Unity 2019.1.0

Released:
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Known Issues in 2019.1.0f1

  • Animation: Animator does not work when object component references are animated (1143168)

  • Asset Import: Bone related errors and animation issues, crashes when importing fbx with Index Format set to 16bit (1126943, 1139690)

  • Asset Import: Error message - Asset import did not unload metadata path. This will leak memory (1106466, 1119497)

  • Editor - Other: Editing prefabs directly in the project browser is no longer possible (1120805)

  • GI: Toggling between additively loaded scenes quickly leads to a crash (1124660, 1132699)

  • Graphics: Editor crashes on GfxDevice::ApplyBlendShape when playing animation preview (1131617, 1142926)

  • IL2CPP: Using Mathf.Infinity in Attribute throws an IL2CPP error when building APK for Android (1139579, 1141559)

  • Package Manager: Editor crashes on selecting shader dropdown in the inspector after resetting package to default (1139545, 1139580)

  • Package Manager: Packages fail to compile and show Package Manager because of missing .NET Core prerequisites (1110751, 1119494)

  • Scene/Game View: GameView's Scale lower limit depends on the Windows Scale setting with High DPI displays (1099270)

  • Scripting: DLL does not update and "MissingMethodException" error is thrown when accessing the obsolete code from script. (1108911)

  • Scripting: ReflectionTypeLoadException is thrown when using Reflection to get the types from the Accessibility Assembly (1138120, 1139237)

  • ShaderGraph: [Shader Graph] Editor crashes on docking shader graph window (1141790)

  • Unity Test Runner: [TestRunner] TearDown and UnityTearDown get called on base class first (1142553)

  • Version Control: [VCS] Meta Files are now Hidden by Default (1144410)

  • XR: Magic Leap support in 2019.1 is still a work in progress and requires the upcoming release of 0.20 Lumin SDK -- wait until 0.20 Lumin SDK is released.

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 2019.1.0f1 Entries since 2019.1.0b10

Fixes

  • 2D: Add minimum version support for 2D Packages in 2019.1

  • 2D: Sprite in Sprite Renderer goes missing when upgrading project from 2018.3 to 2019.1 or 2019.2 (1142707, 1142785)

  • 2D: [Tilemap] Selected sprites disappear while moving in Tile Palette (1133841, 1133854)

  • Android: Adds the ability to opt-out from stopping gradle daemons upon editor exit. (1098578, 1138085)

  • Android: Don't try to repaint an android build window if it's closed (1113208, 1140650)

  • Android: Fix crash when AndroidJavaProxy is invoked while app is in background. (1126040, 1140958)

  • Animation: Fixed Animator.keepAnimatorControllerStateOnDisable not keeping default values when disabling and re-enabling a GameObject. (1076483, 1137981)

  • Animation: Fixed integer values not being animated when PPtr references were also in animated bindings. (1079856, 1137003)

  • Asset Import: Fixed import of Blender files with Blender 2.80. (1115353, 1140789)

  • Asset Import: Fixes null ptr dereference when hashing a dependent asset that is not found. (1108314, 1132656)

  • Build Pipeline: Fixed an issue with Scriptable Build Pipeline not building multiple SpriteAtlas texture pages. (1139343, 1140330)

  • Editor: Enable editing of script field when the script is missing (1117624, 1126282)

  • Editor: Fixed crash in VCProvider when updating the project (1139303, 1139560)

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

  • Editor: Fixed incorrect Input.keyCode value when using "Dvorak - QWERTY Command" keyboard layout on macOS. (1103558, 1131774)

  • Editor: Null reference fix for semversion (1129026, 1141029)

  • Graphics: Fixed crash on shader dropdown selection after removing packages (1139545, 1139580)

  • Graphics: Loading Renderdoc on the game view in SRP causes the engine to crash (1135805, 1140588)

  • IL2CPP: Detect the proper default current culture on macOS and iOS instead of the invariant culture. (1133961, 1135064)

  • IL2CPP: Generate proper flow control code for try/catch/finally handling with async methods in C#. (1122868, 1124231)

  • IL2CPP: Improve the performance of Socket Poll operations on iOS. (1136660, 1139294)

  • IL2CPP: Improve the performance of WaitAny on non-Windows platforms. (1111339, 1122744)

  • IL2CPP: Throw a SocketException when a socket attempts to bind to an address and port that is already in use by another socket on Windows. (1133587, 1134330)

  • Mobile: Fix Crunch decoder to avoid access out of vector boundaries (983436, 1140135)

  • Mobile: Fix [Razer Phone] TargetFPS and vSyncCount has no effect on the actual FPS (1078663, 1136554)

  • Mono: Prevent a TypeLoadException which can occur in the player at run time when the Medium or High managed stripping level is used with the Mono scripting backend. (1121958, 1135046)

  • Package Manager: HLAPI and xr.legacyinputhelpers packages were not bundled, preventing projects from being upgraded without an internet connection (1129854, 1132703)

  • Particles: Ensure particles are removed from the system when using SetParticles with zero remaining lifetime. (1130703, 1140342)

  • Particles: Fix crash when resetting Particle System component via the cog wheel in the Editor. (1131320, 1131394)

  • Particles: Fix texture property issue with Trails texture and Sprite mode being used together. (1127679, 1140345)

  • Particles: Fixed an issue where 1 particle of each mesh type would be rendered, when a system did not actually have any particles using that mesh, when using GPU Instancing. (1139308, 1140351)

  • Particles: Fixed FrameDebugger corruption when using Particle Systems. (1136275, 1140340)

  • Particles: Made per-particle sorting work when using GPU Instanced particles. (1139313, 1140348)

  • SceneManager: Ensure nested Canvases are always treated as nested Canvases in Prefab Mode too. Root World Space Canvases can get treated as nested Canvases in Prefab Mode too due to lacking information, but this will still have fewer downsides than if nested Canvases got treated as Root Canvases. (1132706, 1139183)

  • SceneManager: Fix RectTransform properties of nested Canvas getting incorrectly modified upon entering Prefab Mode. (1132706, 1139183)

  • Scripting Upgrade: Fix ReflectionTypeLoadException when accessing types from Accessibility assembly. (1138120, 1139237)

  • Terrain: Fixed a rare crash in loading corrupted Terrain Data asset. (1132798, 1139361)

  • Timeline: Notifications with Retroactive flag are triggered when the timeline loops (1137266, 1141569)

  • Timeline: Paste operation does not place items at the correct location (1138563, 1141894)

  • Timeline: Playables - Fix Notifications crash when instantiating GameObjects (1129866, 1139320)

  • Timeline: Track context menu does not appear when right-clicking on a track header after a copy operation (1131095, 1141893)

  • Video: Editor crashes on skipping transcoding twice for video (1104507, 1139450)

  • XR: Fixed head-tracking and rendering for in-editor remoting to HoloLens devices (1138473, 1140716)

Preview of Final 2019.1.0f1 Release Notes

Features

  • Android: Added Android notch/cut-out support to Screen.safeArea

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

  • Android: Added OpenGL ES 3.2 support

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

  • Android: Added support for ASTC HDR texture formats

  • Android: Redistribute Android NDK and SDK components with Android Build Support

  • Editor: Add an option to Select All/Unselect All gizmos in the gizmos visibility popup

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

  • Editor: Added new EditorTools API, allowing users to create new tools that behave like native tools. A new button has been added to the toolbar to display custom tools. Additionally, a new display in the SceneView now shows the available CustomEditor tools for the selection.

  • Editor: Added 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: Added SceneVis controls to the editor hierarchy for control of scene visibility of GameObjects

  • Editor: Added support for referencing Assembly Definition Files with GUIDs instead of assembly names. Enable with "Use GUIDs" option in Assembly Definition File inspector. Enabled by default for new Assembly Definition Files.

  • Editor: Console : added text based filtering for the console entry list

  • Editor: Console : callstack now clickable. Hyperlinks will take you to the source code line for any function calls listed in the stack

  • Editor: Exposed AdvancedDropdown API for searchable AddComponent-like dropdowns

  • 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: Pre-checkout and pre-submit user-specified callbacks for VCS integration. Allows users to create callbacks that can modify asset lists and changeset selection/description at checkout and submit time. Pre-checkout callback can: Add and remove assets from the list of those that will be checked out; Create a new changeset to check the specified asset list in; Nominate an existing changeset to check the specified asset list in and Block checkout by returning false from the callback. Pre-submit callback can: Add and remove assets from the list of those that will be submitted; Create a new changeset to submit specified asset list in; Nominate an existing changeset to submit the specified asset list in; Rename an existing changeset then submit it and Block submission by returning false from the callback.

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

  • GI: Add option to limit number of generated lightmaps for a group of game objects.

  • GI: Added multiple importance sampling of environments to the progressive CPU lightmapper

  • GI: Adding support for the Optix AI Denoiser. The Optix AI denoiser is a deep learning based denoiser trained on library of path traced images. It yields a substantial improvement over existing filter options, especially on low sample counts and it is resilient to leaking. It is currently only available on Windows and with compatible NVidia GPU.

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

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

  • Graphics: Add experimental support of any GPU formats for RenderTexture

  • Graphics: Add interface to pass camera buffers from SRP to VFX Graph (so that screen space behaviours can be used (depth collision...))

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

  • Graphics: Added support for the Dynamic Resolution feature for Metal on macOS

  • Graphics: FrameDebugger now supports SRP batcher

  • Graphics: Handle animation of exposed integer and NamedObject (Texture or Mesh) in VisualEffect

  • Graphics: Initial sparse texture support for Vulkan

  • Graphics: Metal: Added internal support for lossless texture compression API, a new feature on iOS 12 with A12+ GPU hardware

  • Graphics: Native rendering plugin support for Vulkan

  • Graphics: OpenGL Core and OpenGL ES 3.1+ now have full support for CBUFFERs in shaders.

  • Graphics: Prewarm option for VisualEffect

  • Graphics: SpeedTree hooks for Scriptable Render Pipeline

  • Graphics: SRP batcher instanced rendering support on Vulkan.

  • Graphics: SRP batcher is now supported on OpenGL Core 4.2+ and OpenGL ES 3.1+.

  • iOS: [iOS/tvOS] Enable rendering over native UI - Add support to preserve framebuffer alpha

  • Mobile: Wide Color Gamut support for Vulkan and OpenGLES

  • Package Manager: Add Package manifest inspector

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

  • Physics: Add a seperate gravity setting for cloth simulation.

  • 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: Enabled incremental Garbage Collector on Universal Windows Platform

  • 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

  • Timeline: Added Signals and Markers to Timeline

  • Timeline: Timeline has moved to be a built-in Package.

  • UI Elements: Background image can now be tinted using styles and uss

  • UI Elements: Progress Bar control added

  • UI Elements: UIElements API released - out of experimental

  • Universal Windows Platform: Added support for building ARM64 applications

  • Video: Video H.265 transcode support

  • WebGL: Add WebAssembly streaming instantiation support

  • WebGL: Added experimental multi-threading support.

Backwards Compatibility Breaking Changes

  • 2D: Grid Cell Size's z-value for 'Isometric Z as Y' Grids now affects the local z-coordinates of all cells in the Grid.

  • 2D: The Grid Cell Size's default z-value is set to 1 when creating new Isometric Tilemaps or Tile Palettes.

  • Android: Android Gradle plugin is updated up to version 3.2

  • Android: Bundletool is updated up to version 0.6.0

  • Android: If SRP is active, blit mode is forced to "Never blit" on Android.

  • Android: Remove internal build system

  • Android: Required Android build tools version is increased up to 28.0.3

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

  • Asset Import: GenerateBackFaces is now enabled by default in the Sketchup Importer.

  • Asset Import: Removed normal calculation options in Sketchup importer inspector.

  • Asset Pipeline: The Model importer mesh read/write setting is now disabled by default.

  • Editor: Changed default shortcut for "Stage/Go Back" from O to H to avoid shortcut conflict in project templates.

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

  • Editor: Removed support for compiling UnityScript and Boo scripts.

  • Editor: Shortcut Profiles cannot start or end with space and disallowed some special characters. (1103117)

  • Editor: Usage of DescriptionAttribute to change the display name of enum values in the inspector has been removed. (1115381, 1130991)

  • Editor: We no long try to attach to a console in the editor when using batch mode on Windows, but we do redirect to stdout. If you launch the editor in a way that it has a valid stdout handle, you will get logging. If not, you won't. This means we no longer trample your command window output in batchmode as a result.

  • GI: Moved tetrahedralization code to the player

  • GI: Reduce frequency with which LightmapSettings warnings are issued

  • 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: CommandBuffer.IssuePluginCustomBlit now passes the depth UnityRenderBuffer to the native plugin if 'dest' is a depth texture

  • Graphics: Disable support for rendering projectors in SRP. SRP should not support them.

  • 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: LODGroup.ForceLODMask now allows int.MaxValue to force cull the whole LODGroup

  • Graphics: Removed graphics emulation from Editor

  • Graphics: Texture Mipmap streaming in editor Edit Mode now defaults to being enabled, when texture streaming is enabled in quality settings

  • Graphics: Updated graphics packages (LWRP, HDRP, and Shader Graph) to 5.2.3 and tweaked Scenes inside accordingly.

  • 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

  • Linux: Deprecate Linux x86 and Universal targets. These will be removed in future Unity versions.

  • Mobile: Min iOS version was bumped to 9.0

  • Multiplayer: The multiplayer high level API has been moved from an extension DLL to a package. Projects which should be automatically updated with a reference to the package when they open for the first time with 2019.1.

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

  • Scripting: Added support for serialisation for struct UnityEngine.Rendering.SphericalHarmonicsL2 (922290)

  • Universal Windows Platform: Removed .NET scripting backend

  • WebGL: Removed asm.js PreBuilt Engine option

  • WebGL: Removed MemorySize and LinkerTarget options from Editor

  • WebGL: rename gameInstance to unityInstance

  • WebGL: Set default compression to Brotli

  • WebGL: Update Emscripten to version 1.38.11

  • Windows: Disabled cursor locking and confinement in batch mode;

  • Windows: Logfile name has changed to be more consistent with other platforms: Player.log and Player-prev.log. Path has not changed.

  • XR: Oculus (Standalone) and OpenVR (Standalone) package names have been changed to use (Desktop) instead of (Standalone).

  • XR: Oculus Dash and Shared Depth Buffer options are now enabled by default in the Oculus XR settings.

Improvements

  • 2D: Added GridPaintSortingAttribute to allow users to specify the sorting of GameObjects listed in the Active Tilemaps list of the Tile Palette

  • Android: Add keystores dedicated location option

  • Android: Added 'Symlink Sources' in Build Settings window, this enabled Java and Kotlin files to be directly referenced from Unity project in the exported gradle project.

  • Android: Adjust the number of worker threads dynamically according to the number of online cores.

  • Android: After building the apk, the Proguard mapping file is placed at the same location

  • Android: Check Vulkan device compatibility on Build & Run

  • 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: Improved il2cpp player startup by ~200ms for second and later launches

  • Android: Native Systrace profiling support is implemented

  • Android: The Unity video player can now be used with the Vulkan renderer.

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

  • Animation: Added Experimental methods to AnimationPlay.

  • Animation: Added property Avatar.humanDescription.

  • Animation: Aligned all Animator StateMachine nodes on the grid

  • Animation: Changed default StateMachine node width so that all nodes align vertically.

  • Animation: Implemented shift-click and right-click context menu to add properties in animation window without closing popup window.

  • Animation: Improved performance for AvatarBuilder

  • Animation: 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. NOTE: Performance improvements to the underlying mesh optimization code may cause vertices to be generated in a different order than in previous Unity versions. If you rely on vertex ordering in the optimized mesh data such as for vertex painting be aware this data may need to be re-generated.

  • 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

  • Asset Pipeline: Scriptable objects that are loaded before a refresh/import, will after a refresh/import be reloaded, if the underlying asset had been modified before the refresh/import. This means that after the refresh/import scriptables objects will have the modified values from modified assets. Before this change, the scriptable object would get "null" value (when using operator==) after the refresh/import.

  • Compute: * 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: Added confirmation prompt when deleting a Shortcut Profile through the Shortcut Manager

  • Editor: Added field of view axis selection dropdown in camera inspector

  • Editor: Adds a keyboard shortcut for the submit button on the changeset submission window and for some commonly used VCS operations (1069130)

  • Editor: Assembly Definition File inspector: Assembly Definition References, Assembly References and Define Constraints lists are now reorderable when editing a single Assembly Definition File.

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

  • Editor: Improve performance when interacting with Model Inspector with some large meshes

  • Editor: Improved detecting of Visual Studio for Mac detecting when "Visual Studio.app" filename contains suffixes.

  • Editor: Improved performance of the model importer inspector material remapping section.

  • Editor: Improved the performance of the UIElements renderer

  • Editor: Metal: Add texture type validation to built-in Metal API validation feature

  • Editor: Moved Camera Easing options to Camera Settings in SceneView from Preferences

  • Editor: Reworked Android keystore and key creation UI

  • GI: Added support for shadow mask for rectangular area lights in the progressive lightmappers (will be available via HDRP).

  • GI: Added support for user defined range for area lights.

  • GI: Enable GPU lightmapper (preview) on macOS and Linux

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

  • GI: Lightprobe Gizmos are now affected by postprocessing

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

  • Graphics: Add mixed area lights to cull results to enable mixed rectangular lights in HDRP.

  • Graphics: Add support for Dynamic Resolution Scaling to the Lightweight Render Pipeline

  • Graphics: Added filtering for sorting layers to the ScriptableRenderContext

  • Graphics: Added Rendering.GraphicsSettings.realtimeDirectRectangularAreaLights to enable scriptable rendering pipelines to provide direct realtime area lighting.

  • 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: Creation of textures during async load on PC DX11 and Mac Metal moved off render thread into a job, to minimise hitches during load

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

  • Graphics: Graphics.Blit and CommandBuffer.Blit methods now support blitting to and from texture arrays.

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

  • Graphics: Metal/iOS: Fix Dynamic Resolution render surfaces to use heap allocation with aliasing to improve performance and memory usage

  • Graphics: Metal/macOS: Move immutable buffers and most textures from using managed storage into private memory storage, improving performance and CPU side memory utilization

  • Graphics: Metal: Defer creation of command buffers and render encoders until actually needed

  • Graphics: Metal: Second iteration on Metal heap allocation management to make it more fine-grained

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

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

  • Graphics: Removed stall on render thread when loading large textures

  • Graphics: Revamp of the DrawProcedural script API:

    • DrawProceduralNow replaces the existing API, because it submits draw calls immediately. The new DrawProcedural API submits calls to color, shadows, reflections etc. This now matches the DrawMesh/DrawMeshNow API.
    • Added overloads of DrawProcedural that take an Index Buffer
  • Graphics: Shader selection dropdown in Material asset editor got replaced with a searchable dropdown

  • Graphics: SRP hooks added for detail rendering shaders.

  • Graphics: Texture Mipmap streaming now supported in editor Edit Mode when enabled in editor settings.

  • Graphics: Update ASTC texture compressor with faster multi-core compression

  • IL2CPP: Improve run time performance when script debugging is enabled.

  • IL2CPP: Setting IL2CPP compiler config to "Master" will now enable Link Time Optimization on Mac, Android and WebGL

  • IL2CPP: The performance of code generated by il2cpp has been improved by up to 20%

  • iOS: Add Access WiFi Capability to the Xcode API (availabe from iOS 12/Xcode 10)

  • iOS: Added device generation enums for the 2018 iPad Pro

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

  • iOS: Added support for iPhone XS/XS Max (DPI and device detection)

  • iOS: Refactored iOS device generation parsing

  • Mobile: Added support for RGBM and native HDR lightmaps

  • OSX: Make Vsync handling in Mac standalone players more stable

  • Package Manager: Introducing scoped registry feature. This empower users to host their own package in a local private registry. This is experimental. The package manager UI was not updated for this feature.

  • Package Manager: 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: Show dependent packages in Project Browser and corresponding assemblies in Object Picker.

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

  • Particles: Add a new mode to the Texture Sheet Animation Module, allowing animations to be specific to each mesh being used

  • Particles: Added missing script api for ExternalForces influencers list.

  • Particles: Expose missing External Forces module properties to script API

  • Particles: Expose particle mesh indices to script, allowing users to get/set which mesh each particle is using

  • Particles: Expose particle mesh indices to shaders, allowing users to know which mesh each particle is using

  • 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 an info section to the Rigidbody inspector view that lets examine the current velocities, centre of mass and inertia tensor

  • 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.

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

  • Plugins: When double clicking on a plugin in Unity project, an associated IDE will open up.

  • Prefabs: Added method PrefabUtility.HasPrefabInstanceAnyOverrides to quickly check if there's any override on a Prefab instance.

  • Prefabs: Show a "Auto Saving..." badge next to the 'Auto Save' toggle button when saving duration is over 1 second.

  • Profiler: Added "Semaphore.WaitForSignal" profiler marker.

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

  • Profiler: Added profiler markers for static constructors.

  • Profiler: Enabled automatic scripting threads profiling for il2cpp

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

  • Profiler: Will now show time to wait for the next frame consistently accross all player platforms regardless of how vsync is implemented.

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

  • Scripting: Added support for Visual Studio 2019 code editor.

  • Scripting: NativeArrays of bool and char and types containing bool and char can now be created (1127499, 1129523)

  • Scripting Upgrade: Support C# 7.3 when targeting .NET 4.x Equivalent Scripting Runtime.

  • Shaders: Added UNITY_SEPARATE_TEXTURE_SAMPLER define in the HlslSupport.cginc for platforms capable of doing separate texture and sampler objects.

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

  • Shaders: Moved 38 builtin keywords to local keywords. Shaders inspector now shows used global/local keywords by shader.

  • Shaders: Shaders can now include files from packages directly like this: #include "Packages/packagename/IncludeFile.cginc"

  • Terrain: Added a direction bias to the Terrain smoothing brush, to control blur to either go up or down

  • Terrain: Added hotkeys to adjust Terrain tool brush size and opacity.

  • Terrain: Allows shadowCastingMode to be set on terrain.

  • Timeline: Added Volume, Pan and Spatial Blend controls to Audio Tracks, and volume controls to Audio Track Clips

  • Timeline: Improved performance and reduced allocations when playing a Timeline

  • Timeline: Performance improvements in Timeline Editor Window display

  • UI: Adding ability to modify the ui Dropdowns alpha fade when showing and hiding.

  • UI: Adding the ability to to use Sprite Tight mesh inside Unity UI

  • UI: Removing option for spritePacking tag in TextureImporter (sprites) when not using the legacy packing mode.

  • Universal Windows Platform: Added ExecutableOnly build type, which allows building without creating Visual Studio project, enabling quicker iteration using Build & Run. See documentation for UnityEditor.WSAUWPBuildType for more information

  • Universal Windows Platform: Added support for building player with Visual Studio 2019.

  • Video: Improved documentation for platform strings used VideoClipImporter Set/Get/ClearTargetSettings

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

  • Web: UnityWebRequest: report Content-Length to DownloadHandlerScript as 64-bit (32-bit method is now deprecated). (1092447)

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

  • WebGL: Added multithreading compatibility check

  • WebGL: Added UnityLoader.instantiateAsync() which returns a JS Promise

  • XR: Enable depthBufferSharing by default for Windows Mixed Reality.

  • 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: Update Vuforia to version 7.5.20

  • XR: Updated Google VR to version 1.18.0.

  • XR: Updated Vuforia to version 8.0.10.

  • XR: UpdateVuforia to version 7.5.26

  • 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

  • 2D: Added a new property TextureGenerationSettings.secondarySpriteTextures, which lets you assign secondary textures to the Sprite texture asset that is being generated.

  • 2D: Added a new property TextureImporter.secondarySpriteTextures, which lets you assgin secondary textures to a texture asset imported as Sprite.

  • 2D: Added a new struct UnityEngine.SecondarySpriteTexture, which encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture.

  • 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 AssemblyBuilder.referencesOptions to allow building assemblies using UnityEngine module .dlls instead of the default monolithic UnityEngine.dll.

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

  • Editor: Added CompilationPipeline.GetAssemblyDefinitionFilePathFromAssemblyReference, CompilationPipeline.GetAssemblyDefinitionReferenceType, CompilationPipeline.GUIDToAssemblyDefinitionReferenceGUID, CompilationPipeline.AssemblyDefinitionReferenceGUIDToGUID APIs for dealing with Assembly Definition File references that can be either a GUID or assembly name.

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

  • Editor: Added EditorUtility.GetDirtyCount() which returns how many times SetDirty is invoked upon the specified asset. Reset to zero when saved.

  • Editor: Added EditorUtility.IsDirty() which returns if any SetDirty is invoked upon the specified asset.

  • Editor: Added GameObjectUtility.GetMonoBehavioursWithMissingScriptCount and GameObjectUtility.RemoveMonoBehavioursWithMissingScript to be able to remove MonoBehaviours with a missing script from a game object.

  • Editor: Added Handles.TransformHandle()

  • Editor: Added more API points for TransformHandle to permit granular control over which handles appear.

  • Editor: Added new API to detect & control async shader compilation better in the Editor.

  • 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: Exposed ProjectWindowUtil.CreateScriptAssetFromTemplateFile, allowing Editor scripts to create new text-based assets from template files in a similar way to how the built-in C# Script template is used.

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

  • Editor: Renamed the API from SceneView.SceneViewCameraSettings to SceneView.CameraSettings

  • GI: Added Gizmos.exposure texture which, when set, is readback to determine exposure correction for LightProbe gizmos. This is the alternative to correcting them via Postprocessing.

  • Graphics: - Changed the SRP signature of BeginCameraRendering and BeginFrameRendering to give access to the ScriptableRenderContext.

    • Add callbacks for end camera and end frame rendering
  • Graphics: Add a variant static function for ShaderUtil.UpdateShaderAsset & ShaderUtil.CreateShaderAsset to skip compilation of the initial variant (it can save compilation time for ShaderGraph and Visual Effect Graph but it doesn't log any early compilation errors)

  • Graphics: Add simulate function to fast-forward a VisualEffect

  • Graphics: Added Camera.HorizontalToVerticalFieldOfView(float horizontalFieldOfView, float aspectRatio) and Camera.VerticalToHorizontalFieldOfView(float verticalFieldOfView, float aspectRatio) methods.

  • Graphics: Added Graphics and CommandBuffer method overloads to allow blitting to and from a texture array in the corresponding blit methods.

  • Graphics: Added Material.ComputeCRC() function which returns a CRC hash value of the material asset content.

  • Graphics: Added Shader.GetDependency() function used for querying one of the shader dependency shaders by name.

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

  • Graphics: Added Texture2D.normalTexture property which returns a small neutral normal texture.

  • Graphics: Added Texture2DArray property "allSlices". The "allSlices" property can be used instead of "-1" to indicate that all texture array slices should be bound for methods that support texture arrays.

  • Graphics: Added 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 "Rigidbody2D.SetRotation(angle)" to allow the body z-axis rotation to be set in degrees.

  • Physics: Added "Rigidbody2D.SetRotation(quaternion)" allow the body rotation to be set by Quaternion.

  • Physics: Added Collider2D method overloads to provide List<> support for Raycast(), Cast(), GetContacts() and OverlapCollider().

  • Physics: Added Collision.GetContact(List) and Collision2D.GetContact(List) methods.

  • Physics: Added CompositeCollider2D method overloads to provide List<> support for GetPath().

  • Physics: Added Physics2D method overloads to provide List<> support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle(), OverlapCollider() and GetContacts().

  • Physics: Added PhysicsScene2D method overloads to provide List<> support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle() and OverlapCollider().

  • Physics: Added PolygonCollider2D method overloads to provide List<> support for GetPath() and SetPath().

  • Physics: Added Rigidbody2D method overloads to provide List<> support for Cast(), GetContacts(), OverlapCollider() and GetAttachedColliders().

  • Physics: 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.

  • Player: Deprecate ResolutionDialogSetting, PlayerSettings.displayResolutionDialog, and PlayerSettings.resolutionDialogBanner

  • 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: Extended HierarchyFrameDataView profiling api with ResolveItemCallstack (returns a sample callstack in the Editor) and GetItemMergedSamplesColumnDataAsFloats (returns sample values for a merged sample).

  • 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.

  • Scripting: Added GarbageCollector.isIncremental, GarbageCollector.incrementalTimeSliceNanoseconds, GarbageCollector.CollectIncremental

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

  • Shaders: Added Shader.FindPassTagValue method for querying the pass tag values.

  • Shaders: Added Shader.passCount property for retrieving the number of shader passes of the active subshader.

  • 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 a non-alloc versino overload to the new TerrainData.GetInterpolatedHeights API.

  • Terrain: Added hotkey Terrain tool selection API, lets you bind custom Terrain tools to hotkeys

  • Terrain: Added new callback APIs to monitor the terrain texture changes:

    • TerrainAPI.TerrainCallbacks.heightmapChanged
    • TerrainAPI.TerrainCallbacks.textureChanged These callbacks tell both the rect region being changed and if the change is CPU synchronized or not (i.e. GPU only).
  • Terrain: Added new TerrainData APIs for easier modifying the terrain textures:

    • TerrainData.CopyActiveRenderTextureToHeightmap
    • TerrainData.CopyActiveRenderTextureToTexture These two may be used for copying the content of the active RT into the terrain textures, optionally delaying the CPU synchronization, for instance at the event of mouse move in the middle of painting.

    • TerrainData.DirtyHeightmapRegion

    • TerrainData.DirtyTextureRegion These two may be used alternatively to the two functions above if the user directly changes the GPU resources by other means.

    • TerrainData.SyncHeightmap

    • TerrainData.SyncTexture These two may be used to do a full synchronization from GPU to CPU, for instance at the event of mouse up.

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

  • Terrain: Added TerrainData.GetInterpolatedHeights method for querying the interpolated terrain height values over a grid of samples.

  • Terrain: Deprecate Terrain.ApplyDelayedHeightmapModification. Use TerrainData.SyncHeightmap instead.

  • 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 FootIK option on Timeline Animation Clips (1115652, 1121781)

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

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

  • Timeline: Make TrackAsset.CreatePlayable(PlayableGraph, GameObject, TimelineClip) virtual to match behaviour from 2018.1 (1096350)

  • XR: Add a command to set single-pass stereo mode with command buffer. (1096603)

Fixes

  • 2D: "sprite.textureRect" returns values for master SpriteAtlas instead of SpriteAtlas Variant (1115285, 1125298)

  • 2D: A Sprite that is no longer packed into a Sprite Atlas remains invisible. (1083304)

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

  • 2D: Allow user to reset the Sorting Layer and Sorting Order settings of Renderer components from the Inspector Settings cog button. (1096375)

  • 2D: Crash in FitBlockMaskInBlockMaskUsingPadding when packing a Sprite Atlas with blockOffset value set to 0 (1121583, 1125296)

  • 2D: Editor crashes on clicking Pack Preview when same atlas is added in Packables in debug view (1107235)

  • 2D: Fix assertion message when selecting a SpriteRenderer with no Sprite with Sprite Editor Window open (1122260, 1122262)

  • 2D: Fix exception when trimming Sprite alpha on a texture that is downsized (1104094, 1113929)

  • 2D: Fix Grid.GetCellCenterWorld returning an offset position when using an Isometric Grid layout (1116814, 1136013)

  • 2D: Fix Sprite Editor Window module breakage when window is maximized and restore (1114929, 1114930)

  • 2D: Fix Sprite Frame Inspector window overlaps the header and options when the window is shrunk diagonally (1113250, 1114470)

  • 2D: Fix Sprite is not generated from texture when user uses "Apply" action at Unapplied import settings popup (1117274, 1122263)

  • 2D: Fix when entering negative values in width/height of Sprite Editor Window causes irregular sprite movement (1100307)

  • 2D: Fixed issue where Sorting Groups did not update in Play Mode when Play Mode was paused in the Editor.

  • 2D: Fixed the offset of the TilemapCollider2D collider for Isometric Tilemaps.

  • 2D: PSB files do not get packed when added to Sprite Atlas (1114959, 1121775)

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

  • 2D: Sprites rendered through Command Buffers not displayed until rendered once with a default Renderer (1097465)

  • 2D: SpriteShapeRenderer passes invalid _texelSize.zw (1099636)

  • 2D: The side of a sprite is chopped off when it's Max Size property is changed (1101500)

  • 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)

  • AI: Unity crashes when repathing agent destination (1104500)

  • Analytics: Fix Performance data is being sent when Analytics are disabled in Runtime on Mobile Devices (1105108)

  • Android: Adds the ability to opt-out from stopping gradle daemons upon editor exit. (1098578, 1138085)

  • Android: Android: refactored and improved android device detection and selection during builds (1102133)

  • Android: Detect when editor did not manage to install app to device (1086410)

  • Android: Don't perform deadzoning in the native backend for game controller axes in the new input system.

  • Android: Enabled EGL sRGB backbuffer in Android 9.0

  • Android: Fix Android quickly changing screen orientation twice stretches view (1098327)

  • Android: Fix Android Screen.safeArea coordinate system to be in screen space.

  • Android: Fix Android touch input scale when changing screen orientation with custom resolution (1085580)

  • Android: Fix Application.Unload sometimes crashing on android (1093574)

  • Android: Fix automatic resolution scaling when using Vulkan (1108491, 1118293)

  • Android: Fix black screen when PlayerSetting "Use 32-bit Display Buffer" is disabled (1103404)

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

  • Android: Fix crash when AndroidJavaProxy is invoked while app is in background. (1126040, 1140958)

  • Android: Fix CrashReportint module not stripped on il2cpp when not used

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

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

  • Android: Fix for application freeze when displaying Android ProgressBar (1053736)

  • Android: Fix for Bluetooth related crash on Android 5 devices when no headset is connected (1089471)

  • Android: Fix for StreamingAssets folders starting with an underscore not being included in Gradle builds

  • Android: Fix grabpass when using linear rendering on Android (1088699)

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

  • Android: Fix HDR rendering when using Vulkan on older Mali drivers (1105065, 1115919)

  • Android: Fix load failure of il2cpp player using OBB. (1124777, 1130918)

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

  • Android: Fix possible crash on startup in Development Builds on older Android devices

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

  • Android: Fix RenderTextureFormat ARGB2101010 when using Vulkan on Adreno

  • Android: Fix shader compile errors with many Mali 450 drivers

  • Android: Fix terrain rendering when using Vulkan on Adreno (1102440)

  • Android: Fix the issue that DIR_UNITYPROJECT&DIR_GRADLEPROJECT are using the wrong '\' director separator on windows. (1088160)

  • Android: Fix Vulkan shader compile error when using SV_RenderTargetArrayIndex in vertex shader output (1098973)

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

  • Android: Fixed an issue on Mali GPUs where font textures would occupy 4 times more memory than on other GPUs. (1132219, 1134226)

  • Android: Fixed asserts "s_MainWindowRenderingOffscreen == false" and "CurrentThread::IsMainThread()" firing on Android when using SRP. (1120743, 1133156)

  • Android: Fixed problem with exceptions when exporting Android Gradle project (1089510)

  • Android: il2cpp library will not be relinked when building to Android, if there are no changes to script files, cached library will be used instead, this should slightly improve build pipeline performance. (1089122)

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

  • Android: Keyboard.onTextInput, Keyboard.onIMECompositionChange will be correctly called for physical and virtual keyboard events.

  • Android: Mouse delta will be correctly calculated in the new input system.

  • Android: Print linker errors to console when using il2cpp

  • Android: Touch and mouse position's y value will be inverted in the native backend instead of managed code in the new input system

  • Android: [Android] GPU Instanced mesh rendered with artifacts on Adreno 630 devices (1079627)

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

  • Animation: Fix crash when animator changes the bindings of the next animator in the same frame (1099988)

  • Animation: Fixed an issue where additive animations would build up values when other layers were not writing (1094706, 1127817)

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

  • Animation: Fixed an issue where querying clips in partially-loaded Override Controllers would crash (1118196, 1127823)

  • Animation: Fixed Animation Window crashing when previewing a disabled game object. (1125266, 1127071)

  • Animation: Fixed animator glitch just after instantiation (995978)

  • Animation: Fixed Animator.keepAnimatorControllerStateOnDisable not keeping default values when disabling and re-enabling a GameObject. (1076483, 1137981)

  • 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)

  • Animation: Fixed erroneous range when changing orders of sprite keyframes in AnimationClip (1076068)

  • Animation: Fixed frame rounding issues in animation sampling of the animation window. (1101186)

  • Animation: Fixed use of AnimationStreamSource.PreviousInputs with humanoid characters. (1102231)

  • Animation: Fixed [burstcompile] for animation jobs not working anymore

  • Asset Bundles: Fixed a case where Progressive Lightmapper data was being lost when building Asset Bundles with Scriptable Build Pipeline. (1123968, 1124312)

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

  • Asset Import: Clamp the global scale in ModelImporter to at most 10 digits. (1082327)

  • Asset Import: Fix Missing Avatar assignement in older projects (1107242)

  • Asset Import: Fixed error when selecting multiple fbx with different Material settings. Multi-selection is not supported on this panel. (1118475, 1121738)

  • Asset Import: Fixed import of Blender files with Blender 2.80. (1115353, 1140789)

  • Asset Import: Fixed issue with diffuse color not being properly assigned when a HDRP/Lit material is generated from a FBX standard material in HDRP projects. (1087977, 1114076)

  • Asset Import: Fixed issue with ModelImporter where imported materials have no textures assigned in HDRP projects.

  • Asset Import: Fixed Sprite asset references are missing after upgrading (1102809)

  • Asset Import: Prevent using your previously created avatar in the AvatarCopy field in the ModelImporter Rig panel.

  • Asset Import: ProjectBrowser Icons will refresh correctly when the Model Importer gets applied.

  • Asset Import: The ModelImporter "Use File Scale" property was not showing the multiple different values checkbox in multiple selection.

  • Audio: Added a slider for Cutoff Frequency in the Audio High Pass Filter component. (818332, 1131466)

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

  • Audio: Edit key option displays incorrect parameters in the curve editor (713681)

  • Audio: Fixed audio importing of very short audio files which previously caused importer errors. (882227)

  • Audio: Fixed regression where time spent in profiler collecting audio data depended on the number of audio clips that had audio data loaded. (1086988)

  • Audio: Fixed the tree view for Audio Mixer groups in the Output object selector. (1010156, 1131468)

  • Build Pipeline: Don't treat failed builds as "successful"

  • Build Pipeline: Fix rare data corruption when building asset bundles with LZMA compression.

  • Build Pipeline: Fixed an issue where PlayerSettings.applicationIdentifier would not return the identifier for the active build target when editing settings for a different build target. (1041443)

  • Build Pipeline: Fixed an issue where the Scripting Define Symbols line in Player Settings could not be reverted with the Undo command. (1083481)

  • Build Pipeline: Fixed an issue with Scriptable Build Pipeline not building multiple SpriteAtlas texture pages. (1139343, 1140330)

  • Build Pipeline: Fixed an object ordering indeterminism issue in the results returned by ContentBuildInterface.PrepareScene

  • Build Pipeline: Unload asset bundles before building a player or other asset bundles. This prevents building objects loaded out of asset bundles into a second build which could cause unexpected behavior. (1081760)

  • Build Pipeline: Will remove duplicate mono folder in Mac Standalone builds, removing around 500 kb of unneeded data from builds

  • Compute: Vulkan/Metal/OpenGL: compute shader compilation optimizations (1022026)

  • DX12: Fixed a crash with memory allocation issues when using a camera with the depth or don't clear flags (969582)

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

  • DX12: Fixed where test runner crashes while running test containing RenderTexture instantiation from command prompt (1015725)

  • Editor: Add missing size and style to CacheFontForText (1087730)

  • 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: Added button to clear binding in Keys preferences.

  • Editor: All desktop platforms, editor and player, now have consistent logfile option handling. For most platforms this should mean no change, just improved handling of edge cases and scenarios with logfile parameter. (900754, 960012, 1068907)

  • Editor: Android release builds don't forward network traffic to device anymore (1090170)

  • Editor: Bring back Imported Header for AssetImporter component (1104131)

  • Editor: case 954149: Fixed issue where lines were not drawn when using Handles.DrawDottedLine in a custom inspector (954149)

  • Editor: Changed the way fallback fonts are selected to improve availability of Unicode glyphs (1090134)

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

  • Editor: Context Menu's "Open" menu does not perform any actions on folders fix (1079852)

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

  • Editor: Creating a new material while an item is selected in scene could yield "IndexOutOfRange" errors (1128724, 1131937)

  • Editor: Debug Internal inspector no displays all properties (1109531, 1118915)

  • Editor: Diagnostic warning icon drawn under text (1093938)

  • Editor: Domain reloads will no longer cause prefab override components (addition, removals) to vanish in the inspector window (1102487)

  • Editor: Editor: Fix keypad period and delete for input fields (linux)

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

  • Editor: EditorWindow notification is rendered behind UI elements when the elements are instantiated from UXML (1116944, 1131498)

  • Editor: Enable editing of script field when the script is missing (1117624, 1126282)

  • Editor: Ensure assembly definitions cannot be named as any predefined assembly names. (1081704)

  • Editor: Fix a crash when using hyperlink tag without the closing tag. (1113075, 1135091)

  • Editor: Fix an issue where asset store window could turn blank when redocking (1100443)

  • Editor: Fix an issue where custom editors with scrollviews would be squashed in the inspector window (1103342)

  • Editor: Fix Crash on dragging Script to component in inspector (1124734, 1131934)

  • Editor: Fix crash on editor window destruction

  • Editor: Fix crash when calling DestroyImmediate on components in component context menu callback while having multiple game objects selected (1056115)

  • 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 crash while setting version control mode to visible meta files (1128867, 1132704)

  • Editor: Fix editor crash while saving a scene with missing script. (1111432, 1115552)

  • Editor: Fix empty strings causing textfield crash (1107172)

  • Editor: Fix Exceptions raised and Inspector is broken after user removes a component from multiselected GameObjects (1126938, 1131936)

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

  • Editor: Fix for empty Editor Settings password fields still returning asterisks for empty fields. (958884)

  • Editor: Fix game view dimensions (1083316)

  • Editor: Fix Game view layout not changing when paused (1104417)

  • Editor: Fix game view mouse offset (1097051)

  • Editor: Fix gui label tooltips (1057359)

  • Editor: Fix IME input causing text duplication in the editor (1117859, 1117878)

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

  • Editor: Fix Inspector Window's uxml contains strings that are no longer localized (1122433, 1131929)

  • Editor: Fix issue where EditorApplication.quitting callbacks were not being called in batchmode

  • Editor: Fix issue with Editor recommending update to an earlier version

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

  • Editor: Fix remove binding and reset entry not saving changes in the Shortcut Profile file

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

  • Editor: Fix selecting items with duplicate names in test hierarchy of Test Runner window (987587, 1140566)

  • Editor: Fix SettingsWindow layout breaks from 18.3 (1124696, 1129237)

  • Editor: Fix state propagation when a VisualElement is added to a hierarchy. (1093728)

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

  • Editor: Fix unhideable material's render queue for scriptable render pipelines using shadergraph. (1108637)

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

  • Editor: Fix window layout restoration (1078964)

  • Editor: Fix: Copying and pasting selected text copies an additional letter that is not selected (1107289, 1114040)

  • Editor: Fixed a bug where Linux Editor inspector didn't activate items with space bar input (1061975)

  • Editor: Fixed an issue where Add Component menu is not displayed in some cases. (1104169)

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

  • 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 preview icon for the material preset flickers (1099296)

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

  • Editor: Fixed arrow keys logging errors in editor log slowing down editor.

  • Editor: Fixed being able to drag a shortcut entry on a modifier key on the virtual keyboard in the Shortcut Manager (1110790, 1120071)

  • Editor: Fixed button style is not correct in texture inspector.

  • Editor: Fixed clutch shortcut stuck if key is released while editor is not in focus.

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

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

  • Editor: Fixed crash when building player with Services enabled, and using .NET 3.5. (1103349)

  • Editor: Fixed crash when calling RenderTexture.ReleaseTemporary twice for same texture (1091561)

  • Editor: Fixed custom layout menu items getting out of sync with Shortcut Manager. (1097041)

  • Editor: Fixed CustomEditorAttributes scanning order (1108536)

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

  • Editor: Fixed default shortcuts for Cut/Copy/Paste/Select All/Undo/Redo menu items not usable for other commands in Shortcuts window.

  • Editor: Fixed generic menu issue related to incorrect grouping of child menu item's when parent menu item contains space(" ") as its last character. (1116792, 1129941)

  • Editor: Fixed Hiding objects in the scene view does not work with SRP (1105161)

  • Editor: Fixed Hierarchy view hover issues (1131017, 1131031)

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

  • Editor: Fixed incorrect Input.keyCode value when using "Dvorak - QWERTY Command" keyboard layout on macOS. (1103558, 1131774)

  • Editor: Fixed invalid screen parameters when multiple game views instances are active. (1110671, 1131010)

  • Editor: Fixed issue LoadSceneAsync would not trigger subscribed callbacks on load (1049526)

  • Editor: Fixed issue where assets from Unity's built in resources could not be loaded by AssetDatabase.LoadAllAssetsAtPath (1104874)

  • Editor: Fixed issue where drag'n'dropping a texture onto a gameObject in the scene creates a material with no texture in HDRP projects.

  • Editor: Fixed issue where holding arrow keys sometimes caused editor to stop redrawing.

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

  • Editor: Fixed key down events dispatched twice if not used.

  • Editor: Fixed menu items forgetting their default shortcut bindings.

  • Editor: Fixed MenuItems not being called when pressing the corresponding key combination if the key combination contains the Space key (1106151, 1120068)

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

  • Editor: Fixed NullReferenceException being thrown in a certain case when creating an Animation Condition parameter after creating the Animation Condition. (1127789, 1131535)

  • Editor: Fixed NullReferenceException when having multiple asmdefs in the same folder. (1120826, 1120982)

  • Editor: Fixed performance issues related to the test runner for projects with many assemblies.

  • Editor: Fixed performance regressions related to UIElements moving out of experimental (1103391)

  • Editor: Fixed right clicking a shortcut entry in the Shortcut Manager window not selecting the entry (1110804, 1120069)

  • Editor: Fixed scene visibility column hiding the search path of the hierarchy (1114645, 1122512)

  • Editor: Fixed selected shortcut entry in the Shortcut Manager not being reset when changing categories (1104559, 1120070)

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

  • Editor: Fixed standard macOS text editing key bindings inside web views.

  • Editor: Fixed strip debug info from release editor. (1070559, 1126323)

  • Editor: Fixed text fields in Save Scenes dialog window not being navigable using arrow keys.

  • Editor: Fixed the 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 project update from 2017.4 to 2019.1 (1099240)

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

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

  • Editor: Horizontal and Vertical Layout Group "Child controls size" property has been renamed to "Control Child size" for more clarity. (1090329)

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

  • Editor: Improve performance when deserializing uint64 values from text serialized assets

  • Editor: Linux: Using the "Verify Save Assets" option should now properly work in the Linux Editor (957853)

  • Editor: Make sure that modules depeding on disabled modules are also disabled

  • Editor: Make sure that we bail out immediately when dragging a preset on a UnityObject that already has the dragged component (1074291)

  • Editor: Make VisualElementAsset id field deterministic (1100451)

  • Editor: Minimize button("-") does not work for Scene, Game, Hierarchy etc. windows on Mac. (1117896, 1118033)

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

  • Editor: Null reference fix for semversion (1129026, 1141029)

  • Editor: Only show "Strip Engine Code" checkbox in Player Settings for platforms which actually support stripping.

  • Editor: Recover from modal window being closed using the X button (windows)

  • Editor: Remove cursor warning when calling Cursor.SetCursor on a texture loaded from an asset bundle (1028350)

  • Editor: Remove duplicate for Rider path discovery on Linux

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

  • Editor: Rename UI Transparency Priority to Renderer Priority in the MeshRenderer component

  • 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: Show imported components on Model asset prefabs again (was hidden because we don't want to show components for normal prefab assets)

  • Editor: Test Runner console message overlapping the test menu fix (1094277)

  • Editor: Unity Test Runner will not execute PrebuildSetup code for ignored playmode tests or tests that are disabled on the selected platform

  • Editor: Update OSX container window floating window icons (1102525)

  • Editor: Update the progress bar window on Linux to use a consistent size (1100653)

  • Editor: Update toolbox handling for rider path detection

  • GI: Editor log outputs ''d3d11: failed to lock buffer [HASH].'' while baking using CPU PLM (1095976)

  • GI: File reading errors with hashID.ghd while baking lighting (1047087)

  • GI: Fix crash on application exit when GPU lightmapper openCL context is lost.

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

  • GI: Fix for when the lightmap preview window doesn't get cleared when lightmaps are removed. (1082621)

  • GI: Fixed a bug where a probeset with completely overlapping positions would cause the deringing settings array to become shifted.

  • GI: Fixed an issue where the bake could spit out "Assertion failed on expression: 'm_NumInstanceTransforms == m_NumInstanceLODGroups'" and produce incorrect results for scenes with LODs in them. It could occur when entering avatar configuration when baking or making sweeping changes to instances contained in the scene. (1102752)

  • GI: Fixed an issue where Unity would try to load incompatible serialized lighting data from cache and print out "Failed to load '***' because it was serialized with a newer version of Unity. (Has a higher SerializedFile version).". (1112513, 1129760)

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

  • GI: Fixed documentation for Lightmapping.Clear and Lightmapping.ClearLightingDataAsset

  • GI: Fixed hashing issue when writing out AO textures for PLM.

  • GI: Fixed the Baked UV Charts debug lightmap (1078533)

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

  • GI: GICache errors are thrown when baking Terrain with trees having deringing enabled on the light probes (1100362)

  • GI: GPU Lightmapper, fix number of bounces (was doing two extra).

  • GI: GPU Lightmapper, use interpolated vertex normal when shading bounce light, rather than plane normal.

  • GI: GPU Lightmapper: Ensure OpenCL kernel are recompiled on Nvidia even when only the include files changes.

  • GI: GPU Lightmapper: For baking default is to select the same graphic hardware as the editor.

  • GI: GPU Lightmapper: Stabilize noise when iterating on lighting.

  • GI: Improved sampling when baking lightmaps in scenes with translucent objects. (1132640, 1133463)

  • 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.

  • GI: Renamed "Auto Bake On/Off" to "Auto Generate Lighting On/Off" in the app bar.

  • Graphics: Added extra validation for RT volumeDepth (1096019)

  • Graphics: Assert '0 == m_CurrentBuiltInBindMask' in HDRP test when Async Shader Compilation is ON (1117989, 1122369)

  • Graphics: Choose the correct occlusion camera when occlusion visualization is turned on

  • Graphics: Do not render the skybox in the scene view if using an SRP as the SRP will handle the skybox render.

  • Graphics: DX11: Fix for not being able to bind a a 2D Render Texture with a slice index of -1.

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

  • Graphics: Fix async readback when using Vulkan

  • Graphics: Fix crash when stripping Umbra module on platforms supporting native code stripping. (1116487, 1118313)

  • Graphics: Fix crash when usign DrawMeshInsted with SRP batcher enabled (1122017, 1122357)

  • Graphics: Fix Fog settings not being preserved for the additively loaded scenes. (1024864)

  • Graphics: Fix for postprocessing and instanced stereo rendering only a white screen in LWRP (1100898)

  • Graphics: Fix Inspector Previews using black cubemaps for environment reflection. (1039018)

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

  • Graphics: Fix issue with argument buffer not being bound properly (only a subset of the view was bound)

  • Graphics: Fix memory leak in Mac threaded texture creation (1126615, 1127347)

  • Graphics: Fix out-of-memory when trying to compile shader that uses self-referencing macro (1104217)

  • Graphics: Fix selection of the correct subshader when rendering with the editor camera.

  • Graphics: Fixed a rare crash where instancing properties are absent from the MaterialPropertyBlock object sent to DrawMeshInstanced calls. (1115627, 1124733)

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

  • Graphics: Fixed an issue where activated second display is not rendering when running the project in Standalone (1099190)

  • Graphics: Fixed blicking when rendering at native resolution in fullscreen with OpenGL on Windows (1039035)

  • Graphics: Fixed Crash when calling Graphics.ExecuteCommandBuffer() if CommandBuffer.SetShadowSamplingMode() is used before it (1102773, 1124728)

  • 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 graphics format that should support random writes. (1096000)

  • Graphics: Fixed loading of compressed texture with incomplete mipmap chain (1045189, 1115580)

  • Graphics: Fixed memory leak in metal threaded texture creation (1126615, 1127347)

  • Graphics: Fixed memory overwrites in DX11 render target setting code.

  • Graphics: Fixed Package Manager UI not rendering correctly on GLES2. (1108286, 1117897)

  • Graphics: Fixed RenderTexture asset UI preventing to select the color format (1115203, 1115204)

  • Graphics: Fixed RenderTexture asset UI to lose selected format data when the selected format is not supported. (1116500, 1116501)

  • Graphics: Fixed scene view rendering default skybox when SRP is enabled (1076246)

  • Graphics: Fixed sRGB RenderTexture failing to be created when enableRandomWrite is on (1115223, 1115226)

  • Graphics: Fixed support for 32 bit vertex index buffer sub-mesh on dx11 during SRP batching. (1117383, 1120326)

  • Graphics: Fixed Texture.allowThreadedTextureCreation to correctly allow control of which thread textures are created on. (1131041, 1132127)

  • Graphics: Fixed Vulkan-Enabled GPU skinning for blend shapes. (1134323, 1138973)

  • Graphics: Fixed WARNING message on Mac Editor with Android build target were a warning shows up for decompressing ETC textures also that the expected behavior because desktop GPUs don't have native ETC format support (1115543, 1120074)

  • Graphics: Force rebaking of Reflection Probes in the Editor when changing the shader code of the Renderers used in baked Reflection Probes (1020358)

  • Graphics: HDR Mode in Graphics Settings is respected in LWRP (1104140)

  • Graphics: Improved RenderTexture asset UI to store the user requested format (1115203, 1115204)

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

  • Graphics: Metal/iOS: Fix scissor/viewport handling when used with Dynamic Resolution feature

  • Graphics: Metal: Fix a rare, generic codegen regression after adding Metal Tessellation support (1120434, 1129079)

  • Graphics: Metal: Fix vertex/hull shader program translation into a tessellation compute kernel when there is no vertex input (1086957)

  • Graphics: Metal: Fixed a performance issue that prevented GPU drivers from utilizing internal texture compression (did not apply to RenderTexture)

  • Graphics: Metal: Fixed crash when creating Texture2DArray with a YUY2 TextureFormat (1094777)

  • Graphics: Metal: Fixed crash when user created RT has unsupported sample count (1095433)

  • Graphics: Optimizes single-colored ambient probe updates. (1115645, 1136076)

  • Graphics: Reinstate support for reading terrain brush textures. (1102243)

  • Graphics: Rename Renderer Priority by Priority in the MeshRenderer component as requested by the doc team

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

  • Graphics: Vulkan: Disabled error messages when attempting to draw with missing bindings

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

  • Graphics: Vulkan: Fixed crash when rendering reflection probes on Android

  • Graphics: Vulkan: Fixed crash with certain shaders

  • Graphics: Vulkan: Fixed debug marker locations in RenderDoc trace

  • Graphics: Vulkan: Fixed various issues with FPS Samplegame

  • IL2CPP: Add support for building with Xcode 10 and the macOS 10.14 SDK.

  • IL2CPP: Avoid using managed exceptions during time zone initialization. This cause cause crashes on some platforms. (1100856, 1117453)

  • IL2CPP: Correct a build error when script debugging is enabled for a project with no user scripts. (1082185)

  • IL2CPP: Detect the proper default current culture on macOS and iOS instead of the invariant culture. (1133961, 1135064)

  • IL2CPP: Fixed IL2CPP build failing if Visual Studio 2019 is installed on the machine.

  • IL2CPP: Fixed invoking IEnumerable.GetEnumerator method on COM objects that implemenet Windows.Foundation.Collections.IIterable interface. (878766, 1127105)

  • IL2CPP: Fixes a compilation error that can occur when the debugger is enabled but there are no source files specified in the symbol data. (1078027)

  • IL2CPP: Fixes an issue with UnsafeUtility.SizeOf() crashing IL2CPP when called with an enum type.

  • IL2CPP: Fixing an unhandled exception in IL2CPP. Adding support for pointer types when executing an initobj instruction.

  • IL2CPP: Improve the performance of Socket Poll operations on iOS. (1136660, 1139294)

  • IL2CPP: Prevent a compilation error in generated C++ code when the ldtoken opcode is used in some cases.

  • IL2CPP: Prevent a possible crash when a list of generic or nullable types with a field that is a struct with explicit layout is reallocated. (1121969, 1122739)

  • IL2CPP: Prevent finalizer from being incorrect injected for COM types.

  • IL2CPP: Support the AttributeType property of of the TypeInfo object.

  • IL2CPP: Throw a SocketException when a socket attempts to bind to an address and port that is already in use by another socket on Windows. (1133587, 1134330)

  • Input: Correctly set/get sampling frequencies for sensors on iOS and Android platforms in the new input system.

  • iOS: Correctly return Pen.tilt values in the new input system (1093816, 1132629)

  • iOS: Fix LWRP crash on several SoC's (1098913)

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

  • iOS: Fixed bug where changing Screen.orientation on some iOS devices would not update variable that holds the current orientation state (1088729)

  • iOS: Fixed crash on startup on 32bit devices using oldish iOS (1109610, 1117891)

  • 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 issue when Screen.allowedOrientations are updated every frame (1103167)

  • iOS: Fixed UnauthorizedAccessException when building for iOS (1108549)

  • iOS: Fully uncoupled accelerometer from gyroscope as it should be (1085244)

  • iOS: Gamepad.startButton should work correctly. Note: on iOS startButton (or Menu button) only reports down event, there's no up event, that's why we're simulating up event right after down event to simulate a click. (1093829, 1132630)

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

  • iOS: Keyboard.onTextInput, Keyboard.onIMECompositionChange will be correctly called for physical and virtual keyboard events.

  • iOS: Metal: no longer unconditionally discard AA-ed depth (meaning post-opaque + AA now works) (1107546, 1122520)

  • iOS: Remove the DISABLE_TOUCH_DELAYS define, Defer system gestures options in Player Settings should be used instead (available from iOS 11) (1087337)

  • Kernel: Fixed temp job warning in C# jobs when job was executing for longer than one frame

  • Linux: Fix crash on Editor startup when using -force-vulkan (1109529, 1123925)

  • Linux: Fix for Editor windows repaint bug (Ubuntu 16.04) (1107716)

  • Linux: Fix using multiple identical webcams on Linux (1115884, 1123759)

  • Linux: Fixed annoying "'Unity' is not responding" message on Linux. (1072712, 1122090)

  • Linux: Fixed issue where tabs were incorrectly processed twice. (1080441)

  • Linux: Fixed issue with keyboard input not being captured by the Game view when in Play mode (1109908, 1118063)

  • Linux: Fixed Linux Editor executable being much larger than it used to be (1.2GB instead of ~350MB)

  • Linux: Fixed progress bar freeze when sprite assets have invalid names (1106232, 1115875)

  • Linux: Fixed touchpad scrolling being too sensitive in the Linux Editor (1073152)

  • Linux: Linux and Mac will now launch the BugReport crash handler when a SIGABRT is sent. (1074324)

  • Linux: Strong Input lag when locking cursor and using mouse with 1000hz polling rate (1023587, 1118295)

  • Linux: Unity Editor and Build dips in Frame count when scrolling with the Mouse Wheel (1066760, 1117507)

  • Linux: [Linux][Editor]Fixed Shift+tab selects previous window instead of previous tabbed element. (1107323, 1117698)

  • Lumin: Fix an issue where the minimum platform API level in a custom manifest was not being respected.

  • LWRP: Fixed RenderTexture sRGB flag set incorrectly. (1133874, 1136097)

  • MacOS: Fix case 1112215 - Empty Project builds for Mac/Win/Linux Standalone contain extra ~4MB of doc .xml files (1112215, 1125589)

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

  • Mobile: Fix Crunch decoder to avoid access out of vector boundaries (983436, 1140135)

  • Mobile: Fix Standard shader artifacts on mobiles

  • Mobile: Fix [Razer Phone] TargetFPS and vSyncCount has no effect on the actual FPS (1078663, 1136554)

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

  • Mobile: [Mobile]Fixed distortion in reflection when using baked reflection probes (1114605, 1117116)

  • Mono: Prevent a TypeLoadException which can occur in the player at run time when the Medium or High managed stripping level is used with the Mono scripting backend. (1121958, 1135046)

  • Multiplayer: Fixed issue where the unet hlapi package was not being automatically added to old projects opened in 2019.1, bumped version in editor manifest to 1.0.1 as well

  • OSX: Fixed "Using Metal Editor" now showing (1094058)

  • OSX: Fixed an issue building the Mac Editor using customer source code distributions

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

  • OSX: Fixed occasional crash when using Camera (be it FaceTime or coming from UnityRemote) (1101944, 1110670, 1115830, 1116526)

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

  • OSX: Fixed the icon at 128x128 being corrupt in MacOS build (1038984, 1132657)

  • OSX: Metal: Unity applications now correctly reported as "Requires High Perf GPU" in Activity Monitor (1055912)

  • Package Manager: A "Failed to fetch versions information" error would be displayed in Package Manager window for all unknown packages.

  • 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 an issue that prevented specific native plugins to be correctly identified the second time a project was loaded.

  • Package Manager: Fix an issue where packages would not be found because the project configured registry URL ended with an extraneous slash.

  • Package Manager: Fix Closing the 'Reset Packages to Defaults' confirmation window still resets the Packages. (1134754, 1137060)

  • Package Manager: Fix error message when dragging Packages folder on to Favorites section (1084176)

  • Package Manager: Fix for upgraded projects that use XR or Timeline and have disabled modules (1111566, 1115043)

  • Package Manager: Fix imcompatible packages showing up in the list of packages to install (1066979)

  • Package Manager: Fix incorrect text with the update button when a package is being installed (1124632, 1139328)

  • Package Manager: Fix Package Manager timeouts when opening a project inside a closed network.

  • Package Manager: Fixed an issue where native plugins inside a package would not get resolved on OSX

  • Package Manager: Not installed packages are shown in package manager window (1098870)

  • Package Manager: Open offline documentations when the online ones are not accessible.

  • Package Manager: Package Manager throws "Input string was not in a correct format" error when using Locales with "," number separating (1131566, 1139270)

  • Package Manager: Package Manager UI refreshes the package list when entering play mode (1135815, 1135840)

  • Package Manager: Packages, that are imported as dependencies for other packages, are not shown in Package Manager UI (1057210)

  • Package Manager: The Asset Database refresh could hang when removing or updating the version of an installed package.

  • Package Manager: Use SemVer in core packages instead of 0.0.0-builtin

  • Particles: Apply collisions during the initial simulation step of newly spawned particles. (1082981, 1120773)

  • Particles: Apply the Simulation Speed modifier to the initial simulation step when spawning new particles (1111729, 1122166)

  • Particles: Ensure particles are removed from the system when using SetParticles with zero remaining lifetime. (1130703, 1140342)

  • Particles: Fix crash when resetting Particle System component via the cog wheel in the Editor. (1131320, 1131394)

  • Particles: Fix texture property issue with Trails texture and Sprite mode being used together. (1127679, 1140345)

  • Particles: Fixed FrameDebugger corruption when using Particle Systems. (1136275, 1140340)

  • Particles: Fixed prefabs with Sub emitters having emit probability of 0 by default

  • Particles: Opening a legacy Prefab with a ParticleSystem in Prefab Mode: ParticleSystemRenderer component is now correctly hidden in the Inspector.

  • Particles: Recompute particle bounds after executing a C# Job. (1116569, 1120793)

  • Physics: CharacterController will now ignore Rigidbodies that have their collision detection turned off (984035)

  • Physics: Correct Rigidbody.AddExplosionForce docs that were out of sync with code (1108989, 1140551)

  • 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 a spelling issue in the physics settings, renamed Default Max Angular Speed (1104527, 1127096)

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

  • Physics: Fix issue when copying and pasting cloth component values. (975495)

  • Physics: Fix PhysicsScene.SphereCast having the set of default parameters that's inconsistent with the other queries (1096382)

  • Physics: Fix poor performance of self and inter collision gizmos for cloth. (963985)

  • Physics: Physics Fix "Selected Object Info" in Physics Debug View being expanded incorrectly (1122474, 1134269)

  • Physics: RelativeJoint2D now correctly handles rotation. (1103365)

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

  • Physics: Wake up the bodies connected by ConfigurableJoint when changing parameters, to match what happens when doing this in editor (1075514, 1140550)

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

  • Prefabs: Do not block saving a Prefab in Prefab Mode to a new Prefab when in Animation Mode

  • Prefabs: Don't include Importer Error Log in source prefab file when saving from PrefabMode

  • Prefabs: Fix handling of Transform replacement in Prefab instances and assets

  • Prefabs: Fix loosing selection of Prefab root in Prefab Mode after draggging script to Inspector.

  • Prefabs: Fix memory leak when calculating prefab dependencies during import.

  • Prefabs: More robust throwing of exceptions for invalid input to PrefabUtility apply and revert methods. (1090918)

  • Prefabs: Prefab Mode: Fix automatic UI reparenting to leave out the prefab itself when looking for a Canvas to render with

  • Prefabs: PrefabMode: For broken prefabs use the root that the PrefabImporter has chosen when opening the prefab file in Prefab Mode, other dangling roots are deleted.

  • Prefabs: Support reparenting prefab root in Awake and OnEnable when opening Prefab Mode.

  • Profiler: Fix ArgumentNullException thrown by "Show Related Object" pane of Profiler Window. (1090876)

  • Profiler: Fix increased memory usage by profiler for long lasting background operations. (1094748)

  • Profiler: Fixed Profiler stats recording when profiling Editor with runtime profiler API. (Profiler.enabled)

  • SceneManager: Add 'Collapse All' functionality to the Hierarchy Window to easily collapse all rows in the Hierarchy. Added to the Hierarchy window context menu. (1137167, 1138476)

  • SceneManager: Ensure nested Canvases are always treated as nested Canvases in Prefab Mode too. Root World Space Canvases can get treated as nested Canvases in Prefab Mode too due to lacking information, but this will still have fewer downsides than if nested Canvases got treated as Root Canvases. (1132706, 1139183)

  • SceneManager: Fix RectTransform properties of nested Canvas getting incorrectly modified upon entering Prefab Mode. (1132706, 1139183)

  • SceneManager: Fix SceneHierarchy throwing null ref exception in rare cases on LostFocus events. (1136536, 1138475)

  • SceneManager: Fix Unity hangs after dropping a parent transform into a SubScene below it. (1136535, 1138474)

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

  • Scripting: Assigning a custom Debug.logger.logHandler intercept thrown exceptions (753944)

  • Scripting: Disallow modifications of serialized data in m_Component on GameObject (1022204, 1082089)

  • Scripting: Fix compiler error reporting in Editor.log (1115012, 1115994)

  • Scripting: Fix crash when a GameObject instantiate a new GameObject on the parent during OnDestroy callback and the whole hierarchy is being destroyed (1121506, 1125293)

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

  • Scripting: Fix invalid UTF8 characters from imported assets. (1086920, 1114945)

  • Scripting: Fix potential crash when calling Editor.CreateEditor with a type that does not derive from UnityEditor.Editor. (1119535, 1126301)

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

  • Scripting: Fixed a bug where building players with "using alias" directives pointing to types in other assemblies if those types were not actually used would fail.

  • Scripting: Fixed: originalProjection variable in Camera.projectionMatrix Scripting API example is not initialized (1097500)

  • Scripting: Fixes potential crash when an exception is thrown during domain unload (879906, 1115911)

  • Scripting: Make exception errors appear in Editor console when they're received from player. (1103744, 1121783)

  • Scripting: NET_LEGACY is now only set when NET 2.0 or .NET 2.0 Subset profile is used.

  • Scripting: Small performance improvement to Renderer.bounds. We were doing an unnecessary call to GetComponent()

  • Scripting Upgrade: Fix "GetThreadContext failed" assertion message on Windows (1114668, 1131234)

  • Scripting Upgrade: Fix crash from method with too many variables (1103205, 1128765)

  • Scripting Upgrade: Fix crash in Marshal.PtrToStructure with generic struct (1106422, 1123902)

  • Scripting Upgrade: Fix crash when debugging with Rider (1111226, 1118829)

  • Scripting Upgrade: Fix crash when delegate constructor is invoked with NULL method (1091693, 1123904)

  • Scripting Upgrade: Fix crash when method has Task return type (1111048, 1123903)

  • Scripting Upgrade: Fix excessive GC allocations when using TLS (1084800, 1128767)

  • Scripting Upgrade: Fix GC performing unnecessary full collections when incremental GC is enabled (1129037, 1132628)

  • Scripting Upgrade: Fix hang from race condition in C# sockets on Windows (1028819, 1128764)

  • Scripting Upgrade: Fix hang when using Photon networking on Windows (1054137, 1128761)

  • Scripting Upgrade: Fix sizes for System.Numerics types (1118631, 1123901)

  • Scripting Upgrade: Fix use of DataContractJsonSerializer with UseSimpleDictionaryFormat option enabled (1070667, 1128766)

  • Scripting Upgrade: Fixed random crash on x86 Linux with TLS connections ("GCHandle value belongs to a different domain")

  • Shaders: Fixed broken shaders referencing editor only passes with UsePass (1135888, 1139208)

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

  • Shaders: Fixed regression on SRP subshader fallback (1127390, 1130218)

  • Shaders: Fixed surface shaders analysis step sometimes missing inputs when keepalpha is specified (864173)

  • Shaders: Made editor log on shader compiler crashes more clean and useful. (1097215)

  • Shaders: Made Particles StandardSurface shader support gles2 again (1103043)

  • Shaders: The XR wireframe shader now works correctly with OpenGL and DirectX. (1022184, 1131099)

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

  • SpeedTree: Fixed collision object importing from SpeedTree v8 assets.

  • SpeedTree: Fixed incorrect normal directionn on v7 assets.

  • SpeedTree: Fixed normal mapping on newly imported v8 assets.

  • Terrain: "Remove Light Probe Ringing" setting now can be serialized and undone. (1093751)

  • Terrain: Fixed a rare crash in loading corrupted Terrain Data asset. (1132798, 1139361)

  • Terrain: Fixed crash when terrain with empty trees database moved in scene view (1087072)

  • Terrain: Fixed selection outline of terrain to work from the back side as well (1098438)

  • Terrain: Streamlined the experimental terrain tool API, to follow Unity conventions and reduce code complexity.

  • Timeline: A marker aligned with the edge of a clip is now easier to select (1102591, 1120860)

  • Timeline: Blending shortcut was lost with Clip Editing Integration (1116053, 1120472)

  • Timeline: Changed behaviour of the Timeline Window to apply modifications immediately during Playmode (922846, 1111908, 1120859, 1120870)

  • Timeline: Clip edit mode clutch keys will not get stuck when holding multiple keys at the same time (1097216, 1120865)

  • Timeline: Clip inspector will no longer throw exceptions when changing values when the inspector is locked (1115984, 1120863)

  • Timeline: Custom user Tracks that are not public do not show up in the Timeline AddTrack menu (1122803, 1129914)

  • Timeline: Double separator in context menu of animation track (1102911, 1117193)

  • Timeline: Fix errors that popup in editor when loading a timeline with exposedreferences from a instanced prefab loaded from an assetbundle. (1120186, 1129364)

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

  • Timeline: Fixed an issue where a circular reference warning appeared in the Control Clip inspector even if there was no circular reference (1116520, 1121828)

  • Timeline: Fixed appearance of muted tracks (1018643, 1120861)

  • Timeline: Fixed issue where performing undo after moving items on multiple tracks would not undo some items. (1131071, 1133964)

  • Timeline: Fixed multiple issues where clips and markers were selectable when located under the time ruler and the marker header track (1102598, 1117925, 1118966, 1121827)

  • Timeline: Fixed Timeline Inspectors leaving EditorGUI.showMixedValue in the wrong state. (1123895, 1133951)

  • Timeline: Fixed Match Offsets commands causing improper animation defaults to be applied. (911678, 1133939)

  • Timeline: Inline curves dissappear from the timeline window. (1111871, 1117197)

  • Timeline: Marker Track shows up in the context menus. (1107586, 1117195)

  • Timeline: Notifications with Retroactive flag are triggered when the timeline loops (1137266, 1141569)

  • Timeline: Pasted marker has "(Clone)" in its name. (1111899, 1117198)

  • Timeline: PlayableDirector.played event is now called after entering or exiting Playmode (1088918, 1120858)

  • Timeline: Playables - Fix Notifications crash when instantiating GameObjects (1129866, 1139320)

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

  • Timeline: Removed warning that appeared when creating a new project (1106556, 1117194)

  • Timeline: Signal is not triggered while playing when the time is manually set. (1111595, 1117196)

  • Timeline: Signal Receiver will no longer throw exceptions when its inspector is locked (1114526, 1120867)

  • Timeline: Track context menu does not appear when right-clicking on a track header after a copy operation (1131095, 1141893)

  • Timeline: Undoing a paste track operation in a group will no longer corrupt the timeline (1116052, 1120888)

  • UI: Adding back removed API for Selectable.allSelectables and adding options for non allocating version (1126186, 1126525)

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

  • UI: CanvasRenderer.SetMesh will now produce an error if a non-readable mesh is passed. (1101813, 1131495)

  • UI: Fix 4 split layout only showing perspective in scene views. (1112970, 1114618)

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

  • UI: Fixed case where inputfield cursor wouldn't be positionned properly (1083649)

  • UI: Fixed case where ui filtering in scene view did not function properly (1064210)

  • UI: Fixed issue where creating a ui element under a disabled canvas would create a new canvas (1089472)

  • UI: Fixed issue where loading a scene with an orphaned ui component would cause a crash (1085469)

  • UI: Fixed issue where nested canvases with canvas scalers wouldn't work properly (1033895)

  • UI: Fixed issue with enabling canvas and polling its RectTransform data in awake/ Start returning incorrect values for root RectTransforms.

  • UI: Fixed issue with nested canvases with canvas groups and custom alphas not working properly (1084745)

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

  • UI: Fixing breaking API change in layoutgroup where ScaleFactor was added and inserted in the middle of the parameter list (1129157, 1133937)

  • UI: Fixing Image component inspector which would break undo when a sprite is replaced. (1114240, 1119502)

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

  • UI: Fixing issue with UI Scrollbar blocking prefab mode. (1115796, 1115799)

  • UI: Prevent memory allocation that happen every frame in CanvasScaler.Update(). (1105332, 1118317)

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

  • UI: UIElements: Fixed PopupField text overflow

  • UI Elements: Address issue with UXML template instance always appearing at the end of their parent. (1104566)

  • UI Elements: Can now close a window from a scheduler callback without errors (1098721)

  • UI Elements: Fix GraphView badges behavior on zoom in/out

  • UI Elements: Fix Inspector's preview of a UXML file (1111250, 1128632)

  • UI Elements: Fixed : Setting a TextField's "Password" attribute via C# doesn't work. (1109699, 1115308)

  • UI Elements: Fixed : Setting a TextField's "Password" attribute via UXML doesn't work. (1109697, 1115309)

  • UI Elements: Fixed GraphView getting blurred when reframing the view (1114357, 1117687)

  • UI Elements: Fixed GraphView where the text isn't visible when editing the group title name (1106992)

  • UI Elements: Fixed impossible to set showVertical, showHorizontal properties of a Scrollview through a callback (1137340, 1139666)

  • UI Elements: Fixed inconsistent border width at non integer scaling. (1131952, 1136268)

  • UI Elements: Fixed incorrectly displayed selection state in Graphview (1136637, 1137863)

  • UI Elements: Fixed issue that caused the UIElements scheduler to run expired items (1138634, 1140174)

  • UI Elements: Fixed Line and Trail Renderers throw errors in the console when Inspector window is of certain dimensions (1121685, 1131006)

  • UI Elements: Fixed missing GraphView nodes on OpenGL (macOS) (1117681, 1117689)

  • UI Elements: Fixed Null Reference exception thrown on changing scale factor of the screen from Window's display settings (1104793, 1123854)

  • UI Elements: Fixed NullReferenceExceptions in GraphView when displaying elements with empty sizes (1111567, 1117688)

  • UI Elements: Fixed the behaviour of all TextField and numeric field when pressing Enter, the control is now leaving edit mode. (1096200)

  • UI Elements: Fixed the behaviour of all TextField and numeric field when pressing Escape, the older value is now restored. (1096199)

  • UI Elements: Fixed the delayed behaviour when mouse dragger is used on numeric input field. (1117379, 1131767)

  • UI Elements: Fixed the foldout visual triangle that changed to checkmark. (1116011, 1118229)

  • UI Elements: Fixed the GradientField not showing the alpha checker (1118985, 1123838)

  • UI Elements: Fixed the indentation of custom scripts variables into the Inspector Window (1114055, 1137231)

  • UI Elements: Fixed the Inspector Window not redrawing when switching from Normal to Debug and vice-versa (1125071, 1133805)

  • UI Elements: Fixed the layout struggling when opening a prefab in the window hierarchy (1120821, 1131003)

  • UI Elements: Fixed the multiline TextField not supporting Tab character (984808, 1115525)

  • UI Elements: Fixed the multiselection of animation clip showing debug output in the inspector (1115027, 1132587)

  • UI Elements: Fixed the ObjectPicker setting none in ObjectField when cancelling. (1123688, 1131001)

  • UI Elements: Fixed the shortcutmanager where long names are not displayed correctly in the profile selector. (1099039, 1118262)

  • UI Elements: Fixed the Toolbar search cancel button not showing correctly. (1115354, 1124647)

  • UI Elements: Fixed the value not being in synch when doing a Cut or Paste action from contextual menu in TextFields (1120588, 1124654)

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

  • UI Elements: Fixed the visual output of the CurveField (1118999, 1131858)

  • UI Elements: Fixed the yoga layout not rounding values correctly. (1105567, 1123832)

  • UI Elements: Fixed UIElements not responding correctly to Return key, Keypad Enter Key, and space key for Toggle, GradientField, CurveField, ObjectField, EnumField and all popup related fields.

  • UI Elements: List View selection is now dimmed when the view doesn't have keyboard focus (1085251)

  • UI Elements: Measuring text elements not added in an hierarchy would throw an exception (1108699)

  • UI Elements: ObjectField: Pressing delete now clears contents (1062184)

  • UI Elements: Properly dirty repaint on nested VisualElement view-transforms (1117229, 1117951)

  • UI Elements: Reduced recurrent memory allocations performed by UIElements. (1135055, 1136266)

  • UI Elements: Text elements position could be resetted during layout. (1106914)

  • UI Elements: UIElements Debugger splitter resets after entering Play Mode (1113790, 1131497)

  • UI Elements: UIR: fix broken edge expansion system and tesselation (1125408, 1125417)

  • Unity Test Runner: Fixed issue where the test runner would not reopen the original scene after running playmode tests. (1118111, 1123900)

  • Universal Windows Platform: Builds now fail if the certificate is expired (1022794)

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

  • Universal Windows Platform: Fixed "Open Download Page" button navigating to non-existent file (1106517)

  • Universal Windows Platform: Fixed build failure in generated VS project due to duplicate Extension nodes in the appx manifest (1123172, 1124732)

  • Universal Windows Platform: Fixed Enter and Tab keys not working in multiline InputField UI (1108599, 1131081)

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

  • Universal Windows Platform: Fixes Visual Studio warning from generated UWP project concerning missing VS2015 toolset (1091279)

  • Universal Windows Platform: Fixes WebCamTexture failing to play in certain (rare) situations (1044635)

  • Video: Disregard unsupported stream on Windows (1065499)

  • Video: Editor crashes on skipping transcoding twice for video (1104507, 1139450)

  • Video: Fix for multiple GameViews, Camera Preview, and manual Camera Render. (1109551, 1114623)

  • Video: Fixed crash on specific avi video files on windows (1088203)

  • Video: Fixed crash on specific MPEG2 video files on windows (1082071)

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

  • Video: Importing ARCore SDK for Unity 1.7.0 package crashes Editor when importing hand_eom.webm video (1133177, 1139365)

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

  • Video: Unity crashes on "-[AVFoundationMediaLoader GetNumAudioChannels:]" when entering Play Mode (1104510, 1139367)

  • Video: Using "LZ4" or "LZ4HC" compression methods results in an error in Standalone Player when viewing a Video (1092265, 1139366)

  • Video: VideoPlayer Camera Plane targets now visible in SRP (1024877)

  • Video: VR single-pass instancing mode is now supported by the VideoPlayer (950205)

  • Video: [Recorder] Frame rate drops drastically when using Movie Recorder to record as WebM (1052060)

  • Video: [WINDOWS 7] Imported Video File cannot be played in 2019.1 (1133061, 1133666)

  • VR: [Lumin] Fixed an issue where including TrackedPoseDriver in a scene would produce incorrect headpose results (1105315, 1118305)

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

  • WebGL: Fixed build window linear color space compatibility check (1105479)

  • WebGL: Fixed Editor preventing to build for WebGL when Linear Color space is enabled (1103083)

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

  • WebGL: Fixed WebGL build failure when python is already installed (938826)

  • WebGL: WebGL: Fix build&run with wasm streaming enabled. (1104514, 1125367)

  • Windows: Fixed cursor confinement to window not matching window bounds visually

  • Windows: Fixed editor freezing when certain devices (Steinberg UR 22 mk II, Cronus MAX) are connected to the computer (917526)

  • Windows: Fixed headless build crashing if closed via the "X" button in the console

  • Windows: Fixed WinPixEventRuntime.dll deployed with non-development builds (1118833, 1131483)

  • Windows: Improved error messages after failing to load native plugins on Windows Standalone and UWP if one of their dependencies is missing (1083178, 1116537)

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

  • XR: Fix invalid return when using XRDevice.GetNativePointer with Oculus

  • XR: Fix player crash when using Google Cardboard API (1102049)

  • XR: Fix white flash before splash screen on Gear VR applications (893599)

  • XR: Fixed head-tracking and rendering for in-editor remoting to HoloLens devices (1138473, 1140716)

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

Revision: 5c52223b18d4
Generated: 2019-04-08 19:21

Changeset:
5c52223b18d4

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