging and Dropping between panels, when the dragged object had a CustomEditor with no Preview.
  • Editor: Fix mismatched layout group in MeshRenderer editor
  • Editor: Fix project browser searching so 't:Object': also returns ScriptableObjects
  • Editor: Fix searching for labels with characters in front of the 'l:' syntax in the project browser
  • Editor: Fix so searching for special symbols (like @) works in project browser
  • Editor: Fix texture preview not showing mip previews for RenderTextures.
  • Editor: Fix that the search results in Project view is not refreshing when changing labels
  • Editor: Fixed "Ctrl" click on object selects another object in scene view
  • Editor: Fixed background object getting selected instead of the one in the front
  • Editor: Fixed bug when opening new project throws "Moving file failed" dialog on Mac
  • Editor: Fixed changing a GameObject's icon failing when changing it for the first time.
  • Editor: Fixed error message when attempting to add a given component to the same game object more than once.
  • Editor: Fixed exception being thrown when multiple assets were selected and one or more contained ScriptableObjects with missing script references.
  • Editor: Fixed inspector preview bug when UI RawImage had negative UV values.
  • Editor: Fixed issue with launching both MonoDevelop and Xamarin Studio when external script editor is set to Xamarin Studio on OSX.
  • Editor: Fixed profiler typo (Loading.IsObjectAvailable).
  • Editor: Launch unity through command line with the –buildTarget switch and the scripting defines will not be set properly.
  • Editor: Multi selecting GameObjects should be as fast as it was in 4.6
  • Editor: Multiple object renaming in the inspector does not work in some conditions.
  • Editor: Multiselecting textures with different override settings now shows the correct "-" symbol.
  • Editor: Speed up massive context menus (e.g. for shader variant collection) (coming to 5.2 patches too)
  • Editor: The camera culling mask would display "Mixed..." incorrectly in various situation. Now correctly reflects render layer state.
  • Editor: The current control with focus now correctly resets to none between Play runs of the open scene.
  • Ensure that when refreshing the shown value of a Dropdown while there are no options at all, the Dropdown value becomes blank rather than keeping showing a previously valid value.
  • Fix ScrollRect causing immediate child view with LayoutGroup to not get layout callbacks.
  • Fixed an issue where opening the editor with a Preview window in the layout would cause the inspector tab icon to disappear
  • Fixed incorrect behavior for GetHasMoved in UI.CanvasRenderer.
  • Fixed incorrect line spacing when using rich text and tag to set font size less than the value set in the Text property.
  • Fixed issue with all text not displaying correctly in UI.InputField.
  • GetComponent, in cases where T is an interface, will no longer incorrectly skip matching non monobehaviours
  • GI: Brought back the separate Emission(Lightmapper) component in LegacyShaders/Self-Illumin that went missing in Unity 5.0
  • GI: Calculate atlas index offset correctly when snapshotting a scene.
  • GI: Fix case where GI file not found errors were displayed when upgrading project to Unity 5.3
  • GI: Fix crash when exiting the editor while building lighting.
  • GI: Fix memory leak eventually causing a crash when baking lightmaps using bad UVs.
  • GI: Fix realtime GI errors about loading hashed files when opening different scenes.
  • GI: Fixed "Template function should be specialized" error thrown when baking with Final Gather enabled.
  • GI: Fixed clustering scene view causing loading bars to pop up all the time during bake when clustering files were reloaded.
  • GI: Fixed light hashing always done even when GI is off, causing performance slowdown.
  • GI: Fixed light probes loading in player builds.
  • GI: Removed editor log spamming: Error: GetProbeInterpolants - probe sets that aren't regular grids require...
  • Graphics: Disabled fancy blurring of cubemaps for runtime updated reflection probes on OpenGL ES 2 devices
  • Graphics: Do not return pre-created RenderTextures from RenderTexture.GetTemporary; makes it possible to set useMipMap on them again (coming to 5.2 patches too).
  • Graphics: Fix division by 0 issue in Shadows
  • Graphics: fix standalone player to render canvas even without a main camera.
  • Graphics: Fixed an issue when rendering to a render texture in deferred path with "Don't clear" or "Depth Only" clear flag.
  • Graphics: Fixed bug in ES 3 shader code generator that caused clipping problems in UI shaders
  • Graphics: Fixed fallback to Gamma color space rendering for projects that are configured to use linear rendering
  • Graphics: Fixed MSAA initialization on older devices which only support multisampled_render_to_texture
  • Graphics: Transfer Emission property when switching from Legacy shaders to Standard
  • If there is not room inside the Canvas for a Dropdown popup, mirror alignment only on axis where it exceeds the canvas, not always on both axes.
  • IMGUI: GUI.TextField taking a GUIStyle is now single line like its 3 sister functions.
  • IMGUI: When resizing a GUIWindow the render caching could create render artifacts and draw window content over scroll bars as it got resized.
  • iOS: Added support for Xcode 6.4.0 final release
  • iOS: fix crash when not keeping reference to WWW object.
  • iOS: fix crash when switching keyboard between single and multi line modes while open.
  • iOS: Fixed command line build crash caused by trailing slash
  • iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
  • iOS: Worked around some plugins not supporting complex shell scripts within Xcode project
  • LOD: Disabled animated LOD fading when 8 LODs are all used up.
  • LOD: Fixed "false" messages when selecting more than 3 LODs in the hierarchy window in the Editor.
  • LOD: Fixed "false" messages when setting a low Maximum LOD in quality settings.
  • LOD: Fixed crash if an empty LODGroup is selected as a tree prefab.
  • Mathf: Fixed issue with Mathf.FloorToInt and float cast to int not producing same results on x64 as on x86.
  • Mecanim: Added a delete confirmation message when deleting BlendTree in inspector
  • Mecanim: Added AvatarMask enum to AvatarMask
  • Mecanim: Allow StateMachineBehaviour function call even when Animator is disabled but updated manually by user
  • Mecanim: Changed the significance of Euler vs Quaternion interpolation toggle in the Animation
  • Mecanim: Fixed a bug where setting LocalEulerAngles curve via animation API would have made a clip that couldn't be scrubbed in the animation window
  • Mecanim: Fixed a case where Legacy Animation parameters affected the import of non-Legacy clips
  • Mecanim: Fixed a crash when reimporting animations used in an overridecontroller
  • Mecanim: Fixed a crash when setting an Override Controller with no controller to override
  • Mecanim: Fixed an error with the default parameter "Blend
  • Mecanim: Fixed an inconsistent selection when switching to and from the mini layer tool
  • Mecanim: Fixed an invalid parameter "Blend" error in Direct blend tree inspectors
  • Mecanim: Fixed AnimationEvents fired on animations that are weighted-out.
  • Mecanim: Fixed Animator memory being cleared when disabling the component the same behaviour as before 5.2b5 do not clear animator memory when only the animator
  • Mecanim: Fixed Animator tool resetting when pressing Home and End keys in parameter view
  • Mecanim: Fixed Animator.Play not working when AnimatorController
  • Mecanim: Fixed Animator::Play generating invalid AnimationEvent invocations
  • Mecanim: Fixed AssetBundle created from 5.1 crashing in 5.2
  • Mecanim: Fixed CollectDependency not working for AnimatorControllers
  • Mecanim: Fixed crash when calling Animator.GetCurrentAnimatorClipInfo during an interrupted transition.
  • Mecanim: Fixed crash when changing Animator.updateMode in PlayMode
  • Mecanim: Fixed crash when multiple triggers happen on the same frame.
  • Mecanim: Fixed crash when OnStateEnter is called on the 1st frame.
  • Mecanim: Fixed crash when setting invalid OverrideController
  • Mecanim: Fixed crash with corrupted controllers
  • Mecanim: Fixed crash with WriteDefaultValues set to false on an empty state.
  • Mecanim: Fixed empty AvatarMask for humanoid enabling addition transforms in previewer.
  • Mecanim: Fixed error message when deleting entry transition
  • Mecanim: Fixed game object with override controller not showing the base controller when selecting the GameObject
  • Mecanim: Fixed Humanoid layer mask not working with AnimatorControllerPlayables
  • Mecanim: Fixed IK not applied on feet when last layer does not have Foot IK active
  • Mecanim: Fixed IK to animated position in model a frame behind when using Optimize Game Objects
  • Mecanim: Fixed imported asset file showing active Apply state when nothing has changed
  • Mecanim: Fixed importer body mask not working.
  • Mecanim: Fixed Invalid keys frame in additionnal curves hanging Unity when users expand curve list in animation window
  • Mecanim: Fixed memory leak in Animator
  • Mecanim: Fixed null reference when creating transition to an empty state machine.
  • Mecanim: Fixed overlapping BlendTree graph nodes
  • Mecanim: Fixed Rotation not being blended properly in some cases
  • Mecanim: Fixed rounding issue in the AnimationClipImporter start/stop frame
  • Mecanim: Fixed Transition inspector not showing the proper transition
  • Mecanim: Fixed Transition time slider getting offseted.
  • Mecanim: Fixed transition to empty state on layers not driving layer weight
  • Mecanim: Fixes crash when Animator.speed is set to zero during transition
  • Mecanim: Fixes crash when switching to empty controller
  • Mecanim: Prevent crash when setting Animation.frameRate to 0
  • Mecanim: Prevent creation of invalid AnimationEvent time in AnimationClipImporter
  • Mecanim: Published BlendTree.minThreshold/maxThreshold API.
  • Mecanim: Removed Clamp Modes for ModelImporter additionnal curves
  • Mecanim: State Machine transitions that lead nowhere will now automatically transition to the layer's default state
  • MonoDevelop: Fixed "Debugger operation failed. Argument cannot be null" error
  • MonoDevelop: Fixed "The requested item has been unloaded" when enabling/disabling breakpoints
  • MonoDevelop: Fixed "The requested item has been unloaded" when evaluating enums.
  • MonoDevelop: Fixed crashes on OSX
  • MonoDevelop: Fixed issue with not being able to set breakpoint condition.
  • MonoDevelop: Install GTK# when installing Unity Editor.
  • MonoDevelop: Removed "Show Error Reference" and "API Documentation" menu items that launch the documentation browser, which we do not include nor support.
  • OpenGL legacy: Fixed editor picking when AA is enabled
  • Particles: Collision bug fixes
  • Particles: Culling bug fixes
  • Particles: Culling fix
  • Particles: Fixed issue causing batched particles drawn after an object with negative scale to flip and become invisible.
  • Particles: Miscellaneous bug fixes
  • Particles: Scripting bug fixes
  • Particles: Stretched particles now render even when they have zero speed
  • Particles: UI fix for pivot field
  • Physics2D: Ensure that 'Infinity' cannot be specified for 2D collider offset.
  • Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
  • Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
  • Physics: Ensure matched OnTriggerEnter/OnTriggerExit when changing collider size
  • Physics: Fix scaling of cars that had center of mass not at the Rigidbody's origin
  • Physics: Fix SliderJoint2D motor-speed backwards compatibility prior to 5.1.1p3
  • Physics: Fixed a case where HingeJoint limits was not applied properly.
  • Physics: Fixed an axis-locking inconsistency in the HingeJoint when both min and max limits were set above 177 degrees, but still different.
  • Physics: Fixed PhysX wheels being created for inactive wheel colliders
  • Physics: HingeJoint.angle is now returned as +/- 180 degrees, as in Unity4.
  • Physics: JointMotor.targetVelocity can now be negative as well as positive.
  • Placeholder text is no longer shown when UI.InputField has focus.
  • Plugins: Editor would report incorrectly that native plugin is colliding with itself.
  • Plugins: Plugins located in StreamingAssets folder won't participate in the compilation.
  • Prevent Sprite Packing called randomly due to bug in hash Generation
  • Profiler: Fixed Rendering detailed stats. Stats for Draw Calls and Total Batches were previously swapped
  • Rich text now correctly word-wraps embedded images ( tags).
  • Script Debugging: Fixed issue with stepping in switch statements
  • Script Debugging: Fixed occasional Unity crash when stepping many times in a row and then hitting a breakpoint.
  • Script Debugging: Fixed rare Unity crash when stepping.
  • Script Debugging: Fixed stepping over Resources.Load and other Unity API methods that use serialization.
  • Script Debugging: Fixed Unity crash when trying to evaluate generic methods that return an array of the generic type. Such as GameObject.GetComponents() .
  • Script Debugging: Fixed Unity crash when trying to step after pause.
  • Scripting: Fixed "Compile process is not finished yet" errror
  • Scripting: Fixed developer console not receiving log messages when usingApplication.logMessageReceived.
  • Shaders: Correctly determine blend mode emitted by alpha:auto setting
  • Shaders: Fixed GrabPass missing viewport offset in the editor (coming to 5.2 patches too)
  • Terrain: Fixed incorrect rendering when switching template material.
  • Terrain: Fixed missing document link for Terrain component.
  • TextGenerator no longer occasional truncates the final character when using horizontal word-wrapping and vertical truncation.
  • Texture: Fix NPOT texture import size
  • Trailing spaces are now accounted for when aligning text.
  • TreeCreator: Fixed incorrect baked textures under Linear.
  • UI.Text Best Fit now works properly when a word does not fit within a single line.
  • UI.TextField no longer causes multiple errors text length exceeds 16383 characters.
  • UI: Allow '-' to be entered into InputField if the selected range encompases position 0
  • UI: Fixed InputField selection highlight and caret no longer being visible.
  • UI: Fixed multiline InputField throwing a ArgumentOutOfRange when trying to calculate the caret position
  • UI: Fixed Toggle component not updating when animated.
  • UI: When appending to the InputField allow more characters than just space
  • UnityWebRequest: Some headers are missed in the response
  • WebGL: Fix backbuffer state if RenderTexture is set from user code.
  • WebGL: Fix crash related to stripping ParticleSystem class
  • WebGL: Fix crash when trying to use WWW.LoadFromCacheOrDownload if IndexedDB is not available.
  • WebGL: Fix crash when using Caching.Authorize
  • WebGL: Fix cursor images not rendering correctly
  • WebGL: Fix Firefox crashing on closing the page
  • WebGL: Fix Input.touches being flipped along the y-axis.
  • WebGL: Fix WWW class response contents when status code is not 200
  • WebGL: Make touch input work with UnityEngine.UI.
  • Windows Phone 10: fix touch screen keyboard
  • Windows Standalone: Configuration banner image will be properly scaled on operating systems like "Windows 7 Home Extended", etc.
  • Windows Standalone: Fixed a bug where sometimes graphics quality combo box was empty.
  • Windows Standalone: Screen.sleepTimeout will work correctly.

New in Unity 5.2.1 Patch 2 (Oct 1, 2015)

  • Improvements:
  • IL2CPP: Optimize System.Reflection access to metadata.
  • IL2CPP: Reduce initialization time of IL2CPP scripting backend.
  • VR: Oculus Plugin has been updated.
  • VR: Support for DRM content.
  • Changes:
  • Installers: Updated the EULA.
  • Fixes:
  • (none) - GI. Fixed crash when generating lightmaps.
  • (686243) - Graphics: Fixed an issue whereby static batching didn't work in the Editor when scenes were loading from scripts e.g. Application.LoadLevel()
  • (721065) - IL2CPP: Convert I18N.dll assemblies if they are present to avoid not supported exceptions for some code pages.
  • (719718) - IL2CPP: Include assemblies referenced only by prefabs in the Resources folder in the build.
  • (707376) - IL2CPP: Ensure IL2CPP generates valid numeric identifiers under all system languages.
  • (719378) - IL2CPP: Ensure PreserveAttribute on type preserves default constructor.
  • (703908) - IL2CPP: Fixed Directory.GetFiles using search pattern with embedded '*'.
  • (722920) - IL2CPP: Fixed race condition when accessing attributes.
  • (714759) - iOS/IL2CPP: Implement host name resolution with IPv6
  • (728134) - iOS: Fixed Game Center authentication crash on iOS 9.0.
  • (719574) - Shaders: Fixed a crash that could happen when loading legacy shaders.
  • (729904) - Substance: Standalone builds will no longer crash when trying to read cache data created by prior builds.
  • (707737) - Substance: Unapplied import settings being discarded will cause an apply/revert dialog box to be displayed.
  • (728098) - Universal WIndows Apps: Fixed compilation error which happened with extension APIs.
  • (none) - VR: D3D11 adapter ID now used to identify device if disconnected.
  • (716500) - VR: Fixed Camera.stereoMirrorMode bug where right eye would display black or last frame when in mirror mode. Now displays left eye Image.
  • (none) - VR: Fixed vsync disable not working correctly.
  • (724566) - Windows Store: BuildPipeline.BuildPlayer works with relative paths.
  • (625473) - Windows Store: Default font is loaded from system folder.
  • (731088) - Windows Store: Fixed crash in Universal Windows 10 apps when you click in the UI text field.

New in Unity 5.2.1 Patch 1 (Oct 1, 2015)

  • Improvements:
  • Graphics: Disabled fancy blurring of cubemaps for runtime updated reflection probes on OpenGL ES 2 devices.
  • iOS: Added Xcode 7 GM and Xcode 7.1 Build & Run support.
  • Tizen: Implemented Application.internetReachability.
  • Tizen: Implemented Sleep.screenTimeout.
  • Tizen: Implemented TouchScreenKeyboard.area.
  • UnityAds: Updated native binaries to version 1.5.2.
  • WebRequest: Better memory tracking in DownloadHandlers now.
  • Changes:
  • Substance: Removed support for Unity 3.x metafiles for SBSAR files. The associated .meta files should be manually deleted and the materials recreated after reimporting the SBSAR assets.
  • (724093) - Direct3D 11: Changing resolution through script will not stretch the screen anymore.
  • (723116) - Editor: Fixed Gizmos.DrawLine rendering with random colors when 3D Icons is turned off.
  • (713420) - Editor: Fixed crash when opening Frame Debugger that was happening on some machines (mostly Macs with NVIDIA GPUs).
  • (712517) - Editor: Support nested scene loading after introducing multi-scene-editing.
  • (711044) - Fixed: Cache Server crashes on command 'nc -zv'
  • (725106) - Fixed issue with inputfield caret/ highlight not displaying
  • (649000), (721553) - Fixed Unity crash when inspecting UnityEditor.VersionControl.Asset while debugging.
  • (none) - Fixed issue with launching both MonoDevelop and Xamarin Studio when external script editor is set to Xamarin Studio on OSX.
  • (725070) - GI: Fixed crash when switching scenes in specific circumstances.
  • (none) - GLLEGACY: Fixed: readpixels needs workaround for MSAA.
  • (none) - GLES: GLLEGACY: Fixed: glClear doesn't obey viewport, so render a quad instead when doing a non-fullscreen clear.
  • (none) - D3D11: ChangeDisplaySettings(..., CDS_TEST) causes stuttering on nvidias. Use DXGI instead.
  • (726172) - Graphics: Do not return pre-created RenderTextures from RenderTexture.GetTemporary; makes it possible to set useMipMap on them again.
  • (722963) - iOS: Fixed memory leak when changing orientation.
  • (727580) - Mecanim: Fixed Animator.Play not working when AnimatorController.
  • (726168) - Mecanim: Fixed blending of rotations beign broken in some situations.
  • (727765) - Mecanim: Fixed crash when calling Animator.GetCurrentAnimatorClipInfo during an interrupted transition.
  • (726627) - Mecanim: Fixed crash when multiple triggers happen on the same frame.
  • (726871) - Mecanim: Fixed crash with WriteDefaultValues set to false on an empty state.
  • (721127) - Mecanim: Fixed IK not applied on feet when last layer does not have Foot IK active.
  • (726207) - Mecanim: Fixed transition to empty state on layers not driving layer weight.
  • (726413) - Mecanim: Fixed AnimationEvents fired on animations that are weighted-out.
  • (718748) - Mecanim: Fixed Animator memory being cleared when disabling the component the same behaviour as before 5.2b5 do not clear animator memory when only the animator.
  • (726448) - Mecanim: Fixed Animator::Play generating invalid AnimationEvent invocations.
  • (725512) - Mecanim: Fixed AssetBundle created from 5.1 crashing in 5.2.
  • (724249) - Mecanim: Fixed crash when changing Animator.updateMode in PlayMode.
  • (726627) - Mecanim: Fixed crash when setting invalid OverrideController.
  • (725767) - Mecanim: Fixed game object with override controller not showing the base controller when selecting the GameObject.
  • (726301) - Mecanim: Fixed crash when Animator.speed is set to zero during transition.
  • (726426) - Mecanim: Fixed crash when switching to empty controller.
  • (720747) - Networking: Fixed Editor crashes on websocket disconnect.
  • (none) - Networking: Fix for server websocket crashing in release mode.
  • (721499) - Networking: Fix for 'aissp' error is thrown on the server side when a client disconnects.
  • (718824) - Networking: Fixed: UNET doesn't check message length correct.
  • (719672) - Networking: Fixed: User can create packet larger then defined in global config.
  • (718822) - Networking: Fixed: User can set MinThreadAwakeTimeout to 0
  • (none) - Networking: Support for UNet HLAPI on WebGL platform.
  • Added useWebSockets field to NetworkManager and NetworkServer. When this is checked, the system will listen for WebSocket connects instead of the normal UNet Transport layer connections. This allows WebGL clients to connect to the server.
  • Fixed DNS issues using UNet on WebGL platform.
  • Fixed HLAPI update pump function on WebGL platform.
  • (719296) - Physics: Fixed scaling of cars that had center of mass not at the Rigidbody's origin.
  • (717292) - Substance: Cached data written to disk by 32b and 64b players are now the same.
  • (716513) - Substance: Fewer texture computations should now occur at the end of an asset import, which speeds up material instance addition/deletion.
  • (none) - Substance: Fixed auto-setting of emissive-related properties when importing materials with emissive outputs.
  • (none) - Substance: Fixed inspector sluggishness when a lot of visibleIf expressions are present (B2M for instance).
  • (722757) - Substance: If unassigned, the _MainTex shader slot is now only auto-filled if nothing else was assigned to the current shader.
  • (none) - Substance: Re-importing a ProceduralMaterial should no longer cause its texture thumbnails to disappear.
  • (725995) - Substance: Runtime-instantiated ProceduralMaterials now update their own textures.
  • (697741) - Substance: Storage size is now correctly reported for ProceduralTextures.
  • (none) - Tizen: Deploying from Tizen SDK 2.3.1 is now supported.
  • (none) - Tizen: Fixed a bug preventing the system notification bar from working.
  • (none) - Tizen: Fixed an issue where the audio thread would still do work when an app was in the background or the device locked.
  • (729291) - Tizen: Fixed an issue with some keys on the software keyboard not working as expected.
  • (none) - Tizen: Hide the textfield cursor to match behavior of our other mobile platforms.
  • (729291) - Tizen: Resolved double keyboard input issue.
  • (none) - UI: Fix for multiple InputFields in a scene having a text being input in one field incorrectly changing the display of other fields while the keyboard is open.
  • (723821) - Unregister http request callbacks on WWW destruction.
  • (none) - WebRequest: Asset bundle loading.
  • (720416) - WebRequest: Some headers are missed in the response.
  • (710668) - WSA/UWP: Fixed black screen when using Linear Color Space and Anti Aliasing.

New in Unity 5.2.1 (Sep 22, 2015)

  • Features:
  • iOS: iOS9 app slicing support.
  • iOS: iOS9 on demand resource support.
  • Improvements:
  • Android: On some devices Screen.dpi returns more accurate values.
  • Editor: Added progress bar while decrypting downloaded Asset Store packages.
  • Graphics: Added overloads to CommandBuffer.SetRenderTarget() to allow specifying a target mip level and cubemap face.
  • Improved ETC1 based policy for grouping of sprites on an atlas.
  • iOS: Added frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
  • iOS: Added support for iPad launch screens
  • iOS: Exposed option in Player Settings to temporary disable Application Transport Security checks in iOS 9.0.
  • iOS: Now support access to iOS9 data assets within asset catalogs via virtual filesystem.
  • Networking: Added NetworkManager.UseExternalClient() function that allows the NetworkManager to use a client object created externally to the NetworkManager instead of using StartClient(). This was required to use custom NetworkConnection classes with connections made by the NetworkManager.
  • VR: Oculus: Upgraded to 0.7 dependencies.
  • Changes:
  • iOS: Use launch screens as primary source for splash images.
  • VR: For Windows Oculus Development, the Oculus 0.7.0.0 runtime is required in order to run in VR mode. Future releases will also require this runtime going forward.
  • Fixes:
  • (711225) - 2D : Fixed memory leak when using Sprite object field in custom inspector.
  • (572545) - 2D: Clamp sprite pivot values (-100k to 100k) now instead of accepting any value (including infinity).
  • (722701) - Analytics: Fixed data dispatcher to send data after airplane mode is turned OFF on iOS.
  • (716159) - Android - Fixed fallback to Gamma color space rendering for projects that are configured to use linear rendering.
  • (710244) - Android - Fixed status bar not shown and touch offset on Kitkat+ when using native activity.
  • (705138) - Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts.
  • (678003) - Android: Fixed sensor compensation issue affecting devices when rotated180 degrees.
  • (none) - Android: Removed some egl errors from the log when probing for GLES API level.
  • (717028) - Android: Fixed performance regression when using native rendering plugins.
  • (708088) - Animation: Fixed an issue whereby animation window was still recording when scene was saved.
  • (718709) - API Updater: Fixed crash in AssemblyUpdater when a type had methods with names starting with get_/set_ .
  • (679703) - Asset Loading: Now allow extension dlls to be imported outside of project folder.
  • (719416) - AssetBundle: Fixed the issue that sometimes several AssetBundles would have same internal name.
  • (722104) - Bug Reporter: Fixed email field not being saved on Windows 10.
  • (none) - D3D12: Fixed a crash when using compute buffers.
  • (none) - D3D: Fixed broken positioning of render when upscaling to native desktop resolution.
  • (715666) - D3D: Mouse coordinates no longer go out of bounds when upscaling to desktop resolution.
  • (713782) - Deployment Management: Fixed OSX non development players crash on startup.
  • (687656), (693423) - Editor: Added a printed warning to the gameview if there is no fullscreen camera present.
  • (none) - Editor: Fixed 'Access denied' error on Windows when trying to move readonly files.
  • (666743) - Editor: Fixed an issue where calling EditorWindow.GetWindow() too early could cause the editor to crash.
  • (705555) - Editor: Fixed A bug when opening new project threw "Moving file failed" dialog on Mac.
  • (719367) - Editor: Fixed scene view picking when in linear mode.
  • (725519) - Editor: Fixes crash when exiting play-mode with Alphabetical Sort enabled.
  • (704016) - Editor: Made sure blendShapes normals were not imported if None was set in Import Setting.
  • (701240) - Editor: Save correct quality settings when quitting Unity editor during the play mode.
  • (721563) - Editor: Slowdown in Project window with Unity 5.
  • (722655) - GI: Calculate atlas index offset correctly when snapshotting a scene.
  • (714050), (701937) - GI: Fixed the case where GI file not found errors were displayed when upgrading project to Unity 5.2.
  • (718263) - GI: Fixed a crash when moving reflections probes in GI visualisation views.
  • (none) - GI: Fixed loading a LightmapSnapshot.asset with realtime GI data. The issue was introduced in 5.2.0p1.
  • (720748) - Graphics: Fixed global shader property changes done from Light CommandBuffers not affecting later rendering (5.2 regression).
  • (719494) - Graphics: Fixed regression on GetNativeTextureID
  • (689461) - IL2CPP: Added support for access default parameter values via reflection.
  • (717904) - IL2CPP: Allow a cast of T[] to IList (where BaseT is a base class of T) to work correctly.
  • (702684) - IL2CPP: Allow il2cpp.exe to work if a '#' character is in the installation path.
  • (714759) - IL2CPP: Allow WebRequest to work with IPv6 addresses.
  • (705898) - IL2CPP: Corrected a code generation error with the JsonFX library with the error message: "not implemented on non-abstract class".
  • (719084) - IL2CPP: Corrected an error in the negation of a float converted from an unsigned integer.
  • (723439) - IL2CPP: Corrected C++ code generation when a struct inherits from a generic interface.
  • (717058) - Il2CPP: Corrected the behavior of Marshal.OffsetOf for structures with explicit packing.
  • (700792) - IL2CPP: Implemented the correct rounding behavior (banker's rounding) for the Math.Round method.
  • (661630), (690171) - IL2CPP: Implemented the CustomAttributeData.GetCustomAttributes methods for attributes with a default constructor.
  • (722375) - IL2CPP: Prevent a NullReferenceException exception from being thrown in the KeyValuePair ToString method when the value is a reference type.
  • (722433) - IL2CPP: Prevent a used block from being marked as dead during conversion if it is immediately after a try block with an explicit leave opcode.
  • (715013) - IL2CPP: Prevent the exception "MissingMethodException: No constructor found for System.Resources.RuntimeResourceSet::.ctor(System.IO.UnmanagedMemoryStream)" from occurring when the TZ4NET assembly is used.
  • (674706) - IL2CPP: Allow GetCurrentProcess to work.
  • (none) - IL2CPP: Allow il2cpp.exe to run when its installation path includes a '#' character followed by a space character.
  • (690171) - IL2CPP: Corrected a KeyNotFoundException during code generation in the VTableBuilder.GetVirtualMethodTargetMethod method of il2cpp.exe.
  • (712470) - IL2CPP: Corrected Marshal.OffsetOf when using enums fields with FieldOffsetAttribute
  • (712713) - IL2CPP: Ensure methods needed for enum arrays are converted.
  • (715965) - IL2CPP: Fixed assert on socket error.
  • (712929) - IL2CPP: Fixed comparison to Epsilon.
  • (712553) - IL2CPP: Fixed error when using 64-bit Interlocked operations on 32-bit devices.
  • (716138) - IL2CPP: Fixed pinning of structures with ExplicitLayout.
  • (721435) - IL2CPP: Fixed reading pointers with multiple levels of indirection.
  • (718696) - IL2CPP: Fixed unsafe pointer to struct assignment.
  • (721329) - IL2CPP: Fixed various performance issues by doing less type initialization at startup.
  • (676797) - IL2CPP: Implemented the IsTransparentProxy icall, which always returned false.
  • (710797), (705882) - IL2CPP: Prevent a type T from being stripping if it is used an GenericClass field in a MonoBehavior or ScriptableObject that is already being preserved.
  • (716991) - IL2CPP: Speed up retrieving classes by name.
  • (none) - iOS/IL2CPP: Completed the IPv6 implementation.
  • (723961) - iOS: Fixed append regression when certain splash screens are changed after initial build.
  • (704992) - iOS: Fixed path stripping when trailing characters are present
  • (707385) - iOS: Fixed touch screen keyboard when switching between single/multi line.
  • (708549) - iOS: Fixed WWW crash when not keeping reference to instance.
  • (677907) - iOS: Fixed interop of OpenGL ES and Siri overlay
  • (none) - iOS: Fixed iOS 9 side by side multitasking. It will work only if target resolution is native and it's not being overridden via script.
  • (none) - iOS: Fixed multitasking snapshot creation.
  • (709943), (716625), (713488) - iOS: Fixed numerous issues on iOS7 related to restoring app from background.
  • (718387), (720698) - iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
  • (none) - iOS: Fixed WWW not reporting error in some cases (like no networking available).
  • (706367) - Lightmapping: Fixed lightmap UV generation to be identical across platforms.
  • (718896) - Mecanim: Allow SMB function call even when Animator is disabled but updated manually by user.
  • (717680) - Mecanim: Fixed a crash when reimporting animations used in an overridecontroller.
  • (722058) - Mecanim: Fixed a crash when setting an Override Controller with no controller to override.
  • (none) - Mecanim: Fixed memory leak with Animator.
  • (719292) - Mecanim: Fixed null reference when creating transition to an empty state machine.
  • (713552) - Mecanim: Fixed Transition inspector not showing the proper transition.
  • (none) - Mecanim: Fixes crash when having an OnStateMachineEnter on first eval.
  • (719156) - Networking: Fixed scene objects with NetworkTransform not synching.
  • (718027) - Networking: Prevent adding network connections that are not ready as observers.
  • (none) - OpenGL ES: Fixed missing 1x1 mip levels in textures.
  • (708698) - OpenGL: Fixed OSX standalone crash
  • (719654) - OpenGL: Fixed shader compilation error when using GLSL precision qualifier.
  • (708072) - OpenGL: Fixed Unity shader compiler crash when compiling for OpenGL target.
  • (624081) - Particles: Fixed issue causing batched particles drawn after an object with negative scale to flip and become invisible.
  • (714872) - Particles: Fixed issue where moving emitters in the editor would cause them to emit their particles along a trajectory from their start position.
  • (none) - Physics2D: Ensure that 'Infinity' cannot be specified for 2D collider offset.
  • (707400) - Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
  • (713073) - Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
  • (721704) - Physics: Fixed SliderJoint2D motor-speed backwards compatibility prior to 5.1.1p3.
  • (718787) - Plugins: Editor would report incorrectly that native plugin is colliding with itself.
  • (716978) - Profiler: Fixed Rendering detailed stats. Stats for Draw Calls and Total Batches were previously swapped.
  • (699695) - Profiler: Show profiler statistics of manually rendered camera.
  • (704481) - Samsung TV: Fixed "Unknown Platform" error when passing "Samsung TV" to AudioImporter.ContainsSampleSettingsOverride.
  • (717774) - Samsung TV: Fixed issue where Development builds would inappropriately report security errors.
  • (718017) - Samsung TV: Fixed issue where some textures would not display properly on 2013 TVs.
  • (none) - Scripting: GL.IssuePluginEvent(eventID) is now obsolete.
  • (724452) - Shaders: Fixed GrabPass missing game view viewport offset in the editor.
  • (716161) - Shaders: HLSL shader compilation fIxed floating point division by zero by initialising x components of surfIN members to 1.0.
  • (none) - SpritePacker: Prevent Sprite Packing called randomly due to bug in hash Generation.
  • (719252) - Tizen: Fixed crashes on launch of Tizen projects.
  • (none) - Tizen: Fixed Tizen Store certification errors.
  • (none) - Tizen: Implemented an API to retrieve the window handle.
  • (none) - Tizen: Improvements to error messages.
  • (719777) - UI: Fixed crash related to using multiple materials / submeshes on UI elements.
  • (721345), (722086) - UI: Fixed ScrollRect causing immediate child view with LayoutGroup to not get layout callbacks.
  • (684885) - UI: Fixed issue where Selectables (image, toggle, etc) would hold a reference to a sprite when a new scene was loaded. This would lead to the sprite staying in memory even if the reference was not in the new scene.
  • (204016) - UI: RawImage component now uses the same vertex generation code as normal image components fixing a slight vertex offset error.
  • (716209) - Universal Windows Apps: Fixed crash in WebcamTexture.
  • (717274) - Universal Windows Apps: Fixed plugin processing.
  • (712699) - Universal Windows Apps: Splash screen is correctly resized with app window.
  • (715960) - Version Control: Do not use cached status for checking editability in VCS.
  • (none) - VisualStudio - Fixed a bug where VisualStudio could fail to open if it was busy while Unity was trying to open it.
  • (711316) - VR: Fixed point light rendering issue with deferred renderer.
  • (722915), (723184) - VR: Fixed regression with linear lighting and anti aliasing on windows.
  • (none) - VR: Fixed GearVR plugin issue. GearVR builds now render properly.
  • (722122) - VR: GearVR: Fixed gles20 rendering crash.
  • (none) - VR: Overall stability improved.
  • (716227) - Windows Phone 10: Fixed an issue whereby the touchscreen keyboard was not working.
  • (none) - Windows Phone: Fixed RuntimeInitializeOnLoad to support WP8.1.
  • (712688) - Windows Store Apps: App window is correctly activated with independent input source enabled.
  • (710903) - Windows Phone 8: Fixed an issue with build and run for projects with spaces in their names.
  • (720701) - Windows Store Apps: Fixed invalid IL code in UnityEngine.Networking.dll.
  • (none) - Windows Store Apps: UnityEngine.pdb file is installed along UnityEngine.dll.
  • (712019) - WSA/UWP: Hide D3D11 warning D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS.

New in Unity 5.2.0p1 Beta (Sep 18, 2015)

  • Features:
  • iOS: iOS9 app slicing support.
  • iOS: iOS9 on demand resource support.
  • Improvements:
  • Android: On some devices Screen.dpi returns more accurate values.
  • Editor: Added progress bar while decrypting downloaded Asset Store packages.
  • Graphics: Added overloads to CommandBuffer.SetRenderTarget() to allow specifying a target mip level and cubemap face.
  • Improved ETC1 based policy for grouping of sprites on an atlas.
  • iOS: Added frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
  • iOS: Added support for iPad launch screens
  • iOS: Exposed option in Player Settings to temporary disable Application Transport Security checks in iOS 9.0.
  • iOS: Now support access to iOS9 data assets within asset catalogs via virtual filesystem.
  • Networking: Added NetworkManager.UseExternalClient() function that allows the NetworkManager to use a client object created externally to the NetworkManager instead of using StartClient(). This was required to use custom NetworkConnection classes with connections made by the NetworkManager.
  • VR: Oculus: Upgraded to 0.7 dependencies.
  • Changes:
  • iOS: Use launch screens as primary source for splash images.
  • Fixes:
  • (711225) - 2D : Fixed memory leak when using Sprite object field in custom inspector.
  • (572545) - 2D: Clamp sprite pivot values (-100k to 100k) now instead of accepting any value (including infinity).
  • (722701) - Analytics: Fixed data dispatcher to send data after airplane mode is turned OFF on iOS.
  • (716159) - Android - Fixed fallback to Gamma color space rendering for projects that are configured to use linear rendering.
  • (710244) - Android - Fixed status bar not shown and touch offset on Kitkat+ when using native activity.
  • (705138) - Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts.
  • (678003) - Android: Fixed sensor compensation issue affecting devices when rotated180 degrees.
  • (none) - Android: Removed some egl errors from the log when probing for GLES API level.
  • (717028) - Android: Fixed performance regression when using native rendering plugins.
  • (708088) - Animation: Fixed an issue whereby animation window was still recording when scene was saved.
  • (718709) - API Updater: Fixed crash in AssemblyUpdater when a type had methods with names starting with get_/set_ .
  • (679703) - Asset Loading: Now allow extension dlls to be imported outside of project folder.
  • (719416) - AssetBundle: Fixed the issue that sometimes several AssetBundles would have same internal name.
  • (722104) - Bug Reporter: Fixed email field not being saved on Windows 10.
  • (none) - D3D12: Fixed a crash when using compute buffers.
  • (none) - D3D: Fixed broken positioning of render when upscaling to native desktop resolution.
  • (715666) - D3D: Mouse coordinates no longer go out of bounds when upscaling to desktop resolution.
  • (713782) - Deployment Management: Fixed OSX non development players crash on startup.
  • (687656), (693423) - Editor: Added a printed warning to the gameview if there is no fullscreen camera present.
  • (none) - Editor: Fixed 'Access denied' error on Windows when trying to move readonly files.
  • (666743) - Editor: Fixed an issue where calling EditorWindow.GetWindow() too early could cause the editor to crash.
  • (705555) - Editor: Fixed A bug when opening new project threw "Moving file failed" dialog on Mac.
  • (719367) - Editor: Fixed scene view picking when in linear mode.
  • (725519) - Editor: Fixes crash when exiting play-mode with Alphabetical Sort enabled.
  • (704016) - Editor: Made sure blendShapes normals were not imported if None was set in Import Setting.
  • (701240) - Editor: Save correct quality settings when quitting Unity editor during the play mode.
  • (721563) - Editor: Slowdown in Project window with Unity 5.
  • (722655) - GI: Calculate atlas index offset correctly when snapshotting a scene.
  • (714050), (701937) - GI: Fixed the case where GI file not found errors were displayed when upgrading project to Unity 5.2.
  • (718263) - GI: Fixed a crash when moving reflections probes in GI visualisation views.
  • (720748) - Graphics: Fixed global shader property changes done from Light CommandBuffers not affecting later rendering (5.2 regression).
  • (719494) - Graphics: Fixed regression on GetNativeTextureID
  • (689461) - IL2CPP: Added support for access default parameter values via reflection.
  • (717904) - IL2CPP: Allow a cast of T[] to IList (where BaseT is a base class of T) to work correctly.
  • (702684) - IL2CPP: Allow il2cpp.exe to work if a '#' character is in the installation path.
  • (714759) - IL2CPP: Allow WebRequest to work with IPv6 addresses.
  • (705898) - IL2CPP: Corrected a code generation error with the JsonFX library with the error message: "not implemented on non-abstract class".
  • (719084) - IL2CPP: Corrected an error in the negation of a float converted from an unsigned integer.
  • (723439) - IL2CPP: Corrected C++ code generation when a struct inherits from a generic interface.
  • (717058) - Il2CPP: Corrected the behavior of Marshal.OffsetOf for structures with explicit packing.
  • (700792) - IL2CPP: Implemented the correct rounding behavior (banker's rounding) for the Math.Round method.
  • (661630), (690171) - IL2CPP: Implemented the CustomAttributeData.GetCustomAttributes methods for attributes with a default constructor.
  • (722375) - IL2CPP: Prevent a NullReferenceException exception from being thrown in the KeyValuePair ToString method when the value is a reference type.
  • (722433) - IL2CPP: Prevent a used block from being marked as dead during conversion if it is immediately after a try block with an explicit leave opcode.
  • (715013) - IL2CPP: Prevent the exception "MissingMethodException: No constructor found for System.Resources.RuntimeResourceSet::.ctor(System.IO.UnmanagedMemoryStream)" from occurring when the TZ4NET assembly is used.
  • (674706) - IL2CPP: Allow GetCurrentProcess to work.
  • (none) - IL2CPP: Allow il2cpp.exe to run when its installation path includes a '#' character followed by a space character.
  • (690171) - IL2CPP: Corrected a KeyNotFoundException during code generation in the VTableBuilder.GetVirtualMethodTargetMethod method of il2cpp.exe.
  • (712470) - IL2CPP: Corrected Marshal.OffsetOf when using enums fields with FieldOffsetAttribute
  • (712713) - IL2CPP: Ensure methods needed for enum arrays are converted.
  • (715965) - IL2CPP: Fixed assert on socket error.
  • (712929) - IL2CPP: Fixed comparison to Epsilon.
  • (712553) - IL2CPP: Fixed error when using 64-bit Interlocked operations on 32-bit devices.
  • (716138) - IL2CPP: Fixed pinning of structures with ExplicitLayout.
  • (721435) - IL2CPP: Fixed reading pointers with multiple levels of indirection.
  • (718696) - IL2CPP: Fixed unsafe pointer to struct assignment.
  • (721329) - IL2CPP: Fixed various performance issues by doing less type initialization at startup.
  • (676797) - IL2CPP: Implemented the IsTransparentProxy icall, which always returned false.
  • (710797), (705882) - IL2CPP: Prevent a type T from being stripping if it is used an GenericClass field in a MonoBehavior or ScriptableObject that is already being preserved.
  • (716991) - IL2CPP: Speed up retrieving classes by name.
  • (none) - iOS/IL2CPP: Completed the IPv6 implementation.
  • (723961) - iOS: Fixed append regression when certain splash screens are changed after initial build.
  • (704992) - iOS: Fixed path stripping when trailing characters are present
  • (707385) - iOS: Fixed touch screen keyboard when switching between single/multi line.
  • (708549) - iOS: Fixed WWW crash when not keeping reference to instance.
  • (677907) - iOS: Fixed interop of OpenGL ES and Siri overlay
  • (none) - iOS: Fixed iOS 9 side by side multitasking. It will work only if target resolution is native and it's not being overridden via script.
  • (none) - iOS: Fixed multitasking snapshot creation.
  • (709943), (716625), (713488) - iOS: Fixed numerous issues on iOS7 related to restoring app from background.
  • (718387), (720698) - iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
  • (none) - iOS: Fixed WWW not reporting error in some cases (like no networking available).
  • (706367) - Lightmapping: Fixed lightmap UV generation to be identical across platforms.
  • (718896) - Mecanim: Allow SMB function call even when Animator is disabled but updated manually by user.
  • (717680) - Mecanim: Fixed a crash when reimporting animations used in an overridecontroller.
  • (722058) - Mecanim: Fixed a crash when setting an Override Controller with no controller to override.
  • (none) - Mecanim: Fixed memory leak with Animator.
  • (719292) - Mecanim: Fixed null reference when creating transition to an empty state machine.
  • (713552) - Mecanim: Fixed Transition inspector not showing the proper transition.
  • (none) - Mecanim: Fixes crash when having an OnStateMachineEnter on first eval.
  • (719156) - Networking: Fixed scene objects with NetworkTransform not synching.
  • (718027) - Networking: Prevent adding network connections that are not ready as observers.
  • (none) - OpenGL ES: Fixed missing 1x1 mip levels in textures.
  • (708698) - OpenGL: Fixed OSX standalone crash
  • (719654) - OpenGL: Fixed shader compilation error when using GLSL precision qualifier.
  • (708072) - OpenGL: Fixed Unity shader compiler crash when compiling for OpenGL target.
  • (624081) - Particles: Fixed issue causing batched particles drawn after an object with negative scale to flip and become invisible.
  • (714872) - Particles: Fixed issue where moving emitters in the editor would cause them to emit their particles along a trajectory from their start position.
  • (none) - Physics2D: Ensure that 'Infinity' cannot be specified for 2D collider offset.
  • (707400) - Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
  • (713073) - Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
  • (721704) - Physics: Fixed SliderJoint2D motor-speed backwards compatibility prior to 5.1.1p3.
  • (718787) - Plugins: Editor would report incorrectly that native plugin is colliding with itself.
  • (716978) - Profiler: Fixed Rendering detailed stats. Stats for Draw Calls and Total Batches were previously swapped.
  • (699695) - Profiler: Show profiler statistics of manually rendered camera.
  • (704481) - Samsung TV: Fixed "Unknown Platform" error when passing "Samsung TV" to AudioImporter.ContainsSampleSettingsOverride.
  • (717774) - Samsung TV: Fixed issue where Development builds would inappropriately report security errors.
  • (718017) - Samsung TV: Fixed issue where some textures would not display properly on 2013 TVs.
  • (none) - Scripting: GL.IssuePluginEvent(eventID) is now obsolete.
  • (724452) - Shaders: Fixed GrabPass missing game view viewport offset in the editor.
  • (716161) - Shaders: HLSL shader compilation fIxed floating point division by zero by initialising x components of surfIN members to 1.0.
  • (none) - SpritePacker: Prevent Sprite Packing called randomly due to bug in hash Generation.
  • (719252) - Tizen: Fixed crashes on launch of Tizen projects.
  • (none) - Tizen: Fixed Tizen Store certification errors.
  • (none) - Tizen: Implemented an API to retrieve the window handle.
  • (none) - Tizen: Improvements to error messages.
  • (719777) - UI: Fixed crash related to using multiple materials / submeshes on UI elements.
  • (721345), (722086) - UI: Fixed ScrollRect causing immediate child view with LayoutGroup to not get layout callbacks.
  • (684885) - UI: Fixed issue where Selectables (image, toggle, etc) would hold a reference to a sprite when a new scene was loaded. This would lead to the sprite staying in memory even if the reference was not in the new scene.
  • (204016) - UI: RawImage component now uses the same vertex generation code as normal image components fixing a slight vertex offset error.
  • (716209) - Universal Windows Apps: Fixed crash in WebcamTexture.
  • (717274) - Universal Windows Apps: Fixed plugin processing.
  • (712699) - Universal Windows Apps: Splash screen is correctly resized with app window.
  • (715960) - Version Control: Do not use cached status for checking editability in VCS.
  • (none) - VisualStudio - Fixed a bug where VisualStudio could fail to open if it was busy while Unity was trying to open it.
  • (711316) - VR: Fixed point light rendering issue with deferred renderer.
  • (722915), (723184) - VR: Fixed regression with linear lighting and anti aliasing on windows.
  • (722122) - VR: GearVR: Fixed gles20 rendering crash.
  • (none) - VR: Overall stability improved.
  • (716227) - Windows Phone 10: Fixed an issue whereby the touchscreen keyboard was not working.
  • (none) - Windows Phone: Fixed RuntimeInitializeOnLoad to support WP8.1.
  • (712688) - Windows Store Apps: App window is correctly activated with independent input source enabled.
  • (710903) - Windows Phone 8: Fixed an issue with build and run for projects with spaces in their names.
  • (720701) - Windows Store Apps: Fixed invalid IL code in UnityEngine.Networking.dll.
  • (none) - Windows Store Apps: UnityEngine.pdb file is installed along UnityEngine.dll.
  • (712019) - WSA/UWP: Hide D3D11 warning D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS.

New in Unity 5.2.0f3 (Sep 8, 2015)

  • Changes:
  • Editor: Asset Store window is now a part of the default window layout. Docked behind the scene & game views
  • Editor: Remove legacy Mac OS X corner window resize behaviour
  • GI: Set default BounceScale to 1
  • Graphics: Material.CopyPropertiesFromMaterial also copies shader keywords and render queue now
  • IL2CPP: Make engine stripping in iOS/WebGL a separate setting (PlayerSettings.stripEngineCode) from Mono stripping levels
  • Introduce EditorSettings.projectGenerationUserExtensions & EditorSettings.projectGenerationBuiltinExtensions
  • Particles: Particle geometry is generated in world space now (used to be in view space before). If you have custom particle shaders that relied on view space positions coming in, you will need to change them
  • Reflection Probes: Are rendered in a separate deferred pass when using deferred shading. See Improvements section entry for details
  • Scripting: Removed hexadecimal color string support from Color and replaced with ColorUtility
  • Shaders: Can not create fixed function shaders using "new Material(string)" anymore. Shaders must come from assets or be fully precompiled in the editor
  • Shaders: Changed UnityGlobalIllumination, Unity_GlossyEnvironment, FragmentGI function signatures. If you have custom shaders that uses Unity's PBR please check UnityGlobalIllumination.cginc, UnityStandardBRDF.cginc, UnityStandardCore.cginc respectively
  • Substance: The communication between Unity's MainThread and the Substance Thread was completely rewritten to better decouple Substance processing from Unity's regular operations and to avoid stalling the MainThread. All crashes and hangs at build time, level load/change time, playmode entry/exit should be gone
  • Terrain: Changed the default hotkey bindings for terrain tools to F1-F6
  • UI: CanvasRenderer can now take multiple Materials. Like a MeshRenderer each material refers to a SubMesh of the configured Mesh
  • UI: CanvasRenderer now takes a Mesh instead of List this allows for the use of imported meshs as part of the UI
  • UI: UI.Text now accounts for trailing white spaces when performing horizontal alignment
  • WebGL: Make release builds always fully optimized
  • Windows Store Apps: AppCallbacks.LoadGfxNativePlugin has been deprecated. All plugins that are in the project and set to build for a given platform are now loaded automatically. The function still exists and does nothing, but it will be removed in a future Unity version
  • Improvements:
  • 2D Improvements:
  • Allow sprites to be dragged into scene view in 3d mode. Add temp GO while dragging for visual feedback similar to when dragging prefabs/model into scene view
  • Frame selected command (F) now works in the sprite editor window for the selected sprite rect
  • Implement undo functionality for sprite editor window's slice menu
  • New grid slicing method that uses column and row count
  • Pivot snapping on sprite frame rect in sprite editor window only happens when Ctrl is pressed while mouse dragging the pivot handle
  • Provide a custom pivot field in the slicing menu for the sprite editor window
  • Zooming on sprite editor window’s texture will zoom towards mouse cursor
  • Editor Improvements:
  • Added RunOpenPanelWithFilters API
  • Better error message when "The classes in the module cannot be loaded" is thrown
  • Improved Compute Shader inspector; now lists errors & warnings similar to regular shader inspector
  • Improved Export Package window (now uses a proper tree view)
  • Improved shader inspector performance when there are many errors shown
  • Make sure ObjectField and Object Selector shows icons for game objects and prefabs
  • More "create new shader" templates under assets create menu (PBS surface shader, unlit shader, image effect shader)
  • Selection.selectionChange callback triggered when selection changes
  • Show proper cubemap preview instead of icon in large preview ObjectField
  • When in 2D mode, the camera bounds for the main camera is always visible when it is in orthographic mode
  • Graphics, Lightmapping and Shader Improvements:
  • GI: Added progress bar for GI Cache -> Clean Cache progress status
  • GI: Allow ambient intensity higher than 1
  • GI: Size of the last lightmap is now reduced to pack the instances more tightly and not waste space
  • Graphics: Add SetUVs to Mesh API, it takes a UV channel, and a List of either Vector2, Vector3, or Vector4 as arguments
  • Graphics: Added a quality setting 'Shadow near plane offset' to allow working around shadow pancaking artifacts
  • Graphics: Added CommandBuffer.IssuePluginEvent to allow invoking native code plugin from a command buffer
  • Graphics: Added Cubemap.mipmapCount
  • Graphics: Implemented object naming for D3D11, so textures and meshes will pick up the correct name in external graphics debuggers (e.g. RenderDoc, NSight etc.)
  • Graphics: Memory saving for meshes with < 300 vertices if dynamic batching is off
  • Graphics: New GL.IssuePluginEvent override allows invoking a specific callback in a specific native plugin
  • Graphics: Windows Store Apps 8.1 and Windows Phone 8.1 now support MSAA
  • Image Effects: Added option to disable 'no fog on skybox pixels' behaviour in GlobalFog effect
  • OpenGL: Added -force-clamped argument that prevents use of all available extensions when used together with -force-glcoreXX or -force-glesXX
  • OpenGL: Added -force-gles editor and standalone player to automatically run with the best version of ES supported by the platform
  • Particles: Mesh particles now support the Texture Sheet Animation settings
  • Reflection Probes: when using Deferred Shading, the reflection probes are now rendered per-pixel (instead of each object only being affected by one or two probes)
  • Shaders: Added finalgbuffer and finalprepass modifiers. They work in the same way as finalcolor does, but are used by the deferred and prepass base paths respectively for altering what would be written into the gbuffer
  • Shaders: decal:add surface shaders now generate code for deferred and legacy deferred paths if finalgbuffer and finalprepass modifiers are specified
  • Shaders: Now #pragma skip_variants skips user variants as well
  • Shaders: Procedural Skybox shader now has selectable options for Sun Disk: None (fastest), Simple (should be close to the current sun disk), High Quality
  • Shaders: Make it possible to use UNITY_SAMPLE_SHADOW macros when SHADOWS_NATIVE keyword is not explicitly defined
  • Mecanim Improvements:
  • Added a "destructive action" prompt when deleting blend tree nodes, so that the behaviour is consistent between StateMachine and BlendTree graphs
  • Added AnimatorStateInfo.speed and AnimatorStateInfo.speedMultiplier
  • Added the possibility to create AnyState Transitions to the entry node of a state machine. In a sub state machine, this is essentially the same as creating an AnyState Transition to a sub state machine from the parent state machine. This also adds a straightforward way to add an AnyState Transition to the top-level state machine, which was previously only possible through roundabout methods
  • Added tracking of missing or invalid StateMachineBehaviours in the StateMachine and State inspectors. Missing or Invalid StateMachineBehaviours shouldn't disappear anymore from the inspector
  • Adding a child blend tree will use the default blend tree parameter, not the blend parameter of the parent
  • Alt-drag works in BlendTree graph view now
  • BlendTree API publishes useAutomaticThresholds
  • Can create new clip from selected clip/take in Animation importer
  • Creating a blend tree in a controller with no float parameter will now automatically add a new float parameter named Blend
  • Expose Animator.IsInitialized in scripting API
  • Fixing empty State Machine Behaviour after compilation error
  • Import humanoid animation warnings have been cleaned and improved. A “Warning” summary box has been added at the top of Animation Inspector to prevent warnings to be left unnoticed. Warnings are reported per take when animation file contains multiple takes. Warnings have been added when in-between humanoid bones rotation differs in Source Avatar and Animation. Text has been reformatted so that is easier to consult the warning report
  • Improved default IK Hint for legs. Default IK Hint for knee now points towards foot direction. It gives a more natural IK solving for leg when IK correction needed gets bigger
  • Improved display of transition previewer
  • Improved Humanoid animation jitters (Humanoid Oversampling). For some animations, usually those with fast motion, the Humanoid interpolation may differ from original Euler rotation interpolation. In those rare cases, use animator.humanoidOversampling to increase sampling rate. ModelImporterHumanoidOversampling.X2 up to X8 can be used. Usually 2 will do the job! Default is X1 or no oversampling. Key reducing can be used conjointly to only keep Humanoid animation oversampled keys where it is needed while reducing asset size
  • Renaming Animator parameters updates transitions using those parameters
  • Retargeting quality for humanoid import animation. The retargeting quality compares original generic animation with humanoid retargeted animation. An average or maximum position error greater than 1.0 “normalized” mm will be reported. An average or maximum error greater than 0.5 degree will be reported. The time (and frame number) in full take of maximum errors is also reported. The position and rotation errors are reported per human body parts. The Retargeting Quality report can be turned on or off in Import Message foldout of Animation Inspector. It is off by default as it makes file import slower
  • SetBoneLocalRotation. Animator.SetBoneLocalRotation let you modify the local rotation of humanoid bone during IK passes/OnAnimatorIK() callback. It can be used to modify the pose of a humanoid avatar after Animation Blending, but that will still be taken in account by IK Solving. Ex: Adjust Hips and Spine rotation to drive lower and upper body independently on top of animation
  • Networking Improvements:
  • Added OnLobbyServerPlayersReady callback to the NetworkLobbyManager to allow users to perform custom behaviour when all the players in the lobby are ready
  • Added support for client-side authority for non-player objects. The new function NetworkServer.SpawnWithClientAuthority allows authority to be assigned to a client by its connection when an object is created
  • Networking: Added support for network [Command] calls from non-player objects with authority on a client
  • Networking: Added the ability for the NetworkTransform to validate on the server, the movement of authoritative client objects. There are now clientMoveCallback delegates on the NetworkTransform that allow user code to process 2D and 3D movement updates from clients before they are applied
  • Networking: Added NetworkDiscovery component to network HLAPI. This exposes the network transport layer local discovery function to HLAPI code, and allows Unity games on a local network to find each other
  • Terrain Improvements:
  • A warning message will be printed onto the console window if there are too many vertices in a detail patch. Increased the vertex limit to from 50k to 65k.
  • Deferred and legacy deferred rendering paths work again with Terrain
  • Made it easier to work with height maps created by World Machine. The default value of Byte Order option is now Windows (little endian). Added an option to vertically flip the height map when importing or exporting a raw file
  • Now 4097x4097 raw heightmap can be imported
  • Now a TerrainData object embedded into a scene (created by script) allows scene objects being selected as tree prefabs
  • SpeedTree: Negated tangent vectors to match those in the SpeedTree Modeler
  • SpeedTree: Now shader has less variants due to the merge of some geometry types
  • Trees painted on the terrain now are scaled by the prototype's transform scaling
  • Other Improvements:
  • Android: ETC2 is now the default compressed texture format for RGBA textures instead of RGBA4444
  • Audio: Improved preview rendering of audio clips, especially for clips that are very short
  • Audio: Improved inspector of AudioMixer performance parameters
  • Audio: One-shot sounds now also contribute to the data read by AudioSource.GetAudioData/GetSpectrumData
  • C# Project Generation: included extensions and rootnamespace now configurable in ProjectSettings->EditorSettings
  • C# Project Generation: only one set of project files will be generated, based on what the preferred external editor is
  • Fonts: CharacterInfo properties are now writeable
  • iOS/IL2CPP: Enable generic sharing for types and methods whose generic parameters have constraints
  • iOS/IL2CPP: Enable MakeGenericType and MakeGenericMethod for types and methods whose generic parameters have constraints
  • iOS/IL2CPP: Improve conversion time of IL2CPP, especially in generics heavy code
  • iOS: Added build number to Player Settings
  • iOS: Added onBannerFailedToLoad delegate to iOS.AdBannerView
  • iOS: Added support of asset tags and folder references to the Xcode API
  • Linux: Enable experimental GL core profile mode (via -force-glcore and friends)
  • Physics: Now you can set negative WheelCollider.forceAppPointDistance. This allows to adjust forceAppPointDistance in order to have suspension and tire forces applied at the wheel base
  • Physics: Renamed 'CollisionDetectionMode2D.None' to 'CollisionDetectionMode2D.Discrete' (scripts will be auto-updated)
  • Scripting: Application.isShowingSplashScreen checks if Unity is currently showing a splash screen
  • Stacktrace logging: Allow to log full (native/managed) stack trace when log is printed, the option is available in the console window in top right corner popup menu. Also check Application.stackTraceLogType API. Works in Editor and Windows/OSX standalone players
  • Substance: "visibleIf" expressions set in Substance Designer are now properly evaluated (for inputs only) and inputs are now displayed or hidden accordingly
  • Substance: Dynamic parameter in Substance graphs are now evaluated using native code instead of bytecode on Windows / OSX / Linux, resulting in faster texture generation
  • Substance: Feature parity with Substance Designer 5.1
  • Substance: Runtime generation of procedural materials is now supported on PS4 and XboxOne consoles
  • TrueTypeFontImporter: References to other font assets to be used in the project as fallback are now shown in the TrueTypeFontImporter inspector
  • UI: Add callback to MaskableGraphic for when it becomes culled via the 2D culling API
  • UI: Added support for EventType.ExecuteCommand "SelectAll" to InputField so that it works in the Editor
  • UI: Added underloaded function call for RectTransformUntility.RectangleContainsScreenPoint so a camera is not required
  • UI: Make the default value for a slider / scrollbar be 0
  • UI: Remove (Pro Only) from UI shaders as they can be used on any version of Unity 5
  • Version Control: Bottom most version control info bar in inspector shows separate state for meta file if different from asset
  • Version Control: Icon overlays for version control is surrounded by parenthesis in case an asset and its meta file's state is out of sync
  • Version Control: Reduce unnecessary checkouts
  • WebGL/IL2CPP: Improved stripping resulting in smaller build sizes
  • WebGL: Resolution set in HTML file will no longer be overridden by PlayerSettings
  • Windows Store Apps/Phone 8.1/Universal Apps: Unity will generate projects in a consistent way with Visual Studio. For ex., When specifying project names with whitespaces or symbols like '-', '.', Unity will no longer strip those symbols when creating folders, note this might break existing projects if you're building on top of old directory and your project name contains one of these symbols
  • Windows Store Apps/Phone 8.1/Universal Apps: Unity will properly use project name instead of hardcoded "Template" word, when creating App.xaml, App.xaml.cs, MainPage.xaml, MainPage.xaml.cs, AssemblyInfo.cs files
  • Windows Store Apps: InvokeOnAppThread/InvokeOnUIThread now will not cause deadlock, when called with sync=true multiple times in one chain
  • Windows Store Apps: supported orientations are now populated to manifest
  • Windows Store/Phone will now show animated Unity splashscreen instead of the static one
  • XboxOne: Improved performance for certain audio operations: converting float to PCM16 formats, mixing audio for one speaker configuration to another, and linear resampling
  • XboxOne: Unity is now build using the June 2015 QFE 1 XDK. You will need to have this XDK installed on your PC and use the matching or a later recovery
  • Fixes:
  • 2D Fixes:
  • After applying settings in sprite editor window, deselect any sprite rect.
  • Apply active color space onto texture in sprite editor.
  • Clear undos for SpriteEditorWindow when applying or window is closed. Also fix ClearUndo not working for ObjectUndo.
  • Do not trim sprite when Shift-T is pressed while entering name in Sprite Editor.
  • Ensure SpriteEditorWindow has the correct texture importer reference when texture importer inspector is applying changes
  • Fix NullReferenceException when creating a new sceneview
  • Fix pointer enter/exit detection order with sorting layers
  • Hide PerRendererData shader properties in inspector as property is retrieved from the renderer
  • Increase responsiveness of Sprite Editor in Mac OS X
  • Materials become transparent because of improper re-setting of material
  • Non-sprite textures will display in sprite editor window with no options
  • Quit 2D collider editing mode when user reset the collider component
  • Reimport texture if texture importer is reset
  • Remove a sprite rect if the selected sprite rect is empty when trimmed
  • Replaced assert with warning message to multiple materials in SpriteRenderer
  • Set correct zoom values for zoom bar in SpriteUtilityWindow
  • Set SpriteRenderer to dirty when color is set
  • Sprite Editor uses the actual image size for slicing operation. Force Sprite Editor preview to use mipmap if user machine does not support the image resolution
  • Sprite Packer no longer packs Truecolor sprites into the same Atlas if other format settings are different
  • Update sorting layer APIs and prevent setting invalid sorting layer ids to renderer
  • View tool (panning, rotating, zooming) in the scene view will not manipulate collider control point even in collider editing mode
  • Editor Fixes:
  • Animation Window: Animated particle properties are now show up in red in Inspector
  • Animation Window: Animated property values are now updated in Particle Editor when scrubbing in Animation Window
  • Animation Window: Animation curve now updates after changing controller
  • Animation Window: Ctrl+A now selects all keys and properties
  • Animation Window: Highlight is now blue when selecting all properties from animation window
  • Animation Window: It’s now possible to move current time before the first key
  • Animation Window: Replacing existing animation now actually replaces the asset instead of creating new one with unique name
  • Automatically checkout ProjectSettings/ProjectVersion.txt if needed
  • Avoid division by zero in zero-sized SphereCollider
  • Avoid locking when framing terrain
  • Camera lock keeps working when dragging outside the scene view window
  • Clear old main menus on Windows
  • Dirty materials when fixing HDR texture to ensure previews are updated
  • Ensure selected asset is revealed in project browser when changing layout
  • Fix asset store preview blinking in the project browser
  • Fix camera frustum gizmo not properly showing custom projection matrices
  • Fix CapsuleCollider gizmo handles are offset by a 90 degree angle
  • Fix caret not moving in ObjectSelector when using left/right arrow keys (only when no items were selected)
  • Fix crash when deleting an object from a prefab instance where the prefab asset is missing
  • Fix creating a script from the right click menu throws "Rename not started" error
  • Fix creating new assets after deletion of assets would throw error
  • Fix Cursor flickering in editor while play testing if cursor.visible = false
  • Fix Cursor.visible not working until the game view is focused
  • Fix disabled scrollbar in lighting window lightmaps tab
  • Fix error when renaming items in project and hierarchy views
  • Fix Hierarchy type searching so 't:script' or 't:monobehaviour' shows all game objects with scripts attached
  • Fix icons in Project Browser 'jumping' when changing view
  • Fix IMGUI brightness on GameView when in Linear color space
  • Fix memory thrashing when Dragging and Dropping between panels, when the dragged object had a CustomEditor with no Preview
  • Fix multi-object selection of reflection probe cubemap to not incorrectly set same cubemaps
  • Fix non character keys being mixed up with character keys on shortcuts
  • Fix not being able to focus tabs after changing "Output" on Audio Source
  • Fix occasional recycle bin bypassing when deleting assets on Windows
  • Fix popped out container window not able to move when two editor windows are stacked one above/next to the other
  • Fix possible data loss on Windows when renaming folder with locked files
  • Fix rare case of invalid folder path shown in the Project Browser
  • Fix scene view window still being tinted in playmode when an overlay was active
  • Fix scene's GI is not updated after building AssetBundle or opening the same scene
  • Fixed bug which caused the Move Tool, when used on an object with a negatively scaled parent, to snap to whole units
  • Fixed Gradient not updating when an Undo is performed
  • Fixed occasional exception thrown when creating an asset/folder under Assets folder in Project pane with One Column Layout
  • Fixed Scene View audio play toggle not returning to previous state after exiting Play Mode
  • Fixed Scene View camera moving slightly while holding down right mouse button
  • In play mode, tick one more frame after the editor is not active, so that the game can get a chance to respond to being paused
  • Make sure GUISkin.current is set to GameSkin before invoking any user script
  • Scene view picking works when selection base object isn't under the mouse position
  • Terrain editor hotkeys no longer conflict with text field input
  • Graphics, Lightmapping and Shader Fixes:
  • GI: Ambient GI value not changing based on disabled realtime/baked GI
  • GI: Fix crash following lighting builds in GetSystemTexture
  • GI: Fixed bake getting stuck on some terrains
  • GI: Fixed crash in CreateSnapshotForReflectionProbe when trying to rebake reflection probes
  • GI: Fixed environment reflection cubemap getting unloaded after the scene was loaded using Application.LoadLevel for scenes that used the Auto lighting build mode
  • GI: Fixed lightmap shader variant stripping for realtime lightmaps. Now each lightmaps mode (non-directional, directional and directional specular) variant can be picked for baked and realtime GI separately. Please review your settings if you selected a specific lightmaps mode variant in the Graphics Settings to make that mode work for realtime lightmaps
  • GI: Fixed radiosity core corruption error when baking lightmap
  • GI: Fixed UV packing for baked UVs not filling the 0-1 space (smaller or bigger). Fixes a bunch of issues where one object with stray UVs could overlap other objects and cause dark spots. Also makes the resolution assigned to each object work much more reliably if that object's unwrap is not filling the 0-1 space and also when its bounds are non-square. Please review the resolution on your instances for baked lightmaps
  • GI: Lightmap snapshot gets cleared when clearing GI Cache
  • Graphics: Crunch texture compression support for 8192x8192 textures (64-bit editor builds only)
  • Graphics: Apply hard limit on font size of 500 in more places than just font importer
  • Graphics: Fix for asset bundle content changes between subsequent generations due to uninitialised vertex buffer
  • Graphics: Fix for call to OpenGL ES API without current context when using the multi-threaded renderer
  • Graphics: Fixed a shader compiler error on OpenGL ES platforms where dot() between a vec3 and a float would fail to add an upcast
  • Graphics: Fixed bug in ES 3 shader code generator that caused clipping problems in UI shaders
  • Graphics: Fixed crash while using -force-gles on Mac OS X
  • Graphics: Fixed editor rendering black views when running with OpenGL ES 2.0
  • Graphics: Fixed Halo errors when they are on DontDestroyOnLoad objects
  • Graphics: Fixed Halo texture not being centered, causing half-texel clipping on top/right sides
  • Graphics: Fixed issue with MaterialPropertyBlock not working with Particles
  • Graphics: Fixed material keywords and renderQueue not copied over by new Material(material) constructor and Material.CopyPropertiesFromMaterial
  • Graphics: Fixed MSAA initialization on older Android devices which only support multisampled_render_to_texture
  • Graphics: Fixed spamming error message importing an EXR file as sprite
  • OpenGL core: Fixed crash when using -force-glcore on Mac OS X where it's not yet supported
  • OpenGL core: Fixed Radeon HD 2000 - 4000 support
  • OpenGL core: Gracefully fallback to D3D when requesting OpenGL/ES with -force-gl** when the platform doesn't have a good enough OpenGL support
  • OpenGL ES: Fixed blit from backbuffer into RenderTexture
  • OpenGL ES: Fixed Fire HD development player crash
  • OpenGL ES: Fixed crash with dynamic batching of empty meshes
  • OpenGL: Always rely GL_EXT/IMG_multisampled_render_to_texture when available to save a lot of bandwidth when using MSAA
  • OpenGL: Resolved various invalid operation / enum errors due to platform compatibility issues
  • Particles: Fixed culling issues when particles are set from script
  • Particles: Fixed curve editor preview not updating after undo
  • Particles: Fixed Limit Velocity over Lifetime being framerate-dependent
  • Particles: Fixed prewarming performance problems
  • Particles: Fixed some spawn parameters not being random enough
  • Particles: Fixed StartDelay not working from script
  • Particles: Fixed sub-emitters sometimes not firing
  • Particles: Fixed various crashes
  • Shaders: Fixed some cases of objects with unsupported shaders not rendering at all (instead of rendering in pink)
  • Shaders: Fixed some loop constructs being translated wrongly for GLSL/Metal
  • Mecanim Fixes:
  • Deprecated legacy culling modes BasedOnUserBounds and BasedOnClipBounds
  • Do not activate runtime State parameter on parameter rename
  • Fixed "Cleaning up leaked objects" message after using the Avatar Configure Tool
  • Fixed a bug where it would not be possible to animate the second material on a meshrenderer
  • Fixed a bug where the lock button on the Animator Window would reset after play mode
  • Fixed a case where going to play mode would prevent undo operations from being pushed
  • Fixed an editor performance issue with large blend trees
  • Fixed an error where transitions would disappear if a controller was edited without saving immediately after upgrade from 4.x to 5.x
  • Fixed an undo error in the blend tree inspector
  • Fixed an undo related crash
  • Fixed Animator.speed set in Start() not working
  • Fixed asserts with empty controller
  • Fixed Asset Store preview of Humanoid character
  • Fixed Avatar Configure broken ResetPose when OptmizeGameObject is on
  • Fixed Blend tree max/min thresholds not being updated when changed through dragging on the graph in the inspector
  • Fixed broken BlendTree slider with some BlendTree configuration
  • Fixed broken BlendTrees with identical negative blend values
  • Fixed changing controller files on disk not reloading BlendTree editor correctly
  • Fixed crash when building AnimatorController with empty layer
  • Fixed crash when calling SampleAnimation outside of the editor
  • Fixed crash when disabling GameObject in OnStateMachineEnter/Exit
  • Fixed crash when editing an Animation in the AnimationWindow with an AnimatorOverrideController
  • Fixed crash when importing some FBX files
  • Fixed crash when loading scene in playmode with an asset bundle containing a controller
  • Fixed crash when selecting a state with a null StateMachineBehaviour due to compilation errors
  • Fixed cutting a clip in FBX importer messing up other clips
  • Fixed display of transition pivot curves
  • Fixed false binding error on rig with Optimized Hierarchy On
  • Fixed GetStateMachineTransitions leaking memory
  • Fixed OnStateMachineEnter/Exit not being called on layers
  • Fixed renaming of states after exiting play mode
  • Fixed rotating view with mouse in the Avatar Configure Tool
  • Fixed runtime optimize/deoptimize hierarchy of GameObject
  • Fixed scaled UI buttons drifting when Animator has "Apply Root Motion" on
  • Fixed selection of blend tree items when multiple instances of the same motion occur in the same blend tree
  • Fixed sub-statemachine naming scheme
  • Fixed synced timing UI for additive layers
  • Fixed synchronization issue when you have both Animator's parameter window open
  • Fixed Transition interruption in destination State ExitTime
  • Fixed transition list temporarily loses its values on Editor re-compile
  • Fixed Transition Previewer handle manipulation
  • Prevented AnyState transitions to "Up" state machines from sub state machines because they were inconsistent
  • Removed Abstract StateMachineBehaviours from the list offered to users
  • Removed invalid multiple preview from the ModelImporter Animation sub-editor
  • Physics Fixes:
  • Don't create PhysX shapes for disabled terrains
  • Ensure that both friction and bounce are updated when the PhysicsMaterial2D is set on a Collider2D from script
  • Fix a crash in the HingeJoint when enabling a GameObject containing a HingeJoint where the Connected Body was disabled
  • Fix problems where QNaNs leaked out of the physics system when using infinites as limit parameters for the ConfigurableJoint
  • Fix wheel collider applying the inertia tensor rotation the wrong way
  • Fixed incorrect depth sorting for results of 'Physics2D.GetRayIntersectionXXX' methods
  • Remove invalid tire contact shapes from the vehicles queries cache up on collider deactivation
  • Report scene hierarchy path of Collider when setting a transform that contains non-finite numbers
  • Reset query filters when removing wheels, to stay on the safe side as PhysX can actually run queries of almost zero length for disabled wheels
  • Scripting, Mono and IL2CPP Fixes:
  • IL2CPP: Correct a C++ compiler error in generated code: "No matching function for call to 'il2cpp_codegen_raise_exception'"
  • IL2CPP: Fix crash when using OnCollisionEnter with no parameters
  • IL2CPP: Fix crash when using OnCollisionEnter2D with no parameters
  • IL2CPP: Prevent the exception "ArgumentException: Value does not fall within the expected range." during a call to the JoinMulticastGroup method
  • IL2CPP: Throw exceptions when classes are stripped instead of crashing
  • Mono: Fix issue with Socket.Select never returning sockets ready for read on Mac OS X
  • Mono: Fix Unity crash when detecting recursive type definition
  • Mono: Fixed issue with default property values and object initializers
  • Prefs: Show "MonoDevelop Solution Properties" whenever an external MonoDevelop or XamarinStudio is selected
  • Serialization: Fix crash when selecting "Scripting Backend" option in Other Settings
  • Serialization: Fixed not being able to serialize a field called "Base"
  • UI Fixes:
  • Allow UI elements to render in overlay mode even if they don't have a shader that requires lighting
  • Disallowed InputFields with ContentType Password from copying text to the clipboard
  • Ensured that the parent canvas sorting layer/order is used unless override sorting is specified
  • Fix issue with UI stencil breaking in editor due to materials that were deleted being passed through to the render pipeline
  • Fixed dropdown editor not working due to bad file name
  • Fixed issue with text not showing properly after certain edit operations in InputField
  • Force children canvas to use the parent canvas matrix such that distance sorting is not applied
  • Only call PointerDrop callback if we have begun a pointer drag
  • Stop disabled graphics from blocking raycasts
  • Stop OnValidate being called at inappropriate times for UI elements
  • Update the Canvas RectTransform after LateUpdate to catch any Canvas camera positioning changes
  • When overriding sorting ensure to calculate the bounds using the generated mesh of the correct sub Canvas
  • WebGL Fixes:
  • Correctly return errors on WWW downloads for invalid URLs
  • Fix iframe gaining focus when clicking on WebGL canvas
  • Fix Standard shader usage in Safari
  • Fixed DXT5 decompressor which resulted in slightly imperfect textures
  • Make AudioClip.Create print an error when used with the stream option in WebGL
  • Make AudioMixer work for controlling volume
  • Make Directory.Create and Directory.GetCurrent work correctly
  • Make state created in Application.ExternalEval persistent between calls, like in the web player
  • Make sure WebGL builds will not require any calls to JavaScript "eval" to run, as that is not permitted in some environments
  • Normalize scroll wheel inputs to give more consistent results
  • Remove non-functional icon settings from WebGL build settings
  • When Application.runInBackground is enabled, run the WebGL update loop at least once a second, even when the tab is not visible
  • Other Fixes:
  • AssetBundle: Check if the manifest AssetBundle name has conflict with the user predefined AssetBundle name
  • AssetBundle: Fix the issue that Resources.UnloadUnusedAssets() doesn't unload fonts if they were loaded from an asset bundle
  • AssetBundle: Fix the issue that search result window won't get updated when the AssetBundle name is changed
  • AssetBundle: Fix the wrong size breakdown in the Editor.log when building AssetBundles
  • AssetBundle: Fixed issue that AssetBundleManifest.GetAssetBundleHash() returns wrong hash
  • AssetBundle: Fixed issue that AssetDatabase.GetAssetPathsFromAssetBundle only returns assets explicitly included in the AssetBundle
  • AssetBundle: Fixed issue that AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName returns paths in random order
  • AssetBundle: Throw a warning when getting hash from AssetBundleManifest with a non-existing bundle name
  • AssetBundle: Fix non-first scene loading from streamed asset bundle with multiple scenes
  • Audio: Fixed AudioSource inspector not updating to show new pitch value when this is set from script
  • Audio: Fixed occasional crash at editor shutdown
  • Audio: Fixed occasional crashes that could occur with non-blocking sounds if the audio source was stopped right after being started
  • Audio: Fixed some memory leaks
  • Audio: Fixed undo of AudioMixerGroup colour changing and Solo/Mute/Bypass toggling
  • Audio: Now able to import from 32 bit fixed point and big-endian AIFF audio files
  • Audio: Transition to null snapshot in AudioMixer was crashing editor
  • Core: Enabled SSE2 optimizations on 64 bit OS X builds
  • Core: Fixed hang when passing large arrays to the Undo system
  • Core: Fixed several memory leaks when running standalone players with -batchmode
  • Core: References to "Resources/unity_builtin_extra" should get preloaded
  • Home: Go to Accounts and Manage Organizations now authenticate you before opening Accounts page
  • Home: Fixed stay on “connecting” window if there’s no internet connection
  • Importing: Changes to scripts are now correctly processed synchronously, fixing a range of issues with scripts relating to asset processing at import time
  • Importing: Fixed quit with 'Fatal Error' when out of memory during importing large cubemap with smooth edges enabled
  • Input: Fixed touch input hanging a Windows application if a second 'touch window' is created in a plugin
  • iOS: Don't fail fatally when Unity Xcode plugin can't be installed
  • iOS: Fixed stripping of GameCenter social platform
  • iOS: Fixed value of InputField.text when another field is being edited with keyboard
  • iOS: Xcode 7 build failures worked around by disabling Bitcode. Bitcode support will come later
  • Linux: Fix button down reports when querying any joystick and multiple joysticks are connected
  • Linux: Make window size locking more Window Manager-agnostic
  • Networking: Fixed MatchMakingClient constructor generating an error when created outside the main thread
  • Networking: Fixed NetworkServer.ReplacePlayerForConnection not setting up ownership of the new player object properly
  • Networking: Fixed NetworkServer.Spawn failing silently when the server is not active
  • Networking: Fixed NetworkServer.Unspawn not allowing objects to re-spawned
  • Networking: Fixed NullReferenceException when a client disconnects after the player object was deleted
  • Networking: Fixed incorrect serialization of some 64 bit numbers
  • Networking: Fixed NetworkTransform cause corruption of SyncVars on other scripts
  • Networking: Fixed NetworkTransform not updating if only velocity has changed
  • Networking: NetworkTransform not syncing character controller rotation when not moving.
  • OS X Standalone: Fixed fullscreen mode
  • OS X Editor: Fix RunOpenPanel() with extension non-empty filter
  • Plugins: Default Standalone settings for CPU specific plugins will be correctly set once again, additional this path variation is now possible as well, for ex., "Assets\MyPackage\Plugins\x86\Plugin.dll"
  • Substance: Fix memory leak in the Editor
  • Substance: Fix Resources.Load() and Resources.LoadAll() not waiting for ProceduralTexture generation completion before returning
  • Substance: Fixed caching-related regression where the cache would neither be read at startup nor written afterwards
  • Substance: Improved the handling of input groups in the inspector (a single group can no longer be split into several input groups)
  • Substance: It is no longer possible to change the size of a Substance asset that was published with a fixed size, a warning is displayed in the inspector instead
  • Terrain: Fixed crash after baking navmesh if there are LOD trees painted
  • Terrain: Fixed crash when reimporting a billboard asset
  • Terrain: Fixed crash when reimporting the prefabs that are selected as tree prototypes on an active terrain
  • Terrain: Fixed incorrect lighting effect on grass when rendered in deferred path
  • Terrain: Fixed occasional editor error message when a terrain is selected
  • Terrain: Fixed rendering artifacts with Tree Creator trees in deferred rendering paths
  • Version Control: Allow adding a new file under the name of a deleted file even if the deletion hasn't been committed
  • Version Control: Correct overlays for assets where .meta files are out of sync with their assets
  • Version Control: Grey out outgoing changeset 'delete empty changeset' context menu item when changeset is not empty
  • Windows Phone 8.1: Fix simulator build
  • Windows Phone 8.1: OnApplicationFocus and OnApplicationPause will be called now, same as on other mobile platforms
  • Windows Phone 8: Fixed corrupted display resolution when screen is rotated in Landscape mode
  • Windows Phone 8: Global shader parameters will be correctly reset when the application is resumed
  • Windows Phone: Anisotropic texture filtering works now
  • Windows Phone: Do not show Portrait Upside Down option in player settings (both 8.0 & 8.1)
  • Windows Phone: Fix SerializationWeaver failure when using enums from .NET framework
  • Windows Store Apps/Phone: AvatarBuilder.BuildHumanAvatar should work correctly now
  • Windows Store Apps/Phone: Fix build when native plugin uses collection interfaces with nested generic parameters
  • Windows Store Apps/Phone: Fixed Input.gyro.useracceleration to not include gravity.
  • Windows Store Apps: Application will correctly change its resolution when you change display resolution
  • Windows Store Apps: Fix a memory leak which happened on quality settings change
  • Windows Store Apps: Fix build for editor using Universal SDK
  • Windows Store Apps: Fixed framerate drop when "Low Latency Presentation API" is enabled
  • Windows Store Apps: Set orientation from player settings on startup
  • Windows Store Apps: Support JPEG files for visual assets
  • Windows: Fixed window size when switching back from fullscreen
  • WinRT: Fixed Networking sometimes throwing NotImplementedException
  • XboxOne: Fixed the "EditorOnlyPlayerSettings property not initialized" error

New in Unity 5.2.0f3 Beta (Sep 8, 2015)

  • GI: Fix infinite loop and memory leak that would lock up the machine during atlassing for lightmapping
  • Install: Fix Visual Studio 2015 Community installing even if pre-existing VS 2015 installed
  • Mac: Fix startup crash in x86 player

New in Unity 5.1.3 Patch 2 (Sep 4, 2015)

  • Improvement:
  • Added progress bar while decrypting downloaded Asset Store packages.
  • iOS: Added support for iPad launch screens.
  • Changes:
  • iOS: Use launch screens as primary source for splash images.
  • Fixes:
  • (none) - Analytics: Fixed Android READ_PHONE_STATE permission issue.
  • (699455) - Android: On some devices Screen.dpi returns more accurate values now.
  • (671844), (676419), (694332), (702955), (713785), (714013) - Direct3D 11: Fixes an occasional crash on exit related to Direct3D 11 libraries. It usually happened when Nvidia drivers were involved and "d3d11.dll_unloaded" was found in error reports.
  • (707328) - Editor: Fixed shader GUI error in console when importing a package.
  • (704016) - Editor: Made sure blendShapes normals are not imported if None is set in Import Setting.
  • (689461) - IL2CPP: Added support for access default parameter values via reflection.
  • (717904) - IL2CPP: Allow a cast of T[] to IList (where BaseT is a base class of T) to work correctly.
  • (705898) - IL2CPP: Corrected a code generation error with the JsonFX library with the error message: "not implemented on non-abstract class".
  • (719084) - IL2CPP: Corrected an error in the negation of a float converted from an unsigned integer.
  • (700792) - IL2CPP: Implemented the correct rounding behavior (banker's rounding) for the Math.Round method.
  • (722375) - IL2CPP: Prevent a NullReferenceException exception from being thrown in the KeyValuePair ToString method when the value is a reference type.
  • (722433) - IL2CPP: Prevent an used block from being marked as dead during conversion if it is immediately after a try block with an explicit leave opcode.
  • (716991) - IL2CPP: Speed up retrieving classes by name.
  • (715965) - IL2CPP: Fixed assert on socket error.
  • (712553) - IL2CPP: Fixed error when using 64-bit Interlocked operations on 32-bit devices.
  • (716138) - IL2CPP: Fixed pinning of structures with ExplicitLayout.
  • (721435) - IL2CPP: Fixed reading pointers with multiple levels of indirection.
  • (718696) - IL2CPP: Fixed unsafe pointer to struct assignment.
  • (708549) - iOS: Fixed WWW crash when not keeping reference to instance.
  • (677907) - iOS: Fixed interop of OpenGL ES and Siri overlay.
  • (720016) - iOS: Fixed WWW not reporting error in some cases.
  • (713552) - Mecanim: Fixed Transition inspector not showing the proper transition.
  • (none) - OpenGL ES: Fixed missing 1x1 mip levels in textures.
  • (704481) - Samsung TV: Fixed "Unknown Platform" error when passing "Samsung TV" to AudioImporter.ContainsSampleSettingsOverride.
  • (706040) - TreeEditor: Fixed the broken UI regression.
  • (none) - UI: Fixed API breaking change where GetMousePointerEventData required a parameter.
  • (711316) - VR: Fixed point light rendering issue with deferred renderer.
  • (722915), (723184) - VR: Fixed regression with linear lighting and anti aliasing on windows.
  • (721198) - VR: Fixed renderscale regression. Renderscale now functions correctly on GearVR.
  • (none) - VR: Overall stability improved.
  • (none) - Xbox One: Fixed compute shaders on Xbox One.

New in Unity 5.1.3 Patch 1 (Aug 27, 2015)

  • Fixes:
  • (710044) - Android: Fix for physics performance spikes on ARM big.LITTLE devices.
  • (717028) - Android: Fix for rendering performance regression when using the low-level native plugin interface.
  • (718243) - AssetBundles: Fix to properly compute the hash value associated to an asset bundle based on the target platform.
  • (717058) - iOS/Il2CPP: Corrected the behavior of Marshal.OffsetOf for structures with explicit packing.
  • (712929) - iOS/IL2CPP: Fixed the comparison to Epsilon.
  • (661630) , (690171) - iOS/IL2CPP: Implemented the CustomAttributeData.GetCustomAttributes methods for attributes with a default constructor.
  • (701951) - iOS: Added support for Xcode 6.4.0.
  • (708506) - iOS: Added work around mod_pbxproj.py issues with Xcode projects generated by Unity.
  • (719156) - Networking: Fix for scene objects with NetworkTransform not synching.
  • (718027) - Networking: Prevent adding network connections that are not ready as observers.
  • (718886) - OSX: Fixed startup crash with Mono.
  • (682891), (694906), 707865) - Physics: Fixed crashes caused by wheel collider.

New in Unity 5.1.3 (Aug 24, 2015)

  • Features:
  • Tizen: Static splash screens are now supported.
  • Improvements:
  • Android: Added support for real 16bit RGB565 backbuffer.
  • iOS: Make WWW.text to actually contain error response in case of non-200 status.
  • Physics: Renamed 'CollisionDetectionMode2D.None' to 'CollisionDetectionMode2D.Discrete' (Will be auto-updated).
  • VR: Added an option to allow Cameras to render specifically to left/right eye for stereo 3D.
  • WebGL: Added WebGLInput.captureAllKeyboardInput API to allow web page content to get keyboard input.
  • Changes:
  • BlackBerry: SystemInfo.deviceModel now returns a useful model string value instead of a hexadecimal number.
  • Samsung TV: Users are now able to set the system language via SamsungTV.SetSystemLanguage. Users will need to fetch the system language via Samsung's GSP API plugin.
  • Windows Standalone: Player exe is no longer signed, icon and version modifications will no longer have digital signature errors.
  • Xbox One: Unity is now built using the June 2015 QFE 1 XDK. You will need to have this XDK installed on your PC and use the matching or a later recovery.
  • Fixes:
  • (709326) - 2D: Fixed spriteRenderer overwriting materials for objects in case of multiple selection.
  • (707880) - 2D: Prevent all editing in Sprite Editor Window during play mode.
  • (none) - Android: Audio - Fixed CPU consumption by FMODAudioDevice thread on GearVR.
  • (none) - Android: Fixed call to ES API without current context.
  • (701873) - Android: Fixed performance regression in Resources.Load.
  • (703999) - Android: Fixed texture compression setting for RGBA textures.
  • (694503) - Asset Loading: Fixed missing references when scene is loaded from an asset bundle which contains multiple scenes.
  • (707079) - AssetBundle: Fixed the crash when a scriptable object is referenced from the scene.
  • (683134) - AssetBundle: Fixed the issue that AssetBundle with packed textures includes source textures in addition to the atlased version.
  • (670282) - BlackBerry: Fixed crash that would happen with some projects on the Passport after consecutive runs.
  • (704009) - BlackBerry: Fixed crash when using Development builds on the STL-001 device.
  • (none) - BlackBerry: Fixed issue that would cause a grey screen to appear between the splash screen and the start of the game.
  • (673296) - Editor: Enabling Script Only Build option will only affect platforms that allow the option.
  • (708787) - Editor: Fixed 'Timestamps and assets out of sync' error when renaming a folder outside of Unity and deleting an asset inside of it.
  • (709495) - Editor: When saving a scene in the Windows editor, the characters from the dynamic fonts would disappear.
  • (707688) - GI: Fixed crash when building lighting.
  • (none) - GI: Fixed issue with baking getting stuck on the bake indirect stage.
  • (690395) - Graphics: Added extra protection against depth buffer in editor windows being accidentally disabled.
  • (693316) - Graphics: Configurable vertex compression to fix lightmap UVs shifting.
  • (697054) - Graphics: Fixed a crash compressing an already compressed texture in script.
  • (678429) - Graphics: Fixed an issue where setting RenderSettings.reflectionIntensity via script had no effect on the scene.
  • (700698) - Graphics: Fixed artifacts in alpha channel of ATC-compressed RGBA textures when using Mac OS X Editor.
  • (679342) - Graphics: Fixed CaptureScreenshot on DX11 when using non-native fullscreen resolution.
  • (691477) - Graphics: Fixed crash calling GetPixels with a 0x0 texture
  • (662018) - Graphics: Fixed swizzling of BGRA32 texture data on D3D11 and Xbox360.
  • (681662) - Graphics: Switching shaders in material inspector should reset material's render queue to default.
  • (701319) - Graphics: When using COLORMASK and D3D9, the mask was not correctly set for MRT render targets.
  • (702323) - IMGUI: Fixed text vertical position shifting during edit when the line height is too big for the box.
  • (697178) - Input / OSX standalone: Mouse buttons are registered when configuring input settings.
  • (704815) - Input: Fixed touch input hanging a Windows application if a second 'touch window' is created in a plugin.
  • (704335) - Inspector Functionality: Fixed component Help buttons on OS X.
  • (701951) - iOS: Added Xcode 6.4 compatibility.
  • (706601) - iOS: Fixed a regression that caused very poor performance of trying to load non-existing system fonts.
  • (709024) - iOS: Fixed crash accesing WebCamTexture videoRotationAngle and videoVerticallyMirrored before it is fully inited.
  • (709063) - iOS: Fixed snapshot creation (when going to background) on pre-ios8.
  • (674706) - iOS/IL2CPP: Allow GetCurrentProcess to work.
  • (none) - iOS/IL2CPP: Allow il2cpp.exe to run when its installation path includes a '#' character followed by a space character.
  • (711284) - iOS/IL2CPP: Allow the AssemblyName::GetPublicKeyToken method to return an array of only eight bytes.
  • (709995) - iOS/IL2CPP: Corrected a problem with the generated C++ code which caused the C++ compiler error: "Member reference base type 'intptr_t' (aka 'long') is not a structure or union" when unsafe C# code was used to index into an array of pointers to structures.
  • (689976) - iOS/IL2CPP: Corrected an intermittent hang which could occur in the garbage collector.
  • (712470) - iOS/IL2CPP: Corrected Marshal.OffsetOf when using enums fields with FieldOffsetAttribute.
  • (712713) - iOS/IL2CPP: Ensure methods needed for enum arrays are converted.
  • (708876) - iOS/IL2CPP: Fixed binary operations using mixed integer types.
  • (770440) - iOS/IL2CPP: Fixed bug in Boo script related to generic interface methods.
  • (689586) - iOS/IL2CPP: Fixed CultureInfo.GetCultures().
  • (none) - iOS/IL2CPP: Fixed marshaling code for IntPtr parameters marked with [Out] attribute.
  • (708527) - iOS/IL2CPP: If "Fast but no Exceptions" is selected, any managed exception which escapes out of managed code will cause the AppDomain.UnhandledException event - to be executed and application will abort (this is the same behavior as the Mono scripting backend).
  • (676797) - iOS/IL2CPP: Implemented the IsTransparentProxy icall, which always returns false.
  • (705751) - iOS/IL2CPP: Implemented the previously unsupported AppDomain::InternalGetDefaultContext and AppDomain::InternalGetContext icalls.
  • (none) - iOS/IL2CPP: Improved performance of 'is' operator, 'as' operator, and casting in some cases.
  • (710797), (705882) - iOS/IL2CPP: Prevent a type T from being stripping if it is used an GenericClass field in a MonoBehavior or ScriptableObject that is already being preserved.
  • (711712) - iOS/IL2CPP: Prevent the following error from il2cpp.exe at conversion time: "Attempting to constrain a value of type 'X' to type 'Y'." for two different types X and Y.
  • (none) - iOS/IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • (none) - iOS/Metal: Fix potential geometry corruption
  • (650630) - Mac OS X Standalone: Fixed stripping of debug symbols in release player builds.
  • (none) - Mecanim: Fixed a bug where a state machine moved to another state machine would disappear.
  • (705342) - Mecanim: Fixed performance regression for AnimationUtility.SetEditorCurve().
  • (none) - Merge Tool: Correctly handle invalid non-unique mapping keys that Unity generates.
  • (none) - Merge Tool: Fixed empty base/right files when falling back and used from cmdline and premerge dests are not set.
  • (none) - Merge Tool: Fixed merge conflict when mine and theirs have both added a component of different type to the same GameObject.
  • (none) - Merge Tool: Fixed the error about non existing merge tool path after falling back to 3rd party merge tool on OSX.
  • (693714) - Metal: Fixed shader translation of matrix+scalar, matrix-scalar, matrix/scalar operations.
  • (693714) - Metal: Fixed some issues with shader translation of matrices with different precision.
  • (none) - Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.
  • (none) - Mono: Fixed monotonic timer overflow to allow usage of timing functions like those in System.Threading with extended uptime.
  • (none) - Networking: Fix for llapi statistic function + new statistic function GetNetworkLostPacketNum().
  • (none) - Networking: Timing service is working now.
  • (none) - OS X: Fixed building on OS X El Capitan.
  • (706330) - OSX standalone: Fixed mouse input and rendering issues after the application is moved to a different screen and is made fullscreen.
  • (704468) - Physics: Fixed 'Physics2D.GetRayIntersectionXXX' methods being affected by 'Physics2D.raycastsStartInColliders'.
  • (703073) - Physics: Fixed an issue where OnTriggerStay would not be called on children in compound colliders.
  • (705148) - Physics: Fixed incorrect depth sorting for results of 'Physics2D.GetRayIntersectionXXX' methods.
  • (692675) - Physics: Fixed WheelCollider not being able to ignore collisions with vehicle body colliders that were added to the already initialised vehicle.
  • (691057) - Physics: Fixed WheelCollider suspension raycasts being unable to ignore intersections with the car’s body the wheel has been attached to, occasionally.
  • (none) - Physics2D: Now 'Infinity' cannot be specified for 2D collider offset.
  • (707400) - Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
  • (713073) - Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
  • (none) - Samsung TV: Added missing Indian character sets to 2015 TV.
  • (none) - Samsung TV: Fixed freetype crash on 2013 TV.
  • (none) - Samsung TV: Fixed issue where UnityAnalytics was initializing improperly.
  • (none) - Samsung TV: Fixed race condition that could cause intermittent crashes when managed threads were being used.
  • (695246) - Scripting: Fixed potential crashes during domain reloads when user code throws NullReferenceException in AppDomain.DomainUnload / AppDomain.ProcessExit events.
  • (643440) - Serialization: Fixed incorrect clamping of LayerMask when set through SerializedProperty.intValue.
  • (711981) - Substance: Fixed crash in iOS/il2cpp builds caused by uninitialized SubstanceSystem.
  • (706380) - Substance: Fixed crash with BakeAndDiscard ProceduralMaterials.
  • (none) - Substance: Using _TexelSize in shaders now works correctly with ProceduralTextures.
  • (none) - Tizen: Fixed an issue with sound stopping when apps are interrupted.
  • (none) - Tizen: Fixed corrupted audio.
  • (none) - Tizen: Fixed errors when building projects that contain spaces in the path.
  • (715415) - Tizen: Fixed issue where Good autorotation orientations were incorrect.
  • (none) - Tizen: Resolve deployment problems on Windows.
  • (693283), (672115) - UI: Fixed issue in UI components Slider, Outline, Shadow & Position as UV1 not updating when their values are animated.
  • (714670) - UI: Fixed Toggle component not updating when animated.
  • (none) - UnityAnalytics: Fixed RemoteConfig restore of int values.
  • (none) - UnityAnalytics: Remote config fix added.
  • (none) - Version Control: Fixed assets version control cache state not being updated after scene reload.
  • (none) - Version Control: Invalidate version control cache on refresh button click in versioning window.
  • (695727) - VR Oculus: Camera Viewport Rect now takes up the appropriate amount of Screen space.
  • (703281) - VR Oculus: Fixed crash when trying to access VRSettings.GetNativePtr while the Oculus HMD was not connected.
  • (none) - VR Oculus: HMD can now be connected to application after it has already started. It can also be disconnected and reconnected during application run time.
  • (none) - VR Oculus: Update to latest oculus dependencies.
  • (none) - VR: Camera transforms now reset when VRSettings.enabled is false or the loadedDevice is set to none. Camera parent transforms are not effected.
  • (713630) - VR: Fixed several VR lifecycle related crashes.
  • (none) - VR: Fixed stereo rendering regression.
  • (none) - VR: Improved MSAA performance by only antialiasing eye textures, not the composited back buffer.
  • (691345) - VR: Reenable vsync when device is disconnected.
  • (none) - VR: Virtual Reality Supported toggle in player settings no longer recreates the Graphics Device. VRSettings defaults to enabled and oculus if Virtual Reality is supported.
  • (714022) - VR: VRDevice.isPresent now returns expected value.
  • (none) - WebGL: Allow Type.GetType(string) and its overloaded methods to work without Exception Support set to Full. IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • (700861) - WebGL: Fixed backspace key navigating away from page in Chrome.
  • (714545) - WebGL: Fixed empty Input.inputString.
  • (705045) - WebGL: Fixed mouse button state after double click.
  • (712636) - WebGL: Fixed UI keyboard inputs.
  • (704235) - WebGL: Fixed WebGL builds of projects with long path names on Windows.
  • (711745) - Windows Store Apps: Application.isMobilePlatform will now return true.
  • (710069) - Windows Store Apps: Fixed incorrectly reported PlayerPrefs corruption after upgrading to Unity 5.1.
  • (710038) - Xbox One: Fixed error for uninitialized player settings
  • (708668) - Xbox One: Fixed instances where Compute Shaders would not compile.
  • (705618) - Xbox One: Fixed spelling errors in ESRB ratings strings in the Player Settings.
  • (701308) - Xbox One: Level and asset files are paired correctly in the auto-generated package manifest.
  • (none) - Xbox One: Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.

New in Unity 5.2.0f2 Beta (Aug 22, 2015)

  • Fixes:
  • Editor: Fix crash when building with VR Enabled for Project Morpheus and a turned off DK2 connected
  • Editor: Fix crash when deleting an object from a prefab instance where the prefab asset is missing
  • Home: Go to Accounts and Manage Organizations now authenticate you before opening Accounts page
  • Home: Stay on connecting window if you don't have internet
  • iOS: Fixed build failure when there is space in the path to the destination folder
  • iOS: Xcode 7 build failures worked around by disabling Bitcode. Bitcode support will come later.
  • Mobile: fixed crashed with dynamic batching of empty meshes
  • UI: Fix issue with best fit text not working as expected and leading to text not lining up properly.
  • Unity Ads: Fix linker issue on iOS builds which had Unity Ads asset store package already installed

New in Unity 5.2.0f1 Beta (Aug 17, 2015)

  • Feature:
  • 2D: Ability to rotate sprites while Sprite Packing to save atlas space.
  • Android: Audio - Enable OpenSL for devices that support FEATURE_AUDIO_LOW_LATENCY
  • Android: ETC1 Compression for Sprite Atlases. The texture is split into two parts without alpha (second part containing alpha information as a grayscale) and combined at runtime. The option can be set on a per texture level, which affects the final atlas the texture lands in.
  • Application.UnloadLevel Unloading scenes is now possible while the game is running. References to lightmaps are cleared but you have to call Resources.UnloadUnusedAssets(); to actaully unload them. Enlighten data is unloaded immediately. This feature is especially useful in conjuntion with Lightmapping.BakeMultipleLevels(string[] scenes);
  • Audio: Ability to set custom rolloff curves for an AudioSource at runtime via script The following curves will be able to be set at runtime: Volume RolloffSpatial Blend (2D / 3D)Reverb Zone MixSpreadLowPass Filter Cutoff Frequency
  • Audio: Spatialization API (updated SDK and example on https://bitbucket.org/Unity-Technologies/nativeaudioplugins)
  • Cloud Service: Access control list support
  • CullingGroups: Added CullingGroup API, which allows you to specify a large set of bounding spheres that are integrated into the culling pipeline and subjected to frustum and occlusion culling.
  • Graphics: Added option in player settings for configurable vertex compression. Default values: position and UV1 is uncompressed, the rest of the channels are compressed.
  • Multi Scene Lighting baking. Lightmapping.BakeMultipleScenes(string[] scenes); Lets you bake lightmaps, reflection probes and realtime lightmaps for multiple scenes which together, which can be loaded additively. Data is automatically split on bake per scene.
  • Networking: Added NetworkDiscovery component to network HLAPI. This exposes the network transport layer local discovery function to HLAPI code, and allow Unity games on a local network to find each other.
  • New low-level native plugin API.
  • Out of the box support for VisualStudio Tools for Unity (aka UnityVS)
  • Physics: Added parameter QueryTriggerInteraction to all physics queries (raycast, spherecast, overlap) to allow any query to override whether or not the query should hit Triggers.
  • Physics: Expose CharacterController.skinWidth parameter to scripts
  • Physics: Expose impulse applied at contact (see Collision.impulse)
  • Physics: Support scaling vehicles
  • Shaders: Fixed Function shaders work on all platforms now (including consoles). They are always generated at shader import time (a button "show generated code" in shader inspector shows the code); removed all runtime support. All rendering got slightly faster (even when not using fixed function shaders); and executable sizes got slightly smaller.MaterialPropertyBlocks work with them now (which means Sprites and animated materials work too).Behave more consistently across platforms (specular highlights and light attenuation was slightly different before).Fixed function shaders aren't rasterized at a half-pixel shift on WP8 anymore.However, can not create fixed function shaders using "new Material(string)" at runtime anymore; see Changes section.
  • UI: 2D Rect Mask. A mask for 2D UI elements. Performs faster than the existing stencil buffer mask and does not require additional draw calls to prime the stencil buffer. When an element is outside the bounds of the mask the canvas renderer is also culled which leads to faster batching performance.
  • Unity Ads: Enable and configure Ads from the Unity Connect window in the Editor
  • WebGL: allow .jspre files to be added to the project to be prefixed to the generated JavaScript
  • WebGL: Experimental support for WebGL 2.0 (not yet supported in any released browser)
  • Windows 10 Universal apps now support x64.
  • Windows Store Apps: Universal Windows Platform app (Windows 10) support.
  • Change:
  • Editor: Asset Store window is now a part of the default window layout. Docked behind the scene & game views.
  • Editor: Remove legacy OSX corner window resize behaviour.
  • GI: Set default BounceScale to 1.
  • Graphics: Material.CopyPropertiesFromMaterial also copies shader keywords and render queue now.
  • IL2CPP: Make engine stripping in iOS/WebGL a separate setting (PlayerSettings.stripEngineCode) from mono stripping levels
  • Introduce EditorSettings.projectGenerationUserExtensions & EditorSettings.projectGenerationBuiltinExtensions.
  • OpenGL: Modify -force-glcoreXX behaves like -force-glesXX trying to run this specification of OpenGL and taking advantage of all available extensions
  • Reflection Probes: Are rendered in a separate deferred pass when using deferred shading. See Improvements section entry for details.
  • Removed hexadecimal color string support from Color and replaced with ColorUtility.
  • Shaders: Can not create fixed function shaders using "new Material(string)" anymore. Shaders must come from assets or be fully precompiled in the editor.
  • Shaders: Changed UnityGlobalIllumination, Unity_GlossyEnvironment, FragmentGI function signatures. If you have custom shaders that uses Unity's PBR please check UnityGlobalIllumination.cginc, UnityStandardBRDF.cginc, UnityStandardCore.cginc respectively
  • Substance: The communication between Unity's MainThread and the Substance Thread was completely rewritten to better decouple Substance processing from Unity's regular operations and to avoid stalling the MainThread. All crashes and hangs at build time, level load/change time, playmode entry/exit should be gone.
  • Terrain: Changed the default hotkey bindings for terrain tools to F1-F6.
  • UI: CanvasRenderer can now take multiple Materials. Like a MeshRenderer each material refers to a SubMesh of the configured Mesh.
  • UI: CanvasRenderer now takes a Mesh instead of List this allows for the use of imported meshs as part of the UI
  • UI: UI.Text now accounts for trailing white spaces when performing horizontal alignment
  • WebGL: Make release builds always fully optimized
  • Improvement:
  • 2D: Allow sprites to be dragged into scene view in 3d mode. Add temp GO while dragging for visual feedback similar to when dragging prefabs/model into scene view
  • 2D: Frame selected command (F) now works in the sprite editor window for the selected sprite rect
  • 2D: Implement undo functionality for sprite editor window's slice menu.
  • 2D: New grid slicing method that uses column and row count
  • 2D: Pivot snapping on sprite frame rect in sprite editor window only happens when Ctrl is pressed while mouse dragging the pivot handle
  • 2D: Provide a custom pivot field in the slicing menu for the sprite editor window
  • 2D: Zooming on sprite editor window’s texture will zoom towards mouse cursor
  • Android: ETC2 is now the default compressed texture format for RGBA textures instead of RGBA4444
  • Android: Experimental support for IL2CPP
  • Asset Loading: Improved performance of LoadAssetAsync. Allow multiple AsyncOperations to be completed in a single frame.
  • Audio: Audio clip "Force to Mono" now has an option for applying normalization after downmix.
  • Audio: Audio file size display is inconveniently only displayed in bytes.
  • Audio: FSBTool crashed during audio import on Windows XP / N platforms and very short audio files.
  • Audio: Improved preview rendering of audioclips, especially for clips that are very short.
  • Audio: Improved the inspector of the AudioMixer performance parameters.
  • Audio: One-shot sounds now also contribute to the data read by AudioSource.GetAudioData/GetSpectrumData.
  • C# Project Generation: included extensions and rootnamespace now configurable in ProjectSettings->EditorSettings
  • C# Project Generation: only one set of project files will be generated, based on what the preferred external editor is.
  • Editor: Added MonoDevelop Solution Properties toggle to External Tools to disable writing of MonoDevelopProperties section to .sln files.
  • Editor: Added to API RunOpenPanelWithFilters
  • Editor: Basic support for retina resolutions on OS X. Only fonts, 3D views and some icons are supported at this time. This is a test to see how the increased fill rate impacts users with different projects and hardware. If the increased resolution is slowing things down unacceptably, you can Get Info on Unity.app in the Finder, and check "Open in Low Resolution".
  • Editor: Better error message when " The classes in the module cannot be loaded." is thrown.
  • Editor: Improved Compute Shader inspector; now lists errors & warnings similar to regular shader inspector.
  • Editor: Improved Export Package window (now uses a proper tree view)
  • Editor: Improved shader inspector performance when there are many errors shown.
  • Editor: Make sure ObjectField and Object Selector shows icons for gameobjects and prefab
  • Editor: More "create new shader" templates under assets create menu (PBS surface shader, unlit shader, image effect shader).
  • Editor: Render cubemap preview instead of icon in LargePreview ObjectField
  • Editor: Selection.selectionChange callback triggered when selection changes
  • Editor: When in 2D mode, the camera bounds for the main camera is always visible when it is in orthographic mode.
  • Fonts: CharacterInfo properties are now writeable
  • GI: Added profiling marker for light probe interpolation.
  • GI: Added progress bar for GI Cache -> Clean Cache progress status.
  • GI: Allow ambient intensity higher than 1.
  • GI: Set lightmap texture compression default quality to Normal. Before it was set to Best. Texture compression time in compositing job went down from 700 seconds to 28 seconds for an ETC compressed lightmap.
  • GI: The size of the last lightmap is now reduced to pack the instances more tightly and not waste space.
  • GI: Tip in lighting window for auto mode.
  • Graphics: Add SetUVs to Mesh API, it takes a UV channel, and a List of either Vector2, Vector3, or Vector4 as arguments
  • Graphics: Added a quality setting 'Shadow near plane offset' to allow working around shadow pancaking artifacts
  • Graphics: Added CommandBuffer.IssuePluginEvent(callback, eventId) to allow invoking a specific callback in a specific native plugin.
  • Graphics: Added hexadecimal code support to Color struct (TryParseHexString, ToHexStringRGB and ToHexStringRGBA)
  • Graphics: Added linear rendering mode to new OpenGL back-end on desktop.
  • Graphics: CPU side rendering performance optimizations across the board. We've seen between 5% and 30% lower CPU cost for rendering, depending on the setup (details).
  • Graphics: Implemented object naming for D3D11, so textures will pick up the correct name in external graphics debuggers
  • Graphics: Memory saving for meshes with < 300 vertices if dynamic batching is off.
  • Graphics: New GL.IssuePluginEvent(callback, eventId) override allows invoking a specific callback in a specific native plugin.
  • Graphics: Particle rendering optimizations, with speed improvements varying from 15% to 50% depending on geometry type. The main change being that particle rendering no longer modifies the view matrix. This enables graphics lists to be shared between left/right eyes, which can lead to approx 40% reduction in total CPU usage when rendering to stereoscopic displays.
  • Graphics: Reduced CPU overhead of light probes when using forward rendering
  • Graphics: Sorting of the renderable objects is now multithreaded.
  • Graphics: Windows Store Apps 8.1 and Windows Phone 8.1 now support MSAA.
  • IL2CPP: Improve performance of 'is' operator, 'as' operator, and casting in some cases.
  • IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • iOS/IL2CPP: Enable generic sharing for types and methods whose generic parameters have constraints.
  • iOS/IL2CPP: Enable MakeGenericType and MakeGenericMethod for types and methods whose generic parameters have constraints.
  • iOS/IL2CPP: Improve conversion time of il2cpp, especially in generics heavy code.
  • iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.
  • iOS: Added build number to Player Settings.
  • iOS: Added onBannerFailedToLoad delegate to iOS.AdBannerView
  • iOS: Added support of asset tags and folder references to the Xcode API
  • iOS: Don't wait for Xcode if our plugin is not compatible
  • Linux: Enable experimental GL core profile mode (via -force-glcore and friends)
  • Linux: Improved multithreaded rendering performance
  • Mecanim : Renaning Animator parameters updates transitions using those parameters.
  • Mecanim: 3DS MAX Auto Mapping and T-Pose. When setting an Avatar Animation Type to Humanoid, the Auto-Configure will try to detect if it is a Biped. If the hierarchy and naming of Biped is found, then default mapping and t-pose for biped will be used. Translation DoF will also be automatically activated for that avatar. The avatar can still be re-configured from this point, but usually default Biped mapping, t-pose and translation DoF will give the best results. Note that only Bipeds with no “Triangle Pelvis” and using default naming are supported.
  • Mecanim: Added a "destructive action" prompt when deleting blend tree nodes, so that the behaviour is consistent between StateMachine and BlendTree graphs.
  • Mecanim: Added AnimationClipPlayable.speed to the API
  • Mecanim: Added AnimatorStateInfo.speed and AnimatorStateInfo.speedMultiplier.
  • Mecanim: Added the name of the controller to Console errors that are generated for invalid parameters in blend trees.
  • Mecanim: Added the possibility to create AnyState Transitions to the entry node of a state machine. In a sub state machine, this is essentially the same as creating an AnyState Transition to a sub state machine from the parent state machine. This also adds a straightforward way to add an AnyState Transition to the top-level state machine, which was previously only possible through roundabout methods.
  • Mecanim: Added tooltips to blendtree slides.
  • Mecanim: Added tracking of missing or invalid StateMachineBehaviours in the StateMachine and State inspectors. Missing or Invalid StateMachineBehaviours shouldn't disappear anymore from the inspector.
  • Mecanim: Adding a child blend tree will use the default blend tree parameter, not the blend parameter of the parent.
  • Mecanim: Alt-drag works for BlendTree graph view
  • Mecanim: BlendTree Api now publishes useAutomaticThresholds
  • Mecanim: Can create new clip from selected clip/take in Animation importer
  • Mecanim: Clarify doc for Animator.bodyPosition and bodyRotation.
  • Mecanim: Creating a blend tree in a controller with no float parameter will now automatically add a new float parameter named Blend.
  • Mecanim: Expose Animator.IsInitialized in scripting API.
  • Mecanim: Fixing empty State Machine Behaviour after compilation error
  • Mecanim: Import humanoid animation now reports warnings in “Animations Inspector” instead of flooding the Console.
  • Mecanim: Import humanoid animation warnings have been cleaned and improved. A “Warning” summary box has been added at the top of Animation Inspector to prevent warnings to be left unnoticed. Warnings are reported per take when animation file contains multiple takes. Warnings have been added when in-between humanoid bones rotation differs in Source Avatar and Animation. Text has been reformatted so that is easier to consult the warning report.
  • Mecanim: Improved animator warning for API function Play/CrossFade. Warning should display which animator is throwing the error.
  • Mecanim: Improved default IK Hint for legs. Default IK Hint for knee now points towards foot direction. It gives a more natural IK solving for leg when IK correction needed gets bigger.
  • Mecanim: Improved display of transition previewer.
  • Mecanim: Mecanims Humanoid animation jitters - A.K.A. Humanoid Oversampling. For some animations, usually those with fast motion, the Humanoid interpolation may differ from original Euler rotation interpolation. In those rare cases, use animator.humanoidOversampling to increase sampling rate. ModelImporterHumanoidOversampling.X2 up to X8 can be used… Usually 2 will do the job! Default is X1 or no oversampling. Key reducing can be used conjointly to only keep Humanoid animation oversampled keys where it is needed while reducing asset size.
  • Mecanim: Retargeting quality for humanoid import animation. The retargeting quality compares original generic animation with humanoid retargeted animation. An average or maximum position error greater than 1.0 “normalized” mm will be reported. An average or maximum error greater than 0.5 degree will be reported. The time (and frame number) in full take of maximum errors is also reported. The position and rotation errors are reported per human body parts. The Retargeting Quality report can be turned on or off in Import Message foldout of Animation Inspector. It is off by default as it makes file import slower.
  • Mecanim: SetBoneLocalRotation. Animator.SetBoneLocalRotation(Quaternion r) let you modify the local rotation of humanoid bone during IK passes/OnAnimatorIK() callback. It can be used to modify the pose of a humanoid avatar after Animation Blending, but that will still be taken in account by IK Solving. Ex: Adjust Hips and Spine rotation to drive lower and upper body independently on top of animation.
  • Mecanim: Show frame number in avatar previewer.
  • Mecanim: Support Layers Affect Mass Center for AnimatorControllerPlayable.
  • Mecanim: Translation DoF for Humanoid. Some animation files come with translation animation on humanoid bones. For example, it is the case with 3DS MAX Biped that comes with translation on 1st Spine bone. Translation DoF can be activated on those humanoid avatar to convert translation animation to retargetable translation DoFs. Translation DoF affects Spine, Shoulders, Upper Legs and Neck bones. Translation DoFs usually represent small amount of translation that improves retargeting quality. Translation DoF may also be used to improve retargeting quality when animation has more than two animated spine bones. Translation DoF can be activated in Muscle & Setting tab of Humanoid configure window.
  • Mecanim: Updated documentation for AnimatorOverrideController.
  • Merge Tool: Fix merging of scenes/prefabs with out of order objects
  • Metro: AppCallbacks.LoadGfxNativePlugin has been deprecated. All plugins that are in the project and set to build for a given platform are now loaded automatically. The function still exists and does nothing, but it will be removed in a future Unity version.
  • Networking: Added OnLobbyServerPlayersReady callback to the NetworkLobbyManager to allow users to perform custom behaviour when all the players in the lobby are ready.
  • Networking: Added support for client-side authority for non-player objects. The new function NetworkServer.SpawnWithClientAuthority(GameObject obj, NetworkConnection conn) allows authority to be assigned to a client by its connection when an object is created. This would typically be used in a command handler for a client asking to spawn an object, then the client's connection would be passed in. For example: [Command] void CmdSpawn(){ var go = (GameObject)Instantiate(otherPrefab, transform.position + new Vector3(0,1,0), Quaternion.identity); NetworkServer.SpawnWithClientAuthority(go, base.connectionToClient); } For setting the authority on objects after they are created, there are the new functions AssignClientAuthority(NetworkConnection conn) andRemoveClientAuthority(NetworkConnection conn) on the NetworkIdentity class. Note that only one client can be the authority for an object at a time. On the client that has authority, the function OnStartAuthority() is called, and the property hasAuthority will be true. The set of objects that is owned by a client is available in the new property NetworkConnection.clientOwnedObjects which is a set of NetworkInstanceIds. This set can be used on the server when a message is received to ensure that the client that sent the message actually owns the object. When a client disconnects, the function DestroyPlayersForConnection now destroys all the objects owned by that connection, not just the player object. Objects which have their authority set to a client must have LocalPlayerAuthority set in their NetworkIdentity. Previously only player objects could have local authority, which meant that the NetworkTransform (and other components) could only be used for controlling the single player object for a connection on a client. With these changes it is possible to have multiple objects on a client that are locally controlled.- Networking: Added support for network [Command] calls from non-player objects with authority on a client. Since in 5.2 clients can have authority over non-player objects using NetworkServer.SpawnWithClientAuthority() or NetworkIdentity.AssignClientAuthority(), network Commands were extended from being allowed from just the player object to any object that is controlled by a client.
  • Networking: Added the ability for the NetworkTransform to validate on the server, the movement of authoritative client objects. There are now clientMoveCallback delegates on the NetworkTransform that allow user code to process 2D and 3D movement updates from clients before they are applied. This callback code can reject movement requests completely or modify the movement data. When used in conjuction with client-side movement checks this provides a more secure movement model for multiplayer games.
  • OpenGL: Added -force-clamped prevents trying to use all available extensions when used together with -force-glcoreXX or -force-glesXX
  • OpenGL: Added -force-gles editor and standalone player to automatically run with the best version of ES supported by the platform
  • OpenGL: Fallback gracefully to Direct3D when requesting OpenGL/ES with -force-gl** when the platform doesn't have a good enough OpenGL support.
  • OpenGL: Fallback gracefully to OpenGL when requesting OpenGL ES but it's not supported (all AMD GPUs, older than Intel IvyBridge IGP)
  • OSX: sometimes MonoDevelop & XamarinStudio would open both.
  • Particles: Mesh particles now support the Texture Sheet Animation settings
  • Physics: Now you can set negative WheelCollider.forceAppPointDistance. This allows to adjust forceAppPointDistance in order to have suspension and tire forces applied at the wheel base
  • Physics: Renamed 'CollisionDetectionMode2D.None' to 'CollisionDetectionMode2D.Discrete' (Will be auto-updated).
  • Playables: Improved connection API: GetInput(index), GetInputCount, ClearInputs, and more.
  • Playables: No longer necessary to create a PlayableController to play a tree of Playables. The Animator (and other DirectorPlayer) now expose new Play(Playable root) API.
  • Reflection Probes: Make deferred probe blend distance configurable
  • Reflection Probes: when using Deferred Shading, the reflection probes are now rendered per-pixel (instead of each object only being affected by one or two probes). This will allow doing SSRR (screen space raytraced reflections) properly soon. More details in this document.
  • Scripting: Added Cubemap.mipmapCount
  • Shader: Added finalgbuffer and finalprepass modifiers. They work in the same way as finalcolor does, but are used by the deferred and prepass base paths respectively for altering what would be written into the gbuffer.
  • Shader: decal:add surface shaders now generate code for deferred and legacy deferred paths if finalgbuffer and finalprepass modifiers are specified.
  • Shader: Now skip_variants directive skips user variants as well.
  • Shaders: "Procedural Skybox" shader now has selectable options for Sun Disk: None (fastest), Simple (should be close to the current sun disk), High Quality.
  • Shaders: Make it possible to use UNITY_SAMPLE_SHADOW when SHADOWS_NATIVE is not explicitly defined.
  • SpeedTree: Negated tangent vectors to match those in the SpeedTree Modeler.
  • SpeedTree: Now shader has less variants due to the merge of some geometry types.
  • Stacktrace logging: Allow to log full (native/managed) stack trace when log is printed, the option is available in the console window in top right corner popup menu. Also check Application.stackTraceLogType API. Works in Editor and Windows/OSX standalone players.
  • Substance: "visibleIf" expressions set in Substance Designer are now properly evaluated (for inputs only) and inputs are now displayed or hidden accordingly.
  • Substance: Dynamic parameter in Substance graphs are now evaluated using native code instead of bytecode on Windows / OSX / Linux, resulting in faster texture generation.
  • Substance: Feature parity with Substance Designer 5.1.
  • Substance: Runtime generation of ProceduralMaterials is now supported on PS4 and XboxOne.
  • Substance: Updated the Substance Engine libraries to Substance Designer 5.1.1 feature parity.
  • Terrain: A warning message will be printed onto the console window if there are too many vertices in a detail patch. Increased the vertex limit to from 50k to 65k.
  • Terrain: Expose TerrainData.SetHeightsDelayedLOD and Terrain.ApplyDelayedHeightmapModification to allow users to achieve high frame rates while doing interactive terrain editing
  • Terrain: Made it easier to work with height maps created by World Machine. The default value of Byte Order option is now Windows (little endian).Added an option to vertically flip the height map when importing or exporting a raw file.
  • Terrain: Now 4097x4097 raw heightmap can be imported.
  • Terrain: Now a TerrainData object embedded into a scene (created by script) allows scene objects being selected as tree prefabs.
  • Terrain: Now terrain renders in deferred and legacy deferred path.
  • Terrain: Renamed "Wind Settings" label to "Wind Settings for Grass".
  • Terrain: Trees painted on the terrain now are scaled by the prototype's transform scaling.
  • TrueTypeFontImporter: References to other font assets to be used in the project as fallback are now shown in the TrueTypeFontImporter inspector
  • UI: Add callback to MaskableGraphic for when it becomes culled via the 2d culling API
  • UI: Added support for EventType.ExecuteCommand "SelectAll" to InputField so that it works in the Editor
  • UI: Added underloaded function call for RectTransformUntility.RectangleContainsScreenPoint so a camera is not required.
  • UI: Make the default value for a slider / scrollbar be 0
  • UI: Multithreaded UI system backend. The UI system batching code is now multithreaded this leads to a performance increase of up 4x (in our stress test scenes).
  • UI: Remove (Pro Only) from UI shaders as they can be used on any version of Unity since 5.0
  • Unity Connect: State machine for project Info
  • Version Control: Bottom most version control info bar in inspector shows separete state for meta file if different from asset.
  • Version Control: Icon overlays for version control is surrounded by parenthesis in case an asset and its meta file's state is out of sync
  • Version Control: Reduce unnecessary checkouts
  • Version Control: Tooltip on info bars in inspector showing asset/meta file state
  • WebGL/IL2CPP: Improved stripping resulting in smaller build sizes
  • WebGL: Allow Type.GetType(string) and its overloaded methods to work without Exception Support set to Full.
  • WebGL: Resolution set in html file will no longer be overridden by PlayerSettings
  • Windows Store Apps/Windows Phone 8.1/Windows Universal Apps: Unity will generate projects in a consistent way with Visual Studio. For ex., When specifying project names with whitespaces or symbols like '-', '.', Unity will no longer strip those symbols when creating folders, note this might break existing projects if you're building on top of old directory and your project name contains one of these symbols. (Backwards comptability breakage)
  • Windows Store Apps/Windows Phone 8.1/Windows Universal Apps: Unity will properly use project name instead of hardcoded "Template" word, when creating App.xaml, App.xaml.cs, MainPage.xaml, MainPage.xaml.cs, AssemblyInfo.cs files. (Backwards comptability breakage)
  • Windows Store Apps: InvokeOnAppThread/InvokeOnUIThread now will not cause deadlock, when called with sync=true multiple times in one chain
  • Windows Store Apps: supported orientations are now populated to manifest
  • Windows Store/Phone will now show animated Unity splashscreen instead of the static one.
  • Xbox One: Unity now builds with the June 2015 XDK. You must install the June 2015 XDK on your PC and use the matching or a later recovery on your console.
  • XboxOne: Improved performance for certain audio operations: converting float to PCM16 formats, mixing audio for one speaker configuration to another, and linear resampling.
  • XboxOne: Unity is now build using the June 2015 QFE 1 XDK. You will need to have this XDK installed on your PC and use the matching or a later recovery.
  • Fixes
  • 2D: After applying settings in sprite editor window, deselect any sprite rect
  • 2D: Apply active color space onto texture in sprite editor
  • 2D: Change text for Point filter format from Point to Point (no filter)
  • 2D: Clamp sprite pivot values to 0..1 instead of accepting any value (including infinity)
  • 2D: Clear undos for SpriteEditorWindow when applying or window is closed. Also fix ClearUndo not working for ObjectUndo
  • 2D: Do not trim sprite when Shift-T is pressed while entering name in Sprite Editor
  • 2D: Ensure SpriteEditorWindow has the correct texture importer reference when texture importer inspector is applying changes
  • 2D: Fix NullReferenceException when creating a new sceneview
  • 2D: Fix pointer enter/exit detection order with sorting layers
  • 2D: Hide PerRendererData shader properties in inspector as property is retrieved from the renderer
  • 2D: Increase responsiveness of Sprite Editor in MacOSX
  • 2D: Materials become transparent because of improper re-setting of material
  • 2D: Non-sprite textures will display in sprite editor window with no options
  • 2D: Quit 2D collider editing mode when user reset the collider component
  • 2D: Reimport texture if texture importer is reset
  • 2D: Remove a sprite rect if the selected sprite rect is empty when trimmed
  • 2D: Replaced assert with warning message to multiple materials in SpriteRenderer
  • 2D: Set correct zoom values for zoom bar in SpriteUtilityWindow
  • 2D: Set SpriteRenderer to dirty when color is set
  • 2D: Sprite Editor uses the actual image size for slicing operation. Force Sprite Editor preview to use mipmap if user machine does not support the image resolution
  • 2D: SpriteRenderer will have light and reflection probes turned off by default. They can still be turned on manually.
  • 2D: Update sorting layer APIs and prevent setting invalid sorting layer ids to renderer
  • 2D: View tool (panning, rotating, zooming) in the scene view will not manipulate collider control point even in collider editing mode
  • Android: Added API level 22 to the minSdk list
  • Android: Added support to create a real 16bit RGB565 backbuffer. Deprecated Handheld.use32BitDisplayBuffer
  • Android: Audio - Fixed issues on GearVR when the device does not report FEATURE_AUDIO_LOW_LATENCY
  • Android: Buildpipe - Android Libraries can now be excluded from build in the Plugin Inspector
  • Android: Buildpipe - Fixed assets folders in aar files
  • Android: Editor - fix GLES31+AEP player settings
  • Android: Fixed ATC texture compression for RGBA textures
  • Android: Fixed bug that caused texture format RGBA4444 to be used for RGBA textures even when overriding in build settings
  • Android: Fixed crash affecting some PowerVR 544 devices
  • Android: Fixed performance regression in Resource.Load when calling it multiple times for the same resource
  • Android: IL2CPP - Fixed compilation when path has white space
  • Android: JNI - fixed long data type
  • Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
  • Android: WWW - report HTTP status and response in case of failure
  • Animation Window: Animated particle properties are now show up in red in Inspector
  • Animation Window: Animated property values are now updated in Particle Editor when scrubbing in Animation Window
  • Animation Window: Animation curve now updates after changing controller
  • Animation Window: Ctrl+A now selects all keys and properties
  • Animation Window: Highlight is now blue when selecting all properties from animation window
  • Animation Window: It’s now possible to move current time before the first key
  • Animation Window: Replacing existing animation now actually replaces the asset instead of creating new one with unique name
  • Asset Management: Changes to scripts are now correctly processed synchronously, fixing a range of issues with scripts relating to asset processing at import time
  • AssetBundle: Check if the manifest AssetBundle name has conflict with the user predefined AssetBundle name.
  • AssetBundle: Fix the crash when a scriptable object is referenced from the scene.
  • AssetBundle: Fix the issue that AssetBundle with packed textures includes source textures in addition to the atlased version.
  • AssetBundle: Fix the issue that Resources.UnloadUnusedAssets() doesn't unload fonts if they were loaded from an asset bundle
  • AssetBundle: Fix the issue that search result window won't get updated when the AssetBundle name is changed.
  • AssetBundle: Fix the wrong size breakdown in the Editor.log when building AssetBundles.
  • AssetBundle: Fixed issue that AssetDatabase.GetAssetPathsFromAssetBundle only returns assets explicitly included in the AssetBundle
  • AssetBundle: Fixed issue that AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName returns paths in random order
  • AssetBundle: Throw a warning when getting hash from AssetBundleManifest with a non-existing bundle name.
  • Assets Loading: Fix non-first scene loading from streamed asset bundle with multiple scenes
  • Assets Management: Enabled SSE2 optimizations on OSX x64 (Editor and Players)
  • Assets Management: Fixed quit with 'Fatal Error' when out of memory during importing large cubemap with Soft Edges enabled
  • Audio: Fixed AudioSource inspector not updating to show new pitch value when this is set from script.
  • Audio: Fixed occasional crash at editor shutdown.
  • Audio: Fixed occasional crashes that could occur with non-blocking sounds if the audio source was stopped right after being started.
  • Audio: Fixed some memory leaks.
  • Audio: Fixed undo of AudioMixerGroup colour changing and Solo/Mute/Bypass toggling.
  • Audio: Now able to import from 32 bit fixed point and big-endian AIFF audio files
  • Audio: Transition to null snapshot in AudioMixer was crashing editor
  • Connect: Move project and COPPA Lock are disabled when project is locked
  • Core: Fixed hang when passing large arrays to the Undo system
  • Crunch texture compression: Support for 8192x8192 textures (64-bit editor builds only)
  • Editor: Automatically checkout ProjectSettings/ProjectVersion.txt if needed.
  • Editor: Avoid division by zero in zero-sized SphereCollider
  • Editor: Avoid locking when framing terrain
  • Editor: Camera lock keeps working when dragging outside the scene view window
  • Editor: Clear old main menus on Windows
  • Editor: Dirty materials when fixing HDR texture to ensure previews are updated
  • Editor: Ensure selected asset is revealed in project browser when changing layout
  • Editor: Fix 'Timestamps and assets out of sync' error when renaming a folder outside of Unity and deleting an asset inside of it.
  • Editor: Fix asset store preview blinking in the project browser
  • Editor: Fix camera frustum gizmo not properly showing custom projection matrices.
  • Editor: Fix CapsuleCollider gizmo handles are offset by a 90 degree angle
  • Editor: Fix caret did not move in ObjectSelector when using left/right arrow keys (only when no items were selected)
  • Editor: Fix creating a script from the right click menu throws "Rename not started" error
  • Editor: Fix creating new assets after deletion of assets would throw error
  • Editor: Fix Cursor flickering in editor while play testing if cursor.visible = false
  • Editor: Fix Cursor.visible does not work until the game view is focused
  • Editor: Fix disabled scrollbar in lighting window lightmaps tab
  • Editor: Fix error when renaming items in project and hierarchy views
  • Editor: Fix Hierarchy type searching so 't:script' or 't:monobehaviour' shows all game objects with scripts attached
  • Editor: Fix icons in Project Browser 'jumping' when changing view
  • Editor: Fix IMGUI brightness on GameView when in Linear mode.
  • Editor: Fix MaterialEditor Shader Warning when importing a package
  • Editor: Fix memory thrashing when Dragging and Dropping between panels, when the dragged object had a CustomEditor with no Preview.
  • Editor: Fix multi-object selection of reflection probe cubemap to not incorrectly set same cubemaps
  • Editor: Fix non character keys being mixed up with character keys on shortcuts.
  • Editor: Fix not being able to focus tabs after changing "Output" on Audio Source
  • Editor: Fix Null reference exception on the Inspector
  • Editor: Fix occasional trash bypassing when deleting assets on Windows.
  • Editor: Fix popped out container window not able to move when two editor windows are stacked one above/next to the other.
  • Editor: Fix possible data loss on Windows when renaming folder with locked files
  • Editor: Fix rare case of invalid folder path shown in the Project Browser
  • Editor: Fix scene view window still being tinted in playmode when an overlay was active.
  • Editor: Fix scene's GI is not updated after building AssetBundle or opening the same scene.
  • Editor: Fixed bad scene view performance when lots of light gizmos are drawn (will backport to 5.0/5.1).
  • Editor: Fixed bug which caused the Move Tool, when used on an object with a negatively scaled parent, to snap to whole units.
  • Editor: Fixed crash when selecting '~' as a project directory.
  • Editor: Fixed Gradient not updating when an Undo is performed.
  • Editor: Fixed occasional exception thrown when creating an asset/folder under Assets folder in Project pane with One Column Layout.
  • Editor: Fixed Scene View audio play toggle not returning to previous state after exiting Play Mode.
  • Editor: Fixed Scene View camera moving slightly while holding down right mouse button.
  • Editor: In play mode, tick one more frame after the editor is not active, so that the game can get a chance to respond to being paused.
  • Editor: Make sure GUISkin.current is set to GameSkin before invoking any user script.
  • Editor: Scene view picking works when selection base object isn't under the mouse position
  • Editor: Search correct 32/64bit program files on windows for diff tools
  • Editor: Terrain editor hotkeys no longer conflict with text field input
  • GI: Ambient GI value not changing based on disabled realtime/baked GI.
  • GI: Fix crash following lighting builds in GetSystemTexture.
  • GI: Fixed bake getting stuck on terrains.
  • GI: Fixed crash in CreateSnapshotForReflectionProbe when trying to rebake reflection probes. Show message to user that she should bake a snapshot first.
  • GI: Fixed environment reflection cubemap getting unloaded after the scene was loaded using Application.LoadLevel for scenes that used the Auto lighting build mode.
  • GI: Fixed issue with baking getting stuck on the bake indirect stage.
  • GI: Fixed itermittent crash related to realtime lightprobes.
  • GI: Fixed lightmap shader variant stripping for realtime lightmaps. Now each lightmaps mode (non-directional, directional and directional specular) variant can be picked for baked and realtime GI separately. Please review your settings if you selected a specific lightmaps mode variant in the Graphics Settings to make that mode work for realtime lightmaps.
  • GI: Fixed radiosity core corruption error when baking lightmap.
  • GI: Fixed static lightmap baking on a rectangular terrain.
  • GI: Fixed UV packing for baked UVs not filling the 0-1 space (smaller or bigger). Fixes a bunch of issues where one object with stray UVs could overlap other objects and cause dark spots. Also makes the resolution assigned to each object work much more reliably if that object's unwrap is not filling the 0-1 space and also when its bounds are non-square. Please review the resolution on your instances for baked lightmaps.
  • GI: Lightmap snapshot gets cleared when clearing GI Cache.
  • Graphics: Added extra protection against depth buffer in editor windows being accidentally disabled
  • Graphics: Apply hard limit on font size of 500 in more places than just font importer.
  • Graphics: Corrected the viewport used in the editor for image effects when forward rendering + AA
  • Graphics: Fix CaptureScreenshot with letterboxed editor game view (5.2 regression).
  • Graphics: Fix for asset bundle content changes between subsequent generations due to uninitialised vertex buffer
  • Graphics: Fix for call to OpenGL ES API without current context when using the multi-threaded renderer
  • Graphics: Fixed a crash compressing an already compressed texture in script
  • Graphics: Fixed a shader compiler error on OpenGL ES platforms where dot() between a vec3 and a float would fail to add an upcast.
  • Graphics: Fixed an issue where setting RenderSettings.reflectionIntensity via script had no effect on the scene.
  • Graphics: Fixed assertion when LODGroup is scaled to zero.
  • Graphics: Fixed BGRA texture format on OpenGL ES 3.0
  • Graphics: Fixed bug in ES 3 shader code generator that caused clipping problems in UI shaders
  • Graphics: Fixed bug when loading single channel JPEGs using Texture2D.LoadImage.
  • Graphics: Fixed CaptureScreenshot on DX11 when using non-native fullscreen resolution.
  • Graphics: Fixed command buffer RenderTargetIdentifier with RenderTexture argument (will backport to 5.0/5.1).
  • Graphics: Fixed crash calling GetPixels with a 0x0 texture
  • Graphics: Fixed crash while using -force-gles on MacOSX
  • Graphics: Fixed editor rendering black views when running with OpenGL ES 2.0
  • Graphics: Fixed error messages with .triangles on empty meshes (coming to 5.1 too)
  • Graphics: Fixed Halo errors when they are on DontDestroyOnLoad objects
  • Graphics: Fixed Halo texture not being centered, causing half-texel clipping on top/right sides
  • Graphics: Fixed issue in Texture2D.LoadImage when loading indexed PNG images that contain an alpha channel.
  • Graphics: Fixed issue with MaterialPropertyBlock not working with Particles.
  • Graphics: Fixed material keywords and renderQueue not copied over by new Material(material) constructor and Material.CopyPropertiesFromMaterial.
  • Graphics: Fixed MSAA initialization on older devices which only support multisampled_render_to_texture
  • Graphics: Fixed rendering issues after native rendering plugin GL.IssuePluginEvent() calls on OpenGL ES platforms.
  • Graphics: Fixed spamming error message importing an EXR file as sprite
  • Graphics: Fixed swizzling of BGRA32 texture data on D3D11, Xbox360, OpenGL, OpenGL core and OpenGL ES
  • Graphics: When using COLORMASK and D3D9, the mask was not correctly set for MRT render targets
  • IL2CPP: Allow the AssemblyName::GetPublicKeyToken method to return an array of only eight bytes.
  • IL2CPP: Allow Type.GetType(string) to return a proper value on 32-bit ARMv7 builds.
  • Il2CPP: Avoid boxing of value types during null checks in generic code
  • IL2CPP: Correct a C++ compiler error in generated code: "No matching function for call to 'il2cpp_codegen_raise_exception'".
  • IL2CPP: Correct an intermittent hang which can occur in the garbage collector.
  • IL2CPP: Correct be problem with the generated C++ code which causes the C++ compiler error: "Member reference base type 'intptr_t' (aka 'long') is not a structure or union" when unsafe C# code is used to index into an array of pointers to structures.
  • IL2CPP: Fix alphanumerical string sorting in cases where unicode comparison table was required.
  • IL2CPP: Fix binary operations using mixed integer types.
  • IL2CPP: Fix bug in Boo script related to generic interface methods.
  • IL2CPP: Fix codegen issue when using a field type a struct that has no instance fields.
  • IL2CPP: Fix crash when using OnCollisionEnter with no parameters
  • IL2CPP: Fix crash when using OnCollisionEnter2D with no parameters
  • IL2CPP: Fix CultureInfo.GetCultures()
  • IL2CPP: Fix marshaling code for IntPtr parameters marked with [Out] attribute.
  • IL2CPP: Generate correct C++ code for the IL add opcode with pointers in unsafe C# code.
  • IL2CPP: Handle 'void' type parameter.
  • IL2CPP: Handle invalid IL generated by UnityScript compiler for delegates.
  • IL2CPP: If "Fast but no Exceptions" is selected, any managed exception which escapes out of managed code will cause the AppDomain.UnhandledException event to be executed and application will abort (this is the same behavior as the Mono scripting backend).
  • IL2CPP: Implement the previously unsupported AppDomain::InternalGetDefaultContext and AppDomain::InternalGetContext icalls.
  • IL2CPP: Prevent a C++ compiler error in generated code which happens when a pointer is assigned a value which is a uintptr_t in converted unsafe C# code.
  • IL2CPP: Prevent a crash in the NetworkManager initialization when the Stipping Level option is not set to Disabled.
  • IL2CPP: Prevent AES encryption types from being incorrectly stripped when they are used.
  • IL2CPP: Prevent an intermittent crash on ARM64 when an live object is incorrectly reclaimed by the garbage collector.
  • IL2CPP: Prevent the exception "ArgumentException: Value does not fall within the expected range." during a call to the JoinMulticastGroup method.
  • IL2CPP: Prevent the exception: "System.ArgumentException: enumType is not an Enum type." from occurring for a generic type used with an enum type argument.
  • IL2CPP: Prevent the following error from il2cpp.exe at conversion time: "Attempting to constrain a value of type 'X' to type 'Y'." for two different types X and Y.
  • IL2CPP: The Preserve attribute can now be used in the managed code for an assembly to preserve all of the code in an assembly.
  • IL2CPP: The preserve attribute can now be used with the assembly element in a link.xml file to preserve all of the code in an assembly.
  • IL2CPP: Throw exceptions when classes are stripped instead of crashing
  • Input: Fixed touch input hanging a Windows application if a second 'touch window' is created in a plugin
  • iOS/IL2CPP: Add support for PreserveAttribute to prevent classes, methods, fields and properties from being stripped in IL2CPP.
  • iOS/IL2CPP: Avoid adding includes and methods (for method declaration includes) for types generated to terminate generic type recursion.
  • iOS/IL2CPP: Avoid deadlock during UnloadUnusedAssets.
  • iOS/IL2CPP: Correct a error in generated code when a constrained generic parameter type is used in a nested lambda expression.
  • iOS/IL2CPP: Correct an exception during code conversion which has the error message "Invalid global variables count" when converting some UnityScript assemblies.
  • iOS/IL2CPP: Correct code generation for a generic type with another generic type as a constraint when the generic parameter for the constraint is a value type.
  • iOS/IL2CPP: Correct the implementation of the ldvirtftn opcode for types using a constrained generic generic parameter.
  • iOS/IL2CPP: Correctly invoke an action pointing to an extension method.
  • iOS/IL2CPP: Emit memory barriers to ensure the correct acquire and release semantics are enforced for loads and stores of volatile fields.
  • iOS/IL2CPP: Ensure that background threads which are not explicitly joined have their resources freed so that the runtime does not leak thread handles.
  • iOS/IL2CPP: Ensure that GetCurrentMethod returns the proper value, even when the generated native method is inlined.
  • iOS/IL2CPP: Fix a code generation issue when using static constructors in base generic classes.
  • iOS/IL2CPP: Fix a crash which occurred during a call to Socket.SetSocketOption with the AddMembership or DropMembership names.
  • iOS/IL2CPP: Fix a crash which occurs when Ldvirtftn opcode is used on a non-virtual method.
  • iOS/IL2CPP: Fix a rare case when bytecode stripper would incorrectly strip wrong overloaded generic virtual method.
  • iOS/IL2CPP: Fix IL2CPP generated marshaling code for marshaling IntPtr into any other primitive type.
  • iOS/IL2CPP: Fix managed stack traces.
  • iOS/IL2CPP: Fix marshaling arrays of structs marked with [Out] attribute.
  • iOS/IL2CPP: Fix WWWForm.data property getter being extremely slow on IL2CPP.
  • iOS/IL2CPP: Fixed a case where static constructor would not be called if an object is constructed within Unity internally.
  • iOS/IL2CPP: Fixed an issue which sometimes caused IL2CPP to not call static constructors when Unity created class instances from native code.
  • iOS/IL2CPP: Fixed ConstructorInfo.Invoke() returning null for Nullable types.
  • iOS/IL2CPP: Generate correct C++ code for a generic virtual method which returns an IEnumerator and has a generic constraint defined on the method it overrides.
  • iOS/IL2CPP: Implement embedded resources for IL2CPP.
  • iOS/IL2CPP: iOS/IL2CPP: Correct RPC implementation for the UnityEngine.Networking namespace.
  • iOS/IL2CPP: Prevent a C++ compiler error in generated code about an undeclared identifier with the test "Unused local just for stack balance".
  • iOS/IL2CPP: Prevent a crash when a thread with a name is finalized.
  • iOS/IL2CPP: Prevent a runtime exception with IL code in an enumerator's MoveNext method when the enumerator's return type is a constrained generic type.
  • iOS/IL2CPP: Prevent an exception during code generation when the default value of a field is not the same type as the field.
  • iOS/IL2CPP: Prevent IL2CPP from throwing an exception at conversion time for a generic type deriving from a generic interface.
  • iOS/IL2CPP: Prevent the player build process from using older generated C++ source files from a previous build.
  • iOS/IL2CPP: When compiling scripts for the player, appropriate UnityEngine.UI.dll will be referenced
  • iOS: add a limit for iOS acceleration event queue
  • iOS: Add support for Xcode 6.3.2
  • iOS: Add support for Xcode 7 beta
  • iOS: Added additional Japanese fallback font
  • iOS: Added iOS Thai font fallback for 8.2
  • iOS: Added support for Xcode 6.4.0 final release
  • iOS: Added Xcode 6.4 compatibility
  • iOS: Allow to append builds made with different scripting backend
  • iOS: Don't add header files to il2cpp Xcode project
  • iOS: Don't fail fatally when Unity Xcode plugin can't be installed
  • iOS: Don't include managed dll files in il2cpp build
  • iOS: Fixed a regression that caused very poor performance of trying to load non-existing system fonts
  • iOS: Fixed a regression which caused appending builds with native plugins to fail
  • iOS: Fixed a regression which disables appending builds in folders more than one level away from the project folder .
  • iOS: Fixed command line build crash caused by trailing slash
  • iOS: Fixed crash in WebCamTexture.GetPixel()
  • iOS: Fixed il2cpp append
  • iOS: Fixed stripping of GameCenter social platform
  • iOS: Fixed stuck "Launch screen type" setting
  • iOS: Fixed value of InputField.text when another field is being edited with keyboard
  • iOS: Made sure WWW.bytes gets populated with response even in case of non-2xx status
  • iOS: Worked around some plugins not supporting complex shell scripts within Xcode project
  • iSO/IL2CPP: Fix a deadlock that can occur during class initialization.
  • Mecanim: Cutting a clip in FBX importer messes up other clips.
  • Mecanim: Deprecated legacy culling modes BasedOnUserBounds and BasedOnClipBounds
  • Mecanim: Do not activate runtime State parameter on parameter rename.
  • Mecanim: Fixed "Cleaning up leaked objects" message after using the Avatar Configure Tool.
  • Mecanim: Fixed a bug where a state machine moved to another state machine would disappear.
  • Mecanim: Fixed a bug where it would not be possible to animate the second material on a meshrenderer.
  • Mecanim: Fixed a bug where the lock button on the Animator Window would reset after play mode.
  • Mecanim: Fixed a case where going to play mode would prevent undo operations from being pushed.
  • Mecanim: Fixed an editor performance issue with large blend trees.
  • Mecanim: Fixed an error where transitions would disappear if a controller was edited without saving immediately after upgrade from 4.x to 5.x.
  • Mecanim: Fixed an undo error in the blend tree inspector.
  • Mecanim: Fixed an undo related crash.
  • Mecanim: Fixed Animator tool showing internal AnimatorController
  • Mecanim: Fixed Animator.bodyPosition and Animator.bodyRotation documentation.
  • Mecanim: Fixed Animator.speed set in Start() not working.
  • Mecanim: Fixed asserts with empty controller.
  • Mecanim: Fixed Asset Store preview of Humanoid character.
  • Mecanim: Fixed Avatar Configure broken ResetPose when OptmizeGameObject is on
  • Mecanim: Fixed Blend tree max/min thresholds not being updated when changed through dragging on the graph in the inspector.
  • Mecanim: Fixed broken BlendTree slider with some BlendTree configuration.
  • Mecanim: Fixed broken blendtrees with identical negative blend values.
  • Mecanim: Fixed broken copy paste of sub-statemachines
  • Mecanim: Fixed changing controller files on disk not reloading blendtree editor correctly
  • Mecanim: Fixed continuity of FixedTime transitions
  • Mecanim: Fixed crash when building AnimatorController with empty layer.
  • Mecanim: Fixed crash when calling SampleAnimation in Standalone
  • Mecanim: Fixed crash when disabling GameObject in OnStateMachineEnter/Exit
  • Mecanim: Fixed crash when editing an Animation in the AnimationWindow with an AnimatorOverrodeController
  • Mecanim: Fixed crash when importing certain FBX file.
  • Mecanim: Fixed crash when loading scene in playmode with an asset bundle containning a controller.
  • Mecanim: Fixed crash when selecting a state with a null StateMachineBehaviour due to compilation errors.
  • Mecanim: Fixed display of transition pivot curves.
  • Mecanim: Fixed error message when changing clip selection in ModelImporter.
  • Mecanim: Fixed error message when deleting an Fbx that is used by an AnimatorController
  • Mecanim: Fixed false binding error on rig with Optimized Hierarchy On.
  • Mecanim: Fixed firing of multiple events at time 0
  • Mecanim: Fixed GetStateMachineTransitions leaking memory.
  • Mecanim: Fixed OnStateMachineEnter/Exit not being called on layers.
  • Mecanim: Fixed performance regression for AnimationUtility.SetEditorCurve()
  • Mecanim: Fixed reloading of BlendTree when AnimatorController file modified externally.
  • Mecanim: Fixed renaming of states after exiting play mode.
  • Mecanim: Fixed rotating view with mouse in the Avatar Configure Tool.
  • Mecanim: Fixed runtime optimize/deoptimize hierarchy of GameObject.
  • Mecanim: Fixed Scaled UI buttons drifting when Animator has "Apply Root Motion" on
  • Mecanim: Fixed selection of blend tree items when multiple instances of the same motion occur in the same blend tree.
  • Mecanim: Fixed stateMachineBehaviourEditor not handling correctly invalid case where script derive from monobehaviour
  • Mecanim: Fixed sub-statemachine naming scheme.
  • Mecanim: Fixed synced timing UI for additive layer.
  • Mecanim: Fixed synchronization issue when you have both Animator's parameter window open.
  • Mecanim: Fixed Transition interruption in destination State ExitTime.
  • Mecanim: Fixed transition list temporarily loses its values on Editor re-compile
  • Mecanim: Fixed Transtiion Previewer handle manipulation
  • Mecanim: Fixed undo of synced layers delete.
  • Mecanim: Prevented AnyState transitions to "Up" state machines from sub state machines because they were inconsistent.
  • Mecanim: Removed Abstract StateMachineBehaviours from the list offered to users.
  • Mecanim: Removed invalid multiple preview from the ModelImporter Animation sub-editor.
  • Memory: Fixed memory leak in Graphics.DrawMesh when running standalone player with -batchmode
  • Memory: Fixed memory leak in standalone player with empty scene
  • Memory: Fixed memory leak when running standalone player with -batchmode
  • Merge Tool: Fix empty base/right files when falling back and used from cmdline and premerge dests are not set
  • Merge Tool: Fix merge conflict when mine and theirs have both added a component of different type to the same GameObject
  • Merge Tool: Get rid of error about non existing merge tool path after falling back to 3rd party merge tool on OSX
  • Merge Tool: Handle invalid non-unique mapping keys that Unity generates
  • Metal: Fixed shader translation of matrix+scalar, matrix-scalar, matrix/scalar operations (coming to 5.1 too)
  • Metal: Fixed some issues with shader translation of matrices with different precision (coming to 5.1 too)
  • Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.
  • Mono: Fix issue with Socket.Select never returning sockets ready for read on OSX
  • Mono: Fix Unity crash when detecting recursive type definition.
  • Mono: Fixed issue with default property values and object initializers
  • Mono: Fixed monotonic timer overflow to allow usage of timing functions like those in System.Threading with extended uptime
  • MonoDevelop: Fixed Unity crash when inspecting enum value in MonoDevelop debugger.
  • MonoDevelop: Fixed Unity crash when using the debugger to inspect a property that only has a getter that returns a struct. E.g. Sprite.bounds.
  • Multiplayer: Fixed MatchMakingClient constructor generating an error when created outside the main thread
  • Multiplayer: Fixed NetworkServer.ReplacePlayerForConnection not setting up ownership of the new player object properly
  • Multiplayer: Fixed NetworkServer.Spawn failing silently when the server is not active.
  • Multiplayer: Fixed NetworkServer.Unspawn not allowing objects to re-spawned.
  • Multiplayer: Fixed NullReferenceException when a client disconnects after the player object was deleted
  • Networking: Fixed incorrect serialization of some 64 bit numbers
  • Networking: Fixed NetworkTransform cause corruption of SyncVars on other scripts
  • Networking: Fixed NetworkTransform not updating if only velocity has changed
  • Networking: Fixed UNetWeaver exception processing large project with Editor scripts
  • Networking: NetworkTransform not syncing character controller rotation when not moving.
  • OpenGL core: Fixed crash when using -force-glcore on MacOSX where it's not yet supported
  • OpenGL core: Fixed Radeon HD 2000 - 4000 support
  • OpenGL core: Fixed Sandy Bridge crash, unsupported due to drivers issues, Unity will fallback to Direct3D.
  • OpenGL ES: Fixed blit from backbuffer into RenderTexture
  • OpenGL ES: Fixed Fire HD development player crash
  • OpenGL: Always rely GL_EXT/IMG_multisampled_render_to_texture when available to save a lot of bandwidth when using MSAA.
  • OpenGL: Fixed BGRA texture format support
  • OpenGL: Fixed crash on Vivante GPU due to a driver bug with program binary
  • OpenGL: Resolved various invalid operation / enum errors due to platform compatibility issues.
  • OS X Standalone: Fixed fullscreen mode
  • OSX Editor: fix RunOpenPanel() with extension non-empty filter
  • Particles: Fixed Particle curve editor preview not refreshing on Undo
  • Particles: Fixed Shuriken particle system bugs (Limit Velocity Over Lifetime was FPS-dependent, and some spawn parameters weren't random enough).
  • Particles: Fixed various Shuriken particle system bugs (culling issues when particles are set from script; prewarming performance problems; StartDelay not working from script; various crashes etc.)
  • Particles: Shuriken sub-emitters sometimes didn't fire
  • Physics: Don't create PhysX shapes for disabled terrains
  • Physics: Ensure that both friction and bounce are updated when the PhysicsMaterial2D is set on a Collider2D from script.
  • Physics: Ensure that Rigidbody2D interpolation or extrapolation do not modify the Transform Z position.
  • Physics: Fix a crash in the HingeJoint when enabling a GameObject containing a HingeJoint where the Connected Body was disabled.
  • Physics: Fix an issue where OnTriggerStay would not be called on children in compound colliders.
  • Physics: Fix problems where QNaNs leaked out of the physics system when using infinites as limit parameters for the ConfigurableJoint.
  • Physics: Fix wheel collider applying the inertia tensor rotation the wrong way, cleaned up gizmo code
  • Physics: Fix WheelCollider not being able to ignore collisions with vehicle body colliders that were added to the already initialised vehicle
  • Physics: Fixed 'Physics2D.GetRayIntersectionXXX' methods being affected by 'Physics2D.raycastsStartInColliders'.
  • Physics: Fixed a child Rigidbody2D not correctly updating its position/orientation when it's using interpolation and the parent transform changes.
  • Physics: Fixed incorrect depth sorting for results of 'Physics2D.GetRayIntersectionXXX' methods.
  • Physics: Fixed various One-Way behaviour issues in PlatformEffector2D.
  • Physics: Make sure we update scene query flags for inserted wheels because otherwise we may end up colliding with the car's body
  • Physics: MotorSpeed on SliderJoint2D is now in meters/sec (linear motor) not degrees/sec (not angular motor).
  • Physics: Remove invalid tire contact shapes from the vehicles queries cache up on collider deactivation
  • Physics: Report scene hierarchy path of Collider when setting a transform that contains non-finite numbers.
  • Physics: Reset query filters when removing wheels, to stay on the safe side as PhysX can actually run queries of almost zero length for disabled wheels
  • Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • Physics: Rigidbody2D constraints are now based upon the center-of-mass and not the body position.
  • Physics: Stop crash if 2D effector is needed but there is none.
  • Physics: Stop NullReferenceException when editing PolygonCollider2D.
  • Physics: Update docs to mention the limitation on the maximum colliders per cloth instance
  • Plugins: Default Standalone settings for CPU specific plugins will be correctly set once again, additional this path variation is now possible as well, for ex., "Assets\MyPackage\Plugins\x86\Plugin.dll".
  • PreferenceWindow: If external MD or XamarinStudio is selected, make it configurable to have .unityproj projectfiles be generated.
  • PreferenceWindow: show "MonoDevelop Solution Properties" whenever an external MD or XamarinStudio is selected.
  • Project Import: Fixed Special folder "~" functionality
  • PS3/PS4: Fixed some separate alpha blending shader states not working properly.
  • Script Editors: Generate and open solution when External Script Editor is set to Xamarin Studio.
  • Scripting: Fix potential crashes during domain reloads when user code throws NullReferenceException in AppDomain.DomainUnload / AppDomain.ProcessExit events
  • Scripting: Fixed the issue that AssetBundleManifest.GetAssetBundleHash() returns wrong hash.
  • Serialization: Fix crash when selecting "Scripting Backend" option in Other Settings
  • Serialization: Fixed incorrect clamping of LayerMask when set through SerializedProperty.intValue
  • Serialization: Fixed not being able to serialize a field called "Base"
  • Serialization: References to "Resources/unity_builtin_extra" should get preloaded.
  • Shaders: Fixed some cases of objects with unsupported shaders not rendering at all (instead of rendering in pink).
  • Shaders: Fixed some loop constructs being translated wrongly for GLSL/Metal.
  • SpritePacker: Truecolor sprites are not packed into the same Atlas if other format settings are different
  • Standard Assets: Added user-exposed option to disable 'no fog on skybox pixels' behaviour in GlobalFog effect.
  • Substance: Clarified the documentation for .cacheSize.
  • Substance: Fix a rare race condition which would cause the Substance thread to process erroneous data, leading to a crash.
  • Substance: Fix console spam when a visibleIf expression uses an input that is not found in the graph.
  • Substance: Fix crash in iOS/il2cpp builds caused by uninitialized SubstanceSystem.
  • Substance: Fix crash in standalone builds when handling BakeAndDiscard materials.
  • Substance: Fix memory leak in the Editor.
  • Substance: Fix Resources.Load() and Resources.LoadAll() not waiting for ProceduralTexture generation completion before returning.
  • Substance: Fixed caching-related regression where the cache would neither be read at startup nor written afterwards.
  • Substance: Improved the handling of input groups in the inspector (a single group can no longer be split into several input groups).
  • Substance: It is no longer possible to change the size of a Substance asset that was published with a fixed size, a warning is displayed in the inspector instead.
  • Substance: Using _TexelSize in shaders now works correctly with ProceduralTextures.
  • Terrain: Fixed a rendering issue with Tree Creator trees in deferred paths.
  • Terrain: Fixed crash after baking navmesh if there are LOD trees painted.
  • Terrain: Fixed crash when reimporting a billboard asset.
  • Terrain: Fixed crash when reimporting the prefabs that are selected as tree prototypes on an active terrain.
  • Terrain: Fixed incorrect lighting effect on grass when rendered in deferred path.
  • Terrain: Fixed occasional editor error message when a terrain is selected.
  • UI: Allow UI elements to render in overlay mode even if they don't have a shader that requires lighting
  • UI: Characters from Dynamic Font disappear when Scene is saved
  • UI: Disallowed InputFields with ContentType Password from copying text to the clipboard
  • UI: Ensured that the parent canvas sorting layer/order is used unless override sorting is specified
  • UI: Fix issue with UI stencil breaking in editor due to materials that were deleted being passed through to the render pipeline.
  • UI: Fixed dropdown editor not working due to bad file name
  • UI: Fixed issue in UI components Slider, Outline, Shad

New in Unity 5.2.0 Beta 6 (Aug 8, 2015)

  • Change:
  • Graphics: Material.CopyPropertiesFromMaterial also copies shader keywords and render queue now.
  • Improvements:
  • Audio: Audio file size display is inconveniently only displayed in bytes.
  • Audio: Improved preview rendering of audioclips, especially for clips that are very short.
  • Audio: Improved the inspector of the AudioMixer performance parameters.
  • Audio: One-shot sounds now also contribute to the data read by AudioSource.GetAudioData/GetSpectrumData.
  • Mecanim: Added AnimationClipPlayable.speed to the API
  • Fixes:
  • Android: Fixed crash affecting some PowerVR 544 devices
  • Android: IL2CPP - Fixed compilation on paths with spaces
  • Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
  • Android: WWW - report HTTP status and response in case of failure
  • Audio: Fixed AudioSource inspector not updating to show new pitch value when this is set from script.
  • Audio: Fixed occasional crash at editor shutdown.
  • Audio: Fixed occasional crashes that could occur with non-blocking sounds if the audio source was stopped right after being started.
  • Audio: Fixed some memory leaks.
  • Audio: Fixed undo of AudioMixerGroup colour changing and Solo/Mute/Bypass toggling.
  • Audio: Transition to null snapshot in AudioMixer was crashing editor
  • Graphics: Fixed bug in ES 3 shader code generator that caused clipping problems in UI shaders
  • Graphics: Fixed material keywords and renderQueue not copied over by new Material(material) constructor and Material.CopyPropertiesFromMaterial.
  • Graphics: Fixed MSAA initialization on older devices which only support multisampled_render_to_texture
  • Multiplayer: Fixed MatchMakingClient constructor generating an error when created outside the main thread
  • Multiplayer: Fixed NetworkServer.ReplacePlayerForConnection not setting up ownership of the new player object properly
  • Multiplayer: Fixed NetworkServer.Spawn failing silently when the server is not active.
  • Multiplayer: Fixed NetworkServer.Unspawn not allowing objects to re-spawned.
  • Multiplayer: Fixed NullReferenceException when a client disconnects after the player object was deleted
  • Changes and fixes to 5.2 features and regressions:
  • Graphics: Fixed 5.2 crash that happened with some shaders when shadows are being used.
  • Mecanim: Fixed crash when disabling GameObject in OnExitState
  • Mecanim: Fixed crash with empty controller
  • Mecanim: Fixed disabled Animator advancing time
  • Mecanim: Fixed LiveLink issues
  • Mecanim: Fixed performance regression
  • Mecanim: Fixed TransitionPreviewer trying to fire AnimationEvents
  • Native Plugin API: Removed IUnityApplication interface.
  • Reflection Probes: Disable blend distance UI when not using deferred shading.
  • Windows Store: Enabeld GPU profiler on Windows 10 universal apps
  • Windows Store: Fixed back button handling in Windows 10 universal apps
  • Windows Store: Fixed Handheld.Vibrate on Windows 10 universal apps
  • Windows Store: Fixed Memory usage display in Windows 10 universal apps
  • Windows Store: Fixed Screen.dpi in Windows 10 universal apps
  • Windows Store: Fixed SDK specific plugins get put into wrong folders on Windows 8.1 universal apps
  • Windows Store: Significantly reduced memory usage of Windows 10 universal apps when running on ARM device. This brings it in line with memory usage on Windows 8.1 applications
  • WP8: Fixed crash on pause/resume.

New in Unity 5.1.2 Patch 3 (Aug 6, 2015)

  • Features:
  • Tizen: Static splash screens are now supported.
  • Improvements:
  • Physics: Renamed 'CollisionDetectionMode2D.None' to 'CollisionDetectionMode2D.Discrete' (Will be auto-updated).
  • Changes:
  • BlackBerry: SystemInfo.deviceModel now returns a useful model string value instead of a hexadecimal number.
  • Windows Standalone: Player exe is no longer signed, icon and version modifications will no longer have digital signature errors.
  • Fixes:
  • (709326) - 2D: Fixed spriteRenderer overwriting materials for objects in case of multiple selection.
  • (707880) - 2D: Prevent all editing in Sprite Editor Window during play mode.
  • (670282) - BlackBerry: Fixed crash that would happen with some projects on the Passport after consecutive runs.
  • (708787) - Editor: Fixed 'Timestamps and assets out of sync' error when renaming a folder outside of Unity and deleting an asset inside of it.
  • (709495) - Editor: When saving a scene in the Windows editor, the characters from the dynamic fonts would disappear.
  • (none) - GI: Fixed issue with baking getting stuck on the bake indirect stage.
  • (679342) - Graphics: Fixed CaptureScreenshot on DX11 when using non-native fullscreen resolution.
  • (702323) - IMGUI: Fixed text vertical position shifting during edit when the line height is too big for the box.
  • (none) - Mecanim: Fixed a bug where a state machine moved to another state machine would disappear.
  • (none) - Merge Tool: Fixed empty base/right files when falling back and used from cmdline and premerge dests are not set.
  • (none) - Merge Tool: Fixed merge conflict when mine and theirs have both added a component of different type to the same GameObject.
  • (none) - Merge Tool: Fixed the error about non existing merge tool path after falling back to 3rd party merge tool on OSX.
  • (none) - Merge Tool: Correctly handle invalid non-unique mapping keys that Unity generates.
  • (none) - Physics2D: Now 'Infinity' cannot be specified for 2D collider offset.
  • (707400) - Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
  • (713073) - Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
  • (692675) - Physics: Fixed WheelCollider not being able to ignore collisions with vehicle body colliders that were added to the already initialised vehicle.
  • (704468) - Physics: Fixed 'Physics2D.GetRayIntersectionXXX' methods being affected by 'Physics2D.raycastsStartInColliders'.
  • (705148) - Physics: Fixed incorrect depth sorting for results of 'Physics2D.GetRayIntersectionXXX' methods.
  • (691057) - Physics: Fixed WheelCollider suspension raycasts being unable to ignore intersections with the car’s body the wheel has been attached to, occasionally.
  • (711981) - Substance: Fixed crash in iOS/il2cpp builds caused by uninitialized SubstanceSystem.
  • (none) - Substance: Using _TexelSize in shaders now works correctly with ProceduralTextures.
  • (715415) - Tizen: Fixed issue where Good autorotation orientations were incorrect.
  • (714670) - UI: Fixed Toggle component not updating when animated.
  • (none) - UnityAnalytics: Fixed RemoteConfig restore of int values.
  • (none) - Version Control: Fixed assets version control cache state not being updated after scene reload.
  • (none) - Version Control: Invalidate version control cache on refresh button click in versioning window.
  • (713630) - VR: Fixed several VR lifecycle related crashes.
  • (714022) - VR: VRDevice.isPresent now returns expected value.
  • (704235) - WebGL: Fixed WebGL builds of projects with long path names on Windows.
  • (714545) - WebGL: Fixed empty Input.inputString.
  • (712636) - WebGL: Fixed UI keyboard inputs.

New in Unity 5.2.0 Beta 5 (Jul 31, 2015)

  • Fixes:
  • iOS: Added support for Xcode 6.4.0 final release
  • iOS: Worked around some plugins not supporting complex shell scripts within Xcode project
  • Mecanim: Fixed Animator tool showing internal AnimatorController
  • Mecanim: Fixed Avatar Configure broken ResetPose when OptmizeGameObject is on
  • Mecanim: Fixed crash when disabling GameObject in OnStateMachineEnter/Exit
  • Mecanim: Fixed error message when deleting an Fbx that is used by an AnimatorController
  • Mecanim: Fixed Scaled UI buttons drifting when Animator has "Apply Root Motion" on
  • Mecanim: Fixed Transtiion Previewer handle manipulation
  • WinRT: Fixed an issue where the editor would prevent building project for Windows 10 Universal Application if it contained any plugins targeting Windows 10 SDK
  • XboxOne: Fixed the "EditorOnlyPlayerSettings property not initialized" error.
  • The following are changes and fixes to 5.2 features and regressions:
  • Mecanim: Fixed console error when editing Transition condition
  • Mecanim: Fixed crash when setting OverrideController
  • Mecanim: Fixed root motion skipping a frame when changing Playable topology
  • WebGL: Fixed empty Input.inputString
  • WebGL: Fixed UI keyboard inputs

New in Unity 5.1.2 Patch 2 (Jul 31, 2015)

  • Improvements:
  • Android: Added support for real 16bit RGB565 backbuffer.
  • VR: Added an option to allow Cameras to render specifically to left/right eye for stereo 3D.
  • Fixes:
  • (none) - Android: Audio - Fixed CPU consumption by FMODAudioDevice thread on GearVR.
  • (none) - Android: Fixed call to ES API without current context.
  • (704009) - BlackBerry: Fixed crash when using Development builds on the STL-001 device.
  • (none) - BlackBerry: Fixed issue that would cause a grey screen to appear between the splash screen and the start of the game.
  • (674706) - iOS/IL2CPP: Allow GetCurrentProcess to work.
  • (none) - iOS/IL2CPP: Allow il2cpp.exe to run when its installation path includes a '#' character followed by a space character.
  • (712470) - iOS/IL2CPP: Corrected Marshal.OffsetOf when using enums fields with FieldOffsetAttribute.
  • (710797), (705882) - iOS/IL2CPP: Prevent a type T from being stripping if it is used an GenericClass field in a MonoBehavior or ScriptableObject that is already being preserved.
  • (none) - Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.
  • (none) - Mono: Fixed monotonic timer overflow to allow usage of timing functions like those in System.Threading with extended uptime.
  • (none) - Samsung TV: Fixed freetype crash on 2013 TV.
  • (none) - Samsung TV: Fixed issue where UnityAnalytics was initializing improperly.
  • (none) - Samsung TV: Fixed race condition that could cause intermittent crashes when managed threads were being used.
  • (none) - Tizen: Fixed an issue with sound stopping when apps are interrupted.
  • (none) - Tizen: Resolve deployment problems on Windows.
  • (695727) - VR Oculus: Camera Viewport Rect now takes up the appropriate amount of Screen space.
  • (703281) - VR Oculus: Fixed crash when trying to access VRSettings.GetNativePtr while the Oculus HMD was not connected.
  • (none) - VR Oculus: HMD can now be connected to application after it has already started. It can also be disconnected and reconnected during application run time.
  • (none) - VR Oculus: Update to latest oculus dependencies.
  • (none) - VR: Camera transforms now reset when VRSettings.enabled is false or the loadedDevice is set to none. Camera parent transforms are not effected.
  • (none) - VR: Fixed stereo rendering regression.
  • (none) - VR: Improved MSAA performance by only antialiasing eye textures, not the composited back buffer.
  • (691345) - VR: Reenable vsync when device is disconnected.
  • (none) - VR: Virtual Reality Supported toggle in player settings no longer recreates the Graphics Device. VRSettings defaults to enabled and oculus if Virtual Reality is supported.

New in Unity 5.2.0 Beta 4 (Jul 24, 2015)

  • Features:
  • New low-level native plugin API.
  • Windows 10 Universal apps now support x64.
  • Changes:
  • GI: Set default BounceScale to 1.
  • Removed hexadecimal color string support from Color and replaced with ColorUtility.
  • Improvements
  • Audio: Finalized Spatialization API (updated SDK and example on https://bitbucket.org/Unity-Technologies/nativeaudioplugins)
  • GI: Allow ambient intensity higher than 1.
  • GI: The size of the last lightmap is now reduced to pack the instances more tightly and not waste space.
  • Graphics: Add SetUVs to Mesh API, it takes a UV channel, and a List of either Vector2, Vector3, or Vector4 as arguments
  • Graphics: Added CommandBuffer.IssuePluginEvent(callback, eventId) to allow invoking a specific callback in a specific native plugin.
  • Graphics: Added linear rendering mode to new OpenGL back-end on desktop.
  • Graphics: Memory saving for meshes with < 300 vertices if dynamic batching is off.
  • Graphics: New GL.IssuePluginEvent(callback, eventId) override allows invoking a specific callback in a specific native plugin.
  • IL2CPP: Improve performance of 'is' operator, 'as' operator, and casting in some cases.
  • IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • iOS: Added build number to Player Settings.
  • iOS: Added support of asset tags and folder references to the Xcode API
  • Mecanim: BlendTree Api now publishes useAutomaticThresholds
  • Particles: Mesh particles now support the Texture Sheet Animation settings
  • Physics: Renamed 'CollisionDetectionMode2D.None' to 'CollisionDetectionMode2D.Discrete' (Will be auto-updated).
  • Reflection Probes: Make deferred probe blend distance configurable
  • Shader: Added finalgbuffer and finalprepass modifiers. They work in the same way as finalcolor does, but are used by the deferred and prepass base paths respectively for altering what would be written into the gbuffer.
  • Shader: decal:add surface shaders now generate code for deferred and legacy deferred paths if finalgbuffer and finalprepass modifiers are specified.
  • Shader: Now skip_variants directive skips user variants as well.
  • Terrain: Now terrain renders in deferred and legacy deferred path.
  • UI: Add callback to MaskableGraphic for when it becomes culled via the 2d culling API
  • UI: Make the default value for a slider / scrollbar be 0
  • UI: Remove (Pro Only) from UI shaders as they can be used on any version of Unity since 5.0
  • WebGL: Allow Type.GetType(string) and its overloaded methods to work without Exception Support set to Full.
  • Fixes:
  • Android: Added API level 22 to the minSdk list
  • Android: Audio - Fixed issues on GearVR when the device does not report FEATURE_AUDIO_LOW_LATENCY
  • Android: Editor - fix GLES31+AEP player settings
  • Android: IL2CPP - fixed compilation when path has whitespaces
  • Android: JNI - fixed long data type
  • Editor: Automatically checkout ProjectSettings/ProjectVersion.txt if needed.
  • Editor: Clear old main menus on Windows
  • Editor: Dirty materials when fixing HDR texture to ensure previews are updated
  • Editor: Fix 'Timestamps and assets out of sync' error when renaming a folder outside of Unity and deleting an asset inside of it.
  • Editor: Fix disabled scrollbar in lighting window lightmaps tab
  • Editor: Fix non character keys being mixed up with character keys on shortcuts.
  • Editor: Fix Null reference exception on the Inspector
  • Editor: Fixed Gradient not updating when an Undo is performed.
  • GI: Ambient GI value not changing based on disabled realtime/baked GI.
  • GI: Fixed crash in CreateSnapshotForReflectionProbe when trying to rebake reflection probes. Show message to user that she should bake a snapshot first.
  • GI: Fixed environment reflection cubemap getting unloaded after the scene was loaded using Application.LoadLevel for scenes that used the Auto lighting build mode.
  • GI: Fixed lightmap shader variant stripping for realtime lightmaps. Now each lightmaps mode (non-directional, directional and directional specular) variant can be picked for baked and realtime GI separately. Please review your settings if you selected a specific lightmaps mode variant in the Graphics Settings to make that mode work for realtime lightmaps.
  • GI: Fixed UV packing for baked UVs not filling the 0-1 space (smaller or bigger). Fixes a bunch of issues where one object with stray UVs could overlap other objects and cause dark spots. Also makes the resolution assigned to each object work much more reliably if that object's unwrap is not filling the 0-1 space and also when its bounds are non-square. Please review the resolution on your instances for baked lightmaps.
  • GI: Lightmap snapshot gets cleared when clearing GI Cache.
  • Graphics: Apply hard limit on font size of 500 in more places than just font importer.
  • Graphics: Fix CaptureScreenshot with letterboxed editor game view (5.2 regression).
  • Graphics: Fixed a shader compiler error on OpenGL ES platforms where dot() between a vec3 and a float would fail to add an upcast.
  • Graphics: Fixed BGRA texture format on OpenGL ES 3.0
  • Graphics: Fixed CaptureScreenshot on DX11 when using non-native fullscreen resolution.
  • Graphics: Fixed crash while using -force-gles on MacOSX
  • Graphics: Fixed editor rendering black views when running with OpenGL ES 2.0
  • IL2CPP: Allow the AssemblyName::GetPublicKeyToken method to return an array of only eight bytes.
  • IL2CPP: Correct a C++ compiler error in generated code: "No matching function for call to 'il2cpp_codegen_raise_exception'".
  • IL2CPP: Correct an intermittent hang which can occur in the garbage collector.
  • IL2CPP: Correct be problem with the generated C++ code which causes the C++ compiler error: "Member reference base type 'intptr_t' (aka 'long') is not a structure or union" when unsafe C# code is used to index into an array of pointers to structures.
  • IL2CPP: Fix binary operations using mixed integer types.
  • IL2CPP: Fix bug in Boo script related to generic interface methods.
  • IL2CPP: Fix codegen issue when using a field type a struct that has no instance fields.
  • IL2CPP: Fix CultureInfo.GetCultures()
  • IL2CPP: Fix marshaling code for IntPtr parameters marked with [Out] attribute.
  • IL2CPP: If "Fast but no Exceptions" is selected, any managed exception which escapes out of managed code will cause the AppDomain.UnhandledException event to be executed and application will abort (this is the same behavior as the Mono scripting backend).
  • IL2CPP: Implement the previously unsupported AppDomain::InternalGetDefaultContext and AppDomain::InternalGetContext icalls.
  • IL2CPP: Prevent the exception "ArgumentException: Value does not fall within the expected range." during a call to the JoinMulticastGroup method.
  • IL2CPP: Prevent the following error from il2cpp.exe at conversion time: "Attempting to constrain a value of type 'X' to type 'Y'." for two different types X and Y.
  • iOS: Fixed a regression that caused very poor performance of trying to load non-existing system fonts
  • iOS: Fixed a regression which caused appending builds with native plugins to fail
  • iOS: Fixed a regression which disables appending builds in folders more than one level away from the project folder .
  • iOS: Fixed stripping of GameCenter social platform
  • Linux: Fix button down reports when querying any joystick and multiple joysticks are connected.
  • Linux: Fix key release regression.
  • Mecanim: Fixed a bug where a state machine moved to another state machine would disappear.
  • Mecanim: Fixed Animator.speed set in Start() not working.
  • Mecanim: Fixed Blend tree max/min thresholds not being updated when changed through dragging on the graph in the inspector.
  • Mecanim: Fixed broken BlendTree slider with some BlendTree configuration.
  • Mecanim: Fixed error message when changing clip selection in ModelImporter.
  • Mecanim: Fixed OnStateMachineEnter/Exit not being called on layers.
  • Mecanim: Fixed reloading of BlendTree when AnimatorController file modified externally.
  • OS X Standalone: Fixed fullscreen mode
  • Particles: Fixed Particle curve editor preview not refreshing on Undo
  • Particles: Fixed Shuriken particle system bugs (Limit Velocity Over Lifetime was FPS-dependent, and some spawn parameters weren't random enough).
  • Particles: Shuriken sub-emitters sometimes didn't fire
  • Physics: Fixed 'Physics2D.GetRayIntersectionXXX' methods being affected by 'Physics2D.raycastsStartInColliders'.
  • Physics: Fixed incorrect depth sorting for results of 'Physics2D.GetRayIntersectionXXX' methods.
  • Plugins: Default Standalone settings for CPU specific plugins will be correctly set once again, additional this path variation is now possible as well, for ex., "Assets\MyPackage\Plugins\x86\Plugin.dll".
  • Substance: Fix crash in iOS/il2cpp builds caused by uninitialized SubstanceSystem.
  • Substance: Using _TexelSize in shaders now works correctly with ProceduralTextures.
  • UI: Allow UI elements to render in overlay mode even if they don't have a shader that requires lighting
  • UI: Characters from Dynamic Font disappear when Scene is saved
  • UI: Fix issue with UI stencil breaking in editor due to materials that were deleted being passed through to the render pipeline.
  • UI: Only call 'PointerDrop' callback if we have begun a pointer drag
  • UI: Stop disabled graphics from blocking raycasts
  • UI: Stop OnValidate being called at inappropriate times for UI elements
  • UI: When overriding sorting ensure to calculate the bounds using the generated mesh of the correct sub Canvas
  • Windows Phone 8: Fixed corrupted display resolution when screen is rotated in Landscape mode.
  • Windows Store Apps: Application will correctly change its resolution when display resolution changes on DX12.
  • Windows Store Apps: Application.isMobilePlatform will now return true
  • Windows Store Apps: fix incorraectly reported PlayerPrefs corruption after upgrading to Unity 5.1
  • Windows: Both Editor and Windows Standalone will correctly report Windows 10 via SystemInfo class.
  • The following are changes and fixes to 5.2 features and regressions...
  • Fixes:
  • Mecanim: Fixed accessing StateMachineBehaviours when using Playables.
  • Mecanim: Fixed AnimationWindow not working well with AnimatorParameter.
  • Mecanim: Fixed broken Animator Unscaled Time.
  • Mecanim: Fixed crash when using empty AnimatorController.
  • Mecanim: Fixed Playable graph topology change resetting root transform.

New in Unity 5.1.2 Patch 1 (Jul 23, 2015)

  • Improvements:
  • iOS: Make WWW.text to actually contain error response in case of non-200 status.
  • WebGL: Added WebGLInput.captureAllKeyboardInput API to allow web page content to get keyboard input.
  • Changes:
  • Samsung TV: Users are now able to set the system language via SamsungTV.SetSystemLanguage. Users will need to fetch the system language via Samsung's GSP API plugin.
  • Xbox One: Unity is now built using the June 2015 QFE 1 XDK. You will need to have this XDK installed on your PC and use the matching or a later recovery.
  • Fixes:
  • (701873) - Android: Fixed performance regression in Resources.Load.
  • (703999) - Android: Fixed texture compression setting for RGBA textures.
  • (694503) - Asset Loading: Fixed missing references when scene is loaded from an asset bundle which contains multiple scenes.
  • (707079) - AssetBundle: Fixed the crash when a scriptable object is referenced from the scene.
  • (683134) - AssetBundle: Fixed the issue that AssetBundle with packed textures includes source textures in addition to the atlased version.
  • (673296) - Editor: Enabling Script Only Build option will only affect platforms that allow the option.
  • (707688) - GI: Fixed crash when building lighting.
  • (690395) - Graphics: Added extra protection against depth buffer in editor windows being accidentally disabled.
  • (697054) - Graphics: Fixed a crash compressing an already compressed texture in script.
  • (678429) - Graphics: Fixed an issue where setting RenderSettings.reflectionIntensity via script had no effect on the scene.
  • (700698) - Graphics: Fixed artifacts in alpha channel of ATC-compressed RGBA textures when using Mac OS X Editor.
  • (662018) - Graphics: Fixed swizzling of BGRA32 texture data on D3D11 and Xbox360.
  • (681662) - Graphics: Switching shaders in material inspector should reset material's render queue to default.
  • (701319) - Graphics: When using COLORMASK and D3D9, the mask was not correctly set for MRT render targets.
  • (693316) - Graphics: Configurable vertex compression to fix lightmap UVs shifting.
  • (691477) - Graphics: Fixed crash calling GetPixels with a 0x0 texture
  • (697178) - Input / OSX standalone: Mouse buttons are registered when configuring input settings.
  • (704815) - Input: Fixed touch input hanging a Windows application if a second 'touch window' is created in a plugin.
  • (704335) - Inspector Functionality: Fixed component Help buttons on OS X.
  • (711284) - iOS/IL2CPP: Allow the AssemblyName::GetPublicKeyToken method to return an array of only eight bytes.
  • (689976) - iOS/IL2CPP: Corrected an intermittent hang which could occur in the garbage collector.
  • (709995) - iOS/IL2CPP: Corrected a problem with the generated C++ code which caused the C++ compiler error: "Member reference base type 'intptr_t' (aka 'long') is not a structure or union" when unsafe C# code was used to index into an array of pointers to structures.
  • (712713) - iOS/IL2CPP: Ensure methods needed for enum arrays are converted.
  • (708876) - iOS/IL2CPP: Fixed binary operations using mixed integer types.
  • (770440) - iOS/IL2CPP: Fixed bug in Boo script related to generic interface methods.
  • (689586) - iOS/IL2CPP: Fixed CultureInfo.GetCultures().
  • (none) - iOS/IL2CPP: Fixed marshaling code for IntPtr parameters marked with [Out] attribute.
  • (708527) - iOS/IL2CPP: If "Fast but no Exceptions" is selected, any managed exception which escapes out of managed code will cause the AppDomain.UnhandledException event to be executed and application will abort (this is the same behavior as the Mono scripting backend).
  • (676797) - iOS/IL2CPP: Implemented the IsTransparentProxy icall, which always returns false.
  • (705751) - iOS/IL2CPP: Implemented the previously unsupported AppDomain::InternalGetDefaultContext and AppDomain::InternalGetContext icalls.
  • (none) - iOS/IL2CPP: Improved performance of 'is' operator, 'as' operator, and casting in some cases.
  • (711712) - iOS/IL2CPP: Prevent the following error from il2cpp.exe at conversion time: "Attempting to constrain a value of type 'X' to type 'Y'." for two different types X and Y.
  • (none) - iOS/IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • (706601) - iOS: Fixed a regression that caused very poor performance of trying to load non-existing system fonts.
  • (709024) - iOS: Fixed crash accesing WebCamTexture videoRotationAngle and videoVerticallyMirrored before it is fully inited.
  • (709063) - iOS: Fixed snapshot creation (when going to background) on pre-ios8.
  • (650630) - Mac OS X Standalone: Fixed stripping of debug symbols in release player builds.
  • (705342) - Mecanim: Fixed performance regression for AnimationUtility.SetEditorCurve().
  • (693714) - Metal: Fixed shader translation of matrix+scalar, matrix-scalar, matrix/scalar operations.
  • (]693714](http://issuetracker.unity3d.com/issues/shader-metal-incorrectly-compiled-metal-shader-there-is-no-cast-for-different-types)) - Metal: Fixed some issues with shader translation of matrices with different precision.
  • (none) - Networking: Fix for llapi statistic function + new statistic function GetNetworkLostPacketNum().
  • (none) - Networking: Timing service is working now.
  • (none) - OS X: Fixed building on OS X El Capitan.
  • (706330) - OSX standalone: Fixed mouse input and rendering issues after the application is moved to a different screen and is made fullscreen.
  • (703073) - Physics: Fixed an issue where OnTriggerStay would not be called on children in compound colliders.
  • (none) - Samsung TV: Added missing Indian character sets to 2015 TV.
  • (695246) - Scripting: Fixed potential crashes during domain reloads when user code throws NullReferenceException in AppDomain.DomainUnload / AppDomain.ProcessExit events.
  • (643440) - Serialization: Fixed incorrect clamping of LayerMask when set through SerializedProperty.intValue.
  • (706380) - Substance: Fixed crash with BakeAndDiscard ProceduralMaterials.
  • (none) - Tizen: Fixed corrupted audio.
  • (none) - Tizen: Fixed errors when building projects that contain spaces in the path.
  • (693283), (672115) - UI: Fixed issue in UI components Slider, Outline, Shadow & Position as UV1 not updating when their values are animated.
  • (none) - UnityAnalytics: Remote config fix added.
  • (none) - WebGL: Allow Type.GetType(string) and its overloaded methods to work without Exception Support set to Full. IL2CPP: Properly look up a type using the Type.GetType(string) method during a case-insensitive search.
  • (700861) - WebGL: Fixed backspace key navigating away from page in Chrome.
  • (705045) - WebGL: Fixed mouse button state after double click.
  • (711745) - Windows Store Apps: Application.isMobilePlatform will now return true.
  • (710069) - Windows Store Apps: Fixed incorrectly reported PlayerPrefs corruption after upgrading to Unity 5.1.
  • (708668) - Xbox One: Fixed instances where Compute Shaders would not compile.
  • (705618) - Xbox One: Fixed spelling errors in ESRB ratings strings in the Player Settings.
  • (701308) - Xbox One: Level and asset files are paired correctly in the auto-generated package manifest.
  • (none) - Xbox One: Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.

New in Unity 5.2.0 Beta 3 (Jul 18, 2015)

  • Features:
  • Out of the box support for Visual Studio Tools for Unity (aka UnityVS)
  • Backwards Compatibility Breaking Changes:
  • Windows Store Apps/Windows Phone 8.1/Windows Universal Apps: Unity will generate projects in a consistent way with Visual Studio. For ex., When specifying project names with whitespaces or symbols like '-', '.', Unity will no longer strip those symbols when creating folders, note this might break existing projects if you're building on top of old directory and your project name contains one of these symbols.
  • Windows Store Apps/Windows Phone 8.1/Windows Universal Apps: Unity will properly use project name instead of hardcoded "Template" word, when creating App.xaml, App.xaml.cs, MainPage.xaml, MainPage.xaml.cs, AssemblyInfo.cs files.
  • Improvements:
  • C# Project Generation: included extensions and rootnamespace now configurable in ProjectSettings->EditorSettings
  • C# Project Generation: only one set of project files will be generated, based on what the preferred external editor is.
  • Linux: Enable experimental GL core profile mode (via -force-glcore and friends)
  • Mecanim: Added a "destructive action" prompt when deleting blend tree nodes, so that the behaviour is consistent between StateMachine and BlendTree graphs.
  • Mecanim: Clarify doc for Animator.bodyPosition and bodyRotation.
  • Mecanim: Fixing empty State Machine Behaviour after compilation error
  • Mecanim: Support Layers Affect Mass Center for AnimatorControllerPlayable.
  • Mecanim: Updated documentation for AnimatorOverrideController.
  • Playables: Improved connection API: GetInput(index), GetInputCount, ClearInputs, and more.
  • Playables: No longer necessary to create a PlayableController to play a tree of Playables. The Animator (and other DirectorPlayer) now expose new Play(Playable root) API.
  • Substance: Updated the Substance Engine libraries to Substance Designer 5.1.1 feature parity.
  • XboxOne: Improved performance for certain audio operations: converting float to PCM16 formats, mixing audio for one speaker configuration to another, and linear resampling.
  • XboxOne: Unity is now build using the June 2015 QFE 1 XDK. You will need to have this XDK installed on your PC and use the matching or a later recovery.
  • Fixes:
  • Android: Added support to create a real 16bit RGB565 backbuffer. Deprecated Handheld.use32BitDisplayBuffer
  • Android: Buildpipe - Android Libraries can now be excluded from build in the Plugin Inspector
  • Android: Buildpipe - Fixed assets folders in aar files
  • Android: Fixed ATC texture compression for RGBA textures
  • Android: Fixed bug that caused texture format RGBA4444 to be used for RGBA textures even when overriding in build settings
  • Android: Fixed performance regression in Resource.Load when calling it multiple times for the same resource
  • Asset Management: Changes to scripts are now correctly processed synchronously, fixing a range of issues with scripts relating to asset processing at import time
  • Editor: Fix scene view window still being tinted in playmode when an overlay was active.
  • Editor: Fix scene's GI is not updated after building AssetBundle or opening the same scene.
  • Editor: In play mode, tick one more frame after the editor is not active, so that the game can get a chance to respond to being paused.
  • Graphics: Fix for call to OpenGL ES API without current context when using the multi-threaded renderer
  • Graphics: Fixed issue with MaterialPropertyBlock not working with Particles.
  • IL2CPP: Fix crash when using OnCollisionEnter2D with no parameters
  • Input: Fixed touch input hanging a Windows application if a second 'touch window' is created in a plugin
  • Mecanim: Do not activate runtime State parameter on parameter rename.
  • Mecanim: Fixed crash when building AnimatorController with empty layer.
  • Mecanim: Fixed crash when importing certain FBX file.
  • Mecanim: Fixed crash when loading scene in playmode with an asset bundle containning a controller.
  • Mecanim: Fixed crash when selecting a state with a null StateMachineBehaviour due to compilation errors.
  • Mecanim: Fixed display of transition pivot curves.
  • Mecanim: Fixed performance regression for AnimationUtility.SetEditorCurve()
  • Mecanim: Fixed runtime optimize/deoptimize hierarchy of GameObject.
  • Mecanim: Fixed selection of blend tree items when multiple instances of the same motion occur in the same blend tree.
  • Mecanim: Fixed synced timing UI for additive layer.
  • Mecanim: Fixed Transition interruption in destination State ExitTime.
  • Mecanim: Removed Abstract StateMachineBehaviours from the list offered to users.
  • Merge Tool: Fix empty base/right files when falling back and used from cmdline and premerge dests are not set
  • Merge Tool: Fix merge conflict when mine and theirs have both added a component of different type to the same GameObject
  • Merge Tool: Get rid of error about non existing merge tool path after falling back to 3rd party merge tool on OSX
  • Merge Tool: Handle invalid non-unique mapping keys that Unity generates
  • OpenGL ES: Fixed blit from backbuffer into RenderTexture
  • Shuriken: Fixed various particle system bugs
  • Substance: Fix crash in standalone builds when handling BakeAndDiscard materials.
  • Substance: Fix memory leak in the Editor.
  • Substance: Fix Resources.Load() and Resources.LoadAll() not waiting for ProceduralTexture generation completion before returning.
  • Terrain: Fixed crash after baking navmesh if there are LOD trees painted.
  • Terrain: Fixed crash when reimporting a billboard asset.
  • Version Control: Allow adding a new file under the name of a deleted file even if the deletion hasn't been committet
  • Version Control: Correct overlays for assets where .meta files are out of sync with their assets
  • Version Control: Fix assets version control cache state not being updated after scene reload
  • Version Control: Fix spelling of 'check out' to be consistent
  • Version Control: Invalidate version control cache on refresh button click in versioning window
  • Version Control: Make some version control class constructors internal
  • WebGL: Fixed DXT5 decompressor which resulted in slightly imperfect textures
  • Windows Store Apps/Windows Phone: fix build when native plugin uses collection interfaces with nested generic parameters
  • Windows Store Apps: Application will correctly change its resolution when you change display resolution.
  • XboxOne: Enabling Script Only Build option will only effect platforms that allow the option.
  • XboxOne: Fixed instances where Compute Shaders would not compile.
  • XboxOne: Fixed spelling errors in ESRB ratings strings in the Player Settings.
  • XboxOne: Level and asset files are paired correctly in the auto-generated package manifest
  • XboxOne: Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.

New in Unity 5.1.2 (Jul 17, 2015)

  • Improvements:
  • Analytics: Added cloudProjectId to hwstat.
  • Android: Audio - Enabled OpenSL for GearVR.
  • Animation: Group material color channel curves. Removing one curve will automatically remove other channel curves of the same color property.
  • Documentation: Docs for Audio / VR / UNet updated.
  • Editor: Informative message will be shown in the material inspector when the material property block values are used.
  • Graphics: Added options for opaque object sorting control, see Camera.opaqueSortMode.
  • iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.
  • Terrain: Expose TerrainData.SetHeightsDelayedLOD and Terrain.ApplyDelayedHeightmapModification to allow users to achieve high frame rates while doing interactive terrain editing.
  • Windows Editor Installer: Use dism.exe to install .net framework5, for a more silent experience when using /S silent installer option.
  • Xbox One: Unity now builds with the June 2015 XDK. You must have the June XDK installed on your PC and use the matching or later recovery on your console.
  • Changes:
  • 2D: SpriteRenderer will have light and reflection probes turned off by default. They can still be turned on manually.
  • Fixes:
  • (699578) - 2D: Fixed the issue where it was unable to set Sprite mode to multiple.
  • (701438) - Animation: Animating properties of the material with the custom shader does not cause error on the first play in editor.
  • (699383) - Animation: Reject avatar creation when the skeleton is missing intermediary bones.
  • (665246) - Animation: Remove relative material property blocks when the animator component is being removed.
  • (706635) - Asset Loading: Ignoring hidden dll files.
  • (690156) - Asset Management: Now allow prefab instances with a missing prefab template to be reparented.
  • (670070) - Audio: Audio clip "Force to Mono" now has an option for applying normalization after downmix.
  • (705599) - Audio: Fixed: FSBTool crashed during audio import on Windows XP / N platforms and very short audio files.
  • (694539) - CacheServer: Asset bundle names are not properly imported from metafiles.
  • (702628) - Deployment Management: Fixed crash when selecting 'Scripting Backend' in standalone Player Settings.
  • (670391) - DX11: Don't spam refCount==0 error messages when some 3rd party tools hook into DX11.
  • (703205) - DX11: Fixed non-native resolution fullscreen being too dark when in Linear color space.
  • (686697) - Editor OSX: Fixed custom cursor getting set back to default arrow when used in the editor.
  • (686697) - Editor OSX: Fixed games setting the cursor to null wouldn't take affect in the editor.
  • (692047) - Editor: Removed MSVCRT dependency for WebGL build.
  • (705649) - Editor: Search correct 32/64bit program files on windows for diff tools.
  • (none) - Editor: Texture3D sizes up to 2048 are now allowed (previously the limit was 1024).
  • (none) - GearVR: Removed log spam about user profile.
  • (705573) - GI: Fixed intermittent crash related to realtime lightprobes.
  • (none) - GLES: Fix for TC Particles package from the Asset Store.
  • (699694) - GLES: Fixed crash when using multithreaded renderer and using shader that uses vertex colors when the mesh data doesn't contain vertex colors.
  • (705269) - GLES: Fixed shader compiler crash for some shaders that use scalar pixel shader inputs, and other issues.
  • (696397) - GLES: Fixed standard shader rendering issues with Mali GPUs.
  • (707361) - GLES: Fixed tessellation shaders when multiple texcoords are packed into one vec4.
  • (none) - GLES: Workaround for Adreno 4xx driver bug where binary shaders would break if the shader program contains geometry shaders.
  • (700474) - Graphics: Fixed a bug when loading single channel JPEGs using Texture2D.LoadImage.
  • (698775) - Graphics: Fixed issue in Texture2D.LoadImage when loading indexed PNG images that contain an alpha channel.
  • (689087) - iOS: Added a limit for iOS acceleration event queue.
  • (681384) - iOS: Added additional Japanese fallback font.
  • (699574) - iOS: Added iOS Thai font for 8.2.
  • (701425) - iOS: Added support for Xcode 6.3.2.
  • (704699) - iOS: Added support for Xcode 7 beta.
  • (689410) - iOS: Allow to append builds made with different scripting backend.
  • (705241) - iOS: Don't add header files to il2cpp Xcode project.
  • (699907) - iOS: Don't include managed dll files in il2cpp build.
  • (710126) iOS: Fixed a regression which caused appending builds with native plugins to fail
  • (710818) iOS: Fixed a regression which disables appending builds in folders more than one level away from the project folder
  • (702900) - iOS: Fixed stuck "Launch screen type" setting.
  • (682882) - iOS: Include iOS Xcode API documentation.
  • (685439) - iOS: Lightmapped objects with legacy shaders lit with realtime light in legacy deferred no longer render incorrectly.
  • (695118) ,(701548) - iOS/IL2CPP: Added support for PreserveAttribute to prevent classes, methods, fields and properties from being stripped in IL2CPP.
  • (705724) - iOS/IL2CPP: Allow Type.GetType(string) to return a proper value on 32-bit ARMv7 builds.
  • (708137) - iOS/IL2CPP: Avoid boxing of value types during null checks in generic code.
  • (700507) - iOS/IL2CPP: Avoid deadlock during UnloadUnusedAssets.
  • (691607), (667147) - iOS/IL2CPP: Corrected an exception during code conversion which has the error message "Invalid global variables count" when converting some UnityScript assemblies.
  • (704018) - iOS/IL2CPP: Ensure that GetCurrentMethod returns the proper value, even when the generated native method is inlined.
  • (none) - iOS/IL2CPP: Fix embedded resources.
  • (695179) - iOS/IL2CPP: Fixed a crash which occurred when Ldvirtftn opcode was used on a non-virtual method.
  • (691404) - iOS/IL2CPP: Fixed a rare case when bytecode stripper would incorrectly strip wrong overloaded generic virtual method.
  • (697860) - iOS/IL2CPP: Fixed codegen issue when using a field type a struct that has no instance fields.
  • (696986) - iOS/IL2CPP: Fixed ConstructorInfo.Invoke() returning null for Nullable types.
  • (694436) - iOS/IL2CPP: Fixed IL2CPP generated code in if (...) block if the condition operand was an IntPtr.
  • (694436) - iOS/IL2CPP: Fixed IL2CPP generated marshaling code for marshaling IntPtr into any other primitive type.
  • (702879) - iOS/IL2CPP: Fixed marshaling arrays of structs marked with [Out] attribute.
  • (696745) - iOS/IL2CPP: Generate correct C++ code for the IL add opcode with pointers in unsafe C# code.
  • (699644) - iOS/IL2CPP: Handle 'void' type parameter.
  • (706613) - iOS/IL2CPP: Handle invalid IL generated by UnityScript compiler for delegates.
  • (698589) - iOS/IL2CPP: iOS/IL2CPP: Correct RPC implementation for the UnityEngine.Networking namespace.
  • (696187) - iOS/IL2CPP: Prevent a C++ compiler error in generated code about an undeclared identifier with the test "Unused local just for stack balance".
  • (702203) - iOS/IL2CPP: Prevent a C++ compiler error in generated code which happens when a pointer is assigned a value which is a uintptr_t in converted unsafe C# code.
  • (691077) - iOS/IL2CPP: Prevent a crash in the NetworkManager initialization when the Stipping Level option is not set to Disabled.
  • (702696) - iOS/IL2CPP: Prevent a runtime exception with IL code in an enumerator's MoveNext method when the enumerator's return type is a constrained generic type.
  • (693259) - iOS/IL2CPP: Prevent AES encryption types from being incorrectly stripped when they are used.
  • (703294) - iOS/IL2CPP: Prevent an exception during code generation when the default value of a field is not the same type as the field.
  • (695319) - iOS/IL2CPP: Prevent an intermittent crash on ARM64 when an live object is incorrectly reclaimed but the garbage collector.
  • (697757) - iOS/IL2CPP: Prevent the exception: "System.ArgumentException: enumType is not an Enum type." from occurring for a generic type used with an enum type argument.
  • (704069) - iOS/IL2CPP: Prevent the player build process from using older generated C++ source files from a previous build.
  • (708137) - iOS/IL2CPP: Speed up generic method calls on value types.
  • (705860) - iOS/IL2CPP: The Preserve attribute can now be used in the managed code for an assembly to preserve all of the code in an assembly.
  • (705860) - iOS/IL2CPP: The preserve attribute can now be used with the assembly element in a link.xml file to preserve all of the code in an assembly.
  • (691008) - iOS/IL2CPP: When compiling scripts for the player, appropriate UnityEngine.UI.dll will be referenced now.
  • (704998) - License: Added network timeout for all pending operations.
  • (704271) - License: Clear error message once valid serial is entered.
  • (700738) - License: Fixed an issue with Operating System ID changing on Windows 10.
  • (702313) - License: License activation staying stuck in Updating or Connecting screen.
  • (704270) - License: Replace generic invalid serial message with more meaningful message
  • (706183) - Linux: Fixed key release regression.
  • (none) - Mecanim: Fixed assert when using Optimize Game Object on object that are parented.
  • (none) - Mecanim: Fixed continuity in FixedTime transition with ExitTime.
  • (none) - Mecanim: Fixed crash when using AnimatorController in asset bundles.
  • (697582) - Merge Tool: Fixwd merging of scenes/prefabs with out of order objects.
  • (700533) - MonoDevelop: Fixed issue with Attach button in attach to process dialog not responding to clicks.
  • (673868) - MonoDevelop: Fixed Unity crash when inspecting enum value in MonoDevelop debugger.
  • (699556) - MonoDevelop: Fixed Unity crash when using the debugger to inspect a property that only has a getter that returns a struct. E.g. Sprite.bounds.
  • (701421) - Networking: Added missing check for NetworkIdentity on NetworkManager object.
  • (699613) - Networking: Added missing error message for more than 32 SyncVars in a NetworkBehaviour script.
  • (692633) - Networking: Added missing error message for multiple NetworkManagers in a scene.
  • (697809) - Networking: Added missing validation for invalid method signatures on network methods.
  • (693234) - Networking: Added missing validation for SyncVars of invalid types.
  • (697118) - Networking: Adding missing error message for using network custom attributes in non NetworkBehaviour derived scripts.
  • (701760) - Networking: Fix for allowing multiple network components on the same game object.
  • (697682) - Networking: Fix for ClientRpc call failing when called on a base class.
  • (698103) - Networking: Fix for ClientRpc calls being invoked out of order on localClient.
  • (696932) - Networking: Fix for ClientRpc calls not being invoked for scene objects on a local client.
  • (697824) - Networking: Fix for exception when sending a game object component as an argument to RPC calls.
  • (696579) - Networking: Fix for foldouts in NetworkManager inspector not saving state.
  • (none) - Networking: Fix for garbage at the end of broadcast messages.
  • (697502) - Networking: Fix for implementing Update() in a class derived from NetworkManager causing client connection callbacks to not be called.
  • (none) - Networking: Fix for IsAcksLong flag doesn't work.
  • (697754) - Networking: Fix for isServer still being true after server was stopped.
  • (701235) - Networking: Fix for not being able to detect idle connections.
  • (697730) - Networking: Fix for setting MaxConnection to zero causing exception in NetworkManager.
  • (697102) - Networking: Fix for SyncVars not working with script inheritance.
  • (698321) - Networking: Fix for UNetWeaver exception generating an exception when SyncListStruct used directly without a derived class.
  • (698732) - Networking: Fix for unserializating NetworkIdentity references failing on a dedicated server.
  • (none) - Networking: Fixed - localdiscovery doesn't work on osx and ios.
  • (704949) - Networking: Fixed the problem with host which was added removed and added back. Last add will finish with error - cannot open socket.
  • (none) - Networking: Fixed the problem with long acks.
  • (701313) - Networking: Fixed UNetWeaver exception when processing large projects, also improved speed with large projects.
  • (697117) - Networking: NetworkTransform now auto-detects CharacterController and pick the correct sync method when added to a game object.
  • (577228) - Physics 2D: Ensure that both friction and bounce are updated when the PhysicsMaterial2D is set on a Collider2D from script.
  • (705901) - Physics 2D: Ensure that Rigidbody2D interpolation or extrapolation do not modify the Transform Z position.
  • (703846) - Physics 2D: Fixed a child Rigidbody2D not correctly updating its position/orientation when it's using interpolation and the parent transform changes.
  • (683964), (696095) - Physics 2D: Fixed various One-Way behaviour issues in PlatformEffector2D.
  • (702907) - Physics 2D: MotorSpeed on SliderJoint2D is now in meters/sec (linear motor) not degrees/sec (not angular motor).
  • (697547) - Physics 2D: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • (701932) - Physics 2D: Rigidbody2D constraints are now based upon the center-of-mass and not the body position.
  • (701202) - Physics 2D: Stop crash if 2D effector is needed but there is none.
  • (697637) - Physics 2D: Stop NullReferenceException when editing PolygonCollider2D.
  • (699169) - Physics: Fixed a crash when trying to report a MeshCollider error while the MeshCollider's SharedMesh was null.
  • (685107) - Physics: Fixed an issue in PhysX where a capsule would fail to collide with a triangle mesh.
  • (441764) - Physics: Fixed an issue in PhysX where capsule-capsule collision detection would erroneously fail when the capsules' axes were almost aligned.
  • (698701), (698702) - Physics: Fixed HingeJoint SetMotor, SetLimits, SetSpring only being set correctly if the said properties was already enabled.
  • (697543) - Physics: Fixed issue in PhysX where PhysX would hang on certain Android devices.
  • (705471) - Physics: Fixed problem in PhysX that would cause SphereColliders to bounce when rolling over the triangles of a MeshCollider.
  • (697849) - Physics: HingeJoint now correctly measures the hinge angle regardless of the initial rotation between the two hinged bodies.
  • (686576) - Revert baked lightmap texture compression quality from best back to normal. Speeds up compositing step.
  • (none) - Samsung TV: Resolved security issue that allowed for arbitrary code execution.
  • (none) - SamsungTV: Fixed security false-positive. The 2013 and 2014 TVs can now be deployed to successfully.
  • (none) - Script Editors: Generate and open solution when External Script Editor is set to Xamarin Studio.
  • (693537) - Serialization: Disallow EditorOnlyPlayerSettings custom properties usage without initialization
  • (none) - Shaders: Fixed broken constant buffer info on OpenGL ES compute shaders with multiple kernels
  • (705485) - Shaders: Fixed GLSL/Metal translation of shaders that use all uppercase SV_TARGET semantic.
  • (670391) - Shaders: Fixed GLSL/Metal translation of shaders that use non-uppercase SV_Position semantic.
  • (704497), (704501) - Shaders: Fixed resource binding regression breaking TC Particles asset store package.
  • (none) - Shaders: Increased timeout for shader import time processing; helps with complex compute shaders.
  • (676585) - Substance: Fix hang/crash when entering playmode with the Profiler window open.
  • (none) - Tizen: Added docs about native plugins on Tizen.
  • (none) - Tizen: Added Tizen to the default platforms list.
  • (none) - Tizen: Fixed plugin loading.
  • (689600) - UI: Number of batches created for UI scene back down to 5.0 number.
  • (697556) - Unified GL: Fix for DX11-style Depth-of-Field image effect: fix boolean variable handling in shader compiler.
  • (none) - Unified GL: Fix for shader errors when swizzles were incorrectly applied to scalar values.
  • (697556) - Unified GL: Fixed a crash when current and pending framebuffers have different attachment counts.
  • (707761) - Update Checker: Wait for Home Window to be closed before checking for updates
  • (none) - VR: Don't update the head pose until Camera has latched the reference frame.
  • (702042) - VR: Enabling / disabling virtual reality support in the editor nolonger affects standalone players.
  • (704263) - VR: Fix issue where GUI could be inadvertently flipped.
  • (none) - VR: Fix issues with VRSettings.loadedDevice
  • (709060), (703989) - VR: Fix rendering issues when camera parent is scaled.
  • (none) - VR: Fixed anti aliasing.
  • (none) - VR: Fixed aspect ratio of game view and standalone window.
  • (705638) - VR: Fixed GearVR crash with Android Personal Edition.
  • (none) - VR: Fixed linear lighting.
  • (706852) - VR: Fixed upgrade issue from 5.1.1 which could result in VR loss of functionality.
  • (none) - VR: Reset camera-to-origin pose on scene load to prevent gross error.
  • (none) - WebGL: Fixed an issue using System.IO.Compression.DeflateStream API.
  • (none) - WebGL: Fixed error messages when refreshing or unloading the page.
  • (none) - WebGL: Fixed WWW Downloads failing if they take longer then 5 seconds.
  • (none) - WebGL: Prevent a runtime error due to the NetworkManager and MasterServerInterface not being correctly stripped.
  • (704102) - Windows Phone 8: Fixed crash when building from Editor.
  • (694021) - Windows Phone 8.1: Fixed simulator build.
  • (703879) - Windows Phone: Fixed build failure when using certain classes from System.Net namespace.
  • (none) - Windows Store Apps: Fixed a rare crash at boot when reading AppxManifest.xml.
  • (693303) - Windows Store Apps: Fixed extended splash screen sizing on wp8.1 and scaled WSA.
  • (709350) - Windows Store Apps/Windows Phone: Fix rare build failure while copying plugins.
  • (none) - Windows Store Apps/Windows Phone: Fix Universal apps build, when project name contains whitespaces
  • (702282) - Windows Store Apps/Windows Phone: Fixed an issue with connecting to server using UNet.
  • (670992) - Windows Store Apps/Windows Phone: Fixed serialization when inheriting from class from another assembly with internal field
  • (699656) - Windows Store Apps/Windows Phone: Fixed variable synchronization between WinRT and Mono players (UNet).
  • (695285) - Xbox One: Disabled standard splash screen on Xbox One, which was showing up as a blank grey screen after the initial OS load splash screen.
  • (690152) - Xbox One: Fixed a bug that could cause game chat to fail when more than two players are involved.
  • (none) - Xbox One: Socket descriptions now require template to function (as of April XDK). The editor GUI has been updated to make templates mandatory for all socket descriptions.
  • (none) - Xbox One: The auto-added port for script debugging now implements a template, and works again. It will also get auto-added if you specify to auto-connect the profiler.

New in Unity 5.2.0 Beta 2 (Jul 11, 2015)

  • Features:
  • Android: Audio - Enable OpenSL for devices that support FEATURE_AUDIO_LOW_LATENCY
  • Physics: Added parameter QueryTriggerInteraction to all physics queries (raycast, spherecast, overlap) to allow any query to override whether or not the query should hit Triggers.
  • Physics: Expose CharacterController.skinWidth parameter to scripts
  • Physics: Support scaling vehicles
  • Changes:
  • IL2CPP: Make engine stripping in iOS/WebGL a separate setting (PlayerSettings.stripEngineCode) from mono stripping levels
  • Improvements:
  • Editor: Improved Export Package window (now uses a proper tree view)
  • Editor: Selection.selectionChange callback triggered when selection changes
  • Graphics: Added a quality setting 'Shadow near plane offset' to allow working around shadow pancaking artifacts
  • Graphics: Implemented object naming for D3D11, so textures will pick up the correct name in external graphics debuggers
  • iOS: Added onBannerFailedToLoad delegate to iOS.AdBannerView
  • WebGL: Resolution set in html file will no longer be overridden by PlayerSettings
  • Windows Store Apps: supported orientations are now populated to manifest
  • Fixes:
  • 2D: Apply active color space onto texture in sprite editor
  • 2D: Clear undos for SpriteEditorWindow when applying or window is closed. Also fix ClearUndo not working for ObjectUndo
  • 2D: Ensure SpriteEditorWindow has the correct texture importer reference when texture importer inspector is applying changes
  • 2D: Materials become transparent because of improper re-setting of material
  • 2D: Replaced assert with warning message to multiple materials in SpriteRenderer
  • 2D: Sprite Editor uses the actual image size for slicing operation. Force Sprite Editor preview to use mipmap if user machine does not support the image resolution
  • AssetBundle: Fix the crash when a scriptable object is referenced from the scene.
  • Connect: Move project and COPPA Lock are disabled when project is locked
  • Editor: Avoid division by zero in zero-sized SphereCollider
  • Editor: Avoid locking when framing terrain
  • Editor: Camera lock keeps working when dragging outside the scene view window
  • Editor: Fix MaterialEditor Shader Warning when importing a package
  • Editor: Scene view picking works when selection base object isn't under the mouse position
  • Editor: Terrain editor hotkeys no longer conflict with text field input
  • GI: Fixed crash in CreateSnapshotForReflectionProbe when trying to rebake reflection probes
  • Graphics: Added extra protection against depth buffer in editor windows being accidentally disabled
  • Graphics: Corrected the viewport used in the editor for image effects when forward rendering + AA
  • Graphics: Fixed a crash compressing an already compressed texture in script
  • Graphics: Fixed crash calling GetPixels with a 0x0 texture
  • Graphics: Fixed error messages with .triangles on empty meshes (coming to 5.1 too)
  • Graphics: Fixed Halo errors when they are on DontDestroyOnLoad objects
  • Graphics: Fixed Halo texture not being centered, causing half-texel clipping on top/right sides
  • Graphics: Fixed spamming error message importing an EXR file as sprite
  • Graphics: Fixed swizzling of BGRA32 texture data on D3D11 and Xbox360
  • Graphics: Fixed swizzling of BGRA32 texture data on OpenGL, OpenGL core and OpenGL ES
  • Graphics: When using COLORMASK and D3D9, the mask was not correctly set for MRT render targets
  • Il2CPP: Avoid boxing of value types during null checks in generic code
  • IL2CPP: Fix crash when using OnCollisionEnter with no parameters
  • IL2CPP: Handle 'void' type parameter.
  • IL2CPP: Handle invalid IL generated by UnityScript compiler for delegates.
  • IL2CPP: Prevent an intermittent crash on ARM64 when an live object is incorrectly reclaimed by the garbage collector.
  • IL2CPP: Throw exceptions when classes are stripped instead of crashing
  • iOS: Added Xcode 6.4 compatibility
  • iOS: Allow to append builds made with different scripting backend
  • iOS: Fixed command line build crash caused by trailing slash
  • iOS: Made sure WWW.bytes gets populated with response even in case of non-2xx status
  • Metal: Fixed shader translation of matrix+scalar, matrix-scalar, matrix/scalar operations (coming to 5.1 too)
  • Metal: Fixed some issues with shader translation of matrices with different precision (coming to 5.1 too)
  • Mono: Double traverse object count to avoid stack overflow when freeing huge amounts of objects.
  • Mono: Fix issue with Socket.Select never returning sockets ready for read on OSX
  • Mono: Fix Unity crash when detecting recursive type definition.
  • Mono: Fixed issue with default property values and object initializers
  • Mono: Fixed monotonic timer overflow to allow usage of timing functions like those in System.Threading with extended uptime
  • MonoDevelop: Fixed Unity crash when inspecting enum value in MonoDevelop debugger.
  • OpenGL core: Fixed crash when using -force-glcore on MacOSX where it's not yet supported
  • OpenGL core: Fixed Radeon HD 2000 - 4000 support
  • OpenGL core: Fixed Sandy Bridge crash, unsupported due to drivers issues, Unity will fallback to Direct3D.
  • OpenGL ES: Fixed Fire HD development player crash
  • OSX Editor: fix RunOpenPanel() with extension non-empty filter
  • Physics: Fix a crash in the HingeJoint when enabling a GameObject containing a HingeJoint where the Connected Body was disabled.
  • Physics: Fix an issue where OnTriggerStay would not be called on children in compound colliders.
  • Physics: Fix problems where QNaNs leaked out of the physics system when using infinites as limit parameters for the ConfigurableJoint.
  • Physics: Fix wheel collider applying the inertia tensor rotation the wrong way, cleaned up gizmo code
  • Physics: Fix WheelCollider not being able to ignore collisions with vehicle body colliders that were added to the already initialised vehicle
  • Physics: Make sure we update scene query flags for inserted wheels because otherwise we may end up colliding with the car's body
  • Physics: Report scene hierarchy path of Collider when setting a transform that contains non-finite numbers.
  • Physics: Update docs to mention the limitation on the maximum colliders per cloth instance
  • Script Editors: Generate and open solution when External Script Editor is set to Xamarin Studio.
  • Scripting: Fix potential crashes during domain reloads when user code throws NullReferenceException in AppDomain.DomainUnload / AppDomain.ProcessExit events
  • Serialization: Fixed incorrect clamping of LayerMask when set through SerializedProperty.intValue
  • WebGL: Fix iframe gaining focus when clicking on WebGL canvas
  • WebGL: Fix mouse button state after double clicks
  • WebGL: Fix standard shader usage in Safari
  • WebGL: Make AudioMixer work for controlling volume
  • WebGL: Normalize scroll wheel inputs to give more consistent results
  • Windows Phone: do not show Portrait Upside Down option in player settings (both 8.0 & 8.1)
  • Windows Store Apps: reduce extended splash screen blink
  • 5.2-only Changes and Regression Fixes:
  • Editor: Fix disabled items in color picker context menus
  • Editor: Fix TextField forcing cursor to be in view
  • Windows Phone 8: Can be built correctly again

New in Unity 5.1.1 Patch 4 (Jul 9, 2015)

  • Fixes:
  • (708137) - iOS/IL2CPP: Avoid boxing of value types during null checks in generic code.
  • (697860) - iOS/IL2CPP: Fixed codegen issue when using a field type a struct that has no instance fields.
  • (706613) - iOS/IL2CPP: Handle invalid IL generated by UnityScript compiler for delegates.
  • (708137) - iOS/IL2CPP: Speed up generic method calls on value types.
  • (673868) - MonoDevelop: Fixed Unity crash when inspecting enum value in MonoDevelop debugger.
  • (699556) - MonoDevelop: Fixed Unity crash when using the debugger to inspect a property that only has a getter that returns a struct. E.g. Sprite.bounds.
  • (none) - Script Editors: Generate and open solution when External Script Editor is set to Xamarin Studio.
  • (707761) - Update Checker: Wait for Home Window to be closed before checking for updates
  • (704263) - VR: Fix issue where GUI could be inadvertently flipped.
  • (none) - VR: Fix issues with VRSettings.loadedDevice
  • (709060), (703989) - VR: Fix rendering issues when camera parent is scaled.
  • (709350) - Windows Store Apps/Windows Phone: Fix rare build failure while copying plugins.
  • (none) - Windows Store Apps/Windows Phone: Fix Universal apps build, when project name contains whitespaces

New in Unity 5.2.0 Beta 1 (Jul 4, 2015)

  • Changes:
  • Android: ETC2 is now the default compressed texture format for RGBA textures instead of RGBA4444.
  • Editor: Asset Store window is now a part of the default window layout. Docked behind the scene & game views.
  • Editor: Remove legacy OSX corner window resize behaviour.
  • OpenGL: Modify -force-glcoreXX to behave like -force-glesXX trying to run this specification of OpenGL and taking advantage of all available extensions.
  • Reflection Probes: Are rendered in a separate deferred pass when using deferred shading. See Improvements section entry for details.
  • Shaders: Can not create fixed function shaders using "new Material(string)" anymore. Shaders must come from assets or be fully precompiled in the editor.
  • Shaders: Changed UnityGlobalIllumination, Unity_GlossyEnvironment, FragmentGI function signatures. If you have custom shaders that use Unity's PBR please check UnityGlobalIllumination.cginc, UnityStandardBRDF.cginc, UnityStandardCore.cginc respectively.
  • Substance: The communication between Unity's main thread and the Substance thread was completely rewritten to better decouple Substance processing from Unity's regular operations and to avoid stalling the main thread. All crashes and hangs at build time, level load/change time, playmode entry/exit should be gone.
  • Terrain: Changed the default hotkey bindings for terrain tools to F1-F6.
  • UI: CanvasRenderer can now take multiple Materials. Like a MeshRenderer each material refers to a SubMesh of the configured Mesh.
  • UI: CanvasRenderer now takes a Mesh instead of List this allows for the use of imported meshes as part of the UI.
  • WebGL: Make release builds always fully optimized.
  • Improvements:
  • 2D: Allow sprites to be dragged into scene view in 3D mode. Add temporary GO while dragging for visual feedback similar to when dragging prefabs/model into scene view
  • 2D: Frame selected command (F) now works in the sprite editor window for the selected sprite rect.
  • 2D: Implement undo functionality for sprite editor window's slice menu.
  • 2D: New grid slicing method that uses column and row count.
  • 2D: Pivot snapping on sprite frame rect in sprite editor window only happens when Ctrl is pressed while mouse dragging the pivot handle.
  • 2D: Provide a custom pivot field in the slicing menu for the sprite editor window.
  • 2D: Zooming on sprite editor window’s texture will zoom towards mouse cursor.
  • Android: Experimental support for IL2CPP scripting backend.
  • Asset Loading: Improved performance of LoadAssetAsync. Allow multiple AsyncOperations to be completed in a single frame.
  • Audio: Audio clip "Force to Mono" now has an option for applying normalization after downmix.
  • Editor: Added MonoDevelop Solution Properties toggle to External Tools to disable writing of MonoDevelopProperties section to .sln files.
  • Editor: Added script API for RunOpenPanelWithFilters.
  • Editor: Better error message when "The classes in the module cannot be loaded." is thrown.
  • Editor: Improved Compute Shader inspector; now lists errors & warnings similar to regular shader inspector.
  • Editor: Improved shader inspector performance when there are many errors shown.
  • Editor: Make sure ObjectField and Object Selector show icons for gameobjects and prefab.
  • Editor: More "create new shader" templates under assets create menu (PBS surface shader, unlit shader, image effect shader).
  • Editor: Render cubemap preview instead of icon in large preview ObjectField.
  • Graphics: Texture3D sizes up to 2048 are now allowed (previously the limit was 1024).
  • Editor: When in 2D mode, the camera bounds for the main camera is always visible when it is in orthographic mode.
  • GI: Added profiling marker for light probe interpolation.
  • GI: Added progress bar for GI Cache -> Clean Cache progress status.
  • GI: Set lightmap texture compression default quality to Normal. Before it was set to Best. Texture compression time in compositing job went down from 700 seconds to 28 seconds for an ETC compressed lightmap.
  • Graphics: Added hexadecimal code support to Color struct (TryParseHexString, ToHexStringRGB and ToHexStringRGBA).
  • Graphics: Added options for opaque object sorting control, see Camera.opaqueSortMode (coming to 5.1 too).
  • Graphics: CPU side rendering performance optimizations across the board. We've seen between 5% and 30% lower CPU cost for rendering, depending on the setup.
  • Graphics: Particle rendering optimizations for VR, with speed improvements varying from 15% to 50% depending on geometry type. The main change being that particle rendering no longer modifies the view matrix. This enables graphics lists to be shared between left/right eyes, which can lead to approx 40% reduction in total CPU usage when rendering to stereoscopic displays.
  • Graphics: Sorting of the renderable objects is now multithreaded.
  • Graphics: Windows Store Apps 8.1 and Windows Phone 8.1 now support MSAA.
  • iOS/IL2CPP: Enable generic sharing for types and methods whose generic parameters have constraints.
  • iOS/IL2CPP: Enable MakeGenericType and MakeGenericMethod for types and methods whose generic parameters have constraints.
  • iOS/IL2CPP: Improve conversion time of il2cpp, especially in generics heavy code.
  • iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.
  • Linux: Improved rendering performance by using a separate thread for OpenGL calls, just like on Windows/Mac.
  • Mecanim: Renamting Animator parameters updates transitions using those parameters.
  • Mecanim: 3ds Max Auto Mapping and T-Pose. When setting an Avatar Animation Type to Humanoid, the Auto-Configure will try to detect if it is a Biped. If the hierarchy and naming of Biped is found, then default mapping and t-pose for biped will be used. Translation DoF will also be automatically activated for that avatar. The avatar can still be re-configured from this point, but usually default Biped mapping, t-pose and translation DoF will give the best results. Note that only Bipeds with no “Triangle Pelvis” and using default naming are supported.
  • Mecanim: Added AnimatorStateInfo.speed and AnimatorStateInfo.speedMultiplier.
  • Mecanim: Added the name of the controller to Console errors that are generated for invalid parameters in blend trees.
  • Mecanim: Added the possibility to create AnyState Transitions to the entry node of a state machine. In a sub state machine, this is essentially the same as creating an AnyState Transition to a sub state machine from the parent state machine. This also adds a straightforward way to add an AnyState Transition to the top-level state machine, which was previously only possible through roundabout methods.
  • Mecanim: Added tooltips to blendtree slides.
  • Mecanim: Added tracking of missing or invalid StateMachineBehaviours in the StateMachine and State inspectors. Missing or Invalid StateMachineBehaviours shouldn't disappear anymore from the inspector.
  • Mecanim: Adding a child blend tree will use the default blend tree parameter, not the blend parameter of the parent.
  • Mecanim: Alt-drag works for BlendTree graph view
  • Mecanim: Can create new clip from selected clip/take in Animation importer
  • Mecanim: Creating a blend tree in a controller with no float parameter will now automatically add a new float parameter named Blend.
  • Mecanim: Expose Animator.IsInitialized in scripting API.
  • Mecanim: Import humanoid animation now reports warnings in “Animations Inspector” instead of flooding the Console.
  • Mecanim: Import humanoid animation warnings have been cleaned and improved. A “Warning” summary box has been added at the top of Animation Inspector to prevent warnings to be left unnoticed. Warnings are reported per take when animation file contains multiple takes. Warnings have been added when in-between humanoid bones rotation differs in Source Avatar and Animation. Text has been reformatted so that is easier to consult the warning report.
  • Mecanim: Improved animator warning for API function Play/CrossFade. Warning should display which animator is throwing the error.
  • Mecanim: Improved default IK Hint for legs. Default IK Hint for knee now points towards foot direction. It gives a more natural IK solving for leg when IK correction needed gets bigger.
  • Mecanim: Improved display of transition previewer.
  • Mecanim: Mecanims Humanoid animation jitters - A.K.A. Humanoid Oversampling. For some animations, usually those with fast motion, the Humanoid interpolation may differ from original Euler rotation interpolation. In those rare cases, use animator.humanoidOversampling to increase sampling rate. ModelImporterHumanoidOversampling.X2 up to X8 can be used… Usually 2 will do the job! Default is X1 or no oversampling. Key reducing can be used conjointly to only keep Humanoid animation oversampled keys where it is needed while reducing asset size.
  • Mecanim: Retargeting quality for humanoid import animation. The retargeting quality compares original generic animation with humanoid retargeted animation. An average or maximum position error greater than 1.0 “normalized” mm will be reported. An average or maximum error greater than 0.5 degree will be reported. The time (and frame number) in full take of maximum errors is also reported. The position and rotation errors are reported per human body parts. The Retargeting Quality report can be turned on or off in Import Message foldout of Animation Inspector. It is off by default as it makes file import slower.
  • Mecanim: SetBoneLocalRotation. Animator.SetBoneLocalRotation(Quaternion r) let you modify the local rotation of humanoid bone during IK passes/OnAnimatorIK() callback. It can be used to modify the pose of a humanoid avatar after Animation Blending, but that will still be taken in account by IK Solving. Ex: Adjust Hips and Spine rotation to drive lower and upper body independently on top of animation.
  • Mecanim: Show frame number in avatar previewer.
  • Mecanim: Translation DoF for Humanoid. Some animation files come with translation animation on humanoid bones. For example, it is the case with 3DS MAX Biped that comes with translation on 1st Spine bone. Translation DoF can be activated on those humanoid avatar to convert translation animation to retargetable translation DoFs. Translation DoF affects Spine, Shoulders, Upper Legs and Neck bones. Translation DoFs usually represent small amount of translation that improves retargeting quality. Translation DoF may also be used to improve retargeting quality when animation has more than two animated spine bones. Translation DoF can be activated in Muscle & Setting tab of Humanoid configure window.
  • Merge Tool: Fix merging of scenes/prefabs with out of order objects
  • Metro: AppCallbacks.LoadGfxNativePlugin has been deprecated. All plugins that are in the project and set to build for a given platform are now loaded automatically. The function still exists and does nothing, but it will be removed in a future Unity version.
  • Networking: Added OnLobbyServerPlayersReady callback to the NetworkLobbyManager to allow users to perform custom behaviour when all the players in the lobby are ready.
  • Networking: Added support for client-side authority for non-player objects.
  • The new function NetworkServer.SpawnWithClientAuthority(GameObject obj, NetworkConnection conn) allows authority to be assigned to a client by its connection when an object is created. This would typically be used in a command handler for a client asking to spawn an object, then the client's connection would be passed in. For example:
  • [Command]
  • void CmdSpawn()
  • var go = (GameObject)Instantiate(otherPrefab, transform.position + new Vector3(0,1,0), Quaternion.identity);
  • NetworkServer.SpawnWithClientAuthority(go, base.connectionToClient);
  • For setting the authority on objects after they are created, there are the new functions AssignClientAuthority(NetworkConnection conn) and RemoveClientAuthority(NetworkConnection conn) on the NetworkIdentity class. Note that only one client can be the authority for an object at a time. On the client that has authority, the function OnStartAuthority() is called, and the property hasAuthority will be true.
  • The set of objects that is owned by a client is available in the new property NetworkConnection.clientOwnedObjects which is a set of NetworkInstanceIds. This set can be used on the server when a message is received to ensure that the client that sent the message actually owns the object.
  • When a client disconnects, the function DestroyPlayersForConnection now destroys all the objects owned by that connection, not just the player object. Objects which have their authority set to a client must have LocalPlayerAuthority set in their NetworkIdentity.
  • Previously only player objects could have local authority, which meant that the NetworkTransform (and other components) could only be used for controlling the single player object for a connection on a client. With these changes it is possible to have multiple objects on a client that are locally controlled.
  • Networking: Added support for network [Command] calls from non-player objects with authority on a client. Since in 5.2 clients can have authority over non-player objects using NetworkServer.SpawnWithClientAuthority() or NetworkIdentity.AssignClientAuthority(), network Commands were extended from being allowed from just the player object to any object that is controlled by a client.
  • Networking: Added the ability for the NetworkTransform to validate on the server, the movement of authoritative client objects. There are now clientMoveCallback delegates on the NetworkTransform that allow user code to process 2D and 3D movement updates from clients before they are applied. This callback code can reject movement requests completely or modify the movement data. When used in conjunction with client-side movement checks this provides a more secure movement model for multiplayer games.
  • OpenGL: Added -force-clamped prevents trying to use all available extensions when used together with -force-glcoreXX or -force-glesXX
  • OpenGL: Added -force-gles editor and standalone player to automatically run with the best version of ES supported by the platform
  • OpenGL: Fallback gracefully to Direct3D when requesting OpenGL/ES with -force-gl** when the platform doesn't have a good enough OpenGL support.
  • OpenGL: Fallback gracefully to OpenGL when requesting OpenGL ES but it's not supported (all AMD GPUs, older than Intel IvyBridge IGP)
  • Reflection Probes: when using Deferred Shading, the reflection probes are now rendered per-pixel (instead of each object only being affected by one or two probes). This will allow doing SSRR (screen space raytraced reflections) properly soon. More details in this document.
  • Scripting: Added Cubemap.mipmapCount
  • Shaders: "Procedural Skybox" shader now has selectable options for Sun Disk: None (fastest), Simple (should be close to the current sun disk), High Quality.
  • Shaders: Make it possible to use UNITY_SAMPLE_SHADOW when SHADOWS_NATIVE is not explicitly defined.
  • SpeedTree: Negated tangent vectors to match those in the SpeedTree Modeler.
  • SpeedTree: Now shader has less variants due to the merge of some geometry types.
  • Stacktrace logging: Allow to log full (native/managed) stack trace when log is printed, the option is available in the console window in top right corner popup menu. Also check Application.stackTraceLogType API. Works in Editor and Windows/OSX standalone players.
  • Substance: "visibleIf" expressions set in Substance Designer are now properly evaluated (for inputs only) and inputs are now displayed or hidden accordingly.
  • Substance: Dynamic parameter in Substance graphs are now evaluated using native code instead of bytecode on Windows / OSX / Linux, resulting in faster texture generation.
  • Substance: Dynamic parameter in Substance graphs are now evaluated using native code instead of bytecode on Windows / OSX / Linux, resulting in faster texture generation.
  • Substance: Feature parity with Substance Designer 5.1.
  • Substance: Runtime generation of ProceduralMaterials is now supported on PS4 and XboxOne.
  • Terrain: A warning message will be printed onto the console window if there are too many vertices in a detail patch. Increased the vertex limit to from 50k to 65k.
  • Terrain: Expose TerrainData.SetHeightsDelayedLOD and Terrain.ApplyDelayedHeightmapModification to allow users to achieve high frame rates while doing interactive terrain editing
  • Terrain: Made it easier to work with height maps created by World Machine.
  • The default value of Byte Order option is now Windows (little endian).
  • Added an option to vertically flip the height map when importing or exporting a raw file.a
  • Terrain: Now 4097x4097 raw heightmap can be imported.
  • Terrain: Now a TerrainData object embedded into a scene (created by script) allows scene objects being selected as tree prefabs.
  • Terrain: Renamed "Wind Settings" label to "Wind Settings for Grass".
  • Terrain: Trees painted on the terrain now are scaled by the prototype's transform scaling.
  • TrueTypeFontImporter: References to other font assets to be used in the project as fallback are now shown in the TrueTypeFontImporter inspector
  • UI: Multithreaded UI system backend. The UI system batching code is now multithreaded this leads to a performance increase of up 4x (in our stress test scenes).
  • Unity Connect: State machine for project Info
  • Version Control: Bottom most version control info bar in inspector shows separete state for meta file if different from asset.
  • Version Control: Icon overlays for version control is surrounded by parenthesis in case an asset and its meta file's state is out of sync
  • Version Control: Reduce unnecessary checkouts
  • Version Control: Tooltip on info bars in inspector showing asset/meta file state
  • WebGL/IL2CPP: Improved stripping resulting in smaller build sizes
  • Windows Store/Phone will now show animated Unity splashscreen instead of the static one.
  • Windows Store Apps: InvokeOnAppThread/InvokeOnUIThread now will not cause deadlock, when called with sync=true multiple times in one chain
  • Xbox One: Unity now builds with the June 2015 XDK. You must install the June 2015 XDK on your PC and use the matching or a later recovery on your console.
  • Fixes:
  • 2D: After applying settings in sprite editor window, deselect any sprite rect
  • 2D: Change text for Point filter format from Point to Point (no filter)
  • 2D: Clamp sprite pivot values to 0..1 instead of accepting any value (including infinity)
  • 2D: Do not trim sprite when Shift-T is pressed while entering name in Sprite Editor
  • 2D: Fix NullReferenceException when creating a new sceneview
  • 2D: Fix pointer enter/exit detection order with sorting layers
  • 2D: Hide PerRendererData shader properties in inspector as property is retrieved from the renderer
  • 2D: Increase responsiveness of Sprite Editor in MacOSX
  • 2D: Non-sprite textures will display in sprite editor window with no options
  • 2D: Quit 2D collider editing mode when user reset the collider component
  • 2D: Reimport texture if texture importer is reset
  • 2D: Remove a sprite rect if the selected sprite rect is empty when trimmed
  • 2D: Set correct zoom values for zoom bar in SpriteUtilityWindow
  • 2D: Set SpriteRenderer to dirty when color is set
  • 2D: SpriteRenderer will have light and reflection probes turned off by default. They can still be turned on manually.
  • 2D: Update sorting layer APIs and prevent setting invalid sorting layer ids to renderer
  • 2D: View tool (panning, rotating, zooming) in the scene view will not manipulate collider control point even in collider editing mode
  • Animation Window: Animated particle properties are now show up in red in Inspector
  • Animation Window: Animated property values are now updated in Particle Editor when scrubbing in Animation Window
  • Animation Window: Animation curve now updates after changing controller
  • Animation Window: Ctrl+A now selects all keys and properties
  • Animation Window: Highlight is now blue when selecting all properties from animation window
  • Animation Window: It’s now possible to move current time before the first key
  • Animation Window: Replacing existing animation now actually replaces the asset instead of creating new one with unique name
  • AssetBundle: Check if the manifest AssetBundle name has conflict with the user predefined AssetBundle name.
  • AssetBundle: Fix the issue that AssetBundle with packed textures includes source textures in addition to the atlased version.
  • AssetBundle: Fix the issue that Resources.UnloadUnusedAssets() doesn't unload fonts if they were loaded from an asset bundle
  • AssetBundle: Fix the issue that search result window won't get updated when the AssetBundle name is changed.
  • AssetBundle: Fix the wrong size breakdown in the Editor.log when building AssetBundles.
  • AssetBundle: Fixed issue that AssetDatabase.GetAssetPathsFromAssetBundle only returns assets explicitly included in the AssetBundle
  • AssetBundle: Fixed issue that AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName returns paths in random order
  • AssetBundle: Throw a warning when getting hash from AssetBundleManifest with a non-existing bundle name.
  • Assets Loading: Fix non-first scene loading from streamed asset bundle with multiple scenes
  • Assets Management: Enabled SSE2 optimizations on OSX x64 (Editor and Players)
  • Assets Management: Fixed quit with 'Fatal Error' when out of memory during importing large cubemap with Soft Edges enabled
  • Audio: FSBTool crashed during audio import on Windows XP / N platforms and very short audio files.
  • Connect: Error when enabling Ads if you are part of more than one organization.
  • Connect: Need to have owner privilege to enable/disable Ads/Analytics.
  • Core: Fixed hang when passing large arrays to the Undo system
  • Crunch texture compression: Support for 8192x8192 textures (64-bit editor builds only)
  • DX11: Don't spam refCount==0 error messages when some 3rd party tools hook into DX11 (will backport to 5.1 too).
  • DX11: Fixed non-native resolution fullscreen being too dark when in Linear color space (will backport to 5.1 too).
  • Editor: Ensure selected asset is revealed in project browser when changing layout
  • Editor: Fix asset store preview blinking in the project browser
  • Editor: Fix camera frustum gizmo not properly showing custom projection matrices.
  • Editor: Fix CapsuleCollider gizmo handles are offset by a 90 degree angle
  • Editor: Fix caret did not move in ObjectSelector when using left/right arrow keys (only when no items were selected)
  • Editor: Fix creating a script from the right click menu throws "Rename not started" error
  • Editor: Fix creating new assets after deletion of assets would throw error
  • Editor: Fix Cursor flickering in editor while play testing if cursor.visible = false
  • Editor: Fix Cursor.visible does not work until the game view is focused
  • Editor: Fix error when renaming items in project and hierarchy views
  • Editor: Fix Hierarchy type searching so 't:script' or 't:monobehaviour' shows all game objects with scripts attached
  • Editor: Fix icons in Project Browser 'jumping' when changing view
  • Editor: Fix multi-object selection of reflection probe cubemap to not incorrectly set same cubemaps
  • Editor: Fix not being able to focus tabs after changing "Output" on Audio Source
  • Editor: Fix occasional trash bypassing when deleting assets on Windows.
  • Editor: Fix popped out container window not able to move when two editor windows are stacked one above/next to the other.
  • Editor: Fix possible data loss on Windows when renaming folder with locked files
  • Editor: Fix rare case of invalid folder path shown in the Project Browser
  • Editor: Fixed bad scene view performance when lots of light gizmos are drawn (will backport to 5.0/5.1).
  • Editor: Fixed bug which caused the Move Tool, when used on an object with a negatively scaled parent, to snap to whole units.
  • Editor: Fixed crash when selecting '~' as a project directory.
  • Editor: Fixed occasional exception thrown when creating an asset/folder under Assets folder in Project pane with One Column Layout.
  • Editor: Fixed Scene View audio play toggle not returning to previous state after exiting Play Mode.
  • Editor: Fixed Scene View camera moving slightly while holding down right mouse button.
  • Editor: Make sure GUISkin.current is set to GameSkin before invoking any user script.
  • Editor: Search correct 32/64bit program files on windows for diff tools
  • Fixes
  • GI: Fix crash following lighting builds in GetSystemTexture.
  • GI: Fixed bake getting stuck on terrains.
  • GI: Fixed issue with baking getting stuck on the bake indirect stage.
  • GI: Fixed itermittent crash related to realtime lightprobes.
  • GI: Fixed radiosity core corruption error when baking lightmap.
  • Graphics: Failed to initialize graphics crash when forcing GLES or GLCORE on a Mac.
  • Graphics: Fix for asset bundle content changes between subsequent generations due to uninitialised vertex buffer
  • Graphics: Fixed an issue where setting RenderSettings.reflectionIntensity via script had no effect on the scene.
  • Graphics: Fixed assertion when LODGroup is scaled to zero.
  • Graphics: Fixed bug when loading single channel JPEGs using Texture2D.LoadImage.
  • Graphics: Fixed issue in Texture2D.LoadImage when loading indexed PNG images that contain an alpha channel.
  • IL2CPP: Allow Type.GetType(string) to return a proper value on 32-bit ARMv7 builds.
  • IL2CPP: Fix alphanumerical string sorting in cases where unicode comparison table was required.
  • IL2CPP: Generate correct C++ code for the IL add opcode with pointers in unsafe C# code.
  • IL2CPP: Prevent a C++ compiler error in generated code which happens when a pointer is assigned a value which is a uintptr_t in converted unsafe C# code.
  • IL2CPP: Prevent a crash in the NetworkManager initialization when the Stipping Level option is not set to Disabled.
  • IL2CPP: Prevent AES encryption types from being incorrectly stripped when they are used.
  • IL2CPP: Prevent the exception: "System.ArgumentException: enumType is not an Enum type." from occurring for a generic type used with an enum type argument.
  • IL2CPP: The Preserve attribute can now be used in the managed code for an assembly to preserve all of the code in an assembly.
  • IL2CPP: The preserve attribute can now be used with the assembly element in a link.xml file to preserve all of the code in an assembly.
  • Import: If importing an FBX, the editor may crash during import. Subsequent reload of project afterwards will be fine.
  • iOS/IL2CPP: Add support for PreserveAttribute to prevent classes, methods, fields and properties from being stripped in IL2CPP.
  • iOS/IL2CPP: Avoid deadlock during UnloadUnusedAssets.
  • iOS/IL2CPP: Correct an exception during code conversion which has the error message "Invalid global variables count" when converting some UnityScript assemblies.
  • iOS/IL2CPP: Ensure that GetCurrentMethod returns the proper value, even when the generated native method is inlined.
  • iOS/IL2CPP: Fix a crash which occurs when Ldvirtftn opcode is used on a non-virtual method.
  • iOS/IL2CPP: Fix a deadlock that can occur during class initialization.
  • iOS/IL2CPP: Fix a rare case when bytecode stripper would incorrectly strip wrong overloaded generic virtual method.
  • iOS/IL2CPP: Fix IL2CPP generated code in if (...) block if the condition operand was an IntPtr.
  • iOS/IL2CPP: Fix IL2CPP generated marshaling code for marshaling IntPtr into any other primitive type.
  • iOS/IL2CPP: Fix marshaling arrays of structs marked with [Out] attribute.
  • iOS/IL2CPP: Fixed ConstructorInfo.Invoke() returning null for Nullable types.
  • iOS/IL2CPP: iOS/IL2CPP: Correct RPC implementation for the UnityEngine.Networking namespace.
  • iOS/IL2CPP: Prevent a C++ compiler error in generated code about an undeclared identifier with the test "Unused local just for stack balance".
  • iOS/IL2CPP: Prevent a runtime exception with IL code in an enumerator's MoveNext method when the enumerator's return type is a constrained generic type.
  • iOS/IL2CPP: Prevent an exception during code generation when the default value of a field is not the same type as the field.
  • iOS/IL2CPP: Prevent the player build process from using older generated C++ source files from a previous build.
  • iOS: Add a limit for iOS acceleration event queue.
  • iOS: Add support for Xcode 6.3.2 and Xcode 7 beta.
  • iOS: Added additional Japanese fallback font.
  • iOS: Added iOS Thai font fallback for 8.2.
  • iOS: Don't add header files to IL2CPP Xcode project.
  • iOS: Don't fail fatally when Unity Xcode plugin can't be installed.
  • iOS: Don't include managed DLL files in IL2CPP build.
  • iOS: Don't wait for Xcode if our plugin is not compatible.
  • iOS: Fixed crash in WebCamTexture.GetPixel()
  • iOS: Fixed IL2CPP project append.
  • iOS: Fixed stuck "Launch screen type" setting.
  • iOS: Fixed value of InputField.text when another field is being edited with keyboard.
  • Known Issues
  • Linux: Fix applying VSync and antialiasing changes without changing quality level.
  • Linux: Make window size locking more WM-agnostic
  • Mecanim: Cutting a clip in FBX importer messes up other clips.
  • Mecanim: Deprecated legacy culling modes BasedOnUserBounds and BasedOnClipBounds
  • Mecanim: Fixed "Cleaning up leaked objects" message after using the Avatar Configure Tool.
  • Mecanim: Fixed a bug where it would not be possible to animate the second material on a meshrenderer.
  • Mecanim: Fixed a bug where the lock button on the Animator Window would reset after play mode.
  • Mecanim: Fixed a case where going to play mode would prevent undo operations from being pushed.
  • Mecanim: Fixed an editor performance issue with large blend trees.
  • Mecanim: Fixed an error where transitions would disappear if a controller was edited without saving immediately after upgrade from 4.x to 5.x.
  • Mecanim: Fixed an undo error in the blend tree inspector.
  • Mecanim: Fixed an undo related crash.
  • Mecanim: Fixed Animator.bodyPosition and Animator.bodyRotation documentation.
  • Mecanim: Fixed asserts with empty controller.
  • Mecanim: Fixed Asset Store preview of Humanoid character.
  • Mecanim: Fixed broken blendtrees with identical negative blend values.
  • Mecanim: Fixed broken copy paste of sub-statemachines
  • Mecanim: Fixed changing controller files on disk not reloading blendtree editor correctly
  • Mecanim: Fixed continuity of FixedTime transitions
  • Mecanim: Fixed crash when calling SampleAnimation in Standalone
  • Mecanim: Fixed crash when editing an Animation in the AnimationWindow with an AnimatorOverrodeController
  • Mecanim: Fixed false binding error on rig with Optimized Hierarchy On.
  • Mecanim: Fixed firing of multiple events at time 0
  • Mecanim: Fixed GetStateMachineTransitions leaking memory.
  • Mecanim: Fixed renaming of states after exiting play mode.
  • Mecanim: Fixed rotating view with mouse in the Avatar Configure Tool.
  • Mecanim: Fixed stateMachineBehaviourEditor not handling correctly invalid case where script derive from monobehaviour
  • Mecanim: Fixed sub-statemachine naming scheme.
  • Mecanim: Fixed synchronization issue when you have both Animator's parameter window open.
  • Mecanim: Fixed transition list temporarily loses its values on Editor re-compile
  • Mecanim: Fixed undo of synced layers delete.
  • Mecanim: Prevented AnyState transitions to "Up" state machines from sub state machines because they were inconsistent.
  • Mecanim: Removed invalid multiple preview from the ModelImporter Animation sub-editor.
  • Memory: Fixed memory leak in Graphics.DrawMesh when running standalone player with -batchmode
  • Memory: Fixed memory leak in standalone player with empty scene
  • Memory: Fixed memory leak when running standalone player with -batchmode
  • MonoDevelop: Fixed Unity crash when using the debugger to inspect a property that only has a getter that returns a struct. E.g. Sprite.bounds.
  • Networking: Fixed NetworkTransform not updating if only velocity has changed
  • Networking: Fixed UNetWeaver exception processing large project with Editor scripts
  • Networking: NetworkTransform not syncing character controller rotation when not moving.
  • OpenGL: Always rely GL_EXT/IMG_multisampled_render_to_texture when available to save a lot of bandwidth when using MSAA.
  • OpenGL: Fixed BGRA texture format support
  • OpenGL: Resolved various invalid operation / enum errors due to platform compatibility issues.
  • Physics: Ensure that both friction and bounce are updated when the PhysicsMaterial2D is set on a Collider2D from script.
  • Physics: Ensure that Rigidbody2D interpolation or extrapolation do not modify the Transform Z position.
  • Physics: Fixed a child Rigidbody2D not correctly updating its position/orientation when it's using interpolation and the parent transform changes.
  • Physics: Fixed various One-Way behaviour issues in PlatformEffector2D.
  • Physics: MotorSpeed on SliderJoint2D is now in meters/sec (linear motor) not degrees/sec (not angular motor).
  • Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • Physics: Rigidbody2D constraints are now based upon the center-of-mass and not the body position.
  • Physics: Stop crash if 2D effector is needed but there is none.
  • Physics: Stop NullReferenceException when editing PolygonCollider2D.
  • Project Import: Fixed Special folder "~" functionality
  • Reflection Probes: Per-pixel (deferred) reflections doesn't use weights for blending.
  • Scripting: Fixed the issue that AssetBundleManifest.GetAssetBundleHash() returns wrong hash.
  • Serialization: Fix crash when selecting "Scripting Backend" option in Other Settings
  • Serialization: Fixed not being able to serialize a field called "Base"
  • Serialization: References to "Resources/unity_builtin_extra" should get preloaded.
  • Shaders: Fixed broken constant buffer info on OpenGL ES compute shaders with multiple kernels
  • Shaders: Fixed GLSL/Metal translation of shaders that use all uppercase SV_TARGET semantic (will backport to 5.1 too).
  • Shaders: Fixed GLSL/Metal translation of shaders that use non-uppercase SV_Position semantic (will backport to 5.1 too).
  • Shaders: Fixed resource binding regression breaking TC Particles asset store package
  • Shaders: Fixed some cases of objects with unsupported shaders not rendering at all (instead of rendering in pink).
  • Shaders: Fixed some loop constructs being translated wrongly for GLSL/Metal.
  • Shaders: Increased timeout for shader import time processing; helps with complex compute shaders.
  • Standard Assets: Added user-exposed option to disable 'no fog on skybox pixels' behaviour in GlobalFog effect.
  • Substance: Clarified the documentation for .cacheSize.
  • Substance: Fix a rare race condition which would cause the Substance thread to process erroneous data, leading to a crash.
  • Substance: Fix console spam when a visibleIf expression uses an input that is not found in the graph.
  • Substance: Fixed caching-related regression where the cache would neither be read at startup nor written afterwards.
  • Substance: Improved the handling of input groups in the inspector (a single group can no longer be split into several input groups).
  • Substance: It is no longer possible to change the size of a Substance asset that was published with a fixed size, a warning is displayed in the inspector instead.
  • Terrain: Fixed a rendering issue with Tree Creator trees in deferred paths.
  • Terrain: Fixed crash when reimporting the prefabs that are selected as tree prototypes on an active terrain.
  • Terrain: Fixed incorrect lighting effect on grass when rendered in deferred path.
  • Terrain: Fixed occasional editor error message when a terrain is selected.
  • UI: Fixed issue in UI components Slider, Outline, Shadow & Position as UV1 not updating when their values are animated.
  • UI: UnityEngine.UI is correctly referenced once again when building to player.
  • Version Control: Grey out outgoing changeset 'delete empty changeset' context menu item when changeset is not empty.
  • WebGL: Correctly return errors on WWW downloads for invalid urls
  • WebGL: Don't rely on MSVCRT in build toolchain
  • WebGL: Make AudioClip.Create print an error when used with the stream option in WebGL
  • WebGL: Make Directory.Create and Directory.GetCurrent work correctly
  • WebGL: Make state created in Application.ExternalEval persistent between calls, like in the web player
  • WebGL: Make sure WebGL builds will not require any calls to JavaScript "eval" to run, as that is not permitted in some environments
  • WebGL: Remove non-functional icon settings from WebGL build settings
  • WebGL: UI non-functional
  • WebGL: When Application.runInBackground is enabled, run the WebGL update loop at least once a second, even when the tab is not visible
  • Windows Phone 8.1: fix simulator build
  • Windows Phone 8.1: OnApplicationFocus and OnApplicationPause will be called now, same as on other mobile platforms.
  • Windows Phone 8/8.1: Texture anisotropic filtering should work as expected now.
  • Windows Phone 8: Shader global params will be correctly reset when the application is resumed.
  • Windows Phone: fix SerializationWeaver failure when using enums from .NET framework
  • Windows Store Apps/Windows Phone: AvatarBuilder.BuildHumanAvatar should work correctly now.
  • Windows Store Apps/Windows Phone: fix serialization with internal field from another assembly
  • Windows Store Apps: Fix a memory leak which happened on quality settings change.
  • Windows Store Apps: Fix a rare crash at boot when reading AppxManifest.xml.
  • Windows Store Apps: fix build for editor using Universal SDK
  • Windows Store Apps: Fixed framerate drop when "Low Latency Presentation API" is enabled.
  • Windows Store Apps: set orientation from player settings on startup
  • Windows Store Apps: support jpeg files for visual assets
  • Windows Store Apps: Universal apps should build correctly when project name contains white spaces.
  • Windows Store/Phone: Fixed Input.gyro.useracceleration to not include gravity.
  • Windows: Fixed window size when switching back from fullscreen
  • WP8: Deploying to device fails.

New in Unity 5.1.1 Patch 3 (Jul 4, 2015)

  • Improvements:
  • Animation: Group material color channel curves. Removing one curve will automatically remove other channel curves of the same color property.
  • Editor: Informative message will be shown in the material inspector when the material property block values are used.
  • Changes:
  • Xbox One: Unity now builds with the June 2015 XDK. You must have the June XDK installed on your PC and use the matching or later recovery on your console.
  • Fixes:
  • (701438) - Animation: Animating properties of the material with the custom shader does not cause error on the first play in editor.
  • (665246) - Animation: Remove relative material property blocks when the animator component is being removed.
  • (706635) - Asset Loading: Ignoring hidden dll files.
  • (694539) - CacheServer: Asset bundle names are not properly imported from metafiles.
  • (705649) - Editor: Search correct 32/64bit program files on windows for diff tools.
  • (none) - GearVR: Removed log spam about user profile.
  • (705573) - GI: Fixed intermittent crash related to realtime lightprobes.
  • (707361) - GLES: Fixed tessellation shaders when multiple texcoords are packed into one vec4.
  • (696397) - GLES: Fixed standard shader rendering issues with Mali GPUs.
  • (705724) - iOS/IL2CPP: Allow Type.GetType(string) to return a proper value on 32-bit ARMv7 builds.
  • (696745) - iOS/IL2CPP: Generate correct C++ code for the IL add opcode with pointers in unsafe C# code.
  • (699644) - iOS/IL2CPP: Handle 'void' type parameter.
  • (702203) - iOS/IL2CPP: Prevent a C++ compiler error in generated code which happens when a pointer is assigned a value which is a uintptr_t in converted unsafe C# code.
  • (693259) - iOS/IL2CPP: Prevent AES encryption types from being incorrectly stripped when they are used.
  • (695319) - iOS/IL2CPP: Prevent an intermittent crash on ARM64 when an live object is incorrectly reclaimed but the garbage collector.
  • (705860) - iOS/IL2CPP: The Preserve attribute can now be used in the managed code for an assembly to preserve all of the code in an assembly.
  • (705860) - iOS/IL2CPP: The preserve attribute can now be used with the assembly element in a link.xml file to preserve all of the code in an assembly.
  • (689087) - iOS: Added a limit for iOS acceleration event queue.
  • (701425) - iOS: Added support for Xcode 6.3.2.
  • (704699) - iOS: Added support for Xcode 7 beta.
  • (681384) - iOS: Added additional Japanese fallback font.
  • (699574) - iOS: Added iOS Thai font for 8.2.
  • (705241) - iOS: Don't add header files to il2cpp Xcode project.
  • (699907) - iOS: Don't include managed dll files in il2cpp build.
  • (702900) - iOS: Fixed stuck "Launch screen type" setting.
  • (704998) - License: Added network timeout for all pending operations.
  • (704271) - License: Clear error message once valid serial is entered.
  • (700738) - License: Fixed an issue with Operating System ID changing on Windows 10.
  • (702313) - License: License activation staying stuck in Updating or Connecting screen.
  • (704270) - License: Replace generic invalid serial message with more meaningful message
  • (706183) - Linux: Fixed key release regression.
  • (none) - Mecanim: Fixed continuity in FixedTime transition with ExitTime.
  • (697582) - Merge Tool: Fixwd merging of scenes/prefabs with out of order objects.
  • (none) - Networking: Fix for IsAcksLong flag doesn't work.
  • (701313) - Networking: Fixed UNetWeaver exception when processing large projects, also improved speed with large projects.
  • (705901) - Physics 2D: Ensure that Rigidbody2D interpolation or extrapolation do not modify the Transform Z position.
  • (703846) - Physics 2D: Fixed a child Rigidbody2D not correctly updating its position/orientation when it's using interpolation and the parent transform changes.
  • (705471) - Physics: Fixed problem in PhysX that would cause SphereColliders to bounce when rolling over the triangles of a MeshCollider.
  • (702907) - Physics 2D: MotorSpeed on SliderJoint2D is now in meters/sec (linear motor) not degrees/sec (not angular motor).
  • (697637) - Physics 2D: Stop NullReferenceException when editing PolygonCollider2D.
  • (none) - SamsungTV: Fixed security false-positive. The 2013 and 2014 TVs can now be deployed to successfully.
  • (none) - VR: Don't update the head pose until Camera has latched the reference frame.
  • (none) - VR: Reset camera-to-origin pose on scene load to prevent gross error.
  • (none) - WebGL: Prevent a runtime error due to the NetworkManager and MasterServerInterface not being correctly stripped.

New in Unity 5.1.1 Patch 2 (Jun 26, 2015)

  • Improvements:
  • Analytics: Added cloudProjectId to hwstat.
  • Graphics: Added options for opaque object sorting control, see Camera.opaqueSortMode.
  • Terrain: Expose TerrainData.SetHeightsDelayedLOD and Terrain.ApplyDelayedHeightmapModification to allow users to achieve high frame rates while doing interactive terrain editing.
  • Changes:
  • 2D: SpriteRenderer will have light and reflection probes turned off by default. They can still be turned on manually.
  • Fixes:
  • (699578) - 2D: Fixed the issue where it was unable to set Sprite mode to multiple.
  • (670070) - Audio: Audio clip "Force to Mono" now has an option for applying normalization after downmix.
  • (705599) - Audio: Fixed: FSBTool crashed during audio import on Windows XP / N platforms and very short audio files.
  • (702628) - Deployment Management: Fixed crash when selecting 'Scripting Backend' in standalone Player Settings.
  • (670391) - DX11: Don't spam refCount==0 error messages when some 3rd party tools hook into DX11.
  • (703205) - DX11: Fixed non-native resolution fullscreen being too dark when in Linear color space.
  • (686697) - Editor OSX: Fixed custom cursor getting set back to default arrow when used in the editor.
  • (686697) - Editor OSX: Fixed games setting the cursor to null wouldn't take affect in the editor.
  • (none) -Editor: Texture3D sizes up to 2048 are now allowed (previously the limit was 1024).
  • (none) -GLES: Fix for TC Particles package from the Asset Store.
  • (705269) - GLES: Fixed shader compiler crash for some shaders that use scalar pixel shader inputs, and other issues.
  • (699694) - GLES: Fixed crash when using multithreaded renderer and using shader that uses vertex colors when the mesh data doesn't contain vertex colors.
  • (none) - GLES: Workaround for Adreno 4xx driver bug where binary shaders would break if the shader program contains geometry shaders.
  • (698775) - Graphics: Fixed issue in Texture2D.LoadImage when loading indexed PNG images that contain an alpha channel.
  • (691077) - iOS/IL2CPP: Prevent a crash in the NetworkManager initialization when the Stipping Level option is not set to Disabled.
  • (697757) - iOS/IL2CPP: Prevent the exception: "System.ArgumentException: enumType is not an Enum type." from occurring for a generic type used with an enum type argument.
  • (704069) - iOS/IL2CPP: Prevent the player build process from using older generated C++ source files from a previous build.
  • (685439) - iOS: Lightmapped objects with legacy shaders lit with realtime light in legacy deferred no longer render incorrectly.
  • (700533) - MonoDevelop: Fixed issue with Attach button in attach to process dialog not responding to clicks.
  • (704949) - Networking: Fixed the problem with host which was added removed and added back. Last add will finish with error - cannot open socket.
  • (none) - Networking: Fixed the problem with long acks.
  • (697543) - Physics: Fixed issue in PhysX where PhysX would hang on certain Android devices.
  • (577228) - Physics 2D: Ensure that both friction and bounce are updated when the PhysicsMaterial2D is set on a Collider2D from script.
  • (683964), (696095) - Physics 2D: Fixed various One-Way behaviour issues in PlatformEffector2D.
  • (697547) - Physics 2D: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • (701932) - Physics 2D: Rigidbody2D constraints are now based upon the center-of-mass and not the body position.
  • (701202) - Physics 2D: Stop crash if 2D effector is needed but there is none.
  • (none) - Samsung TV: Resolved security issue that allowed for arbitrary code execution.
  • (693537) - Serialization: Disallow EditorOnlyPlayerSettings custom properties usage without initialization
  • (705485) - Shaders: Fixed GLSL/Metal translation of shaders that use all uppercase SV_TARGET semantic.
  • (670391) - Shaders: Fixed GLSL/Metal translation of shaders that use non-uppercase SV_Position semantic.
  • (704497), (704501) - Shaders: Fixed resource binding regression breaking TC Particles asset store package.
  • (none) - Shaders: Increased timeout for shader import time processing; helps with complex compute shaders.
  • (705638) - VR: Fixed GearVR crash with Android Personal Edition.
  • (706852) - VR: Fixed upgrade issue from 5.1.1 which could result in VR loss of functionality.
  • (703879) - Windows Phone: Fixed build failure when using certain classes from System.Net namespace.
  • (none) - Windows Store Apps: Fixed a rare crash at boot when reading AppxManifest.xml.
  • (690152) - Xbox One: Fixed a bug that could cause game chat to fail when more than two players are involved.

New in Unity 5.1.1 Patch 1 (Jun 23, 2015)

  • Improvements:
  • Android: Audio - Enabled OpenSL for GearVR.
  • Documentation: Docs for Audio / VR / UNet updated.
  • iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.
  • Xbox One: Unity now builds with the May 2015 QFE1 XDK. Xbox One developers will need to install this XDK on their development PC and the matching or a later recovery on their console.
  • Windows Editor Installer: Use dism.exe to install .net framework5, for a more silent experience when using /S silent installer option.
  • Fixes:
  • (699383) - Animation: Reject avatar creation when the skeleton is missing intermediary bones.
  • (690156) - Asset Management: Now allow prefab instances with a missing prefab template to be reparented.
  • (692047) - Editor: Removed MSVCRT dependency for WebGL build.
  • (700474) - Graphics: Fixed a bug when loading single channel JPEGs using Texture2D.LoadImage.
  • (691607), (667147) - iOS/IL2CPP: Corrected an exception during code conversion which has the error message "Invalid global variables count" when converting some UnityScript assemblies.
  • (704018) - iOS/IL2CPP: Ensure that GetCurrentMethod returns the proper value, even when the generated native method is inlined.
  • (696187) - iOS/IL2CPP: Prevent a C++ compiler error in generated code about an undeclared identifier with the test "Unused local just for stack balance".
  • (703294) - iOS/IL2CPP: Prevent an exception during code generation when the default value of a field is not the same type as the field.
  • (691008) - iOS/IL2CPP: When compiling scripts for the player, appropriate UnityEngine.UI.dll will be referenced now.
  • (695118) ,(701548) - iOS/IL2CPP: Added support for PreserveAttribute to prevent classes, methods, fields and properties from being stripped in IL2CPP.
  • (700507) - iOS/IL2CPP: Avoid deadlock during UnloadUnusedAssets.
  • (695179) - iOS/IL2CPP: Fixed a crash which occurred when Ldvirtftn opcode was used on a non-virtual method.
  • (691404) - iOS/IL2CPP: Fixed a rare case when bytecode stripper would incorrectly strip wrong overloaded generic virtual method.
  • (694436) - iOS/IL2CPP: Fixed IL2CPP generated code in if (...) block if the condition operand was an IntPtr.
  • (694436) - iOS/IL2CPP: Fixed IL2CPP generated marshaling code for marshaling IntPtr into any other primitive type.
  • (702879) - iOS/IL2CPP: Fixed marshaling arrays of structs marked with [Out] attribute.
  • (696986) - iOS/IL2CPP: Fixed ConstructorInfo.Invoke() returning null for Nullable types.
  • (698589) - iOS/IL2CPP: iOS/IL2CPP: Correct RPC implementation for the UnityEngine.Networking namespace.
  • (702696) - iOS/IL2CPP: Prevent a runtime exception with IL code in an enumerator's MoveNext method when the enumerator's return type is a constrained generic type.
  • (689410) - iOS: Allow to append builds made with different scripting backend.
  • (682882) - iOS: Include iOS Xcode API documentation.
  • (none) - Mecanim: Fixed assert when using Optimize Game Object on object that are parented.
  • (none) - Mecanim: Fixed crash when using AnimatorController in asset bundles.
  • (692633) - Networking: Added missing error message for multiple NetworkManagers in a scene.
  • (701421) - Networking: Added missing check for NetworkIdentity on NetworkManager object.
  • (699613) - Networking: Added missing error message for more than 32 SyncVars in a NetworkBehaviour script.
  • (697809) - Networking: Added missing validation for invalid method signatures on network methods.
  • (693234) - Networking: Added missing validation for SyncVars of invalid types.
  • (697118) - Networking: Adding missing error message for using network custom attributes in non NetworkBehaviour derived scripts.
  • (701760) - Networking: Fix for allowing multiple network components on the same game object.
  • (697682) - Networking: Fix for ClientRpc call failing when called on a base class.
  • (698103) - Networking: Fix for ClientRpc calls being invoked out of order on localClient.
  • (696932) - Networking: Fix for ClientRpc calls not being invoked for scene objects on a local client.
  • (697824) - Networking: Fix for exception when sending a game object component as an argument to RPC calls.
  • (696579) - Networking: Fix for foldouts in NetworkManager inspector not saving state.
  • (none) - Networking: Fix for garbage at the end of broadcast messages.
  • (697502) - Networking: Fix for implementing Update() in a class derived from NetworkManager causing client connection callbacks to not be called.
  • (697754) - Networking: Fix for isServer still being true after server was stopped.
  • (701235) - Networking: Fix for not being able to detect idle connections.
  • (697730) - Networking: Fix for setting MaxConnection to zero causing exception in NetworkManager.
  • (697102) - Networking: Fix for SyncVars not working with script inheritance.
  • (698321) - Networking: Fix for UNetWeaver exception generating an exception when SyncListStruct used directly without a derived class.
  • (698732) - Networking: Fix for unserializating NetworkIdentity references failing on a dedicated server.
  • (none) - Networking: Fixed - localdiscovery doesn't work on osx and ios.
  • (697117) - Networking: NetworkTransform now auto-detects CharacterController and pick the correct sync method when added to a game object.
  • (699169) - Physics: Fixed a crash when trying to report a MeshCollider error while the MeshCollider's SharedMesh was null.
  • (698701), (698702) - Physics: Fixed HingeJoint SetMotor, SetLimits, SetSpring only being set correctly if the said properties was already enabled.
  • (685107) - Physics: Fixed an issue in PhysX where a capsule would fail to collide with a triangle mesh.
  • (441764) - Physics: Fixed an issue in PhysX where capsule-capsule collision detection would erroneously fail when the capsules' axes were almost aligned.
  • (697849) - Physics: HingeJoint now correctly measures the hinge angle regardless of the initial rotation between the two hinged bodies.
  • (686576) - Revert baked lightmap texture compression quality from best back to normal. Speeds up compositing step.
  • (none) - Shaders: Fixed broken constant buffer info on OpenGL ES compute shaders with multiple kernels
  • (676585) - Substance: Fix hang/crash when entering playmode with the Profiler window open.
  • (none) - Tizen: Added docs about native plugins on Tizen.
  • (none) - Tizen: Added Tizen to the default platforms list.
  • (none) - Tizen: Fixed plugin loading.
  • (689600) - UI: Number of batches created for UI scene back down to 5.0 number.
  • (697556) - Unified GL: Fixed a crash when current and pending framebuffers have different attachment counts.
  • (697556) - Unified GL: Fix for DX11-style Depth-of-Field image effect: fix boolean variable handling in shader compiler.
  • (none) - Unified GL: Fix for shader errors when swizzles were incorrectly applied to scalar values.
  • (702042) - VR: Enabling / disabling virtual reality support in the editor nolonger affects standalone players.
  • (none) - VR: Fixed anti aliasing.
  • (none) - VR: Fixed aspect ratio of game view and standalone window.
  • (none) - VR: Fixed linear lighting.
  • (none) - WebGL: Fixed error messages when refreshing or unloading the page.
  • (none) - WebGL: Fixed an issue using System.IO.Compression.DeflateStream API.
  • (none) - WebGL: Fixed WWW Downloads failing if they take longer then 5 seconds.
  • (694021) - Windows Phone 8.1: Fixed simulator build.
  • (704102) - Windows Phone 8: Fixed crash when building from Editor.
  • (702282) - Windows Store Apps/Windows Phone: Fixed an issue with connecting to server using UNet.
  • (670992) - Windows Store Apps/Windows Phone: Fixed serialization when inheriting from class from another assembly with internal field
  • (699656) - Windows Store Apps/Windows Phone: Fixed variable synchronization between WinRT and Mono players (UNet).
  • (693303) - Windows Store Apps: Fixed extended splash screen sizing on wp8.1 and scaled WSA.
  • (695285) - Xbox One: Disabled standard splash screen on Xbox One, which was showing up as a blank grey screen after the initial OS load splash screen.
  • (none) - Xbox One: Socket descriptions now require template to function (as of April XDK). The editor GUI has been updated to make templates mandatory for all socket descriptions.
  • (none) - Xbox One: The auto-added port for script debugging now implements a template, and works again. It will also get auto-added if you specify to auto-connect the profiler.

New in Unity 5.1.1 (Jun 18, 2015)

  • Feature:
  • VR: Gear VR is now supported with Unity VR.
  • Improvements:
  • Editor: Added MonoDevelop Solution Properties toggle to External Tools to disable writing of MonoDevelopProperties section to .sln files.
  • Graphics: Added hexadecimal code support to Color (TryParseHexString, ToHexStringRGB and ToHexStringRGBA).
  • Graphics: Added set to gpu skinning parameter in PlayerSettings.
  • Input: Mouse cursor will be confined to rendered area in Windows standalone (when CursorLockMode.Confined is used).
  • iOS/IL2CPP: Lower memory used by IL2CPP executables at runtime by removing unused overhead from memory profiling and making more data constant.
  • Linux: Removed "faulty GPU driver" workarounds for Intel drivers that claim to support OpenGL 3.0+.
  • Mecanim: Show frame number in avatar previewer.
  • Changes:
  • Mecanim: AnimatorState runtime speed is now a multiplier apply on the orignal speed rather than an override.
  • Fixes:
  • AI: Fixed NavMeshAgent path re-planning (typically after carving) when agents are assigned a path via SetPath.
  • AI: Fixed issue causing spurious error message "ag.remainingDistance >= 0.0f" for agents waiting at OffMeshLinks.
  • AI: Fixed problem with performance when scene constains only idle agents with small radii.
  • Android: Now Application.systemLanguage will return Chinese Traditional or Chinese Simplified instead of just Chinese.
  • APIUpdater: Fixed crash when scripts contains some specific generic type / method usages.
  • APIUpdater: Fixed editor hang updater consent dialog is displayed while user is performing a drag & drop.
  • Audio: If the audio output device fails to init, then init to the null device to prevent crash.
  • Audio: The Disable Audio option now prevents FMOD from initializing and allocating resources which are exclusive on some platforms.
  • CEF: Fixed crash when opening the asset store when no network.
  • Cloud Service: Fix for using another encoding for the url.
  • Editor: Fixed bad scene view performance when lots of light gizmos are drawn.
  • Editor: Fixed: Missing icon in Mecanim Transition inspector.
  • Editor: Profiler GameObject count in scene no longer increases when selecting camera.
  • Editor: Undo for editing capsule collider.
  • Editor: Undo for GameObject > Toggle Active State in main menu.
  • GI: Fixed static lightmap baking on a rectangular terrain.
  • GLES: Fixed crash on Vivante GPUs when using binary shaders.
  • Graphics: Fixed inaccurate screenspace scissoring of lights with large range.
  • Graphics: Fixed assertion when LODGroup is scaled to zero.
  • Graphics: Fixed command buffer RenderTargetIdentifier with RenderTexture argument.
  • Graphics: Fixed regression in handling "external" textures (Texture2D.CreateExternalTexture).
  • Graphics: Fixed rendering issues after native rendering plugin GL.IssuePluginEvent() calls on OpenGL ES platforms.
  • Input: Update mouse position when it is outside of rendered area in Windows standalone.
  • iOS/IL2CPP: Avoid adding includes and methods (for method declaration includes) for types generated to terminate generic type recursion. iOS/IL2CPP: Correct an error in generated code when a constrained generic parameter type is used in a nested lambda expression.
  • iOS/IL2CPP: Correct code generation for a generic type with another generic type as a constraint when the generic parameter for the constraint is a value type.
  • iOS/IL2CPP: Corrected the implementation of the ldvirtftn opcode for types using a constrained generic generic parameter.
  • iOS/IL2CPP: Correctly invoke an action pointing to an extension method.
  • iOS/IL2CPP: Emit memory barriers to ensure the correct acquire and release semantics are enforced for loads and stores of volatile fields.
  • iOS/IL2CPP: Ensure that background threads which are not explicitly joined have their resources freed so that the runtime does not leak thread handles.
  • iOS/IL2CPP: Fixed a crash which occurred during a call to Socket.SetSocketOption with the AddMembership or DropMembership names.
  • iOS/IL2CPP: Fixed managed stack traces.
  • iOS/IL2CPP: Fixed a code generation issue when using static constructors in base generic classes.
  • iOS/IL2CPP: Generate correct C++ code for a generic virtual method which returns an IEnumerator and has a generic constraint defined on the method it overrides.
  • iOS/IL2CPP: Implement embedded resources for IL2CPP.
  • iOS/IL2CPP: Prevent a crash when a thread with a name is finalized.
  • iOS/IL2CPP: Prevent IL2CPP from throwing an exception at conversion time for a generic type deriving from a generic interface.
  • iOS/IL2CPP: Fixed WWWForm.data property getter being extremely slow on IL2CPP.
  • iOS/IL2CPP: Fixed a case where static constructor would not be called if an object is constructed within Unity internally.
  • iOS/IL2CPP: Fixed an issue which sometimes caused IL2CPP to not call static constructors when Unity created class instances from native code.
  • iOS/IL2CPP: Static constructor of base type now gets correctly called if a derived class does not have one when creating an object of a derived type.
  • iOS/Metal: Fixed crash when using preloaded shaders.
  • iOS: Fixed crash on A7 SoC when locking the screen.
  • iOS: Fixed rendering issues when dismissing presenting view controller which overrides orientation constraints.
  • iOS: Fixed simulator crashing on startup due to "Symbol not found: __ZN5metal16g_CurrentEncoderE".
  • iOS: Now Application.systemLanguage will return Chinese Traditional or Chinese Simplified instead of just Chinese.
  • Linux: Fixed nonASCII input regression.
  • Mecanim: Changing AnimatorState runtime speed from positive to negative value should now correctly play the animation clip backward.
  • Mecanim: Fixed AnimatorState.speed with a value of 0 should now correctly pause the animation clip.
  • Mecanim: Fixed broken copy paste.
  • Mecanim: Fixed firing multiple events at 0.
  • ModuleManager: Fixed exception when opening the Module Manager window.
  • OpenGL: Fixed crash when trying to use unified OpenGL GfxDevice on MacOSX.
  • Plugins: Fixed Standalone settings, toggle buttons were showing platforms as disabled while in reality they were enabled.
  • PS3/PS4: Fixed some separate alpha blending shader states not working properly.
  • Samsung TV: Fixed an issue where games launched on the 2014 TVs without using the Unity Launcher would crash.
  • Scripting: Fixed debugger deadlock on OSX.
  • Scripting: Fixed MonoDevelop incorrectly stepping over recursive methods.
  • Scripting: Fixed Unity crash when using newer versions of the soft debugger client in MonoDevelop.
  • Terrain: Fixed occasional incorrect SpeedTree LOD.
  • Tizen: Display software keyboard correctly in landscape.
  • Tizen: Fixed some typed characters not displaying correctly.
  • Tizen: Removed unnecessary texture compression selector in the build window.
  • Tizen: Resolved "Failed to wait on semaphore" errors when script debugging.
  • Tizen: Resolved build failures when various non-alphanumeric are entered into the product description.
  • Tizen: Resolved rendering errors with Landscape Right screen orientation.
  • Tizen: Set the supported screen sizes key in the manifest. Not doing so results in Tizen store rejections.
  • Tizen: Text typed into software keyboard is now displayed.
  • Tizen: Updated product description field to prevent text wrapping issues.
  • Tizen: Video playback is now supported.
  • TreeEditor: Fixed incorrect labels and tooltips.
  • UNET: Client is not sending/receiving packets and does not disconnect.
  • UNet: Fixed an issue whereby NetworkTransform could corrupt SyncVars.
  • UNet: Fixed an issue whereby Network Serializer breaks on some 64-bit values.
  • UNet: Wrong interpolation in NetworkTransform has been fixed.
  • UNet: Added fixes for multiple NetworkClient objects.
  • UNET: Fixed: Memory continuously builds up with uNet server simply activated.
  • UNET: Fixed: Ping from obsolete connection can cause problem with functionality of new connection.
  • UNET: Fixed: Reliable sequenced channel for reused (disconnect then connect) connection stop working.
  • UNett: Fix for bad error message on networked commands.
  • Unified GL: Fixed mobile bloom and mobile blur shaders (and anything else that used array inputs).
  • Unified GL: Fixed VFACE translation. Unified GL: Shader .cginc include files failed to load if the file to be included had UTF BOM. Fixed.
  • VR: Render scale now functions correctly with 0.6 Oculus SDK.
  • VR: Render scale now works in deferred mode.
  • VR: VR.loadedDevice now works at runtime.
  • WebPlugin: Fixed cross-domain policy bypass issue (reported by Jouko Pynnonen of Klikki Oy).
  • XboxOne: Fixed a crash that occurs in the debug player at startup.

New in Unity 5.1 Patch 1 (Jun 12, 2015)

  • Feature:
  • VR: Gear VR now supported with Unity VR.
  • Improvements:
  • Editor: Added MonoDevelop Solution Properties toggle to External Tools to disable writing of MonoDevelopProperties section to .sln files.
  • Graphics: Added hexadecimal code support to Color (TryParseHexString, ToHexStringRGB and ToHexStringRGBA).
  • Graphics: Added set to gpu skinning parameter in PlayerSettings.
  • Input: Mouse cursor will be confined to rendered area in Windows standalone (when CursorLockMode.Confined is used).
  • iOS/IL2CPP: Lower memory used by IL2CPP executables at runtime by removing unused overhead from memory profiling and making more data constant.
  • Linux: Removed "faulty GPU driver" workarounds for Intel drivers that claim to support OpenGL 3.0+.
  • Mecanim: Show frame number in avatar previewer.
  • Changes:
  • Mecanim: AnimatorState runtime speed is now a multiplier apply on the orignal speed rather than an override.
  • Fixes:
  • (700717) - AI: Fixed NavMeshAgent path re-planning (typically after carving) when agents are assigned a path via SetPath.
  • (696556) - AI: Fixed issue causing spurious error message "ag.remainingDistance >= 0.0f" for agents waiting at OffMeshLinks.
  • (701413) - AI: Fixed problem with performance when scene constains only idle agents with small radii.
  • (677623) - Android: Now Application.systemLanguage will return Chinese Traditional or Chinese Simplified instead of just Chinese.
  • (673248) - APIUpdater: Fixed crash when scripts contains some specific generic type / method usages.
  • (693006) - APIUpdater: Fixed editor hang updater consent dialog is displayed while user is performing a drag & drop.
  • (687390) - Audio: If the audio output device fails to init, then init to the null device to prevent crash.
  • (693917) - Audio: The Disable Audio option now prevents FMOD from initializing and allocating resources which are exclusive on some platforms.
  • (695263) - CEF: Fixed crash when opening the asset store when no network.
  • (691440) - Cloud Service: Fix for using another encoding for the url.
  • (none) - Editor: Fixed bad scene view performance when lots of light gizmos are drawn.
  • (582285) - Editor: Fixed: Missing icon in Mecanim Transition inspector.
  • (655453) - Editor: Profiler GameObject count in scene no longer increases when selecting camera.
  • (681476) - Editor: Undo for editing capsule collider.
  • (694119) - Editor: Undo for GameObject > Toggle Active State in main menu.
  • (688647) - GI: Fixed static lightmap baking on a rectangular terrain.
  • (691217) - GLES: Fixed crash on Vivante GPUs when using binary shaders.
  • (671681) - Graphics: Fixed inaccurate screenspace scissoring of lights with large range.
  • (699470) - Graphics: Fixed assertion when LODGroup is scaled to zero.
  • (none) - Graphics: Fixed command buffer RenderTargetIdentifier with RenderTexture argument.
  • (none) - Graphics: Fixed regression in handling "external" textures (Texture2D.CreateExternalTexture).
  • (698785) - Graphics: Fixed rendering issues after native rendering plugin GL.IssuePluginEvent() calls on OpenGL ES platforms.
  • (684728) - Input: Update mouse position when it is outside of rendered area in Windows standalone.
  • (695251) - iOS/IL2CPP: Avoid adding includes and methods (for method declaration includes) for types generated to terminate generic type recursion.
  • (698060) - iOS/IL2CPP: Correct an error in generated code when a constrained generic parameter type is used in a nested lambda expression.
  • (697043) - iOS/IL2CPP: Correct code generation for a generic type with another generic type as a constraint when the generic parameter for the constraint is a value type.
  • (694940) - iOS/IL2CPP: Corrected the implementation of the ldvirtftn opcode for types using a constrained generic generic parameter.
  • (695900) - iOS/IL2CPP: Correctly invoke an action pointing to an extension method.
  • (693281) - iOS/IL2CPP: Emit memory barriers to ensure the correct acquire and release semantics are enforced for loads and stores of volatile fields.
  • (686183) - iOS/IL2CPP: Ensure that background threads which are not explicitly joined have their resources freed so that the runtime does not leak thread handles.
  • (691442) - iOS/IL2CPP: Fixed a crash which occurred during a call to Socket.SetSocketOption with the AddMembership or DropMembership names.
  • (673249) - iOS/IL2CPP: Fixed managed stack traces.
  • (698613), (698137) - iOS/IL2CPP: Fixed a code generation issue when using static constructors in base generic classes.
  • (697563) - iOS/IL2CPP: Generate correct C++ code for a generic virtual method which returns an IEnumerator and has a generic constraint defined on the method it overrides.
  • (674763) - iOS/IL2CPP: Implement embedded resources for IL2CPP.
  • (697816) - iOS/IL2CPP: Prevent a crash when a thread with a name is finalized.
  • (699105) - iOS/IL2CPP: Prevent IL2CPP from throwing an exception at conversion time for a generic type deriving from a generic interface.
  • (692742) - iOS/IL2CPP: Fixed WWWForm.data property getter being extremely slow on IL2CPP.
  • (693210) - iOS/IL2CPP: Fixed a case where static constructor would not be called if an object is constructed within Unity internally.
  • (694535) - iOS/IL2CPP: Fixed an issue which sometimes caused IL2CPP to not call static constructors when Unity created class instances from native code.
  • (689302) - iOS/IL2CPP: Static constructor of base type now gets correctly called if a derived class does not have one when creating an object of a derived type.
  • (694729) - iOS/Metal: Fixed crash when using preloaded shaders.
  • (none) - iOS: Fixed crash on A7 SoC when locking the screen.
  • (none) - iOS: Fixed rendering issues when dismissing presenting view controller which overrides orientation constraints.
  • (696798) - iOS: Fixed simulator crashing on startup due to "Symbol not found: __ZN5metal16g_CurrentEncoderE".
  • (677623) - iOS: Now Application.systemLanguage will return Chinese Traditional or Chinese Simplified instead of just Chinese.
  • (693367) - Linux: Fixed nonASCII input regression.
  • (none) - Mecanim: Changing AnimatorState runtime speed from positive to negative value should now correctly play the animation clip backward.
  • (none) - Mecanim: Fixed AnimatorState.speed with a value of 0 should now correctly pause the animation clip.
  • (696678) - Mecanim: Fixed broken copy paste.
  • (689767) - Mecanim: Fixed firing multiple events at 0.
  • (698660) - ModuleManager: Fixed exception when opening the Module Manager window.
  • (684121) - OpenGL: Fixed crash when trying to use unified OpenGL GfxDevice on MacOSX.
  • (694219) - Plugins: Fixed Standalone settings, toggle buttons were showing platforms as disabled while in reality they were enabled.
  • (none) - PS3/PS4: Fixed some separate alpha blending shader states not working properly.
  • (none) - Samsung TV: Fixed an issue where games launched on the 2014 TVs without using the Unity Launcher would crash.
  • (673027) - Scripting: Fixed debugger deadlock on OSX.
  • (673440) - Scripting: Fixed MonoDevelop incorrectly stepping over recursive methods.
  • (none) - Scripting: Fixed Unity crash when using newer versions of the soft debugger client in MonoDevelop.
  • (699510) - Terrain: Fixed occasional incorrect SpeedTree LOD.
  • (670867) - Tizen: Display software keyboard correctly in landscape.
  • (581750) - Tizen: Fixed some typed characters not displaying correctly.
  • (699598) - Tizen: Removed unnecessary texture compression selector in the build window.
  • (588936) - Tizen: Resolved "Failed to wait on semaphore" errors when script debugging.
  • (699589) - Tizen: Resolved build failures when various non-alphanumeric are entered into the product description.
  • (670069) - Tizen: Resolved rendering errors with Landscape Right screen orientation.
  • (none) - Tizen: Set the supported screen sizes key in the manifest. Not doing so results in Tizen store rejections.
  • (670882) - Tizen: Text typed into software keyboard is now displayed.
  • (699587) - Tizen: Updated product description field to prevent text wrapping issues.
  • (695513) - Tizen: Video playback is now supported.
  • (699779) - TreeEditor: Fixed incorrect labels and tooltips.
  • (696153) - UNET: Client is not sending/receiving packets and does not disconnect.
  • (694767) - UNet: Fixed an issue whereby NetworkTransform could corrupt SyncVars.
  • (696172) - UNet: Fixed an issue whereby Network Serializer breaks on some 64-bit values.
  • (688362) - UNet: Wrong interpolation in NetworkTransform has been fixed.
  • (695061) - UNet: Added fixes for multiple NetworkClient objects.
  • (698751) - UNET: Fixed: Memory continuously builds up with uNet server simply activated.
  • (none) - UNET: Fixed: Ping from obsolete connection can cause problem with functionality of new connection.
  • (none) - UNET: Fixed: Reliable sequenced channel for reused (disconnect then connect) connection stop working.
  • (696680) - UNett: Fix for bad error message on networked commands.
  • (none) - Unified GL: Fixed mobile bloom and mobile blur shaders (and anything else that used array inputs).
  • (none) - Unified GL: Fixed VFACE translation.
  • (696069) - Unified GL: Shader .cginc include files failed to load if the file to be included had UTF BOM. Fixed.
  • (none) - VR: Render scale now functions correctly with 0.6 Oculus SDK.
  • (699095) - VR: Render scale now works in deferred mode.
  • (none) - VR: VR.loadedDevice now works at runtime.
  • (none) - XboxOne: Fixed a crash that occurs in the debug player at startup.

New in Unity 5.1 (Jun 9, 2015)

  • The Unity 5.1 release builds on two key Unity 5 strengths: industry-leading multiplatform support, and unmatched efficiency boosted in the cloud. Amongst other things, it brings you a new unified development experience for VR platforms like Oculus Rift and our easy to use Unity Multiplayer networking solution.
  • Multiplayer made easy:
  • The first phase of our plan to make it significantly easier to make multiplayer games across a host of platforms is now a reality. Thanks to new APIs, all Unity developers can get deep access to just the features they want, as well as a more automated solution that’s easy to use.
  • Multiplayer Service: In preview, but not for long:
  • Additionally, the Unity Multiplayer Service, including our Matchmaker and Relay Servers, is currently in preview. While that’s the case, you can use the service with up to 100 concurrent users free of charge.
  • We’ll launch the full service very soon, and anyone using it during the preview stage can benefit from the full service when their game is production-ready! Sign-up here.
  • Join the VR revolution:
  • With Unity 5.1 we’ve added a highly optimized rendering pipeline for VR and AR devices. Native Oculus Rift deployment is available right now to all Unity users, and we’ll be adding full native support for further platforms, including Microsoft Hololens and Gear VR in the near future.
  • In Unity 5.1, you can plug in your Oculus Rift dev kit and playtest away, with Unity handling a number of VR/AR-specific features out of the box. Head tracking and an appropriate field of view are applied to your camera automatically and rendered in stereo just like that.
  • Plus, we’ve already implemented a number of stereoscopic rendering optimizations including single pass culling and shared shadowmaps to help you deliver exceptional frame rates.
  • Across the board improvements:
  • Every release gives us the opportunity to improve the overall quality of our code base. Beyond the bug fixes we’ve done for our weekly patch releases, we’ve fixed over 170 bugs in Unity 5.1.
  • Additionally, we’ve made over 70 smaller improvements to API usabilities and workflows, with a focus on 2D and animation features. Another significant refactor sees us introduce a new unified OpenGL rendering backend. This helps us eliminate the numerous code paths between devices, and has made analyzing and fixing mobile rendering bugs significantly easier.
  • As well as introducing our own quality improvements, we also wanted to assist you in improving your game code. With that in mind, we’ve added a Runtime Assertion Library.
  • Cloud Build adds support for Mercurial source control:
  • Launched with Unity 5, our Cloud Build service saves you time by automating builds for iOS, Android, and the Unity Web Player. Cloud Build has already saved developers over 200,000 hours, making it easier than ever for them to build, share, and test their games.
  • Today we’re announcing support for projects using Mercurial. Cloud Build now supports four types of source control servers: Git, SVN, Perforce, and, with this latest addition, Mercurial.

New in Unity 5.0.2 Patch 4 (Jun 3, 2015)

  • Improvements:
  • Added set to gpu skinning parameter in PlayerSettings
  • iOS/IL2CPP: Decrease IL2CPP memory usage by making metadata structures const.
  • Fixes:
  • (687390) - Audio: If audio output device fails to init, then init to the null device.
  • (693917) - Audio: The Disable Audio option new prevents FMOD from initializing and allocating resources which are exclusive on some platforms.
  • (none) - Editor: Fixed bad scene view performance when lots of light gizmos are drawn
  • (none) - Graphics: Fixed command buffer RenderTargetIdentifier with RenderTexture argument
  • (697674) - Graphics: fixed regression in handling "external" textures (Texture2D.CreateExternalTexture).
  • (698060) - iOS/IL2CPP: Correct a error in generated code when a constrained generic parameter type is used in a nested lambda expression.
  • (698613), (698137) - iOS/IL2CPP: Fix a code generation issue when using static constructors in base generic classes.
  • (691442) - iOS/IL2CPP: Fix a crash which occurred during a call to Socket.SetSocketOption with the AddMembership or DropMembership names.
  • (699105) - iOS/IL2CPP: Prevent IL2CPP from throwing an exception at conversion time for a generic type deriving from a generic interface.
  • (694729) - iOS/Metal: Fixed crash when using preloaded shaders (694729)
  • (none) - iOS: Fixed rendering issues when dismissing presenting view controller which overrides orientation constraints
  • (696798) - iOS: Fixed simulator crashing on startup due to "Symbol not found: __ZN5metal16g_CurrentEncoderE" (696798)
  • (none) - Merge Tool: Fix auto fallback spec file detection
  • (none) - Merge Tool: Handle regression in 5.0.1 introduced by stripped prefabs
  • (none) - PS3/PS4: Fixed some separate alpha blending shader states not working properly.

New in Unity 5.0.2 Patch 3 (May 29, 2015)

  • Fixes:
  • (686183) - iOS/IL2CPP: Ensure that background threads which are not explicitly joined have their resources freed so that the runtime does not leak thread handles.
  • (697043) - iOS/IL2CPP: Correct code generation for a generic type with another generic type as a constraint when the generic parameter for the constraint is a value type.

New in Unity 5.1.0F2 RC (May 22, 2015)

  • Fixes:
  • Editor: Fixed assets deletion on folder rename when one of the assets is locked
  • Android: Fixed native plugins that were using GL ES textures
  • Mecanim: Fixed additionnal transforms on Humanoid rig not being animated
  • Home Window: Fixed Alert not appearing on username or password failure

New in Unity 5.0.2 Patch 2 (May 21, 2015)

  • Fixes:
  • (none) - Android: Fix for Oculus window buffer memory leak (due to Oculus plugin replacing GL context)
  • (695251) - iOS/IL2CPP: Avoid adding includes and methods (for method declaration includes) for types generated to terminate generic type recursion.
  • (694940) - iOS/IL2CPP: Correct the implementation of the ldvirtftn opcode for types using a constrained generic generic parameter.
  • (695900) - iOS/IL2CPP: Correctly invoke an action pointing to an extension method.
  • (693281) - iOS/IL2CPP: Emit memory barriers to ensure the correct acquire and release semantics are enforced for loads and stores of volatile fields.
  • (693210) - iOS/IL2CPP: Fixed a case where static constructor would not be called if an object is constructed within Unity internally.
  • (689302) - iOS/IL2CPP: Static constructor of base type now gets correctly called if a derived class does not have one when creating an object of a derived type.
  • (692584) - Physics: Stop force waking up Rigidbodies when AddForce / AddTorque (family) is called with a zero vector. This fixes Rigidbodies starting to accelerate even though a zero force is applied.
  • (673027) - Scripting: Fixed debugger deadlock on OSX.
  • (673440) - Scripting: Fixed MonoDevelop incorrectly stepping over recursive methods.
  • (none) - Scripting: Fixed Unity crash when using newer versions of the soft debugger client in MonoDevelop
  • (693303) - Windows Store Apps/Windows Phone 8.1: fix extended splash screen sizing

New in Unity 5.1.0F1 RC (May 18, 2015)

  • Fixes:
  • Lightmapping: Fixed race condition crash in lightmap bake when converting .exr files.
  • Merge Tool: Handle regression in 5.0.1 introduced by stripped prefabs.
  • Merge Tool: Fix auto fallback spec file detection.
  • iOS/IL2CPP: Remove the precompiled headers build option, as it is no longer supported.
  • Graphics: Fixed Shader.SetPass editor performance (5.1 regression).
  • Graphics: Fixed MSAA + Image Effects + Gamma color space resulting in black game view on DX11 (5.1 regression).
  • Editor: Fixed closing of Frame Debugger window making later wireframe rendering (e.g. model previews) not work (5.1 regression).
  • Mecanim: Fixed Animation previewer not working with AnimationClips longer than 1 seconds with compression enabled.
  • VR: Fixed an IPD scaling issue when Oculus is set to stereoscopic rendering.
  • VR: Fixed a Clipping plane scaling issue. The near clipping plane value was being scaled by a negative value, causing a Clipping Plane value of 0.

New in Unity 5.0.2 Patch 1 (May 16, 2015)

  • Fixes:
  • (674763) - iOS/IL2CPP: Implemented embedded resources for IL2CPP.
  • (692742) - iOS/IL2CPP: Fixed WWWForm.data property getter being extremely slow on IL2CPP.
  • (none) - iOS: Fixed crash on A7 SoC when locking the screen.
  • (687297) - iOS: Fixed Xcode project supported platforms and SDKs settings.
  • (693343) - Mecanim: Fixed duplicated parameter in blend tree of blend tree
  • (694616) - Plugins: Windows plugins won't be included to OSX package, when building for X86 architecture.
  • (none) - VR: Added 3D splash screen to Unity Personal Edition Builds.
  • (679061) - Windows Phone/Store: Fixed assembly converter crashing when a type generic class derives from a generic class which has a generic parameter that is array of generic parameters of the derived class (e. g. class Derived : MyBase).

New in Unity 5.0.2 (May 14, 2015)

  • FEATURES:
  • XboxOne: The default update granularity used by XDK's makepkg tool has changed to File granularity rather than Chunk granularity. There is now a setting to control this: Player Settings > Xbox One > Microsoft Xbox One Package Settings > Update Granularity. This property is set to File by default. Chunk is recommended only for games that have already been released using the Chunk granularity, which was the default prior to this build.
  • IMPROVEMENTS:
  • Editor: Added Android 5.0 and 5.1 to "Minimum API Level" list.
  • GI: Don't add lights to Enlighten at runtime if they don't contribute to GI (bounce intensity at 0).
  • GI: Made pig assert message human readable.
  • iOS: Enabled thumb instruction support for IL2CPP ARMv7 slice. Should improve ARMv7 slice code size by 10-20%.
  • iOS/IL2CPP: Avoid generating NullReference checks on value types.
  • iOS/IL2CPP: Improve performance of finally blocks.
  • iOS/Metal: Better support for native rendering plugins when using Metal.
  • Mecanim: Fix direct blendtree editor slow down when there is too much motion.
  • Physics 2D: Added 'AreaEffector2D.useGlobalAngle' to allow the selection of whether the force-angle is global or local.
  • Physics 2D: Added 'Effector2D.useColliderMask' to allow the selection of whether the effector collider mask is used or the global collision matrix.
  • Physics 2D: Added 'Rigidbody2D.IsTouching' and 'Rigidbody2D.IsTouchingLayers' to complement the same on 'Collider2D' and 'Physics2D'.
  • Physics 2D: Renamed 'AreaEffector2D.forceDirection' to 'AreaEffector2D.forceAngle' (sciprts are automaticallly updated).
  • Physics: Report detailed error when generating collision meshes, also during asset import. Simplifies troubleshooting creation of non-triangle collision meshes.
  • Substance: New Substance features introduced by Substance Designer 5.0 are now supported.
  • Terrain: TerrainData.alphamapTextures is now public.
  • Windows Standalone: Hint to AMD driver that discrete GPU should be used, rather than integrated GPU.
  • XboxOne: Lightmap files are now listed in the package manifest in the same chunk as the scene that uses them.
  • XboxOne: Unity is now built with the April 2015 XDK. You will need to install the April 2015 XDK on your PC and use the same or later recovery on your console.
  • XboxOne: Updated docs to reflect terminology and tools in latest XDK, and added a section on Packaging.
  • XboxOne: Worker threads created by Unity's core systems (Physics, AI) will no longer run on cores 0 and 1, which are reserved for the Rendering thread and Unity's main thread respectively. This will be a performance gain in most cases by avoiding thread context switches.
  • CHANGES:
  • Android: Added support for real 16bit DisplayBuffer. It can only be enabled in PlayerSettings, Handheld.use32BitDisplayBuffer is deprecated.
  • Scripting: GizmoType enum has changed (and is updated by automatic script updater). NotSelected -> NotInSelectionHierarchy. SelectedOrChild -> InSelectionHierarchy. New member NonSelected added.
  • XboxOne: Unity is now built with the March 2015 XDK. You will need to install the March 2015 XDK onto your development PC and use the same or later recovery
  • FIXES:
  • AI: Allow setting slope above 60 deg by using serialized object.
  • AI: Fixed buggy example code for script API example.
  • AI: Handle out of memory when building huge world.
  • Android: Apply Holo or Material theme if the user did not specify other explicitly.
  • Android: Apply user theme if set.
  • Android: Fixed crash in Mono caused invocation of wrong method.
  • Android: Fixed crash on Application.Quit().
  • Android: Fixed issues with soft input caused by Samsung back button fix
  • Android: Fixed window buffer leakage
  • Android: Improved soft input dialog.
  • APIUpdater: APIUpdater assumes script encoding is UTF-8.
  • APIUpdater: APIUpdater crashes when updating methods that return arrays of generic types.
  • APIUpdater: Unity imports/upgrades DLL built for 4.x twice and it throws errors after first import.
  • Asset Bundles: AssetBundle.CreateFromMemory with uncompressed bundles will no longer block the main thread for several seconds.
  • Asset Importing: Fixed importing of an assembly that contains classes inherited from generic engine's classes.
  • Asset Management: PluginImporter settings for OSX native plugins will no longer be lost in .unitypackage files.
  • AssetBundle: Fixed the issue that prefab loaded from AssetBundle lost the reference to a material in a variant AssetBundle.
  • AssetBundle: Fixed the issue that scene AssetBundle didn't get rebuilt when the referenced prefabs were changed.
  • AssetBundle: Make the error message more informative when building AssetBundles.
  • D3D11: Fixed shaders that use min16float types.
  • Documentation: Fixes for 5.0, removed the "Overview" link.
  • Documentation: A number of bugs have been fixed.
  • Documentation: Ridigbody typos fixed.
  • Editor - Other: Fixed ScriptableObject assets to pull icons correctly from their associated script
  • Editor: Android - Fixed updating SDK on x86 Java on Windows.
  • Editor: Fixed crash when PlayerSettings.GetPropertyString is called for not existing property.
  • Editor: Fixed Camera.SetTargetBuffers with AA-ed renderbuffers.
  • Editor: Scene View content is no longer tinted in playmode.
  • GI: Ambient light is not shown after baked data is cleared.
  • GI: Entering play mode while baking with on demand makes bake indication get stuck and game show incorrect result.
  • GI: Fixed crash caused by Unity reading GI files as resource files and a certain GI file had data that looked like a header but caused a huge allocation.
  • GI: Fixed lightmap resolution overlay not showing up on Terrains.
  • GI: Reloading scene makes the background darker.
  • GI: With continuous baking enabled and baked light, light probes stop working after exiting play mode.
  • Graphics: Fixed double-fog in deferred shading + forward-only opaque objects + GlobalFog effect.
  • Graphics: Fixed printing of some loops in GLSL/Metal.
  • Graphics: Improved rough front-to-back sorting for opaque objects, for better GPU Z culling efficiency.
  • IMGUI: Fixed calculation of TextGenerator vertices position when lineSpacing is 0.
  • Input: Input.GetJoystickNames() on Windows no longer returns a single blank entry when no joysticks are connected.
  • Input: Input.mousePosition is clamped correctly when a Windows player is resized.
  • iOS: Added dummy vertex channel for missing shader channels when dynamic batching.
  • iOS: Added Xcode 6.3 Build & Run support.
  • iOS: Fixed crash when rendering empty meshes.
  • iOS: Fixed HTTPs problem.
  • iOS: Fixed memory corruption and crash initiated by calling WebCamTexture.Stop().
  • iOS: Fixed memory leak in iOS WebCamTexture.GetPixels().
  • iOS: Fixed crash on rendering empty meshes.
  • iOS: Fixed duplicate property value removal in certain Xcode projects.
  • iOS: Fixed WebCamTexture.didUpdateThisFrame.
  • iOS: Fixed assert in corner case when webcam code is trying to pick supported FPS.
  • iOS/IL2CPP: Add a null terminator to string arrays when they are marshaled.
  • iOS/IL2CPP: Added support for string.Normalize.
  • iOS/IL2CPP: Allow Encoding.GetEncoding to correctly.
  • iOS/IL2CPP: Allow thread-local static fields to work correctly in generic classes. Specifically, this corrects the Parse SDK crash in 4.6.4p1.
  • iOS/IL2CPP: AudioMixerSnapshot.TranslateTo no longer throws null reference exception on IL2CPP.
  • iOS/IL2CPP: AudioMixerSnapshot.TranslateTo no longer throws null reference exception on IL2CPP.
  • iOS/IL2CPP: Avoid class initialization and metadata construction deadlocks.
  • iOS/IL2CPP: Cast non-pointer references types to System.Object for comparison in conditional statements.
  • iOS/IL2CPP: Correct an InvalidCastException that can occur when setting an array value.
  • iOS/IL2CPP: Correct the behavior of CultureInfo.CreateSpecificCulture.
  • iOS/IL2CPP: Correctly lazy initialize the type information when Type.GetDeclaringType is called.
  • iOS/IL2CPP: Do not write extern declarations inside p/invoke wrappers for methods that return a class or delegate.
  • iOS/IL2CPP: Fixed an infinite recursion when constructing generic type.
  • iOS/IL2CPP: Fixed an issue with open delegates that return void.
  • iOS/IL2CPP: Fixed crashes in socket code due to sockets being destroyed too early and prevent Thread.IsAlive from returning true after thread has terminated.
  • iOS/IL2CPP: Fixed Interlocked.Exchange and Interlocked.CompareExchange for interfaces.
  • iOS/IL2CPP: Fixed issue with managed exceptions not being thrown by a method called by Method.Invoke in some cases.
  • iOS/IL2CPP: Fixed multidimensional array interfaces.
  • iOS/IL2CPP: Fixed a crash with StrangeIOC.
  • iOS/IL2CPP: Fixed an issue where IL2CPP would use -> operator on value types in certain cases.
  • iOS/IL2CPP: Fixed code generation for binary comparisons containing expressions.
  • iOS/IL2CPP: Fixed code generation for unsafe fixed arrays.
  • iOS/IL2CPP: Fixed crash in some cases when accessing an enum inside a generic class.
  • iOS/IL2CPP: Fixed crash related to arrays of Enums on 64-bit.
  • iOS/IL2CPP: Fixed crash when using weak GC handle onstring constants.
  • iOS/IL2CPP: Fixed File::Replace when destinationBackupFileName is null.
  • iOS/IL2CPP: Fixed IL2CPP failing to convert an assembly which contains Ldtoken instruction on field that is declared in a generic type. This issue affected CSVHelper.dll plugin.
  • iOS/IL2CPP: Fixed issues with exception thrown from DateTime constructor, DateTime ToUniversalTime, DateTime ToLocalTime, DateTime IsDaylightSavingTime.
  • iOS/IL2CPP: Fixed memory leak when using audio callbacks.
  • iOS/IL2CPP: Fixed occasional code generation issues when multiple local enum variables are used in conditional expressions.
  • iOS/IL2CPP: Fixed overflow arithmetic instruction handling.
  • iOS/IL2CPP: Fixed overflow arithmetic instruction handling.
  • iOS/IL2CPP: Fixed stripping issue when NavMeshAgent was referenced only from scripts.
  • iOS/IL2CPP: Fixed support for enums nested in generic types.
  • iOS/IL2CPP: Fixed support for type/method names using non ASCII characters.
  • iOS/IL2CPP: Fixed System.Environment.TickCount on iOS.
  • iOS/IL2CPP: Fixed TerrainData.GetAlphaMaps crashing on IL2CPP.
  • iOS/IL2CPP: Fixed TerrainData.GetAlphaMaps crashing on IL2CPP.
  • iOS/IL2CPP: Fixed unordered comparison opcodes code generation.
  • iOS/IL2CPP: Fixed WebClient requests using a timeout.
  • iOS/IL2CPP: Forward declare empty types (created to end infinite recursion) that are used as method arguments.
  • iOS/IL2CPP: Generate C++ code which will compile when a nested generic passes the maximum depth for recursive nested generics.
  • iOS/IL2CPP: Generate C++ code which will compile when a nested generic passes the maximum depth for recursive nested generics.
  • iOS/IL2CPP: Implemented Assembly.CodeBase by returning the value of AssemblyName.Name.
  • iOS/IL2CPP: Implemented Assembly.CodeBase by returning the value of AssemblyName.Name.
  • iOS/IL2CPP: Make Activator.CreateInstance work for arrays.
  • iOS/IL2CPP: Match the behavior of the Mono scripting backend by not stripping the Animation code from the engine when code stripping is enabled.
  • iOS/IL2CPP: Match the Mono behavior which allows inflated generic delegate types like System.Action to be marshaled as normal delegates.
  • iOS/IL2CPP: Prevent a stack overflow in il2cpp.exe when it converts have an infinitely recursive generic type with an array generic argument.
  • iOS/IL2CPP: Removed the option to user precompiled headers in the Player Settings, as this option in no longer supported for the IL2CPP scripting backend.
  • iOS/IL2CPP: Return the correct number of write and error sockets from the Socket::Select method.
  • iOS/IL2CPP: Support Type.MakeGenericType for runtime creation of generic types where the generic arguments are reference types.
  • iOS/IL2CPP: Type.GetType throws an ArgumentException now when the provided type name was wrong.
  • iOS/IL2CPP: Use the proper type for the result of the IL sub opcode.
  • iOS/IL2CPP: Use the Size field of the StructLayout attribute to pad marshaled types if necessary. This allows Marshal.SizeOf to return the correct value for these types.
  • iOS/IL2CPP: Using AudioSettings.Reset() no longer crashes on IL2CPP.
  • iOS/ILCPP: Do not emit metadata for generic types at compile time. This significantly decreases the size of the final binary in most cases.
  • iOS/Metal: Fixed crash in WarmupAllShaders when called in update with AA-ed backbuffer.
  • iOS/Metal: Fixed WebCamTexture.videoVerticallyMirrored.
  • JobSystem: Fixed issue where job system would create long stalls in some cases on processors with hyper threading.
  • Mecanim: Fixed a bug where copy pasted states would share the same state machine behaviour instance
  • Mecanim: Fixed animation events not fired for non looping clip with length of 0 second.
  • Mecanim: Fixed Blend Tree parameter doesn't get updated in the graph view when changing the blend tree parameter.
  • Mecanim: Fixed cannot rename parameter in animator parameter window.
  • Mecanim: Fixed crash when a StateMachineBehaviour disable an animator component or change something that trigger a Rebind.
  • Mecanim: Fixed crash when calling AnimationClip.events from script.
  • Mecanim: Fixed lost transition when importing a project from 4.x to 5.0.
  • MonoDevelop: Fixed issue with Attach to Process dialog making MonoDevelop unresponsive on OSX.
  • MonoDevelop: Fixed issue with file tabs being unresponsive after using auto-hide of panels.
  • OpenGL ES 2.0: Fixed shadow acne on GPUs that do not support native shadow samplers.
  • OpenGL ES: Fixed crash when attempting to render a mesh with 0 vertices.
  • OpenGL: Fixed a crash in vertex stream management.
  • Physics 2D: 2D physics will now give deterministic results on the same device when entering play-mode in the editor.
  • Physics 2D: Don't suppress gravity when a Rigidbody2D.MovePosition is taking place.
  • Physics 2D: Ensure that 2D Box/Circle cast methods support shape being overlapped initially.
  • Physics 2D: Ensure that a 2D joint created from script is correctly enabled.
  • Physics 2D: Fixed regression where PlatformEffector2D 'One Way' would allow a collider to pass but then begin to collide with it.
  • Physics 2D: Setting center-of-mass on a Rigidbody2D now doesn't result in bad rotational inertia.
  • Physics: Don't allow to break rotational DoF lock by setting angularVelocity directly.
  • Physics: Fixed capsule height being incorrectly computed in sweeps and casts code.
  • Physics: Fixed cases where HingeJoint settings, like useMotor and useLimits, were not correctly applied.
  • Physics: Fixed crash on scene load when Cloth component is missing a SkinnedMeshRenderer component.
  • Physics: Fixed crash that could occur when a body had more than 64 contacts generated.
  • Physics: Fixed crash when the transform scale on a MeshCollider had an axis set to zero. Request will now be ignored.-
  • Physics: Fixed incorrect bounds of a capsule collider.
  • Physics: Fixed crash that happened when toggling "isKinematic" on a body with joint that had joint projection disabled and the body had also been connected to the same group of joints already.
  • Physics: Fixed crash when a collider has generated too many contacts.
  • Physics: Fixed WheelCollider applying inertia tensor rotation the wrong way.
  • Physics: Protect SetSteerAngle from setting wheel angles that are bad for PhysX.
  • Physics: Raised the max colliders per scene limit on mobile platforms, from 32K.
  • Physics: Report error when trying to create a non-convex MeshCollider with Trigger enabled.
  • Plugins: Fixed invalid plugin collisions, for ex., in cases where plugin is unsupported by OS, but was still being used.
  • Samsung TV: Fixed crash on close issue.
  • SamsungTV: Fixed bug where cursor would stop moving when timeScale was set to 0 on 2013 TVs.
  • SamsungTV: Fixed problem where native plugins would not be found on retail 2015 TVs.
  • SamsungTV: Fixed race condition crash that originated from within mono when NumberFormatter was being called from a non-main managed thread.
  • Scene/Game View: Fix the issue about cannot select objects after importing the legacy packages.
  • Scripting: Allow a component which derives from a type in UnityEngine.UI and is built in a custom assembly to be used in the project.
  • Scripting: Fixed EditorGUI.FloatField and EditorGUILayout.FloatField unable to return negative and positive infinity
  • Scripting: GizmoType works as expected
  • Scripting: Re-added a stub for Resources.LoadAssetAtPath which auto-upgrades to AssetDatabase.LoadAssetAtPath
  • Shaders: Don't crash in shader warmup on "-nographics" device.
  • Shaders: Fixed some loops being miscompiled for DX9.
  • Shaders: Fixed some sampler precision issues in glsl-optimizer; was resulting in missing cast on Metal when sampling depth texture with explicit LOD.
  • Substance: Entering play mode should no longer cause a rebuild of ProceduralMaterials.
  • Substance: Fixed 'path != ""' assert when live-previewing a Substance from the Asset Store.
  • Substance: Fixed console spam related to the absence of '_MainTex' shader property.
  • Substance: Fixed crash when assigning a shader that does not cause outputs to be generated (e.g. Unlit/Color) to a ProceduralMaterial.
  • Substance: Fixed hang in ProceduralMaterial::Clean().
  • Substance: Global Illumination flags are now correctly handled by ProceduralMaterials.
  • Substance: It is no longer possible to dynamically create a ProceduralMaterial using 'new'.
  • UI: PointerEventData.worldPosition and .worldNormal are now set correctly for right-mouse-button and middle-mouse-button events.
  • VR: Fixed GearVR startup crash on Galaxy S6 devices by enabling pbuffer Context support.
  • VR: MSAA autoresolve fixed for GLES 3.0 devices.
  • WebGL: Fixed stripping (previously failing to register WebCamTexture class in runtime).
  • WebGL:/iOS: Fix crash in UnusedBytecodeStripper on BoxCollider2D/CircleCollider2D center member access.
  • WebPlayer: Fixed WWW form posting.
  • WebPlayer: Workarounds for new Chrome, where NPAPI is disabled by default.
  • Windows Phone 8: Uppercase first letter in InputField.
  • Windows Phone 8: Windows Phone 8 specific plugins (compiled against Windows Phone 8 .NET) which don't have a placeholder won't be passed to the Mono compiler, like it was in 4.6.
  • Windows Standalone: Allow to close the main window even with the touch support enabled.
  • Windows Standalone: Connecting USB devices should no longer throw spurious warnings.
  • Windows Store Apps: .NET Core plugins without placeholders, won't be passed to Mono compiler, like it was to 4.6.
  • Windows Store Apps: Build&Run disabled when using Unity CSharp projects.
  • Windows Store Apps: Fixed the issue, build from editor when C-projects are enabled.
  • Windows Store Apps: Fixed issues with plugins in Universal apps, removed SDK property UniversalSDK81 from plugin inspector, as it didn't make sense. Also having Windows 8.1 and Windows Phone 8.1 specific plugins won't longer cause building to Universal apps to fail.
  • Windows Store Apps: mouse presence now is detected by mouse activity, which is much more reliable.
  • Windows Store Apps/Windows Phone 8.1: Unity will correctly hide password when using GUI*.PasswordField on touch based devices.
  • Windows Store Apps/Windows Phone: Fixed AssemblyConverter failing due to types from other module.
  • Windows Store Apps/Windows Phone: Fixed NullReferenceException in SerializationWeaver.
  • Windows Store Apps/Windows Phone: System.IO.File.Exists should work even if you specify forward slashes which is invalid in WinRT platforms, Unity will convert them to backwards slashes.
  • Windows Store/Phone: Unity will always give postprocessed assemblies a new random MVID.
  • Windows Store/Windows Phone 8.1: Fixed an issue which caused types unavailable in .NET for Windows Store but available in Unity's replacement library not to be resolved if they were in a plugin.
  • WindowsPhone8: Fixed AssemblyConverter error, where sometimes it would fail to find references.
  • WWW: WWW.Dispose sometimes hung Unity on a very slow connection.
  • XboxOne: Application.OpenURL is now implemented on Xbox One. Calling it will open the Internet Explorer App.
  • XboxOne: Bad image from Kinect fixed, YUY2 support.
  • XboxOne: Bloom artefact when using MSAA is now fixed.
  • XboxOne: Crash when using Clear Depth Only, support for capturing RTs of different bit depths.
  • XboxOne: DOF image effect on fade sprites fixed.
  • XboxOne: Enabled support for deferred rendering and HDR.
  • XboxOne: Fixed a crash that can happen when shutting down the audio device.
  • XboxOne: Fixed a rare startup crash that usually manifested as a crash in the audio driver, sometimes showing up as a stack buffer overrun exception.
  • XboxOne: Fixed compute shader UAV buffer read/write and memory access.
  • XboxOne: Fixed port assignments so Unity Profiler and Debugger work more consistently
  • XboxOne: Lightmaps for scene 0 are now included in the package manifest.
  • XboxOne: Made Mono's exception handler treat unexpected exceptions (ex: not a breakpoint) better. This should remove some instances where a crash dump was not created.
  • XboxOne: Now matches PC (deferred rendering with HDR related).
  • XboxOne: The /updcompat option for makepkg.exe now has a space before it so it's read by the tool correctly.
  • XboxOne: The file path used for makepkg.exe is now quoted when a custom manifest file is used.
  • iOS/IL2CPP: Additional code size improvements from generic sharing:
  • Allow partial sharing (e.g. Dictionary is shared with Dictionary).
  • Allow sharing when the type parameter constraint is an interface.
  • Share enums and their base types as generic parameters.
  • iOS/IL2CPP: Fix a number of problems related to WebRequest and asynchronous I/O:
  • Fixed socket I/O requests getting stuck in ThreadPool on POSIX/iOS.
  • Fixed race condition in Monitor code that lead to 5 second stalls in Monitor.Exit().
  • Fixed ThreadPool not re-using idle worker threads (lead to potentially very high memory consumption and bad performance).
  • Fixed ThreadPool upper thread count limits being very low; now roughly the same as on Mono.
  • Fixed ThreadPool.SetMinThreads() and SetMaxThreads() having no effect.

New in Unity 5.1.0 Beta 6 (May 13, 2015)

  • Feature:
  • VR: Scripting VR.InputTracking.Recenter() to recenter head pose.
  • Change:
  • Physics: New initialization fixes target angle being measured incorrectly.
  • Physics: Enabling the HingeJoint Motor overrides the spring, if the spring was enabled. If the motor is again disabled the spring will be restored. This restores Unity4 functionality.
  • Physics: HingeJoint MinBounce and MaxBounce are replaced by a single 'bounciness' for both limit ends. The new bounciness will be set to the largest of the old MinBounce and MaxBounce.
  • Physics: (Breaking) Modifying the HingeJoint Limit properties will no longer automatically enable the limit. You now need to explicitly set HingeJoint.useLimit.
  • Physics: (Breaking) Modifying the HingeJoint Motor properties will no longer automatically enable the motor. You now need to explicitly set HingeJoint.useMotor.
  • Physics: (Breaking) Modifying the HingeJoint Spring properties will no longer automatically enable the spring. You now need to explicitly set HingeJoint.useSpring.
  • Mecanim: Animator.speed can only be negative when the recorder is enabled. Now when the recorder is offline we do clamp the speed to 0 to avoid negative speed.
  • Mecanim: Transitions now have a fixed duration by default. Before Transition duration was in normalized time.
  • UNet: The NetworkView component from the old network system was marked as deprecated.
  • Improvement:
  • UI: Allow dragging anchors outside of bounds of parent when holding down Ctrl (Cmd on Mac) - the same key that disables snapping. This makes it easier to author screen transitions that support multiple resolutions, since content can be animated to move a distance that's a percentage of the screen width or height.
  • UI: Changed default blink rate and widget range of InputField caret to match the new frequency behavior.
  • Graphics: Added SetPixels32/GetPixels32 to Texture3D.
  • Shaders: Support VFACE in surface shader inputs; just use a float variable with VFACE semantic.
  • Physics: Rigidbodies connected to a HingeJoint will now automatically be woken up when the joint is updated.
  • Physics: Added HingeJoint BounceMinVelocity. When bounciness is enabled this is the minimum impact velocity which will cause the joint to bounce.
  • Setting this very low, like zero, will cause the joint to never stop bouncing. This can lead to jittering and performance problems.
  • Setting this very high will cause to joint to never bounce.
  • Physics: HingeJoint scripting documentation updated.
  • Mecanim: Added Animator.CrossFadeInFixedTime and Animator.PlayInFixedTime to support fixed time manual transitions.
  • Mecanim: Retargeting import warnings are removed from the console and are now available in the model importer warning foldout. This will simplify the submission process for Animation Clip to the asset store.
  • UNET: Exposed methods on NetworkConnecion class to allow it to be used more easily without other HLAPI components.
  • UNET: updated documentation in manual.
  • UNET: added icons for new components.
  • Fixes:
  • Prevent accidentally moving multiple times when navigating UI with keyboard or controller by introducing a repeat delay to the StandaloneInputModule. This is similar to the delay before the repeating events that OSes have.
  • UI: Fixed events being blocked by disabled UI elements
  • UI: Fix issue where the pointer click world position/normal may not be properly associated with the event if multiple modules or hits are present.
  • UI: Fix nested masking not getting the correct stencil value and failing
  • UI: Clamp setting canvas group alpha between 0-1 on API call
  • UI: Only do cut, copy, paste, and select all if holding down just Ctrl (Cmd on Mac), not if additional modifier keys are also held down. This prevents these actions from happening when intending to type characters that use Ctrl (Cmd on Mac) as part of the key combination.
  • UI: Prevent out of range exception that happened in InputField under certain circumstances due to an unwanted recursive call.
  • UI: Fixed bug that multiple Layout Group components on the same GameObject was not prevented even though it is not supported.
  • UI: Fixed division by zero bug in GridLayoutGroup.
  • UI: Destroying a RectTransform that is queued to for a layout rebuild would freeze unity.
  • UI: Fix Mac-only crash during Canvas sorting.
  • UI: Fix instantiating a prefab containing a Selectables will not throw console errors.
  • UI: Fixed bug which caused caret to no longer appear in InputField after game object was deactivated and reactivated.
  • UI: Caret on InputField now blinks at proper frequency.
  • UI: Properly handle deselection if the current hovered object is destroyed.
  • UI: Fix handling of the lasSelected field on EventSystem. We don't use it so mark it obsolete.
  • UI: Making input field respect vertical alignment.
  • UI: Fix for issue with EventSystem and multiple sorting layers.
  • UI: Fixed crash when opening a scene with a deleted prefab canvas object.
  • WebGL: Fix issue with Color32 serialization which could cause data corruption
  • Graphics: Fixed crash where MeshCombiner would not allocate enough indices
  • Graphics: Fixed crash in a case where particle system would not have a valid mesh
  • WebGL: Fix Joystick buttons in WebGL when joystick ID is not specified
  • WebGL: Fix Doppler effect simulation issues in various browsers
  • GI: Fix visual glitch caused by missing UVs when a new lighting build is switched in when in auto lighting mode.
  • GI: Fix visual glitch caused by missing atlas textures when a new lighting build is switched in when in auto lighting mode.
  • Shaders: Fixed #pragma target and #pragma exclude_renderers parsing with trailing comments.
  • Shaders: Fixed some sampler precision issues in glsl-optimizer; was resulting in missing cast on Metal when sampling depth texture with explicit LOD (will come to 4.6 and 5.0 patches too).
  • Shaders: Fixed that surface shaders vertex color field had to actually be called "color" (now just COLOR semantic is enough, like the docs always said).
  • Shaders: Add warning when using SV_POSITION in vertex shader inputs on DX11, and improve error message.
  • UNET: Problems with NetworkTransport.RemoveHost()
  • Animation Window: No more errors when changing to curve tab with sprite animation
  • Animation Window: When cancelling first clip creation, the existing empty Animator component is not removed
  • Animation Window: When dragging tangent control point, the playhead is not moved
  • Animation Window: Editing tangents in dopesheet context menu will save changes and handle undo correctly
  • UNET: MultiCast via AllCostDelivery cost is failed. No data arrived, two warnings appear
  • UNET: android crash in UNetClientActiveCheck
  • UNET: Calling NetworkTransport.Send with buffer set to null will cause Unity to crash
  • Mecanim: Fixed duplicated parameter in blend tree of blend tree
  • UNET: NetworkAnimator not sending animations to server
  • UNET: no warning message when trying to add prefab with no NetworkIdentity
  • UNET: OnClientConnect not always called on NetworkManager
  • UNET: network manager HUD component does not add a network manager component
  • UNET: Commands in NetworkBehaviours cannot be used in subclasses
  • Asset Loading: Throw exception when calling Resources.LoadAll with null path.
  • Asset Loading: Always build the manifest AssetBundle and return the AssetBundleManifest object.
  • Asset Management: Fix the crashes when saving with deleted gameobject
  • Serialization: Fix crash when loading text serialized scene with >32k components
  • Editor: Fixed warning when dragging'n'dropping a mesh onto a GameObject
  • Editor: Breaking prefab instance through the menu "GameObjects->Break prefab instance" can now be undone
  • Terrain: Fixed crash when terrains are neighbored and drawHeightmap is set to false
  • Terrain: Fixed crash on creating terrain with large heightmap resolution by script
  • UNET: Fixed - Data can be lost on reliable channel
  • Fix issue where UnityEvents would lose their target function on assembly rebuild
  • Fix null reference on EventTrigger component when accessing delegates list. Some situations could cause it to not be initialized.
  • VR: Use camera's initial transform as the origin transform for headtracking.
  • VR: Fix stereo separation, culling / clipping, translation issues when a scale is applied to parent cameras.
  • Graphics: Make editor switch the active graphics API when removing first entry from the list too.
  • Animation Window: Update view correctly after unlocking the animation window.
  • Animation Window: Using comma and dot keys in value editing no logger trigger hotkeys for moving to next/prev frame

New in Unity 5.0.1 Patch 4 (May 8, 2015)

  • Improvements:
  • Editor: Added Android 5.0 and 5.1 to "Minimum API Level" list.
  • iOS/IL2CPP: Avoid generating NullReference checks on value types.
  • iOS/IL2CPP: Improve performance of finally blocks.
  • iOS/Metal: Better support for native rendering plugins when using Metal.
  • iOS: Enabled thumb instruction support for IL2CPP ARMv7 slice. Should improve ARMv7 slice code size by 10-20%.
  • Windows Standalone: Hint to AMD driver that discrete GPU should be used, rather than integrated GPU.
  • Fixes:
  • (690199) - Android: Apply Holo or Material theme if the user did not specify other explicitly.
  • (685837) - Android: Apply user theme if set.
  • (690761) - APIUpdater: APIUpdater assumes script encoding is UTF-8.
  • (689626) - APIUpdater: APIUpdater crashes when updating methods that return arrays of generic types.
  • (637947) - APIUpdater: Unity imports/upgrades DLL built for 4.x twice and it throws errors after first import.
  • (678039) - Asset Management: PluginImporter settings for OSX native plugins will no longer be lost in .unitypackage files.
  • (693223) - AssetBundle: Fixed the issue that scene AssetBundle didn't get rebuilt when the referenced prefabs were changed.
  • (693001) - Editor: Android - Fixed updating SDK on x86 Java on Windows.
  • (none) - Input: Input.GetJoystickNames() on Windows no longer returns a single blank entry when no joysticks are connected.
  • (662515) - Input: Input.mousePosition is clamped correctly when a Windows player is resized.
  • (693357) - iOS/IL2CPP: Added support for string.Normalize.
  • (693902) - iOS/IL2CPP: Avoid class initialization and metadata construction deadlocks.
  • (691588) - iOS/IL2CPP: Correctly lazy initialize the type information when Type.GetDeclaringType is called.
  • (683986) - iOS/IL2CPP: Fixed code generation for binary comparisons containing expressions.
  • (none) - iOS/IL2CPP: Fixed crash when using weak GC handle onstring constants.
  • (691791) - iOS/IL2CPP: Fixed memory leak when using audio callbacks.
  • (687587) - iOS/IL2CPP: Fixed System.Environment.TickCount on iOS.
  • (689347) - iOS/IL2CPP: Fixed unordered comparison opcodes code generation.
  • (693418) - iOS/IL2CPP: Fixed WebClient requests using a timeout.
  • (693204) - iOS/IL2CPP: Removed the option to user precompiled headers in the Player Settings, as this option in no longer supported for the IL2CPP scripting backend.
  • (682109) - iOS/IL2CPP: Fixed an issue where IL2CPP would use -> operator on value types in certain cases.
  • (687551) - iOS/IL2CPP: Using AudioSettings.Reset() no longer crashes on IL2CPP.
  • (682972) - iOS: Fixed crash on rendering empty meshes.
  • (685384) - OpenGL ES 2.0: Fixed shadow acne on GPUs that do not support native shadow samplers.
  • (687407) - OpenGL ES: Fixed crash when attempting to render a mesh with 0 vertices.
  • (685419) - Physics: Fixed crash that happened when toggling "isKinematic" on a body with joint that had joint projection disabled and the body had also been connected to the same group of joints already.
  • (671903) - Physics: Fixed crash when a collider has generated too many contacts.
  • (685092) - Physics: Fixed WheelCollider applying inertia tensor rotation the wrong way.
  • (688782) - Physics: Raised the max colliders per scene limit on mobile platforms, from 32K.
  • (675498) - Samsung TV: Fixed crash on close issue.
  • (682474) - Shaders: Don't crash in shader warmup on "-nographics" device.
  • (none) - Shaders: Fixed some loops being miscompiled for DX9.
  • (693678) - Shaders: Fixed some sampler precision issues in glsl-optimizer; was resulting in missing cast on Metal when sampling depth texture with explicit LOD.
  • (584507) - Substance: Fixed 'path != ""' assert when live-previewing a Substance from the Asset Store.
  • (none) - Substance: Fixed console spam related to the absence of '_MainTex' shader property.
  • (687647) - Substance: Fixed crash when assigning a shader that does not cause outputs to be generated (e.g. Unlit/Color) to a ProceduralMaterial.
  • (681568) - Substance: Fixed hang in ProceduralMaterial::Clean().
  • (none) - Substance: Global Illumination flags are now correctly handled by ProceduralMaterials.
  • (637533) - UI: PointerEventData.worldPosition and .worldNormal are now set correctly for right-mouse-button and middle-mouse-button events.
  • (none) - WebGL: Fixed stripping (previously failing to register WebCamTexture class in runtime).
  • (640216) - Windows Standalone: Allow to close the main window even with the touch support enabled.
  • (none) - Windows Store/Phone: Unity will always give postprocessed assemblies a new random MVID.

New in Unity 5.1.0 Beta 5 (May 4, 2015)

  • Changes:
  • Mecanim: Changes in the behaviour for humanoid controller with generic clip animating a human transform. Before the generic animation for the Human transform had a higher priority than the human animation. Now the Human animation always have the highest priority for humanoid rig overriding any generic animation for this transform, you should see a warning in the inspector if such case is detected with the name of the faulty animation clip and which transform is affected.
  • Improvements:
  • Graphics: Command Buffers can be set on Lights, see LightEvent enum and Light.AddCommandBuffer.
  • XboxOne: Unity is now built with the April 2015 XDK. You will need to install the April 2015 XDK on your PC and use the same or later recovery on your console.
  • XboxOne: Added functions to XboxOnePLM (GetActivationUri, GetActivationTileId, GetActivationArguments) to retrieve cached values. We still recommend listening to OnActivationEvent in your Start() frame, and processing them that way, but this provides an alternative for last-provided values.
  • Editor: When creating new clip from animation window, default to previously used path
  • Windows Standalone: Hint to AMD driver that discrete GPU should be used, rather than integrated GPU.
  • Animation Window: Dialog for the generated clip path/name when GameObject is initialized for animation.
  • Fixes:
  • Graphics: Fixed AfterDepthTexture and AfterDepthNormalsTexture command buffers to be executed after the texture is set as a shader property.
  • Shaders: Fixed shader compilation warnings not being shown if there are no compilation errors.
  • Shaders: Fixed some loops being miscompiled for DX9.
  • OSX: Prevent idle sleep while the player is active.
  • 2D: Do not display sprite mesh wireframe in scene view under any circumstances.
  • 2D: Show both original and atlas format in the preview for packed sprite sheet.
  • 2D: Revert button will reset value correctly in sprite editor window.
  • 2D: Apply button now work correctly between sprite editor window and sprite inspector.
  • 2D: Display dialog box to confirm apply changes when there is a sprite mode changes while opening up Sprite Editor Window.
  • 2D: Using trim button in Sprite Editor window will correctly enable Apply/Revert button.
  • 2D: Slicing by grid in Sprite Editor Window will now limit the input values to the size of the texture.
  • 2D: Undo will not undo applied Sprite Editor Window changes.
  • 2D: Always prompt user to apply unapplied texture setting before opening up Sprite Editor Window.
  • 2D: Height and Width of a sprite rect in Sprite Editor Window will no longer be 0.
  • Animation Window: Context menu for events.
  • Animation Window: Overlapping events stack up properly.
  • Animation Window: Dragging sprite(s) to empty clip.
  • Animation Window: Changing frame rate works as expected.
  • Animation Window: Keyframe of missing sprite no longer has weird visual offset in the dopesheet.
  • Animation Window: Adjusting tangents no longer move the playhead.
  • Animation Window: Adjusting tangent from smooth to flat is always saved.
  • Animation Window: Record mode is correctly cancelled when non-animated object is selected or new scene is created.
  • Animation Window: Prevent dragging other object types to Sprite curve.
  • Animation Window: Disable renaming items in animation window add property popup
  • iOS/IL2CPP: Forward declare empty types (created to end infinite recursion) that are used as method arguments.
  • iOS/IL2CPP: Fix IL2CPP failing to convert an assembly which contains Ldtoken instruction on field that is declared in a generic type. This issue affected CSVHelper.dll plugin.
  • iOS/IL2CPP: Fix crash related to arrays of Enums on 64-bit.
  • iOS/IL2CPP: Return the correct number of write and error sockets from the Socket::Select method.
  • iOS/IL2CPP: Allow Encoding.GetEncoding to return the correct enc.
  • iOS/IL2CPP: Match the behavior of the Mono scripting backend by not stripping the Animation code from the engine when code stripping is enabled.
  • iOS/IL2CPP: Fixed code generation for unsafe fixed arrays.
  • Windows Phone: Fixed anti aliasing for render textures on phones with software navigation buttons.
  • Windows Phone/Store: Fix assembly converter crashing while postprocessing player if non-matching PDB is found.
  • Windows Phone/Store: Fix assembly converter crashing when a type generic class derives from a generic class which has a generic parameter that is array of generic parameters of the derived class (e. g. class Derived : MyBase).
  • OpenGL: Fix crash in vertex stream management.
  • Linux: Fix applying vsync and antialiasing changes without changing quality level
  • Linux: Support more standard screen resolutions.
  • MonoDevelop: Fixed issue with Attach to Process dialog making MonoDevelop unresponsive on OSX.
  • MonoDevelop: Fix issue with file tabs being unresponsive after using auto-hide of panels.
  • Serialization: Reapplied part of non-deterministic material serialization fix, but without increasing memory usage during building.
  • XboxOne: GI files that are part of the mainData will be included in the package manifest.
  • UNET: UNet latency and packet loss can cause exceptions.
  • WebGL: Fix usage of custom templates on windows.
  • Profiler: Fix receive buffer error and hang connection when transferring large chunk of profiler's data.
  • Asset Management: Unity packages now include .meta files for folders, allowing plugin settings for OS X native plugins to be transferred correctly.
  • Mecanim: Fixed update issue with Animator parameter window when going into playmode. Parameter list in the window was not updated anymore.
  • Mecanim: Fixed CycleOffset range for animator state, valid range is between 0 and 1
  • Mecanim: Fixed crash when calling AnimationClip.events from script.
  • Mecanim: Adding a new curve to an AnimationClip with AnimationClip.SetCurve now update correctly the animation length.
  • Mecanim: Fixed Animator exception (m_IsVisibleInScene && IsInScene()) == m_IsVisibleInScene) when disabling a game object with a disabled mesh renderer.
  • Animation Window: Copy-pasting keyframes updates the scene and value fields immediately.
  • Animation Window: Copy-pasting keyframes from set of multiple curves to another set of multiple curves works.
  • Animation Window: Disable locking feature when non-animated object is selected.
  • WebGL: Fix dependency on having cmake and Visual Studio installed on windows to build for WebGL.
  • Profiler: Fix pause when selecting specific frame during Playmode in the Editor.
  • Mecanim: Fixed Blend Tree parameter doesn't get updated in the graph view when changing the blend tree parameter.
  • VR: Device is now initialized before start and awake.
  • VR: Fix issues when camera or parent objects are scaled.
  • VR: Fix performance issue on certain hardware.
  • Editor: Fix Player Settings UI truncation.
  • Windows: Standalone player will not crash on Windows 8.1 or earlier if Direct3D 12 is chosen as the desired graphics API. Instead it will fall back to either Direct3D 11 or 9.

New in Unity 5.0.1 Patch 3 (Apr 29, 2015)

  • Improvement:
  • GI: Don't add lights to Enlighten at runtime if they don't contribute to GI (bounce intensity at 0).
  • XboxOne: Unity is now built with the April 2015 XDK. You will need to install the April 2015 XDK on your PC and use the same or later recovery on your console.
  • XboxOne: Worker threads created by Unity's core systems (Physics, AI) will no longer run on cores 0 and 1, which are reserved for the Rendering thread and Unity's main thread respectively. This will be a performance gain in most cases by avoiding thread context switches.
  • Fixes:
  • (none) - GI: Fixed lightmap resolution overlay not showing up on Terrains.
  • (none) - iOS/IL2CPP: Allow Encoding.GetEncoding to correctly.
  • (687082) - iOS/IL2CPP: AudioMixerSnapshot.TranslateTo no longer throws null reference exception on IL2CPP.
  • (673634) - iOS/IL2CPP: Fixed code generation for unsafe fixed arrays.
  • (687284) - iOS/IL2CPP: Fixed TerrainData.GetAlphaMaps crashing on IL2CPP.
  • (690482) - iOS/IL2CPP: Forward declare empty types (created to end infinite recursion) that are used as method arguments.
  • (685169) - iOS/IL2CPP: Generate C++ code which will compile when a nested generic passes the maximum depth for recursive nested generics.
  • (684129) - iOS/IL2CPP: Match the behavior of the Mono scripting backend by not stripping the Animation code from the engine when code stripping is enabled.
  • (681344) - iOS/IL2CPP: Return the correct number of write and error sockets from the Socket::Select method.
  • (689806) - iOS/IL2CPP: Fixed crash related to arrays of Enums on 64-bit.
  • (687201) - iOS/IL2CPP: Fixed IL2CPP failing to convert an assembly which contains Ldtoken instruction on field that is declared in a generic type. This issue affected CSVHelper.dll plugin.
  • (none) - iOS/IL2CPP: Fixed overflow arithmetic instruction handling.
  • (673795) - iOS/IL2CPP: Implemented Assembly.CodeBase by returning the value of AssemblyName.Name.
  • (none) - iOS: Added Xcode 6.3 Build & Run support.
  • (689620) - Mecanim: Fixed Blend Tree parameter doesn't get updated in the graph view when changing the blend tree parameter.
  • (none) - Mecanim: Fixed crash when calling AnimationClip.events from script.
  • (551703) - MonoDevelop: Fixed issue with file tabs being unresponsive after using auto-hide of panels.
  • (669208), (675021), (690162) - MonoDevelop: Fixed issue with Attach to Process dialog making MonoDevelop unresponsive on OSX.
  • (690124) - Physics 2D: Don't suppress gravity when a Rigidbody2D.MovePosition is taking place.
  • (692409) - Physics 2D: Ensure that 2D Box/Circle cast methods support shape being overlapped initially.
  • (690255) - Physics 2D: Ensure that a 2D joint created from script is correctly enabled.
  • (691289) - Physics 2D: Setting center-of-mass on a Rigidbody2D now doesn't result in bad rotational inertia.
  • (none) - SamsungTV: Fixed bug where cursor would stop moving when timeScale was set to 0 on 2013 TVs.
  • (none) - SamsungTV: Fixed problem where native plugins would not be found on retail 2015 TVs.
  • (687280) - SamsungTV: Fixed race condition crash that originated from within mono when NumberFormatter was being called from a non-main managed thread.
  • (690981) - Windows Store Apps/Windows Phone 8.1: Unity will correctly hide password when using GUI*.PasswordField on touch based devices.
  • (689028) - Windows Store Apps/Windows Phone: System.IO.File.Exists should work even if you specify forward slashes which is invalid in WinRT platforms, Unity will convert them to backwards slashes.
  • (none) - Windows Store Apps: .NET Core plugins without placeholders, won't be passed to Mono compiler, like it was to 4.6.
  • (none) - XboxOne: Fixed port assignments so Unity Profiler and Debugger work more consistently
  • (none) - XboxOne: Lightmaps for scene 0 are now included in the package manifest.
  • (none) - XboxOne: The /updcompat option for makepkg.exe now has a space before it so it's read by the tool correctly.
  • (none) - XboxOne: The file path used for makepkg.exe is now quoted when a custom manifest file is used.
  • (685139) - XboxOne: Application.OpenURL is now implemented on Xbox One. Calling it will open the Internet Explorer App.

New in Unity 5.0.1 Patch 2 (Apr 24, 2015)

  • Improvements:
  • Physics 2D: Added 'AreaEffector2D.useGlobalAngle' to allow the selection of whether the force-angle is global or local.
  • Physics 2D: Added 'Effector2D.useColliderMask' to allow the selection of whether the effector collider mask is used or the global collision matrix.
  • Physics 2D: Added 'Rigidbody2D.IsTouching' and 'Rigidbody2D.IsTouchingLayers' to complement the same on 'Collider2D' and 'Physics2D'.
  • Physics 2D: Renamed 'AreaEffector2D.forceDirection' to 'AreaEffector2D.forceAngle' (sciprts are automaticallly updated).
  • Fixes:
  • (689104) - AI: Allow setting slope above 60 deg by using serialized object.
  • (none) - AI: Fixed buggy example code for script API example.
  • (684325) - AI: Handle out of memory when building huge world.
  • (649274), (666076), (677903), (680277), (635004), (685352), (668927), (649667), (683687), (678768) - Documentation: A number of bugs have been fixed.
  • (680503) - Documentation: Ridigbody typos fixed.
  • (688144) - Editor: Fixed Camera.SetTargetBuffers with AA-ed renderbuffers.
  • (687082) - iOS/IL2CPP: AudioMixerSnapshot.TranslateTo no longer throws null reference exception on IL2CPP.
  • (none) - iOS/IL2CPP: Fixed overflow arithmetic instruction handling.
  • (681872) - iOS/IL2CPP: Fixed stripping issue when NavMeshAgent was referenced only from scripts.
  • (687284) - iOS/IL2CPP: Fixed TerrainData.GetAlphaMaps crashing on IL2CPP.
  • (685169) - iOS/IL2CPP: Generate C++ code which will compile when a nested generic passes the maximum depth for recursive nested generics.
  • (673795) - iOS/IL2CPP: Implemented Assembly.CodeBase by returning the value of AssemblyName.Name.
  • (687218) - iOS/IL2CPP: Prevent a stack overflow in il2cpp.exe when it converts have an infinitely recursive generic type with an array generic argument.
  • (689908) - iOS/Metal: Fixed crash in WarmupAllShaders when called in update with AA-ed backbuffer.
  • (681197) - iOS/Metal: Fixed WebCamTexture.videoVerticallyMirrored.
  • (689984) - iOS: Fixed WebCamTexture.didUpdateThisFrame.
  • (690742) - OpenGL: Fixed a crash in vertex stream management.
  • (682428) - Physics 2D: 2D physics will now give deterministic results on the same device when entering play-mode in the editor.
  • (661823) - Physics 2D: Fixed regression where PlatformEffector2D 'One Way' would allow a collider to pass but then begin to collide with it.
  • (none) - VR: MSAA autoresolve fixed for GLES 3.0 devices.
  • (none) - WebPlayer: Workarounds for new Chrome, where NPAPI is disabled by default.
  • (640655) - Windows Phone 8: Uppercase first letter in InputField.
  • (687469) - Windows Phone 8: Windows Phone 8 specific plugins (compiled against Windows Phone 8 .NET) which don't have a placeholder won't be passed to the Mono compiler, like it was in 4.6.
  • (none) - Windows Store/Windows Phone 8.1: Fixed an issue which caused types unavailable in .NET for Windows Store but available in Unity's replacement library not to be resolved if they were in a plugin.
  • (none) - XboxOne: Fixed a crash that can happen when shutting down the audio device.
  • (683403) - XboxOne: Fixed compute shader UAV buffer read/write and memory access.

New in Unity 5.1.0 Beta 4 (Apr 24, 2015)

  • Features:
  • UNET: Peer discovery in local network.
  • Windows Store Apps/Windows Phone: Added support for UNET.
  • Changes:
  • Input: Default binding for 'Fire3' in new projects changed from Left Cmd to Left Shift, for benefit of Windows user experience.
  • Improvements:
  • BuildPipeline: There will be fewer differences between the exported data files from subsequent builds of your project when using the same version of Unity. For best results, close Unity and delete your project's Library folder before making an important build.
  • Editor: Hex Color Field added to Color Picker (video: http://files.unity3d.com/mads/HexColorField.swf).
  • Editor: Added extensive support for copy/pasting colors: Copy/paste from focused color field, from context menu for color field, from color picker (with no text selected) and from hex field.
  • Scripting: Added Vector2.Reflect function.
  • XboxOne: IPv6 lookup and DNS support added for C# code.
  • XboxOne: Lightmap files are now split up per level and put in separate chunks in the package manifest.
  • XboxOne: Worker threads created by Unity's core systems (Physics, AI) will no longer run on cores 0 and 1, which are reserved for the Rendering thread and Unity's main thread respectively. This will be a performance gain in most cases by avoiding thread context switches.
  • XboxOne: More comments have been added to the default package manifest.
  • Plugin Inspector: You can now select multiple plugins and change compatible platforms. Note - you cannot yet change per platform settings if multiple plugins are selected.
  • Fixes:
  • Editor: Fix text fields content switch between build settings in some cases.
  • Editor: Fix GUIStyle errors on import (delay GUIStyle initialization to OnGUI).
  • Editor: Fix layers popup showing in the top left of the window and not below layers button.
  • Editor: Fix player settings window accessing non-initialized property.
  • Editor: Update m_GUIDToPath when moving asset to path name with different case.
  • Input: Input.mousePosition no longer clamped to old window size when a Windows Standalone player window is resized.
  • Input: Input.GetJoystickNames() on Windows Standalone no longer returns a single blank entry when no controllers are present.
  • iOS/IL2CPP: Prevent a stack overflow in il2cpp.exe when it converts have an infinitely recursive generic type with an array generic argument.
  • iOS/IL2CPP: Implemented Assembly.CodeBase by returning the value of AssemblyName.Name.
  • iOS/IL2CPP: AudioMixerSnapshot.TranslateTo no longer throws null reference exception on IL2CPP.
  • iOS/IL2CPP: Fixed TerrainData.GetAlphaMaps crashing on IL2CPP.
  • iOS/IL2CPP: Fix overflow arithmetic instruction handling.
  • iOS/IL2CPP: Generate C++ code which will compile when a nested generic passes the maximum depth for recursive nested generics.
  • iOS/IL2CPP: Prevent an iOS player which does not use any code from the UnityEngine.Networking.dll assembly from crashing at startup while trying to call that code.
  • Linux: Fix OS version check when lsb_release isn't present.
  • OSX: Fix "Default is native resolution" setting.
  • OSX: Fix resolution update race when resizing window.
  • Shaders: Fix standard shader cutout rendering being wrong when rendering with shader replacement.
  • Shaders: Fixed HLSL log10() translation into OpenGL/Metal platforms.
  • UI: PointerEventData.worldPosition and .worldNormal set correctly when handling a middle-mouse or right-mouse event,
  • UI: Fix regression where deactivated UI components did not disappear.
  • Windows Store Apps: Fixed crash if using an unsupported image effect.
  • XboxOne: Removed additional null character in persistantDataPath.
  • XboxOne: Systems that use a cache now use the console's T: drive.
  • XboxOne: special characters are removed from Product name, avoiding use of characters the packaging tools don't like.
  • XboxOne: Crash when using Clear Depth Only, support for capturing RenderTextures of different bit depths.
  • XboxOne: Fixed compute shader UAV buffer read/write and memory access.
  • XboxOne: Application.OpenURL is now implemented on Xbox One. Calling it will open the Internet Explorer App.
  • XboxOne: Launch range is now capped to the number of scenes rather than scenes+1.
  • XboxOne: Lightmaps for scene 0 are now included in the package manifest.

New in Unity 5.1.0 Beta 3 (Apr 17, 2015)

  • FEATURES:
  • Editor: Home Window Login integration. You can now login or work offline using the home window or command-line arguments.
  • Editor: Home Window License integration. You can now validate your serial and activate your copy of Unity using the new 5.1 json licensing API through the home window.
  • Graphics: Crunch texture compression format on platforms which support DXT. This is a lossy compression that is both small on disk/download and compressed (DXT1/DXT5) for the GPU.
  • Graphics: Experimental support for OpenGL 4.5 and ES 3.1 on Windows. Use -force-glcore, -force-gles(20|30|31|31aep) arguments to enable. This enables testing OpenGL ES 3.1 features on desktop. Note: no GL4 support on Mac yet.
  • Networking: New multiplayer networking feature introduced, see the manual and UnityEngine.Networking namespace in the script reference for details. This includes low level API (transport layer) and a higher level API with many features to help implement multiplayer functionality in games. Cloud based relay service can be used to get past NAT restrictions, and a simple matchmaking service can be used for game/host discovery. To configure the services go to https://unet.cloud.unity3d.com. This replaces the current RakNet based multiplayer feature.
  • Runtime: Added assertion library under UnityEngine.Assertions namespace
  • Shaders: OpenGL ES 3.0+ will use a new shader compiler backend. Based on HLSL + github.com/James-Jones/HLSLCrossCompiler + glsl-optimizer. This enables compute shaders on ES3.1 and other modern features. Existing Cg/HLSL compute, geometry and tessellation shaders can be used via automatic translation as well as with direct GLSL snippets. Note: Memory layout rule differences between DX and GL must be taken into account on the buffer data uploads.
  • Unity Analytics: New, built-in Analytics functionality introduced (currently in “Preview”), including higher-level, flexible APIs to track almost every kind of action in your game. We eliminated the need to download and import additional plug-ins to start using Analytics. To get started, simply visit http://analytics.unity3d.com to generate the unique ProjectId that you’ll use to associate your project with your Analytics dashboard, as well as access the relevant documentation and integration instructions. Note: 4.x-5.0 Editor users can still use Analytics by integrating the downloadable SDK package. For 5.1 users, adding the plug-in should not result in errors, nor will it result in duplicate data, but we still advise that you remove the old plug-in assets.
  • SDK integration in Preview mode, get started by visiting our dashboard at blah to get your unique Project ID and integration step-by-step guide. No more need to download and import any SDK packages.
  • VR: Added integrated support for Oculus Rift in Editor and Standalone Players. Once Virtual Reality is enabled in Player Settings, pressing play in the editor will show your game view on the rift. It is recommended to "Maximize on Play" the game view in order to achieve smooth rendering. Be sure to remove any previous Oculus plugins from your project.
  • Editor: New HDR Color Picker:
  • Improves the Standard shader workflow for changing the emission color property.
  • The emission color can now be animated from the animation window.
  • Using scripting API to change emission will now be reflected in the shader gui.
  • Color Presets now also support HDR colors. Saving a HDR color will overlay a lowercase 'h' on the preset swatch.
  • Color property fields can now be customized with the ColorUsageAttribute (show/hide alpha value, is HDR)
  • Graphics: OpenGL ES 3.1 support on Android:
  • New graphics levels (OpenGL ES 3.1, OpenGL ES 3.1 + AEP)
  • Compute shaders
  • Geometry shaders
  • Tessellation shaders
  • Advanced blend modes
  • CHANGES:
  • Animation Window: Dope sheet editor uses Command instead of Control for toggle-selecting on Mac OS
  • Animation Window: Double-clicking a key in the curve editor now selects the whole curve. Double-clicking part of the curve still creates a new key at this position
  • Editor: Incremental naming of instantiated GameObjects to use format: MyName, MyName (1), MyName (2)
  • Editor: Rename and introduce a some GizmoType enum values to be more explicit about how they work with selection hierarchy. See the docs.
  • Editor: Unmaximize maximized GameView on start up if maximize on play is enabled
  • Graphics: Deprecated player settings useDirect3D11, targetGlesGraphics, targetIOSGraphics properties. Use SetGraphicsAPIs and friends.
  • Graphics: Make Material(string) constructor script API obsolete with a warning.
  • Graphics: LOD fade mode is now assigned to the whole LODGroup as None, Cross-fade or SpeedTree.
  • iOS: By default iOS builds now only support Metal & OpenGL ES 2.0. If you need OpenGL ES 3.0, you can specify that under player settings.
  • Terrain: TerrainData.alphamapTextures is now exposed to script.
  • Version Control: Allow edit of imported/native asset with respect to meta/asset file being checked out
  • WebGL: memory size is now written to the generated html to make it easier to change it without rebuilding the player
  • WebGL: Player Settings UI is now consistent with other platforms
  • WebGL: Static batching is now disabled by default to improve build sizes
  • WebGL: switch audio format used to AAC
  • Mecanim: Added warning message for transitions without any condition. Those transitions are ignored.
  • Xbox One: Unity now builds with the March 2015 XDK. You must install the March 2015 XDK on your PC and use the same or later recovery on your console.
  • GI: Change the "continuous baking" label to something shorter and better. Is now "Auto" with a tooltip added for an extra bonus.
  • GI: When hard shadows are selected baking will use a directional spread of 0 and a point radius of 0. Also, the UI for spread/point are disabled when shadows are not set to soft.
  • GI: Auto baking is now disabled by default in 2D projects.
  • IMPROVEMENTS:
  • Android: New Sensor/rotation code that tries to figure out 'reversed rotation devices'
  • Android: Improved soft input dialog
  • Android: Apply DeviceDefault theme if available, respect user's theme
  • Animation Window: Copy-pasting keyframes in animation window curve view and between clips.
  • Animation Window: Curve editor supports range selection with shift-click
  • Animation Window: Curve editor supports toggle selection with command-click (control-click on Windows)
  • Animation Window: Direct editing of key values in curve editors. Use Enter/Return or context menu to start editing selected keys, Tab to switch between fields, Enter/Return to commit, and Escape to cancel editing
  • Animation Window: Dope sheet editor supports Control-click as well as right-click on Mac OS
  • Animation Window: Dragging a curve no longer loses the current selection
  • Animation Window: Keyframe selection is synced between dopesheet and curve view.
  • Animation Window: Lock button that locks the selection to currently selected clip and Animator.
  • Animation Window: Slightly increased the clickable radius for keyframes in the curve editor
  • Curve Editor: Wrap mode enum popup modified to appear as a little gear, which fits nicely in the margin without being cropped.
  • Documentation: Show "construct type" for class/struct/interface
  • Editor: Adding an icon to an EditorWindow title is now exposed by using the GUIContent 'titleContent' property (the old string 'title' is now obsolete)
  • Editor: Create sprite animation clip from project window context menu.
  • Editor: Improved grid in Scene View. Eliminates the popping and inconsistent draw distance of the old grid, and also draws grid lines smaller than one unit (10th of a unit, 100th of a unit and so on) when sufficiently zoomed in. New grid shading makes it possible to have grid lines more dense in close parts of the grid without the parts further away being too dense.
  • Editor: Introduced CreateAssetMenu attribute. Apply it to ScriptableObject-derived types to cause them to show up automatically in the Assets/Create menu.
  • Editor: Introduced HelpURL attribute, for setting custom documentation URL for user-authored classes.
  • Editor: Simple expression evaluator for all number fields. Supports + - / * % ( ) operators. This means that all number fields can be used as a calculator.
  • FrameDebugger: Shader blend, depth and raster states will be shown for draw calls.
  • GI: Final gather was moved into a separate stage. This allows the indirect baking stage to apply visibility aware upsampling to the indirect lightmap before final gather is applied for better quality.
  • GI: Reduce the amount of GI related information that is written to the log file
  • Graphics: Added a way to specify graphics APIs explicitly in player settings (defaults to "automatic" for each platform). For example, you could specify you only want to support Metal+ES2 in iOS builds, or only DX11 (without DX9 fallback) on Windows builds etc. This replaces the "Use DX11" and "Target iOS/GLES Graphics" settings.
  • Graphics: Performance improvements on DX11 when many non-batchable objects are in view.
  • Graphics: Add CommandBuffer.DrawProcedural and DrawProceduralIndirect.
  • Importer: Added warning foldout to keep trace of all import warning in the ModelImporter animation tab.
  • Math: Rect(Vector2, Vector2) constructor overload added
  • Mecanim: You can now control your AnimatorState.speed/mirror/cycleOffset at runtime with controller's parameter
  • Mecanim: Added AnimatorController.GetBehaviours() API function to simplify how user can query their behaviour on the asset
  • Mecanim: Transition duration can now be specified in absolute time
  • Mecanim: Do not allow scene objects in AnimatorController's Motion ObjectField
  • Mecanim: Added options "Add Motion", "Add Blend Tree" and "Delete" to contextual menu for blend tree
  • Mecanim: Allow animator window to be locked
  • Mecanim: Exposed ApplyBuiltinRootMotion to script
  • Mecanim: Added dragging controls on the time bar and on the background of the blending in the transition inspector
  • Mecanim: Transition can now be copy pasted
  • Mecanim: Deleting a layer that has other layers synchronized on itself will also delete all the dependent layers (with a prompt)
  • Miscellaneous: Resolution.ToString() implemented
  • MonoDevelop: Including MonoDoc XML files for showing C# Intellisense tooltips in MonoDevelop
  • Physics: Add motion constraints to Rigidbody2D
  • Physics: Optimized performance of ‘OnTriggerStay’ messaging.
  • Profiler: Change ms markers in timeline view to use same label style which makes it also properly visible in both skins.
  • Profiler: Don't show FPS for every ms marker along the x axis in the timeline view - only for the last one.
  • SpeedTree: A new importer setting "Animate Cross-fading" is added to SpeedTree assets. With this option on (by default), the dithering LOD transition between mesh/billboard and billboard/culled will be animated by time. This should make the trees look better in most of the scenarios.
  • SpeedTree: Now wind animation will not be interrupted if the tree gets out side of the view.
  • SpeedTree: Tree casts shadow when in cross-fading to billboard
  • Serialization: Extended SerializedFile size limit to 4GB
  • Texture2D: Add Texture2D.GetRawTextureData() API
  • Profiler: Fix unaligned labels for ms counts in current frame.
  • Version Control: CheckoutIsValid now accept a CheckoutMode
  • Version Control: Collapse assets and their .meta files in versioning window when they have the same state
  • VR Optimization: Render shadows only once and share between eyes
  • WebGL: Made "Explicitly Thrown Exceptions Only" mode much faster and be the default setting
  • WebGL: Support Input.touches and Input.acceleration
  • Windows Store Apps: Copy pasting will also work outside the application.
  • Windows Store Apps: Exposed Rendering path in Player Settings
  • Windows Store Apps: Refactored App.xaml.cs and MainPage.xaml.cs, it's easier now to add additional XAML pages to the project
  • Xbox One: Added support for XMA audio format
  • FIXES:
  • 2D: Double Clicking on a Sprite will not ignore External Tools prefs now.
  • 2D: Fixed Corrupted Sprites in Sprite Packer for iOS and Android
  • 2D: Fixed error appeared if Sprite was sliced only for 1 slice
  • 2D: Losing focus in Sprite Editor will now always show Apply/Revert popup.
  • 2D: Scene View picking always picks the visually top-most for different SortingLayers and z-depths
  • 2D: Sprites now generate Preview Images in the Inspector when using object field
  • 2D: Added Vector2.down and Vector2.left properties
  • 2D: Always default to use "Rect" tool if project started as a 2D project.
  • 2D: Avoid editing/deleting a polygon collider point while panning the scene view.
  • 2D: Fix some edge cases that will result in odd shape during sprite editor's automatic slicing.
  • 2D: Material field from SpriteRenderer no longer behaves as array type.
  • 2D: Fix occasion crashes while building on 'Repacking sprite aliases'
  • 2D: Sprite Atlas will no longer produces errors at low resolutions
  • Android: Fix for spaces being replaced with underscores in app titles
  • Android: Input - Fix axis stuck on Android TV after hiding keyboard
  • Android: Buildpipe - detect plugin errors when package names differ only by cases
  • Animation Window: Fixed an issue where keys on some curves were harder to click than others
  • Animation Window: Fixed an issue where pushing Cancel when saving a new curve would throw an exception
  • Asset Store: Fix download progress for packages larger than 2GB
  • Core: Fixed some memory leaks in the Editor and Players.
  • Editor: Calling Undo.RecordObject on editor objects no longer dirties the scene.
  • Editor: Clear old main menus on OSX
  • Editor: Do not change selection when duplicating while dragging
  • Editor: Fix crash when two inspector windows are open
  • Editor: Fix cubemap preview icons showing as white textures in Project Browser and Object Picker.
  • Editor: Fix default cursor appearing during editor startup on OSX
  • Editor: Fix Float Fields not accepting Infinity correctly
  • Editor: Fix undo of reset position/rotation/scale
  • Editor: Scene View will no longer have tint applied when entering play mode.
  • Editor: Update menu items when assemblies are loaded in the editor
  • Editor: Update ShaderGUI for MaterialEditor when shader changes
  • Editor: Use IntField instead of FloatField for Sprite Editor
  • Editor: Plugin inspector - set ARMv6 Android plugins incompatible to avoid collisions
  • Editor: Make Android and iOS splash screen separate settings (no longer shared)
  • Editor: Fix DecoratorDrawers being shown twice for properties with custom PropertyDrawers that call into the default PropertyField implementation.
  • Editor: Fixed crash when attempting to add the same component twice to a GameObject in the Editor
  • Graphics: Fixed double-fog in deferred shading + forward-only opaque objects + GlobalFog effect (coming to 5.0 patches too)
  • Graphics: Improved rough front-to-back sorting for opaque objects, for better GPU Z culling efficiency (coming to 5.0 patches too)
  • Graphics: Fixed crash in Instantiate(Mesh) when static batching is used for the Mesh
  • IMGUI: Fixed NullReferenceException when calling GUI.BeginScrollView with 7 arguments
  • iOS/IL2CPP: Fixed a crash with StrangeIOC
  • iOS/IL2CPP: Support Type.MakeGenericType for runtime creation of generic types where the generic arguments are reference types.
  • iOS/ILCPP: Do not emit metadata for generic types at compile time. This significantly decreases the size of the final binary in most cases.
  • iOS/IL2CPP: Type.GetType throws an ArgumentException now when the provided type name was wrong.
  • iOS/IL2CPP: Correct the behavior of CultureInfo.CreateSpecificCulture.
  • iOS/IL2CPP: Fix an issue with open delegates that return void.
  • iOS/IL2CPP: Fixed issues with exception thrown from DateTime constructor, DateTime ToUniversalTime, DateTime ToLocalTime, DateTime IsDaylightSavingTime.
  • iOS/IL2CPP: Fix crashes in socket code due to sockets being destroyed too early and prevent Thread.IsAlive from returning true after thread has terminated.
  • iOS/IL2CPP: Add a null terminator to string arrays when they are marshaled.
  • iOS/IL2CPP: Cast non-pointer references types to System.Object for comparison in conditional statements.
  • iOS/IL2CPP: Additional code size improvements from generic sharing.
  • iOS/IL2CPP: Use the Size field of the StructLayout attribute to pad marshaled types if necessary. This allows Marshal.SizeOf to return the correct value for these types.
  • iOS/IL2CPP: Allow thread-local static fields to work correctly in generic classes. Specifically, this corrects the Parse SDK crash in 4.6.4p1.
  • iOS/IL2CPP: Fix an infinite recursion when constructing generic type.
  • iOS/IL2CPP: Do not write extern declarations inside p/invoke wrappers for methods that return a class or delegate.
  • iOS/IL2CPP: Use the proper type for the result of the IL sub opcode.
  • iOS/IL2CPP: Correct an InvalidCastException that can occur when setting an array value.
  • iOS/IL2CPP: Fixed crash in some cases when accessing an enum inside a generic class.
  • iOS/IL2CPP: Fixed support for type/method names using non ASCII characters.
  • iOS/IL2CPP: Fixed occasional code generation issues when multiple local enum variables are used in conditional expressions.
  • iOS/IL2CPP: Match the Mono behavior which allows inflated generic delegate types like System.Action to be marshaled as normal delegates.
  • iOS/IL2CPP: Fixed File::Replace when destinationBackupFileName is null.
  • iOS/IL2CPP: Fix issue with managed exceptions not being thrown by a method called by Method.Invoke in some cases.
  • iOS/IL2CPP: Make Activator.CreateInstance work for arrays.
  • iOS/IL2CPP: Fix Interlocked.Exchange and Interlocked.CompareExchange for interfaces.
  • iOS/IL2CPP: Fix multidimensional array interfaces.
  • iOS/IL2CPP: Fixed support for enums nested in generic types.
  • iOS: Fixed Xcode project supported platforms and SDKs settings
  • iOS: Fixed duplicate property value removal in certain Xcode projects
  • Mecanim: Fixed animator controller window title
  • Mecanim: Fixed crash when a StateMachineBehaviour disables his own animator component
  • Mecanim: Fixed transitions disappearing when importing a project from 4.x
  • Mecanim: Fixed animation events not fired for non looping clip with length of 0
  • Mecanim: Fixed direct blendtree editor slow down when there is too much motion
  • Mecanim: Fixed copy paste of Animator State with StateMachineBehaviour , StateMachineBehaviour instances were not cloned correctly
  • Mecanim: Fixes crash when disabling animator in OnAnimatorMove
  • Mecanim: Fixed Livelink of AnyStateTransitions
  • Mecanim: Fixed a bug where callbacks called indirectly from ApplyOnAnimatorIK would reset the animator memory and cause a crash
  • OSX: background image used for mac installer packages has been increased in size
  • ReflectionProbes: Buttons "Bake All Reflection Probes" in Lighting window and Reflection Probes inspector should behave correctly now.
  • Profiler: Fix lockup in editor, if left in background with the profiler open
  • Scripting: Fix plugin verification crash on reload/shutdown
  • Scripting: Fix potential crashes on Webplayer
  • Shaders: Don’t crash in shader warmup on "-nographics" device.
  • Terrain: Fixed an issue where painting terrain features while holding down the right mouse button could lock the view tool.
  • Terrain: Terrain brush no longer intercepts mouse events if the mouse cursor doesn't intersect with any terrain.
  • Version control: Fix 'show in explorer' context menu
  • WebGL: Correctly show warning that building for WebGL is not supported in 32-bit editors
  • WebGL: Fix asm.js validation errors
  • WebGL: Fix AudioListener.volume
  • WebGL: Fix banding issues in Standard Shader
  • WebGL: Fix build process running out of memory when compiling very large functions
  • WebGL: Fix Marshal.StringToHGlobalUni
  • WebGL: Fix Unity logo in default template
  • WebGL: Fix "Unknown Error" being displayed in Firefox at startup
  • WebGL: Handle gravity in particle systems better when physics module is stripped
  • WebGL: Make Profiler work on Windows
  • WebGL: Make WebGL correctly detect the Command key on OS X
  • WebGL: Memory sizes are now clamped to valid values
  • WebGL: Will now show rendering path UI in WebGL Player settings
  • WebGL: WWW.progress now correctly reports values between 0 and 1
  • WebGL: Fix looping of audio
  • WebGL: Fix artifacts in imported AudioClips
  • WebGL: OnApplicationQuit now correctly gets called
  • WebGL: WWW class will correctly report errors
  • WebGL: Fix AudioSource.mute
  • WebGL: Fix audio channels being flipped left and right
  • WebGL: Fix some keys being correctly detected in Chrome
  • WebGL:/iOS: Fix crash in UnusedBytecodeStripper on BoxCollider2D/CircleCollider2D center member access
  • Windows Store Apps: Added missing targets 'metroplayer', 'wsaplayer' when used with -buildTarget argument.
  • Windows Store Apps: extended splash screen should not be related to composition scale
  • Windows Store Apps: fix build failure when project path contains word "Assets"
  • Windows Store Apps: Fix building and running from directory with Unicode characters in ti.
  • Windows Store Apps: Fix reported log type for exceptions
  • Windows Store Apps: Plugin folders (for ex., *.bundle) will be ignored and won't cause an error, even if the plugin is selected as compatible with Windows Store Apps.
  • Windows Store Apps: Touch positions will be correctly reported when SwapChainPanel occupies only part of the screen.
  • Windows Store Apps: use XAML Frame and navigation
  • Windows Store Apps/Windows Phone: fix AssemblyConverter failing for structs in other assemblies
  • Windows Store Apps: Fixed deadlock when resizing window.
  • iOS/IL2CPP: Fix a number of problems related to WebRequest and asynchronous I/O:
  • Fix socket I/O requests getting stuck in ThreadPool on POSIX/iOS.
  • Fix race condition in Monitor code that lead to 5 second stalls in Monitor.Exit().
  • Fix ThreadPool not re-using idle worker threads (lead to potentially very high memory consumption and bad performance).
  • Fix ThreadPool upper thread count limits being very low; now roughly the same as on Mono.
  • Fix ThreadPool.SetMinThreads() and SetMaxThreads() having no effect.
  • Share enums and their base types as generic parameters:
  • Allow partial sharing (e.g. Dictionary is shared with Dictionary)
  • Allow sharing when the type parameter constraint is an interface

New in Unity 5.0.1 Patch 1 (Apr 16, 2015)

  • FEATURES:
  • XboxOne: The default update granularity used by XDK's makepkg tool has changed to File granularity rather than Chunk granularity. There is now a setting to control this:
  • Player Settings > Xbox One > Microsoft Xbox One Package Settings > Update Granularity. This property is set to File by default. Chunk is recommended only for games that have already been released using the Chunk granularity, which was the default prior to this build.
  • IMPROVEMENTS:
  • Mecanim: Fix direct blendtree editor slow down when there is too much motion.
  • GI: Made pig assert message human readable.
  • Substance: New Substance features introduced by Substance Designer 5.0 are now supported.
  • XboxOne: Lightmap files are now listed in the package manifest in the same chunk as the scene that uses them.
  • XboxOne: Updated docs to reflect terminology and tools in latest XDK, and added a section on Packaging.
  • Terrain: TerrainData.alphamapTextures is now public.
  • Physics: Report detailed error when generating collision meshes, also during asset import. Simplifies troubleshooting creation of non-triangle collision meshes.
  • CHANGES:
  • XboxOne: Unity is now built with the March 2015 XDK. You will need to install the March 2015 XDK onto your development PC and use the same or later recovery
  • Android: Added support for real 16bit DisplayBuffer. It can only be enabled in PlayerSettings, Handheld.use32BitDisplayBuffer is deprecated.
  • Scripting: GizmoType enum has changed (and is updated by automatic script updater). NotSelected -> NotInSelectionHierarchy. SelectedOrChild -> InSelectionHierarchy. New member NonSelected added.
  • FIXES:
  • (None) - Android: Fixed crash on Application.Quit().
  • (655263, 663232) - Android: Fixed crash in Mono caused invocation of wrong method.
  • (None) - Android: Improved soft input dialog.
  • (678854) - Android: Fixed window buffer leakage
  • (686925, 687417) - Android: Fixed issues with soft input caused by Samsung back button fix
  • (None) - D3D11: Fixed shaders that use min16float types.
  • (682933, 680503, 681749,655755, 618912) - Documentation fixes for 5.0, removed the "Overview" link.
  • (657751) - Windows Store Apps: mouse presence now is detected by mouse activity, which is much more reliable.
  • (677960) - Windows Store Apps: Build&Run disabled when using Unity CSharp projects.
  • (676489) - Mecanim: Fixed animation events not fired for non looping clip with length of 0 second.
  • (681678) - Mecanim: Fixed crash when a StateMachineBehaviour disable an animator component or change something that trigger a Rebind.
  • (667625) - Mecanim: Fixed lost transition when importing a project from 4.x to 5.0.
  • (None) - Mecanim: Fixed a bug where copy pasted states would share the same state machine behaviour instance
  • (672866) - Mecanim: Fixed cannot rename parameter in animator parameter window.
  • (677605) - Editor: Fix crash when PlayerSettings.GetPropertyString is called for not existing property.
  • (681118) - Asset Importing: Fix importing of an assembly that contains classes inherited from generic engine's classes.
  • (674666) - Windows Store Apps/Windows Phone: Fix NullReferenceException in SerializationWeaver.
  • (677718) - Windows Store Apps/Windows Phone: Fix AssemblyConverter failing due to types from other module.
  • (681778) - iOS: fix memory corruption and crash initiated by calling WebCamTexture.Stop().
  • iOS: fix assert in corner case when webcam code is trying to pick supported FPS.
  • (684028) - iOS: fix memory leak in iOS WebCamTexture.GetPixels().
  • (673918) - WebGL:/iOS: Fix crash in UnusedBytecodeStripper on BoxCollider2D/CircleCollider2D center member access.
  • (684075) - Graphics: Fixed double-fog in deferred shading + forward-only opaque objects + GlobalFog effect.
  • (683230) - Graphics: Improved rough front-to-back sorting for opaque objects, for better GPU Z culling efficiency.
  • (677823) - GI: With continuous baking enabled and baked light, light probes stop working after exiting play mode.
  • (649888) - GI: Entering play mode while baking with on demand makes bake indication get stuck and game show incorrect result.
  • (680461) - GI: Ambient light is not shown after baked data is cleared.
  • (683277) - GI: Reloading scene makes the background darker.
  • (679115) - GI: Fix crash caused by Unity reading GI files as resource files and a certain GI file had data that looked like a header but caused a huge allocation.
  • (668622) - IMGUI: Fix calculation of TextGenerator vertices position when lineSpacing is 0.
  • (676557) - Substance: It is no longer possible to dynamically create a ProceduralMaterial using 'new'.
  • (None) - Substance: Entering play mode should no longer cause a rebuild of ProceduralMaterials.
  • (660734) - iOS: Fix HTTPs problem.
  • (None) - Windows Store Apps: Fix issues with plugins in Universal apps, removed SDK property UniversalSDK81 from plugin inspector, as it didn't make sense. Also having Windows 8.1 and Windows Phone 8.1 specific plugins won't longer cause building to Universal apps to fail.
  • (682161) - iOS: Fix crash when rendering empty meshes.
  • ([679397] (http://issuetracker.unity3d.com/issues/www-forms-do-not-work-properly-in-webplayer-unity-5)) - WebPlayer: Fixed WWW form posting.
  • (672816) - WWW: WWW.Dispose sometimes hung Unity on a very slow connection.
  • (680421) - Scripting: Allow a component which derives from a type in UnityEngine.UI and is built in a custom assembly to be used in the project.
  • (684809) - Plugins: Fixed invalid plugin collisions, for ex., in cases where plugin is unsupported by OS, but was still being used.
  • (681448) - WindowsPhone8: Fixed AssemblyConverter error, where sometimes it would fail to find references.
  • (None) - XboxOne: Fixed a rare startup crash that usually manifested as a crash in the audio driver, sometimes showing up as a stack buffer overrun exception.
  • (None) - XboxOne: Made Mono's exception handler treat unexpected exceptions (ex: not a breakpoint) better. This should remove some instances where a crash dump was not created.
  • (671030) - XboxOne: Crash when using Clear Depth Only, support for capturing RTs of different bit depths
  • (679888) - XboxOne: Bloom artefact when using MSAA is now fixed.
  • (680223) - XboxOne: Bad image from Kinect fixed, YUY2 support.
  • (680229) - XboxOne: DOF image effect on fade sprites fixed.
  • (681726) - XboxOne: Now matches PC (deferred rendering with HDR related).
  • (682104) - XboxOne: Enabled support for deferred rendering and HDR.
  • (None) - Editor - Other: Fixed ScriptableObject assets to pull icons correctly from their associated script
  • (673701) - Scripting: Re-added a stub for Resources.LoadAssetAtPath which auto-upgrades to AssetDatabase.LoadAssetAtPath
  • (630866) - Asset Bundles: AssetBundle.CreateFromMemory with uncompressed bundles will no longer block the main thread for several seconds.
  • (676156) - Scripting: GizmoType works as expected
  • (679772) - Scripting: Fixed EditorGUI.FloatField and EditorGUILayout.FloatField unable to return negative and positive infinity
  • (672941) - Editor: Scene View content is no longer tinted in playmode.
  • JobSystem: Fixed issue where job system would create long stalls in some cases on processors with hyper threading.
  • (682972, 684020) - iOS: Add dummy vertex channel for missing shader channels when dynamic batching.
  • (685794) - Graphics: Fixed printing of some loops in GLSL/Metal.
  • (679023) - iOS: Fixed duplicate property value removal in certain Xcode projects.
  • (682258) - iOS/IL2CPP: Fixed a crash with StrangeIOC.
  • (None) - iOS/IL2CPP: Support Type.MakeGenericType for runtime creation of generic types where the generic arguments are reference types.
  • (None) - iOS/ILCPP: Do not emit metadata for generic types at compile time. This significantly decreases the size of the final binary in most cases.
  • (None) - iOS/IL2CPP: Type.GetType throws an ArgumentException now when the provided type name was wrong.
  • (683461) - iOS/IL2CPP: Correct the behavior of CultureInfo.CreateSpecificCulture.
  • (677402) - iOS/IL2CPP: Fix an issue with open delegates that return void.
  • (676847,680379,672199) - iOS/IL2CPP: Fixed issues with exception thrown from DateTime constructor, DateTime ToUniversalTime, DateTime ToLocalTime, DateTime IsDaylightSavingTime.
  • (673828,679044,681132) - iOS/IL2CPP: Fix crashes in socket code due to sockets being destroyed too early and prevent Thread.IsAlive from returning true after thread has terminated.
  • (683671,683658) - iOS/IL2CPP: Add a null terminator to string arrays when they are marshaled.
  • (675659) - iOS/IL2CPP: Cast non-pointer references types to System.Object for comparison in conditional statements.
  • (669606) - Scene/Game View: Fix the issue about cannot select objects after importing the legacy packages.
  • (685687) - AssetBundle: Fix the issue that prefab loaded from AssetBundle lost the reference to a material in a variant AssetBundle.
  • (681301) - AssetBundle: Make the error message more informative when building AssetBundles.
  • (687674) - Windows Store Apps: fix build from editor when C# projects are enabled.
  • (673862) - Windows Standalone: Connecting USB devices should no longer throw spurious warnings.
  • (672439) - Physics: Fix cases where HingeJoint settings, like useMotor and useLimits, were not correctly applied.
  • (674144) - Physics: Fix crash on scene load when Cloth component is missing a SkinnedMeshRenderer component.
  • (670879) - Physics: Report error when trying to create a non-convex MeshCollider with Trigger enabled.
  • (680505) - Physics: Fix crash when the transform scale on a MeshCollider had an axis set to zero. Request will now be ignored.-
  • (674914, 672089) - Physics: Fix incorrect bounds of a capsule collider.
  • (671974) - Physics: Protect SetSteerAngle from setting wheel angles that are bad for PhysX.
  • (681358) - Physics: Fix capsule height being incorrectly computed in sweeps and casts code.
  • (683712) - Physics: Don't allow to break rotational DoF lock by setting angularVelocity directly.
  • (671903) - Physics: Fix crash that could occur when a body had more than 64 contacts generated.
  • (670888) - iOS/IL2CPP: Use the Size field of the StructLayout attribute to pad marshaled types if necessary. This allows Marshal.SizeOf to return the correct value for these types.
  • (669983) - iOS/IL2CPP: Allow thread-local static fields to work correctly in generic classes. Specifically, this corrects the Parse SDK crash in 4.6.4p1.
  • (686153) - iOS/IL2CPP: Fix an infinite recursion when constructing generic type.
  • (686028) - iOS/IL2CPP: Do not write extern declarations inside p/invoke wrappers for methods that return a class or delegate.
  • (684417) - iOS/IL2CPP: Use the proper type for the result of the IL sub opcode.
  • (685735) - iOS/IL2CPP: Correct an InvalidCastException that can occur when setting an array value.
  • (672812) - iOS/IL2CPP: Fixed crash in some cases when accessing an enum inside a generic class.
  • (684147) - iOS/IL2CPP: Fixed support for type/method names using non ASCII characters.
  • (686620) - iOS/IL2CPP: Fixed occasional code generation issues when multiple local enum variables are used in conditional expressions.
  • (686477) - iOS/IL2CPP: Match the Mono behavior which allows inflated generic delegate types like System.Action to be marshaled as normal delegates.
  • (687287) - iOS/IL2CPP: Fixed File::Replace when destinationBackupFileName is null.
  • (685474) - iOS/IL2CPP: Fix issue with managed exceptions not being thrown by a method called by Method.Invoke in some cases.
  • (683290) - iOS/IL2CPP: Make Activator.CreateInstance work for arrays.
  • (675374) - iOS/IL2CPP: Fix Interlocked.Exchange and Interlocked.CompareExchange for interfaces.
  • (686168) - iOS/IL2CPP: Fix multidimensional array interfaces.
  • (687479, 681688) - iOS/IL2CPP: Fixed support for enums nested in generic types.
  • (None) VR: Fixed GearVR startup crash on Galaxy S6 devices by enabling pbuffer Context support.
  • iOS/IL2CPP: Additional code size improvements from generic sharing:
  • Share enums and their base types as generic parameters.
  • Allow partial sharing (e.g. Dictionary is shared with Dictionary).
  • Allow sharing when the type parameter constraint is an interface.
  • iOS/IL2CPP: Fix a number of problems related to WebRequest and asynchronous I/O:
  • Fix socket I/O requests getting stuck in ThreadPool on POSIX/iOS.
  • Fix race condition in Monitor code that lead to 5 second stalls in Monitor.Exit().
  • Fix ThreadPool not re-using idle worker threads (lead to potentially very high memory consumption and bad performance).
  • Fix ThreadPool upper thread count limits being very low; now roughly the same as on Mono.
  • Fix ThreadPool.SetMinThreads() and SetMaxThreads() having no effect.

New in Unity 5.0.1 (Apr 1, 2015)

  • Improvements:
  • Android: Added framebuffer clear on devices that would prefer framebuffer discard but don't have the required GLES extension.
  • Android: Added profiling stats for blit to screen and input processing.
  • Android: Joystick input optimization, fixes slowdown on some older devices.
  • Android: Parsing device specific XML font configurations to determine system/fallback fonts in addition to the hard-coded list of font names (in 4.6.4 too).
  • Android: Splash screen is now shown in full screen mode.
  • BlackBerry: Passport device now supports landscape orientation.
  • Bug reporter: Added info about license type.
  • Editor: Android; added ability to configure JDK path in the Editor preferences (in 4.6.4 too).
  • Editor: Android TV; added configuration option for D-pad and gamepad support level.
  • GI: Added pushoff for baked lighting, can be used to fix AO artefacts.
  • GI: Allow higher AO exponent in Lighting window.
  • GI: Don't calculate AO when AO exponent is 0.
  • GI: Fixed inconsistent Enlighten build timings; now it should correspond to wall clock time (unless you move at near speed of light relative to your computer, in which case it might still be wrong).
  • GI: Moved baked tag to the proper place in UI.
  • GI: Output more stats per system and in total: vertex count, face count, chart count and texel count.
  • GI: Removed an unnecessary warning that realtime GI is not supported on PS3 and Xbox360 when finishing a bake in non-continuous mode.
  • GI: Sped up baked lightmap compositing.
  • GI: Spit out timings of the precompute and bake to the Editor log. Timer resets when clearing GI data, exiting continuous mode or cancelling a bake.
  • GI: Take texture transparency into account when calculating AO.
  • GI: Users will now be warned when building scenes with Precomputed Realtime GI ticked on platforms that do not support Realtime GI.
  • Graphics: Shaders now read consistent values across platforms for vertex properties that are missing in a Mesh. We have adopted the OpenGL standard, which is that normals default to (0,0,1) and tangents default to (1,0,0).
  • iOS: Improve launch screen support.
  • iOS: Short term fix for occasional input stuttering (in 4.6.4 too).
  • iOS/Metal: Defer [CAMetalLayer nextDrawable] until it is actually needed (helps with occasional framerate hiccups) (in 4.6.4 too).
  • Linux: Query Mesa driver for amount of video memory when feasible.
  • Physics 2D: Allow SurfaceEffector2D to control whether friction or bounce is used upon contact.
  • Physics 2D: Allow SurfaceEffector2D to control whether the impulse force is applied to the center-of-mass or contact-point.
  • Physics 2D: Improve PointEffector2D.distanceScale tooltip/documentation.
  • Physics 2D: Joint2D property 'collideConnected' renamed to 'enableCollision' to match 3D physics.
  • Physics 2D: PlatformEffector2D property renames based upon feedback: oneWay->useOneWay, sideFriction->useSideFriction and sideBounce->useSideBounce.
  • Platforms: Unity Professional users can now optionally show the builtin Unity Splash Screen on applicable platforms, in Player Settings.
  • Version Control: Added shortcut to save changeset window.
  • Version Control: Added "delete empty changesets" button.
  • Version Control: Close change window automatically on success.
  • Version Control: New changesets default to expanded now.
  • Changes:
  • GI: Disabled unused Xbox360 solver data generation.
  • Input: Changed Input.GetJoystickNames() on Windows to always match names to joystick numbers, similar to most other platforms (in 4.6.4 too).
  • iOS: Default scripting backend is set to IL2CPP on iOS.
  • Terrain: Only textures with Repeat wrap mode can be used as terrain splat textures now.
  • Terrain: Removed 'Override Smoothness' option from terrain settings. A new per-splat smoothness property is available when the splat texture has no alpha channel.
  • Fixes:
  • AI: Fixed an issue where using all navmesh area types in mask didn't work.
  • AI: Fixed an issue where warping disabled agents would leak simulated agent.
  • Android: Always enable VSync on Android non-development builds.
  • Android: Build pipeline; fixed AAR manifest merging.
  • Android: Fixed an issue with the multithreaded job system which caused battery drain and bad performance.
  • Android: Fixed Auto target graphics mode on devices which wrongly claim to support OpenGL ES 3.0.
  • Android: Fixed crashes / touch problems when applying ForwardNativeEventsToDalvik to a non-NativeActivity.
  • Android: Fixed immersive mode when returning to activity in Lollipop.
  • Android: Fixed non-hidden status bar and status bar related touch issues.
  • Android: Fixed sensor compensation issue affecting devices when rotated180 degrees.
  • Android: Input - Fixed axis stuck on Android TV after hiding keyboard.
  • Android: Reenabled SSE skinning on x86.
  • Android: Removed some bogus print-outs to the logcat regarding gles_mode and development_player.
  • API Updater: Automatic update from ParticleSystem.CollisionEvent to ParticleCollisionEvent.
  • API Updater: Fixed API updater skipping assemblies in some scenarios.
  • API Updater: Fixed the issue causing crash while checking assemblies for obsolete API usage.
  • Asset Loading: Fixed loading of GI data from an AssetBundle.
  • Asset Loading: Fixed the crash when setting the AssetBundle name in OnPreprocessAudio() callback.
  • Asset Loading: Fixed the issue that streamed scenes don't draw layered UI in canvases correctly.
  • Asset Loading: Fixed the issue whereby streamed scene asset bundles do not allow more than one scene.
  • Asset Loading: Fixed the prefab async loading issue by loading the scripts first.
  • Asset Loading: Fixed the script loading issue when the references are between scripts.
  • Asset Loading: Updated the document to indicate we wanted complete asset paths.
  • Audio: Fixed "Trying to play disposed sound!" error message.
  • Audio: Fixed the "Disable Audio" option, the flag is now correctly used by the standalone player to disable the audio system.
  • Audio: Given AudioImporter overrideSamplerate a default value that makes sense.
  • BlackBerry: Fixed platform lookup from string to be case insensitive.
  • Bug reporter: Fixed issue with submitting files when temp path includes non-ASCII characters.
  • Bug reporter: Fixed the issue causing crash when attaching files on OSX 10.8.5.
  • Bug reporter: Fixed title field validation (the title is now mandatory).
  • Bug reporter: Hidden files are now always included in bug reports.
  • Bug reporter: Make sure the bug reporter triggers from the license error popup.
  • Bug reporter: Updated links to the new Bug Reporter (when it's started from outside the Editor).
  • BugReporter: Send empty subdirectories of directory attachment. Improved filtering of unnecessary subdirectories under Unity project. Can launch when some parts of the engine might not be initialized yet.
  • Deployment Management: Prevent simultaneous launches of Unity loading wrong project.
  • Don't allow AddComponent() calls on object that is currently being destructed (leads to crashes).
  • Editor: "Missing Prefab" placeholders now respects the active state of their parents.
  • Editor: Android - Don't allow to install x86 apk on arm device.
  • Editor: Disable vsync for all views except GameView on OSX.
  • Editor: Fixed an issue where Editor fails to validate serialization layout when building to Windows Store Apps.
  • Editor: Fixed crash when compressing GI cache files with lz4.
  • Editor: Fixed crash when using UnityEditorInternal.InternalEditorUtility.LoadSerializedFileAndForget to load a scene with containing stripped prefab instance objects
  • Editor: Fixed null-ref from SceneView when having a Hierarchy search filter.
  • Editor: Fixed performing Undo on prefab instances where the prefab parent was missing.
  • Editor: Fixed reading very very big scenes with more than 32767 monobehaviours created in Unity prior to Uniy 5.
  • Editor: Fixed the issue producing fatal error when choosing unwritable drive as a GICache folder on OSX.
  • Editor: Fixed undo parenting of prefab.
  • Editor: Necessity of rebuilding .meta files detected incorrectly for projects that contain only directories in Assets/.
  • Editor: OnOpenAsset callbacks are now called for all asset types when doubled clicked in the project browser.
  • Editor: Plugin inspector-set ARMv6 Android plugins incompatible to avoid collisions.
  • Editor: Prefab connection is now broken when rearranging components, even if the components are added to the instance. This enables you to rearrange components on prefab instances without losing the order when saving the scene.
  • Editor: Stripped prefab instance objects are now marked as stripped in the scene file, so the loading code does not try to upgrade objects which would issue wrong warnings and in worst case crashes.
  • Editor: Fixed editor lockup if left in the background and profiler was open.
  • GI: Changing directional mode in lighting tab does not force reflection probe.
  • GI: Clear lightmapping state when wiping the disk cache in order to avoid errors when building lighting.
  • GI: Fixed "Mobile/Unlit (Supports Lightmap)" shader and other fixed function shaders using lightmaps.
  • GI: Fixed rare crash in realtime GI pipeline caused by textures held by worker threads being released too early.
  • GI: Made Gradient ambient mode properly affect realtime and baked GI.
  • GI: Made lightmaps be properly compressed on mobile platforms.
  • GI: Report errors from jobs correctly when run in an external process.
  • GI: Reset the texture filter mode after rendering object preview in lighting window.
  • Graphics: Fixed vertices being lit entirely black on DirectX 11 when normals are missing and the vertex position is (0,0,0).
  • iOS: Added Xcode 6.3 compatibility.
  • iOS: Disabled unnecessary copies of dll files to the Xcode project directory.
  • iOS: Exposed iOSOverrideIPodMusic in player settings.
  • iOS: Fixed a typo in UnityRegisterViewControllerListener().
  • iOS: Fixed an issue with the job system which caused battery drain and bad performance.
  • iOS: Fixed changing from autorotation to enforced screen orientation in case of this orientation being already current.
  • iOS: Report a fake Status: HTTP header for informational purposes.
  • iOS: Show an error on removal of targets in Xcode project.
  • iOS/IL2CPP: Handle 4D arrays.
  • iOS/IL2CPP: Handle delegate invoke with nested delegates where the method which is invoked on the outer delegate is a static method.
  • iOS/Metal: Fixed fixed function shaders with cubemaps.
  • iOS/Metal: Fixed vector_insert_TODO appearing in some shaders.
  • iOS/Metal: Partially fixed performance issue on A7 devices when using Standard shader.
  • Linux: Fixed crash when swapping UI sprites.
  • Oculus: Plugin initialize fixed when GfxDevice had not been Initialized yet.
  • OpenGL: Fixed crash with -force-opengl in Windows Editor when trying to enable DirectX 11 via player settings.
  • Physics 2D: Added 'forceScale' property to SurfaceEffector2D to allow scaling of the impulse force used.
  • Physics 2D: Center-of-mass and Inertia can now be set on a Rigidbody2D component even if it has no Collider2D components attached.
  • Physics 2D: Disabled PlatformEffector2D component now fully disables contact processing.
  • Physics 2D: Fixed console warning of 'm_Effector == effector' when removing an effector inside a prefab.
  • Physics 2D: Fixed PlatformEffector2D so that when stopping inside a collider it doesn't cause a collision for 'one-way'
  • Physics 2D: Stop 2D colliders falling through EdgeCollider2D components.
  • Physics 2D: Stop crash when NULL passed to Collider2D.IsTouching, Physics2D.IsTouching or Physics2D.IsTouchingLayers.
  • Physics: OnJointBreak callback now has correct breaking force magnitude supplied as a parameter.
  • Profiler: Fixed editor slowdown if GPU profiler was enabled when the profiler was stopped or closed
  • Rendering: Now the back buffer is cleared after the resolution is changed from a script in Windows standalone.
  • Samsung TV: Fixed MissingMethodException being thrown when a scene was played that used STV specific APIs.
  • Samsung TV: Fixed UEP signing for 2015 TVs.
  • Scripting: Crash on Newtonsoft.Json.DeserializeObject(string) when serialized type has generic arrays.
  • Scripting: Fixed Application.logMessageReceivedThreaded not being called in main thread.
  • Scripting: Fixed crash when trying to invoking delegate bound to open generic method.
  • Scripting: Fixed infinite loop in NetworkInterface.GetAllNetworkInterfaces()
  • Scripting: Fixed VS / MonoDevelopment project synchronization when "Editor" was the only platform selected in plugins settings.
  • Scripting: Throw DivideByZero exception instead of crashing.
  • Serialization: Fixed crash when reading file references from long property names.
  • Shaders: WPOS semantic works in shaders again (alias of VPOS, i.e. screen position).
  • Sprites: Fixed the issue whereby Unity was doubling the memory needed for the Texture Atlases.
  • Terrain: Base map generation in Linear rendering mode is now done in linear space.
  • Terrain: Fixed a crash when a terrain was using TerrainData with missing textures.
  • Terrain: Fixed an issue where modifying terrain heights would result in an inconsistency between the visual and the collision.
  • Terrain: Fixed visual inconsistency when rendering with base pass.
  • Terrain: Standard terrain shaders now correctly support spot light / point light shadows.
  • Version Control: Set correct changeset description when renaming a changeset.
  • Version Control: Use saved changeset description when submitting.
  • Video: Fixed the issue whereby ogg movie playback skipping frames at beginning and general sync improvement.
  • VR: Fixed GearVR startup crash.
  • WebGL: Fixed deleting characters in text fields.
  • WebGL: Fixed reverting to proper window size when getting out of fullscreen mode.
  • WebGL: Fixed shift-arrow-key in text fields.
  • WebGL: Fixed WWW.audioClip.
  • Windows Standalone: -parentHWND command line argument works again.
  • Windows Store Apps: Fix issue where Unity was trying to locate Microsoft.CSharp.dll when processing some of the plugins, for ex., Facebook.Client.dll.
  • Windows Store Apps: Fixed player when installed to path containing unicode characters.
  • Windows Store Apps: Fixed resource fight on hyperthreading-enabled CPUs which might cause unstable performance on Windows.
  • Windows Store Apps/Windows Phone 8: UnityPlayer pdb files will be present again for Debug/Master configs.
  • Windows Store Apps/Windows Phone 8: When unloading unused assets or switching to another scene, prefabs will be correctly reloaded and won't loose references. Previous behavior was sometimes textures, mono behaviors, etc in prefabs would be lost, this would result for e.g., in textures not showing up in objects instantiated from prefabs.
  • WWW: Fixed incorrect HTTP status 100 when POST data was relatively large.
  • Xbox One: Implemented workaround fix for rendering failure when the console is set to instant-on standby and suspend/resume flow occurs.
  • Xbox One: Lightmap files are now included in the package manifest. They are included as a part of the launch chunk.
  • Xbox One: ReadPixels glitch and performance slowdown: fixed and workaround implemented.

New in Unity 5.0.0 Patch 3 (Mar 26, 2015)

  • FEATURES:
  • Platforms: Unity Professional users can now optionally show the builtin Unity Splash Screen on applicable platforms. Setting is in the Player Settings.
  • IMPROVEMENTS:
  • Android: Added FB clear to devices that would prefer discard FB but don't have the discard frame buffer extension.
  • Android: Added profiling stats for blit to screen and input processing.
  • Android: Joystick input optimization, fixes slowdown on some older devices.
  • Android: Parsing device specific xml font configurations to determine system/fallback fonts in addition to the hard-coded list of fontnames.
  • Android: Splash screen is now shown in full screen mode.
  • GI: Don't calculate AO when AO exponent is 0.
  • GI: Output more stats per system and in total: vertex count, face count, chart count and texel count.
  • GI: Removed an unnecessary warning that realtime GI is not supported on PS3 and Xbox360 when finishing a bake in non-continuous mode.
  • GI: Sped up baked lightmaps compositing.
  • GI: Spit out timings of the precompute and bake to the Editor log. Timer resets when clearing GI data, exiting continuous mode or cancelling a bake.
  • iOS: Improve launch screen support
  • Linux: Query Mesa driver for amount of video memory when feasible.
  • Physics 2D: Joint2D property 'collideConnected' renamed to 'enableCollision' to match 3D physics.
  • Physics 2D: PlatformEffector2D property renames based upon feedback: oneWay->useOneWay, sideFriction->useSideFriction & sideBounce->useSideBounce.
  • FIXES:
  • (666924) - AI: Fixed an issue where using all navmesh area types in mask didn't work.
  • (682031) - AI: Fixed an issue where warping disabled agents would leak simulated agent.
  • (675563) - Android: Fixed an issue with the job system which caused battery drain and bad performance.
  • (675681) - Android: Fixed Auto target graphics mode on devices which think they support ES 3.0 without proper hardware.
  • (none) - Android: Fixed crashes / touch problems when applying ForwardNativeEventsToDalvik to a non-NativeActivity.
  • (680724) - Android: Fixed non-hidden status bar and status bar related touch issues.
  • (678003) - Android: Fixed sensor compensation issue affecting devices when rotated180 degrees.
  • (681045) - Android: Input - Fixed axis stuck on Android TV after hiding keyboard.
  • (none) - Android: Removed some bogus print-outs to the logcat regarding gles_mode and development_player.
  • (676721) - Asset Loading: Fixed loading of GI data from an AssetBundle.
  • (677465) - Asset Loading: Fixed the issue that streamed scenes don't draw layered UI in canvases correctly.
  • (669690) - Audio: Fixed "Trying to play disposed sound!" error message.
  • (672225), (664705), (679685) - BugReporter: Send empty subdirectories of directory attachment. Improved filtering of unnecessary subdirectories under Unity project. Can launch when some parts of the engine might not be initialized yet.
  • (677033) - Editor: Plugin inspector - set ARMv6 Android plugins incompatible to avoid collisions.
  • (679482) - GI: Fixed "Mobile/Unlit (Supports Lightmap)" shader and other fixed function shaders using lightmaps.
  • (677475) - GI: Made Gradient ambient mode properly affect realtime and baked GI.
  • (663176) - GI: Made lightmaps be properly compressed on mobile platforms.
  • (none) - GI: Report errors from jobs correctly when run in an external process.
  • (none) - GI: Reset the texture filter mode after rendering object preview in lighting window.
  • (none) - iOS/IL2CPP: Corrected a problem with Delegate.CreateDelegate.
  • (677830) - iOS/IL2CPP: Explicitly declare generic types and array types that are created at run-time via Type.MakeGenericType and Type.MakeArrayType in the il2cpp_extra_types.txt file, so that IL2CPP will AOT compile them.
  • (669282) - iOS/IL2CPP: Handle 4D arrays.
  • (none) - iOS/IL2CPP: Handle delegate invoke with nested delegates where the method which is invoked on the outer delegate is a static method.
  • (none) - iOS/IL2CPP: Assembly.Load() now accepts assembly name in full name format.
  • (679271) - iOS/Metal: Fixed FFP codegen in case of cubemaps are used.
  • (681081) - iOS/Metal: Fixed RT mip-map generation.
  • (677604) - iOS/Metal: Fixed vector_insert_TODO appearing in some shaders.
  • (673954) - iOS: Added Xcode 6.3 compatibility.
  • (none) - iOS: Disabled unnecessary copies of dll files to the Xcode project directory.
  • (668997) - iOS: Exposed iOSOverrideIPodMusic in player settings.
  • (664563) - iOS: Fixed a typo in UnityRegisterViewControllerListener().
  • (none) - iOS: Fixed an issue with the job system which caused battery drain and bad performance.
  • (681023) - iOS: Fixed changing from autorotation to enforced screen orientation in case of this orientation being already current.
  • (674057) - iOS: Fixed iPad Mini 3rd gen detection.
  • (668511), 672455) - iOS: Improved Xcode project handling robustness.
  • (652658) - iOS: Report a fake Status: HTTP header for informational purposes.
  • (none) - iOS: Set default scripting backend to il2cpp on iOS.
  • (669467) - iOS: Show an error on removal of targets in Xcode project.
  • (675838) - Linux: Fixed crash when swapping UI sprites.
  • (675838) - Linux: Hide system cursor when using software cursor.
  • (681446) - Physics 2D: Center-of-mass and Inertia can now be set on a Rigidbody2D component even if it has no Collider2D components attached.
  • (663460) - Physics 2D: Stop 2D colliders falling through EdgeCollider2D components.
  • (680467) - Physics 2D: Stop crash when NULL passed to 'Collider2D.IsTouching', 'Physics2D.IsTouching' or 'Physics2D.IsTouchingLayers'.
  • (648782) - Rendering: Now the back buffer is cleared after the resolution is changed from a script in Windows standalone.
  • (668199) - Serialization: Fixed crash when reading file references from long property names.
  • (none) - Terrain: Fixed a crash when a terrain was using TerrainData with missing textures.
  • (677464), (675843), 677090) - Terrain: Fixed an issue where modifying terrain heights would result in an inconsistency between the visual and the collision.
  • (647126) - WWW: Fixed incorrect HTTP status 100 when POST data was relatively large.
  • (678107), (662774), (677833), (678139), (674949), (676451), (676587), (678318) - iOS/IL2CPP: Correct a number of problems related to WebRequest and ThreadPool interaction:
  • Fixed WebRequests getting stuck in socket polling stage when the stage should be skipped.
  • Fixed a queuing bug that may lead to WebRequests arriving at the same time and being used incorrectly.
  • Fixed deadlock when socket exits polling stage when I/O pool is at max capacity and worker threads are in wait state.
  • Fixed race condition in static constructor calling.
  • Fixed assert "pthread_equal (pthread_self (), m_Handle) && 'Must be called on current thread!'".
  • Fixed thread interruption logic incorrectly thinking that another thread was still waiting.
  • Fixed deadlock on shutdown if socket polling thread was still waiting for network traffic.

New in Unity 5.0.0 Patch 2 (Mar 21, 2015)

  • Improvements:
  • GI: Taken texture transparency into account when calculating AO.
  • GI: Fixed Modelling Tolerance tooltip.
  • GI: Moved baked tag to the proper place in UI.
  • GI: Added pushoff for baked lighting, can be used to fix AO artefacts.
  • iOS/Metal: Defer [CAMetalLayer nextDrawable] till it is actually needed (should help occasional framerate hiccups).
  • iOS: Short term fix for input stuttering.
  • Fixes:
  • (674894) - Asset Loading: Fixed the crash when setting the AssetBundle name in OnPreprocessAudio() callback.
  • (673800), (672995) - Asset Loading: Fixed the issue whereby streamed scene asset bundles do not allow more than one scene.
  • (668287) - Asset Loading: Fixed the prefab async loading issue by loading the scripts first.
  • (674181) - Asset Loading: Fixed the script loading issue when the references are between scripts.
  • (671169) - Asset Loading: Updated the document to indicate we wanted complete asset paths.
  • (677232) - Bug reporter: Fixed title field validation (the title is now mandatory).
  • (677231) - Bug reporter: Make sure the bug reporter triggers from the license error popup.
  • (639460) - Don't allow AddComponent() calls on object that is currently being destructed (leads to crashes).
  • (680020) - Editor. Fixrd editor lockup if left in the background and profiler was open.
  • (675725) - Editor: "Missing Prefab" placeholders now respects the active state of their parents.
  • (676167) - Editor: Fixed an issue where Editor fails to validate serialization layout when building to Windows Store Apps.
  • (671148) - Editor: Fixed crash when using UnityEditorInternal.InternalEditorUtility.LoadSerializedFileAndForget to load a scene with containing stripped prefab instance objects
  • (677205) - Editor: Fixed reading very very big scenes with more than 32767 monobehaviours created in Unity prior to Uniy 5.
  • (674951) - Editor: Fixed undo parenting of prefab.
  • (622487) - Editor: Fixed performing Undo on prefab instances where the prefab parent was missing.
  • (667906) - Editor: OnOpenAsset callbacks are now called for all asset types when doubled clicked in the project browser.
  • (643369) - Editor: Prefab connection is now broken when rearranging components, even if the components are added to the instance. This enables you to rearrange components on prefab instances without losing the order when saving the scene.
  • (663873), (672462) - Editor: Stripped prefab instance objects are now marked as stripped in the scene file, so the loading code does not try to upgrade objects which would issue wrong warnings and in worst case crashes.
  • (676883) - GI: Clear lightmapping state when wiping the disk cache in order to avoid errors when building lighting.
  • (674783), (674629), (677286) - iOS/IL2CPP: Added support for WebRequest to HTTPS addresses when using the Api Compatibility Level setting of .NET 2.0 Subset.
  • (673217) - iOS/IL2CPP: Emit the proper metatdata for parameters static inflated generics methods.
  • (673779) - iOS/IL2CPP: Fixed order of properties returned by Type.GetProperties().
  • (674916) - iOS/IL2CPP: Fixed C++ linker error in some cases when using generic parameters.
  • (676560) - iOS/IL2CPP: Fixed crash when System.Console is included in link.xml.
  • (672283) - iOS/IL2CPP: Fixed exceptions thrown by using System.Configuration.ApplicationSettingsBase.
  • (673547) - iOS/IL2CPP: Fixed IL2CPP crash in some cases when using virtual generic methods.
  • (671582) - iOS/IL2CPP: Fixed issue with String.Intern not always returning the correct string.
  • (675067) - iOS/IL2CPP: Fixed MethodInfo.GetBaseDefinition().
  • (670410) - iOS/IL2CPP: Fixed rare crash when calling Type.GetMethods.
  • (678081) - iOS/IL2CPP: Implemented marshaling of the SafeHandle type.
  • (none) - iOS/IL2CPP: Added support for setting thread names on Darwin.
  • (none) - iOS/IL2CPP: Fixed deadlock or timeouts when C# code does BeginInvoke+EndInvoke on a worker thread and the pool has only one thread.
  • (670359) - iOS/IL2CPP: Fixed IL2CPP crash when passing null as value to array parameter in custom attribute constructor.
  • (none) - iOS/IL2CPP: Fixed single core/cpu system resulting in ThreadPool with no threads.
  • (none) - iOS/IL2CPP: Fixed crash when calling MethodInfo.ReturnTypeCustomAttributes.GetCustomAttributes on a constructor.
  • (671100) - iOS/IL2PP: Fixed ParameterInfo.Attributes always returned ParameterAttributes.None for parameters.
  • (650616) - iOS/Metal: Partially fixed performance issue on A7 devices when using Standard shader.
  • (678814) - Scripting: Crash on Newtonsoft.Json.DeserializeObject(string) when serialized type has generic arrays.
  • (658048) - Scripting: Fixed infinite loop in NetworkInterface.GetAllNetworkInterfaces()
  • (666017) - Scripting: Throw DivideByZero exception instead of crashing.
  • (669281) - Scripting: Fixed crash when trying to invoking delegate bound to open generic method.
  • (677863) - Shaders: WPOS semantic works in shaders again (alias of VPOS, i.e. screen position).
  • (645835), (675608) - Sprites: Fixed the issue whereby Unity was doubling the memory needed for the Texture Atlases.
  • (650578) - Terrain: Standard terrain shaders now correctly support spot light / point light shadows.
  • (673306) - Video: Fixed the issue whereby ogg movie playback skipping frames at beginning and general sync improvement.
  • (none) - VR: Fixed GearVR startup crash.
  • (680799) - Windows Store Apps/Windows Phone 8: Fixed a big memory leak, which was occurring in various places. For e.g., in physics collision callbacks such as OnCollisionEnter(Collision collision).
  • (680798) - Windows Store Apps/Windows Phone 8: UnityPlayer pdb files will be present again for Debug/Master configs.
  • (662200) - Windows Store Apps/Windows Phone 8: When unloading unused assets or switching to another scene, prefabs will be correctly reloaded and won't loose references. Previous behavior was - sometimes textures, mono behaviors, etc in prefabs would be lost, this would result for e.g., in textures not showing up in objects instantiated from prefabs.
  • (677882) - Windows Store Apps: Fix issue where Unity was trying to locate Microsoft.CSharp.dll when processing some of the plugins, for ex., Facebook.Client.dll.
  • (none) - Windows Store Apps: Fixed player when installed to path containing unicode characters.
  • (676570) - Windows Store Apps: Fixed VS solution generation with paths containing unicode characters.
  • (674626), (640176) - Windows Store Apps: Fixed resource fight on hyperthreading-enabled CPUs which might cause unstable performance on Windows.
  • (675394) - Windows Store Apps: Use exception log type for exceptions.
  • (none) - Xbox One: Implemented workaround fix for rendering failure when the console is set to instant-on standby and suspend/resume flow occurs.
  • (677945) - Xbox One: ReadPixels glitch and performance slowdown: Fixed and workaround implemented.

New in Unity 5.0.0 Patch 1 (Mar 16, 2015)

  • Improvement:
  • BlackBerry: Passport device now supports landscape orientation.
  • Bug reporter: Added info about license type.
  • Editor: Android - Added the ability to configure JDK path in the Editor preferences.
  • Editor: Android TV - Added the configuration option for D-pad and gamepad support level.
  • GI: Allow higher AO exponent in Lighting window.
  • GI: Fixed inconsistent Enlighten build timings; now it should correspond to wall clock time. (Unless you move at near speed of light relative to your computer, in which case it might still be wrong).
  • GI: Users will now be warned when building scenes with Precomputed Realtime GI ticked on platforms that do not support Realtime GI.
  • Graphics: Shaders now read consistent values across platforms for vertex properties that are missing in a Mesh. We have adopted the OpenGL standard, which is that normals default to (0,0,1) and tangents default to (1,0,0).
  • Physics 2D: Allow SurfaceEffector2D to control whether friction or bounce is used upon contact.
  • Physics 2D: Allow SurfaceEffector2D to control whether the impulse force is applied to the center-of-mass or contact-point.
  • Physics 2D: Improve PointEffector2D.distanceScale tooltip/documentation.
  • Version Control: Added the "delete empty changesets" button.
  • Version Control: Added Shortcut to save changeset window.
  • Version Control: Close change window automatically on success.
  • Version Control: Now new changesets are defaulted to expanded.
  • Change:
  • GI: Disabled unused Xbox360 solver data generation.
  • Input: Changed Input.GetJoystickNames() on Windows to always match names to joystick numbers, similar to most other platforms.
  • Terrain: Only textures with Repeat wrap mode can be used as terrain splat textures now.
  • Terrain: Removed 'Override Smoothness' option from terrain settings. A new per-splat smoothness property is available when the splat texture has no alpha channel.
  • Fixes:
  • (672679) - Android: Always enable VSync on Android non-development builds.
  • (none) - Android: Buildpipe - Fixed AAR manifest merging.
  • (662911) - Android: Fixed back button crash on Samsung devices.
  • (668969) - Android: Fixed checkjni exception when passing array in JNI at ART.
  • (645846) - Android: Fixed crash on ARM devices when running x86 apk.
  • (668265) - Android: Fixed immersive mode when returning to activity in Lollipop.
  • (none) - Android: Reenabled SSE skinning.
  • (663535) - Android: Workaround for animation glitch with onscreen keyboard.
  • (669881) - API Updater: Automatic update from ParticleSystem.CollisionEvent to ParticleCollisionEvent.
  • (677054) - API Updater: Fixed the issue causing crash while checking assemblies for obsolete API usage.
  • (677346) - API Updater: Fixed API updater skipping assemblies in some scenarios.
  • (none) - Audio: Given AudioImporter overrideSamplerate a default value that makes sense.
  • (677613) - Audio: Fixed the "Disable Audio" option, the flag is now correctly used by the standalone player to disable the audio system.
  • (none) - BlackBerry: Fixed platform lookup from string to be case insensitive.
  • (665035) - Bug reporter: Fixed issue with submitting files when temp path includes non-ASCII characters.
  • (667598) - Bug reporter: Fixed the issue causing crash when attaching files on OSX 10.8.5.
  • (675706) - Bug reporter: Hidden files are now always included in bug reports.
  • (671321) - Bug reporter: Updated links to the new Bug Reporter (when it's started from outside the Editor).
  • (645316), (614238) - Deployment Management: Prevent simultaneous launches of Unity loading wrong project.
  • (645846) - Editor: Android - Don't allow to install x86 apk on arm device.
  • (674633) - Editor: Disable vsync for all views except GameView on OSX.
  • (647394) - Editor: Fixed the issue producing fatal error when choosing unwritable drive as a GICache folder on OSX.
  • (674679) - Editor: Fixed null-ref from SceneView when having a Hierarchy search filter.
  • (674055) - Editor: Fixed crash when compressing GI cache files with lz4.
  • (673707) - Editor: Necessity of rebuilding .meta files detected incorrectly for projects that contain only directories in Assets/.
  • (none) - Fixed performance load balancing issue in CullAllPerObjectLights that caused only one job to be run rather than many (occurred when high number of lights and low number of objects)
  • (672964) - GI: Changing directional mode in lighting tab does not force reflection probe.
  • (675113) - GI: Fixed rare crash in realtime GI pipeline caused by textures held by worker threads being released too early.
  • (658618) - Graphics: Fixed vertices being lit entirely black on DirectX 11 when normals are missing and the vertex position is (0,0,0).
  • (670887) - IL2CPP / Raknet : Fixed RPC call registration not working on IL2CPP backend.
  • (669983) - iOS/IL2CPP: Now allow the LogInAsync method in the ParseSDK to work correctly.
  • (667476) - iOS/IL2CPP: Always initialize type information before accessing static fields.
  • (none) - iOS/IL2CPP: Corrected the C++ compiler error in generated code: "error: cast from pointer to smaller type 'il2cpp_array_size_t' (aka 'int') loses information"
  • (669435) - iOS/IL2CPP: Correctly write include definitions for a generic class with a const field.
  • (none) - iOS/IL2CPP: Fixed Array.CopyTo() fast path, which was doing the wrong thing when the source array was a value type and destination array was not.
  • (671995) - iOS/IL2CPP: Fixed List.FindAll().
  • (670763) - iOS/IL2CPP: Fixed a case where having throw statement at the end of a method would cause IL2CPP to crash.
  • (670763) - iOS/IL2CPP: Fixed array marshaling when passing an incorrect argument.
  • (none) - iOS/IL2CPP: Fixed C++ compile error in some cases when using fields with the same name in a class hierarchy.
  • (none) - iOS/IL2CPP: Fixed C++ linker error in some cases when using generic method constraints.
  • (669257) - iOS/IL2CPP: Fixed null reference exception when calling TripleDES.Create.
  • (676039), (671616) - iOS/IL2CPP: Handle code generation for an struct which has an array of enums as a field.
  • (671790) - iOS/IL2CPP: Implemented Assembly.GlobalAssemblyCache so that it always returns false.
  • (667476) - iOS/IL2CPP: Implement MethodBase.GetMethodFromHandle with two arguments for a non-generic type.
  • (670763) - iOS/IL2CPP: Implemented Assembly.GetName().
  • (670763) - iOS/IL2CPP: Implemented marshaling support for explicit struct layouts.
  • (670763) - iOS/IL2CPP: Implemented missing Marshal.PtrToStructure overload which takes object reference.
  • (675328) - iOS/IL2CPP: Improved support for MakeGenericMethod.
  • (none) - iOS/IL2CPP: Fixed conversion error in obscure edge case of method overrides through metadata and signature.
  • (674680), (674310) - iOS/IL2CPP: Fixed the problem with shift operators, resulting in problems with MD5 calculation and crypto, amongst other things.
  • (672704) - iOS/IL2CPP: Fixed code generation for delegates having parameters tagged with the Out attribute.
  • (669987) - iOS/IL2CPP: Handle IL code which uses one local variable as an array index more than once, with different values.
  • (673787) - iOS/IL2CPP: Handle NULL const string values.
  • (671597) - iOS/IL2CPP: Handle out and ref marshaling of a delegate with a struct that has no instance fields.
  • (670020) - iOS/IL2CPP: Implemented the use of SizeParamIndex for marshaling.
  • (671992), (667779) - iOS/IL2CPP: iOS/IL2CPP: Implemented marshaling of the System.Runtime.InteropServices.HandleRef type.
  • (676597) - Linux: Fixed the issue which was causing crash with native plugins using STL types.
  • (none) - Mono compiler: Fixed issue with incorrect IL being generated in some cases for iterator finally blocks.
  • (none) - Oculus: Plugin initialize fixed when GfxDevice had not been Initialized yet.
  • (669387) - OpenGL: Fixed crash with -force-opengl in Windows Editor when trying to enable DirectX 11 via player settings.
  • (676079) - Physics 2D: Added 'forceScale' property to SurfaceEffector2D to allow scaling of the impulse force used.
  • (667289) - Physics 2D: Disabled PlatformEffector2D component now fully disables contact processing.
  • (663596) - Physics 2D: Fixed console warning of 'm_Effector == effector' when removing an effector inside a prefab.
  • (661823) - Physics 2D: Fixed PlatformEffector2D so that when stopping inside a collider it doesn't cause a collision for 'one-way'.
  • (663562) - Physics 2D: Fixed incorrect double-quote usage in tool-tip for PlatformEffector2D property 'Side Angle Variance'.
  • (673261) - Physics 2D: OnJointBreak callback now has correct breaking force magnitude supplied as a parameter.
  • (675058) - Profiler: Fixed editor slowdown if GPU profiler was enabled when the profiler was stopped or closed
  • (674024) - Samsung TV: Fixed MissingMethodException being thrown when a scene was played that used STV specific APIs.
  • (676550) - Samsung TV: Fixed UEP signing for 2015 TVs.
  • (676192) - Scripting: Fixed Application.logMessageReceivedThreaded not being called in main thread.
  • (675624) - Scripting: Fixed VS / MonoDevelopment project synchronization when "Editor" was the only platform selected in plugins settings.
  • (675700) - Stripping: Fixed issue, which was making stripping completely disabled for Mono scripting backend.
  • (none) - Terrain: Base map generation in Linear rendering mode is now done in linear space.
  • (673713) - Terrain: Fixed visual inconsistency when rendering with base pass.
  • (669893), (654565) - UI: Fixed overriding/inheriting of pixel perfect status in child canvases.
  • (none) - Version Control: Set correct changeset description when renaming a changeset.
  • (none) - Version Control: Use saved changeset description when submitting.
  • (676070) - WebGL: Fixed deleting characters in text fields.
  • (669967) - WebGL: Fixed reverting to proper window size when getting out of fullscreen mode.
  • (none) - WebGL: Fixed shift-arrow-key in text fields.
  • (675095) - WebGL: Fixed WWW.audioClip.
  • (none) - Windows Standalone: Now, -parentHWND works once again.
  • (673322) - Xbox One: Lightmap files are now included in the package manifest. They are included as a part of the launch chunk.

New in Unity 5.0.0 (Mar 4, 2015)

  • Highlights:
  • The Physically-based Standard Shader to make your materials look consistent in any lighting environment, cross platform.
  • Real-time Global Illumination, built on Geomerics Enlighten technology.
  • The Audio Mixer, to massively improve audio in your game.
  • HDR Reflection Probes to enhance visual fidelity.
  • PhysX 3.3 to bring massive performance improvements to 3D physics.
  • Major updates to the animation system.
  • WebGL preview.
  • A detailed log of all new features, changes, improvements, and fixes in the 5.0 release is available at http://unity3d.com/unity/whats-new/unity-5.0.

New in Unity 4.6.3 Patch 1 (Feb 26, 2015)

  • Features:
  • Support for Intel RealSense plugin in Unity Free.
  • Improvements:
  • iOS/Metal: Optimized static batching and dynamic geometry handling.
  • Changes:
  • iOS: Bumped the lowest supported iOS version to 5.1 due to Apple's requirements.
  • Input: Changed Input.GetJoystickNames() on Windows to always match names to joystick numbers, similar to most other platforms.
  • Fixes:
  • (673733) - AI: Fixed potential hang when NavMesh connecting wrong side of thin polygons to neighbor tile.
  • (671823) - Asset Management: Show the path to the YAML meta file when there is an error reading it.
  • (671820) - Editor: Fixed scene view Show Mips visualization.
  • (670887) - IL2CPP / Raknet : Fixed RPC call registration not working on IL2CPP backend.
  • (669983) - iOS/IL2CPP: Allow the LogInAsync method in the ParseSDK to work correctly.
  • (667476) - iOS/IL2CPP: Always initialize type information before accessing static fields.
  • (none) - iOS/IL2CPP: Fixed Array.CopyTo() fast path, which was doing the wrong thing when the source array was a value type and destination array was not.
  • (674680), (674310) - iOS/IL2CPP: Fixed a problem with shift operators, resulting in problems with MD5 calculation, crypto, amongst other things.
  • (670763) - iOS/IL2CPP: Fixed a case where having throw statement at the end of a method would cause IL2CPP to crash.
  • (670763) - iOS/IL2CPP: Fixed array marshaling when passing an incorrect argument.
  • (672704) - iOS/IL2CPP: Fixed code generation for delegates having parameters tagged with the Out attribute.
  • (673787) - iOS/IL2CPP: Handle NULL const string values.
  • (671597) - iOS/IL2CPP: Handle out and ref marshaling of a delegate with a struct that has no instance fields.
  • (671790) - iOS/IL2CPP: Implemented Assembly.GlobalAssemblyCache so that is always returned false.
  • (667476) - iOS/IL2CPP: Implemented MethodBase.GetMethodFromHandle with two arguments for a non-generic type.
  • (670763) - iOS/IL2CPP: Implemented Assembly.GetName().
  • (670763) - iOS/IL2CPP: Implemented marshaling support for explicit struct layouts.
  • (670763) - iOS/IL2CPP: Implemented missing Marshal.PtrToStructure overload which takes object reference.
  • (671992), (667779) - iOS/IL2CPP: Implemented marshaling of the System.Runtime.InteropServices.HandleRef type.
  • (674057) - iOS: Fixed iPad Mini 3rd gen detection.
  • (670115) - iOS: Fixed on-screen keyboard not playing nicely with forced screen orientation.
  • (674115), (673324) - iOS: Fixed splash screen issues in non-Pro mode.
  • (668511) 672455) - iOS: Improved Xcode project parser robustness for invalid input.
  • (none) - Mono compiler: Fixed issue with incorrect IL being generated in some cases for iterator finally blocks.
  • (none) - Oculus: Resolved Build Settings issue where Standalone players were not receiving the correct Build Settings when Oculus Plugin was present in project.
  • (none) - OpenGL ES 3: Fixed half RT formats being set to "not supported" incorrectly.
  • (671767) - Physics 2D: Fixed a behaviour issue in Box2D itself where non-dynamic/dynamic contacts always use continuous collision detection.
  • (670509) - Physics 2D: Fixed inaccurate 2D OverlapArea, OverlapAreaAll & OverlapAreaNonAlloc query methods.
  • (671011) - Physics 2D: Fixed incorrect calculation of fraction & distance using Physics2D BoxCast/CircleCast methods (and variants).
  • (673261) - Physics 2D: OnJointBreak() will no longer have garbage passed in as the breaking force. Note that under Unity 4.6, it is not possible to report the actual force the joint was subject to when it broke; OnJointBreak will be passed the joint's configured maximum force. This behaviour is fixed in Unity 5 to report the actual force that broke the joint.
  • (655473) - Serialization: Changed serialization of materials and OGG audio streams to eliminate non-deterministic behaviour when building players and asset bundles.
  • (670061) - Shadows: Fixed precision issues with large non-receiver objects in deferred.
  • (645835) - SpritePacker: Set SpriteAtlas Texture as Non-readable to prevent Redundant Memory Use. (SpritePacker only considers Non-readable Sprites for packing anyway).
  • (669893), (654565) - UI: Fixed overriding/inheriting of pixel perfect status in child canvases.
  • (647488) - Webplayer: Fixed Windows webplayer crash when requested window area was 0.
  • (638724) - Windows Phone 8: Modified MainPage.xaml.cs to account for devices that don't have hardware buttons.
  • (none) - Windows Phone/Windows Store Apps: Capabilities are now read correctly from manifest file.
  • (601528) - Windows Store Apps/Windows 8.1: When creating D3D backbuffer, Unity will take width/height from SwapChainPanel component instead of CoreWindow, SwapChainPanel's offset from CoreWindow will also be taken into account.
  • (664981) - Windows Store Apps/Windows Phone: Better error message when AssemblyConverter fails to resolve type.
  • (670811) - Windows Store Apps: Increased timeout when checking assembly compatibility.

New in Unity 5.0 RC 3 (Feb 23, 2015)

  • Changes:
  • Editor: Updated Windows Editor splash screen.
  • Mecanim: Added console warning when an IK function is called when the Animator is not in the IK pass.
  • Improvements:
  • Editor: Tab icons for Lighting and Audio Mixer windows
  • GI: Handle upgrade from Beast (4.x and 5.0 beta): continuous mode off, baking enabled, realtime GI disabled.
  • GI: Show a warning in the Lighting window when Directional Specular mode is chosen that those lightmaps cannot be decoded on SM2.0 hardware nor when using GLES2.0 and that there is currently no fallback.
  • Graphcs: Ambient light generated from skybox is now part of the scene Lightmap Snapshot. If your scene is not in 'Continuous Bake' mode and you have ambient light generated from skybox, please manually rebuild your scene lighting by pressing 'Build' button in Lighting window.
  • Shader: Introduced new Gamma tag to shader properties. This tag allows to flag Float and Vector properties for automatic gamma correction. Tagged Float and Vector properties will function the same way as Color properties do - gamma correction will be applied, if necessary, before sending values to the GPU.
  • Fixes:
  • AI: Fix issue where using navmesh built with "Height Mesh" enabled would sometimes crash Unity.
  • AI: Fix issue where NavMeshAgent would report zero velocity when moving on OffMeshLink.
  • Android: Fix for spaces being replaced with underscores in app titles
  • Android: Fix for packed NPOT sprite textures
  • Audio: Fix importing Tracker files so that by default, they are set to load Compressed In Memory. This is also now configurable.
  • Deferred Shading: Fixed scene view deferred visualization modes.
  • Deferred Shading: Made Camera.clearStencilAfterLightingPass flag actually work there.
  • Editor: Fix GI preferences layout.
  • Editor: Fixed asset thumbnail images being too dark when in Linear color space (regression in b22).
  • Editor: Added "-force-gl-ref" cmd-line option support for the OSX Editor.
  • Editor: Creating a new scene with the Animation window open won't spew errors anymore.
  • Editor: Fix bad performance when having multiple views opened in the OSX Editor, caused by vsync.
  • GI: Fixed Baked LODs when loading from a Lightmap Snapshot.
  • GI: Fixed directional output when using final gather. Previous versions produced non-normalised output.
  • GI: Fixed object preview visualizations in the Lighting window showing the underlying texture with wrong UVs.
  • GI: Grey out lightprobes field in inspector if the renderer is using lightmaps.
  • GI: Light probe linear to gamma conversion should only be done once, after accumulating SH.
  • GI: Made synchronous lightmap baking synchronous again.
  • Graphics: Fixed ambient lighting and reflections occasionally becoming out-of-sync with Skybox material when material was changed via drag-and-drop in Scene View.
  • Graphics: Fixed ambient lighting containing incorrect intensities after Linear / Gamma rendering mode switch while in 'Continuous Bake' mode.
  • Graphics: Fixed potential crash when changing Skybox material in 'Continuous Bake' mode.
  • Graphics: Fixed reflection probe glitches on Mac (garbage rendering in some cases and random probe faces appearing).
  • Graphics: Textures are automatically reimported to match new RGBM encoding range.
  • iOS: Fixed crash on disconnecting external display (fix coming to 4.6.2 patches too).
  • Mecanim: Fixed null reference exception when opening Animator Tools for the first time.
  • Mecanim: Fixed State Machine Behaviour not calling base class callback if the derived class doesn't override them
  • Mecanim: Changing Animator.applyRootMotion while playing shouldn't reset anymore controller's state machine.
  • Mecanim: Fixed Rect Transform z component not being animated
  • Mecanim: Fixed StateMachineEnter/Exit not being called on multi-layer component
  • Mecanim: Fixed Transition previewer for very short clip.
  • Mecanim: Animation transition curves are different when importing an animation controller from 4.6 to 5.0
  • Mecanim: Fixed animation event not always fired when there are at the limit of transition end
  • Merging: Fix crash in release mode builds.
  • Physics: Fix HingeJoint spring's targetPosition range that was incorrect.
  • Physics: Fix performance regression when painting heights on Terrain.
  • Physics: Fix that TransformChanged events could re-create the Cloth component, even though the component was already cleaned up.
  • Shadows: Fixed shadow precision issues in deferred with (wrongly) large receiver bounds.
  • Scripting: Fix plugin verification crash when reloading or quitting
  • Shaders: "New Shader" in editor creates a simple PBS surface shader now.
  • Shaders: Emit warnings in surface shaders when vertex input is missing texcoord1/texcoord2, instead of failing hard.
  • Shaders: Fix Angry Bots shader conversion error.
  • Shaders: Fixed Exposure property in Skybox shaders to be automatically Gamma corrected, providing consistent visual results between Linear / Gamma rendering modes. If your project is in Linear rendering mode and you have Exposure values set to values different than 1.0, then you might have to readjust Exposure manually.
  • Shaders: Fixed extremely deep recursion in material hash calculation.
  • Shaders: Fixed glitches in Standard shader on some Mac graphics cards with Global Illumination enabled.
  • Shaders: Fixed Metallic property in Standard shader to be automatically Gamma corrected (represented in sRGB gamma space). If your project is in Linear rendering mode and you have Metallic values set to values significantly different than 0.0 or 1.0, then you might have to readjust Metallic manually.
  • Shaders: Fixed Metallic property in Terrain shaders to be automatically Gamma corrected, providing consistent visual results between Linear / Gamma rendering modes. If your project is in Linear rendering mode and you have Exposure values set to values different than 1.0, then you might have to readjust Exposure manually.
  • Shaders: Fixed ShaderForge deferred lighting shaders being inverted colors in HDR.WebPlayer: Using ToggleGroup shouldn't throw any errors now.
  • UI: Fix a mac-only crash when loading/creating multiple canvas in some situations.
  • UI: Fix for Camera.Render not including canvas's
  • UI: Fix issue where sorting layer as unable to be changed on a canvas
  • Windows Player: Fixed D3D11 Exclusive Fullscreen mode overriding windowed mode option. Added a warning about exclusive mode not being recommended.
  • Windows Store Apps/Windows Phone: better error messages when AssemblyConverter fails to resolve type.
  • Windows Store Apps/Windows Phone: fix AssemblyConverter failing on struct from unprocessed or system assemblies
  • Windows Store Apps: UNITY_WINRT_8_1 and UNITY_WINRT_8_0 will be correctly defined now.

New in Unity 4.6.3 (Feb 23, 2015)

  • Features:
  • iOS: Added Metal rendering support. By default Metal will be used on capable devices. You can force graphics to be OpenGL ES 2.0/3.0 only in player settings.
  • Improvements:
  • Asset Loading: Added names of affected assets to the error message when a hash collision occurs while generating asset bundles.
  • BlackBerry: Passport device now supports landscape orientation.
  • Documentation: Fixed broken links, particularly in UI docs.
  • Documentation: Updated documentation for iOS 64-bit and UI.
  • iOS: Added launch screen support for iPhones.
  • iOS: Added PlayerSettings.shortBundleVersion which is linked to the CFBundleShortVersionString stored in the Info.plist file; this relates to short public version string. PlayerSettings.bundleVersion can now be used for full incremental build version and is linked to CFBundleVersion.
  • iOS: Allow to set compile flags for already existing files in Xcode API.
  • iOS/IL2CPP: Added support for async delegates (BeginInvoke/EndInvoke).
  • iOS/IL2CPP: Disabled Script Debugging option when building iOS projects with IL2CPP scripting backend.
  • iOS/IL2CPP: Implemented .NET classes: for ThreadPool, Asynchronous Sockets, WebRequest.
  • iOS/IL2CPP: Optimize methods that use string literals and memory used for string literals.
  • Shaders: Added UNITY_NO_SCREENSPACE_SHADOWS, UNITY_NO_RGBM, UNITY_NO_DXT5nm macros; better to check for these instead of hardcoding checks for "GLES or GLES3" and similar.
  • Shaders: MRT support on OpenGL ES 2.0 via GL_EXT_draw_buffers.
  • Shaders: Support for GL_EXT_shader_framebuffer_fetch. If you have a pixel shader with an "inout" color, it gets translated to use shader framebuffer fetch on GLES2/GLES3/Metal. Use UNITY_FRAMEBUFFER_FETCH_AVAILABLE macro in shaders to conditionally enclose that.
  • UI: Exposed IsAddedToManager on Behaviour.
  • UI: Improved ordering for the EventOrdering.
  • UI: Optimized adding/removing Graphics to a Canvas. It should be much cheaper to enable and disable Graphics now.
  • iOS 64 bit / il2cpp fixes:
  • Break IL instruction is now a no-op instead of a crash.
  • Don't allow to select ARM64 architecture when using Mono scripting backend.
  • Don't include .NET metadata into the binary.
  • Ensure that the HideInInspector and ResourceRequest types are not stripped so they can be used if necessary.
  • Fixed an issue with Socket.Poll, where socket instances where not removed from the list if inactive.
  • Fixed Application.RequestUserAuthorization not working.
  • Fixed a problem with generic classes where the generic type argument lives in a different assembly from the type definition.
  • Fixed array of interfaces also being marked as interfaces.
  • Fixed Attribute.GetCustomAttribute crash.
  • Fixed C++ compile error for marshaled types.
  • Fixed C++ compile error for methods with two or more generic arguments of the same type.
  • Fixed C++ compile error when there's a struct array field in a marshalable struct that is marshaled as ByValArray.
  • Fixed C++ compile error when using Interlocked.CompareExchange/Exchange with null.
  • Fixed code generation for arrays of System.IntPtr, as well as IntPtr passed by reference.
  • Fixed code generation for generic methods with generic instance type constraints.
  • Fixed code generation for leave instructions jumping out of multiple exception handlers; fixes crash in Parse libraries.
  • Fixed code generation for unsafe structs with fixed fields.
  • Fixed crash in some cases when using ILeaderboard.
  • Fixed crash when calling GetCustomAttributes() and one of the methods happened to have a [DllImport] attribute.
  • Fixed CustomAttributes on constructors and method parameters.
  • Fixed deserialization of Dictionary.
  • Fixed Enum.IsDefined.
  • Fixed incorrect stripping in some cases when inheriting classes with interfaces.
  • Fixed issue with two dimensional arrays.
  • Fixed lock statement code generation when wrapping a try/catch statement.
  • Fixed memory corruption when using AssemblyName.
  • Fixed MethodInfo.ReturnParameter.
  • Fixed multiple Cryprography library issues.
  • Fixed RakNet being unavailable on IL2CPP, causing linker errors.
  • Fixed some race conditions in the low level threading primitives.
  • Fixed Type.GetNestedTypes() crash.
  • Fixed unsigned storage types for CustomAttributes.
  • Get the correct method to invoke via a delegate that points to an interface method.
  • Handle LdToken IL instruction correctly.
  • Handle non-ASCII characters in names.
  • Implemented dynamic library loading.
  • Implemented FieldInfo.GetRawConstantValue.
  • Implemented marshaling of fixed size strings as fields of structs and classes.
  • Implemented support for StructLayout and FieldOffset attributes in managed code, when not using for PInvoke.
  • iOS Internal profiler is now working on IL2CPP.
  • Make JsonFX library work with stripping.
  • Make reflection on constant fields work (with the exception of string, for which support is pending).
  • Never use microcorlib for iOS/IL2CPP.
  • Nullable now works correctly when being cast to/from object or T.
  • Prevented a duplicate symbol linker error for projects that use zlib in a static library by renaming the zlib symbols exported from the iOS/IL2CPP version of zlib.
  • Prevent the error "Cannot get stack type for Item" when "Item" is a type nested in a generic type.
  • Reduced the maximum depth to which IL2CPP tries to inflate generics. This fixed an issue which caused IL2CPP to never finish on certain C# patterns.
  • Runtime now attaches to native thread automatically if it's being called into from native code through reverse P/Invoke.
  • Support attributes that have arrays of System.Type arguments.
  • Other Fixes:
  • 2D: Detect when Sprite.Create is called with an invalid rectangle.
  • 2D: Fixed sprite UV calculation when mipmapped NPOT sprites were used for sliced UI elements.
  • AI: Fixed crash when exceeding maximum polygon count in a tile (4096).
  • AI: Fixed no result when calling NavMesh.SamplePosition with infinity range argument.
  • AI: NavMeshObstacle carving tessellation fixes.
  • AI: Prevent occasional hang when path is requested to an invalid position (degenerate values).
  • Android: Added support for ATC decompression on x86.
  • Android: Fixed black screen when using some ImageEffects on Adreno 2xx devices.
  • Android: Fixed crash on some NullReferenceExceptions.
  • Android: Fixed TextureAtlasses with only RGBA4444 textures.
  • Animation: Fixed animation event not always fired when they are at the limit of transition end.
  • BlackBerry: Deploy tools on OSX now have execute flag set properly.
  • Deployment Management: Prevent simultaneous launches of Unity loading wrong project.
  • Editor: Fixed occasional crash when switching between DX9 and DX11 in the editor.
  • iOS: Fixed a crash due to unaligned memory access.
  • iOS: Fixed a crash in physics code on iOS 6.x and older.
  • iOS: Fixed a typo in UnityRegisterMainViewControllerListener().
  • iOS: Fixed Chinese/Japanese keyboard dismissing itself when scrolling suggestions on iPhone.
  • iOS: Fixed crashes on iOS 5 devices.
  • iOS: Fixed performance drop for iPhone 6+ in Zoomed Mode.
  • iOS: Fixed sound stopping to work when using OnAudioFilterRead.
  • iOS: Fixed the issue where Unity doesn't check if startUnity() has been called.
  • iOS: Fixed various issues with Xcode project handling.
  • Linux: Fixed "fullscreen to native resolution" for window managers that resize the window many times while full-screening.
  • Oculus Plugin: Fixed editor crash when trying to open a project with Oculus Plugin present and an issue with Plugins not being detected if moved in the Plugins folder.
  • Physics: Changing only Z position of an object which has a Rigidbody2D component no longer disturbs its X/Y interpolation.
  • Scripting: Fixed issue in Mono that threw "Mono.Security.Protocol.Tls.TlsException: Bad record MAC" exception.
  • Scripting: Fixed plugin verification crash on reload/shutdown.
  • Scripting: Fixed regression in StopCoroutine(Coroutine) error message.
  • Scripting: Fixed rare crashes on Webplayer which is most likely to happen on x64.
  • Shaders: Fixed some blending modes (e.g. One Zero, Zero Zero) only working in editor.
  • UI: Disabling an InputField clears the caret data now.
  • UI: Fixed a memory leak with Text objects.
  • UI: Fixed an issue where the ObjectField was not configured to look at the correct time.
  • UI: Fixed an issue with calling disabled from OnEndEdit.
  • UI: Fixed a render-to-texture issue of UI elements.
  • UI: Fixed keyboard not displaying on mobile devices.
  • UI: Fixed menu items in GameObject > UI menu not having spaces between words. They now match component names as shown in the Inspector and in the Component menu.
  • UI: Fixed screen space camera canvas using a uninitialized camera.
  • UI: Fixing issue with setting InputField.value on mobile devices.
  • UI: Make “ignore parent group” work properly with selectable and Graphic.
  • UI: Maximum allowed internal font size (after pixels per unit have been applied) is now clamped to a maximum of 1000 to prevent majority of cases of the font rendering becoming very slow.
  • UI: Prevent characterCountVisible from getting the length of a null string.
  • UI: Prevent deleting selection from calling OnValueChanged multiple times.
  • UI: Prevent InputField caret from positioning based on layout.
  • Webcam: Fixed webcam detection on x86 first time creating WebCamTexture with empty device name.
  • WebPlayer: Unity 2.x content is no longer supported on modern OSes (Windows 8+, Mac OS X 10.9+).
  • Windows Standalone: Adding/removing game controllers should be detected more reliably now.
  • Windows Standalone: Fallback to XInput 1.0 when XInput 1.3 is not installed on the system.
  • Windows Store Apps: Fixed architecture specific plugin copying.
  • Windows Store Apps: Fixed InvokeOnAppThread/InvokeOnUIThread from scripts.

New in Unity 5.0 RC 2 (Feb 16, 2015)

  • Features:
  • Physics: Exposed WheelCollider.sprungMass to C# as a read-only property. Sprung mass can have a wide range of applications like being able to configure suspension springs using natural frequency & damping ratio or having custom forces added to suspension based on the weight supported by particular wheels.
  • Improvements:
  • GI: Material.globalIlluminationFlags and MaterialEditor.LightmapEmissionProperty has been added. In order to define how emissive materials should affect global illumination you now need to set this flag on the Material. MaterialEditor.LightmapEmissionProperty exists to show a consistent UI for selecting how it should affect global illumination. Combined with the meta pass that was added in b21, you now have full custom control over emissive and albedo from the material.
  • GI: Bake Performance improvement; when an Enlighten system is clamped to the maximum size, the cluster size is adjusted accordingly.
  • GI: Spit out the timestamp (HH:MM:SS from Editor startup) when writing long running job timings into the log.
  • GI: Don't attempt to load geometries for which packing failed (because of zero mesh area, zero UV area or non-finite vertex data). Gets rid of harmless console spam.
  • HomeWindow: Recreated video due to mistake in language greeting at start in 2 of the languages, plus renamed and revoiced over ‘Sample Assets’ section as we had to rename it so it won’t match what’s in the editor
  • iOS/IL2CPP: Made internal profiler usable when targeting IL2CPP.
  • iOS/IL2CPP: Optimize methods that use a string literal and memory used for string literals.
  • iOS/IL2CPP: Disabled Script Debugging option when building iOS projects that target the IL2CPP scripting backend.
  • Shaders: Surface shaders can use the UnityGI structure in their lighting functions. UnityGI contains light from all lightmap types, light probes and reflection probes. The built-in Lambert and BlinnPhong were updated to use it as well.
  • Shaders: Existing user surface shaders with custom lighting functions work with Non-Directional (baked and realtime) and Directional (baked) lightmap types. These lighting functions need to be updated to use the UnityGI structure to take advantage of all the new lightmap types and reflection probes.
  • Shaders: Surface shaders using UnityGI and alpha transparency default to alpha premultiply mode (alpha:premul). Otherwise the default is alpha:blend.
  • Fixes:
  • Audio: Fix issue where calling PlayOneShot more than once would not play subsequent voices.
  • Editor: Android - Fixed crash in Mac Editor when using ATC texture compression
  • Editor: Android - Fixed JDK detection when Java was in PATH
  • Editor: Fixed performance on OSX when scene view or hierarchy tab is visible, caused by vsync on flush
  • Editor: Fixed normal map texture preview being too bright in linear color space.
  • GI: Fixed baking of terrains on OS X, due to indeterministic hashing
  • GI: Small rectangular area lights was culled when baking.
  • GI: Fix crash in baking when using Final Gather.
  • GI: Gracefully handle geometries with non-finite vertex data.
  • GI: Properly handle geometries used for baked LODs. They would hang around in the bake manager before and break things.
  • Graphics: Fixed RenderTextureFormat.Default and DefaultHDR only working with RenderTexture.GetTemporary(), not with permanent RenderTextures.
  • Graphics: Made Stable Fit shadow projection the default for all quality levels as it was before.
  • Graphics: Fixed crash when doing Global Illumination bake in batch mode with -nographics option. The bake will still fail as it requires use of the graphics device.
  • iOS/IL2CPP: Handle non-ASCII characters in names.
  • iOS/IL2CPP: Fixed issue with array of interfaces also being marked as interfaces.
  • iOS/IL2CPP: Fixed issue with Application.RequestUserAuthorization not working
  • iOS/IL2CPP: Fixed incorrect stripping in some cases when inheriting classes with interfaces.
  • iOS/IL2CPP: Fix code generation for unsafe structs with fixed fields.
  • iOS/IL2CPP: Fixed an issue with Socket::Poll, where socket instances where not removed from the list if inactive.
  • iOS/IL2CPP: Fixed lock statement code generation when wrapping a try/catch statement.
  • iOS/IL2CPP: Fixed some occasional race conditions in the low level threading primitives.
  • iOS/IL2CPP: Prevent the error "Cannot get stack type for Item" when "Item" is a type nested in a generic type.
  • iOS/IL2CPP: Handle LdToken IL instruction correctly.
  • iOS/IL2CPP: Reduced the maximum depth to which IL2CPP tries to inflate generics. This fixed an issue which caused IL2CPP to never finish on certain C# patterns.
  • iOS/IL2CPP: IL2CPP runtime now attaches to native thread automatically if it's being called into from native code through reverse P/Invoke.
  • iOS/IL2CPP: Fixed an issue which caused IL2CPP to reference non-existing methods, resulting in linker errors.
  • iOS/IL2CPP: IL2CPP no longer generates invalid C++ when there's a struct array field in a marshalable struct that is marshaled as ByValArray
  • iOS/IL2CPP: Break instruction is now a no-op instead of crashing IL2CPP.
  • Linux: Fix "fullscreen to native resolution" for window managers that resize the window many times while fullscreening
  • Mecanim: Prevented deletion of root blendTree in the BlendTree graph.
  • Mecanim: Fixed Event evaluation when mirroring states.
  • Metal: Fixed issues with realtime reflection probes.
  • OpenGL: Fix incorrect behavior related to setting internal render targets.
  • Physics: Fix bug that prevented colliders in IgnoreRaycast layer from being ignored by OnMouseEnter event
  • Physics: Require a strictly positive hit distance for Collider.Raycast(). This unifies hit rules for Physics.Raycast() and Collider.Raycast()
  • Physics: PhysX bounding boxes are no longer increased by 1%
  • Physics: Fix FixedJoint explosion when it connects two bodies that were rotated relative to each other
  • Shaders: Fixed Standard shader Occlusion with directional lightmaps.
  • Shaders: Fixed tangent space issue with Standard shader.
  • Shaders: Surface shaders using the default Lambert or BlinnPhong lighting functions work correctly with Non-Directional, Directional and Directional with Specular lightmap types, both baked and realtime.
  • Shaders: Fixed surface shaders not using correct precision on normal, tangent and light vectors.
  • Terrain: Fixed an issue where modifications made to custom terrain material aren't applied to the terrain immediately.
  • Windows Player: Fixed fullscreen player sometimes disappearing behind other windows on startup.
  • Windows Store Apps: InvokeOnAppThread function is now thread safe, it should be safe to call from UI thread.

New in Unity 4.6.2 Patch 2 (Feb 12, 2015)

  • Features:
  • iOS: Metal rendering support. By default Metal will be used on capable devices. You can force graphics to be OpenGL ES 2.0/3.0 only in player settings.
  • Improvements:
  • Asset Loading: Added names of affected assets to the error message when a hash collision occurs while generating asset bundles.
  • BlackBerry: Passport device now supports landscape orientation.
  • Documentation: Fixed broken links, particularly in UI docs.
  • iOS/IL2CPP: Disabled Script Debugging option when building iOS projects that target the IL2CPP scripting backend.
  • iOS/IL2CPP: Added support for async delegates (BeginInvoke/EndInvoke).
  • iOS/IL2CPP: Optimize methods that use a string literal and memory used for string literals.
  • iOS: Add launch screen support for iPhones.
  • Shaders: Added UNITY_NO_SCREENSPACE_SHADOWS, UNITY_NO_RGBM, UNITY_NO_DXT5nm macros; better to check for these instead of hardcoding checks for "GLES or GLES3" and similar.
  • Shaders: MRT support on OpenGL ES 2.0 via GL_EXT_draw_buffers.
  • Shaders: Support for GL_EXT_shader_framebuffer_fetch. If you have a pixel shader with an "inout" color, it gets translated to use shader framebuffer fetch on GLES2/GLES3/Metal. Use UNITY_FRAMEBUFFER_FETCH_AVAILABLE macro in shaders to conditionally enclose that.
  • Fixes:
  • (645821) - Android: Added support for ATC decompression on x86.
  • (668393) - Android: Fixed crash on NullReferenceException again.
  • (671075) - Animation : Fixed animation event not always fired when there are at the limit of transition end.
  • (669993) - BlackBerry: Deploy tools on OSX now have execute flag set properly.
  • (none) - iOS/IL2CPP: Break instruction is now a no-op instead of crashing IL2CPP.
  • (669543) - iOS/IL2CPP: Fixed code generation for unsafe structs with fixed fields.
  • (none) - iOS/IL2CPP: Fixed an issue with Socket::Poll, where socket instances where not removed from the list if inactive
  • (669378) - iOS/IL2CPP: Fixed C++ compiler error for marshaled types.
  • (669378) - iOS/IL2CPP: Fixed C++ compiler error for methods with two or more generic arguments of the same type.
  • (668281) - iOS/IL2CPP: Fixed crash in some cases when using ILeaderboard.
  • (667053) - iOS/IL2CPP: Fixed incorrect stripping in some cases when inheriting classes with interfaces.
  • (668418) - iOS/IL2CPP: Fixed issue with Application.RequestUserAuthorization not working.
  • (none) - iOS/IL2CPP: Fixed lock statement code generation when wrapping a try/catch statement.
  • (669115) - iOS/IL2CPP: Fixed memory corruption issue when using AssemblyName and other managed types.
  • (none) - iOS/IL2CPP: Fixed some occasional race conditions in the low level threading primitives.
  • (669640) - iOS/IL2CPP: Handle LdToken IL instruction correctly.
  • (667103) - iOS/IL2CPP: IL2CPP no longer generates invalid C++ when there's a struct array field in a marshalable struct that is marshaled as ByValArray.
  • (667982) - iOS/IL2CPP: IL2CPP runtime now attaches to native thread automatically if it's being called into from native code through reverse P/Invoke.
  • (668238) - iOS/IL2CPP: Implemented marshaling of fixed size strings as fields of structs and classes.
  • (669587) - iOS/IL2CPP: Prevent the error "Cannot get stack type for Item" when "Item" is a type nested in a generic type.
  • (668264) - iOS/IL2CPP: Reduced the maximum depth to which IL2CPP tries to inflate generics. This fixed an issue which caused IL2CPP to never finish on certain C# patterns.
  • (668410) - iOS/L2CPP: iOS Internal profiler is not working.
  • (665265) - iOS: Fixed: Chinese/Japanese keyboard dismisses itself when scrolling suggestions on iPhone.
  • (669398) - iOS: Fixed a crash in physics code on iOS 6.x and older.
  • (669858) - iOS: - Fixed the issue of performance drop for iPhone 6+ in Zoomed Mode.
  • (636999) - iOS: On iOS, Unity doesn't check if startUnity() has been called.
  • (669061) - iOS: Fixed the issue of sound stopped working when using OnAudioFilterRead.
  • (none) - Linux: Fixed "fullscreen to native resolution" for window managers that resize the window many times while full-screening.
  • (661822) - Scripting: Fixed Webplayer x64 crash at startup on some scenarios.
  • (none) - Scripting: Fixed issue in mono that threw this exception : "Mono.Security.Protocol.Tls.TlsException: Bad record MAC".
  • (none) - Windows Standalone: Adding/removing game controllers should be detected more reliably now.
  • (none) - Windows Standalone: Fall back to XInput 1.0 when XInput 1.3 is not installed on the system.
  • (632817) - Windows Store Apps: Fixed architecture specific plugin copying.
  • (670212) - Windows Store Apps: Fixed InvokeOnAppThread/InvokeOnUIThread from scripts.

New in Unity 5.0 RC 1 (Feb 9, 2015)

  • Features:
  • Audio: Added AudioSettings.GetConfiguration / AudioSettings.Reset API as an alternative to the now deprecated AudioSettings.outputSampleRate/AudioSettings.speakerMode property setters and the AudioSettings.SetDSPBufferSize function. The new API allows querying the current configuration and applying all changes at once.
  • Audio: Added notification callback AudioSettings.OnAudioConfigurationChanged(deviceChanged) which can be used to get notifications when sound system reinitialisation happens. This can then be used to adapt audio device settings further or reload volatile AudioClips such as generated PCM clips and restore other audio system state.
  • Changes:
  • Asset Loading: Resources.LoadAssetAtPath is no longer available outside of the Editor.
  • Editor: Update Unity logo in About Window
  • Fixes:
  • Deferred Shading: Worked around Mac+Radeon driver bug making colors too dark in Linear color space.
  • Editor: Backout fix for double firing of playmodeStateChanged
  • Editor: Fix case where RectTransform was added to gameobjects that are not in canvas
  • Editor: Fix incremental naming for items which are created from main menu.
  • Editor: Fix undo causing errors on multi-selected texture importer inspectors
  • Editor: Fixed crash when switching DX9-DX11 in the editor.
  • Editor: Fixed particle system renderer not using actual enum for "cast shadows" field, and fixed styles in probe UI.
  • iOS: Make sure to handle locking on startup properly.
  • iOS/IL2CPP: Fix problem with generic classes where the generic type argument lives in a different assembly from the type definition
  • iOS/IL2CPP: Fixed Attribute.GetCustomAttribute crash.
  • iOS/IL2CPP: Fixed C++ build error when using Interlocked.CompareExchange/Exchange with null.
  • iOS/IL2CPP: Fixed Type.GetNestedTypes() crash.
  • iOS/IL2CPP: Make JsonFX work with stripping.
  • iOS/IL2CPP: Nullable now works correctly when being cast to/from object or T.
  • iOS/IL2CPP: Prevented a duplicate symbol linker error for projects that use zlib in a static library by renaming the zlib symbols exported from the IL2CPP version of zlib.
  • Lightmapping: Fixed lightmapping in AssetBundles and WebPlayer
  • Merge Tool: Correct handling of unicode paths on windows
  • Merge Tool: Open merget tool config files in read only mode
  • Physics: Fix a crash that could occur when activating\deactivating a lot of colliders each frame
  • Physics: Fix a crash that could occur when reactivating collider that had collisions ignored
  • Physics: Fix vehicle's suspension springs elongating more at high speeds
  • Physics: TerrainCollider no longer fail after adding more than 64K (tree) instances.
  • Shaders: Fixed some blend modes (One Zero, Zero Zero) only working in editor (fix coming to 4.6.2 patches too).
  • WebGL: Fix Audio panning
  • WebGL: Fix Audio pausing
  • WebGL: Fix pitch of sound being wrong if previous sounds were played at changed pitch
  • WebGL: Fix runtime crash if AudioMixer was in project
  • WebGL: Make AudioSource.time work
  • Windows Phone 8.1: Enabling location capability no longer causes a crash.
  • Windows Phone 8: Tap count is now correctly calculated when using multiple fingers.
  • Windows Phone/Windows Store Apps: Generic list of structs is now properly serialized.
  • Known issues:
  • GI: Final Gather can fail in some scenes.

New in Unity 4.6.2 Patch 1 (Feb 5, 2015)

  • Feature:
  • iOS: Added PlayerSettings.shortBundleVersion which is linked to the CFBundleShortVersionString stored in the Info.plist file; this relates to short public version string. PlayerSettings.bundleVersion can now be used for full incremental build version and is linked to CFBundleVersion.
  • Improvements:
  • Documentation: Updated documentation for iOS 64-bit and UI.
  • iOS: Allow to set compile flags for already existing files in Xcode API.
  • UI: Exposed IsAddedToManager on Behavior.
  • UI: Improved the ordering for the EventOrdering.
  • UI: Optimizing Adding/Removing Graphics to a Canvas. It should be much cheaper to enable and disable Graphics now.
  • Fixes:
  • (659777) - 2D: Detect when Sprite.Create is called with an invalid rectangle.
  • (650986) - 2D: Fixed sprite UV calculation when using mipmapped NPOT sprites were used for sliced UI elements.
  • (626690) - AI: Fixed an issue which was causing a crash when exceeding maximum polygon count in a tile (4096).
  • (610061) - AI: Fixed the issue of no result when calling NavMesh.SamplePosition with infinity range argument.
  • (597962) - AI: Added NavMeshObstacle carving tessellation fixes.
  • (616560) - AI: Prevent occasional hang when path is requested to an invalid position (degenerate values).
  • (661748) - Android: Fixed black screen when using ImageEffects on Adreno 2xx devices.
  • (665177) - Android: Fixed TextureAtlasses with only RGBA4444 textures.
  • (645316), (614238) - Deployment Management: Prevent simultaneous launches of Unity loading wrong project.
  • (none) - Editor: Fixed occasional crash when switching between DX9 and DX11 in the editor.
  • (666962), (666773), (667191), (668541), (668567), (669305) - iOS/IL2CPP : Fixed RakNet being unavailable on IL2CPP, causing linker errors.
  • (669032) - iOS/IL2CPP: Don't include dll metadata files to binary.
  • (663053) - iOS/IL2CPP: Ensure that the HideInInspector and ResourceRequest types are not stripped so they can be used if necessary.
  • (none) - iOS/IL2CPP: Fixed a problem with generic classes where the generic type argument lives in a different assembly from the type definition.
  • (666206) - iOS/IL2CPP: Fixed Attribute.GetCustomAttribute crash.
  • (665476) - iOS/IL2CPP: Fixed C++ build error when using Interlocked.CompareExchange/Exchange with null.
  • (666808) - iOS/IL2CPP: Fixed issue with array of interfaces also being marked as interfaces.
  • (664371) - iOS/IL2CPP: Fixed Type.GetNestedTypes() crash.
  • (668204) - iOS/IL2CPP: Handle non-ASCII characters in names.
  • (none) - iOS/IL2CPP: Make reflection on constant fields work, (with the exception of string, for which support is pending).
  • (none) - iOS/IL2CPP: Never use microcorlib for IL2CPP.
  • (664066), (664035) - iOS/IL2CPP: Nullable now works correctly when being cast to/from object or T.
  • (665825) - iOS/IL2CPP: Prevented a duplicate symbol linker error for projects that use zlib in a static library by renaming the zlib symbols exported from the IL2CPP version of zlib.
  • (none) - iOS/IL2CPP: Support attributes that have arrays of System.Type arguments.
  • (667196) - iOS/IL2CPP: Make JsonFX work with stripping.
  • (667194) - iOS: Don't allow to select ARM64 arch when using Mono scripting.
  • (667090) - iOS: Fixed a crash due to unaligned memory access.
  • (664563) - iOS: Fixed a typo in UnityRegisterMainViewControllerListener().
  • (668017) - iOS: Fixed crashes on iOS 5 devices.
  • (none) - iOS: Fixed various issues with Xcode project handling.
  • (665475) - Oculus Plugin: Fixed Editor Crash when trying to open a project with Oculus Plugin present and an issue with Plugins not being detected if moved in the Plugins folder.
  • (665556) - Physics: Changing Z position only of an object which has a rigidbody2D component no longer disturbs its X/Y interpolation.
  • (655653) - Scripting: Fixed regression in StopCoroutine(Coroutine) error message.
  • (none) - Shaders: Fixed some blending modes (e.g. One Zero, Zero Zero) only working in editor.
  • (648404) - UI: Fixed an issue in screen space camera canvas where uninitialized camera was being used.
  • (661334) - UI: Fixed an issue where the ObjectField was not configured to look at the correct time.
  • (631091) - UI: Fixed the Render To Texture issue of UI elements.
  • 661876) - UI: Fixed a memory leak with Text objects.
  • (660653) - UI: Fixed an issue where keyboard would not display on mobile devices.
  • (662880) - UI: Fixed an issue with calling disabled from OnEndEdit.
  • (none) - UI: Fixed menu items in GameObject > UI menu not putting spaces between words. Menu items now match component names as shown in the Inspector and in the Component menu.
  • (none) - UI: Fixing issue with setting inputfield.value on mobile devices.
  • (645791) - UI: Make ignore parent group work properly with selectable and Graphic.
  • (660156) - UI: Maximum allowed internal font size (after pixels per unit have been applied) is now clamped to a maximum of 1000 to prevent majority of cases of the font rendering becoming unresponsively slow.
  • (657753) - UI: Prevent characterCountVisible from getting the length of a null string.
  • (none) - UI: Prevent deleting selection from calling OnValueChanged multiple times.
  • (none)) - UI: Prevent the InputField caret from positioning based on layout.
  • (657811) - UI: Now disabling the Inputfield clears the caret data.
  • (632809) - Webcam: Fixed webcam detection on x86 first time creating WebCamTexture with empty device name.
  • (648915) - WebPlayer: 2.x content no longer supported on modern OSs (Mac from 10.9 and up, Windows 8+)

New in Unity 4.6.2 (Jan 29, 2015)

  • Features:
  • Support for iOS 64-bit builds using il2cpp.
  • Changes:
  • The Flash build target is no longer supported from this release onwards.
  • Improvements:
  • Audio: Added WWW.GetAudioClipCompressed. Allows AudioClips obtained via WWW class to be loaded into memory compressed, similar to "Compressed in Memory" import option.
  • Graphics: Added MaterialPropertyBlock.Set*() methods to overwrite existing values in a MaterialPropertyBlock instead of adding duplicates.
  • iOS: Add basic launch screen support.
  • iOS: Expose “set pause” as ObjC API.
  • Linux: Added more font fallbacks for Latin and CJK.
  • Oculus GearVR: Enabled low latency audio support.
  • Oculus Plugin: Future Oculus Plugin releases will no longer require Direct_To_Rift.exe
  • Oculus: Added VR friendly splash screen for Unity Free.
  • Scene View: DrawGizmo attribute now reports errors when used incorrectly, and has better documentation.
  • Standalone: Screen.dpi implemented for OSX and Windows standalone platforms.
  • 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.
  • UI: Expose EventSystem.firstSelected to API.
  • WebPlayer UnityObject: It is now possible to identify the webplayer runtime version before loading content. This makes it possible to load different content based on the runtime version already installed.
  • Fixes:
  • 2D: Custom sprites are now forced to have unique name when created through Sprite Editor.
  • 2D: Fixed PolygonCollider2D mesh generation on Android.
  • 2D: Hotkey for sprite Trim 'T' doesn't intervene with sprite naming anymore.
  • 2D: Single sprite pivot will be now properly saved in Sprite Editor.
  • 2D: Sprite importer multi-editing now works for packing tag, pixels per unit and extrude fields.
  • 2D: Sprite Packer page list is now refreshed after packing.
  • Android: Android TV - do not strictly require accelerometer and microphone.
  • Android: Fix for NullReferenceException causing a crash.
  • Android: Fixed a file-loading problem which occasionally caused 'Inflate Error' messages & freezes or crashes when loading resources on Android.
  • Android: Fixed broken texture upload from OnApplicationPause(false).
  • Android: Fixed build failure on x86 Java on Windows.
  • Android: Fixed CJK fonts on Android Lollipop.
  • Android: Fixed possible crash in hardware stats code.
  • Android: Fixed deadlock when calling UnityPlayer.pause() too early.
  • Android: Fixed freeze during startup on some Amazon Kindle devices.
  • Android: Fixed freeze on focus change when app is not paused (e.g. keyboard input).
  • Android: Fixed Japanese Kana fonts on Android Lollipop.
  • Android: Fixed lights-out mode on Android Lollipop.
  • Android: Fixed possible lost wakeup in UnityPlayer when rapidly calling pause/resume.
  • Android: Fixed theme attribute in default manifest to hide title bar during startup.
  • Android: Increase maximum memory available to Java when building for Android.
  • Animation: Animation window no longer shows 'Function not supported' for events on secondary MonoBehaviours.
  • Animation: Don't expose multiple entries for a source clip in AnimatorOverrideController.
  • Animation: Optimize and DeoptimizeTransformHierarchy are available in runtime as well as editor.
  • Asset Import: Imported assets now update the project label database correctly.
  • Asset Import: Restored previous behaviour of AssetModificationProcessor.OnWillSaveAssets to ignore null or void return values.
  • Asset Import: Reserialize imported .unitypackage assets to comply with project's Force Binary / Force Text serialization setting.
  • Core: Fixed incorrect error message when RectTransform.GetWorldCorners is called with incorrect parameters.
  • Core: PPtr animations now properly trigger the OnDidApplyAnimationProperties callback.
  • Editor: Allow viewing of all ModelImporter tabs when the model is not open for edit.
  • Editor: Fixed importing of .DDS textures with XRGB color formats.
  • Editor: Fixed a bug where driven RectTransform would incorrectly mark the scene dirty if it had a Vector2 where one coord was driven and the other not. Such a setup is common with the ContentSizeFitter UI component.
  • Editor: Fixed a small memory leak related to FormerlySerializedAs attribute.
  • Editor: Fixed bugs that caused UnityEvent object references to change by themselves with no user action when selecting multiple objects.
  • Editor: Fixed lagginess in editor when destroying multiple elements.
  • Editor: Fixed navigation to next / previous animation keyframes when there are subframe keyframes.
  • Graphics: Worked around some GPU driver bugs that were causing crashes when using OpenGL ES 3.0.
  • Graphics: Fixed possible memory corruption when using dynamic batching on platforms that support NEON.
  • Graphics: Fixed D3D9 handling of unsupported BGRA32 texture format to fall back properly to ARGB32.
  • Graphics: Texture2D.PackTextures will produce an ARGB4444-format atlas if all input textures are ARGB4444/RGBA4444.
  • iOS: Do not rotate splash view on non 6+ iPhones.
  • iOS: Ensure that Input.touches is not changed during the frame.
  • iOS: Fixed 2nd stage splash orientation on iOS 8.0+ landscape.
  • iOS: Fixed crash when text field contents are modified via script and undo is used.
  • iOS: Fixed OpenGL ES backbuffer size determination (fixes iPhone6+ zoomed mode).
  • iOS: Fixed local notifications for iOS 8.0. You should call NotificationServices.RegisterForLocalNotificationTypes before scheduling first notification.
  • iOS: Fixed messed up terminal settings if building for iOS from console.
  • iOS: Fixed skewed image on secondary display (AirPlay).
  • iOS: Fixed splash screen check on Xcode 5 when iPhone 6 splashes are present.
  • iOS: Fixed Xcode 6.2 support.
  • iOS: Increased stack allocator size on iOS.
  • iOS: On iOS set no backup flag on __info cache file.
  • iOS: Register SubstanceArchive when procedural materials are used.
  • iOS/IL2CPP: Correctly emit method, property, field, and event counts for array types
  • iOS/IL2CPP: Dramatically reduce the amount of warnings the generated code produces.
  • iOS/IL2CPP: Fixed Armv7 linker errors ("b/bl/blx ARM branch out of range").
  • iOS/IL2CPP: Fixed crash in reflecting over custom attributes.
  • iOS/IL2CPP: Gamecenter integration works now.
  • iOS/IL2CPP: Fixed incorrect code being generated for open generic types deriving from UnityEngine.Object.
  • iOS/IL2CPP: Fixed memory leak in reflection code.
  • iOS/IL2CPP: Fixed race condition in internal reflection implementation.
  • iOS/IL2CPP: Ignore managed types not in the UnityEngine namespace when the types which should not be stripped are discovered.
  • iOS/IL2CPP: BinaryFormatter serializer works now.
  • iOS/IL2CPP: Generated C++ code is a lot easier to read now.
  • iOS/IL2CPP: Treat arrays created with a lower bound of zero (via Array.CreateInstance) as SZARRAY types.
  • Linux: Make device unique identifier more consistent.
  • Mac OS X Standalone: Release player builds are now stripped off symbols again.
  • MonoDevelop: Generated solutions include 'indent size' directive to match tab size now.
  • Oculus Plugin: Fixed GearVR Unity Pro + Android Basic license issue.
  • Physics 2D: HingeJoint2D gizmo is displayed correctly with respect to any reference angle.
  • Physics 2D: Changes to the EdgeCollider2D points are now saved when used in prefabs.
  • Physics 2D: Setting the Rigidbody2D position or rotation directly now wakes the body.
  • Physics 2D: SliderJoint2D & HingeJoint2D reference angles are now reset when connecting to another Rigidbody2D.
  • Physics 2D: Static 2D collider gizmos now render at the correct Transform Z position.
  • Scripting: Fixed a harmless but annoying error message when using StopCoroutine(Coroutine).
  • Scripting: Fixed issue with Console.InputEncoding and Console.OutputEncoding throwing an exception the first they were set on the .NET 2.0 Subset profile.
  • Shaders: Fixed editor memory leak in shader error reporting.
  • UI: Changing any Transition settings on a Selectable Component will now immediately reflect on the Scene and Game View.
  • UI: Don't apply AspectRatioFitter logic when component is inactive.
  • UI: Fixed a bug which caused wrong Y cursor alignment in TextField with custom fonts.
  • UI: Fixed division by zero if ScrollRect content size has zero width or height.
  • UI: Fixed issue where adding and removing a parent canvas wouldn't update parent canvas relationship of child objects.
  • UI: Fixed issue where keyboard would not display on mobile devices.
  • UI: Fixed regression with events being sent to wrong object in some cases when using multiple GraphicRaycasters.
  • UI: Make sure we copy the pointer enter for the right and middle mouse pointers when we fetch them.
  • UI: Moved EventSystemEditor from UnityEditor.UI namespace to UnityEditor.EventSystems namespace.
  • UI: Prevent the '/n' from appearing when reactivating an input-field in the disable call.
  • UI: Sliced image with transparent borders (padding) works correctly with non-default pixelsPerUnit.
  • UI: When activating the standaloneInputModule do not set selected element to NULL.
  • Version Control: Fixed drag-dropping assets between change lists only moving a single asset.
  • Windows Phone 8: It's now possible to specify plugins that should not be processed just like in Windows Store Apps.
  • Windows Phone 8.1/Store Apps: Fixed an issue which caused casting arrays in UnityScript sometimes throw MissingMethodException deep inside Boo.Lang.dll.
  • Windows Phone/Store Apps: Fixed a rare crash that was caused by skinned meshes.
  • WWW: Fixed bug in WWW Caching when WWW.LoadFromCacheOrDownload is canceled using WWW.Dispose.

New in Unity 4.6.1 Patch 5 (Jan 23, 2015)

  • Features:
  • Support for iOS 64-bit builds using il2cpp.
  • Changes:
  • The Flash build target is no longer supported from this release onwards.
  • Fixes:
  • (664993) Android: Fixed build failure on x86 Java on Windows.
  • (662905) iOS: Fixed messed up terminal settings if building for iOS from console.

New in Unity 4.6.1 Patch 4 (Jan 15, 2015)

  • Improvements:
  • Oculus GearVR: Enabled low latency audio support.
  • Oculus Plugin: Future Oculus Plugin releases will no longer require Direct_To_Rift.exe
  • Oculus: Added VR friendly splash screen for Unity Free.
  • UnityObject: It is now possible to identify the webplayer runtime version before loading content. This makes it possible to load different content based on the runtime version already installed.
  • Fixes:
  • (659976) - Android: Fix for NullReferenceException causing a segfault.
  • (662035) - Android: Fixed freeze on focus change when app is not paused (e.g. keyboard input).
  • (660010) - Android: Fixed Japanese Kana fonts on Lollipop.
  • (598814) - Animation: Animation window no longer shows 'Function not supported' for events on secondary MonoBehaviours.
  • (636409) - Editor: Fixed navigation to next / previous animation keyframes when there are subframe keyframes.
  • (659027) - Graphics: Fixed dynamic batching on NEON devices.
  • (562835) - iOS: Ensure that Input.touches is not changed during the frame.
  • (none) - iOS: Fixed 2nd stage splash orientation on iOS 8.0+ landscape.
  • (661666) - iOS: Fixed gles backbuffer size determination (fixes iphone6+ zoomed mode).
  • (none) - iOS: Fixed local notifications for iOS 8.0. You should call NotificationServices.
  • RegisterForLocalNotificationTypes before scheduling first notification
  • (659858) - iOS: Fixed skewed image on secondary display (airplay).
  • (587175) - iOS: Register SubstanceArchive when procedural materials are used.
  • (661584) - MonoDevelop: Generated solutions include 'indent size' directive to match tab size now.
  • (none) - Oculus Plugin: Fixed GearVR Unity Pro + Android Basic license issue.
  • (653587) - Physics: HingeJoint2D limit gizmo now shows correct upper/lower limits and current joint angle.
  • (655653), 652418) - Scripting: Fixed a harmless but annoying error message when using StopCoroutine(Coroutine).
  • (622538) - UI: Fixed a bug which caused wrong y cursor alignment in TextField with custom fonts.
  • (660653) - UI: Fixed issue where keyboard would not display on mobile devices.

New in Unity 4.6.1 Patch 3 (Jan 8, 2015)

  • Improvements:
  • Audio: Added WWW.GetAudioClipCompressed. Allows AudioClips obtained via WWW class to be loaded into memory compressed, similar to "Compressed in Memory" import option.
  • iOS: Add basic launch screen support
  • iOS: Expose set pause as ObjC API
  • Fixes:
  • (none) - Android: Android TV - do not strictly require accelerometer and microphone.
  • (653025) - Android: Fixed deadlock when calling UnityPlayer.pause() to early.
  • (none) - Android: Fixed lights-out mode on Lollipop.
  • (653025) - Android: Fixed possible lost wakeup in UnityPlayer when rapidly calling pause/resume.
  • (609026) - Android: Fixed theme attribute in default manifest to hide title bar during startup.
  • (none) - Android: Increase maximum memory available to Java when building for Android.
  • (657491) - Android: Removed 1k texture limit for Tegra 2.
  • (627161) - Animation: Don't expose multiple entries for a source clip in AnimatorOverrideController.
  • (none) - Animation: Optimize... and DeoptimizeTransformHierarchy are available in runtime as well as editor.
  • (none) - Editor: Added support for XRGB DDS.
  • (643268) - iOS: Do not rotate splash view on non 6+ iPhones.
  • (654867) - iOS: Fixed crash when text field contents are modified via script and undo is used.
  • (none) - iOS: Fixed splash screen check on Xcode 5 when iPhone 6 splashes are present.
  • (none) - iOS: Fixed Xcode 6.2 support.
  • (none) - iOS: Increased stack allocator's size on iOS.
  • (none) - iOS: On iOS set no backup flag on __info cache file.
  • (none) - Scripting: Fixed issue with Console.InputEncoding and Console.OutputEncoding throwing an exception the first they were set on the .NET 2.0 Subset profile.
  • (651239) - Standalone: Screen.dpi implemented for OSX and Windows standalone platforms.

New in Unity 5.0 Beta 18 (Dec 23, 2014)

  • Changes:
  • Editor: UI improvements to Standard shader emissive color/texture/intensity fields.
  • Shaders: Renamed UV1/UV2 in Standard shader detail UV selection to UV0/UV1.
  • Improvements:
  • API Updater: Introduced UnityAPICompatibilityVersionAttribute to allow updater to avoid checking assemblies already updated to / compatible with current Unity API.
  • Check Plugin Inspector documentation for more info
  • Deferred Shading: Standard shader outputs occlusion texture into diffuse g-buffer alpha channel.
  • Documentation: Added documentation for "Optimizing Shader Load Time" and "WebGL Networking" plus lots of improvements and fixes in general
  • Editor: Fixed undoing changes to light probe group
  • GI: Exposed modelling tolerance to lightmap parameters. This parameter allows setting the maximum size gap to be ignored by GI calculations.
  • GI: Clamp AO distance to zero in UI. AO distance of zero means infinite length rays as it did in beast.
  • GI: Added a baked lightmap tag. This can be used to force instances into specific baked lightmaps.
  • Plugins: Only relevant Standalone plugin settings will be shown. For ex., OSX and Linux options won't be shown for native dll, because it cannot be used on those platforms
  • Plugins: Added warning box for native plugins in plugin inspector, once native plugin is loaded by scripts, it cannot be unloaded until Unity is restarted.
  • Profiler: Stop collecting GPU data when GPU Profiler chart is closed
  • Profiler: Stop collecting profiler's data on Player's side if recording is disabled
  • ReflectionProbes: Added QualitySettings.maxRealtimeReflectionBounces, this limits reflection bounces for realtime reflection probes.
  • ReflectionProbes: When baking Custom probe, game object's name will be appended to the filename
  • ReflectionProbes: When manually entering position values in the Transform inspector while in Box editing mode, the box will not move.
  • ReflectionProbes: You can now set bake resolution for default reflection, it can be found in Lightmapping window
  • TerrainCollider: Removed warning about TerranCollider no longer supports being a trigger from get_isTrigger
  • Timeline Profiler: Add proper detailed names to Physics Jobs and prefix the names with "PhysX".
  • Shaders: Added "keepalpha" surface shader directive to not force 1.0 to alpha channel for opaque objects.
  • Fixes:
  • 2D: Sprite Packer page list is now refreshed after packing.
  • 2D: Sprite importer multiediting now works for packing tag, pixels per unit and extrude fields
  • 2D: Sprite name can't be empty, or contain characters that are not supported in assets when created from Sprite Editor
  • 2D: Hotkey for sprite Trim 'T' doesn't intervene with sprites naming anymore
  • API Updater: After being updated, some assemblies fails PEVerify with message "[MD]: An attempt was made to load a program with an incorrect format."
  • Editor: Animation Window Add Property button not hiding for new project
  • Editor: Fixed null exceptions from Animation Window when opening projects
  • Editor: Shadows working correctly when zoomed in animation preview window
  • Editor: Fix exception when clicking "Add Behaviour" button
  • Editor: Remove unsupported OSX menu items (Start Dictation & Special Characters)
  • Editor: Fixed wrong color for editor progress bar in dark skin
  • Editor: Fixed repaint issue on Win7 for windows under modal windows
  • Editor: Recently used projects list now has separate keyboard selection and mouse hover again (hover changing selection was making "enter to reopen" unpredictable)
  • Editor: Fix Windows repaint issues with windows behind modal windows on Win7
  • Editor: Fix that undoing when creating assets would cause the temporary asset state to not be cleared
  • Editor: Fix ctrl+click as context click for audio mixer groups
  • Editor: Don't show "Fix now" button for legacy cubemaps in shader UI, fixes crash.
  • Editor: Fixed emissive Standard materials getting same emission color when multi-edited.
  • Editor: Fixed semaphore issue on OSX
  • Editor: Reduce serialization depth limit warnings
  • Editor: Fix crash when executing a menu item from a static constructor
  • Editor: Remove spurious "Platform modules already initialized" messsage when upgrading projects
  • GI: Fix issue with too high intensity GI in the players.
  • GI: Fix issue with lightprobes when baked multiple time in non-continuous mode.
  • GI: Make sure GI has converged before issuing reflection probe jobs.
  • GI: Fix skybox appearing very dark in gamma rendering mode.
  • GI: Fix for creating lightmap data assets larger than 4GB.
  • GI: Fix spurious errors when converting area lights for GI.
  • Graphics: Fixed "Tiled GPU perf. warning" in editor resulting in poor performance.
  • Graphics: Texture2D.SetPixel and friends work with floating point texture formats (TextureFormat.RGBAFloat etc.) now.
  • Graphics: Floating point texture formats (TextureFormat.RGBAFloat etc.) work on D3D9 now.
  • Installers: Download Assistant on Mac doesn't ask for credentials again after downloading has completed
  • iOS: Fixed allocator assert when doing skinning
  • Linux: Trim device identifier
  • Metal: Fixed some shaders not compiling properly (if they change global variables from inside of the shader).
  • ParticleSystem: Fixed regression from Beta 17: Broke editor update of selected particle system.
  • Plugins: Unity will correctly load native plugins from script even if the letter case won't match like it was in 4.x, for ex., if you write DllImport("plugin"), but on disk it's Plugin.dll (with upper case).
  • Plugins: Fixed a rare crash when calling into native plugin from finalizer thread.
  • ReflectionProbes: When baking probes, Unity will no longer bake shadows from objects which are not marked as ReflectionProbeStatic
  • ReflectionProbes: Fixed a bug, where Unity would sometimes not rebake probes or default reflection, when material has a different cubemap setup.
  • Reflection Probes: Realtime probes more efficient on mobile GPUs (less framebuffer restores).
  • Scripting: Fix crash when calling DestroyImmediate in MonoBehaviour constructor
  • Serialization: Added ability to do automatic fix of invalid references to scripts in scene file (to valid registered scripts)
  • Serialization: Fixed windows Layout loading if script for previously opened custom window is absent
  • Shaders: Fixed legacy Diffuse Detail shader when in linear color space.
  • Shaders: Fixed "Maximum number of shader keywords" error in editor resulting in really bad build-time performance.
  • Shaders: Fixed Sprites/Diffuse shader not handling transparency properly.
  • Shaders: Fixed Standard shader using wrong texture scale/offset value.
  • Shaders: Fixed Standard shader wrongly falling back to VertexLit when lower shader LOD is set.
  • Shaders: Fixed exceeding maximum shader keywords sometimes resulting in crashes.
  • Windows: Windows 10 reports SystemInfo.operatingSystem string properly.
  • Windows Phone/Windows Store Apps: Gyroscope.gravity returns same values as other platforms. It used to be inverted before.
  • Windows Phone 8: Camera.ViewportToWorldPoint returns correct value in orthographic view.
  • Windows Store Apps: fix building Universal apps in batch mode

New in Unity 5.0 Beta 14 (Dec 20, 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 Unity 4.6.1 Patch 2 (Dec 20, 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 Unity 4.6.1 Patch 1 (Dec 12, 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 Unity 4.6.1 (Dec 12, 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 Unity 4.6.0 Patch 1 (Dec 4, 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 Unity 4.6.0 (Nov 26, 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’s 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 Unity 4.5.5 Patch 5 (Nov 24, 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 Unity 4.6 RC 3 (Nov 22, 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 Unity 4.6 RC 2 (Nov 22, 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

New in Unity 4.6 RC 1 (Nov 7, 2014)

  • FEATURES:
  • Added Input.touchSupported API: it tells whether the device on which application is currently running supports touch input.
  • Android: Support for x86 as a build target.
  • Android: Fat binary support (x86+ARMv7). Now the new default.
  • IMPROVEMENTS:
  • Android: Support for profiling Intel GPU using the Unity Editor.
  • Android: Added support for BGRA textures.
  • Editor: Added SerializedProperty.enumDisplayNames that return the names for enum values as they're shown in the Inspector.
  • UI: Add missing UI system callbacks to EventTrigger.
  • UI: New default controls look:
  • Doubled resolution of sprites in default UI elements so they can be displayed up to scaleFactor 2 without being pixelated.
  • Updated graphics for default UI elements with thinner outlines and new sprite knob graphic as well as updated checkmark graphic.
  • Improved layouts in standard UI elements in GameObject menu.
  • Changed default UI colour and transition state colors.
  • UI: InputField improvements:
  • Tweaked InputFieldEditor, reordering a few elements and adding spacing both for organisation of InputField specific fields and to match spacing in other Selectable controls.
  • Removed concepts of StartingText and ActiveTextColor. Added concept of Placeholder graphic (for example a Text) that's enabled when the text string is empty.
  • Changes to the Text property are now visible in Edit Mode.
  • Always ensure InputField caret is initially visible after clicking since it can otherwise be confusing for a moment.
  • Added new contentType property to InputField which is used to indicate content type at a more high level. It controls lineType, inputType, keyboardType and characterValidation, so these don't need to be shown in the Inspector most of the time.
  • Renamed validation property to characterValidation to make it more clear it only validates per-character and not as a whole.
  • Renamed characterValidation type Float to Decimal.
  • Removed characterValidation type Username since it's unclear what that means.
  • Changed characterValidation type Name to accept all letters (as according to .Net's char.IsLetter() method) rather than just A-Z.
  • Added characterValidation type EmailAddress.
  • Renamed caretBlinkSpeed to caretBlinkRate and also inverse it's meaning to a higher value makes it blink faster.
  • Changed default caretBlinkRate from 1.0 to 1.7, which is more in line with common OS defaults.
  • Improved handling when changing the blink rate while the caret is active.
  • Show caret blink rate as a slider in the Inspector.
  • New text selection color that has higher alpha, is more defined as well as being more in line with OS standards.
  • Fixed issue that scrolling would scroll such that caret remained on last of visible lines (for multi-line) or after last character (for single-line) rather than only changing scrolling if needed.
  • Fixed issue where text would not scroll up when deleting characters until the caret went up beyond the top visible line.
  • While dragging selection, make selection go to text start if above first line and to text end if below last line, and make it update the selection also while dragging outside the text bounds.
  • Improved behavior of arrow keys in text editing in InputField.
  • Prevent distracting hover and pressed transitions in InputField while editing text.
  • Make select all on focus actually work, and do it for multi-line too.
  • Don't scroll to end on focus.
  • Make scrolling (while dragging selection beyond visible lines or characters) faster and even faster horizontally.
  • CHANGES:
  • Editor: Write warning to the console when setting parent of RectTransform using the parent property rather than SetParent, since it's a cause of widespread confusion and support requests. For those who actually want this functionality, they can use SetParent with worldPositionStays set to true, which does the same thing as the parent property.
  • Core: Changed RectTransform.reapplyDrivenPropertiesInEditor delegate to reapplyDrivenProperties, which now apply to the driven RectTransform rather than the driver, and works at runtime too.
  • UI: Renamed DrivenTransformProperties PositionZ to AnchoredPositionZ and Added combined flags AnchoredPosition3D. This ties in with new anchoredPosition3D property on the RectTransform.
  • UI: Removed builtin sprite resources for popup graphics since there is no popup control is included with 4.6 and the graphics were outdated.
  • UI: Added utilities to flip RectTransform layout around axis or flip axes, and apply this functionality when changing slider or scrollbar direction in the Editor, so layout doesn't have to be changed manually.
  • UI: Removed ReferenceResolution and PhysicalResolution components since they have been replaced by CanvasScaler.
  • UI: Make DrivenRectTransformUndo class internal as it was not meant to be exposed.
  • UI: Renamed InputField onSubmit to onEndEdit to avoid confusion since it's also invoked when user clicks away from InputField.
  • UI: Default the UnityEvent creation state to 'Runtime Only' as it is the general case.
  • UI: InputField.value has been changed to ".text" and ".text" is now ".textComponent" to be more consistent with accessing information from the Text component
  • FIXES:
  • 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.
  • Windows Phone 8.0: Setting TouchScreenKeyboard.text will no longer reset caret position.
  • 2D: Unity will not crash if a mesh is dragged onto a SpriteRenderer.
  • Animation: Changing the animated property to be Rect Transform Scale and trying to transition between 0 and 1 fails
  • MacOSX: Fixed scroll rect mask in fullscreen
  • Windows Phone 8.1/Windows Store: Fixed UI button staying highlighted even after touch ending.
  • Editor: Version control will no longer try to version Unity's defaults assets and thus will not crash.
  • UI: on touch screen devices, first capital letter InputField validation now works correctly.
  • Windows Phone 8.0: InputField with validation no longer reverses the text string.
  • 2D: NPOT sprites with mipmaps will not get parts cut-off when used on platforms not supporting NPOT textures.
  • Core: Fixed Canvas screen space camera mode making the canvas lag behind one frame when camera is moved in LateUpdate.
  • Core: Recalculate auto-layout when RectTransforms are enabled or disabled.
  • UI: Fixed Toggle having its ToggleGroup set to none when disabled.
  • UI: Fixed ToggleGroup.SetAllTogglesOff not doing anything when allowSwitchOff was not enabled. The allowSwitchOff setting is only meant to disallow the end user from switching a toggle off, not disallow doing it from scripting.
  • UI: Don't notify ToggleGroup when switching toggle that's not active or not enabled.
  • UI: With errors in ToggleGroup about Toggle not being part of ToggleGroup when it was.
  • UI: Fixed Slider not getting pressed transition plus simplify code.
  • UI: Fixed regression where Canvas scaleFactor and referencePixelsPerUnit would be reset on recompiling, and would not be set correctly if disabling and then enabling the CanvasScaler.
  • UI: Fixes to Text component and default controls that help prevent text from disappearing at certain Canvas scale factors.
  • UI: Fixed warning being shown in SelfControllerEditor about parent LayoutGroup even when group is disabled.
  • UI: Fixed nullref in LayoutGroup when group have children without RectTransform.
  • UI: Only show RectTransform position and size data in Inspector in less intuitive way if position or size is driven, not just if any value is driven.
  • UI: Prevent rounding errors from accumulating when changing RectTransform anchors.
  • UI: Fixed ScrollRect scrolling by itself after being enabled due to bounds being calculated in LateUpdate before the layout has been calculated.
  • UI: Do not send 'select' event from TouchInputModule (make it the same as Standalone)
  • UI: Do not reregister the graphic on the canvas if the graphic is disabled. That is only add and remove it during enable and disable.
  • UI: Fix issue with scroll rects transform being accessed before OnEnable has been called.
  • UI: Fix issue with graphic update list incorrectly being recreated
  • UI: When removing a CanvasGroup reset the settings and issue CanvasGroupChanged callback.
  • UI: Remove allocs in InputModules by refactoring data structures
  • UI: Fix deselection handling (when you click on nothing deselect the current thing)
  • UI: Fix issue with SelectGameObject being called recursively. Do not allow this to happen as it can corrupt internal state of selectable objects.
  • Core: Fixed after removing a RectTransform the GameObject not move anymore.
  • Editor: Prevent crash when loading a corrupted layout file.
  • Editor: Fixed issues with multi-edit on UnityEvent PropertyDrawer.
  • Editor: Fixed some scene-view shaders for DX11.
  • Core:Multiple FormerlySerializedAs attributes now work properly.
  • Core: Fixed FormerlySerializedAs on fields inside arrays.
  • UI: Fixed IndexOutOfRange exception on mac caused by input field
  • UI: Sending Inputfield onValueChanged when characters are removed
  • UI: Inputfields Text is now above the highlight selection to make text clearer
  • UI: Pressing cancel (esc) no longer calls OnSubmit and text will be reverted to original before typing
  • UI: Set the inputfield caret back to zero on deselect so the first words are visible
  • UI: Creating UI element no longer show warning message about using SetParent
  • UI: Prevent moving the inputfield caret on mobile devices with hideMobileInput = true

New in Unity 4.5.5 Patch 4 (Nov 7, 2014)

  • Improvements:
  • Physics 2D: Added 'Static Collider Shapes' to profiler for 2D physics.
  • Serialization: Randomize fileIDs for objects in prefabs to lower the chance of merge conflicts
  • Fixes:
  • (600514) - Android: Expanded previous crash fix to all Adreno 3xx series devices.
  • (609901) - Debugger: Fixed crash when stepping into a breakpoint on 64-bit OSX standalone player.
  • (none) - Editor: Fixed version control plugin and shader compiler stopping prematurely sometimes.
  • (none) - iOS: Added support for iPad Mini 3 and iPad Air.
  • (635594) - iOS: Fixed severe visual issues when setting Screen.orientation when autorotation is disabled.
  • (638841) - Linux: Don't report button/axis data when input field has focus.
  • (638841) - Linux: Fixed numeric keypad input.
  • (633885) - OSX: Fixed File limits not being set to Maximum amount and Defaulting to 256 open files.
  • (644965) - Physics 2D: PhysicsMaterial2D bounciness now has an upper limit of 100000 rather than 1.
  • (643425) - Shaders: Fixed support for more than 16 textures on D3D11.
  • (none) - Standalone: Fixed random crash in 64-bit standalone players.
  • (641919) - Windows Store Apps: Using Winmd C++ plugins should work correctly now.

New in Unity 4.5.5 Patch 3 (Oct 31, 2014)

  • Improvements:
  • Documentation: Styling for links is less flashy now.
  • Physics 2D: Renamed 'Physics2D.deleteStopsCallbacks' to 'Physics.changeStopsCallbacks' to better represent its purpose (old property is now obsolete).
  • Fixes:
  • (639299) - Android: Added splitting of level files in APK to fix slow loading problem.
  • (604438) - Android: Avoid reading expensive metrics in DisplayInfo more than once per frame.
  • (600514) - Android: Fixed crash on certain Adreno HW with OS version 4.4.2 or more recent 4.4.x.
  • (none) - Android: Fixed crash on xperia play.
  • (635504) - Android: Fixed forwarding of input events to Java when Unity is paused but activity is still running.
  • (none) - Android: Fixed frame rate on tegra devices when doing GPU profiling.
  • (544272) - Android: Workaround for corrupted font textures on older Adreno drivers.
  • (641698) - Direct3D: Add black bars in fullscreen mode to maintain aspect ratio.
  • (631593) - Editor: Fixed crash on scene load when prefabs have unsaved child objects.
  • (641698), (633449) - Graphics: Fixed custom cursors when hovering over black bars in fullscreen mode.
  • (616670) - Graphics: Fixed incorrect sprite tangent handling on ARM NEON capable devices.
  • (642120) - iOS: Fixed 2nd stage splash screens on iPhone 6+.
  • (635601) - iOS: Fixed crash in Resources.UnloadUnusedAssets after GameCenter login.
  • (none) - iOS: Fixed splash images for iPhone6+ in display zoom mode.
  • (641844) - iOS: Removed unnecessary error messages in GameCenter API.
  • (597261) - Mecanim: Fixed AnimatorController not being built properly when used in prefabs.
  • (641551) - Mecanim: Fixed AnyState transitions disappearing in some specific cases.
  • (639598) - OpenGL: Fixed fullscreen rendering on Windows.
  • (636761) - Physics 2D: Ensure that Physics2D.Raycast(all) does not produce an infinite end-point resulting in nothing being hit.
  • (642989) - Physics 2D: Fixed bad Rigidbody2D interpolation when changing body position via a Transform component change.
  • (586085) - Scripting: Fixed stack overflow in class loader.
  • (633417) - Scripting: Fixed Win32_IN6_ADDR.
  • (576809), (575646) - TouchInput: Switched timestamps from ms to us internally, to avoid 0-length delta times.
  • (640239) - Version Control: Allow changing credentials and reconnect even when a connection is already being established.
  • (none) - Version Control: Get rid of double messages in the console windows from a range of VCS commands.

New in Unity 4.5.5p2 (Oct 30, 2014)

  • Fixes:
  • (633671) - Editor: Add support for importing .DDS cubemaps.
  • (none) - GLES: Sphere map fixes.
  • (566255) - 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.
  • (626431) - iOS: Don't count the size of the executable twice in the detailed memory snapshot.
  • (635981) - iOS: Fixed player remaining paused after interstitial ads in certain cases.
  • (634167) - iOS: Fixed click-through in on-screen keyboard.
  • (639762) - iOS: Fixed crash when Game Controller gets attached on iOS 8.
  • (637946) - iOS: Fixed debug log spam in Social API.
  • (639549) - iOS: Fixed iAD Show method crash when calling it while Ad is not yet loaded.
  • (640560) - iOS: Fixed WWW crash.
  • (none) - iOS: Xcode6 fixes: OSX no longer have bgra_ext, allow ios8 sdk.
  • (638453) - Mecanim: Fixed transitions being duplicated when dragging StateMachines into StateMachines.
  • (633470) - Mecanim: Show an error when transitions to state that doesn't exist are found.
  • (637553) - Physics2D: Changing 2D collider state between trigger and non-trigger modes now maintains contact state (enter/stay/exit callbacks are correct).
  • (637725) - Physics2D: CircleCollider2D editing handles now show in the correct location when X/Y rotation is involved.
  • (640200) - Physics2D: Provide option to turn on/off the ability to detect a collider that overlaps the start of any 2D line/ray cast
  • (636745) - Physics2D: RaycastHit2D distance is now correctly calculated.
  • (635891) - Physics2D: ReferenceAngle for both HingeJoint2D and SliderJoint2D are now maintained when the components are disabled then re-enabled.
  • (640154) - Physics2D: Rigidody2D.MovePosition() no longer causes gravity to be ignored when in constant use.
  • (none) - Shaders: Fixed view*projection matrix (UNITY_MATRIX_VP) sometimes getting out of sync.
  • (625731) - Windows Phone 8.1: Fixed touchscreen keyboard reappearing after pressing back button while GUI.TextArea has focus.
  • (633449) - Windows Player: Fixed custom cursors not showing up correctly in fullscreen mode.
  • (633049) - Windows Player: Fixed window being always on top after switching from DX9 fullscreen to desktop windowed mode.

New in Unity 4.5.5 (Oct 30, 2014)

  • OpenGL ES 3.0 for everyone:
  • Unity 4.5 adds OpenGL ES 3.0 support for the latest iOS devices. What’s more, we’ve brought a bunch of improvements to ES 3.0 support generally, including much better graphics level selection in player settings, support for 3D textures and a number of stability and performance fixes.
  • Smooth and natural 2D physics:
  • There are lots and lots of 2D physics advances to benefit from in 4.5. We’ve dug around and changed some things in Box2D as well as adding functions that bring 2D physics better into line with the functions and conventions of our 3D physics system.
  • Faster scene loading:
  • We’ve introduced a significant performance improvement by reworking MonoBehaviour serialization. From now on, your prefabs will instantiate way faster. As well as serializing classes, you can now also serialize structs, making it easier to be friendly to the garbage collector.
  • Shader workflow boost:
  • No more coffee breaks while waiting for Image Effects, Marmoset Skyshop or other advanced shader packs to import. Our all-new shader importer makes things much, much faster. Plus, we’ve also improved shader errors reporting, and made debugging surface-shader-generated code so much easier.
  • Rapid repairs:
  • The Module Manager now allows us to ship hotfixes across all the mobile platforms we support. If, for example, an OS update has unfortunate consequences for Unity installs, we’ll be able to address any issues at double-quick speed, meaning you won’t have to wait for the next full Unity release to access fixes. Read more about how you can get Unity bug fixes faster.
  • Joint gizmos, wheel joints and API sophistication:
  • Amongst many other things, our 2D tools now feature a wheel joint for your vehicular pleasure and some super-amazing 2D joint gizmos, plus you’ll find that we’ve added sophistication and flexibility to the API.
  • Drag as you play:
  • As always, our Beta group have been a great help in ensuring release quality. One feature they particularly loved in 4.5 was the ability to drag 2D rigidbody objects around whilst in the editor’s play mode. Drag, drop and play to your heart’s content!
  • Unity Remote iOS upgrade:
  • Unity Remote is our playtesting solution for iOS and Android. As of Unity 4.5, there’ll be no more Wifi latency when playtesting your games on iOS devices. Plus, we’ve added support for the full range of iOS device inputs including accelerometers, gyroscopes and camera images. Unity Remote is available free of charge from Google Play and the App Store.
  • Stereoscopic rendering for DirectX 11:
  • Many of today’s displays have a 3D feature and ship with 3D glasses, but few games are designed to take advantage of this. In Unity 4.5 we’ve added a Pro-only function that automates the process of building stereoscopic content for any Windows appliance running DirectX 11, making it much easier to build stereoscopic games.
  • Sparse Textures:
  • Want massive, detailed textures without using huge amounts of memory? With Sparse Textures, textures are broken into “tiles” and can be loaded and unloaded as needed. In Unity 4.5, we’re exposing this DirectX 11.2 hardware capability, so you can build your own massive texture systems that use it.
  • Improvements:
  • Editor: Added additional logging when the MonoDevelop script editor was opened on OSX.
  • iOS: Added support for iPhone 6 & iPhone 6 Plus.
  • iOS: Display the number of finished files in AOT cross-compile progress bar.
  • Linux: Implemented screen-fullscreen command line option.
  • OSX: Implemented show-screen-selector command-line option.
  • Physics: Show inspector warning when a 2D collider removes generated collision shape(s) because they fail verification. This supplements the existing warning when no collision shapes are present.
  • Shaders: Improved performance of importing complex surface shaders (with many multi_compile directives).
  • Shaders: Improved performance of shader compilation for OpenGL platforms.
  • Fixes:
  • Android: Android TV - Fixed uses-feature attribute in manifest that could require touchscreen.
  • Android: Fixed delay when resuming game from paused state.
  • Android: Fixed flickering screen on resume.
  • Android: Added missing implementation of UnityMemoryBarrier()
  • Android: Fixed crash on application resume on Adreno devices with Android 4.1.1 or 4.1.2.
  • Android: Preventing black frame to be displayed when on-screen keyboard appears/disappears.
  • Android: Export now works for projects that use UnityPlayerActivity or UnityPlayerProxyActivity.
  • Asset Import: Recompile scripts synchronously when the -buildTarget parameter is used.
  • Core: Fixed the "Failed to initialize unity graphics" error when using the -no-graphics flag in OS X
  • Direct3D 11: Unity will now correctly fall back to no MSAA depth textures if the GPU does not support ones with MSAA.
  • Documentation: Fixed rendering for richText.
  • Editor: Fixed word wrapping in the detail area of the console.
  • Editor: Handle an intermittent failure in CoCreateInstance during the Visual Studio launch process.
  • Editor: Open a script in the correct version of Visual Studio when the script is already open in a different version.
  • Editor: Fixed selected wireframe not rendered if object's shader has GrabPass as the first pass.
  • Editor: Use External Editor argument expansion in undocumented API.
  • Editor: Fixed an issue whereby dragging a prefab into hierarchy from project view was not selected automatically.
  • Editor: Don't pass out incorrect PropertyHandler on first call to GetHandler.
  • Flash : Empty project no longer has (harmless) errors in the log.
  • OpenGL ES 2: Fixed issues with native plugin called in OnPreRender .
  • Graphics: Send kGfxDeviceEventInitialize to native plugins if renderer changes.
  • Graphics: Fixed light culling with custom projection matrix.
  • Image Effects: Fixed Image filters targeting a render texture when a camera doesn't clear the color buffer.
  • Image Effects: Fixed Fast Bloom rendering upside down on Direct3D when anti-aliasing was used (reimport Image Effects package to get the fix).
  • iOS: Adaptively increase AOT build timeout to fix builds on large projects.
  • iOS: Do not run excessive number of mono AOT compiler instances.
  • iOS: Fixed Xcode 6 GM build & run support.
  • iOS: Fixed Xcode 6 GM Simulator support.
  • License: Give permissions to Users group on Windows to modify/write the license .ulf file, after Unity was activated by an administrator.
  • Linux: When using "Default is fullscreen" and "Default is native resolution" on a multidisplay system, store the resolution pref from the actual window size instead of the full desktop resolution.
  • Manual: Update documentation for player command line arguments.
  • Mecanim: Fixed trigger parameter consumption when used by multiple layers.
  • OSX: Now GameKit is loaded dynamically, it should help with Mac App Store submissions for games, which are not using Game Center.
  • OSX: Application.persistentDataPath changed from ~/Library/Caches/ to ~/Library/Application Support/
  • Physics: 'OnMouseDown' and 'OnMouseUp' callbacks for 3D physics now don't take priority over 2D physics, they can run simultaneously.
  • Physics: 'OnMouseDown' and 'OnMouseUp' callbacks for both 2D and 3D colliders now correctly use camera near/far plane distance.
  • Scripting: Properly validate class constraint on generics with reference type constraint.
  • Shaders: Fixed #include processing that are nested in #ifdef blocks in surface shaders.
  • Shaders: Fixed faceforward() for OpenGL platforms.
  • Shaders: VFACE pixel shader semantic translates more properly to OpenGL platforms now (values of -1 or 1, not 0 or 1 like before).
  • Substance: Fixed regression where valid runtime cache data would not be used and ProceduralTextures would be needlessly recomputed.
  • Substance: ProceduralTextures are no longer corrupted when switching color space in the editor.
  • Substance: ProceduralTextures are no longer corrupted when switching the masterTextureLimit in the editor.
  • Substance: Textures generated from a cloned ProceduralMaterial now have the proper alpha channel.
  • Terrain: Now tree imposter image will render in correct color space.
  • Version Control: Disallowing moving/renaming version controlled files that are changed/checked out remote.
  • WebCamTexture: Uses the first webcam device by default on all platforms.
  • WebPlayer: Fixed WebPlayer Loading failure when UNITY_DISABLE_PLUGIN_UPDATES = yes.
  • Windows Phone 8.0: Fixed an issue which caused rendering from scripts not to work the same frame that back button was pressed on certain devices.
  • Windows Phone 8.0: Using image effects no longer distorts the image resolution.
  • Windows Phone 8.1: Fixed copying of 240% sized wide tile to final VS solution.
  • Windows Phone 8.1: TouchScreenKeyboard.visible no longer throws an exception if called before creating an actual keyboard.
  • Windows Phone 8.1: Unity no longer overrides 106x106 icon in final VS solution when a custom icon is placed there.
  • Windows Player: Fixed blank window appearing briefly before entering fullscreen mode.
  • Windows Store Apps: Fixed an issue which caused C# scripts to sometimes be included to wrong assemblies if "Debugging C# projects" checkbox was checked when building the project.
  • Windows Store Apps: C++ plugins are now correctly copied to output directory when using C++ project type.
  • Windows Store Apps: Unprocessed plugins are no longer included in Visual Studio pre-build event.
  • Windows Store Apps: Unity C# projects are referenced by project references instead of assembly references.
  • Windows Store Apps / Windows Phone: Fixed an issue which caused methods of WebHeaderCollection class throw exceptions
  • Windows Store Apps / Windows Phone 8.1: Fixed Screen.dpi to return physical screen DPI, instead of logical DPI.
  • Windows Store Apps / Windows Phone 8.1: Significantly reduces memory used by compressed audio.

New in Unity 5.0 Beta 9 (Oct 30, 2014)

  • Graphics Features:
  • Shaders: Added UNITY_NO_SCREENSPACE_SHADOWS, UNITY_NO_RGBM, UNITY_NO_DXT5nm macros that are defined on corresponding platforms.
  • Shaders: Optimized shader compilation performance for OpenGL/ES platforms
  • Shadows: Added ability to control directional light shadow cascade split ratios. New UI in QualitySettings, and shadowCascade2Split / shadowCascade4Split properties in QualitySettings API.
  • Shuriken: Added a Circle emitter with an option to specify an arc.
  • Shuriken: Added a one-way Edge emitter.
  • Improved LODGroup. A "fade mode" can be set on each level and a value of "how current LOD be blended/faded to the next LOD" will be passed to shader program in unity_LODFade.x.
  • Dynamic batching can batch non-uniform scaled objects together when normals/tangents are unused. Helps with shadow caster batching, and unlit shaders.
  • Added MaterialPropertyBlock SetFloat/Vector/Color/Matrix/Texture functions. They add a value or replace an existing value.
  • Rendering code optimized to reduce amount of material SetPass calls. Reflection probes, light probes and lightmap UV transform state changes are now internally applied via MaterialPropertyBlocks without requiring a full SetPass. This reduces cost on the main thread to send commands to the render thread, and on the the render thread the driver overhead is reduced.
  • New built-in "Standard" shader:
  • Physically based shader, suitable for most everyday surfaces (metals, plastics, wood, stone etc.).
  • This is a default shader for newly created objects now. Most of Unity 4.x shaders were moved to “Legacy” shader popup menu.
  • Features driven by what you enable in the inspector (e.g. when no normal map assigned, the shader will internally use a faster variant without a normal map).
  • Approximate and optimized path for mobile & shader model 2.0.
  • Integrated Enlighten real-time global illumination (GI) technology, and improved lightmapping workflow:
  • Scene changes are automatically picked up and tasks are spawned to: precompute data for dynamic GI, and to calculate static lightmaps.
  • Runtime Dynamic GI at runtime for lights, bounce intensity can be specified on a per light basis
  • Runtime: Changes to lights marked as "Dynamic GI" and skylight changes are picked up automatically.
  • Emissive surfaces can emit lights into Dynamic GI at runtime. Emissive surface colors can be changed at runtime & affect static and dynamic objects in realtime.
  • Runtime: Material changes can be triggered via DynamicGI API.
  • Runtime: Lighting reacting to above changes is applied to static objects via lightmaps and to dynamic objects via light probes.
  • HDR workflow improvements:
  • HDR scene view. When main camera is HDR, then scene view is rendering in HDR as well, and using the same Tonemapper as the main camera.
  • Support for .hdr texture format importing.
  • HDR textures (from .exr/.hdr files) are automatically encoded into RGBM (0..8 range) format. Added option under Advanced import settings to control this behavior.
  • Reflection Probes:
  • New "ReflectionProbe" component that captures its surroundings into a cubemap. Cubemap is assigned to Renderers in the proximity from the probe and can be used to produce effect of the glossy reflections.
  • Reflection probes are baked similar to light probes, are stored as cubemap assets and specular convolution is applied to achieve high-quality glossy reflections.
  • Introduced default reflection cubemap in RenderSettings. It is passed to "unity_SpecCube" property of the shader. Ability to match default cubemap reflection to a skybox, and apply specular convolution for glossy reflections. (requires Pro)
  • Skybox and ambient improvements:
  • New scenes are now set with directional light, procedural skybox and a reflection probe by default.
  • Added "Skybox/Procedural" shader that allows setting up simple skies with ease.
  • Built-in Skybox shaders support HDR (RGBM encoded) textures.
  • Skybox materials can be assigned by drag-and-drop on the background in the Scene View.
  • Improved inspector preview & thumbnails of Skybox materials.
  • Default ambient has different sky/equator/ground colors.
  • Ability to match ambient to a skybox, and optionally extract directional light out of the skybox. (requires Pro)
  • Improved RenderSettings inspector in general; and renamed menu entry to "Scene Render Settings".
  • New "Deferred Shading" rendering path:
  • Single pass, multiple-rendertarget g-buffer shading.
  • Fully supported by the new Standard shader.
  • Overriding of DeferredShading (and DeferredLighting) shaders is in the UI now, under GraphicsSettings. Possible to even exclude the shaders from game build, in case you don't need them at all.
  • Surface shaders can generate code for new Deferred Shading rendering path. All 4.x builtin shaders got support for that. Note: currently does not take full advantage of deferred shading g-buffer data; will be improved.
  • Improved and extended cubemap workflow:
  • Renamed “Reflection” texture import type to “Cubemap”. Automatic detection of the mapping mode for spherical, cylindrical and 6 image layouts; removed 2 obscure spherical mappings which were rarely used.
  • Textures imported as cubemaps can use texture compression now!
  • Added specular and diffuse convolution options to cubemap textures.
  • Cubemap inspector was improved, can now show alpha channel & mipmaps properly; also understands RGBM encoded HDR cubemaps.
  • Improved seamless edge fixup.
  • Moved Cubemap menu entry from Assets into Assets | Legacy.
  • Meshes:
  • More than two UV coordinates! Up to 4 UVs are imported from model files; and Mesh class gained uv3 & uv4.
  • Non-uniformly scaled meshes no longer incur any memory cost or performance hit. Instead of being scaled on the CPU they are scaled and lit correctly in shaders.
  • MeshRenderer has a new additionalMesh property which lets you specify per-instance mesh data overrides. For example just color channels for one instance. This is currently used by Enlighten for per-instance UVs.
  • SpeedTree integration:
  • SpeedTree models (.SPM files) now can be recognized, imported and rendered by Unity. The workflow is very similar to other mesh formats like FBX.
  • SpeedTree features like smooth LOD transition, billboards, wind animation and physics colliders are fully supported.
  • SpeedTree models are selectable as tree prototypes on terrain.
  • Frame Debugger. See how exactly frame is rendered by stepping through draw calls. See http://blogs.unity3d.com/2014/07/29/frame-debugger-in-unity-5-0/ (requires Unity Pro).
  • Added scriptable "Command Buffers" for more extensible rendering pipeline:
  • Create command buffers ("draw mesh, set render target, ...") from a script, and set them up to be executed from inside camera rendering.
  • Command buffers can be executed from a bunch of places during rendering, e.g. immediately after deferred G-buffer; or right after skybox; etc. See UnityEngine.Rendering.CommandBuffer class.
  • Shadows: Added PCF (5x5) filtering for soft directional light shadows:
  • Pick it in Quality Settings.
  • We're considering maybe replacing the old "screenspace blur" with 5x5 PCF as the only built-in option, so feedback is welcome!
  • Shadows: in Forward rendering, directional light shadows are computed from camera's depth texture instead of a separate "shadow collector" rendering pass. Saves a bunch of draw calls, especially when depth texture is needed for other things anyway:
  • This means that LightType=ShadowCollector shader passes aren't used for anything; you can just remove them if you had any.
  • Camera’s DepthTexture is not generated using shader replacement anymore. Now it is generated using same shaders as used for shadowmap rendering (ShadowCaster pass types). Camera-DepthTexture.shader is not used for anything now.
  • Shaders: Build-time stripping of unused shader features, and shader variant compilation improvements:
  • Added #pragma shader_feature; very similar to multi_compile but unused ones are removed from the game builds. That is, if none of the materials use a particular shader feature variant, shader code for it is not included into game data.
  • #pragma shader_feature can be provided just one parameter, e.g. #pragma shader_feature FANCY_ON. This expands to two shader variants (first without the parameter, and second with the parameter defined).
  • Can specify vertex- or fragment-only shader variants. For example, #pragma shader_feature_vertex A B C will add 3x more shader variants, but to vertex shader only.
  • Underscore-only names in shader_feature and multi_compile are treated as "dummy" and don't consume shader keyword names.
  • Build-time stripping of unused lightmap shader variants. E.g. if you don't use directional lightmaps in any of your scenes, then shader variants that handle directional lightmaps will be removed from game build data. No need to manually add "nolightmap" and friends to shader code now.
  • Shaders: Single CGPROGRAM block can target multiple "shader models" at once. For example, you can base it for SM2.0, but have fancier multi_compile variants that require SM3.0. Syntax:
  • #pragma target 3.0 // base is SM3.0
  • #pragma target 4.0 FOO BAR // FOO or BAR require SM4.0
  • Shaders: Custom Shader GUI can now be defined by implementing the IShaderGUI interface instead of deriving from MaterialEditor. Using this approach makes the custom shader GUI show within the inspector for Substance materials.
  • Shaders: Massively improved shader loading performance, and reduced memory consumption:
  • By default, internal shader variants are only loaded when actually needed (typically a lot of shader variants are never actually needed).
  • Added ShaderVariantCollection asset type for ability to manually preload/warmup shader variants, to avoid hiccups later on. This is like Shader.WarmupAllShaders, done in a better way.
  • Editor can track shaders & their variants used in scene or play mode, and create ShaderVariantCollection out of them (button in Graphics Settings).
  • Graphics Settings have a list of ShaderVariantCollection assets to preload at game startup. Can also warmup them from a script.
  • Animation Features:
  • State Machine Behaviours:
  • StateMachineBehaviours is a new MonoBehaviour-like Component that can be added to a StateMachine state to attach callbacks
  • Available callbacks are : OnStateEnter, OnStateExit, OnStateUpdate, OnStateMove and OnStateIK.
  • Animator.GetBehaviour(). This function return the first StateMachineBehaviour that match type T
  • StateMachine Transitions:
  • Can now add higher level transitions from StateMachine to StateMachine
  • Entry and Exit nodes define how the StateMachine behaves upon entering and exiting.
  • Asset API:
  • Allows to create and edit, in Editor, all types of Mecanim assets ( Controllers, StateMachines, BlendTree etc.)
  • Added API for Avatar, Motion Nodes, Events and Curve in the Model Importer
  • Direct Blend Tree:
  • New type of blend tree to control the weight of each child independently
  • Root Motion authoring:
  • Can convert animation on the parent transform into Root Motion (Delta Animation)
  • Animator Tool revamp:
  • Improved workflow
  • Re-orderable layers and parameters
  • Transition interruption source:
  • Replaces the Atomic setting on transitions. You can now decide if a transition is interrupted by transitions in the source state, the destination state or both.
  • Also possible to be interrupted by transitions independently of their order by disabling "ordered interruption" setting on transitions.
  • Added Animator Gizmo that show up upon selection: you can see effectors, mass center, avatar root and pivot.
  • IK Hint for knees and elbows.
  • Improved animation previewer camera:
  • Camera can now Pan, Orbit and Scale with the same control than the scene viewer.
  • The camera can also frame on the previewed Object with shortcut F and frame on the cursor position with shortcut G.
  • AnimationEvents are now fully editable at runtime, see AnimationClip.events to query, add and delete them at runtime
  • Keep last evaluated value when a property stops to be animated:
  • Activated per State
  • By default it is writing default value when a property stops to be evaluated
  • Linear Velocity Blending:
  • Advanced feature for users requiring linear speed interpolation during blending.
  • Root Motion Speed and Angular Speed now blend linearly in Blend Trees, Transition or Layers
  • Choose between Linear Velocity Blending or Linear Position Blending in Animator with animator.linearVelocityBlending. It is false by default.
  • You can now get Animator root motion velocity and angular velocity with animator.velocity and animator.angularVelocity
  • Audio Features:
  • Added a new AudioMixer asset type! Create one or more AudioMixers in a project:
  • Use the Audio Mixer window to create complex mixing hierarchies and effect processing chains.
  • Mix and master all audio within Unity by tweaking all parameters during edit mode and play mode.
  • VU meters for the outputs of all AudioGroup and at attenuation points within the AudioGroup.
  • Allow AudioSources to route their signal into any AudioMixer.
  • The audio output of one AudioMixer can be routed into any AudioGroup of any other AudioMixer, allowing complex re-configurable Audio processing.
  • Audio "Sends" and "Receives" can be inserted anywhere into the signal chain of an AudioGroup.
  • The attenuation of an AudioGroup can be applied at any point in the AudioGroup (allowing pre and post fader effects).
  • Snapshots of mixer state (on all parameters) can be created for AudioMixers. These snapshots can be interpolated between during play through a set of per-parameter transition curves.
  • Snapshots can also be weighted blended (2 or more snapshots).
  • Any parameter (volume / pitch / effect parameter etc) can be exposed via a name to the runtime API allowing very precise tweaking of any parameter in a mixer during game play.
  • Mixer "Views" can be created so that complex mixer hierarchies can be narrowed down in the GUI allowing focus on tweaking certain parts of the mix (music / foley / etc).
  • AudioGroups can be Soloed, Muted and have their effects bypassed.
  • Built-in side-chain volume ducking.
  • Support for custom high-performance native audio plugins through a new SDK.
  • Rewritten Audio asset pipeline and AudioClip backend:
  • AudioClip settings now support multi-editing.
  • Audio transcoding and packing now happens in a separate tool, removing risk of crashing Unity on import.
  • No double loading of sounds during import processing.
  • Better handling of huge audio files. If a sound is set to streaming, it is never fully loaded in the editor or player now.
  • Editor profiling of Audio is now accurate and reflects how it would be in the game.
  • Streaming (file handle) resources are now freed immediately after playback of sound.
  • Much improved audio formats in terms of memory and CPU usage. The Format property no longer refers to a specific platform-specific file format, but to a encoding method (Uncompressed, Compressed, ADPCM).
  • The audio data of an AudioClip can now be loaded on demand by scripts, and loading can happen in the background without blocking the main game thread. Memory management can now be performed much easier of AudioClips in the project.
  • Improved Audio Profiler with better statistics and detailed information. To view it, open the Profiler window, click the Audio pane and press the Stats button.
  • Physics Features:
  • PhysX 3 integration:
  • Better perfomance on multi-core processors, and especially on mobile. See http://physxinfo.com/news/11297/the-evolution-of-physx-sdk-performance-wise/
  • Moving static colliders does not cause performance penalty anymore.
  • Better simulation quality, e.g. stacking stability.
  • Cleaner codebase, which does not contain some of the long standing issues.
  • See http://blogs.unity3d.com/2014/07/08/high-performance-physics-in-unity-5/
  • 2D physics:
  • Added ConstantForce2D component.
  • Added PointEffector2D, AreaEffector2D, PlatformEffector2D and SurfaceEffector2D components.
  • Added Physics2D.IsTouching and Collider2D.IsTouching methods.
  • Added Physics2D.IsTouchingLayer and Collider2D.IsTouchingLayer methods.
  • All 2D colliders now have a 2D ‘offset’ property that replaces the ‘center’ property no BoxCollider2D and CircleCollider2D.
  • Added Rigidbody.maxDepenetrationVelocity to make possible to tune the velocity of the colliding rigidbodies when they are pushing each other away.
  • Added TerrainData.thickness to control the thickness of TerrainColliders.
  • Add Cloth.ClearTransformMotion method to allow teleportation of cloth instances
  • Editor Features:
  • Unity editor is now 64-bit:
  • A separate 32-bit installer is available for Windows; on Mac OS X we only ship 64-bit now.
  • Note that this affects native plugins used in the editor, which now also need to be 64-bit.
  • New AssetBundle build system:
  • Add simple UI to mark assets into assetBundles, provide simple API to build assetBundles without having to write complex custom scripts (no need for Push/Pop).
  • Support incremental build, which only rebuilds AssetBundles that actually change.
  • AssetBundle dependencies don't force the rebuild of all the bundles in the dependency chain.
  • AssetBundles: Provide AppendHashToAssetBundleName option to allow to append the hash to the bundle name.
  • AssetBundles: Provide AssetBundleManifest which can be used to get the dependent AssetBundles at runtime.
  • AssetBundles: By default include type tree in the assetBundle on all the platform except metro.
  • New Project Wizard (“Home”) dialog:
  • Project Templates - in addition to "Empty 3D" and "Empty 2D", we will supply starter kits to provide a foundation and demonstrate best practices for different project types. These are currently placeholders while the final ones are being made.
  • Recent projects list shows "Last Saved With" version number for each project (if available - this information is only saved starting with 5.0).
  • Asset Importing:
  • Updated FBX SDK to 2015.1: better performance; fixes various rare crashes when importing some Collada, OBJ, 3DS files; fixed reversed normals in some DXF files.
  • Added AssetPostProcessor.OnPreProcessAnimation, this new callback is called just before animation clips are created.
  • Added ModelImporter.defaultClipAnimations (list of ModelImportClipAnimation based on TakeInfo) and ModelImporter.importedTakeInfos (list of TakeInfo from the file).
  • Profiler: New view in the CPU Profiler that shows the frame samples laid out on a Timeline. Each thread has its own timeline; this is mostly useful for multi-threaded profiling.
  • Version Control: Scene and Prefab Merging:
  • Command line merge tool that understands the scene and prefab formats in order to do semantic merges.
  • Merge tool integration with Unity's existing version control integration. Can be enabled from EditorSettings.
  • Module Manager:
  • Now lists all available versions of a module.
  • Now supports rolling back to another available module version.
  • Asset Store: The asset store window is now much faster, more responsive, and looks better.
  • Plugin Inspector: new native plugin system. You're no longer required to place platform specific plugins into special folders like Assets\Plugins\iOS, Assets\Plugins\X64, etc. From now on, you can place them anywhere:
  • You can set platform compatibility settings by clicking on the plugin (files with extensions - *.dll, *.so, etc, and folders with extension - *.bundle), this include both managed and native files. Plugins can be set for “Any” platform, “Editor only” or a specific platform.
  • Platform specific settings can also be set, e.g. CPU type. Different platforms may have different settings.
  • AI Features:
  • NavMesh supports LoadLevelAdditive now!
  • Improved performance and reduced memory consumption:
  • NavMeshObstacles update is multi-threaded now. Carving speed generally improved 2-4x.
  • NavMesh data for non-carved regions takes ~2x less memory now.
  • Performance improvements for multi-threaded NavMeshAgent updates.
  • HeightMeshes bake faster, work faster at runtime, and use ~35% less memory.
  • Path replanning in presence of many carving obstacles is faster and more accurate.
  • Improved inspectors and debug visualizations:
  • NavMesh Areas inspector (previously NavMesh Layers) got a facelift.
  • Reorganized parameters NavMeshAgent inspector.
  • Added carve hull debug visualisation for NavMeshObstacles.
  • Added visualisation on how NavMesh bake settings relate to each other.
  • Improved accuracy and raised limits:
  • NavMeshObstacle supports two basic shapes - cylinder and box for both carving and avoidance.
  • Improved automatic Off-Mesh Link collision detection accuracy. Note that this will change how off-mesh links placement on existing scenes.
  • Improved navmesh point location/mapping when height mesh is used.
  • Increased the height range of NavMesh baking (can build meshes for taller scenes).
  • Made Height Mesh query more resilient to small holes in input geometry.
  • NavMesh obstacle rotation is take into account when carving and avoiding.
  • NavMesh tile count limit lifted from 2^16 to 2^28.
  • NavMeshPath and NavMeshAgent paths removed 256 polygon limit.
  • OffMeshLink - restriction on tile span - previously connected only up to neighbouring tiles.
  • Core Optimizations:
  • Improved multithreaded job system:
  • Internally multithreaded parts (culling, skinning, mecanim, ...) are more efficient now via lockless voodoo magic.
  • Culling & shadow caster culling is multithreaded now.
  • Improved loading performance. Better control of how objects are created on the loading thread makes it possible to get rid of object reference overhead between components and allows us to do all reads from disk completely linearly. More work has been offloaded to the loading thread, reducing the overhead of asynchronous loading on the main thread.
  • Object.Instantiate performance has been improved.
  • Mecanim optimizations:
  • Optimized Animator Enable(), 2x speed on complex controllers.
  • Optimized Animator memory usage per instance, 2x smaller on complex controllers.
  • Improved performance for Animator Tool.
  • Optimized memory usage and runtime performance when serializing objects with backward compatibility (type-tree) enabled.
  • Updated occlusion culling (Umbra) version; contains improvements for mobile Umbra culling performance, and improves occlusion culling robustness in some cases.
  • Optimized texture importing performance.
  • Terrain tree culling performance was improved.
  • Android Features:
  • Added the ability to deploy and run games on Android TV.
  • Fat binary support (x86+ARMv7).
  • Support for rendering to multiple displays.
  • Support for KitKat Immersive Fullscreen Mode.
  • Support for x86 as a build target.
  • iOS Features:
  • Script debugging can be done over USB cable now.
  • Improved iOS8 and Xcode 6 support.
  • Optimized Texture2D.LoadImage performance for PNG and JPG files.
  • Added Xcode manipulation API for editor scripts, and rewritten Xcode project generator.
  • Expose Xcode project manipulation API
  • Added deep plugin folder structure support.
  • Game controller button pressure is now also exposed as axis (float) value.
  • Metal support. Metal is used automatically on supported systems (iOS8 and A7 or later). There's an option under Player Settings to choose GLES if needed.
  • iPhone 6 and iPhone 6 Plus support
  • Linux & SteamOS Features:
  • Now supports gamepad configuration via Steam Big Picture mode.
  • Now includes default configurations for several common gamepads.
  • Now supports gamepad hotplugging.
  • WebGL Features:
  • WebGL support: a new target in the build player window.
  • Currently marked as “Preview” state; official support for latest Firefox & Chrome.
  • See blog post: http://blogs.unity3d.com/2014/04/29/on-the-future-of-web-publishing-in-unity/
  • Scripting Features:
  • Introduced option to auto-update obsolete Unity API usage in scripts & assemblies.
  • Performance improvements for all GetComponent variants.
  • “transform” is now cached on the C# side, no more need to cache it yourself.
  • Added disposable scope helpers for Begin/End pairs for GUI, GUILayout, EditorGUI and EditorGUILayout.
  • Added formatting overloads to Debug.Log*.
  • Added generic overloads for AssetBundle.Load*.
  • Other Improvements:
  • 2D: Added Sprite.pivot getter.
  • 2D: Sprite geometry can now be overridden using Sprite.OverrideGeometry(Vector2[] vertices, UInt16[] triangles). Unity Pro only.
  • 2D: SpritePacker Atlas texture name will now also contain the atlas name.
  • 2D: The new AssetPostprocessor.OnPostprocessSprites(Texture2D texture, Sprite[] sprites) is called immediately after OnPostprocessTexture when sprites are generated.
  • AI: New icons for navmesh asset and components
  • AI: Warn if agent and obstacle components are placed on the same GO
  • AI: Warn if navmesh slope bake seetting is unreasonable
  • Android: Added proper support for MouseDrag event.
  • Android: Added public Java API for attaching custom surfaces.
  • Android: Added support for BGRA textures.
  • Android: Enabled parallel job scheduler
  • Android: Enhanced VSync support.
  • Android: Export now works for projects that use UnityPlayerActivity or UnityPlayerProxyActivity.
  • Android: Fixed delay when resuming game from paused state
  • Android: Fixed support for external display when it is reconnected while app is running.
  • Android: Force hardware upscaling for Screen.SetResolution().
  • Android: Reconfiguring antialiasing or switching display buffer size should no longer result in a GL context loss.
  • Android: Support for profiling Intel GPU using the Unity Editor.
  • Android: User resolution now gets swapped when the orientation is changed.
  • Animation: Support the case that both SkinnedMeshRenderer and Animator are on the same GameObject (optimised mode).
  • Asset Import: Faster texture conversion into cubemaps & HDR image processing, by multithreading parts of the process.
  • Asset Import: Support large bitmaps importing (>4Gb in size)
  • Assets Management: Allow to access files with long path (more than 260 characters) on Windows.
  • Audio: Increased default virtual voice count from 100 to 512 and made it user-configurable through project settings.
  • BlackBerry: Added "Add Attached Device" to the debug token creation window.
  • BlackBerry: Application.systemLanguage now differentiates between Chinese Simplified and Chinese Traditional appropriately.
  • BlackBerry: Registration now uses BlackBerry's 10.2 registration system. Currently registered systems do not need to re-register.
  • Deployment Management: Display Enlighten's build stage when building player
  • Editor: Add warning on exiting play mode when objects have been spawned into the scene from OnDestroy().
  • Editor: Added "Android TV Compatibility" checkbox which enables Android TV compatibility checks during build time
  • Editor: Added support for importing PVRv3, ASTC, KTX files
  • Editor: Added 8192 maximum texture size option in import settings.
  • Editor: Added deferred diffuse/specular/smoothness/normals scene view rendering modes.
  • Editor: Added virtual function ScriptableWizard.DrawWizardGUI for customizing GUI of derived wizard classes.
  • Editor: Better documentation for exposed AssetPreview methods.
  • Editor: Camera inspector shows camera's depth texture mode. Also, scene view camera makes sure to match main camera's depthTextureMode.
  • Editor: Drag-and-drop assigns material to a specific part of the mesh now. Holding Alt key will assign material to all the parts of the mesh.
  • Editor: Exposed AssetPreview.SetPreviewTextureCacheSize ().
  • Editor: Frame Selected (F key over scene view) now takes point/spot light range into account.
  • Editor: Improve searching for class names in different namespaces and across different user assemblies.
  • Editor: It is now possible to override the StandardShaderGUI with a user defined version (by dropping a modified copy of StandardShaderGUI.cs into the project)
  • Editor: New Artwork for Splash Screens
  • Editor: Optimization of Hierarchy Window
  • Editor: Prevent tooltips from showing while dragging.
  • Editor: Tag editor facelift by removing the empty tag and using Reorderable list to draw tags and layers.
  • Editor: Unity will output a proper error regarding incompatible CPU architectures on Mac OS X when failing to load native libraries. For ex., You cannot load 32 bit native libraries on 64 bit Editor
  • Editor: When saving scenes, overwrite existing scene file only after successful save.
  • Font Rendering: Added easier APIs to access OS Fonts (Font.GetOSInstalledFontNames and Font.CreateDynamicFontFromOSFont).
  • Font Rendering: Added new APIs to get font metrics if you want to implement your own font rendering: Font.ascent, Font.lineheight, new fields in CharacterInfo (old fields in CharacterInfo are deprecated).
  • Font Rendering: Optimized texture rebuilds to happen less often.
  • Graphics: Added "#pragma exclude_renderers nomrt" for platforms not supporting multiple render targets (MRTs).
  • Graphics: Added RenderTextureFormat.ARGB2101010 (0 bit/channel color) and RenderTextureFormat.Shadowmap (native shadowmap) formats.
  • Graphics: Added Texture2D.EncodeToJPG with a JPG quality argument.
  • Graphics: Added Threshold tweak to SunShafts, removed legacy "apha as mask".
  • Graphics: Exposed SystemInfo.graphicsMultiThreaded to scripting API.
  • Graphics: Mesh compression will now also do lossy compression of vertex colors.
  • Graphics: Skinned meshes use less memory by sharing index buffers between instances.
  • Graphics: Support for more shader keywords (128 instead of 64).
  • Image Effects: GlobalFog image post-processing effect was rewritten. Now it has "distance fog" (matches what is set in render settings), and optional "height fog" (linearly increasing fog density below specified height).
  • iOS: added debug labels for OpenGL objects, useful in Xcode frame capture debugging.
  • iOS: Better support for Uunity view size changes from native side.
  • iOS: Enabled basic background processing.
  • iOS: Improved Xcode API to expose default Unity Xcode project / target name
  • iOS: Implement a way to select iOS framework dependencies for native plugins.
  • iOS: Tweaked external RenderSurface API to make a bit more sense and be more concise.
  • License: Activate from command-line.
  • License: Added -returnlicense command line option, which returns the currently active license and quits the editor.
  • License: A progress bar will be shown during returning or releasing a license.
  • Linux: Add Input.IsJoystickPreconfigured for querying 5.0 Linux gamepad detection
  • Linux: Implement monitor selection
  • Linux: Implement screen-fullscreen command line option
  • Linux: Set popupwindow mode via Motif borderless hint when supported
  • Linux: Support XDG-compliant path overrides.
  • Math: Added SphericalHarmonics3 scripting struct.
  • Mecanim: Added RuntimeAnimatorController.animationClips property, it does return all the clips in the controller
  • Mecanim: Added tooltips to animation transtion settings + added foldout group for settings.
  • Mecanim: Added Utility function AnimatorController.FindStateMachineBehaviourContext(StateMachineBehaviour behaviour) which return the controller, state and layer index containing this instance.
  • Mecanim: Always display numeric values for Transition's duration, offset and exitTime.
  • Mecanim: Copy/paste/duplicate keyboard shortcuts work.
  • Mecanim: Display Animator stats in inspector: Clip count, curve count, etc.
  • Mecanim: Improved humanoid retargeting. The differences between Generic and Humanoid animation are now less than 0.001 normalized meter and 0.1 degrees on end points.
  • Mecanim: Improved Parameter and Layer UI. Parameters are in a separate window, so it can be docked anywhere.
  • Mecanim: Runtime access to Animator's parameters (Animator.parameters property).
  • Merging: Improve conflict output to console
  • Merging: Improve premerge by rewriting all of left, right and base
  • Meshes: Added "keep quads" mesh import option; useful for DX11/Console tessellation shaders.
  • Mobile: Update PVRTC compressor.
  • OpenGL ES: Enfore RGB normal maps even if source texture have alpha.
  • OSX Editor: Finished builds will be shown in OS X notification center when in the background.
  • OSX: Implement show-screen-selector command-line option
  • Physics: Added missing 'speedVariation' property to SurfaceEffector2D to match similar functionality in AreaEffector2D and PointEffector2D.
  • Physics: adaptive force is now optional (disabled by default).
  • Physics: Allow SkinnedMeshRenderer to accept non-skinned meshes.
  • Physics: Changed default cloth coefficient values, and added info boxes to cloth editor
  • Physics: Cloth; exposed sleep force parameter to tune minimum force after which cloth will start sleeping.
  • Physics: Cloth; exposed tethers flag to improve cloth simulation quality.
  • Physics: Cloth inspector is now much faster and capable of dealing with meshes of any vertex count
  • Physics: Display a warning against a 2D collider when it is unable to create a Box2D collision shape due to it not meeting Box2D constraints.
  • Physics: Exposed a function ConfigureVehicleSubsteps in WheelCollider to make it possible for developers to customise vehicle sub-stepping. This helps setting up heavy vehicles, that require different amount of sub-steps to simulate wheels correctly.
  • Physics: Improve editor tool-tips for all 2D physics effector properties.
  • Physics: Make scaling mesh colliders cheaper, by not creating a new mesh with scaling applied to it with every scale change.
  • Physics: Redesigned WheelCollider gizmo to show more relevant information.
  • Physics: Removed internal lock in PhysXRaycast, particles should now be able to process raycasts in multithreaded mode.
  • Physics: Show inconsistent hinge joint constraints in inspector
  • Physics: The cloth constraint editing UI has been replaced by a more intuitive UI inside the Scene View.
  • Physics: Updated default values for WheelCollider as the old ones did not make any sense with new PhysX.
  • Plugins: Unity will now check if plugins don't collide with each before building to player. Previous behavior was that you would need to wait until all the scenes were built, and you would only then see that plugin with same filename is trying to overwrite another plugin.
  • Plugins (Windows Store Apps/Windows Phone): when picking placeholder plugins only plugins with matching file names as the original plugin will be shown
  • Profiler: Enable GPU profiler on Mac OS X 10.8 and above for all GPUs.
  • Profiler: Now has a search field for filtering the results.
  • Profiler: Image Effects have profiling blocks with the script name in them, instead of a generic "ImageEffect".
  • Reflection Probes: Box Projection is now enabled (not supported in shader model 2.0), the shader will be using reflection probe's AABB for that purpose. Note: AABB is not affected by probe's rotation or scale.
  • Scene View: Can drag a cubemap onto empty space in the scene view to assign it as a skybox.
  • Scripting: 64-bit platforms will now accept managed DLLs compiled specifically for x64.
  • Scripting: All GetComponent paths much faster, especially GetComponent.
  • Scripting: GetComponent family of functions now supports interfaces as generic argument.
  • Scripting: Support serialization of all primitive types.
  • Shaders: Added [NoTilingOffset] property attribute; hides tiling & offset fields in texture property UI.
  • Shaders: Added MaterialPropertyDecorators. Similar to MaterialPropertyDrawers, but you can add many of them on a shader property. Added built-in decorators: [Space], [Header(text)].
  • Shaders: Built-in Fog works on all platforms now (includes WP8/WinRT/consoles).
  • Shaders: Improved "compile and show code" functionality in shader inspector. Now has dropdown to select custom set of platforms to compile shaders for. And shows a progress bar while compiling shader variants for display.
  • Shaders: Information about texture format decoding (LDR, dLDR, RGBM, Normals) is passed in %TextureName%_HDR shader constant.
  • Shaders: Made it possible to use stencil buffer during deferred shading/lighting g-buffer passes, to some extent. Stencil reference value coming from shader/material will be combined (binary or) with Unity-supplied reference value.
  • Shadows: Most platforms now internally use floating point (RFloat) format for point light shadows, instead of custom encoded ARGB32 format. Saves some shader instructions and is slightly better precision.
  • Shaders: Optimized shader importing performance, particularly for surface shaders with many multi_compile/shader_feature variants.
  • Shaders: Skybox shaders (including "Skybox/Procedural") get direction and color of the main light passed in the shader constants.
  • Shaders: Support EXT_shader_framebuffer_fetch functionality in shader translators. In Cg/HLSL code, use "inout" modifier for pixel shader output color; this will get translated into framebuffer fetch for GLES2.0 & 3.0.
  • Shaders: Surface shaders allow more texture interpolators, when targeting shader model 4.0+ (up to 32).
  • Shaders: Surface shaders use up slightly less samplers on DX11-like platforms (in dual lightmapping case, both lightmaps share the same sampler). Added UNITY_SAMPLE_TEX2D_SAMPLER helper macro to read a texture, while using sampler from another one.
  • Shaders: Updated GLSL Optimizer for mobile shader compilation. Has better optimization and fixes some issues.
  • Standalone: Add show-screen-selector command line option for Linux and Windows.
  • Standard Assets: Cleaned up Daylight&Nighttime Pro Water prefab a bit (less obscure options in material inspectors)
  • Substance: Consolidation of Substance binary data prior to runtime use now has a much lower peak memory footprint.
  • Undo: Add GetCurrentGroupName() and SetCurrentGroupName() to allow overriding the automatic undo name generation
  • Unity Remote 4: Add compass support.
  • Unity Remote 4: Added ability to customise screen stream compression: JPEG or PNG compression, full or downscaled resolution.
  • Unity Remote 4: Added LocationService (GPS) support.
  • Unity Remote 4: Add EditorApplication.isRemoteConnected API to check if editor has connected to remote app.
  • Version Control: Add shortcut for submit and cancel in submit dialog. Default keyboard focus to textarea when opening submit window.
  • Windows Editor: Native child windows have their title set to the GUIView/EditorWindow class name.
  • Windows Phone 8: Geolocator initialization code removed from Visual Studio project files. When overwriting existing 4.x projects please remove redundant code.
  • Windows Phone/Windows Store Apps: Significantly improved performance of passing System.Type objects to UnityEngine (for example, GetComponent is affected)
  • Windows standalone and webplayer: Input subsystem processes touch messages via WM_TOUCH. Previously it worked with Windows-simulated mouse events.
  • Windows Store/Phone: Shadows on mobile devices there now work just like on iOS/Android - no cascaded shadow maps (i.e. not "too slow on mobile" anymore).
  • Windows Store Apps: added Directory, DirectoryInfo, File, FileStream replacements to WinRTLegacy
  • Windows Store Apps: added support for linear color space
  • Windows Store Apps: Added OnFileActivated handler in App.xaml.[cs/cpp].
  • Windows Store Apps: building on top of existing project will now check, if a project being overwritten is compatible with newly built one.
  • Windows Store Apps: Chinese Traditional and Simplified languages are now detected and reported, instead of always returning generic Chinese
  • Windows Store Apps: Handheld class now available
  • Windows Store Apps: PlayerPrefs will be saved now whenever application goes in to suspend mode.
  • Windows Store Apps: Update docs PlayerPrefs.Save and OnApplicationQuit.
  • Windows Store Apps: You can now use joysticks in addition to Xbox 360 controllers, but you have to enable HumanInterfaceDevice capability in PlayerSettings. Note: this capability is not visible in Package.appxmanifest UI interface in Visual Studio.
  • WWW: Populate bytes and text on non-200 response
  • Audio: Removed 3D property in AudioClip and moved all 3D audio functionality to the AudioSource:
  • Renamed AudioSource.panLevel to AudioSource.spatialBlend. This property now controls the 2D / 3D mode of sound playback through this AudioSource. There is no longer a mode toggle, but a continuous interpolation between the two states.
  • Renamed AudioSource.pan to AudioSound.panStereo. This is to remove confusion about the nature of this property. AudioSource.panStereo pans the audio signal into the left or right speakers. This happens before spatial panning is applied and can be applied in conjunction with 3D panning.
  • Standalone: Cursor management cleanup:
  • Screen.lockCursor has become Cursor.lockState
  • Screen.showCursor has become Cursor.visible
  • Added ConfineCursor state to confine cursor to game window (Linux/Windows)
  • Cursor lock state and cursor visibility state are now mutually independent
  • Editor: Improvements to MaterialEditor:
  • Show a foldout arrow for Material inspectors inlined on gameobjects to make it clear that they can be expanded/collapsed.
  • Added TexturePropertyMiniThumbnail(): Draw a property field for a texture shader property that only takes up a single line height. The thumbnail is shown to the left of the label. Clicking the thumbnail will show a large preview info window.
  • Added GetTexturePropertyCustomArea():. Returns the free rect below the label and before the large thumb object field. Is used for e.g. tiling and offset properties.
  • Added TextureScaleOffsetProperty(): Draws tiling and offset properties for a texture.
  • Texture scaling and offset values can now be dragged.
  • Changes:
  • 2D: UnityEditor.Sprites.DataUtility.GetSpriteMesh and GetSpriteIndices functions are now deprecated. Use Sprite.vertices, Sprite.uv and Sprite.triangles instead.
  • Android: Disabled hidden input keyboard
  • AI: NavMesh bake settings: Removed width/height inaccuracy and allow to set voxel size instead.
  • AI: NavMesh data format has changed - you need to rebuild the NavMesh to use it
  • AI: NavMeshLayer is replaced with NavMeshArea: old API is deprecated, area types are stored now in ProjectSettings/NavMeshLayers.asset
  • AI: NavMeshObstacle supports two basic shapes - Capsule and Box, for both carving and avoidance.
  • AI: Setting destination on a NavMeshAgent doesn't resume the agent after calling 'Stop' - call Resume explicitly to resume the agent.
  • AI: Use smaller navmesh tile partitioning to improve baking and carving speed.
  • Android: Dropped support for non-NEON CPU devices (e.g. Tegra 2). This gives a significant performance boost to Mecanim and PhysX among other things.
  • Asset Import: Unify global scale while importing FBX models.
  • AssetBundle: New version of WWW.LoadFromCacheOrDownload which can take Hash128 as version.
  • AssetBundle: Support type tree incremental build check.
  • Audio: AudioSettings.outputSampleRate and AudioSettings.speakerMode can now only be read from, because setting it required a complete restart of the sound system and therefore losing state of all non disk-based AudioClips and filters. SetDSPBufferSize has been declared obsolete for the same reason.
  • Audio: The hardware, loopable and compressionBitrate of AudioImporter are now obsolete.
  • BlackBerry: Removed Author ID and Author ID override from publishing settings.
  • BlackBerry: Removed obsolete "BB10" scripting targets from API. Please use "BlackBerry" instead.
  • Editor: EditorApplication.NewScene() creates a scene that has a Main Camera, a Directional Light, a default Skybox set in the Scene Render Settings and has Enlighten enabled by default. If you need a new scene with no GameObjects in it use EditorApplication.NewEmptyScene().
  • Editor: Apply build target switch from -buildTarget before initial domain load.
  • Editor: Editor always runs in background when a debugger is attached.
  • Editor: If standalone is current build target, do a full build target switch when setting EditorUserBuildSettings.selectedStandaloneTarget.
  • Editor: It is now recommended to derive from ShaderGUI instead of deriving from MaterialEditor to make custom gui for shaders. This ensures that custom shader gui works properly together with the Substance Material Editor (Check the docs for ShaderGUI).
  • Editor: Merged two scene view render mode dropdowns into one.
  • Editor: Players always run in background when "Script Debugging" is enabled.
  • Editor: Prefab instance objects are no longer stored as part of the scene file.
  • Editor: Recognize more build target names with -buildTarget switch and remove 32bit/64bit switch for "standalone".
  • Editor: Remove warning if using Destroy/DestroyImmediate on objects that are still in the load queue and have not been woken up yet.
  • Editor: Renamed "Enable HW Statistics" player setting to "Enable Cloud Integration", in preparation of hosting the hwstats functionality under the Unity Cloud umbrella.
  • Editor: Replace EditorUtility.UnloadUnusedAssets() to UnloadUnusedAssetsImmediate().
  • Editor: TextMesh and MeshFilter components are not allowed to exist on the same GameObject
  • GLES: Replaced 16bit depth buffer support with the ability to completely disable depth and stencil buffers.
  • Graphics: Camera.pixelWidth and Camera.pixelHeight now return int, not float.
  • Graphics: Changed behavior of what happens with textures that are too large for the GPU to handle, and they don't have mipmaps. Now such textures are displayed in blue color. Before, some platforms were downscaling them in some cases; other platforms were leaving them as garbage; others were crashing.
  • Graphics: Light and Reflection Probes are enabled on Renderer components by default.
  • Graphics: OnPreRender script callback is called before rendering camera's depth texture now.
  • Graphics: Made SystemInfo.graphicsPixelFillrate obsolete (it was not being maintained to cover new GPUs, and was not working on most platforms anyway). Now it always returns -1, just like it used to for unknown GPUs.
  • Graphics: Renamed HDR_LIGHT_PREPASS_ON shader keyword to UNITY_HDR_ON (now the keyword is always set when camera is HDR).
  • Graphics: Renamed VertexLit and DeferredLighting rendering paths to "Legacy" names.
  • Graphics: Setting Mesh.colors keeps the colors in float format instead of converting to bytes. This allows you to store higher-precision color values on meshes. Note that it will use more memory so if that is a concern use Mesh.colors32 instead.
  • iOS: ARC is enabled.
  • iOS: Refactor player pausing in the trampoline
  • iOS: Trampoline now uses clang standard library, C++11 is enabled, iOS7 SDK and Xcode5 are enforced, iOS6 is the minimal version supported.
  • iOS: Use fixed 56000 port in player for script debugging.
  • Mac OS X: Application.persistentPath will now correctly give you a folder in ~/Application Support instead of ~/Library/Caches.
  • Mac OS X Standalone: Data folder has moved to Content/Resources, in accordance with Apple guidelines
  • Mecanim: Added Animator.HasState to be able to query if an animator has a certain State.
  • Mecanim: Animator Tool deleting a layer or parameter can now be done with delete key.
  • Mecanim: AnimationUtility.SetAnimationClipSettings now public
  • Mecanim: Can now transition to self (State or StateMachine).
  • Mecanim: Changed profiling detail to see more information for the Animator evaluation pipeline
  • Mecanim: Import blending pivot is disabled. There was a problem with imported pivot changing height (y).
  • Mecanim: In the character transform hierarchy, if a transform doesn't belong to the skeleton, then we preserve it as it is while doing optimization.
  • Mecanim: Motion API is now available in Runtime
  • Mecanim: Moved AvatarMask to the Animations namespace.
  • Mecanim: Moved GameObjectUtility.OptimizetransformHierarchy from Editor code to Runtime class AnimatorUtility.OptimizetransformHierarchy.
  • Mecanim: Transform scale now blends linear instead of exponential. It allows blending with scale = 0
  • Physics: All 2D colliders now have a local-space "offset" property. This replaces the "center" property in BoxCollider2D and CircleCollider2D.
  • Physics: Allow PhysicsMaterial2D "bounciness" property to be greater than 1.
  • Physics: Disabled MonoBehaviours will no longer receive collision or trigger callbacks.
  • Plugins: Turn assert for native plugin architecture check into error message.
  • Scripting: Added generic version of Object.Instantiate (has been in the docs since 3.5 but not exposed in the API before).
  • Scripting: C# compiler defaults script encoding to UTF8
  • Shaders: Renamed "RenderFX/Skybox cubed" and "RenderFX/Skybox" shaders to "Skybox/Cubemap" and "Skybox/6 Planes".
  • Shaders: Built-in functionality for directional lightmaps, dynamic Enlighten GI and soft shadows all require shader model 3.0 now.
  • Shaders: Builtin Skybox shaders write 1.0 into alpha channel now.
  • Shadows: All built-in shadow shaders used no backface culling; that was changed to match culling mode of regular rendering.
  • Shadows: When using oblique camera projection, shadows are disabled now.
  • Terrain: Terrain component was moved from being a C# component to being a native engine component.
  • Windows Store Apps: Added UnityEngine.WSA.Application.advertisingIdentifier
  • Windows Store Apps: 'Metro' keyword was replaced to 'WSA' in most APIs, for ex., BuildTarget.MetroPlayer became BuildTarget.WSAPlayer, PlayerSettings.Metro became PlayerSettings.WSA. Defines in scripts like UNITY_METRO, UNITY_METRO_8_0, UNITY_METRO_8_1 are still there, but along them there will be defines UNITY_WSA, UNITY_WSA_8_0, UNITY_WSA_8_1.
  • Windows Store Apps: Removed support for C++ Visual Studio projects
  • Graphics: Removed a bunch of obsolete APIs:
  • Camera.mainCamera (use Camera.main), Camera.GetScreenWidth (use Screen.width), Camera.GetScreenHeight (use Screen.height), Camera.DoClear, Camera.isOrthoGraphic (use Camera.orthographic), Camera.orthoGraphicSize (use Camera.orthographicSize).
  • Renderer.Render, Graphics.SetupVertexLights, obsolete Graphics.DrawMesh overloads (use DrawMeshNow), RenderTexture.SetBorderColor, Screen.GetResolution (use currentResolution), Mesh.uv1 (use uv2 instead), SkinnedMeshRenderer.skinNormals, LightmapData.lightmap (use lightmapFar instead).
  • Removed SystemInfo properties deviceName, deviceVendor, deviceVersion and supportsVertexProgram. Use graphicsDeviceName, graphicsDeviceVendor, graphicsDeviceVersion instead. Vertex programs are always supported.
  • Scripting: A bunch of scripting changes. Most of them should be handled automatically by our new API upgrade tool:
  • Removed quick property accessors, like .rigidBody, .rigidbody2D, .camera, .light, .animation, .constantForce, .renderer, .audio, .networkView, .guiTexture, .collider, .collider2D, .particleSystem, .particleEmitter, .guiText, .hingeJoint for modularization. Instead, use GetComponent to get references.
  • AddComponent(string) is removed. Use AddComponent() instead.
  • GetComponent(string) is removed. use GetComponent() instead.
  • Application.RegisterLogCallback() and RegisterLogCallbackThreaded() have been deprecated and replaced by two new events Application.logMessageReceived and Application.logMessageReceivedThreaded. This allows for multiple subscribers.
  • GameObject.SampleAnimation() moved to AnimationClip.SampleObject().
  • ParticleSystem.safeCollisionEventSize changed to ParticleSystem.GetSafeCollisionEventSize().
  • TerrainData.physicMaterial changed to TerrainData.GetPhysicMaterial() and TerrainData.SetPhysicMaterial().
  • Deprecated Component.active property has been removed.
  • AssetBundle:
  • Rename AssetBundle.Load***() to AssetBundle.LoadAsset***().
  • Rename AssetBundle.LoadAll() to AssetBundle.LoadAllAssets().
  • Provide AssetBundle.LoadAllAssetsAsync() which loads all assets asynchronously.
  • Provide AssetBundle.LoadAssetWithSubAssets***() which loads the asset with the sub assets.
  • Provide AssetBundle.AllAssetNames() to return all the assets in the assetBundle.
  • Shadows:
  • Shadows on D3D9 require "native shadowmap" support in the driver now (pretty much all systems that can do shadows have that, so this should be fairly invisible). Upside, less shader variants are included into game builds now.
  • Shadows on iOS+GLES2.0 require GL_EXT_shadow_samplers now. This means iPhone4 / iPodTouch4 will not support realtime shadows now. Upside, less shader variants and faster shader loading times.
  • Shaders: Removed some fixed-function shader features (use vertex & fragment shaders instead). This makes per-draw-call CPU overhead slightly lower across all platforms:
  • Removed TexGen. If you have old Projector shaders, they might be using this; upgrade to 4.5/5.0 projector shaders.
  • Removed texture combiner matrix transforms, i.e. "matrix" command inside a SetTexture.
  • Removed signed add (a+-b), multiply signed add (ab+-c), multiply subtract (ab-c), dot product (dot3, dot3rgba) SetTexture combiner modes.
  • SetTexture stage count is limited to 4 on all platforms.
  • Shaders: Fog handling in shaders was changed.
  • For surface shaders and fixed function shaders, nothing to do. Can add "nofog" to surface shader #pragma line to explicitly make it not support fog.
  • For manual vertex/fragment shaders, fog does not happen automagically now. You need to add #pragma multi_compile_fog and fog handling macros to your shader code. Check out built-in shader source, for example Unlit-Normal how to do it.
  • Shaders: Some shader compilers have changed:
  • Mixing partially fixed function & partially programmable shaders (e.g. fixed function verted lighting & pixel shader; or a vertex shader and texture combiners) is not supported anymore. It was never working on mobile, consoles or DirectX 11 anyway. This required changing behaviour of Reflective/VertexLit shader to not do that - it lost per-vertex specular support; on the plus side it now behaves consistently between platforms.
  • Direct3D 9 shader compiler was switched from Cg 2.2 to HLSL, the same compiler that's used for D3D11. This fixes a bunch of issues where Cg was generating invalid D3D9 shader assembly code; and generally produces slightly more efficient shaders. However, HLSL is slightly more picky about syntax; in general you have to do same shader fixes for D3D9 as for D3D11 now (e.g. UNITY_INITIALIZE_OUTPUT for “out” structures).
  • On desktop OpenGL, shaders are always compiled into GLSL instead of ARB_vertex/fragment_program target now. You no longer need to write "#pragma glsl" to get to features like vertex textures or derivative instructions. All support for ARB_vertex/fragment_programs is removed.
  • Fixes:
  • 2D: Fixed sprite importing regression which caused sprite references to be lost on texture rename.
  • AI: Fix crash when navmesh is removed from disk when in use
  • AI: Fix issue where baking navmesh for a duplicated scene would destroy the original scenes navmesh
  • AI: Fix issue where infinity is used as maxDistance argument to SamplePosition
  • AI: Fixed memory leak after navmesh baking of terrain meshes.
  • AI: Fixed problem where any change in rotation or scale would trigger re-carving regardless of specified move-threshold.
  • AI: navmesh is loaded before agents are created in additively loaded scenes - no need to wait one frame
  • AI: Offmesh link drop arrow is not connected to navmesh with big heights
  • AI: prevent path query to invalid/infinity positions
  • Android: Avoid reading expensive metrics in DisplayInfo more than once per frame.
  • Android: Compensate for polygonOffset bug on Mali 400 GPU.
  • Android: Disabled shadows for Intel PowerVR devices to avoid graphics artifacts.
  • Android: Dropped support for OpenGL ES 3 auto selection for devices running Android 4.1 and 4.2.
  • Android: Fixed 10s delay after resume on 1st gen Kindle Fire HD
  • Android: Fixed application hanging and crashing when trying to close the IME with the back button.
  • Android: Fixed crash on Xperia Play.
  • Android: Fixed flickering screen on resume
  • Android: Fixed frame rate on Tegra devices when doing GPU profiling.
  • Android: Fixed game starting not full screen if orientation is not set to Auto Rotation
  • Android: Fixed issues when changing anti-aliasing at runtime.
  • Android: Fixed leak when using ActivityIndicator.
  • Android: Fixed manifest detection for Android library project plugins
  • Android: Fixed mouse input
  • Android: Fixed SDK auto-update
  • Android: Fixed some old devices that crashed when target graphics API was set to "Auto".
  • Android: Fixed theme attribute in default manifest.
  • Android: Fixed Water4 standard asset rendering on some devices.
  • Android: Internet reachability check now returns proper value if switching in and out of airplane mode.
  • Android: Launching adb server should no longer popup annoying cmd windows on top of the Unity Editor.
  • Android: Project folder is no longer locked by adb after entering play mode in the editor.
  • Android: Raising an error if a library project misses AndroidManifest.xml.
  • Android: Reporting correct screen orientation even if OS refused to apply requested orientation.
  • Android: WWW responseHeaders now contain STATUS key.
  • Animation: Builtin materials are now editable in animation mode. The animation is stored on the clip not the material.
  • Animation: Fix UnloadNonDirtyStreams to correctly handle stream with destroyed objects.
  • Asset Import: Added warning messages when paths to assets are invalid
  • Asset Import: Append required .fontsettings extension if needed in GenerateEditableFont
  • Asset Import: Check texture format that can be assigned the TextureImporter
  • Asset Import: Fix import of empty .txt files.
  • Asset Import: Fixed AssetDatabase.ImportPackage fail when path to package has platform path separators.
  • Asset Import: Fixed crash when included blend shapes and needed to be split because of size.
  • Asset Import: Fixed possible crash when upgrading metadata files
  • Asset Importer: Support the manifest file in text importer
  • Asset Loading: Fix assets unload during load level operation
  • Asset Loading: Fix the crash while loading scene Unity with mecanim animation and skinnedmesh filter.
  • AssetBundle: Add the old loading functions back and mark them as OBSOLETE.
  • AssetBundle: AssetBundle.LoadAll***() now only return the game object without the first component.
  • AssetBundle: Fix the typo in .manifest file
  • AssetBundle: Remove duplicate objects when building with BuildAssetBundleExplicitAssetNames(). Also output more meaningful log information for assetBundle object.
  • Assets Management: Fix the "input objects must be of exact same type" error message
  • Assets Management: Prefabs including monobehaviours with missing scripts should not display a warning if the monobehaviour has been deleted on the prefab instance.
  • Audio: Added context menu to delete mixers in the mixers view of the AudioMixer window
  • Audio: API updater does not update the changed signature of AudioClip.Create but will output an obsolete warning about the removal of the _3D argument.
  • Audio: AudioClip.SetData no longer prints out error messages when writing data at a position that will cause wrapping.
  • Audio: Calling AudioClip.SetData causes a crash fixed
  • Audio: Fix crash when unloading LoadInBackground sounds in the Editor (WebGL platform)
  • Audio: Fix error message in mixer on undo when no mixer is active
  • Audio: Fix for regression where component effects are on the AudioListener cause a crash
  • Audio: Fixed a bug where the audio system stopped working when a game object had an AudioSource, an AudioListener and a custom audio filter attached. The system now outputs a warning as the custom audio filter can only be assigned to one Audio component at a time.
  • Audio: Remove exposed parameters correctly when deleting and effect that has exposed parameters in it.
  • BlackBerry: Event.shift and Event.alt now work as expected.
  • Build Pipeline: Don't include inactive EditorOnly objects in builds.
  • Build Pipeline: Fix the crash if user passes "./" as output path when building AssetBundles.
  • CacheServer: Fix "CacheServer Asset validation failed" error messages while Unity is importing project.
  • CacheServer: Fix Cache Server several issues.
  • CacheServer: Fix editor crash when enabling the Cache Server in preferences with empty address.
  • Core: Asset Bundle Export performance increase.
  • Core: Fix crash when initializing Light from prefab object during scene loading.
  • Core: Fix possible crash while loading multiple AssetBundles simultaneously.
  • Core: Fix the bug that loading from cache returns false.
  • Core: Fixed data race in memory allocators.
  • Core: Fixed memory leak when calling 'Object.Destroy' and returning to edit mode.
  • D3D11: Fixed an issue which caused some objects not be rendered if shadows are enabled in the scene on feature level 9.x
  • Debugger: Allow evaluation of methods with string literal parameters
  • Debugger: Don't interrupt user waits (e.g. ManualResetEvent)
  • Debugger: Fix setting breakpoints in generic method implementations.
  • Debugger: Fix some instances of freezing or hanging.
  • Deployment Management: Fix StandalonePlayer launched from UNC path
  • Deployment Management: Simpler "Force Single Instance" error message on Windows
  • Editor: AnimationState.time is updated when scrubbing animation in the AnimationWindow.
  • Editor: Cloth inspector to support multi-editing
  • Editor: Confined cursor mode doesn't confine cursor to last active editor pane
  • Editor: Create a new project upgrade warning system that does not depend on serialized files or version control.
  • Editor: Deleting an asset does not make deleted objects from other assets appear again.
  • Editor: Disallow empty names for sprites
  • Editor: Don't ignore assets whose names contain "StreamingAssets"
  • Editor: Drag-and-drop does not accept simple Renderers as a valid target for assigning skybox material.
  • Editor: Empty animation window no longer increases CPU usage
  • Editor: Ensure correct waking order of components when duplicating a GameObject.
  • Editor: Ensure screen width and height in player settings is at least 1
  • Editor: Expose static methods from context objects to JS.
  • Editor: Fix asset when using hideFlags to make objects persist after exiting play mode.
  • Editor: Fix changing loaded level index before OnApplicationQuit message when exiting play mode.
  • Editor: Fix console errors when inspecting player settings in debug view.
  • Editor: Fix crash and "Recursive serialization is not supported" error when loading window layouts.
  • Editor: Fix crash when importing textures on project open using AssetDatabase.Refresh call in static constructor of a Plugin class.
  • Editor: Fix error spamming: "GUI Error: You are pushing more GUIClips than you are popping .." when setting cam.targetTexture = null in OnPostRender
  • Editor: Fix errors thrown when pressing Esc to close asset label popup
  • Editor: Fix expanded state for multiple materials on a gameobject so the individual expanded state of materials will persist throughout a session.
  • Editor: Fix GO not selectable by label icon
  • Editor: Fix keyboard shortcuts (home/end/page up/page down) in object selector
  • Editor: Fix navigation keyboard shortcuts in object selector
  • Editor: Fix null ref in AudioMixer when undoing
  • Editor: Fix occasional crash on exit.
  • Editor: Fix occasional crashes when opening scene.
  • Editor: Fix occasional hang when quitting.
  • Editor: Fix OS X VBO usage that can cause performance issues
  • Editor: Fix possible crash when placing prefabs with child objects.
  • Editor: Fix race condition in DualThreadAllocator.
  • Editor: Fix race condition in threadinitialize in TLSAllocator.
  • Editor: Fix rename overlay is not removed when undoing
  • Editor: Fix stack traces not being generated correctly.
  • Editor: Fix text corruption in TextMesh components when reimporting fonts.
  • Editor: Fix that the material inspector could collapse its controls by clicking on the header. Controls are now always visible.
  • Editor: Fix the bug that assetBundle search filter doesn't work correctly.
  • Editor: Fix utility windows always loading last width & height if larger than requested width & height.
  • Editor: Fixed "ArgumentException: Invalid path" error that might occur with some custom windows
  • Editor: Fixed a bug when mouse was not processed in the Editor in play mode after building Android or iOS.
  • Editor: Fixed a crash when removing components from a prefab, but prefab instances would have depending components.
  • Editor: Fixed assert when loading scene containing reference to one of its objects that no longer exist.
  • Editor: Fixed asserts when displaying multiple objects in inspector preview.
  • Editor: Fixed clipping of multi-line text in text fields.
  • Editor: Fixed crash when script name is longer than 32 characters.
  • Editor: Fixed crash with corrupted scene when having invalid references in the list of transform children.
  • Editor: Fixed custom cursors to properly update in OS X editor.
  • Editor: Fixed custom PropertyDrawer being called with wrong SerializedProperty when property is inside a nested class.
  • Editor: Fixed editor errors when undoing the insertion of a new LOD level in LOD group.
  • Editor: Fixed error when renaming sprite with Sprite Editor
  • Editor: Fixed exceptions happening when a read-only plugin is used.
  • Editor: Fixed font corruption after asset import.
  • Editor: Fixed inspector rendering when a script changes RenderTexture.active.
  • Editor: Fixed isPlayingOrWillChangePlaymode to work as expected.
  • Editor: Fixed launch of Visual Studio for script editing, added additional logging to the editor log to troubleshoot future problems.
  • Editor: Fixed many texture/mesh related error messages to ping the source object that caused it.
  • Editor: Fixed meshes getting lost if they only lived in

New in Unity 4.5.3 (Aug 20, 2014)

  • Brings you some new features and fixes.

New in Unity 4.5.1 (Jun 18, 2014)

  • Improvements:
  • iOS: add support for script debugging over USB
  • Fixes:
  • 2D: Very thin down-scaled textures will now produce sprites correctly.
  • 2D: Fixed auto-simplification of sprite meshes. Considerably less vertices/triangles will be generated.
  • Editor: Fixed ETC2/ASTC texture display for lower mip levels when the editor is run in DX11 mode
  • Graphics: Fixed GUIText not being shown if it only consists of Unicode characters
  • iOS: Fixed case of resolution/orientation setting when Unity player takes only part of the screen
  • iOS: Fixed Unity Remote touch event queuing under stress conditions
  • iOS: Fixed 2D rendering when sprite does not have tangents, but has normals
  • iOS: fixed autorotation issues on iOS 8
  • iOS: fixed Xcode project build under Xcode6 preview
  • iOS: fixed splashscreen misrecognition for iOS Free license users on iPad-only apps
  • iOS: fixed corner case of RenderTexture creation
  • iOS: fixed lighting being broken while starting in landscape orientation
  • Linux/OSX: Fix linear lighting when antialiasing is enabled in upscaled fullscreen mode.
  • Linux: Fix initial cursor visibility setting when antialiasing is enabled.
  • Linux: Fix asset bundle caching.
  • MonoDevelop: Fix to correctly close MonoDevelop when not in focus on OS X. MonoDevelop will no longer prevent logging out.
  • OSX: Fix stack trace generation on crash.
  • OSX: Fixed PS3/PS4 bluetooth pads crashing editor when run.
  • Windows Phone/Windows Store Apps: Unity now correctly marshals Collision2D.relativeVelocity to C# code
  • Windows Phone: Fixed clearing splashscreen if camera in first scene has no clear flag
  • Windows Phone: Input.gyro.gravity now correctly returns data from orientation sensor
  • Windows Phone: Fixed an issue which caused compressed meshes to blink in certain situations
  • Windows Phone/Windows Store Apps: Unity will now correctly build player if plugins use .NET 4.5 APIs that are not available in .NET 3.5
  • Windows Phone: Input.GetJoystickNames now returns an empty string rather than preventing player build
  • Windows Phone/Windows Store Apps: Fixed an issue which caused player crash when Collider2D NonAlloc API variants were used

New in Unity 4.5.0 (May 27, 2014)

  • FEATURES:
  • Graphics features:
  • Added Sparse Texture support (also known as "mega textures" or "tiled textures"). This is a low-level API feature, see SparseTexture class. Implemented on DirectX 11.2 (via tiled resources) and desktop OpenGL (via ARB_sparse_texture).
  • Added stereoscopic rendering on DX 11.1 (requires Windows 8.1 and compatible hardware).
  • Introduced support for OpenGL ES 3.0 on iOS devices (starting with A7 devices).
  • Graphics: Support for 3D textures in OpenGL ES 3.0.
  • Shader importing has been massively improved:
  • Shaders are imported much faster, especially complex surface shaders. Instead of compiling all shader variants for all possible platforms at import time, now the needed shader variants for needed platforms are compiled on-demand. Shader compilation results are cached under Library folder, so identical compilations happen much faster.
  • Error reporting was improved. Errors are reported on correct lines (imagine that!), and errors in .cginc files report the filename.
  • Surface shader debugging was improved. No more "#pragma debug" nonsense; just click "Show generated code" in the inspector.
  • Module Manager:
  • Introduced Module Manager with updatable platform support. iOS, Android, Windows Phone 8, Blackberry Unity add ons can be updated without downloading full editor installer. Accessed through Modules menu, next to Preferences menu.
  • Editor features:
  • New Hierarchy Window sorting - sorting of elements is now based on transform order instead of name.
  • Introduced new editor API AssetDatabase.FindAssets (string filter, string[] folders). Search the Asset Database for assets by filename, type and asset label. See documentation for more information.
  • Added Selection.assetGUIDs for getting the current selected assets in the Project Browser. It also returns the folder selection in the first column in the Project Browser (in Two Column mode) which is not part of the main selection.
  • 2D Physics features:
  • Added 2D Joint Gizmos.
  • Added new 2D physics component: WheelJoint2D.
  • Unity Remote upgrade:
  • Unity Remote 4 is our play testing solution for iOS and Android. As of Unity 4.5, there’ll be no more Wifi latency when playtesting your games on iOS devices. Plus, we’ve added support for the full range of iOS device inputs including accelerometers, gyroscopes and camera images. Unity Remote 4 is available free of charge from Google Play and the App Store.
  • Mecanim features:
  • Added CanTransitionToSelf option on AnyState Transitions.
  • Added new scripting function Animator.Rebind(). You can use this function to manually rebind the animator data set to unity when you change something in your GameObject hierarchy.
  • For humanoid rigs, in the importer, you can specify a transform node that will be used as root motion for an animation clip. The transform node will replace the automatically extracted root motion computed by Mecanim. (Pro Only).
  • Other features:
  • Scripting: Introduced DisallowMultipleComponentAttribute for disallowing multiple components of the same type being added to a single GameObject.
  • Scripting: Add UnityEngine.ISerializationCallbackReceiver interface, to get a callback right before serialisation and right after deserialization.
  • Scripting: Structs with System.Serializable attribute can now be serialized. Also, fields of AnimationCurve[] and double[] now get serialised.
  • WebPlugin: Added Enhanced Protected Mode support for Internet Explorer. Supports IE 64 bit.
  • IMPROVEMENTS:
  • 2D: Default 2D shaders now emulate premultiplied alpha. This fixes rendering in certain cases such as when rendering into a transparent render texture.
  • 2D: Padding and offset values added for grid slicing in Sprite Editor.
  • 2D: Sprite textures will not default to 16-bit on iOS anymore when editor is in 2D mode.
  • 2D: Sprite Editor works for single mode sprites.
  • 2D: Sprites now have border property (specified in pixels) that can be changed on sprite import.
  • Scripting: Rect struct now has the properties min, max, and size. This makes it easier to reuse the same code for the X and Y axis.
  • Android: Added KitKat to the list of target devices.
  • Assets management: 'optimizeGameObjects' & 'extraExposedTransformPaths' are now accessible from asset post processor.
  • Profiling: Audio profiling is improved with more relevant data and more accurate memory stats.
  • BlackBerry: bar-descriptor.xml file no longer uses deprecated xml tags.
  • BlackBerry: Keyboard types are now supported.
  • BlackBerry: Introduced GLES 3.0 support on the z30 devices.
  • Scripting: Added LayerMask.GetMask method to return a mask given multiple layer names.
  • Coroutines: StopCoroutine can now take an enumerator argument.
  • Documentation: Added docs on how to debug DirectX11 shaders with Visual Studio, look for 'SL-Debugging DirectX 11 Shaders with Visual Studio'.
  • Documentation: API history updated.
  • Documentation: Introduced new look and feel.
  • Documentation: Revived API history
  • Editor API: Expose handles preference colors in the Handles class (as read-only).
  • Editor, Standalone: WWW object can now retrieve data from servers that serve compressed content (gzip or zlib).
  • Editor: Added 'Sprite' to the type filter popup in the Project Browser.
  • Editor: Created CustomPreview attribute and ObjectPreview class. It is now possible to add extra custom preview to any inspected object.
  • Editor: Created SelectionBase attribute. When applied to a script, GameObjects with that script on will work the same as prefab roots for Scene View picking.
  • Editor: Implemented editing of Asset Labels for multiple assets at once.
  • Editor: Exposed EditorGUI.MultiFloatField and EditorGUI.MultiPropertyField.
  • Editor: Expose EditorGUIUtility.standardVerticalSpacing to make it possible for people to create standard spacing between controls (for example in PropertyDrawers) without having to hardcode the amount.
  • Editor: Improved inspector customisation with [Tooltip] and [ContextMenuItem] script attributes.
  • Editor: Overall improvement of Sprite Editor. Better handling of sprite border, holding CTRL will hide the sprite boundaries so the hidden borders can be seen, and better mouse cursor feedback.
  • Editor: Package Import Window was redesigned and now shows import items as a proper tree view.
  • Editor: Preset libraries that have default presets now have a 'Add Factory Presets To Current Library' option in the context menu.
  • Editor: PropertyDrawers are now supplemented with DecoratorDrawers, which can be used for decorative elements in the Inspector such as spacing, headers, or notes.
  • Editor: Added AnimatedValues - Simple way to have tweened UI elements in EditorGUI.
  • Editor: Implemented display of fully qualified script name in execution order inspector.
  • Graphics: Added Texture2D.EncodeToJPG.
  • Graphics: GPU Skinning on OpenGL ES 3.0 now supports at least 4096 bones per mesh on all GL ES 3.0 targets.
  • Graphics: OpenGL ES 2.0 and 3.0 maximum simultaneous texture count upgraded from 8 to 16 (where supported by the GPU).
  • Graphics: Updated videoVerticallyMirrored docs.
  • iOS: Added ability to use profiler through USB.
  • iOS: Added iOS 7.1 target selector.
  • iOS: Added iPad Air and iPad Mini Retina entries to the iPhoneGeneration enum.
  • iOS: Added missing system languages.
  • iOS: Added reporting of environment variables when launching of mono process fails.
  • iOS: Added support for render events (GL.IssuePluginEvent). Please note that you need to manually register them, as iOS do not support dynamic libraries. Check trampoline for UnityRegisterRenderingPlugin function.
  • iOS: Added Xcode 5.x splashscreen compatibility.
  • iOS: Bumped minimum version of Xcode to 5.0.
  • iOS: Did minor trampoline refactoring.
  • iOS: Rebuilt FMOD, PhysX and PLCrashReporter with -mno-thumb.
  • iOS: Implemented small CrashReporter improvements: logging to console, disabled dSYM generation for debug builds.
  • iOS: WWW implementation exposed in trampoline.
  • Linux: Query webcam for dimensions when user doesn't specify them.
  • Linux: Worked around drivers grossly underreporting video memory.
  • Mecanim: Implemented user notification when humanoid animation has animation (TQS) in between human bones.
  • Mecanim: Added finger bones to c# HumanBodyBones enum.
  • Mecanim: Animator does not spam warning messages in standalone.
  • Mecanim: Humanoid auto-configure now only use rotation information from bind pose. Translations found in bind pose were different from the ones in animation. This was causing undesired retargeting differences.
  • Mecanim: Humanoid setup and retarget console warning have been improved. Less noise and more precise information.
  • Mecanim: Optimized Animator Enable() ( 2x speed on complex controllers ).
  • OpenGL ES: Improved GL ES version selection. There is now a new Target Graphics API option "Auto" that automatically selects the best available GL ES version.
  • OS X: Enabled stack trace output when player crashes.
  • Physics: Added the following methods and properties to DistanceJoint2D: limitState, GetReactionForce() and GetReactionTorque().
  • Physics: Added the following methods and properties to HingeJoint2D: limitState, referenceAngle, jointAngle, jointSpeed, GetReactionForce(), GetReactionTorque() and GetMotorTorque().
  • Physics: Added the following methods and properties to SliderJoint2D: limitState, referenceAngle, jointTranslation, jointSpeed and GetMotorForce().
  • Physics: Added the following methods and properties to WheelJoint2D: jointTranslation, jointSpeed and GetMotorTorque().
  • Physics: Added the following methods to SpringJoint2D: GetReactionForce() and GetReactionTorque().
  • Physics: Added "RigidBody2D.simulated" property that allows control of whether a Rigidbody2D component should be simulated or not.
  • Physics: Added 2D rigid-body MovePosition and MoveRotation methods.
  • Physics: Added ability to ignore collider/collider collisions (Physics2D.IgnoreCollision).
  • Physics: Added missing Physics2D CircleCast, CircleCastAll, CircleCastNonAlloc, BoxCast, BoxCastAll & BoxCastNonAlloc.
  • Physics: Added "bounds" property (read-only) to 2D collider types.
  • Physics: Added "centerOfMass" and "worldCenterOfMass" properties (read-only) to Rigidbody2D.
  • Physics: Added "inertia" property to Rigidbody2D.
  • Physics: Added ForceMode2D type to allow selection of force to be used for "Force" or "Impulse".
  • Physics: Added GetPoint & GetRelativePoint to Rigidbody2D.
  • Physics: Added GetPointVelocity & GetRelativePointVelocity to Rigidbody2D.
  • Physics: Added GetVector & GetRelativeVector to Rigidbody2D.
  • Physics: AddForce, AddRelativeForce, AddForceAtPosition & AddTorque on Rigidbody2D now accept ForceMode2D type to match 3D physics.
  • Physics: Dragging interaction of GameObjects containing dynamic Rigidbody2D components in editor during play-mode is allowed now.
  • Physics: Do not show disabled 2D joint gizmos.
  • Physics: Exposed several Box2D properties that were previously compile-time constants.
  • Physics: PolygonCollider2D gizmo renders only the outline shape.
  • Scripting: Added GetAllCameras(Camera[]) and allCamerasCount API's
  • Scripting: Added UNITY_PRO_LICENSE define.
  • Scripting: Added GetComponentsInParent function.
  • Scripting: Added MeshUtility.SetMeshCompression and MeshUtility.GetMeshCompression to set mesh compression for Meshes generated from scripting.
  • Scripting: Improved resolution of types that inherit from types in different user assemblies.
  • Serialisation (i.e. Instantiation & Level loading) performance of MonoBehaviors is now 2x-5x faster.
  • Serialisation: Print error message when maximum recursion limit is reached.
  • Substance: Alpha channel generation can now be explicitly disabled for ProceduralMaterials in order to use runtime DXT1/ETC compression or to bake DXT1/ETC/RGB24 bitmaps.
  • Substance: Baked ProceduralTextures are now created from full RGBA32 data instead of pre-existing (and potentially already compressed) editor data.
  • Substance: Decreased memory consumption in the editor.
  • Substance: Lower peak memory footprint when generating textures for materials that were queued roughly at the same time.
  • Substance: Material thumbnails are now listed in the static preview in the same 'semantically correct' order they appear in the SubstanceImporterInspector.
  • Substance: Mipmap generation can now be disabled (the default is 'enabled').
  • Substance: Outputs tagged as "Specular" will automatically map to the _SpecTex shader property if present.
  • Substance: Outputs that are used solely as sources for other outputs's alpha channels (typically the specular output) are no longer generated separately and will not appear in the project window anymore unless they're directly assigned to a shader slot or the GenerateAllOutputs option is checked.
  • Substance: ProceduralMaterials being computed when exiting play mode are now discarded, making the transition from play mode to editor mode faster.
  • Substance: ProceduralMaterials loaded from AssetBundles can now be inspected in play mode.
  • Substance: Processing Substances in the Editor is now always multi-threaded when not in play mode.
  • Substance: Runtime PVRTC compression on iOS/Android is now faster and of higher quality.
  • Substance: Switching between graphs or instances in a SubstanceImporterInspector will no longer cause a reimport. The reimport of the modified SBSAR asset is now performed when the entire SubstanceImporterInspector is disabled.
  • Substance: The ProceduralMaterial memory budget will be increased in smaller increments on mobile targets to further lower the peak memory footprint on these platforms.
  • Windows: Unity Editor will fallback to DirectX 11 if DirectX 9 is not available, instead of showing the dialog graphics were not initialised.
  • Webplayer: Java Webplayer Installer is now updated with the latest Java security requirements.
  • Windows Phone: The preview resolution is as close as possible to what the user requested.
  • Windows Phone: Non uniformly scaled meshes use less memory.
  • Windows Phone: Webcam resolution selection is now chosen by the aspect ratio and the total area of the preview.
  • Windows Store Apps / Windows 8.1: Added support for SwapChainPanel, it will be used in XAML project files generated for Windows 8.1, you can still use SwapChainBackroundPanel if you want.
  • Windows Store Apps / Windows 8.1: Changed template code to handle application launch through protocol, basically we added OnActivated event handling in App.xaml.cs and App.xaml.cpp files.
  • Windows Store Apps / Windows Phone: Graphics related memory optimisations. Mesh and texture uploads use less memory.
  • Windows Store Apps: When building, instead of storing absolute Unity paths inside a project, they will be store in UnityCommon.props file instead, this way making it easier to share project between several PC's.
  • Windows Store Apps: *.pdb, *.ilk, *.exp for Unity libraries won't be provided in Release, Master configurations, thus reducing the exported solution size significantly.
  • Windows Store Apps: AppCallbacks::UnitySetInput() made safe for multiple invocations.
  • Windows Store Apps: ComputeBuffer.SetData will work correctly.
  • Windows Store Apps: If running other OS than Windows 8/8.1, reports it as "Unknown Windows version ()" rather than hardcoded "Windows 8"/"Windows 8.1".
  • Windows Store Apps: NativeRenderPlugin example now properly works on Windows Store Apps.
  • Windows Store Apps: Removed splash screen after the first frame is drawn.
  • Windows Store Apps: D3D applications will consume less CPU percentage thus preserving battery.
  • Windows Store Apps: System.deviceModel will return a valid value whenever possible.
  • Windows Store Apps: Unity will output used Windows SDK version in UnityPlayer.log.
  • Windows Store Apps: Unity won't spam harmless D3D warning DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET in Debug builds.
  • Windows Store Apps: Webcam support is more stable; webcams now also support MJPG streams.
  • Windows Store Apps: Windows 8.1 player will now respect CompositionScale of SwapChainPanel.
  • Windows Store Apps: You can now generate C# Assembly-Charp* projects (in BuildSettings window) which will be referenced from generated solution, allowing you to easily debug and change your scripts on the fly, the only thing to keep in mind, if you'll add/remove serialised fields in classes, you'll need to rebuild your project from Editor to compensate for changed serialised data.
  • Windows Store Apps/ Windows 8.1: SystemInfo.deviceUniqueIdentifier will return value from AdvertisingManager (http://msdn.microsoft.com/en-us/library/windows/apps/windows.system.userprofile.advertisingmanager.advertisingid.aspx)
  • Windows Store Apps/Windows Phone: MaterialPropertyBlock property setting now supported on these platforms.
  • Windows Store Apps/Windows Phone: Unity allocates fewer managed objects for its own internal bookkeeping allowing .NET garbage collector to work faster. Overall memory consumption is also reduced.
  • Windows Store Apps/Windows Phone: Added support for animated script variables .
  • Windows Store Apps/WP8: Better handling of managed objects, causes less pressure to Garbage Collection.
  • WWW: All POST requests now automatically include an x-unity-version header with the version of the Unity runtime making the request.
  • CHANGES:
  • 2D: Atlas packer DefaultPackerPolicy will now pack Sprites as rectangles unless packing tags begin with "[TIGHT]". The new TightPackerPolicy will tightly pack Sprites with a Tight Mesh unless packing tags begin with "[RECT]".
  • 2D: Sprite Packer is no longer a preview feature.
  • Android: Disabled GPU profiling on Adrenos for now, due to unstable drivers.
  • Asset Bundles: Trying to build a bundle from within an AssetPostprocessor will now throw an error.
  • BlackBerry: BuildTarget.BB10, BuildTargetGroup.BB10, and BaseClass.BB10Player have been deprecated. Please use BuildTarget.BlackBerry, BuildTargetGroup.BlackBerry and BaseClass.BlackBerryPlayer
  • Editor: Components with OnSceneGUI calls will now show up in scene view Gizmos popup.
  • Editor: Data consistency checks for objects loaded from disk are now performed on all objects before waking up the first one of them instead of interleaving the two operations.
  • Editor: Newly created projects default to DirectX 11 on Windows now (you can still make DX9 be the default in project settings).
  • Editor: Utility Editor windows no longer have 10 pixels automatically added at the top when using GUILayout.
  • Editor: Removed SpriteRenderer preview.
  • Editor: Show overlay label in Game View with actual used resolution if actual used resolution is smaller than the selected fixed resolution.
  • iOS: Added iOS7 target.
  • iOS: Refactored trampoline; extracted view handling and rendering categories from UnityAppController.
  • Mac: Rewrote Mac web cam support to use AVFoundation framework, so you can publish to the Mac App Store without using deprecated APIs.
  • Mecanim: Introduced Animator Update Mode which replaces Animator.animatePhysics. Adds the possibility to update Mecanim independently of Time.timeScale.
  • Physics: All existing joints are now derived from AnchoredJoint2D component rather than the Joint2D component.
  • Physics: Collision and trigger callbacks now occur on both the GameObject containing the 2D collider as well as the GameObject containing the 2D rigid-body.
  • Physics: Updated Box2D to v2.3.0.
  • Sprite Editor: Now an undockable utility window and can only be opened from the sprite inspector.
  • Sprite Editor: Removed 'Minimum size' from automatic slicing dialog.
  • Substance: A new 'DoNothingAndCache' loading behaviour is now available. Substances are no longer automatically generated when loaded but are still cached to non-volatile storage after the first call to RebuildTextures() / RebuildTexturesImmediately().
  • Substance: ProceduralMaterial.isCachedDataAvailable was added to check if cache data will be used for a cached ProceduralMaterial or if its outputs will have to be rebuilt. Coupled with DoNothingAndCache, this allows for interactive "installer / substance decompressors" scenes to be created.
  • Windows Store Apps / WP8: Unity won't spam warnings for incorrectly unloaded assets, unless explicitly specified.
  • Windows Store Apps: Independent Input Source is disabled again by default due to delays in Windows Update.
  • WWW: deprecated 'WWW(string url, byte[] postData, Hashtable headers)', use 'public WWW(string url, byte[] postData, Dictionary headers)' instead.
  • FIXES:
  • 2D Fixes:
  • "Custom Pivot" value field made wider to fit 8 digit numbers in Sprite Editor.
  • 2D polygon collider editor lines z position is now forced to zero.
  • Added confirmation window to grid slicing when creating large amounts of sprites in Sprite Editor.
  • Atlas texture will be correctly bundled in an atlas bundle when the bundle is created with kAssetBundleIncludeCompleteAssets flag and has a Texture with atlases Sprites as its main asset.
  • Cancelling packing won't prevent future packing attempts.
  • Correctly disable Sprite wireframe display.
  • Correctly handle initial default TextureImporter FilterMode in the DefaultSpritePackerPolicy in Sprite Packer.
  • Correctly initialise Sprite textureRect if all pixels are transparent.
  • Deselecting sprite in Sprite Packer window now works.
  • Destroying a Sprite's texture will not crash the SpriteRenderer that's using it.
  • Destroying a material array via UI will not break the Sprite inspector.
  • SpriteRenderer will not reset MaterialPropertyBlock.
  • Dropping sprite asset to hierarchy no longer changes texture of a random material.
  • Fixed light culling for scaled sprites.
  • Fixed precision errors in tight mesh generation code. It now correctly works together with PixelSnap shaders.
  • Fixed Sprite Packer issues when packing in editor automation mode.
  • Fixed Sprite Packer border generation to not sometimes write over the pixels of a nearby Sprite.
  • Handled Sprite Packer policy assembly type query failures. Fixes hangs when using 3rd party libraries such as pnunit.
  • PixelsToUnits property, when set to Infinity, will flip back to the default value of 100.
  • Prevented a false error when generating Sprites from a 1-pixel tall/wide texture.
  • Prevented sprites larger than max atlas size from participating in packing.
  • Removed a legacy assert which sometimes caused error messages during Sprite generation.
  • Reopening Unity will reopen the Sprite Packer window correctly.
  • Significantly reduced Sprite packing memory requirements.
  • Sprite editor rectangle values are now clamped properly.
  • Sprite Editor wasn't repainted when single sprite got unselected.
  • Sprite Packer policies with duplicate names will not throw exceptions.
  • Sprite Packer will not corrupt some textures when Unity is running in automation mode.
  • Sprite preview will correctly work in play mode for atlases sprites.
  • SpriteRenderer component will now correctly display an error message when a material with an incompatible shader (fixed function) is assigned.
  • Sprite-Diffuse shader now correctly uses color provided by the SpriteRenderer.
  • Sprites generated from NPOT textures when running with -nographics flag will now work correctly.
  • Sprites generated from NPOT textures will now work correctly on graphics cards where NPOT textures are not supported.
  • SpriteRenderer will now output normals and tangents if the active material require them.
  • Sprites with mipmaps can now be packed. A custom Sprite Packer policy is required to enable atlas texture mipmapping.
  • Stabilized packing to avoid cases where removing one Sprite could grow the final atlas size.
  • Undo added to the 2D Joint gizmos.
  • When determining if non-square textures can produce sprites, check the compressed format for square-requirement. NPOT PVRTC textures are not compressed and therefore are ok for generating sprites.
  • When loading an asset bundle that contains a SpriteRenderer in the editor, the sorting layer for the SpriteRenderer will not be reset to default.
  • Android Fixes:
  • Fix for JVM picking up enviers when trying to build an android apk.
  • Fix for Samsung Game Pad axis mapping.
  • Fixed "Google Android Project" export.
  • Fixed AccelerationEvent.deltaTime.
  • Fixed an issue where some devices would freeze if unity was paused.
  • Fixed an issue where some joysticks/controllers weren't given a proper name.
  • Fixed crash on ART when calling methods with no arguments.
  • Fixed crash on ART when processing input.
  • Fixed crash on cancelling a video on Kindle Fire.
  • Fixed crash on TerrainData creation.
  • Fixed crash when using Font.RequestCharactersInTexture().
  • Fixed floating point errors on Tegra2.
  • Fixed input deadlock in OUYA console.
  • Fixed keyboardType handling.
  • Fixed Native Render plugins.
  • Fixed potential crash on soft-ime close.
  • Fixed setting audio sample rate on Android
  • Fixed some issues with graphics corruption when switching quality setting.
  • Fixed texCubeGrad and texCubeLod issues.
  • Fixed the error when wrong extension function could be used on GLES 2.
  • If a joystick is disconnected it will now show up as an empty string in the GetJoystickNames() array.
  • Logging a warning if merged manifest doesn't contain MAIN activity
  • Preload thread no longer consumes battery while application is in a paused state.
  • Re-added missing init() function.
  • Fixed crash on Android 4.4.2 when running on certain Adreno GPUs.
  • Editor Fixes:
  • "Layout" button now displays the currently selected layout name.
  • 2D Transform tool rotation is now disabled when the sprite is small enough in the scene view.
  • Active scenes count properly displayed when more than 100 scenes are added to Build Settings window.
  • Added missing platform strings to OS X build post-processor.
  • Asset importer confirmation dialog text is now different when multiple files are going to be changed.
  • Call to GetWindow() with focus makes sure the window always becomes visible.
  • Cancelling the drag of multiple sprites to scene view or hierarchy no longer generates GameObject.
  • Corrected error message when adding component with mismatched class and file name
  • Creating prefab from GameObjects which contains cloth no longer crashes.
  • Do not show linear color space setting in free version (Pro only feature).
  • Dragging single or multiple sprites to hierarchy works.
  • Fit tool windows on screen when resolution changes.
  • Fix the Script Execution Order Window to only show MonoBehaviours and ScriptableObjects. And fix dragging scripts from project browser so it only allows valid scripts.
  • Fixed a crash when rendering preview images for prefabs with ClothRenderer components.
  • Fixed changes being undone when dragging assets from Windows Explorer onto Unity Editor.
  • Fixed crash when adding trees to terrain with no tree prototype defined.
  • Fixed crash when resizing array to 0 in inspector with multiple objects selected.
  • Fixed crash when script name is 32 characters or longer.
  • Fixed crash when Sprite.Create's 1st argument (Texture) is null.
  • Fixed crash when switching from "Rig" to "Model" tab in model inspector when having unapplied changes.
  • Fixed crash when switching to play mode with scene that hides transform children with HideFlags.DontSave.
  • Fixed crash when trying to import unreadable font.
  • Fixed crash when undoing a prefab revert.
  • Fixed crash when using InitializeOnLoad attribute to execute code that calls back into engine.
  • Fixed GLES emulation when running in -force-opengl mode.
  • Fixed GUILayout errors when multi-selecting audio clips
  • Fixed memory leaking when moving terrains.
  • Fixed multi-editing arrays in custom property drawers.
  • Fixed non-monobehavior classes breaking the script execution order window.
  • Fixed order of backing up/disabling/enabling scripts when reimporting.
  • Fixed Package Import Window was missing folders and had incorrect indentation
  • Fixed popup windows sometimes overlapping with the taskbar on Windows.
  • Fixed script importing error if the script contains a field whose name is ended with "guid".
  • Fixed scripts being recompiled every time a project got loaded.
  • Fixed that popup windows was not closed when using keyboard shortcut to go into playmode. This caused null-reference exceptions.
  • Fixed that popups auto closes on OSX 10.9 (Maverick) on secondary displays.
  • Fixed that the project wizard selection for 2D did not work when creating a new project from an already running Unity instance (OSX issue only).
  • GameObject are no longer moved to the root of the scene hierarchy when using Undo.RegisterFullObjectHierarchyUndo().
  • Handles no longer get stuck when dragged outside of scene view.
  • Hide "Alpha is Transparency" when no alpha channel is generated.
  • Hide GPU-skinning option in Unity free since it's a pro feature.
  • Importing very wide sprites no longer triggers an assert message.
  • Inform user about platforms with no support for Splash Screen in Player Settings window.
  • Made chinese input to not print out duplicate Western characters
  • Made it possible to undo changes made to prefab assets.
  • Make curve editor popup initially show with correct ranges when present.
  • Make PropertyField foldouts (for e.g. arrays) work together with PrefixLabel.
  • No more null ref exceptions while changing tabs in FBXImporter.
  • Obey script execution order when reloading scripts.
  • Object creation now takes priority when naming an undo group.
  • Optimize transform hierarchy from Animator context menu can now be undo’ed.
  • Pivot-to-vertex snapping works again in scene view.
  • Prefab children in the Project Browser are now sorted in transform order, to match Hierarchy sorting.
  • ProjectSettings.asset (force text) can now be upgraded correctly.
  • Remove Components from GameObjects in m_Undos list that were not registered for undo in m_Undos .
  • Reverting to prefab value can now be undone.
  • Sub assets in the Project Browser are now sorted first by type then by name.
  • Texture importer inspector failed to render after reset from context menu.
  • Throw exception when attempting to build a development version of a Linux headless player (unsupported).
  • Undoing destruction of objects in serialized files will now correctly mark the recreated objects as persistent. This fixes dataloss.
  • Unity will throw an error during build type when you have classes with same name in the project, this was causing serialization issues during runtime which was hard to track.
  • Unity won't crash when setting material properties in OnValidate function.
  • Unity won't hang when importing some of the assets on PCs with Intel HD 4000.
  • Unsupported texture types are not shown in sprite editor.
  • When trees are placed at the border of terrain now they will respect brush density setting.
  • Graphics Fixes:
  • Animating floating-point ParticleSystem properties no longer resets time whenever the property value changes.
  • Depth texture requirement removed from EdgeDetectEffectNormals image effect.
  • DirectX 11 fullscreen applications will always launch on main display now; the previous behavior was quite random.
  • Fixed _ProjectionParams.x (negative when target buffer is upside-down) not being set when rendering without a camera.
  • Fixed 3D textures in DirectX 11 where height is not the same as depth.
  • Fixed "Disabled" Depth Test interpreted as "Never" on OpenGL ES 2.0.
  • Fixed ASTC texture importing.
  • Fixed crash when destroying an active RenderTexture.
  • Fixed crash when Mesh user is registered twice.
  • Fixed crash when using Shader Forge.
  • Fixed editor crash when working with mobile targets and using DXT compressed textures.
  • Fixed error messages with image effects at some game view aspect ratios.
  • Fixed GL.Clear in some cases not clearing stencil properly on DX9 and DX11.
  • Fixed Linear color space being wrong in the editor in DirectX 11 mode.
  • Fixed occasional crash when quitting standalone player that uses DirectX 11.
  • Fixed occlusion culling data bake error.
  • Fixed Skybox rendering when using custom camera projection matrices (e.g. when doing stereo rendering like Oculus Rift).
  • Fixed TextureFormat enumeration missing a few compressed texture formats (ETC2, ASTC).
  • Fixed Umbra related false occlusion and light flickering.
  • Fixed Umbra related occlusion culling errors when camera’s near plane intersects occluding geometry.
  • Fixed Umbra related portal index error that prevents occlusion culling working properly.
  • Fixed various issues with skinned meshes on GLES 2.0.
  • OpenGL ES 3.0 (Android and iOS) fixes:
  • Fixed 2D sprite rendering.
  • Fixed crash when using cloth simulation.
  • Fixed first frame being corrupted.
  • Fixed fog rendering.
  • Fixed errors in some GLSL shaders.
  • Fixed GPU memory leak when releasing RenderTextures.
  • Fixed immediate mode rendering when GL.End is called multiple times.
  • Fixed SSAO image effect.
  • Improved reliability and correctness across wide range of supported devices.
  • Recursive rendering of camera from OnWillRender will now trigger error and return cleanly (instead of crashing in the worst case).
  • Shader fixes:
  • .cginc files with UTF8 BOM markers don't confuse shader compilers. Include files at non-ASCII paths work on Windows properly now.
  • Fixed crash if shaders have infinite (cyclic) fallback chains.
  • Fixed editor graphics emulation (e.g. "shader model 2.0") not quite working when DX11 was used.
  • Fixed GLSL translation of some global matrix initializers.
  • Fixed shader errors on some platforms (e.g. DX11) being reported as warnings in the editor. Now all errors are errors, and warnings are warnings like it should be!
  • Fixed shaders that use material-driven fixed function states (i.e. blend mode controlled from material properties) going wrong on graphics emulation level switching.
  • Improved precision of EncodeFloatRGBA function.
  • Shader.SetGlobalTexture no longer throws an exception when passed a null texture.
  • Worked around DX11 shader compiler bug with spot light soft shadows that was affecting WindowsStore/WP8 apps.
  • Shuriken: Editor handles the case where Particle System component is deleted.
  • Umbra occlusion culling now returns error if scene has vertices that make bounds very large and can cause baking to hang.
  • iOS Fixes:
  • Added workaround for iOS 7.1 slow/hanging scene loading on iPhone 4.
  • Fixed case when empty app was using 100% of CPU.
  • Fixed case when iOS application can not be built when the "Google Android Project" check-box is enabled.
  • Fixed handling of on screen keyboard input field.
  • Fixed iOS submission (missing icons) issue.
  • Fixed issues in RenderTexture (FBO) management.
  • Fixed mono AOT issue when calls are made via interface.
  • Fixed mscorlib support.
  • Fixed OpenGL ES context creation to adhere to Apple guidelines (should fix crashes on startup on context creation).
  • Fixed rendering issue (black screen) when non-native resolution was used.
  • Fixed Screen.orientation returning wrong values after you enabled previously disabled orientation that device currently has.
  • Fixed second stage iOS splashscreen issue.
  • Fixed Simulator build.
  • Fixed touch updating logic for Unity Remote.
  • Fixed unknown device type detection.
  • Fixed use of Advertising Identifier.
  • Fixed webcam on iOS 6.0 and later.
  • Fixed Windows crosscompiler crash with --debug.
  • Fixed WWW leak.
  • Fixed WWW.audio and WWW.assetBundle loading.
  • Updated XCode plugin to work with XCode 5.1 (build and run should work).
  • Warn user before deleting build target folder contents.
  • WWW will not accept self signed certificates by default anymore.
  • Mecanim Fixes:
  • Fixed crash when Animator are disabled by other Animator during events.
  • Fixed crash when disabling GameObject during an Event.
  • Fixed animation not correctly producing transform changed messages.
  • Fixed AnimationClip.Length always returning 1 for all player.
  • Fixed animator causing issues with Collision contacts.
  • Fixed backward compatibility issue for WebPlayer. Mesh deformation for Game using Mesh.Combine were not working anymore with Animator Component.
  • Fixed bad dependency tracking of PPtr animations in AssetBundles.
  • Fixed character having double translation when interrupting a transition from an empty state.
  • Fixed crash in animation when changing bindings on some platforms.
  • Fixed crash in standalone when using HumanTrait.BoneName.
  • Fixed crash when building level with an AnimationClip for sprites referenced by more than one controller.
  • Fixed crash when playing an animation that ends with an animation event when an object is inactive.
  • Fixed crash when previewing disabled object.
  • Fixed crash when trying to undo layer deletion.
  • Fixed crash when undoing layer creation.
  • Fixed crash when using Animator.GetBoneTransform() on an Animator without an Avatar.
  • Fixed crash when you drag and drop an animation clip on a Game Object.
  • Fixed crash with corrupted controller.
  • Fixed crash with invalid BlendTree parameters.
  • Fixed invalid parameter when adding a BlendTree child to a BlendTree.
  • Fixed Lag causes avatar not to reach MatchPosition.
  • Fixed memory leaks.
  • Fixed NullReference exception when adding transitions in play mode.
  • Fixed NullReference exception when opening Animator Window.
  • Fixed Trigger parameter not reseting correctly for transition with a duration of 0 second.
  • Fixed undo of added BlendTree child.
  • Fixed undo of added Layer.
  • Fixed undo of changes done in the Avatar mapping tool using the body image.
  • Fixed update of transition so that 0 duration transitions are evaluated correctly.
  • Makes events be triggered when passed over in a transition.
  • Wrote docs for Motion - base class for AnimationClip and BlendTree.
  • Fixed scale not being applied in Transition previewer.
  • Physics Fixes:
  • 2D rigid-bodies now update their positions as well as perform interpolation/extrapolation in the correct order based upon their depth in a transform hierarchy.
  • 2D rigid-body rotational inertia no longer scales with collider size but rather with the rigid-body mass.
  • Allow static/kinematic collisions and triggers to occur.
  • Box2D sub-stepping can cause missed Exit callbacks under certain conditions.
  • Can now set the Rigidbody2D rotational inertia.
  • Changing the GameObject layer should cause existing 2D collisions to be re-evaluated.
  • Child 2D rigid-body that is either Sleeping or Kinematic now follows any parent 2D rigid-body.
  • Clamp 2D rigid-body position/rotation to realistic bounds to stop numeric overflow.
  • Collision normal and other information not updated during OnCollisionStay2D callbacks.
  • Collision reports for 2D colliders can result in an "Exit" callback without an "Enter" callback.
  • Collision/Trigger callbacks are maintained correctly during processes that force Box2D to regenerate collider shapes.
  • Disabled Polygon Collider Editor when the component is not enabled.
  • Do not create 2D joint if either the object the joint is on or the connected object is inactive.
  • Don't send 2D physics callbacks if respective rigid-bodies are asleep.
  • Exposed a flag to enable collisions between rigid bodies connected with any type of joints.
  • Fixed 2D collider gizmo not rendering in expected position.
  • Fixed child Collider2D position when rotated under negative scale.
  • Fixed cloth simulation after re-activation.
  • Fixed crash caused by three or more collinear vertices used in a PolygonCollider2D.
  • Fixed crash when removing a 2D rigid-body that is currently reporting collisions or triggers.
  • Fixed crash when sphere casting to a mesh collider with less than 9 triangles on win64 target.
  • Fixed DistanceJoint2D incorrectly controling maximum distance only.
  • Fixed issue where changing the scale of a Collider2D during a collision callback could result in a duplicate callback being made.
  • Fixed issue where compound hierarchies of Collider2D would not correctly rotate.
  • Fixed problem in Box2D where joints can cause infinities in static body state when solving position constraints. This would persist even when exiting play mode due to the static ground-body being used.
  • Increased the range for JointAngleLimits2D so that angle limits can extend beyond a single rotation.
  • Made the default of 2D rigid-body center-of-mass to the rigid-body origin.
  • Physics2D.OverlapCircle() and Physics2D.OverlapArea() now check all edges on EdgeCollider2D.
  • Removing RigidBody2D in play mode incorrectly disables any attached 2D colliders.
  • The Editor reports modifications on "Physics2DSettings.asset".
  • Update HingeJoint2D and SliderJoint2D angle/reference angle when joint is forcibly modified via direct transform change.
  • When changing 2D collider trigger state, existing contacts will now be changed to match that state.
  • Can now add multiple 2D slider joints.
  • Fixed excessive cloth self collision simulation which rendered some games practically unplayable.
  • Other Fixes:
  • AI: Fixed a crash when trying to draw uninitialized path node debug info.
  • AI: Fixed erroneous rendering of agent debug info when navmesh uses height mesh, or when navmesh window is not visible.
  • AI: Fixed NavMeshAgent.Move sometimes undershooting terrain.
  • AI: Fixed OffMeshLinks trying to remap every frame when auto-updating was disabled.
  • AI: Fixed problem where agents would not use height-mesh when stopping at a carved boundary.
  • AI: Fixed problem where any change in rotation or scale would trigger re-carving regardless of specified move-threshold.
  • Animation: Animation Event popup no longer freezes for events of deleted scripts.
  • Animation: Fixed a crash when adding, at runtime, pre-4.3 asset bundles containing animations.
  • Animation: Optimize option is disabled from Animator context menu when it's missing an avatar.
  • Asset Bundles: Fixed script compatibility errors when loading asset bundles built in from a different project.
  • Asset Import: Modified directories no longer force their entire contents to be re-imported. Also fixes the issue of the cache server being spammed with requests that have no hashes.
  • Assets Management: Fix null callback call in coroutine invocation.
  • Audio: Fixed "Bypass Effects" on AudioSource which caused AudioSources to be muted when initialized with the flag set.
  • Audio: Fixed "m_PausedSources.empty()" error when resuming game.
  • BlackBerry: Added "Run in Background" checkbox to player settings user interface.
  • BlackBerry: Microphone is now supported.
  • BlackBerry: Password fields will no longer lose text if the user deselects the field and then reselects it.
  • BlackBerry: Screen.sleepTimeout is now supported.
  • BlackBerry: Spaces are now supported in bar file name.
  • BlackBerry: The following typefaces are now supported: Chinese simplified, Japanese, Thai, Arabic, Indic, Hindi.
  • Build Pipeline: Icons are now applied before post-processing scripts are called.
  • Debugger: Don't hang when debugger evaluation triggers an exception.
  • Documentation: "Switch to component" button in Scripting Reference.
  • Documentation: Correctly expanding left side tree in Scripting Reference.
  • Documentation: Fixed many customer-reported bugs.
  • Documentation: Fixed bug which caused UnityEditor to be excluded from Scripting Reference.
  • Documentation: Improved display of generic classes and functions.
  • Documentation: Re-introduced API History in scripting reference docs.
  • Documentation: Showing name of current class/member in page title.
  • Documentation: Switching between C# and JS for sample code in Scripting API on IE11 has been fixed.
  • Events: Fixed OnMouseExit not being called properly.
  • IMGUI: Don't send OnMouseDown event for last used object when clicking IMGUI elements.
  • IMGUI: Fixed bug in GUI.ScrollTowards / GUI.ScrollTo that caused it to think it needed scrolling when it didn't. This also fixes a bug in the Highlighter API where a highlight would fail without warning for certain ScrollViews.
  • Input: Fixed touch tracing stuck to last game object.
  • Installers: DisplayVersion not set correctly by Windows installers.
  • Licence system: Re-enabled license logging in editor.log.
  • License system: Removed support for old PACE license files.
  • Mac OS X Standalone: Fix asserts when going in or out of fullscreen mode.
  • Mac OS X Standalone: Fix GetAllNetworkInterfaces.
  • Mac OS X Standalone: Fixed KeyUp events being registered for Command-Key combinations.
  • Mac OS X Standalone: Fixed mouse coordinates when requesting a window larger than the screen.
  • Mac OS X Standalone: Fixed position of IME candidate window in fullscreen mode.
  • Mac OS X Standalone: Joysticks now work in 64 bit builds.
  • Mac OS X Standalone: Screen Selector dialog can now show more than six quality settings.
  • Profiler: Fixed "autoconnect profiler" not working.
  • Scripting: Disallow invalid scripts in execution order UI.
  • Scripting: Fixed crash when disabling from constructor.
  • Scripting: Fixed crash when inspecting SerializedProperty.displayName.
  • Scripting: Fixed crash when passing null to Undo.RecordObject.
  • Scripting: Fixed crash when project contains mixed-mode assemblies.
  • Scripting: Fixed crash when unloading a domain with multiple threads.
  • Scripting: Fixed namespace detection for MonoBehaviors containing methods with default parameters.
  • Scripting: Fixed player build when unqualified class names collide.
  • Scripting: Fixed Resources.FindObjectsOfTypeAll sometimes returning objects of incorrect types.
  • Scripting: Only add the component if the required components are not conflicting with the existing ones.
  • Scripting: Undo/Redo of FullHierarchyUndo works now.
  • Serialization: Fixed crash on type load error.
  • Substance: Cache files for GenerateAndCache / DoNothingAndCache are no longer backuped to iCloud and should no longer cause AppStore rejection.
  • Substance: Color specular maps are now correctly generated, and the proper specular alpha channel is now used when the specular map is used as the alpha source for another ProceduralTexture. This might change the way some metallic materials are rendered.
  • Substance: Fixed a rare bug of DXT1 normal maps being used on Windows instead of DXT5.
  • Substance: Fixed a serialization bug which would cause webplayers to crash with newly built content.
  • Substance: Fixed crash when importing a Substance with usage-less outputs.
  • Substance: Fixed error message being displayed when serializing an uninitialized boolean.
  • Substance: Fixed some rare editor crashes.
  • Substance: If no input was modified, RebuildTextures() no longer causes ProceduralTextures that were read from cache to be re-computed from scratch.
  • Substance: If present, the component names of vector inputs are now properly displayed in the inspector instead of the default x, y, z, w.
  • Substance: Mipmap selector in the Texture preview now works on ProceduralTextures.
  • Substance: Non-default assignments of Substance outputs to shader properties are now correctly serialized and should no longer be reset when reimporting Substance materials.
  • Substance: Normal maps will no longer invert or bake incorrectly when being reimported after switching between desktop/web and mobile build targets.
  • Substance: ProceduralMaterial.ClearCache() now releases more memory than before when using image inputs.
  • Substance: ProceduralMaterial.ClearCache() now works correctly when queuing ClearCache() requests for multiple materials.
  • Substance: ProceduralMaterials are now always imported after shaders and should no longer lose their shader assignment.
  • Substance: Undo/Redo operations now behave as expected in the ProceduralMaterial and SubstanceImporter inspectors.
  • Substances: Rebuilt substance textures don't obey sRGB encoding.
  • Terrain: Accessing to a destroyed terrain will not crash Unity any more.
  • Terrain: Established minimum size for all terrain wizards.
  • Terrain: Fixed crash in some cases where trees are manipulated if an invalid prototype is present.
  • Terrain: Fixed crashes on certain platforms
  • Terrain: Fixed terrain properties not being saved if they are edited in inspector debug mode.
  • Terrain: Fixed trees bending to wrong wind direction if trees are rotated.
  • Terrain: Mark TerrainData dirty after PhysicMaterial set for Heightmap.
  • Terrain: Object creation can now be undone.
  • Terrain: Removed unwanted message saying "A tree couldn't be loaded because the prefab is missing" when importing a project.
  • Version Control: Delete folders when the .meta file is deleted as part of a sync.
  • Version Control: Encrypt version control credentials before saving to file.
  • Version Control: Fix errors from too long vcs messages.
  • Version Control: Fix missing unlock command in pending window context meny for assets.
  • Version Control: Fix not being able to get incoming file if you had previously added the same file at the same time as remote and just before syncing deleted the asset.
  • Version Control: Fix script execution order inspector grayed out and meta files not modified with order info when applying.
  • Webplayer: OSX installs should no longer encounter update problems when installed via user accounts with unusual permissions.
  • Webplayer: OSX versions prior to 10.9 can again run Unity games built with Unity 2.x.
  • Webplayer: Several security holes have been closed.
  • Webplayer: Webplayer now requests and requires crossdomain.xml authorization for HTTP redirects to URLs on different servers/ports.
  • WebPlugin: Fixed UnityObject JS param options not working with IE.
  • WebPlugin: Updater does not need to self elevate if the plugin is installed in LocalLow.
  • WWW: Editor and standalone players now correctly set the Accept-Encoding header to 'identity' when transmitting HTTP requests.
  • WWW: Fixed “bad file length” errors when loading scene bundle in editor or web player.
  • WWW: Fixed CRC tests for downloads of uncompressed AssetBundles to the Cache.
  • WWW: Fixed the race condition when the task was destroyed before the outstanding continuations were properly completed.
  • WWW: Several fixes to prevent XSS and header-forgery attacks.

New in Unity 4.3.4 (Jan 31, 2014)

  • Improvement:
  • Editor: Improved OS X Mavericks performance in the editor. Works around freezes and sluggish performance on some Mac configurations due to OpenGL driver issues
  • Fixes:
  • iOS: Fixed case when big WWW downloads were silently failing

New in Unity 4.3.3 (Jan 20, 2014)

  • Feature:
  • Windows Store Apps/Windows Phone: added implementation for some .NET classes, missing on these platforms, including XmlDocument, XmlTextReader, XmlTextWriter and some collection classes (detailed list in documentation section "Missing .NET Types" for either of two platforms)
  • Windows Store Apps: Add UnityEngine.WSA.Launcher class, it can be used for opening external files or uri.
  • Change:
  • iOS: WWW class implementation extracted to trampoline. Now it allows tweaking of self-signed certificate acceptance.
  • Web Player: Add 360 game box support in the web plugin.
  • Windows Store Apps/Windows 8.1: Independent Input Source and Low Latency Frame API are now disabled by default, you can enable them via Player Settings.
  • Improvement:
  • Windows Store Apps/Windows 8.1: SwapChainPanel is now supported, you can set via appCallbacks.SetSwapChainPanel
  • Windows Store Apps/WP8: When unloading unused assets, Unity will output asset names, which are still being used, but are not strongly referenced. That should help identifying problems, where some prefabs are being unloaded.
  • Windows Store Apps: Add "Unprocessed plugins" option in PlayerSettings, so you can specify plugin names, which shouldn't be processed, simply specify plugin file name, for ex., MyPlugin.dll. This should help workaround problems where Unity fails to preprocess an assembly, but actually doesn't need to do it.
  • Windows Store Apps: Added additional defines for scripts: UNITY_METRO_8_0 - when building against Windows SDK 8.0, UNITY_METRO_8_1 - when building against Windows SDK 8.1
  • Windows Store Apps: If you have different plugins for Windows 8 and Windows 8.1, you can place them accordingly to Assets\Plugins\Metro\Win80, Assets\Plugins\Metro\Win81, Unity will pick appropriate directory depending on the selected SDK.
  • WP8: Emulate DX11 level 9.3 graphics in editor to have features similar to actual device
  • Fixes:
  • 2D: Correctly initialise Sprite textureRect if all pixels are transparent.
  • 2D: Fixed broken sprite mesh generation in certain cases.
  • 2D: Fixed SpriteRenderer inspector memory leak.
  • Allowing user to re-activate Unity when upgrading from Windows 8 to Windows 8.1
  • Android: added fallback to 24/32bit display buffer when 16bit display buffer is selected but not supported by the device.
  • Android: fixed a crash due to threads still being attached to dvm when exited.
  • Android: Fixed an issue where loading native libraries from custom threads would fail
  • Android: fixed an issue where the application would suddenly quit on some Snapdragon devices.
  • Android: fixed an issue where touches where sometimes offset by the height of the status bar.
  • Android: fixed Application.systemLanguage.
  • Android: fixed issues when the input was processed in cases it shouldn't
  • Android: fixed mali crash
  • Android: fixed orientation attribute for proxy and java activities.
  • Android: fixed splash screen fit/fill.
  • Android: fixed the bug when cache cleaning didn't work properly
  • Android: fixed the bug when creating an output directory with the name of target .apk lead to build failure
  • Android: force remove any selection before closing the onscreen keyboard.
  • Android: proxy activity will now activate the native activity.
  • Animation Window: Scene selection sync with animation window no longer jumps around when clip changes
  • Editor: Editor.log should no longer be locked by adb.exe on windows.
  • Editor: Fix 'Keys' pane in Preferences showing light background in dark skin
  • Editor: Fixed importing prefab with Cloth
  • Editor: Generating Previews for Main Asset on the Asset Store Tools is working again for non PRO licenses
  • Editor: Quitting the editor should no longer be blocked by adb.exe on windows.
  • Graphics: Fixed crash when calling LineRenderer.Render() outside of a camera render.
  • Graphics: Fixed crash when using a GrabPass shader with Graphics.DrawTexture().
  • Graphics: Fixed textures in MaterialPropertyBlock sampling the wrong mipmap on some platforms.
  • Input: Bumped the number of available joystick axis to twenty.
  • iOS: Fixed crash when cancelling WWW download
  • iOS: Fixed crash while dictating for IMGUI input field
  • iOS: Fixed iPad Air & iPad Mini Retina detection
  • iOS: Fixed unknown device type detection
  • Mac OS X Standalone: Fix accidental inclusion of unneeded files, resulting in wasted disk space for each player build.
  • Mecanim: Animator State progress bar were broken
  • Mecanim: Fix backward compatibility issue with animation imported in 4.2 and then imported in 4.3, we did change the default behaviour between those two version on how transform animation are imported
  • Mecanim: Fixed problem with Additive Layers. Only Lopped clip were working correctly
  • Mecanim: Fixed problem with Additive Layers. Weird interpolation when total blend weight was smaller then 100%
  • Mecanim: Fixed problem with editing Additional Curves when Preview window is closed
  • Mecanim: Fixed Crash when importing a project with sync layer in Unity Basic
  • Mecanim: Fixes BlendTree being reset when viewing their Graph in LiveLink.
  • Mecanim: Fixes humanoid layers that has empty states.
  • Mecanim: Various fix to API documentation: Play, Crossfade, SetTrigger and AnimatorControllerOverride
  • Meshes: Fixed crash with blend shapes that are morphing vertices not used in the mesh's geometry.
  • mobile: Fixed fog patching, to make sure we play good with preprocessor
  • NavMesh: fixed an issue where a disabled OffMeshLink would not re-enable on "Activated" check-box in editor
  • NavMesh: fixed an issue where stopped NavMeshAgent would start moving on carved NavMesh
  • NavMesh: fixed regression for crash when changing updatePosition on a NavMeshAgent not attached to a NavMesh.
  • NavMesh: fixed regression where NavMeshAgents with slow speeds would sometimes get stuck when moving around corners
  • Physics: Rigidbody2D rotation updates sometimes causing invalid local local rotations when placed in a deep hierarchy.
  • Physics: Unity crashes when rotating a complex PolygonCollider2D component.
  • Shaders: Fixed building shaders from Editor with -nographics option in batch mode.
  • Shaders: Fixed GLSL shaders messing up Mac Editor windows for one frame once in a blue moon.
  • Shaders: Fixed material.SetFloat, SetColor etc. performance issue in Editor (it was getting slower as more unique shader property names appeared).
  • Shuriken: Fixed some particle systems incorrectly pre warming when being reactivated.
  • Substances: Fixed Substance cache files being included in iCloud backups; could cause apps to be rejected on the App Store.
  • UnityObject: Fixing Internet Explorer detection, when plugin missing.
  • Windows Editor: Fixed a rare crash on toggling Direct3D 11 mode.
  • Windows Phone: UnityScript support fixes
  • Windows Player: Fixed memory use regression for static batches and non-read/writable meshes in 4.3.
  • Windows Store Apps/WP8 : AnimcationClip.SetCurve will work correctly now.
  • Windows Store Apps/WP8: Fall back to Clamp texture wrap setting for non-power of two size textures
  • Windows Store Apps/WP8: fixed ReferenceReWriter crash when project is being built, an unavailable API is used somewhere in user scripts/plugins and a method with a same name but no parameters is available.
  • Windows Store Apps/WP8: When compiling C#, JS or Boo files, Unity will not reference assemblies from other platform folders, for ex., assemblies from Assets\Plugins\iOS will not be used. This should fix the issue where Unity creates assemblies with references to other platforms.
  • Windows Store Apps: Blind fix for a rare crash when profiler tries to connect and there's an error in the Network.
  • Windows Store Apps: Check for DX debug support, fixes crash on Windows 8.1 using 8.0 debug player
  • Windows Store Apps: Debug, Release configuration won't crash when trying to connect to profiler, when no network adapters are available or some other fatal network error.
  • Windows Store Apps: Fix fixed function shaders not working under level 9.1 emulation in editor
  • Windows Store Apps: Fix mouse delta when cursor is hidden (was incorrect on some devices)
  • Windows Store Apps: Fix serialisation bug when you have fields wrapped with UNITY_EDITOR define.
  • Windows Store Apps: Fix several crashes in live tiles API
  • Windows Store Apps: Fixed a rare hang, when resizing window and calling InvokeOnAppThread with sync.
  • Windows Store Apps: Mouse and touch positions should be reported correctly on devices like Surface Pro (Windows 8.0 & Windows 8.1), with and without Independent Input Source enabled.
  • Windows Store Apps: When changing window size, rendering won't get corrupted.
  • WP8: Fixed player crash when ID_CAP_IDENTITY_DEVICE capability is disabled from application manifest.
  • WP8: Rotate skybox and non-pixel correct GUIText to screen orientation

New in Unity 4.3.2 (Dec 19, 2013)

  • 2D:
  • Added a new asset type: Sprite
  • Sprite is defined by a Texture2D, rectangle and a pivot point.
  • Sprite has an internal mesh generated based on pixel alpha values, PRO only feature.
  • Sprite supports vertex snapping (V)
  • Added Sprite under the "GameObject/Create Other/" menu.
  • Sprite Mode added to TextureImporter
  • Single Sprite option will generate one Sprite using the entire texture.
  • Pixels to Units defines the mesh size of the Sprite to 1 / value.
  • Pivot property defines sprites center point.
  • Manual option allows custom Sprite definitions.
  • Sprite Editor button opens new window for editing sprites: Add / Delete sprites manually; Automatic and Grid based slicing; Change sprite names.
  • Extrude Edges property added to Advanced mode. It can be used to extrude the internal sprite mesh edges if needed for custom texture-space effects.
  • Mesh Type property added to Advanced mode. It can be used to change the type of mesh generated: Full Rect or Tight (PRO only feature).
  • Added a new renderer component: SpriteRenderer
  • Renders one Sprite.
  • Does not requires a material to have _MainTex texture set.
  • Uses Material Property Blocks to patch _MainTex with the correct (original or atlased) texture for the active Sprite.
  • Supports dynamic batching with non-uniform scaling.
  • Color property sets the vertex color.
  • If no material is specified, Sprites/Default material (alpha-blended) is used.
  • Added 2D mode button to scene view
  • Scene view axis widget is hidden on 2D mode
  • Scene view locks to the XY plane.
  • Move tool changes to a dedicated 2D tool with familiar functionality.
  • Move tool have special Keyboard modifiers
  • Picking is now alpha-based.
  • Dragging a sprite to the scene will create a new GameObject with a SpriteRenderer.
  • Dragging multiple sprites to scene will create a new GameObject with a SpriteRenderer and sprite animation.
  • Sprite Packing (Atlasing), PRO only feature
  • Atlas is defined by changing the PackingTag property in texture importer.
  • Packing is based on the generated mesh.
  • Packing will respect texture import settings and will only pack textures together if format, usage mode, color mode, compression quality, filter mode and mip-map settings match.
  • Window/Sprite Packer menu option opens a new window for inspecting the automatically generated sprite atlases.
  • Decision of which sprites to place into which atlases can be fully customized by implementing a custom sprite packer policy (UnityEditor.Sprites.IPackerPolicy).
  • Packing is completely transparent to the user, works in Play mode and is compatible with asset bundles.
  • Integrated Box2D physics engine and a set of 2D physics components
  • Rigid-body component (RigidBody2D) supporting static/kinematic/dynamic body, mass, linear/angular velocities, drag and auto-sleeping, and fixed-angle constraint.
  • Circle collider (CircleCollider2D) supporting a centroid and radius.
  • Box collider (BoxCollider2D) supporting a centroid and a size.
  • Polygon collider (PolygonCollider2D) supporting an arbitrary set of polygons. It can be initialized to the shape of a sprite by dragging the sprite onto the component.
  • Distance joint (DistanceJoint2D) supporting a hard maximum distance between rigid-bodies.
  • Hinge joint (HingeJoint2D) supporting linear and angular limits and motor drive.
  • Slider joint (SliderJoint2D) supporting an axis constraint, linear limits and motor drive.
  • Spring joint (SpringJoint2D) supporting a soft (spring) distance between rigid-bodies.
  • Added a new physics material PhysicsMaterial2D to share friction and bounciness including default material support.
  • Added a 2D physics manager to contain scene settings such as gravity etc.
  • Added spatial queries in Physics2D scripting class for line and ray-casting and geometry overlap checks.
  • Added both trigger and collision callbacks for 2D colliders including collision points and normal.
  • Added 2D physics profiling information to the profiler.
  • Editor: Hold down shift to quickly modify 2D colliders.
  • Animation Features:
  • New Animation Window has arrived
  • Heavily influenced by the standard "dope sheets".
  • Only animated properties are shown in the property view (left side of the window).
  • Sprite animation is possible by animating the SpriteRendrerer component.
  • Sprites are shown in the dopesheet when SpriteRenderer is unfolded from the left side property view.
  • 'Add Curve' menu added. Shows all properties that can be animated on selected GameObject.
  • Animation Window now supports Mecanim. Animations can be added to the animator controller from the Animation window. Animations can be modified in the AnimationWindow too.
  • Added 'Curves' button to menu bar. Changes between dopesheet and curve editor. 'C' key assigned for keyboard shortcut
  • Added 'Samples' field to menu bar. Changes clip sample value per second.
  • Added toggle field for animating boolean properties. Created boolean curves use 'Constant' as default key tangent.
  • 'F' will focus on whole clip, or shown curves, if nothing is selected
  • Mecanim improvements
  • Add a new option "Optimize Game Objects" in ModelImporter inspector. In short, this makes character rigs much faster.
  • When turned on, the game object transform hierarchy of the imported character will be removed and is instead stored in the Avatar and Animator component.
  • The SkinnedMeshRenderers of the character will then directly use the Mecanim internal skeleton, so that we can get rid of all the Transforms which used to be there, representing all the bones.
  • This option will improve the performance of the animated characters. It is recommended to turn it on for the final product. In optimized mode skinned mesh matrix extraction is also multithreaded.
  • When "Optimize Game Objects" is turned on, the user can specify a list of "Extra Transforms to Expose" in ModelImporter inspector. For example, if you want to attach a sword to the right hand, this acts as a mount point. The exposed transform is flattened in the game object hierarchy, even though it might be somewhere deep in skeleton hierarchy.
  • Mecanim supports animating any property including blend shapes properties, camera properties, script float properties, lights and most other float properties on components.
  • Support for events! Events are created in the animation window for writable Animation Clips attach to an Animator. Can also add AnimationEvents directly in the animation importer.
  • Various performance optimizations, especially in regards to generic mode.
  • Added Animator.Play and Animator.CrossFade scripting functions. These functions allow you at runtime to transition to any state in your controller.
  • Added AnimatorOverrideController, an AnimatorOverrideController allow you to override any clip from a controller with another one.
  • Loop time vs Loop pose, When an animation clip is already looping, no need to activate Loop Pose, Loop Time will make clip looping without modifying the pose.
  • Trigger parameter, a trigger is a boolean parameter that is reset by the controller when consumed by a transition.
  • Editor Features:
  • Editor Controls Overhaul
  • LookLikeControls and LookLikeInspector have been replaced with a single unified look.
  • New look has consistent styles, indentation and layout.
  • Keyboard navigation now works for all components and is improved for sliders and object fields.
  • The Inspector has a new Wide Mode that places controls in a more neatly aligned and vertically compact way.
  • Easier to write Editor GUI with consistent alignment.
  • Relevant new API:
  • EditorGUIUtility.labelWidth and EditorGUIUtility.fieldWidth replaces the parameters in the now obsolete EditorGUIUtility.LookLikeControls function.
  • EditorGUI.PrefixLabel has a new overload that doesn't need an id parameter.
  • EditorGUILayout.GetControlRect is the best way to get a Rect for a standard sized Editor control.
  • Other Editor Features
  • Unity now ships with a brand new MonoDevelop 4.0.1!
  • Ability to build iOS target in Windows! It's still necessary to compile resulting Xcode project on a Mac.
  • Added global SortingLayers (see Tags & Layers window). Every Renderer can specify a layer and an in-layer order value for explicit ordering using. SpriteRenderer inspector exposes the two properties.
  • Layer locking for scene view. The layers dropdown in editor toolbar controls visibility or locking of layers (and locking of the new Sorting Layers). Locked layers are visible, but aren't pickable in the scene view.
  • Undo has been optimized for large scenes. Full scene undo support has been removed, all undo operations save only the necessary objects. SnapshotUndo support has been deprecated, instead Undo.RecordObject is to be used for all property modifications. Undo API has been revamped to make it clearer what functions should be used now.
  • Added a "Default behavior" property to Editor Properties to control default texture import behavior and default scene view mode.
  • Added an option to the new project wizard to select default editor behavior (2D/3D).
  • BuildPipeline methods now have parameters to output CRC checksums of generated AssetBundles.
  • New Highlighter editor API for highlighting elements in the editor. Useful for in-editor tutorials and similar.
  • Asset Pipeline: Only new assets or assets where the actual content has change will get imported. Changing the time stamp of an asset will no longer cause a reimport.
  • Asset Pipeline: .meta files are now always turned on. From Project Settings -> Editor you can choose to hide them if you are not using version control.
  • Added ability to specify external script editor's args, including file and line info. (Windows editor only).
  • Graphics Features:
  • Blendshapes
  • Unity now supports blendshapes (also known as "morph targets").
  • You can drive the blendshapes using name based binding from Mecanim or legacy animation system.
  • Blendshape curves are imported from FBX files, but you can also record them in the animation window.
  • Culling in Unity has been rewritten
  • Now it's much faster across the board. Umbra occlusion culling is used to cull away point lights that don't contribute to the final image; and to drastically reduce number of shadow casters from directional lights.
  • Umbra: Incremental baking of occlusion culling data.
  • Umbra: Portal culling occluder rasterization has been greatly optimized.
  • Umbra: PVS culling has been removed. Occluder rasterization is always used because PVS often gave to inaccurate results and bake times were huge.
  • Umbra: Directional shadow caster occlusion culling drastically reduces the amount of directional shadow casting objects to be rendered.
  • Umbra: Point light occlusion culling and connectivity tests are used to remove local lights that do not contribute to the final image.
  • Vertex point lights that are outside of the frustum are faded out with the range of the light.
  • General culling performance optimizations, by optimizing data layout, code optimizations etc.
  • Other graphics features
  • Deferred: A number of light rendering optimizations for deferred rendering, making the light pass faster. Side effect is that only up to 4 bits of the stencil buffer are left available, instead of up to 5.
  • Render Texture improvements:
  • Added Camera.SetTargetBuffers for multiple render target (MRT) support.
  • Ability to render into a specified mip level of a RenderTexture. Create a mipmapped RT, turn off automatic mip generation with RenderTexture. generateMips=false; and use new Graphics.SetRenderTarget overloads to specify mip level to render into.
  • Ability to render into a speficied cubemap RenderTexture face; new overload in Graphics.SetRenderTarget. Added SystemInfo.supportsRenderToCubemap.
  • Graphics: Added Mesh.UploadMeshData, to trigger VBO creation and possibly system-side copy unload.
  • MaterialPropertyBlock got improved:
  • Added Renderer.GetPropertyBlock, and MaterialPropertyBlock GetVector,GetFloat etc. functions.
  • MaterialPropertyBlocks can have texture properties now.
  • Objects with custom material property blocks (renderer.SetPropertyBlock) can be batched now, if their properties are the same.
  • Terrain: Optimized terrain rendering and reduced memory usage.
  • Android: Enabled multi-threaded rendering on OpenGL ES 2.0 and 3.0. This takes advantage of asynchronous multiprocessing architectures like Qualcomm Snapdragon CPUs and enables more efficient rendering of both OpenGLES 2.0 and 3.0, both currently supported on Adreno GPUs.
  • Android: ASTC (Adaptive Scalable Texture Compression) format support.
  • Improved system memory usage of statically batched geometry.
  • It is now possible to set the fade time on flares. This changes how fast a flare will fade in or out when appearing or disappearing from the screen.
  • Added Texture2D.LoadRawTextureData for loading already-made (e.g. DXT/PVRTC compressed) raw data.
  • Allow for overriding Hidden/Internal-Flare, Hidden/Internal-Halo and Hidden/Internal-CombineDepthNormals shaders.
  • Added Max Particles script binding to Shuriken particle systems.
  • Dynamic batching support for point, line, and quad mesh topologies.
  • Added support for some DirectX 11.1 features (low precision shader variables, UAVs in all shader stages, logical blending operations etc.); note this works on DX11.1 runtime only (Windows 8 and up).
  • Exposed Light.cookieSize to scripts.
  • Shader related features
  • Material.renderQueue is serialized now. You can change it from custom inspector or script, and it will be saved.
  • Most of fixed function states (like blend, cull, depth test, stencil modes; polygon offsets etc.) can be driven by material parameters now. For example "Blend [MySrcBlend] [_MyDstBlend]", with _MySrcBlend and _MyDstBlend being float variables. See enums in UnityEngine.Rendering for the mode values. _Note: in this alpha, global shader properties can't drive be used for this.
  • MaterialPropertyDrawers, just like property drawers, but for shaders and material inspectors! e.g. you can do [MaterialToggle(FANCY_ON)] before a float shader property, and this will display it as a checkbox; and will enable FANCY_ON keyword when checked.
  • Added "by property ID" functions to set/get material properties; use Shader.PropertyToID to compute ID just once. No need to pass strings all the time.
  • By enabling SceneFX in the scene view materials in the viewport will update as they would at runtime (taking time into account).
  • Material inspectors now take time into account. Your materials will update in realtime in the inspector window.
  • Somewhat more sane error reporting - now gives hints in error messages about #pragma target 3.0 or #pragma glsl, and reports way less almost identical errors when you make typos.
  • Vertex lit shaders can access all 8 vertex light lights instead of only first 4 in custom shader programs. Also, spot light information (spot direction & spot attenuation) can be accessed.
  • Added Material.EnableKeyword and DisableKeyword.
  • Added Material.SetInt/GetInt, and Shader.SetGlobalInt. In ShaderLab Properties block, "Int" can be a property type similar to "Float". Note that all these are just aliases for floats.
  • Added ShaderUtil.CreateShaderAsset this takes a text shader and returns a compiled shader.
  • Features:
  • D3D11: Implemented Texture2D.CreateExternalTexture and Texture2D.UpdateExternalTexture
  • DX11.1 Logical operations in blending (DX11.1 only)
  • Editor: Added EditorGUI.FocusTextInControl and EditorGUIUtility.editingTextField.
  • Implemented Screen.lockCursor API in Windows Store Apps
  • Windows Phone: MovieTexture support.
  • Windows Phone: WebCamTexture/Microphone support.
  • Windows Store Apps: added API to get application activation arguments sent by secondary tile, toast notification now can send activation arguments.
  • Windows Store Apps: implemented API to update tiles and show notifications
  • Windows Store Apps: support for UnityScript / Boo
  • Changes:
  • AI / NavMesh: Support for adding more than one OffMeshLink component to a game object.
  • Android: 32bit display buffer without alpha is now the default to avoid compositor bugs on android.
  • Editor: Make Generate Mip Maps setting in Texture Importer not be bold, for consistency, and make it hide child settings rather than just disabling the GUI, for simplicity.
  • Editor: Respect original shader culling mode in scene view picking.
  • Editor: Changed the resize cursors and added a splitter resize cursor on mac.
  • Editor: Shortcut for Maximize View has changed from Space to Shift+Space. It can now also be configured in the Editor Preferences.
  • Editor: Current layout is now stored per project. New projects will use the last layout as an initial layout state.
  • Editor: MaterialEditor API refactored. Added class MaterialProperty that holds the info & values of the material property, and handles multi-selection & undo (similar to SerializedProperty). MaterialEditor functions now operate on MaterialPropertyValues; and there's a MaterialHelper class to get to them.
  • Editor: Project Browser now sorts folders first on Windows
  • Editor: show warning in inspector when we have npot texture playing with compression in a non-good way
  • Editor: Windows Background color option was removed from Preferences window
  • GameObject.Find doesn't allocate internal memory
  • iOS: Made iOS 4.3 as default target, updated warning for older targets
  • iOS: Added possibility to choose how touches originated from non-unity views are processed. Added possibility to get "raw" touch position (iOS coords).
  • iOS: Added support for rect banners (ios6 feature).
  • iOS: Added support for vendor/advertisement id (iOS6). Changed SystemInfo.deviceUniqueIdentifier logic: on ios7 it will use ad id (if tracking is enabled) and fallback to vendor id otherwise. On pre-ios7 the behavior stays the same (hash of MAC address).
  • iOS: exposed getter for possibly mirrored web cam texture
  • iOS: iAd implementation extracted to trampoline (WARNING: script interface changed). Added c# event to be triggered after user saw advertisement.
  • iOS: Trampoline now expects SDK 5.0 or higher
  • Mac Standalone Player: When in FullscreenWindow fullscreen mode without showing menu bar and dock, disable Application switching, as it would not correctly keep the Dock hidden.
  • Mecanim: Moved Optimized transform hierarchy button from inspector to the context menu
  • Mecanim: AnimationSet renamed AnimatorOverrideController and derives from RuntimeAnimatorController.
  • Mecanim: Removed AnimationSet property from the Animator Component. AnimatorOverrideController derives from RuntimeAnimator it can be asigned directly to the Controller property of the Animator.
  • Mecanim: Root motion can now be affected by Animation Clip from any controller's layer. Before only the first layer could affect the root motion.
  • Mecanim: Renamed AnimatorStateRuntimeModificator to AnimatorStateRuntime
  • Mecanim: AnimationSet refactoring. Removed AnimationSet.ReplaceClip and added a few function for setup.
  • Mecanim: A MatchTarget is now interrupted by a transition. Project created with older version will still have the same behavior than before.
  • Mecanim: Remove Keep Additional Bones for Humanoid Rig at import. Use Skeleton mask instead.
  • NavMesh: calling CompleteOffMeshLink now positions the agent at the OffMeshLink endpoint.
  • NavMesh: enabling carving for an obstacle disables avoidance for that obstacle
  • Physics: Now allowing multiple collider components of the same type on one GameObject
  • Physics: Renamed and documented layer mask constants, Physics.AllLayers, Physics.DefaultRaycastLayers, Physics.IgnoreRaycastLayer
  • Profiler: Some samples are now tagged as warnings in the CPU profiler (i.e. moving of a static collider). The warnings are shown as a count in the 'warnings' column
  • The default GUI font embedded for consoles and other platforms with no access to system fonts has been changed to "Liberation Sans"
  • Version Control: Only kill plugin on initial negotiation errors and not all errors sent from plugin
  • Version Control:Change base path to be projectPath instead assetPath.
  • WebPlayer: Installer now reports anonymous usage statistics to help improve install experience
  • Windows Phone 8/+ Windows Store Apps: Transferred Trial API from UnityEngine.Application to UnityEngine.Windows.LicenseInformation class.
  • Deprecated and removed features:
  • Android: Dropped support for Froyo(2.2) and Eclair(2.1).
  • Graphics: Removed support for OpenGL ES 1.x on mobile; ES2.0 will be used by default now. Set rendering path to VertexLit in player settings to best approximate the old behavior.
  • Graphics: Removed support for pre-DX9 GPUs on PC. That is, GPUs made before 2003 (NVIDIA), 2002 (AMD) and 2004 (Intel) will not be supported now.
  • Editor: Removed Unitron (Mac) and UniSciTE (Windows) script editors. The MonoDevelop we ship now is quite good already!
  • Culling: Support for Animation bounding volume culling has been removed. Unity will fall back to renderer based culling instead.
  • Improvements:
  • AI / NavMesh: Performance! Crowd update is multithreaded when there are more than 50 active navmesh agents - if supported by device.
  • AI / NavMesh: Obstacle carving support. NavMeshObstacle supports carving via the "Carve" flag on the component.
  • AI / NavMesh: OffMeshLink Component is dynamic. OffMeshLink component creation/modification/destruction has effect at runtime and in the editor. No baking of navmesh is required.
  • AI / NavMesh: 'CalculateTriangulation' calculates and returns a simple triangulation of the current navigation mesh. Returned is a struct containing the vertices, triangle indices and navmesh layers.
  • AI / NavMesh: OffMeshLink Component API additions: navMeshLayer, biDirectional, startTransform, endTransform, autoUpdatePositions, UpdatePosition.
  • Android: Always use non-linear z if available for 16 bit depth buffers
  • Android: Joystick input should now be more concise across different gamepads and devices.
  • Android: Support for secondary and tertiary mouse button (requires ICS).
  • Android: GL context recreation will only take place when strictly needed.
  • Android: Better EGL context selection. Now much more likely to pick a configuration with proper anti aliasing, stencil, depth etc.
  • Android: Native EGL/OpenGLES (no longer initialized through Java).
  • Animation Window: New clips are saved into project browser active folder instead of project root by default.
  • Animation Window: Recording goes through the new Undo system. Only changes that are Undoable are recorded.
  • Animation Window: Hotkey 'k' for add keyframe button.
  • Animation Window: Properties that are being animated show up in yellow.
  • Documentation: undocumented APIs will now show up as empty stubs
  • Documentation: more Scripting docs for 2D APIs
  • DX11: Use new fixed function shader generator on Windows 8.1
  • Editor: Improve workflow when layout with custom windows failed to load due to compile errors.
  • Editor: Modified occlusion culling default baking parameters (smallest occluder value 1.0 -> 5.0)
  • Editor: No longer downloads an ivy.xml file every time you push play.
  • Editor: Removed dysfunctional Xcode 4 setting
  • Editor: Updated Unity Logo and icons
  • Editor: Better performance when entering and exiting playmode
  • Editor: Improved search in Project Browser and Hierarchy: We now support searching for types in namespaces and base types can be used to find derived types.
  • Editor: Improve error handling of renaming/creating assets when inputing invalid file name chars
  • Editor: SHIFT+F or double-F locks the scene view camera to the selected GameObject.
  • Editor: "alpha is transparency" textures are displayed with a checker background in material inspector; and nicer display in project browser.
  • Editor: Optimize Inspector GUI by avoiding much of the string handling associated with PropertyDrawers.
  • Editor: Order and group menu items in Assets/Create menu so related items are together.
  • Editor: PropertyDrawers now have a fieldInfo property that can be used to obtain reflection data about the member that the property represents.
  • Editor: PropertyDrawers can now call EditorGUI.PropertyField to get the default implementation instead of getting infinite recursion.
  • Editor: New virtual method UseDefaultMargins on Editors as well as two styles in EditorStyles that can be used to customize margin use manually in custom Editors.
  • Editor: Add ability to cancel update static flags in children dialogs.
  • Editor: Made TextAsset also recognize .json, .csv, .yaml extensions.
  • Editor: Add Component menu now handles multiple search words and lists items that match all of them, so for example "ca co" lists Capsule Collider.
  • Editor: If a shader has a PreviewType=Plane tag, the material inspector will display a plane instead of 3D meshes in the preview.
  • Editor: Improve GenericMenu showing speed on Windows.
  • Editor: New commandline switch "-buildTarget " that allows to select the active build target before a project is loaded.
  • Editor: ETC2 texture formats now selectable from Texture Importer inspector.
  • Editor: Respect HideInHierarchy flag & locked layers in drag-rectangle-box picking code as well.
  • iOS: added Ad Loaded callbacks
  • iOS: Added iPhone5S/C to the iPhoneGeneration enum
  • iOS: Fixed crash if user had selected OpenGL ES 3.0 as graphics API target (GL ES 3.0 is currently Android-only)
  • iOS: Fixed some warning in Xcode project
  • iOS: Added possibility to back rendering surface with CVTextureCache-ed texture.
  • iOS: Added AppDelegateListener with notifications about Local/Remote Notifications.
  • iOS: Added joystick support skeleton.
  • iOS: Improved native code integration with Unity Trampoline, look for RenderPluginDelegate and LifeCycleDelegate.
  • iOS: Make it possible to disable rendering to external display (to revert to simple mirroring). Added c# event for Display list changes.
  • Mecanim: [Optimize game objects] Add support for dynamically attaching a SkinnedMeshRenderer to an existing character (like wearing glove). As long as the SkinnedMeshRenderer and the character have the same rig, they don't need to come from the same FBX file.
  • Mecanim: [Optimize game objects] Add support for exposing a Transform without reimport. Just create a new game object as a child of the root game object, and rename it to be exactly the same as the bone you want to expose.
  • Mecanim: [Optimize game objects] Optimize and de-optimize game objects at runtime with: void OptimizeTransformHierarchy(GameObject go) and DeoptimizeTransformHierarchy(GameObject go)
  • Mecanim: [Optimize game objects] Work better with prefab now. De-optimizing the imported model will not break the existing prefabs.
  • Mecanim: Added a popup menu in animation clip model importer to select/deselect all nodes in the mask inspector.
  • Mecanim: AnimationController is created without file dialog when 1st animation is added to GO.
  • Mecanim: Curve editing in Animation window should be faster for controller with many clip
  • Mecanim: When draging a clip on a GO that already has an AnimationController, simply add the clip instead of creating a new controller.
  • Mecanim: Reduced memory footprint for Animator component.
  • Mecanim: Animation clip importer automaticly detect the rig type (generic or humanoid) and setup the mask accordingly.
  • Mecanim: Rewrote iOS SIMD math library backend.
  • Mecanim: Added new animation compression mode 'optimal' for generic and humanoid rig.
  • Mecanim: When dragging a non-legacy clip on a GameObject, create an Animator + controller
  • Mecanim: Refactored AvatarMask use during import. Can now specify an asset on disk.
  • Mecanim: Added warning when humanoid transforms have Translation/Scale animation.
  • Mecanim: Removed warning message when previewing some objects that have component dependency.
  • Mobile: Improved GLES context recreation
  • Mobile: Mobiles now have separate rendering path setting
  • NavMesh: To ensure correct navmesh being baked, step height is clamped to be always less than agent height, and a warning is issued to user.
  • Physics: Can now set up material for TerrainData.
  • Physics: Joints can now have separate anchor points configured for both connected rigidbodies.
  • Physics: CharacterController will now report an error when trying to configure it as a trigger.
  • Profiler: Players now include the entire frame when profiling
  • Profiler: Correct unwinding of samples if an exception is thrown
  • Profiler: Now profiles OnGUI events when profiling editor.
  • Reduced memory consumption when importing 8k*8k textures
  • Scripting: WWW object now has a bytesDownloaded attribute, to monitor a download's activity if the remote host does not send a content-length header
  • Scripting: Add generic overloads for Resources class.
  • Terrain: Show a warning when unsupported shader is being used on terrain
  • Version Control: Create missing folder that have their .meta file present
  • Version Control: Reduced calls to VCS backend for getting status
  • Version Control: Show progress send from plugin in GUI
  • Version Control: Made a change lists optional trait for plugins
  • Version Control: Make "get latest" on asset subset or only changeset a plugin trait.
  • Version Control: Allow plugins to force handling of conflicts themselves
  • Version Control: Add support for PlasticSCM mergetool in unity preferences
  • Version Control: Support for plugin custom commands.
  • Version Control: Support for plugin provided icon overlays.
  • Version Control: Improve initial add of ProjectSettings folder to include future settings as well
  • Version Control: Show overlay legends in the settings inspector
  • Version Control: Handle files deleted externally to be reverted/deleted in vcs automatically
  • Version Control: Handle files renamed/moved outside unity and to be moved in version control as well
  • Fixes:
  • AI / NavMesh: NavMesh.Raycast: Gives correct navmesh height (Y component) for hit position.
  • AI / NavMesh: Fix issue where disabling one navmesh obstacle would sometimes affect another obstacle.
  • AI / NavMesh: Fix NavMeshAgent occasionally getting NaN positions in cases where many agents are spawned/destroyed and avoidance is disabled/enabled.
  • AI / NavMesh: Fix NavMesh.CalculatePath returning path with wrong path endpoint when path is partial.
  • Android: Fixed a problem where "Unable to find suitable jdk installation" was presented even with a valid jdk in path
  • Android: Disabled glTexSubImage2D for adreno devices - fixes some of the dynamic font issues
  • Android: Fixed default orientation for 3rd gen kindle devices
  • Android: Fixed stripping issue which caused AndroidJavaRunnable to fail
  • Android: Fixed ToString error when unboxing java string for AndroidJavaProxy.
  • Android: Workaround for an issue with the android compositor on external displays.
  • Animation: Fixed leak in animator component
  • Animation: Will handle Enable binding correctly.
  • Animation Window: Update() isn't offered as an option in the add event popup anymore.
  • Animation Window: Add Curve dialog no longer pops up again after cancelling it
  • Animation Window: Adding new clips into read-only objects no longer allowed
  • Animation Window: Animation Event tooltip wasn't showed on mouse hover.
  • Animation Window: Animation Event window wasn't updated when selection was changed
  • Animation Window: Changing IsActive property keyframe via animation window is updated into scene view immediately
  • Animation Window: Curves-toggle is persistent if you close/reopen animation window
  • Animation Window: Dopesheet clamp framerate between 0-10 000 to avoid data loss for big number
  • Animation Window: Dopesheet is now able to show more than 50 sprite previews at the same time
  • Animation Window: Fixed Scale transform is marked yellow in the Inspector although it not animated
  • Animation Window: In record mode you should be able to animate an Animator Generic rig.
  • Animation Window: No error messages after removing the animated object
  • Animation Window: While moving selected keyframes, sometimes other keyframes would move also
  • Audio: Fix AudioListener.volume for AudioSource.PlayOneShot
  • Audio: Fix AudioImporterInspector: Compression slider shows wrong max
  • Audio: Fix Custom audio filter for AudioListener does not affect sounds played by PlayOneShot
  • Audio: Fixed StackOverflow in OSX Editor during AudioClip.Create
  • BlackBerry: Fixed issue where gravity was being reported in meters per second instead of G forces. Also landscape x and y for gravity was swapped.
  • BlackBerry: WebCamTexture.videoVerticallyMirrored is now set correctly.
  • BlackBerry: Fixed issue where tiling would occur when webcam framerate was set outside acceptable range.
  • BlackBerry: MailTo URI's now work as expected.
  • BlackBerry: Remapped gamepad buttons to match up to Xbox 360 controller.
  • Bug Reporter: Fix crash when submitting documentation bugs from OS X.
  • BuildPipeline: Custom cursor specified in PlayerSettings is now built and shown correctly.
  • Cursors: Fix regression with cursor not showing in OS X standalone build.
  • Documentation: Fixed documentation of EditorUtility.CollectDeepHierarchy.
  • Documentation: Readded the message "Inherits from" for classes that have a parent.
  • Documentation: Return types, parameter types and types in examples work as links.
  • DX11: Fix 100% cpu use on Win81, reduce it somewhat on older windows.
  • DX11: Handle "-adapter X" command line argument.
  • Editor: Fixed "set default parameters" button in occlusion-bake tab
  • Editor: Fixed crash while baking occlusion culling data
  • Editor: Workaround windows 8.1 + webkit regression causing crash on mouse wheel messages.
  • Editor: Fix external editor not opening files when double clicking errors in console and external editor arguments have been specified.
  • Editor: Fixed crash when Transform was referenced multiple times by parent Transform (only happens in corrupt scenes; editor will automatically remove extraneous references now).
  • Editor: Fixed ScriptableObject editor script reference field being incorrectly drawn with PropertyDrawer.
  • Editor: Fixed that EditorGUI.LabelField got key focus when tabbing (its now skipped when tabbing)
  • Editor: Fixed that mouse cursor over gradient alpha input field was showing as drag area instead of text area
  • Editor: Fixed that tabbing through controls jumps back to "active" checkbox for the game object instead of moving to the next gui control
  • Editor: Fixed that the static toggle in inspector does not update correctly when toggled, if the current value is "mixed"
  • Editor: Disabled GPU Profiler on Macs + NVIDIA GeForce 650M, turns out the drivers return garbage data.
  • Editor: Do not disable the lighting flag in the scene view after completing a build
  • Editor: Don't leak references to assemblies that are dynamically loaded from game code.
  • Editor: Fix input sometimes being sent to windows that have already been destroyed causing PPtr dereference asserts.
  • Editor: Fix static preview generation to have the right background color in linear mode
  • Editor: Fixed import of Reflection textures sometimes freezing the Editor when Fixup Edge Seams is checked.
  • Editor: Fixed unclear and flickering DX11 tool tip message in Player Settings on Mac.
  • Editor: It's now possible to undo changing batching settings in the PlayerSettings
  • Editor: Mark BeginGUI(Rect) as obsolete, as it leads to bad internal GUI state
  • Editor: Fix Object Picker causing nullrefs when shown outside of OnGUI.
  • Editor: Opening PopUp menus with the keyboard on windows will no longer beep.
  • Editor: Closing a editor tab shouldn't change the selected tab.
  • Editor: Fix that Preferences key shortcuts using toggle with CTRL didn't work on Windows.
  • Editor: Fixed searching for Terrain in the Hierarchy or Project window (use t:terrain)
  • Editor: Fixed searching for GUISkin in Project Browser (use t:guiskin)
  • Editor: Fixed that GUISkin was not showing in Object Picker for GUISkin object fields
  • Editor: Fixed: Occlusion Culling scene view overlay window once again always uses dark editor skin, so it is readable
  • Editor: Fixed: NavMesh scene view overlay window once again always uses dark editor skin, so it is readable
  • Editor: Fixed: Error spam in Console when modifying a box collider using collider handles
  • Editor: Only set keyboard focus upon clicking a PrefixLabel if the control supports keyboard focus.
  • Editor: Fixed two biggest progress bar leaks on OS X
  • Editor: Vertex snapping (V) now works for sprites.
  • Editor: Fix script execution order on reload
  • Editor: Fix occasional crash when importing assets.
  • Editor: AssetPostprocessors without a default constructor no longer crashes the editor.
  • Editor: Fix ScriptableObject having wrong icon in ObjectField.
  • Editor: PropertyDrawer attributes on members that are arrays are now applied to each element in the array rather than the array as a whole. This was always the intention since there is no other way to apply attributes to array elements, but it didn't work correctly before. Apologies for the inconvenience to anyone who relied on the unintended behavior for custom drawing of arrays.
  • Editor: Fix context menu for ScriptableObject having nonsensical entries (mostly Component-related). Also, "Edit Script" is now only shown if a script is available for editing (not the case for e.g. GUISkin or Terrain).
  • Editor: Fix light skin inspector sometimes using game skin for drawing controls.
  • Editor: GameObjects that end up with multiple transform components will now have extraneous transforms removed automatically; prevents crashes.
  • Editor: Fixed a crash when calling AssetDatabase.CreateAsset on a GameObject.
  • Editor: Fixed errors and crashes when having non-ASCII characters somewhere in the paths for font assets.
  • Editor: Fixed crash when inspecting a disabled terrain; or deleting a material assigned to Terrain.
  • Editor: Fix Scene View Gizmo hover effect that has been broken for several releases.
  • Editor: Fix that clicking cancel on the build progress bar causes loss of scene and any unsaved work.
  • Editor: Fix that Windows progress bar displays incorrect progress when used from user scripts.
  • Editor: Ensure error sound is not playing on OSX when using keyboard shortcuts for particle effect.
  • Editor: Fix wrong context menu in the results of Asset Store searching in Project view.
  • Editor: Curve preset library now retains wrap settings.
  • Editor: Object picker prematurely populates Animation component.
  • Editor: Fixed undo not working with color picker.
  • Editor: When calling EditorGUI.PropertyField with includeChildren set to true, the children did not have correct spacing.
  • Editor: Labels and buttons no longer draw on top of each other in the preview of an animation clip from the asset store with a narrow inspector or preview window.
  • Editor: TextEditor now scrolls to show the composition string when using IME. Furthermore, scrolling offset is now respected when IME pane is positioned so it doesn't end up in weird positions if the text field has scrolled.
  • Editor: Fix scroll speed in Particle Effect window; and fixed broken UI layout in particle system scene view overlay.
  • Editor: Fix so shortcuts can be used to give the Project Browser window focus (Ctrl/Cmd + 5) and then start a search (Ctrl/Cmd + F).
  • Editor: Fix main editor window covering an auto-hidden taskbar when maximized on Windows.
  • Editor: Fix double dropshadowing issues for windows on Windows (fixes odd dropshadowing on adjacent monitors when the editor was maximized).
  • Editor: Fixed files showing multiple times when deleting multiple folders in Project Browser.
  • Editor: Fix assets could incorrectly be created in the Assets folder in two column mode.
  • Editor: Textures with Alpha Is Transparency Selected, will have their thumbnail correctly generated with a transparent background.
  • Editor: Prevent setting terrain resolution higher than 2049 via the inspector (can still be done from scripting API, to avoid breaking existing code).
  • Editor: 3D textures were not displayed properly in material inspector.
  • Editor: Catch errors when trying to rename classes in the project view.
  • Editor: Disable Compression option in Audio Importer for Native WAV files as they can't be compressed.
  • Editor: Fixed Camera Volumes legend in Occlusion Culling in-scene window.
  • Editor: Fixed changing the script type in the MonoBehaviour component when using multi-object selection.
  • Editor: Fixed IntPopup fields not opening on space.
  • Editor: Fixed tooltips for GUI.SelectionGrid; and log a warning if user tries to create invalid SelectionGrid.
  • Editor: Only focus dropdown window if doesn't have focus already.
  • Editor: On Windows EditorGUIUtility.AddCursorRect does not wait for a mouse movement to update the cursor anymore.
  • Editor: Fixed the hard crash happened when updating one package to a new version.
  • Editor: Fix the inappropriate cache server warnings
  • Editor: Fix the bug that crash unloading AssetBundle when exiting Play mode
  • Editor: Fix the crash when deleting ScriptableObject
  • Fix: ASTC textures were imported with Y-axis flipped
  • Fix crash when passing prefab instance to PrefabUtility.ReplacePrefab
  • Fix the Editor crash on getting component by type if type was null
  • Fix occlusion culling when camera is outside generated view volumes
  • Fix occlusion culling license issue
  • Fixed profiling of shadow caster culling, cases where there are no shadow casting lights.
  • Fix error messages in Windows Store Apps and WP8 when checking for location capability
  • Fix errors when snapping on Windows Store Apps
  • Fix: GPU skinning on DX11 was limited to 128 bones per mesh, limit upped to 1024.
  • Fix F10 and Shift keys in Windows Store Apps
  • Fix crash in WSA/WP8 when using Compass
  • Fix internal exception and performance issue in WSA/WP8 using Compass on device without it
  • Fix serious performance drop in WSA/WP8 using Compass on some devices
  • Fix Editor hanging when entering play mode or quitting the application
  • Flash: Fix leaking AssetBundle APIs.
  • Flash: Fix Flash UnityContentLoader unloading. ("TypeError: Error #1034: Type Coercion failed: cannot convert System::ClassType...")
  • Flash: Fix Flash Monobehaviour Serialization issues
  • Flash: Support up to Flash 11.8, this allows 11.5 and upwards non-content debugger players to display a stack trace.
  • Flash: Fixed dynamic batching sometimes failing.
  • Font rendering: Fix alignment of text with embedded images.
  • Font rendering: Allow embedded images to render in non-square aspect ratios.
  • Graphics: Fixed a crash when accessing Camera.current in the Editor in Start().
  • Graphics: Fixed a crash when switching to DX11 mode and the scene has terrain in it.
  • Graphics: Fixed a deadlock in the mutithreaded renderer when entering the Lion-style fullscreen on Mac.
  • Graphics: Fixed a null reference exception in combining for static batching when there was no first material in Renderer's material array.
  • Graphics: Fixed asserts caused by broken render texture stats when using graphics emulation.
  • Graphics: Fixed changes to QualitySettings.vSyncCount after Screen.SetResolution() causing fullscreen setting to be ignored.
  • Graphics: Fixed GPU skinning (both DX11 and OpenGL ES 3.0) when the mesh is using a low number of bones
  • Graphics: Fixed QualitySettings.anisotropicFiltering changing values inconsistently when set from scripts.
  • Graphics: Fixed Texture.GetNativeTextureID() not being thread-safe with multi-threaded rendering.
  • Graphics: Fixed webplayer plugin crash
  • Graphics: Fixed wrong vertex count being reported in Stats window when static batching is used and editor is in Direct3D 9 mode.
  • Graphics: Fixed broken shadows with forward rendering to antialiased RenderTexture.
  • Graphics: Fixed crash when calling Texture2D.ReadPixels() with a negative offset.
  • Graphics: Fixed crash when using Graphics.Blit under some circumstances.
  • Graphics: Fixed Graphics.Blit crash issue.
  • Graphics: Fixed shaders using 2 UV sets not working in Player if mesh only has one set, and was imported without Read/Write Enabled.
  • Graphics: Fixed bounds of meshes generated by TextMesh component.
  • Graphics: RenderTextures are no longer unnecessarily cleared when loading a new level.
  • Graphics: OpenGL ES 2.0 now supports mipmapped render textures.
  • Graphics: Fixed cubemap + mipmap render textures on OpenGL.
  • Graphics: Fixed a rare case of light probe sampling taking too much time.
  • Graphics: Fix crash on scene load when baked occlusion data is present
  • IMGUI: MousePosition should work properly inside a GUI.window when GUI.matrix is not identity.
  • Input: Input state now being reset consistently cross-platform when player focus is lost.
  • iOS: Fixed iOS builing on Windows
  • iOS: Fixed various scrolling related crashes on iOS 7
  • iOS: Fixed Xcode 5 build & run for simulator target
  • iOS: Fixed gyro reporting
  • iOS: Fixed iOS project building from script on Windows.
  • iOS: Fixed iOS7 simulator support.
  • iOS: Fixed managed code stripping when building project on Windows.
  • iOS: Fixed WebCamTexture support for iOS7
  • iOS: Fixed iOS7 icon size support
  • iOS: Xcode 5 Build&Run support fixed
  • iOS: Fixed MeshCollider stripping issue.
  • iOS: Improved error propagation in WWW class.
  • iOS: Fixed Norwegian language detection.
  • iOS: Make sure all NSString backing device settings are retained.
  • iOS: Fixed OnCollision broken by stripping, when you don't use Collision class explicitly.
  • iOS: Fixed trampoline's precompiled header not working with .c/.m files.
  • Mac OS X 64 bit Standalone: fix WebCam support
  • Mac OS X Standalone: Changed compile settings to disable running on 10.4 (which we did not support anyways), as this is now a requirement for publishing to Steam.
  • Mac OS X Standalone: Fix cursor locking when setting Screen.lockCursor in first Awake call
  • Mac OS X Standalone: Fixed Mouse coordinates on secondary screens
  • Mac OS X: Fixed support for cursors with NPOT cursor textures
  • Mac OS X: Make Icon and Splash screen work for 64 bit standalone builds.
  • Mac OS X: Fixed non-ASCII characters in Input.inputString
  • Mac OS X: Fixed issues with windows handling for GameCenter in standalone builds.
  • Mac OS X: Fix Input.inputString to correctly contain whitespace characters in the web player.
  • Mecanim: Model importer meta file shouldn't get dirty anymore when importing a file with a Humanoid rig.
  • Mecanim: Fix crash when previewing transition between empty states
  • Mecanim: Fix object hierarchy not being animated correctly in some cases
  • Mecanim: Fix remove State/StateMachine code that caused bad object access
  • Mecanim: Fixed crash when trying to configure an Avatar with a mesh not yet skinned.
  • Mecanim: Fixed cannot configure a human avatar when optimize is ON.
  • Mecanim: Fixed crash when calling Animator.GetBoneTransform on Avatar with Optimize Game object On.
  • Mecanim: Fixed crashes when editing humanoid animation applied to a primitive object.
  • Mecanim: Fixed drag'n drop of State/StateMachine.
  • Mecanim: Fixed Optimize GameObject in import settings breaks preview window of Skinned Mesh,
  • Mecanim: Fixed preview of a transition on a layer with a mask, previewer was not using the mask to playback the transition.
  • Mecanim: Fixed root motion masking for all layer.
  • Mecanim: Fixed the crash which happened when we reimport the FBX file in play mode.
  • Mecanim: Fixed transitions bool parameter being overriden when creating the 1st Trigger parameter.
  • Mecanim: Hide "Optimize Game Objects" if Avatar Definition is "Copy From Other Avatar".
  • Mecanim: Proper clamping of start/stop times when importing an Animation clip.
  • Mecanim: Update Controller's clip duration when an AnimationClip is substituted by AnimationOverrideController.
  • Mecanim: Fixes animation set crash when clips are duplicated in controller.
  • Mecanim: Avatar created proceduraly should not expose Configure Avatar button.
  • Mecanim: User should get an error in the console when they try to create an avatar with duplicate transform in the human mapping.
  • Mecanim: Fix various crash with Optimize game object and configure Avatar.
  • Mecanim: Fix crash when user configure an existing avatar and try to edit the muscle limit,
  • Mecanim: Fix crash when user delete and animator component.
  • Mecanim: Fix crash when user set the root node on a generic rig to the top most object in hierarchy.
  • Mecanim: Animation Average Velocity was not computed correctly.
  • Mecanim: Preview of animation breaks on avatars with different hips orientation.
  • Mecanim: Switching from Generic to Humanoid rig when using source Avatar was breaking animation import.
  • Mecanim: Support scale of game object at runtime for Animator. Root Motion, IK, Optimize Hierachy.
  • Mecanim: Unroll muscle fix.
  • Mecanim: Sync editor curve for pre-4.3 duplicated muscle clip and backward compatibility problem with duplicated clips.
  • Mecanim: Change default behavior for human clip, do not import position, rotation and scale curve for all human transform.
  • Mecanim: StateMachine GraphGUI did not support properly to have its data modified externally.
  • Mecanim: Fixes webplayer compatibility for Mecanim bindings.
  • Mecanim: ModelImporter multi-edition of root node and expose transform should be disabled when transform from multiple file doesn't match.
  • Mecanim: Better validation of avatar creation.
  • Mecanim: Re-added AnimationUtility.GetAnimationClips(Animation animation) in the API as deprecated.
  • Mecanim: Fixed crash when applying change in Avatar Tools with an invalid avatar.
  • Mecanim: Fixed StopTime not being set properly when resampling a transition in the previewer.
  • Mecanim: Fixed scale curved that where not evaluated properly.
  • Mecanim: Fixed continuity issue on transitions with duration of zero.
  • Mecanim: Fixed broken additive layer evaluation.
  • Mecanim: Fixed broken bindings when source hierarchy differs from destination.
  • Mecanim: Prevent opening muscle previewer in Avatar Setup with incomplete Avatar.
  • Mecanim: Fixed Crash when clicking on Clear mapping button in Avatar tools.
  • Mecanim: Fix the default pose (when a character is not animated) when humanoid mode or a root bone is used. This makes it consistent with the default pose in the authoring tool (eg. Maya).
  • Mecanim: Fixed crash when calling Animator.GetBoneTransform with an Uninitialized Animator.
  • Mecanim: Recorder cannot longer play unrecorded frame.
  • Mecanim: Restrict use of negative animator speed while recording.
  • Mecanim: Fix Ctrl-click selection for states and transition.
  • Mecanim: Fix negative scale blending while in a transition.
  • Mecanim: Fix Additional curves tangent, Non default tangent was not supported correctly.
  • Mecanim: Fix in Muscle Unroll Algorithm.
  • Mecanim: Fix loading of .anim files generated in 4.0/4.1/4.2
  • Mecanim: Fix memory spill when using Layers
  • Memory Profiler shows Static Managed References as a reason for why an asset is loaded
  • Memory: Fixed leak when instantiating materials from code
  • Mobile: Do not include fonts into mobile build when rendering mode is OS and including the font is not specified.
  • Mobile: Fixed point topology rendering.
  • Mobiles: 24-bit Depth Buffer is now enabled by default
  • MonoDevelop: Disable broken fullscreen mode on OSX.
  • MonoDevelop: Fix exception when creating a new UnityScript or Boo class from MD.
  • MonoDevelop: Fix tab selector freeze when resizing the code editor UI.
  • MonoDevelop: Fix exception when jumping to declaration of a symbol in an external assembly.
  • MonoDevelop: Fix intermittent, unhandled exception when opening the Unity API reference.
  • MonoDevelop: Remove unsupported entries from menus.
  • MonoDevelop: Fix cursor warp.
  • MonoDevelop: Don't flush folding and undo data on document save.
  • MonoDevelop: Show debugging toolbar when attaching.
  • MonoDevelop: Make play button attach instead of launching new Unity instance.
  • MonoDevelop: Fix Boo compilation failure every first compile (Windows).
  • MonoDevelop: Fix Unityscript compilation (Windows).
  • NavMesh: Changed NavMeshAgent.hasPath to return consistent values on off-meshlinks and while walking.
  • NavMesh: Fixed issue where NavMeshAgents was restoring the velocity before entering offmeshlink when leaving it
  • NavMesh: Fix regression causing agents moving on terrain to have wrong height (y-position) when "Height Mesh" bake option is enabled
  • OSX Player: Fixed crash when loading a release build
  • OpenGL ES 3.0: Fixed shadow rendering in Deferred rendering mode.
  • OpenGL ES 3.0: Various fixes and stability improvements.
  • Physics: Fix OnTriggerEnter being called repeatedly for CharacterControllers when setting transform.parent
  • Physics: Fix potential crash when deleting colliders while Time.timeScale is zero
  • Physics: Fix Terrain.GetInterpolatedNormal to return correct normals
  • Physics: Fixed a bug where Continuous Collision detection would not work correctly when changing the scale of colliders.
  • Physics: It is now possible to have multiple SpringJoint components on a single GameObject, like with all other Joints.
  • Physics: Rigidbodies will now wake up when changing constraints, so that a Rigidbody which is being held in position by a constraint will start moving.
  • Physics: All combine modes are now correctly applied to friction and bounciness properties of physics materials. Before that, the interpretation of Multiply and Minimum modes was switched.
  • Physics: Fix crash when using MeshCollider with a mesh which only contains degenerate faces.
  • Physics: Fixed a bug where MeshColliders would enable themselves when changing the transform when they were disabled.
  • Physics: Fixed a crash related to sending collision notifications.
  • Physics: Fix the MovePosition feature of a kinematic compound rigidbody.
  • Physics: fix crash when reloading scene with invalid physics materialPrefabs: Fixed cases where prefab merging injected additional transform components into prefab instances.
  • Physics: Fix 2D colliders spamming console log with "m_InstanceId==0"
  • Prefabs: Fix awake order for prefabs which have other prefabs as children
  • Profiler: Camera render to Texture is now added to the profiler.
  • Rendering: Fixed accessing Cloth.vertices when there is no vertices assigned yet.
  • Scripting: Fixed a crash when trying to serialize abstract classes in MonoBehaviours.
  • Scripting: Fix memory leak occurring during Play/Stop and script compilation.
  • Scripting: CodeDomProvider can be used in Editor
  • Scripting: Fixed InvalidProgramException for binding delegate to instance method with null target.
  • Scripting: Fixed crash when calling ScriptableObject.CreateInstance with abstract type.
  • Scripting: More informative error message about use of enums with unsupported underlying type.
  • Scripting: Infinite Loop on RequireComponent.
  • Scripting: Fix crash when instantiating a scriptable object with a mismatched file name.
  • Scripting: Allow StopCoroutine from within a coroutine.
  • Scripting: Avoid spurious allocations when using terrains with shadows.
  • Scripting: Eliminate misplaced Editor.SetDirty warning in players.
  • Scripting: Fix crash when subclassing Component.
  • Shaders: hlsl-to-glsl translator now accepts "static" and "const" qualifiers on function return values.
  • Shaders: hlsl-to-glsl translator was producing variable names with double-underscore in some cases (which is not accepted by some drivers).
  • Shaders: Shader compiler now consistently accepts project-root relative #include paths.
  • Shaders: Fixed #pragma multi_compile shader variants not working with surface shaders in some cases.
  • Shaders: Fixed shader compiler crashing with out of memory on complex shaders (with lots of multi_compile variants).
  • Shaders: Fixed some Material properties getting into a non-save-able state sometimes (they would seem to be editable, but a Unity restart would revert the values back).
  • Shaders: Fixed texCUBEgrad & tex3Dgrad, was not working on some platforms.
  • Shaders: Integer and boolean parameters in shaders (e.g. int, int4, bool) now work as expected on all platforms.
  • Shadows: Fixed performance regression in shadow rendering (introduced in 4.1).
  • Shuriken: Clamp both start lifetime and length in seconds to avoid precision issues.
  • Shuriken: Fixed crash when destroying Mesh used by ParticleSystemRenderer.
  • Substance: Added missing documentation for SubstanceImporter::Get/SetPlatformTextureSettings() and ProceduralTexture::GetPixels32().
  • Substance: Fixed a severe perf regression in scenes with more than 20 ProceduralMaterial instances.
  • Substance: ProceduralTexture::GetPixels32() now works with a simpler call sequence (see documentation).
  • Substance: It is no longer possible to rename the wrong ProceduralMaterial when switching ProceduralMaterial while editing the ProceduralMaterial name field.
  • Substance: Texture thumbnails are now properly spaced when the "Generate all outputs" checkbox is enabled.
  • Substance: The "Generated textures" foldout is no longer displayed when trying to multi-edit ProceduralMaterials.
  • Substance: Renaming a ProceduralMaterial to a recently renamed ProceduralMaterial's previous name will now display the correct preview textures.
  • Substance: Fix a potential Editor crash when trying to perform drag and drop in the SubstanceImporterInspector.
  • Terrain: Fixed popping tree shadow
  • Terrain: Tree colors in linear rendering mode are now rendered correctly.
  • Terrain: Fix crash when using Terrain.activeTerrain in a scene that has no terrain.
  • Terrain: Fixed incorrect color space setting on detail (grass) objects.
  • Text Markup: Fixed parsing of numeric parameters which sometimes read numbers incorrectly.
  • Umbra culling is no longer used for previews. Fixes a crash when selecting cubemaps.
  • Undo operation for asset import settings changes are no longer recorded
  • Undo operation for asset import settings changes are no longer recorded
  • Undo: Fixed undo recording of script changes on MonoBehaviour
  • UnityObject: Correctly identifies IE 11 as a supported browser.
  • Version Control: Fix Submit Window sometimes throwing exceptions on creation.
  • Version Control: Do not show checkout dialog for all reimported models
  • Version Control: Handle moving folder external to Unity
  • Version Control: Only checkout selected assets when user has enabled notify on save in preferences
  • Version Control: Increased timeout for getlatest and submit to better handle slow connections
  • Version Control: Refresh pending window on submit error
  • Version Control: Require ack from vcs plugins on shutdown to prevent deadlock
  • Version Control: Fix context menu for "open containing folder".
  • Version Control: Show correct error message on all submit errors.
  • Version Control: Support perforce workspaces and passwords with spaces.
  • Version Control: Support for perforce streams.
  • Version Control: Disable save option when VCS plugin does not support changelists.
  • WebPlayer: Fixed several XSS bugs
  • WebPlayer: Fixed web player legacy occlusion culling
  • WebPlayer: Web Players can now start on Windows XP systems with Terminal Services disabled, but will not be able to enter full-screen on those systems.
  • WebPlayer: Fixed lock-up issues that occurred when entering fullscreen on OS X.
  • WebPlayer Installer: EULA links have been removed and standard click-through EULAs introduced. The EULA itself has not changed.

New in Unity 4.3.1 (Nov 29, 2013)

  • Fixes:
  • 2D: Can now create sprites from POT textures in advanced mode.
  • 2D: Destroying a Sprite's texture will not crash the SpriteRenderer that's using it.
  • 2D: Do not trash MaterialPropertyBlock on a SpriteRenderer.
  • 2D: Sprite.textureRectOffset won't crash the editor anymore.
  • BlackBerry: Fixed garbage collect crash when using threads
  • BlackBerry: SystemInfo.deviceUniqueIdentifier now returns serial number correctly
  • Debugger: Avoid deadlocks on OSX
  • Graphics: Fix "fence == expectedFence" error with GPU skinning
  • Graphics: Fix GPU Skinning crash on DX11 when the bone count changes.
  • Graphics: Fixed Intel DX9 GPUs (like Intel 945) incorrectly being labeled as unsupported by Unity.
  • Graphics: Fixed real-time shadows with orthographic camera and baked occlusion data.
  • Graphics: Fixed Screen.width and height reporting incorrect values in the Editor.
  • Graphics: Fixed some setups with shadows & image effects causing crashes in free Unity version.
  • iOS: Fixed iOS build being non-PIE compatible
  • Physics: Assert being thrown when 2D collider area is below what Box2D can handle.
  • Physics: Fixed inability to set 2D rigid-body mass from the scripts.
  • Physics: Slider Joint 2d properties accept Infinity value and produce runtime errors
  • Sourcebuild: Fixed running tests in stripped sourcecode builds
  • WebPlayer Installer: Install x64 content to Program Files instead of Program Files (x86)
  • WePlayer: Fixed a WTS bug on Windows 8 and 8.1 where the player would think that the screen is locked

New in Unity 4.3.0 (Nov 18, 2013)

  • 2D:
  • Added a new asset type: Sprite
  • Sprite is defined by a Texture2D, rectangle and a pivot point.
  • Sprite has an internal mesh generated based on pixel alpha values, PRO only feature.
  • Sprite supports vertex snapping (V)
  • Added Sprite under the "GameObject/Create Other/" menu.
  • Sprite Mode added to TextureImporter
  • Single Sprite option will generate one Sprite using the entire texture.
  • Pixels to Units defines the mesh size of the Sprite to 1 / value.
  • Pivot property defines sprites center point.
  • Manual option allows custom Sprite definitions.
  • Sprite Editor button opens new window for editing sprites: Add / Delete sprites manually; Automatic and Grid based slicing; Change sprite names.
  • Extrude Edges property added to Advanced mode. It can be used to extrude the internal sprite mesh edges if needed for custom texture-space effects.
  • Mesh Type property added to Advanced mode. It can be used to change the type of mesh generated: Full Rect or Tight (PRO only feature).
  • Added a new renderer component: SpriteRenderer
  • Renders one Sprite.
  • Does not requires a material to have _MainTex texture set.
  • Uses Material Property Blocks to patch _MainTex with the correct (original or atlased) texture for the active Sprite.
  • Supports dynamic batching with non-uniform scaling.
  • Color property sets the vertex color.
  • If no material is specified, Sprites/Default material (alpha-blended) is used.
  • Added 2D mode button to scene view
  • Scene view axis widget is hidden on 2D mode
  • Scene view locks to the XY plane.
  • Move tool changes to a dedicated 2D tool with familiar functionality.
  • Move tool have special Keyboard modifiers
  • Picking is now alpha-based.
  • Dragging a sprite to the scene will create a new GameObject with a SpriteRenderer.
  • Dragging multiple sprites to scene will create a new GameObject with a SpriteRenderer and sprite animation.
  • Sprite Packing (Atlasing), PRO only feature
  • Atlas is defined by changing the PackingTag property in texture importer.
  • Packing is based on the generated mesh.
  • Packing will respect texture import settings and will only pack textures together if format, usage mode, color mode, compression quality, filter mode and mip-map settings match.
  • Window/Sprite Packer menu option opens a new window for inspecting the automatically generated sprite atlases.
  • Decision of which sprites to place into which atlases can be fully customized by implementing a custom sprite packer policy (UnityEditor.Sprites.IPackerPolicy).
  • Packing is completely transparent to the user, works in Play mode and is compatible with asset bundles.
  • Integrated Box2D physics engine and a set of 2D physics components
  • Rigid-body component (RigidBody2D) supporting static/kinematic/dynamic body, mass, linear/angular velocities, drag and auto-sleeping, and fixed-angle constraint.
  • Circle collider (CircleCollider2D) supporting a centroid and radius.
  • Box collider (BoxCollider2D) supporting a centroid and a size.
  • Polygon collider (PolygonCollider2D) supporting an arbitrary set of polygons. It can be initialized to the shape of a sprite by dragging the sprite onto the component.
  • Distance joint (DistanceJoint2D) supporting a hard maximum distance between rigid-bodies.
  • Hinge joint (HingeJoint2D) supporting linear and angular limits and motor drive.
  • Slider joint (SliderJoint2D) supporting an axis constraint, linear limits and motor drive.
  • Spring joint (SpringJoint2D) supporting a soft (spring) distance between rigid-bodies.
  • Added a new physics material PhysicsMaterial2D to share friction and bounciness including default material support.
  • Added a 2D physics manager to contain scene settings such as gravity etc.
  • Added spatial queries in Physics2D scripting class for line and ray-casting and geometry overlap checks.
  • Added both trigger and collision callbacks for 2D colliders including collision points and normal.
  • Added 2D physics profiling information to the profiler.
  • Editor: Hold down shift to quickly modify 2D colliders.
  • Animation Features:
  • New Animation Window has arrived
  • Heavily influenced by the standard "dope sheets".
  • Only animated properties are shown in the property view (left side of the window).
  • Sprite animation is possible by animating the SpriteRendrerer component.
  • Sprites are shown in the dopesheet when SpriteRenderer is unfolded from the left side property view.
  • 'Add Curve' menu added. Shows all properties that can be animated on selected GameObject.
  • Animation Window now supports Mecanim. Animations can be added to the animator controller from the Animation window. Animations can be modified in the AnimationWindow too.
  • Added 'Curves' button to menu bar. Changes between dopesheet and curve editor. 'C' key assigned for keyboard shortcut
  • Added 'Samples' field to menu bar. Changes clip sample value per second.
  • Added toggle field for animating boolean properties. Created boolean curves use 'Constant' as default key tangent.
  • 'F' will focus on whole clip, or shown curves, if nothing is selected
  • Mecanim improvements
  • Add a new option "Optimize Game Objects" in ModelImporter inspector. In short, this makes character rigs much faster.
  • When turned on, the game object transform hierarchy of the imported character will be removed and is instead stored in the Avatar and Animator component.
  • The SkinnedMeshRenderers of the character will then directly use the Mecanim internal skeleton, so that we can get rid of all the Transforms which used to be there, representing all the bones.
  • This option will improve the performance of the animated characters. It is recommended to turn it on for the final product. In optimized mode skinned mesh matrix extraction is also multithreaded.
  • When "Optimize Game Objects" is turned on, the user can specify a list of "Extra Transforms to Expose" in ModelImporter inspector. For example, if you want to attach a sword to the right hand, this acts as a mount point. The exposed transform is flattened in the game object hierarchy, even though it might be somewhere deep in skeleton hierarchy.
  • Mecanim supports animating any property including blend shapes properties, camera properties, script float properties, lights and most other float properties on components.
  • Support for events! Events are created in the animation window for writable Animation Clips attach to an Animator. Can also add AnimationEvents directly in the animation importer.
  • Various performance optimizations, especially in regards to generic mode.
  • Added Animator.GotoState scripting function. This function allow you at runtime to transition to any state in your controller.
  • Added AnimationSet, an AnimationSet allow you to override any clip from a controller with another one.
  • Loop time vs Loop pose, When an animation clip is already looping, no need to activate Loop Pose, Loop Time will make clip looping without modifying the pose.
  • Trigger parameter, a trigger is a boolean parameter that is reset by the controller when consumed by a transition.
  • AnimatorStateRuntime that allows to modify, at runtime, the speed/ikOnFeet/mirror of a State.
  • Editor Features:
  • Editor Controls Overhaul
  • LookLikeControls and LookLikeInspector have been replaced with a single unified look.
  • New look has consistent styles, indentation and layout.
  • Keyboard navigation now works for all components and is improved for sliders and object fields.
  • The Inspector has a new Wide Mode that places controls in a more neatly aligned and vertically compact way.
  • Easier to write Editor GUI with consistent alignment.
  • Relevant new API:
  • EditorGUIUtility.labelWidth and EditorGUIUtility.fieldWidth replaces the parameters in the now obsolete EditorGUIUtility.LookLikeControls function.
  • EditorGUI.PrefixLabel has a new overload that doesn't need an id parameter.
  • EditorGUILayout.GetControlRect is the best way to get a Rect for a standard sized Editor control.
  • Other Editor Features
  • Unity now ships with a brand new MonoDevelop 4.0.1!
  • Ability to build iOS target in Windows! It's still necessary to compile resulting Xcode project on a Mac.
  • Added global SortingLayers (see Tags & Layers window). Every Renderer can specify a layer and an in-layer order value for explicit ordering using. SpriteRenderer inspector exposes the two properties.
  • Layer locking for scene view. The layers dropdown in editor toolbar controls visibility or locking of layers (and locking of the new Sorting Layers). Locked layers are visible, but aren't pickable in the scene view.
  • Undo has been optimized for large scenes. Full scene undo support has been removed, all undo operations save only the necessary objects. SnapshotUndo support has been deprecated, instead Undo.RecordObject is to be used for all property modifications. Undo API has been revamped to make it clearer what functions should be used now.
  • Added a "Default behavior" property to Editor Properties to control default texture import behavior and default scene view mode.
  • Added an option to the new project wizard to select default editor behavior (2D/3D).
  • BuildPipeline methods now have parameters to output CRC checksums of generated AssetBundles.
  • New Highlighter editor API for highlighting elements in the editor. Useful for in-editor tutorials and similar.
  • Asset Pipeline: Only new assets or assets where the actual content has change will get imported. Changing the time stamp of an asset will no longer cause a reimport.
  • Asset Pipeline: .meta files are now always turned on. From Project Settings -> Editor you can choose to hide them if you are not using version control.
  • Added ability to specify external script editor's args, including file and line info. (Windows editor only).
  • Graphics Features:
  • Blendshapes
  • Unity now supports blendshapes (also known as "morph targets").
  • You can drive the blendshapes using name based binding from Mecanim or legacy animation system.
  • Blendshape curves are imported from FBX files, but you can also record them in the animation window.
  • Culling in Unity has been rewritten
  • Now it's much faster across the board. Umbra occlusion culling is used to cull away point lights that don't contribute to the final image; and to drastically reduce number of shadow casters from directional lights.
  • Umbra: Incremental baking of occlusion culling data.
  • Umbra: Portal culling occluder rasterization has been greatly optimized.
  • Umbra: PVS culling has been removed. Occluder rasterization is always used because PVS often gave to inaccurate results and bake times were huge.
  • Umbra: Directional shadow caster occlusion culling drastically reduces the amount of directional shadow casting objects to be rendered.
  • Umbra: Point light occlusion culling and connectivity tests are used to remove local lights that do not contribute to the final image.
  • Vertex point lights that are outside of the frustum are faded out with the range of the light.
  • General culling performance optimizations, by optimizing data layout, code optimizations etc.
  • Other graphics features
  • Deferred: A number of light rendering optimizations for deferred rendering, making the light pass faster. Side effect is that only up to 4 bits of the stencil buffer are left available, instead of up to 5.
  • Render Texture improvements:
  • Added Camera.SetTargetBuffers for multiple render target (MRT) support.
  • Ability to render into a specified mip level of a RenderTexture. Create a mipmapped RT, turn off automatic mip generation with RenderTexture. generateMips=false; and use new Graphics.SetRenderTarget overloads to specify mip level to render into.
  • Ability to render into a speficied cubemap RenderTexture face; new overload in Graphics.SetRenderTarget. Added SystemInfo.supportsRenderToCubemap.
  • Graphics: Added Mesh.UploadMeshData, to trigger VBO creation and possibly system-side copy unload.
  • MaterialPropertyBlock got improved:
  • Added Renderer.GetPropertyBlock, and MaterialPropertyBlock GetVector,GetFloat etc. functions.
  • MaterialPropertyBlocks can have texture properties now.
  • Objects with custom material property blocks (renderer.SetPropertyBlock) can be batched now, if their properties are the same.
  • Terrain: Optimized terrain rendering and reduced memory usage.
  • Android: Enabled multi-threaded rendering on OpenGL ES 2.0 and 3.0. This takes advantage of asynchronous multiprocessing architectures like Qualcomm Snapdragon CPUs and enables more efficient rendering of both OpenGLES 2.0 and 3.0, both currently supported on Adreno GPUs.
  • Android: ASTC (Adaptive Scalable Texture Compression) format support.
  • Improved system memory usage of statically batched geometry.
  • It is now possible to set the fade time on flares. This changes how fast a flare will fade in or out when appearing or disappearing from the screen.
  • Added Texture2D.LoadRawTextureData for loading already-made (e.g. DXT/PVRTC compressed) raw data.
  • Allow for overriding Hidden/Internal-Flare, Hidden/Internal-Halo and Hidden/Internal-CombineDepthNormals shaders.
  • Added Max Particles script binding to Shuriken particle systems.
  • Dynamic batching support for point, line, and quad mesh topologies.
  • Added support for some DirectX 11.1 features (low precision shader variables, UAVs in all shader stages, logical blending operations etc.); note this works on DX11.1 runtime only (Windows 8 and up).
  • Exposed Light.cookieSize to scripts.
  • Shader related features
  • Material.renderQueue is serialized now. You can change it from custom inspector or script, and it will be saved.
  • Most of fixed function states (like blend, cull, depth test, stencil modes; polygon offsets etc.) can be driven by material parameters now. For example "Blend [MySrcBlend] [_MyDstBlend]", with _MySrcBlend and _MyDstBlend being float variables. See enums in UnityEngine.Rendering for the mode values. _Note: in this alpha, global shader properties can't drive be used for this.
  • MaterialPropertyDrawers, just like property drawers, but for shaders and material inspectors! e.g. you can do [MaterialToggle(FANCY_ON)] before a float shader property, and this will display it as a checkbox; and will enable FANCY_ON keyword when checked.
  • Added "by property ID" functions to set/get material properties; use Shader.PropertyToID to compute ID just once. No need to pass strings all the time.
  • By enabling SceneFX in the scene view materials in the viewport will update as they would at runtime (taking time into account).
  • Material inspectors now take time into account. Your materials will update in realtime in the inspector window.
  • Somewhat more sane error reporting - now gives hints in error messages about #pragma target 3.0 or #pragma glsl, and reports way less almost identical errors when you make typos.
  • Vertex lit shaders can access all 8 vertex light lights instead of only first 4 in custom shader programs. Also, spot light information (spot direction & spot attenuation) can be accessed.
  • Added Material.EnableKeyword and DisableKeyword.
  • Added Material.SetInt/GetInt, and Shader.SetGlobalInt. In ShaderLab Properties block, "Int" can be a property type similar to "Float". Note that all these are just aliases for floats.
  • Added ShaderUtil.CreateShaderAsset this takes a text shader and returns a compiled shader.
  • Features:
  • D3D11: Implemented Texture2D.CreateExternalTexture and Texture2D.UpdateExternalTexture
  • DX11.1 Logical operations in blending (DX11.1 only)
  • Editor: Added EditorGUI.FocusTextInControl and EditorGUIUtility.editingTextField.
  • Implemented Screen.lockCursor API in Windows Store Apps
  • Windows Phone: MovieTexture support.
  • Windows Phone: WebCamTexture/Microphone support.
  • Windows Store Apps: added API to get application activation arguments sent by secondary tile, toast notification now can send activation arguments.
  • Windows Store Apps: implemented API to update tiles and show notifications
  • Windows Store Apps: support for UnityScript / Boo
  • Changes:
  • AI / NavMesh: Support for adding more than one OffMeshLink component to a game object.
  • Android: 32bit display buffer without alpha is now the default to avoid compositor bugs on android.
  • Editor: Make Generate Mip Maps setting in Texture Importer not be bold, for consistency, and make it hide child settings rather than just disabling the GUI, for simplicity.
  • Editor: Respect original shader culling mode in scene view picking.
  • Editor: Changed the resize cursors and added a splitter resize cursor on mac.
  • Editor: Shortcut for Maximize View has changed from Space to Shift+Space. It can now also be configured in the Editor Preferences.
  • Editor: Current layout is now stored per project. New projects will use the last layout as an initial layout state.
  • Editor: MaterialEditor API refactored. Added class MaterialProperty that holds the info & values of the material property, and handles multi-selection & undo (similar to SerializedProperty). MaterialEditor functions now operate on MaterialPropertyValues; and there's a MaterialHelper class to get to them.
  • Editor: Project Browser now sorts folders first on Windows
  • Editor: show warning in inspector when we have npot texture playing with compression in a non-good way
  • Editor: Windows Background color option was removed from Preferences window
  • GameObject.Find doesn't allocate internal memory
  • iOS: Made iOS 4.3 as default target, updated warning for older targets
  • iOS: Added possibility to choose how touches originated from non-unity views are processed. Added possibility to get "raw" touch position (iOS coords).
  • iOS: Added support for rect banners (ios6 feature).
  • iOS: Added support for vendor/advertisement id (iOS6). Changed SystemInfo.deviceUniqueIdentifier logic: on ios7 it will use ad id (if tracking is enabled) and fallback to vendor id otherwise. On pre-ios7 the behavior stays the same (hash of MAC address).
  • iOS: exposed getter for possibly mirrored web cam texture
  • iOS: iAd implementation extracted to trampoline (WARNING: script interface changed). Added c# event to be triggered after user saw advertisement.
  • iOS: Trampoline now expects SDK 5.0 or higher
  • Mac Standalone Player: When in FullscreenWindow fullscreen mode without showing menu bar and dock, disable Application switching, as it would not correctly keep the Dock hidden.
  • Mecanim: Moved Optimized transform hierarchy button from inspector to the context menu
  • Mecanim: AnimationSet renamed AnimatorOverrideController and derives from RuntimeAnimatorController.
  • Mecanim: Removed AnimationSet property from the Animator Component. AnimatorOverrideController derives from RuntimeAnimator it can be asigned directly to the Controller property of the Animator.
  • Mecanim: Root motion can now be affected by Animation Clip from any controller's layer. Before only the first layer could affect the root motion.
  • Mecanim: Renamed AnimatorStateRuntimeModificator to AnimatorStateRuntime
  • Mecanim: AnimationSet refactoring. Removed AnimationSet.ReplaceClip and added a few function for setup.
  • Mecanim: A MatchTarget is now interrupted by a transition. Project created with older version will still have the same behavior than before.
  • Mecanim: Remove Keep Additional Bones for Humanoid Rig at import. Use Skeleton mask instead.
  • NavMesh: calling CompleteOffMeshLink now positions the agent at the OffMeshLink endpoint.
  • NavMesh: enabling carving for an obstacle disables avoidance for that obstacle
  • Physics: Now allowing multiple collider components of the same type on one GameObject
  • Physics: Renamed and documented layer mask constants, Physics.AllLayers, Physics.DefaultRaycastLayers, Physics.IgnoreRaycastLayer
  • Profiler: Some samples are now tagged as warnings in the CPU profiler (i.e. moving of a static collider). The warnings are shown as a count in the 'warnings' column
  • The default GUI font embedded for consoles and other platforms with no access to system fonts has been changed to "Liberation Sans"
  • Version Control: Only kill plugin on initial negotiation errors and not all errors sent from plugin
  • Version Control:Change base path to be projectPath instead assetPath.
  • WebPlayer: Installer now reports anonymous usage statistics to help improve install experience
  • Windows Phone 8/+ Windows Store Apps: Transferred Trial API from UnityEngine.Application to UnityEngine.Windows.LicenseInformation class.
  • Deprecated and removed features:
  • Android: Dropped support for Froyo(2.2) and Eclair(2.1).
  • Graphics: Removed support for OpenGL ES 1.x on mobile; ES2.0 will be used by default now. Set rendering path to VertexLit in player settings to best approximate the old behavior.
  • Graphics: Removed support for pre-DX9 GPUs on PC. That is, GPUs made before 2003 (NVIDIA), 2002 (AMD) and 2004 (Intel) will not be supported now.
  • Editor: Removed Unitron (Mac) and UniSciTE (Windows) script editors. The MonoDevelop we ship now is quite good already!
  • Culling: Support for Animation bounding volume culling has been removed. Unity will fall back to renderer based culling instead.
  • Improvements:
  • AI / NavMesh: Performance! Crowd update is multithreaded when there are more than 50 active navmesh agents - if supported by device.
  • AI / NavMesh: Obstacle carving support. NavMeshObstacle supports carving via the "Carve" flag on the component.
  • AI / NavMesh: OffMeshLink Component is dynamic. OffMeshLink component creation/modification/destruction has effect at runtime and in the editor. No baking of navmesh is required.
  • AI / NavMesh: 'CalculateTriangulation' calculates and returns a simple triangulation of the current navigation mesh. Returned is a struct containing the vertices, triangle indices and navmesh layers.
  • AI / NavMesh: OffMeshLink Component API additions: navMeshLayer, biDirectional, startTransform, endTransform, autoUpdatePositions, UpdatePosition.
  • Android: Always use non-linear z if available for 16 bit depth buffers
  • Android: Joystick input should now be more concise across different gamepads and devices.
  • Android: Support for secondary and tertiary mouse button (requires ICS).
  • Android: GL context recreation will only take place when strictly needed.
  • Android: Better EGL context selection. Now much more likely to pick a configuration with proper anti aliasing, stencil, depth etc.
  • Android: Native EGL/OpenGLES (no longer initialized through Java).
  • Animation Window: New clips are saved into project browser active folder instead of project root by default.
  • Animation Window: Recording goes through the new Undo system. Only changes that are Undoable are recorded.
  • Animation Window: Hotkey 'k' for add keyframe button.
  • Animation Window: Properties that are being animated show up in yellow.
  • BlackBerry: Added checkbox to allow users to indicate Gamepad support for their games
  • BlackBerry: It is now possible to specify build ID.
  • BlackBerry: Gamepad trigger buttons are now supported.
  • Documentation: undocumented APIs will now show up as empty stubs
  • Documentation: more Scripting docs for 2D APIs
  • DX11: Use new fixed function shader generator on Windows 8.1
  • Editor: Improve workflow when layout with custom windows failed to load due to compile errors.
  • Editor: Modified occlusion culling default baking parameters (smallest occluder value 1.0 -> 5.0)
  • Editor: No longer downloads an ivy.xml file every time you push play.
  • Editor: Removed dysfunctional Xcode 4 setting
  • Editor: Updated Unity Logo and icons
  • Editor: Better performance when entering and exiting playmode
  • Editor: Improved search in Project Browser and Hierarchy: We now support searching for types in namespaces and base types can be used to find derived types.
  • Editor: Improve error handling of renaming/creating assets when inputing invalid file name chars
  • Editor: SHIFT+F or double-F locks the scene view camera to the selected GameObject.
  • Editor: "alpha is transparency" textures are displayed with a checker background in material inspector; and nicer display in project browser.
  • Editor: Optimize Inspector GUI by avoiding much of the string handling associated with PropertyDrawers.
  • Editor: Order and group menu items in Assets/Create menu so related items are together.
  • Editor: PropertyDrawers now have a fieldInfo property that can be used to obtain reflection data about the member that the property represents.
  • Editor: PropertyDrawers can now call EditorGUI.PropertyField to get the default implementation instead of getting infinite recursion.
  • Editor: New virtual method UseDefaultMargins on Editors as well as two styles in EditorStyles that can be used to customize margin use manually in custom Editors.
  • Editor: Add ability to cancel update static flags in children dialogs.
  • Editor: Made TextAsset also recognize .json, .csv, .yaml extensions.
  • Editor: Add Component menu now handles multiple search words and lists items that match all of them, so for example "ca co" lists Capsule Collider.
  • Editor: If a shader has a PreviewType=Plane tag, the material inspector will display a plane instead of 3D meshes in the preview.
  • Editor: Improve GenericMenu showing speed on Windows.
  • Editor: New commandline switch "-buildTarget " that allows to select the active build target before a project is loaded.
  • Editor: ETC2 texture formats now selectable from Texture Importer inspector.
  • Editor: Respect HideInHierarchy flag & locked layers in drag-rectangle-box picking code as well.
  • iOS: added Ad Loaded callbacks
  • iOS: Added iPhone5S/C to the iPhoneGeneration enum
  • iOS: Fixed crash if user had selected OpenGL ES 3.0 as graphics API target (GL ES 3.0 is currently Android-only)
  • iOS: Fixed some warning in Xcode project
  • iOS: Added possibility to back rendering surface with CVTextureCache-ed texture.
  • iOS: Added AppDelegateListener with notifications about Local/Remote Notifications.
  • iOS: Added joystick support skeleton.
  • iOS: Improved native code integration with Unity Trampoline, look for RenderPluginDelegate and LifeCycleDelegate.
  • iOS: Make it possible to disable rendering to external display (to revert to simple mirroring). Added c# event for Display list changes.
  • Linux: Reduce development player size
  • Linux: Added screen selector / input configurator.
  • Linux: Implemented -popupwindow command line argument.
  • Linux: Add proxy support for WWW class via HTTP_PROXY/HTTPS_PROXY environment variables.
  • Linux: Reduce size of development players.
  • Math: Added "IsNormalized()" method to Vector2.
  • Mecanim: [Optimize game objects] Add support for dynamically attaching a SkinnedMeshRenderer to an existing character (like wearing glove). As long as the SkinnedMeshRenderer and the character have the same rig, they don't need to come from the same FBX file.
  • Mecanim: [Optimize game objects] Add support for exposing a Transform without reimport. Just create a new game object as a child of the root game object, and rename it to be exactly the same as the bone you want to expose.
  • Mecanim: [Optimize game objects] Optimize and de-optimize game objects at runtime with: void OptimizeTransformHierarchy(GameObject go) and DeoptimizeTransformHierarchy(GameObject go)
  • Mecanim: [Optimize game objects] Work better with prefab now. De-optimizing the imported model will not break the existing prefabs.
  • Mecanim: Added a popup menu in animation clip model importer to select/deselect all nodes in the mask inspector.
  • Mecanim: AnimationController is created without file dialog when 1st animation is added to GO.
  • Mecanim: Curve editing in Animation window should be faster for controller with many clip
  • Mecanim: When draging a clip on a GO that already has an AnimationController, simply add the clip instead of creating a new controller.
  • Mecanim: Reduced memory footprint for Animator component.
  • Mecanim: Animation clip importer automaticly detect the rig type (generic or humanoid) and setup the mask accordingly.
  • Mecanim: Rewrote iOS SIMD math library backend.
  • Mecanim: Added new animation compression mode 'optimal' for generic and humanoid rig.
  • Mecanim: When dragging a non-legacy clip on a GameObject, create an Animator + controller
  • Mecanim: Refactored AvatarMask use during import. Can now specify an asset on disk.
  • Mecanim: Added warning when humanoid transforms have Translation/Scale animation.
  • Mecanim: Removed warning message when previewing some objects that have component dependency.
  • Mobile: Improved GLES context recreation
  • Mobile: Mobiles now have separate rendering path setting
  • NavMesh: To ensure correct navmesh being baked, step height is clamped to be always less than agent height, and a warning is issued to user.
  • Physics: Can now set up material for TerrainData.
  • Physics: Joints can now have separate anchor points configured for both connected rigidbodies.
  • Physics: CharacterController will now report an error when trying to configure it as a trigger.
  • Profiler: Players now include the entire frame when profiling
  • Profiler: Correct unwinding of samples if an exception is thrown
  • Profiler: Now profiles OnGUI events when profiling editor.
  • Reduced memory consumption when importing 8k*8k textures
  • Scripting: WWW object now has a bytesDownloaded attribute, to monitor a download's activity if the remote host does not send a content-length header
  • Scripting: Add generic overloads for Resources class.
  • Terrain: Show a warning when unsupported shader is being used on terrain
  • Version Control: Create missing folder that have their .meta file present
  • Version Control: Reduced calls to VCS backend for getting status
  • Version Control: Show progress send from plugin in GUI
  • Version Control: Made a change lists optional trait for plugins
  • Version Control: Make "get latest" on asset subset or only changeset a plugin trait.
  • Version Control: Allow plugins to force handling of conflicts themselves
  • Version Control: Add support for PlasticSCM mergetool in unity preferences
  • Version Control: Support for plugin custom commands.
  • Version Control: Support for plugin provided icon overlays.
  • Version Control: Improve initial add of ProjectSettings folder to include future settings as well
  • Version Control: Show overlay legends in the settings inspector
  • Version Control: Handle files deleted externally to be reverted/deleted in vcs automatically
  • Version Control: Handle files renamed/moved outside unity and to be moved in version control as well
  • Windows Phone: Added default unity splash screens of all available orientations (landscape left, landscape right, portrait upside down in addition to portait).
  • Windows Phone: Added support for pixel perfect splashscreens.
  • Windows Phone: Debug.Log in user scripts will now output to Visual Studio output window as well if the project is built in debug and release configurations.
  • Windows Phone: If Windows Phone SDK cannot be found, its expected path is reported.
  • Windows Phone: Message box appears on the phone when using capability that was not enabled in application manifest file.
  • Windows Phone: Use latest UnityScript / Boo
  • Windows Phone: Implemented backround media player status API for Windows Phone at UnityEngine.WindowsPhone.Media.
  • Windows Phone: Show platform name in editor title.
  • Windows Phone/+ Windows Store Apps: Exposed application trial API.
  • Windows Phone: Added Emulator support.
  • Windows Store Apps: background color override support in extended splash screen on Windows 8.1
  • Windows Store Apps: Support rendering in non-native resolutions on Metro 8.1
  • Windows Store Apps - Windows 8.1: Input callbacks will now be processed on application thread instead of UI thread, thus reducing input lag.
  • Windows Store Apps - Windows 8.1: Will use Direct3D low-latency presentation API http://msdn.microsoft.com/en-us/library/windows/apps/bg182880.aspx#five, this should improve input latency.
  • Windows Store Apps & + Windows Phone: Windows 8 requirement to build for Windows Phone/Windows Store Apps is always listed in build settings if it isn't met.
  • Windows Store Apps: Added Master configuration to the exported solution, so now there will be three - Debug, Release, Master like on Windows Phone 8. Master configuration should be used when releasing the game. Release configuration is the same as Master, but has Profiler enabled, that's the only difference.
  • Windows Store Apps: Animator.GetCurrentAnimationClipState, Animator.GetNextAnimationClipState should work now.
  • Windows Store Apps: Added UnityEngine.WSA.Application.windowsActivated event, which can be used for capturing events when snapping begins and ends.
  • Windows Store Apps: Implemented Screen.sleepTimeout
  • Windows Store Apps: Fixed some of the issues with external plugins, for ex., Facebook.dll, EasyRoads3D.dll
  • Windows Store Apps: Windows 8.1 support.
  • Windows Store Apps: Cloth is supported now.
  • Windows Store Apps: Editor will check if plugins used by Editor and Windows Store Apps are compatible, for ex., it will check if assembly version matches.
  • Windows Store Apps: Editor will perform a check if user is running under Windows 8 or higher, if not Build buttons will be disabled.
  • Windows Store Apps: Unity splash screen will be shown if user doesn't have a Pro license.
  • Windows Store Apps: Added UnityEngine.WSA.Application.windowSizeChanged event, which will be invoked when user resizes the window, for ex., when performing snaping.
  • Windows Store Apps: Implemented LocationService and Compass.
  • Windows Store Apps: Compilation Overrides will only affect C# files not located in "Standard Assets", "Pro Standard Assets" or "Plugins" folders.
  • Windows Store Apps: Managed-To-Native functions now use Platform Invoke to perform interop, performance should be better now.
  • Windows Store Apps: New APIs. UnityEngine.Windows.File, UnityEngine.Windows.Directory for accessing directories and files. UnityEngine.WSA.Application for invoking calls on different threads.
  • Windows Store Apps: Resources.UnloadUnusedAssets should work correctly now.
  • Windows Store Apps: When generating C+/C# solution, Mixed Mode debugging will be enabled by default.
  • Windows Store Apps: Make sure gui password field is drawing mask char, even though os keyboard returns clear text.
  • Fixes:
  • AI / NavMesh: NavMesh.Raycast: Gives correct navmesh height (Y component) for hit position.
  • AI / NavMesh: Fix issue where disabling one navmesh obstacle would sometimes affect another obstacle.
  • AI / NavMesh: Fix NavMeshAgent occasionally getting NaN positions in cases where many agents are spawned/destroyed and avoidance is disabled/enabled.
  • AI / NavMesh: Fix NavMesh.CalculatePath returning path with wrong path endpoint when path is partial.
  • Android: Fixed a problem where "Unable to find suitable jdk installation" was presented even with a valid jdk in path
  • Android: Disabled glTexSubImage2D for adreno devices - fixes some of the dynamic font issues
  • Android: Fixed default orientation for 3rd gen kindle devices
  • Android: Fixed stripping issue which caused AndroidJavaRunnable to fail
  • Android: Fixed ToString error when unboxing java string for AndroidJavaProxy.
  • Android: Workaround for an issue with the android compositor on external displays.
  • Animation: Fixed leak in animator component
  • Animation: Will handle Enable binding correctly.
  • Animation Window: Update() isn't offered as an option in the add event popup anymore.
  • Animation Window: Add Curve dialog no longer pops up again after cancelling it
  • Animation Window: Adding new clips into read-only objects no longer allowed
  • Animation Window: Animation Event tooltip wasn't showed on mouse hover.
  • Animation Window: Animation Event window wasn't updated when selection was changed
  • Animation Window: Changing IsActive property keyframe via animation window is updated into scene view immediately
  • Animation Window: Curves-toggle is persistent if you close/reopen animation window
  • Animation Window: Dopesheet clamp framerate between 0-10 000 to avoid data loss for big number
  • Animation Window: Dopesheet is now able to show more than 50 sprite previews at the same time
  • Animation Window: Fixed Scale transform is marked yellow in the Inspector although it not animated
  • Animation Window: In record mode you should be able to animate an Animator Generic rig.
  • Animation Window: No error messages after removing the animated object
  • Animation Window: While moving selected keyframes, sometimes other keyframes would move also
  • Audio: Fix AudioListener.volume for AudioSource.PlayOneShot
  • Audio: Fix AudioImporterInspector: Compression slider shows wrong max
  • Audio: Fix Custom audio filter for AudioListener does not affect sounds played by PlayOneShot
  • Audio: Fixed StackOverflow in OSX Editor during AudioClip.Create
  • BlackBerry: Fixed issue where gravity was being reported in meters per second instead of G forces. Also landscape x and y for gravity was swapped.
  • BlackBerry: WebCamTexture.videoVerticallyMirrored is now set correctly.
  • BlackBerry: Fixed issue where tiling would occur when webcam framerate was set outside acceptable range.
  • BlackBerry: MailTo URI's now work as expected.
  • BlackBerry: Remapped gamepad buttons to match up to Xbox 360 controller.
  • Bug Reporter: Fix crash when submitting documentation bugs from OS X.
  • BuildPipeline: Custom cursor specified in PlayerSettings is now built and shown correctly.
  • Cursors: Fix regression with cursor not showing in OS X standalone build.
  • Documentation: Fixed documentation of EditorUtility.CollectDeepHierarchy.
  • Documentation: Readded the message "Inherits from" for classes that have a parent.
  • Documentation: Return types, parameter types and types in examples work as links.
  • DX11: Fix 100% cpu use on Win81, reduce it somewhat on older windows.
  • DX11: Handle "-adapter X" command line argument.
  • Editor: Fixed "set default parameters" button in occlusion-bake tab
  • Editor: Fixed crash while baking occlusion culling data
  • Editor: Workaround windows 8.1 + webkit regression causing crash on mouse wheel messages.
  • Editor: Fix external editor not opening files when double clicking errors in console and external editor arguments have been specified.
  • Editor: Fixed crash when Transform was referenced multiple times by parent Transform (only happens in corrupt scenes; editor will automatically remove extraneous references now).
  • Editor: Fixed ScriptableObject editor script reference field being incorrectly drawn with PropertyDrawer.
  • Editor: Fixed that EditorGUI.LabelField got key focus when tabbing (its now skipped when tabbing)
  • Editor: Fixed that mouse cursor over gradient alpha input field was showing as drag area instead of text area
  • Editor: Fixed that tabbing through controls jumps back to "active" checkbox for the game object instead of moving to the next gui control
  • Editor: Fixed that the static toggle in inspector does not update correctly when toggled, if the current value is "mixed"
  • Editor: Disabled GPU Profiler on Macs + NVIDIA GeForce 650M, turns out the drivers return garbage data.
  • Editor: Do not disable the lighting flag in the scene view after completing a build
  • Editor: Don't leak references to assemblies that are dynamically loaded from game code.
  • Editor: Fix input sometimes being sent to windows that have already been destroyed causing PPtr dereference asserts.
  • Editor: Fix static preview generation to have the right background color in linear mode
  • Editor: Fixed import of Reflection textures sometimes freezing the Editor when Fixup Edge Seams is checked.
  • Editor: Fixed unclear and flickering DX11 tool tip message in Player Settings on Mac.
  • Editor: It's now possible to undo changing batching settings in the PlayerSettings
  • Editor: Mark BeginGUI(Rect) as obsolete, as it leads to bad internal GUI state
  • Editor: Fix Object Picker causing nullrefs when shown outside of OnGUI.
  • Editor: Opening PopUp menus with the keyboard on windows will no longer beep.
  • Editor: Closing a editor tab shouldn't change the selected tab.
  • Editor: Fix that Preferences key shortcuts using toggle with CTRL didn't work on Windows.
  • Editor: Fixed searching for Terrain in the Hierarchy or Project window (use t:terrain)
  • Editor: Fixed searching for GUISkin in Project Browser (use t:guiskin)
  • Editor: Fixed that GUISkin was not showing in Object Picker for GUISkin object fields
  • Editor: Fixed: Occlusion Culling scene view overlay window once again always uses dark editor skin, so it is readable
  • Editor: Fixed: NavMesh scene view overlay window once again always uses dark editor skin, so it is readable
  • Editor: Fixed: Error spam in Console when modifying a box collider using collider handles
  • Editor: Only set keyboard focus upon clicking a PrefixLabel if the control supports keyboard focus.
  • Editor: Fixed two biggest progress bar leaks on OS X
  • Editor: Vertex snapping (V) now works for sprites.
  • Editor: Fix script execution order on reload
  • Editor: Fix occasional crash when importing assets.
  • Editor: AssetPostprocessors without a default constructor no longer crashes the editor.
  • Editor: Fix ScriptableObject having wrong icon in ObjectField.
  • Editor: PropertyDrawer attributes on members that are arrays are now applied to each element in the array rather than the array as a whole. This was always the intention since there is no other way to apply attributes to array elements, but it didn't work correctly before. Apologies for the inconvenience to anyone who relied on the unintended behavior for custom drawing of arrays.
  • Editor: Fix context menu for ScriptableObject having nonsensical entries (mostly Component-related). Also, "Edit Script" is now only shown if a script is available for editing (not the case for e.g. GUISkin or Terrain).
  • Editor: Fix light skin inspector sometimes using game skin for drawing controls.
  • Editor: GameObjects that end up with multiple transform components will now have extraneous transforms removed automatically; prevents crashes.
  • Editor: Fixed a crash when calling AssetDatabase.CreateAsset on a GameObject.
  • Editor: Fixed errors and crashes when having non-ASCII characters somewhere in the paths for font assets.
  • Editor: Fixed crash when inspecting a disabled terrain; or deleting a material assigned to Terrain.
  • Editor: Fix Scene View Gizmo hover effect that has been broken for several releases.
  • Editor: Fix that clicking cancel on the build progress bar causes loss of scene and any unsaved work.
  • Editor: Fix that Windows progress bar displays incorrect progress when used from user scripts.
  • Editor: Ensure error sound is not playing on OSX when using keyboard shortcuts for particle effect.
  • Editor: Fix wrong context menu in the results of Asset Store searching in Project view.
  • Editor: Curve preset library now retains wrap settings.
  • Editor: Object picker prematurely populates Animation component.
  • Editor: Fixed undo not working with color picker.
  • Editor: When calling EditorGUI.PropertyField with includeChildren set to true, the children did not have correct spacing.
  • Editor: Labels and buttons no longer draw on top of each other in the preview of an animation clip from the asset store with a narrow inspector or preview window.
  • Editor: TextEditor now scrolls to show the composition string when using IME. Furthermore, scrolling offset is now respected when IME pane is positioned so it doesn't end up in weird positions if the text field has scrolled.
  • Editor: Fix scroll speed in Particle Effect window; and fixed broken UI layout in particle system scene view overlay.
  • Editor: Fix so shortcuts can be used to give the Project Browser window focus (Ctrl/Cmd + 5) and then start a search (Ctrl/Cmd + F).
  • Editor: Fix main editor window covering an auto-hidden taskbar when maximized on Windows.
  • Editor: Fix double dropshadowing issues for windows on Windows (fixes odd dropshadowing on adjacent monitors when the editor was maximized).
  • Editor: Fixed files showing multiple times when deleting multiple folders in Project Browser.
  • Editor: Fix assets could incorrectly be created in the Assets folder in two column mode.
  • Editor: Textures with Alpha Is Transparency Selected, will have their thumbnail correctly generated with a transparent background.
  • Editor: Prevent setting terrain resolution higher than 2049 via the inspector (can still be done from scripting API, to avoid breaking existing code).
  • Editor: 3D textures were not displayed properly in material inspector.
  • Editor: Catch errors when trying to rename classes in the project view.
  • Editor: Disable Compression option in Audio Importer for Native WAV files as they can't be compressed.
  • Editor: Fixed Camera Volumes legend in Occlusion Culling in-scene window.
  • Editor: Fixed changing the script type in the MonoBehaviour component when using multi-object selection.
  • Editor: Fixed IntPopup fields not opening on space.
  • Editor: Fixed tooltips for GUI.SelectionGrid; and log a warning if user tries to create invalid SelectionGrid.
  • Editor: Only focus dropdown window if doesn't have focus already.
  • Editor: On Windows EditorGUIUtility.AddCursorRect does not wait for a mouse movement to update the cursor anymore.
  • Editor: Fixed the hard crash happened when updating one package to a new version.
  • Editor: Fix the inappropriate cache server warnings
  • Editor: Fix the bug that crash unloading AssetBundle when exiting Play mode
  • Editor: Fix the crash when deleting ScriptableObject
  • Fix: ASTC textures were imported with Y-axis flipped
  • Fix crash when passing prefab instance to PrefabUtility.ReplacePrefab
  • Fix the Editor crash on getting component by type if type was null
  • Fix occlusion culling when camera is outside generated view volumes
  • Fix occlusion culling license issue
  • Fixed profiling of shadow caster culling, cases where there are no shadow casting lights.
  • Fix error messages in Windows Store Apps and WP8 when checking for location capability
  • Fix errors when snapping on Windows Store Apps
  • Fix: GPU skinning on DX11 was limited to 128 bones per mesh, limit upped to 1024.
  • Fix F10 and Shift keys in Windows Store Apps
  • Fix crash in WSA/WP8 when using Compass
  • Fix internal exception and performance issue in WSA/WP8 using Compass on device without it
  • Fix serious performance drop in WSA/WP8 using Compass on some devices
  • Fix Editor hanging when entering play mode or quitting the application
  • Flash: Fix leaking AssetBundle APIs.
  • Flash: Fix Flash UnityContentLoader unloading. ("TypeError: Error #1034: Type Coercion failed: cannot convert System::ClassType...")
  • Flash: Fix Flash Monobehaviour Serialization issues
  • Flash: Support up to Flash 11.8, this allows 11.5 and upwards non-content debugger players to display a stack trace.
  • Flash: Fixed dynamic batching sometimes failing.
  • Font rendering: Fix alignment of text with embedded images.
  • Font rendering: Allow embedded images to render in non-square aspect ratios.
  • Graphics: Fixed a crash when accessing Camera.current in the Editor in Start().
  • Graphics: Fixed a crash when switching to DX11 mode and the scene has terrain in it.
  • Graphics: Fixed a deadlock in the mutithreaded renderer when entering the Lion-style fullscreen on Mac.
  • Graphics: Fixed a null reference exception in combining for static batching when there was no first material in Renderer's material array.
  • Graphics: Fixed asserts caused by broken render texture stats when using graphics emulation.
  • Graphics: Fixed changes to QualitySettings.vSyncCount after Screen.SetResolution() causing fullscreen setting to be ignored.
  • Graphics: Fixed GPU skinning (both DX11 and OpenGL ES 3.0) when the mesh is using a low number of bones
  • Graphics: Fixed QualitySettings.anisotropicFiltering changing values inconsistently when set from scripts.
  • Graphics: Fixed Texture.GetNativeTextureID() not being thread-safe with multi-threaded rendering.
  • Graphics: Fixed webplayer plugin crash
  • Graphics: Fixed wrong vertex count being reported in Stats window when static batching is used and editor is in Direct3D 9 mode.
  • Graphics: Fixed broken shadows with forward rendering to antialiased RenderTexture.
  • Graphics: Fixed crash when calling Texture2D.ReadPixels() with a negative offset.
  • Graphics: Fixed crash when using Graphics.Blit under some circumstances.
  • Graphics: Fixed Graphics.Blit crash issue.
  • Graphics: Fixed shaders using 2 UV sets not working in Player if mesh only has one set, and was imported without Read/Write Enabled.
  • Graphics: Fixed bounds of meshes generated by TextMesh component.
  • Graphics: RenderTextures are no longer unnecessarily cleared when loading a new level.
  • Graphics: OpenGL ES 2.0 now supports mipmapped render textures.
  • Graphics: Fixed cubemap + mipmap render textures on OpenGL.
  • Graphics: Fixed a rare case of light probe sampling taking too much time.
  • Graphics: Fix crash on scene load when baked occlusion data is present
  • IMGUI: MousePosition should work properly inside a GUI.window when GUI.matrix is not identity.
  • Input: Input state now being reset consistently cross-platform when player focus is lost.
  • iOS: Fixed iOS builing on Windows
  • iOS: Fixed various scrolling related crashes on iOS 7
  • iOS: Fixed Xcode 5 build & run for simulator target
  • iOS: Fixed gyro reporting
  • iOS: Fixed iOS project building from script on Windows.
  • iOS: Fixed iOS7 simulator support.
  • iOS: Fixed managed code stripping when building project on Windows.
  • iOS: Fixed WebCamTexture support for iOS7
  • iOS: Fixed iOS7 icon size support
  • iOS: Xcode 5 Build&Run support fixed
  • iOS: Fixed MeshCollider stripping issue.
  • iOS: Improved error propagation in WWW class.
  • iOS: Fixed Norwegian language detection.
  • iOS: Make sure all NSString backing device settings are retained.
  • iOS: Fixed OnCollision broken by stripping, when you don't use Collision class explicitly.
  • iOS: Fixed trampoline's precompiled header not working with .c/.m files.
  • Linux: Fix player crash when a user manually specifies an invalid resolution.
  • Linux: Fix custom cursor handling when hiding/showing cursor.
  • Mac OS X 64 bit Standalone: fix WebCam support
  • Mac OS X Standalone: Changed compile settings to disable running on 10.4 (which we did not support anyways), as this is now a requirement for publishing to Steam.
  • Mac OS X Standalone: Fix cursor locking when setting Screen.lockCursor in first Awake call
  • Mac OS X Standalone: Fixed Mouse coordinates on secondary screens
  • Mac OS X: Fixed support for cursors with NPOT cursor textures
  • Mac OS X: Make Icon and Splash screen work for 64 bit standalone builds.
  • Mac OS X: Fixed non-ASCII characters in Input.inputString
  • Mac OS X: Fixed issues with windows handling for GameCenter in standalone builds.
  • Mac OS X: Fix Input.inputString to correctly contain whitespace characters in the web player.
  • Mecanim: Model importer meta file shouldn't get dirty anymore when importing a file with a Humanoid rig.
  • Mecanim: Fix crash when previewing transition between empty states
  • Mecanim: Fix object hierarchy not being animated correctly in some cases
  • Mecanim: Fix remove State/StateMachine code that caused bad object access
  • Mecanim: Fixed crash when trying to configure an Avatar with a mesh not yet skinned.
  • Mecanim: Fixed cannot configure a human avatar when optimize is ON.
  • Mecanim: Fixed crash when calling Animator.GetBoneTransform on Avatar with Optimize Game object On.
  • Mecanim: Fixed crashes when editing humanoid animation applied to a primitive object.
  • Mecanim: Fixed drag'n drop of State/StateMachine.
  • Mecanim: Fixed Optimize GameObject in import settings breaks preview window of Skinned Mesh,
  • Mecanim: Fixed preview of a transition on a layer with a mask, previewer was not using the mask to playback the transition.
  • Mecanim: Fixed root motion masking for all layer.
  • Mecanim: Fixed the crash which happened when we reimport the FBX file in play mode.
  • Mecanim: Fixed transitions bool parameter being overriden when creating the 1st Trigger parameter.
  • Mecanim: Hide "Optimize Game Objects" if Avatar Definition is "Copy From Other Avatar".
  • Mecanim: Proper clamping of start/stop times when importing an Animation clip.
  • Mecanim: Update Controller's clip duration when an AnimationClip is substituted by AnimationOverrideController.
  • Mecanim: Fixes animation set crash when clips are duplicated in controller.
  • Mecanim: Avatar created proceduraly should not expose Configure Avatar button.
  • Mecanim: User should get an error in the console when they try to create an avatar with duplicate transform in the human mapping.
  • Mecanim: Fix various crash with Optimize game object and configure Avatar.
  • Mecanim: Fix crash when user configure an existing avatar and try to edit the muscle limit,
  • Mecanim: Fix crash when user delete and animator component.
  • Mecanim: Fix crash when user set the root node on a generic rig to the top most object in hierarchy.
  • Mecanim: Animation Average Velocity was not computed correctly.
  • Mecanim: Preview of animation breaks on avatars with different hips orientation.
  • Mecanim: Switching from Generic to Humanoid rig when using source Avatar was breaking animation import.
  • Mecanim: Support scale of game object at runtime for Animator. Root Motion, IK, Optimize Hierachy.
  • Mecanim: Unroll muscle fix.
  • Mecanim: Sync editor curve for pre-4.3 duplicated muscle clip and backward compatibility problem with duplicated clips.
  • Mecanim: Change default behavior for human clip, do not import position, rotation and scale curve for all human transform.
  • Mecanim: StateMachine GraphGUI did not support properly to have its data modified externally.
  • Mecanim: Fixes webplayer compatibility for Mecanim bindings.
  • Mecanim: ModelImporter multi-edition of root node and expose transform should be disabled when transform from multiple file doesn't match.
  • Mecanim: Better validation of avatar creation.
  • Mecanim: Re-added AnimationUtility.GetAnimationClips(Animation animation) in the API as deprecated.
  • Mecanim: Fixed crash when applying change in Avatar Tools with an invalid avatar.
  • Mecanim: Fixed StopTime not being set properly when resampling a transition in the previewer.
  • Mecanim: Fixed scale curved that where not evaluated properly.
  • Mecanim: Fixed continuity issue on transitions with duration of zero.
  • Mecanim: Fixed broken additive layer evaluation.
  • Mecanim: Fixed broken bindings when source hierarchy differs from destination.
  • Mecanim: Prevent opening muscle previewer in Avatar Setup with incomplete Avatar.
  • Mecanim: Fixed Crash when clicking on Clear mapping button in Avatar tools.
  • Mecanim: Fix the default pose (when a character is not animated) when humanoid mode or a root bone is used. This makes it consistent with the default pose in the authoring tool (eg. Maya).
  • Mecanim: Fixed crash when calling Animator.GetBoneTransform with an Uninitialized Animator.
  • Mecanim: Recorder cannot longer play unrecorded frame.
  • Mecanim: Restrict use of negative animator speed while recording.
  • Mecanim: Fix Ctrl-click selection for states and transition.
  • Mecanim: Fix negative scale blending while in a transition.
  • Mecanim: Fix Additional curves tangent, Non default tangent was not supported correctly.
  • Mecanim: Fix in Muscle Unroll Algorithm.
  • Mecanim: Fix loading of .anim files generated in 4.0/4.1/4.2
  • Mecanim: Fix memory spill when using Layers
  • Memory Profiler shows Static Managed References as a reason for why an asset is loaded
  • Memory: Fixed leak when instantiating materials from code
  • Mobile: Do not include fonts into mobile build when rendering mode is OS and including the font is not specified.
  • Mobile: Fixed point topology rendering.
  • Mobiles: 24-bit Depth Buffer is now enabled by default
  • MonoDevelop: Disable broken fullscreen mode on OSX.
  • MonoDevelop: Fix exception when creating a new UnityScript or Boo class from MD.
  • MonoDevelop: Fix tab selector freeze when resizing the code editor UI.
  • MonoDevelop: Fix exception when jumping to declaration of a symbol in an external assembly.
  • MonoDevelop: Fix intermittent, unhandled exception when opening the Unity API reference.
  • MonoDevelop: Remove unsupported entries from menus.
  • MonoDevelop: Fix cursor warp.
  • MonoDevelop: Don't flush folding and undo data on document save.
  • MonoDevelop: Show debugging toolbar when attaching.
  • MonoDevelop: Make play button attach instead of launching new Unity instance.
  • MonoDevelop: Fix Boo compilation failure every first compile (Windows).
  • MonoDevelop: Fix Unityscript compilation (Windows).
  • NavMesh: Changed NavMeshAgent.hasPath to return consistent values on off-meshlinks and while walking.
  • NavMesh: Fixed issue where NavMeshAgents was restoring the velocity before entering offmeshlink when leaving it
  • NavMesh: Fix regression causing agents moving on terrain to have wrong height (y-position) when "Height Mesh" bake option is enabled
  • OSX Player: Fixed crash when loading a release build
  • OpenGL ES 3.0: Fixed shadow rendering in Deferred rendering mode.
  • OpenGL ES 3.0: Various fixes and stability improvements.
  • Physics: Fix OnTriggerEnter being called repeatedly for CharacterControllers when setting transform.parent
  • Physics: Fix potential crash when deleting colliders while Time.timeScale is zero
  • Physics: Fix Terrain.GetInterpolatedNormal to return correct normals
  • Physics: Fixed a bug where Continuous Collision detection would not work correctly when changing the scale of colliders.
  • Physics: It is now possible to have multiple SpringJoint components on a single GameObject, like with all other Joints.
  • Physics: Rigidbodies will now wake up when changing constraints, so that a Rigidbody which is being held in position by a constraint will start moving.
  • Physics: All combine modes are now correctly applied to friction and bounciness properties of physics materials. Before that, the interpretation of Multiply and Minimum modes was switched.
  • Physics: Fix crash when using MeshCollider with a mesh which only contains degenerate faces.
  • Physics: Fixed a bug where MeshColliders would enable themselves when changing the transform when they were disabled.
  • Physics: Fixed a crash related to sending collision notifications.
  • Physics: Fix the MovePosition feature of a kinematic compound rigidbody.
  • Physics: fix crash when reloading scene with invalid physics materialPrefabs: Fixed cases where prefab merging injected additional transform components into prefab instances.
  • Physics: Fix 2D colliders spamming console log with "m_InstanceId==0"
  • Prefabs: Fix awake order for prefabs which have other prefabs as children
  • Profiler: Camera render to Texture is now added to the profiler.
  • Rendering: Fixed accessing Cloth.vertices when there is no vertices assigned yet.
  • Scripting: Fixed a crash when trying to serialize abstract classes in MonoBehaviours.
  • Scripting: Fix memory leak occurring during Play/Stop and script compilation.
  • Scripting: CodeDomProvider can be used in Editor
  • Scripting: Fixed InvalidProgramException for binding delegate to instance method with null target.
  • Scripting: Fixed crash when calling ScriptableObject.CreateInstance with abstract type.
  • Scripting: More informative error message about use of enums with unsupported underlying type.
  • Scripting: Infinite Loop on RequireComponent.
  • Scripting: Fix crash when instantiating a scriptable object with a mismatched file name.
  • Scripting: Allow StopCoroutine from within a coroutine.
  • Scripting: Avoid spurious allocations when using terrains with shadows.
  • Scripting: Eliminate misplaced Editor.SetDirty warning in players.
  • Scripting: Fix crash when subclassing Component.
  • Shaders: hlsl-to-glsl translator now accepts "static" and "const" qualifiers on function return values.
  • Shaders: hlsl-to-glsl translator was producing variable names with double-underscore in some cases (which is not accepted by some drivers).
  • Shaders: Shader compiler now consistently accepts project-root relative #include paths.
  • Shaders: Fixed #pragma multi_compile shader variants not working with surface shaders in some cases.
  • Shaders: Fixed shader compiler crashing with out of memory on complex shaders (with lots of multi_compile variants).
  • Shaders: Fixed some Material properties getting into a non-save-able state sometimes (they would seem to be editable, but a Unity restart would revert the values back).
  • Shaders: Fixed texCUBEgrad & tex3Dgrad, was not working on some platforms.
  • Shaders: Integer and boolean parameters in shaders (e.g. int, int4, bool) now work as expected on all platforms.
  • Shadows: Fixed performance regression in shadow rendering (introduced in 4.1).
  • Shuriken: Clamp both start lifetime and length in seconds to avoid precision issues.
  • Shuriken: Fixed crash when destroying Mesh used by ParticleSystemRenderer.
  • Substance: Added missing documentation for SubstanceImporter::Get/SetPlatformTextureSettings() and ProceduralTexture::GetPixels32().
  • Substance: Fixed a severe perf regression in scenes with more than 20 ProceduralMaterial instances.
  • Substance: ProceduralTexture::GetPixels32() now works with a simpler call sequence (see documentation).
  • Substance: It is no longer possible to rename the wrong ProceduralMaterial when switching ProceduralMaterial while editing the ProceduralMaterial name field.
  • Substance: Texture thumbnails are now properly spaced when the "Generate all outputs" checkbox is enabled.
  • Substance: The "Generated textures" foldout is no longer displayed when trying to multi-edit ProceduralMaterials.
  • Substance: Renaming a ProceduralMaterial to a recently renamed ProceduralMaterial's previous name will now display the correct preview textures.
  • Substance: Fix a potential Editor crash when trying to perform drag and drop in the SubstanceImporterInspector.
  • Terrain: Fixed popping tree shadow
  • Terrain: Tree colors in linear rendering mode are now rendered correctly.
  • Terrain: Fix crash when using Terrain.activeTerrain in a scene that has no terrain.
  • Terrain: Fixed incorrect color space setting on detail (grass) objects.
  • Text Markup: Fixed parsing of numeric parameters which sometimes read numbers incorrectly.
  • Umbra culling is no longer used for previews. Fixes a crash when selecting cubemaps.
  • Undo operation for asset import settings changes are no longer recorded
  • Undo operation for asset import settings changes are no longer recorded
  • Undo: Fixed undo recording of script changes on MonoBehaviour
  • UnityObject: Correctly identifies IE 11 as a supported browser.
  • Version Control: Fix Submit Window sometimes throwing exceptions on creation.
  • Version Control: Do not show checkout dialog for all reimported models
  • Version Control: Handle moving folder external to Unity
  • Version Control: Only checkout selected assets when user has enabled notify on save in preferences
  • Version Control: Increased timeout for getlatest and submit to better handle slow connections
  • Version Control: Refresh pending window on submit error
  • Version Control: Require ack from vcs plugins on shutdown to prevent deadlock
  • Version Control: Fix context menu for "open containing folder".
  • Version Control: Show correct error message on all submit errors.
  • Version Control: Support perforce workspaces and passwords with spaces.
  • Version Control: Support for perforce streams.
  • Version Control: Disable save option when VCS plugin does not support changelists.
  • WebPlayer: Fixed several XSS bugs
  • WebPlayer: Fixed web player legacy occlusion culling
  • WebPlayer: Web Players can now start on Windows XP systems with Terminal Services disabled, but will not be able to enter full-screen on those systems.
  • WebPlayer: Fixed lock-up issues that occurred when entering fullscreen on OS X.
  • WebPlayer Installer: EULA links have been removed and standard click-through EULAs introduced. The EULA itself has not changed.
  • Windows 64-bit Standalone: Removed dependency on MS CRT redistributable
  • Windows Phone/+ Windows Store Apps: Fixed unity player crashing if fields in user scripts were emitted with #if UNITY_EDITOR precessor flag.
  • Windows Phone/+ Windows Store Apps: Reference ReWriter will now correctly find replacement method with param arguments if original is not available in the target framework.
  • Windows Phone: Dependencies to WinRTLegacy.dll are now correctly rewrriten.
  • Windows Phone: fix LocationService status
  • Windows Phone: Fixed unity player crashing if back button was pressed while the engine was still reinitializing from application pause.
  • Windows Phone: Reference ReWriter now correctly recognizes System.Uri Windows.Foundation.Uri type alias.
  • Windows Phone: Reference ReWriter now correctly recognizes WinRT aliases when they are a template argument of non-alias class.
  • Windows Phone: UnityScript compiler targets incorrect UnityScript.Lang.dll when building project for WP8
  • Windows Phone: Closing app should no longer crash it.
  • Windows Phone: Fix render texture camera orientation when app is started in landscape.
  • Windows Phone: Fixed a bug where using certain WinRT types would prevent the user from building a project.
  • Windows Phone: Fixed a build system crash if plugin contained a class that inherits from Windows Phone XAML classes.
  • Windows Phone: Fixed a crash caused by disabled sensors capability in project manifest.
  • Windows Phone: Fixed a crash when trying to access temporary and roaming directories.
  • Windows Phone: Fixed a crash when trying to use gyroscope on devices that don't have gyroscope.
  • Windows Phone: Make ScreenOverlay post effect rotate correctly with device orientation.
  • Windows Phone: handle exceptions when sensors are not found
  • Windows Phone: Fixed initialization of LocationService
  • Windows Phone: GameObject.SendMessage invokes correct overloaded method.
  • Windows Phone: WWW class correctly decodes escaped URL strings.
  • Windows Phone: Screenshots are correctly captured in landscape orientation.
  • Windows Phone: App no longer crashes if graphics device is accessed from OnApplicationPause method.
  • Windows Store Apps: fixed GUI events via touches when cursor is locked
  • Windows Store Apps: fixed LocationService DesiredAccuracy usage on Wind

New in Unity 4.2.2 (Oct 14, 2013)

  • Features:
  • iOS: Added joystick support
  • Improvements:
  • iOS: Added iPhone5C/5S to the iPhoneGeneration
  • Fixes:
  • Graphics: Fixed RenderTexture reload warnings in editor's mobile graphics emulation mode, when deferred lighting is used with no lights present.
  • Graphics: Fixed Image Effects crash in some cases when an effect does camera.Render() from inside of OnRenderImage (regression in 4.2).
  • Shadows: Fixed broken soft shadows in scene view when Linear color space + skybox are used (regression in 4.2).
  • Editor: Fixed major progress bar leak on OSX editor.
  • BlackBerry: Fixed case where large device hardware PINs would not work with debug token reading/creation.
  • BlackBerry: Player settings now include stripping level option.
  • Memory: Fixed memory leak when instantiating materials from code.
  • iOS: Fixed documentation for Texture2D.CreateExternalTexture.
  • iOS: Fixed Build&Run with Xcode 5.
  • iOS: Fixed status bar issue on iOS7.
  • iOS: Fixed WebCamTexture problems on iOS7.
  • iOS: Fixed crash if user selected OpenGL ES 3.0 graphics API (OpenGL ES 3.0 is currently Android-only).
  • Android: Yet another fix for "Unable to find suitable jdk installation".

New in Unity 4.2.1 (Sep 3, 2013)

  • FIXES:
  • Android: Fixed an issue where a KeyNotFoundException was thrown when trying to deploy to the android emulator.
  • Android: Renamed exported .jar file from untiy-classes.jar to unity-classes.jar
  • Android: .meta files are now dropped before compilation of android libraries.
  • Android: Fixed for "Unable to find suitable jdk installation" on windows.
  • BlackBerry: Fixed issue where windows xp BlackBerry registration file path was not supported.
  • Fixed issue where windows xp BlackBerry registration file path was not supported.
  • Bugreporter: Fixed crash when submitting documentation bugs from OS X.
  • Documentation: Fixed that some editor classes were not showing up in the table of contents (Editor, EditorWindow).
  • Documentation: Monobehaviour page no longer has a dead link.
  • Documentation: "Inherited from ..." is showing for classes that inherit from other Unity classes.
  • Editor: Fixed editor crashing on older (SM2.0) GPUs.
  • Editor: Fixed that clicking cancel on the build progress bar would loose any unsaved work and would fail to load original scene.
  • Editor: Fixed memory leak occurring during Play/Stop and script compilation.
  • Editor: Fixed nested property drawers finding the wrong property drawer to use for rendering.
  • Editor: Asset store doesn't hang after downloading and importing assets.
  • Graphics: Fixed incorrect rendering order on meshes with multiple materials, introduced in Unity 4.2.
  • Graphics: Fixed multiple texture coordinate handling in immediate mode on OpenGL ES 3.0.
  • iOS: Fixed Input.compensateSensors not working with autorotation.
  • iOS: Fixed SystemInfo.deviceUniqueIdentifier returning udid on pre-iOS 7 devices that is different from the one returned in Unity 4.1.
  • iOS: Fixed status bar appearance on iOS 7.
  • iOS: Enforced proper screen mode and overscan compensation for AirPlay Displays.
  • iOS: Fixed PLCrashReporter name clash with Crittercism plugin.
  • iOS: Fixed crash when using SystemInfo.deviceUniqueIdentifier repeatedely.
  • Mecanim: Fixed culling crash bug happening in visibility callback.
  • Memory Profiler: Fixed freed textures in OpenGL showing up as a memory leak.
  • Mobile: Fixed Camera rendering to RenderTexture outside of normal rendering loop.
  • Mobile: Fixed possible OpenGL ES objects leaks when using several RenderTextures and destroying them.
  • Particles: Fixed editor crash when exiting playmode with particle system inspector showing.
  • Physics: Fixed incorrect collider/trigger exit messages being sent when paused.
  • Windows Store Apps: Fixed the leaked exceptions from sensors (typically happens when the system reports that a gyroscope exists but fails to set the properties) that break the rendering loop.
  • Windows Phone: Implemented Application.OpenURL.
  • Windows Phone: Fixed editor lock up when profiling and deploying new build at the same time.
  • Windows Phone: Fixed reloading of assets from bundles on fast resume.
  • Windows Store Apps: PlayerPrefs will correctly store huge strings.
  • OpenGL ES 3.0: Made various fixes and stability improvements.
  • OS X Web Player: Fixed crash when starting up the web player when an IME input mode is enabled.
  • Windows Phone and Windows Store Apps:
  • Fixed WWW class constructor - now it never throws exceptions.
  • Fixed crash on accessing WheelHit.collider after calling WheelCollider.GetGroundHit().
  • Arrays with dimension bigger than one won't be serialized. For ex., byte [,]
  • Unity splash screen will be shown if you have a basic license, this is not a splash screen shown by OS, it's the one shown by Unity engine.

New in Unity 4.2.0 (Jul 31, 2013)

  • New Platforms and Licensing:
  • Windows Store Apps ("WSA", for both x86 and ARM) and Windows Phone 8 support. Pro version of WSA/WP8 is free for Unity Pro owners!
  • BlackBerry 10 support.
  • Now free: all "Basic" mobile licenses.
  • Now free: realtime shadows (one directional light only; hard shadows only).
  • Now free: text-based serialization of materials, prefabs, scenes etc. for easier version control.
  • Now free: NavMesh baking (OffMeshLinks still require Pro).
  • Graphics Features:
  • Anti-aliased RenderTextures. Implemented on D3D9, D3D11, OpenGL, OpenGL ES 2.0 (iOS and some Android devices via GL_IMG_multisampled_render_to_texture), OpenGL ES 3.0.
  • Image Effects, a batch of new goodies and improvements (update Image Effects package!)
  • Ambient Obscurance: Added "Screen Space Ambient Obscurance" effect, like old SSAO but better quality, faster and scales better to large resolutions.
  • Bloom: Added mobile oriented "Bloom (Optimized)" effect; not as fancy as Bloom one but faster.
  • Blur: Added mobile oriented "Blur (Optimized)" effect.
  • Tilt Shift: Replaced old effect with "Tilt Shift (Lens Blur)" one; better quality and HDR support.
  • Camera Motion Blur: Added "Reconstruction Disc" mode, quality tweaks to existing modes.
  • Vignetting: Optimized performance and improved UI.
  • Edge detection: Removed old simple "Edge Detection (Color)" effect, added it as a new mode into Edge Detection effect.
  • Reorganized image effects menu structure to be more logical.
  • Stencil buffer access (requires Unity Pro). Shaders can define stencil buffer operations that they perform, for optimizations or special effects.
  • Shadows: Implemented static & dynamic batching for shadow casters & shadow collector pass. Note: many shadow casters can be batched even if they use different materials! They will be batched as long as the actual shadow caster shader & material properties affecting it are the same.
  • Shuriken: Collision event callback scripting interface. Efficient callbacks on GameObjects and ParticleSystems are issued when Shuriken particle collisions occur. Per particle callback data include collision positions, incident velocities, surface normals and Collider references allowing developers to, say, cause damage to GameObjects and apply forces to RigidBodies.v
  • GPU Skinning! (requires Unity Pro)
  • Completely automatic, no custom shaders needed.
  • Works on DirectX 11 (via stream-out), OpenGL ES 3.0 (via transform feedback) and Xbox 360 (via memexport). Other platforms will continue to use CPU skinning.
  • OpenGL ES 3.0 support for Android:
  • ES3 has nicer shadow filtering, ETC2 texture compression, GPU skinning via transform feedback, HDR rendering, multiple render targets, derivative instructions in shaders etc.
  • A new option in Player Settings, next to ES1.x and 2.0 devices.
  • Requires a GPU that can do ES3, for example Qualcomm Adreno 3xx or ARM Mali T6xx.
  • Note that the official Android version does not support ES3 yet. So to test it you should install ES3 drivers directly from GPU makers (e.g. Qualcomm).
  • Deferred Lighting is now enabled on Android and iOS.
  • Requires depth texture support and at least a 512MB RAM device.
  • Note, it might still be too slow for big games scenes on anything but latest devices, so use with care.
  • Added possibility to create Texture2D directly from native texture; Texture2D.CreateExternalTexture. This is mostly useful when your native code plugin creates textures itself.
  • Editor Features:
  • Integrated version control support for Perforce.
  • Do common Perforce operations right inside Unity editor.
  • We've made the integrated version control system extensible; support for more VCS will be coming later. Or you can write your own VCS plugin, see our plugin page on github.
  • Platform switching, player building and asset importing can be cancelled now! How cool is that?
  • Custom GameView resolutions & aspect ratios. Custom settings are saved per project for easy sharing through version control (ProjectSettings/GameViewSizes.asset).
  • Preset Libraries: You can now save the following types as presets:
  • Curves in the Curve Editor and Particle System Curve Editor.
  • Gradients in the Gradient Editor.
  • Colors in the Color Picker.
  • Create new libraries either as personal libraries (saved in preferences) or shared libraries (saved in the project folder).
  • Added a Quad primitive ;)
  • Memory Profiler: Now shows the objects that have references to another loaded object. This can help pinpoint why a given object is in memory.
  • Shader importer can have default textures specified. When you initially set a shader on a material or reset a material the textures will be set to these default textures.
  • Texture importer now has "Alpha is Transparency" setting, which does color dilation to fix edge artifacts on semitransparent textures. It is enabled by default for GUI textures.
  • Mobile Features:
  • Android: Added support for Android Library Projects (no compilation support, so the libraries have to be pre-compiled).
  • Android: AndroidJavaProxy - Support for implementing Java interfaces in C#.
  • Android: Editor can now update the Android SDK if it does not match the required dependencies.
  • iOS: Added CrashReporter API for crash detection and extraction (requires Unity Pro).
  • iOS: Now you can setup iOS PlayerSettings, texture import overrides and build iOS AssetBundles from Windows Editor. Building an actual iOS player still requires Mac OS X & Xcode.
  • iOS: WebCamTexture can be set non-readable (prior to playback), which allows it to output from camera directly to texture, avoiding extra memory copies.
  • Editor: When in mobile graphics emulation mode, editor will show a warning when RenderTexture usage is not optimal for tile-based or multi-GPU systems. Use RenderTexture.MarkRestoreExpected() to suppress the warning if needed.
  • Other Features:
  • Audio: Added Bypass Listener and Bypass Reverb Zones properties that enable turning off listener effects independently from the effects on the audio source. Thus, Bypass Effects only turns off the effects on the AudioSource, and the 3 flags can be combined freely.
  • Audio: Added Disable Audio property in Audio project settings to deactivate the audio system in standalone builds. Note that this also affects the audio of MovieTextures. In the editor the audio system is still on and will support previewing audio clips, but AudioSource.Play calls and playOnAwake will not be handled in order to simulate behavior of the standalone build.
  • Audio: Added "Prepare iOS For Recording" property in Player Settings (iOS > Other Settings in the inspector). Turning it on will avoid the stalls that otherwise happen when starting or stopping the Microphone object.
  • Editor: Editor extensions can now get a callback when Unity is about to open an asset. Use this callback to open an asset inside Unity before its opened in an external tool. Decorate a static method with the attribute UnityEditor.Callbacks.OnOpenAsset.
  • Linux: Added basic webcam support for video4linux2-supported devices.
  • Linux: Implement headless player; this will not require Xlib (requires Unity Pro).
  • Mac OS X: 64 bit standalone player support (x86_64 and Universal).
  • Mecanim: Avatar Creation API, for avatar creation from scripts at runtime or in the editor.
  • Mecanim: Synchronized Layers option to override state durations.
  • Mecanim: You can now set the default layer weight in the editor for your animator controller layer.
  • Changes:
  • Asset bundles built in prior versions of Unity are no longer compatible with Unity 4.2 (this has been necessary because of changes to how built-in resources are handled).
  • AssetDatabase.ImportPackage and AssetDatabase.ExportPackage can now be called repeatedly from within the same iteration of the game update loop (previously, successive calls would overwrite the buffered state of the previous one).
  • Audio: 7.1 content can now be loaded in the editor (previously only 5.1 was allowed).
  • Editor: Add MeshRenderer component dependency for TextMesh component.
  • Editor: NavMeshLayers editing is now located as a tab in the Navigation Window.
  • Editor: Terrain menu functionality moved to Terrain Inspector. Now you create a terrain by GameObject > Create Other > Terrain. Terrain settings previously in the menu are under Settings tab in terrain inspector.
  • Font colors are now applied as vertex colors, instead of by setting the color on the material. This makes it work better with markup tags in rich text strings. The color property in the font importer has been removed, and instead there are now color properties on the GUIText and TextMesh components to let you set the color of text objects per instance instead of per font.
  • Graphics: Disabled multisampling on NVIDIA cards on OS X earlier than 10.9 in Mac Web Player, due to driver issues.
  • Graphics: Majority of built-in shaders are now only included into your game data if they are actually used. This saves about 200 kilobytes off your mobile game size if you're not using many built-in ones. If you need some built-in shaders to be available without explicit references to them (to make Shader.Find etc. work), set them up in Edit -> Project Settings -> Graphics (by default Diffuse shader is always included).
  • Mac OS X Editor: The Editor on OS X will now allow symlinks in project folders to match Windows behavior. This can be used to share assets across projects, but is not recommended unless you know exactly what you are doing.
  • Made several Unity API calls which had been undocumented for many years properly deprecated.
  • NavMesh: "Reset" button in navmesh bake window is moved to window menu item.
  • Resources.LoadAll() now permits a trailing slash when given a folder name.
  • Web Player: the "Release Channels" context menu item will now only be visible when the Alt/Option key is pressed when opening the context menu.
  • Improvements:
  • Android: Stylus support.
  • Android: Support for xxhdpi resolution icons.
  • Android: AndroidJNIHelper and AndroidJava classes will now throw exceptions on failed invocations.
  • Android: Enhanced performance of AndroidJava and reduced the load on the dalvik GC.
  • Android: If possible, use native sensors (accelerometer, compass, etc) instead of routing it through Java.
  • Android: Improved error messages when build fails; added Retry option when device deployment fails; automatically create adb tunnel for profiler.
  • Android: OBB is now exported in the root folder when exporting an android project.
  • Android: Remove Eclipse project support in favor of Android project support.
  • Asset Bundles: Compressed AssetBundles built with 4.2 or later will have reduced runtime memory usage when decompressing.
  • Audio: Added a more informative error message when the audio device is changed during work in the editor or at runtime (i.e. when plugging in a screen that has built-in audio device such as HDMI screens).
  • Building: Show a warning when assembly's internal and file names don't match. This can cause issues on platforms that do AOT.
  • Editor: Added EditorGUIUtility.ShowObjectPicker to let editor extensions use it on demand.
  • Editor: Added a Select Prefab item in the Hierarchy View context menu.
  • Editor: Added EditorWindow.maximized bool. Use this to query if a window is maximized, set it to maximize/unmaximize a window. Is always false if the window is not docked.
  • Editor: Gradient API now has alphaKeys and colorKeys properties.
  • Editor: New #SCRIPTNAME_LOWER# token for use in script templates.
  • Editor: Popups, buttons, color pickers, etc. in the inspector can now be opened by pressing Space.
  • Editor: Show warning in inspector when you have non-power-of-two texture that cannot be compressed.
  • Editor: Switching between DX9 and DX11 in player settings does not require editor restart now.
  • Editor: Trying to open a project that is already open in another Unity instance will now simply display an error and then bring up the project selector (except in batch mode where it keeps triggering a fatal error and exits).
  • Graphics: Optimized sorting of renderable objects for smaller CPU load.
  • Graphics: Exposed Light.alreadyLightmapped to scripts.
  • Graphics: reduced memory footprint of non-readable meshes.
  • Graphics: Added WebCamTexture.videoVerticallyMirrored. Use Case: on iOS, when you use non-readable webcam texture, GL texture will be created on top of camera's target pixel buffer, which is vertically "flipped".
  • iOS: Ability to disable "Replace" button when overwriting existing build.
  • iOS: Added Objective-C VideoPlayer, to playback video to view or to a texture.
  • iOS: Enforced keyboard to be shown on main thread (to play nicely with iOS6).
  • iOS: Improved support for AppController subclassing and unity view integration with native UI.
  • iOS: In case of unhandled exceptions iOS player now will generate crash report instead of exiting silently.
  • iOS: Made Unity iOS apps PIE compatible.
  • iOS: Added iPhone.vendorIdentifier and iPhone.advertisingIdentifier with iPhone.advertisingTrackingEnabled APIs for better manual control of what device ID to use.
  • iOS: Xcode project cleaned up a bit.
  • iOS: Native VideoPlayback can be now paused/resumed. You can seek and check if it is playing.
  • iOS: Added UNITY_VERSION macro support for native code in trampoline. We also added a UNITY_4_2_0 macro to make it future-proof (we will add macros like that for future releases too). We now support these ways of checking the version:
  • you can use it like MSC_VER macro, i.e. if you want some code to be enabled only when using unity 4.4.1 or newer, do #if UNITY_VERSION >= 441.
  • you can do it in a way that resembles iOS SDK versioning, e.g. for version 4.4.1 and newer #ifdef UNITY_4_4_1.
  • you can combine them, e.g. #if defined(UNITY_4_4_1) && UNITY_VERSION < UNITY_4_4_1
  • Linux: Improved inter-application copy/paste.
  • Linux: Add fullscreen scaling fallback for devices that don't support GL_EXT_framebuffer_blit.
  • Mecanim: Allow scrolling when adding transition.
  • Mecanim: Return warning message in console to user when we detect an invalid avatar while importing.
  • Mobile: Optimized a bunch of rendering places to be more tiled-GPU friendly (as is common on mobile). This includes shadows, deferred lighting and most of image effects.
  • Mobile: Added RenderTexture.DiscardContents with separate flags for color/depth discard.
  • Mobile: Greatly improved performance of fixed function shaders on OpenGL ES 2.0. There's no reason to use ES 1.1 anymore.
  • Mobile: Switched to one FBO object per RenderTexture; performance improvement with render texture switches.
  • NavMesh: General crowd performance improvements.
  • Profiler: Now roughly estimates how much application binary and loaded libraries take.
  • Profiler: Open webstreams (for Asset Bundles etc.) report their used sizes.
  • Profiler: Removed log spamming when manually connecting to IP.
  • Scripting: Avoid pausing some threads during Mono garbage collection on Windows, OS X, and iOS. Helps prevent audio stutters during GC.
  • Scripting: Added HideFlags.None enum value.
  • Scripting: While compiling C# scripts, you can now use classes from System.Xml.Linq namespace.
  • Shaders: Ability to output custom Z buffer value from shaders. Previously, a bug in Cg compiler prevented this on D3D9, we've worked around that. Note that some platforms (OpenGL ES 2.0, Flash) don't have ability to write custom values into Z buffer from pixel shaders.
  • Shaders: Add ability to override how lightmaps are applied in surface shaders.
  • Shadows: Better sorting of shadow casters for GPU efficiency.
  • Shadows: Improved shadowmap filtering on OpenGL. It will use native GPU bilinear shadow filter when available, just like D3D9 and D3D11 does. No more "shadows are worse on Mac than on Windows"! Note: native shadowmap filtering disabled for Spot lights on Linux due to driver issues.
  • Shuriken: Added script binding for ParticleSystem simulation space.
  • Shuriken: Exposed particle axis of rotation to scripting API.
  • Standalone: Added "fullscreen at native resolution" player setting.
  • Standalone: Added player setting for single instance mode.
  • Substance: Cloned ProceduralMaterials now inherit the original substance's animation rate.
  • Substance: It is now possible to reliably assign ProceduralTextures from a SBSAR to the shader associated to a ProceduralMaterial from another SBSAR.
  • Substance: ProceduralMaterial.ClearCache now takes effect immediately instead of being taken into account at next RebuildTextures call.
  • Substance: ProceduralTextures created from a cloned ProceduralMaterial now have the same name and "RAW/Compressed" format as the original textures.
  • Substance: Reimporting substances that have been modified in Play mode is now multithreaded.
  • Substance: Editor scripts can now modify a ProceduralMaterial's size/format/behaviour using SubstanceImporter.Get/SetPlatformTextureSettings.
  • Web Player: the "Release Channels" context menu now lists actual versions used for different channels.
  • Fixes:
  • Android: Support for Android SDK rev22.
  • Android: Added a workaround for ANR when using Apple magic mouse; fixed ANR caused by deadlock when using touch enabled controllers.
  • Android: Added exception checks to avoid crashes in AndroidJNI.
  • Android: Added JDK version detection.
  • Android: Application no longer quits if joystick button 'A' is pressed before the first level has loaded.
  • Android: Disabled shader cache on pre-Honeycomb devices due to buggy drivers; also disabled it on all Immersion GPUs due to driver bugs.
  • Android: Editor; when switching between building a project and an actual apk, project is no longer replaced by the apk.
  • Android: Fixed a problem with streaming assets in exported android project.
  • Android: Fixed an issue where it was impossible to delete a project on windows due to adb keeping a lock in the project directory.
  • Android: Fixed crash on GL context recreate.
  • Android: Fixed crash when trying to read a non-existent string field through JNI.
  • Android: Fixed IndexOutOfRangeException on faulty package name.
  • Android: Fixed occasional crash on Nexus4 in shader compilation.
  • Android: Fixed problem with crashing video player on 1st gen Kindle Fire.
  • Android: Fixed propagation of key input events to OnGUI().
  • Android: Fixed touch and stylus input on devices having a single surface emitting both at the same time.
  • Android: Re-initialization of UnityPlayer is now possible.
  • Android: Removed black screen rendered while loading first level using Unity free.
  • Android: Reworked LocationService and Compass, to only compensate the magnetic declination when location is updated.
  • Animation: Added error when assigning too few bind poses so mesh skin indexes would index out of bounds.
  • Animation: Fix null reference exception in Clip tab of Model Importer.
  • Audio: Fixed memory leak when attempting realtime streamed playback of tracker files (XM/MOD/IT/S3M). Realtime streamed playback is not supported for these files, but streams may still be used for loading the files fully before playing them.
  • Audio: Fixed some down-mixing issues when compressing multi-channel material for Android/iOS.
  • Audio: Fixed upside-down rendering of channels in previews.
  • Audio: Use of OnAudioFilterRead should no longer causes random crashes.
  • Audio: Fixed a memory leak when importing a large number of audio files at once.
  • Building: When list of included assets is printed to editor console, built-in resources have proper names now, instead of empty strings.
  • Caching: AssetBundles with a CRC not matching the request will be removed from the asset bundle cache.
  • CacheServer: Improved robustness of LRU size calculation when replacing files in the cache server.
  • Core: Fixed a crash where AsyncOperation.allowSceneActivation = false would cause an infinite loop when exiting playmode.
  • Core: Fixed crash when exiting playmode and allowSceneActivation being disabled.
  • Core: Fixed deadlock that could occur when asset bundles failed to load.
  • Core: Assets referenced by GUISkin are now corectly retained.
  • DX11: Fixed dynamic Meshes being inefficient on DirectX 11, mostly observable on WSA/WP8.
  • DX11: Fix crash when setting ComputeBuffer stride to zero.
  • DX11: Fixed Asset Store window not working on some machines when in DirectX 11 mode.
  • DX11: Fixed crash with stacked cameras, HDR and some image effect combinations.
  • DX11: Fixed some normal maps being decoded wrong (if the normal length has exceeded 1.0).
  • DX11: Make Raw compute buffer types actually work.
  • DX11: RenderTextures properly respect depthBits now; fixes really confusing behavior when a depth buffer was always created for a RenderTexture even if no depth buffer was requested.
  • DX11: Fixed some fixed function shaders (AlphaTest or projected textures), and some Fog combinations not working properly on Intel GPUs.
  • Editor: Improved importing of semitransparent PSD texture files. They are premultiplied with white color; this will be accounted for in Unity now.
  • Editor: Active toolbar button rendered with correct style without a delay.
  • Editor: Animation preview rendering problems fixed.
  • Editor: AnimationWindow: Notify user if animating invalid game object hierarchy: When animating a object hiearchy user needs to ensure that names of object siblings are unique.
  • Editor: Calling Focus() on an invisible EditorWindow no longer crashes.
  • Editor: Camera frustum gizmo in Scene View now renders correctly when using normalized viewport rect.
  • Editor: Dark skin loads correctly after upgrading/activating a Pro license.
  • Editor: Displayed number of Asset Store previews in Project browser is consistent when zooming/resizing view.
  • Editor: Do not force RGBA format for normal maps when building for OpenGL ES targets.
  • Editor: Fix [HideInInspector] not working for shader properties.
  • Editor: Fix Aux Windows causing assert when closed on OS X.
  • Editor: Fix bad texture previews / mesh previews in linear lighting mode.
  • Editor: Fix broken occlusion culling overlay window.
  • Editor: Fix build target not updating correctly when switching between standalone platforms.
  • Editor: Fix color picker zoomed preview being upside down on OS X.
  • Editor: Fix copying of text in SelectableLabel in windows.
  • Editor: Fix crash if terrain alpha map textures get out of sync with the alpha map resolution setting.
  • Editor: Fix crash when loading assemblies with invalid references.
  • Editor: Fix crash while attempting to deserialize abstractly typed fields.
  • Editor: Fix flicker of progress bar when reserializing all assets to switch between text and binary serialization.
  • Editor: Fix inaccuracy caused by window margins in HandleUtility.WorldToGUIPoint() and HandleUtility.GUIPointToWorldRay().
  • Editor: Fix incorrect GameView rendering rect when having multiple GameViews.
  • Editor: Fix index out of bounds exception in BuildPlayerWindow when opening a project which was previously opened by another Unity Editor which had more platforms in the list.
  • Editor: Fix MonoBehaviour.OnApplicationFocus() on Windows platform.
  • Editor: Fix null ref when setting text mesh font with no renderer component.
  • Editor: Fix that animation window could not expand Transform components.
  • Editor: Fix that project browser multi-selection was lost when shift-selecting beyond start and end.
  • Editor: Fix that shift-delete deleted assets while renaming.
  • Editor: Fix the focus switch problem when the user press 'alt-tab' or 'ctrl-tab'.
  • Editor: Fixed "Export Package..." failing on OSX in some cases.
  • Editor: Fixed crash in lightmapping window when multi-selecting renderers.
  • Editor: Fixed crash when multi-selecting MonoBehaviours with missing scripts.
  • Editor: Fixed crash when opening scene with a reference to a prefab that has become empty.
  • Editor: Fixed empty Application.LoadLevelName after loading scene from an assetbundle.
  • Editor: Fixed forcing texture to be power of two size if PVRTC compression is selected.
  • Editor: Fixed lightmaps getting wrong compression format on platform change (between mobile and other platforms).
  • Editor: Fixed out of memory issue when building player with lots of resources files in it. Material texture references are now loaded on first use in the editor. In the player they are always preloaded.
  • Editor: Fixed Substance texture preview in some cases producing invalid mipmap bias settings.
  • Editor: Fixed that some keyboard keys could not be used for MenuItem shortcuts (e.g "," and "." can now be used).
  • Editor: Fixed wireframe scene view rendering not working on some shader model 3.0 shaders on Windows.
  • Editor: For Add Component window search function, always pick the first search result whenever the search changes.
  • Editor: Log error if user is calling GUI.Windows nested in window functions.
  • Editor: Make animated speed of transitions in AddComponent menu not be framerate dependent.
  • Editor: Make welcome dialog point to new URL for video tutorials.
  • Editor: Object Selector shows built-in shaders now.
  • Editor: Opening the Add Component window will now work when adding a MenuItem to the Components menu with priority less than 20.
  • Editor: Pasting a Particle System as a new component will now properly copy the Renderer values.
  • Editor: PropertyDrawers now also work for private members in base classes.
  • Editor: Scene view gizmo picking fixed.
  • Editor: Texture preview Labels will not be offset and clipped in some cases.
  • Editor: Throw mono exception (instead of crash), when unwrapping mesh without triangles assigned.
  • Editor: Fixed target texture size override not storing it's value correclty in the texture importer for the web player target.
  • Editor: Having a mesh asset preprocessor or doing Reset on mesh import settings no longer turns "Swap UVs" option on.
  • Fonts: Fixed embedding font data for styled fonts.
  • Fonts: Duplicating a dynamic font using Instantiate will result in garbage font rendering. User is now notified that duplicating a dynamic font is not allowed.
  • Graphics: Fix GrabPass when running fullscreen at non-native resolution on Mac and Linux.
  • Graphics: Fix linear lighting when running fullscreen at non-native resolution on Mac and Linux.
  • Graphics: Fixed "Use Lightmaps" in the Forward Rendering path, available via Lightmap Display scene view overlay.
  • Graphics: Fixed Camera.CopyFrom not copying some properties (rendering path, custom projection, layer cull distances etc.).
  • Graphics: Fixed development standalone players sometimes crashing on Windows when doing Alt-Tab.
  • Graphics: Fixed dynamic batching not working on meshes that use "Mesh Compression" import setting (regression in 4.0).
  • Graphics: Fixed incorrect scissoring of point/spot lights when a custom projection matrix is used.
  • Graphics: Fixed light "Draw Halo" checkbox not working unless there's some Halo component somewhere.
  • Graphics: Fixed point & spot lights not affecting lightmapped objects in dual-lightmap forward rendering mode.
  • Graphics: Fixed RenderTextures being invalidated in Windows Standalone player when moving the window.
  • Graphics: Made the Rendering area in the profiler show proper stats on multithreaded Win-non-dx11, Mac, iOS and Flash.
  • Graphics: Using BlendOp in a shader doesn't cause the text in the Editor to appear garbled anymore.
  • Graphics: Fixed crash on Windows standalone player exit exit when using OpenGL.
  • Graphics: Fixed legacy MeshParticleEmitter crash when the mesh has no vertices.
  • iOS: Do not render the default cursor as no iOS devices support cursors.
  • iOS: Fixed CFBundleShortVersionString setting in Info.plist.
  • iOS: Fixed crash on startup on iPhone 3GS (some versions of iOS5), where empty array of screens is returned.
  • iOS: Fixed deprecated API usage for Keyboard.
  • iOS: Fixed gyroscope restart problem.
  • iOS: Fixed memory leak in GL.InvalidateState.
  • iOS: Fixed multiline Keyboard not having "done" button.
  • iOS: Fixed Ping stripping issue.
  • iOS: Fixed static batching performance regression.
  • iOS: Fixed various issues with video playback: view stretch after canceling video, second movie in a row cannot be played, status bar is not shown after returning from video, etc.
  • iOS: Fixed Xcode launching issue when script code supplies relative path.
  • iOS: Fixed iOS player hangup issue on single core devices.
  • iOS: Improved Guid API compatibility with managed code stripping.
  • iOS: Made structs/enums in trampoline be C-style typedefs, for better interop with ObjectiveC plugins.
  • iOS: Playing two movies in a row will not cause a second movie to disappear.
  • iOS: Project will not be replaced if doing a silent build and can't append to existing build. Instead, a save dialog will be shown.
  • iOS: Unity Remote now always will report multitouch supported.
  • Lightmapping: Fixed crash when a TextMesh has been marked for lightmapping.
  • Lightmapping: Lightmap atlasing now always tightly packs object UVs based on their bounding rectangles.
  • Lightmapping: Made baking of terrains much quicker when Color Space is set to Linear.
  • Linux: Copy StreamingAssets when building player.
  • Linux: Enable native rendering plugin callbacks.
  • Linux: Fix Application.CancelQuit() and Application.OpenURL().
  • Linux: Fix crash when attempting to read a non-readable mesh.
  • Linux: Fix double-click.
  • Linux: Fix miscellaneous rendering issues on low-end intel graphics cards.
  • Linux: Fix plugin detection when the plugin resides in a subfolder (DllImport("foo/bar")).
  • Linux: Fix pointer offsets when dynamically resizing player windows.
  • Linux: Fixed keyboard shortcuts for text fields.
  • Linux: Improve ctrl/alt/shift keypress detection; improved keyboard modifier handling while typing/mousing.
  • Linux: Make handling of scroll wheel axis more consistent with other platforms.
  • Mecanim: Fixed crash with interuptible transitions.
  • Mecanim: AnimationClip.length was not returning the right value for clip created from script.
  • Mecanim: Blending between two clip with negative scaling was wrongly returning a positive scale.
  • Mecanim: Check consistency for older avatar asset. Older avatar file pre 4.0 were not valid anymore and could crash in some cases.
  • Mecanim: Fix Avatar body mask UI accuracy. Selection around the neck and upper torso was not accurate.
  • Mecanim: Fix Avatar with scale on root not reaching IK goal.
  • Mecanim: Fix Blend Tree type selector in inspector.
  • Mecanim: Fix broken blend tree visualization when using Freeform Directional blending with no motion in the center.
  • Mecanim: Fix clip's additionnal curve binding to controller's parameter when type doesn't match.
  • Mecanim: Fix crash if you set a small speed value for a state and then preview any transition going from or to this state.
  • Mecanim: Fix culling bug, at runtime if you add a new renderer it was not added to the animator's list of renderer to compute if it should update the Animator.
  • Mecanim: Fix error message UnityEngine.Transform.get_position when creating an Avatar whose mesh is not skinned.
  • Mecanim: Fix IK hand moving on Y axis on iOS.
  • Mecanim: Fix iOS precision error for IK and root motion.
  • Mecanim: Fix MatchTarget function for small characters. The matching was done in the wrong transform space.
  • Mecanim: Fix memory leak in state machine; fix memory leak with recorder.
  • Mecanim: Fix multi selection of node in animator window now correctly delete all selected node rather than just the last one.
  • Mecanim: Fix multi-edition of Animator, avatar and apply root motion field can now be multi-edited too.
  • Mecanim: Fix NullRefException when selecting a prefab with Animator Controller set to null.
  • Mecanim: Fix Reset button for Animator.
  • Mecanim: Fix StateMachine copy-paste.
  • Mecanim: Fixed crash in transition preview with 1 frame animation.
  • Mecanim: Fixed crash when building standalone with synchronized layer referencing a layer that was after the synchronized layer in the layer's list.
  • Mecanim: Fixed crash when previewing empty AnimatorController.
  • Mecanim: Fixed crash when previewing transition with state with no animation.
  • Mecanim: Fixed preview state mirror in transition preview.
  • Mecanim: Fixed transition reordering with different StateMachines.
  • Mecanim: Fixes crash when deleting or reordering some transitions; and with 0 duration transitions.
  • Mecanim: Fixes transition previewer being slow.
  • Mecanim: In some case Avatar mapping was not saved correctly when manually set by a user. Transform not attached to a renderer or without any child attached to a renderer were discarded.
  • Mecanim: OnAnimatorIK and OnAnimatorMove () won't be call anymore on disabled scripts.
  • Mecanim: Right-clicking on a state in the Animator window now properly shows the context menu.
  • Mecanim: When creating a transition from or to a blend tree with no motion, the transition duration was set to Infinity which could produce some crash or hang unity when trying to preview this transition.
  • Mecanim: Fixed transitions with transforms having negative scales.
  • Mobile: Fixed occasional crash in Substance system when loading Asset Bundles.
  • Mobile: Fixed RenderTexture.DiscardContents to correctly use glDiscardFramebufferEXT.
  • Mobile: Fixed unaligned memory accesses in BitStream.
  • Native Client: Fixed a bug in color multiplication math which could cause wrong colors to be displayed.
  • Native Client: Fixed a crash loading PNG files.
  • Native Client: Fixed asset garbage collection not to incorrectly collect assets which were still being referenced.
  • Native Client: Fixed some rendering issues with particles when the mouse is clicked.
  • Native Client: Mono is now built from our own sources and is no longer subject to the LGPL.
  • Native Client: Fix "Development Player" label always showing.
  • Native Client: Fix color of Terrain details.
  • Native Client: Fix File Access error message on start up.
  • Native Client: Fix incorrect methods being used for http requests in WWW class (POST instead of GET).
  • Native Client: Fixed a memory leak in the WWW class.
  • Native Client: Fixed a potential crash when loading unity3d files (including the game main data itself).
  • NavMesh: Fixed crash when loading scenes while NavMeshAgents are marked by "DontDestroyOnLoad".
  • NavMesh: Fixed issue where agent move state was affected when calling CompleOffMeshLink while not occupying an OffMeshLink.
  • NavMesh: Fixed issue where calling ResetPath while occupying an OffMeshLink would leave the OffMeshLink inaccessible.
  • NavMesh: Fixed issue where NavMesh.SamplePosition could return sub-optimal position for large query radius.
  • NavMesh: Fixed issue where outstanding agent path requests could get corrupted when adding new agents.
  • NavMesh: Fixed issue where remainingDistance would return too optimistic value.
  • NavMesh: Fixed regression where agent would accelerate too fast when doing moves shorter that agent diameter.
  • Physics: Changing gravity will wake up sleeping Rigidbodies.
  • Physics: Fixed a crash in raycasts against BoxColliders on 64 bit Windows.
  • Physics: Fixed a crash related to destroying colliders while Time.timeScale is zero.
  • Physics: Hinge Joints now have sane range limits.
  • Scripting: Fixes to Mono GC to avoid 'GetThreadContext' error issue on Windows.
  • Scripting: Fix constraints for Time.scale so that it cannot be negative.
  • Scripting: "new Font()" will now produce a valid Font instance (useful when programmatically generating font assets).
  • Scripting: Avoid crash if behaviors are destroyed from OnDisable.
  • Scripting: Avoid crash when creating MaterialPropertyBlock in MonoBehaviour constructor.
  • Scripting: Editor and Windows standalone should now be able to correctly use Mono.Posix assembly.
  • Scripting: Fix Windows crash on OutOfMemory.
  • Shaders: Fixed HLSL-to-GLSL shader translation when a shader modifies global variables; regression introduced in 4.1.
  • Shaders: Fixed tex2Dgrad/texCUBElod/texCUBEgrad support for mobile shaders.
  • Shaders: Fixed rare bug when a fixed function dot3 texture combiner could get wrong alpha channel state.
  • Shaders: Fixed shader keywords not being copied for instantiated materials.
  • Shaders: Fixed some surface shaders not being liked by DX11 shader compiler (errors about structs not being fully initialized).
  • Shaders: Fixed surface shader code generation if you're trying to output Normal into Emission, and are not writing to normal otherwise.
  • Shaders: Make sure that vertex shader output is always high precision on mobile; fixes some problems on Mali 6xx GPUs if you accidentally have half4 position.
  • Shaders: Worked around Cg shader code generation bug that happened on saturate(texture2D(...)); Cg was generating invalid D3D9 shader code on this.
  • Shuriken: Fix collision module such that trigger objects do not cause particle collisions.
  • Shuriken: Fixed errors when manually emitting particles with a non-unit axis of rotation.
  • Shuriken: Fixed horizontal and vertical billboard modes to be properly aligned with coordinate axes.
  • Shuriken: Fixed issue with particle systems not shutting down properly.
  • Shuriken: Fixed some gradient settings being lost when upgrading project from Unity 3.5.x to 4.x.
  • Shuriken: Fixed issue with Emit() function when the particle system has a scaled parent object. The emitter shape would be scaled incorrectly.
  • Substance: B2M instances should no longer lose their output texture references when entering/leaving Play mode.
  • Substance: Better strategy for mapping ProceduralTextures to shaders slots and for remembering custom assignments.
  • Substance: Fix crash due to a race condition on resource deallocation.
  • Substance: It is now possible to properly clone all substance graphs in a SBSAR (previously the first cloned graph would be instantiated when cloning other graphs).
  • Substance: Instance names are now properly sorted in the Inspector (B2M_10 would previously be listed before B2M_2).
  • Substance: Unnecessary reimports of multigraph Substances are no longer performed when leaving Play mode.
  • Substance: Deletion of the single remaining instance of a ProceduralMaterial in the Inspector is now prevented (this would previously result in an empty SubstanceImporter).
  • Substance: Option groups for newly cloned/instantiated substances in the Inspector no longer show only the first option from each group.
  • Substance: ProceduralMaterials attached to prefabs that were loaded in levels other than the first one and that were cloned but not modified themselves are no longer reimported after exiting Play mode.
  • Substance: ProceduralTexture::GetPixels32 now works on cloned substances.
  • Substance: SBSAR should now properly auto-refresh when the asset is modified on disk.
  • Substance: Fixed potential deadlock when using ProceduralMaterial.
  • Substance: Fixed memory leak.
  • Substance: DoNothing substances in asset bundles are no longer generated when the assetbundle is loaded, but only when RebuildTextures/Immediately is called instead.
  • Substance: Resetting a ProceduralMaterial from the Inspector no longer causes the 'Generate All Outputs' checkbox to be checked.
  • UnityGUI: Fix crash when passing a null GUIContent to various methods.
  • Web Player: Fixed regression playing back content using old grid fonts.
  • Web Player: Fixed a bug in PlayerPrefs, which made Firefox crash on close.
  • Web Player: Fixed some crashes during startup and when entering full-screen mode.
  • Webcam: Fixed Fatal Error on scene loading when WebCamTexture was used in a scene; and fixed a crash on quitting Windows Standalone players with webcam textures.
  • Webcam: When requesting user authorization to use microphone Unity was previously asking for permission to the web camera.
  • Windows: Fixed crash when closing the display resolution dialog of the player.
  • WWW: Fixed CRC calculation to give correct results.

New in Unity 4.1.4 (Jun 7, 2013)

  • Fixes:
  • Android: Support for SDK r22
  • Debugger: Fix crash.
  • Substance: Fixed a crash related to a race condition on resource deallocation

New in Unity 4.1.3 (Jun 7, 2013)

  • Fixes:
  • Android: Fixed rendering issues on Nexus4 + Android os 4.2.2 when "Use 32bits Display Buffer" is checked, due to Compositor using Default FBO alpha.
  • Editor: Fix Profiler window freeze on Mac OS X 10.8.3 with older NVIDIA GPUs (disabled GPU profiler completely on these systems due to driver bugs).
  • Editor: Fixed forcing texture to be POT if pvrtc compression is selected.
  • Editor: Fixed oversight in fix to crash when loading fonts from asset bundles in editor.
  • Fixed crash when unloading unused assets.
  • iOS: Fixed substance subsystem crash during asset bundle loading when stripping is enabled.
  • iOS: Fixed performance regression with static batching.
  • Mecanim: Blend Tree's mirror and offset parameter were not saved correctly for standalone build.
  • Mecanim: Fix recorder memory leak.
  • Mecanim: Fix crash in Mecanim when using interruptible transition.
  • Mobile: Fixed skinning performance regression.
  • Scripting: Avoid crash if behaviors are destroyed on disable.

New in Unity 4.1.2 (Mar 26, 2013)

  • Features:
  • Web Player: Secret information can now be injected into a running web player via Javascript, with access to that information controlled by cryptographic signatures. Security.GetChainOfTrustValue can be used to retrieve this secret information, provided that the Security object is called from an assembly whose cryptographic signature is valid and matches the signature passed in when the secret is injected. For further information, see the Manual.
  • Improvements:
  • Android: Stylus support .
  • UI: Windows can now be displayed modally using the GUI.ModalWindow call. Modal windows appear on top of all other Unity GUI elements and prevent interaction with all Unity GUI elements not within the modal window while open. Only one modal window can be open during a frame.
  • Fixes:
  • Android: Fixed touch and stylus input on devices having a single surface emitting both at the same time.
  • Android: Fixed performance regression with static batching.
  • Android: Added a workaround for android issue 41755 - ANR when using apple magic mouse.
  • Android: Fixed an issue where "Stream from disc" audio was really slow when used with the "Split Application Binary" option.
  • Android: Fixed an issue where "Stream from disc" audio was broken when used with the "Split Application Binary" option.
  • DX11: Fixed GPU profiler not working (regression in 4.1).
  • Fix Crash in libmono.so due to GC_abort.
  • Fix ArgumentException: Invalid platform target" when trying to switch platform.
  • Graphics: Fixed Graphics.activeColorBuffer, activeDepthBuffer etc. crash when there's no active render target (regression in 4.1).
  • GUI: Modal GUI windows are now always on top of all other Unity GUIs, regardless of GUI.depth value.
  • GUI: When right-clicking on a window, context-menu events are once again being fired properly.
  • Native Client: Fixed "Development Player" label showing on non-development players.
  • Shuriken: Fixed an issue where particle rotations were broken.
  • Social API: Fixed problem loading leaderboard scores in Mac OS X 10.8 GameCenter.
  • UnityEngine.dll and UnityEditor.dll are no longer signed/strong-named. Compiled assemblies can once again reference the UnityEditor and UnityEngine namespaces.
  • Web Player: Chain of Trust system now requires signed assemblies to be loaded with new Security.LoadAndVerifyAssembly method in order to be eligible to call Security.GetChainOfTrustValue. Values stored in the Chain of Trust are still only accessible to assemblies signed with the specified public key.
  • Webplayer: Fixes a bug where using the WWW class in the web player would cause 50ms hiccups for each instance.
  • Webplayer: Application.ExternalEval and Application.ExternalCall will now properly escape Javascript strings with embedded escape sequences.

New in Unity 4.1.0 (Mar 14, 2013)

  • Features:
  • Profiler: Memory profiler makes it posible to view a snapshot of currently loaded game objects and assets, and shows the reason why an object is in memory. Memory usage of a player can also be viewed by connecting to the player from the editor.
  • Simple vs. Complex view type dropdown button in the memory area.
  • Substance: Procedural textures are now supported at runtime on iOS and Android (ARM v7a only with NEON extension only).
  • Mecanim: 2D Blend Nodes for Blend Trees. 2D Blend Nodes are like regular blend nodes except you can blend based on two float parameters instead of one. Supported 2D blend types are Simple Directional, Freeform Directional, and Freeform Cartesian.
  • Graphics: Custom Material Editors! A shader can have CustomEditor keyword which points to an editor class that derives from MaterialEditor. This is useful for setting per material shader keywords from the UI.
  • Graphics: Per-material shader keywords. You can now set shader keyworkds on a per material basis. This allows for less work maintaining shaders and turning on and off parts of a shader with keywords.
  • iOS: full multi-screen support (AirPlay). Look for added Display class for an array of connected displays (only iOS is properly implemented now - all other platforms will have only one display in there).
  • Mac OS X Standalone: added GameCenter support.
  • Graphics: Rendering with shader replacement now supports lighting. If you render a camera with a replacement shader, the camera will pick the shader that corresponds to the current camera rendering path (forward / deferred / vertex lit).
  • Graphics: Camera.SetTargetBuffers added, allowing you to set buffers to draw to from RenderTexture or from screen; or to share depth buffer between different cameras.
  • Added Transform.hasChanged flag that can be used to check if the transform's position/rotation/scale has been altered since the last time hasChanged was set to 'false'.
  • Audio: Added scripting API support for sample-precision stitching of audio clips and synchronized DSP effects (AudioSettings.dspTime, AudioSource.PlayScheduled, AudioSource.SetScheduledStartTime, AudioSource.SetScheduledEndTime)
  • Editor: Console can now be filtered by Errors, Warnings, and Logs.
  • Shadows: Hardware shadow map filtering on capable mobile platforms (EXT_shadow_samplers; most recent iOS devices, very few Android devices yet). Makes shadow edges look a bit nicer, at some performance cost (used only when Light has shadows set to "Soft").
  • Mecanim: API for recording.
  • Mecanim: Can now change AnimatorController at runtime.
  • Improvements:
  • Android: Added caching of shader binaries for faster load time, if available in the GLES driver (GL_OES_get_program_binary extension).
  • Android: Propagation of native crashes (callstack etc.) to the Google Play Error Reporter. This include native plugins and script callstacks.
  • Android: Added multiple render target support on NVIDIA (GL_NV_draw_buffers and GL_NV_fbo_color_attachments).
  • Audio: Added AudioSource.ignoreListenerPause to enable playback of sounds in menus and editor extensions while AudioListener.pause=true
  • Audio: It is now possible to query play position and Microphone read position from a different thread than the main thread. This can be used to lower the latency of processing microphone input, by adaptively regulating playback speed.
  • Editor: Scene view can be set to render with shader replacement, SceneView.SetSceneViewShaderReplace.
  • Editor: CustomEditors can now optionally apply for subclasses of the class they're editing. Use [CustomEditor(typeof(MyClass), true)] to also make a custom editor work for MyClass' children
  • Editor: Confirmation for losing prefab connection now only comes up once when dragging multiple child objects out of a prefab.
  • Editor: Display Unity version in Project Wizard dialog title.
  • Editor: Files with the FNT extension will now be imported as TextAssets (before they were of unknown type).
  • Editor: It's now possible to move MonoBehaviours from one game object to another via drag & drop.
  • Graphics: Added depth parameter to GL.Clear, for cases when you want to clear depth buffer to non-1.0 value.
  • Graphics: Added SystemInfo.maxTextureSize.
  • Graphics: ARGBHalf, RGHalf, RHalf, R8 render texture formats supported on modern OpenGL & OpenGL ES 2.0 devices.
  • Graphics: Improved handling of non-power-of-two texture sizes.
  • On most platforms, a NPOT-sized texture without mipmaps and with Clamp wrapping mode will be actually represented as NPOT size texture on the GPU. This lowers memory usage and greatly improves loading times for NPOT texture sizes.
  • NPOT-sized uncompressed textures with mipmaps are faster as well, if the GPU supports arbitrary texture sizes (most modern PC GPUs do).
  • Added SystemInfo.npotSupport.
  • Input: You can now control which layers get OnMouse* events via Camera.eventMask. Setting it to zero turns off the mouse events, improving performance.
  • Installers: New icons and other artwork for OS X installers.
  • iOS: "iPhoneBundleIdentifier not set up" demoted to warning.
  • iOS: Device physical architecture is reported more accurately, though in lowercase (like 'armv7s').
  • iOS: Info.plist now will be appended instead of overwriting it.
  • iOS: Minor PhysX performance improvements.
  • iOS: Total amount of physical memory is reported more accurately.
  • Linux: Associate project icon with player window.
  • Linux: Implement nographics batch mode.
  • Linux: Statically link libstdc++ for greater compatibility with older installations.
  • Mecanim: AssetBundles work with Mecanim.
  • Mecanim: Ability to drag States and StateMachines into sub StateMachines.
  • Mecanim: Mirror and Cycle offset available on States and BlendTree leafs (no need to duplicate animation for mirroring anymore).
  • Mecanim: Allow multi-editing of Animator components.
  • Mecanim: Context menu to delete States and StateMachines.
  • Mecanim: Copy Paste of State/StateMachine also copies missing parameters.
  • Mecanim: Transitions are only reorderable in the context of a State.
  • Profiler: It is now possible to connect to a player by manually typing the IP of the device where the player is running - in case of multiple players on the same IP, it will connect to the player listening on the lowest port (which is randomly assigned).
  • Resources.UnloadUnusedAssets() has been rewritten. It is around 4x faster than in Unity 4.0 and works much better in a game that streams levels in and out. The unloading is now using precise garbage collection (previously it was based on Mono's built-in GC, which is conservative). Fixes strange corner cases with the old system, where in the worst case it could reload prefabs from disk during unloading.
  • Shaders: Added SubShader tag "ForceNoShadowCasting". When this tag is present, no shadows will be cast from this object, even if shader has a shadow caster pass somewhere.
  • Shaders: Sampler precision support for mobile, you can use sampler2D_half, sampler2D_float, samplerCUBE_half, samplerCUBE_float types which will translate into mediump & highp samplers for GLES2.0.
  • Shaders: Shaders will now use the shadow caster pass of the selected subshader if a shadow pass exists. If no shadow pass exists it will fallback to the default shadow pass.
  • Substance: decrease the memory overhead of Substance instances created at runtime.
  • Substance: If present, the more user friendly input "labels" are displayed in the Inspector instead of the input "names".
  • Substance: Input groups and HSL adjustments are now presented as foldouts in the Inspector.
  • Substance: Less code is embedded in the various Unity players.
  • Substance: lower memory consumption when dealing with multi-graph Substances.
  • Substance: New "Use caching" load behavior for Substances (textures are written to disk/flash after being generated and are reloaded from there at subsequent app/game launches).
  • Substance: On mobile platforms "Compressed" Substance textures are now compressed at runtime to DXT or PVRTC if supported by the GPU.
  • Substance: Procedural textures can now be read in the runtime API (ProceduralTexture.GetPixels32). Substances must be set to RAW and have the isReadable property set for GetPixels32 to work.
  • Substance: Updated Substance engines for all platforms (faster rendering, better threading, lower memory consumption).
  • Substance: XML presets can now be read from / applied to substances in the runtime API.
  • Changes:
  • Audio: AudioSource.Play(offset) is now considered deprecated. It will still work as before, but will output a warning. Instead, users are encouraged to use AudioSource.PlayDelayed(delay) which takes a delay parameter in seconds instead of a sample count in the arbitrarily chosen 44100 reference rate that was used previously.
  • DestroyImmediate is no longer allowed to be called from within animation events.
  • Editor: Removed buttons in Console window for Open Editor Log and Open Player Log (on OS X) and put them into the custom menu for the Console instead (accessed through the upper right corner of the window).
  • iOS: Changed how VRAM amount is estimated and reported, now it is 1/4 of total physical memory.
  • iOS: Keyboard handling extracted to trampoline.
  • Mecanim: Avatar body and skeleton mask has been merged into AvatarMask to simplify the workflow. Any created object of type AvatarBodyMask or AvatarSkeletonMask should be converted to AvatarMask. Any AvatarSkeletonMask set into a layer mask would be lost, you need to manually re assign the mask.
  • Mecanim: CycleOffset is set automatically to 0.5 for clips that are being mirrored in States/BlendTrees.
  • Mecanim: In model importer animation tab for humanoid clip, the option Keep Additionnal bone has been removed since you can now choose wanted transform in the Avatar mask.
  • Static batching no longer supports generating triangle strips.
  • UnityEngine.dll and mscorlib.dll are no longer accepted as assets.
  • Fixes:
  • Android/iOS: Updated PrefetchSocketPolicy() to return true instead of throwing an exception.
  • Android: Added local ref cleanup code to AndroidJNI to support more user based local refs per frame.
  • Android: Added manifest flags to avoid multiple instances of the same application.
  • Android: Added the ability to pass null arguments through the JNI bridge.
  • Android: Added workaround for "Could not reserve enough space for object heap" error.
  • Android: Added workaround for Tegra shader compiler bug when texture samplers are not reported.
  • Android: Fixed "Unity Remote" accelerometer input.
  • Android: Fixed a crash when returning to main Activity after downloading an OBB, when using development player.
  • Android: Fixed an issue where async updates of the TouchScreenKeyboard.text property would void any input from the keyboard.
  • Android: Fixed an issue where huge switch case statements could crash/yield the wrong result.
  • Android: Fixed an issue where the application would consume a significant amount of cpu even though the application was paused.
  • Android: Fixed an issue where the wrong activity might get launched by the editor.
  • Android: Fixed an issue where webcam textures would take over the entire screen on JB devices.
  • Android: Fixed an issue with missing features/permissions in the AndroidManifest.
  • Android: Fixed cpu detection, some devices reported more cores than was actually present.
  • Android: Fixed error message when current build is aborted by the user.
  • Android: Fixed issue on Adreno with skinning on gles11.
  • Android: Fixed loading data on devices where /data/app is symlink'd.
  • Android: Fixed problem with status bar being hidden even though 'Status Bar Hidden' was unchecked.
  • Android: Fixed Touch.fingerId discrepancy before and after an application has been paused/resumed.
  • Android: Fullscreen video now respects lights-out mode.
  • Android: Made sure correct screen resolution is set before Awake is called on scripts.
  • Android: Touches outside TouchScreenKeyboard no longer result in a cancelation event.
  • Android: TouchScreenKeyboard.text is now set to initial value on cancel.
  • Audio: Fixed deadlock in IT playback code.
  • Audio: Replacing the AudioClip on an AudioSource no longer affects playback speed if the clips have different sampling rates.
  • Audio: Sounds started by PlayOneShot are no longer stopped by Play.
  • Documentation: Fixed documentation of MonoBehavior stating Awake() is not called for disabled behaviours.
  • DX11: Fixed render-to-cubemap (including point light shadows) on DX10.0 level GPUs.
  • Editor: Project Browser.
  • Fixed so valid drag and drops in second column removes the drag label (OSX issue only).
  • Center preview when framing. This also makes it a better experience when changing preview size, since the selected item does not jump vertically.
  • Editor: Asset name are no longer allowed to be empty.
  • Editor: Ensure selection is framed in Object Picker when showing.
  • Editor: Fix a regression when GUI could be rendered in the wrong spot in deferred mode.
  • Editor: Fix file names for web players, if they project name contains a period ('.') character.
  • Editor: Fix that Object Picker showed script assets for MonoBehavior references.
  • Editor: Fixed all known issues with the results of "Generate Lightmap UVs" being different on Windows vs. Mac.
  • Editor: Fixed crash when loading fonts from asset bundles in editor.
  • Editor: Fixed scene view "Rendering Paths" visualization mode (got broken in 4.0).
  • Editor: Fixed text mode serialization of ProjectSettings
  • Editor: Fixed using asset folders with only 16-bit Unicode characters in their file names on Mac OS X.
  • Editor: Hitting Enter on an empty "open project" window will no longer crash the editor.
  • Editor: Immediate mode GUI windows closed during the Layout event will no longer crash the editor on Windows.
  • Editor: Import package window will now open to the last directory instead of the projects root.
  • Editor: Scripts will now receive an Update after they get recompiled and re-enabled.
  • Editor: Scripts will now receive Update events as the Game window is being resized.
  • Editor: The build player window will now default back to the active build target.
  • Fix crash when using an invalid Mesh on a SkinnedMeshRenderer
  • Fix mesh compression of skinned mesh bone weights.
  • Fixed "Out of memory" error when importing empty movie file.
  • Fixed bug in the Cache Server where it runs out of memory when uploading a lot of files to it and the disk speed is very slow.
  • Fixed crash during asset creation for scenes that do UnloadUnusedAssets() from within editor scripts.
  • Fixed crash when calling Mesh.GetTriangleStrip() on an empty submesh.
  • Fixed division-by-zero in keyframe reduction for empty clips.
  • Fixed division-by-zero in Quaternion.RotateTowards() when angle between quaternions is zero.
  • Fixed outputs from previous asset import not being cleared upon failed import.
  • Fixed TextureImporter Inspector to save settings correctly when disabling the platform overrides.
  • Graphics: Fix issue when calling Camera.Render () from an image effect. Validation now takes place to ensure that the camera you are calling Render on is not the currently rendering camera.
  • Graphics: Fixed error messages with a skewed camera matrix (also coming to 4.0.1 soon).
  • Graphics: Fixed multiple point light shadows not quite working in forward rendering.
  • Graphics: Fixed rare crash with richly formatted text rendering.
  • Graphics: Fixed shadow casting of Line & Trail Renderers.
  • Graphics: Respect Hard Shadows Only quality setting in Deferred rendering.
  • iOS: Fix WWW class to handle all 2xx HTTP status codes as successful.
  • iOS: Fixed an issue with native plugin inclusion when file name contains '~' symbol.
  • iOS: Fixed Camera.SetTargetBuffers issue on dx (it was considered to be rendering on screen always).
  • iOS: Fixed log output to device console when Xcode is not attached and device is running iOS 6.0 or later.
  • iOS: Fixed rare crash when acceleration events were delivered simultaneously from concurrent threads.
  • iOS: Fixed view stretching after device unlocking.
  • iOS: Main display rendering resolution can be changed correctly through both new and old API (fix for known issue).
  • License: Fixed issue with license expired errors on trials which were not yet expired.
  • Mac OS X Standalone: Fixed fullscreen mode bugs on OS X 10.6
  • Mecanim: Fix root motion when you have a CharacterController disabled, now the Animator should correctly apply the root motion to your GO when the CharacterController is disabled.
  • Mecanim: Fixed @ conventions for Humanoid animations.
  • Mecanim: Fixed character orientation not being correct on some assets.
  • Mecanim: Fixed crash when BlendTree child node as a 0 speed.
  • Mecanim: Fixed crash when deleting certain Sub StateMachine.
  • Mecanim: Fixed crash when editing a playing animation in DCC while game is playing.
  • Mecanim: Fixed deletion of multiple Transitions.
  • Mecanim: Fixed DeltaPosition/Rotation with generic animation.
  • Mecanim: Fixed Generic animation loosing root motion on additionnal masked layer.
  • Mecanim: Fixed mouth of character opening during Mirror.
  • Mecanim: Fixed revert button not working in Avatar setup tool.
  • Mecanim: Fixed spinning wrist on some retargeted animation.
  • Mecanim: Fixed State timing being wrong when editing Animation Start/Stop time.
  • Mecanim: Fixed undo of Parameter deletion.
  • Mecanim: Fixed warning when using ApplyRootMotion with Kinematic RigidBodies.
  • Mecanim: Generic Avatars do not show Configure button.
  • NavMesh: Fixed issue where agents isPathStale flag was not set correctly when changing walkableMask or navmesh layer cost.
  • NavMesh: Fixed issue where OffMeshLinks would sometimes wrongly generate two-way instead of one-way links.
  • NavMesh: Fixed issue where setting an invalid path on agent would return true.
  • Physics: Fix CharacterController.bounds.
  • Shaders: Fixed various issues in HLSL->GLSL shader translator; most notably nested loops now work properly.
  • Shuriken: Fixed a memory leak (also coming to 4.0.1 soon).
  • Shuriken: Fixed angular velocity setting range being clamped to 0..1.
  • Shuriken: Fixed crash on a particle system without a particle renderer.
  • Shuriken: Fixed wrong Shape in presence of parenting with scale (also coming to 4.0.1 soon).
  • Substance: Baking substances textures on X360 is fixed.
  • Substance: Fixed "Export Bitmaps".
  • Substance: isLoadTimeGenerated can be set again.
  • Substance: When baking compressed textures for iOS, only square PVRTC textures are baked.
  • Substance: when updating projects from older versions, substances should now have all their parameters displayed in the inspector.
  • Terrain: Fixed too dark unlit side in tree creator billboard shaders.
  • Time.deltaTime is now correctly set to 0 when starting up with Time.timeScale=0.
  • Web Player: Fix using WWW class in use cases where yield is never called on the WWW instance.
  • Web Player: Web player channels can now be used to downgrade a channel if a newer version then intended had been downloaded
  • Webplayer: Maximum bound socket count is now 50, addresses security issue.
  • Windows: Fix crash when hitting "Quit" in standalone player configuration dialog.
  • Windows: Fixed rare crash of standalone players when exiting back to desktop.
  • Xbox360: Fixed crash when calling Application.Quit in scenes containing XMA encoded AudioClips.

New in Unity 4.0.1 (Jan 11, 2013)

  • Changes:
  • Android: Added a warning in the editor whenever a build is made with an outdated certificate.
  • Android: Added android as a valid build target for custom PostprocessBuildPlayer script.
  • Android: Added JB MR1 to the list of API levels.
  • EULA: Changed Embedded Software and Streaming and Cloud Gaming restrictions
  • Fixes:
  • Android: Improved build times for projects with lots of resources.
  • Android: Fixed Resources.Load() of prefabs consuming too much memory.
  • Android: Prevent NullPointerExceptions when using LVL on a device that is not signed in to Google Play.
  • Android: Detect manifest permissions for Application.genuine / .genuineCheckAvailable.
  • Android: Stereo sound enforced to avoid garbled audio when Mono is selected as speaker mode.
  • Android: TouchScreenKeyboard.text is now set to initial value on cancel.
  • Android: Touches outside TouchScreenKeyboard no longer result in a cancelation event.
  • Android: Fixed an issue where async updates of the TouchScreenKeyboard.text property would void any input from the keyboard.
  • Android: Fixed an issue with missing features/permissions in the AndroidManifest.
  • Android: Added workaround for Tegra shader compiler bug when texture samplers are not reported.
  • Android: Fixed issue on Adreno with skinning on gles11.
  • Android: Made sure correct screen resolution is set before Awake is called on scripts.
  • Android: Fixed error message when current build is aborted by the user.
  • Android: Fixed an issue where dictionary pop-ups would close the TouchScreenKeyboard.
  • Android: Application pause now cancels the TouchScreenKeyboard.
  • Android: Fixed Build&Run with Split Application Binary enabled, when running on a device with JB MR1 (OS 4.2) or later.
  • Android: Fixed a problem with non-ascii characters and keyboard input.
  • Documentation: Fixed iOS specific API docs, now they are back.
  • Editor: Fixed leak in the editor when loading a scene
  • Editor: Fixed rare crash when updating from 3.5 project
  • Editor: Fixed missing references to animation when updating from 3.5 project
  • Graphics: Fixed !IsNormalized error message when rendering a Camera with a skewed transform.
  • Graphics: Fixed reporting of TextureFormat.RGBA4444.
  • iOS: fix WWW class crash when loading files via file:// on iOS 4.x devices
  • iOS: Fixed reporting of GPS location data.
  • iOS: Better performance when setting RenderTexture that has different size from the current one.
  • iOS: Fixed gyro accuracy issue.
  • Lightmapping: Fixed lightmapping in some cases being much slower than 3.5.x.
  • Mac OS X and Linux Standalone: Fix free version splash screen rendering correctly in full screen mode.
  • Mac OS X Standalone: Fix window resolution not correctly restoring after going in and out of full screen mode.
  • Mac OS X Web Player: Fix Input.inputString when a text field is focused (this caused problems with NGUI).
  • Mecanim: Fixed a crash when you preview an animation on an avatar and the file containing this avatar is updated in an External tools.
  • Mecanim: Fix problem with deltaPosition and deltaRotation not being updated for Generic Rigs.
  • Mecanim: Fix crash when previewing transitions with a BlendTree that as a 0 speed child.
  • Mecanim: Fix getting NaN root transform in MatchTarget on IOS devices.
  • Shuriken: Fixed emitter shape being wrong shape when parented to another game object with scale.
  • Substance: fixed bitmap export.
  • Web Player: Fixed crash with 3.x content containing font data with invalid TrueType font names.
  • Web Player: Fixed fullscreen mode initialization in IE10 on Windows 8. Web Player now tries to detect whether it is running in a sandbox.
  • Windows Web Player: Fix the Web Player ticking code, so that it works smoother, fixing a performance regression from 3.5.5.
  • Fixed mesh assets created with 3.5.0 crashing newer versions of Unity when mixing compressed and non-compressed meshes.
  • Fixed a crash in which garbage collection of assets could cause broken references to those assets in script code.

New in Unity 4.0.0 (Nov 14, 2012)

  • Highlights:
  • Mecanim, the new animation system to animate any character or object
  • Real-time shadows for all platforms
  • DirectX 11 rendering
  • Shuriken particle system updated with world collision functionality
  • Adobe Flash and Linux as two new platforms
  • Cross-platform dynamic fonts
  • Other Features:
  • Added a new development console to show error messages on screen in development player builds.
  • Android: Added Eclipse project generation.
  • Android: Support for APK Expansion Files (OBBs) - effectively enabling applications larger than 50Mb in the Google Play Store.
  • iOS: Screen.SetResolution now works on iOS too.
  • iOS: Target Resolution Player Setting was redesigned to better suite development workflow on multiple iOS devices. Two new “Auto (Best performance)” and “Auto (Best Quality)” settings allow Unity Runtime to choose most optimal rendering resolution according to device GPU capabilities.
  • Debugger: Web players can now be attached to and debugged just like standalones.
  • Editor: Add components and scripts to Game Objects easier and faster through the new Add Component drop-down directly inside the Inspector.
  • Editor: Create your own Inspector GUI for custom classes or attributes and see it used across all scripts that use those classes or attributes.
  • Fonts: Custom fonts can now use arbitrary character rectangles instead of a fixed grid.
  • Fonts: Font character placement properties are now accessible from scripting.
  • Fonts: Imported fonts can now be converted to editable custom fonts from the gear menu.
  • Gradient (known from the Shuriken editor) is now exposed to scripts: Gradient, GradientColorKey, GradientAlphaKey.
  • Navigation: NavMeshAgent supports prioritized levels of avoidance.
  • Navigation: NavMeshObstacle component added.
  • New Cursor API was introduced
  • License: New activation system was developed
  • New Web Player Update mechanism, which allows multiple runtime versions to be installed at the same time
  • Flash: Assembly validation for Flash supported/unsupported API's. If .NET feature or API is not available the validator will notify the user in the log, before compiling.
  • Plugins: Added Texture.GetNativeTexturePtr() that you can use in native code plugins. Can now directly access textures on non-OpenGL platforms as well! Example plugin in Low-level Native Plugin Interface documentation page shows how to.
  • Optimizations:
  • Editor: Optimize Console window memory usage with high log entry counts.
  • Editor: Optimized Hierarchy View for very large number of root objects.
  • Editor: Optimized DXT compression of textures; better uses all CPU cores now.
  • Editor: Detecting if assets need to be reimported when switching platforms is much much faster.
  • Editor: Made entering playmode faster by reducing the number of domain reloads.
  • Flash: Made performance improvements when calling functions taking or returning an array of structs.
  • Flash: Made dramatic memory usage reduction.
  • Flash: Optimizations were done by recycling actionscript objects for value types such as Vector3, and by being smarter about when to not have to copy them.
  • Mac OS X: Dynamic geometry optimization via ARB_map_buffer_range & APPLE_flush_buffer_range.
  • Meshes: Mesh.MarkDynamic; use this for meshes which you modify from scripts a lot.
  • Mobile: added RenderTexture.DiscardContents - discards previous RT contents via EXT_discard_framebuffer or explicit clear.
  • Particles: Optimized legacy particle systems via prefetching.
  • Physics: Physics simulation is now using SSE2 on windows for better performance and to make simulation consistent with Mac OS X.
  • Rendering: Point & spot lights in forward rendering use scissor rectangle optimization.
  • Rendering: Unity skips rendering lights that have intensity smaller than 0.01.
  • Rendering: Optimized Color32 multiplications (particles, lightmapping, …).
  • Skinned Meshes: Optimized performance & memory usage by keeping static data (UVs & colors) in a separate vertex stream.
  • Static batching: Compress vertex data to half-precision floats on platforms that support them; and save memory by unloading batched geometry after it's sent to the graphics card.
  • Static batching: Optimized static batching code.
  • Threading: Optimized multithreaded job scheduler (used for skinning, Mecanim, Shuriken, shader compilation, texture compression). It “multithreads more efficiently” now.
  • Fixes:
  • Android: Added exception checking / propagation for script-based JNI Calls (AndroidJava* / AndroidJNI*).
  • Android: Loading a lot of assets through Resources.Load() could create a memory-leak-like behavior - this has been fixed.
  • Android: Fixed a rare case where libmono.so / libunity.so would not load due to "unable to link library".
  • Android: Cases with extremely slow loading times, when re-reading scene assets, has been fixed.
  • Android: The automatic binary splitting (for APK Expansion (.obb) support) was incorrectly omitting some files when using the Windows editor.
  • Android: Korean fonts were not rendered correctly on some Android devices.
  • Android: PlayerPrefs values queried with the wrong type would cause Java exceptions and application termination.
  • Android: Added additional registry entries to search when looking for the JDK installation on Windows.
  • Android: Requested RGBX32 instead of transparent when 32bit display buffer is selected.
  • Android: Workaround for mali and ics resulting in crash with shader that sample texture in vertex program.
  • Android: Crash when pausing/resuming on OS 4.1 / Jellybean has been fixed.
  • Android: If system environment variable JAVA_TOOLS_OPTIONS was set it could prevent the .apk to be signed.
  • Android: Webcam Texture now works on LG Optimus 3D (with OS 2.2 / Froyo).
  • Android: Portrait upside down orientation caused errors when building the .apk.
  • Android: EGL context recreation is fully supported (when pausing/resuming, or changing DisplayBuffer bit-depth, or anti-aliasing).
  • Android: Enforce that System.Net.Sockets use is only allowed with an Android Pro license.
  • Android: Added workaround for ARM Mali-400 GL ES 1.1 drivers sometimes referencing disabled vertex attrs (caused a crash).
  • Android: Script debugging yields/coroutines could sometimes cause a crash - this has been fixed.
  • Android: Application.streamingAssetsPath was incorrectly adding a slash before the jar delimiter (/!).
  • Android: Fixed failing to build signed APKs on Windows.
  • Android: Webcam resolution and frame rate selection is now more accurate.
  • Android: Webcam now works on Ice Cream Sandwich and JellyBean devices.
  • Android: Webcam now works on Motorola and OMAP devices.
  • Android: Microphone resources are now properly released when pausing the application.
  • Android: Audio should now play without any clicking noise on Kindle and Nook, although latency is still pretty bad.
  • Android: It should now be possible to play and record audio at the same time.
  • Android: Gyro.attitude did not compensate for screen orientation, nor device natural orientation (phone/tablet) - this has been fixed.
  • Android: Restarting an application right after calling Application.Quit() could cause a race condition between quitting the old and starting the new process.
  • Android: Input.multiTouchEnabled was returning false before the screen received an initial touch.
  • Android: Changed some tags in the AndroidManifest to have required="false".
  • Android: Fixed a problem where non-development ('release') builds would fail to load on devices with kernel 3.4 and later.
  • Android: Autorotation with only either portrait or landscape modes is now enforced by the manifest as well.
  • Android: Back button will quit the application while the first level has not yet been loaded.
  • Android: Renamed GameView resolutions to HVGA, WVGA, ..., and added WXGA (1280x800).
  • Android: Runtime class Ping now works.
  • Android: Added PowerVR performance stats to the internal profiler.
  • Android: Fixed a problem where multiple screen touches would lead to incorrect touch phases (especially during low framerate situations).
  • Android: The detection zone for screen touches resulting in increased tap count has been made resolution independent.
  • Android: Kindle Fire incorrectly reported having a camera.
  • Android: Fixed startup rotation when device is held in landscapeRight.
  • Android: Fixed an issue where the device might go to sleep before any script code was invoked.
  • Android: Added a wake lock to fullscreen video to make sure the device doesn't go to sleep during video playback.
  • Android: Fixed auto-rotation problem in landscape/reversed landscape on Kindle Fire HD.
  • Android/iOS: Incorrect mouse hover events stemming from screen touches has been fixed.
  • Android: Fixed an optimization error which could cause javac to crash/fail when loading UnityPlayer class.
  • Android: SystemInfo.deviceUniqueIdentifier is anonymized by calculating the MD5 sum of IMEI/MEID, ANDROID_ID or WiFi MAC - whichever is available.
  • Android: SystemInfo.deviceUniqueIdentifier didn't automatically add the right permissions in the manifest.
  • Android: Switched to Bouncycastle for keystore certificate creation.
  • Android: On pre-Gingerbread devices 16bit DisplayBuffer is no longer enforced (and fallback from 32bits to 16bits buffer is handled gracefully). Worked around compositor issue with DisplayBuffer alpha on pre-Honeycomb devices.
  • Android: Made sure Ping cannot hang (times out after 5s).
  • Android: Added JB (4.1) to the list of SDK APIs.
  • Android: Fixed crash on Kindle when quitting without ever pausing.
  • Android: Changing system time/date while application was running would cause an ANR.
  • Android: Fixed camera initialization on platforms without FPS range support.
  • Animation: Exposed ModelImporter.generateAnimations as a bool, to allow control of over imported animation from an asset file.
  • Animation: Fixed a bug where animation wouldn't play if it's out of frustum and cullingType is switched to AlwaysAnimate in runtime.
  • Audio: Fixed problems playing back audio files whose paths contain special characters.
  • Audio: Fixed problems displaying audio files whose paths contain special characters in the inspector.
  • Audio: Fixed reverb filter diffuse slider inconsistency.
  • Audio: Fixed looping issue on tracked music files.
  • Audio: Fixed length determination for tracked music files.
  • Audio: Fixed m_IgnoreListenerVolume property (was not working in the expected way).
  • Audio: Fixed the length property of an AudioClip to be more accurate in the case of MP3s.
  • Audio/video: Gracefully handle importing corrupt OGG container assets.
  • Audio: Fixed crashes when using audio clips with read callbacks.
  • Audio: Various fixes related to handling of special characters.
  • Audio: Fixed incorrect display of waveform preview.
  • Audio: Fixed rare deadlocks.
  • Audio: Hardened AudioClip SetData and GetData to when the array argument is longer than the clip itself.
  • Asset Import: Default assets generated for failed imports are now persisted correctly.
  • AssetStore: Fixed out of memory crash when downloading large packages.
  • Bugreporter: Fixed the issue that log files would not be shown in bug reporter window, even though they existed.
  • Cache Server: Fixed connection problem when downloading assets.
  • Cache Server: Fixed other connection issues.
  • Debugger: Fixed hangs/deadlocks when debugging multithreaded script code.
  • Debugger: Fixed crash on debug-time evaluation of generic methods.
  • Documentation: Fixed script reference History page to reflect reality again.
  • Editor: Fixed crash when calling Close in the OnFocus callback.
  • Editor: Fixed object selector not working for ObjectFields in GUI.Window.
  • Editor: Fixed some vertically misaligned buttons in the dark skin.
  • Editor: Fixed EditorExtensionImpl showing up in the Project view in some projects imported from 3.4.
  • Editor: Will now use project name instead of the build file name as the title for published web players.
  • Editor: Scenes in Build Settings no longer get reordered alphabetically.
  • Editor: Undo now working if movement is cancelled by right click.
  • Editor: Fixed error message when resizing arrays.
  • Editor: Fixed crash when changing asset serialization to text mode.
  • Editor: Fixed hang when play mode is exited while a download is in progress.
  • Editor: Fixed crash when selecting multiple ScriptableObjects of different types.
  • Editor: Scene view uses the same rendering path as main camera. Much less confusion!
  • Editor: Soft particles usage hint in Quality Settings UI.
  • Editor: Screen.width and Screen.height much more consistently report actual game view size when used outside of editor window GUI code.
  • Editor: Made default values for sphere & capsule colliders use 0,0,0 for the center (it previously was not precisely zero due to floating point inaccuracies).
  • Editor: Made the TextMesh inspector automatically change the material of the MeshRenderer when the font is changed.
  • Editor: Properly reset MovieTextures when entering play mode.
  • Editor: Fixed crash if importing an AudioClip fails during project re-import.
  • Editor: Fixed null ref when using "Open" button in the inspector for model files in some cases.
  • Editor: Fixed errors about not being allowed to access targets array.
  • Editor: Fixed profiler using deep profiling when exceptions occur.
  • Editor: Fixed DnD references being empty during DragExited after a DragPerform.
  • Editor: Update visible rect when horizontal scrollbar is needed because vertical scrollbar is used.
  • Editor: Clamping of the scroll position to account for the visible rect of the scrollview.
  • Editor: Fixed scrollview returning scroll position out of view rect size when using scrollwheel.
  • Editor: Correctly handle when null string is passed to a TextField.
  • Editor: Don't show Display Resolution Dialog when using CTRL-B from the editor and it's turned off.
  • Editor: Fixed EditorWindow.ShowPopup with initial position of 0, 0 not rendering correctly.
  • Editor: Fixed missing bold font in some inspectors (e.g. FBXImporter).
  • Editor: GizmoType.NotSelected attribute for DrawGizmo works correctly.
  • Editor: Component menu now handles custom namespaces.
  • Editor: Light probes are selectable in search mode.
  • Editor: Excess flood of Animation clips is not confusing the model importer inspector.
  • Editor: EnumMaskField returns consistent value when every item is selected.
  • Editor: Textfield word wrapping fixes.
  • Editor: Display names of colliding enumeration values in inspector
  • Editor: Fixed problem with the Asset Store window on retina display Macbook Pros.
  • Editor: Fixed hang while closing if plugins had created their own native threads.
  • Editor: Fixed odd drawing behavior when attempting to resize welcome screen.
  • Editor: GUI.color is reset properly for every CustomEditor
  • Editor: Fixed profiler causing an Out of Memory error in the console.
  • Editor: Improved error reporting when exporting a Unity package.
  • Editor: Fixed a bug where ARGB16 textures loaded from AssetBundles built for iOS/Android would load incorrectly.
  • Editor: Editor doesn't hang anymore if exiting while in play mode.
  • Editor: Made entering playmode faster by reducing the number of domain reloads.
  • Editor: Fixed null reference exception when a MonoBehaviour is missing in the inspector. Instead we display helpful warnings embedded in the inspector.
  • Editor: Fixed issue in fbx importer where prefab instance modifications would in some corner cases get applied to a different object on a different machine
  • Editor: Fixed bug where calling LoadLevel in OnDestroy when exiting playmode could lead to a crash.
  • Editor: Fixed bug where the import settings were not updated when a .meta file is changed.
  • Editor: Fixed various leaks in the asset import pipeline when importing large project folders.
  • Editor: Fixed prefab override recording issue where modifications would not get applied to array elements if the prefab array is empty and the size value was overridden after the property was overridden.
  • Editor: Fixed warning when changing import settings on a lot of fbx files.
  • Editor: Fixed crashbug when clicking on Apply prefab button in the game object inspector when the prefab would add / remove components on awake in edit mode.
  • Editor: Fixed drag and drop behaviour when dragging child prefab objects.
  • Editor: Improvements to Light Probe editing: don't change selection when duplicating them; render editable ones on top of baked ones.
  • Editor: Wireframe and Textured Wireframe scene view modes take actual vertex & tessellation shaders into account now.
  • Editor: Fixed import of .EXR files with alpha channel.
  • Editor: Invoked OnFocus/OnLostFocus when switching tabs within the same DockArea.
  • Editor: Disallowed hiding cursor when GameView is out of focus.
  • Editor: Fixed crash caused by scene view overlays.
  • Editor: Fixed box collider handles not matching box collider gizmos.
  • Editor: Text fields support OS standard behavior of Command + Backspace deleting everything from the start of the current line to the cursor position.
  • Editor: Cleaned up LOD group inspector (button alignment, text clipping).
  • Editor: Make Unity 1.x GUI components never be shown in the Scene View.
  • Editor: Changed order of calculations during model import to improve normal calculation.
  • Editor: EditorUtility.CopySerialized now works correctly for components.
  • Editor: Fixed a bug where generated OS X icons would occasionally get corrupted.
  • Editor: Fixed a bug where the editor would fail to open projects if the root Assets folder has a .meta file.
  • Editor: Fixed delay when bringing up shader selection menu for the first time (4.0: fixed delay when bringing it up each time).
  • Editor: Fixed potential crash when editing multiple objects and resizing arrays.
  • Editor: Fixed Rendering Paths scene view mode to take camera's render path into account, not only what the shaders are capable of.
  • Editor: Fixed WebPlayer building code; now it does not try to recreate the outermost directory (a user might not have sufficient filesystem access rights anyway).
  • Editor: Allow for cmd+c and ctrl+c to be used on a SelectableLabel.
  • Editor: Do not show cut/paste context menu action for SelectableLabel
  • Editor: Popup windows no longer flicker for a frame on OSX.
  • Editor: Audio preview in Scene View now works correctly without any Audio Listeners in the scene.
  • Editor: Fix some importer inspectors constantly repainting.
  • Editor: Fix key navigation to assets store groups while showing local assets.
  • Editor: Fixed windows standalone icons alpha issues.
  • Flash: Replace no longer ignores parens.
  • Flash: Several code conversion issues resolved.
  • Flash: NavmeshPath can now be instantiated correctly.
  • Flash: Fixed translation of some shaders (e.g. Refractive Glass was causing errors).
  • Flash: Made AsyncOperation work.
  • Flash: Fixed division by long and ulong.
  • Flash: Fixed bug where assigning a struct to an object or interface would introduce two pointers to the same struct instead of two copies.
  • Flash: Fixed several cornercase bugs in support for generics.
  • Flash: Properly initialize fields of type DateTime in structs instantiated with default constructor.
  • Flash: Fixed memory corruption crash if WWW response .Length didn't match actual length of payload.
  • Flash: Support ++ and -- on arguments that are passed byref, whose result is assigned to an array.
  • Flash: Fixed mouse visibility bug.
  • Flash : Fixed equality comparison for ValueTypes.
  • Flash : Fixed hashtable comparison.
  • Flash : Fixed enum comparison
  • Flash : Fixed enum to enum cast.
  • Flash : Fixed keyboard input handling and TextArea input (control, delete, space, arrow keys).
  • Flash : Generic collections now work with interfaces.
  • Flash : Fixed crash when www.audioclip was used in a coroutine.
  • Flash : SweepTestAll now works.
  • Flash : UnityEngine.Flash.FlashPlayer allows retrieval of target player and swf version.
  • Flash: Fixed rare condition in which we ran out of stack space, resulting in an out of range error.
  • Flash: Fixed issues with anonymous delegates.
  • Flash: Implemented delegate comparison.
  • Flash: Implemented Double.TryParse.
  • Flash: Input.inputString now works.
  • Flash: No more compiler crashes on incorrect SWF dimensions.
  • Flash: Key repeat works.
  • Flash: Fixed NewInstance for Enum value types
  • Flash: Fixed getter/setter generation for System.Array.
  • Flash: Don't show Development Build watermark in non-dev builds.
  • Flash: Fixed issues with anonymous delegates.
  • Flash : Fix string marshalling. Now consistently UTF8.
  • Flash : Fix dynamic font textures generated larger then Flash max texture size (2048*2048).
  • Flash : Fix dynamic font generation trashing memory.
  • Flash : Fix invalid agal generated for cube map samplers.
  • Flash : Fix backbuffer being cleared because of rtt.
  • Flash : Fix type inference for float division.
  • Flash : Fix issue with loitering objects in finalizermaps.
  • Flash : Fix issue with converted GetHashCode code being invalid when generated from a MS compiler.
  • Flash : Implemented Char.ConvertFromUtf32
  • Flash : Improved support for System.Convert
  • Flash : Adding support for TryParse for additional data types.
  • Font rendering: Fixed position of text cursor when a custom font size is used for the TextField.
  • Font rendering: Fixed kerning.
  • Graphics: Fixed crashes that sometimes occurred on OpenGL with mismatched GL.Begin/GL.End pairs.
  • Graphics: Fixed TrailRenderer culling issue.
  • Graphics: Don't break batching based on shadow distance when there aren't any shadow casting lights.
  • Graphics: Properly take line width into account when adding points to LineRenderer.
  • Graphics: SubShader tags (render queue etc.) take shader LOD into account properly now.
  • Graphics: Free up temporary memory used by non-uniformly scaled mesh when deactivating a mesh renderer.
  • Graphics: Static batching performs better when there are multiple lightmaps in the scene (before it could run into cases where it wasn't batching much).
  • Graphics: Fixed memory leak in Material.CopyPropertiesFromMaterial.
  • Graphics: Fixed a rare "invalid angle: inf" error message with terrain and shadows.
  • Graphics: Fixed Camera pixelWidth/pixelHeight/aspect queries done from Editor code being really confusing. Before, it was using the size of last drawn editor view for the calculations. Now, for regular cameras, Game View size is used.
  • Graphics: Fixed crash in Shuriken mesh particles, when source mesh has no normals or tangents.
  • Graphics: Fixed errors with statically batched meshes that are later modified by a script.
  • Graphics: Fixed issue with Deferred rendering and wireframe Scene View mode.
  • Graphics: Fixed various issues with shaders in asset bundles. E.g. you can actually put terrain with trees into an asset bundle, and the billboard shaders will work, without having to jump through various hoops.
  • Graphics: Properly include all shaders into game data files when editor is in "-nographics" mode.
  • Graphics: Batched Shuriken draw calls were not accounted for in the game view stats window.
  • Graphics: Don't load Occlusion Culling data in non-Pro editor licenses.
  • Graphics: Fixed console error messages when a terrain tree prefab is missing.
  • Graphics: Smoother framerate on Windows when using vsync.
  • Graphics: Fixed Screen.resolutions reporting zero for refresh rate in some cases.
  • Graphics: Fixed crash when using additive scene loading with missing lightmaps.
  • Graphics: Fixed small memory leak when loading shaders with syntax errors; made shader loading a bit faster as a byproduct ;)
  • Graphics: Fixed error messages in some situations when calling camera.Render from editor scripts.
  • Graphics: Fixed surface shader finalcolor modifier sometimes producing wrong results.
  • Graphics: Limit maximum texture size to 4096 on Retina MacBookPros due to OS X driver bugs.
  • Graphics: Removed limitation that Windows Standalone game window can't reach whole desktop screen size.
  • Graphics: On Linux, fixed lower resolution blit texture getting broken due to quality settings change.
  • Graphics: Improved deferred lighting depth buffer sharing workaround for some OpenGL systems. Mostly, much faster now on some Linux GPUs/drivers.
  • Graphics: Fixed different mesh compression setting to actually make a difference (previously it would always use "Low" compression, regardless of setting).
  • Graphics: Fixed some issues with Fog on Direct3D 9; in rare cases with some complex shaders it was not working properly.
  • Graphics: Fixed HDR rendering being off in the very first frame.
  • Graphics: Fixed Camera.hdr returning wrong value when called before render.
  • Graphics: Fixed occasional errors being reported when rendering objects with zero scale.
  • IMGUI: Fix BeginHorizontal not displaying content/tooltip when using GUIStyle.none.
  • Image Effects: Fixed Flash-related warning messages when importing Image Effects package.
  • Image Effects: Fixed Global Fog on Windows when MSAA is used.
  • Input: Fixed OnMouseDown and related callbacks being wrongly sent to cameras that render into RenderTextures.
  • Input: Gamepad buttons are now correctly initialized again.
  • iOS: Fixed Xcode crash when native plugin uses "+" in the name.
  • iOS: Fixed iPad splash handling when starting in portrait.
  • iOS: Made various orientation fixes.
  • iOS: Corrected texture atlas padding.
  • iOS: Fixed skinning corrupting UVs.
  • iOS: Fixed crash on suspending app while playing video.
  • iOS: Fixed recognition of more recent iPhone4/4S models.
  • iOS: Fixed various crashes when Script Call Optimization set to "fast but no exceptions".
  • iOS: Fixed text-area behavior when on-screen keyboard is hidden.
  • iOS: Fixed Screen.orientation on the first frame on iOS6.
  • iOS: Fixed interoperability of DisplayLink mode and iOS native UI.
  • iOS: Fixed iOS splash screen image not being released after game starts.
  • iOS: Fixed www.uploadProgress support.
  • iOS: Fixed loading indicator position.
  • iOS: Small GPU profiling (in the internal iPhone profiler) improvement.
  • iOS: Fixed basic license splash screen issue with Xcode 4.5.
  • iOS: Fixed support for native methods inside of inner classes.
  • iOS: More fixes to initial orientation handling.
  • iOS: Unity Remote support updated to work better with input compensation for screen orientation.
  • iOS: Fixed Screen.dpi for iPad Mini.
  • Javascript: Fixed error checking for array indices.
  • Javascript: Fixed regression on 'not in' operator. Operator has been brought back.
  • Javascript: Introduced 'for each' syntax for better compatibility with other javascript dialects.
  • Lightmapping: Fixed "Generate Lightmap UVs" difference between Windows & Mac!
  • Lightmapping: Fixed handling degenerate triangles in UV space, Beast no longer spits out "TexBakeSampleGenerator: Non-invertible matrix".
  • Lightmapping: Skipping tree instances that reference a prototype without a mesh.
  • Lightmapping: Improved error messages when failing to bake Light Probes; when meshes have UVs outside 0..1 range, when meshes have missing UVs.
  • Lightmapping: Take texture tiling into account for materials with cutout shaders.
  • Lightmapping: Fixed issues with some emissive materials.
  • Lightmapping: Fix harmless error when lightmap baking an unsaved scene on Mac.
  • LOD: Fix double GUI repaint error when caused by reparent renderers dialog.
  • Mobile: Better RenderTexture.DiscardContents implementation.
  • Mobile: Fixed wrong lighting when dynamically batching uniformly scaled meshes.
  • Mac OS X Editor: Fixed window focus issues when using a multiple screen setup in OS X 10.8 Mountain Lion.
  • Mac OS X: Event.clickCount behavior for double-clicks now matches windows (clickCount is always 1 for MouseUp events).
  • Mac OS X: Don't freeze Unity content when the System clock is changed while running.
  • Mac OS X: PlayerPrefs keys will now work if they contain an '@' character.
  • Mac OS X: Fix Webcam textures with non-native resolutions correctly picking up the desired texture size.
  • Mac OS X: Fixed some graphics issues on dual-GPU Mac models, e.g. editor windows occasionally becoming all white.
  • Mac OS X: Fixed Crash on quit if profiling had been enabled.
  • Mac OS X Standalone: Fixed problems when writing OS X icon format, leading to broken icon graphics in some cases.
  • Mac OS X Standalone: Used OS X Lion style fullscreen mode, to allow other windows to show up in front of fullscreen apps, and to allow switching in and out of fullscreen mode by clicking onto the fullscreen button in the window title bar (optional).
  • Mac OS X Standalone: Fix hiding of window when GameCenter is activated.
  • Mac OS X Standalone: Changed event processing to allow other windows to receive keyboard events, to allow better integration with OS services such as GameCenter using plugins.
  • Mac OS X Web Player: Made IME support work in all Mac browsers.
  • Mac OS X Web Player: Fixed focus handling when the browser is switched to the background or the user switches to another window/tab.
  • Mac OS X Web Player: Fixed memory leak.
  • Mac OS X WebPlayer: Fixed OnApplicationPause being called when window goes to the background.
  • Math: Fixed Plane.SameSide equation side error.
  • Misc: Improve Time.smoothDeltaTime so it's not affected by pausing/unpausing.
  • Native Client: Fixed download of JPG files as textures.
  • Native Client:: Fixed problem where preferences might get lost when the player is closed while writing preferences to disk.
  • Native Client: Fixed deadlock when loading mono DLLs.
  • Native Client: Fixed Build & Run with Chrome 23.
  • NavMeshAgent : Fix crash querying nextOffMeshLinkData when having no navmesh in scene.
  • NavMeshAgent: Fixed bug where Resume breaks updateRotation setting.
  • NavMeshAgent: Path request processing queue order fixed.
  • Physics: Fixed problem where CCD would incorrectly detect collisions if the center or scale of a collider was changed.
  • Networking: Fixed case where a MasterServerEvent.HostListReceived was triggered for each host in a host list.
  • Networking: Fixed problem with connecting to password protected servers with NAT punchthrough.
  • Player: Fixed race condition in WWW class that could cause a crash when aborting download.
  • Physics: Fixed MeshCollider not working if it had been scaled to be zero sized, and then scaled up again.
  • Physics: Fixed a bug where Raycasts against CapsuleColliders with a zero-length middle section would not always return correct results.
  • Physics: Fixed a bug where destroyed colliders would not be properly deallocated if Time.timeScale was zero.
  • Physics: Fixed colliders being properly inactive when they are on inactive child game objects of the rigidbody.
  • Physics: Fixed collision between two triggers to send OnTriggerEnter events to both triggers and both rigidbodies for consistent results.
  • Physics: Fixed memory leak when Time.timeScale is zero.
  • Physics: Fix problem with activation order when recursively activating hierarchies, causing rag dolls not to function properly in some cases.
  • Physics: Fixed a bug where rigidbody interpolation would have an effect on physics simulation results.
  • Physics cloth: Fixed tangents to match initial rotation of object.
  • Prefabs: Duplicating game objects with references to abstract classes behaves more reliable.
  • Profiler: Fixed hang on editor or player when connection could not keep up with the data.
  • Profiler: Made the profiler skip frames instead of freezing up if editor lacks behind player.
  • Profiler: GC memory was not propagated correctly up the call hierarchy.
  • ProfilerConnection: Fixed inifinite loop freeze if profiler sendbuffer is full on the player.
  • Scene View: Fix scene editor camera becoming locked out from user control.
  • Scripting: Added overloads to EditorGUI.IntSlider so it can take SerializedProperties.
  • Scripting: Fixed crash when calling material.GetFloat(null).
  • Scripting: Fixed crash when a component destroys itself while AddComponent is trying to create it.
  • Scripting: Fixed crash calling Resources.Load before resources have been imported.
  • Scripting: Fixed bug where AssetBundle.LoadFromFile would get unloaded by UnloadUnusedAssets.
  • Scripting: GameObject.Find will now correctly find children of objects of the same name as other objects which don't have children of that name.
  • Scripting: Fixed crash when a gameObject is being destroyed while calling SendMessage on it.
  • Scripting: Fixed script serialization bug where properties could not be #if-ed out for the player.
  • Serialization: For non-webplayer-targets, scenes (implicitly) referencing assets placed under the Resources folder will now always have the assets placed together with the scene (and not in the resources.assets).
  • Shaders: Fog shader variables (unity_FogColor etc.) are set to produce no fog when it's off.
  • Shaders: round() and trunc() HLSL functions are now supported when compiling shaders for mobile.
  • Shaders: Updated HLSL-to-GLSL shader compilers; fixes some complex mobile shaders (e.g. Tree Creator ones, or Edge Detection image effect on some mobile GPUs).
  • Shaders: Fixed compile errors in some cases where custom directional lightmap lighting function is used.
  • Shadows: Fixed shadow caster culling when light direction is exactly parallel to one of camera's frustum planes.
  • Shuriken: Fixed particle system randomness. There should be a lot less visible correlation between parameters when using random between curves and values.
  • Shuriken: Can't remove disabled UI modules, gizmo scaling issue, simulation preview issues when scrubbing.
  • Shuriken: Fixed sub-emitter memory leaks, occasional crash.
  • Shuriken: Gracefully handle when mesh is invalid, instead of leaving the emitter in a bad state.
  • Shuriken: Fixed crash if using mesh particles without UVs.
  • Standard Assets: Projector uses smaller, but uncompressed textures; to avoid artifacts when looking from a distance.
  • Substances now handles iOS non-square unsupported PVRTC.
  • Substance: Fixed baking issues on unsupported platforms (Android, iOS, Flash).
  • Substance: Lower memory consumption in the Editor when importing projects and switching color space.
  • Substance: Fixed runtime re-generation of substances with bitmap inputs.
  • Substance: "Generate all outputs" now displays all generated textures in the Inspector.
  • Substance: Fixed cloning substances in the Inspector.
  • Substance: Fixed bitmap export.
  • Substance: Fixed several erroneous error messages appearing in the log.
  • Terrain: Fixed error messages when painting terrain grass with negative sizes, and when adding some tree models.
  • Terrain: Terrain renderer no longer causes invalid memory accesses during rendering traversal.
  • Time: Fixed timescale usage when single stepping.
  • UV generation is now more deterministic between platforms since it is performed prior to scaling of vertices.
  • UnityObject: The default templates works nicely over https now.
  • UnityObject: Running a offline build locally will not break the default templates.
  • WebCamTextures: Fixed error message when querying list of available devices while WebCams are in use.
  • Web Player: Application.dataPath will now work correctly if the player URLs has slash characters in the url parameters.
  • WebPlayer: Fixed the plugin ticking routine. It is simpler and less error prone.
  • WebPlayer: Updated the builtin resources; now there is a distinction between "Made with Unity 4 Beta" and "Unity 4 Beta" plugin.
  • WebPlayer: Fixed a variety of crashes when plugin was running on IE9.
  • Webplayer: Crash logs now contain stacktrace.
  • Webplayer: Fixed memory overwrite on startup when running in-process on Firefox.
  • WWW Class: Fixed parsing text encoding if the encoding http header contains more parameters.
  • Windows: Improved StackOverflowException handling in scripts.
  • Windows: Fixed issues with 64-bit player not launching when non-latin characters in path.
  • Windows Editor: Messages with "Failed: The operation has completed successfully" should not be presented anymore when operations on files fail.
  • Windows Editor: Fixed extracting .unitypackage files containing extended Unix file attributes.
  • Windows Editor: Asset Store window now works correctly in OpenGL mode.
  • Changes:
  • Android: New Unity3d splash screen.
  • Android: The video player activity has been removed. Fullscreen video is still supported but not as a separate activity.
  • Android: "Google Play OBB Downloader" is now available in the asset store. The plugin can be used on devices that does not support automatic downloading of APK Expansion Files".
  • Android: "Google Play Application License Verification" is now available on the asset store and thus no longer embedded in the standard distribution.
  • Android: Removed XY axis mismatch for Android input. Now out of the box it should match iOS input. Requires code refactoring!
  • Editor: Requires a DX9-capable GPU now (pretty much anything since 2004).
  • Editor: PreferenceItem attribute now works on private static methods.
  • Editor: Added new default window layout.
  • Editor: When in OpenGL ES 1.1 graphics emulation, maximum texture size increased from 1024 to 2048 now.
  • Editor: Temporary meshes created by GUI texts are excluded from vertex buffer count/size statistics in game view.
  • Editor: If necessary, build dialog now automatically performs a "Switch Platform" when pressing "Build" or "Build & Run" (fixes class layout build errors some have encountered).
  • Editor: Positive values are enforced in Terrain Detail Wizard.
  • Editor: Prevent multiple editors from opening the same project on OSX.
  • Flash: Removed support for Flash Player 11.0 and Flash Player 11.1; players both had serious bugs in memory opcodes. Unity now defaults to Flash 11.2 as target player.
  • Flash: Disabled GrabPass shaders; they now behave like in Unity non-Pro instead of rendering
  • nothing. Flash can't support GrabPass due to Stage3D limitations.
  • GameObjects: Active state is now recursive. If a GameObject is inactive, all children will inherit that state.
  • GameObject.active is now deprecated to make users aware of the new behavior. GameObject.SetActive() or GameObject.activeInHieararchy should be used instead.
  • Graphics: Low-level rendering API (Graphics and GL classes) do not require Pro license anymore.
  • Graphics: Marked Get/SetTriangleStrip on Mesh as obsolete
  • Input: Removed support for assigning an input axis of window movement (only ever worked on Mac).
  • iOS: removed Unity-iPhone-simulator build target from Xcode trampoline. Now simulator specific changes are backed directly into Unity-iPhone build target. It still requires to rebuild Xcode project after switching between device and simulator SDK.
  • iOS: PVRTC compressor updated.
  • iOS: added iOS 6.0 OS target.
  • iOS: SystemInfo.deviceModel now returns full device name, including revision number.
  • iOS: Exposed AOT.MonoPInvokeCallbackAttribute custom attribute. Passing managed delegates to native functions is now possible, though limited to static methods only.
  • iOS: PVRTC compressor upgraded to imgtec 3.0@2144429.
  • iOS: Gyro and other sensors implementation moved to the trampoline. Provides more possibilities for customizations.
  • iOS: Now iOS sensors follow screen orientation. No more complicated code for axis remapping! This can be switched off via Input.compensateSensors. Requires code refactoring!
  • iOS: Removed unneeded one frame of latency (presentRenderBufer moved to the end of Repaint).
  • iOS: Added iPad Mini and iPad 4gen to iPhoneGeneration.
  • Prefabs can now have an active state which is copied to instances on instantiation.
  • Mobile: ARMv6 is not supported anymore.
  • Model Importing: Model importer no longer triangle strips but does vertex cache optimization if mesh GPU optimization is turned on. GPU optimization is turned on by default.
  • Model Importing: When using the new animation import mode, Unity will no longer attempt to move the SkinnedMeshRenderer to the root bone.
  • Native Client: NaCl is now it's own BuildTarget instead of a checkbox in the WebPlayer build target.
  • NavMeshAgent: Avoidance priority made consistent with e.g. audio priority: Most important = 0. Least important = 99. Default = 50. Loading older scenes will reset agent avoidance priority to new default value (50).
  • Scripting: Removed SceneView.RenderMode from Editor API(was not documented, but public). Use the documented DrawCameraMode instead.
  • Scripting: Development player emits warnings when accessing the script API from the wrong thread (or using explicit object initializers).
  • Scripting: OnEnable no longer changes the execution order of Awake. Execution order for scripts is now much more consistent. The call to OnEnable always comes immediately after Awake.
  • Substance: Added "Bake and keep" and "Bake and discard" load behaviours, to allow the baking of bitmaps on supported platforms.
  • UnityObject: Deprecated, and will no longer be used when building a WebPlayer.
  • UnityOject2: New install script when building the WebPlayer, replaces UnityObject giving more flexibility to developers.

New in Unity 3.5.6 (Oct 4, 2012)

  • Fixes:
  • Audio: Fixed AudioClip SetData and GetData to handle when the array passed in is longer than the clip itself.
  • Android: Fixed a rare case where libmono.so / libunity.so would not load due to "unable to link library".
  • Android: Added exception checking / propagation for script-based JNI Calls (AndroidJava* / AndroidJNI*).
  • Android: Enforce that System.Net.Sockets use is only allowed with an Android Pro license.
  • Android: Loading a lot of assets through Resources.Load() could create a memory-leak-like behavior - this has been fixed.
  • Android: Fixed EGL context recreation when post-effects are used.
  • Android: Fixed reverse portrait mode.
  • Android: Webcam resolution and frame rate selection is now more accurate.
  • Android: Webcam now works on Ice Cream Sandwich and JellyBean devices.
  • Android: Webcam now works on Motorola and OMAP devices.
  • Android: Microphone resources are now properly released when pausing the application.
  • Android: Audio should now play without any clicking noise on Kindle and Nook, although latency is still pretty bad.
  • Android: It should now be possible to play and record audio at the same time.
  • Android: Fixed issue where files with 'meta' in their name was not package in the apk.
  • Android: Gyro.attitude did not compensate for screen orientation, nor device natural orientation (phone/tablet) - this has been fixed.
  • Android: Restarting an application right after calling Application.Quit() could cause a race condition between quitting the old and starting the new process.
  • Android: Input.multiTouchEnabled was returning false before the screen received an initial touch.
  • Android: Changed some tags in the AndroidManifest to have required="false".
  • Android: Fixed a problem where non-development ('release') builds would fail to load on devices with kernel 3.4 and later.
  • Android: Autorotation with only either portrait or landscape modes is now enforced by the manifest as well.
  • Android: Fixed a fullscreen video issue where the video wouldn't display due to orientation being changed.
  • Android: Fixed an issue where the fullscreen video in some cases would start to play even though it was not yet visible.
  • Android: Fullscreen video no longer plays while the lock-screen is in effect.
  • Android: Back button will quit the application while the first level has not yet been loaded.
  • Android: Added Nexus7 (1280x800) to GameView settings.
  • Android: Runtime class Ping now works.
  • Android: Made sure OnScreenKeyboard can be opened again after being closed due to lost focus.
  • Android: Changing system time/date while application was running would cause an ANR.
  • Android: Fixed camera initialization on platforms without fps range support
  • Serialization: For non-webplayer-targets, scenes (implicitly) referencing assets placed under the Resources folder will now always have the assets placed together with the scene (and not in the resources.assets).
  • Editor: Updated PVR Texture Tool to 3.0@2144429
  • Graphics: Fixed batching issue with multiple lightmaps in the scene (now we sort by lightmap as well).
  • Graphics: Fixed error "Adding renderer during rendering is not allowed" when using Trail Renderer with reflective water.
  • Mobile: Texture.ReadPixels is no longer delayed, but prints error instead if called at the wrong time
  • iOS: Fixed ios6 compatibility.
  • iOS: Fixed various orientation issues.
  • iOS: Fixed basic license splashscreen compatibility with Xcode 4.5.
  • iOS: Added support for iPhone 5 tall splash screen.
  • iOS: Added support for rendering @ full res on iPhone 5.
  • iOS: Added iOS 6.0 target selection in PlayerSettings.
  • iOS: extracted video view controller to trampoline, provided ios6 specific interface to allow orientation control on ios6 and proper handling of orientation requests coming from video controller.
  • iOS: added supportedInterfaceOrientationsForWindow workaround for game center and friends, make it support all orientations.
  • iOS: fixed splash orientation issues on ios6 phone-like devices.
  • iOS: Unity Remote fixed to support iPhone 5 res.
  • Native Client: Fixed race condition when loading mono assemblies.
  • Terrain: Fixed crash when setting heightmapMaximumLOD to out-of-range values.
  • Webplayer: Fixed crash when running in-process in Firefox 15.
  • Windows: Fixed issue where batchmode players and webplayers could be limited only to run on cpu0
  • Improvements:
  • Android: Added Ice Cream Sandwich MR1 (4.0.3) and JB (4.1) to the list of SDK APIs.
  • Editor bugreporter: Uses upgraded backend
  • iOS: 16:9 / 9:16 aspect ratios added to Game View.
  • Mac OS X Editor: Installer is now signed, so it will install on OS X 10.8 Mountain Lion in the default security settings.

New in Unity 3.5.5 (Sep 19, 2012)

  • Hotfix Web Player 3.5.5f4:
  • Mac Web Player: Fix input in full screen mode.
  • Mac Web Player: Fix installers to work with default security settings on Mac OS X 10.8 Mountain Lion
  • Hotfix 3.5.5f3:
  • Editor: Fixed issues with Asset Store window on retina displays
  • Fixes:
  • Android: Fixed black screen on Kindle when accessing Quick Settings.
  • Android: Script debugging yields/coroutines could sometimes cause a crash - this has been fixed.
  • Android: Fixed gl context-recreation. Now you can change AA or DisplayBuffer bitness at runtime even if post-effects are used.
  • Editor: Windows now draw correctly when fullscreen on OSX 10.8 Mountain Lion
  • Editor: Fixed dependency on X11 of pvr texture tool.
  • Editor: Allow importing assets with leading spaces on Windows.
  • Graphics: Fixed surface shaders regression in 3.5.3 that assumed custom surface output structure always has "Specular" member that is a scalar
  • Graphics: Fixed VRAM amount detection on some Intel SandyBridge / IvyBridge GPUs.
  • Graphics: Fixed rendering cameras in editor batch mode
  • Graphics: Fixed crash in particle system when source mesh has no normal or tangents
  • Graphics: Allow editor to build shaders in -nographics batch mode
  • iOS: Fixed Texture2D.ReadPixels on iOS6.
  • iOS: Fixed crash with suspending while video is playing.
  • iOS: Fixed more splash issues.
  • iOS: SystemInfo.deviceUniqueIdentifier no longer uses deprecated UIDevice.uniqueIdentifier.
  • iOS: Updated iPad2 detection to handle newly released one.
  • Mac Web Player: Fix focus handling when browser window loses focus.
  • Mobile: fixed broken lighting when dynamically batching uniformly scaled meshes.
  • MonoDevelop: Fixed cursor display on Mac Retina displays.
  • Navmesh: Fix for regression in 3.5.3 - where long paths some times be discarded when stoppingDistance > 0.
  • Script: Fixed crash when calling material.GetFloat(null).
  • Substance: Substances with bitmap inputs were not regenerating correctly.
  • Substance: Fix garbage collecting.
  • Substance: Cache fixes.
  • Features:
  • Added Mesh.colors32 for faster and less memory consuming way of setting colors for procedural meshes.

New in Unity 4.0 Beta 7 (Aug 23, 2012)

  • New Humanoid Animation System:
  • Once imported as muscle clips, animations can be used with all humanoid characters with no additional conversions needed.
  • Use the same animations on different proportion characters with no overhead or need for storing multiple versions of the clip.
  • Map the bones of your model to human muscles with a single click, or fine tune the setup for full control.
  • Slice up your authored or motion-captured animations directly inside Unity with the industry's best tool for the job.
  • Preview the animation as your drag the ranges of a clip.
  • Indicators for pose looping quality and motion looping quality lets you easily pick the range with optimal looping.
  • Differences between start and end pose is smoothed out by the importer to ensure perfect looping.
  • Support for non-humanoid characters will be added in next pre-order beta build.
  • DirectX 11 Rendering:
  • On Windows Vista and later, and with DX10 or better level GPU, you can use DirectX 11 now.
  • Player Settings has "Use DX11" option; when it it set the player will try using DX11.
  • Editor can be switched to DX11 in Preferences. This is confusing; we'll fix it in a later build.
  • New features:
  • Geometry shaders (require DX10 GPU) and hull/domain shaders (require DX11 GPU). #pragma geometry, hull, domain in shader files.
  • Compute shaders (*.compute files, ComputeShader in scripts)
  • ComputeBuffer scripting API ("structured buffers" in DX11 lingo). Can use them in compute shaders and regular shader model 5.0 shaders (Material.SetBuffer, Shader.SetGlobalBuffer).
  • "random write" RenderTextures ("UAVs" in DX11 lingo). Graphics.SetRandomWriteTarget, RenderTexture.enableRandomWrite.
  • Graphics.DrawProcedural & DrawProceduralIndirect.
  • DX11-specific RenderTexture formats: RenderTextureFormat.R8, ARGBInt, RGInt, RInt.
  • 3D RenderTextures (RenderTexture.isVolume, volumeDepth). Fill them as "random write" textures from a compute or pixel shader.
  • In shaders, can optionally use CBUFFER_START(name) .. CBUFFER_END macros to markup separate constant buffers.
  • Linux Publishing:
  • Export a standalone player for 32-bit (x86) or 64-bit (amd64) Linux.
  • Select "Linux 32-bit" or "Linux 64-bit" from the Target Platform list in the Build Settings.
  • When building a player for Linux on Windows, you will first need to make the binary executable before being able to run it on Linux. Do this by running 'chmod +x' on the executable or right clicking and selecting "Allow to run as application".
  • Supported Platforms
  • Standalone players will run on most modern Linux systems with vendor-supplied graphics drivers.
  • Official support will be provided for 32 or 64-bit Ubuntu Linux, version 10.10 (Maverick Meerkat) or newer, with graphics cards using vendor-supplied drivers.
  • Graphics Features:
  • Terrain: Normal map & custom shader support for Terrain. Added built-in shader Nature/Terrain/Bumped Specular; added "normal map" texture slot to terrain splat maps; added Material field under terrain settings.
  • 3D (volume) textures support. Currently no way to import them, but you can create them from script (Texture3D) and use them in shaders (sampler3D and tex3D). Also SystemInfo.supports3DTextures.
  • Shadows on mobile devices! Only directional lights, no shadow cascades, no soft shadows.
  • Requires GL_OES_depth_texture extension. Most notably, Tegra-based devices do not support it.
  • 3D (volume) textures support. Currently no way to import them, but you can create them from script (Texture3D) and use them in shaders (sampler3D and tex3D). Also SystemInfo.supports3DTextures.
  • Fonts:
  • Dynamic font rendering on all platforms (including mobiles) with identical results (via FreeType).
  • Simple html-style text markup support to have multiple font sizes, styles and colors in a string in UnityGUI, GUIText & TextMesh.
  • Cubemaps:
  • New Generate Cubemap texture import option that creates a cubemap from vertical/horizontal cross or row/column of images.
  • Seamless cubemap option that makes sure edges of faces match up.
  • Cubemap assets reference their original textures in the editor instead of copying their pixels at assign time.
  • Scripting API: Cubemap.SmoothEdges.
  • Lightmapping: "Bake selected" no longer destroys lightmaps on objects that aren't selected. Instead it updates lightmaps on selected objects, as expected.
  • Lightmapping: Normalmaps are taken into account when lightmapping, which allows to add detail to lightmaps and makes the transition between near and far distance in Dual Lightmaps mode less visible.
  • Render Textures: added RenderTextureFormat.ARGBFloat, RGFloat, RGHalf, RFloat, RHalf formats.
  • Meshes can have a non-triangle topology now. You can create meshes that are lines, points or quads from scripts. See MeshTopology enum, Mesh.GetIndices, SetIndices, GetTopology.
  • Added SkinnedMeshRenderer.BakeMesh to "bake" skinned mesh result into a regular mesh.
  • Shuriken particle system:
  • Automatic simulation culling support. Particle systems will only update when visible. When it is not possible to support this automatically, Shuriken shows why directly inside the UI.
  • External forces support - use Wind Zones with particles.
  • Bent normals support for sprites.
  • Support for sorting and rendering with immediate children (solving sorting issues for combined systems).
  • Shaders:
  • Added built-in matrix variables, UNITY_MATRIX_V (view matrix), UNITY_MATRIX_VP (view*projection).
  • Added float4 unity_DeltaTime, contains (dt, 1/dt, smoothdt, 1/smoothdt).
  • Shader helper macros added:
  • UNITY_DECLARE_SHADOWMAP(tex), UNITY_SAMPLE_SHADOW(tex,uv), UNITY_SAMPLE_SHADOW_PROJ(tex,uv).
  • UNITY_NEAR_CLIP_VALUE, defined to 0.0 on D3D-like, -1.0 on GL-like platforms.
  • UNITY_COMPILER_HLSL (d3d11, 360), UNITY_COMPILER_HLSL2GLSL (gles), UNITY_COMPILER_CG if you need to determine which shader compiler is used on a platform.
  • UNITY_INITIALIZE_OUTPUT(type,name) to help with DX11 shader compiler requiring full initialization of "out" parameters.
  • OpenGL ES 2.0: Supports depth textures on Android.
  • Scripting API: added Texture.SetGlobalAnisotropicFilteringLimits.
  • New Project Browser (replaces the Project Window):
  • View assets by preview icons.
  • Seperate tree for folders for better overview of folder structure.
  • Search for assets using droplists for type and asset labels.
  • Save searches to favorites list for easy access to most used searches.
  • Drag folders to favorites list for easy access to most used folders.
  • Enable searching the Asset Store and previewing assets.
  • You can switch Project Browser to old-style one column layout in the context menu of the window (upper right corner).
  • Rewrite of the GUI system:
  • The existing GUI system (OnGUI) had its core rewritten, optimized and cleaned up. It uses less memory and induces less garbage collection cycles. Un-scientific performance increases measured at:
  • iOS, with GUILayout ~2.5x faster.
  • Mac, with GUILayout ~3x faster.
  • iOS, no GUILayout ~10x faster.
  • Mac, no GUILayout ~20x faster.
  • Uses less memory and induces less garbage collection cycles.
  • Note: this is not the “New GUI” that is coming to a later Unity 4.x release. It’s existing GUI, made much faster.
  • Other Features:
  • Added a new development console to show error messages on screen in development builds.
  • Android: Added Eclipse project generation.
  • Android: Support for APK Expansion Files (OBBs) - effectively enabling applications larger than 50Mb in the Google Play Store.
  • iOS: Target Resolution Player Setting was redesigned to better suite development workflow on multiple iOS devices. Two new “Auto (Best performance)” and “Auto (Best Quality)” settings allow Unity Runtime to choose most optimal rendering resolution according to device GPU capabilities.
  • Debugger: Webplayers can now be attached to and debugged just like standalones.
  • Editor: Add components and scripts to Game Objects easier and faster through the new Add Component drop-down directly inside the Inspector.
  • Editor: Create your own Inspector GUI for custom classes or attributes and see it used across all scripts that use those classes or attributes.
  • Fonts: Custom fonts can now use arbitrary character rectangles instead of a fixed grid.
  • Fonts: Font character placement properties are now accessible from scripting.
  • Fonts: Imported fonts can now be converted to editable custom fonts from the gear menu.
  • Gradient (known from the Shuriken editor) is now exposed to scripts: Gradient, GradientColorKey, GradientAlphaKey.
  • Navigation: NavMeshAgent supports prioritized levels of avoidance.
  • Navigation: NavMeshObstacle component added.
  • Upgrade guide:
  • We have changed how the active state of GameObjects is handled. GameObjects active state will now affect child GameObjects, so setting a GameObject to inactive will now turn the entire sub-hierarchy inactive. This may change the behavior of your projects. GameObject.active and GameObject.SetActiveRecursively() have been deprecated. Instead, you should now use the GameObject.activeSelf and GameObject.activeInHierarchy getters and the GameObject.SetActive() method.
  • Editor: We have reset the preferences from 3.x to 4.x. This affects your saved window layouts, the project wizard list, saved filters etc.
  • Editor: While an asset is being imported it will not be persistent. E.g. if you postprocess a texture and query its asset path, it will return an empty string. Assets outside of the asset postprocessor can, of course, be accessed at any point.
  • iOS: Target Resolution Player Setting was redesigned to better suite development workflow on multiple iOS devices. Two new “Auto (Best performance)” and “Auto (Best Quality)” settings allow Unity Runtime to choose most optimal rendering resolution according to device GPU capabilities. Some custom editor scripts might need to be updated to comply with these changes. Rendering resolution might be also changed from game scripts using Screen.SetResolution API.
  • iOS: Device SDK Player Settings was simplified and now contains only two entries “Device SDK” and “Simulator SDK”. Corresponding editor API entries were also changed and some custom editor scripts might need to be changed.
  • iOS: Unity 4.0 discontinues support for ARMv6 devices (iPhone 1st gen, iPhone 3G, iPod Touch 1st/2nd gen). This affects existing project development in several ways:
  • Target Platform Player Setting was removed from Unity Editor. Now all Unity iOS applications are ARMv7-only. Corresponding PlayerSetting.iOS Editor API entries also were removed. You might need to fix some of your editor scripts for that.
  • Graphics API level (Open GL ES 1.1 or 2.x) selection was moved to separate Graphics Level Player Setting. This setting is synced with the Android platform.
  • Applications that were already released to the App Store as supporting ARMv6+ARMv7 or ARMv6-only now can be updated only if Target iOS Version Player Setting is set to “4.3” or higher.
  • Mobile: Unity 4.0 brings hard shadow support to mobiles. Shadows for mobiles are enabled at the default Quality Setting. And if the project is shared with desktop platforms then shadows might just appear on mobiles too when project gets imported into Unity 4.0. Some manual tweaking of lighting/shadow setup might be required for optimal performance on mobiles.
  • Mobile: We changed the way Texture2D.ReadPixels works. Now, if you do call it during Update (or, generally, not during rendering frame) to grab the copy of the screen, the call will be deferred to the end of the current frame. Due to this, logic behind Apply was changed too. What you need to do if you use ReadPixels to read pixels from the screen:
  • if you just grab screen copy and call Apply, both calls will be deferred to the end of the frame
  • if you grab screen copy, and do something with it, and call Apply after that: you need to defer all this to the next frame. The easiest way is to use coroutines with yield in between ReadPixels and your operations plus Apply.
  • On the other hand, you can always do ReadPixels in Camera's OnPostRender, or when you have active RenderTexture.
  • Runtime: GameObjects marked DontDestroyOnLoad are no longer temporarily deactivate when loading a level. They will also not receive an OnDisable / OnEnable call when loading a level.
  • Profiler Improvements:
  • Android: Profiler blocks marked up in rendering commands via EXT_debug_marker (for tools like PerfHud).
  • GPU profiling support for Tegra-based Android devices.
  • GPU profiler detailed objects view sorts in decreasing GPU time.
  • Optimized memory usage and UI performance for complex profiles.
  • Scripting API: Profiler.GetMonoHeapSize, GetMonoUsedSize.
  • Made profiler player connection run threaded to improve throughput and reduce lack of profile data.
  • Asset Pipeline Improvements:
  • Added userData string property to AssetImporter, use this to pass per asset data to asset post processor.
  • Manual asset reimport (via context menu) always reimports, even if cache server already has the result.
  • Optimized filesystem performance of asset imports. Library/cache and Library/previews folders are gone; all imported results are in Library/metadata.
  • Keep Quads added to mesh importer, most interesting with DX11 tessellation shaders.
  • Other Improvements:
  • Android: Exposed control over SYSTEM_UI_FLAG_LOW_PROFILE ("lights-out" mode) through Screen.fullScreen.
  • Animation : Can now preview non-Mecanim animation in previewer.
  • Cache Server: Now includes a 32-bit linux build.
  • Cache Server: Modifying the import settings and clicking on Apply will now also use the cache server if it is available.
  • Cache Server: Made sure the Editor does not connect to cache server when it's not needed.
  • Editor: In the Build Settings Window it is now possible to change enabled state for all the selected scenes in one click (Use Ctrl + A for selecting all scenes).
  • Editor: Component context menu (gear icon) got Move Up/Down, Copy & Paste entries.
  • Editor: Light Probes scene view rendering mode gone; probe visualization in lightmapping window overlay.
  • Editor: Dragging a .unityPackage file into project view imports it now.
  • Editor: The Scene Gizmo axis cones no longer sets the camera to be orthographic. The center cube now toggles orthographic. The label below the gizmo now toggles between perspective and ortho as well. Shift-clicking or middle-mouse clicking the center cube will set the "nice" perspective view and shift-clicking or middle-mouse clicking the cones will enforce ortho.
  • Editor: Simplified mobile graphics emulation; only have OpenGL ES 1.1 & 2.0 now.
  • Editor: Lightmaps now get "best" compression quality for mobiles when available.
  • Editor: Added menu item in Component menu for Add Component drop-down.
  • Editor: Don't show animation import settings if no animation data is available.
  • Editor: Cleaned up indentation logic so LooksLikeInspector & LooksLikeControls are more similar
  • Editor: Ignore symlinks in Windows so it behaves like OS X build.
  • Editor: Inspector Window recovers gracefully when a CustomEditor throws an exception or has missing layout group endings.
  • Flash: Scripting overall; Better generics support.
  • Flash: Added FlashPlayer 11.3 support. Mouse middleclick and right click is supported on this subtarget.
  • Flash: Added support for Enum.GetValues() & Enum.GetNames().
  • Flash: Added support subset of field reflection.
  • Flash: Full support for animation events, including runtime scripting api.
  • Flash : Reduce black screen initialization time.
  • Flash : Reduced memory footprint, performance increase.
  • Flash : Added support for compilation to Flash Player 11.4 beta 2.
  • Font rendering: Add Font.RequestCharactersInTexture, Font.GetCharacterInfo and Font.textureRebuildCallback to allow full control over dynamic fonts from scripting.
  • Graphics: Exposed GUITexture.border to scripts.
  • Graphics: Added "Read/Write Enabled" checkbox to Model Import Settings. Disabling this will reduce memory footprint of meshes.
  • Graphics: Dynamic Batching with tangent vectors works on Windows & Mac now (was disabled before due to various driver issues).
  • Graphics: Surface shaders can use aritrary vertex input data type (instead of appdata_full); now the type of a vertex modifier parameter is used.
  • Graphics: Shader properties can have [HideInInspector] in front of them, which makes them hidden in inspector (useful for properties that are set from code).
  • iOS: Screen.SetResolution now works on iOS too.
  • iOS: iOS view handling extracted to separate files in trampoline, issues with splash are fixed, better non-animated orientation.
  • iOS: Tweaked resolution selector in player settings: added automatic options.
  • iOS: Added request for re-orientation on iOS5 and newer when allowed auto-rotation orientations were changed.
  • iOS Remote: Improved latency of touch events sent to editor.
  • Mac OS X: Make installers and Editor application signed so they can be run with the default security settings in OS X 10.8 Mountain Lion.
  • Mac OS X Standalone: Added support for 256x256, 512x512 and 1024x1024 icons.
  • Mobile: PowerVR texture compression tool updated to 2.10.87.4981.
  • Mobile: Introduced RGBA16 texture format.
  • Mobile: Added TouchScreenKeyboard.wasCanceled. On iOS, a “Cancel” button was added, on Android, the “back” button will be used for that
  • Mobile: TouchScreenKeyboard.text now can be used to set text to show in edit field.
  • Mobile: ActivityIndicator can now be started/stopped from script.
  • Mobile: SystemInfo.supportsVibration now queries device for actual support.
  • Mobile: OpenGL ES version selector is now shared between Android/iOS.
  • Mobile: Some optimizations regarding dynamic geometry.
  • Mobile: Increased max texture size for OpenGL ES 2.0 to 4096 and added handling of GPU imposed restrictions on texture size at runtime.
  • Mobile: Enabled OnMouse event processing for scripts that use it.
  • MonoDevelop: Updated Gtk+ for improved behavior and responsiveness (OSX).
  • NavMesh: OffMeshLink has GUI for selection of NavMeshLayer.
  • Runtime: GameObjects marked DontDestroyOnLoad are no longer temporarily deactivate when loading a level. This way they also will not receive a OnDisable / OnEnable call when loading a level.
  • Scene View: Show small icon next to Scene Gizmo label showing whether Scene View is in perspetive or isometric mode.
  • Scene View: When in axis-aligned view such as "Right", always show that in label and not "Iso" or "Persp".
  • Scene View - Mac: Make Scene View swipe gestures math the SceneView Gizmos
  • Scripting: Users can now add their own per-platform custom defines in the player settings.
  • Scripting: MonoBehaviours can now be inside namespaces.
  • Scripting: SkinnedMeshRenderer.rootBone is now exposed to scripting.
  • Shaders: Vertex shader inputs don't have to come from a struct with predefined names anymore. Just use proper semantics and you're good now.
  • Shuriken: Cone emitters: Support for emit from shell, emit from volume and controlling random direction.
  • Shuriken: Support for up to 4 meshes in particle system renderer. Selection of mesh happens randomly.
  • Shuriken: Support for up to 2 sub emitters per type (previously 1).
  • Shuriken: Dynamic batching support for particle sprites.
  • Shuriken: Particle updates are now multithreaded together with LateUpdate script calls. This should in most cases result in better performance.
  • Shuriken: It is now possible to specify a particle radius in the collision module which can be used for avoiding clipping artifacts.
  • Shuriken: Simulate() calls are much faster for most systems.
  • Shuriken: Exposed .randomSeed to script.
  • Shuriken: Exposed .particleSystem to GameObject scripting.
  • Shuriken: Improved API for Emit(count) and added 2 more Emit() functions.
  • Shuriken: Optimizations across the board for performance and less memory usage.
  • Social API: Added a GameCenterPlatform function for showing a specific Leaderboard UI based on ID + TimeScope.
  • Web Player: Make HTTP error handling more robust in Internet Explorer.
  • Optimization:
  • Editor: Optimize Console window memory usage with high log entry counts.
  • Editor: Optimized Hierarchy View for very large number of root objects.
  • Editor: Optimized DXT compression of textures; better uses all CPU cores now.
  • Editor: Detecting if assets need to be reimported when switching platforms is much much faster.
  • Editor: Made entering playmode faster by reducing the number of domain reloads.
  • Flash: Made performance improvements when calling functions taking or returning an array of structs.
  • Flash: Made dramatic memory usage reduction.
  • Flash: Optimizations were done by recycling actionscript objects for value types such as Vector3, and by being smarter about when to not have to copy them.
  • Mac OS X: Dynamic geometry optimization via ARB_map_buffer_range & APPLE_flush_buffer_range.
  • Meshes: Mesh.MarkDynamic; use this for meshes which you modify from scripts a lot.
  • Mobile: added RenderTexture.DiscardContents - discards previous RT contents via EXT_discard_framebuffer or explicit clear.
  • Particles: Optimized legacy particle systems via prefetching.
  • Physics: Physics simulation is now using SSE2 on windows for better performance and to make simulation consistent with Mac OS X.
  • Rendering: Point & spot lights in forward rendering use scissor rectangle optimization.
  • Rendering: Unity skips rendering lights that have intensity smaller than 0.01.
  • Rendering: Optimized Color32 multiplications (particles, lightmapping, …).
  • Skinned Meshes: Optimized performance & memory usage by keeping static data (UVs & colors) in a separate vertex stream.
  • Static batching: Compress vertex data to half-precision floats on platforms that support them; and save memory by unloading batched geometry after it's sent to the graphics card.
  • Static batching: Optimized static batching code.
  • Threading: Optimized multithreaded job scheduler (used for skinning, Mecanim, Shuriken, shader compilation, texture compression). It “multithreads more efficiently” now.
  • Fixes:
  • Android: Added exception checking / propagation for script-based JNI Calls (AndroidJava* / AndroidJNI*).
  • Android: Loading a lot of assets through Resources.Load() could create a memory-leak-like behavior - this has been fixed.
  • Android: Fixed a rare case where libmono.so / libunity.so would not load due to "unable to link library".
  • Android: Cases with extremely slow loading times, when re-reading scene assets, has been fixed.
  • Android: The automatic binary splitting (for APK Expansion (.obb) support) was incorrectly omitting some files when using the Windows editor.
  • Android: Korean fonts were not rendered correctly on some Android devices.
  • Android: PlayerPrefs values queried with the wrong type would cause Java exceptions and application termination.
  • Android: Added additional registry entries to search when looking for the JDK installation on Windows.
  • Android: Requested RGBX32 instead of transparent when 32bit display buffer is selected.
  • Android: Workaround for mali and ics resulting in crash with shader that sample texture in vertex program.
  • Android: Crash when pausing/resuming on OS 4.1 / Jellybean has been fixed.
  • Android: If system environment variable JAVA_TOOLS_OPTIONS was set it could prevent the .apk to be signed.
  • Android: Webcam Texture now works on LG Optimus 3D (with OS 2.2 / Froyo).
  • Android: Portrait upside down orientation caused errors when building the .apk.
  • Android: EGL context recreation is fully supported (when pausing/resuming, or changing DisplayBuffer bit-depth, or anti-aliasing).
  • Android: Enforce that System.Net.Sockets use is only allowed with an Android Pro license.
  • Android: Added workaround for ARM Mali-400 GL ES 1.1 drivers sometimes referencing disabled vertex attrs (caused a crash).
  • Android: Script debugging yields/coroutines could sometimes cause a crash - this has been fixed.
  • Android: Application.streamingAssetsPath was incorrectly adding a slash before the jar delimiter (/!).
  • Android: Fixed failing to build signed APKs on Windows.
  • Android: Webcam resolution and frame rate selection is now more accurate.
  • Android: Webcam now works on Ice Cream Sandwich and JellyBean devices.
  • Android: Webcam now works on Motorola and OMAP devices.
  • Animation: Exposed ModelImporter.generateAnimations as a bool, to allow control of over imported animation from an asset file.
  • Animation: Fixed a bug where animation wouldn't play if it's out of frustum and cullingType is switched to AlwaysAnimate in runtime.
  • Audio: Fixed problems playing back audio files whose paths contain special characters.
  • Audio: Fixed problems displaying audio files whose paths contain special characters in the inspector.
  • Audio: Fixed reverb filter diffuse slider inconsistency.
  • Audio: Fixed looping issue on tracked music files.
  • Audio: Fixed length determination for tracked music files.
  • Audio: Fixed m_IgnoreListenerVolume property (was not working in the expected way).
  • Audio: Fixed the length property of an AudioClip to be more accurate in the case of MP3s.
  • Cache Server: Fixed connection problem when downloading assets.
  • Cache Server: Fixed other connection issues.
  • Debugger: Fixed hangs/deadlocks when debugging multithreaded script code.
  • Debugger: Fixed crash on debug-time evaluation of generic methods.
  • Development build: Stacktraces now include File names and line numbers again.
  • Editor: Fixed crash when calling Close in the OnFocus callback.
  • Editor: Fixed object selector not working for ObjectFields in GUI.Window.
  • Editor: Fixed some vertically misaligned buttons in the dark skin.
  • Editor: Fixed EditorExtensionImpl showing up in the Project view in some projects imported from 3.4.
  • Editor: Will now use project name instead of the build file name as the title for published web players.
  • Editor: Scenes in Build Settings no longer get reordered alphabetically.
  • Editor: Undo now working if movement is cancelled by right click.
  • Editor: Fixed error message when resizing arrays.
  • Editor: Fixed crash when changing asset serialization to text mode.
  • Editor: Fixed hang when play mode is exited while a download is in progress.
  • Editor: Fixed crash when selecting multiple ScriptableObjects of different types.
  • Editor: Fixed component context menu copy/paste with Transform components.
  • Editor: Component context menu move up/down & copy/paste handles multi-selection.
  • Editor: Scene view uses the same rendering path as main camera. Much less confusion!
  • Editor: Soft particles usage hint in Quality Settings UI.
  • Editor: Screen.width and Screen.height much more consistently report actual game view size when used outside of editor window GUI code.
  • Editor: Made default values for sphere & capsule colliders use 0,0,0 for the center (it previously was not precisely zero due to floating point inaccuracies).
  • Editor: Made the TextMesh inspector automatically change the material of the MeshRenderer when the font is changed.
  • Editor: Properly reset MovieTextures when entering play mode.
  • Editor: Fixed crash if importing an AudioClip fails during project re-import.
  • Editor: Fixed null ref when using "Open" button in the inspector for model files in some cases.
  • Editor: Fixed errors about not being allowed to access targets array.
  • Editor: New preferences folder (now uses 4.x instead of 3.x).
  • Editor: Fixed profiler using deep profiling when exceptions occur.
  • Editor: Fixed DnD references being empty during DragExited after a DragPerform.
  • Editor: Update visible rect when horizontal scrollbar is needed because vertical scrollbar is used.
  • Editor: Clamping of the scroll position to account for the visible rect of the scrollview.
  • Editor: Fix scrollview returning scroll position out of view rect size when using scrollwheel.
  • Editor: Correctly handle when null string is passed to a TextField.
  • Editor: Don't show Display Resolution Dialog when using CTRL-B from the editor and it's turned off.
  • Editor: Fixed EditorWindow.ShowPopup with initial position of 0, 0 not rendering correctly.
  • Editor: Fixed missing bold font in some inspectors (e.g. FBXImporter).
  • Editor: GizmoType.NotSelected attribute for DrawGizmo works correctly.
  • Editor: Component menu now handles custom namespaces.
  • Editor: Light probes are selectable in search mode.
  • Editor: Excess flood of Animation clips is not confusing the model importer inspector.
  • Editor: EnumMaskField returns consistent value when every item is selected.
  • Editor: Textfield word wrapping fixes.
  • Editor: Display names of colliding enumeration values in inspector
  • Editor: Fixed problem with the Asset Store window on retina display Macbook Pros.
  • Editor: Fixed hang while closing if plugins had created their own native threads.
  • Editor: Fixed odd drawing behavior when attempting to resize welcome screen.
  • Editor: GUI.color is reset properly for every CustomEditor
  • Editor: Fixed keyboard Input handling in Asset Store window on OS X 10.8 (also in 3.5.5).
  • Editor: Fixed profiler causing an Out of Memory error in the console.
  • Editor: Improved error reporting when exporting a Unity package.
  • Editor: Fixed a bug where ARGB16 textures loaded from AssetBundles built for iOS/Android would load incorrectly.
  • Editor: Editor doesn't hang anymore if exiting while in play mode.
  • Editor: Made entering playmode faster by reducing the number of domain reloads.
  • Editor: Fixed null reference exception when a MonoBehaviour is missing in the inspector. Instead we display helpful warnings embedded in the inspector.
  • Editor: Fixed issue in fbx importer where prefab instance modifications would in some corner cases get applied to a different object on a different machine
  • Editor: Fixed bug where calling LoadLevel in OnDestroy when exiting playmode could lead to a crash.
  • Editor: Fixed bug where the import settings were not updated when a .meta file is changed.
  • Editor: Fixed various leaks in the asset import pipeline when importing large project folders.
  • Editor: Fixed prefab override recording issue where modifications would not get applied to array elements if the prefab array is empty and the size value was overridden after the property was overridden.
  • Editor: Fixed warning when changing import settings on a lot of fbx files.
  • Editor: Fixed crashbug when clicking on Apply prefab button in the game object inspector when the prefab would add / remove components on awake in edit mode.
  • Editor: Fixed drag and drop behaviour when dragging child prefab objects.
  • Editor: Improvements to Light Probe editing: don't change selection when duplicating them; render editable ones on top of baked ones.
  • Editor: Wireframe and Textured Wireframe scene view modes take actual vertex & tessellation shaders into account now.
  • Editor: Fixed import of .EXR files with alpha channel.
  • Editor: Invoked OnFocus/OnLostFocus when switching tabs within the same DockArea.
  • Editor: Disallowed hiding cursor when GameView is out of focus.
  • Editor: Fixed crash caused by scene view overlays.
  • Editor: Fixed box collider handles not matching box collider gizmos.
  • Editor: Text fields support OS standard behavior of Command + Backspace deleting everything from the start of the current line to the cursor position.
  • Editor: Cleaned up LOD group inspector (button alignment, text clipping).
  • Editor: Make Unity 1.x GUI components never be shown in the Scene View.
  • Flash: Replace no longer ignores parens.
  • Flash: Several code conversion issues resolved.
  • Flash: NavmeshPath can now be instantiated correctly.
  • Flash: Fixed translation of some shaders (e.g. Refractive Glass was causing errors).
  • Flash: Made AsyncOperation work.
  • Flash: Fixed division by long and ulong.
  • Flash: Fixed bug where assigning a struct to an object or interface would introduce two pointers to the same struct instead of two copies.
  • Flash: Fixed several cornercase bugs in support for generics.
  • Flash: Properly initialize fields of type DateTime in structs instantiated with default constructor.
  • Flash: Fixed memory corruption crash if WWW response .Length didn't match actual length of payload.
  • Flash: Support ++ and -- on arguments that are passed byref, whose result is assigned to an array.
  • Flash: Fixed mouse visibility bug.
  • Flash : Fixed equality comparison for ValueTypes.
  • Flash : Fixed hashtable comparison.
  • Flash : Fixed enum comparison
  • Flash : Fixed enum to enum cast.
  • Flash : Fixed keyboard input handling and TextArea input (control, delete, space, arrow keys).
  • Flash : Generic collections now work with interfaces.
  • Flash : Fixed crash when www.audioclip was used in a coroutine.
  • Flash : SweepTestAll now works.
  • Flash : UnityEngine.Flash.FlashPlayer allows retrieval of target player and swf version.
  • Font rendering: Fixed position of text cursor when a custom font size is used for the TextField.
  • Font rendering: Fixed kerning.
  • Graphics: Fixed crashes that sometimes occurred on OpenGL with mismatched GL.Begin/GL.End pairs.
  • Graphics: Fixed TrailRenderer culling issue.
  • Graphics: Don't break batching based on shadow distance when there aren't any shadow casting lights.
  • Graphics: Properly take line width into account when adding points to LineRenderer.
  • Graphics: SubShader tags (render queue etc.) take shader LOD into account properly now.
  • Graphics: Free up temporary memory used by non-uniformly scaled mesh when deactivating a mesh renderer.
  • Graphics: Static batching performs better when there are multiple lightmaps in the scene (before it could run into cases where it wasn't batching much).
  • Graphics: Fixed memory leak in Material.CopyPropertiesFromMaterial.
  • Graphics: Fixed a rare "invalid angle: inf" error message with terrain and shadows.
  • Graphics: Fixed Camera pixelWidth/pixelHeight/aspect queries done from Editor code being really confusing. Before, it was using the size of last drawn editor view for the calculations. Now, for regular cameras, Game View size is used.
  • Graphics: Fixed crash in Shuriken mesh particles, when source mesh has no normals or tangents.
  • Graphics: Fixed errors with statically batched meshes that are later modified by a script.
  • Graphics: Fixed issue with Deferred rendering and wireframe Scene View mode.
  • Graphics: Fixed various issues with shaders in asset bundles. E.g. you can actually put terrain with trees into an asset bundle, and the billboard shaders will work, without having to jump through various hoops.
  • Graphics: Properly include all shaders into game data files when editor is in "-nographics" mode.
  • Graphics: Batched Shuriken draw calls were not accounted for in the game view stats window.
  • Graphics: Don't load Occlusion Culling data in non-Pro editor licenses.
  • Graphics: Fixed console error messages when a terrain tree prefab is missing.
  • Graphics: Smoother framerate on Windows when using vsync.
  • Graphics: Fixed Screen.resolutions reporting zero for refresh rate in some cases.
  • Graphics: Fixed crash when using additive scene loading with missing lightmaps.
  • Graphics: Fixed small memory leak when loading shaders with syntax errors; made shader loading a bit faster as a byproduct ;)
  • Graphics: Fixed error messages in some situations when calling camera.Render from editor scripts.
  • Graphics: Fixed surface shader finalcolor modifier sometimes producing wrong results.
  • GUI: Fix BeginHorizontal not displaying content/tooltip when using GUIStyle.none.
  • Image Effects: Fixed Flash-related warning messages when importing Image Effects package.
  • Input: Fixed OnMouseDown and related callbacks being wrongly sent to cameras that render into RenderTextures.
  • iOS: Fixed Xcode crash when native plugin uses "+" in the name.
  • iOS: Fixed iPad splash handling when starting in portrait.
  • iOS: Made various orientation fixes.
  • iOS: Corrected texture atlas padding.
  • iOS: Fixed skinning corrupting UVs.
  • iOS: Fixed crash on suspending app while playing video.
  • iOS: Fixed recognition of more recent iPhone4/4S models.
  • iOS: Fixed various crashes when Script Call Optimization set to "fast but no exceptions".
  • iOS: Fixed text-area behavior when on-screen keyboard is hidden.
  • iOS: Fixed Screen.orientation on the first frame on iOS6.
  • iOS: Fixed interoperability of DisplayLink mode and iOS native UI.
  • Javascript: Fixed error checking for array indices.
  • Javascript: Fixed regression on 'not in' operator. Operator has been brought back.
  • Javascript: Introduced 'for each' syntax for better compatibility with other javascript dialects.
  • Lightmapping: Fixed handling degenerate triangles in UV space, Beast no longer spits out "TexBakeSampleGenerator: Non-invertible matrix".
  • Lightmapping: Skipping tree instances that reference a prototype without a mesh.
  • Lightmapping: Improved error messages when failing to bake Light Probes; when meshes have UVs outside 0..1 range, when meshes have missing UVs.
  • Lihgtmapping: Take texture tiling into account for materials with cutout shaders.
  • Lightmapping: Fixed issues with some emissive materials.
  • Lightmapping: Fixed "Generate Lightmap UVs" difference between Windows/MacOS.
  • Mobile: Better RenderTexture.DiscardContents implementation.
  • Mobile: Fixed wrong lighting when dynamically batching uniformly scaled meshes.
  • Mac OS X Editor: Fixed window focus issues when using a multiple screen setup in OS X 10.8 Mountain Lion.
  • Mac OS X: Event.clickCount behavior for double-clicks now matches windows (clickCount is always 1 for MouseUp events).
  • Mac OS X: Don't freeze Unity content when the System clock is changed while running.
  • Mac OS X: PlayerPrefs keys will now work if they contain an '@' character.
  • Mac OS X Standalone: Used OS X Lion style fullscreen mode, to allow other windows to show up in front of fullscreen apps, and to allow switching in and out of fullscreen mode by clicking onto the fullscreen button in the window title bar (optional).
  • Mac OS X Standalone: Fix hiding of window when GameCenter is activated.
  • Mac OS X Standalone: Changed event processing to allow other windows to receive keyboard events, to allow better integration with OS services such as GameCenter using plugins.
  • Mac OS X Web Player: Made IME support work in all Mac browsers.
  • Mac OS X Web Player: Fixed focus handling when the browser is switched to the background or the user switches to another window/tab.
  • Mac OS X Web Player: Fixed memory leak.
  • Mac OS X WebPlayer: Fixed OnApplicationPause being called when window goes to the background.
  • Math: Fixed Plane.SameSide equation side error.
  • Misc: Improve Time.smoothDeltaTime so it's not affected by pausing/unpausing.
  • Native Client: Fixed download of JPG files as textures.
  • Native Client:: Fixed problem where preferences might get lost when the player is closed while writing preferences to disk.
  • NavMeshAgent : Fix crash querying nextOffMeshLinkData when having no navmesh in scene.
  • NavMeshAgent: Fixed bug where Resume breaks updateRotation setting.
  • NavMeshAgent: Path request processing queue order fixed.
  • Physics: Fixed problem where CCD would incorrectly detect collisions if the center or scale of a collider was changed.
  • Networking: Fixed case where a MasterServerEvent.HostListReceived was triggered for each host in a host list.
  • Networking: Fixed problem with connecting to password protected servers with NAT punchthrough.
  • Physics: Fixed MeshCollider not working if it had been scaled to be zero sized, and then scaled up again.
  • Physics: Fixed a bug where Raycasts against CapsuleColliders with a zero-length middle section would not always return correct results.
  • Physics: Fixed a bug where destroyed colliders would not be properly deallocated if Time.timeScale was zero.
  • Physics: Fixed colliders being properly inactive when they are on inactive child game objects of the rigidbody.
  • Physics: Fixed collision between two triggers to send OnTriggerEnter events to both triggers and both rigidbodies for consistent results.
  • Physics: Fixed memory leak when Time.timeScale is zero.
  • Physics cloth: Fixed tangents to match initial rotation of object.
  • Profiler: Fixed hang on editor or player when connection could not keep up with the data.
  • Profiler: GC memory was not propagated correctly up the call hierarchy.
  • ProfilerConnection: Fixed inifinite loop freeze if profiler sendbuffer is full on the player.
  • Scene View: Fix scene editor camera becoming locked out from user control.
  • Scripting: Added overloads to EditorGUI.IntSlider so it can take SerializedProperties.
  • Scripting: Fixed crash when calling material.GetFloat(null).
  • Scripting: Fixed crash when a component destroys itself while AddComponent is trying to create it.
  • Scripting: Fixed crash calling Resources.Load before resources have been imported.
  • Scripting: Fixed bug where AssetBundle.LoadFromFile would get unloaded by UnloadUnusedAssets.
  • Scripting: GameObject.Find will now correctly find children of objects of the same name as other objects which don't have children of that name.
  • Scripting: Fixed crash when a gameObject is being destroyed while calling SendMessage on it.
  • Scripting: Fixed script serialization bug where properties could not be #if-ed out for the player.
  • Shaders: Fog shader variables (unity_FogColor etc.) are set to produce no fog when it's off.
  • Shaders: round() and trunc() HLSL functions are now supported when compiling shaders for mobile.
  • Shadows: Fixed shadow caster culling when light direction is exactly parallel to one of camera's frustum planes.
  • Shuriken: Fixed particle system randomness. There should be a lot less visible correlation between parameters when using random between curves and values.
  • Shuriken: Can't remove disabled UI modules, gizmo scaling issue, simulation preview issues when scrubbing.
  • Shuriken: Fixed sub-emitter memory leaks, occasional crash.
  • Shuriken: Gracefully handle when mesh is invalid, instead of leaving the emitter in a bad state.
  • Standard Assets: Projector uses smaller, but uncompressed textures; to avoid artifacts when looking from a distance.
  • Time: Fixed timescale usage when single stepping.
  • WebCamTextures: Fixed error message when querying list of available devices while WebCams are in use.
  • Web Player: Application.dataPath will now work correctly if the player URLs has slash characters in the url parameters.
  • WebPlayer: Fixed the plugin ticking routine. It is simpler and less error prone.
  • WebPlayer: Updated the builtin resources; now there is a distinction between "Made with Unity 4 Beta" and "Unity 4 Beta" plugin.
  • WebPlayer: Fixed a variety of crashes when plugin was running on IE9.
  • WWW Class: Fixed parsing text encoding if the encoding http header contains more parameters.
  • Windows: Improved StackOverflowException handling in scripts.
  • Windows: Fixed issues with 64-bit player not launching when non-latin characters in path.
  • Windows Editor: Messages with "Failed: The operation has completed successfully" should not be presented anymore when operations on files fail.
  • Changes:
  • Android: The video player activity has been removed. Fullscreen video is still supported but not as a separate activity.
  • Android: "Google Play OBB Downloader" is now available in the asset store. The plugin can be used on devices that does not support automatic downloading of APK Expansion Files".
  • Android: "Google Play Application License Verification" is now available on the asset store and thus no longer embedded in the standard distribution.
  • Editor: Requires a DX9-capable GPU now (pretty much anything since 2004).
  • Editor: PreferenceItem attribute now works on private static methods.
  • Editor: Added new default window layout.
  • Editor: When in OpenGL ES 1.1 graphics emulation, maximum texture size increased from 1024 to 2048 now.
  • Flash: Disabled GrabPass shaders; they now behave like in Unity non-Pro instead of rendering nothing. Flash can't support GrabPass due to Stage3D limitations.
  • GameObjects: Active state is now recursive. If a GameObject is inactive, all children will inherit that state.
  • GameObject.active is now deprecated to make users aware of the new behavior. GameObject.SetActive() or GameObject.activeInHieararchy should be used instead.
  • Graphics: Low-level rendering API (Graphics and GL classes) do not require Pro license anymore.
  • iOS: removed Unity-iPhone-simulator build target from Xcode trampoline. Now simulator specific changes are backed directly into Unity-iPhone build target. It still requires to rebuild Xcode project after switching between device and simulator SDK.
  • iOS: PVRTC compressor updated.
  • iOS: added iOS 6.0 OS target.
  • iOS: SystemInfo.deviceModel now returns full device name, including revision number.
  • iOS: Exposed AOT.MonoPInvokeCallbackAttribute custom attribute. Passing managed delegates to native functions is now possible, though limited to static methods only.
  • Prefabs can now have an active state which is copied to instances on instantiation.
  • Mobile: ARMv6 is not supported anymore.
  • Native Client: NaCl is now it's own BuildTarget instead of a checkbox in the WebPlayer build target.
  • Scripting: Removed SceneView.RenderMode from Editor API(was not documented, but public). Use the documented DrawCameraMode instead.

New in Unity 3.5.4 (Jul 23, 2012)

  • Fixes:
  • Android: Crash when pausing/resuming on OS 4.1 / Jellybean has been fixed.

New in Unity 3.5.3 (Jul 11, 2012)

  • Improvements:
  • Audio: Fixed audio distortion when using gapless MP3 encoding.
  • Cache Server: Fixed connection issues.
  • Development players will now show file names and line numbers in stack traces again.
  • Graphics: Added Optimize Mesh Data option to Player Settings. Turning it on will remove unused mesh components (e.g. will remove all tangent vectors if none of your shaders use normal mapping). Use this both for game size and runtime performance.
  • Graphics: Added Camera.transparencySortMode to control how transparent objects are sorted. If you use a perspective camera for a 2D game, you can have proper object sorting now!
  • Graphics: Mesh.Clear now will keep the existing vertex layout; this is more efficient if you are recreating meshes at runtime. If you want to completely clear the mesh, including vertex format layout, use mesh.Clear(false).
  • iOS: now automatic inclusion of native plugins will also respect "Symlink Unity libraries" flag. Turn this flag off when making archive builds.
  • Native Client: Fixed crashes in script code in 64-bit NaCl (64-bit Windows or Linux).
  • Profiler: Reduced memory footprint of profiler when viewing large frames (deep profile)
  • Web Player: Make browser more responsive to user input on Windows.
  • Fixes:
  • Unity for Native Client has been updated to a new version of the NaCl SDK, which fixes some problems. Shipping NaCl games need to be rebuilt with Unity 3.5.3, as they will no longer work in future versions of Google Chrome otherwise!
  • Android: JDK 7 installations are now automatically detected on windows.
  • Android: Reading player preferences using the wrong value type now return the default value.
  • Android: Fixed a rare race-condition when quitting the application.
  • Android: Added support for gdbserver being packaged inside the application.
  • Android: Use of spaces in keystore alias/password is now allowed.
  • Android: Added better failure message when the wrong key password is provided.
  • Android: Force SHA1 digest algorithm when signing the application, to make sure it's accepted by Google Play Store.
  • Android: Force RSA key algorithm when creating keys, as suggested by Google.
  • Android: Workaround for the bug with Kindle's compositor where it incorrectly uses the alpha values from the Display Buffer.
  • Android: Added warning for shaders which compilation might cause crash on sgs2 updated to ics.
  • Android: Fixed returning from pause on Eclair devices
  • Android: fixed perf regression with batching/dynamic geometry on PowerVR GPUs.
  • Cache Server: Fixed problem where native assets (prefabs, materials, etc) would not refresh in the Editor when updated on disk and cache server is active.
  • Editor: Rotation doesn't create leftover animation curves anymore
  • Editor: Fixed "Deprecated EditorExtensionImpl" assets show up in projects converted from Unity 3.4
  • Editor: Fixed crash when selecting multiple ScriptableAssets of different types.
  • Editor: Fixed up serialized property error that causes a null ref when an array is the last element being drawn.
  • Editor: Fixed up asset labels so that they get saved to meta data and displayed in the inspector properly.
  • Editor: Correctly clear drag and drop buffer so that old data does not stay around causing issues.
  • Editor: Fixed wrong gizmo rendering on Windows with extremely high quad counts (e.g. drawing 10000 shaded cube gizmos).
  • Editor: Fixed crash on Windows when you have assets with names like "Tree A" and "TreeA" in the same folder ("revenge of MS-DOS short names!").
  • Graphics: Fixed static batching when there are source meshes without UV channels.
  • Graphics: Fixed CombineMeshes() outputting wrong vertex count. This fixes a bug with combined meshes not drawing on some graphics cards.
  • Graphics: Properly validate array size when setting Mesh.vertices from script.
  • Input: Correctly detect controller after it has been reconnected on Windows.
  • Input: Ignore obsolete DirectInput registry settings.
  • iOS: Fixed automatic .a plugin inclusion into Xcode project.
  • iOS: Fixed all the issues with splash orientation.
  • iOS: fixed issue with native UI on top of unity view with non-animated rotation.
  • iOS: Fixed linking with xcode4.5 dev preview
  • Mobile: Added additional logging when initializing the profiler (over Wi-Fi or USB), to aid debugging when device is not seen by the editor.
  • Mobile: Fixed fixed function shader generation in case of more then one TexGen CubeReflect samplers.
  • NavMesh: Optimize navmesh bake memory-usage. Instead of crashing, returns error when out of memory.
  • NavMesh: Setting agent destination does not break stopping distance behavior.
  • NavMesh: Agent respects explicitly set rotation of transform when updateRotation is set.
  • Networking: Fixed problem with connecting to a password protected server using a GUID.
  • Shaders: Fixed surface shader decal:blend mode when normal mapping or specular was used.
  • Shaders: Various fixes to mobile shader translator (HLSL -> GLSL compiler).
  • Shaders: Fixed incorrect fog on some shader model 3.0 shaders on Windows.

New in Unity 3.5.2 (Jun 6, 2012)

  • Improvements:
  • iOS: Added UnityGetGLView function to AppController.mm that returns the view that unity uses
  • iOS: Splash now uses "retina" images if running on "retina" device
  • Flash: Introduced System.Attribute base type so custom attributes can at least compile cleanly.
  • Flash: It's now possible to invoke constructors that declare byref parameters.
  • Flash: Slightly faster Stage3D path and faster path implemented for 11.1 and 11.2 specific deploys.
  • Flash: Point filtering now works.
  • Flash: System.Bitconverter now works.
  • Flash: Dictionary.ContainsValue now works.
  • Flash: Smaller memory footprint in some cases
  • Flash: Speedup in SWFPostProcessing
  • Flash: performance optimizations on generated bytecode.
  • Flash: Byte[] now has a Flash native bytearray as a backing store (.elements).
  • Flash: Shallow implementation of System.Text.Encoding for ascii and utf
  • Flash: Implementations of System.Random, System.IO.MemoryStream, DateTime.Today
  • Flash: System.Exception.StackTrace property.
  • Flash: more conversion errors include related source location now.
  • Changes:
  • Added Resources.UnloadAsset(Object asset) function. This is useful for unloading large individual assets if you know they are no longer used and you don't want to call Resources.UnloadUnusedAssets().
  • Editor: Introduced [Callbacks.PostProcessBuild] script attribute. It will execute the attributed method after the player has been built.
  • Editor: Introduced [Callbacks.PostProcessScene] script attribute. It will execute the attributed method when the current scene has been processed.
  • Flash: Has build targets for different FlashPlayer version 11.0, 11.1 and 11.2. No Flash Player version specific implementations exposed yet, but setting 11.2 means using a faster code path; better performance.
  • Flash: www.GetAudioClip() now works, only for non streaming mp3's.
  • Flash: WWW support
  • Flash: WWWForm Support
  • Flash: Assetbundle support
  • Fixes:
  • Android: Possible fix for random crashes in OpenGL ES driver on Galaxy Nexus ICS.
  • Android: Touch problems related to ICS upgrades on some devices have been fixed.
  • Android: Caching.CleanCache() was always returning false (without cleaning the cache).
  • Android: Fixed Webcam texture initialization problem on ICS device.
  • Editor: Catch more corner cases when detecting Visual Studio installations.
  • Editor: Fixed out-of-memory crash when showing AudioClip's inspector while in play mode.
  • Editor: PvrTexTool updated to version 2.10.87.498.
  • Editor: Fixed crash when using SendMessage, a non-null argument is passed to a parameterless receiver.
  • Editor: Fixed used textures stats to display in statistics view
  • Fixed memory leak when the profiler is attached.
  • Fixed WebPlayer crash when downloading an AssetBundle.
  • Fixed a bug in mouse delta handling for non HID enabled mice.
  • Fixed an out of memory crash on audio preview.
  • Fixed race condition while hashing assets for the cache server.
  • Fixed crash in Resources.Load if the resource being loaded referenced a non existing asset.
  • Fixed out of memory crash when building a player with a lot of assets cross references between scenes.
  • Fixed bug where SkinnedMeshRenderers marked as Occluders would result in bad occlusion. SkinnedMeshes can only be marked as Occludees now and the bounding volume of the skinned mesh is used during PVS Calculation.
  • Fixed crash when reloading scripts after launching Unity with a compile error.
  • Flash: Fixed integer division semantics.
  • Flash: Fixed memory leak in native methods returning structs.
  • Flash: Fixed crash on constructors passing fields as byref arguments.
  • Flash: Fixed RuntimeServices_ToBool_Object being invoked, but not implemented.
  • Flash: Fixed endianness error on byte[].
  • Flash: Fixed crashes on monobehaviour deserialization on asset bundles.
  • Flash: Fixed particle system not being scriptable again.
  • Flash: Fixed www.error being set to seemingly random strings, even if there was no eror.
  • Flash: Fixed crashing on fatal errors on errors thrown in coroutines.
  • Flash: Fixed fatal errors on www.texture access.
  • Flash: Fixed flash preloader bar on black background.
  • Flash: Fixed bug where array.CopyTo() fails if the destinationsize is larger than sourcesize.
  • Flash: Fixed fields of type List crashing on Instantiate().
  • Flash: Fixed serialization of List.
  • Flash: Fixed multiple issues with SwfPostprocessor resulting in issues with swf not getting verified or causing stack under - or overflows.
  • Flash: Many small actionscript conversion issues fixed.
  • Flash: GuiTexture is rendering correctly again.
  • Flash: Particles are rendering correctly again.
  • Flash: Texture2D setPixels with larger textures doesn't crash anymore.
  • Flash: UnityContent .setSize(width,height), working correctly.
  • Flash: useGuiLayout works.
  • Flash: No more crashes on gui.window.
  • Flash: No more crashes on physics/charactercontroller collisions.
  • Flash: Physics, fixed issues with objects shooting into space or being sticky.
  • Flash: Array of Structs aren't being (incorrectly) serialized anymore.
  • Flash: ParticleSystem now script accessible.
  • Flash: Serialization of non-public monobehaviour now works.
  • Flash: Issues with coroutines throwing FlashPlayer verify and stack size errors fixed.
  • Flash: EncodeToPNG now works.
  • Flash: Support for c# packing of array data in types.
  • Flash: Correct handling of numeric casts of infix expressions (ex: (int)(f * g)).
  • Flash: Fix serialization of List
  • Flash: Fix SwfPostprocessor; cases where player was throwing fatal error indicating that files are not available / verifier error on constants.
  • Flash: Fix SwfPostprocessor; fix max stack size calculation
  • Flash: Fix WWW.GetAudioClip() usage in StartCoroutine crash.
  • Graphics: Fixed vertex colors being swapped in CombineMeshes
  • Graphics: Fixed projector errors with zero near plane
  • iOS: Fixed dynamic geometry performance regression in 3.5/3.5.1.
  • iOS: Fixed splash rotation, causing it to skew.
  • iOS: setting Application.targetFrameRate

New in Unity 3.5.0 (Feb 15, 2012)

  • Major New Features:
  • Adobe Flash: Final version of 3.5 supports a preview of publishing to Adobe SWF format, otherwise known as Flash Export.
  • A separate FAQ for this release is available at http://unity3d.com/unity/publishing/flash.
  • New Particle System - "Shuriken".
  • Edit, view and playback control in Edit Mode. You can manually scrub time to inspect and fine-tune the particle system using the Scene View playback controls.
  • Module-based: Each particle system has several modules that can be enabled to control color, size and movement of particles.
  • Groupable: It is possible to group / compose several particle systems in a hierarchy and their playback will behave as one particle system.
  • Built-in curve editor for easy curve editing.
  • Pathfinding and avoidance sub-system added.
  • NavMesh: Path-finding API. Bake navigation mesh with markup areas.
  • NavMeshAgent: Character navigation. Avoidance system.
  • OffmeshLink: used to create arbitrary connections between NavMesh polygons.
  • Built-in LOD management via LOD Groups.
  • Lightmap baking works for LODed models. The lightmapped objects use a surface transfer algorithm similar to normal map baking.
  • Asset Cache server.
  • Assets imports are shared between project folders and users. Switching Platform takes minutes instead of hours on large scale projects. Grabbing changes from other team members is almost instant.
  • Built-in HDR support and adaptive tonemapping.
  • The 3.5 image effects package comes with adaptive tonemapping, bloom and depth of field image effects that are optimized for HDR.
  • Multithreaded rendering.
  • Most of rendering & driver overhead is put onto another CPU core on multicore systems.
  • You don't have to do anything, it just works!
  • Currently only on PC / Mac / Xbox 360; and not in the web player yet.
  • Light Probes, which allow for using baked lighting on characters and other dynamic objects.
  • Directional Lightmaps.
  • Generic external version control (.meta files) is now available in the free version.
  • Google Native Client is now supported
  • It is now possible to select and edit multiple objects simultaneously with the Inspector!
  • The Inspector preview supports showing the multiple selected objects.
  • Multi-editing can be enabled for custom editors with a single line of code if they are based on using SerializedProperty.
  • Occlusion Culling has been rewritten from scratch, it is much faster to compute and always correct
  • OcclusionPortal component has been added to allow doors that can be opened and closed at runtime.
  • Terrains work well with occlusion culling now.
  • The default mode for occlusion culling is “automatic portal generation”, which is very accurate and works well for dynamic objects.
  • Introduced the “Occludee Static” flag. This is used to mark objects as statically occludable without making them occluders. For example transparent objects that don't move should be marked as Occludee Static.
  • Text-based scene and prefab format can be used for improving team workflows. This can be turned on or off in the Editor Settings for each project.
  • GPU Profiler: added the ability to see GPU usage to the profiler.
  • A ton of memory and performance optimizations. Several improvements to multithreading.
  • Graphics Features:
  • SkinnedMeshRenderer bounding volume is now always relative to the most common root bone and works much better with Ragdolls.
  • UpdateWhenOffscreen bounding volume option now uses bone-relative bounding volumes instead of vertices and is around 100x faster.
  • WebCamTexture class now supports cameras.
  • High-resolution screenshots can now be done via Application.CaptureScreenshot’s superSize parameter.
  • Added new Soft Shadows mode for Directional Lights that uses rotated disk sampling pattern.
  • Lightmapping: Added the “Area Light” light type (baked only).
  • Lightmapping: Skinned meshes can now be lightmapped. Use this for meshes that don't change the pose much after baking.
  • Advanced rendering controls:
  • Image Effects can optionally be applied before any transparent geometries are drawn. Use ImageEffectOpaque attribute on the OnRenderImage function.
  • Subtractive/Min/Max blending support, use BlendOp Min|Max|Sub|RevSub in ShaderLab.
  • Multiple Render Targets, Graphics.SetRenderTarget can take multiple color targets.
  • Enabled sharing of depth buffers between different color buffer targets, see Graphics.SetRenderTarget, RenderTexture.colorBuffer, etc.
  • Various graphics optimizations:
  • Optimizations for OpenGL ES 2.0 to avoid performance spikes with dynamic geometry.
  • Optimized culling and shadow caster culling.
  • More low level rendering possibilities from native code Plugins:
  • Ability to access Direct3D 9 device pointer.
  • Plugin callbacks on the rendering thread, so that low-level plugin rendering can co-exist with multithreaded renderer in Unity 3.5.
  • Surface Shaders: added optional final color modifier function (finalcolor directive). This can be used to implement custom Fog on platforms that can't do usual fog (like Xbox 360 or PS3).
  • Added renderer.SetMaterialBlock for a lightweight way of adding per-instance material parameters without duplicating the materials. Also, the MaterialPropertyBlock does not have fixed small capacity any longer.
  • Quality settings overhaul:
  • Quality settings can now be enabled / disabled per platform. Quality levels that are disabled on a target platform will be stripped on build.
  • Maximum LOD level and LOD bias can be setup in the Quality settings.
  • The smallest LOD level in the quality settings will be used to automatically strip higher LOD levels. This makes it possible to strip any high poly models and all their dependencies on low-end devices.
  • Editor Features
  • Middle-click on any surface in the Scene View to focus on the clicked point.
  • AssetModificationProcessor class created with custom VCS systems in mind.
  • Adds IsOpenForEdit check on assets which can prevent assets from being edited.
  • The preview in the Inspector can be detached to a separate window.
  • Implemented support for C4D file import from Cinema4D R13.
  • Implemented better detection of imported material types. Unity uses normal-map and transparency properties (texture or factor) to apply one of the following shaders: "Bumped Diffuse", "Transparent/Diffuse" or "Transparent/Bumped Diffuse".
  • Implemented import of texture Tiling and Offset values.
  • Implemented support for baking animation through FBX exporter during C4D file import (supported only from Cinema 4D R13, the old version uses our native IK baker).
  • Mac: Added support for full-screen mode in the new Mac OS X Lion 10.7.
  • Improved preferences window that users can extend by using the PreferenceItem attribute.
  • Gizmos can have world-space sizes. Nice, hi-res gizmos were added.
  • The Transform gizmo has a new planar transform tool for performing two-axis translations, which replaces the Free Transform tool. Hold the 'shift' key to switch back to the Free Transform tool.
  • GUI class now has a DrawTextureWithTexCoords function for specifying texture coordinates.
  • Entire curves can now be dragged vertically.
  • Gizmos are now depth-tested, and exist in world space. The gizmo size can be adjusted using the existing gizmos size slider.
  • Introduced a more advanced Static checkbox: It is now possible to mark objects static for different situations (lightmapping, navigation, occlusion etc).
  • Made it possible to find objects in scene that reference the selected asset.
  • Texture Importer for pvrtc-enabled platforms allows to select compression quality.
  • New Prefab system allows adding / removing components from instances without breaking the prefab connection.
  • Backwards compatibility with old prefabs is maintained.
  • Made sure prefabs do not show up as “missing” in play mode.
  • Audio Features:
  • Enabled audio buffer read and write access via AudioClip::Get/SetData
  • Introduced low latency custom filters. Filter/Produce audio at mixer rate with OnAudioFilterRead() callback.
  • Extended inspector GUI support for custom filters (out gain and performance meters).
  • Enabled microphone support on all platforms.
  • Made mixer settings accessible from script (buffer sizes and sample rate).
  • iOS Features:
  • Implemented Build&Run support for Xcode 4.x. (Not compatible with Xcode 3.x, but can be turned off in Editor settings).
  • Accelerometer frequency now is controlled from Player Settings.
  • Application.targetFrameRate works. Removed kFPS constant due to this. 30 FPS is default.
  • Added "Show Loading Indicator" option, to show spinner when loading game.
  • GameCenter support added through the Social API (does not include matchmaking and voice features at the moment).
  • Added iAd support.
  • Added push notification support.
  • Added Compass and Gyroscope support.
  • Added Camera support.
  • Added Microphone support.
  • Image Filters now determine the format for intermediate Render Targets from currently bound FrameBuffer (most usual - default Display Buffer). So if you use a 16bit Display Buffer you will get 16bit rt (RGB565). While this makes image filters a bit faster, it also is more GLES-conformant. If you want to use Image Filters that needs alpha channel or see banding, please set "Use 32-bit Display Buffer" checkbox in Player Settings, or use newly added Handheld.use32bitDisplayBuffer API.
  • Android Features:
  • Added "Show Loading Indicator" option, to show spinner when loading level synchronously.
  • QualitySettings.antiAliasing now works, allowing you to set AA level at runtime or in Editor.
  • Added "Use 32-bit Display Buffer" and "Use 24-bit Depth Buffer" options.
  • Added the API “Screen.dpi” to help determine the need for high/low resolution graphics.
  • Added Joystick / Mouse (USB) support - only available with Honeycomb 3.1 and later.
  • Improved load times with a new file reader back-end.
  • Profiler information can now be tunneled over ADB.
  • Input latency is improved, with input events handled in native code with Gingerbread 2.3 and later.
  • Added support for Gyroscope / Compass input.
  • Added Camera support
  • Added Microphone support.
  • Added Texture Override for ETC/RGBA16, under Build Settings.
  • Added API targets for Honeycomb 3.2 (MR2) and Ice Cream Sandwich (4.0)
  • Other Features
  • Upgraded to MonoDevelop 2.8.2.
  • Generic Social API added, which supports GameCenter only at the moment and Xbox Live support will be enabled later. Limited dummy functionality runs on unsupported platforms (so code is testable in the Editor for example). Third parties can implement the interface to add support for their implementation on any platform.
  • Physics: Added ConfigurableJoint.swapBodies property to make the joint act as if the two connected Rigidbodies were swapped.
  • AssetPostProcessor can now be versioned. See AssetPostProcessor.GetVersion for details.
  • Asset Server can now be used with Cache Server. Note that this requires committing all assets to the server project after upgrading to 3.5 and that the server project will not be usable by older Unity versions after that commit. So remember to back up everything, including the server project.
  • Added Application.StreamingAssetPath which points to the location of the data in the Assets/StreamingAssets folder on all build targets.
  • IME: Added Input.isIMESelected to determine if the user has currently enabled IME conversion mode for keyboard input.
  • All Editor Settings files that need to be versioned have been moved into a ProjectSettings folder.
  • If upgrading an existing project the current settings files will be copied to the new folder.
  • If you are using version control you should upgrade your project by opening it in the editor and then you should remove the old settings files from version control and simply add the ProjectSettings folder.
  • Conclusion: All you need to add to version control in 3.5 is your Assets folder and ProjectSettings folder.
  • Improvements:
  • Android:
  • Added AndroidJavaRunnable to automatically marshal script delegates to Java code.
  • Introduced automatic unlocking of the device when running development builds.
  • Introduced passing touch and key events directly to native code when using NativeActivity.
  • Removed delay when returning to an application, stemming from an unnecessary recreation of the GL context.
  • Stored the keystore file relative to the project path.
  • Audio:
  • Changing mixer's sample rate and buffer sizes from script now possible.
  • Cross domain security check for AudioClip::GetData() in webplayers.
  • Custom DSPs (OnAudioFilterRead) now respect the settings of the attached AudioSource (mute, attenuation curves etc.)
  • Microphone frequency capabilities now accessible from script and can be used in Record().
  • Multichannel (>2) OGG files are now encoded and mapped correctly.
  • Introduced non-blocking waveform renderer (higher resolution and nicer-looking)
  • Documentation:
  • Added extensive sections on new features in the Manual (Shuriken, Navigation Mesh, Level of Detail).
  • Fixed formatting issues for code snippets on IE
  • Fixed up many code examples.
  • Editor:
  • Fixed the "Generate Lightmap UVs" reducing the difference between mac/win. Not there yet, but should be fixed for the most part. Please reimport meshes and rebake lightmaps.
  • A LOD group that was created on import can now be updated in the scene and send these settings back to the importer.
  • Added "All" and "None" items for active Layer selection menu.
  • API: Added optional parameter includeChildren to PropertyField to allow creating entire class or array controls with a single function call.
  • API: Exposed GetIconSize and SetIconSize.
  • API: Made DrawDefaultInspector work with both LooksLikeInspector and LooksLikeControls.
  • API: Made PropertyField respect indent level instead of overwriting it with property depth.
  • Asset Import performance optimizations for large project folder. For example detecting assets to be refreshed is around 10x faster now. Opening an already imported project is around 50x faster.
  • Audio clips now use the static preview system. This means that audio clips now have a preview in the object picker/browser.
  • Break prefab menu item added to Game Object menu (Break button was removed from gameobject inspector).
  • Curve Editor key selection improvement: Always select the topmost key if keys of multiple curves are overlapping.
  • Debug.DrawLine and Debug.DrawRay now take an optional bool that can disable depth testing.
  • Ensure terrain brush settings are not reset when selecting a different object or when entering or exiting Play mode.
  • EnumPopup element strings are now "nicified".
  • Even more fixes to "Generate Lightmap UVs" to make it generate same UVs across Mac/Win.
  • Fixed various project import issues where a crash of Unity could lead to a full project reimport in some cases.
  • Implement EditorGUI functions BeginChangeCheck, EndChangeCheck, BeginDisabledGroup, EndDisabledGroup as more high-level alternative to setting GUI.changed and GUI.enabled directly.
  • Import settings are now shown at the top in the Inspector and the imported result below (when relevant).
  • Improve feedback to the UI about which color space is active.
  • Lightmapping Window, Occlusion Window, and Navigation Window now have type based scene filters for quick picking of relevant objects.
  • Made intValue property in SerializedProperty API work for LayerMask type.
  • Made inspector display large Asian fonts with kerning information quickly, and show progress bar for import.
  • Miscellaneous LOD group editor improvements.
  • Made rectangle selection of meshes more precise.
  • Introduced the property EditorGUIUtility.isProSkin.
  • Objects can now be tagged separately as occluders and occludees.
  • Optimized performance of changing parenting in the hierarchy window.
  • Polished Import/Export package dialogs a bit.
  • Scene View FPS motion is a bit slower by default, and has acceleration for when you want to go far.
  • Show warning about precision errors in Transform inspector if world position exceeds 100.000 in any axis.
  • The Navigation window now lets you change the Navigation Static flag of selected game objects.
  • Transform gizmo now has planar sliders.
  • Undo / Redo now works as expected when enabling and disabling components.
  • Unity can import meshes with vertex count larger than 65000. Instead of aborting import it will split the mesh into parts each containing less than 65000 vertices.
  • Upgraded FBX SDK to 2012.2.
  • When changing numbers using sliders, do context sensitive rounding. The rounding will leave exactly enough decimals to represent the change resulting from moving the slider one pixel. If more decimals are typed in manually, they will not be lost (within the limitations of floating point numbers).
  • When selecting objects of different types, the Inspector will now help narrowing down the selection to objects of only one type.
  • You can now set a default font color via the font importer.
  • Graphics:
  • Extended the maximum number of shader keywords from 32 to 64.
  • For each shader compilation error show the keywords that were used.
  • MaterialPropertyBlock can now have an unlimited number of properties.
  • OnWillRenderObject lets you rotate or slightly move an object before rendering. The updated transform will be used during the render pass. This makes it possible to for example align a billboard only when it is visible using OnWillRenderObject.
  • Lightmapping:
  • Exposed the padding property that controls texel spacing between bake instances.
  • Improved mipmap generation for lightmaps - the space between bake instances is filled with colors coming from those bake instances when going down and up the mip chain. The lighting in smaller mip levels is more accurate and preserves the overall feel of the lightmap better. Please rebake the lightmaps to get the benefit.
  • Made fetching lightmaps use much less temporary memory.
  • iOS:
  • Added Caching.SetNoBackupFlag and Caching.ResetNoBackupFlag to set "No Backup" flag on cache.
  • Added iPhone.SetNoBackupFlag and iPhone.ResetNoBackupFlag to set "No Backup" flag.
  • Caching now set no-backup flag by default on newly added objects.
  • Scripting:
  • JavaScript: Creating a new script automatically adds “#pragma strict” by default.
  • JavaScript: Warn when bitwise operators are used with boolean operands to suggest the shortcircuiting boolean operators.
  • JavaScript: @script attribute declarations can now appear before 'import'.
  • JavaScript: Files containing interface and/or enum definitions named after them are now supported (e.g. interface IFoo in file IFoo.js) as the compiler will no longer generate a conflicting MonoBehaviour definition.
  • Boo: Pattern matching for lists.
  • Boo: Selective import support.
  • Boo: Better linq (and extension method support) in general: 'import System.Linq;' is enough now.
  • Boo: Optimized multidimensional array operations (up to 100X in some cases).
  • Miscellaneous:
  • Asset Import: Texture importing now uses a lot less temporary memory.
  • Asset Server: Projects can now be copied in the admin view.
  • Mac OS X Standalone: Added a "close" button to the player window.
  • ModelImport: Warnings about quaternions now contains the name of the model and can in most cases be clicked to highlight the model in the project view.
  • MonoDevelop (JavaScript/Boo): Added limited jump to definition support.
  • Occlusion culling baking now doesn't run out of memory.
  • Occlusion culling now works correctly with shadows and is much faster. All occlusion culling modes should work as expected now across all platforms.
  • Player: Pre-load asset dependencies when doing Resources.Load/LoadAll to avoid hiccups during runtime.
  • Profiler: Added API to enable binary filedump of profiling data, and API to read it back in the Editor.
  • Reduced memory usage when importing large project folders.
  • Scripting: Added Handheld.use32bitDisplayBuffer to change Display buffer bit-depth at runtime.
  • Scripting: Added WWW.textureNonReadable to mark as non-readable after download.
  • SkinnedMeshes can now be marked as occluders and occludees.
  • Substance import issues with input textures were fixed.
  • Static batch mesh generation (Part of the build process and editor play mode) is now a lot faster.
  • Support copying files from Assets/StreamingAssets for Win/Mac standalone players.
  • Unwrap: All known cases of mac/win uv generation were fixed. Please reimport your meshes.
  • Web Player: If the embedding page or unity3d file is hosted on https, the web player will use https for all connections (update checks and downloads), so the browser will not show warnings about insecure connections.
  • When baking occlusion culling with transparent objects marked as occluders a warning is now given telling you which objects are marked static incorrectly.
  • When imported assets are dirtied because a script modifies the imported asset it will no longer cause the asset to be reimported. Instead it will unload the asset and reload from disk as soon as nothing is referencing the asset anymore. This fixes an issue where a lot of assets would get reimported when shutting down Unity after entering playmode depending on what the scripts did.
  • Windows: Connected joysticks are detected at runtime.
  • Fixes:
  • Android:
  • Texture2D.EncodeToPNG() / Application.CaptureScreenshot() produced broken images.
  • Calling Application.Quit from OnApplicationPause() had unexpected consequences.
  • Calling Network.TestConnection() caused the application to crash.
  • Calling Time. from OnApplicationPause() could cause application to hang.
  • Calling game scripts from the Java UI thread could cause a crash on rare occasions.
  • Fixed a GLES 2.0 rendering problem specific to Broadcom chipsets.
  • Fixed crash on Honeycomb/IceCreamSandwich devices triggered by 'auto-rotation' or any kind of screen rotation.
  • Fixed incorrect handling of Debug.Log in non-development builds - Message is now printed, but callstack parsing is disabled to keep performance up.
  • Fixed video playback when using a local (file://) source.
  • Graphical artifacts in decompressed ETC1 textures have been corrected.
  • In the editor resolution/aspect ratio settings, the HTC Legend dimensions were swapped.
  • JDK 7 can now be used without getting a INSTALL_PARSE_FAILED_NO_CERTIFICATES error with signed applications.
  • JNI marshaling null-strings from Java would cause the VM to abort.
  • The basic/pro license was not honored correctly in some places.
  • The saved instance state bundle passed to Activity.onCreate was not forwarded from the Proxy activity.
  • Update AndroidManifest.xml permissions when Application.internetReachability is used - adding ACCESS_NETWORK_STATE fixes the problem with incorrect return value.
  • Using a custom splash during an advanced license trial period could lead to runtime crashes when trial expired.
  • Using a Linux 3.x kernel would cause Unity to hang/crash on multi-core CPUs.
  • WWW calls to a server that redirects from HTTPS to HTTP were failing.
  • Nvidia's PerfHUD for Tegra reported increasing frame times when the application was paused.
  • A few hardware keys were missing, like (forward) DELETE and left/right CTRL - these have now been added.
  • Callbacks to MonoBehaviour.OnApplicationFocus is now supported.
  • Added support for Galaxy Note Stylus Pen (through KeyCode.LeftControl and KeyCode.Delete).
  • Fixed annoying but harmless error about missing directory when building.
  • Android Remote: fixed occasional stale touches.
  • Android Remote: fixed flickering and improved stability on tablets.
  • Audio:
  • 'Decompress On Load'/'Compressed in memory' option not shown for uncompressed audio.
  • Don't show BPS for MPEG files.
  • Audio/Video: Pause audio when video is done in the inspector.
  • Fixed custom rolloff curves.
  • Fixed 32 bit filtering.
  • libVorbis updated to the latest version.
  • Lowpass filter inspector fixed.
  • Reset on filters and reverb zones now works.
  • Size in inspector now correct for all platforms and audio types.
  • Support for compression of 32bit input files.
  • Debugger:
  • Fixed abort with reentrant evaluation.
  • Fixed crash with nullable evaluation.
  • Fixed debugger crash when debugging in the editor.
  • Editor:
  • After moving or renaming the current open scene, saving will now save into the new location rather than the old.
  • Editor: Curve Editor now correctly reverts and resets any change when dragging and Esc is pressed.
  • Editor: Dark skin component checkboxes no longer twitch.
  • Editor: Dark skin's object picker tweaks.
  • ESC to cancel searching is more robust.
  • Editor: Fixed animated GUI groups breaking and giving errors after a window has been re-docked.
  • Fixed color picker incorrectly initializing alpha to 255 if original color is (0,0,0,0).
  • Editor: Fixed dragging textures to apply in Scene View sometimes showing errors and displaying progress bar that never closes.
  • Fixed Esc not clearing search field on Mac in Object Picker.
  • Fixed GameObject static dropdown not marking "Nothing" as selected when no flags were selected.
  • Fixed handling of unicode characters in scripts. Scripts should have utf-8 encoding.
  • Fixed many Handle controls not respecting Handles.matrix.
  • Fixed mouse cursor sometimes flickering garbage on Windows.
  • Fixed not being able to assign characters like ' , . / ` ] [ = as editor shortcuts on Windows.
  • Fixed null reference exception in project pane when displaying filtered results that return no hits and pressing up arrow key.
  • Fixed null reference exception when dragging sub-asset to the root of Project View.
  • Fixed Object Picker not focusing search field when being opened.
  • Fixed opening editor preferences when no inspector is open.
  • Fixed precision loss when viewing or editing large integers in the GUI.
  • Fixed repaint issue that made the Editor on Windows seem to have poor performance when mouse dragging gui components or scene view handles.
  • Fixed SceneView not resetting Handles.matrix if it was changed in an OnSceneGUI callback.
  • Fixed a bug where lists of enums were not editable in the inspector.
  • Fixed Animation View leaking materials when saving, while animation edit mode is active.
  • Editor: Fixed assert "vertexCount > 60000" when using colliders with polygon count over 10000.
  • Fixed crash when resizing arrays in the inspector.
  • Fixed crash when trying to import mesh, which contains polygons, which have less than 3 vertices.
  • Fixed drop-down menus on Windows so they no longer overlap with the GUI control.
  • Fixed material import from COLLADA files.
  • Fixed memory problem when committing a lot of assets in the Asset Server window.
  • Fixed null ref when exporting a package.
  • Fixed out of memory crash when importing huge cube maps.
  • Fixed problem setting custom fields in webtemplates (they'd disappear as soon as focus left the field).
  • Fixed regression where import mode for normals and tangents on models where ignored, when upgrading from 3.4 to 3.5
  • Editor: Fixed reversing of triangle culling in some imported models (that used to happen in some very special cases).
  • Fixed some situations where the scene view mode could get stuck.
  • Fixed texture detection for imported materials when FBX contains mixed slashes in texture file paths.
  • Fixed Warning when saving a scene to a new folder created from the Save dialog.
  • Fixed terrain trees permanently being hidden when right clicking while left-dragging to paint height.
  • Fixed crash when closing Editor Window in OnFocus.
  • Fixed that Unity sometimes fails to recompile changed scripts or notice changed assets when leaving Unity while its unresponsive (Windows).
  • Focusing on a particle system will now respect the bounds of the system properly.
  • GetMiniThumbnail returns proper icons for DefaultAssets.
  • Icons for unknown asset types are now cached, prevents out-of-memory crash if there are a lot of unknown assets in a project.
  • Improved interaction with Visual Studio 2010.
  • Installer on Windows now has a large icon.
  • Made 3DS file loader more robust - Unity handles invalid files better now.
  • Make ProceduralTextureInspector and ProceduralMaterialInspector partially support multi-object editing (multi-editing procedural properties is not supported).
  • Make ProceduralTextureInspector repaint until not regenerating anymore.
  • Made sure EditorGUI controls respect indent level consistently and fixed some rarely used overloads that ignored some of the given parameters.
  • Multiple project windows don't share search string.
  • Got rid of white 1-px outlines on OSX Lion.
  • On OSX don't allow saving files with special characters in save file dialogs.
  • On OSX don't make "error" sounds when navigating object browser using keyboard.
  • On Windows, don't open new explorer window every time the player is build.
  • Resolve intermittent hangs.
  • Scene View controls no longer freezes when using left mouse button on scene view handles while right mouse button is pressed down.
  • Setting TextureImporter.textureType now sets all the required properties.
  • Use significantly less memory in most cases when generating a cubemap from a very high-resolution source image to make out-of-memory crashes less likely.
  • Windows Editor menus support Unicode characters.
  • You can now slide values with sliders by dragging the label (same as float fields).
  • (Windows) Build Settings will not open after Cancel.
  • (Windows) Asset progress bar & build progress steals focus from other applications on windows.
  • Will now give a proper error when trying to import a movie with unsupported codecs.
  • Checked for scene camera rotation of NaN and fixed it.
  • Drastically reduce Scene View grid artifacts that caused it to be imprecise.
  • Fixed issue where editor would hang if left in background.
  • Child's scale is updated correctly when rotating with Inspector or Rotation Tool (when parent is non-uniformly scaled).
  • Deleting the root game object in OnPostProcessModel will no longer crash Unity.
  • Importing FBX models with bad texture references like "." and ".." no longer crashes Unity.
  • Upgrading a 3.4.x projects with Modo files will now retain ids for meshes, meaning that references to meshes are not lost. References to subgameobjects will still be lost.
  • (Windows) Fixed common random crash.
  • Fixed crash when calling SetActiveRecursively within Awake.
  • Fixed intermittent "Moving file failed" error when building player.
  • Fixed error when attempting to edit deleted terrain.
  • Advanced texture importer now correctly reflects internal texture import modes (For example no linear option for normal map textures).
  • Setting color preferences now has an instant effect on the editor.
  • Fixed that Unity does not refresh scripts when giving Unity focus by clicking on child windows.
  • Graphics:
  • Beast will no longer fail bakes on OSX if Unity installation path contains non-alphanumerical symbols.
  • Beast will no longer fail bakes on degenerate meshes, like bushes composed completely of billboarded leaves.
  • Compute correct tangents for non-uniformly scaled static meshes.
  • Enforce linear lighting status on hardware that does not support it.
  • Fixed broken values for builtin arrays when only 0th element was used (e.g. unity_LightPosition[0]).
  • Fixed issue related to deferred rendering when no lights are present and you are using HDR.
  • Fixed Particles/Alpha Blend shader turning black when in Fog.
  • Fixed pow() sometimes being mis-compiled for Direct3D 9.
  • Fixed Preview lighting on uniformly scaled meshes in GameObjects.
  • Fixed shadow caster culling for asymmetric view frustums.
  • Fixes and improvements to HLSL->GLSL translator and GLSL Optimizer.
  • Flares without a texture assigned don't crash the editor anymore.
  • Texture2D.Compress prints proper error message when texture is not marked as readable (previously was silently filling texture with garbage when not in editor).
  • Fixed incorrect rendering order when using transparent shader with ParticleRenderer and MeshRenderer.
  • Fixed error message when setting null texture on a GUITexture.
  • Fixed more than one directional light shadow (via "fullfowardshadows") not working in Forward rendering if Image Effects are used.
  • Tweaked RGBM lightmap encoding, so that there are no brighter lines appearing in dark areas when bilinear filtering is used. Makes a huge difference in linear lighting mode, since dark values get relatively much brighter.
  • Lightmapping: "Use in forward rend." is only respected in Dual Lightmaps mode as the GUI suggests.
  • Lightmapping: Fixed clearing lightmaps -- it resets lightmap index, tiling and offset on all renderers.
  • Lightmapping: Made light be culled below horizon for specular bounces when shadows are disabled. Fixes a case where a face pointing away from light would bounce light in that direction.
  • Lightmapping: Use alpha from the base texture (_MainTex) as the gloss map.
  • Lightmapping: Got rid of self-shadowing artifacts in small scenes placed far away from the origin (0,0,0).
  • iOS:
  • Fixed appending of Xcode project when automatic native plugin inclusion is used.
  • Fixed Editor freeze when Remote Profiler is connecting to iPhone running iOS 5.0.
  • Fixed horizontal splash screen image pre-rotation to vertical orientation.
  • Fixed Mathf.Approximately and other math routines operating on de-normalized small numbers.
  • Fixed numerous iOS5 related problems (GL errors, keyboard, etc.).
  • Fixed Remote Profiler support.
  • Fixed simulator build when project has native plugins.
  • Fixed small memory leak.
  • Fixed some scary warnings in Xcode debugger console.
  • Fixed splashscreen pre-rotation when autorotation is enabled.
  • Fixed WebCamTexture.GetPixels.
  • icon-iPad.png renamed to icon-72.png.
  • SystemInfo.systemMemorySize returns correct memory size, SystemInfo.graphicsMemorySize is now estimated based on total memory size.
  • SystemLanguage handling overhaul - now region is correctly recognized (e.g. British English will result in English instead of Unknown).
  • Improved .NET 2.0 full profile out of the box compatibility with WebRequest API. Managed code stripping still needs manual care.
  • Javascript:
  • Fixed bug that would cause a for loop not to reuse an already declared variable.
  • Fixed multidimensional array of struct operations.
  • Script attributes can now appear before 'import' statements.
  • Mac OS X:
  • Mac OS X Editor: Properly recognize user setting to launch Editor in a specific Space/Desktop.
  • Mac OS X Standalone: Fixed mouse down events being reported for clicks on window title bar.
  • Mac OS X Standalone: Will not show window restore dialog and crash in OS X Lion.
  • Mac OS X Standalone: Don't quit, if cancel button was pressed during Quit dialog in windowed mode.
  • Mac OS X Web Player: Fixed a crash in Firefox 6 when loading Unity content in a background tab.
  • Mac OS X Web Player: Fixed a crash in Firefox 7 when resizing Unity content.
  • Mac OS X Web Player: Fixed scroll wheel events in full-screen mode in CoreAnimation plugin.
  • Mac OS X Web Player: IME input is now recognized in the OS X WebPlayer.
  • Mac OS X Web Player: Input.inputString will correctly contain backspace and delete characters.
  • Mac OS X Web Player: Make mouse input handling more robust. Fixes Magic Trackpad support in Safari 5.1.
  • Mac OS X: Fixed input from some gamepad hat switches.
  • Mac OS X: Fixed distinguishing between left and right modifier keys in the Input class.
  • Mac OS X: SystemInfo now returns actual device information.
  • Mac Web Player: Fixed different rendering issues when using image effects.
  • Windows:
  • Windows 64-bit standalone: Fixed setting executable icon.
  • Windows Fixed skinned meshes disappearing temporarily when returning from sleep mode or from locking computer.
  • Windows Web Player: Fixed occasionally corrupted graphics when locking computer or switching resolution during loading.
  • Windows: Focus is not lost when Web Player enters or exits fullscreen mode.
  • Windows: Joystick 0 now returns correct cumulative axes values.
  • Physics:
  • Collider.bounds will now alway return empty bounds for disabled colliders (before it was inconsistent by collider type).Fixed behavior of rotated capsule colliders when continuous collision detection is used.
  • Fixed CCD not working in first level of a game.
  • Fixed crash when disabling a CharacterController inside a CharacterController callback.
  • Fixed slow duplicate creation of colliders when using GameObject.SetActiveRecursively().
  • Physics contact count is now correctly reported in the Profiler, and will not appear to increment indefinitely.
  • Removed "Solver rigidbodies" field in physics profiler, as it did not do anything.
  • Fixed a crash when creating a Terrain with too many Tree colliders.
  • Miscellaneous:
  • Asset Server: Fixed a bug that caused a crash when reverting a project setting to an older version in the Asset Server history view.
  • Asset Server: Local project settings no longer show up as conflicts when checking out new projects.
  • AssetBundles: Fixed AssetBundle.mainAsset loading all dependencies of the mainAsset.
  • AssetBundles: Fixed a crash sometimes caused by simultaneously downloading multiple asset bundles with caching enabled.
  • Asset Import: Fixed crash when selecting asset with name including ".."
  • Asset Import: Fixed an issue causing animations including scaling to (0,0,0) to be imported as having extremely large bounding boxes, which in turn caused issues with shadows and culling.
  • AssetStore: Fixed crash when exiting Unity or switching projects while the Asset Store window was loading a page.
  • Execution order for prefabs is now 100% consistent. It works exactly the same as having non-prefab objects (Removes superfluos OnDisable / OnEnable calls).
  • Fixed a synchronization issue between Renderthread and GPU. This has fixed the stuttering and reduced the input lag.
  • Fixed an issue that caused the editor to freeze if left in the background with the profiler open.
  • Fixed AsyncOperation.progress to properly indicate loading progress.
  • Fixed font kerning when using GUIStyle.fontSize.
  • Fixed path names for Cache and Application.persistentDataPath not to be garbled up. If old path names are present, they will still be used.
  • Made Assembly.Location return actual location of the assembly and not "data-09340sdf9gsd0fg".
  • Made FindObjectsOfType not return Cubemaps when searching for Texture2D.
  • MonoDevelop: Fixed unhandled exception when attaching debugger.
  • MonoDevelop: More robust script encoding detection.
  • MonoDevelop: Don't open script projects twice.
  • MonoDevelop: Ensure selected script gains focus.
  • Networking: Fixed case where NetworkView state synchronization was not relayed properly through a proxy connection.
  • Networking: Fixed cases where connection tester failed to return a result.
  • Networking: Fixed crash when reading NetworkPlayer.guid when networking was not initialized.
  • Networking: Fixed possible crash when reading NetworkMessageInfo.networkView inside OnNetworkInstantiate.
  • Networking: Fixed problems with built-in multiplayer networking on Windows when using VPN/proxy software which manipulates traffic coming from the browser. DNS and interface IP address lookup are now done differently.
  • Occlusion culling: Fixed several out of memory issues, made many occlusion accuracy improvements.
  • Profiler: GPU profiler now shows better info on image effects.
  • Profiler: More reliable player connection discovery.
  • Profiler: Not sending instance Ids back, since these don't match the instance Ids of the editor - caused detail view to display wrong instance names.
  • Script: Fixed crash when reparenting GameObjects durring Scene Destroy.
  • Substance: Fixed crash after modification(resizing and etc.) of texture parameters.
  • We no longer get send multiple mousedown / mouse up while hovering over an object.
  • WebPlayer and Standalone: Return correct Event.delta value on Windows.
  • WebPlayer: Fixed memory leak on windows when unloading.
  • WebPlayer: Reduced visual artifacts produced when WebPlayer size is changed on Windows.
  • Changes:
  • Added KeyCode enum values for Joystick 4.
  • Android/iOS: The Android Target Graphics setting is not linked to the iOS Target Platform setting anymore.
  • Android:
  • Attached names to the native threads for easier debugging.
  • Changed labeling of Force Internet Permission to Internet Access (Auto / Require).
  • Changed labeling of Force SD-Card Permission to Write Access (Internal Only / External (SDCard)).
  • Development builds now have extended logging also from the Java side.
  • Editor requires at least API level 14 to build Android applications. It is still possible to target earlier platforms.
  • Force debug.checkjni property when launching development builds (to prevent incorrect JNI calls from plugins).
  • Keep the LVL code from outputting errors if it's not used anyway.
  • Restructured parts of the Java code found in classes.jar.
  • The Emulator device filter was removed, as the Android Virtual Device (with SDK-r14) now supports ARMv6/ARMv7 binaries.
  • The splash image is now decoded as 32bit texture (rather than 16bit).
  • The Texture Compression Override option in the Build Settings menu has been changed to affect all textures using a compressed texture format.
  • To save memory when streaming AssetBundles, the number of compressed buffers in flight has been reduced.
  • Traded some temporary memory (240KB, in the scene loader) for an on-average massive load speedup with projects having really bad load times.
  • Editor:
  • Added optional saveAsCopy parameter to EditorApplication.SaveScene to allow saving the scene without changing what is the current scene.
  • Asset Path names starting with a space character are now no longer allowed.
  • Migrated direct Blender to Unity import from Blender 2.56 to Blender 2.58. Implemented support for Blender 2.59 as well.
  • OnSceneGUI is now called on all selected objects with custom editors, not only editors visible in the inspector.
  • The Editor will no longer allow creation or import of Assets with file names which are not legal on either Windows or OS X.
  • Undo while dragging never worked correctly and is now disabled. Note: Most dragging operations allow you to press Esc to cancel, which can be used instead.
  • iOS:
  • Added 5.0 SDK selection in PlayerSettings.
  • Added iPhone4S generation for iPhone.generation.
  • Added warning when compressed texture is used as icon or splash screen.
  • Changing target devices does not require to overwrite Xcode project anymore.
  • Screen.dpi implemented.
  • Miscellaneous:
  • Mac OS X Standalone: Moved Cache file location to ~/Library/Caches/bundleID for Mac App Store compliance.
  • Mac OS X: Use OS events for more reliable mouse wheel input. Should now work with all devices which work with the OS, but only work when mouse cursor is over the window.
  • Removed support for OS X Dashboard builds.
  • Removed support for OS X PowerPC builds.
  • Removed support for Unitron and UniSciTE.
  • Stripping: Now 3rd party dlls aren't treated as managed code stripping roots. Improves build size, but might require extra care with libraries that use reflection and generics a lot.
  • Windows Web Player: If no graphics drivers are installed at all, Unity will not try to run the game using the really bad Windows' OpenGL 1.1 renderer; an error message will be displayed to the user instead.
  • WWW: charset property is now honored by the WWW.text attribute.
  • WWW: Made HTTP errors be reported in www.error string.
  • WWW: Made HTTP headers be set appropriately even when errors occur. Added the HTTP status code to the header list under the "STATUS" key.

New in Unity 3.5.0f1 (Feb 4, 2012)

  • Features:
  • Editor: Texture Importer for pvrtc-enabled platforms allows to select compression quality.
  • Flash: Implement Camera.layerCullDistances & Camera.allCameras.
  • Flash: Support Nullable types.
  • Flash: Tight ActionScript integration. See UnityEngine.Flash.ActionScript.
  • Improvements:
  • Asset Server: Projects can now be copied in the admin view.
  • AssetImport: Texture importing now uses a lot less temporary memory.
  • Editor API: Expose GetIconSize and SetIconSize.
  • Flash: Added Physics stripping checkbox for smaller build size.
  • Flash: Faster build times.
  • Flash: More optimized bytecode.
  • Flash: System.Delegate.DynamicInvoke.
  • Flash: System.Delegate arrays and generic containers.
  • Flash: Proper support for multidimensional arrays of primitives and value types.
  • Flash: Initial support for int.Parse(string, NumberStyles).
  • Flash: Support for enum fields named after ActionScript builtin types (Object, String, Array).
  • Flash: sbyte mapped to int and decimal to Number (use with care).
  • Flash: Better support for generic member inheritance and overriding in complex type hierarchies.
  • Flash: Improved .Net Class Library Support. Amongst which:
  • String.EndsWith()
  • Dictionary.Keys.Count
  • Convert.ToInt32(char)
  • Convert.ToInt32(string)
  • Convert.ToChar(int)
  • string.Trim(char[])
  • List(IEnumerable) constructor
  • Dictionary.Keys.CopyTo()
  • Dictionary.Keys.Contains(K)
  • StringBuilder.Append()
  • Dictionary.Count
  • List.RemoveRange(int,int)
  • most of Stack
  • String.Equals(string,string)
  • String.SubString()
  • String.Compare(string,int,string,int,int)
  • ArrayList.Sort(IComparer)
  • Char.IsPunctuation
  • +probably some we overlooked.
  • Flash: physics performance improvements.
  • Flash: better support for explicit interface implementations.
  • Flash: support for unboxing of enums.
  • Flash: better error reporting of unsupported features including offending source file location whenever possible.
  • Flash: System.Object.Equals(Object) support for primitive types.
  • Flash: VertexLit shaders support emissive color & specular lighting.
  • Javascript: @script attribute declarations can now appear before 'import'.
  • Javascript: Files containing interface and/or enum definitions named after them are now supported (e.g. interface IFoo in file IFoo.js) as the compiler will no longer generate a conflicting MonoBehaviour definition.
  • ModelImport: Warnings about quaternions now contains the name of the model and can in most cases be clicked to highlight the model in the project view.
  • Native Client: Now supports different resolutions then the native desktop resolutions in fullscreen mode. The screen mode will not actually changed, but it will render into smaller buffers, and Chrome will upscale when blitting.
  • NavMesh: Bake configuration of inaccuracy threshold for radius/height exposed.
  • NavMesh: API Exposed : NavMeshAgent.CalculatePath() added.
  • NavMesh: API Exposed : OffMeshLink.costOverride - allows changing patfinding cost on OffMeshLinks.
  • NavMesh: API Exposed : NavMeshAgent.steeringTarget, NavMeshAgent.desiredVelocity, NavMeshAgent.path (get/set).
  • NavMesh: Baking supports trees instanced in terrains.
  • Runtime: Improve QualitySettings API.
  • Unwrap: All known cases of mac/win uv generation were fixed. Please reimport your meshes.
  • Web Player: If the embedding page or unity3d file is hosted on https, the web player will use https for all connections (update checks and downloads), so the browser will not show warnings about insecure connections.
  • Fixes:
  • Android: Callbacks to MonoBehaviour.OnApplicationFocus is now supported.
  • Android: Added support for Galaxy Note Stylus Pen (through KeyCode.LeftControl and KeyCode.Delete).
  • Android: VFY warnings when launching an application on devices with an older OS version has been removed.
  • Android: Nvidia's PerfHUD for Tegra reported increasing frame times when the application was paused.
  • Android: A few hardware keys were missing, like (forward) DELETE and left/right CTRL - these have now been added.
  • Android: fixed crash upon the end of microphone recording
  • Android: fixed crash on pre Gingerbread devices while starting up
  • Android Remote: fixed flickering and improved stability on tablets.
  • Asset Importing: Fixed an issue causing animations including scaling to (0,0,0) to be imported as having extremely large bounding boxes, which in turn caused issues with shadows and culling.
  • Asset Server: Local project settings no longer show up as conflicts when checking out new projects.
  • Asset Server: Fixed a problem where changes to project settings were not always fetched from the server.
  • Asset Server: Models that require an external program to import will again work without having to install the program on all clients.
  • AssetBundles: Fixed a crash sometimes caused by simultaneously downloading multiple asset bundles with caching enabled.
  • Audio: Custom filters now respect 3D panning (use PanLevel to make it 2D)
  • Audio: Importer now uses way less memory, and handles out-of-memory errors gracefully.
  • Audio: Crash fix when recompiling while playing a custom filter.
  • Audio: Fix dry/wet group asserts.
  • Audio: Importing 0-length audio clips, don't crash anymore.
  • Audio: GetData() on an AudioClip recorded with Microphone is now working.
  • Cache Server: Updated to node.js 0.6.6
  • Cache Server: Fix LRU implementation
  • Cache Server: Will now invoke LRU to make space when running out of disk space.
  • Editor: Fix intermittent "Moving file failed" error when building player.
  • Editor: Fix error when attempting to edit deleted terrain.
  • Editor: Advanced texture importer now correctly reflects internal texture import modes (For example no linear option for normal map textures).
  • Editor: Setting color preferences now has an instant effect on the editor.
  • Editor: Crashes caused by having modified assets and then pressing play
  • Editor: Make dragging things into the Inspector work correctly with multi-object editing.
  • Editor: Make Materials instantiated at runtime be shown with correct headers in the Inspector.
  • Editor: Fix some clipped labels in GameObject inspector header when bolded.
  • Editor: Use single-threaded rendering on Windows XP due to hangs when changing input language.
  • Editor: Only display the navmesh gizmo when the navigation window is open.
  • Editor: Fix the LOD bounding box visualization.
  • Editor: Fix bug where texture max sizes were set to 0 when multi-editing textures and enabling overwriting settings for a platform.
  • Editor: Fix bug where changing layout would generate an error when a docked Preview window was present.
  • Editor: Fix missing documentation link icons in the Editor.
  • Editor: Choosing "Edit Script" from the context menu of a MonoBehaviour when multiple objects are selected will now only open the script once.
  • Editor: Dragging a script into the Inspector when multiple objects are selected will now attach it to all the objects instead of only one.
  • Editor: "Build Settings" window disappears when focus is lost and does not reappear when focus is gained.
  • Editor: Undo functionality is lost when mouse cursor leaves scene view area.
  • Editor: Yaml format now stores floating point values in a binary exact way.
  • Editor: Cache server now works correctly with @ model files.
  • Editor: Imported models with Skinned Rigs in root nodes automatically generate an extra root game object. This makes importing animations without a model easier and fixes a common issue when importing animations made with Mixamo.
  • Editor: (Windows) Build Settings will not open after Cancel
  • Editor: (Windows) Asset progress bar & build progress steals focus from other applications on windows
  • Editor: Will now give a proper error when trying to import a movie with unsupported codecs.
  • Editor: Check for scene camera rotation of NaN and fix it.
  • Editor: Drastically reduce Scene View grid artifacts that caused it to be imprecise.
  • Editor: Fixed issue where editor would hang if left in background
  • Editor: Child's scale is updated correctly when rotating with Inspector or Rotation Tool (when parent is non-uniformly scaled).
  • Editor: Deleting the root game object in OnPostProcessModel will no longer crash Unity
  • Editor: Importing FBX models with bad texture references like "." and ".." no longer crashes Unity
  • Editor: Upgrading a 3.4.x projects with Modo files will now retain ids for meshes, meaning that references to meshes are not lost. References to subgameobjects will still be lost.
  • Editor: (Windows) Fixed common random crash.
  • Editor: Fixed crash when calling SetActiveRecursively within Awake.
  • Editor: Make NavMeshAgent use gizmo for shape that's consistent with CapsuleCollider and CharacterController.
  • Editor: Make asset labels work again for scenes and other default assets.
  • Editor: Show materials of ParticleSystemRenderer in the Inspector.
  • Editor: On Windows: Build Settings will not open after Cancel.
  • Editor: Undo does not work when dragging (Win issue only)
  • Editor: Import package failed to detect modified contents.
  • Editor: Fixed-function alpha testing is disabled correctly when emulating gles20.
  • Editor: Fix performance of Gizmos.DrawIcon.
  • Editor: Hide camera on LOD Group prefab.
  • Editor: Fix situation where light probe editing can lock the scene.
  • Editor: Fixed movie playback in inspector.
  • Editor: Make arrow navigation work for Object Picker grid / list even when search field has focus, like in 3.4.
  • Flash: Fix issues with cubemap and lightmap texture importer.
  • Flash: Make MouseEnter & friend callbacks work for colliders and gui elements
  • Flash: support bool ^ bool construct
  • Flash: fix crash when using public arrays of arrays
  • Flash: fix crash when using public array of booleans
  • Flash: make calling Desroy() on a Monobehaviour work
  • Flash: Fix audio playing as loud whitenoise in many cases
  • Flash: calling .ToString() on an interface
  • Flash: fix GUIText components with fontsize!=0 spewing the logfile with neverending errormessages
  • Flash: many improvements to support for nontrivial usages of interfaces.
  • Flash: fix "bool && bool && bool" construct
  • Flash: fix crashes on character controller hits
  • Flash: fix physics "out of range" errors.
  • Flash: fix audio; pan, mute, pause, stop
  • Flash: fix audio; report correct time.
  • Flash: fix swf, now has correct width and height in header.
  • Flash: fix Application.targetFrameRate
  • Flash: fix QualitySettings.antiAliasing
  • Flash: fix Application.ExternalCall now works with arguments
  • Flash: fix key inputs space, shift, control individual keycode
  • Flash: add mousewheel support, not available on mac
  • Fixed substance import issues with input textures.
  • Graphics: Fixed error message when setting null texture on a GUITexture.
  • Graphics: Fixed more than one directional light shadow (via "fullfowardshadows") not working in Forward rendering if Image Effects are used.
  • Graphics: Tweaked RGBM lightmap encoding, so that there are no brighter lines appearing in dark areas when bilinear filtering is used. Makes a huge difference in linear lighting mode, since dark values get relatively much brighter.
  • Graphics: Fixed SSAO not being anti-aliased when AA is used.
  • Graphics: Fixed error: "D3D device reset failed [invalid call]".
  • Graphics: Detect broken GPU profiling on certain drivers on Mac.
  • Graphics: Made shader compiler generate proper code when the surface function wanted view direction and didn't write to o.Normal.
  • Graphics: Fixed incorrect rendering order when using transparent shader with ParticleRenderer and MeshRenderer.
  • Graphics: Fix non-uniformly scaled meshes getting wrong vertex colors on Windows.
  • Graphics: Fix a potential crash bug with multithreaded rendering.
  • Graphics: Fix performance regressions with dynamic/static batching in multithreaded renderer vs. single thread.
  • iOS: Fixed an "Input.mousePosition on mouse up" regression.
  • iOS: Fixed player logging disabled ignored on iOS and Android when player logging is disabled for OS X.
  • iOS: Improved .NET 2.0 full profile out of the box compatibility with WebRequest API. Managed code stripping still needs manual care.
  • iOS: Fixed AudioClip managed callback stripping issue.
  • iOS: Fixed issue causing ARMv6 device reboots.
  • iOS/Android: Fixed batching/skinning issues due to meshes being in interleaved format right away
  • gles11 skinning crash when mesh have tangents
  • missing uv2 channel causing graphics artefacts and/or crashes
  • batching crashing when shader wants not exactly same components as mesh provides
  • Lightmapping: Use alpha from the base texture (_MainTex) as the gloss map.
  • Lightmapping: Got rid of self-shadowing artifacts in small scenes placed far away from the origin (0,0,0).
  • Lightmapper: Fixed a crash occurring when light probes were baked, all probes from the light probe groups removed and then probes baked again. (You need to re-bake or delete the light probe asset if you experienced the crashes.)
  • Lightmapper: No longer crashes trying to lightmap meshes without normals.
  • Lightmapper: Fixed the issue with terrains taking a long time to export when in linear space.
  • Mac OS X Standalone: Make sure mouse cursor is visible when showing Quit confirmation alert.
  • Mac OS X Standalone: Will not show window restore dialog and crash in OS X Lion.
  • Mac OS X Standalone: don't quit, if cancel button was pressed during Quit dialog in windowed mode
  • MonoDevelop: Ensure selected script gains focus.
  • MonoDevelop: Don't open script projects twice.
  • MonoDevelop: Fix a code completion database corruption issue.
  • Native Client: HTTP POST now works (for real this time).
  • Native Client: Building to pathnames with a period now works correctly.
  • Native Client: WWW.responseHeaders now works in NaCl.
  • Native Client: WWW will now work for any host which has allowed this using the Access-Control-Allow-Origin: header.
  • Native Client: HTTP POST and custom HTTP headers now work using WWW class.
  • Native Client: Build & Run now works if there is a space in the path name.
  • Native Client: Icons in Web Player player settings will now be correctly used for NaCl builds.
  • Native Client: PlayerPrefs will now work if setting multiple preferences in one frame.
  • Native Client: Backspace will now work in text fields.
  • Native Client: Input axes assigned to the mouse wheel input will now work correctly.
  • NavMesh: Fixed problem where positions in terrains would sometimes be inaccessible. Rebaking NavMesh is necessary for this to take effect.
  • NavMesh: When NavMeshAgent avoidance type is set to None - that agent will ignore collisions with other agents.
  • NavMesh: Fixed issue where stopping agents would not get a new path.
  • NavMesh: Fixed performance problem in avoidance system when agents have high speeds.
  • NavMesh: Fixed crash when changing bake settings at runtime.
  • NavMesh: Fixed crash on out if memory when baking NavMesh.
  • Networking: Fixed problems with built-in multiplayer networking on Windows when using VPN/proxy software which manipulates traffic coming from the browser. DNS and interface IP address lookup are now done differently.
  • Occlusion culling: Fixed several out of memory issues, many occlusion accuracy improvements.
  • OS X Web Player: Fixed development Web Player to work on OS X 10.5.
  • Physics: Make Skinned Cloth work again.
  • Physics: Fixed a crash when creating a Terrain with too many Tree colliders.
  • Physics: CharacterController will now correctly focus in the scene view.
  • Prefabs: Fixed issue where floating point values were not accurately represented in prefabs and infinity was not supported.
  • Remote Profiler: Not sending instance Ids back, since these don't match the instance Ids of the editor - caused detail view to display wrong instance names.
  • Rendering: Fixed the issue with dynamic objects using light probes not getting direct light from auto lights in dual lightmaps mode (both in deferred and in forward rendering paths).
  • Shuriken: Fix issue where deactivated particle systems would remain frozen on screen after reactivation.
  • Shuriken: Scrubbing sensitivity is increased.
  • Shuriken: Sub emits are no longer identical in edit mode.
  • Shuriken: Fix issue where identical particle systems would emit identically (as opposed to randomly).
  • Shuriken: Shuriken Start Delay fixed.
  • Shuriken: Tooltips shown through the Particle System Curve Editor fixed.
  • Shuriken: Made it easier to search for 'Particle System' and 'Shuriken' in the scripting reference.
  • Shuriken: Shape gizmos disappear when saving scene fixed.
  • Shuriken: Wrong curves displayed in "Limit velocity over Lifetime" fixed.
  • Shuriken: Emitter scaling has been removed.
  • Shuriken: Sub-emitters no longer behave differently in Simulate and Play mode.
  • Shuriken: Random Between Two Constants added to MinMaxCurve.
  • Shuriken: Fix that new prefab of particle system have play called.
  • Shuriken: Fix that particleEffectWindow have allocated UI when not showing.
  • Shuriken: Fix scene view gui not rendered when hiearachy changes.
  • Shuriken: Fix various CollisionModule issues.
  • Shuriken: Removed objectReference when removing collision plane transform reference.
  • Shuriken: Fix the issue with the color picker auto-closing when being opened from the gradient editor
  • Shuriken: Make sure gameview and scene view are repainted after clearing particle system.
  • Shuriken: Curves are removed from the curve editor when selecting a new particle system in the inspector
  • Shuriken: Show all modules by default (also disabled modules)
  • Shuriken: Particles are kept and rendered paused when deselected.
  • Shuriken: Rearranged modules
  • Shuriken: Renamed 'Energy' to 'Lifetime'
  • Shuriken: Fix that removed modules would be shown after restart of Unity
  • Shuriken: Rename: 'Lock to Transform' to 'Simulation Space'
  • Shuriken: Disable remove menu item when Show All Modules is enabled
  • Shuriken: Fix copy paste of MinMaxCurve to include curve scalar
  • Shuriken: Renamed API 'Prewarm' to 'Simulate' (Fastforwards the particle system by simulating particles over given period of time, then pauses it.)
  • Shuriken: Show other particle icons when a particle system is playing
  • Shuriken: Allow removal of ParticleSystemRenderer module when Show All Modules is enabled
  • Shuriken: Always play a particle system when its initialized
  • Shuriken: Larger click area for module enable button
  • Shuriken: Resimulate and Wireframe toggles now shown in ParticleSystemInspector
  • Shuriken: Removed context menu for Wireframe (now shown in inspector)
  • Shuriken: New color for Shape gizmos
  • Shuriken: GradientEditor: Input field for key location
  • Shuriken: ParticleSystemRenderer: When changing to Mesh rendermode, set Cube.fbx as default mesh
  • Shuriken: Fix that it is not allowed to create particle system on a Prefab
  • Shuriken: Added Show Location of ParticleSystem to context menu of Particle System.
  • Shuriken: Fixed that Undo didn't work when deleting a module.
  • Shuriken: Particle systems no longer evaluated when paused.
  • Shuriken: Velocity over Lifetime and Force over Lifetime module curves now have separate random values for x, y and z.
  • Shuriken: Fixed issue where in some setups particles would not move smoothly.
  • Shuriken: Particle systems now get correct default values also when created from the Add Component menu.
  • Shuriken: Particle meshes now have tangents.
  • Shuriken: Rotation over lifetime and Rotation by speed no longer override each other (they are additive).
  • Shuriken: Particle emission no longer show visible patterns.
  • Shuriken: Particles now rotate with the particle system if Lock to transform is enabled.
  • Social API: Fixed crash when loading friends list or user lists
  • Substance: Fixed several Substance 3.4 regressions.
  • Text mode serialization now uses more precise floating point representation for lossless encoding.
  • WWW class now won't treat redirect responses (302, etc) as errors.
  • Changes:
  • Cache Server: Will now by default write cache to current working directory, and not to some location in user folders.
  • Cache Server: Added --path command line option to set cache location.
  • Cache Server: Added --size command line option to set maximum cache size in bytes.
  • iOS/Android: Android Target Graphics setting is not bundled with iOS Target Platform setting anymore.
  • License: Generic external version control (.meta files) are now available in the free version.
  • Lightmapper: Inspector for LightProbes.asset no longer gives access to all the data and displays the probe count instead. Debug inspector allows only for editing the coefficients.
  • Native Client: Added Physics stripping checkbox for smaller build size.
  • NavMesh: API Changed : NavMeshAgent.DistanceToEdge() renamed to NavMeshAgent.FindClosestEdge().
  • NavMesh: API Changed : NavMesh.SamplePosition : reversed arguments for maxDistance, acceptMask (to be consistent with physics).
  • NavMesh: API Changed : NavMeshAgent.GetCurrentOffMeshLinkGameObject() and NavMeshAgent.GetCurrentOffMeshLinkData() are replaced with: NavMeshAgent.currentOffMeshLink and OffMeshLinkData.offMeshLink.
  • NavMesh: NavMeshAgent radius, height and baseOffset are scaled by transform scale values (consistent with CharacterController). Adding component to gameObject sets appropriate NavMeshAgent dimensions.
  • NavMesh: Better handling of assigning invalid values to NavMeshAgent properties (speed, acceleration etc.)
  • NavMesh: Default settings changed for baking NavMesh and NavMeshAgent radius=0.5 height=2.0.
  • NavMesh: Bake configuration of tile edge length removed.
  • Shuriken: Added tool tips to all properties and module headers.
  • Shuriken: Added ParticleSystem.IsAlive() function to API which can be used to find out if particle system (or any of its children) are alive.
  • Shuriken: Added local space option to Force over lifetime module.
  • Shuriken: Added Min Kill Velocity to Collision module.
  • Shuriken: Renamed elements in API: ParticleSystem.Particle: energy now called lifetime and startEnergy now called startLifetime.
  • Shuriken: Renamed ParticleSystem.startEnergy to ParticleSystem.startLifetime.
  • Shuriken: Dampen in Collision Module is now inverted (consistency with limit velocity module).
  • Social API: Added a LoadUsers function for fetching user profiles for given user IDs.
  • Social API: Refactored all classes into a UnityEngine.SocialPlatform namespace, except for the main Social class itself. You now need to use/import the SocialPlatform namespace to use Achievement/Score/etc classes (and they all now derive from interfaces). Implementations (like GameCenter) are placed into their own namespace as well but you only need to use/import them if you need functionality, provided by the implementation, which is not in the generic Social API.
  • Social API: Renamed UnityEngine.SocialPlatform to UnityEngine.SocialPlatforms, and GameCenter class to GameCenterPlatform.
  • Social API: Corrected various inconsistencies in API names (like Score.playerID instead of Score.UserID)
  • Social API: Added GameCenterPlatform.* functions for resetting achievements and for showing the default completion banner (iOS 5.0+)
  • Social API: Added factories for leaderboards and achievements

New in Unity 3.5.0 Beta 6 (Dec 28, 2011)

  • Major New Features:
  • Adobe Flash: This Public Preview version of 3.5 support publishing to Adobe SWF format, otherwise known as Flash Export: A separate FAQ for this preview release is available at http://unity3d.com/preview/faq.
  • Built-in LOD management via LOD Groups.
  • Lightmap baking works for LODed models. The lightmapped objects uses a surface transfer algorithm similar to normal map baking.
  • Built-in HDR support and adaptive tonemapping.
  • New Particle System - "Shuriken":
  • Edit, view and playback control in Edit Mode. You can manually scrub time to inspect and fine tune the particle system using the Scene View playback controls.
  • Module based: Each particle system has several modules that can be enabled to control color, size and movement of particles.
  • Compose several particle systems in a hierarchy and playback of them will behave as one particle system.
  • Built-in curve editor for easy curve editting.
  • Pathfinding and avoidance sub-system added:
  • NavMesh: Path-finding API. Bake navigation mesh with markup areas.
  • NavMeshAgent: Character navigation. Avoidance system.
  • Occlusion Culling has been rewritten from scratch, it is much faster to compute and never incorrect:
  • OcclusionPortal component has been added to allow for doors that can be opened and closed at runtime.
  • Terrains works well with occlusion culling now.
  • Default mode for occlusion culling is automatic portal generation, which is very accurate and works very well for dynamic objects.
  • Support for Occludee Static. This is used to mark objects as statically occludablable but not be an occluder. For example transparent objects that don't move should be marked as Occludee Static.
  • Asset Cache server:
  • Assets imports are shared between project folders and users. Switching Platform takes minutes instead of hours on large scale projects. Grabbing changes from other team members is almost instant.
  • Gamma-correct rendering option:
  • Multithreaded rendering.
  • Most of rendering & driver overhead is put onto another CPU core on multicore systems.
  • You don't have to do anything, it just works!
  • Currently only on desktops & Xbox 360; and not in the web player yet.
  • Unity for Google Native Client.
  • Light Probes, which allow for using baked lighting on characters and other dynamic objects.
  • Directional Lightmaps support.
  • It is now possible to select and edit multiple objects simultaneously with the Inspector!
  • The Inspector preview supports showing the multiple selected objects.
  • Multi-editing can be enabled for custom editors with a single line of code if they are based on using SerializedProperty.
  • Text based scene and prefab format can be used for improving team workflows. This can be turned on or off per project in the Editor settings.
  • GPU Profiler. Added the ability to see GPU usage to the profiler.
  • A ton of memory and performance optimizations. Several improvements to multithreading.
  • Graphics Features:
  • SkinnedMeshRenderer bounding volume is now always relative to the most common root bone and works much better with Ragdolls: UpdateWhenOffscreen bounding volume option now uses bone relative bounding volumes instead of vertices and is around 100x faster.
  • WebCamTexture class to support cameras!
  • High-resolution screenshots can be done via Application.CaptureScreenshot superSize parameter.
  • Added new Soft Shadows mode for Directional Lights that uses rotated disk sampling pattern.
  • Lightmapping: Added the Area Light (baked only) light type.
  • Lightmapping: Skinned meshes can now be lightmapped. Use for meshes that don't change the pose much after baking.
  • Advanced rendering controls:
  • Image Effects can optionally be applied before any transparent geometries are drawn. Use ImageEffectOpaque attribute on the OnRenderImage function.
  • Subtractive/Min/Max blending support, use BlendOp Min|Max|Sub|RevSub in ShaderLab.
  • Multiple Render Targets, Graphics.SetRenderTarget can take multiple color targets.
  • Ability to share depth buffers between different color buffer targets, see Graphics.SetRenderTarget, RenderTexture.colorBuffer etc.
  • Various graphics optimizations:
  • Optimizations for OpenGL ES 2.0 to avoid performance spikes with dynamic geometry.
  • Optimized culling and shadow caster culling.
  • More low level rendering possibilities from native code Plugins:
  • Ability to access Direct3D 9 device pointer.
  • Plugin callbacks on the rendering thread, so that low-level plugin rendering can co-exist with multithreaded renderer in Unity 3.5.
  • Surface Shaders: added optional final color modifier function (finalcolor directive). This can be used to implement custom Fog on platforms that can't do usual fog (like Xbox 360 or PS3).
  • Added renderer.SetMaterialBlock for lightweight way of adding per-instance material parameters without duplicating the materials. Also, MaterialPropertyBlock does not have fixed small capacity anymore.
  • Quality settings overhaul:
  • Quality settings can now be enabled / disabled per platform. Quality levels that are disabled on a target platform will be stripped on build.
  • Maximum LOD level and LOD bias can be setup in the Quality settings
  • The smallest LOD level in the quality settings will be used to automatically strip higher LOD levels. This makes it possible to strip any high poly models and all their dependencies on low-end devices.
  • Editor Features:
  • Middle-click on any surface in the Scene View to focus on the clicked point.
  • AssetModificationProcessor class API created with custom VCS systems in mind: adds IsOpenForEdit checks on assets which can prevent assets from being edited.
  • The preview in the Inspector can be detached to a separate window.
  • Implemented support for C4D file import from Cinema4D R13.
  • Implemented better detection of imported material types. Unity uses normal-map and transparency properties (texture or factor) to apply one of the shaders: "Bumped Diffuse", "Transparent/Diffuse" or "Transparent/Bumped Diffuse".
  • Implemented import of texture Tiling and Offset values.
  • Implemented support for baking animation through FBX exporter during C4D file import (supported only from Cinema 4D R13, old version use our native IK baker).
  • Mac: Added support for full-screen mode in the new Mac OS X Lion 10.7.
  • Improved preferences window that users can extend using the PreferenceItem attribute.
  • Gizmos can have world-space sizes. Nice, hi-res gizmos were added.
  • The Transform gizmo has a new planar transform tool for performing two-axis translations, which replaces the Free Transform tool. Hold the 'shift' key to switch back to the Free Transform tool.
  • GUI class now has a DrawTextureWithTexCoords function for specifying texture coordinates.
  • Entire curves can now be dragged vertically.
  • Gizmos are now depth tested, and exist in world space. The gizmo size can be adjusted using the existing gizmos size slider.
  • It is now possible to mark objects static for different situations (lightmapping, navigation, occlusion ect) via the improved static checkbox.
  • Find objects in scene that reference the selected asset.
  • Small appearance tweaks
  • New Prefab system allows for adding / removing components from instances without breaking the prefab connection.
  • Backwards compatiblity of old prefabs is maintained
  • Made prefabs not show as Missing in play mode
  • Audio Features:
  • Audio buffer read and write access (AudioClip::Get/SetData)
  • Low latency custom filters. Filter/Produce audio at mixer rate with OnAudioFilterRead() callback.
  • Extended inspector GUI support for custom filters (out gain and performance meters).
  • Microphone support on all platforms
  • Mixer settings accesible from script (buffer sizes and samplerate)
  • iOS Features:
  • Implemented Build&Run support for Xcode 4.x. (Not compatible with Xcode 3.x, but might be turned off in Editor settings).
  • Accelerometer frequency now is controlled from Player Settings.
  • Application.targetFrameRate works. Removed kFPS constant due to this. 30 FPS is default
  • Added "Show Loading Indicator" option, to show spinner when loading game.
  • GameCenter support added through the social API (does not include matchmaking and voice features atm).
  • iAd support added.
  • Push notification support added.
  • Compass support added.
  • Camera support added.
  • Microphone support added.
  • Image Filters now determine the format for intermediate Render Targets from currently bound FrameBuffer (most usual - default Display Buffer). So if you use 16bit Display Buffer you will get 16bit rt (RGB565). While it makes image filters a bit faster it also is more gles-conformant. If you want to use Image Filters that needs alpha channel or see banding, please set "Use 32-bit Display Buffer" checkbox in Player Settings, or use newly added Handheld.use32bitDisplayBuffer API.
  • Android Features:
  • Added "Show Loading Indicator" option, to show spinner when loading level synchronously.
  • QualitySettings.antiAliasing now works, allowing you to set AA level at runtime or in Editor.
  • Added "Use 32-bit Display Buffer" and "Use 24-bit Depth Buffer" options.
  • Added Screen.dpi to help determine the need for high/low resolution graphics.
  • Added Joystick / Mouse (USB) support - only available with Honeycomb 3.1 and later.
  • Improved load times with a new file reader backend.
  • Profiler information can now be tunneled over ADB.
  • Input latency is improved, with input events handled in native code with Gingerbread 2.3 and later.
  • Support for Gyroscope / Compass input added.
  • Camera support added.
  • Microphone support added.
  • Added Texture Override for ETC/RGBA16, under Build Settings.
  • Added API targets for Honeycomb 3.2 (MR2) and Ice Cream Sandwich (4.0)
  • Other Features:
  • MonoDevelop: Upgraded to MonoDevelop 2.8.2.
  • Generic Social API added, it supports GameCenter only at the moment and Xbox Live support will be enabled later. Limited dummy functionality runs on unsupported platforms (so code is testable in the Editor for example). Third parties can implement the interface to add support for their implementation on any platform.
  • Physics: Added ConfigurableJoint.swapBodies property to make the joint act as if the two connected Rigidbodies were swapped.
  • AssetPostProcessor can now be versioned. See AssetPostProcessor.GetVersion for details.
  • Asset Server can now be used with Cache Server. Note that this requires committing all assets to the server project after upgrading to 3.5 beta 4 and that the server project will not be usable by older Unity versions after that commit. So remember to back up everything, including the server project.
  • Added Application.StreamingAssetPath which points to the location of the data in the Assets/StreamingAssets folder on all build targets.
  • Added Input.isIMESelected to determine if the user has currently enabled IME conversion mode for keyboard input.
  • All Editor settings files that needs to be versioned has been moved into a ProjectSettings folder.
  • If upgrading an existing project the current settings files will be copied to the new folder.
  • If you are using version control you should upgrade your project by opening it in the editor and then your should remove the old settings files from version control and simply add the ProjectSettings folder.
  • Conclusion: All you need to add to version control from 3.5 beta3 is your Assets folder and ProjectSettings folder.
  • Improvements:
  • All Project Settings are now in a folder called "ProjectSettings" next to the assets folder. This folder should be added to version control. This means that all assets in the library should be only controlled by Unity and never be under version control.
  • Android: Added AndroidJavaRunnable to automatically marshal script delegates to Java code.
  • Android: Automatically unlock device when running development builds.
  • Android: Pass touch and key events directly to native code when using NativeActivity.
  • Android: Removed delay when returning to an application, stemming from an unnecessary recreation of the GL context.
  • Android: Store the keystore file relative to the project path.
  • Audio: Changing mixer's sample rate and buffer sizes from script now possible.
  • Audio: Cross domain security check for AudioClip::GetData() in webplayers.
  • Audio: Custom DSPs (OnAudioFilterRead) now respect the settings of the attached AudioSource (mute, attenuation curves etc.)
  • Audio: Microphone frequency capabilities now accesible from script and can be used in Record().
  • Audio: Multichannel (>2) OGG files are now encoded and mapped correctly.
  • Audio: New non-blocking waveform render. Higher resolution and nicer lookin'.
  • Boo: pattern matching for lists.
  • Boo: selective import support.
  • Creating a new JavaScript automatically adds #pragma strict by default.
  • Documentation: Clarified docs on ExecuteInEditMode.
  • Documentation: Clarified how WrapMode works when animation clip is playing in reverse.
  • Editor: "Generate Lightmap UVs" fixes regarding mac/win difference. Not there yet, but should be fixed for most. Please reimport meshes and rebake.
  • Editor: A LOD group that was created on import can now be updated in the scene and send these settings back to the importer.
  • Editor: Added "All" and "None" items for active Layer selection menu.
  • Editor: API: Added optional parameter includeChildren to PropertyField to allow creating entire class or array controls with a single function call.
  • Editor: API: Made DrawDefaultInspector work with both LooksLikeInspector and LooksLikeControls.
  • Editor: API: Made PropertyField respect indent level instead of overwriting it with property depth.
  • Editor: Asset Import performance optimizations for large project folder. For example detecting assets to be refreshed is around 10x faster now. Opening an already imported project is around 50x faster.
  • Editor: Audio clips now use the static preview system. This means that audio clips now have a preview in the object picker/browser.
  • Editor: Break prefab menu item added to Game Object menu (Break button was removed from gameobject inspector)
  • Editor: Curve Editor key selection improvement: Always select the topmost key if keys of multiple curves are overlapping.
  • Editor: Debug.DrawLine and Debug.DrawRay now take an optional bool that can disable depth testing.
  • Editor: Ensure terrain brush settings are not reset when selecting a different object or when entering or exiting Play mode.
  • Editor: EnumPopup element strings are now "nicified".
  • Editor: Even more fixes to "Generate Lightmap UVs" to make it generate same UVs across Mac/Win.
  • Editor: Fixed various project import issues where a crash of Unity could lead to a full project reimport in some cases.
  • Editor: Implement EditorGUI functions BeginChangeCheck, EndChangeCheck, BeginDisabledGroup, EndDisabledGroup as more high-level alternative to setting GUI.changed and GUI.enabled directly.
  • Editor: Import settings are now shown at the top in the Inspector and the imported result below (when relevant).
  • Editor: Improve feedback to the UI about which color space is active.
  • Editor: Lightmapping Window, Occlusion Window, and Navigation Window now have type based scene filters for quick picking of relevant objects.
  • Editor: Made intValue property in SerializedProperty API work for LayerMask type.
  • Editor: Make inspector display of large Asian fonts with kerning information fast, and show progress bar for import.
  • Editor: Miscellaneous LOD group editor improvements.
  • Editor: More precise rectangle selection of meshes
  • Editor: New EditorGUIUtility.isProSkin property.
  • Editor: Objects can now be tagged seperately as occluders and occludees
  • Editor: Optimized performance of changing parenting in the hierarchy window
  • Editor: Polished Import/Export package dialogs a bit.
  • Editor: Prefabs now have a "break prefab" button that can disconnect the prefab from the prefab instance
  • Editor: Scene View FPS motion is a bit slower by default, and has acceleration for when you want to go far.
  • Editor: Show warning about precision errors in Transform inspector if world position exceeds 100.000 in any axis.
  • Editor: The Navigation window now lets you change the Navigation Static flag of selected game objects.
  • Editor: Transform gizmo now has planar sliders.
  • Editor: Undo / Redo now works as expected when enabling and disabling components.
  • Editor: Unity can import meshes with vertex count larger than 65000. Instead of aborting import it will split the mesh into parts each containing less than 65000 vertices.
  • Editor: Upgraded FBX SDK to 2012.2.
  • Editor: When changing numbers using sliders, do context sensitive rounding. The rounding will leave exactly enough decimals to represent the change resulting from moving the slider one pixel. If more decimals are typed in manually, they will not be lost (within the limitations of floating point numbers).
  • Editor: When selecting objects of different types, the Inspector will now help narrowing down the selection to objects of only one type.
  • Editor: You can now set a default font color via the font importer.
  • GameObject can now use OffMeshLinkGeneration static flag to enable automatic JumpLink and DropLinks only on specific objects
  • Graphics: Extended the maximum number of shader keywords from 32 to 64.
  • Graphics: For each shader compilation error show the keywords that were used.
  • Graphics: MaterialPropertyBlock can now have an unlimited number of properties.
  • iOS: added Caching.SetNoBackupFlag and Caching.ResetNoBackupFlag to set "No Backup" flag on cache.
  • iOS: added iPhone.SetNoBackupFlag and iPhone.ResetNoBackupFlag to set "No Backup" flag
  • iOS: Caching now set no-backup flag by default on newly added objects.
  • Lightmapping: Exposed the padding property that controls texel spacing between bake instances.
  • Lightmapping: Improved mipmap generation for lightmaps - the space between bake instances is filled with colors coming from those bake instances when going down and up the mip chain. The lighting in smaller mip levels is more accurate and preserves the overall feel of the lightmap better. Please rebake the lightmaps to get the benefit.
  • Mac OS X Standalone: Added a "close" button to the player window.
  • MonoDevelop (Unityscript/Boo): Added limited jump to definition support.
  • Occlusion culling baking now doesn't run out of memory.
  • Occlusion culling now works correctly with shadows and is much faster. All occlusion culling modes should work as expected now across all platforms.
  • Offmeshlinks now have per offmesh link overridable cost
  • Player: Pre-load asset dependencies when doing Resources.Load/LoadAll to avoid hiccups during runtime.
  • Profiler: Added API to enable binary filedump of profiling data, and API to read it back in the Editor
  • Reduced memory usage when importing large project folders.
  • Scripting: Added Handheld.use32bitDisplayBuffer to change Display buffer bit-depth at runtime.
  • Scripting: Added WWW.textureNonReadable to mark as non-readable after download.
  • SkinnedMeshes can now be marked as occluders and occludees
  • Static batch mesh generation (Part of the build process and editor play mode) is now a lot faster.
  • Support copying files from Assets/StreamingAssets for Win/Mac standalone players.
  • Unityscript/Boo: Better linq (and extension method support) in general: 'import System.Linq;' is enough now.
  • Unityscript/Boo: Optimized multidimensional array operations (up to 100X in some cases).
  • Unityscript: Warn when bitwise operators are used with boolean operands to suggest the shortcircuiting boolean operators.
  • When baking occlusion culling with transparent objects marked as occluders a warning is now given telling you which objects are marked static incorrectly.
  • When imported assets are dirtied because a script modifies the imported asset it will no longer cause the asset to be reimported. Instead it will unload the asset and reloadk from disk as soon as nothing is referencing the asset anymore. This fixes an issue where a lot of assets would get reimported when shutting down Unity after entering playmode depending on what the scripts did.
  • Windows: Connected joysticks are detected at runtime.
  • Fixes:
  • Android: Texture2D.EncodeToPNG() / Application.CaptureScreenshot() produced broken images.
  • Android: Calling Application.Quit from OnApplicationPause() had unexpected consequences.
  • Android: Calling Network.TestConnection() caused the application to crash.
  • Android: Calling Time. from OnApplicationPause() could cause application to hang.
  • Android: Calling game scripts from the Java UI thread could cause a crash on rare occasions.
  • Android: Fixed a GLES 2.0 rendering problem specific to Broadcom chipsets.
  • Android: Fixed crash on Honeycomb/IceCreamSandwich devices triggered by 'auto-rotation' or any kind of screen rotation.
  • Android: Fixed incorrect handling of Debug.Log in non-development builds - Message is now printed, but callstack parsing is disabled to keep performance up.
  • Android: Fixed video playback when using a local (file://) source.
  • Android: Graphical artifacts in decompressed ETC1 textures have been removed.
  • Android: In the editor resolution/aspect ratio settings, the HTC Legend dimensions were swapped.
  • Android: JDK 7 can now be used without getting a INSTALL_PARSE_FAILED_NO_CERTIFICATES error with signed applications.
  • Android: JNI marshaling null-strings from Java would cause the VM to abort.
  • Android: The basic/pro license was not honored correctly in some places.
  • Android: The saved instance state bundle passed to Activity.onCreate was not forwarded from the Proxy activity.
  • Android: Update AndroidManifest.xml permissions when Application.internetReachability is used - adding ACCESS_NETWORK_STATE fixes the problem with incorrect return value.
  • Android: Using a custom splash during an advanced license trial period could lead to runtime crashes when trial expired.
  • Android: Using a Linux 3.x kernel would cause Unity to hang/crash on multi-core CPUs.
  • Android: WWW calls to a server that redirects from HTTPS to HTTP were failing.
  • Asset Server: Fixed a bug that caused a crash when reverting a project setting to an older version in the Asset Server history view.
  • AssetBundles: Fix AssetBundle.mainAsset loading all dependencies of the mainAsset.
  • AssetImport: Fixed crash when selecting asset with name including ".."
  • AssetStore: Fixed crash when exiting Unity or switching projects while the Asset Store window was loading a page.
  • Audio/Video: Pause audio when video is done in the inspector.
  • Audio: 'Decompress On Load'/'Compressed in memory' option not shown for uncompressed audio.
  • Audio: Don't show BPS for MPEG files.
  • Audio: Fix custom rolloff curves
  • Audio: Fixed 32 bit filtering.
  • Audio: libVorbis updated to the latest version.
  • Audio: Lowpass filter inspector fixed
  • Audio: Reset on filters and reverb zones now works.
  • Audio: Size in inspector now correct for all platforms and audio types.
  • Audio: Support for compression of 32bit input files.
  • Debugger: Fixed abort with reentrant evaluation.
  • Debugger: Fixed crash with nullable evaluation.
  • Debugger: Fixed debugger crash when debugging in the editor.
  • Editor: After moving or renaming the current open scene, saving will now save into the new location rather than the old.
  • Editor: Curve Editor now correclty reverts and resets any change when dragging and Esc is pressed.
  • Editor: Dark skin component checkboxes no longer twitch.
  • Editor: Dark skin's object picker tweaks.
  • Editor: ESC to cancel searching is more robust.
  • Editor: Fix animated GUI groups breaking and giving errors after a window has been re-docked.
  • Editor: Fix color picker incorrectly initializing alpha to 255 if original color is (0,0,0,0).
  • Editor: Fix dragging textures to apply in Scene View sometimes showing errors and displaying progress bar that never closes.
  • Editor: Fix Esc not clearing search field on Mac in Object Picker.
  • Editor: Fix GameObject static dropdown not marking "Nothing" as selected when no flags were selected.
  • Editor: Fix handling of unicode characters in scripts. Scripts should have utf-8 encoding.
  • Editor: Fix many Handle controls not respecting Handles.matrix.
  • Editor: Fix mouse cursor sometimes flickering garbage on Windows.
  • Editor: Fix not being able to assign characters like ' , . / ` ] [ = as editor shortcuts on Windows.
  • Editor: Fix null reference exception in project pane when displaying filtered results that return no hits and pressing up arrow key.
  • Editor: Fix null reference exception when dragging sub-asset to the root of Project View.
  • Editor: Fix Object Picker not focusing search field when being opened.
  • Editor: Fix opening editor preferences when no inspector is open.
  • Editor: Fix precision loss when viewing or editing large integers in the GUI.
  • Editor: Fix repaint issue that made the Editor on Windows seem to have poor performance when mouse dragging gui components or scene view handles.
  • Editor: Fix SceneView not resetting Handles.matrix if it was changed in an OnSceneGUI callback.
  • Editor: Fixed a bug where lists of enums were not editable in the inspector
  • Editor: Fixed Animation View leaking materials when saving the while animation edit mode is active.
  • Editor: Fixed assert "vertexCount > 60000" when using colliders with polygon count over 10000.
  • Editor: Fixed crash when resizing arrays in the inspector.
  • Editor: Fixed crash when trying to import mesh, which contains polygons, which have less than 3 vertices.
  • Editor: Fixed drop-down menus on Windows so they no longer overlap with the GUI control.
  • Editor: Fixed material import from COLLADA files.
  • Editor: Fixed memory problem when committing a lot of assets in the Asset Server window.
  • Editor: Fixed null ref when exporting a package
  • Editor: Fixed out of memory crash when importing huge cube maps.
  • Editor: Fixed problem setting custom fields in webtemplates (they'd disappear as soon as focus left the field)
  • Editor: Fixed regression where import mode for normals and tangents on models where ignored, when upgrading from 3.4 to 3.5
  • Editor: Fixed reversing of triangle culling in some imported models (that used to happen in some very special cases).
  • Editor: Fixed some situations where the scene view mode could get stuck.
  • Editor: Fixed texture detection for imported materials when FBX contains mixed slashes in texture file paths.
  • Editor: Fixed Warning when saving a scene to a new folder created from the Save dialog.
  • Editor: Focusing on a particle system will now respect the bounds of the system properly.
  • Editor: GetMiniThumbnail returns proper icons for DefaultAssets.
  • Editor: Icons for unknown asset types are now cached, prevents out-of-memory crash if there are a lot of unknown assets in a project.
  • Editor: Improved interaction with Visual Studio 2010.
  • Editor: Installer on Windows now has a large icon.
  • Editor: Made 3DS file loader more robust - Unity handles invalid files better now.
  • Editor: Make ProceduralTextureInspector and ProceduralMaterialInspector partially support multi-object editing (multi-editing procedural properties is not supported).
  • Editor: Make ProceduralTextureInspector repaint until not regenerating anymore.
  • Editor: Make sure EditorGUI controls respect indent level consistently and fix some rarely used overloads that ignored some of the given parameters.
  • Editor: Multiple project windows don't share search string.
  • Editor: No longer get white 1-px outlines on OSX Lion.
  • Editor: On OSX don't allow saving files with special characters in save file dialogs.
  • Editor: On OSX don't make "error" sounds when navigating object browser using keyboard.
  • Editor: On Windows, don't open new explorer window every time the player is build.
  • Editor: Resolve intermittent hangs.
  • Editor: Scene View controls no longer freezes when using left mouse button on scene view handles while right mouse button is pressed down.
  • Editor: Setting TextureImporter.textureType now sets all the required properties.
  • Editor: Use significantly less memory in most cases when generating a cubemap from a very high-resolution source image to make out-of-memory crashes less likely.
  • Editor: Windows Editor menus support Unicode characters.
  • Editor: You can now slide values with sliders by dragging the label (same as float fields)
  • Execution order for prefabs is now 100% consistent. It works exactly the same as having non-prefab objects. (Removes superfluos OnDisable / OnEnable calls)
  • Fixed a synchronization issue between Renderthread and GPU. This has fixed the stuttering and reduced the input lag.
  • Fixed an issue that caused the editor to freeze if left in the background with the profiler open.
  • Fixed AsyncOperation.progress to properly indicate loading progress.
  • Fixed font kerning when using GUIStyle.fontSize.
  • Fixed path names for Cache and Application.persistentDataPath not to be garbled up. If old path names are present, they will still be used.
  • Graphics: Beast will no longer fail bakes on OSX if Unity installation path contains non-alphanumerical symbols.
  • Graphics: Beast will no longer fail bakes that contain degenerate meshes, like bushes composed completely of billboarded leaves.
  • Graphics: Compute correct tangents for non-uniformly scaled static meshes.
  • Graphics: Enforce linear lighting status on hardware that does not support it.
  • Graphics: Fixed broken values for builtin arrays when only 0th element was used (e.g. unity_LightPosition[0])
  • Graphics: Fixed issue related to deferred rendering when no lights are present and you are using HDR.
  • Graphics: Fixed Particles/Alpha Blend shader turning black when in Fog.
  • Graphics: Fixed pow() sometimes being mis-compiled for Direct3D 9.
  • Graphics: Fixed Preview lighting on uniformly scaled meshes in GameObjects.
  • Graphics: Fixed shadow caster culling for asymmetric view frustums.
  • Graphics: Fixes and improvements to HLSL->GLSL translator and GLSL Optimizer.
  • Graphics: Flares without a texture assigned don't crash the editor anymore.
  • Graphics: Texture2D.Compress prints proper error message when texture is not marked as readable (previously was silently filling texture with garbage when not in editor).
  • iOS: Fixed appending of Xcode project when automatic native plugin inclusion is used.
  • iOS: Fixed Editor freeze when Remote Profiler is connecting to iPhone running iOS 5.0.
  • iOS: Fixed horizontal splash screen image pre-rotation to vertical orientation.
  • iOS: Fixed iAd banner location on retina device.
  • iOS: Fixed Mathf.Approximately and other math routines operating on de-normalized small numbers.
  • iOS: Fixed numerous iOS5 related problems (GL errors, keyboard, etc.).
  • iOS: Fixed Remote Profiler support.
  • iOS: Fixed simulator build when project has native plugins.
  • iOS: Fixed small memory leak.
  • iOS: Fixed some scary warnings in Xcode debugger console.
  • iOS: Fixed splashscreen pre-rotation when autorotation is enabled.
  • iOS: Fixed WebCamTexture.GetPixels
  • iOS: icon-iPad.png renamed to icon-72.png.
  • iOS: SystemInfo.systemMemorySize returns correct memory size, SystemInfo.graphicsMemorySize is now estimated based on total memory size
  • iOS: SystemLanguage handling overhaul - now region is correctly recognized (e.g. British English will result in English instead of Unknown)
  • Javascript: Fixed bug that would case a for loop not to reuse an already declared variable.
  • Javascript: Fixed multidimensional array of struct operations.
  • Javascript: Script attributes can now appear before 'import' statements.
  • Lightmapping: "Use in forward rend." is only respected in Dual Lightmaps mode as the GUI suggests.
  • Lightmapping: Fixed clearing lightmaps -- it resets lightmap index, tiling and offset on all renderers.
  • Lightmapping: Made light be culled below horizon for specular bounces when shadows are disabled. Fixes a case where a face pointing away from light would bounce light in that direction.
  • Mac OS X Editor: Properly recognize user setting to launch Editor in a specific Space/Desktop.
  • Mac OS X Standalone: Fixed mouse down events being reported for clicks on window title bar.
  • Mac OS X Web Player: Fixed a crash in Firefox 6 when loading Unity content in a background tab.
  • Mac OS X Web Player: Fixed a crash in Firefox 7 when resizing Unity content.
  • Mac OS X Web Player: Fixed scroll wheel events in full-screen mode in CoreAnimation plugin.
  • Mac OS X Web Player: IME input is now recognized in the OS X WebPlayer.
  • Mac OS X Web Player: Input.inputString will correctly contain backspace and delete characters.
  • Mac OS X Web Player: Make mouse input handling more robust. Fixes Magic Trackpad support in Safari 5.1.
  • Mac OS X: Fix input from some gamepad hat switches.
  • Mac OS X: Fixed distinguishing between left and right modifier keys in the Input class.
  • Mac OS X: SystemInfo now returns actual device information.
  • Mac Web Player: Fix different rendering issues when using image effects.
  • Make Assembly.Location return actual location of the assembly and not "data-09340sdf9gsd0fg".
  • Make FindObjectsOfType not return Cubemaps when searching for Texture2D.
  • MonoDevelop: Fix unhandled exception when attaching debugger.
  • MonoDevelop: More robust script encoding detection.
  • NavMesh: Expose stopping distance in NavMeshAgent inspector
  • NavMesh: Fix for Terrains ignoring NavMeshLayer setting when baking NavMesh.
  • Navmesh: Handle odd number of negative scale values on geometry transforms: reverses winding before culling.
  • NavMesh: Use shortest distance to polygon in cost calculation instead of midpoint - fixes problem with shortest paths over long polygon edges.
  • Networking: Fixed case where NetworkView state synchronization was not relayed properly through a proxy connection.
  • Networking: Fixed cases where connection tester failed to return a result.
  • Networking: Fixed crash when reading NetworkPlayer.guid when networking was not initialized.
  • Networking: Fixed possible crash when reading NetworkMessageInfo.networkView inside OnNetworkInstantiate.
  • Physics: Collider.bounds will now alway return empty bounds for disabled colliders (before it was inconsistent by collider type).
  • Physics: Fixed behavior of rotated capsule colliders when continuous collision detection is used.
  • Physics: Fixed CCD not working in first level of a game.
  • Physics: Fixed crash when disabling a CharacterController inside a CharacterController callback.
  • Physics: Fixed slow duplicate creation of colliders when using GameObject.SetActiveRecursively().
  • Physics: Physics contact count is now correctly reported in the Profiler, and will not appear to increment indefinitely.
  • Physics: Removed "Solver rigidbodies" field in physics profiler, as it did not do anything.
  • Profiler: GPU profiler now shows better info on image effects
  • Profiler: More reliable player connection discovery
  • Script: Fixed crash when reparenting GameObjects durring Scene Destroy
  • We no longer get send multiple mousedown / mouse up while hovering over an object
  • WebPlayer and Standalone: Return correct Event.delta value on Windows.
  • WebPlayer: Fix memory leak on windows when unloading.
  • WebPlayer: Reduce visual artifacts produced when WebPlayer size is changed on Windows.
  • Windows 64-bit standalone: Fixed setting executable icon.
  • Windows Editor: Fix skinned meshes disappearing temporarily when returning from sleep mode or from locking computer.
  • Windows Web Player: Fix occasionally corrupted graphics when locking computer or switching resolution during loading.
  • Windows: Focus is not lost when Web Player enters or exits fullscreen mode.
  • Windows: Joystick 0 now returns correct cumulative axes values.
  • Changes:
  • Added KeyCode enum values for Joystick 4.
  • Android: Attached names to the native threads for easier debugging.
  • Android: Changed labeling Force SD-Card Permission to Force External Storage Permission.
  • Android: Development builds now have extended logging also from the Java side.
  • Android: Editor requires API level 14 to build Android applications. It is still possible to target earlier platforms.
  • Android: Force debug.checkjni property when launching development builds (to prevent incorrect JNI calls from plugins).
  • Android: Keep the LVL code from outputting errors if it's not used anyway.
  • Android: Restructured parts of the Java code found in classes.jar.
  • Android: The Emulator device filter was removed, as the Android Virtual Device (with SDK-r14) now supports ARMv6/ARMv7 binaries.
  • Android: The splash image is now decoded as 32bit texture (rather than 16bit).
  • Android: The Texture Compression Override option in the Build Settings menu has been changed to affect all textures using a compressed texture format.
  • Android: To save memory when streaming AssetBundles, the number of compressed buffers in flight has been reduced.
  • Android: Traded some temporary memory (240KB, in the scene loader) for an on-average massive load speedup with projects having really bad load times.
  • Disabled Version Control integration.
  • Editor API: Added optional saveAsCopy parameter to EditorApplication.SaveScene to allow saving the scene without changing what is the current scene.
  • Editor: Asset Path names starting with a space character are now no longer allowed.
  • Editor: Migrated direct Blender to Unity import from Blender 2.56 to Blender 2.58. Implemented support for Blender 2.59 as well.
  • Editor: OnSceneGUI is now called on all selected objects with custom editors. Not only editors visible in the inspector.
  • Editor: Removed option for making Editor attachable by MonoDevelop debugger. (It is now always attachable)
  • Editor: The Editor will no longer allow creation or import of Assets with file names which are not legal on either windows or OS X.
  • Editor: Undo while dragging never worked correctly and is now disabled. Note: Most dragging operations allow you to press Esc to cancel, which can be used instead.
  • iOS: Added 5.0 SDK selection in PlayerSettings.
  • iOS: Added iPhone4S generation for iPhone.generation.
  • iOS: Added warning when compressed texture is used as icon or splash screen.
  • iOS: Changing target devices does not require to overwrite Xcode project anymore.
  • iOS: Screen.dpi implemented.
  • Mac OS X Standalone: Moved Cache file location to ~/Library/Caches/bundleID for Mac App Store compliance.
  • Mac OS X: Use OS events for more reliable mouse wheel input. Should now work with all devices which work with the OS, but only work when mouse cursor is over the window.
  • Removed support for OS X Dashboard builds.
  • Removed support for OS X PowerPC builds.
  • Removed support for Unitron and UniSciTE.
  • Stripping: Now 3rd party dlls aren't treated as managed code stripping roots. Improves build size, but might require extra care with libraries that use reflection and generics a lot.
  • Windows Web Player: if no graphics drivers are installed at all, Unity will not try to run the game using the really bad Windows' OpenGL 1.1 renderer; an error message will be displayed to the user instead.
  • WWW: charset property is now honored by the WWW.text attribute.
  • WWW: Made HTTP errors be reported in www.error string.
  • WWW: Made HTTP headers be set appropriately even when errors occur. Added the HTTP status code to the header list under the "STATUS" key.

New in Unity 3.4.2 (Nov 3, 2011)

  • Editor:
  • Fixed crash when editing audio source.
  • Android:
  • Fixed corrupted splash image on Icecream-Sandwich.
  • Allow audio playback only when application is focused (prevents audio on the unlock screen).
  • Made sure the on-device-profiler only uses active network interfaces.
  • Fixed an issue where mscorlib.dll could not be found.
  • iOS:
  • Fixed random crashes when building with Xcode 4.2 (iOS SDK 5.0).
  • Fixed crash with auto-rotation on iOS 5.
  • Disabled workaround for ipad2 driver bug with msaa+colormask+blend when running on iOS 5 (was fixed by Apple).
  • Made Cache Path for AssetBundles be compatible with new Apple Guidelines: /Library/Caches instead of /Documents.
  • Monodevelop:
  • Fixed compilation issues of Javascript.

New in Unity 3.4.0 (Jul 27, 2011)

  • Features:
  • Allegorithmic Substance Integration:
  • Native support for Allegorithmic procedural Substance materials.
  • Tweak and change exposed substance parameters right inside of Unity.
  • Change substance parameters at runtime on PC and Mac.
  • Gain major file size savings due to the compactness of procedural textures on PC and Mac.
  • Bake substances into regular textures and materials on mobile platforms.
  • Gizmo and Icon Management:
  • Scene View icons for game objects and script assets can now easily be assigned by using the new Icon Selector opened by clicking on the icon in the Inspector.
  • Rendering of gizmos and icons can now be controlled using the new 'Gizmos' drop-down window found in the toolbar of the Scene View and the Game View.
  • Toggling of gizmos is linked to the collapsed or expanded state of the corresponding components, making it simple to only see the gizmos you need.
  • Support for setting a world size to render all icons with makes it simple to only see nearby icons.
  • Scripting Execution Order
  • Unity now gives you explicit control over the execution order in your scripts. Awake, OnEnable and Update calls are sorted by execution order. Execution order can be defined on a ‘per script’ basis in an easy-to-understand dialog.
  • Downloadable content with caching for complete scenes and asset bundles
  • Caching now works on all platforms. PC/Mac Standalone players and iOS/Android players have access to a 4 GiB dedicated cache for each application. The webplayer has a 50mb shared cache. A larger application-specific WebPlayer cache can be acquired from Unity Technologies. Caching of course greatly improves loading time not only due to the removed download, but also because the cached files are stored already decompressed on disk. Using the caching feature also greatly reduces memory usage since Unity doens't need to keep any additional data in memory. It is strongly recommended that you always use the caching API for large assets.
  • A new function BuildPipeline.BuildStreamedSceneAssetBundle makes it easy to create entire scenes and their dependencies into an asset bundle and download them on demand.
  • Downloading and streaming with the WWW class uses way less memory now. Especially significant when loading from disc using the file:// protocol. You can now load much bigger AssetBundles from disc without running out of memory.
  • Editor:
  • Debug.DrawLine and Debug.DrawRay now has an optional parameter to control the duration of time a debug line should be rendered.
  • New mouse event for MonoBehaviour: OnMouseUpAsButton. It is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
  • New interface for ObjectField that controls if scene objects should be assignable to the object field or not. Old interface marked as obsolete since it allowed invalid references e.g assets with with references to scene objects.
  • Primitive Colliders can now be modified in Scene View by holding down SHIFT.
  • The preview in the Inspector is now resizable and no longer part of the scroll-view.
  • Shadows:
  • Directional Lights got new shadow projection mode, Stable Fit (default for new projects; change in Quality Settings). Old behaviour is Close Fit. Stable Fit results in slightly lower resolution, but shadow boundaries do not shimmer/wobble when rotating the camera.
  • Much improved shadow caster culling (less draw calls). Better sorting of shadow casters for GPU efficiency.
  • Added Very High shadow resolution option.
  • Skinning:
  • SSE2 optimized skinning for Windows & Intel Macs. Improved multithreaded skinning efficiency on Macs.
  • Shaders:
  • #pragma exclude_renderers/only_renderers can now use "shaderonly" (GLES2.0, 360, PS3 etc.) keyword.
  • tex2Dgrad and tex2Dlod are supported when cross-compiling shaders into GLSL.
  • Ability to access per-vertex light data in all platforms including OpenGL ES 2.0. Use float4 unity_LightPosition[4], unity_LightColor[4], unity_LightAtten[4].
  • Added mobile optimized VertexLit and Unlit shaders.
  • Image Effects & Water:
  • There’s a big upgrade to image effects & water. Both have been optimized for performance and, at the same time, visual quality has been improved. They’re also easier to tweak for artists.
  • Graphics:
  • Deferred Lighting is able to use Occlusion Culling to cull invisible Point & Spot lights.
  • Explicit control over VBlank Sync Count allows for more stable framerates. Quality Settings - Framesync flags: 'VBlank Sync Count' can now be set to 'Don't Sync' 'Every VBlank' or 'Every Second VBlank'
  • Faster Point & Spot light rendering in Deferred Lighting (draws a more compact light shape).
  • Optimized light culling in Forward rendering.
  • Optimized per-vertex lighting in GLES 2.0 when fixed function shaders are used.
  • Added Shader.WarmupAllShaders() to help reduce shader loading related hiccups.
  • Added support for precomputed bounding volumes for Skinned Mesh Renderer and the animation component. This improves performance and lets you better cull animations & skinned meshes with minimal CPU overhead.
  • iOS:
  • Added Terrain support for iOS.
  • Added Gyroscope support.
  • EAGLView wrapped into UIViewController / iOS native style of autorotation. Also added non-animated autorotation path. Corresponding option added to PlayerSettings.
  • Added explicit null check option to the AOT code output, which should produce NullReference exceptions without causing SIGABRT in Xcode. Enabled when development player is selected and script debugging enabled.
  • Improved automatic plugin inclusion for iOS. Now main.mm / AppController.mm could be substituted by the one supplied in Plugins/iOS.
  • Mobile Quality Settings default to "Simple".
  • Improved iOS project postprocessing performance. Runtime libs could be symlinked by checking appropriate option in Build Settings panel.
  • Parallel AOT cross compilation for faster game build times.
  • iOS SDK selection defaults to "latest".
  • Android:
  • Terrains are now available on Android.
  • The new Texture Compression override enables developers to target devices with support for specific GL texture-compression formats. With the new Multiple APK Support in the Android Market it helps to cut the distribution size of the application.
  • Android now supports AssetBundles built with BuildAdditionalStreamedScenes, to help minimize distribution size and enable streaming of new content from the web.
  • The mesh animation skinning algorithm now uses multi-threaded processing to harness some of the power of the multi-core CPUs available in new Android devices.
  • Because a number of critical issues were fixed in this version, we encourage everyone to republish any applications built with previous releases.
  • Unity Xbox 360, PS3 and Wii release in parallel:
  • All console versions are now released at same time as 3.4. Projects can easily be moved between all platforms.
  • Rochard, our first PS3 game, has succesfully completed the Sony Submission process.
  • Our first Xbox 360 game has succesfully passed pre-cert. And will soon go through Submission 1.
  • First Wii game powered by Unity 3.4 is about to go through lotcheck.
  • Editor
  • Improvements:
  • You can now drag any GameObject into the project view to create a prefab with minimal hassle.
  • Faster Play/Stop times on scenes with many prefabs.
  • The Object Picker can now show individual previews for sub-assets, such as the individual meshes in a model asset.
  • MonoDevelop is now the default script editor.
  • Optimized PVRTC decompressor; scenes/textures will load much faster when in iOS mode.
  • Launch VS using the C#-only solution by default.
  • Primitive Collider handles are now only shown when pressing Shift.
  • Show recommended shader help text in Material Inspector.
  • Implemented field for editing Bounds in the inspector.
  • Implemented editing of Bounds for Animation and SkinnedMeshRenderer components in the Inspector and Scene view.
  • Improved VisualStudio/MonoDevelop solution synchronization performance.
  • Added depth buffer bits field to RenderTexture inspector.
  • GenericMenu has been documented and should be used for custom context menus.
  • Tools class have been exposed so you can better make custom editors.
  • Fixes:
  • Moving and deleting keyframes from the timeline now works with undo.
  • Trail Renderers now always have the handle placed at the origin so they don't jump around as the game object is dragged in the scene view.
  • Surface snapping now correctly ignores colliders that are set to triggers.
  • Vertex snapping of objects dragged into sceneview now works.
  • Vertex snapping of sub-objects fixed.
  • Painting terrain heights and dragging outside the sceneview no longer leaves the terrain in a weird state.
  • Light inspector now correctly hides soft shadow options when they don't apply to the light.
  • Camera gizmo and preview is now based on Game View aspect ratio instead of Scene View aspect ratio.
  • On Windows right mouse clicking the Game View tab now shows the context menu.
  • Closing tabs with middle mouse button is now closes the correct tab.
  • Cursor is no longer allowed to be locked when pausing before pressing play i.e. the cursor is forced visible (same behavior as when pressing pause during play).
  • Maximize on Play no longer cancels Screen.lockCursor.
  • When loading a project the directory structure is now validated.
  • Improved progress indication during building to other platforms.
  • Uninstalling editor will now clean up the install folder correctly.
  • Toggling pro skin no longer resets the script editor.
  • Lightcookie textures are no longer marked as dirty during rendering (case 389444).
  • The material preview pane now updates when the shader used by the material is recompiled.
  • Animation View: Fix issue with different properties sometimes inappropriately sharing the same curve state.
  • Fixed crash when importing an empty shader file.
  • Pass the solution file and line numbers to the default MonoDevelop installation.
  • Fixed problem executing the PostprocessBuildPlayer script on Macs when executable bit was not set.
  • Fixed crash when dragging a Prefab into Scene View.
  • Fixed Input.mousePosition reporting wrong coordinates after a pause and lost focus of Unity Editor.
  • Asset Server now detects changes to script icons.
  • Removed .asset extension from AnnotationManager.asset in the Library folder.
  • Fix cropping of TextAsset.bytes when data contains leading null values
  • Fixed a crash bug when deleting keyframes in the Animation view.
  • Improved synchronisation of Visual Studio projects.
  • Fixed Material Inspector sometimes displaying a wrong name for a shader.
  • Yield on WaitForEndOfFrame works in batch mode.
  • Fixed NullRef in AudioSource/LPF Curve inspector.
  • Mac Editor: fixed memory error message in console when using the color picker.
  • Mac Editor: fixed crash on Mac OS X 10.7 Lion when using the color picker.
  • Fixed indentation issues in Vector3, Vector4 and Rect fields.
  • Project/Hierarchy search field no longer eats first character if it had all text selected in some cases.
  • Fixed debug logs not getting cleared with Clear On Play enabled when logs were created in edit mode.
  • Fixed some fixed function shaders not displaying correctly in OpenGL ES 1.1 emulation (on Windows).
  • Disabled colliders now use a dimmed color for their gizmos.
  • It is now possible to close a maximized EditorWindow from script.
  • Do not allow to select target iOS version lower than 3.1.3 if iPad or iPad + iPhone device target is selected in player settings.
  • Texture2D.PackTextures force padding on right and tops of each texture element.
  • Do not upgrade a 2.6 project twice in cases when scripts would have to be patched during the upgrade.
  • When generating unique asset paths, don't add a space before the number if the asset is a script.
  • When a corrupted scene with invalid prefabs is detected they will now be cleaned up when saving the scene.
  • Fixed various issues with Image Effects when switching platforms or graphics emulation settings.
  • Fixed regression when renaming assets causing them to be reimported when quiting. Assets are now reimported immediately after renaming (case 409155).
  • Fixed a rare bug where complex chains of shaders with fallbacks are treated as unsupported when switching platforms in the editor.
  • Added Tooltip to the GameObject class.
  • Fix crash when switching target to Wii or Xbox in the Build Settings menu.
  • Fix crash when debugging and evaluating an expression that triggers a null reference exception.
  • Fix intermittent exceptions when launching Visual Studio.
  • Scene view icons are no longer affected by editor quality settings (blurred at low quality).
  • Graphics:
  • Improvements:
  • Anti-aliasing choices now are None, 2x, 4x, 8x (new). Removed 6x and 16x since no GPUs support them.
  • Fixed Camera.RenderToCubemap rendering skybox wrong (unless the camera incidentally had 90 FOV and 1:1 aspect set).
  • Fixed error messages when spotlighs with very small range were used.
  • Better prevention of "out of video memory" situations with crazy high resolutions + MSAA levels. For example, fixes some cases when using 8xMSAA on 2560x1440 screen.
  • Prevent scripts from setting invalid Particle values (Min/Max Size, Min/Max Energy, Min/Max Emission on Emitter; UV Animation on Renderer).
  • Fixed Particle Renderer UV Animation not being updated when changing it from a script.
  • Fixed Particle Renderer sometimes using wrong UV Animation frame when spawning a particle.
  • Per-layer culling distances are properly handled for shadow casters of non-directional lights.
  • Added information for more GPUs to SystemInfo.graphicsPixelFillrate.
  • Fixed Application.CaptureScreenshot() grabbing parts of Game View UI on Windows.
  • Mesh Compression setting was wrongly displayed in the Mesh Inspector.
  • Realtime shadows over single lightmaps no longer incorrectly darken lightmaps brighter than 2.
  • When creating RenderTexture from script it is no longer needed to set isPowerOfTwo; it will be set automatically based on RenderTexture size.
  • Implemented AnimationState.RemoveMixingTransform function.
  • Shadows:
  • Tweaked shadow related default quality settings.
  • Shadow Projection is now chosen in Quality Settings (no longer in the Light component).
  • Shaders:
  • Fixed D3D9 Debug Runtime validation failures on some shaders.
  • Fixed some bugs in Cg to GLSL cross-compiler.
  • Multiple objects using a shader with GrabPass can share the same texture, see GrabPass docs.
  • Added ComputeGrabScreenPos helper function to UnityCG.cginc, for use in shaders with GrabPass.
  • Added Mobile optimized Diffuse, Bumped, VertexLit (only directional lights), Unlit Lightmap shaders.
  • Lightmaps:
  • Clearing lightmaps properly resets lightmap tiling/offset on objects, making them batchable again.
  • Fixed for shaders that do not have _Color property (like some Mobile shaders).
  • Fixes
  • Fixed VRAM amount detection on some Windows Vista/7 systems.
  • Fixed some built-in matrices (_Object2World etc.) only working in vertex shaders.
  • Fixed camera.RenderToCubemap not working when using deferred lighting (now falls back to forward).
  • Texture scale and translate (name_ST) properties now work properly even when material's texture is not actually sampled in the shader.
  • Fixed Flares sometimes using wrong UVs in OpenGL ES 2.0.
  • Dynamic batching on normal mapped objects was incorrectly disabled on Direct3D9 (it's still disabled on OpenGL due to driver bugs).
  • Worked around driver performance issue in latest MacBook Pros (with Radeon HD 6xxx) caused by batching.
  • Fixed dynamic batching ending batch too early.
  • Fixed dynamic batching breaking if GUI.DrawTexture was used.
  • Fixed Spot light shadows from large triangles that are partly behind the light.
  • Fixed crash when creating textures with zero length on one side.
  • Lightmaps:
  • Beast on Mac shouldn't misbehave anymore if objects' transforms contain subnormal floats.
  • Fixed a lot of bugs with mac/win differences in generated texture uv’s for lightmaps. Please reimport your meshes.
  • Fixed bug where baking lightmaps would randomly force reimports of 3D models and dirty prefabs.
  • Animation:
  • Fixed error message when layers and mixing transforms are used.
  • When you use animation splitting in model@animation file all animations will be attached to the model, not just the main animation.
  • Fixed dereferencing of null pointer when list of AnimationClips contains null reference.
  • Standard assets:
  • Added, optimized and improved image effects (e.g. Antialiasing, Fog, TiltShift, Depth of Field).
  • Added Water4 scripts and example prefabs.
  • Water: fixed upside down reflections in scene view and game view (windows) and water mesh normals generation.
  • Image Effects: fixed DLAA corner cases (and added a sharp setting) re-enabled support for additive blending (sun shafts, bloom).
  • Fixed scripts SmoothFollow and ThirdPersonController.
  • Depth of field now using more suitable blend modes.
  • Water got a simpler wave model.
  • Fixes for handhelds:
  • GLES 2.0: specular is disabled when SeparateSpecular is set to Off.
  • GLES 1.1: fixed support for anisotropic filtering.
  • Worked around iPad 2 driver crash on some shaders (mostly ones that involved loops).
  • Fixed overbright specular highlights on iOS with some shaders.
  • Worked around iPad 2 driver crash on some shaders (mostly ones that use Fog).
  • Movies:
  • Time.captureFramerate is respected by movie playback when movie does not have audio.
  • Audio:
  • Fixes:
  • AudioSource attached to a movie texture is no longer reporting false isPlaying.
  • Fixed audio sources referencing wrong clips when reusing cached sounds.
  • Effects now working audio sources, where ignoreListenerVolume is set.
  • WWW.audio now works on iPhone.
  • Fix rare crash when AudioSource.clip was reset in the same frame as the source was played.
  • DSP buffer settings set in 3.3 is now read correctly in 3.4.
  • Bitrate in .meta files are now serialized correctly.
  • Fixed FMOD errors when using AudioSource.PlayOneShot.
  • Unity iOS
  • Improvements:
  • Mesh skinning uses multi-threaded processing.
  • VFP skinning for cases where tangents are needed.
  • Added AOT options field to the player settings. Let's users to pass some additional AOT options, useful for "running out of trampoline" problem.
  • Terrain stripping enabled (if you don't use terrains, some Mono code can be stripped).
  • Implemented Application.systemLanguage.
  • Correctly detect iPad GSM and other devices.
  • Improved autorotation by fixing numerous issues with video playback and keyboard.
  • Trampoline code was refactored for easier reading/changing. Please replace your Xcode projects.
  • Bundle identifiers of pattern XXX.XXX are now allowed.
  • Fixes:
  • Fixed iOS SDK 4.3 App Store submission problems by working around linker bug: added -all_load linker flag and small code hint to the main.mm.
  • Moved Xcode autorun phase after user postprocess script execution. Should improve 3rd party plugin integration experience.
  • Fixed iOS SDK 4.3 warnings about unaligned symbols.
  • Synchronization PlayerPrefs upon LoadLevel prevents very rare circumstances of loosing PlayerPrefs data when application is terminated unexpectedly.
  • Improved AOT build size when debugging is enabled.
  • Prevented GUI.WindowDragState from stripping.
  • Fixed the case when AOT was emitting debugging code when debugging checkbox is checked, but development build is unchecked.
  • Updated cpu-waits-gpu internal profiler counter for iOS 4.3.
  • Fixed VFP 1 bone skinning.
  • Fixed issue with screenshots not working when MSAA is enabled.
  • iPhoneSettings.generation now recognises iPad2.
  • Fixed WWW class memory leak when WWW object is disposed before completing download
  • Added SDK 4.3 selection in player settings.
  • Fixed material shader on iOS looks different from the Editor.
  • Unity projects will be closed in Xcode before updating them, which should fix some Xcode glitches.
  • Fixed AssetBundleCreateRequest stripping problem.
  • Fixed WWW out of memory problem when estimated download size is unknown.
  • Fixed GUIText stripping issue.
  • Fixed corner cases when libraries weren't symlinked properly. For portability reasons Unity runtime library symlink is off by default.
  • Fixed .cpp/.c native automatic plugin inclusion. Experimental support for .xib and .png files added.
  • Fixed WWW.EscapeURL() to escape URLs according to RFC.
  • Fixed issue on iPad2 with MSAA and alpha-blended geometry resulting in wireframe like artefacts. Please see SL-Reference/SL-AdvancedTopics/SL-PlatformDifferences for more thorough description.
  • Fixed iOS project postprocessing for Unity iOS Basic license and autorotation.
  • Fixed internal profiler using old-frame data, fixing negative values by the way.
  • Fixed simulator support for Xcode 4 + SDK 4.3.
  • Fixed WWWForm support.
  • Fixed simulator support for simulators Project Settings->Script Execution Order.
  • Texture2D.SetPixels32/GetPixels32 for much faster pixel operations.
  • Added Caching.MarkAsUsed function. This is used to ensure that some files are not thrown out of the least-recently-used cache if you know that they will be used in the future.
  • Input:
  • Win7 touchscreen input now fully supported.
  • Input.eatKeyPressOnTextFieldFocus added to be able to control input behavior during textfield focus. This is default true from 3.4 and forth. Set this to false to achieve pre 3.4 behavior.
  • Key input (i.e. Input.GetKeyDown) is now suppressed when a textfield is active. This is enabled only content built with 3.4 and later. To query key input during an active textfield, use Event.current in OnGUI.
  • Fixed support for mouse deltas from Apple's Magic Trackpad.
  • MonoDevelop:
  • Scripting projects are now built the same way that Unity builds them.
  • Now compiles Boo and UnityScript.
  • Profiling:
  • Intel GPA 4.0 Platform Analyzer profiler is supported for Windows Standalone Players.
  • Javascript improvements:
  • Allow characters in #pragma lines.
  • Array.slice(startIndex) must return all elements starting from startIndex.
  • Array.slice accepts negative indexes counting from the end of the array: [1, 2, 3, 4].slice(-2) // => [3, 4]
  • Proper support for do-while loops
  • Proper support for generic dictionaries of functions:
  • var dict = new Dictionary.();
  • dict["foo"] = function() print("foo");
  • dict["foo"](); // prints foo
  • Importers:
  • Implemented 3 minute timeout for 3DStudio Max FBX conversion.
  • Only show import settings on root asset. Showing them on every sub-asset could lead to the false impression that every sub-asset can have individual import settings.
  • Other improvements:
  • Removed tray icon for Windows Standalones when in batchmode allowing apps to run as a service.
  • Removed option 'Always Show Watermark' from the Player Settings.
  • Other Fixes:
  • Web player:
  • Fix several cases that caused crash in rare occasions and improve error handling in general.
  • Fix issue that prevented Web Player from working in closed networks.
  • Fix issue that prevented auto update from working for non-administartor users on Mac OS X.
  • Prevent cursor from vanishing in fullscreen mode when cursor trail is enabled.
  • Prevent cursor from vanishing when another game is running on a different browser tab.
  • Stabilized web player framerates.
  • Web player now behaves correctly when resizing window in Firefox4.
  • Removed 16 kilobyte limit for Application.ExternalCall() and ExternalEval().
  • Chrome, Safari and FF4 on Mac OS X now registers keypresses on input string.
  • Input.GetAxis() returns correct value when focus is restored.
  • Fixed an occasional crash when switching to fullscreen on Mac OS X.
  • Fixed audio pausing in the background in Dashboard on Mac OS X.
  • Networking:
  • Fixed error when reading 32bit Network View IDs, huge amounts of views can properly be instantiated.
  • MonoDevelop:
  • Fixed bug where seemingly random parts of the Unity API would fail to show up in autocomplete lists.
  • Fixed update expandability of items in the Locals pad when debugging over a slow network.
  • Asset pipeline:
  • Made clearer error message when importing .dds file with missing mipmap levels in texture importer.
  • 3DStudio Max importer no longer crashes when trying to parse a broken .3ds file.
  • Changing "Pack Margin" and other settings in the advanced Model import setting is now recognized as a change.
  • Input:
  • Shift keys now recognized in fullsceen on Mac OS X web players.
  • Mouse position now reported correctly for Windows 7 touchscreens (only works in full screen for now – see known issues).
  • Physics:
  • ConfigurableJoint.configuredInWorldSpace will no longer result in a wrong coordinate space. Projects using this setting need to be readjusted!
  • Better Skinned Cloth behaviour when the mesh does not have normals, or is rendered with a shader that does not use normals.
  • Other fixes:
  • Fixed a bunch of minor mistakes in the documentation.
  • Cleaned up the use of non-public APIs that caused Mac OS X standalone builds to be rejected for the Mac App Store.
  • Fixed crash when doing raycasts on 64 bit standalone players.
  • AssetBundle.Load() now preloads all dependent assets like AssetBundle.LoadAsync() does.
  • Fixed regression introduced in Unity 3.3 where preload data was not written correctly leading to some hiccups during gameplay when first accessing a referenced asset.
  • Fixed crash when loading Asset Bundles to big to fit in memory.
  • Fix bug preventing standalone player & web player from using more than 2GB of ram on Windows.
  • Fixed crash when deleting the last slot of a builtin array.
  • Fix bug where enums were sometimes not displayed correctly for embedded classes in arrays.
  • Fixed creation of empty cache folders for each new project.
  • Workaround for crash in Apple's Font unloading code in Mac OS X 10.7.

New in Unity 3.3.0 (Mar 4, 2011)

  • Android Changes from Pre-Release Version:
  • Native Activity does not support screen orientation changes during runtime.
  • Remote refuses to connect to the Editor once the device was disconnected.
  • Improvement performance of audio handling (mixing) on Tegra based devices.
  • On-screen keyboard has been completely re-written to support NativeActivity, and handle .hideInput=true;.
  • Editor detects minimum OS / API version before trying to launch the application.
  • AndroidJavaObject et al as proper documentation.
  • Added documentation of the AndroidInput class.
  • Added correct mapping of CIRCLE button on Xperia Play; must use latest firmware on the device.
  • Deprecated WWW.oggVorbis property.
  • Remote: Fixed crash in editor caused by editor side of Android Remote.
  • Fixed broken detection code for Android SDK API-10 (and API-11).
  • Fixed problems with threading and finalizers in AndroidJNI et al.
  • Performance improvements of animation skinning on Tegra based devices.
  • Support for NativeActivity / SonyEricsson Xperia Play.
  • Added support for Screen.SetResolution.
  • Fully dynamic linkage to Mono; Mono is now available from plugins etc.
  • AndroidManifest.xml attribute minSdkVersion exposed under Player Settings / Other Settings.
  • Fixed exception when using AndroidJavaObject.Get().
  • Fixed occasional rendering issues on some Qualcomm based devices (e.g. HTC Vision).
  • Fixed various network issues (local IP, ping, HavePublicAddress etc).
  • Fixed various touch input related issues (Input.multiTouchEnabled, virtual touches, stale touch IDs).
  • Added the Windows registry keys for the JDK lookup on x64 machines.
  • Other Changes:
  • iPhone and Android Remote is enabled for Unity free license.
  • Fixed case 392244: Incorrect handling of tall mode of Game View in Android Remote.
  • Fixed case 388824: Android Remote flickering.
  • Fixed case 388828: Android Remote crashes due to buffer overflow.
  • Fixed case 392869: With Build&Run only remove previous installation when update is not possible (otherwise keep PlayerPrefs etc).
  • Fixed case 392194: Fixed AndroidJNI lookup of inner (nested) classes.
  • Fixed case 392099: Touch data reset when resuming application ; fixes stale touches after pause.
  • Fixed case 392922: Fixed problems when using AndroidJNI and Assembly Stripping.
  • Fixed case 392847: Flickering rendering problem (mostly seen on GUI elements) or things not being rendered at all.
  • Fixed case 392831: Input.GetMouseButtonDown(0) and TouchPhase.Began being out of sync.
  • Fixed case 391064: Changed the message presented to Samsung users when the firmware is outdated.
  • Fixed case 391739: Text input is now available in NativeActivity mode.
  • iOS: Fixed VAO cleanup (case 392221: memory leak when using GUI.Label).
  • iOS: Fixed MSAA+discard support: discard read buffer, not draw; discard stencil too.
  • Graphics: Improved performance of fixed-function emulation under GLES2.0.
  • Audio: Correct audio CPU usage displayed in the Profiler.
  • Audio: Fixed WWW.audioClip (wait for the entire clip to download).
  • Fixed case 377132: Fixed rare audio bug where one shots are looping.
  • Fixed case 391171: Better handling of orthographic scene view camera.
  • Fixed case 383402: Fixed continued bouncing OS X Dock icon when using modal progress bars.
  • Fixed case 391471: Fixed editor error messages on Windows with some RenderTexture configurations.
  • Network: Fixed error when reading 32 bit network view IDs size.
  • Remote: Proper icons for the Android Remote.
  • Fixed case 388502: AnimationEvents trigger twice when the event pauses animation then starts it again from coroutine.
  • Fixed case 391106: Font security warnings showing up.
  • Fixed case 390822: Add implementation for IsDirectoryCreated on iOS.
  • Fixed case 388828: Various crash fixes for Android Remote.
  • Fixed case 373197: iPhone Remote prints excessively to the editor console.
  • Fixed case 388824: Unity Remote white-flickers if you reconnect it to the editor.
  • Fixed case 389248: Unity Remote refuses to connect to the Editor once the device was disconnected.
  • iOS: Xcode 4 is now recognized as proper build tool.
  • iOS: Added soft debugger support.

New in Unity 3.2.0 (Feb 15, 2011)

  • Major Features:
  • Image Effects: New Depth of Field with bokeh, improved bloom and several other image effect tweaks and fixes.
  • New Water: All new Water prefab in standard assets that includes waves, automatically generated foam on shorelines and more.
  • Graphics: Major performance improvements in OpenGL ES 2.0 (iOS/Android).
  • Shaders: Added optimized/simplified versions of some shaders under "Mobile" category (VertexLit, Bumped Specular, Skybox). They work on other platforms as well, but mobiles will see biggest gains.
  • Shaders: Mobile-Optimized Bumped Specular shader is 5.2x faster than Bumped Specular in 3.1 (on iOS)
  • Shaders: Added several Unlit shaders that just display a texture with no lighting. They are the fastest textured shaders.
  • Debugger: Attaching the script debugger to (and detaching from) Unity and debugging-enabled players is now possible.
  • Profiler: you can profile standalone player builds from the Editor. This includes iOS and Android builds!
  • Caching: the caching feature is now usable by all content, with or without a special license. Unlicensed content will share a single 50 MB Cache folder.
  • Editor:
  • Improvements:
  • Profiler Improvements:
  • Profiler is now able to connect to players to do remote profiling.
  • Added profiler support for iOS runtime. Editor and iOS device should be connected to the WiFi/LAN network.
  • Added profiler stats for physics.
  • Assets -> Import Package changed into a submenu for easy access to standard packages.
  • Android Remote is now available on all build targets; iPhone remote is now available on all build targets on Mac OS X.
  • PlayerSettings script class extended to let Editor scripts control various iOS and Android build settings like stripping, target devices, etc.
  • Slide to scrub over AudioClip previews.
  • Asset Importing:
  • Direct import of Modo files (*.lxo). Officialy supported Modo versions are 501 and higher.
  • Direct import from Cinema 4D R12.
  • Direct import from Blender 2.55.1 and later.
  • Upgraded FBX SDK to 2011.3.1.
  • Support for import of mesh instances from FBX files. Import of instances is not enabled for direct import of 3dsMax/Maya files due to limitations on FBX exporters (see Known Issues).
  • It is now possible to switch the scene view into bottom camera using a three-finger-swipe gesture up from the up camera on Mac OS X.
  • When an asset import fails, it will now show up in the project folder, allowing you to reimport it manually if you like.
  • Made window zooming using the magnify gesture on Mac OS X less sensitive so it is not accidentally triggered.
  • Handles now have Slider2D function for dragging a 3D handle in a plane, see Handles.Slider2D().
  • Tree Creator:
  • Improved consistency of the editor's "look" with other Unity editors.
  • "Synced" the Move/Rotate Branch/Leaf tools with the Editor Move/Rotate tools.
  • Cleaned up tooltip text.
  • Model wireframe is hidden when editting branches/leaves.
  • Object Picker:
  • Builtin resources have been added e.g the primitive meshes, default-material, default-particle texture etc.
  • Previews of textures now preserve the aspect ratio of the original texture.
  • Added check to prevent users from overwriting their project folder when building a webplayer.
  • Added API EditorWindow.FocusWindowIfItsOpen.
  • There is now an option to show a save confirmation dialog for writing changes to serialized asset and scenes.
  • Added build managed dependencies verification step. It will warn when unsupported .NET assemblies get included into build.
  • Undo system now has a memory cap to remove undo snapshots that use a lot of memory. This stops unity from crashing when editing big terrains.
  • When Unity quits during a script compilation, Unity will now on next restart recompile all scripts. Scripts are now generated automatically from all scripts in the asset database, making it impossible to get scripts into a non-working state if you for example delete Library/MonoManager.asset.
  • Heightmap terrain painting is now a lot faster.
  • Fixed text overdraw on inspector drop downs.
  • ESC cancels search in Scene, Hierarchy & Project Views.
  • Made Object Pickers have correct icon in light skin.
  • Mac: Dragging out a window to a secondary display now never places it too far up on the screen.
  • Changing GUI.skin is 10x faster in the editor and no longer clobbers the GC.
  • Dragging assets around inside a filtered Project view no longer moves the asset to root.
  • Dragging objects around inside a filtered Hierarchy view no longer unparents the game object.
  • Layout dropdown shows name of last selected layout. It's also pre-filled for save layout name.
  • Visible layers layermask is persistent between editor sessions.
  • Minor Build Settings window tweaks/polish.
  • Window docking has been rewritten, it should now have a way better feel.
  • EditorWindows now get OnFocus/LostFocus messages when tabs are switched.
  • Fixes:
  • Screen.width and Screen.height are now correct when entering playmode using maximizeOnPlay.
  • Fixed bug where undo / redo would incorrectly combine multiple undo operations into one step
  • Fixed bug where upgrading a project with normal maps would sometimes not mark the texture as a normal map properly in the import settings.
  • Fixed bug where, display of 'Texture not yet compressed' was not working.
  • Fixed issue where dragging on profiler hierarchy would change the active frame.
  • Fixed camera viewport handles incorrect with custom viewport rect.
  • Fixed crash when using null texture in Handles.DrawBezier.
  • Fixed camera's orthographic state is overriden if camera's inspector is visible.
  • Fixed mouse picking in editor issue.
  • Fixed crash when instantiating a prefab with Constant Force added in FixedUpdate.
  • Fixed no visual indicator when dragging textures onto materials.
  • Fixed model preview bitmaps need fixing for models that have an off-center pivot.
  • Fixed change to flare setting lost when followed by drag and drop.
  • Fixed the Object Picker's 'scene' tab list is empty on initial display for certain object types.
  • Fixed warnings in the console for stats window when using networking.
  • Fixed dragging material in sceneview does not always update correctly (Only a Windows issue).
  • Fixed crash on play when using the Animation system to disable a Mesh Renderer.
  • Fixed foldouts eating events when clipped.
  • Fixed object fields not pinging when disabled.
  • Fixed crash when calling Material.SetPass on a null material.
  • Fixed crash when calling NetworkUtility.Ping repeatedly and entering / exiting playmode quickly.
  • Fixed 'screencoord[1]' error messages in some situations.
  • Fixed tab dragging which could either throw an error "Trying to read pixel out of bounds" or show contents of another window.
  • Fixed wrong material previews if Player Settings has VertexLit rendering path.
  • Fixed a bug in Mac OS X Editor where assets with unicode characters in their file name would get converted to lower case names.
  • Previews in the Object Picker are now correct for dirty assets.
  • Fix crash when validating MeshRenderer context menu when there are no materials.
  • Fixed broken image references in script reference.
  • Fix errors when focusing on terrain with the hierarchy view.
  • CustomEditor bug made script-file become unusable in editor.
  • MenuItem with negative priorities are now working correctly.
  • Fixed texture importer was doing mipmap fade for normal maps wrong.
  • Fix sceneview sometimes losing input when a sceneview overlay window was showing (e.g. Camera Preview).
  • Fix Build and Run not working in Mac OS X 10.5.
  • Windows editor doesn't require MS Runtime libs (9.0) to be installed.
  • Fixed rendering issues on Windows with Intel GMA 950/3100 GPUs in Animation, Profiler and Terrain windows.
  • Editor Windows stay on-screen in a much more robust fashion.
  • Fixed confusing Shader Model 3.0 graphics emulation (it was sometimes disabled on capable GPUs).
  • Fixed issue with Static Batching not working after Additive Level Load.
  • QuickTime movie importing now works with the latest version (7.6.9).
  • Fixed occasional crashes on Windows when closing Asset Store window.
  • Fixed Asset Store window minimum size being too large for small screen resolutions.
  • Switching graphics emulation properly reloads all textures now (lightmaps could get wrong encoding before in some cases).
  • Fixed that ProjectSettings->Editor was only available in pro, while it contained nonpro security emulation settings.
  • Fixed inspector enum popups being wrong for fields that have same names but different enum types on same component.
  • Fixed crash when using CustomEditor Attribute on a class not derived from Editor.
  • MonoBehaviour.Update is now correctly called in batch mode in the editor.
  • Fixed bug where prefab instances could lose the prefab overrides on mono behaviours when new properties were added in some corner case scenarios.
  • Fixed clicking behaviour while renaming in Hierarchy & Project View (sometimes Unity would not apply the new name).
  • Fixed context menus not working in various Project Settings inspectors.
  • Fixed imposter camera showing in the hierarchy for a single frame after creation.
  • Fixed Tree Creator mesh not updating properly when editing value's directly in a text field.
  • Fixed creating projects through command line using relative paths on windows.
  • When selecting font with unsupported format in inspector, display nice error box instead of crashing.
  • Control/Command + click in SceneView now selects game objects as well as deselects them.
  • Fixed: Don't open hierarchy window for no good reason when creating e.g. Cube game object.
  • Remove Components -> Miscellaneous -> Tree menu item, as it does not do anything useful.
  • Fixed display of unicode characters in the layouts popup menu.
  • Mac Editor: Popup windows no longer gets sent to back when you close another popup window.
  • Fixed layout label issues with Vector Fields.
  • Dragging out windows no longer can leave a 1px white hairline on bottom and right edges.
  • Dragging while zoomed in on mac no longer renders the window unresizable.
  • Fix gear context icon for material and texture inspectors in dark skin.
  • Build settings properly reflect changes to moving(renaming) scenes.
  • Graphics:
  • Improvements:
  • Major performance improvements in OpenGL ES 2.0 (iOS / Android):
  • Much improved performance of shaders that are compiled from Cg/HLSL (e.g. Diffuse for directional light is about 2x faster on iPhone 3Gs). Now fixed/half/float types in Cg map to lowp/mediump/highp precision in GLSL. Use lowest precision type in your shaders!
  • Improved GLSL shader optimizer.
  • Changed normal map compression approach for mobile platforms. It's much faster now!
  • Fog mode can be changed in Render Settings (also from scripts): Linear, Exp, Exp2 (default).
  • Rendering performance optimizations (lower CPU overhead, less memory consumption).
  • Shadows:
  • Forward rendering path supports Point & Spot light shadows again, as well as multiple shadowing lights! Note that by default shaders do not have this enabled, use fullforwardshadows surface shader directive to enable the behavior.
  • Directional Light soft shadows blur width and fadeout speed can be adjusted in Inspector or via script.
  • Exposed Light.shadowBias to scripting.
  • Built-in shaders that perform Deferred Lighting, directional light shadow gathering in Deferred Lighting, and directional light shadow blurring can be overriden. Just drop your own shaders with the same names into the project.
  • Deferred light buffer can be accessed from from Image Effects or other shaders (_LightBuffer).
  • Surface Shader improvements:
  • support world-space normal as input (worldNormal).
  • fullforwardshadows directive to enable all shadows from any lights in forward rendering loop.
  • dualforward directive to enable dual lightmaps in Forward rendering.
  • decal:blend mode for shaders used on decal-like surfaces.
  • nolightmap directive to exclude lightmap support (makes shaders smaller).
  • noambient directive to not apply ambient nor SH lighting.
  • halfasview directive to compute normalized half-direction per-vertex, and pass that to the lighting function. Results in faster Specular-type shaders, however view direction won't be entirely correct.
  • approxview directive to compute normalized view direction per-vertex instead of per-pixel. Results in faster Specular-type shaders, however view direction won't be entirely correct when camera gets close to surface.
  • noforwardadd directive to skip generating forward additive pass. Will make a shader support one full directional light; all other lights will be per-vertex/SH.
  • Shaders: #pragma glsl_no_auto_normalization directive to not auto-normalize normals & tangents in OpenGL ES 2.0 shaders.
  • Shaders: Added TransformViewToProjection to do this properly on mobile devices with regard to orientation (on non-mobile it will be usual multiplication by diagonal terms of projection matrix).
  • Shaders: Added per vertex lit tree shaders previously used in the Bootcamp demo. To be used with Tree Creator trees and located in "Nature/Tree Creator Leaves Fast".
  • Desktop GLSL shaders now allow OpenGL ES precision types to be used.
  • Added GL.GetGPUProjectionMatrix that returns actual projection matrix that will be used in shaders.
  • Added support for 16bit RenderTextures.
  • Scaled meshes are now only recreated if the scale has actually changed. This improves performance hiccups on same games.
  • Texture2D.GetPixel and friends work on RGBA32 textures (common case for uncompressed textures on mobile platforms) in addition to ARGB32 ones.
  • Texture2D.Apply and Texture2D.PackTextures now have additional parameter makeNoLongerReadable (default to false) that will mark Texture as not Readable, and free up system memory after uploading to GPU.
  • Fixes:
  • Shaders: Bunch of fixes to Cg->GLSL shader translator:
  • Translates 'half' and 'fixed' matrix types properly (previously 'half' was translated to high precision, and 'fixed' was not supported).
  • Support lit() built-in function.
  • Fixes to swizzles on floats.
  • Support static qualifier.
  • Better handling of 2D matrix indexing, e.g. matrix[i][j].
  • Shaders: fixed mis-compilation of matrix constructors & matrix indexing when translating shaders to GLSL.
  • Shaders: fixed mis-compilation of modf() and fmod() when translating shaders to GLSL.
  • Shaders: Postprocess Direct3D pixel shaders that come close to 64 instruction limit to work around a crash on Intel GMA 950.
  • Shaders: Fix some bogus error messages when loading Direct3D shaders.
  • Surface Shaders: in case of syntax errors, proper line numbers are reported now... how cool is that? ;)
  • Surface Shaders: support #pragma multi_compile directives properly.
  • Lightmapper fixes:
  • Fixed UV layer creation for Beast. Fixes all the "Duplicate uv layer name" errors.
  • Fixed tiling and offset being ignored for _MainTex on objects using a non-white color.
  • Fixed an issue in Beast causing black areas surrounded by white outlines to sometimes appear in lightmaps.
  • Fixed lightmapping of objects with mirrored (odd-negative) scale.
  • Fixed the crash when lightmapping terrains where the Terrain script references a missing TerrainData asset.
  • Fixed an issue with Beast occasionally cancelling the bake process (especially on Mac OS X, but also causing poor performance on Win) when using a lot of memory.
  • Fixed the issue with 4096 size terrain lightmaps not baking on Mac OS X.
  • Fixed DXT5 alpha channel decompression to better match what GPUs are actually doing.
  • Fixed Texture2D.GetPixel on Alpha8 format returning 0.00392 in RGB channels instead of 1.0.
  • Fixed a bug in Cloth rendering that was mostly happening on Windows with Radeon GPUs.
  • Fixed custom projection matrices sometimes not working properly.
  • Fixed inconsistent triangle count display in Game View Stats when dynamic batching is used.
  • Fixed creation of compressed textures at runtime.
  • Fixed validation of vertex/pixel shaders that use more textures than the GPU can handle.
  • Fix texture scale/offset not being applied when writing shaders in GLSL for desktop platforms.
  • Fixed editor fonts getting corrupted once RenderTextures are used on Mac OS X 10.5.x with Intel GMA 950 GPU.
  • Fixed Texture2D.ReadPixels on Direct3D when reading into a portion of a texture.
  • Fixed Soft Occlusion Tree shaders sometimes rendering overbright on Windows with GeForce FX/6/7 GPUs.
  • Fixed lightmapped VertexLit shader applying fog in a wrong way on old GPUs with only 1 texture unit.
  • Texture2D.ReadPixels properly reads from Game View when non-full aspect ratio is used.
  • RenderTexture.GetTemporary now always returns a texture with bilinear filtering set (previously could return with something else when returning a texture from existing texture pool).
  • Fixed directional light shadows in case of weird projection matrices (e.g. Refractive Water).
  • Make WindZones be properly affected by Time Scale.
  • WindZones properly affect Tree Creator trees put into terrains now.
  • Fixed wrong Point/Spot light attenuation on Tree Creator leaves.
  • Graphics.Blit does not require using Cull Off in the shader now.
  • Shadows can be properly cast from particles now, if you use opaque or cutout shaders on them.
  • Fixed changing Flare color from script not always having effect.
  • Opaque objects are front-to-back sorted again for performance reasons. Looks like this got lost with all batching work in Unity 3.0.
  • Fixed dynamic batching issues with uniformly scaled objects and vertex lighting on Direct3D.
  • Fixed rendering of scenes containing objects with odd-negative scale in deferred when any of the lights was casting shadows.
  • Fixed Deferred Lighting not respecting camera's Don't Clear mode.
  • Fixed bogus error message when a shader with an empty name has no fallback.
  • Fixed half-texel offset error when generating tree creator texture atlas.
  • OpenGL ES 2.0: Fixed Fog with semitransparent fixed function shaders.
  • Unity iOS:
  • Improvements:
  • Alpha-tested objects are drawn after fully opaque ones for performance reasons.
  • Implemented MSAA (Multisample anti-aliasing) support. You choose it in Quality Settings just like for other platforms.
  • Audio: Gapless looping of MP3s! Unity's MP3 encoding is completely rewritten and silent frames and/or audible "pops" around the loop point is no more. Use the "Gapless loop" option in the Audio Importer to encode the MP3 for looping. Beware this stretches/resamples the sound which theoretically can affect quality.
  • Mobile devices now have their own quality settings (Project Settings->Quality->Default Mobile Quality).
  • Improved performance by using OES_vertex_array_object and EXT_discard_framebuffer extensions.
  • Added automated native plugin integration into Xcode project. All .m/.mm/.c/.cpp/.a files located in Assets/Plugins/iOS will be merged into Xcode project with every Unity project build.
  • Performance warning now shows up when deploying a project using anti-aliasing and/or more than 1 pixel light.
  • Use unnamed process-wide kernel semaphores instead of slower system-wide semaphores.
  • Added armv7 only target platform.
  • Added "latest" SDK option, should work only for 4.2 and later SDK.
  • Fixes:
  • AOT compiler stability improved when generics are used with value types like Vector3.
  • Audio: Restore AudioSession without losing any state (audio will continue just where it was interrupted).
  • Audio: Fix audio stopping when releasing a source referencing an audio clip that is in use. This resolves audio stopping when loading a new scene.
  • Fixed SystemInfo.operatingSystem.
  • Fixed Toon Outline shaders not working on iOS with landscape orientation (update Toon Shading package).
  • Fixed audio not coming back after an app switch on iOS.
  • Fixed simulator support.
  • Fixed -all_load linker option support.
  • Fixed GUI slider + stripping problem.
  • Fixed problem when editor was stuck in Xcode project append mode.
  • Fixed animation curve stripping problem.
  • Fixed UnityScript and Boo Array support.
  • Fixed MonoProperty.GetValue for .NET 2.0 Subset profile. For full .NET 2.0 profile this feature is not supported.
  • Fixed freeing up audio assets after loading audio into FMOD.
  • Now editor will report location service as stopped instead of running.
  • Audio: Fixed www.audioClip streaming.
  • Improved micro mscorlib compatibility with stripping.
  • Unity Android:
  • Improvements:
  • Upgraded to Android OS 2.3 (Gingerbread); Editor needs the latest SDK.
  • Android Remote - Remote debugging tool for Android devices.
  • The script debugger is now enabled for Android players.
  • Added proper development build player, with support for profiling / debugging.
  • Proper device filter for devices equipped with an ARMv6 (VFP enabled) CPU.
  • Support for reversed landscape / portrait up-side-down screen orientation (Gingerbread and later only).
  • Support for extra large screens, ie tablet devices (Gingerbread and later only).
  • Implemented Location Service (GPS/Wifi).
  • Decreased the install size to the Internal Storage flash memory (currently approx. 180KB, ie ~2% of 3.1).
  • Audio: Gapless looping of MP3s! Unity's MP3 encoding is completely rewritten and silent frames and/or audible "pops" around the loop point is no more. Use the "Gapless loop" option in the Audio Importer to encode the MP3 for looping. Beware this stretches/resamples the sound which theoretically can affect quality.
  • First draft of typeless JNI integration from scripts (C#/JS) through AndroidJavaObject / AndroidJavaClass and AndroidJNI / AndroidJNIHelper.
  • Added UnitySendMessage on Java side to provide callback functionality to C# / JavaScript.
  • WWW now uses system URL class; https://, and also jar:, is now supported.
  • Added Application.persistentDataPath and Application.temporaryCachePath.
  • Added PlayerSettings / Other Settings / Force SD-Card Permission.
  • Removed all Unity specific resources from /res/ folder; this will ease the integration of Java resources in Plugins.
  • LVL permissions are detected by usage, rather than whether PlayerSettings / LVL Public Key is filled in.
  • Input.inputString now also works with hardware keyboard on the devices which have one.
  • Added editor preference for Android SDK location.
  • Now have their own quality settings (Project Settings->Quality->Default Mobile Quality).
  • Performance warning now shows up when deploying a project using anti-aliasing and/or more than 1 pixel light.
  • Fixes:
  • Fixed the tablet accelerometer bug where portrait/landscape axis were swapped.
  • Fixed NullPointerException race-condition in FMOD when pausing the application.
  • Behaviour of 'Compress Assets on Import' turned off is now that no textures or assets will be reimported with their platform specific override settings right away. Thus allowing for fast switching between build targets. When a build is made, all assets are ensured to have the right format. (was done in earlier builds actually).
  • JDK lookup now fallbacks to use the PATH if registry key is not found / valid (Windows).
  • Fixed: No more duplicate entries in AndroidManifest.xml.
  • Fixed the clip rectangle of the soft input text box not being updated properly.
  • Added missing Mono machine.config specification file (needed for SQL access).
  • Audio/Accelerometer disabled in QCAR application due to missing onResume() call.
  • Audio: Fixed www.audioClip streaming.
  • Fixed crash when the LVL key is invalid.
  • Fixed touch began events to always have zero Touch.deltaPos.
  • When tapping faster than once per frame, individual taps are no longer lost, they're reported as taps with a separate finger ID and properly incremented tap count.
  • Touch.tapCount is no longer hardcoded as 1 and properly returns number of rapid taps in nearly same position.
  • Timestamps no longer lose data by squeezing 64-bit values through 32-bit parameters.
  • Audio:
  • Improvements:
  • FMOD 4.32.02 used across all platform/build targets.
  • Fallback on FMODs software mp3 decoder when Apple's decoder (hw/soft) fails completely.
  • Better documentation for min-/max-distance properties.
  • .Play() with a delay now works on iPhone.
  • Streaming with WWW.audioClip now works with OggVorbis (PC/Mac/Web), MP3 (iOS/Android), WAVs (all platforms) and module files (all platforms).
  • Streaming with WWW.audioClip is much faster.
  • Stream audio from disc. Added "Stream from disc" option in the Audio Importer. Choose this to stream audio directly from disc instead of loading the entire clip into memory. This can decrease your application memory usage greatly.
  • Optimize the playback of compressed audio (on Android and iOS).
  • Fixes:
  • AudioImporter inspector cleaned up and simplified.
  • Fix sounds starting when switching back to a paused editor on Windows.
  • Fix memory trash when encoding 8 bit wav files to MP3.
  • Never re-encode already encoded/compressed audio.
  • You can now set labels on Audio Clips.
  • Reverb zone's position can now be changed runtime.
  • Optimized play back of uncompressed audio (wav/aiff) files with "Compressed in memory" flag checked.
  • Fixed min/max curve editor drawing when min/max-distance is set from script.
  • Fix audio inspector showing garbage for audio assets that failed to import.
  • Force To Mono checkbox disabled for already encoded files. It had no effect anyway.
  • Meta files on older audio assets not changed when upgrading.
  • Physics:
  • Improvements:
  • Tweaked Continuous Collision Detection to behave better, with objects coming to rest properly.
  • Allow access to cloth simulation vertices by exposing Cloth.vertices and Cloth.normals.
  • Added Rigidbody.constraints to allow constraining Rigidbody rotation and movement to specific axes.
  • Fixes:
  • Changing the trigger flag of a collider at runtime will now also be respected by Raycasts.
  • OnCollisionExit messages now work when the colliders are moved apart from scripting.
  • Fixed SkinnedCloth crashing Unity on player resolution change.
  • Fixed a crash in PhysX which could occasionally occur when modifying or destroying a collider during a CCD collision.
  • Parenting a collider to a rigidbody at runtime will now correctly add it to the rigidbody.
  • Fixed a crash when destroying or deactivating a collider in OnControllerColliderHit.
  • Fixed editing Character Controller propteries in play mode.
  • Make SphereCollider vs. TerrainCollider collisions smoother.
  • Fixed a crash in PhysX when trying to use some oddly-shaped meshes as convex MeshColliders.
  • Fixed a crash when trying to set properties on an invalid SpringJoint.
  • Fixed wrong prototype for OnCollision* messages causing classID errors.
  • Fixed setting MeshCollider properties from the inspector at runtime and a related editor crash.
  • Collider.bounds will now return an exact bounding box for rotated capsule and sphere colliders.
  • Other Improvements:
  • JavaScript Improvements:
  • Multidimensional arrays: int[,]
  • do-while statements.
  • final/static/internal class modifiers.
  • Support for nested classes, enums and interfaces.
  • Assembly level attributes: @assembly SomeAttribute()
  • Parameter attributes: function foo(@SomeAttribute bar)
  • Support for turning off specific pragmas on a per module basis: #pragma strict off
  • MonoDevelop: Improved code completion for JavaScript and Boo, especially on Windows.
  • Scripting Improvements:
  • Added OnDestroy function that is called before any MonoBehaviour will be destroyed.
  • Added AssetDatabase.ExportPackage and AssetDatabase.ImportPackage.
  • Using AddComponent(Type t) now works for components that come from dynamically loaded assemblies at runtime.
  • Added MovieTexture.duration.
  • Added Mathf.IsPowerOfTwo and NextPowerOfTwo.
  • Object.ToString will now return the object's type and name.
  • Updated Boo to 0.9.4.9 version.
  • Increased reliability of destruction functions. OnDestroy and OnDisable will be called on the game object before any modifications to the game object hierarchy have occurred. Destroying of objects is now faster.
  • Networking: It's now possible to remove Network.Instantiate calls from the RPC buffer by calling Network.RemoveRPCs on the first NetworkView in the instantiated object.
  • Caching: the caching feature is now usable by all content, with or without a special license. Unlicensed content will share a single 50 MB Cache folder.
  • Standalone builds: Added an option to disable writing of log files, because Apple may otherwise reject Mac App Store applications in some cases.
  • Standalone builds: Added watermark when running Development builds, to avoid shipping with profiling/debugging turned on.
  • Asset Server: explain to user why some of the selected assets in merge window cannot be merged.
  • Other Fixes:
  • Fixed a potential crash when stopping a streaming movie texture while it is downloading.
  • Generated materials during import now have correct capitalization.
  • Exposed texture settings in TextureImporter class.
  • Fixed deadlock in some corner cases in the Instantiate function, while loading asynchronously.
  • Left handed mouse buttons are now correctly recognized on Windows.
  • Standalone Player: Fixed instability/crash when running the Windows player in batchmode.
  • Mac OS X Standalone: Fixed default folder access mode setup to be allowed onto the Mac App Store.
  • OnApplicationPause is always invoked.
  • Fixed "thread_stack_pcs" and "~/.wapi" Mac App Store submission problems.
  • Destroying a transform component is now forbidden and an error message is displaying telling the user to destroy the game object instead.
  • Fixed crash when passing a generic type as argument to Resources.FindObjectsOfTypeAll.
  • Fixed crash when passing a generic type as argument to GetComponent.
  • Fixed: javascript shortcircuited boolean operations that involved implicit boolean casts of operands were not short circuiting.
  • Fixed: javascript support for calling methods taking a variable number of arguments with an explicit array argument.
  • Application.LoadLevel will not destroy scene assets if they are still in use by a game object marked as DontDestroyOnLoad.
  • Fixed Copy, Paste and other keyboard commands in Mac OS X Standalone.
  • Fixed Input.mousePosition while typing in Mac OS X Standalone.
  • Fixed installation of Unity Web Plugin from Dashboard widgets.
  • Caching: Added Caching.IsVersionCached as replacement for the deprecated GetVersionFromCache.
  • Fixed setting the font of a TextMesh from a script (the mesh would not update previously).
  • Fixed a crash when creating Behaviour-derived built-in components during a FixedUpdate() call.
  • Web Player Fixes:
  • Java Applet Installer: Use custom logo and progress bar/frame like in regular web plugin.
  • Fixed issue with loading Meshes built with older version of Unity.
  • Mouse movement is properly recognized on Google Chrome.
  • Internet Explorer now recognizes Tab key.
  • Background, border and text colors are properly displayed when installing Web Player.
  • Google Chrome doesn't crash when web page is refreshed multiple times in succession.
  • Internet Explorer doesn't crash during Web Player installation when legacy Java version is installed.
  • Fix crash when webplayer encounters .NET code it thinks is illegal. VerificationException is now thrown instead.
  • WWW.LoadUnityWeb will now work with streamed .unity3d files.
  • Allow passing strings with line breaks ('\n') to Application.ExternalCall.
  • Mac: Fixed Copy&amd;Paste (and other Cmd-key equivalents).
  • Mac: Fixed a problem where the player could fail to update the screen in Chrome.
  • Mac: Fix an occasional plugin failure when trying to load Unity 2.x content.
  • Mac: Make cursor hiding in Google Chrome and Firefox 4 work reliably.
  • Mac: Fix focus issue in Firefox 4.
  • Mac: Fix crash when unloading plugin in Firefox 4.
  • Mac: Fix normal PowerPC webplayer behaving like development webplayer.
  • Animation Fixes:
  • Animations were not sampling last keyframe in Clamp and DefaultWrapMode modes.
  • Animations were not stopping properly when animation speed is negative.
  • Unity uses much less memory when importing split animations now.
  • Fixed leak when animation system sampled material at out of bounds material index.
  • ModelImporter inspector doesn't allow to enter 0 frame split animations and ModelImporter gives error if it finds such animations.
  • When imported model has has multiple roots and animation doesn't Unity will add an extra root to animation in order to unify hierarchies.
  • Fixed import of textures/materials from old MotionBuilder files.
  • Fixed Materials are not imported from all layers (fixes Fbx2010.2 imports from Cinema4D).
  • Fixed 3ds import crash when special characters are used in texture paths or material name.
  • Implemented detection and warning when Scale Compensation is used in FBX file.
  • Implemented detection and warning for FBX files which have keyframes at invalid times (before -100 hours).
  • Fixed FrameRate import from FBX 2011 plugins - previously it used to always have 30FPS when imported from FBX 2011 plugins (i.e. Maya 2011, 3dsMax 2011 and so on).
  • AssetServer: Fixed case where merging a conflicted file would result in a file with its last content chopped off.
  • Security: Remove excessive logging from socket and www security.
  • Security: Security check now accepts URL extensions using upper case chars.
  • VisualStudio/MonoDevelop integration: ignore warning about private methods not being used, since Unity users need to use that construct a lot.
  • MonoDevelop: Workaround network failures when detecting local editors on Mac OS X.
  • MonoDevelop: Incorporate improvements from MonoDevelop 2.4.2.
  • Mono: Merged fix for generics constraint validation.
  • Mono: Fixed yield when waiting for multiple coroutines.
  • Mono: Fixed crash when Starting empty coroutine.
  • MonoDevelop: Merged fixes from stable 2.4 branch.
  • Networking: message type 73 is now properly processed as a NAT punchthrough failed connection attempt.
  • Networking: Fixed proxy server issues when using Network.useProxy.
  • Networking: Fixed problem with using NAT punchthrough in the Editor, it didn't work after the first time and unknown message ID errors popped up.
  • Networking: Fixed problem with NAT punchthrough on Windows machines related to network GUID overflows.
  • Networking: Fixed problem with NAT detection where Port Restricted was sometimes reported instead of Address Restricted or Full Cone.
  • Fixed using layers and multiple animation per layer could result in incorrect blend.
  • Fixed ImportNormals mode None (on FBXImporter) didn't work it used to do the same as Calculate mode and give and an incorrect warning.
  • Removed/Cleaned up small leaks in WWW class.
  • Changes:
  • Editor: iOS SDKs prior 4.x were removed from SDK list. New default is iOS SDK 4.2.
  • Implemented 3 minute timeout for import of Maya files.
  • Implemented detection, fix-up and a warning message for NANs in animation curves of FBX files.
  • Default Sync to VBL to 'true' in Good, Beautiful, and Fantastic Quality Settings.
  • Proper errors when there is another project's library folder in the project.
  • Application.dataPath will work like in the web player, returning the URL of the folder containing the .unity3d file (previously it would just crash).
  • WindZones do not "ramp up" over time anymore.
  • Known Issues:
  • When autoconnect profiler is enabled the Editor can become unresponsive after selecting Build and run for Android.
  • Direct Modo file import issues:
  • Files can not be imported from modo 401, due to a problem in Modo batch mode.
  • UV coordinates for some meshes are not imported correctly, due to a problem in Modo Collada plugin.
  • Normals for some meshes are always exported as hard edges, due to a problem in Modo Collada plugin.
  • Unwrap: some implementation details were changed, so you may need to rebake your lightmaps, due to UV changes.
  • 3dsMax reference meshes are not imported correctly (FBX plugins do no export any modifications added on top of the instance), because of the bug on Autodesk side. No changes on Unity side are needed, so it will be fixed as soon as Autodesk fixes FBX plugin for 3dsMax.
  • Materials on instance meshes are not imported correctly - they always share the same material. This happens due to structure of FBX files, so this can't be fixed until Autodesk makes FBX structures more suitable for instanced meshes with different materials.
  • Audio: Seamlessly looping clips breaks when compressed for iPhone/Android.
  • When duplicating a dirty asset its preview in the Object Picker is incorrect until dirty again.

New in Unity 3.1.0 (Nov 26, 2010)

  • New Features:
  • Managed .NET DLLs can now be placed in the project folder and can contain script code, including MonoBehaviours, EditorWindows and ScriptableObjects. This allows you to move any code into a DLL, making code sharing between projects easier, and making it easier for middleware developers to create libraries without sharing the source code. This was introduced in Unity 3.0 but was not mentioned in the release notes.
  • Scripting: Added GL.InvalidateState() to flush the internal renderstate cache in Unity. This is mostly useful when writing native code plugins that access the 3D device.
  • Audio: Added AudioSettings.outputSampleRate. Returns the mixer's output rate; use this to calculate the precise hertz range returned from GetSpectrumData().
  • Fixes:
  • Editor: Fixed out of memory errors when editing very large terrains due to the Undo system.
  • Editor: Fixed "too many open files" error when reimporting a large project with many shaders on Mac OS X.
  • Editor: Some textures would not say "Texture not yet compressed" when importing with the "Compress Textures" preference turned off.
  • Editor: Fixed a bug where upgrading a Unity 2.x project with normal maps would leave some normal maps not marked as Normalmap type properly.
  • Terrain Engine: Unity 2.x Soft Vegetation tree shaders had lighting upside down :)
  • Shaders: fixed Surface Shader compilation errors with large custom output structures.
  • Shaders: wrong syntax in UnityCG.glslinc file (for GLSL shaders).
  • Graphics: fixed Projector crash in some circumstances.
  • Graphics: fixed tangent vectors not bound correctly with GLSL shaders on some GPUs.
  • Graphics: fixed dynamic batching corrupting vertex colors on Direct3D.
  • Graphics: fixed GL.TRIANGLES rendering with large triangle counts on Direct3D.
  • Graphics: fixed some hiccups when changing non-uniform scale of meshes.
  • Graphics: Fixed dynamic batching index overflow.
  • Audio: GetOutputData/GetSpectrumData API changed so it accepts an pre-allocated array instead of allocating on every call. Old API is deprecated and marked obsolete.
  • Unity iOS Fixes:
  • Fixed render texture support on iPad with OS 3.2.
  • Fixed video autorotation. Pinch zoom gesture now disabled during video playback.
  • Fixed stripping of GUI scrollable area.
  • Fixed OpenGL ES 1.1 cache invalidation, which was sometimes causing visual artifacts.
  • Fixed render texture memory leak.
  • Unity Android Improvements & Fixes:
  • Plugins folder is moved; it now uses Assets/Plugins/Android to scan for plugins.
  • Plugins now support standard Android project layout; /assets, /bin, /libs and /res will be merged with the final package.
  • Added 'update necessary' notifcation dialog for Samsung devices running pre-2.2 OS firmware.
  • License Verification Library (LVL) no longer causes a crash.
  • Added iPhoneUtils.isApplicationGenuineAvailable() to be able to determine if application integrity can be confirmed or not.
  • Ignore .meta files (with external version control) when packaging the .apk.
  • Assign DefaultImporter to platform specific plugin assets.
  • Custom manifests are now merged with the properties from the editor (like Bundle Identifier, Version and permission flags).
  • Ship UnityPlayerActivity as source code template for writing plugins with custom activity classes.
  • Added support for translucent (RGBA 8888) rendering surface.
  • com/unity3d/player/UnityPlayerActivity.currentActivity field is now found at com/unity3d/player/UnityPlayer.currentActivity.
  • iPhoneKeyboard is now displayed on top of the application; it supports the basic soft keyboard layouts (URL, Email, Phone, etc).
  • PlayMovie is now displayed on top of the application (instead of in a separate activity); fixes the screenCanDarken issue while playing movies.
  • The editor now checks for device specifications before trying to deploy in Build&Run.
  • The editor will try to locate the JDK based on information stored in the registry on Windows.
  • Fixed C# assemblies being loaded from the wrong thread; was causing crashes if external classes were loaded late at runtime.
  • Fixed render textures on OpenGL ES 2.0.

New in Unity 3.0.0 (Oct 1, 2010)

  • Android Support:
  • Support for Android OS is added in this version.
  • Please note that this an early build and does not represent the final Unity Android quality.
  • Standard Assets:
  • Standard packages split into more specialized and smaller packages.
  • New Image Effects: Sun Shafts (aka God Rays); Bloom & Lens Flares; Vignetting & Chromatic Aberration; Curve based Color Correction; Depth of Field; Contrast Enhance (aka Unsharp Mask); Geometry Outline; Fisheye; Create Shading.
  • Improved particle effects.
  • New Skyboxes with alpha channels to be compatible with Image Effects.
  • New Editor Scripts for useful shortcuts that are not built-in.
  • Improved First Person Controller that uses Character Motor script.
  • New CharacterMotor script for use with CharacterControllers.
  • Proper movement on slopes and steps without loosing grounding.
  • Support for standing on moving platforms with multiple movement transfer modes when jumping off.
  • Variable height jumping and other jump improvements.
  • Improved speed and acceleration control.
  • Customizable sliding and perpendicular jumping can prevent climbing up too steep surfaces.
  • Detached from input so it can be used for first person, third person, AI, etc.
  • New Editor Features:
  • Black is the new 50% gray. Unity Pro got a new look - you can toggle it in the preferences.
  • Procedural Tree Creator. Documentation.
  • Integrated Lightmapping via Illuminate Labs' Beast. Documentation.
  • Automatic generation of lightmap UVs (mesh import setting).
  • Terrains use the same solution and gain a whole new look when used with skylight.
  • You no longer use special "Lightmapped" shaders; all shaders that interact with lighting can handle lightmaps. Dynamic shadows from characters mix with lightmaps properly.
  • Object Selector. We no long show a simple dropdown menu; instead a swanky new window opens up, with previews and everything.
  • Scene View improvements (documentation):
  • Search field with interactive highlighting of objects.
  • Rectangle selection.
  • Vertex Snapping for precise object placement.
  • Live previews of material, prefab and texture drags into the scene view.
  • Improved camera handles, and a camera preview window.
  • Improved light handles.
  • More consistent scene navigation controls.
  • New texture Import Settings dialog with simpler interface & per-platform import settings.
  • New Build Settings window to better support multiple platforms.
  • New and more organized platform-aware Player Settings Inspector.
  • Curve Popup Window:
  • Any public script variable of type AnimationCurve is now exposed in the Inspector as a curve field.
  • Clicking a curve field opens a popup window with a curve editor, similar to the curve editor in the Animation Window.
  • Customizable curve fields can also be used in custom editor windows.
  • Editor checks when new versions are available< and notifies the user.
  • Texture compression is now multi-threaded for faster texture imports on multi-core computers.
  • Asset Server Window:
  • History window shows multiline commit descriptions directly in the list instead of tooltips.
  • Selected history window items are revealed better.
  • Framing (F key) works for history window file list.
  • Remember user/password per host name.
  • Disable merge button in conflict resolution window for non-merge-able items.
  • Improved error reporting for shaders. Shader Inspector also displays the list of errors & warnings for selected shader.
  • Implemented snap to grid in Curve Popup Window and Animation View when holding down Control (Command on OS X). Control/Command no longer adds to selection, but Shift can still be used for that.
  • Editor Console displays total number of errors & warnings in lower right corner.
  • Improved inspector for movie audio.
  • Windows: Double-clicking *.unitypackage will open and import it.
  • Editor API has been expanded: documentation.
  • Added option to search for object types instead of names in the project search field.
  • Can now drag objects onto an array field in the inspector to add them to the array.
  • Can now drag project folders onto the Project Wizard on Mac OS X to select them.
  • Nicer display of thumbnails when dragging tabbed editor windows.
  • Long operations show progress badge on the Unity Dock icon in Mac OS X and on the taskbar button in Windows 7.
  • Added support for touchpad gestures in OS X editor, for maximizing windows (pinch gesture), and switching camera in scene view (swipe gesture).
  • Overdraw visualization mode does not do alpha testing now. Alpha tested pixels still cost on the GPU, so better to visualize the real cost.
  • Animation window can display animation clips from prefab, just click the prefab's root game object.
  • Protect Transform position, rotation, scale against invalid values.
  • Build Pipeline: Typetrees are removed from serialized files (assets) when possible, this make resource files smaller and loading time faster.
  • Double-clicking a Game Object in Hierarchy View will frame select it in Scene View.
  • When going out of Play mode and the Game View is docked together with other tabs, go to last active tab instead of always focusing or creating a Scene View tab.
  • Now the Hierarchy View has a toolbar too.
  • API Compatibility setting in player settings lets you choose your mono profile. Use 2.0 if you're having trouble with 3rd party assemblies (2.0 not available for web player).
  • High resolution icon support for players (Windows: 256x256 and 128x128; iOS: 114x114).
  • Search results in project and scene search are now sorted alphabetically.
  • Inspector Lock got a real button instead of being hidden in a menu.
  • Rotate Tool now includes 'Look At Point' option when Shift + Control/Command keys are held.
  • Audition audio in SceneView. Scene view search now filters audio sources as well.
  • Added Web Player build templates.
  • It is now possible to update Asset Server project to specific revision through command line.
  • New Graphics Features:
  • Static Occlusion Culling using Umbra sPVS.
  • Geometry Batching: static and dynamic batching from Unity iPhone 1.7 comes to all platforms.
  • Rendering paths: (choose in Player Settings or per-Camera; documentation)
  • Deferred Lighting. A deferred rendering scheme, where realtime lights are not horribly expensive anymore. Lighting cost is only dependent on the number of pixels it touches, so you can have lots of small lights for cheap.
  • Vertex Lit. This makes all shaders & lights use fixed function per-vertex lighting. In exchange, this is fast; primarily targeted at mobile platforms and low-end web.
  • Forward rendering path had lots of changes compared to Unity 2.x, see below.
  • Surface Shaders - a much easier way to write shaders that interact with lighting. We don't have the docs for it yet; you'll have to trust us that it's awesome!
  • Speed! We have optimized the rendering code; it's often 20-50% faster than 2.6 in the same scene setups.
  • OpenGL ES 2.0 for iOS and Android. You can use shaders for objects, post-processing effects etc.
  • Regular Cg/HLSL shaders and Unity 3 Surface Shaders will be cross-compiled into GLSL behind the scenes. Resulting GLSL will be optimized as well, because mobile platforms are not very good at optimizing the shaders.
  • Of course, since mobile platforms are not very powerful, you should use OpenGL ES 1.1 if possible.
  • Particle Rotation: Particle.rotation, Particle.angularVelocity and respective properties in ParticleEmitter.
  • Soft Particles! When you use Deferred Lighting and have Soft Particles on in Quality Settings, particles will fade out close to intersections with the scene. All built-in Particle shaders (except VertexLit) support this.
  • Shadowing improvements: use native shadow maps on Direct3D (faster, less memory, native filtering); much reduced self-shadowing artifacts; Soft shadows support for Point lights; much less "shadow halos" around objects for directional light soft shadows; optimized shadows for Forward rendering path (shares depth buffer with main rendering); optimized shaders for directional light shadows.
  • Terrain: Added slider (under Terrain Settings) to control detail object density.
  • Vertex shaders for Shader Model 3.0 on Direct3D9 and GLSL on OpenGL can read from textures.
  • Skybox is rendered after opaque geometry. Improves performance if your application is fillrate bound.
  • Separate Alpha Blending: use Blend ColorSrc ColorDest, AlphaSrc AlphaDest in ShaderLab.
  • In-editor visualization on which objects would use which rendering paths (green/yellow/red for deferred/forward/vertexlit).
  • #pragma glsl for compiling Cg/HLSL shaders into GLSL instead of ARB assembly programs on OpenGL.
  • Compiling shaders to #pragma target 3.0 allows 512 texture indirections on OpenGL (up from 4).
  • Development standalone players on Windows have Direct3D PIX events; useful if you use PIX, Intel GPA or other graphics performance tools.
  • Fog just works on Direct3D with Shader Model 3.0 shaders, on OpenGL with GLSL and on OpenGL ES 2.0. Additionally, there's no need to write #pragma fragmentoption ARB_fog_exp2 in your shaders anymore; just remove that line.
  • CameraDepthTexture modes can be combined if you want to get both depth & depth+normals textures.
  • It is possible to forcibly disable Anisotropic filtering on a texture, even when Quality Settings have anisotropic on all textures. Just set anisotropic slider on the texture to zero.
  • Uniformly scaled objects will no longer be pre-scaled before rendering - instead uniform scale is now natively supported by the renderer.
  • Cg/HLSL VPOS (pixel position) pixel shader input semantic is supported now.
  • Terrain: Expose detail resolution per patch; previously was hardcoded to 8.
  • Terrain: Improved performance of painting textures & detail objects.
  • Asset Pipeline Improvements:
  • Upgraded to FBX SDK 2011.2.
  • Import support for stepped and linear keys for position curves; improved compression and curve fitting for position curves.
  • Settings for allowed animation compression error in mesh importer.
  • Implemented support for importing 1 unit in 3dsmax as 1 unit in Unity (the default is 1 cm in 3dsmax as 1 unit in Unity).
  • Implemented import of tangent space from FBX, .max, .mb and .ma files.
  • Switched Cinema4D import process to work in background mode.
  • Support for Cinema4D R11 on Mac OS X.
  • Support for FBX2010 format when exporting from Cinema4D.
  • Audio Improvements:
  • Filter components: Reverb, Echo, Distortion, Chorus, High- and Low-pass. Can be applied to each audio source or globally to the listener.
  • Reverb Zones: Apply reverb to main audio output, when the listener is within zone(s) defined by a position and min/max radii.
  • Live output and spectrum data access from each audio source or globally from the listener.
  • Tracker/Mod file support.
  • Sample-accurate synching. Sources played in the same frame are always started at the exact same point in time. Sources can be delayed and played in the future on an exact sample accurate boundary with .Play(int64 delay).
  • Surround sound (7.1, 5.1, 4.0, ProLogic DTS) support.
  • Attenuation curves for volume, spread, panning and lowpass filter factors.
  • Doppler factor per audio source.
  • AudioSource prioritization.
  • iOS latency settings. Choose between Default, Best Performance, Good Latency and Best Latency.
  • Asset memory is freed after loading audio data.
  • Physics Improvements:
  • Upgraded PhysX to 2.8.3.
  • Cloth and clothing simulation: use the new InteractiveCloth, SkinnedCloth and ClothRenderer components.
  • Layer based ignore collisions: use the Physics inspector or Physics.IgnoreCollision().
  • Continuous collision detection, to make sure that fast moving colliders will not pass through other colliders. See Collider.collisionDetectionMode.
  • Added Physics.SphereCast() and Physics.CapsuleCast() to implement volume raycasts.
  • Added Rigidbody.SweepTest() to check if a Rigidbody would collide with anything if moved into a certain direction.
  • New Scripting Features (documentation):
  • Mono Develop for script editing and debugging! Documentation.
  • Upgrade Mono and C# compiler to Mono 2.6.3. This brings C# 3.5, variable type inference, lambda expressions, LINQ and more.
  • New UnityScript compiler: generics, interfaces, structs, type cast operator, anonymous functions/closures, lambda expressions, function types, type inferred array comprehensions and more.
  • New Boo compiler.
  • Mono class libraries derived from Silverlight profile for the web player.
  • Socket security sandbox implementation. Just like Flash (think crossdomain.xml).
  • WWW class security sandbox implementation. Just like Flash (think crossdomain.xml).
  • Per-platform script defines. Use UNITY_EDITOR, UNITY_WEBPLAYER, UNITY_IPHONE etc. Documentation.
  • Improved UnityScript compilation speed.
  • New scripting API functions (documentation). Some highlights:
  • WWW.responseHeaders will contain the response headers received from the HTTP server.
  • Application.isWebPlayer.
  • SystemInfo.graphicsPixelFillrate to query GPU pixel fillrate. Returns fillrate for about a thousand GPUs out there.
  • GL.ClearWithSkybox.
  • Math functions: MoveTowards to Mathf, Vector2, Vector3, and Vector4; Quaternion.RotateTowards.
  • Changed Mathf.Approximately to not only be useful for comparing very small numbers.
  • Stacktraces have been prettified, useless information is better stripped from stack traces.
  • Other Improvements:
  • Web Player: Java and ClickOnce based installer on Windows for true one-click installation process.
  • IME input support (for languages like Japanese, which require multiple keypresses to enter a character) on Windows, and in the editor and standalone on the Mac.
  • Support for OS font rendering (new "dynamic" font rendering mode), to save space in distribution and texture sizes. Textures are generated dynamically to contain the characters which are needed.
  • Documentation: scripting examples in UnityScript; C# and Boo. Docs for all platforms merged and platform specific parts toggle-able.
  • Web Player: UnityObject.js script makes Web Player embedding easier.
  • iOS: Added cpu-waits-gpu metric in internal profiler; useful for tracking down GPU bound applications.
  • iOS: Native resolution support for iPhone 4.
  • iOS: Improved game build sizes.
  • iOS: Unity Remote 2: It is possible to turn off image syncing between editor and device. Useful for input-critical games.
  • OS X Web Player: Now supports NPDrawingModelInvalidatingCoreAnimation, as will be required by future versions of Chrome.
  • Networking: RakNet upgraded to version 3.732
  • Networking: Connection tester, Network.TestConnection(), now reports your NAT implementation type more accurately.
  • Networking: Exposed Network.logLevel so you can change the amount of log output at runtime.
  • Networking: Added network GUID, used for NAT punchthrough.
  • Bug Reporter: Supports multiple file attachments; trims attached log files if they are too large.
  • Some Changes We Did
  • We thought you might want to know about them... Read more in the docs.
  • Graphics Changes:
  • Forward rendering path had lots of changes:
  • Most common case (one directional per-pixel light) is drawn in one pass now! (used to be two passes in 2.x)
  • Point & Spot light shadows are not supported. Only one Directional light can cast shadows. Use Deferred Lighting path if you need more shadows.
  • Most "Vertex" lights replaced with Spherical Harmonics lighting.
  • Forward rendering path is purely shader based now, so it works on OpenGL ES 2.0, Xbox 360, PS3 (i.e. platforms that don't support fixed function rendering).
  • Shader & ShaderLab changes:
  • If you want to write shaders that fully interact with lighting; it's best to use Surface Shaders.
  • Unity 2.x per-pixel lit shaders will need to be manually converted to surface shaders or manually fixed.
  • Shaders are compiled to more targets by default (e.g. OpenGL ES 2.0); you might hit some places where OpenGL ES 2.0 does not like some Cg/HLSL constructs. Either fix the offending places, or exclude shader from OpenGL ES 2.0 via #pragma exclude_renderers gles.
  • Lots of sanitization to built-in variable names (mostly to accommodate new OpenGL ES 2.0, Xbox 360, PS3 platforms).
  • Unity 3.0 will automatically upgrade most of 2.x shaders for syntax changes. This actually modifies your shader files (look for "Upgrade NOTE" in your files).
  • Normal map compression; just mark texture as Normal Map and will be DXT5nm compressed at decent quality. All shaders need to use UnpackNormal(n) instead of n*2-1.
  • Remove concept of "RECT" textures. All non-power-of-two RenderTextures are addressed with 0..1 UVs now (just like in D3D9 in Unity 2.x).
  • Parallax shaders get height from a separate texture now.
  • Self-Illuminated shaders get illumination from a separate texture now.
  • Terrain lighting modes (Vertex/Lightmap/Pixel) are gone. Terrain is lit just like everything else now.
  • When rendering with Shader Replacement, no lighting is ever applied. Skybox, GUI, Halos, Projectors are not rendered.
  • Background shader queue is treated like Geometry now (arbitrary sorting, assumed to be opaque).
  • OnBecameVisible/OnBecameInvisible have slight behaviour changes. For example, now they are not called each frame on a shadow caster that is not visible itself.
  • Self-Illuminated materials calculate emissive color as (material color * texture * illumination); previously was (texture * illumination).
  • Simplified Shadow Bias setting on Lights.
  • Depth render textures on D3D9 use native depth buffer. Value distribution changed from linear to z-buffer like (just like in OpenGL).
  • Spot lights attenuate exactly like Point lights now.
  • Point lights with Cookies actually attenuate now.
  • OnRenderObject script callback behaviour changed. Now those callbacks are called after everything is rendered; not at points in the middle of rendering.
  • Changed the way the Camera-DepthTexture and Camera-DepthNormalTexture shaders are loaded so that they can be overridden when needed.
  • Custom Tree shaders specify their billboard shader via Dependency keyword now (instead of Tag). The billboard shader will be automatically included in the build.
  • Screen space coordinates should use float4 on all platforms (used to be V2F_SCREEN_TYPE). When sampling a texture with tex2Dproj, use UNITY_PROJ_COORD macro around it.
  • Added WorldSpaceViewDir() and WorldSpaceLightDir() functions to UnityCG.cginc.
  • Obscure Graphics Changes That No One Will Probably Notice TM: documentation.
  • Renamed the 2.x tree shaders and the 3.x Tree Creator shaders; both are put under "Nature" section.
  • OnPreCull, OnPreRender, OnPostRender and OnWillRenderObject messages are not sent to disabled behaviors.
  • Old Unity 2.x Lightmapped shaders moved under "Legacy Shaders" submenu.
  • Terrain: Removed the concept of grayscale lighting from terrains.
  • Editor Changes:
  • Unity Editor on Mac OS X requires Intel-based Mac and OS X 10.5 "Leopard" or later.
  • Removed Soft Vegetation option from Quality Settings UI. It does nothing in built-in shaders now.
  • Separated preferences for 3.x and 2.x editors.
  • Removed ancient Dinosaur graphics emulation.
  • Moved "All compile errors must be fixed" notification to scene view notifications (moved it out of console).
  • Made the curve editor send a CurveChangeCompleted event when the curve change has been completed.
  • Create New Project dialog now expects user to select an existing, empty folder on the Mac
  • Mesh Import option "Split Tangents" is on by default.
  • Texture Importer:
  • Bump maps are now referred to as "normal maps" in the editor.
  • Normal maps are labelled as "NM" in their format.
  • PVRTC compression level moved to advanced settings.
  • Generating a Cubemap will make the cubemap be the root asset.
  • Textures that only use one value across the whole alpha channel and that value is not 1 are marked as needing-alpha-channel.
  • The command and control key modifiers in the view tool have been switched on OS X. Now command moves and control zooms. Control still moves on Windows.
  • Physics Changes:
  • Rigidbody mass is no now longer limited to 10000.
  • RaycastCollider is now deprecated.
  • Center of gravity and inertia will now always be automatically recalculated when setting or animating collider properties or positions, unless they had been explicitly set from code before.
  • Slope limit on character controller now works properly above 45 degrees. When loading old scenes the value will be clamped to 45 degrees to mimic the old behaviour.
  • JointDrive.maximumForce will now also be taken into consideration when JointDrive.mode is JointDriveMode.Position. You may need to change your joint setups so that they still work.
  • Unity iOS Changes:
  • iPhoneStreamingAssets is renamed to StreamingAssets and is now located under the Assets folder (visible from within the Editor).
  • Target iOS Version field added to player settings. Now deployment target can be specified separately from active SDK version.
  • "Enable Unity Networking" flag removed from iOS player settings. Now stripping of networking is handled automatically.
  • Most iPhoneInput members moved to Input class.
  • Native plugin support added to both Basic and Advanced Unity iOS licenses.
  • Added support for iPad / iPhone Simulator
  • Hardware audio decoder is now shared between audio clips.
  • Other Changes:
  • Random number generator (Random class) was changed. It is marginally slower, but produces better "randomness", especially in lower bits. Additionally, integer version is not limited to 15 bits range.
  • Internal Random number generators (for Particles etc.) are reset after each level load. Now your particles in any level do not depend on what levels were loaded before.
  • The default runtime font is now Arial 13, as rendered as a dynamic font on Mac OS X and Windows.
  • Scripting: Renamed WWW.data to WWW.text
  • Scripting: ScriptableObject derived classes must be instantiated using one of ScriptableObject.CreateInstance overloads.
  • Scripting: UnityScript strict mode no longer allows arbitrary downcasts from Object (unless #pragma downcast is used).
  • Input: Keyboard on MacOS X will now reflect the behavior on Windows (two separate KeyDown events for key code and character, KeyUp event only for key code).
  • Scripting: Removed support for .NET 1.1 profile.
  • Scripting: Made previously undocumented GUIClip class internal to UnityEditor.
  • Networking: Connection tester now requires 4 public IP addresses to work.
  • Editor Fixes:
  • General: Improved Undo behaviour.
  • General: Game View Stats window has more accurate frametime & FPS display.
  • General: Don't enter Play mode if there are compiler errors.
  • General: Debug.LogWarning will not pause the game if console has Error Pause selected.
  • General: You can now search for script derived types in the project window (when Type is selected).
  • General: Fix newly created materials in project view sometimes having empty names.
  • General: Reset menu option is now undoable.
  • General: Fixed importing standard packages into projects with non-Latin characters in path on Windows.
  • General: Fix occasional exceptions with Undo when asset inspector loses selected assets.
  • General: Fix editor window sometimes shrinking into the corner when changing layout presets on Mac OS X.
  • General: Fixed a bug where selecting a scriptable object with a missing script reference would result in null reference exceptions
  • Crash: Fixed crash when deleting the last item in an array of strings.
  • Crash: Fix crash on Windows when undocking Game View.
  • Crash: Fix crash caused by EyeDropper picking color on different monitor.
  • Crash: Editor is more resilient to missing object references (eg. a Unity iPhone 1.7 upgraded project was crashing the editor on play).
  • Inspector: "Open Compiled Shader" in Shader Inspector works more predictably and uses text editor chosen in preferences.
  • Inspector: Fixed display of boolean arrays.
  • Inspector: Fixed Material/Mesh/Object previews being affected by scene Fog.
  • Inspector: Fix "Any" Texture properties in Materials using the wrong GUI style.
  • Inspector: Fixed bug where opening a terrain inspector would dirty the terrain causing it to get saved although nothing had changed.
  • Asset server: Fix editor hanging on OS X when trying to merge conflicting text assets.
  • Asset Server: Fix unable to update when parent of file modified on server is locally deleted.
  • Asset Server: Cleaner Diff output when comparing binary files in Asset Server.
  • Asset Server: Fixed asset server caching failing in some cases (e.g. when using EditorUtility.CopySerialized).
  • Importing: Tangents will be properly handled when mesh compression is enabled.
  • Importing: Fixed direct import from Maya 2011.
  • Importing: Using TextAsset to store binary data now actually works, as long as your file has the .bytes extension.
  • Importing: Cylindrical cubemap projection generation now works.
  • Importing: On rare occasions Unity Editor on Windows was throwing 'Writing file error' while reimporting all assets and anti-virus running in the background.
  • Importing: Fix texture object fields in cubemap inspector losing the thumbnail when reimporting.
  • Importing: Shader files with uppercase file extensions are properly imported now.
  • Importing: Reduced memory usage during texture import.
  • Importing: Better memory handling when importing assets, switching scenes, building player.
  • Importing: FBX importer gives detailed warnings if it detects problems in the skin of a model.
  • Importing: Fixed import of user properties from 3D asset files.
  • Importing: Fixed import of multiple animation takes.
  • Scene View: The grid is now also shown in Iso mode.
  • Scene View: Terrain is selectable in Scene View just like any other object!
  • Animation View: Margins are now fixed instead of a percentage.
  • Animation View: Improved handling of window resize.
  • Animation View: Make create key operations work better for steep curves and disallow it for read-only curves.
  • Animation View: Prevent creating keys outside of permitted horizontal range.
  • UI: Maximized state of main editor is remembered across sessions on Windows.
  • UI: Don't show Project Wizard or Welcome Screen if Reimport All was invoked.
  • UI: Fix some of context menus not being properly validated (grayed out) on OSX.
  • UI: EditorWindow.Notification now properly shows white text.
  • UI: Clamp profiler frame selection dragging correctly.
  • UI: Fixed animation icons being clipped in the inspector.
  • UI: Fixed dragging tab on Windows putting window title bar above the screen top.
  • UI: Show error message if -nographics is used without -batchmode.
  • UI: In Package Import Dialog selecting checkboxes will now correctly affect child elements.
  • UI: Fixed Asset Server tooltips in Overview window getting too large and disappearing too soon.
  • UI: Fixed old regression where pressing F to frame selection frames selected object in last active scene view, if active window doesn't use frame selection event.
  • UI: When editor is processing something on Windows, made utility windows not be on top of all application windows in the system.
  • UI: Fix error messages when trying to move file to the same folder via Project view on Windows Vista or 7.
  • UI: Fixed icons for sub-assets in search view.
  • UI: Show proper cursor when trying to drag files out of Unity Editor on Windows.
  • UI: License Info word wraps properly in About Window.
  • UI: Fixed the eye dropper color picking tool disabling itself when the mouse is moved too fast.
  • UI: Fixed editor not finding GUI styles on computers with some of non-English locales.
  • Rendering Fixes:
  • Driver workaround: Fixed occasional crash on some Intel graphics cards when shader uses mismatching texture types.
  • Driver workaround: Disabled anti-aliasing on Macs (pre-Snow Leopard) with GeForce 7300 graphics cards; occasional driver crashes.
  • Driver workaround: Disabled mip-mapped Render Textures on Macs with Intel GMA 950 cards; occasional driver crashes.
  • Driver workaround: Fixed garbage on Macs with GeForce 7300 GPUs. Had to disable Deferred Lighting on those cards though.
  • Particles: Particle color and UV animation will now be based on the lifetime of each individual particle instead of the max energy set in the emitter.
  • Shadows: Spot light shadows fade out correctly on D3D9.
  • Shadows: Fixed point light self-shadowing artifacts which were mostly happening on Mac.
  • Shaders: Using more than 8 textures in a pixel shader works now!
  • Shaders: Nested block comments (/* foo /*bar*/ */) are supported now.
  • Shaders: Fixed error messages sometimes being printed when both GLSL and non-GLSL shaders are present in the scene.
  • Shaders: When there are Direct3D shader assembly errors, print the shader name in the error message.
  • Shaders: Fixed instruction count reporting for D3D9 assembly shaders.
  • Crash: Fixed crash if accidentally setting invalid shadow cascade count in Quality Settings.
  • Crash: Fixed crash when shader has unterminated block comments.
  • Crash: Fixed crash when shader tries to fallback to itself.
  • Terrain: Fixed various issues with terrain billboards (non-uniform scale, culling, mismatch between root of the billboard and the mesh etc.).
  • Terrain: Fixed too aggressive culling of billboarded terrain details.
  • Terrain: Fixed terrain blocking MouseDown events from scene view gizmos.
  • Terrain: Made it possible to use trees with only one material.
  • Terrain: Now actually use the tree cutoff value that is set on the material.
  • General: Fixed half-texel offset issues with Graphics.Blit on D3D9.
  • General: Removed rect clamping for camera's normalized viewport rectangle.
  • General: Fixed texture binding on iOS/Android; textures won't become corrupted when loading levels now.
  • General: Custom Fonts will now be properly displayed by Unity GUI.
  • General: Fixed AABB calculation for just-unloaded Meshes and skinned meshes with no bones.
  • Unity iOS Fixes:
  • Fixed iPad Simulator 3.2 support
  • Fixed stripping issue which caused crashes when coroutines are used.
  • Fixed WWW.text and "Fast but no exception" problem.
  • Fixed a crash when using AnimationCurve property in a script.
  • Fixed input processing on iPhone 4 with native resolution.
  • Fixed video player orientation on iOS 4.
  • Physics Fixes:
  • Meshes created with Mesh.CombineMeshes will correctly collide when used with MeshColliders.
  • Make WheelHit report correct sidewaysDir.
  • Make raycasts work when Time.timescale is zero.
  • Kinematic or sleeping rigidbodies will now properly update their internal PhysX state when a parent rigidbody gameObject is moved.
  • Collision events are sent more properly now.
  • Scripting Fixes:
  • WWW.text respects content-encoding specified in HTTP response headers.
  • Debug.Log is now thread safe.
  • Fixed internal UnityScript compiler error caused by nested arrays.
  • Fix crash when opening a project where a script throws an exception in a static constructor.
  • Fixed crash caused by untyped or wrongly typed parameter of message handler.
  • Fixed crash when DestroyImmediate is called in user code and Unity doesn't expect the object to be destroyed.
  • Material.CopyPropertiesFromMaterial() now works as expected.
  • GameObject.SampleAnimation respects the WrapMode of the clip.
  • UnityGUI: Fix GUIUtility.RotateAroundPivot and ScaleAroundPivot using screen space pixels instead of clip space pixels.
  • UnityGUI: Fix ScrollViews not properly ignoring DragPerform/DragUpdated events.
  • UnityGUI: GUILayout.Toolbar now correctly calculates toolbar size.
  • Fixed a typo bouncyness in Physics Material, now it's spelled correctly bounciness.
  • Fixed a crash when setting negative values for particle minEnergy, maxEnergy through a script.
  • Issue an error when the script class name and file name do not match (after script has been attached). Similarly issue an error if a class was changed to be abstract or was turned into an interface.
  • Networking Fixes:
  • Timestamps are now correct in received NetworkView RPC messages.
  • Network.useNat has been deprecated. It is now set automatically when you Connect (since you can now only connect with NAT punchthrough using a GUID) and is set in the InitializeServer function call explicitly.
  • You can now connect using a HostData struct received from the master server (correct method automatically used) and give a connection password when connecting with GUIDs.
  • Fix server crash when player with network views disconnects.
  • Fix for problem when using Network.Instantiate after loading a new scene.
  • Fixed problem with master server not returning local IP addresses when it should (when host/client are on the same router/external IP).
  • Network.TestConnection() now always returns error status correctly. To restart a test after getting an error it needs to be forced with the appropriate parameter.
  • Fixed network scope bug which resulted in state sometimes not being synchronized correctly.
  • Other Fixes:
  • Fixed saving screenshots to non-ASCII path names.
  • Web Player: Fixed some memory leaks.
  • Fixed various corner cases in AnimationEvents logic.
  • Audio + iOS: Make UnitySetAudioSessionActive(true/false) actually work.
  • Audio: Fix crash when trying to access AudioListener and it doesn't exist.
  • Player: fix some of movies playback crashing web and standalone players.
  • BugReporter: Escape special characters in bug description.
  • Web Player: Fixed one frame of garbage showing when going out of fullscreen mode in CoreAnimation plugin on Mac OS X.
  • Audio: AudioSources with PlayOnAwake checked, now plays in the first frame (and can be accessed correctly from Start() and Update()).
  • Audio: .time & .timeSamples can now be set before playing AudioSource(s)
  • Bug Reporter: Do not terminate the if the bug submission fails (Mac).
  • Fixed WWW.uploadProgress crashing the web player (this property still is not fully implemented though).
  • UnityGUI: Fix Vertical Margin error for GUILayout groups with multiple elements.
  • Web Player: Several fixes to make it work better with Google Chrome on Mac OS X.
  • Known Issues
  • MonoDevelop: Single-stepping outside the control flow of a script while debugging results in decreased performance until normal execution continues.
  • A flaw in the way 64 bit Windows OS handle structured exceptions for 32 bit applications can cause crashes in Unity players. The issue may surface, for example, if a player running on a 64 bit Windows causes a NullReferenceException to be thrown, even if the exception is handled. This bug affects all 32 bit applications running on 64 bit Windows, including Microsoft .NET applications.
A hotfix solving the issue is available on support.microsoft.com, but of course this does not help your end user. Your best bet is to keep your players exception-free (which is always a good idea), at least until the fix is distributed to end users via Windows update.
  • Touch.deltaPosition and Touch.deltaTime can be inaccurate on Android.
  • Tree Editor Leaves can not be manually rotated.
  • Debugger: Does not halt on some exceptions thrown from internal Unity engine code.
  • Build Settings Window may not initially react to mouse clicks. Workaround: move/resize the window.
  • Generate Lightmap UVs: the results may be different on mac and windows. If you encounter this problem, please report a bug.
  • Generate Lightmap UVs: performance degradation is expected on highly tessellated mesh. This will be fixed in subsequent releases.
  • Graphics: Anti-Aliasing does not work with Deferred Lighting.

New in Unity 2.6.1 (Dec 2, 2009)

  • Unity 2.6.1 contains a new webplayer plugin that is compatible with Mac OSX 10.6 Safari when running in 64-bit mode.
  • Additionally a number of improvements and bug fixes were implemented to smooth out some of the issues experienced by Unity (free) license holders.
  • Additionally, Unity 2.6.1 projects are now compatible with Unity iPhone 1.5.1 projects.
  • Improvements:
  • The Mac webplayer has been rewritten to be compatible with 64-bit Safari on Mac OS X 10.6.
  • Reduced time spent connecting to large Asset Server projects.
  • Editor Fixes:
  • Fixed an editor crash when painting trees in the free version of Unity.
  • Fixed an FBX import crash bug which could happen with some assets.
  • Fixed rendering of terrain details in the editor after a player has been built.
  • The Draw checkbox for trees and details in the terrain inspector now remembers it's setting.
  • Fixed ImportAssetOptions.ImportRecursive (it didn't do anything before).
  • Fixed a bug where the terrain lightmapper would render shadows incorrectly.
  • Fixed an error message about asset timestamp counts that sometimes showed up after saving the project.
  • Fixed warning when deleting a TerrainData asset which is used in the scene.
  • Fixed a bug in which Input.GetMouseButton() would fail in the Editor on Windows, when the game view is detached from the main window.
  • Fixed a bug where selecting text with the mouse would deselect the asset when renaming assets in the Project View.
  • Fixed an Editor crash when pressing the gear menu on the default references of a script on Windows.
  • Editor Search string now resets when objects not matching the search filter are selected.
  • Unity will now highlight prefabs in Project view when selecting the prefab from the GameObject Inspector.
  • Fixed an editor crash when trying to compare against a non existent asset in the Asset Server history view.
  • Fixed an editor crash when passing an invalid prefab reference to EditorUtility.ReplacePrefab().
  • Runtime Fixes:
  • Fixed a runtime crash when changing screen size or FSAA settings when RenderTexture assets are used.
  • Fixed more than 2 Image Filters being upside down on Windows when Anti-Aliasing was used.
  • Fix GUI toggles drawing with the wrong state when on.
  • Fixed a regression which broke WWW.LoadImageIntoTexture() in some cases.
  • Fixed AudioSoruce.ignoreListenerVolume to work again.
  • Fixed a bug which could cause gamepad input to get lost on Windows when multiple gamepads are connected.

New in Unity 2.6.0 (Oct 29, 2009)

  • New Graphics Features:
  • Anti-aliasing now just works with Image Effects (requires updating Pro Standard Assets).
  • Added floating point render texture support (4 channel 16 bit floating point).
  • Built-in method to generate Depth or Depth&Normals textures: camera.depthTextureMode.
  • Camera.layerCullDistances lets you specify culling distances per layer.
  • Anti-aliasing setting can be changed at runtime using QualitySettings.currentLevel. Editor also picks up anti-aliasing changes immediately.
  • Added an Is Readable setting to texture importer, so textures don't have to use up main memory if the pixels are not accessed from code.
  • Ability to limit supported aspect ratios in Player Settings. E.g. your game can say "I only support 4:3 and 16:10", and only matching resolutions will be shown in the resolution dialog.
  • Animation culling, so animations outside of the visible screen area don't have to be updated.
  • Image Effects work better with multiple layered cameras.
  • Graphics Optimizations:
  • Terrain & Vegetation rendering is much faster and does less memory allocations.
  • Compression capability for meshes and animations to improve build sizes.
  • Shadow rendering is faster (much less CPU overhead).
  • Pixel-lit lights are faster (less CPU overhead).
  • Applying matrix parameters to shaders is faster.
  • Movie playback is faster.
  • Improved shader loading times.
  • Editor Improvements:
  • Brush preview is shown in Terrain editing tools
  • Icon for standalone players can be automatically set by Unity (set it in Player Settings).
  • Generic List objects can be serialized and shown in Inspector.
  • Scene view Gizmos are not displayed for hidden layers.
  • There are now Development and Release web players available. The Development one includes Profiler support and is installed with the Editor as well as being available for download seperately. Auto-update and user installations use the Release webplayer.
  • You can now build Development and Release Standalone players. In the Build Options you can now select a Development build which will generate a player with Profiler support and debug symbols.
  • Terrain Editing got a bunch of hotkeys added:
  • Shift-Q through Shift-Y selects the tool.
  • Comma and Dot cycles through brushes.
  • Shift-comma & Shift-dot cycles through the selected detail.
  • All of these can be remapped in the Preferences.
  • Animation Editor:
  • New window to edit animation clips. Besides transforms, animation curves can also be created for component properties and material properties.
  • Animated objects instantly reflect curve edits and auto-recording automatically adds curves and keys as objects are moved or their properties changed.
  • Curve tangents can be auto smooth, free smooth, or each tangent can be free, linear, or constant.
  • Support for adding and editing animation events with automatic listing of available methods in attached script components.
  • Animation States in the Animation component can now be viewed in Inspector Debug mode to inspect current values.
  • Animation component shows animation state array in Debug inspector mode
  • Improved performance & responsiveness of the editor
  • Editor Console now automatically scrolls to end of log when scrollbar is at the end
  • Slightly better color preferences dialog
  • Generic Property inspector can now be invoked from OnInspectorGUI or is invoked by default if no OnInspectorGUI is defined.
  • Inspector title says "Debug" when debug mode is enabled.
  • Shader Inspector indicates when the shader has errors or is not supported by the GPU.
  • Ray Snapping improved: If pivot mode is set to center, the object gets placed so the bounding volume is resting on the snapped position. Great for companion cube placement!
  • Selected objects can be snapped to grid from Snap Settings dialog
  • Debug.Log is now thread safe when used outside of the main thread in the Editor.
  • Asset Pipeline Improvements:
  • External Version Control Systems support. This is alternative way of saving metadata in Unity Pro and can be enabled per project. When enabled, the Assets folder can now be checked into version a control systems, such as Subversion, Perforce or Bazaar, without losing import settings or references between assets.
  • 16 bit/channel Photoshop (.psd) files can be imported now.
  • Support for direct importing of Cinema 4D files on Windows.
  • FBX importing supports Step animation curves.
  • AIFC audio file import support.
  • Updated FBX libraries to 2010.2.1, fixes some importing issues.
  • Support for building Asset Bundles using deterministic ID generation. This lets you create shared asset bundles that can be swapped out with different versions without requiring a full rebuild of all assets. Also lets you create two asset bundles containing assets imported differently; for example one bundle with low resolution textures and one with high resolution textures. See BuildAssetBundleOptions.DeterministicAssetBundle.
  • New Scripting Features:
  • Added a threadPriority property to the WWW class, to control decompression performance when downloading in the background.
  • Texture2D.GetPixels now supported on compressed textures.
  • Mesh.CombineMeshes() method for more efficient mesh combining.
  • ParticleEmitter.Simulate() method to forward-skip a particle system to some point in time.
  • ParticleEmitter.enabled property to pause a particle system.
  • Renderer.isVisible property to check if a renderer is currently on screen or not.
  • EditorUtility.CompressTexture() method to compress editor-generated textures.
  • Input.GetJoystickNames() method to get name strings of connected joystick devices.
  • QualitySettings.anisotropicFiltering and QualitySettings.masterTextureLimit global texture quality settings.
  • Generic versions of GetComponent, AddComponent etc. added for C#.
  • Unity version #define exposed for conditional compilation of C# scripts.
  • Vector3.Lerp, Color.Lerp and Vector4.Lerp are faster
  • Added HSVRGB color conversion functions to EditorGUIUtility
  • Gathered more common Editor GUI styles into EditorStyles
  • Added EditorGUI.PropertyField and SerializedProperty
  • Added SystemInfo.graphicsShaderLevel
  • Exposed a bunch SystemInfo variables (OS, CPU, RAM etc.) to scripting.
  • Documentation:
  • Improved Scripting Reference.
  • New Audio Backend:
  • Better overall performance and mixing quality. Lower CPU and memory usage.
  • 100% cross-platform and software mixing (no surprises with platform specific implementations and sound hardware/drivers).
  • Fixed sound crackling and pops< when CPU is stressed (ie. during garbage collection) or/and changing volume and pitch rapidly.
  • Unity can now position and playback all files in 3D (not only mono files).
  • Audio devices are now changed instantly when a new device is plugged in, removed or changed in the system settings.
  • AudioClip.samples: returns the length of the clip in PCM samples.
  • AudioClip.frequency: returns the sampling frequency of the clip.
  • AudioClip.channels: returns the channel count of the clip.
  • AudioSource.timeSamples: get or set the position of the source in PCM samples.
  • AudioSource.time: more precise for compressed, streamed and movie audio.
  • Loop button in Inspector Audio previews.
  • Audio paused properly when player or editor loses focus (and Run In Background is off).
  • Online Features:
  • Compression capability for meshes and animations to improve build sizes.
  • Threaded background loading - load new scenes and AssetBundles smoothly while playing.
  • Added a threadPriority property to the WWW class, to control decompression performance when downloading in the background.
  • Decompression of unity WWW streams uses less memory.
  • Asset Server Improvements:
  • New History window. Merged Project Revert, Recover Deleted, Browse old versions and Old history windows into one
  • Asset Server windows refresh automatically when something in the project changes
  • Improved Asset Server performance
  • Deleting items in Asset Server no longer show in updates with their full history
  • Ability to delete users and projects from within editor
  • Added a dialog to warn user about committing unsaved open scene
  • Asset Server Inspector. Shows asset's state directly in Inspector. Allows to discard changes and show history for asset in Inspector.
  • Most long-running Asset Server operations can be canceled.
  • Added support for faster commits and updates of large changesets when used with AssetServer v2.0 (to be released along with Unity 2.6)
  • Calculating to total download size when updating from the server is now done in the background so it does not delay starting the actual download. This speeds up downloading large projects from the Asset Server significantly, especially if the project consists of a lot of small assets.
  • Additional Improvements:
  • Visual Studio and MonoDevelop integration for C# script editing.
  • Optimized memory allocation patterns for better overall performance.
  • Added Profiler logging to a file, for use in Standalone Player and Web Player.
  • Added a dialog asking user to reload currently open scene when its file changes on disk.
  • Added an option to disable generation of tangents or normals in the model importer - this allows some space savings in model data.
  • Standalone game Icons can now be supplied in different sizes.
  • Added helper functions Graphics.Blit and Graphics.BlitMultiTap, to simplify Image Effects code. Refactored Image Effect scripts in Pro Standard Assets to use them.
  • Ability to set raycasts to not hit triggers (under Physics settings)
  • Support for setting the wrap mode on the clip in the inspector instead of setting it in the animation component or from code in the animation state API. If the wrap mode in the animation component is set to default, it will not be shown anymore, but you can still edit it in debug mode.
  • Improved Texture2D.PackTextures packing when source textures do not fit into maximum atlas size.
  • Changes:
  • Unity no longer ships with a 30-day demo period but has to be activated immediately to work. The activation page now has the ability to automatically generate and activate 30-day trial licenses for each machine.
  • EditorUtility.SmartResetToPrefabState and EditorUtility.SmartResetGameObjectToPrefabState have been renamed to EditorUtility.ResetToPrefabState and EditorUtility.ResetGameObjectToPrefabState respectively.
  • Removed one superflous parameter from the overload of Undo.RegisterUndo() that takes multiple objects.
  • Removed warning: Couldn't load the script because its file name doesn't match the class name.
  • When rotating objects in the scene view, rotation euler angles can increase or decrease indefinitely without being clamped in a specific range. Note that this is only supported in the editor when not in play mode.
  • Constant interpolation in animation curves now always assume the value of the left hand side key.
  • Don't send EventType.mouseMove events in game mode.
  • Removed option to not compress textures when building a player. Removed BuildOptions.CompressTextures as well.
  • Handle cap drawing functions have been renamed in the Handles class to better reflect what they do
  • Deprecated GUIStyle.clipOffset Use BeginGroup instead
  • Fixes:
  • Graphics Fixes:
  • Fixed Skybox drawing when camera's near clipping plane is very large (e.g. half of far plane).
  • Graphics.DrawMeshNow was not drawing a mesh if there was no current camera at the time.
  • Fixed rendering order issues when shadows and different opaque Render Queues are used (hi TigerWoods Online!).
  • Projectors now support Queue tag in their shader to control their render order. If Queue tag is not specified, then Projectors are rendered after all opaque geometry.
  • Soft Vegetation setting is taken into account when rendering Terrain tree billboards.
  • Non-billboarded Grass in the Terrain waves in the wind again!
  • Shader.Find can properly find shaders that were not supported by the editor that built the game. Fixes missing shaders when building games from batch mode editor (-batchmode -nographics on Windows).
  • Shaders that fail compilation have proper names in shader popup (instead of "Default").
  • Fixed Directional Occlusion of Terrain trees being biased towards one side (a strong light from one side would result in brighter trees than the same light from another side). Reimport your tree models!
  • ParticleEmitter.Emit now updates particle system bounds correctly
  • Mac OS X Specific Fixes:
  • Fixed problem with installing Unity Editor on OS X 10.6 Snow Leopard.
  • Opening a script on a different Space than Unity Editor no longer hangs compilation.
  • When using an external editor, whose bundle does not provide a CFBundleDisplayName, use a less cryptic fallback name in the Editor Preferences dialog.
  • Fixed file permission verification on OS X. Unity now only requires files in the Assets directory to be readable by the current user, directories must by readable, writable and executable and files outside the Assets directory should be readable and writable by the current user. When fixing permissions, Unity will not prompt for administrator access unless required.
  • Fixed issues with projects located on FAT32 filesystems on Mac OS X.
  • Report correct mouse button IDs in events of Mac OS X web player.
  • Screen Selector on OS X Standalone players is centered properly
  • Mac OS X web player should now properly catch crashes without crashing the browser.
  • MouseMove GUI events are sent to windows under the mouse in OS X Editor (previously were sent to focused window)
  • Installing the Example project no longer trashes the /Users/Shared/Unity folder but only, if present, the project folder itself.
  • Fixed problems in launching component help when Unity was installed in a path containing whitespace (OS X).
  • Asset Server Fixes:
  • Asset Server on OS X no longer allows committing files with names that are invalid on Windows.
  • Made Asset Server connection cache less aggressive. This makes it easier to delete projects on the server without getting errors that there are other clients connected to the project.
  • Fixed problems with communicating with the Asset Server that could result after a server restart.
  • Fixed problems with deleting users from the Asset Server.
  • Asset server download progress is properly shown for larger than 2GB downloads
  • Fixed Asset Server sometimes needing to update twice
  • Editor Fixes:
  • Fix crash where serializable class Foo has a field of type Foo[].
  • Fixed broken Vector2Field.
  • The currently selected brush and brush settings in the terrain inspector no longer get reset when saving the current scene.
  • New Game Objects are now centered correctly after switching layouts.
  • Changes done to managers (Physics, Tags etc.) made in play mode no longer persists.
  • Fixed Projectors present in the scene sometimes affecting Inspector material previews.
  • Fixed color picker in VertexLit materials sometimes not working.
  • Fixed crashbug when serializing Animation Curve inside of Serializable class array.
  • Editor Undo performance is better when undoing actions with lots of objects.
  • Improved handling of fatal errors when Editor is launched in batch mode.
  • Fixed Game View Statistics vertex count for meshes with multiple materials.
  • Fixed F to focus when using Terrain tree placement tool.
  • EditorUtility.CreateGameObjectWithHideFlags now always adds a Transform, just like GameObject constructor.
  • GUI.Window now works in editor windows. See EditorWindow.BeginWindows for docs.
  • Color picker window now saves its position
  • Project/Hierarchy windows handle Home/End/PageUp/PageDown keys properly
  • Other Fixes:
  • Fixed several bugs in animation curve sampling functions, especially when using stepped curves and PingPong wrap mode.
  • Improved GetComponent warning messages.
  • Better error message for looking up GUIStyles by string outside OnGUI. And it no longer crashes.
  • Better consistency checking of project data when launching Unity. Unity will now ask to rebuild the project if the project library data are corrupt beyond repair.
  • Failing to close all GUILayout groups degrades more gracefully.
  • GUILayout.ScrollView inside GUILayout.BeginHorizontal works correctly.
  • Shift+Click now selects text in text fields.
  • The Network Manager now respects Application.CancelQuit and doesn't reset itself on quit event (affected standalone player only).
  • Fixed Configurable Joint not always being deterministic.
  • Clicking on toggles now takes away focus from text fields and alike.
  • Event.KeyboardEvent now correctly handles Space key
  • Terrain disallows heightmaps larger than 4096x4096.
  • Fixed some FBX importing issues
  • Fixed Color.Equals

New in Unity 2.5.1 (Jul 9, 2009)

  • Improvements:
  • Scene view Gizmos are pickable again, just like they were in Unity 2.1. Gizmo picking is improved when multiple gizmos overlap the same screen area.
  • Improved Scene View performance when very large hierarchies are selected.
  • Cubemap preview in Editor Inspector now actually works.
  • WWW class supports SSL (https) in Windows Editor and Standalone games.
  • Decreased memory usage of Asset Bundles by 8MB per bundle (decompression dictionary was kept around for no good reason).
  • Changes:
  • Screen.SetResolution and Screen.fullScreen do not switch resolution immediately; instead resolution change happens when the current frame is finished.
  • Editor Fixes:
  • Fixed occasional random crashes when working in the Editor (recompiling scripts, popup menus, custom ContextMenu attributes etc.).
  • Fixed input keys&buttons getting "stuck" in Windows Editor (switching between applications, un-pausing the game).
  • Fixed some cases where switching user, entering screen saver or standby mode would make Windows Editor GUI not update anymore.
  • Building an OS X Standalone player on Windows properly strips symbols now.
  • Fixed Font importing on Windows when folder or file name has non-ASCII characters.
  • Fixed current scene being marked as modified when showing Material Inspector.
  • When building a player using BuildPipeline, level path names are converted into forward slashes as path separators. Fixes levels being named like "AssetsFoo.unity" (instead of "Foo.unity") on Windows.
  • Showing invalid Tag no longer produces errors in the Editor.
  • Fixed '/' and '%' in Asset Server commit messages being interpreted as menu shortcuts.
  • Fixed file comparison problems in Asset Server.
  • Fixed exceptions in Editor when changing Game Object Active or Layers in non-recursive mode.
  • Fixed error in Editor when deleting Movie Texture that is currently displayed in Inspector.
  • Fixed crash when doing Reimport All from Project View's context menu in Windows Editor.
  • Fixed crash when importing some malformed .3ds files.
  • Fixed hidden / CVS files appearing in Project View when manually reimporting asset folders.
  • Fixed Unity Editor crash when Data Execution Prevention is used on Windows.
  • Fixed audio files sometimes missing samples at the end (OS X only).
  • Fixed loading editor preferences when user has changed system locale.
  • Fixed terrain heightmap editing crash when the same terrain is instantiated multiple times in the scene.
  • Fixed Frame Selected on skinned meshes and transform hierarchies.
  • Non-skinned Custom deformer weights are properly ignored when importing FBX files.
  • Inspector properly updates when changing Script component to reference another script.
  • Set Terrain Resolution button no longer says "Import".
  • Fixed errors on Windows when dragging files into Project View from some applications.
  • Fixed Help icons in Inspector appearing at startup for non-existing help pages.
  • Web Player Fixes:
  • Fixed auto-update problem on Windows Vista + UAC + Internet Explorer. See tech note below..
  • Fixed web player crash on Windows Vista when locale is set to Spanish.
  • Fixed issue with mixing Unity and Flash content (by hiding one or another) on Internet Explorer (regression in Unity 2.5.0).
  • Fixed Tabbing through UnityGUI fields not working on Internet Explorer.
  • Fixed crash on Mac OS X when exiting fullscreen mode.
  • Fixed auto-update problem on PowerPC Macs.
  • Fixed Input.mousePosition being incorrect when using Application.targetFrameRate on OS X Web Player.
  • Fixed occasional crash when reloading web player on OS X.
  • Null Reference Exceptions don't crash on OS X + Firefox 3 anymore.
  • Fixed Firefox 3.0.10 issues on OS X Web Player.
  • Other Fixes:
  • Various scripting reference documentation fixes.
  • GUI.depth now works again.
  • TextAsset can contain arbitrary binary data again.
  • Fixed Mono memory leaks on Windows (allocating large managed arrays, leaked script assemblies).
  • Fixed Input configuration dialog in standalone games on Windows (keyboard configuration was broken in 2.5.0).
  • Fixed regression in existing Unity 2.0-2.1 content that was using Event.current outside of OnGUI.
  • Fixed UnityGUI regression with custom1..custom20 GUI styles.
  • Fixed Screen.lockCursor making Screen.showCursor not work on Windows.
  • Fixed terrain billboards being culled too early and trees culled incorrectly in some cases.
  • Fixed crash when unloading asset bundles.
  • Fixed Movie streaming via WWW class.
  • Fixed occasional crashes when switching the screen resolution in the middle of frame on Windows.
  • Fixed crash when setting .time on an audio clip that is not playing yet.
  • Fixed crash when running standalone Windows games from a read only file system.

New in Unity 2.5.0 (Mar 18, 2009)

  • Graphics & Shaders:
  • Multithreaded mesh skinning. Multicore processors, here we come!
  • Runtime DXT compression. See WWW.LoadImageIntoTexture and Texture2D.Compress.
  • Shader Level of Detail support. See Shader.maximumLOD, Shader.globalMaximumLOD.
  • RenderQueue can be set per-material from script, see Material.renderQueue.
  • Optimized rendering internals.
  • Shader compilation is about 3x faster now!
  • Added #pragma exclude_renderers and #pragma only_renderers directives to shader compiler, to be able to write D3D-only and OpenGL-only shader paths.
  • Optimized UnityGUI rendering, now it generates less vertices when it can.
  • NVPerfHUD is supported in Windows standalone games.
  • Web Player:
  • Google Chrome browser support (had input problems and crashes on early versions of Chrome).
  • Internet Explorer 8 support (had input problems when running on Vista).
  • Windows Web Players have much more stable frame rate.
  • Editor:
  • Asset Server client interface completely rewritten. Change-set based interface, log history, and so on!
  • Scene view can visualize overdraw & optimal texture resolutions (added to RGB/Alpha mode popup).
  • FBX importing libraries updated to latest version. Fixes lots of issues with FBX, Collada, OBJ, DXF file importing.
  • FBX user properties are exposed to asset post-processing scripts, see AssetPostprocessor.OnPostprocessGameObjectWithUserProperties.
  • Added Global transformation tools mode.
  • Game view Stats window displays frame time and frames per second.
  • Arrays of enums are properly shown in Inspector.
  • Added "Show Project Wizard when launching" option to Preferences.
  • Custom Script/Image editing applications are remembered in Preferences.
  • Added Terrain wind tint color to terrain settings. Previously it was a hardcoded value.
  • Added gizmo for Spring Joint and improved gizmos of other joints.
  • Make default setting for "Recalculate Normals" be off in mesh importer.
  • Added progress bars for import/export package operations.
  • Other Improvements:
  • Application.targetFrameRate. If you want to cap the maximum frame rate to save the planet - now you can!
  • AnimationClipCurveData has target variable now.
  • Improved UnityGUI text fields. Now they scroll with cursor if content is too large to fit; selection and cursor display were improved.
  • Unity on Windows is "large address aware" - so on 64 bit Windows it can use up to 4GB of memory.
  • Licensing changes: Unity Indie can build standalone games for any platform (they will show splash screen). Unity Indie builds web players with a watermark that goes away after a short period of time.
  • Editor Fixes:
  • Fixed Character Kerning inspector for custom fonts.
  • Fix error message when importing Font from a FAT32 filesystem on OS X
  • Fixed Rotate tool handle location changing with complex hierarchies when it's in Center mode.
  • Fixed Joints that are connected to themselves.
  • Fixed Mac vs. PC byte orders in terrain .raw files being swapped.
  • Mass Place Trees is properly undoable.
  • Switch texture format to one that has alpha channel when Generate Alpha from Grayscale is enabled.
  • priority parameter for MenuItem attribute actually works now.
  • Fixed crash when importing some TrueType fonts.
  • Error Pause in the console works for script exceptions.
  • In Cubemap inspector you can create cubemap from skybox images without having to mirror them.
  • Gizmos.color and Gizmos.matrix are reset before calling any gizmo functions.
  • Fixed importing progress bar for movies without audio.
  • Fixed terrain lightmap shaders not working in editor on some old cards (e.g. GeForce 2).
  • Mesh importer was putting random values into normals and tangents of unused vertices.
  • Web Player Fixes:
  • OS X web player correctly clips the game area if it does not fit on screen.
  • Work around a bug in Vista + Internet Explorer 8 (RC1) where going fullscreen hangs up the browser. Now fullscreen is disabled there :(
  • Work around Firefox 3.0.x scripting interface bug on OS X that made some games not work.
  • Fixed non-focused web players able to read keyboard input.
  • Fixed OS X web player flicker while scrolling in Firefox.
  • Graphics Fixes:
  • Fixed Camera.RenderWithShader in some cases messing up image effects if called from inside of OnPreRender.
  • Fixed Water becoming blocky on some Intel cards when game is running for many hours. Update Standard Assets and Pro Standard Assets to get the fix!
  • GUI.DrawTexture fixes: can handle non power of two render textures; fixed 50% opacity when there's no other UnityGUI used; correctly takes GUI.BeginGroup clipping rectangles into account.
  • Rendering Stats window gathers any rendering done during Update and other functions. Rendering through GL class is captured now as well.
  • Reported VRAM size should be more robust now on OS X (previously was reporting 256MB for some 512MB cards).
  • Fixed Texture2D.ReadPixels being upside down when reading from render textures on Windows.
  • Fixed TexGen ObjectLinear not producing correct texture Z coordinate.
  • Fixed Movie Textures leaking some memory.
  • Fixed occasional movie playback crash when movie is more tall than wide and is not power of two in size.
  • Fixed Camera.SetReplacementShader not taking the tag value into account.
  • Fixed particle rendering in orthographic scene view.
  • Fixed large GUI areas clipping off last pixel row/column on Radeon HD graphics cards.
  • Fixed crash in Graphics.DrawMeshNow if there is no current camera.
  • Fixed setting mesh.triangles corrupting data when mesh has multiple submeshes and you set a smaller triangle array.
  • Documentation Fixes:
  • Much better documentation for Editor scripting API.
  • Attributes are on a separate page in scripting reference.
  • Fixed scripting reference search not finding some words (e.g. Mathf.Sign)
  • Fixed broken links in printable documentation (printable.html)
  • Unicode love:
  • Various Unicode character input fixes for Unity GUI.
  • Standalone Windows games can launch from Unicode paths or when Project Name contains Unicode characters.
  • Fixed Paste with some Unicode strings not working.
  • Fixed Font.HasCharacter() for some characters.
  • Seeking in compressed audio (with .time) now works and with a much better precision.
  • Animation fixes:
  • Fixed Animation.Sample() not working if animation was not playing before.
  • Fixed Animation.CrossFade and Stop not clearing out queued animations.
  • Fixed Animation.IsPlaying for queued animations.
  • Fixed Application.loadedLevel being initially -1 in players.
  • Fixed Mesh.tangents producing null reference exception if mesh had no normals nor tangents.
  • Fixed EventType.ScrollWheel delta values being about 100x too large on Windows compared to OS X (now they match OS X).
  • Fixed copying text into clipboard producing extra ASCII zero character at the end on OS X.
  • Fix unrecognized keys (like volume up/down on some keyboards) triggeting unrelated input axes on Windows.
  • Fixed Mathf.Ceil and Mathf.CeilToInt returning next integer number if the argument was integer already. D'oh!
  • Fixed audio playback from streamed Ogg files.
  • Fixed crash when streamed video download is cancelled.
  • Fixed terrain tree colliders for terrains that aren't placed at zero.
  • Fixed MovieTexture playback issue.

New in Unity 2.1.0 (Jul 25, 2008)

  • All types of assets in the Project View can exported as a compressed asset bundle.
  • The asset bundle file can be streamed through the WWW class. This makes it possible to stream all assets on demand, as characters or other assets come into view.
  • Assets in asset bundles can be loaded by name or through a designated "main asset" for easy prefab instantiation.
  • Asset bundles can contain additional scene files and their dependencies. This can be combined with asset bundle cross dependencies.
  • Asset bundles and all their loaded assets can be unloaded explicitly through AssetBundle.Unload function.
  • PlayerPrefs now work in the Web Player! Use them to store persistent data on the client machine.
  • Joysticks and mice are now hot swappable on OS X web players
  • Undo and Redo for all scene operations!
  • Unity Editor can now natively import .DDS texture files.
  • Added "Split tangents across UV seams" option to mesh import settings, most often used for bumpmapped characters.
  • Arrays of booleans, Vector2, Vector4, Rect, LayerMask are shown in the Inspector now.
  • Game View statistics window displays video memory size used by the screen, total video memory usage and skinning/animation statistics.
  • Assets->Reimport and Assets->Import Settings now works recursively for folders.
  • Help menu and the Console window have buttons to open Editor and Player logs.
  • Renamed Open and Save menu entries Open Scene and Save Scene.
  • Added warning when importing scripts and shaders that use mixed CR & LF line endings.
  • Ogg Vorbis encoding bitrate expanded to 16..320 kbps (previously was 56..256 kbps).
  • .ogv files are recognized as Theora movies. Exporting movie to a file also uses .ogv extension.
  • New EditorWindow class lets you create a window in which you can draw custom GUI. Use it to create your own game design tools!
  • Editor classes AssetImporter, TextureImporter, MeshImporter have been renamed to AssetPostprocessor. Be ready to update your asset post-processing scripts.
  • Introduced OnAssignMaterial for overriding the default material assignment behaviour.
  • Introduced OnPostprocessAllAssets for tracking any changes to assets from editor scripts.
  • Import settings for textures and models are now exposed and can be modified from AssetPostprocessor to customize the asset import pipeline.
  • Added AssetDatabase class with functions to import, delete, create Assets, and create, instantiate, update Prefabs.
  • Server view now shows a quick summary of changes and conflicts at the top of the view.
  • Improved performance of Asset Server Status and Update commands by 10x.
  • Added a feature to update entire project to any previous Asset Server version.
  • Reduced connection timeout from 60 to 15 seconds when connecting to the Asset Server.
  • Much reduced false positives of changed Prefabs, Materials and Scripts.
  • Commit message in Asset Server is now a lot faster.
  • Improved displayed message when trying to commit without commit access rights.
  • Multiple terrains can be included in a single scene.
  • Terrains can now be moved and connected. LOD across terrain edges can be matched with Terrain.SetNeighbors.
  • Terrains have an additional "Pixel Lit" render mode. Shadows on terrains finally work!
  • VertexLit terrain lighting mode supports point lights now. Spot lights are treated as point lights.
  • Projectors work on terrain.
  • Terrain can be displayed in wireframe mode in Scene View.
  • Terrain textures, tree types, and detail object types can be removed from Terrain Inspector.

New in Unity 2.0.2 (Jan 31, 2008)

  • A new integrated Ping class for pinging remote servers or machines.
  • Added boolean and byte array parameter support for RPC functions.
  • Improved host list processing (Network.RequestHostList()) so it doesn't cause delays. Client connections to the master server are also more efficient.
  • A function which provides local NetworkPlayer information. Provides local IP address, internal and external with NAT addresses (after connecting to a remote machine).
  • Added compare operators on NetworkPlayer and NetworkViewID structures.
  • Copy & Paste now work in UnityGUI through CMD-C/CMD-V (Mac OS X) and CTLR-C/CTRL-V (Windows) keys.
  • Added GUIUtility.RotateAroundPivot(), GUIUtility.ScaleAroundPivot(). Guess what they'll do to your GUI :)
  • Improved GUILayout.ScrollView's logic for detecting when scrollbars are neccessary.
  • Made the default GUI skin a bit brighter so it looks better on Windows boxes, and other minor tweaks.
  • TextFields now select their content when the user tabs to them.
  • EventType enum members were made UpperCase (so EventType.repaint becomes EventType.Repaint). Old scripts will continue to work, but warnings are generated when they compile.
  • Improved skinning performance on OpenGL by about 20%. It's about as fast as D3D now :)
  • Texture2D.PackTextures creates a DXT compressed texture atlas if all input textures are compressed.
  • As a result, video memory usage in terrain engine is decreased when you're using compressed textures.
  • Two UV sets are now correctly imported from 3DS Max when using Standard material types, making lightmaps easier to get across.
  • Removed hardware depth buffer bias for shadows in OpenGL. This can make shadow bias slightly worse, but matches Direct3D behaviour (less unpleasant surprises).
  • Improved error message when assigning DXT compressed lightmap to the terrain.
  • Application.runInBackground now suppored in the web player.
  • Improved file size info reporting when building games. Unity now prints the size taken up by each asset and sorts all assets that are used in the build by size.
  • Windows standalone build startup dialog has input configuration just like Mac OS X standalone!
  • Added WWW.uploadProgres to track progress of large file uploads using the WWW class.
  • Unitron text editor accepts files dropped on it via Dock, can be used as an "Open As" in the Finder & got a new application icon.
  • When using the Unity Asset Server, the current project name and server is now shown in the main window title bar.
  • Added EditorUtility.SetDirty() function to notify changes in scripts performed from editor scripts.
  • Support for Reproduction Logging on standalone Mac OS X games. Hold down CMD-ALT-CTRL while loading the standalone player and Unity will ask you to write or read from a log file. This records all input and lets you play it back in order to easily reproduce a crash or other issue.

New in Unity 2.0 (Oct 11, 2007)

  • Web Player
  • The Unity Web Player installation process has been greatly simplified. No browser restarts are required on any browser, no windows are popped up to download the installer, and content starts as soon as the installer is finished.
  • Unityweb files can now be streamed. Assets are automatically reordered in the stream by the first level using them. This is an amazing no-hassle way of streaming web players. Unity essentially does everything for you. In your scripts you simply have to query if the level you are about to load has already been downloaded completely. By ensuring your first few levels are not using a lot of assets, you can start your game with only a minimal amount of data.
  • Web Players data file compresses around 30% better now. Unity now uses the state of the art LZMA compression algorithm. Data files are decompressed on the fly, resulting in shorter load times. We also use solid compression � multiple game levels share the same compression dictionary, this further increases compression ratio.
  • You can now switch to fullscreen in web player from a script. The same rules as for mouse locking apply: user must have clicked on the content before you can go fullscreen.
  • Safari 3 for Windows support as added.
  • Web players on Windows properly pause when browser is in background.
  • Web player progress loading images can now be .pngs with an alpha channel.
  • Added disableContextMenu, disableFullscreen and disableExternalCall embed tags.
  • On Windows, the Unity Web Player can now perform auto-update on non-admin user accounts.
  • Unity and Unity Web Player installers on Mac OS X will now cleanup receipt files in order to work around Apple's installer limitation of not allowing installations of older versions.
  • Made a new CLSID for the Internet Explorer plugin, and new plugin name for Netscape-like browsers.
  • Changed default web player installation path on Windows to [program files]UnityWebPlayer.
  • Added a WWW.URL property.
  • Workflow
  • Automatic Ogg Vorbis converter. Optionally force Stereo or Mono for positional sounds, choose compression and preload settings. MP3 files are automatically converted to Ogg Vorbis by default.
  • Imported Ogg files (audio and video) can be exported via a menu command in the Assets Menu for web streaming.
  • Graphics Card Emulation. You can now simulate older graphics cards from a menu item (Edit > Graphics Emulation). This is extremely convenient to quickly preview how your game looks on that graphics card without different hardware.
  • Texture Atlas generation function added as Texture2D.PackTextures(). Combine multiple textures into a single texture. This is useful for optimizing graphics performance when combining objects which might not otherwise use the same texture.
  • Imported Models can now be post-processed during import. Once the basic importing of a model is complete, MeshImporter.OnPostprocessAsset() will be called. From here you can modify all meshes, GameObjects, Components, etc. to your liking. This allows you to completely customize the asset pipeline. Trees in the Terrain Engine take advantage of this. See the MeshImporter class for details.
  • Textures can be postprocessed in the same way. For example you could invert the colors of an image. Or ensure that normals of a normalmap are always normalized even in the mip levels.
  • 16 more layers have been made available. This is useful for people who have run out of layers to use.
  • Unity Editor
  • The Unity Editor has received a complete facelift! New skin, new buttons, new icons, new gizmos.
  • Reimport your existing 1.6.2 project to see the new asset icons.
  • Optimized drawing of editor views; editor is much faster with complex projects.
  • Progress bar in the editor for building players and Terrain lightmapping.
  • New Directional light gizmo.
  • Integer values can now be right click dragged in the Inspector.
  • Rectangles are now defined as x, y, width, height matching the way they are used in scripting.
  • Pipeline components are not used anymore. You can remove them from your existing objects if they bother you :)
  • Rects, Vector2 and Vector4 can now be serialized in the inspector for scripts.
  • Serialization of arrays in scripts has been greatly optimized.
  • Rendering
  • Rendering system rewritten! A new render pass sorting algorithm is used. Passes are sorted to minimize state changes. The algorithm takes lights and shadows into account. We've seen up to 50% speed increase on real world scenes!
  • Lights have an intensity property. The intensity can be up to 8. This can be used to create very strong lights even if they have a small light range.
  • Skinned Mesh Rendering has been optimized. It is 2-4x faster than in Unity 1.6.2!
  • Lighting from Point lights is much less "blocky" on fragment program capable cards.
  • Vertex lights now match pixel lighting more closely.
  • Specular highlights in builtin shaders are less attenuated now.
  • Orthographic cameras sort transparent objects by distance along their Z axis, which makes 2D games easier!
  • Switching materials from inside OnPreRender/OnPostRender works as expected now. This is useful if you want specific cameras to render with specific materials.
  • Cameras can now be removed or added during any time. Even while drawing/culling another camera.
  • Improved appearance of Particle Additive, Additive-Multiply and Alpha Blended shaders.
  • If some of your particle objects became too bright, make the tint color 2x darker!
  • The change was needed to make particle appearance match in D3D and OpenGL.
  • Changed the order in which cameras are culled & rendered. Before it was like this: CullAllCameras(); RenderAllCameras();. Now the order is per-camera: for( all cameras ) { CullCamera(); RenderCamera(); }. The change should not affect you, but it's now easier to use OnPreRender and friends.
  • Default near clip plane for cameras increased to 0.3. Yay for better depth precision!
  • Added Texture2D.GetPixelBilinear() function.
  • Added Graphics.DrawTexture().
  • All render textures on Mac OS X use OpenGL "frame buffer objects" if available. This makes render textures generally faster.
  • Added Camera.RenderToCubemap for dynamic cubemap reflections.
  • Added Material.HasProperty() function.
  • Render Textures can now use mip maps (mip levels are automatically generated).
  • Textures can now be reinitialized using Texture2D.Resize().
  • Texture2D.ReadPixels() has been added. This has many cool applications.
  • Reading pixels from Texture2D has been optimized.
  • The normal smoothing angle is now also used as a smoothing angle for tangents. This allows for adjusting tangents so that tangent issues with generated normal maps are fixed. For example, this makes normal mapped characters have a lot less seams.
  • Physics
  • Convex Mesh Colliders can automatically be generated from any Mesh, by checking the convex flag. Convex Mesh Colliders can collide with any other Collider.
  • Added Configurable Joint. A highly configurable joint with direct control over all 6 axes, including soft limits. This joint can do just about everything.
  • Added Heightmap Collider.
  • Ageia PhysX has been updated to version 2.6.2.
  • 10x performance optimization when loading collision meshes.
  • Optimized performance of raycasting on PowerPC Macs.
  • Support for cone friction � a more accurate friction implementation. This can be enabled via scripting.
  • Performance for kinematic rigidibodies that are being moved around a lot has been greatly improved.
  • Default values for Hinge Joint are now more intuitive.
  • Ignore collision now also works between two character controllers. Added CharacterController.disableCollision.
  • Slope limit and step offset exposed to scripting in CharacterController.
  • RaycastHit now contains a barycentric coordinate member that can be used to interpolate vertex attributes in the triangle, ie. smoothed normals.
  • The animation system can now apply friction and velocity correctly to kinematic rigidbodies. This allows you to animate platforms and stack boxes or other rigidbodies on top. To enable it you have to make the rigidbody kinematic and turn on Animation.animatePhysics.
  • MovePosition()/MoveRotation() has been added to the rigidbody class, it is useful for animating kinematic rigid bodies so that they apply friction correctly to touching objects.
  • Scripting
  • Support for .NET 2.0 including generics!
  • Full support for eval in JavaScript!
  • Added OnJointBreak() callback when a joint is broken by joint break force.
  • Static variables are now automatically reset when hitting Play.
  • ExecuteInEditMode attribute will make scripts will run in edit mode. This is useful if you want to interact with the editor, for example to see your changes live without entering playmode.
  • WWW class can now perform POST requests in addition to GET requests.
  • WWW class can load PNG images in addition to JPG images.
  • WWW class can read local files using WWW("file://mypathname"). This is disabled in the Unity Web Player.
  • Added WWWForm for easy uploading of forms.
  • Arrays of classes marked are now be shown in the inspector and are serialized. You simply have to give the class the Serializable attribute.
  • Added Texture2D.EncodeToPNG().
  • Added on WaitForFrameComplete() coroutine. This will execute after all rendering is done. Useful for grabbing screenshot and posting to a web server for example.
  • TextAsset class has been exposed to scripting. This lets you easily use text files without having to go through .NET file routines.
  • Added Application.unityVersion.
  • Moved Graphics.deviceName and friends into SystemInfo class.
  • Added Matrix4x4.Perspective for constructing perspective matrices.
  • Coroutines can now take an arbitrary amount of parameters.
  • Creating game objects has been streamlined. You can pass in an optional argument list with several components to automatically add them.
  • Added CloneComponent() function. This is useful for copying individual Components to a different game object.
  • Added Debug.LogError() and Debug.LogWarning() functions.
  • Optimized Vector3 math functions.
  • HideInInspector attribute added.
  • When instancing a material or physics material, "(Instance)" will be appended to it's name. This lets you easily differentiate shared materials and instanced materials.
  • OnEnable() and OnDisable() has been added for ScriptableObject().
  • The seed of a random number generator can now be set from code.
  • Animation.RemoveClip() has been added. This is useful for reducing the set of textures in order to improve performance.
  • HideFlags can be used to specify what is visible in the hierarchy, project view and inspector. You can also use this to make Unity not store an object in a scene.
  • Mathf.Abs() is now also available in an integer version.
  • Renamed Camera.orthoGraphic to Camera.orthographic.
  • Removed Texture2D.frameCount and Texture2D.frame properties. Use arrays of textures and switch them manually.
  • Changed Camera.WorldToScreenPoint(), Camera.ScreenToWorldPoint() and similar functions to use world space depth in Z component, instead of non-linear z-buffer depth.
  • Added DXT1 and DXT5 texture formats for scripting.
  • Shaders
  • GLSL is supported as shader language in addition to Cg.
  • Lots of render queues for shaders! If you want to make something render after opaque things but before transparent things, now you can. See Tags documentation in ShaderLab docs.
  • Comment-style directives for compilation are replaced with more robust and intuitive #pragma directives.
  • Cg compiler updated to Cg 1.5. Shader compilation is much faster due to new batch Cg importer and because Cg 1.5 is Universal Binary.
  • Shaders use #pragma multi_compile tags instead of autolight codes to generate different variants for different light/shadow types.
  • Added AlphaToMask command to ShaderLab (still waiting for Apple to properly implement it in Mac OS X; but it works on Windows now).
  • Writing dummy SetTexture {} commands after fragment programs is not necessary anymore.
  • Renamed some builtin shaders: Alpha -> Transparent, Glossy -> Specular, moved Parallax shaders into corresponding groups.
  • Shaders that contain errors are put into separate submenu in material inspector.
  • Added Shader.SetGlobalVector().
  • Shader.Find() always returns user made shaders if there is also a builtin shader with the same name.
  • Pro Water
  • It works correctly in Scene View! It also just works with multiple in-game cameras.
  • Much improved setup. Just a single script (Water.cs) and a single material to use. Switch between Simple, Reflective and Refractive in the Water script in the Inspector.
  • Best way to upgrade is 1) delete Standard Assets/Water and Pro Standard Assets/Water folders, 2) reimport Standard Assets and Pro Standard Assets packages.