Unity 2019.1.0 Alpha 9

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

Known Issues in 2019.1.0a9 under investigation

  • Audio: Editor crash on resetting Audio Mixer group properties (1097134)

  • Build Pipeline: Building with Autoconnect Profiler enabled throws error that ShowProfilerWindow could not be called (1059763)

  • Editor: PostProcessing throws errors and tutorials do not start when Learn project is launched (1046727)

  • iOS: Empty project build crashes with in PlatformInfoDispatcher.ReportAnalyticsData on iOS devices (1077832)

  • Prefabs: Crashes as Override window doesn't check component dependency (1093613)

  • Profiler: Detailed view does not open for the Audio Profiler (1093636)

Known Issues - won't be fixed in 2019.1

  • XR: Linear color space has driver issues on Gear VR with S7 Adreno based phones running Android 7.0.

New 2019.1.0a9 Entries since 2019.1.0a8

Features

  • Editor: Added new SceneView Camera Settings window to control the FOV and Speed of the camera. Mouse scrollwheel adjusts the Speed in Fly/FPS mode too. Also implemented SceneView Camera easing while moving & zooming and added a new section in Preferences to adjust this.

  • Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage. The rendering will happen using a replacement shader until the actual shader variant is available. The feature can be enabled/disabled in the editor preferences with "Asynchronous Shader Compilation" checkbox.

  • Mobile: Wide Color Gamut support for Vulkan and OpenGLES

  • Particles: Experimental support for using the C# Job System to manipulate particle data

  • Universal Windows Platform: Added support for building ARM64 applications

  • WebGL: Add WebAssembly streaming instantiation support

Backwards Compatibility Breaking Changes

  • GI: Moved tetrahedralization code to the player

  • GI: Stitching and probe deringing are now turned on by default

  • Graphics: Dynamic batching checkbox is now hidden if a Scriptable Render Pipeline is active.

Improvements

  • Android: Disable package patching if Strip Engine Code is enabled in Player Settings

  • Android: Enumerate all Android audio input device options, including the lowest-latency option, which can be selected via the name "Android voice recognition input".

  • Android: Stop package patching operation, if target application has wrong CPU architecture

  • Animation: Added Experimental methods to AnimationPlay

  • Editor: Columns in the Shortcut Manager shortcuts list are now resizable

  • Editor: Improve textual representation of shortcuts in Shortcut Manager.

  • Graphics: Allow import and skinning of models with up to 32 bone weights for each vertex.

  • Package Manager: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system.

  • Profiler: Added Mono.JIT and Mono.DomainUnload profiler markers

API Changes

  • Asset Import: Added AssetImporter.SupportsRemappedAssetType to inform the user user if the importer supports remapping certain asset types (for example Materials)

  • Asset Import: Added MaterialEditorExtensions.PerformBumpMapCheck - Iterates over all material properties with the Normal flag and checks that the textures referenced by these properties are imported as normal maps.

  • Editor: Added Handles.TransformHandle()

  • Editor: Block illegal commands for Editor and PlayMode tests when in playmode (1093572)

  • Editor: Fix input field for sliders that has width less than 150 with no label (1078003)

  • Kernel: TypeTrees are now have a central cache.

Fixes

  • 2D: After updating from 2017.4 to 2018.x serialized sprite atlas attributes values are different than in the Inspector (1085023)

  • AI: Fixed NavMeshObstacle carving a slit in the NavMesh at the place where one of the hull's corners or edges sits precisely on a NavMesh polygon edge. (1044247, 1078553)

  • Android: Fix creation of redundant render pass for clear when using Vulkan

  • Android: Fix possible missing draws when using Vulkan on Adreno (1094348)

  • Audio: Fix adding new keys to the curve in audio source inspector via context menu (1085732)

  • Editor: Editor: Fix menu shortcuts before first menu show on linux

  • Editor: Fix crash if null texture in GUIStyle.scaledbackground (1074485)

  • Editor: Fix extra shift being present in some contextual menu shortcuts in Timeline.

  • Editor: Fix game view mouse offset (1097051)

  • Editor: Fix Scene icon not updated when changing the png file (1084630)

  • Editor: Fix Unity crash when save assets dialog is displayed for exiting the editor. (1062146)

  • Editor: Fix window layout restoration (1078964)

  • Editor: Shortcut manager window: Don't trigger onscreen command key when pressing control on OSX

  • Editor: Shortcut manager: Remove old profile when renaming.

  • Editor: Timeline context menu items (copy, paste, delete) will show the correct bindings if the user rebinds them

  • GI: Fixed by introducing proper round robin sampling between supersamples. (936693)

  • GI: Hotfix for a failure to write baked light maps when VCS is enabled. (1075976)

  • GI: Made it possible to export unfiltered textures from Progressive CPU in order to train ML denoisers.

  • iOS: Fixed full screen movie resetting after app minimize on iOS (840951)

  • Package Manager: Add a warning message if you disable a package and that causes dependencies to also be disabled.

  • Package Manager: Add information to compiler errors explaining if a package has been disabled as a dependency of another package

  • Package Manager: Add information to info messages for disabled components in the inspector explaining if a package has been disabled as a dependency of another package

  • Package Manager: Fix compiler errors having information about missing types from disabled built-in packages when using implicit namespaces and the new scripting runtime (1084240)

  • Prefabs: Do not use UI Environment if prefab opened does not have a Canvas Renderer (1095948)

  • Prefabs: Fix leaks of Editor objects created by Overrides dropdown comparison view. (1051224)

  • Prefabs: Fix Overrides dropdown failing to provide information about why Revert All and Apply All buttons are disabled in cases where Prefab instance was also disconnected. (1096751)

  • Prefabs: Fix Transform.DetachChildren() to not hang the Editor if called on a Prefab instance (restructuring a Prefab instance is not allowed). (1089493)

  • Prefabs: Prefab Mode no longer Unpacks all Environment objects but only the outermost prefab ancestor of the Prefab root. (1094613)

  • Scripting: Fix crash when adding multiple components of a disallowed type (959136)

  • Shaders: Allow loading shaders from AssetBundles that were created in 2017.2. (1091064)

  • Shaders: Fixed bad Metal shader code generation on some cases using SV_GroupIndex (1092420)

  • Shaders: Fixed some compute shader errors not being passed to the inspector/console with Metal build targets (1097864)

  • SpeedTree: Fixed a crash when importing an invalid SpeedTree v7 asset. (1087431)

  • Timeline: Fix timeline window not displaying after exiting PlayMode with MaximizeOnPlay (1090119)

  • Timeline: Fix warnings when keyframing rotation values (1093429)

  • Timeline: Remap default prev/next shortcuts on OSX to avoid conflict with system shortcut.

  • UI: PhysicsRaycaster and Physics2DRaycaster now support multiple-displays. (1027701)

Preview of Final 2019.1.0a9 Release Notes

Features

  • Android: Added android notch support

  • Android: Added AndroidDevice.SetSustainedPerformanceMode API to enable/disable sustained performance mode in runtime

  • Android: Added OpenGL ES 3.2 support

  • Android: Added Package Patching functionality, where only script related changes are sent to device instead of repackaging apk file.

  • Editor: Added CSHARP_7_3_OR_NEWER preprocessor directive when compiling C# 7.3 on .NET 4.x scripting runtime.

  • Editor: Added new SceneView Camera Settings window to control the FOV and Speed of the camera. Mouse scrollwheel adjusts the Speed in Fly/FPS mode too. Also implemented SceneView Camera easing while moving & zooming and added a new section in Preferences to adjust this.

  • Editor: Log message to Editor.log when .csproj's get rewritten to disk, makes it easier to figure out why .csproj's are getting reloaded in C# IDE's. Messages are prefixed with "[C# Project]".

  • Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage. The rendering will happen using a replacement shader until the actual shader variant is available. The feature can be enabled/disabled in the editor preferences with "Asynchronous Shader Compilation" checkbox.

  • Editor: new keyboard Shortcut Manager configuration interface.

  • Editor: Script recompiles triggered by internal Unity systems are now logged to the Editor.log with [ScriptCompilation] prefix in messages

  • GI: Added preview version of GPU lightmapper in Windows Editor. Can be selected in the Lighting window. The lightmapper is based on OpenCL and RadeonRays and will work on all modern GPUs with more than 2Gb of dedicated memory.

  • GI: GPU Lightmapper: Support for double sided GI flag on the materials.

  • GI: GPU Lightmapper: Support for shadow casting and receiving on meshes.

  • Graphics: Added API support for setting entire constant buffer contents at once: [[Material.SetConstantBuffer]] and [[Shader.SetGlobalConstantBuffer]]

  • Graphics: Initial sparse texture support for Vulkan

  • Graphics: Native rendering plugin support for Vulkan

  • iOS: Added support for rendering Unity on top of native UI on iOS and tvOS

  • Mobile: Wide Color Gamut support for Vulkan and OpenGLES

  • Particles: Experimental support for using the C# Job System to manipulate particle data

  • Physics: Added methods to determine closest point to a Collider2D. Added Physics2D.ClosestPoint, Rigidbody2D.ClosestPoint & Collider2D.ClosestPoint.

  • Profiler: UnityEditor.Experimental.Networking.PlayerConnection.EditorGUILayout.AttachToPlayerDropdown added to public API to offer a one-stop solution to display and change the player the editor is attached to.

  • Scripting: Experimental support for incremental Garbage Collection to avoid GC Spikes

  • Shaders: Added new user variant directives shader_feature_local and multi_compile_local that do not contribute towards the global keyword count

  • Shaders: Added support for BLENDWEIGHTS and BLENDINDICES semantics in vertex shaders

  • Timeline: Added API support for track-level animation

  • Universal Windows Platform: Added support for building ARM64 applications

  • WebGL: Add WebAssembly streaming instantiation support

Backwards Compatibility Breaking Changes

  • Android: Remove internal build system

  • Android: Updated bluetooth headset detection on Android 6+ to avoid using deprecated method

  • Editor: Merged Shortcut Profile dropdown and the Shortcut Profile options cog into a single dropdown

  • GI: Moved tetrahedralization code to the player

  • GI: Stitching and probe deringing are now turned on by default

  • Graphics: Added override for LightmapEmissionFlagsProperty, allowing display of emission GI options without checking for an emissision color property (_EmissionColor)

  • Graphics: ASTC 'fast' and 'best' compressor quality options are now actually different from 'normal'

  • Graphics: Disallow rentry into SRP rendering (i.e disallow recursive rendering).

  • Graphics: Dynamic batching checkbox is now hidden if a Scriptable Render Pipeline is active.

  • Graphics: Removed graphics emulation from Editor

  • Graphics: [Metal] Debug groups are now visible in Release builds

  • iOS: UnityWebRequest will use new backend based on NSURLSession. Old NSURLConnection backend is still available (commented out in trampoline).

  • iOS: Updated Game View resolution options with iPhone XR/XS/XS Max

  • Physics: Increase default max angular velocity to 50 radian per second, as default value was way too low

  • Universal Windows Platform: Removed .NET scripting backend

  • WebGL: Removed asm.js PreBuilt Engine option

  • WebGL: rename gameInstance to unityInstance

  • WebGL: Set default compression to Brotli

Improvements

  • Android: Disable various Adreno Vulkan driver workarounds for latest drivers

  • Android: Enumerate all Android audio input device options, including the lowest-latency option, which can be selected via the name "Android voice recognition input".

  • Android: Use OpenSL instead of AudioTrack on more devices. This reduces audio input and output latency.

  • Animation: Added Experimental methods to AnimationPlauy

  • Animation: Added property Avatar.humanDescription.

  • Animation: Aligned all Animator StateMachine nodes on the grid

  • Animation: Improved performance for AvatarBuilder

  • Animation: Improved support for animationjobs with TransformStreamHandle bound to transform added dynamicaly at runtime.

  • Animation: Upgraded the animation window preview/playback engine to use the Playable API.

  • Asset Import: Added Support for cameras in Sketchup Importer.

  • Asset Import: Extended Optimize Mesh option on Model asset import settings to allow optimization of Vertex Order and Polygon Order to be controlled independently rather than both being controlled from the same flag

  • Asset Import: Improved performance of DXT1/BC1 and DXT5/BC3 texture compression. Note that although compression quality is not affected subtly different compressed results will likely be produced

  • Compute: * Allows more of the scripting CommandBuffers utility functions to be used with command buffers executed on async compute, such as getting temporary render targets.

    • Adds the concept of execution flags to CommandBuffers describing how they are intended to be executed and allowing for better error handling as those command buffers are built in script. This allows for generating exceptions when adding commands not valid for async compute.
    • Added in editor detection for potential GPU deadlock case where a user creates a GPU fence in one command buffer but then never executes that command buffer.
  • Editor: Added Clear on Build option in Console

  • Editor: Columns in the Shortcut Manager shortcuts list are now resizable

  • Editor: Reworked Android keystore and key creation UI

  • GI: GPU lightmapper: Dump memory report to Editor.log when falling back to CPU lightmapper.

  • GI: Optimize baking of low occupancy lightmaps when using GPU lightmapper.

  • Graphics: Added filtering for sorting layers to the ScriptableRenderContext

  • Graphics: Allow import and skinning of models with up to 32 bone weights for each vertex.

  • Graphics: Changing the motion vectors behavior: 1 - Nodes with Camera Motion only are not skipped anymore when the exclude motion vector flag is on 2 - Only submeshes with an explicit motion vector pass are skipped when exclude motion vector flag is on

  • Graphics: Frame debugger now displays shader properties for compute shader dispatches

  • Graphics: GraphicsFences are now available on Vulkan, Metal, D3D11, OpenGL and OpenGL ES rendering backends.

  • Graphics: Not evaluating the light rectangles for oblique projection matrices

  • Graphics: Perform mesh creation for terrain details (e.g. grass) on parallel threads

  • iOS: Added launch screen image fields for iPhone XS and XS Max

  • iOS: Refactored iOS device generation parsing

  • Mobile: Added support for RGBM and native HDR lightmaps

  • Package Manager: Log project load time in Editor.log

  • Package Manager: Release of Package Manager UI v2.1.0-preview-1

    • Support maximize/minimize
    • Support PackageManager UI saved maximized in a layout
    • Keep track of selected built-in package
    • Keep track of last selected filter
    • Fix UI Layout
  • Package Manager: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system.

  • Package Manager: Use the enablePackageManagerTraces command argument to also increase the logging level of the upm process.

  • Physics: Added "Collision.contactCount" to retrieve the number of contacts

  • Physics: Added "Collision.GetContact(index)" to retrieve a specific contact.

  • Physics: Added "Collision.GetContacts(array)" to retrieve all contacts.

  • Physics: Added overload of Rigidbody2D.MoveRotation that accepts a Quaternion.

  • Physics: Ensure that the Inspector "Info" rollout on the Rigidbody2D and Collider2D components persist their expanded state when entering/exiting play-mode or moving between components.

  • Physics: OnCollisionEnter, OnCollisionStay & OnCollisionExit now do not create any GC allocations.

  • Physics: OnCollisionEnter2D, OnCollisionStay2D & OnCollisionExit2D now do not create any GC allocations.

  • Playables: Made IPlayableBehaviour.OnBehaviourPause be invoked when the Playable is paused AND when the PlayableGraph is paused, instead of OR. (1077846)

  • Plugins: Preloading is now supported for any native plugin. Added PluginImporter.isPreloaded.

  • Profiler: Added Mono.JIT and Mono.DomainUnload profiler markers

  • Profiler: Enabled automatic scripting threads profiling for il2cpp

  • Profiler: Increased minimum memory usage for profiler to 4MB in Players and 64MB in the Editor.

  • ps4: Add support for sensitivity for touchpad pointer emulation (PS4Input.touchpadMouseSensitivity )

  • Shaders: Improve shader debugging by disabling the optimiser when generating debug shaders i.e. #pragma enable_d3d11_debug_symbols.

  • Terrain: Allows shadowCastingMode to be set on terrain.

  • Timeline: Performance improvements in Timeline Editor Window display

  • Web: Added support to write to file in append mode in DownloadHandlerFile

  • WebGL: Add Quit() function support to the unity instance

  • XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0.

  • XR: The wireframe shader now works with the single-pass instancing stereo rendering mode.

  • XR: Update Oculus minimum supported version to 1.28.0

  • XR: XR LWRP Improvements:

    1. Single-pass double wide rendering has been implemented as a stereo rendering method fallback for android devices that do not support single-pass instancing or multi-view.
    2. Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
    3. Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
    4. Android y-flip issues should be resolved.
    5. Shadows render correctly on all android platforms when using multi-view stereo rendering.
    6. The VR watermark will no longer be rendered on an HMD.
    7. OpenGL invalid state errors could no longer be present in adb logs.

API Changes

  • Android: Added Android API 28 (Pie)

  • Android: Added AndroidJNI methods which use sbyte parameters or return sbyte values (1069247)

  • Android: Deprecated AndroidJNI methods which use byte parameters or return byte values (1069247)

  • Android: Removed public API for setting the JVM Max heap size

  • Animation: Add AnimationStream.GetInputWeight(int index)

  • Animation: Add Animator.BindCustomStreamProperty(string propertyName, PropertyType type) to UnityEngine.Experimental.Animations

  • Animation: Can't write into a scene handle anymore (experimental API)

  • Animation: Obsolete delay features in Playable (Playable.Set/GetDelay)

  • Asset Import: Added AssetImporter.SupportsRemappedAssetType to inform the user user if the importer supports remapping certain asset types (for example Materials)

  • Asset Import: Added MaterialEditorExtensions.PerformBumpMapCheck - Iterates over all material properties with the Normal flag and checks that the textures referenced by these properties are imported as normal maps.

  • Editor: Added API for managing shortcuts in the editor (UnityEditor.ShortcutManagement)

  • Editor: Added CompilationPipeline.compilationStarted and CompilationPipeline.compilationFinished events for when compilation starts and finishes in the editor.

  • Editor: Added EditorApplication.EnterPlayMode() and EditorApplication.ExitPlayMode()

  • Editor: Added Handles.TransformHandle()

  • Editor: Block illegal commands for Editor and PlayMode tests when in playmode (1093572)

  • Editor: Exposed method to check if a profile ID is valid

  • Editor: Fix input field for sliders that has width less than 150 with no label (1078003)

  • Graphics: Added SortingLayerRange to FilterRenderSettings to allow for the filtering of sorting layers by ScriptableRenderContext

  • Graphics: Added UnityEngine.Rendering.GraphicsFence class to replace GPUFence

  • Graphics: Exposed settting for number of jobs used when using occlusion culling.

  • Graphics: UnityEngine.Rendering.GPUFence class has been deprecated and replaced with UnityEngine.Rendering.GraphicsFence

  • GraphView: Added Renamable capability to GraphElement

  • GraphView: canAcceptDrop callback added to BlackBoardSection

  • GraphView: GraphView.GetElementByGuid() now returns first element with the given GUID, within all of GraphView, not just elements contained in layers.

  • GraphView: OnResized callback added to MiniMap

  • GraphView: Resizer manipulator has new constructor w/ OnResized callback parameter

  • Kernel: TypeTrees are now have a central cache.

  • Memory Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.

  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.

  • Multiplayer: Added NetworkTransport.SetMulticastLock API to acquire/release multicast locks. On android this is required to be able to receive broadcast packets. (988573)

  • Package Manager: Expose the type property of PackageInfo

  • Physics: Added Collision.contactCount to retrieve the number of contacts.

  • Physics: Added Collision.GetContact to retrieve a specific contact.

  • Physics: Added Collision.GetContacts to retrieve all contacts.

  • Physics: Added Physics.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX calls is reused.

  • Physics: Added Physics2D.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX2D calls is reused.

  • Physics: Exposed additional query types in the PhysicsScene class. Note that only the non-allocating ones are available.

  • Physics: Exposed Physics.GetIgnoreCollision()

  • Playables: Added FrameData.effectivePlayState to pass the accumulated playstate of the Playable (1077846)

  • Playables: Added PlayableOutput.GetEditorName, an editor only method to get the PlayableOutput name.

  • Profiler: Added Profiler.EmitFrameMetaData API which allows to save arbitrary data to the profiler stream and read it in the Editor

  • Profiler: Exposed UnityEditor.Profiling.HierarchyFrameDataView API that allows to access CPU profiler data in a hierarchical way

  • Profiler: The Editor GUI used to connect to a player (from Profiler or Console Window) is now exposed. It's placed under UnityEditor.Experimental.Networking.PlayerConnection where EditorGUIUtility.GetAttachToPlayerState(EditorWindow parentWindow) will get the connection state with which it can be drawn using EditorGUILayout/EditorGUI.AttachToPlayerDropdown.

  • Shaders: Added functions to ShaderUtil class to retrieve errors/warnings from Shader compilation and ShaderMessage class to provide error/warning details

  • Shaders: Obsoleted the [ShaderIncludePath] attribute. All shader header files must be under the Assets folder or in a package. To include shader headers directly from a package, use #include "Packages//

  • Terrain: Added New version of TerrainTools ShowBrushGUI() callback with flags, to choose which controls to display

  • Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height.

  • Terrain: Obsoleted the TerrainTools IOnPaint.RepaintAllInspectors() function, replaced with Repaint(RepaintFlags), which is available in all TerrainTool callback interfaces.

  • Timeline: Exposed methods to create and manipulate track-level animation curves.

  • Timeline: Exposed methods to work with infinite clips on animation tracks

Fixes

  • 2D: Added missing docs for TextureImportSettings.SpriteMeshType (1080294)

  • 2D: After updating from 2017.4 to 2018.x serialized sprite atlas attributes values are different than in the Inspector (1085023)

  • 2D: Editor crashes in GameObjectHierarchyProperty::CountRemaining when undoing the creation of Sprite Mask object (1074128)

  • 2D: Editor crashes with SpriteShapeUtility::SpriteShapeUtils_SpriteShapeFillSpriteInfo when opening specific project (1084948)

  • 2D: Error message shown when SVG is added to SpriteShapeProfile, crashes when Spriteshape is added to Scene (1068117)

  • 2D: Sprite with SpriteShapeBody Shader gets graphical artifacts when rotating the camera (1079942)

  • 2D: Sprites reference both the original Sprite assets and Sprite Atlas resulting in increased memory usage (1071494)

  • 2D: When click and drag on an unselected Sprite in Sprite Editor Window will show a normal cursor to indicate draging of Sprite instead of 'resize' cursor for resizing border Old behaviour https://drive.google.com/open?id=1cOVhoE3-sXfV7o1ScJQYJDAzEFa9R8t7 New Behaviour https://drive.google.com/open?id=1qWljJXFSrCebz07_aa_4gE0m0azVQbPf (1077700)

  • Android: Enabled EGL sRGB backbuffer in Android 9.0

  • Android: Fix black screen when resuming app which was being recorded with google play (FMOD deadlock) (1046752)

  • Android: Fix black screen when trying to use linear rendering with 16bit backbuffer

  • Android: Fix dynamic resolution on some older Mali GPUs on Vulkan (1065227)

  • Android: Fix for Bluetooth headset related crash when application doesn't use sounds (1086597)

  • Android: Fix for the non-consistent FixedUpdate calls (1071756)

  • Android: Fix gradle builds failing when using quotes and backslashes in keystore passwords and aliases (996504, 1071288)

  • Android: Fix OnReceivedBroadcast not called on Android devices when acting as a client (988573)

  • Android: Fix OpenGL ES 3.0 shader compile error when generated code requires bitfieldInsert

  • Android: Fix possible missing draws when using Vulkan on Adreno (1094348)

  • Android: Fixed Activity has leaked ServiceConnection errors when calling Application.Unload (1091255)

  • Android: Impvoe performance of cubemap convolution on Mali GPUs (989820)

  • Animation: Added auto-cleanup of AnimationClip's tracked references on domain reload to avoid a hard to reproduce crash (1046821)

  • Animation: Double clicking an AnimationClip will open the AnimationWindow. (1058422)

  • Animation: Fixed an issue where AnimationClip.empty always returns true in Standalone builds when Animation Type is set to Legacy (1061700)

  • Animation: Fixed Animation Window selection of nested Animation component hierarchies children of Animator component hierarchies. (1089015)

  • Animation: Fixed crash if there's a cycle in an animation graph (792020)

  • Animation: Fixed crash when opening animator window on bad animator controller setup (1080436)

  • Animation: Fixed crash when selecting a faulty bone after AutoMap in avatar configurator. (1075651)

  • Asset Import: Changed the icon of the assets generated using ScriptedImporters to match the icon of other model files.

  • Audio: AudioSource.GetSpatializerFloat and AudioSource.SetSpatializerFloat can now be called successfully before an AudioSource is played.

  • Audio: Fix adding new keys to the curve in audio source inspector via context menu (1085732)

  • Audio: Fixed loud clicking sound during automatic preview when multiple audio clips are selected in the Project window. (1049785)

  • Build Pipeline: Fixed AssetBundleBuild.addressableNames not triggering an asset bundle rebuild when the property changed (996380)

  • DX12: Fix crash when scene is using dpeth only + HDR Camera (1087306)

  • Editor: Added a mechanism for displaying an error message when any of the recent projects contain an invalid or missing ProjectSettings.txt file. (1002683)

  • Editor: Clear compile errors from the console when switching platform. (1078935)

  • Editor: Corrected a typo in 2D/3D scene view toggle popup (1048139)

  • Editor: CSharpNamespaceParser fixes: Whitespace around # in conditional (1077417)

  • Editor: Editor systematically crashes when opening client project View on Crashes (1076793)

  • Editor: Errors are thrown when a prefab with more that 50 game components is selected in the Hierarchy window (1085685)

  • Editor: Fix -nographics parameter does not include command line activation operations (1043511)

  • Editor: Fix composite fields where the inner component is to big to fit in. (1074392)

  • Editor: Fix crash if null texture in GUIStyle.scaledbackground (1074485)

  • Editor: Fix crash when launching Editor on Mac with -batchmode as first argument (1059028)

  • Editor: Fix crash when using keyboard shortcuts with Mac Editor while Unity project is loading (1004336)

  • Editor: Fix define expression parsing in namespace parser (1085267)

  • Editor: Fix game view dimensions (1083316)

  • Editor: Fix game view mouse offset (1097051)

  • Editor: Fix Gizmos.DrawFrustum not rendering near clip plane in gizmo space. (1081967)

  • Editor: Fix gui label tooltips (1057359)

  • Editor: Fix incorrect insertion of game objects in the hierarchy in particular workflow (1069565)

  • Editor: Fix issue with overriden Main Menu shortcuts

  • Editor: Fix issue with RuntimeInitializeOnLoadMethodAttribute not working in players builds inside player-only code blocks (e.g. #if !UNITY_EDITOR) and inside player-only .asmdef assemblies (922692, 1071599)

  • Editor: Fix JPEG logo assets for UWP builds not added to Visual Studio project (1066142)

  • Editor: Fix ListView.SelectionChanged throwing ArgumentOutOfRangeExcpetion (1084218)

  • Editor: fix minmaxslider dragelement position, set it absolute (used to be relative, which broke layout) (1090242)

  • Editor: Fix response file references not recognized in VS (1066726)

  • Editor: Fix Scene icon not updated when changing the png file (1084630)

  • Editor: Fix Undo/Redo MenuItems changing label after rebinding shortcut

  • Editor: Fix Unity crash when save assets dialog is displayed for exiting the editor. (1062146)

  • Editor: Fix window layout restoration (1078964)

  • Editor: Fixed an issue where continuously opening and closing Utility windows could crash the Editor on OSX (1046287)

  • Editor: Fixed an issue where creating an Editable Font Copy was throwing console errors on Windows platform. (1064686)

  • Editor: Fixed an issue where Editor could crash when closing the Editor while Asset store or services tab is loading. (1024048)

  • Editor: Fixed an issue where Grouped Layers are categorized separately. (1068422)

  • Editor: Fixed an issue where Handles.RotationHandle would not clip correctly when Handles.matrix was not identity. (1095582)

  • Editor: Fixed an issue where Project window scroll bar blinks when the assets from the last row are selected. (1076266)

  • Editor: Fixed an issue where red text could appear in the Project search bar along with "style not found" console warnings, while searching in play mode. (1086419)

  • Editor: Fixed an issue where TearDown and UnityTearDown are skipped for tests that fail due to errors logged with UnityEngine.Log.Error. (1077871)

  • Editor: Fixed an issue where usage of Obsolete APIs could spam the console window with infinite null reference exceptions. (1085675)

  • Editor: Fixed an issue which caused unpredictable behavior with duplicate terrain inspectors. Now user is notified of duplicate inspector. (1080942)

  • Editor: Fixed Assert.Ignore() tests do not exit Play Mode (1071127)

  • Editor: Fixed color picker dialog. The color box was showing incorrect gradients as well as the alpha channel slider (1079791)

  • Editor: Fixed color picker ignores the color hex code when copied with (804231)

  • Editor: Fixed crash coming from homewindow callback function (1090455)

  • Editor: Fixed crash when creating new brushes without assets (1086675, 1086739)

  • Editor: Fixed decimal values using comma instead of dot when OS locale has been changed to non-english language. (1089361)

  • Editor: Fixed invalid blending of texture with the background color. (1073506)

  • Editor: Fixed issue in the handling of UnitySetup if an exception is thrown or logged. (1085288)

  • Editor: Fixed issue with filtering of .spm tree models (1082272)

  • Editor: Fixed issue with labels disappearing when ASCII character set is selected (1068658)

  • Editor: Fixed issue with Undo not being enabled in a particular workflow (1068662)

  • Editor: Fixed Memory leaks while selecting audio source in inspector (1086532)

  • Editor: Fixed null reference exception while modifying pre-muscle settings of an Avatar. (1068870)

  • Editor: Fixed OS locale being used for Editor Windows. (930798)

  • Editor: Fixed serialization issue for MonoBehaviour's with no script causing a crash in save scene (925313)

  • Editor: Fixed the bug where renaming an asset via Context Menu-->Rename after searching for it in Project Browser's One-Column Layout would not work (1073306)

  • Editor: Fixed the issue with scale handle disappearing when the resolution of the monitor is changed (1077720)

  • Editor: Fixed the sprite sheet grid artifact when clicking drop-down menus in texture inspector. (1055868)

  • Editor: Generate for mcs.rsp reference (1053714)

  • Editor: GenericMenu.allowDuplicateNames now works for subMenus (1074892)

  • Editor: Horizontal scrollbar added for Preset Manager (Settings) (1087969)

  • Editor: Null protection when iterating using ExtendVisibleAsChild (1083254)

  • Editor: Remove duplicate for Rider path discovery on Linux

  • Editor: Removed additional separator in GameObject hierarchy menu (1080882)

  • Editor: Restrict the insertion of menu items into a given submenu to a prescribed limit of 1000 items and displays a warning about the same. (1039181)

  • Editor: Set the width of Property handler object visible area to its default maximum (1068811)

  • Editor: Shortcuts defined in the Main Menu / OS Menu now have the prefix "Main Menu/"

  • Editor: VSCode open multiple windows when using Open C# Project menu (1065936)

  • Editor: When moving mouse over ListView scrollbar on Windows the cursor changed to a resize cursor (1084972)

  • GI: Fix for performance issue where UpdateMaterials are run too often.

  • GI: Fixed an issue where moving a camera in scene view would cause objects to flicker when realtime GI and GPU instancing were enabled. (1053521)

  • GI: Fixed by introducing proper round robin sampling between supersamples. (936693)

  • GI: Fixed issue where Baked Albedo and Baked Emissive lightmaps are not shown in the lightmap Preview window after baking GI (1044274)

  • GI: Fixed UV Overlap preview not displaying after a manual bake. (1087688)

  • GI: Indirect probe lighting should be affected by the indirect intensity slider in the Progressive Lightmapper. (1060939)

  • GI: Reflection Probes progress bar doesnt get cleared when cancelling.

  • Graphics: Explicitly disallow destroying of temporary render textures (1070564)

  • Graphics: Fix issue with Animator preview not rendering grid in SRP (1044281)

  • Graphics: Fixed an issue that would crash the editor when copying raw depth buffers. (1040591)

  • Graphics: Fixed frame debugger showing bad keywords on some cases when connected to standalone playe (1070614)

  • Graphics: Fixed frame debugger texture tooltip to show correct dimension info for 3D textures

  • Graphics: Fixed texture streaming crash bug which showed up when disabling and enabling renderers (1061165)

  • Graphics: Fixed Vertex Compression not working for vectors with odd dimensions (positions and normals) (1078795)

  • Graphics: MeshTopology.Quads generates a draw call that uses 3 point patches instead of 4 point (1078885)

  • Graphics: Skip shadow lights and shadow casters culling when shadows are disabled (1072624)

  • Graphics: Unity could crash if infinite dependency loop between "UsePass" and "Fallback" (1068293)

  • Graphics: Vulkan: Fixed a race condition between updating ComputeBuffers from script and rendering from them within Graphics jobs

  • iOS: Fix warnings related to launch image that were thrown when building for iOS in Xcode 10 (1085602)

  • iOS: Fixed a crash when forcing Portrait Upside Down orientation on iPhone XS/XS Max (1085662)

  • iOS: Fixed DiscardContents and GrabIntoRenderTexture interop on Metal (1082159)

  • iOS: Fixed full screen movie resetting after app minimize on iOS (840951)

  • iOS: Fixed incorrect Screen.safeArea on plus sized iPhones (1087954)

  • iOS: Fixed possible crash on app exit when destroying static objects (1050875)

  • iOS: iOS: fixed more issues with reporting orientation when autorotating and tweaking enabled orientations (1075839, 1075855)

  • Linux: Linux: Crash in UnityEngine.Input.GetJoystickNames when controllers are removed & reconnected (1080508)

  • Mobile: Fix Ambient Occlusion in PostProcessing v2 on mobiles (1059893)

  • Mobile: Fix Standard shader artifacts on mobiles

  • Mobile: Fixed flickering on objects when dynamic batching is enabled (1061477)

  • Mobile: Support for Bluetooth headphones microphone for both Android and iOS (946201)

  • OSX: Fixed GPU selector being always disabled (1055634)

  • OSX: Fixed resolution crash when setting to invalid values via script (1070915)

  • Package Manager: Add a confirm dialog and trace when user selects "Reset Packages to defaults" in "Help" menu (1066143)

  • Package Manager: Fix drag and drop with local packages (1061439)

  • Particles: Added error message when trying to use a statically batched mesh in the Particle System (1075564)

  • Particles: Fixed prewarm bug causing particles to emit incorrectly (1064065)

  • Particles: Inverted how spherical wind zones affect Particle Systems, to fix inconsistency between particles and trees (1053956)

  • Particles: Multi-selecting billboard and mesh particles hid the particle material slot in the inspector (1077827)

  • Particles: Particle sorting was incorrect with ortho camera with negative near clipping plane when using sort by distance (1056469)

  • Particles: Particle start speed now uses sub-frame time to distribute valuise correctly when using Curve modes (1063952)

  • Particles: Particle System bounds ignored Shape Y scale when using Rectangle emission shape (1064275)

  • Particles: Particles with the Render alignment set to "Facing" billboarded incorrectly with directional lights (1072493)

  • Particles: Setting the scale of a GameObject didn't adjust the Pivot value of a StretchedBillboard ParticleSystem (1068381)

  • Particles: Sub Emitter particles were not randomized when using Auto Random Seed (1068735)

  • Physics: Ensure that 2D trigger/collision exit callbacks occur when destroying a GameObject inside a 2D trigger/collision callback (1057320)

  • Physics: Ensure that 2D trigger/collision exit callbacks occur when disabling a GameObject or 2D collider component. (1071700)

  • Physics: Fix a crash in the 2D physics manager on iOS upon start-up when Physics2D package is disabled. (1080899)

  • Physics: Fix crash when adding a MeshCollider without CookingOptions.CookForFasterSimulation. Fixed by PhysX 3.4 Upgrade. (1041838)

  • Physics: Fix issue where physics internal query data may not be updated if there are only static colliders in scene , causing shape cast issue (1064897)

  • Physics: Fixed an issue where raycast may fail on terrain collider (1063586)

  • Physics: Stop NullReferenceException due to sprite-snapping when dragging a Joint2D anchor when the same GameObject contains a SpriteRenderer without an assigned Sprite. (1077680)

  • Prefabs: Added localization to Overrides window and PrefabUtility dialogs.

  • Prefabs: Editor crashes with PrefabImporter::GenerateAssetData when importing "PBR Flower Pack" Asset (1084315)

  • Prefabs: Newly create prefab variant's name contains entire path when the original prefab is not directly under the Assets folder (1082940)

  • Prefabs: Result is missing from OnWillCreateAsset() when the method is called by creating a Prefab (1087603)

  • Profiler: Fixed coroutines naming in profiler. (1033280)

  • ps4: Clear htile buffer at allocation to avoid potential depth buffer corruption

  • ps4: Fixed compiling of PS4 when not using lumping

  • ps4: Fixed correct reporting of default new and delete allocations

  • ps4: Stopped script only builds for non-development configurations

  • Scripting: Add System.Data.dll in the references (1075265)

  • Scripting: Fix crash when adding multiple components of a disallowed type (959136)

  • Scripting: Fix so we can stop yielded Coroutines deeper than 3 (1089467)

  • Scripting: Generate fullpath for response file references (1068300)

  • Scripting: Improved handling and added error in cases where text serialised data is malformed, corrupted or in a unexpected state (1071531)

  • Scripting: Improved performance when calling GameObject.AddComponent for a nested MonoBehaviour class inside a namespace (1085304)

  • Scripting Upgrade: Fixed crash in ScriptUpdater.exe when code contains qualified references to methods of type that were statically imported (#using static). (1081267)

  • Scripting Upgrade: Fixes APIUpdater crash when project path contains $ char (1088028)

  • Shaders: Fixed edge/inside tesselation factors being improperly handled by metal shader compiler (1065883)

  • Shaders: Zero-init appdata in domain surface shader to avoid compiler error about out parameter not being fully inited (1065883)

  • Terrain: Terrain auto-upgrade on load is now recognized as having been updated. (1081612)

  • Timeline: Fix events send twice when just before the end of a clip (1017658, 1022016)

  • UI: Cache referencePixelsPerUnit when canvas parent is disabled (1066689)

  • UI: Fix bug where Dropdown doesn't close when clicking outside it under certain cicumstance (1064466)

  • UI: Fix raycasting problem on sprites when default sorting layer is the top most sorting layer (1011483)

  • UI: Fixed the bug where changing the Constraint Count for a Grid Layout Component would cause a Division by Zero Error. (1075194)

  • UI: PhysicsRaycaster and Physics2DRaycaster now support multiple-displays. (1027701)

  • UI: UIElements: fix UXML factories not initialized when creating instantiating assets at Editor startup (1045535)

  • UI: UIElements: Fixed ListView.Refresh computing incorrect offset for first row when item source changes

  • UI: UIElements: Fixed PopupField text overflow

  • UI Elements: Fixed the VectorXXFields going on 2 lines when the window is made small. (1049285)

  • Universal Windows Platform: Addresses unhanded exception when issuing WebRequest with URI consisting of domain name and port (1066792)

  • Universal Windows Platform: Fix InputField text selection so it works on Windows 10 touch-enabled devices (1002834)

  • Universal Windows Platform: Fixes an assert triggered when Xbox gamepads are disconnected in some situations (1080114)

  • Universal Windows Platform: Fixes build error in Editor when using Entities package for UWP (1067528)

  • Universal Windows Platform: Fixes Stereo Display (non head-mounted) VR SDK being unavailable (1033346)

  • Video: Fixed video with 6 audio channels crashes when switching between videos on iOS (935497)

  • Video: Improved VideoPlayer network error handling on Windows (1051461)

  • Video: Resolved VideoPlayer player is paused when unplugging headphones (1086705)

  • WebGL: Fix Application.Quit() and memory cleanup (1032870)

  • WebGL: Fix for camera viewport rect bug in WebGL with linear color space (957652)

  • WebGL: Fixed Performnance Reporting integer overflow in WebAssembly development builds.

  • Windows: Fixed Application.isFocused returning true if the player has been minimized before the first scene loaded (1080560)

  • Windows: Improves ExclusiveFullscreen resolution not being set if/when DXGI fails to apply requested resolution (1058040)

  • XR: Fix for VR tree shader using Alpha-to-Coverage when MSAA is disabled (1074421)

  • XR: Mac VR Billboarded trees are improperly lit if VR is enabled (1025108)

Changeset:
0acd256790e8

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