Unity 5.3.0

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

  • Windows XP support for running the Editor is dropped
  • Windows XP SP1 dropped for Windows Player and Web Player support (SP2+ required)
  • Windows Store Apps 8/Windows Phone 8 support is dropped (previously deprecated in 5.2)
  • Mac OS X 10.8 required now for Player & Web Player (dropping 10.7)

Known Issues

  • Deferred reflection probes don't fallback to per-object when changing Deferred reflections to "No support”
  • Editor hangs after pressing "Add new branch group" button within Tree Editor window in the Inspector (OSX).
  • Editor often crashes on Windows 10 when locking Windows, when using DirectX 9
  • ETC1 not playing well with Asset bundles generated with 5.2
  • GI Crashing switching between clustering/lit mode, found one more pathway to crash. Fix coming in RC3.
  • Installation on Windows with both 32 bit and 64 bit editors present will fail component installation. Fix coming in RC3.
  • Multi-scene Edit: Lightmap and NavMesh baking does not work in Editor UI, requires explicit scripting to function. Editor UI support attempting to land in RC3.
  • Particle billboard shadows are not oriented correctly in 5.3, but should be fixed in 5.4
  • Particle normals are different between versions 5.1 and 5.2, but the reasons are currently not known. A fix will arrive in a patch release.
  • Unity hangs when selecting objects in scene view. Fix is in-bound for patch release, but still undergoing testing.
  • SSRR is removed from 5.3 in this release, as we would like to spend more time addressing some issues. We plan to make it available outside the release cycle as well as in 5.4 beta in the meantime.
  • OpenGL
    • Corrupted rendering on 2008 era machines
    • Graphics Frame Debugger disabled for OpenGL on OSX in Editor. Works with Standalone Player still.
    • White artifacts on update of editor windows like resizing
    • Windows Editor crashes under -force-opengl on Sandy Bridge CPU with Intel Intel(R) HD Graphics 3000.

Feature

  • 2D : 2D Placeholder Assets Creation Tools description description

  • Android: Java call stack is now available in C# exceptions in AndroidJavaException.StackTrace

  • Animation: Import of Euler curves and runtime Euler interpolation

  • Asset Bundles: LZ4 compression support - realtime decompression, LZ4 compressed cached bundles
  • Async Texture Upload
  • GI: Enlighten Clustering and Lit Clustering scene view modes description description

  • Graphics: API for blend shapes

  • Graphics: New OpenGL core back-end for MacOSX editor and player

  • Graphics: Remote Frame Debugger description

  • Graphics: RenderDoc graphics debugger integrated with Unity Editor

  • Graphics: Sparse texture support for OpenGL core and OpenGL ES

  • iOS: iOS9 app slicing support
  • iOS: iOS9 on demand resource support
  • iOS: iPad Pro pencil support added. Look for altitudeAngle, azimuthAngle, pressure
  • iOS: Touch.radius support added
  • iOS: Touch.type enum introduced, now it is possible to detect stylus/pencil touches versus regular touches
  • JSON Serialization API. Please note: WinRT support should be coming in a later alpha/beta (WinRT + IL2CPP should already work) Still on the to-do list: support for primitives/arrays at the root level, type hinting, attribute-driven control over serialised output
  • JsonUtility: API is now marked threadsafe, and can be called from background threads FromJson/FromJsonOverwrite now accept a TextAsset as input
  • Mecanim: Human Pose API. Enables humanoid live retargeting.It reads or writes a HumanPose from or to a humanoid skeleton rigs.
  • Metal support for OS X Standalone players (Editor support will come later). To enable, set Metal as first device in "Graphics APIs for Mac" section in build settings.
  • MonoDevelop: Updated to version 5.9.4
  • Networking: Support for "Host Migration" in multiplayer games that use the UNet HLAPI. When the host of a game is lost, this lets the one of the other clients become the new host and the game can continue.
  • Particles: API exposed to script description

  • Particles: Custom pivot point support description

  • Particles: Rendering alignment (World, View, Local) description

  • Particles: 3D Rotation description

  • Particles: It is now possible to scale an entire particle system using its transform component. The Shape scaling mode is also present, which preserves the old behavior of only scaling the source positions. description

  • Particles: SkinnedMeshRenderer shape source (plus extra options for mesh emitter shapes) description

  • Particles: 2D Collisions description

  • Particles: A new Inherit Velocity Module, which encompasses the old behaviour, but also adds support for inheriting velocity throughout the lifetime of a particle system using curves description

  • Physics2D: Added BuoyancyEffector2D component. description description

  • Physics2D: Added FixedJoint2D component. description

  • Physics2D: Added FrictionJoint2D component. description

  • Physics2D: Added RelativeJoint2D component. description

  • Physics2D: Added TargetJoint2D component. description

  • Physics2D: All 2D joints can now automatically configure the connected anchor point (see 'Auto Configure Connected Anchor' on 2D joints) description

  • Physics2D: All 2D joints can now be broken with a configurable maximum force or torque (see 'Break Force' and 'Break Torque' on 2D joints) description

  • Physics2D: DistanceJoint2D and SpringJoint2D can now automatically configure the distance (see 'Auto Configure Distance’ on these joints) description description

  • Physics2D: Rigidbody2D mass can be automatically calculated via collider mass (see 'Use Auto Mass' on Rigidbody2D and ‘Density’ on Collider2D) description

  • Physics2D: SliderJoint2D can now automatically configure the angle (see 'Auto Configure Angle' on this joint). description

  • Physics: Expose a set of functions to run physics queries against oriented boxes (e.g.: Physics.OverlapBox, Physics.BoxCastAll)

  • Physics: Expose non-allocating versions of physics queries functions that accept a buffer to store the results in, as an input parameter (e.g.: Physics.RaycastNonAlloc)

  • SpeedTree: SpeedTree billboards can cast and receive shadows now.
  • Testing: Editor Tests Runner integration description

Debug.Assert got new overloads and Debug.LogAssert was added - In-App Purchasing accessible via the cloud services window - UnityWebRequest: Implemented Android and iOS backend - VR Head-Tracked Splash Screen - Enabled on all Unity VR supported platforms. - Head-tracked splash screen is shown as early as possible while asynchronously loading the first scene. - Splash screen is customizable for Unity Pro. Users can set an image in PlayerSettings -> Virtual Reality Splash Image which will be shown as if on a wall in a black room while loading the first scene. - Splash screen is tied to the "Show Unity Splash Screen" option and can be disabled in Unity Pro. - WebGL: Add WebCamTexture support - Windows Store: Added support for IL2CPP scripting backend

Backwards Compatibility Breaking Changes

  • Graphics: Added custom near plane slider for spot light shadows instead of auto-calculation, defaults to 0.2.
  • Graphics: Implemented shadow bias for point lights.
  • Physics: HingeJoints now have orientation to be compatible with Unity 4. The Rigidbody that share the GameObject with the HingeJoint will view the Joint anchor as a left-hand coordinate system. This means the Rigidbody will view positive angles as going clockwise around the Joint anchor. The HingeJoint "Connected Body" will view the Joint anchor as a right-hand coordinate system. This means the Connected Body will view positive angles as going counter-clockwise around the Joint anchor.
  • Physics: Obsoleted enum JointDriveMode and JointDrive.mode
  • Physics: When changing a mesh and subsequently setting it as the sharedMesh of a MeshCollider we now update collision mesh instead of ignoring the changes.
  • Shaders: Smoothness curve of Standard shader matches Substance Painter and Marmoset Toolbag2 (only when tools is using GGX) very closely now
  • Shaders: To improve visual quality of specular highlight Standard is now using GGX distribution function. Previously Blinn-Phong was used
  • VR: Oculus 0.8 Runtime required for Windows

Change

  • Android: Remove "Hide status bar" option in the Player Settings, now it is always hidden
  • Animation: Removed unsupported "Resample Rotation" options when importing animations in Legacy Mode
  • Application.levelCount is now obsolete, use SceneManager.sceneCountInBuildSettings instead
  • Deprecated: EditorApplication.NewScene EditorApplication.NewEmptyScene EditorApplication.OpenScene EditorApplication.OpenSceneAdditive EditorApplication.SaveScene EditorApplication.SaveCurrentSceneIfUserWantsTo EditorApplication.SaveCurrentSceneIfUserWantsToForce EditorApplication.currentScene EditorApplication.MarkSceneDirty EditorApplication.isSceneDirty Application.LoadLevel Application.LoadLevelAsync Application.LoadLevelAdditive Application.LoadLevelAdditiveAsync Application.loadedLevel Application.loadedLevelNameThey all redirect to equivalent APIs on EditorSceneManager or SceneManager but it is recommended to start using the Editor/SceneManager APIs instead
  • Editor: Don't show disabled context button for assets without a context menu
  • Editor: EditorGUIUtility.RenderGameViewCameras() marked obsolete. It was poorly designed API, and it appears nobody uses it anyway. We'll give it at least one minor release until we remove it entirely, in order to see if anyone is actually using it.
  • Editor: The minimum OS requirement for Unity Editor on Windows was raised to Windows 7. Windows Standalone: The minimum OS requirement for the Windows Standalone stayed the same (Windows XP SP2+).
  • Editor:Screen.lockCursor will not be reset when clicking with mouse
  • Fixed a typo that caused an internal debug pointer to be erroneously included in Standalone players.
  • Fixed Handles.DrawDottedLines not working when intersecting near plane.Fixed Handles.DrawDottedLines not properly scaling dots on retina.Improved Handles.DrawDottedLines performance.
  • FrameDebugger: You can now see shader properties when you click on the draw call.
  • Graphics: Texture2D.format shows ARGB on RGB texture format
  • Graphics: Use OpenGL core (3.2 - 4.1) API by default on MacOSX and Linux
  • iOS: Use launch screens as primary source for splash images
  • Particles: Enable dynamic collisions checkbox by default
  • Particles: pivot offset is now a percentage
  • Particles: Setting playOnAwake through script will now change all systems that are part of the emitter, matches the inspectors behaviour.
  • Physics: 2D physics (Box2D) now reports out-of-memory errors rather than simply crashing.
  • Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides
  • Physics: Allow the PhysX CharacterController to consider the slope limit for Rigidbodies. This fixes bugs where the CharacterController could climb on very steep slopes on Rigidbodies. Restores Unity4 behavior.
  • Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
  • Physics: Setting Rigidbody.detectCollisions to false also affects queries now (e.g. Physics.RaycastAll)
  • Terrain: "SplatCount" tag is removed from terrain shaders as it doesn't serve any purpose..
  • UI: Updated function names to be more consistent with other classes
  • Windows Store Apps/Windows Phone 8: Removed support for Windows Phone 8.0 and Windows Store Apps 8.0
  • Windows Store Apps: Removed AppCallbacks.SetSwapChainBackgroundPanel function
  • Windows Store: all managed plugins and WinMD files always target AnyCPU architecture. This essentially means that you no longer need to have separate wrapper DLL and winmd files for each native plugin you have.

Improvement

  • 2D: Clamp sprite pivot values (-100k..100k) instead of accepting any value (including infinity), previously clamped from (0..1)
  • Add convenience methods to Dropdown for adding or clearing the options.
  • Added a new property to control the width of the caret in UI.InputField.
  • Added a new property to FontData to control whether horizontal alignment is done by glyph metrics or actual geometry.
  • Added a ReadOnly property to UI.InputField
  • Added buildProgress property to Lightmapping.
  • Android: Optimized Standard Shader performance for OpenGL ES 2.0 devices
  • Android: WWW - report HTTP status and response in case of failure
  • API Updater: Report read only scripts instead of silently failing
  • Asset Loading: Serialisation errors that produce "serialisation layout mismatch" errors will now attempt to include the name of the root type being serialised when the error was encountered.
  • CacheServer: add '--check' and '--fix' command line options for integrity check.
  • Clear script function added to remove all points from a TrailRenderer
  • Core: Added SystemInfo.processorFrequency scripting API.
  • Crunch texture compression: Improve compression quality of normal maps
  • Editor: Add Plane primitive preview option to material preview inspector
  • Editor: Added EditorGUIUtility.GetFlowLayoutedRects.
  • Editor: Added support for locking the inspector to multiple objects.
  • Editor: Components in the inspector with no options will no longer display an expansion arrow.
  • Expose method to Dropdown for refreshing the shown value since it is needed after modifying the list of options through API.
  • Expose the error tolerance on SpringJoint. This allows the springs to have a rest length shorter than the default 2.5 cm.
  • Exposed all particle module parameters to script
  • Frame debugger: Added OpenGL core support on Windows
  • GetComponentsInChildren now correctly works if one of the parents of the gameobject being called on is inactive. This makes GetComponentInChildren work on prefabs, and only changes behaviour in cases where previously you were guaranteed to get an empty array as result.
  • GI: Increase maximum allowed GI cache size.
  • GI: Move Atlas Size to Baked GI section in Lighting window.
  • GI: Renamed LightmapSnapshot to LightingDataAsset
  • Graphics: Added Mesh.GetUVs with overloads for List, List, List
  • Graphics: Ability to render to multiple displays on PC. See Document for details
  • Graphics: CommandBuffer.SetShadowSamplingMode() can be used to enable sampling raw depth value from shadowmaps, to be copied or post-processed by user effects.
  • Graphics: Expose GraphicsSettings class to scripting API.
  • Graphics: Fixed deferred lighting spot light artifacts on mobile (black pixels around edges of objects)
  • Graphics: Fixed OpenGL ES on desktop support: correctly fetch normal and specular maps
  • Graphics: More detailed breakdown of forward rendering pipeline in Profiler.
  • Graphics: Reflection cubemap convolution is GGX now.
  • Graphics: Reflection cubemap convolution preserves HDR highlights better.
  • Graphics: Various dynamic geometry systems (Particles, Sprites, Lines, Trails, Flares, Halos) use multi-threaded "geometry job" system. Yay more multi-threading!
  • Horizontal text alignment now uses the actual glyph geometry extents (rather than character advance) greatly improving the visual appearance of right alignment.
  • Il2CPP: Optimize System.Reflection access to metadata.
  • IL2CPP: Reduce initialization time of IL2CPP scripting backend
  • Imported fonts now match any other font with the same family name as implicit fallbacks. This allows multiple styles to be used with a single font and the text generator will automatically use the appropriate face.
  • Improved "The referenced script on this Behaviour" message with the game object name in the player, it will look now like 'The referenced script on this Behaviour (Game Object 'Main Camera') is missing!'.
  • Input: Added Input.backButtonLeavesApp, usable on Windows Store Apps/Windows Phone 8.1 and Android, see docs for more info
  • InputField no longer dirties the UI batch for the caret blink cycle when the caret is not visible.
  • Integrated the industry standard for tangent space "mikktspace" into Unity. This allows artists to get seamless lighting since compatiblity is ensured between normal map baker and renderer (particular xNormal and several other bakers).
  • iOS: Add frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
  • iOS: Add support for iPad launch screens
  • MacOSX editor: The graphics API used by the editor is included in the editor title bar just like on Windows
  • Mecanim: Additive Layer improvement. You can now specify the reference pose for your additive animation clip. The additive reference pose can be define in either the model importer when you import your clip or with a new API function AnimationUtility.SetAdditiveReferencePose()
  • MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed mark-up from documentation tool-tips.
  • MonoDevelop: Updated to version 5.9.6.
  • OpenGL core: Added threaded rendering on MacOX
  • OpenGL core: Improved OpenGL buffer update performance
  • OpenGL: Fixed threaded rendering on Windows. It was previously disabled as a workaround.
  • OSX Standalone: Set player name to the value of PlayerSettings.ProductName- Particles: A percentage of particles can now be rotated in the opposite direction.
  • Particles: Added a warning in the inspector when using a rigidbody with no interpolation and inheritVelocity.
  • Particles: More collision options added, for extra flexibility and more intuitive behaviour
  • Particles: Pivot offset now supports 3D, to move particles back/forwards
  • Particles: Scripted particle emission is now more customizable
  • Particles: Scripted particle emission is now more flexible (See ParticleSystem.Emit)
  • Particles: Simplifying Inherit Velocity UI, to remove duplicated functionality
  • Physics: Added 'OneWayGrouping' property to PlatformEffector2D to group contacts.
  • Physics: All new icons for all 2D physics types.
  • Physics: Always render the outline of a PolygonCollider2D in dark-green so that if an edge is discarded, it still shows.
  • Physics: Decouple centre of mass from inertia tensor. From now on, setting a custom centre of mass won't mark the inertia tensor as set explicitly as well. By analogy, setting inertia tensor won't have an instant effect on the centre of mass. Exposed two new API functions to reset the centre of mass and inertia tensor back to the automatically computed values. See also: Rigidbody.ResetCenterOfMass(),Rigidbody.ResetInertiaTensor(),Rigidbody.centerOfMass, Rigidbody.inertiaTensor, Rigidbody.inertiaTensorRotation.
  • Physics: Increase precision of Physics2D.OverlapArea & Physics2D.OverlapCircle methods.
  • Pointer selection across multiple lines in UI.InputField is improved.
  • Reflection Probes: Abiltity to turn off deferred reflections when using deferred shading. When "no support" is picked for deferred reflections in Graphics Settings, then in deferred shading reflection probes are done Unity 5.0/5.1 style (per-object).
  • Reflection Probes: blurriness of glossy reflections from Realtime Reflection Probes matches Baked probes better now
  • Scripting: Added Matrix4x4.determinant property.
  • Select All keyboard command now works for UI.InputField in Editor mode.
  • Shaders: Improved shader storage and loading. This will decrease on-disk size of shaders in player builds, as well as making loading shaders faster and with a smaller memory spike.
  • SpeedTree: Billboard batching performance is improved a bit.
  • Text no longer clips the last line when only the leading would cause it to exceed the vertical bounds.
  • TextGenerator now exposes the topY position of each line in UILineInfo.
  • UI: Add caret color field to InputField as text color isn't always correct
  • UI: Added force update method to InputField to allow instant recalcuations
  • UI: CanvasUpdateRegistry no longer checks for a element to be present twice
  • UI: initial pooling of renderers will no longer iterate unnecessary elements
  • UI: TouchInput module is no longer needed. Standalone is the only required module to get both touch and mouse/ keyboard events
  • UI: Updated the max number of submeshes from 5 to 9
  • Unity IAP: ProcessPurchase called from background thread on Android. Moved to the scripting thread before invoking an App's event handlers.
  • Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0.
  • WebGL: Compress player's data using LZ4
  • WebGL: Make the path names for all output files configurable in the html
  • WebGL: Release builds will now always use gzip compressed files, and decompress in JavaScript, if the server is not set up to handle gzip on the http protocol level
  • Windows Store Apps: LocationService will now start the first time it's Start() method is called with user consent being asked at that moment.
  • Windows Store Apps: Unity now will overwrite files in VS solution, if they are not modified. A file UnityOverwrite.txt will be placed next to generated solution file, read it for more details.
  • Windows Store: .NET Native will be disabled when doing Build And Run for Universal Windows 10 Apps, making the run faster
  • Windows Store: Added user friendly message when trying to build to Windows Store Apps SDK 8.1, but SDK 8.1 is missing.

Fixes

  • 2D: Fix memory leak when using Sprite object field in custom inspector
  • [GLCORE][OSX] Creating script's component throws a series of errors OPENGL ERRORS
  • Android: Add support for stencil buffer in RenderTextures on Tegra 3
  • Android: AndroidJava - Fixed recursion in AndroidJavaProxy
  • Android: Buildpipe - don't open file dialogs when in batch mode
  • Android: Buildpipe - fixed an issue where projects created on Mac wouldn't build on Windows
  • Android: Buildpipe - Fixed an issue where the Editor would hang if in batch mode without SDK, NDK and JDK properly configured
  • Android: Buildpipe - Fixed IndexOutOfRangeException thrown on plugin package collisions
  • Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0
  • Android: Fix for physics performance spikes on ARM big.LITTLE devices
  • Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application
  • Android: Fixed an issue where a problematic EGL configuration was picked up on some Samsung devices
  • Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow
  • Android: Fixed an issue where PlayerPrefs with keys and values containing line breaks would break
  • Android: Fixed an issue where the application would crash if you sent emoji unicode characters to the OnScreenKeybaord
  • Android: Fixed crash affecting some PowerVR 544 devices
  • Android: Fixed crash in ASTC encoder
  • Android: Fixed crash in decompression of PVRTC textures on non-PVR devices
  • Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts
  • Android: Fixed MSAA on newer ARM Mali devices like Samsung Galaxy S6
  • Android: Fixed MSAA RenderTextures on Tegra4 and K1 when using OpenGL ES 2.0
  • Android: Fixed non-working textures on some Tegra 3 and Tegra 4 devices
  • Android: Fixed OnApplicationPause() event on app start
  • Android: Fixed reported texture size in profiler for formats that are decompressed during upload
  • Android: Fixed sensor compensation issue affecting devices when rotated180 degrees
  • Android: Fixed slow audio clip loading and slow level loading
  • Android: Fixed status bar not shown and touch offset on Kitkat+ when using native activity
  • Android: Fixed unaligned access in dynamic batching
  • Android: IL2CPP - Fixed compilation on DLLs with spaces
  • Android: IL2CPP - Fixed compilation on paths with spaces
  • Android: IL2CPP - Fixed crash on startup when OBB is enabled
  • Android: Manual updates of the SDK should now take effect when prompted for an update in the Editor
  • Android: Removed some egl errors from the log when probing for GLES API level
  • Android: Removed the 'soft' cursor
  • Android: SoftInput - Fixed hint color
  • Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
  • Android: Support for galaxy camera volume buttons (zoom in/out)
  • Animation: Fixed a case where non-resampled curves would have overlapping keyframes
  • Animation: Fixed animation of material properties in the animation window.
  • Animation: Fixed animation window still recording when scene is saved.
  • API Updater: Fix crashing when checking for obsolete API in assemblies referencing unity extensions
  • API Updater: Fixed handling of multiple "defines" / references in a single argument in response files
  • Asset Importing: Fix main thread assert when releasing MonoScript object
  • Asset Loading: Allow extension dlls to be imported outside of project folder
  • AssetBundle: Fix the issue that the sprite atlas has been stored twice in AssetBundles.
  • Assets Management: All assets located inside the Resources folder are now reported in the summary area of the editor's output log.
  • BestFit min/max sizes are now clamped so that always include the starting/default font size. This guarantees that minSize <= startingSize <= maxSize.
  • Build Pipeline: Fixed warning message "Failed to add the asset file size for filename".
  • Build: Speed up builds with very complex shaders being present (coming to 5.2 patches too)
  • CacheServer: Add Cache Server version in terminal
  • CacheServer: Fix server crashes on command 'nc -zv'
  • Canvas is no longer has an incorrect x offset when the viewport rect is anything other than (0, 0, 1, 1) on D3D9, XBOX360, and PSP2.
  • Caret and selection highlight now draw with correct y position and height in UI.InputField for all formats and line spacings.
  • Copying to the clipboard is now disabled for UI.InputField with ContentType of Password.
  • Core: When building a player Editor.log displayed incorrect file size if project had Resource folder with textures in it
  • Crunch texture compression: Fix errors when baking light maps on scenes with crunched textures
  • Crunch texture compression: Fix memory corruption crash when using crunched textures as Cubemaps
  • Crunch texture compression: Fix using crunched textures on terrains
  • Debugging: Fixed Unity crash when inspecting UnityEditor.VersionControl.Asset members.
  • Deployment Management: Fixed OSX non development players crash on startup
  • Disable expanding the navmesh clipping hull beyond the collected list of affected polygons - could cause t-junctions.
  • DisplayProgressBar replaces forward slash with a backslash
  • Editor: Fix for NullReferenceExceptions while dropping prefab in the scene view
  • Editor Fix item names with shortcut chars (&%^#_) display wrong in menus
  • Editor Fix Shift-Delete in rename box delete asset in scene.
  • Editor Fixed a case of new lines in labels when the display name comes from an array of strings.
  • Editor slowdown in Project window with Unity 5
  • Editor Use the correct image for Dark skin's horizontal scrollbar left button
  • Editor: Add drop target rendering for icon view in Project Browser when hovering over a drop target
  • Editor: Added a printed warning to the gameview if there is no fullscreen camera present
  • Editor: Assert Import dialog will correctly appear in the taskbar on Windows, previously you needed to click on the dialog for it to appear in the taskbar or wait until the import is finished.
  • Editor: Asset importer now skips assets and res folders inside Assets/Plugins/Android.
  • Editor: Better UI for ShaderVariantCollection "add variant" functionality.
  • Editor: EditorWindow OnClose() and OnDestroy() will now be called when the Unity Editor is closed.
  • Editor: Fix ArgumentOutOfRangeException when attempting to delete last character of TextField with length limit
  • Editor: Fix crash on Editor quit while the profiler is enabled
  • Editor: Fix for GUI methods in Update crashes the editor
  • Editor: Fix Gizmos.DrawLine rendering with random colors when 3D Icons is turned off
  • Editor: Fix IMGUI brightness on GameView when in Linear mode.
  • Editor: Fix memory thrashing when Dragging and Dropping between panels, when the dragged object had a CustomEditor with no Preview.
  • Editor: Fix mismatched layout group in MeshRenderer editor
  • Editor: Fix project browser searching so 't:Object': also returns ScriptableObjects
  • Editor: Fix searching for labels with characters in front of the 'l:' syntax in the project browser
  • Editor: Fix so searching for special symbols (like @) works in project browser
  • Editor: Fix texture preview not showing mip previews for RenderTextures.
  • Editor: Fix that the search results in Project view is not refreshing when changing labels
  • Editor: Fixed "Ctrl" click on object selects another object in scene view
  • Editor: Fixed background object getting selected instead of the one in the front
  • Editor: Fixed bug when opening new project throws "Moving file failed" dialog on Mac
  • Editor: Fixed changing a GameObject's icon failing when changing it for the first time.
  • Editor: Fixed error message when attempting to add a given component to the same game object more than once.
  • Editor: Fixed exception being thrown when multiple assets were selected and one or more contained ScriptableObjects with missing script references.
  • Editor: Fixed inspector preview bug when UI RawImage had negative UV values.
  • Editor: Fixed issue with launching both MonoDevelop and Xamarin Studio when external script editor is set to Xamarin Studio on OSX.
  • Editor: Fixed issue with unnecessary whitespace being added to generated MonoDevelop/VS solution (.sln) files after each update.
  • Editor: Fixed mispositioned arrows in the inspector.
  • Editor: Fixed profiler typo (Loading.IsObjectAvailable).
  • Editor: Fixed rare crash when a component is missing a script reference
  • Editor: Fixes Nullref when trying to maximize a view through the Context menu.
  • Editor: Launch unity through command line with the –buildTarget switch and the scripting defines will not be set properly.
  • Editor: Multi selecting GameObjects should be as fast as it was in 4.6
  • Editor: Multiple object renaming in the inspector does not work in some conditions.
  • Editor: Multiselecting textures with different override settings now shows the correct "-" symbol.
  • Editor: Prefab properties will be preserved in case the Editor shuts down unexpectedly.
  • Editor: Prefab will be updated correctly in the Project View when Apply or GameObject/Apply Changes to Prefab is selected and Cache Server is enabled.
  • Editor: Removed MonoDevelop Solution Properties checkbox from External Tools. Unity no longer writes MonoDevelop code formatting settings into MonoDevelopSolutionProperties in .sln file.
  • Editor: Show a note in legacy cubemap inspector about destructive operations
  • Editor: Show a note next to texture aniso slider when it won't have effect due to global quality setting
  • Editor: Show import warning when manually selected texture compression format was changed due to unsupported platform
  • Editor: Speed up massive context menus (e.g. for shader variant collection) (coming to 5.2 patches too)
  • Editor: The camera culling mask would display "Mixed..." incorrectly in various situation. Now correctly reflects render layer state.
  • Editor: The current control with focus now correctly resets to none between Play runs of the open scene.
  • Ensure that when refreshing the shown value of a Dropdown while there are no options at all, the Dropdown value becomes blank rather than keeping showing a previously valid value.
  • Fix for regression - agent was reporting no path when moving over OffMeshLink.
  • Fix for regression - navmesh carving would sometimes collapse degenerate triangles in a way that could affect other polygons.
  • Fix for shadow-casting light occlusion issues - disappearing realtime lights
  • Fix issue where agents area cost settings were overwritten with global cost settings - when doing NavMeshAgent.CalculatePath.
  • Fix Mono Assembly stripping
  • Fix ScrollRect causing immediate child view with LayoutGroup to not get layout callbacks.
  • Fixed a memory leak in UIJobs.
  • Fixed an issue where opening the editor with a Preview window in the layout would cause the inspector tab icon to disappear
  • Fixed ArgumentOutOfRange being thrown when InputField Text component clips all text (e.g. when font is too large).
  • Fixed Editor freeze when attempting to cache a font size larger than the allowed maximum.
  • Fixed GUILayout.EndHorizontal() throwing an exception after calling BuildPipeline.BuildAssetBundles
  • Fixed incorrect behavior for GetHasMoved in UI.CanvasRenderer.
  • Fixed incorrect kerning calculations for scaled text.
  • Fixed incorrect line spacing when using rich text and tag to set font size less than the value set in the Text property.
  • Fixed incorrect pixel perfect rounding on high DPI (retina) displays.
  • Fixed incorrect vertical positioning of wrapped word when word-wrapping text with pixel perfect rounding.
  • Fixed InputField selection highlight and caret no longer being visible.
  • Fixed issue that caused FontUpdateTracker to add an additional RebuildForFont handler whenever a Text component was enabled using a font with no other active Text components using that font.
  • Fixed issue where objects lit by light probes appear brighter than static objects with same material in gamma mode. See upgrade guide for details.
  • Fixed issue with all text not displaying correctly in UI.InputField.
  • Fixed issue with Input.inputString and GetKey not working on OSX.
  • Fixed problem where characters would sometimes get incorrect kerning information.
  • Frame Debugger: Fixed shader blend/depth/raster state settings sometimes not displayed correctly.
  • GetComponent, in cases where T is an interface, will no longer incorrectly skip matching non monobehaviours
  • GI: Brought back the separate Emission(Lightmapper) component in LegacyShaders/Self-Illumin that went missing in Unity 5.0
  • GI: Calculate atlas index offset correctly when snapshotting a scene.
  • GI: Fix case where GI file not found errors were displayed when upgrading project to Unity 5.3
  • GI: Fix crash when exiting the editor while building lighting.
  • GI: Fix memory leak eventually causing a crash when baking lightmaps using bad UVs.
  • GI: Fix realtime GI errors about loading hashed files when opening different scenes.
  • GI: Fixed a crash when switching scenes when at least one of them was using realtime GI and light probes.
  • GI: Fixed additive loading of static lightmaps on terrains.
  • GI: Fixed Baking Progress Bar hanging with "Bake paused in play mode.
  • GI: Fixed clustering scene view causing loading bars to pop up all the time during bake when clustering files were reloaded.
  • GI: Fixed crash when calling SetEmissive for a system with no radiosity data available.
  • GI: Fixed crash when marking object from an FBX file containing 3DSMax Camera Nodes to be Lightmap Static.
  • GI: Fixed issue where Emission in Legacy Self Illum Diffuse was clamped to 8.
  • GI: Fixed light hashing always done even when GI is off, causing performance slowdown.
  • GI: Fixed light probes in player builds.
  • GI: Fixed lightmap data asset not loading regression.
  • GI: Fixed orientation of skybox used for generating ambient probe (it was wrong on Windows and Linux).
  • GI: Fixed the reflection probe inspector breaking when reusing a cubemap (RenderTexture) from a realtime reflection probe on a custom reflection probe.
  • GI: Now terrain heightmap painting can correctly trigger the baking of GI on that part of the terrain and the editor won't crash when a terrain is duplicated.
  • GI: Removed editor log spamming: Error: GetProbeInterpolants - probe sets that aren't regular grids require...
  • Graphics: "Target Display" Dialog for Multi Display Rendering is missing
  • Graphics: Add error message if 3D texture is bound for rendering.
  • Graphics: Clamp shadow near plane to 0.1 at minimum, as lower values cause artifacts.
  • Graphics: Disabled fancy blurring of cubemaps for runtime updated reflection probes on OpenGL ES 2 devices
  • Graphics: Do not return pre-created RenderTextures from RenderTexture.GetTemporary; makes it possible to set useMipMap on them again (coming to 5.2 patches too).
  • Graphics: Fix crash trying to set shader name on shader that failed to compile
  • Graphics: Fix crash when calling Texture.Compress for large textures
  • Graphics: Fix division by 0 issue in Shadows
  • Graphics: Fix for stalls when loading textures on single processor machines.
  • Graphics: fix standalone player to render canvas even without a main camera.
  • Graphics: Fixed an issue when rendering to a render texture in deferred path with "Don't clear" or "Depth Only" clear flag.
  • Graphics: Fixed bug in ES 3 shader code generator that caused clipping problems in UI shaders
  • Graphics: Fixed camera parameter changing from OnPreRender to work again (coming to 5.2 too).
  • Graphics: Fixed fallback to Gamma color space rendering for projects that are configured to use linear rendering
  • Graphics: Fixed IMGUI asserts when doing supersized screenshot in linear color space.
  • Graphics: Fixed MSAA initialization on older devices which only support multisampled_render_to_texture
  • Graphics: Fixed potential problem capturing frames in RenderDoc
  • Graphics: Fixed some cases of Graphics.DrawMesh with a matrix argument not getting the correct MaterialPropertyBlock values.
  • Graphics: Fixed upscaled fullscreen rendering being upside down in some situations (coming to 5.2 too).
  • Graphics: Fixed use of Blit not correctly binding RandomWrite targets.
  • Graphics: Prevent spam of D3D11 warning messages setting resource names
  • Graphics: Stopped reflection merging into emissive from stomping over render target alpha with 1.0
  • Graphics: Transfer Emission property when switching from Legacy shaders to Standard
  • If there is not room inside the Canvas for a Dropdown popup, mirror alignment only on axis where it exceeds the canvas, not always on both axes.
  • IL2CPP: Change the conv.i8 opcode implementation to handle sign extension correctly so that a conversion from a large negative int to a uint to a long in C# works as expected.
  • IL2CPP: Fixed a crash which occurred when script derived from a class that implemented ISerializationCallbackReceiver, was compiled into a DLL and no other script referenced any class that implemented ISerializationCallbackReceiver
  • IL2CPP: fixed an issue where an empty project would display "The class with classID: 43 is not registered (see ClassIDs.h)" error at runtime
  • IL2CPP: Fixed crash caused by ISerializationCallbackReceiver being stripped
  • IL2CPP: Generate proper C++ code for a type with two fields that have the same type and name.
  • IL2CPP: Improve the error message when the byte code stripper is unable to locate an assembly.
  • IL2CPP: Low level memory profiler: no longer report constant literals as fields with offset 0.
  • IL2CPP: Prevent a NullReferenceException exception from occurring during the processing of the Preserve attribute which can obscure the actual cause of a problem.
  • IL2CPP: Prevent an KeyNotFoundException exception from occurring during code conversion when a generic method is used with at least one generic argument that exceeds the maximum generic recursion depth.
  • IMGUI: Fix possible deadlock when accessing GUIStyleState.background
  • IMGUI: Fix visually broken scrollbars in GUI.BeginScrollView() when the view rect is smaller than the position rect and scrollbars are forced enabled.
  • IMGUI: GUI.TextField taking a GUIStyle is now single line like its 3 sister functions.
  • IMGUI: Move the gamma assert to the Repaint phase.
  • IMGUI: Take font size in account even for null font when estimating content text size
  • IMGUI: When resizing a GUIWindow the render caching could create render artifacts and draw window content over scroll bars as it got resized.
  • iOS: Add build & run support for Xcode 7.1
  • iOS: Added support for Xcode 6.4.0 final release
  • iOS: Don't constrain iPhone 6+ to single landscape orientation on launch.
  • iOS: Don't crash when splash screen xib is deleted from project
  • iOS: Don't duplicate AdSupport in plugin inspector
  • iOS: Export correct image for iPad launch screen
  • iOS: fix crash when not keeping reference to WWW object.
  • iOS: fix crash when switching keyboard between single and multi line modes while open.
  • iOS: Fix incorrect landscape launch orientation on iPad
  • iOS: Fix minor launch screen placement issue on devices with large resolution screens
  • iOS: Fix second-stage splashscreen on some devices with iOS 6 and 7
  • iOS: Fix simulator support on Xcode 7.1
  • iOS: Fixed command line build crash caused by trailing slash
  • iOS: Fixed legacy launch screens on iOS 9.1
  • iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
  • iOS: Work around for iOS 9.1 bug that sometimes causes launchscreen corruption when only landscape orientations are enable
  • iOS: Worked around some plugins not supporting complex shell scripts within Xcode project
  • iOS/OSX: Fix text rendering performance regression
  • LOD: Disabled animated LOD fading when 8 LODs are all used up.
  • LOD: Fixed "false" messages when selecting more than 3 LODs in the hierarchy window in the Editor.
  • LOD: Fixed "false" messages when setting a low Maximum LOD in quality settings.
  • LOD: Fixed crash if an empty LODGroup is selected as a tree prefab.
  • Mathf: Fixed issue with Mathf.FloorToInt and float cast to int not producing same results on x64 as on x86.
  • Mecanim: Added a delete confirmation message when deleting BlendTree in inspector
  • Mecanim: Added AvatarMask enum to AvatarMask
  • Mecanim: Allow StateMachineBehaviour function call even when Animator is disabled but updated manually by user
  • Mecanim: Changed error message when animator transitions cannot be previewed
  • Mecanim: Changed the significance of Euler vs Quaternion interpolation toggle in the Animation
  • Mecanim: Fixed a bug where keyframes' default values were not initialized, sometimes causing issues when creating Curves from Euler.
  • Mecanim: Fixed a bug where setting LocalEulerAngles curve via animation API would have made a clip that couldn't be scrubbed in the animation window
  • Mecanim: Fixed a case where Legacy Animation parameters affected the import of non-Legacy clips
  • Mecanim: Fixed a crash when reimporting animations used in an overridecontroller
  • Mecanim: Fixed a crash when setting an Override Controller with no controller to override
  • Mecanim: Fixed a problem with state machines where Animation events on the first frame wouldn't fire in some cases
  • Mecanim: Fixed an error with the default parameter "Blend
  • Mecanim: Fixed an inconsistent selection when switching to and from the mini layer tool
  • Mecanim: Fixed an invalid parameter "Blend" error in Direct blend tree inspectors
  • Mecanim: Fixed Animation Window not displaying the proper sampled value.
  • Mecanim: Fixed AnimationControllerPlayable calls not being forwarded from Animator to its playables.
  • Mecanim: Fixed AnimationEvents fired on animations that are weighted-out.
  • Mecanim: Fixed AnimationEvents not called when at the beginning of a State.
  • Mecanim: Fixed Animator memory being cleared when disabling the component the same behaviour as before 5.2b5 do not clear animator memory when only the animator
  • Mecanim: Fixed Animator tool resetting when pressing Home and End keys in parameter view
  • Mecanim: Fixed Animator.GetParameter throwing exceptions
  • Mecanim: Fixed Animator.Play not working when AnimatorController
  • Mecanim: Fixed Animator::Play generating invalid AnimationEvent invocations
  • Mecanim: Fixed AssetBundle created from 5.1 crashing in 5.2
  • Mecanim: Fixed AvatarTool's unfolding of Avatar body part when selecting from UI
  • Mecanim: Fixed bad 1st frame when enabling Animator
  • Mecanim: Fixed BlendTree evaluation performance regression.
  • Mecanim: Fixed CollectDependency not working for AnimatorControllers
  • Mecanim: Fixed crash when calling Animator.GetCurrentAnimatorClipInfo during an interrupted transition.
  • Mecanim: Fixed crash when calling Update() from OnStateEnter
  • Mecanim: Fixed crash when changing Animator.updateMode in PlayMode
  • Mecanim: Fixed crash when modidying in Playmode an AnimatorController used in Playable
  • Mecanim: Fixed crash when multiple triggers happen on the same frame.
  • Mecanim: Fixed crash when OnStateEnter is called on the 1st frame.
  • Mecanim: Fixed crash when setting invalid OverrideController
  • Mecanim: Fixed Crash when using OverrideController with no source Controller.
  • Mecanim: Fixed crash with corrupted controllers
  • Mecanim: Fixed crash with WriteDefaultValues set to false on an empty state.
  • Mecanim: Fixed deleting of SMB instances when user delete a state/statemachine with SMB.
  • Mecanim: Fixed deletion of body part using delete/backspace in the AvatarTool
  • Mecanim: Fixed empty AvatarMask for humanoid enabling addition transforms in previewer.
  • Mecanim: Fixed error message when deleting entry transition
  • Mecanim: Fixed game object with override controller not showing the base controller when selecting the GameObject
  • Mecanim: Fixed Humanoid layer mask not working with AnimatorControllerPlayables
  • Mecanim: Fixed IK not applied on feet when last layer does not have Foot IK active
  • Mecanim: Fixed IK to animated position in model a frame behind when using Optimize Game Objects
  • Mecanim: Fixed imported asset file showing active Apply state when nothing has changed
  • Mecanim: Fixed importer body mask not working.
  • Mecanim: Fixed Invalid keys frame in additionnal curves hanging Unity when users expand curve list in animation window
  • Mecanim: Fixed issues with Animator view synchronization
  • Mecanim: Fixed memory leak in Animator
  • Mecanim: Fixed Model importer clip animation not updating correctly when set from a script.
  • Mecanim: Fixed null reference when creating transition to an empty state machine.
  • Mecanim: Fixed numerical instabilities in transition preview. State name was not unique and was interfering with calculations..
  • Mecanim: Fixed overlapping BlendTree graph nodes
  • Mecanim: Fixed parameters not being evaluated when AnimatorController used in Playable
  • Mecanim: Fixed Rotation not being blended properly in some cases
  • Mecanim: Fixed rounding issue in the AnimationClipImporter start/stop frame
  • Mecanim: Fixed Transition inspector not showing the proper transition
  • Mecanim: Fixed transition start time was not initialized correctly for played State.
  • Mecanim: Fixed Transition time slider getting offseted.
  • Mecanim: Fixed transition to empty state on layers not driving layer weight
  • Mecanim: Fixes crash when Animator.speed is set to zero during transition
  • Mecanim: Fixes crash when switching to empty controller
  • Mecanim: Prevent crash when setting Animation.frameRate to 0
  • Mecanim: Prevent creation of invalid AnimationEvent time in AnimationClipImporter
  • Mecanim: Published BlendTree.minThreshold/maxThreshold API.
  • Mecanim: Removed Clamp Modes for ModelImporter additionnal curves
  • Mecanim: State Machine transitions that lead nowhere will now automatically transition to the layer's default state
  • MonoDevelop: Fixed "Debugger operation failed. Argument cannot be null" error
  • MonoDevelop: Fixed "The requested item has been unloaded" when enabling/disabling breakpoints
  • MonoDevelop: Fixed "The requested item has been unloaded" when evaluating enums.
  • MonoDevelop: Fixed crashes on OSX
  • MonoDevelop: Fixed issue with not being able to set breakpoint condition.
  • MonoDevelop: FIxed missing syntax highlighting for ShaderLab files
  • MonoDevelop: Fixed Mono.Debugger.Soft.ObjectCollectedException error message when setting a breakpoint
  • MonoDevelop: Fixed Mono.Debugger.Soft.ObjectCollectedException thrown when setting breakpoint
  • MonoDevelop: Fixed regression where MonoDevelop would report ERR_UNLOADED when setting breakpoints.
  • MonoDevelop: Install GTK# when installing Unity Editor.
  • MonoDevelop: Removed "Show Error Reference" and "API Documentation" menu items that launch the documentation browser, which we do not include nor support.
  • Networking: Unity crashes when user stops the server and WebGL client connected
  • OpenGL legacy: Fixed editor picking when AA is enabled
  • OpenGL: Fixed editor font rendering, characters disappearing.
  • OpenGL: Fixed texture memory usage reporting in profiler, was twice the actual size for most textures
  • OSX: Fixed huge memory leaks when using OpenGL core in the editor
  • OSX: Fixed Input.GetKey and Input.inputString not working
  • Particle system 3D rotation fix, when checking and unchecking option
  • Particles: Added new collision checkbox to allow users to work around 2 different bugs
  • Particles: Collision bug fixes
  • Particles: Culling bug fixes
  • Particles: Culling fix
  • Particles: Custom pivot point fixes
  • Particles: Fixed issue causing batched particles drawn after an object with negative scale to flip and become invisible.
  • Particles: Fixed sorting when using sort by distance.
  • Particles: Fixing threading race condition causing strange error message about particle counts
  • Particles: LateUpdate fix
  • Particles: Scaling fixes
  • Particles: Scripting bug fixes
  • Particles: Stretched particles now render even when they have zero speed
  • Particles: UI fix for pivot field
  • Physics2D: Ensure that animating a Joint2D property always updates the joint immediately.
  • Physics2D: Ensure that 'Infinity' cannot be specified for 2D collider offset.
  • Physics2D: Ensure that when recalculating contacts for an Effector2D, all relevant Rigidbody2D are woken.
  • Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
  • Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
  • Physics: Add note in Collider2D.Density tooltip that zero density has special meaning.
  • Physics: Added tooltips for JointLimits min and max values and freespin parameter
  • Physics: BoxCastAll, SphereCastAll, CapsuleCastAll now return zero RaycastHit.point for colliders overlapping with the sweep primitive at the initial position. Previously the result was undefined, which oftentimes matched the point returned by the previous sweep, but not necessarily so.
  • Physics: Ensure matched OnTriggerEnter/OnTriggerExit when changing collider size
  • Physics: Ensure that changing Collider2D.Density from script calculates the Rigidbody2D mass immediately.
  • Physics: Ensure that OnCollisionEnter2D is always called if a contact starts and ends during a single physics update.
  • Physics: Ensure that Physics2D OverlapAreaXXX checks are consistent with OverlapBoxXXX checks.
  • Physics: Ensure that RectTransform is loaded prior to any Rigidbody2D or Collider2D so that initial position is correct.
  • Physics: Ensure that when changing the Joint2D connected RigidBody2D, all related Gizmos are reset.
  • Physics: Ensure that when ignoring collision layer/layer collisions, that existing contacts are re-evaluated.
  • Physics: Ensure that when Joint2D.EnableCollision is changed, all relevant contacts are re-evaluated.
  • Physics: Ensure that when turning-on Rigidbody2D.AutoMass in the inspector, mass is immediately calculated.
  • Physics: Fix crashing when calling HingeJoint.useMotor or HingeJoint.useSpring on disabled a HingeJoint
  • Physics: Fix ignore settings not being applied to WheelCollider (when set with Physics.IgnoreCollision
  • Physics: Fix NullReferenceException in the editor when dragging a Rigidbody2D in the scene whilst it is deleted.
  • Physics: Fix OnTriggerXXX not being called on Trigger Colliders that are children of GameObjects with a Rigidbody
  • Physics: Fix performance issue with unneeded error string formatting
  • Physics: Fix scaling of cars that had center of mass not at the Rigidbody's origin
  • Physics: Fix SliderJoint2D motor-speed backwards compatibility prior to 5.1.1p3
  • Physics: Fixed a case where HingeJoint limits was not applied properly.
  • Physics: Fixed an axis-locking inconsistency in the HingeJoint when both min and max limits were set above 177 degrees, but still different.
  • Physics: Fixed cases where a ConfigurableJoint's JointDrive's spring stiffness and damping were not being set.
  • Physics: Fixed issues where PhysX SphereCasts would return an incorrect collision point for a scaled non-convex MeshCollider
  • Physics: Fixed PhysX wheels being created for inactive wheel colliders
  • Physics: HingeJoint.angle is now returned as +/- 180 degrees, as in Unity4.
  • Physics: HingeJoint2D no longer produces incorrect reference angles from Rigidbody2D angles.
  • Physics: JointMotor.targetVelocity can now be negative as well as positive.
  • Physics: Physics2D, Collider2D & Rigidbody2D IsTouching and IsTouchingLayers now correctly represents Box2D contact state.
  • Physics: Physics2D.CircleCastXXX and Physics2D.BoxCastXXX now correctly detect very fractional overlaps.
  • Physics: When using AutoMass for Rigidbody2D, ensure that the mass is clamped correctly.
  • Placeholder text is no longer shown when UI.InputField has focus.
  • Plugins: Editor would report incorrectly that native plugin is colliding with itself.
  • Plugins: Plugins located in StreamingAssets folder won't participate in the compilation.
  • Prevent Sprite Packing called randomly due to bug in hash Generation
  • Profiler: Fixed Rendering detailed stats. Stats for Draw Calls and Total Batches were previously swapped
  • Reflection Probes: Fixed switch between deferred & forward reflections in the editor not updating live
  • Rich text now correctly word-wraps embedded images ( tags).
  • Samsung TV: Make Cursor.lockState API work in Samsung TV.
  • Script Debugging: Fixed issue with stepping in switch statements
  • Script Debugging: Fixed occasional Unity crash when stepping many times in a row and then hitting a breakpoint.
  • Script Debugging: Fixed rare Unity crash when stepping.
  • Script Debugging: Fixed stepping over Resources.Load and other Unity API methods that use serialization.
  • Script Debugging: Fixed Unity crash when debugging with Visual Studio Tools for Unity 2.1
  • Script Debugging: Fixed Unity crash when trying to evaluate generic methods that return an array of the generic type. Such as GameObject.GetComponents() .
  • Script Debugging: Fixed Unity crash when trying to step after pause.
  • Scripting/Mono: Fixed Marshal.StructureToPtr crash when marshalling struct hierarchies on 64-bit.
  • Scripting: 'Editor' folders inside 'Plugins', 'Standard Assets' and 'Pro Standard Assets' no longer need to be at the root of those directories.
  • Scripting: Avoid Editor hang during close or script recompile if sockets are being used
  • Scripting: Do not set default System.Threading.SynchronizationContext.Current in .Net 2.0 Subset profile. Matches .Net 2.0 profile behavior.
  • Scripting: Fix crash when nested coroutine returns empty enumerator
  • Scripting: Fix enumerating Process.Modules in .Net 2.0 Subset profile.
  • Scripting: Fix enumerating Process.Threads in .Net 2.0 Subset profile.
  • Scripting: Fixed "Compile process is not finished yet" errror
  • Scripting: Fixed crash in some scenarios when project has missing assembly references
  • Scripting: Fixed developer console not receiving log messages when using Application.logMessageReceived.
  • Scripting: LayerMask.GetMask() no longer ignores the Default layer.
  • Serialization: Fixed random float value corruption in the editor after multiple playing/stopping scene
  • Shaders: _CameraDepthTexture is now preserved across calls to RenderWithShader()
  • Shaders: Correctly determine blend mode emitted by alpha:auto setting
  • Shaders: Fixed a possible runtime failure on IOS if an HLSL shader used a GLSL built-in function like 'mix'
  • Shaders: Fixed GrabPass missing viewport offset in the editor (coming to 5.2 patches too)
  • Shaders: Fixed some errors translating complex HLSL shaders - large shader constant arrays, and nested structure load/stores
  • Shaders: Strength of glossy reflections is now independent from cubemap resolution
  • Shaders: Upgraded obsolete 'alpha:blend' to 'alpha:fade' in builtin shaders
  • SpritePacker: Crash after packing multiple high res sprites
  • Terrain: Fixed incorrect rendering when switching template material.
  • Terrain: Fixed missing document link for Terrain component.
  • TextGenerator no longer occasional truncates the final character when using horizontal word-wrapping and vertical truncation.
  • Texture: Fix NPOT texture import size
  • Timeline profiler: Fix threaded view when connecting to player
  • Trailing spaces are now accounted for when aligning text.
  • TreeCreator: Fixed incorrect baked textures under Linear.
  • UI.Text Best Fit now works properly when a word does not fit within a single line.
  • UI.TextField no longer causes multiple errors text length exceeds 16383 characters.
  • UI: Allow '-' to be entered into InputField if the selected range encompases position 0
  • UI: Filled images need to clear the vertex data before adding new
  • UI: Fix nested canvas not rendering when it is the only renderable child
  • UI: Fix occasional crash caused by vertex/index buffers being destroyed before a geometry job terminates.
  • UI: Fixed canvas objects not updating correctly when an object's transformation is modified
  • UI: Fixed caret being visible even when the Gameobject is disable
  • UI: Fixed InputField selection highlight and caret no longer being visible.
  • UI: Fixed issue where CanvasRenderer would crash if an animation was playing when the canvas was removed
  • UI: Fixed issue where deleting a canvas while paused wouldn't update the visual state
  • UI: Fixed issue where removing a canvas wouldn't trigger its children to register to listen for events on the correct canvas
  • UI: Fixed memory leak where the mesh wouldn't dereference the mesh data when destroy was called
  • UI: Fixed multiline InputField throwing a ArgumentOutOfRange when trying to calculate the caret position
  • UI: Fixed Toggle component not updating when animated.
  • UI: Force Input caret to end of text on mobile device
  • UI: Image will not use the material texture if there is no sprite defined
  • UI: Tiled sprites with zero center will assume the center is stretched
  • UI: When appending to the InputField allow more characters than just space
  • UnityWebRequest: Some headers are missed in the response
  • VR: Fix crash when exiting play mode in the Editor
  • VR: Fix crash when running GearVR Applications
  • VR: Fix disabling ShowDeviceView preventing drawing to the game view with any camera
  • VR: Fix Fov in Scene/Game view of the Editor
  • VR: Fix HMD content failure after disconnect and reconnect
  • VR: Fix incorrect info and toggles while HMD was disconnected
  • VR: Fix Loss of Window focus crashes upon return
  • VR: Fix Plugin loading when creating a new VR Supported Project
  • VR: Fix regression crash when HMD was disconnected at application start
  • VR: Fix stereoMirrorMode right eye flicker
  • VR: Fix VRDevice.IsPresent always returning true
  • VR: Fix wrong FOV on entering play mode
  • WebGL: Fix an issue which could cause various stripping-related crashes as a consequence
  • WebGL: fix Application.dataPath
  • WebGL: Fix AudioClip.Create on Safari
  • WebGL: Fix backbuffer state if RenderTexture is set from user code.
  • WebGL: Fix crash related to stripping ParticleSystem class
  • WebGL: Fix crash when trying to use WWW.LoadFromCacheOrDownload if IndexedDB is not available.
  • WebGL: Fix crash when using Caching.Authorize
  • WebGL: Fix cursor images not rendering correctly
  • WebGL: Fix doppler effect being used on audio sources with spatial blend set to 2D
  • WebGL: Fix Firefox crashing on closing the page
  • WebGL: fix GUI.TextArea issue caused by TextEditor stripping
  • WebGL: Fix heavy memory consumption when downloading asset bundles using WWW.LoadFromCacheOrDownload
  • WebGL: fix importing wav files with floating point samples
  • WebGL: Fix Input.touches being flipped along the y-axis.
  • WebGL: Fix jerky mouse delta values
  • WebGL: Fix rescaling of default html template
  • WebGL: fix Return/Enter keypress on Firefox
  • WebGL: fix RightAlt key when used as AltGr to access special keyboard layouts
  • WebGL: Fix unnecessary warnings about rendering to mipmaps
  • WebGL: Fix WWW class response contents when status code is not 200
  • WebGL: Fixed GL_INVALID_OPERATION error in log caused by incorrect use of DrawBuffers
  • WebGL: InputString: fix truncation of UTF16 characters
  • WebGL: Make Application.targetFrameRate work
  • WebGL: Make AudioClip.SetData work
  • WebGL: Make SoundI::getLength return the correct result
  • WebGL: Make touch input work with UnityEngine.UI.
  • WebGL: WebGL should now use "closer to desktop" Shader features: Standard Shader HQ BRDF, support for box-projected probes and probes blending.
  • When a button contains a image and text the layout logic does not work properly
  • Windows Editor: Fixed D3D9 crash when locking/unlocking windows, due to a DeviceLost event not being handled correctly
  • Windows Phone 10: fix touch screen keyboard
  • Windows Standalone: Configuration banner image will be properly scaled on operating systems like "Windows 7 Home Extended", etc.
  • Windows Standalone: Fixed a bug where sometimes graphics quality combo box was empty.
  • Windows Standalone: In startup screen available resolutions list is populated according to the selected monitor
  • Windows Standalone: Screen.sleepTimeout will work correctly.
  • Windows Standalone: Switching from windowed to fullscreen mode will fullscreen player in the same monitor where it was in the windowed mode
  • Windows Store Apps: add supprt for new UWP capabilities and their population to manifest
  • Windows Store Apps: add UWP specific icon support and fix manifest creation
  • Windows Store Apps: fix AssemblyConverter failure for Array methods
  • Windows Store Apps: fix occasional rendering freeze when leaving and comming back in lanscape mode
  • Windows Store Apps: make explicit call UnityPause(1) to pause player until explicitly unpaused via UnityPause(0)
  • Windows Store Apps: make Input.gyro available if either OrientationSensor or Gyrometer is available
  • Windows Store Apps: setup initial orientations from Player Settings
  • Windows Store: building project with IL2CPP scripting backend no longer fails.
  • Windows Store: fixed a memory leak which reduced memory usage by around 4 to 8 MB.
  • Windows Store: fixed an issue which caused functions RunningOnUIThread and RunningOnAppThread in UnityEngine.WSA.Application to throw exceptions if called on non-main thread.
  • Windows Store: fixed an issue which made UWP class libraries throw FileNotFoundException when invoking into native WinRT components.
  • XboxOne/IL2CPP: Correct metadata loading on startup.

Changes since Release Candidate 1

Feature

  • iOS: iPad Pro pencil support added. Look for altitudeAngle, azimuthAngle, pressure
  • iOS: Touch.radius support added
  • iOS: Touch.type enum introduced, now it is possible to detect stylus/pencil touches versus regular touches

Improvement

  • VR: Updated Oculus SDK

Fixes

  • Editor: Fix for NullReferenceExceptions while dropping prefab in the scene view
  • Graphics: Fix crash when calling Texture.Compress for large textures
  • IMGUI: Fix possible deadlock when accessing GUIStyleState.background
  • iOS/OSX: Fix text rendering performance regression
  • iOS: Add build & run support for Xcode 7.1
  • iOS: Don't constrain iPhone 6+ to single landscape orientation on launch.
  • iOS: Don't duplicate AdSupport in plugin inspector
  • iOS: Fix simulator support on Xcode 7.1
  • iOS: Fixed legacy launch screens on iOS 9.1
  • iOS: Work around for iOS 9.1 bug that sometimes causes launchscreen corruption when only landscape orientations are enable
  • Networking: Unity crashes when user stops the server and WebGL client connected
  • Physics2D: Ensure that animating a Joint2D property always updates the joint immediately.
  • Physics2D: Ensure that when recalculating contacts for an Effector2D, all relevant Rigidbody2D are woken.
  • Reflection Probes: Fixed switch between deferred & forward reflections in the editor not updating live
  • Timeline profiler: Fix threaded view when connecting to player
  • VR: Fix crash when exiting play mode in the Editor
  • VR: Fix crash when running GearVR Applications
  • VR: Fix disabling ShowDeviceView preventing drawing to the game view with any camera
  • VR: Fix Plugin loading when creating a new VR Supported Project
  • WebGL: Fix jerky mouse delta values

The following are changes and fixes to 5.3 features and regressions...

Change

  • GI: Added the "Min Chart Size" option on the MeshRenderer to allow for lowering chart size in case stiching is not needed. (Originally added in 5.2.2p2)
  • GI: Added the "Ignore Normals" option on the MeshRenderer to skip comparing normals when detecting charts for realtime GI. This can be necessary when using hand authored UVs to avoid chart splits. (Originally added in 5.2.2p2)
  • SSRR removed from Standard Assets, to be returned in 5.4 and via Asset Store for continued experimental use.

Improvement

  • Reflection Probes: Optimized cubemap GGX convolution time using AVX instructions when present.

Fixes

  • Editor: Ensure only one scene can be Untitled (not previously saved) at a time
  • Editor: Fix being unable to remove an untitled scene without modifying it first
  • Editor: Fix deleting all assets from the project and saving the scene from the hierarchy window shows "Force quit" option
  • Editor: Fix dragging a game object to the top of the hierarchy
  • Fix RGBm encoder so we don't have banding in linear space
  • GI: Fixed issue where skybox ambient intensity value changes had no effect.
  • IL2CPP: Fix stripping of GUI.ScrollViewState which would break scroll views in IMGUI
  • Mecanim: Fixed an issue where euler angles were being shown differently in 5.3 than in 5.2
  • Mecanim: Fixed an issue where rotation keys created through the inspector defaulted to Quaternion curves instead of Euler curves.
  • Mecanim: Fixed crash in Transition previewer
  • MonoDevelop: Fixed issue with MonoDevelop being required to be in a path without spaces.
  • MSE: Fix Crash when using GetSceneManager API to save scene hierarchy as a scriptable object
  • Multiplayer: Network authority incorrect on host for objects for remote players
  • Physics: Ensure that auto-configuration properties for Joint2D update the joint immediately.
  • Physics: Ensure that buoyancy forces from BuoyancyEffector2D takes into account the Rigidbody2D gravity-scale.
  • Physics: Fix crash when setting a frequency of zero on the TargetJoint2D.
  • SpeedTree: Fixed performance regression when lots of Tree components present in the scene.
  • WebGL: Change .js.mem extension to .mem to avoid issues with some web servers
  • WebGL: Fix rendering of non-power-of-two images as sprites
  • Windows Store: Fixed uninformative exception which happens when plugins with same name have different "don't process" settings.
Changeset:
ceb02979c32c

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