Unity 2023.1.0 Beta 6

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 2023.1.0b6

  • Animation: Fixed a regression where root motion would not work with negative clip speeds. (UUM-21885) <br>Fixed in 2023.1.0b7.

  • Asset - Database: Script recompiles in Play Mode when Script Changes While Playing option is set to Recompile After Finished Playing and Auto refresh is set to enabled. (UUM-20409)

  • Core: Fix Transform.GetLossyScale() returning inaccurate results (only in Windows player non developpement builds) (UUM-25239) <br>Fixed in 2023.1.0b8.

  • DX12: Fix for crash when RenderDoc is attached to a scene with an invalid pipeline state (UUM-22222) <br>Fixed in 2023.1.0b8.

  • Editor: Fixed a regression that changed the default behaviour of animators on disabled (UUM-27229)<br> First seen in 2023.1.0b3. <br>Fixed in 2023.1.0b7.

  • Editor: The Editor continues to stay in focus when closing multiple windows in succession. (UUM-27245)<br> First seen in 2023.1.0b5. <br>Fixed in 2023.1.0b8.

  • FrameDebugger: Frame Debugger VRAM memory leak (UUM-28065)

  • HD RP: Decal with animated custon texture not refresh in game view (UUM-27123)

  • HD RP: The Game view is black and the Editor throws a NullReferenceException after restarting the Editor when pressing the "Fix All" button in HDRP Wizard (UUM-21776)

  • Inspector Framework: Editor freezes when selecting multiple assets with different Scripted Importers (UUM-27216)

  • Metal: [iOS]Unable to maintain 120fps consistently in a near-empty scene on iPhone 13 Pro (UUM-5944)

  • RP Foundation: [Silicon] Crash on ScriptableRenderLoopJob when machine is left idle while the Editor is in Play mode (UUM-25831)

  • Scene/Game View: Fixed multiple camera overlays created when multiple Inspector are opened. (UUM-27971)<br> First seen in 2023.1.0b5. <br>Fixed in 2023.1.0b7.

  • Shader System: Crash during project build when accessing Remote Shader Cache (UUM-27645)

  • Text: Performance degrades when profiling in newer Editor versions (UUM-26990)

  • UI Elements: Fix UUM-26111: Fix for 2023.1.X: Unable to expand import result in inspector<br>

    • First, the ListView w/ Foldout header that is created by PropertyField was missing a setting so that it could receive pointer events when disabled<br>
    • Second, the Clickable manipulator did not treat events properly when disabled (UUM-26082)<br> First seen in 2023.1.0b1. <br>Fixed in 2023.1.0b7.
  • UI Toolkit Controls: Element UI disappears and NullReferenceException is thrown when dragging off the last or first element from the list in the Inspector (UUM-25833)

  • Universal RP: Fixed an issue where deferred rendering was not working correctly in builds with Accurate GBuffer Normals enabled. (UUM-25112) <br>Fixed in 2023.1.0b7.

  • Visual Effects: SDF Baking causes memory to be allocated that isn't deallocated when in Play Mode and in Builds (UUM-25814)

  • Web Platform: "wasm-ld.exe" is not terminated when canceling a WebGL Build during the "Linking build.js (wasm)" phase (UUM-20797)

  • XR SRP: [URP] The Scene View flickers when hovering over it with the cursor (UUM-24656)

New 2023.1.0b6 Entries since 2023.1.0b5

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)<br> First seen in 2023.1.0b1.

  • Asset Import: Fixed text in preset add to/remove from default button. (UUM-26180)<br> First seen in 2023.1.0b3.

  • Asset Import: Fixed text in preset selection. (UUM-24735)<br> 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)<br> 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)<br> First seen in 2023.1.0b2.

  • GI: Fixed the help link at the top of the Lighting Window. (UUM-25787)<br> 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)<br> 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)<br> 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)<br> 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)<br> First seen in 2023.1.0a10.

  • Kernel: Fixed potential crash at app shutdown. (UUM-26528)<br> 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)<br> 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)<br> 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)<br> First seen in 2023.1.0a9.

  • UI Toolkit: Fixed color tint transitions not working for sprites. (UUM-25743)<br> 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 &amp; Freeform Light fast normal map quality setting to correctly use normal map. (UUM-4613)<br> First seen in 2023.1.0a10.

  • URP: Fixed camera stacking causes a blackscreen and RG null pointer exception error. (UUM-27339)<br> First seen in 2023.1.0b4.

  • URP: Fixed debug rendering overlay is not rendered when FinalBlit pass is in use. (UUM-22320)<br> 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

Preview of Final 2023.1.0b6 Release Notes

Features

  • 2D: Added API to allow Sprite to get and set references to ScriptableObjects.

  • 2D: Added Brush Picks to the Tile Palette window.

  • 2D: Added options to create WhiteBox Tile Palettes.

  • 2D: Added preference option to Tile Palette Preferences for users to choose where they would want to position their mouse cursor when painting on Tilemaps with Z Position.

  • 2D: Added Sample for Custom Geometry Generation and Vertex Colors.

  • 2D: Added Sprite/SpriteShape/TilemapRenderer as mask sources for SpriteMask.

  • 2D: Added SRP Batching for 2D Renderers and Particle Renderer to support URP.

  • 2D: Added support for camera frustum culling to Inverse Kinematics Manager 2D.

  • 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: Added build_fingerprint information to Android builds.

  • 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: Enabled adding device using IP address for Chrome OS Build &amp; Run 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.

  • Android: Introduce new reportFullyDrawn API to be called on app startup automatically, or manually via script.

  • 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).

  • Asset Pipeline: Implemented accessor for saving data to .meta files.

  • Core: Merged the APV window with the Lighting window.

  • Editor: Added a new launch screen for the Linux Editor.

  • Editor: Added async test support with documentation and support for SetUp and TearDown to the test-framework.

  • Editor: Added editor analytics event tracking for "Refresh access" and "New link..." button click.

  • Editor: Added Enable PlayMode Tooltips toggle to preferences.

  • Editor: Added Helper Bar to show useful shortcuts.

  • Editor: Added option to Scene View preferences to only refresh the Scene view when the Editor is in focus.

  • Editor: Added optional priority argument to Shortcut and ClutchShortcut attributes.

  • Editor: Added rebindable shortcut possibility for GameView Stats button.

  • Editor: Added Stage, Scope, and Dynamic information to keywords for the Frame Debugger.

  • Editor: Added the possibility of running tests in a specified order from a test list.

  • Editor: Added focusedWindowChanged callback to the EditorWindow class.

  • Editor: Changed to title bars on Windows for editor. Improving upon the existing title bar feature by adding to it.

  • Editor: Displayed OneTimeSetup and OneTimeTearDown durations in the XML result under outputs.

  • 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 shortcut binding to mouse wheel turns for ShortcutManager.

  • 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 Color Format and DepthStencil Format.

  • Graphics: Added asynchronous compilation of pipeline state objects for Shader Warmup.

  • 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.

  • Graphics: Added Foveated Rendering support for D3D12/Vulkan.

  • Graphics: Added foveated rendering support for Metal.

  • Graphics: Added mipmap limit groups for more fine-grained configurability over the single value that applies to all mipmapped texture2Ds.

  • Graphics: Added new RayTracingAccelerationStructure.AddInstance signature that allows adding Mesh instances into the acceleration structure for GPU ray tracing. This is the equivalent of Graphics.RenderMesh from rasterization pipeline.

  • Graphics: Added support for loading EXR data via ImageConversion.LoadImage().

  • Graphics: Added support for VK_EXT_debug_utils on Vulkan platforms.

  • 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 ability to compute the thickness of an Object.

  • Graphics: Added the runtime-modifiable Texture2D property to toggle excluding the texture from mipmap limits (only for readable Texture2Ds).

  • Graphics: Enabled Ray Tracing Support in Terrain settings by default for new Terrains.

  • Graphics: Implemented ScriptableRenderContext.CullShadowCasters API to kick the BatchRendererGroup culling jobs earlier in URP and HDRP.

  • HDRP: Added a foam system to the HDRP Water System.

  • HDRP: Added a third level of noise for volumetric clouds.

  • HDRP: Added Generic Rendering Layer mode support.

  • HDRP: Added High Quality Line Rendering which unlocks improved performance and image quality for line topology.

  • HDRP: Added improvements to the SSS lighting model.

  • HDRP: Added Ray Tracing Terrain support for HDRP.

  • HDRP: Added raytraced shadows for Pyramid and Box shaped Spot Lights.

  • HDRP: Added Screen Space Lens Flare feature.

  • HDRP: Added Screen Space Lens Flare feature.

  • HDRP: Added the Ray Tracing Light Cluster to Path Tracer.

  • HDRP: Added various improvements to the HDRP Water System.

  • HDRP: Added volumetric material support for local volumetric fog volumes.

  • HDRP: Exposed Material Type in materials using the Lit ShaderGraph.

  • HDRP: Improved stripping of unused features.

  • HDRP: Specular color on HDRP/Lit and HDRP/StackLit below 2% can be used to suppress specular lighting completely when "Specular Fade" is enabled.

  • IL2CPP: Added an option to show C# source code line numbers in call stacks in player builds.

  • IMGUI: Removed dependency on Legacy Text stack for IMGUI so that IMGUI now renders and calculates its metrics using TextCore.<br> 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):<br>

    • TextEditor.multiline is now TextEditor.isMultiline<br>
    • TextEditor.hasHorizontalCursorPos is nowTextEditor.hasHorizontalCursor<br>
    • TextEditor.revealCursor is now TextEditor.showCursor.
  • Kernel: Added functionality to control player connection listen port.

  • Networking: Added new Dedicated Server Standalone player options to assembly definition exclude/include platform lists.

  • 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.

  • Package Manager: Added tracking of assets imported from an Asset Store package.<br> Added a new tab in the package details view to visualize imported assets.<br> Added a remove button to Asset Store packages to selectively remove imported assets.

  • Package Manager: Added tracking to assets imported from a previous version of the Editor without AssetOrigin tracking.

  • Package Manager: 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.

  • Package Manager: Added Web3 as a Filter Category in My Assets.

  • Package Manager: Changed the default sorting in the Package Manager's My Assets tab to reflect the web page.

  • Package Manager: Renamed UI "Add" actions into "Install".

  • 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.

  • Physics 2D: Added the ability to use sub-stepping simulation when Simulation Mode is Update.

  • 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.

  • Profiler: Added metadata support for RenderTextures in Memory Profiler.

  • Profiler: Improved graphics memory tracking in Memory Profiler.

  • Shaders: Added standard shader variant for native 16-bit shader types.

  • Shaders: Added standardized shader variant keywords for wave operations.

  • SRP Core: Added Adaptive Probe volumes (APV) for the Universal Render Pipeline (URP).

  • SRP Core: Added debug view to visualize probe sampling.

  • Terrain: Added Quality Settings to control various Terrain settings at different quality levels.

  • TextMeshPro: Added support for Color Glyphs and extracting OpenType font features.

  • UI Toolkit: Added a Text preview to the UI Builder Inspector.

  • UI Toolkit: Added an anchor widget to the Position properties in the UI Builder Inspector pane.

  • UI Toolkit: Added basic analytics in UI Builder.

  • UI Toolkit: Added space-evenly to Justify Content property.

  • UI Toolkit: Added support for Bitmap Text.

  • UI Toolkit: Added Vertex Buffer size configuration.

  • UI Toolkit: Updated tooltips.

  • Universal RP: Added Detailed Stats to URP Rendering Debugger.

  • Universal RP: Added support for HDR output devices for desktop and console platforms.

  • 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.

  • Universal RP: Ported all URP passes to use the RasterCommandBuffer API.

  • URP: Added AO Method dropdown for SSAO to select Interleaved Gradient Noise or Blue Noise.

  • URP: Added Blur Quality dropdown for SSAO to select High (Bilateral), Medium (Gaussian), or Low (Single-Pass Kawase).

  • 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.

  • URP: Added Custom Post Processing (zero code path) feature in URP.

  • URP: Added Decal support to Render Graph.

  • URP: Added falloff field for SSAO to control the distance from the camera that the AO should affect.

  • URP: Added RenderGraph support to URP postFX.

  • 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.

  • Version Control: Added changelist related options to pending changes context menu.

  • Version Control: Added option to enable changelists and display them in pending changes tab.

  • VFX Graph: Added a new output to modify the volumetric fog of HDRP.

  • VFX Graph: Added VFX integration in Ray Tracing.

  • VFX Graph: Fixed the six-way lighting and lightmap remapping options.

  • VFX Graph: Optimized CPU and GPU VFX runtime in VFX Instancing.

  • Video: Enabled VideoPlayer time update mode for PS4 and PS5.

  • Video: WebGL VideoPlayer now has a configurable time update mode, to support game time, unscaled game time and audio dsp time.

  • 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.

  • Web: Extended diagnostics overlay in web builds with more metrics.

  • Windows: Enabled Windows ARM64 Player compilation.

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: Improved user experience for creating Tile Palettes.

  • 2D: Improved user experience for creating Tile Palettes.

  • 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: Added Application Entry information to unityLibrary\src\main\resources\META-INF\com.android.games.engine.build_fingerprint.

  • Android: Added comments in manifest templates regarding which activities should be used.

  • Android: Added information about Android Gradle Plugin versions in the Android documentation.

  • Android: Application.memoryUsageChanged is now powered by https://developer.android.com/games/sdk/memory-advice/start.

  • Android: Cleaned up redundant code.

  • Android: Enabled printing of Device Model, Operating System, Device API Level, Min API Level, Target API Level when app starts.

  • Android: Improved an error message in a corner case when tyring to build Android app after removing valid NDK tools.

  • Android: Improved AndroidJavaObject calls with a lot of object parameters or returns (like arrays of strings), now they are a bit faster.

  • Android: Specified Frame Pacing Library as a Gradle build dependency to make it easier to update to new versions.

  • Android: Specified Frame Pacing Library as a Gradle build dependency to make it easier to update to new versions.

  • Animation: Added further improvements to animation job performance, especially to some forms of Inverse Kinematics.

  • Animation: Improved animation performance by limiting asserts.

  • Animation: Improved performance of AnimatorOverrideController.ApplyOverrides(). (UUM-14753)

  • Animation: Optimized the AnimationClip size calculation reducing asset load time in the Editor.

  • Asset Import: Improved performance of .obj file import. (UUM-2168)

  • Asset Pipeline: Reduced the number of crashes when importing native asset with objects that crashes editor when being loaded.

  • 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.

  • Bug Reporter: Attached the asset import worker logs to bugs, outside of the project ZIP.

  • 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.

  • Build Pipeline: Fixed build player pipeline not correctly retrieving symbol defines for subtarget specified in BuildPlayerOptions. (UUM-712)

  • Build Pipeline: Improved error handling for builds to show less redundant error messages.

  • Build Pipeline: Updated progress bar with more descriptive labels.

  • Burst: Used explicit namespace for UnityEditor.PackageManager.Events to avoid conflicts.

  • 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!).

  • Documentation: Added a summary and code example for IJobParallelForTransform.

  • Documentation: Added scripting example for ObjectChangeEvents.

  • Documentation: Clarified ray tracing acceleration structure GPU memory lifetime in Scripting API documentation.

  • Documentation: Optimized the example code in HDRP documentation related to Raytracing Settings override.

  • Documentation: Removed legacy command line argument 'vrmode' from documentation.

  • DX12: D3D12MemoryManager optimization. Reduced work amount.

  • DX12: Implemented a new threading model to improve both Editor and standalone performance.

  • DX12: Improved visuals by setting swapchain background color to make resize more pleasing and disable scaling in resize. (UUM-2444)

  • DX12: Optimize D3D12 sampler access by removing unnecessary locking and map finds.

  • Editor: Added a Jobs Preference menu to the Edit &gt; 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).

  • Editor: Added Learn Unity Test Framework section of documentation and related project files as importable package samples.

  • Editor: Added support for Sketchup 2019 and 2020 file formats to the Sketchup importer. (UUM-2896)

  • Editor: Added test method/fixture arguments in the ITestAdaptor as the Arguments property.

  • Editor: Added the ability to scroll toolbars in the Scene View.

  • Editor: Added Volumetric Material samples.

  • Editor: Added Unity.com executable to Windows editor installation, which runs Unity but is compiled as a console application instead of Windows application.

  • Editor: Allow copy/paste to work on color fields when their labels are highlighted.

  • 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: Console messages logged from Burst code now have clickable stacktraces.

  • 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: 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: Implemented various Box2D fixes to the physics runtime.

  • Editor: Improved and shortened editor dialog box messages related to mipmap limit groups.

  • Editor: Improved console allocation performance for external processes on Windows.

  • Editor: Improved CustomAxis display in GraphicsSettings.

  • Editor: Improved HDRP materials samples transparency scenes by adding Refraction Models examples.

  • Editor: Improved internal calls to CustomEditorAttributes static methods.

  • Editor: Improved layout of Quality settings table, to avoid cropping of the labels.

  • Editor: Improved performance for Text in the editor.

  • Editor: Improved performance of ActiveEditorTracker.

  • Editor: Improved performance of selecting large numbers of objects in the editor.

  • Editor: Improved performance of Selection APIs with large numbers of objects selected.

  • Editor: Improved performance of SRP DecalProjector Gizmo rendering by LODing.

  • Editor: Improved performance of Transform.Find() API especially when working with large numbers of children.

  • Editor: Improved text on Refraction Models material sample transparency scene to avoid confusion for recursive rendering.

  • Editor: Increased the speed of FBX model importing.

  • Editor: Modify the Tool Variant arrow icon to look less clickable.

  • Editor: Optimize VFXEventTesterWindow OnSelectionChanged.

  • Editor: Ported Graphics Settings editor to UITK.

  • 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: Reduced time to rebuild the CreateAsset(...) menu during a domain reload. Rebuilding was previously scaling badly for projects with many assemblies.

  • Editor: The 2 by 3 layout now defaults to one column view for the project browser.

  • Editor: Updated FBX SDK to version 2020.3.1.

  • EmbeddedLinux: Improved startup timings logs which are now enabled via BootConfig parameters, Editor Setting, and has a scripting entrypoint.

  • GI: Added a toggle for automatic recalculation of environment lighting in the Workflow section of the Lighting window.

  • GI: Added an option to the lightmap settings which allows you to set a fixed lightmaps resolution.

  • GI: Added OpenCL device analytics for the progressive GPU lightmapper.

  • 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)

  • GI: Changed the GI Parameters anti-aliasing supersampling field to a discrete enumeration (1, 4, 16).

  • GI: Improved error messages when exceeding max allocation size for transmission texture when baking with the GPU lightmapper.

  • GI: Improved the UX of BakePipeline post processing.

  • GI: Made minor refactorings which pave the road for new and improved features.

  • 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.

  • GI: Updated to the Lightmap Parameters Custom UI to make it easy to understand what each parameter should affect.

  • Graphics: Added initial general foveated rendering API support on Oculus.

  • Graphics: Avoid redundant render target attachment stores for read-only attachments when using Vulkan.

  • Graphics: Changed the scope of Frame Timing Manager FrameTime.GPU on Dx11.

  • Graphics: Defaulting color space to Linear in the com.unity.template.3d.

  • Graphics: Improved AlphaIsTransparency API docs and tooltip. (UUM-2364)

  • Graphics: Improved docs and UI to indicate that VT does not consider mipmap limits. (UUM-12347)

  • Graphics: Improved Load/Store Action debugger and added a graphics test.

  • Graphics: Improved performance and memory usage of GPU/Compute Skinning on iOS. (UUM-11356)

  • Graphics: Improved render thread performance (15% lower CPU cost) when dispatching ray tracing shaders on PC (DX12) and Xbox Series.

  • 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.

  • Graphics: Increased the maximum Async Upload Buffer Size to 2047 MB and updated documentation.

  • Graphics: Reduced CPU overhead of command buffers management.

  • Graphics: Registration of the Shader.globalRenderpipeline is done internaly and using the renderPipelineShaderTag from the RenderPipelineAsset that is currently in use.

  • Graphics: Upgraded DLSS to 2.3.1. This upgrade fixes ghosting artifacts.

  • HDRP: Added more options to run TAA Sharpening.

  • HDRP: Allowed non square reflection probe atlas sizes.

  • HDRP: Changed ACES luminance fit to allow pure whites.

  • HDRP: Enabled multi-editing for Diffusion Profiles.

  • HDRP: Enabled Progressive Exposure Adaptation in scene view.

  • HDRP: Improved CPU shadow performance with burst.

  • HDRP: Improved optimization for the HDRP Volumetric Clouds.

  • HDRP: Improved performance of subsurface scattering pass for high resolution.

  • HDRP: Improved rendering by adding caustics support for cinematic eye shader in HDRP material samples eye graph.

  • HDRP: Improved the name for Dynamic Resolution property.

  • HDRP: Improved water line detection.

  • HDRP: New iteration on the water system.

  • HDRP: Removed diffusion profiles from global settings.

  • HDRP: Tooltips improvement.

  • HDRP: Updated an out-of-date guide in TextureStack.hlsl. (UUM-2513)

  • HDRP: Updated the Custom pass docoumentation for DrawRenderers with Terrain.

  • HDRP: Updated the platform support message for consoles. (UUM-16315)

  • IL2CPP: Fixed incorrect metadata collection/inflation for generic methods.

  • IL2CPP: Fixed missing static initialization calls in static constructors on generic instances that reference different instances of the same generic type.

  • IL2CPP: Provide a better error message when the GenericSharingVisitor encounters an opcode that it cannot handle.

  • IL2CPP: Removed boxing for more cases of comparisons to null in value type generic instances.

  • IL2CPP: Removed the null check before constructor calls.

  • IMGUI: IMGUI now use TextCore to deal with Ellipsis.

  • Input System: Enabled touch input to be handled from USB secondary capacitive touch screens on Android.

  • iOS: Disabled Thread Performance Checker by default in a generated Xcode project.

  • Kernel: Added logging when reporting temp memory leaks.

  • License: Refactored the license notifications and made it more robust.

  • License: Upgraded Licensing Client to 1.11.2, which depends on dotnet-6, to ensure compatibility with Ubuntu 22.04.

  • macOS: Updated HDR support to use the EDR value for luminance.

  • Multiplayer: Added Netcode for GameObjects 1.1.0.

  • N/A (internal): Added a tiled rendering test in DXR Tests project for better coverage.

  • N/A (internal): Added orderedTestList argument support for UTF in UTR.

  • Networking: Clarified an 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.

  • 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.

  • Particles: Improved error message when particle mesh has zero surface area (include the system name, and don't spam the message).

  • Particles: Removed OnParticleTrigger calls when there are no trigger module events to report. (UUM-19111)

  • Physics: Added a field in the PhysicsManager inspector that exposes the number of 16kb chunks used by PhysX's temporary scratch buffer, the default number of chunks is 4 with a total of 64kb of memory allocated. The scratch buffer size can be seen inside the memory profiler as an allocation root.

  • Physics: Added a temporary scratch buffer to the Physics simulation, in order to improve performance by avoiding going to the main allocator for small temporary allocations.

  • Physics: Increased the Articulation Body tree limit from 64 to 256 bodies.

  • Physics: Removed the Other tab from the Physics Debug windows that was meant for internal options.

  • 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.

  • Physics 2D: Added support for CompositeCollider2D to the CircleCollider2D and CapsuleCollider2D.

  • Prefabs: Users can now see that an overridden property value is identical to that of its source on the Property context menu item for 'Revert'. [https://jira.unity3d.com/browse/SMT-127].

  • Profiler: Improved performance of rendering the CPU timeline view when viewing large captures.

  • Profiler: Reduced the performance cost of drawing charts in the profiler.

  • Profiler: Released Memory Profiler version 1.0.0-pre.3. See https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.0/manual/index.html for more information.

  • Scene Manager: Speed up for saving multiple scenes (around 2.5x faster in a real world project).

  • Scripting: Added a few missing convenience methods to RectInt.

  • Scripting: Always show the MonoBehaviour checkbox in the Inspector, regardless if the user has defined any Update, Fixed Update, etc. methods. (UUM-3110)

  • Scripting: Improved Scripting Define Symbols copy button by disabling the copy button when the list is empty.

  • Scripting: Improved scripting performance to always inline the Mathf Sign() script API function.

  • Scripting: Removed discard of AssemblyUpdater output when no updates have been applied.

  • Scripting: When using ObjectFactory.CreateInstance with a custom type deriving directly from UnityEngine.Object, a clearer exception message is thrown. (UUM-7896)

  • Serialization: Added support for instances of Generic inflated types to SerializeReference.

  • Serialization: Improved performance for cases where endianness needs to be swapped during (de)serialization.

  • Shadergraph: Modified the AssetPostprocessor for Shader Graph so it now performs the majority of its work when a shader-related asset has been changed.

  • Shadergraph: Reduced time taken by code generation when a shader graph asset is imported.

  • 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)

  • Shaders: Added an editor only option to disable shader optimizations for reduced compile times.

  • Shaders: Improved performance of ShaderKeywordSet.IsEnabled(LocalKeyword) and ShaderUtil.PassHasKeyword(...).

  • Shaders: Integrated the latest DXC &amp; SPIRV-Cross libraries.

  • SRP Core: Allow setting order for panels on the rendering debugger. (UUM-10698)

  • SRP Core: Reduced number of shader variants related to HDR Output.

  • SRP Core: Restructured the APV indirection buffer to decrease the amount of memory required when an high number of subdivision levels is used.

  • SRP Core: Tooltips improvement across SRPs.

  • Tests: Improved stability of Selecting_Deleted_ParticleSystemForceField_Preset_In_PlayMode_Doesnot_Throw_Exception test.

  • TLS: Improved logging information produced by the TLS layer.

  • UI Toolkit: Disabled internal update of ViewData feature for Runtime UI, in order to improve performance. This feature is Editor-only.

  • UI Toolkit: Improved performance of tree expansion of UI Toolkit TreeViews.

  • Undo System: The Undo history now records the name of changed properties ("Modified Intensity") instead of just showing "Modified Property".

  • Universal RP: Added Shader Keyword Prefiltering for LOD Crossfade.

  • Universal RP: Improved Shader Keyword Prefiltering for Decals, SSAO, HDR, Rendering Layers and Screen coord override.

  • Universal RP: Improved Shader Keyword Prefiltering for Forward+, Rendering Debugger, and XR.

  • Universal RP: Improved the stability and robustness of the Lens Flare Screen Space effect.

  • 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.

  • URP: Downsampling will now not only affect the AO pass but also the blur passes.

  • URP: Improved Depth test to avoid incorrectly adding AO in places where two objects are far away from one another.

  • URP: Improved shadow atlas building performance when there are a lot of lights.

  • URP: Improved the name for Dynamic Resolution property.

  • URP: Tooltips improvement.

  • VFX Graph: Added a toggle in both VFX preferences in VFX Graph view to allow shader debug symbols with generated shaders. (UUM-19517)

  • 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.

  • Video: Enabled error reporting only when the user uses MediaFoundation directly.

  • WebGL: Improved the build system so that failing builds will no longer emit an unusable index.html to the build output directory.

  • XR: Improved GLES3 multiview rendering performance. (1374693)

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: Added new method Permission.ShouldShowRequestPermissionRationale, informing whether UI should be show explaining why application needs a particular permission.

  • 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.

  • Android: Added: Introduced GameMode property to access Android getGameMode API.

  • Android: Added: Introduced SetGameState method to access Android setGameState API.

  • Android: Changed: Deprecate TouchScreenKeyboard.Android.consumesOutsideTouches API.

  • Android: Changed: Updated SupportsAccelerometer() API to return whether a device has an accelerometer sensor or not.

  • Android: Obsoleted: PlayerSettings.Android.minifyWithR8 is obsolete now. Setting it has no effect and it always returns true.

  • Animation: Added: Added API GenericBindingUtility to Read/Write animatable properties generically from any Unity components.

  • Asset Import: Added: Added AssetDatabase.AssetEditingScope().

  • 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.

  • Build Pipeline: Added: Added -standaloneBuildSubtarget to the Editor command line arguments.

  • Build Pipeline: Added: Added new signature for BuildPipeline.BuildAssetBundles.

  • Build Pipeline: Added: Made BuildReport.GetLastestReport and BuildReport.SummarizeErrors public and documented.

  • Build Pipeline: Obsoleted: Application.SetBuildTags and Application.GetBuildTags are now obsolete.

  • Build Pipeline: Obsoleted: BuildPipelineExperimental is now deprecated.

  • Core: Added: A new event Application.memoryUsageChanged, that is fired when applications memory usage changes significantly (for example goes critically low).

  • Core: Added: Added BuildCustomSphereMesh() to DebugShapes.

  • 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 overload of GameObject.FindGameObjectsWithTag that takes a List&lt;GameObject&gt; to bypass allocations.

  • 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<br> Transform.TransformPoints() - batch version of Transform.TransformPoint()<br> Transform.TransformDirections() - batch version of Transform.TransformDirection()<br> Transform.TransformVectors() - batch version of Transform.TransformVector()<br> Transform.InverseTransformPoints() - batch version of Transform.InverseTransformPoint()<br> Transform.InverseTransformDirections() - batch version of Transform.InverseTransformDirection()<br> Transform.InverseTransformVectors() - batch version of Transform.InverseTransformVector().

  • 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.

  • Documentation: Changed: Fixed duplicated inherited members in CustomRenderTexture class API documentation.

  • Editor: Added: Added a constructor to the EditorToolbarToggle class that takes in a text as an icon and a label.

  • Editor: Added: Added an editor only API to get and set the static batching state on the PlayerSettings: GetStaticBatchingForPlatform, SetStaticBatchingForPlatform, GetDynamicBatchingForPlatform, setStaticBatchingForPlatform.

  • Editor: Added: Added callbacks to track selection changed events to PresetSelector.

  • Editor: Added: Added Core SRP editor API to add custom Burger Menu items. This functionality is also added to FoldoutGroup and AdditionalPropertiesFoldoutGroup.

  • Editor: Added: Added EditorApplication.consoleLogsChanged event.

  • Editor: Added: Added EditorApplication.GetConsoleLogCounts method.

  • Editor: Added: Added EditorUtility.IsValidUnityYAML, which determines whether or not a string contains YAML that can be parsed by Unity.

  • Editor: Added: Added GameObjectUtility.DuplicateGameObject(GameObject gameObject) (SMT-206).

  • Editor: Added: Added GetSampleMetadataAsSpan to RawFrameDataView.

  • Editor: Added: Added Gizmos.CalculateLOD API to allow Gizmo lodding and fading.

  • Editor: Added: Added helper functions to PackageInfo, to query the existence of packages, to optimize use cases that previously used GetAllRegisteredPackages.

  • Editor: Added: Added new SupportedOnRenderPipeline attribute.

  • Editor: Added: Added public API for ChannelService.DispatchMessages.

  • Editor: Added: Added respectSceneVisibilityWhenBakingGI property to LightSettings for offline baking configuration.

  • Editor: Added: Exposed BRG stripping mode to C#.

  • Editor: Added: Exposed Handles.DrawAAPolyLine(Color[] colors, Vector3[] points) and Handles.DrawAAPolyLine(float width, Color[] colors, Vector3[] points).

  • Editor: Added: Exposed ReserveModifiers attribute to be used on shortcut methods.

  • Editor: Added: IDataModeController is added to handle data mode related functionalities. (DOTSE-1855)

  • Editor: Added: Made EditorSceneManager.OpenPreviewScene public API.

  • Editor: Added: New NativeArray.ReadOnly's UnsafeElementAt returns ref readonly as an alternative to this[index] copy.

  • Editor: Added: Renamed UnityEditor.PlayerSettings.D3DHDRBitDepth to UnityEditor.PlayerSettings.hdrBitDepth.<br> enum D3DHDRDisplayBitDepth renamed to HDRDisplayBitDepth. Also, enum value names replaced:<br>

    • D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth10 has been replaced by HDRDisplayBitDepth::BitDepth10<br>
    • D3DHDRDisplayBitDepth::D3DHDRDisplayBitDepth16 has been replaced by HDRDisplayBitDepth::BitDepth16<br> 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.
  • Editor: Changed: Lightmapping.SetAdditionalBakedProbes now accepts a boolean value to indicate if probes should be deringed.

  • Editor: Changed: Modified the game object tool context icon.

  • 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.<br> The setter method is now expected to fill GraphModel.CurrentGraphChangeDescription with the relevant information, rather than providing 3 enumerables.

  • Editor: Deprecated: Renamed RayTracingAccelerationStructure.RASSettings to RayTracingAccelerationStructure.Settings.

  • Editor: Obsoleted: IDataModeHandler and IDataModeHandlerAndDispatcher are obsoleted. (DOTSE-1855)

  • Editor: Obsoleted: PlayerSettings API using BuildTargetGroup is now obsolete, use it with NamedBuildTarget instead.

  • 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.

  • Editor: Removed: Removed internal method MonoImporter.CopyMonoScriptIconToImporters (deprecated in 2021.2). See API docs for EditorGUIUtility.SetIconForObject for examples that achieve the same result using public APIs.

  • GI: Added: Added AntiAliasingSamples Enum [SSAA1, SSAA4, SSAA16].

  • GI: Obsoleted: Enlighten Baking is now obsolete and no longer available. Users are recommended to user the Progressive lightmapper instead.

  • Graph Tool Foundation: Changed: Added an API to correctly compute the halo effect when modifying the graph model.

  • 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.

  • Graphics: Added: Added an API that let scriptable render pipelines configure the msaa resolve of the system render target.

  • Graphics: Added: Added ColorGamutUtility to retrieve the color primaries, white point or transfer function associated with a color gamut.

  • Graphics: Added: Added CommandBuffer API to pass flags to our native plugin callback managing code to perform device state invalidation if needed. [Torch-1611].

  • Graphics: Added: Added GetVisiblePositions to TrailRenderer. (UUM-21893)

  • Graphics: Added: Added InvalidImport exception, exception that might potentially raised if the render pipeline resources are not ready.

  • Graphics: Added: Added Mesh.SetBindposes that takes a NativeArray.

  • Graphics: Added: Added new API to the RenderGraph to allow native render pass support in the future.

  • Graphics: Added: Added new Scripting API function signatures for setting buffers in ray tracing shaders. The new signatures take GraphicsBufferHandle as argument.

  • Graphics: Added: Added overridable property renderPipelineShaderTag on the RenderPipelineAsset.

  • Graphics: Added: Added override to Mesh.AllocateWritableMeshData which takes an existing Mesh, Mesh List, or Mesh array which returns a MeshDataArray already populated with the existing Mesh data. This data is accessible from worker (non main) thread contexts and avoids complicated MeshDataArray construction which was needed before this API.

  • 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.

  • Graphics: Added: Added SetWireframe to RenderingCommandBuffer.

  • Graphics: Added: Added Signed Normalized (SNorm) formats to TextureFormat. Allows script creation of Textures using SNorm Texture or Graphics Formats. Includes import support for signed texture data from .dds files.

  • Graphics: Added: Added SystemInfo API calls for anisotropic filtering support and max anisotropy level supported.

  • Graphics: Added: Introduces Native Renderpass API on CommandBuffer.

  • Graphics: Added: Material.GetBufferHandle to get the GraphicsBufferHandle in a material property sheet.

  • Graphics: Added: Material.GetPropertyNames(&lt;PropertyType&gt;) to query the property sheet names in a material based on a given property type.

  • Graphics: Added: New Foveated Rendering API on the command buffer interface.

  • Graphics: Added: New overload for CommandBuffer.SetComputeBufferParam, which allows binding a resource with GraphicsBufferHandle.

  • Graphics: Added: RenderPipeline.IsRenderRequestSupported. Protected method, render pipelines can override this to specify their support for RequestData types.

  • Graphics: Added: RenderPipeline.ProcessRenderRequest. Protected method, render pipelines can override this to implement the rendering logic for RenderRequests.

  • Graphics: Added: RenderPipeline.StandardRequest. Use this as the RequestData parameter in SubmitRenderRequest to trigger a default srp render on the specified camera.

  • Graphics: Added: RenderPipeline.SubmitRenderRequest. Triggers a render with the active render pipeline according to the passed in RequestData.

  • Graphics: Added: RenderPipeline.SupportsRenderRequest. Checks the active pipeline whether the given RequestData type is supported.

  • 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: Changed the Render Graph API to support the modern buffer resource, GraphicsBuffer (Previously ComputeBuffer).

  • Graphics: Changed: Moved RayTracingAccelerationStructure and RayTracingShader classes from UnityEngine.Experimental.Rendering to UnityEngine.Rendering.

  • 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.

  • Graphics: Deprecated: Deprecation of the various DrawX functions on the ScriptableRenderContext in favor of the RendererList API.

  • Graphics: Obsoleted: Marked OpenGL ES 2.0 specific enums as obsolete.

  • HDRP: Changed: Added support of Runtime Display Stats to Strip Debug Shader Variants.

  • iOS: Added: Added identifiers for iPhone 14 models.

  • License: Added: Added GetEntitlementDetails.

  • macOS: Deprecated: Removed the option to select OpenGL API from MacOS.

  • 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: Added a new property on IAdaptivePerformance to access the active subsystem.

  • 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.

  • Physics: Added: Added a way to generate contact points between shapes without running the simulation.

  • Physics: Added: Added new method (Physics.RunSimulationStages) to run individual physics simulation sub-steps to allow greater control over the simulation process.

  • 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: Added CompositeCollider2D.GetCompositeColliders() method.

  • 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: Added: Rigidbody2D.MovePositionAndRotation to allow moving both the position and rotation without performing two separate calls.<br> Rigidbody2D.velocityX property to allow setting the Rigidbody2D velocity X component without modifying the Y component.<br> Rigidbody2D.velocityY property to allow setting the Rigidbody2D velocity Y component without modifying the X component.<br> Rigidbody2D.AddForceX() method to allow adding force to the Rigidbody2D velocity X component without modifying the velocity Y component.<br> Rigidbody2D.AddForceY() method to allow adding force to the Rigidbody2D velocity Y component without modifying velocity X component.<br> Rigidbody2D.AddRelativeForceX() method to allow adding relative force to the Rigidbody2D velocity X component without modifying velocity Y component.<br> Rigidbody2D.AddRelativeForceY() method to allow adding relative force to the Rigidbody2D velocity Y component without modifying velocity X component.<br> Rigidbody2D.Cast to allow casting a Rigidbody2D from a specific position and rotation.<br> Collider2D.Cast to allow casting a Collider2D from a specific position and rotation.<br> Rigidbody2D.Distance to allow finding the distance to another Collider2D from a specific position and rotation.<br> Collider2D.Distance to allow finding the distance to another Collider2D from a specific position and rotation.<br> Physics2D.simulationLayers to control which layers are simulated.

  • Physics 2D: Changed: Collider2D.usedByComposite (bool) has changed to Collider2D.compositeOperation (Enum of Collider2D.CompositeOperation).

  • Physics 2D: Changed: Physics2D.velocityThreshold is now Physics2D.bounceThreshold<br> Rigidbody2D.OverlapCollider is now Rigidbody2D.Overlap<br> Collider2D.OverlapCollider is now Collider2D.Overlap.

  • Physics 2D: Deprecated: Physics2D.LinecastNonAlloc - Equivalent functionality is "Physics2D.Linecast".<br> Physics2D.RaycastNonAlloc - Equivalent functionality is "Physics2D.Raycast".<br> Physics2D.BoxCastNonAlloc - Equivalent functionality is "Physics2D.BoxCast".<br> Physics2D.CapsuleCastNonAlloc - Equivalent functionality is "Physics2D.CapsuleCast".<br> Physics2D.CircleCastNonAlloc - Equivalent functionality is "Physics2D.CircleCast".<br> Physics2D.OverlapAreaNonAlloc - Equivalent functionality is "Physics2D.OverlapArea".<br> Physics2D.OverlapBoxNonAlloc - Equivalent functionality is "Physics2D.OverlapBox".<br> Physics2D.OverlapCapsuleNonAlloc - Equivalent functionality is "Physics2D.OverlapCapsule".<br> Physics2D.OverlapCircleNonAlloc - Equivalent functionality is "Physics2D.OverlapCircle".<br> Physics2D.OverlapPointNonAlloc - Equivalent functionality is "Physics2D.verlapPoint".<br> Physics2D.GetRayIntersectionNonAlloc - Equivalent functionality is "Physics2D.GetRayIntersection".

  • Physics 2D: Obsoleted: Physics2D.autoSimulation<br> Physics2D.changeStopsCallbacks<br> Physics2D.minPenetrationForPenalty.

  • Player: Added: Added API to allow user to easily get Port and LogPath and other options Multiplayer supports.

  • 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.

  • Scene/Game View: Added: Added CameraEditor.CreatePreviewOverlay, allowing custom editors to override the camera preview overlay.

  • Scene/Game View: Added: Added Handles.elementColor to the public API, allowing user defined EditorToolContext to have consistent default coloring for Edit Mode objects.

  • Scripting: Added: Added AwaitableCompletionSource implementation as well as Methods to switch to main/background threads. (SCP-593)

  • Scripting: Added: Added new UnsafeUtility.MemSwap function which can be used to swap two memory blocks of the same size.

  • 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.

  • Scripting: Added: Expose didAwake and didStart for MonoBehaviours.

  • 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: Changed: Deprecated AssemblyBuilder.

  • Scripting: Changed: Renamed AwaitableCoroutine to Awaitable, to avoid confusion with iterator-based coroutines.

  • 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.

  • Scripting: Removed: Visual Studio Code package is now deprecated.

  • Search: Added: Exposed New search APIs.

  • Search: Obsoleted: Deprecated APIs related to IMGUI.

  • Search: Removed: Removed obsolete APIs.

  • Services: Obsoleted: Made UserInfo APIs as obsolete.

  • Shaders: Added: Added an API to control shader memory usage at runtime. (UUM-5583)

  • Shaders: Added: Added API ShaderVariantCollection.WarmUpProgressively that allows users to timeslice shader warmup across multiple frames.

  • Shaders: Added: Allow passing define directives to the platform compiler (e.g. DXC).

  • SRP Core: Added: Added bigQuery Nested columns extensions.

  • SRP Core: Added: Added HDR output utilities to handle keywords and shader stripping.

  • SRP Core: Added: Added new XRSystem API to allow SRPs override the XR built-in stereo matrices.

  • SRP Core: Added: An extension method to fetch the Render Pipeline assets from a BuildTarget.

  • SRP Core: Added: Extended RendererList to handle UI, WireFrame, CameraSetup and Gizmo draw.

  • SRP Core: Changed: Moved HDRP &amp; URP IPostProcessComponent to shared IPostprocessComponent interface under RP Core package in UnityEngine.Rendering namespace.

  • 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.

  • UI Toolkit: Added: Added the necessary Experimental APIs to interact with subsections of the Text. (UUM-4313)

  • UI Toolkit: Added: Added UxmlAssetAttributeDescription to define UnityEngine.Object attributes as part of any VisualElement.

  • UI Toolkit: Added: [Properties] Added a ReadOnly member to the CreatePropertyAttribute to force the creation of a read-only property.

  • Universal RP: Added: Added Clearing of Multi Render Targets in RenderingCommandBuffer.

  • Universal RP: Added: UniversalRenderPipeline.SingleCameraRequest. Use this as the RequestData parameter in SubmitRenderRequest to render a single camera.

  • URP: Added: Added light cookies stripping.

  • URP: Added: Exposed xrPass to public so that URP users could leverage Core XRSystem API to script XR rendering.

  • URP: Obsoleted: RenderSingleCamera is now obsolete. Please use RenderPipeline.SubmitRenderRequest with RequestData of the SingleCameraRequest type.<br> Graphics: Camera.SubmitRenderRequests is now obsolete. Please use RenderPipeline.SubmitRenderRequest with RequestData of a supported type such as RenderPipeline.StandardRequest.

  • Version Control: Removed: Removed Collab and its dependency from the package.

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: Added support for different sized texture inputs in ImagePacker.

  • 2D: Changed the default script execution order for Sprite Resolvers, IK Managers, and Sprite Skins.

  • 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: Removed com.unity.ide.vscode from the template as it is deprecated.

  • 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.

  • Android: Added support for Android SDK 31 and 33.

  • Android: Android SDK must have cmdline-tools component installed now. Unity will ignore tools component.

  • Android: Changed the default scripting backend to IL2CPP for new projects. Existing projects will not be impacted.

  • Android: Default gradle templates have changed significantly with new Gradle and AGP versions. Gradle templates in existing projects will have to be recreated based on new default templates when upgrading projects created with previous Unity versions.

  • Android: JDK 11 is required now to build Android apps.

  • 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.

  • 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.

  • 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.

  • Android: Removed editor UI option which allowed to choose between R8 and Proguard tools to minify code. New AGP version doesn't have an option to minify using proguard. Instead R8 is always used.

  • Android: Reverted Updated Optimized Frame Pacing feature to use v1.10 of Android Frame Pacing Library.

  • Android: Unity Now uses Android Gradle Plugin 7.1.2 by default.

  • Android: Unity Now uses Gradle 7.2 by default.

  • Android: Updated CMake to version 3.22.1.

  • Android: 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.

  • Animation: Added support for Physics SimulationMode and Physics2D SimulationMode2D in the Animator and Animation component.

  • Apple TV: Changed the minimum supported OS version to tvOS13.

  • Asset Bundles: When the Asset Bundle cache layout was changed in 2017, an automatic migration codepath was added to check for asset bundles in the old cache location and move them into the new cache, so that end users would not need to re-download the bundles just because the cache layout changed. As 5 years have now passed, it is unlikely that this automatic migration still has any value, so the behavior has been removed.

  • Documentation: Added documentation for public-facing methods EditorUserBuildSettings.SwitchActiveBuildTarget, NamedBuildTarget.FromBuildTargetGroup, and NamedBuildTarget.ToBuildTargetGroup.

  • Documentation: Added more details to documentation for material and texture export.

  • Documentation: Added troubleshooting documentation for exporting camera animation only from Maya plugin.

  • 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)

  • 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.

  • Editor: Changed Light Probe visualization foldout so it is now hidden when APV is used.

  • Editor: Deprecated the CustomEditorForRenderPipeline.

  • Editor: Disabled the CS0282 compiler warning when PlayerSettings.SuppressCommonWarnings is enabled.

  • Editor: Enabled "Use display in HDR mode" checkbox to be visible in the MacOS player settings.

  • Editor: Enabled showing overlays added through code in the Overlay Menu.

  • 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.

  • Editor: Implemented RationalTime for Time Management.

  • Editor: Increased system requirements for the Windows Editor to Windows 10 Version 1909 (build 18363).

  • Editor: Stop icon now used by exit PlayMode button.

  • Editor: Updated the package manifest to use terrain-tools 5.0.2 in the Package Manager.

  • GI: Added stability improvements for Baked Global Illumination.

  • Graphics: Changed the skin weight buffer target to now always set to a compute accessible target if compute shaders are supported.

  • Graphics: Removed OpenGL ES 2.0 support.

  • 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: Changed DiffusionProfileOverride so that now it accumulates profiles instead of replacing when interpolating at runtime.

  • HDRP: Changed the order of transparent FrameSettings.

  • HDRP: Changed the type of Surface Texture on HDAdditionalLightData from Texture2D to Texture.

  • HDRP: Deprecated ScriptableRenderPipelineExtensionAttribute and LightingExplorerExtensionAttribute.

  • HDRP: Disabled HDRP Global Settings when HDRP is not active.

  • HDRP: Improved performance of HD light LateUpdates by combining their callbacks.

  • HDRP: Removed Preview from Label of Raytracing, Eye shader node, and Water shader node.

  • HDRP: Replaced CustomEditorForRenderPipeline and VolumeComponentMenuForRenderPipeline with separate attributes.

  • Input: Changed Input System gamepad from XInput to Windows.Gaming.Input on Windows.

  • iOS: Changed the minimum supported OS version to iOS13.

  • macOS: MacOS Player now requires macos 10.14+.

  • Package: Added support for exporting texture offset, scale, and wrap mode.

  • Package: Updated Code Coverage package to v1.2.0.

  • Package: Updated minimum Unity version to 2020.3.

  • Package: Updated Python from 3.9 to 3.10.

  • Package: Updated Sequences (com.unity.sequences) to 2.0.1.

  • Package: Updated supported Unity, Maya and Max versions in the documentation.

  • 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.

  • Package: Updated the Python for .NET DLL to a custom patch, based on the official version 3.0.0-rc4. Commit hash: 7ffad42406e36cda9e4be7eb4ad533e45502a60d of Unity's Pythonnet fork.

  • Package: Updated the Unity FBX SDK bindings to version 5.0.0 which update Autodesk FBX SDK to 2020.3.2.

  • SRP Core: Deprecated the VolumeComponentMenuForRenderPipeline.

  • SRP Core: Enabled VolumeComponent BoolParameter UI to display enabled/disabled dropdown instead of checkboxes.

  • UI Toolkit: Added an initial integration between the Properties and UI Toolkit modules and created property bags for VisualElement.style, VisualElement.resolvedStyle and all style properties.

  • UI Toolkit: ColorField is now UI Toolkit based and does not rely on an IMGUIContainer.

  • UI Toolkit: Enabled CurveField, GradientField and ObjectField to now handle user interaction (key, mouse and pointer events) in ExecuteDefaultActionAtTarget().

  • UI Toolkit: Escape sequences are no longer interpreted by default.

  • UI Toolkit: UI Toolkit Event Debugger is now Experimental. [POI: RND-502: UI-15 / UIT-1705].

  • UI Toolkit: Window/UIToolkit/UI Toolkit Event Debugger menu item is now only visible when its Project Settings is enabled. [POI: RND-502: UI-15 / UIT-1705].

  • Universal RP: Light soft shadow quality setting in URPAsset which lights use by default. Per light override is still possible.

  • Universal RP: Messages regarding reducing resolution for additional punctual lights are now only displayed in debug builds.

  • Universal RP: Removed shader parameters used by additional lights when additional lights are disabled in URP Assets.

  • Universal RP: Removed support for GLES2.0 and WebGL1.0.

  • Universal RP: Removed Volume Update Mode from Additional Settings. (UUM-9254)

  • URP: Changed light and decal layers to rendering layers.

  • URP: Changed the samples field to a dropdown: High (12 samples), Medium (8 samples) and Low (4 samples).

  • URP: Changed the the final After Opaque passes to be merged with the last blur pass.

  • URP: Deprecated ScriptableRenderPipelineExtensionAttributeand LightingExplorerExtensionAttribute.

  • URP: Disabled HDRP Global Settings when HDRP is not active.

  • URP: Disabled support for using Depth32Stencil8 format on Android due to crashes.

  • URP: Foveated Rendering is now integrated in URP for supported platforms.

  • URP: Improved motion vector pass. It should now use the same matrices as the Lit shader.

  • 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.

  • 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.

  • Windows: Split Unity.exe into two binaries: Unity.exe and Unity.dll. Almost entirety of what was in Unity.exe is now in Unity.dll.

  • XR: Added warning if stereo projection matrices are accessed before they have been set.

  • XR: Added XR Core Utilities 2.2.0-pre.1 as a pre-release package.

  • 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.

  • XR: Updated AR Foundation, ARCore, and ARKit pre-release versions to 5.1.0-pre.3.

  • XR: Updated com.unity.xr.openxr package version to 1.6.0.

  • XR: Updated the AR Foundation related packages to 5.0.0-pre.13.

  • XR: Updated the Oculus XR Plugin package to 3.2.1 with support for Quest Pro.

  • XR: Updated the version of packages related to AR Foundation to 5.0.3.

  • XR: Updated com.unity.feature.ar to 1.0.1.

Fixes

  • 2D: Added 2D Triangle default asset to replace missing place holder. (DANB-125)

  • 2D: Added editor assembly reference to Unity.RenderPipelines.Universal.2D.Runtime.

  • 2D: Disabled serializing lineStartActive.

  • 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 Asset Preview window does not update when packing preview after modifying objects for packing or packing settings. (UUM-6642)

  • 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 crash on RasterizeTri when clicking Pack Preview after packing an Asset into the Sprite Atlas. (UUM-18880)

  • 2D: Fixed an asset previews Tilemap Prefabs not being generated due to Grid Components being stripped away during this process. (UUM-2503)

  • 2D: Fixed an issue where Fill and Erase extents were not added to user preferences when showing a Flood Fill preview while painting with Tilemaps.

  • 2D: Fixed an issue where the amount of alpha removed from layers would not be re-applied as final position offset of the layers.

  • 2D: Fixed an issue where the editor would crash when importing .psd or .psb files with their layers outside of the document canvas. (DANB-285)

  • 2D: Fixed an issue where the generated GameObjects would be laid out differently from how they appear in the DCC tool. (DANB-298)

  • 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 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 case where Sprite Atlas changes Secondary Texture when entering Play mode. (UUM-11355)

  • 2D: Fixed case where Sprite Atlas shows only first page in Preview within Inspector. (1427632)

  • 2D: Fixed collider shapes for a TilemapCollider2D when rotated Tiles are used with a collider offset.

  • 2D: Fixed duplicate instantiated GameObjects from Tiles on Tilemap Prefabs when instantiating the Tilemap Prefabs. (UUM-1671)

  • 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 IK Manager 2D's inspector slow downs.

  • 2D: Fixed issue where Atlas pack preview dropdown does not show packed normal maps. (UUM-12752)

  • 2D: Fixed issue where Tiles are "double painted" when a user does a mouse drag when painting on a Tilemap. (UUM-25164)

  • 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)

  • 2D: Fixed result of the Tilemap.GetCellCenterLocal/World API for a Hexagonal Grid and a large Tile Anchor offset. (UUM-12744)

  • 2D: Fixed Stencil so it now works when rendering sprites with GPU instancing on. (UUM-15295)

  • 2D: Improved import speed and memory allocation for psd/psb files by reducing the intermediate texture buffers.

  • 2D: Removed hiding tint in Sprites/Default shader. (UUM-19330)

  • AI: Colliders set as trigger are excluded from NavMesh generation. (UUM-10109)

  • AI: Fixed a blocked passage due to seemingly valid polygons after an obstacle carved the NavMesh nearby. (UUM-8240)

  • AI: Fixed an issue that 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)

  • Android: Added support for Android's AAudio engine, so on Android 8.1 and later, Unity Audio is now layered over AAudio. This fixes 4 audio bugs, related to built-in stereo speaker output, built-in vs. Bluetooth microphone selection, Microphone.Start and Microphone.Stop CPU spikes, and low-latency audio output. (UUM-3727, UUM-3732, UUM-3745, UUM-3746)

  • Android: Fix Screen.safeArea calculations (UUM-3972)

  • Android: Fixed a bug when building with IL2CPP and scaler types getting stripped out.

  • Android: Fixed a bug with manual lifetime tests failing occasionally.

  • Android: Fixed a bug with scaler not being initialized with settings from the Editor UI properly when using profiles.

  • Android: Fixed a bug with test provider and settings showing up in Project Settings.

  • Android: Fixed a performance issue caused by redundant depth/stencil stores on some Adreno OpenGL ES drivers. (1429210)

  • Android: Fixed a possible crash on many PowerVR based devices. (UUM-7782)

  • Android: Fixed a rare crash during Application.Quit call.

  • Android: Fixed a sporadic crash on screen rotation when Optimized Frame Pacing was enabled. (UUM-5790)

  • 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)

  • Android: Fixed an incorrect aspect ration when the phone was in landscape mode, "Apply display rotation during rendering" was enabled and URP post processing was used with Vulkan. (UUM-5653)

  • 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)

  • Android: Fixed an issue that Unity warns cmdline-tools version being 0.0 when the component is actually installed.

  • Android: Fixed an issue where executing Android SDK tool command would fail with missing java error. For ex., "Unable to locate a Java Runtime". Even though everything is set correctly in Preferences-&gt;External Tools-&gt;JDK. Also during the failure, Unity will now print environment variables thus helping identifying such issues in the future. (UUM-2106)

  • 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 an overhead of memory allocations in the Vulkan backend issue for allocation sizes between 128kB and 1024kB. (UUM-5966)

  • Android: Fixed crash during low memory kill. (1423456)

  • Android: Fixed crash when creating pipeline objects for some URP Lit shader on some older Adreno drivers. (UUM-3650)

  • Android: Fixed orientation issues in laptop mode and tablet mode on Chromebooks. (UUM-782)

  • Android: Fixed Patch (/And Run) failing on some Android 12 devices with "Permission Denied" or "No such file or directory". (1422895)

  • Android: Fixed regression where TouchScreenKeyboard.Open() was not opening. (UUM-2112)

  • Android: Fixed Strip Engine Code information printing for unhandled java exceptions. (UUM-585)

  • Android: Fixed Time.deltaTime values not being stable on Android devices. (UUM-10244)

  • Animation: Enabled supporting clips with animation bindings on enum inside structs. (UUM-11386)

  • Animation: Fixed a invalid breadcrumb in Animator Window when undoing nested BlendTree creation.. (1417429)

  • Animation: Fixed a missing controller reference issue in the undo/redo of Animation Window. (1417425)

  • Animation: Fixed an undo/redo of an entry state transition in the state machine issue. (1417428)

  • Animation: Fixed AnimationStream.SetGlobalRotation() that was numerically instable and storing non-normalized quaternions in the internal stream. (ARB-13)

  • Animation: Fixed AnimationWindow throwing InvalidOperationException in some cases after performing Undo. (UUM-1438)

  • Animation: Fixed Avatar Masks with non-empty transforms which were mistakenly preventing material to be animated. (1369876)

  • Animation: Fixed dragging sprite keyframes in the animation window resulting in a NullReferenceException. (UUM-8049)

  • Animation: Fixed issue where, for some playable graphs, the animated displacement of the animated game object would keep accumulating when the game object was disabled and enabled. The original behaviour can be restored with the keepAnimatorStateOnDisable variable. (UUM-3486)

  • Apple TV: Added support for Siri Remote 2nd Gen. (1394018)

  • Asset Bundles: Fixed a bug where AssetBundle builds could fail due to incorrectly reported errors about script serialization mismatches. (UUM-19452)

  • Asset Bundles: Fixed path issues when loading asset bundles from a local cache that was added using Caching.AddCache.

  • Asset Import: Added a tag no longer causes issues when running off of the main thread.

  • 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 Import: Fixed import of some meshes with Blend Shape Normals set to Calculate. (UUM-7867)

  • Asset Import: Fixed localPagePos &lt;= page.allocatedSize assert sometimes triggered during imports.

  • Asset Import: Fixed out of bounds exception on empty array access when importing SpeedTree billboards with no mesh data. (1428865)

  • Asset Pipeline: Added a new public API, Editor UI controls, and command line arguments to manually trigger the upload of existing import artifacts and shader cache to the Accelerator cache server.

  • Asset Pipeline: Fixed a race condition where an asset preview might fail to become available in specific timing circumstances.

  • Asset Pipeline: Fixed case of SRP changing mid refresh resulting in infinite imports. (UUM-11957)

  • Asset Pipeline: Fixed indeterministic output for any asset containing script types. (UUM-22077)

  • Asset Pipeline: Fixed spritesheet and other previews not being updated in project browser sometimes. (UUM-2811)

  • Asset Pipeline: Fixed to enable LogAsserts when working with the out of process importer.

  • Asset Pipeline: Improved file change detection by including file size in the detection logic. (1382697)

  • Asset Pipeline: Prevented a too many open files error when uploading to Accelerator. (UUM-19028)

  • Asset Pipeline: Removed logged error if a preview is requested for an asset that references a deleted asset. (UUM-6963)

  • Audio: Fixed an issue where Audio Clip Import Settings were not getting saved when the "Override for Dedicated Server" setting was enabled. (UUM-399)

  • Audio: Fixed audio mixer groups not visible from the packages. (UUM-369)

  • Audio: Fixed unexpected output from OnAudioFilterRead when the audio source was stopped and the 'spatialize' property is enabled. (UUM-6318)

  • Build Pipeline: Enabled building a player to overwrite output files which have been changed by the user since the last build. (UUM-11857)

  • Build Pipeline: Enabled script compilation when switching between Desktop Standalone and Dedicated Server platforms in the Build Settings window.

  • Build Pipeline: Fixed a bug where the player data cache would not distinguish between server builds and normal standalone players, which could cause the wrong data ending up in players.

  • 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 a potential bug where building players could 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: Fixed an issue where clean builds did not remember state about the built files, thus files in a build could not be deleted in subsequent builds.

  • Build Pipeline: Fixed an issue where UWP test certificate would be regenerated once deleted from the assets folder. (UUM-22116)

  • 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)

  • 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)

  • Build Pipeline: Fixed null reference errors when loading user scripting objects from ContentFiles. (UUM-24989)

  • Build Pipeline: Fixed static batching sorting to ensure deterministic build results. (UUM-11427)

  • Build Pipeline: Fixed PlayerBuildInterface.ExtraTypesProvider API not working.

  • Build System: Fixed a typo in an ignored warning number.

  • Build System: Fixed an issue where thes splashscreen logo could not be removed when it was included in a previous build. (1400086)

  • Burst: Fixed an issue that alongside update burst packages, burst will now correctly handle projects whose paths contain ;'s. (UUM-8322)

  • Burst: Fixed an issue that whitespace changes in ILPP'd assemblies would not be detected.

  • Burst: Fixed some ARM branch instructions not being processed as such.

  • Core: Fixed adding package scenes to a baking set.

  • Core: Fixed alignment issues in ujobs when using memset on Release builds. (UUM-9178)

  • Core: Fixed APV realtime subdivision.

  • Core: Fixed Asset import workers to not inherit open handles from the main editor causing trouble rebinding network sockets. (1418567)

  • 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 a crash observed in e.g. HDRP sample project. (UUM-20176)

  • DX12: Fixed broken vsync in editor game window. (UUM-2873)

  • DX12: Fixed for PSO naming in PIX. (UUM-7381)

  • DX12: Fixed GetNextFrameValue() in DX12 native rendering plugins. (UUM-23065)

  • DX12: Fixed SSR with async on D3D12. (UUM-3342)

  • DX12: Fixed to Allow releasing memory with GL.Flush() within a single frame. (1400617)

  • Editor: -Fixed [UIToolkit] Reorderables reset array count to 0 when multi selecting objects that have arrays with more than 64 elements. (1417862)

  • Editor: 1. Re-enabled wayland Linux player support.<br>

    1. Built and added libdecor for SDL window title bar.<br>
    2. Nvidia is currently not supported.
  • 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 a property context menu item for prefabs showing the origin of the property value.

  • 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 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: Added missing QueryBlocks filter to Asset Store Provider. (DOTSE-1982)

  • Editor: Added TestSettings file options for setting Target SDK for iOS/tvOS.

  • 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: Disabled the Custom brushes mode menu button of the Terrain Tools overlay if there are no custom terrain tools available. (UUM-20321)

  • Editor: Dropped warning about mismatching mipmap limits when using a region-based CopyTexture. (UUM-21771)

  • Editor: Enabled AND/OR block to not always be suggested in Query builder mode. (DOTSE-1992)

  • Editor: Enabled Details view to be completely cleared when no items are selected. (DOTSE-1993)

  • 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 installing 2D Sprite package from TextureImporter inspector and SpriteRenderer inspector.

  • Editor: Enabled refreshing the UI when the asset is changed. (UUM-20377)

  • 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: 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 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 bug created by Prefab Save code refactoring. All external references are no longer lost after CreateBase. (UUM-20179)

  • 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.<br> 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.<br> Note that the following lighting window UI changes have been included in the fix:<br> Auto Generate is not disabled when the Entities package is used. The checkbox will represent the actual value in the lighting settings asset.<br> 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 due to an integer overflow when calculating the required buffer size to store compressed mesh index data. (UUM-1036)

  • Editor: Fixed a crash on shutdown when using the cli option -cacheServerWaitForUploadCompletion.

  • Editor: Fixed a crash regression when shader compilation error. (UUM-26357)

  • Editor: Fixed a crash using unexpected ShaderGraph in VFX output. (UUM-13532)

  • Editor: Fixed a crash when loading TIFFs with bad thumbnail tags. (UUM-3783)

  • Editor: Fixed a crash when old SG integration is invalid. (UUM-5728)

  • Editor: Fixed a crash when stop a playable director and evaluating at the same time in a notification output. (UUM-14640)

  • Editor: Fixed a crash when there was a corrupt PrefabInstance. (UUM-1926)

  • Editor: Fixed a crash when using URP on some Adreno 6xx devices with shaders that use clip(). (UUM-4367)

  • Editor: Fixed a crash with null indexed buffer. (UUM-20944)

  • Editor: Fixed a crashes in batch mode when using -vcsMode Perforce.

  • Editor: Fixed a deadlock in Accelerator upload isue when using '-quit'. (UUM-3184)

  • Editor: Fixed a memory issue where an object could be accessed after it has been freed. (UUM-12903)

  • Editor: Fixed a regression where physical camera settings were no longer affecting the scene view camera in HDRP. (UUM-18190)

  • Editor: Fixed an issue with Windows Standalone play started on the wrong screen. (1423262)

  • Editor: Fixed an editor crash that can happen when editing terrain. (UUM-17691)

  • Editor: Fixed an Editor crash when rendering with UsePass or Fallback via SRP batcher. (UUM-19898)

  • Editor: Fixed an issue copying hideflags to the cloned object when instantiating a GameObject. (UUM-22863)

  • Editor: Fixed an issue if -createProject is used would force script recompile. (UUM-10810)

  • 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 the cursor is now locked on linux when the state is locked. (UUM-25736)

  • Editor: Fixed an issue so that you can now set a Camera's targetDisplay property using C# in the editor.

  • Editor: Fixed an issue that the Dedicated Server target is now visibly enabled only if the module is installed.

  • Editor: Fixed an issue that warning messages are no longer displayed when selecting the color picker after selecting the object picker when editing materials. (UUM-647)

  • Editor: Fixed an issue to extract potential editor only dependencies and mark those as Reference instead of clone. (UUM-3666)

  • Editor: Fixed an issue to make sure Undo.DestroyObjectImmediate and Object.DestroyImmediate has the same behaviour. (1393800)

  • Editor: Fixed an issue when a scene as a single dependency it is shown correctly. (UUM-2524)

  • 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 an ArgumentNullException could be logged when viewing Entities in hierarchy.

  • Editor: Fixed an issue where certain properties could not be excluded in the TextureImporterInspector. (UUM-3787)

  • Editor: Fixed an issue where FBX files with custom property animations where considered as not having animation data at all. (1427122)

  • Editor: Fixed an issue where GameObjectChangeTracker was not able to detect GameObject sibling order change.

  • 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 LODGroup editor was not updating immediately when there were changes. (UUM-5815)

  • Editor: Fixed an issue where not all results from the player was processed before shutdown.

  • Editor: Fixed an issue where ObjectField failed to continue to process ObjectSelector events when it was not in focused. (1415249)

  • Editor: Fixed an issue where Prefab Overrides window 'Revert All' button was not enabled so non-applicable overrides could not be reverted.

  • 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 th About window failed to show the full version after pressing "Option" (Alt on Windows) key. (UUM-7697)

  • 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 the New launch screen did not bring notification dialogs to front. (UUM-6395)

  • Editor: Fixed an issue where the texture previews only worked with Tex2D types in the Frame Debugger. (UUM-4099)

  • Editor: Fixed an issue where there was a missing Edit button for Light Probe UI. (UUM-919)

  • Editor: Fixed an issue where TextureImporter.GetPlatformTextureSettings would not perform fix-up on the platform string argument correctly. (UUM-15361)

  • 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 an issue with displaying array properties for Frame Debugger. (UUM-17668)

  • 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 an issue with missing data for Ray Tracing and Compute events in Frame Debugger. (UUM-16663)

  • 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 ArgumentOutOfRangeException errors in the ModelImporter Inspector when the imported FBX file contains objects with empty names. (UUM-3177)

  • Editor: Fixed assembly load order affected the deserilization ordering of animation graphs. This ensures that assembly ordering is kept intact during the assembly redirect and filtering progress. (UUM-8052)

  • Editor: Fixed BatchRendererGroup performance issues with many draw commands. (UUM-16378)

  • 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 Editor would crash when a selected renderer was deleted. (UUM-3249)

  • Editor: Fixed case where SetParent allowed setting transforms as parents when they are persistent. (UUM-12399)

  • Editor: Fixed CharacterController component colliding with multiple Trigger colliders stacked in a small space. (1419316)

  • 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 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)

  • Editor: Fixed crash of profiler opened in standalone process. (UUM-16838)

  • Editor: Fixed crash when opening scenes in builds that had missing Prefab sources. (UUM-2546)

  • 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 custom editor tools overriding native ones. (UUM-13592)

  • Editor: Fixed deadlock scenario in shader compiler. (UUM-14040)

  • Editor: Fixed documentation links for Script Graph and State Graphs assets. (UVSB-2422)

  • Editor: Fixed drag and drop crashes the editor if the window is docked. (UUM-23241)

  • Editor: Fixed Edit button status of Tile Palette when editing a GridSelection. (UUM-7857)

  • Editor: Fixed EditorUtility.DisplayDialog layout after showing dialog with a long text. (UUM-9447)

  • Editor: Fixed exception incorrectly reporting object already in pool when equal instances of classes implementing IEquatable&lt;T&gt; are released to ObjectPool. (UUM-8083)

  • Editor: Fixed Folders with the already existing name are moved properly. (1389121)

  • Editor: Fixed for "cannot be multi-edited" message in Inspector appearing when it should not. (UUM-10473)

  • Editor: Fixed for right click paste in Inspector window and Package Manager. (UUM-2304)

  • Editor: Fixed forward only material validation.

  • 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 gizmo rendering of a selected area in a Hexagonal Grid with a non-zero Z position. (UUM-11308)

  • Editor: Fixed hangup when evaluating SearchExpression, synchronous in main thread. (UUM-14546)

  • Editor: Fixed IndexOutOfBoundsException in player settings.

  • Editor: Fixed intermittent crash when destroying/recreating menu items on Linux. (UUM-11724)

  • Editor: Fixed InvalidOperationException when closing OpenFolderPanel. (1394298)

  • 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 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 issue with leak checking.

  • Editor: Fixed macos screen capture showing random pixels when capturing at screen edge. (UUM-7774)

  • 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 modifying a query with querybuilder not updating the selected asset in the Inspector. (DOTSE-1989)

  • Editor: Fixed mouse offset for dragging elements to the inspector on Linux. (UUM-1568)

  • Editor: Fixed near planeSize.y in CameraEditorUtils. (UUM-7797)

  • Editor: Fixed not being able to drag shortcut list scroller by mouse. (UUM-15774)

  • Editor: Fixed not being able to summon context menu issue when SceneView was active. (1423212)

  • 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 NullReferenceException's from the ProjectBrowser when selecting an error in the Console and multiple project browser windows were open. (UUM-17551)

  • Editor: Fixed orthographic camera so it now correctly renders textures that are within appropriate view of the camera. (UUM-1809)

  • Editor: Fixed OS key binding exception in ShortcutManager. (UUM-4125)

  • Editor: Fixed overly lengthy scene name causing Build WindowsEditorInstaller Katana job to fail.

  • Editor: Fixed performance issue for looping small clip with root motion extraction. (1428866)

  • Editor: Fixed possible out of bound access on GPU. (UUM-11966)

  • Editor: Fixed potential crash when a scene with a component without a GameObject is loaded. (UUM-1291)

  • Editor: Fixed problem of samples not loading for import in Package Manager window. (DSTR-702)

  • Editor: Fixed random plugin importer crash on Editor startup. (UUM-18397)

  • Editor: Fixed right click paste not working in package manager. (UUM-2304)

  • Editor: Fixed sampler error messages and crash when re-initializing the D3D12 graphics backend.

  • Editor: Fixed selection cycling regression. (UUM-9561)

  • Editor: Fixed shift key combination would open a debug canvas in playmode. (UUM-17026)

  • 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 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 sub graphs being shown with broken connections on first load as of Unity 2021.2. (UVSB-2345)

  • Editor: Fixed tab and shift+tab not working in shader graph windows. (UUM-17516)

  • 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 the Disable Scene Backup label so it is no longer inverted compared to its actual behaviour.

  • Editor: Fixed the documentation link for LightingDataAsset. (AW-1094)

  • Editor: Fixed the scene hierarchy order change when entering Play mode in the Mobile Template. (UUM-13298)

  • Editor: Fixed the text highlight on UI Toolkit settings panels.

  • Editor: Fixed tile palette dropdown flickering issue. (UUM-8307)

  • Editor: Fixed Time Project settings showing Rational Time representation. (CST-1253)

  • Editor: Fixed UI error when using graphics volume context menu. (UUM-3911)

  • Editor: Fixed unexpected rendering when Fragment Normal uses Object Space. (UUM-10045)

  • Editor: Fixed unexpected sorting on some VFX output while using the new SG integration. (UUM-12152)

  • Editor: Fixed unsaved changes made to assets are now preserved when renaming an asset while using Perforce.

  • Editor: Fixed URP XR Automation Failure.

  • Editor: Fixed UsePass and Fallback rendering sometimes broken in Editor when using SRP batcher. (UUM-18980)

  • Editor: Fixed Xcode not closing after building iOS/tvOS project via batchmode -runTests command.

  • Editor: Fixed AssetPreview.GetMiniTypeThumbnail so it is able to find icons associated to custom MonoBehaviour classes.

  • Editor: Fixed Overlay.OnWillBeDestroyed so it is now called on all cases.

  • Editor: Fixed Tools.viewToolActive not returning true when the View tool is set manually. (UUM-15113)

  • 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: Implemented a domain reload after the preset window closes, to apply settings correctly. (UUM-17585)

  • Editor: Launch screen scaling issues resolved.

  • Editor: Re-implemented the original fix for case 1393058. (UUM-9278)

  • Editor: Reimplemented the RecompileAfterFinishedPlaying option. (UUM-16168)

  • Editor: Removed Fullscreen Play Mode experimental feature. This feature requires additional backend work to support input in all scenarios. (UUM-12941)

  • Editor: Removed optimization that skips backing up unchanged scene files when entering playmode. This optimization caused too many bugs. (UUM-16018)

  • Editor: Removed the ability to apply components marked with HideFlags.DontSaveInEditor to Prefab. (UUM-21110)

  • Editor: Restriction added to SetParent() to prevent crash. (UUM-12399)

  • Editor: Updated app toolbar styles to global variables. (1357986)

  • Editor: Updated documentation of GameObject.CreatePrimitive and ObjectFactory.CreatePrimitive to reflect current behavior. (UUM-18896)

  • Editor: Windows: now you can switch to Editor Launch Screen using alt+tab.

  • EmbeddedLinux: Auto-detects the PluginImporter settings of native plugins placed within Assets/Plugins/EmbeddedLinux of a project.

  • EmbeddedLinux: Fixed build failures when building a project from the command-line for the first time.

  • EmbeddedLinux: Fixed Query EGL to get the correct max supported VSync value.

  • Entities Graphics: Fixed Custom passes when using the BatchRendererGroup.

  • Error: The following errors were found when trying to parse the release notes of this PR:<br> Unexpected 'Fix SPI for non-uniform foveated rendering rasterizer.\nhttps://jira.unity3d.com/browse/UUM-17564'.

  • Error: The following errors were found when trying to parse the release notes of this PR:<br> Unexpected 'POI-467' in 'Feature POI-467 @youngkyoung-kim:\nAndroid: Chrome OS Build &amp; Run Support - Add device using IP address'.

  • GI: -Fixed [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)

  • GI: Added geometry warnings for invalid meshes in LightBaker.

  • GI: Added support for duplicated lights in baking. (UUM-5006)

  • GI: Added the range property to the Light Explorer window.

  • GI: Added various minor refactorings, bugfixes, and improvements to the internal LightBaker subsystem.

  • GI: Changed GPU lightmapper device selection from emitting a Warning to emitting a Log message to not confuse users when requirements are not met.

  • GI: Clarified the backface tolerance tooltip. (LIGHT-906)

  • GI: Fixed an issue where Enlighten RTGI schedules material updates indefinitely when animating the emission color of an emissive mesh renderer. (UUM-10037)

  • GI: Fixed an issue where scene objects would lose their lighting data when they are packed into or unpacked from a prefab, and playmode is entered without first saving the scene. (1393020)

  • GI: Fixed an issue where there was not proper clamping of Lightmap Streaming Priority in Player Settings window.

  • GI: Fixed baking stall occuring when baking terrain with holes. (1408533)

  • GI: Fixed corrupted probes on scenes without a lighting data asset when running the editor with -nographics. (UUM-16874)

  • GI: Fixed lightmap baking when light cookie is used. (UUM-20089)

  • GI: Fixed lightprobes getting direct lighting in subtractive mode. (UUM-1344)

  • GI: Fixed looping error message when baking in prefabs and subscenes. (UUM-15675)

  • GI: Fixed rare instability in SceneVisibility editor tests. (UUM-20630)

  • GI: Fixed regression introduced by fix for baked probes that were sometimes black. The regression caused a crash during a bake on MacOS. (UUM-1207)

  • GI: Replaced the sample int fields with log sliders.

  • Graph Tool Foundation: Disabled ClearSelection and SelectionChanged Undo history entries when nothing is selected.

  • Graph Tool Foundation: Enabled tracking of variable declaration and blackboard groups when they are added, deleted, or modified.

  • Graphics: Added safeguards to prevent GetPixels / GetPixels32 crashes in cases where C# array creation would fail.

  • Graphics: Avoided memory corruption when async readback destination NativeArray is too small. Instead the readback fails. (UUM-12422)

  • Graphics: BatchRendererGroup: Remove asset subscribers from Mesh &amp; Materials upon deletion.

  • 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: Enabled defining the Render Pipeline Type that a RenderPipeline asset is defining.

  • 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 bug where ReadPixels would fail for textures larger than 2 GB.

  • Graphics: Fixed a clearing issues on Vulkan XR. (UUM-729)

  • Graphics: Fixed a crash in BatchRendererGroup that would occur when assets are loaded or unloaded.

  • 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 a number of URP and ShaderGraph shaders so they are now compatible with entities rendering.

  • Graphics: Fixed an issue in RayTracingAccelerationStructure.CullInstances when SkinnedMeshRenderers and CPU Skinning are used, preventing skinned geometries to be added into the acceleration structure. (UUM-4798)

  • Graphics: Fixed an issue so that entering playmode with disabled compositor no longer breaks all its layers. (UUM-11633)

  • Graphics: Fixed an issue that an error message is now displayed when BatchRendererGroup is used with the Built-in Render Pipeline.

  • Graphics: Fixed an issue that SkinnedMeshRenderer and MeshRenderer are now in the same SRP Batch during shadow pass. (UUM-4336)

  • Graphics: Fixed an issue where 2D Textures with multiple faces or images did correctly update their hash values when any face/image was changed and not just the first one. (UUM-2506)

  • Graphics: Fixed an issue where Crunched textures appeared too bright in projects in linear color space. (UUM-3200)

  • Graphics: Fixed an issue where Mesh.GetBlendShapeBuffer would cause stalls when called with PerVertex layout.

  • Graphics: Fixed an issue where SystemInfo.GetCompatibleFormat would return an incompatible format for certain depth-stencil formats + FormatUsage combinations. (UUM-3789)

  • Graphics: Fixed an issue where TextureImporter.GetAutomaticFormat would return the incorrect format for platforms that had their override turned off. (UUM-11694)

  • 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 BatchRendererGroup draws so that they are now sorted correctly with respect to non-BatchRendererGroup draws. (UUM-17773)

  • Graphics: Fixed BatchRendererGroup flickering and performance when AddBatch is called. (UUM-13357)

  • Graphics: Fixed BRG DrawCommands bad sorting. (UUM-14236)

  • Graphics: Fixed code generation for signed bitfieldExtract for OpenGL ES 3 shaders. (UUM-476)

  • Graphics: Fixed crash in RecalculateBounds when called on the mesh with unloaded vertices/indices. (UUM-7712)

  • Graphics: Fixed crash in ScriptableBatchRenderer::ApplyShaderPass when switching between URP and HDRP.

  • Graphics: Fixed cubemap uploads failing on Vulkan, D3D11, and D3D12 for cubemaps larger than 2 GB.

  • Graphics: Fixed depth-only rendering to Texture2DArray not working on Metal. (UUM-14488)

  • Graphics: Fixed Editor so it no longer hangs when trying to pick an Entity that is set as unpickable. (UUM-17203)

  • Graphics: Fixed float to half conversion. (UUM-13334)

  • 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 Graphics.CopyBuffer and GetData/SetData for non-compute targets when using Vulkan. (UUM-3674)

  • 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 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 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 multiple delete error of ObjectSelector. (UUM-2237)

  • Graphics: Fixed new XR Display headers breaking Oculus App Spacewarp (ASW) due to a problem in back-compat code path. Fix for Vulkan validation error when GFR is disabled. (UUM-7369, UUM-9583)

  • Graphics: Fixed out-of-bounds access in ScriptableRenderContext.CullShadowCasters sometimes causing crashes.

  • Graphics: Fixed present callbacks not being called correctly when the GfxDeviceClient is set to not be serializing (ST threading mode). (UUM-25836)

  • 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 ScriptableRenderContext.CullShadowCasters validation layer message sometimes not using string formatting correctly.

  • Graphics: Fixed shader compilation errors when building tests for consoles.

  • Graphics: Fixed shader warning not being displayed in the Ray Tracing Shader inspector. (UUM-8054)

  • Graphics: Fixed sporadic editor crash caused by render surface copy when using Vulkan. (UUM-1895)

  • Graphics: Fixed the FrameTimingManager and ProfilerRecorder APIs so that they now report GPU time on XR devices. (PROF-2104)

  • 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: Fixed Vulkan shaders that use shadow map 2D array textures. (UUM-17756)

  • Graphics: Fixed Vulkan validation error when using DrawProcedural with quad primitives. (UUM-18502)

  • 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)

  • Graphics: Improved validation for BatchRendererGroup draw commands.

  • Graphics: Removed throwing an exception from ScriptableRenderContext.CullShadowCasters when splitRange.length == 0.

  • Graphics: Throw an ArgumentNullException if null is passed in as a parameter to Unwrapping.GeneratePerTriangleUV. (UUM-4614)

  • Graphics: Updated MacOS so that Editor windows now always update if there is even a single frame rendered. (PLAT-3242)

  • HDRP: Added async compute support doc. (UUM-6183)

  • HDRP: Added clarification on HDR Output not supporting Scene View. (UUM-16184)

  • HDRP: Added missing using statements in one of the example scripts in the documentation for the accumulation API. (UUM-3224)

  • HDRP: Added note when debug overlay dissapears. (UUM-18913)

  • HDRP: Disabled Volumetric Clouds for Default Sky Volumes. (UUM-6185)

  • HDRP: Display Stats is now always shown in the first position on the Rendering Debugger. (UUM-10698)

  • HDRP: Enabled SSR transparent in default framesettings. (UUM-19598)

  • HDRP: Enabled the path tracer to include baked light sources. (UUM-3333)

  • HDRP: Enabled Water Graph to support custom interpolators. (UUM-20956)

  • HDRP: Excluded Main Light node from CustomRenderTexture Target.

  • HDRP: Fixed a black screen issue with master builds on HDRP. (UUM-17388)

  • HDRP: Fixed a discrepency between recursive rendering and path tracing for refraction models. (UUM-6179)

  • HDRP: Fixed a NullReferenceException when importing empty material.

  • 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 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 a serialization issue affecting other objects.

  • HDRP: Fixed a shader warning in the foam of the water system.

  • HDRP: Fixed ambient probe for volumetric clouds.

  • HDRP: Fixed an error regarding the reflection atlas size after upgrading a project. (UUM-10459)

  • HDRP: Fixed an implementation problem related to the environment lights and ray tracing. (UUM-14693)

  • HDRP: Fixed an issue that Data Driven Lens Flare are not occluded with the volumetric clouds. (1421739)

  • HDRP: Fixed an issue that the Lens Flare Data Driven are now occluded by cloud layer. (1412514)

  • HDRP: Fixed an issue that the Shaders now correctly fallback to error shader. (UUM-1417)

  • HDRP: Fixed an issue to 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: Fixed an issue to initialize Volume before diffusion profile list. (UUM-7729)

  • HDRP: Fixed an issue when using strict variant matching option.

  • 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)

  • HDRP: Fixed an issue where Shadow near plane could not be set to 0, and clamped to 0.01 can only occur on Cone, Pyramid and Point Lights.

  • HDRP: Fixed an issue where the HDRP Wizzard showed up when opening the Standalone Profiler.

  • 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 Bloom and Depth of Field in game view when filtering in the hierarchy. (UUM-17739)

  • 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 flickering game view when using HDR output and a realtime reflection probe. (UUM-17557)

  • HDRP: Fixed an issue with low resolution depth of field producing a cropped result in some scenarios. (UUM-11354)

  • 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 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 asset import regression. (UUM-21636)

  • HDRP: Fixed bad rendering when using contact shadows on xbox. (UUM-13424)

  • HDRP: Fixed bad undo behaviour with light layers and shadows. (UUM-5701)

  • HDRP: Fixed Baked GI override and Baked GI node to now take APV into account.

  • HDRP: Fixed black dots when clouds rendered in local mode. (UUM-11651)

  • HDRP: Fixed blending artifacts with physically based DoF. (1375978)

  • HDRP: Fixed blinking Ray traced reflection with dynamic resolution. (UUM-6180)

  • HDRP: Fixed blinking SSGI with dynamic resolution. (UUM-6181)

  • HDRP: Fixed broken denoiser for ray traced shadows in HDRP. (UUM-2140)

  • HDRP: Fixed cloud layer so it now matches with ambient lighting. (UUM-16954)

  • HDRP: Fixed coat mask when using iridescence. (UUM-19681)

  • HDRP: Fixed color grading issue when multiple cameras have same volume properties but different frame settings. (UUM-3314)

  • HDRP: Fixed color grading so it no longer outputs negative colors. (UUM-11110)

  • HDRP: Fixed cull mode toggle in transparent material inspector shifting the UI. (UUM-6186)

  • HDRP: Fixed custom pass scaling issues with dynamic resolution. (UUM-10882)

  • HDRP: Fixed Decal Layer Texture lifetime in rendergraph. (UUM-6664)

  • HDRP: Fixed decal material upgrade.

  • HDRP: Fixed decal material validation after saving. (UUM-12750)

  • HDRP: Fixed Depth Of Field compute shader warnings on metal. (UUM-7783)

  • HDRP: Fixed diffusion profile list upgrade.

  • HDRP: Fixed duplicated code sample in the custom pass documentation. (UUM-6173)

  • HDRP: Fixed embedding the config package when it's not a direct dependency. (UUM-8012)

  • 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)

  • HDRP: Fixed foam appearing outside of a water mask when setting. (UUM-18562)

  • HDRP: Fixed forward materials with motion vectors rendered twice.

  • HDRP: Fixed GC alloc in water system.

  • HDRP: Fixed Graph Settings in Water Shader Graphs.

  • HDRP: Fixed graphics issues with sky and fog in game view when filtering objects in the hierarchy. (UUM-11952)

  • HDRP: Fixed grey out profile list button instead of throwing error. (UUM-6174)

  • HDRP: Fixed hard eges on volumetric clouds. (UUM-3153)

  • HDRP: Fixed HDR Output behaviour when platform doesn't give back properly detected data. (UUM-6400)

  • HDRP: Fixed incorrect distortion when hardware DRS is enabled. (UUM-3322)

  • HDRP: Fixed incorrect false positives in shadow culling. (UUM-1294)

  • HDRP: Fixed isssue with up direction of the light anchor tool sometime getting wrong. (UUM-6190)

  • HDRP: Fixed issue introduced by a VFX PR which broke DXR VFX.

  • HDRP: Fixed issues with ray traced area light shadows. (UUM-5925)

  • HDRP: Fixed issues with renderer list culling. (UUM-16043)

  • HDRP: Fixed Layer List is not duplicated when duplicating a LayeredLit Material. (UUM-11123)

  • HDRP: Fixed leaks in ray tracing effects due to missing ambient probe for ray tracing effects. (UUM-589)

  • HDRP: Fixed material preview with SSS. (UUM-9375)

  • HDRP: Fixed migration of diffusion profiles on read only packages. (UUM-14818)

  • HDRP: Fixed missing limitation in path tracing documentation regarding Local Volumetric Fog. (UUM-13354)

  • HDRP: Fixed missing RT shader passes for the LOD terrain mesh. (UUM-8924)

  • 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 blur issues caused on fast movements. (UUM-19339)

  • HDRP: Fixed motion vector debug visualization suite to provide a way to visualize intensities. (1430303)

  • HDRP: Fixed nan occuring in volumetric clouds when changing elevation drastically.

  • HDRP: Fixed nullref exception when trying to use the HD Wizard "fix all" button. (UUM-12793)

  • HDRP: Fixed performance when using low quality shadows.

  • HDRP: Fixed quad artifacts on TAA and fixed an issue on bicubic filtering. (UUM-6205)

  • HDRP: Fixed range of spill removal parameter in graphics compositor UI. (UUM-11634)

  • HDRP: Fixed Ray Tracing Mixed Mode Collisions. (UUM-14613)

  • HDRP: Fixed re-ordering issue in the custom pass list. (UUM-6176)

  • HDRP: Fixed reflection issue upon scene filtering. (UUM-6514)

  • HDRP: Fixed removal of DecalShaderGraphGUI.SetupDecalKeywordsAndPass.

  • HDRP: Fixed resetting water surface component. (UUM-18911)

  • HDRP: Fixed saving after auto register of a diffusion profile. (UUM-9488)

  • HDRP: Fixed scalarization issues on a console platform.

  • HDRP: Fixed scalarization not scalarizing properly. (UUM-6360)

  • HDRP: Fixed scroll speed in Local Density Volumes not updating. (UUM-9984)

  • HDRP: Fixed shader compilation errors when adding OpenGL in an HDRP project. (UUM-3644)

  • HDRP: Fixed shadergraph using derivatives and Raytracing Quality keyword. (UUM-8358)

  • HDRP: Fixed shadow dimmer not affecting screen space shadows. (UUM-6512)

  • HDRP: Fixed slight change of color in background when changing scene hierarchy. (UUM-14324)

  • HDRP: Fixed specular occlusion fallback on normal when bent normal is not available. (UUM-6662)

  • HDRP: Fixed SSGI using garbage outside the frustum. (UUM-6175)

  • HDRP: Fixed stripping on shadergraph depth prepass. (UUM-17613)

  • HDRP: Fixed stripping on shadergraph depth prepass. (UUM-17613)

  • HDRP: Fixed tesselation when the water surface is far from the origin creating a white line artifact on the surface. (UUM-21407)

  • HDRP: Fixed tessellation in XR. (UUM-3338)

  • HDRP: Fixed Text alignment in Transparency Inputs section. (UUM-17208)

  • HDRP: Fixed texture wrapping of cloud layer. (UUM-15591)

  • HDRP: Fixed the clamp happening on the sum of ray tracing samples instead of per sample. (UUM-6513)

  • HDRP: Fixed the culling layers so that they are now taken into account for the water surfaces. (UUM-21449)

  • HDRP: Fixed the default DXR volume not having any DXR effects enabled. (UUM-6182)

  • 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 majority of GCAllocs with realtime planar probes and on demand update of reflection probes. (UUM-3327)

  • HDRP: Fixed the material rendering pass not correctly changed with multi-selection. (UUM-2236)

  • HDRP: Fixed the ray tracing shadow denoiser s it no longer produces leaks at the edge of spotlight shadows. (UUM-17794)

  • 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 sun direction when rotating cloud layer.

  • HDRP: Fixed the usage of HDMaterial.ValidateMaterial for materials created from ShaderGraphs.

  • HDRP: Fixed the volumetric clouds presets so it now propagates their values if changed by script. (UUM-14272)

  • HDRP: Fixed the volumetric clouds presets so that they now propagate their values if changed by the script. (UUM-14272)

  • HDRP: Fixed the water system causing exceptions when enabling MSAA. (UUM-13880)

  • HDRP: Fixed tiling artifacts with physically based DoF. (1413534)

  • 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 transmission on directional lights. (UUM-15003)

  • HDRP: Fixed underwater refraction.

  • 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: Fixed Virtual texturing streaming loading to be no longer hindered by transparent materials. Transparent materials, depending on their transmitance or alpha, will let the VT streaming system requests textures appropiately. (1423890)

  • HDRP: Fixed volumetric cloud so it now correctly displays in lighting debug mode.

  • HDRP: Fixed volumetric clouds disappearing. (UUM-20244)

  • HDRP: Fixed warning in LensFlare shader. (UUM-16792)

  • HDRP: Fixed water normal redirection factor. (UUM-18945)

  • HDRP: Fixed water position on Mac and in debug modes. (UUM-19573)

  • HDRP: Fixed zfighting artifacts for ray tracing. (UUM-7668)

  • HDRP: Fixed [HDRP] Noisy top shadows when using 'High' Filtering Quality with Tesselated Meshes (Lit Tesselation). (UUM-3341)

  • HDRP: Implemented proper interactions between the water and the cloud system. (UUM-14789)

  • HDRP: Improved the motion and receiver rejection tooltips for RTGI and RTAO. (UUM-13152)

  • HDRP: Moved Debug Shader Variants to Shader Stripping section on HDRP Global Settings.

  • HDRP: Removed misleading part of a LensFlare tooltip. (UUM-13946)

  • HDRP: Removed unused voluimetric clouds volume component on new scenes templates. (UUM-11451)

  • HDRP: Removed unused Water ShaderGraph node. (UUM-20371)

  • HDRP: Removed unwanted RTAO effect on indirect specular lighting. (UUM-8772)

  • 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)

  • HDRP: Renamed IOR output in Eye shadergraph for clarification. (UUM-15849)

  • HDRP: Updated misleading tooltip in the environment lighting in HDRP. (UUM-6178)

  • HDRP: Worked around exception when enabling raytracing when resources for raytracing have not been built. (UUM-9570)

  • 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 handle enums declared inside a generic type. (UUM-612)

  • 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: Corrected the behavior of RuntimeInformation.OSDescription on WebGL. (UUM-1144)

  • IL2CPP: Corrected the behavior of the System.IO.Compression.ZipArchive API. (UUM-14582)

  • IL2CPP: Corrected the build of a Mac Standalone player with an exported Xcode project when script debugging is enabled. (UUM-11352)

  • IL2CPP: Emitted code that compiles for array element access from null in a non-development player build. (UUM-597)

  • IL2CPP: Enabled properly forwarding declare generic value type pointer arguments. (UUM-19689)

  • 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: Fiixed Monitor.Wait with zero timeout so it now returns false. (UUM-18188)

  • IL2CPP: Fixe a memory corruption that could happen when the "Faster (smaller) builds" option was used with generic types that had a generic base class with no fields, and a different base class with at least one generic field. (UUM-3066)

  • IL2CPP: Fixed crash when a Unity player is unloaded and reloaded. (UUM-2660)

  • IL2CPP: Fixed a conversion error when a method reference differs only by static or instance. (UUM-15026)

  • IL2CPP: Fixed a crash in il2cpp memory allocator. (UUM-4708)

  • 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 a stack overflow during code conversion when an attribute constructor uses the attribute itself. (UUM-3907)

  • IL2CPP: Fixed a throw exception from Buffer.BlockCopy when the destination array had a non-primitive element type. (UUM-3302)

  • IL2CPP: Fixed a thrown managed exception when CreateDelegate was called with a delegate type that was not generated ahead of time. (UUM-817)

  • IL2CPP: Fixed an exception when calling Enum.CompareTo on enum with a System.Uint16 underling type. (UUM-11944)

  • 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 an issue to allow access to special folders in Windows Store apps. (UUM-17611)

  • IL2CPP: Fixed an issue to allow breakpoints to be set in managed code in private and internal types. (UUM-9132)

  • IL2CPP: Fixed Cache shared code used by il2cpp between projects for faster initial compiles.

  • 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 DllNotFoundException when setting a file to hidden on non-Windows platforms. (UUM-14580)

  • IL2CPP: Fixed fatal error in Unity CIL Linker with RecognizedReflectionAccessPattern reporting. (UUM-13281)

  • IL2CPP: Fixed handling of numeric conversion IL opcodes in generic code when Faster (smaller) builds is enabled. (UUM-15402)

  • IL2CPP: Fixed IL2CPP build crashes when capturing memory snapshot. (UUM-21880)

  • 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 InvalidCastException is thrown when serializing jagged arrays using BinaryFormatter. (UUM-23156)

  • IL2CPP: Fixed leak of internal thread objects that could manifest in a pause on player exit (UUM-607)

  • IL2CPP: Fixed Monitor.IsEntered returning true when the monitor was entered on a different thread than the current thread. (UUM-22329)

  • IL2CPP: Fixed occasional missing stack traces in Debug.Log on Windows 10. (UUM-12672)

  • IL2CPP: Fixed performance issues in metadata access with thread contention. (UUM-609)

  • IL2CPP: Fixed performance regression in regular expressions. (UUM-590)

  • 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 scenarios where assemblies that were excluded from player builds could be pulled in during managed code stripping. (UUM-14403)

  • 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: 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)

  • 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)

  • IL2CPP: Updated zlib to version 1.2.12 for CVE-2018-25032. (UUM-599)

  • 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)

  • 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.

  • IMGUI: Fixed EndGUIcontainer issue when an exception was caught to avoid guidepth increase to unwanted value. (1357154)

  • IMGUI: Removed Resolve of invalid GC handle error occurring when exiting Play mode. (UUM-14969)

  • Input: Removed emulation of keyboard key presses when L1/R1/L2/R2/Start/Select are pressed on gamepad on Android with input system package. Before they were triggering left/right shift/alt, enter and pause keys. (UUM-7557)

  • iOS: Disabled depth16 support on pre-iOS14 or pre-A9, since depth-bias does not work correctly. (UUM-9562)

  • iOS: Fixed a forcing jobified metal rendering issue where it was disregarding player settings. (UUM-7195)

  • iOS: Fixed crash on warming up shader variants with procedural instancing. (UUM-10114)

  • iOS: Fixed embedded frameworks loosing "sign on copy". (UUM-7653)

  • 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)

  • iOS: Fixed iphone player dylib missing "sign on copy" in simulator. (UUM-2829)

  • iOS: Fixed Launch Screen properties so they are now reflected in the Player build without an Editor restart. (UUM-17063)

  • 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)

  • iOS: Restored the possibility for ViewController to control status bar appearance. (UUM-6389)

  • Kernel: Moved "Sending message header failed (0)" into internal logs to not spams developers. (UUM-2612)

  • License: Modified Unity build to be deterministic when using floating licenses. (LIT-1973)

  • Linux: Added SystemInfo.batteryStatus and SystemInfo.batteryLevel for Linux laptops. (UUM-16083)

  • Linux: Fixed "ExternalProcess::OnExitedMainThread" logged in the Console window when closing Profiler (Standalone Process) window. (UUM-5888)

  • Linux: Fixed Shift+alpha keys so that they are now recognized on certain keyboard layouts. (UUM-19010)

  • Linux: Fixed an issue so that Window restoration now restores Editor Window instances correctly. (UUM-21138)

  • Linux: Fixed Aux drop down window will close when it's main container window is closed. (UUM-1574)

  • 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 diagnostic switches so it can now be set using command line arguments. (UUM-10269)

  • Linux: Fixed dragging prefab with ctrl key down not working. (UUM-1601)

  • Linux: Fixed Null Reference Exception thrown when rotating in Scene View and Moving the cursor outside the boundary. (UUM-21895)

  • Linux: Fixed nullpointer exception for rapidly open and close selection icon dropdown. (UUM-1572)

  • Linux: Fixed panel focus switching when arrow keys are pressed while in play mode. (UUM-21632)

  • Linux: Fixed panel focus switching when arrow keys are pressed while in play mode. (UUM-21632)

  • Linux: Fixed print stack trace frequently crashing. (UUM-1595)

  • 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)

  • Linux: Fixed the issue that packmanager add by git url dropdown could appear at a unwanted position. (1396573)

  • Linux: Fixed two mouse move events in one single frame by removing one pushed from gtk callback. (UUM-1905)

  • Linux: Fixed SystemInfo.batteryStatus and SystemInfo.batteryLevel so that they now work on Linux. (UUM-16083)

  • macOS: Default Application.targetFrameRate for MacOS batchmode was always 60fps instead of the maximum achievable frame rate. (UUM-22161)

  • macOS: Enabled VSync now works correctly when moving the Editor window between screens with different refresh rates. (UUM-9097)

  • macOS: Fixed the issue of the appearance of multiple "Unsaved Changes Detected" reports. (1369562)

  • macOS: Fixed a hang on startup on MacOS 13 when running from Xcode. (UUM-15967)

  • 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.

  • macOS: Fixed an issue with exposing profiler markers in non-development players. (UUM-2990)

  • macOS: Fixed Display systemWidth and systemHeight being wrong until window was moved to another display. (UUM-501)

  • macOS: Fixed explicitly set fullscreen resolution so it is no longer ignored on Mac Standalone Players.

  • macOS: Fixed new InputSystem mouse position not being updated after resolution change. (UUM-10519)

  • macOS: Implemented Application.RequestUserAuthorization on macOS.

  • 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.

  • Mobile: Fixed an issue that the touch reset in device simulator when unity remote is disconnected. (UUM-6667)

  • Mono: Added use of a relative path to the gdiplus dynamic library in the dllmap entry in the config file. (UUM-20719)

  • Mono: Avoided exception when registering a window class in different domain instances. (UUM-13189)

  • Mono: Fixed a crash during stack trace construction if a this object is null. (UUM-611)

  • Mono: Fixed a crash when mixed callstack debugging was enabled on non-Windows platforms. (UUM-16791)

  • Mono: Fixed a crash when passing a generic class to a function pointer. (UUM-603)

  • Mono: Fixed an editor crash when the debugger code fails to lookup the signature of a method. (UUM-9219)

  • Mono: Fixed an issue where the internal debugger would refuse connections after performing multiple switches between release and debug editor runtime optimizations. (UUM-16704)

  • Mono: Fixed Editor liveness crash when processing RealProxy classes. (UUM-13031)

  • Mono: Fixed Interlocked.CompareExchange float on M1. (UUM-9159)

  • 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: Fixed LINQ performance regression on linux by switching to a more efficient stack checking method. (UUM-11526)

  • 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)

  • N/A (internal): Added filter to exclude test namespace from the API doc. (UUM-10855)

  • Package: Added cache result of SelectionContainsPrefabInstance in Editor Window to avoid unnecessary recalculations.

  • Package: Added optimizations to speed up convert to prefab variant.

  • Package: Adjusted the loader and subsystem initialization process to allow for falling back to another subsystem if initialization is not successful. (APB-14)

  • Package: Enabled using lists instead of dictionaries for property channel maps.

  • Package: Fixed errors appearing when importing TextMeshPro essentials package.

  • Package: Fixed errors when inspecting tutorial pages on Unity 2021 or later.

  • Package: Fixed multiple problems with C# objects lifetime and domain reloads.

  • Package: Improved formatting and functions of the FBX exporter.

  • Package Manager: Added recognition of local LICENSE named files as license information.

  • Package Manager: Ensure that only the manifest version and patches of that version are tagged as Release in Package Manager. (UUM-8938)

  • Package Manager: Feature's reset button behaviour has been fixed for custom packages. (UUM-6410)

  • 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 a bug where tracked assets were always considered as having changed when using the import window.

  • Package Manager: Fixed an issue that flash when installing or removing a package is removed. (UUM-13994)

  • 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)

  • 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 an issue where Package extensions did not appear directly after package was added. (UUM-2183)

  • Package Manager: Fixed an issue where Package Manager Window would throw an error when a package url links was not available and now are disabled.

  • Package Manager: Fixed an Keyboard navigation issue in the package manager. We can now properly use up/down, page up/down with optional shift key in asset tab. (UUM-6478)

  • Package Manager: Fixed Package Tag text in details header is not visible. (1420347)

  • Package Manager: Fixed the import of a .unitypackage only containing project settings. (UUM-20189)

  • Package Manager: Updated package count in "My Assets" when current number of packages is larger than total number. (1431169)

  • Particles: Corrected sub-emitter simulation to ensure particle ribbons are connected in the correct order. (UUM-945)

  • Particles: Don't hide the Sorting Fudge, Visualize Pivot or Apply Active Color Space when using RenderMode of None; the system might be rendering trails and these options are useful in that use case.

  • Particles: Enabled GetTriggerParticles to always return the correct results. (UUM-14581)

  • Particles: Fixed an issue where disabling VR head roll when rendering particles from a command buffer was not supported.

  • Particles: Fixed code that stops particle systems and triggers stop actions, to prevent out of bounds array access. (UUM-1237)

  • Particles: Fixed errors when baking a particle mesh after calling mesh-&gt;Clear(false). (UUM-8489)

  • Particles: Fixed invert culling API when used with Particle Systems. (UUM-890)

  • Particles: Fixed null reference exceptions when previewing particles in the Scene View. (UUM-11674)

  • Particles: Fixed Particle System rendering corruption. (UUM-21106)

  • Particles: Fixed SetParticles API sometimes failing to emit the correct number of particles. (UUM-17027)

  • Particles: Fixed some particle script API so it now syncs in-flight update jobs before modifying state. (UUM-12469)

  • 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)

  • Particles: Removed an erroneous grabpass when using Particle Standard Surface Shader. It should only be triggered when using the Distortion effect. (UUM-12916)

  • Particles: Shape module uses updated texture data if script calls ReadPixels/SetPixels etc. (UUM-13054)

  • Particles: Show/hide trail material slot in Prefab when toggling the Trails module in the Inspector. (UUM-10035)

  • Particles: Skip draw call for gpu instanced mesh particle trails if using same material as particles. (UUM-7071)

  • Physics: Fixed an issue where rotating a GameObject hierarchy with a Rigidbody at it's root, would recompute the body's mass properties for each child collider present in the hierarchy. (1318791)

  • Physics: Fixed Articulation Bodies accepting drives with non-finite values as input. (1429317)

  • 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)

  • Physics: Improved and jobified Physics.SyncTransforms in order to providing up to 70% speed up in general.

  • 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)

  • 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 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)

  • 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)

  • Player: Fixed splash landscape background using the wrong uv's when a portrait background was included. (1418161)

  • Player: Fixed Unity splash screen logo not including mipmaps which would reduce quality of the logos appearance.

  • Player: Fixed RuntimeInitializeOnLoad not working when used in precompiled assemblies in packages. (UUM-14487)

  • Prefabs: Fixed an issue that the IMGUI ReorderableList elements are now disabled when previewing overridden values PrefabMode InContext. (UUM-13618)

  • Prefabs: Fixed an issue that the Undo system now registers property modifications which replace missing prefab references on script fields. This addresses https://jira.unity3d.com/browse/UUM-11402.

  • Prefabs: Fixed duplicate file ids known bugs. (UUM-1175, UUM-1282)

  • Prefabs: Fixed Events prefabInstanceReverting and prefabInstanceReverted which are now automatically raised upon any revert operation, whether full or partial. (1409546)

  • Prefabs: Fixed Handle ManagedReferences that cannot be applied or reverted. Also made sure the root of the Managed Reference can be applied to apply sub fields that are overriden. (1409175)

  • Prefabs: Fixed the canvas layout order in the prafab's context and isolation mode. (UUM-3458)

  • 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)

  • Prefabs: Improved the button text in the unused overrides dialog. (UUM-19026)

  • Profiler: Fixed an issue that taking a memory capture no longer logs a message to the console displaying the temporary file location.

  • Profiler: Fixed crash in Linux Editor when toggling Standalone Profiler recording on and off. (UUM-7877)

  • Profiler: Fixed Editor crash when profiler is running on machine with low memory. (UUM-14156)

  • Profiler: Fixed freeze caused when opening profiler data recorded on Editor versions 2019.4.28f1 and prior. (UUM-2234)

  • Profiler: Fixed rendering of certain character sets in CPU Profiler Timeline view. (UUM-16513)

  • Profiler: Fixed Standalone Profiler recording Play mode data while Editor is in Edit mode. (UUM-2160)

  • Profiler: Fixed Unity report invalid value for TSLA (Temp) allocators in memory snapshot. (PROF-2304)

  • Profiler: Fixed values of the FrameDataView.GetAllCategories API result. (UUM-20410)

  • Profiler: Remove deprecated functionality in the Memory Module, which is replaced by the Memory Profiler package. (UUM-6732)

  • Scene/Game View: Fixed an issue where activeLayout property for Overlays were not exposed (1419915)

  • Scene/Game View: Fixed an issue where gizmos with bounds near the camera were incorrectly culled. (1429779)

  • Scene/Game View: Fixed case where Overlays placed partially outside of a view would reset their position. (1422226)

  • Scene/Game View: Fixed crash in particular cases when trying to render BRG objects selection outline. (UUM-11676)

  • Scene/Game View: Fixed Overlay popups not clipping to window size. (1419903)

  • 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 a bug where the editor could throw an Exception after an asmdef setup error was fixed. (UUM-15296)

  • Scripting: Fixed a regression on project load related to IL post processing.

  • Scripting: Fixed a validate assemblies issue after build target was changed. (UUM-3562)

  • 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 assembly validation errors disappear when clearing console messages. (UUM-3087)

  • Scripting: Fixed an issue where using the "High" stripping level might incorrectly strip MonoBehaviours used in scenes if those were implemented in precompiled assemblies.

  • Scripting: Fixed an issue where RectInt.GetHashCode would return the same hash code if a RectInt is filled with different values.

  • Scripting: Fixed APIUpdater so it now longer corrupts sources when updating attributes with parameters.

  • Scripting: Fixed Assemblies without any class or structs produces warnings. (UUM-4342)

  • Scripting: Fixed broken performance test.

  • Scripting: Fixed case when trying to serialize generics with generic fields of types from different assemblies. (UUM-8844)

  • Scripting: Fixed Disabled Plugin Assembly validation not working on startup. (UUM-4560)

  • Scripting: Fixed documentation for didStart.

  • Scripting: Fixed incomplete and incorrect "domain reload profiling" data output in the Editor.log on domain reload. (UUM-13295)

  • Scripting: Fixed performance regression of UnityExtensions init. Improving Editor startup time. (UUM-10800)

  • Scripting: Fixed possible crash when handling of asmdef compiled assemblies thats, thats been copied into the Project.

  • 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)

  • Scripting: Fixed slow processing of .cs files with a big amount of types.

  • Scripting: Fixed the caching of package assemblies so it no longer causes script debugging to pick up files from a different project.

  • Scripting: Fixed Unity sometimes not referencing .winmd files when compiling scripts for the player.

  • Scripting: Improved diagnostic message and do not enter in safe-mode on some unsupported ApiUpdater scenarios involving .asmref adding code into .asmdef. (1406100)

  • Search: Fixed Unity hanging when dragging Search's area blocks. (UUM-10270)

  • Serialization: Avoid crash and log error message when boxedValue is set to null for non nullable property types. (UUM-658)

  • 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)

  • Serialization: Fixed Issue when performing an undo on an object that uses SerializeReference reuse existing C# objects, instead of recreating them. (UUM-651)

  • Services: Fixed issue that would make it so that services could not be used after computer returned from sleep.

  • 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: Enabled Noise Sine Wave in ShaderGraph to now modulate all channels, not just the first. (SGB-97)

  • Shadergraph: Enabled shadergraphs that have a LOD Crossfade option to now write the expected disableBatching tag.

  • Shadergraph: Fixed a compilation bug in BiRP Target in some variants with lightmaps. (UUM-7354)

  • Shadergraph: Fixed NullReferenceException when entering Play Mode with an unfocused Shader Graph window/on closing the Shader Graph Window. (SGB-409)

  • 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)

  • Shadergraph: Fixed shader graph incorrectly stripping variants for BiRP shaders that weren't built with shader graph. (UUM-14800)

  • Shadergraph: Fixed unity_StereoEyeIndex error when building XR project with URP Fullscreen master node containing Shader. (SGB-278)

  • Shaders: Changed texture declaration macros in HLSLSupport.cginc and SRP core package to use explicitly typed texture declaration so that the precision information will propagate properly on mobile shader targets. (1363451)

  • Shaders: Exposed Player settings to control shader memory usage at runtime. (UUM-5583)

  • Shaders: Fixed "State comes from an incompatible keyword space" assertion when building asset bundles. (UUM-11958)

  • Shaders: Fixed a crash in Shader Prefiltering when the Render Pipeline assets contain circular data references. (UUM-19976)

  • 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 crash when calling GetShaderKeywords on a user-constructed ShaderKeywordSet. (UUM-2536)

  • Shaders: Fixed a crash when changing Scene view Draw mode from Shaded to Custom. (UUM-9452)

  • Shaders: Fixed a crash when loading shaders that are incompatible with the current hardware due to resource limits. (UUM-21964)

  • 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 a rare issue with auxiliary texture properties not being initialized properly. (UUM-15576)

  • Shaders: Fixed an error that occurred when drawing an instanced mesh with async shader compilation enabled. (UUM-13174)

  • Shaders: Fixed an incorrect error message when using instanced rendering and replacement shaders. (UUM-20961)

  • Shaders: Fixed an issue that shaders will now reimport correctly when installing a package that only has shader include files. (UUM-16415)

  • Shaders: Fixed an issue that the RenderingCommandBuffer.EnableKeyword(material, keyword) now properly affects rendering. (UUM-21676)

  • Shaders: Fixed an issue where Material.SetOverrideTag would not warn when trying to override LightMode. (UUM-11988)

  • Shaders: Fixed asset bundles with shaders not loading correctly on newer versions of Unity. (UUM-17421)

  • Shaders: Fixed being able to use SetVector on integer types in compute shaders. (UUM-5760)

  • Shaders: Fixed canceling shader variant compilation not working when compilation was async. (UUM-9826)

  • Shaders: Fixed progressive shader warmup so it now terminates when a single shader required three or more calls to warm up.

  • Shaders: Fixed reflection probe rendering silently being skipped when the required shader is not found in the player. (UUM-12628)

  • 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 SV_PrimitiveID on Metal. (UUM-22593)

  • Shaders: Fixed Texture and Vector material properties not supporting displaying tooltips. (UUM-5691)

  • 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: Added Local mode to fit Probe Volumes to scene. (UUM-17784)

  • SRP Core: Enabled Material and Shader reimport times to be sent to the Analytics server.

  • SRP Core: Fixed a null reference exception when settings null Render Pipeline Global settings on the Settings provider. (1423712)

  • SRP Core: Fixed a Render Graph bug where culled passes would be delegated to releasing a resource, resulting in unwanted leaking. (UUM-20800)

  • SRP Core: Fixed a serialization error when Recovering Default Volume Profile after it was deleted from the project folder. (1423734)

  • SRP Core: Fixed a SerializedObjectNotCreatableException on Volume Component Editors. (1423153)

  • SRP Core: Fixed a swaping Volume Component issue in a Volume profile when there was mixed pipeline Volume Components did not override correctly. (1427585)

  • SRP Core: Fixed a Volume Component Editor issue where Foldouts states were stored by position instead of state. (1422120)

  • SRP Core: Fixed an issue where Asset Icons and MonoBehaviour for SRP's where not unified.

  • SRP Core: Fixed APV so it is now present in the light explorer.

  • SRP Core: Fixed changing current value by mouse click on DebugUI.ObjectFields on the runtime UI.

  • SRP Core: Fixed dropdowns for multiple editors. (UUM-4377)

  • SRP Core: Fixed global probe volumes not fitting to all objects. (UUM-11254)

  • SRP Core: Fixed missing subdivision label when looking at APV realtime subdivision preview. (UUM-9899)

  • SRP Core: Fixed null exception while selecting a camera on the Rendering Debugger &gt; Volumes &gt; 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 recalculating of apv probe positions. (UUM-19991)

  • SRP Core: Fixed Render Graph documentation to reflection API changes.

  • SRP Core: Fixed reset of APV debug. (UUM-19471)

  • 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)

  • SRP Core: Fixed virtual offset pushing probes outside of geometry. (UUM-19697)

  • SRP Core: Fixed volume profile field state when asset is removed. (UUM-4641)

  • SRP Core: Updated the Volumes when the Volume Info is collapsed. (UUM-11068)

  • Terrain: Added control for the user to choose the smoothness source, either set directly via slider, or from diffuse alpha channel. (UUM-3886)

  • Terrain: Fixed an issue with default TerrainTools Overlay docking.

  • Terrain: Fixed terrain shadows so they are now rendered when zooming out in Scene/Game View with Deferred Rendering enabled. (UUM-1860)

  • Terrain: Fixed the following error that was thrown: "EndLayoutGroup: BeginLayoutGroup must be called first" when selecting a .raw file to import as a Heightmap due to an error with IMGUI.

  • Terrain: Rduced the time spent initializing terrain tiles on load by 50%. (UUM-1883)

  • Text: Fixed an issue where unselecting, double clicking and triple clicking text fields did not produces reliable and expected behaviour.

  • 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)

  • Text: Fixed the soft keyboard functionality for UITK TextFields.

  • TextCore: Corrected the ellipsis behavior on last visible lines. (UUM-10417)

  • TextCore: Fixed a null reference exception when using multi atlas textures. (UUM-14265)

  • Timeline: Fixed Animator culling so it can now be used in conjunction with Timeline without stopping the whole Timeline. (UUM-17672)

  • TLS: TLS: Underlying TLS implementation updated to address CVE-2021-44732 and CVE-2021-45450. (UUM-3245)

  • uGUI: Enabled Physics2DRaycast to now use SortingGroups when determining the sorted order of its results. (UUM-19833)

  • 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)

  • uGUI: Fixed incorrect scroll bar handle calculations when clicking inside a scroll container that had a smaller handle rect. (1415690)

  • UI: Fixed an issue where Unity Game Services projects created a dropdown when the project names contains a slash in the Editor Project Linking UI. (UUM-12134)

  • UI: Fixed missing tooltip for "Screen Weight Distance" in Screen Space Refraction override. (UUM-12116)

  • UI Elements: Fixed an issue with GenericDropdownMenu that prevented the items from receiving input the 2nd time it was used. (UUM-21001)

  • UI Toolkit: Added formatting issues in UI Toolkit and Properties scripting reference. (UUM-4154)

  • 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 invalid vertex count shown for UIToolkit draw calls in the frame debugger and the game view statistics. (UUM-2725)

  • 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 an alternate row background would disappearing after a refresh.

  • UI Toolkit: Fixed an issue where newline caused incorrect text size rounding error. (UUM-4169)

  • 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 expanded state of the ListView would not be serialized across selections. (UUM-1461)

  • 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 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 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 an issue where the VisualElement's uxml attributes would not get properly cleared after calling "Unset" or "Unset All". (UI Builder). (1385056)

  • UI Toolkit: Fixed bind/unbind discrepancies with items in ListView/TreeViews controls.

  • UI Toolkit: Fixed caret in disappearing depending on Reference DPI. (UUM-2348)

  • UI Toolkit: Fixed dynamic height caching and reordering issues on ListView/TreeView controls.

  • UI Toolkit: Fixed image element so it no longer ignores UV rect when a sprite was used. (UUM-18362)

  • UI Toolkit: Fixed incorrect width calculated for Labels with style tags. (UUM-8428)

  • 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)

  • UI Toolkit: Fixed last character of wrapped line not selected in text field. (UUM-7592)

  • UI Toolkit: Fixed layout of Image element so it now works with a flipped UV rect. (UUM-17729)

  • UI Toolkit: Fixed MaskField parity issues. (UUM-3477)

  • UI Toolkit: Fixed NullReferenceException followed by ArgumentException when removing an element from its panel during a style transition. (1413513)

  • UI Toolkit: Fixed PropertyField not properly refreshing when SerializedReference type changes. (UUM-4159)

  • UI Toolkit: Fixed read-only TextField so it can now be copied. (UUM-7852)

  • UI Toolkit: Fixed rendering glitch on circles caused by incorrect geometry. (1357998)

  • UI Toolkit: Fixed scale 0 to 1 transition bug. (UUM-4171)

  • 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 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: Fixed shift+tab not working on Mac. (UUM-5098)

  • UI Toolkit: Fixed some Layout Update Struggling issues related to ScrollViews. (1417765)

  • UI Toolkit: Fixed the position of the drag element of slider not being updated when resizing the label element. (1422677)

  • UI Toolkit: Fixed the size of the UI document for multiples dispaly. (UUM-18757)

  • UI Toolkit: Fixed the UI Toolkit property drawer for TextArea so it behaves like the imgui version. (UUM-9969)

  • UI Toolkit: Fixed UI Toolkit runtime panels sometimes ignoring clicks in a build. (1419208)

  • UI Toolkit: Fixed visual artifact when border width is larger than border radius. (1420601)

  • UI Toolkit: Fixed VisualElements change scaling when mouse moves over a different window on a higher DPI display. (UUM-7260)

  • UI Toolkit: Fixed yoga bug when calculating margin in percentage to be relative to parent instead of current item. (UUM-12999)

  • UI Toolkit: Improved performance of layout update in display:none cases. (UUM-9694)

  • UI Toolkit: Improved UI Toolkit so that flipped UVs are now properly handled by scale modes of the Image element. (UUM-17136)

  • Undo System: Fixed an issue that PrefabInstance status will now get correctly set if the Prefab has been deleted after the undo operation was recorded. (UUM-812)

  • Universal RP: Corrected render scale value when rendering scene view. (UUM-21505)

  • Universal RP: Fixed a missing keyword in ParticleLit for Lightmap shadow mixing. (UUM-18601)

  • Universal RP: Fixed an issue and OnMouseOver now works with camera stacking. (UUM-2386)

  • 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 that causes Lightcookie out of bounds. (UUM-20622)

  • Universal RP: Fixed an issue where a ParticlesUnlit.mat warning appeared when creating a new material. (UUM-15005)

  • Universal RP: Fixed an issue where enabling Rendering Layers in a URP Asset would break additional lights. (UUM-20184)

  • Universal RP: Fixed an issue where keywords used with SSAO and Decals were not stripped correctly when the features were disabled. (UUM-18616)

  • Universal RP: Fixed an issue with slower build-times caused by large Additional Light Shadows arrays in URP Shaders. (UUM-17405)

  • Universal RP: Fixed depth pre-pass being always executed on GLES devices. (UUM-8381)

  • Universal RP: Fixed graphics stereo tests.

  • Universal RP: Fixed incorrect light brightness when using SimpleLit shader. (UUM-7851)

  • Universal RP: Fixed specular highlight edges on Android. (UUM-7654)

  • Universal RP: Fixed SSAO in rendergraph on the SetSourceSize call.

  • Universal RP: Missing keyword in ParticlesSimpleLit for Lightmap shadow mixing. (UUM-26403)

  • 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)

  • Universal Windows Platform: Fixed a crash when entering a composition string longer than 64 characters into the IME. (UUM-928)

  • Universal Windows Platform: Fixed Application.OpenURL asserting due to not freeing temporary memory. (UUM-2205)

  • Universal Windows Platform: Fixed Build &amp; Run picking the wrong instance of Visual Studio which potentially doesn't have required components installed to deploy the application. (UUM-931)

  • Universal Windows Platform: Fixed float values stored in player prefs getting corrupted on startup. (UUM-14671)

  • Universal Windows Platform: Fixed IL2CPP failing to initialize when called from Windows Runtime component.

  • URP: Display Stats is now always shown in the first position on the Rendering Debugger. (UUM-10698)

  • URP: Enabled Global Settings to always upgrade when opening an old URP project.

  • URP: Fixed a bug with ShadowCaster2D's shadow mesh bounds which was causing shadows to disappear. (UUM-19090)

  • URP: Fixed a case where TAA was flickering in XR.

  • URP: Fixed a Gizmo and grid artifact in the editor view. (UUM-2299)

  • URP: Fixed a wireframe view issue in URP. (UUM-2548)

  • URP: Fixed alpha discard on Unlit Sprite targets for Shadergraph. (UUM-6998)

  • URP: Fixed an issue that the Shaders now correctly fallback to error shader. (UUM-1417)

  • URP: Fixed an issue where camera UI inspector's clearFlag was not respected. (1422234)

  • URP: Fixed an issue where the material upgrader was showing up when the URP package was being installed. (UUM-2434)

  • 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 an issue with 2D Spot Light artifacts in light. (UUM-7839)

  • URP: Fixed decals to pass correct viewDirectionWS to screen space and gbuffer lighting.

  • URP: Fixed decals to produce correct world to tangent matrix. (1399425)

  • URP: Fixed GC.Allocs with sorting layers in Light2D. (UUM-1929)

  • URP: Fixed Gizmos in Game View when using Viewports. (UUM-7069)

  • URP: Fixed instacing error when decals loaded, but not the decal shaders.

  • URP: Fixed issue where selecting the URP asset could break HDRP blitter when HDRP is the active pipeline. (UUM-2432)

  • URP: Fixed lens flare position and occlusion for all OpenGL APIs. (UUM-1076)

  • URP: Fixed missing Depth Copy texture in Scene view. (1431872)

  • URP: Fixed the TerrainLit shader so that mixed light baking now works with shadow mask. (UUM-3897)

  • URP: Fixed URP 2D - Fix Light2D upgrading issue with m_AlphaBlendOnOverlap property. (UUM-1845)

  • URP: Fixed URP 2D - incorrect output when post process is enabled. (UUM-5871)

  • URP: Fixed URP 2D - vertex color for sprite shapes. (UUM-1921)

  • VFX Graph: Added a Visual Effect Graph to a scene that did not take the default parent into account. (UUM-11362)

  • VFX Graph: Added missing DepthNormal pass for Unlit &amp; Unify SSAO integration with Unlit for URP. (UUM-19559)

  • VFX Graph: Enabled specifying the maximum point count in Attribute from Map blocks. (UUM-542)

  • VFX Graph: Error thrown when entering a subgraph that is already opened. (1425836)

  • 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 a rare issue with VFXCullResults. (UUM-20113)

  • VFX Graph: Fixed an error raised in the console when undoing shader assignment in the Mesh output node. (UUM-16367)

  • VFX Graph: Fixed an exception while using Unlit ShaderGraph with VFX. (UUM-8053)

  • VFX Graph: Fixed an isse where the mirrored curve presets to match Shuriken curve editor was missing. (1411514)

  • VFX Graph: Fixed an issue that read alive from source attribute was always returning true. (UUM-8698)

  • 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 an issue that VisualEffect spawned behind the camera were always updated until visible and culled. (UUM-6379)

  • VFX Graph: Fixed an issue to avoid file access as much as possible when new assets are imported. (UUM-21642)

  • VFX Graph: Fixed an issue to avoid unnessary allocations in the SDF Baker by using Mesh Buffer API. (UUM-2285)

  • VFX Graph: Fixed an issue were Alpha Clipping have unexpected behavior in editor when used in MaterialOverride with SG integration, . (UUM-552)

  • VFX Graph: Fixed an issue when motion vector is applied on line using targetOffset, the VFXLoadParameter was missing. (UUM-3303)

  • VFX Graph: Fixed an issue where Position ArcSphere was failing with BlendDirection. (UUM-1295)

  • VFX Graph: Fixed an issue where the output mesh with default shader was incorrectly sorted before the HDRP fog by Replacing default mesh output shader to be SRP compatible. (UUM-4363)

  • VFX Graph: Fixed an issue where VFX shadows were rendering when VFX was disabled in Scene View visibility menu. (UUM-4752)

  • 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: Fixed an unexpected compilation failure with URP Lit Output. (UUM-11429)

  • 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 bounds padding so they are no longer ignored. (UUM-15655)

  • VFX Graph: Fixed compilation error when using sorting in World space. (UUM-13590)

  • VFX Graph: Fixed compilation errors with large graphs. (UUM-12848)

  • VFX Graph: Fixed exceptions for SystemNames when leaving play mode if a new system had been added without saving.

  • VFX Graph: Fixed issues with light probes and instancing. (UUM-14470)

  • VFX Graph: Fixed ShaderGraph so that changes are now saved in the Mesh Output shader property when saving. (UUM-563)

  • VFX Graph: Fixed single pass stereo rendering issue with SG integration due to uncorrectly setup instanceID. (UUM-540)

  • VFX Graph: Fixed some VFX Graphs that were not compiled until the asset was opened. (UUM-570)

  • VFX Graph: Fixed the Preserve Specular Lighting mode on non-Shader Graph lit outputs. (UUM-13778)

  • 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 Property Binder so it now takes the space property into account. (1409639)

  • VFX Graph: Fixed unexpected assert when capacity is really high. (UUM-534)

  • VFX Graph: Fixed VFX Graph so that when a ShaderGraph exposed property is renamed, and the shader graph is saved, the corresponding VFXGraph output context property is now renamed properly. (UUM-3176)

  • VFX Graph: Forbid drag and drop of material from project browser to VFX component in scene. (UUM-14790)

  • 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: Improved handling of infinite values with Gizmo. (UUM-564)

  • 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: Make collision with SDF more robust to bad inputs. (1406977)

  • VFX Graph: Prevented overflow on baked curve and gradient. (UUM-560)

  • VFX Graph: Removed exception when more than 5 flow inputs are exposed in subgraph. (UUM-557)

  • 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: 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)

  • Video: "Can't play movie" error is thrown when setting VideoPlayer.url to an invalid url through a script. (1388735)

  • Video: Fixed a bug where video playback would cause severe CPU utilization. (UUM-13294)

  • Video: Fixed an issue that the VP8 Video Encoder bitrate is corrected to use bps instead of kbps.

  • Video: Fixed an issue that video is displayed with one frame delay when videoPlayer.Play() is called. (1376068)

  • Video: Fixed an issue where Audio channel order from the VideoPlayer was not matching what FMOD expects for 5.1/7.1 on Android, both with Vorbis and AAC audio codecs.

  • Video: Fixed an issue where Vorbis audio tracks created by MediaEncoder and VideoClipImporter had missing samples at the end. (1417269)

  • 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.

  • 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: Added streaming download of response body in UnityWebRequest. (UUM-1149)

  • 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 the soft keyboard had incorrect formatting leading to excess whitespace. (UUM-1161)

  • 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.

  • WebGL: Fixed an issue where the soft keyboard would leave whitespace at the bottom of the page after being dismissed. (UUM-1159)

  • WebGL: Fixed bug where the rendering canvas wasn't resizing when changing orientation. (UUM-1135)

  • WebGL: Fixed connection issue between the WebGL player and the profiler. (UUM-798)

  • 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 "Failed to determine current display mode, falling back to main display mode." error getting spammed in certain RDP scenarios. (UUM-3700)

  • Windows: Fixed a crash on startup when Vjoy HID device is connected to a computer. (UUM-8786)

  • Windows: Fixed a potential crash during Windows Player cleanup. (UUM-25383)

  • Windows: Fixed an issue that the UnityPlayer.dll properties sheet is now more complete. (UUM-10370)

  • Windows: Fixed Build to source folder when the project build dir is deleted. (UUM-25240)

  • Windows: Fixed for incorrect display names of certain subset of keys. (UUM-22694)

  • Windows: Fixed IL2CPP runtime compilation failing when building C++ code using Visual Studio 2022 17.4 or newer. (UUM-17921)

  • Windows: Fixed incorrect scan codes that are exposed through KeyControl.scanCode of New Input System. (UUM-9029)

  • 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: 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)

  • Windows: Reduced reported unaccounted memory in Memory Profiler. (PROF-2319)

  • Windows: Removed "Unity playback engine" text from the property sheets for Windows player executable. (UUM-15330)

  • Windows: Restored the display enumeration behaviour back to Unity 2021.1 and earlier: the primary display will always be treated as display 1.

  • 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 audio speed up when using MLAudio on Magic Leap.

  • XR: Fixed Camera.stereoEnabled when SRP is used and fixed the Camera.stereoSeparation value.

  • XR: Fixed focus events on Magic Leap 2 devices during startup.

  • XR: Fixed light culling so that the legacy stereo culling path is now disabled for SRP. (UUM-14837)

  • XR: Fixed VR run in background focus issue.

  • XR: Fixed XR devices not following RunInBackground setting in Player Setting on PC standalone and playmode in Editor.

  • XR: Updated XR Interaction Toolkit to 2.2.0.

  • XR: Updated XR Interaction Toolkit to 2.3.0-pre.1.

Preview of Final 2023.1.0b6 Package changes

Packages updated

Packages added

Packages deprecated

  • com.unity.ide.vscode - "Visual Studio Code package is not supported anymore. You can continue to use it, but we won't provide any update anymore."

Pre-release packages added

Changeset:
daa119e0d698

Third Party Notices

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

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