Unity 2019.2.0 Beta 9

Released:
Select the runtime platforms of your choice from the list below (the desktop runtime is included as standard) or, to install the full complement of runtime platforms, use the download assistant installer above.

Known Issues in 2019.2.0b9

  • 2D: [Sprite Atlas] Null reference on selecting sprite atlas during/after play mode (1157053)

  • Build Pipeline: Sprite sheets in asset bundles built by scriptable build pipeline crash on access (1146568)

  • Editor: DLL errors in IAP occur when you upgrade a Project to 2019.2 or 2019.3. (1152392, 1153071)

  • Graphics: unity_LightIndices[1] are identical to every object and are set per frame (1155879, 1166706)
    Fixed in 2019.2.0b10.

  • IL2CPP: NotImplementedException is thrown when use System.IO.Pipes (1159863)

  • Linux: Game object Start and Update methods are not called for game objects created from Editor Mode tests (1157976)

  • Package Manager: The Package Manager UI does not refresh when you install or remove packages. (1148329, 1152868)

  • Package Manager: if you remove the Test Framework package from your installed packages, it also disappears from the All Packages list. (1152815, 1152871)

  • Physics: Crash in physics PhysicsManager::Simulate (1122684)

  • Profiling: [Profiler] "Requested frame does not exists" exception thrown on clearing data (1160622)

  • Scripting: [Templates] Clamp BlendShapes are set to true by default when creating new projects (1148638)

  • Terrain: Fix the case that alpha map textures were lost during saving of newly created TerrainData. (1158454, 1164113)
    Fixed in 2019.2.0b10.

  • Themes: [HUB] Editor doesn't restart instead Hub opens up on selecting "Restart Editor" from popup when changing Graphics APIs. (1134314)

  • Version Control: Meta files are hidden by default. (1144410, 1144494)

  • Windows: [DX12] Selecting a Light Probe Group game object in DirectX12 mode crashes the Editor at D3D12ScratchBuffer::D3D12ScratchBuffer (1158553)

  • XR: Cardboard projects default to 30 frames per second unless targetFrameRate is set to 60. (1143799, 1144492)

  • iOS: Apps with UIApplicationExitsOnSuspend in info.plist failing to pass Apple Store validation (1160614)

  • iOS: UnityWebRequest test fails sending large data (1163795)

  • uGUI: Re-enabling game object with "Toggle group" loses information about previously checked toggle (1146883)

New 2019.2.0b9 Entries since 2019.2.0b7

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)

Preview of Final 2019.2.0b9 Release Notes

System Requirements Changes

Nothing changed.

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, Visual Studio, 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 Browser and 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: Constraints are now evaluated before LateUpdate script (1123107)

  • 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.

  • 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.

  • 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 GarbageCollector.GCMode property only throw an exception on unsupported platforms when trying to change it's value, not when reading it.

  • Scripting: Recommended Visual Studio installer upgrade to version 2019

  • Timeline: Clip properties are no longer animated by recording. They are now animated using the inline curves.

  • 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: AndroidJava* and AndroidJNI APIs moved to built in package AndroidJNI.

  • 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: Reduce 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 right-click menu option to jump to a specific AnimatorController State while liveLinked.

  • Animation: Added option to hide read-only clip properties and curves in the Animation Window to improve editor performance.

  • 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 visibility feedback in the Animator Inspector Info box

  • Animation: Added visual feedback and hotkeys for the ripple option in the Animation Window.

  • 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.

  • Animation: Updated animation window to preview/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: Performance improvements in internal Matrix4x4 Invert method used primarily by Rendering and Cameras.

  • 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 file extension are now supported.

  • 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: 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: Reduced profiler overhead when flushing data from Job threads.

  • Profiler: Unity created threads are now named in VTune profiler.

  • 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 ability to override loop setting on AnimationClips in Timeline. (1140766, 1144743)

  • Timeline: Added the ability to mute an entire group.

  • Timeline: Added UI to animate track and clip properties.

  • Timeline: New read-only mode, when timeline asset is not editable (file readonly flag or by 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 documentation for platform strings used VideoClipImporter Set/Get/ClearTargetSettings

  • 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: Add Low Overhead Mode setting to Oculus (Android) to do less driver validation, which can potentially increase performance.

  • XR: Added GPU Profiler support for Oculus Quest and Oculus Go.

  • 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. This is the alternative to correcting them via Postprocessing.

  • GI: Made it so you can set Lightmap Parameters from scripts on non-prefab objects. (966408)

  • 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: Added the static function, Inverse3DAffine(), to Matrix4x4 to compute the inverse of an affine matrix.

  • 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:

    • PackageManager.PackageInfo.FindForAssetPath(string assetPath)
    • PackageManager.PackageInfo.FindForAssembly(Assembly assembly)
  • Scripting: Add the TryGetComponent API to GameObject and Component classes that do not allocate in the editor when the component does not exist

  • Scripting: Added UnityEditor.TypeCache API for fast extraction of derived types, methods or classes marked with an attribute.

  • 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.

  • Time: Introduced Time.captureDeltaTime, a more precise floating point reciprocal of Time.captureFramerate

  • 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.

  • Timeline: Exposed FootIK option on Timeline Animation Clips (1115652)

  • Video: MediaEncoder.AddFrame now has overloads that take timestamps for producing Variable Frame Rate movies. Timestamps are expressed using new MediaTime struct.

  • Video: VideoClipImporter and VideoClip now have a sRGBClip and sRGB property, respectively, to describe whether content is sRGB or linear.

  • 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 builtin 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: Fix compositing of Collider2Ds with CompositeCollider2D when CompositeCollider2D is added after (1156794, 1163335)

  • 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 crash when rendering a Hexagonal Tilemap with Top Left/Right Sort Order in Individual mode (1142429, 1155196)

  • 2D: Fixed links to documentation for Tilemap components. (972901)

  • 2D: Fixed the offset of a Tile's Collider shape when a Grid Collider type is used with an Isometric Grid. (1148573, 1155197)

  • 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: Updated SortingLayerField and SpriteRendererEditor to correctly handle PrefabOverrides. (1109376, 1151997)

  • Analytics: Passing Unity objects to AnalyticsEvent causes allocation leak warnings (1086690)

  • Android: File system: Fixed incomplete reading of large files (1111919)

  • Android: Fix apk version parsing failing due to unexpected java output (1133867)

  • Android: Fix crash when using Optimized Frame Pacing with Vulkan (1164435)

  • Android: Fix issue where opening Player Settings withough having Android SDK set up caused an Editor crash. (1143624, 1144223)

  • 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 a crash when using Android JNI methods from custom thread. (545977)

  • Android: Fixed error "gradleOut-debug-unsigned.apk does not exist" that would occur while trying to build a signed development build. (1137971)

  • 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)

  • Android: Make Android handle an Application.targetFrameRate value of -1 as 30 fps again.

  • Android: Restore our previous method of managing Android signing keys and keystores (1144308, 1153333)

  • 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: 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 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 compression quality issue found with some Textures using DXT1/BC1 and DXT5/BC3 compressed Texture formats. (1132906, 1148707)

  • 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 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 AudioImporter inspector in Presets and platform specific settings when doing Reset or applying a Preset. (1150491, 1156484)

  • 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 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: Fix 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 "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)

  • Build Pipeline: Fixed an issue where BuildPipeline.BuildAssetBundles was not releasing memory frequently enough leading to a out of memory crash

  • 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)

  • Deployment Manaagement: Fixed an issue with throwing BuildFailedException from a build callback not failing the build. (1097286, 1159243)

  • DX12: Enabling the Dynamic Resolution with DX12 in Editor will no longer result in a crash. (1156677)

  • DX12: Fix for DX12 heap alignment (1160388, 1162983)

  • DX12: Fixed exclusive fullscreen always reverting to windowed fullscreen.

  • 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: Fix Batchmode build hanging in PackageManager::RunRequestSynchronously. (1137073, 1154317)

  • Editor: Fix the issue with Panels displayed in scene view blocking user input across the width of the view port (1147144, 1161722)

  • Editor: Fix VU meter display on custom audio filter behaviours with custom editors. (1117744, 1162045)

  • 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 Shift + Del did not remove empty elements from arrays in the Inspector window. (1105084)

  • 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 the Transform fields in the AvatarMask Inspector don't show all of a skeleton's transforms. (1123656, 1152129)

  • 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 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 CompilationPipeline.GetAssemblies(AssemblyType.Player) not returning test assemblies. (1137205, 1148357)

  • Editor: Fixed assertion message 's2 != NULL' in log files.

  • Editor: Fixed clicking on AudioListener toggled some empty space (1122847)

  • Editor: Fixed console log that has paranthesis in the path. (1139181, 1149504)

  • Editor: Fixed creating a material with multiple inspector windows open would trigger IndexOfOfRange errors (1122847)

  • Editor: Fixed incorrect asset icon being shown for assemblies.

  • Editor: Fixed issue where Inspector context menu Reset option clears name property for MonoBehaviour assets. (1092051)

  • 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 play mode tint affecting parts of the editor after exiting play mode due to compilation failiures. (1130997)

  • 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 preview pane in the object selector.

  • Editor: Fixed the Splash Screen Unity logo not fitting inside the logo list item box when the inspector is wide. (976154)

  • Editor: Fixed the Unity logo not fitting inside the logo list item box when the inspector is wide. (1077388)

  • 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: 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)

  • 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: Update windows splash screen.

  • Editor: CustomPropertyDrawers of array elements inside another array now now work correctly on each element. (1156837, 1158011)

  • GI: Creash when recompiling shaders (both when manually doing it or when switching pipeline).

  • 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 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 issue where probes had corrupted gizmos when they had 1 static object in the scene. (1123892)

  • GI: Fixed issue where push off parameter in Lightmap Parameters asset is ignored when baking lightmaps. (1117680)

  • GI: Fixed issue where selecting probe groups crashed Editor when using Metal (OSX). (1123971)

  • 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)

  • 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: 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: Light shadow casting flag is respected for direct light from bounces. (1111135)

  • 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: Acknowledge [Normal] attribute in shader when checking that normal maps have "Normal Map" texture usage. (1132148)

  • Graphics: Create texture now occurs on a thread in cases when async loading to update an existing texture.

  • Graphics: Delay in bursts no longer works. (1154292, 1156374)

  • Graphics: Do not try to do gpu skinning with blend shapes having zero vertices (this IS in line with cpu skinning behavior) (1121794)

  • Graphics: Enabled GPU skinning for BlendShapes on Metal.

  • Graphics: Fix CommandBuffer.SetShadowSamplingMode code typo. (1143760, 1158287)

  • Graphics: Fix crash caused by Unknown LightMode in ShaderLab shader (1132088)

  • Graphics: Fix Crash on Material::SetFloat after calling Graphics.Blit() (1163080, 1163763)

  • Graphics: Fix for Xbox 32-bit float formats in UAVs not working (1141538, 1153168)

  • 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 tries to assign a 2D texture in the Cubemap field of a Custom Reflection Probe. (1156727, 1156969)

  • 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 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 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 issue where Vulkan implementation of Texture2D.SetPixels may pipeline stall. (1141239, 1145494)

  • Graphics: Fixed missing caps for Pixels32 APIs (1129776)

  • Graphics: Fixed missing IsEACFormat and IsXRFormat APIs (1129777)

  • Graphics: Fixed RenderTextureFormat BGRA support. (1141798, 1144325)

  • Graphics: Fixed the app bar to show "Compiling shader 'x'" instead of just the shader name.

  • Graphics: Fixed vertex compression being disabled for all components for skinned mesh (as opposed to being disabled only for pos/nrm/tan) (1118278)

  • 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: Metal: Artifacts appear when using Dynamic Resolution with MSAA (1111105)

  • Graphics: Remove 4G limit on texture mip streaming budget. (1147394, 1150741)

  • Graphics: Terrain alphamaps now ignore QualitySettings master texture limit (1148582, 1154326)

  • Graphics: Textures unsupported by mip map streamin such as reflection probes and decals now load highest mip. (1115306, 1145164)

  • Graphics: Unity crashes when a VFX is playing and the VFX project settings are reset. (1154099, 1154781)

  • 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: Corrects an intermittent crash when a managed exception occurs on a back ground thread while the process is shutting down.

  • IL2CPP: Fixed a performance issue with lumped builds.

  • IL2CPP: Marshal an array of primitive types as SAFEARRAY by default when if it 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: 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

  • Internal: Fixed BatchRendererGroup group removal.

  • iOS: Add missing RG16 texture format for Metal.

  • iOS: Added missing iOS devices to the device list used by the editor for profiler, Unity Remote, etc. (1111598)

  • 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: Made Screen.currentResolution.refreshRate return the actual refresh rate instead of hardcoding 30. (1117877)

  • Kernel: Fixed possible crashes in Editor when methods in UnsafeUtility receive a null pointer. (1077692, 1144754)

  • Kernel: Fixed: Resizing array through SerialziedPropertie could lead to a crash. (1123752)

  • Linux: Fix: [Linux] Editor overwrites PlayerPrefs file when launched (1072116)

  • Linux: Fixed Editor crashing when started from the Hub (1140369, 1154319)

  • Linux: Fixed non-printable characters being allowed in GUI text objects in the Linux Editor. (1126208)

  • Linux: Fixed submenus from losing focus, thus closing prematurely and not being functional. (1142911, 1144233)

  • Linux: Linux Editor no longer fails to delete assets on partitions or network drives that do not contain trash directories. (1062162)

  • Linux: Pausing the Linux editor while playing with cursor lock mode set to locked or confined will now free the cursor. (1132336)

  • Lumin: Fixed error preventing running playmode tests on a Lumin device.

  • Lumin: Re-add package signing support for MagicLeap packages.

  • Multiplayer: Fixed NetworkManagerHUD "Uncaught TypeError: Cannot read property 'id' of null" thrown when clicking Lan Client on WebGL build (860733)

  • OSX: Fixed built game icon may appear distorted (1152484, 1158746)

  • OSX: Fixed focus issues between multiple visible game views. (1145433, 1153165)

  • OSX: Fixed incorrect Input.keyCode value when keyboard layout changes on macOS.

  • OSX: Fixed queued key events getting incorrect modifiers flags causing the wrong shortcut to be executed.

  • OSX: [Metal] Fixed excessive fencing causing all GPU workload to be serialized

  • 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: 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)

  • Package Manager: Handle null exception when a package in project has an empty package.json file (1157243, 1163613)

  • Particles: Added fade and soft particle properties to the Emissive color of the Standard Particle Shaders.

  • 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.

  • Physics: Fix issue with bounds in SkinnedMeshRenderer. (879696, 1153181)

  • Player: Fixes CoreStats to only send Ads id if Ads service is enabled. (1120830, 1154339)

  • Player: Make PlayerConnection API work when reconnecting after disconnecting.

  • Player: New Input System: Fix order of event timestamps on windows. (1132707)

  • Player: New Input System: Fix potential deadlock when adding new devices.

  • Player: New Input System: Make Input Debugger work in edit mode.

  • 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.

  • Prefabs: Reflection CubeMap for default reflection in Prefab Mode has been replaced with a lower resolution and without a sun (which caused multiple highlights)

  • Prefabs: When multi-selecting Prefab instances and clicking Apply All, imports are now batched.

  • SceneManager: MergeTwoScenes test has occasional instability (1150769, 1160351)

  • Scripting: Constructors called twice on ScriptableObjects with custom attributes when referencing the ScriptableObject instance. (1113071)

  • Scripting: Fix crash when large array initializer is used. (1148592, 1160548)

  • Scripting: Fix running editor with old scripting runtime if incremental GC is enabled in Project Settings. (1119216)

  • Scripting: Fix TargetInvocationException when using ML.NET. (1109657)

  • Scripting: Fix: Assertion failed on expression: '!m_CoroutineEnumeratorGCHandle.HasTarget()' is thrown when GC is collected (1094391)

  • Scripting: Fix: prevent user scripts from explicitely unloading global game managers (1114406)

  • 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: Terrain tree brush can now be painted across Terrain tiles (1126622)

  • 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: Changing Assembly type check to use TypeCache for better performance in editor (1099027, 1163856)

  • UI: Fixed an issue where a null TransformHierarchy caused a crash when updating a RectTransform. (1102234, 1158048)

  • UI: Fixed an issue where enabling a Canvas and polling its RectTransform data in Awake/Start returned incorrect values for root RectTransforms.

  • UI: Fixed crash when writing "" In the Text field of Text Mesh component (1158732, 1163855)

  • UI: Fixed issue caused by deleting a dropdown list while it is open. (1106263)

  • UI: Fixed issue of Canvas sort order being incorrect when Instantiating a Gameobject with a Canvas

  • UI: Fixed issue where assigning a togglegroup or changing isOn would not set the toggle as dirty. (1141606, 1154185)

  • UI: Fixed issue where rich text tags would get verticies generated causing very large vertex buffers.

  • UI: Fixed memory leak when rendering to a Camera with a disabled display. (944603)

  • UI: Fixed performance issues with animation by not dirtying the layout if a animation updates the items.

  • UI: Fixed poor wording in Advance Texture importing of tiled sprites. (1040453)

  • UI: Fixed the editor becoming unresponsive when the GICache tab was open in the project preferences. (1149001, 1152685)

  • UI: Fixing compilation errors in .asmdefs that require a reference to the uGUI package. (1154163, 1154711)

  • UI: Fixing issue with IndexedSet not returning -1 when element is not found in dictionary.

  • UI: Recreate the gfx buffer if the stride size changes. (1143087, 1144234)

  • 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: A default asset is now created when a USS file import fails. (1125716)

  • 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 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 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: 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 case of IL2CPP crashing when using certain new types (like Windows.Foundation.GuidHelper.Equals) in Windows SDK 17763 or newer.

  • 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)

  • WebGL: Fix rendering errors in WebGL when canvas is not displayed (1141232, 1154630)

  • 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)

  • WebRequest: TLS handshake renegotiation requests by the server are now supported (UnityWebRequest & .Net Apis). (1141642, 1146140)

  • Windows: Fix key 9 sending key events in the input system on Windows. (1132663)

  • Windows: Fix 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: Fix for standalone player with Vulkan api and single-pass instanced mode showing black screen in HMD. (1142602)

  • 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 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)

  • XR: Fixed case of Vulkan instance extensions not being applied on Oculus. (1123193)

  • 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.

System Requirements

For development

OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 12.04+, SteamOS+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 9.0 or higher.

  • Android: OS 4.1 or later; ARMv7 CPU with NEON support or Atom CPU; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

Changeset:
eabe87e2a246

Third Party Notices

For more information please see our Open Source Software Licenses FAQ on the Unity Support Portal

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