Unity 2023.1.0 Alpha 19

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

Known Issues in 2023.1.0a19

  • 2D: [Lost Crypt] Unable to find URP 12.1.0 package error when importing Lost Crypt (1388129)

  • Asset - Database: Folder name is truncated when dot is used in the name (UUM-7046)

  • Asset - Database: Infinite import on opening project (related to prefabs) (1411189)

  • Audio: Audio starts playing from the beginning when Undo/Redo Audio Source changes in Play Mode (UUM-18551)

  • Editor: Fix random plugin importer crash on editor startup. (UUM-18397)
    Fixed in 2023.1.0a21.

  • Editor: Fixed intermittent crash when destroying/recreating menu items on Linux. (UUM-11724)
    Fixed in 2023.1.0a20.

  • Editor: Fixed slow test suite for Search on MacOS. (UUM-9301)
    First seen in 2023.1.0a4.
    Fixed in 2023.1.0a20.

  • Editor: Fixed unstable tests. (UUM-16525)
    First seen in 2023.1.0a15.
    Fixed in 2023.1.0a20.

  • HD RP: [HDRP] DoF in half or quarter resolution results in cropped frame (UUM-11354)

  • HDRP: Fixed a black screen issue with master builds on HDRP. (UUM-17388)
    Fixed in 2023.1.0a20.

  • IL2CPP: Linux IL2CPP builds fail with "BuildFailedException: Incremental Player build failed!" (1427577)

  • MacOS: [M1][Rosseta] Editor crashes on mono_arch_patch_callsite when entering the Play Mode (UUM-10411)

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

  • Profiling: Profiler Modules submenu and window is missing Titles of Modules and Counters (1419236)

  • RP Workflow: [HDRP] Standalone Profiler throws "HDRP Material Upgrade" pop-up and crashes after pressing "Ok" (1422062)

  • Scene Management: Undo crashes Unity with segmentation violation SIGSEGV (1385565)

  • Scripting: Fixed code coverage testing for packages. (UUM-18206)
    First seen in 2023.1.0a17.
    Fixed in 2023.1.0a20.

  • Shader System: GameObjects doesn't get rendered when using "Unlit.Unlit_UsePass" Shader (UUM-18980)

  • ShaderGraph: [Shader Graph] Shader instance property gets added to CBUFFER, which causes GPU instancing with instanced properties to not work (SGB-343)

  • Universal RP: Shader compilation time is higher in 2021.3 than in 2020.3 (UUM-17405)

  • Visual Effects: [VFX Graph] Opaque Unlit Output don't write to Depth (UUM-19559)

New 2023.1.0a19 Entries since 2023.1.0a18

Features

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

  • Editor: Added UX support for deprecated packages in Package Manager Window. Individually deprecated package versions and Unity packages deprecated for Editor versions will be marked as such in the Package Manager Window. Users will be informed at project startup if they have deprecated packages or versions currently installed.

  • HDRP: Added improvements to the SSS lighting model.

  • Physics 2D: Added a Rigidbody2D.Slide method which allows a Rigidbody2D to be moved with a specific velocity over a specific integration time and perform various slide, gravity, slip, direction-change, and surface-anchoring behaviours automatically. This can be used on all body types including Static. This method can simply calculate a new position, change the Rigidbody2D position immediately (supports interpolation), or defer the movement by automatically calling Rigidbody2D.MovePosition(). This feature will make Character Controllers easier to create.

Improvements

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

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

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

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

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

  • Physics 2D: Added a useConnectedAnchor property to HingeJoint2D which controls whether the point-to-point constraint of the connected anchor is used or not. With this disabled, the joint is able to use both the motor and/or rotation limits without being connected to a specific anchor point. This allows the joint to rotate a Rigidbody2D and/or limit the rotation without affecting its position.

  • Physics 2D: Added a new Physics2D.simulatedLayers property that controls which layers are simulated when the automatic FixedUpdate or Update simulation modes are used. Additionally, for Script simulation mode, Physics2D.Simulate() now has an additional argument that allows specific layers to be simulated.

  • Physics 2D: Added an argument to Collider2D.CreateMesh() method that allows the option to create a Delaunay Triangulated mesh. This argument can greatly simplify the resultant mesh.

API Changes

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

  • Physics 2D: Added: Rigidbody2D.MovePositionAndRotation to allow moving both the position and rotation without performing two separate calls.
    Rigidbody2D.velocityX property to allow setting the Rigidbody2D velocity X component without modifying the Y component.
    Rigidbody2D.velocityY property to allow setting the Rigidbody2D velocity Y component without modifying the X component.
    Rigidbody2D.AddForceX() method to allow adding force to the Rigidbody2D velocity X component without modifying the velocity Y component.
    Rigidbody2D.AddForceY() method to allow adding force to the Rigidbody2D velocity Y component without modifying velocity X component.
    Rigidbody2D.AddRelativeForceX() method to allow adding relative force to the Rigidbody2D velocity X component without modifying velocity Y component.
    Rigidbody2D.AddRelativeForceY() method to allow adding relative force to the Rigidbody2D velocity Y component without modifying velocity X component.
    Rigidbody2D.Cast to allow casting a Rigidbody2D from a specific position and rotation.
    Collider2D.Cast to allow casting a Collider2D from a specific position and rotation.
    Rigidbody2D.Distance to allow finding the distance to another Collider2D from a specific position and rotation.
    Collider2D.Distance to allow finding the distance to another Collider2D from a specific position and rotation.
    Physics2D.simulationLayers to control which layers are simulated.

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

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

  • Physics 2D: Obsoleted: Physics2D.autoSimulation
    Physics2D.changeStopsCallbacks
    Physics2D.minPenetrationForPenalty.

  • Scene/Game View: Added: Added the ability to display similar tools as a single button in the Tools Overlay, with a fly-out context menu to select the active variant.

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

Changes

  • 2D: Added support for different sized texture inputs in ImagePacker.

  • 2D: Disabled Sprite Library modification in the Component's Inspector and added a button to export changes to an Asset.

  • 2D: Expand and frame on bone selection.

  • 2D: Fixed pasting unassociated data to Skinning Editor so it no longer throws console errors.

  • 2D: Modified PSD Importer so that it no longer depends on 2D Animation.

  • 2D: Moved Pixel Per Unit and Worldspace UV fill settings adjacent to Stretch UV to have all fill settings grouped together.

  • 2D: Refactored internal triangulation and tessellation APIs.

  • 2D: Refactored internal triangulation and tessellation APIs.

  • 2D: Simplified the Psd Layer storage. There is now only one storage: Psd Layers.

  • 2D: Simplified the Sprite Meta Data storage. There are now 3 storages: Single Sprite, Multiple Sprites, and Mosaiac (Atlased) Sprites.

  • Game Core: Changed default shader model to 6.2 to support newer features.

  • Graphics: Removed OpenGL ES 2.0 support.

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

Fixes

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

  • 2D: Fixed a case where a .psd/.psb with a Main Skeleton assigned would generate incorrect bind poses.

  • 2D: Fixed a case where a .psd/.psb would not import with the correct layer coordinates.

  • 2D: Fixed a case where moving vertices forcefully in the Skinning editor could cause a quad reset of the mesh.
    First seen in 2023.1.0.

  • 2D: Fixed a case where multi-selecting Sprite Skins would cause a null reference exception to be thrown.
    First seen in 2023.1.0.

  • 2D: Fixed a case where new bones are not selected after pasting them in the Skinning Editor and an exception is thrown.

  • 2D: Fixed a case where pasting bones in the Skinning Editor would move bones rather than copy them.
    First seen in 2023.1.0.

  • 2D: Fixed a case where setting IKManager2D's or Solver2D's weight to '0' doesn't update solver's effector position.
    First seen in 2023.1.0.

  • 2D: Fixed an issue where selecting bones in the Skinning Editor after removing any bone in the skeleton throws an exception.
    First seen in 2023.1.0.

  • 2D: Fixed an issue where the Sprite Skin editor would throw an exception if Sprite Renderer doesn't have a Sprite assigned to it.

  • 2D: Fixed an issue where undoing the addition of a Sprite Skin component would crash the editor.

  • 2D: Fixed error when a Tile asset with an instanced GameObject is removed from the Tilemap during a Collider2D.OnCollision***2D event. (UUM-15455)

  • 2D: Fixed exception when showing PSDImporter inspector. (Case DANB-195).
    First seen in 2023.1.0.

  • 2D: Fixed IK Manager 2D's inspector slow downs.

  • 2D: Fixed SpriteShape Extras "Colliders" scene so that it no longer displays warnings in console when opening. (DANB-97)
    First seen in 2023.1.0.

  • 2D: Fixed SpriteShapeController so it now initializes collider data. (DANB-18)
    First seen in 2023.1.0.

  • 2D: Fixed the Custom Geometry Modifier so that adding a new element no longer spams errors. (DANB-120)
    First seen in 2023.1.0.

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

  • Android: Fixed InputView so that it's now clickable when isInputFieldHidden is set to True and ConsumeOutsideTouches is set to False. (UUM-16292)
    First seen in 2023.1.0a13.

  • Animation: Fixed the rig builder so that it no longer prevents GameObject movement when two animations are playing in layer mixer with root motion masked on second layer. (UUM-16486)
    First seen in 2023.1.0a12.

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

  • Build Pipeline: Fixed a potential bug where building players could fail with a sharing violation on a file called buildreport.json_2.traceevents.

  • Editor: Added a property context menu item for prefabs showing the origin of the property value.

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

  • Editor: Fixed input issues when cursor is locked. (UUM-17514)
    First seen in 2023.1.0a14.

  • Editor: Fixed memory leaks that were detected when generating a preview when an HDRP project was selected. (UUM-8320)

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

  • Editor: Fixed the inspector window so that it no longer blacks out during addcomponent drawing. (UUM-1565)
    First seen in 2023.1.0a10.

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

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

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

  • Graphics: Fixed issue with Texture2D.CreateExternalTexture where sampling of SRGB textures in a project in gamma color space produced wrong results. (UUM-17632)
    First seen in 2023.1.0a15.

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

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

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

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

  • HDRP: Fixed exposure of recorded frames with path tracing and auto exposure. (UUM-14985)
    First seen in 2023.1.0a10.

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

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

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

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

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

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

  • HDRP: Fixed the volumetric samples. (UUM-16711)
    First seen in 2023.1.0a13.

  • HDRP: Fixed transmission on directional lights. (UUM-15003)

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

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

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

  • IL2CPP: Avoid a possible race condition when the garbage collector is enabled or disabled that could cause it to become permanently disabled. (UUM-16300)

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

  • IL2CPP: Fixed crash in IL2CPP metadata code when loading a field RVA value. (UUM-17473)

  • IL2CPP: Fixed DllNotFoundException when setting a file to hidden on non-Windows platforms. (UUM-14580)

  • IL2CPP: Support casts from arrays to interfaces of their reduced type (e.g. int[] -> IEnumerable). (UUM-16304)
    First seen in 2023.1.0a12.

  • Linux: Fixed CinemachineVirtualCamera Component's body's "ScreenY" and "ScreenX" values move towards 1.5 while pressing and moving the mouse. (UUM-14611)

  • Mono: Fixed issue where DeflateStream would swallow exceptions instead of throwing them. (UUM-17185)

  • Mono: Improved the performance of large struct copies. (UUM-10796)

  • Mono: Updated the Brotli compression library to version 1.0.9 to correct CVE-2020-8927. (UUM-15721)

  • Scene/Game View: Fixed an issue where the LineRenderer with a size equal to zero would be in frame when pressing on the Frame Selected shortcut. (UUM-17028)
    First seen in 2023.1.0a14.

  • Scripting: Fixed an issue so that ILPP now recovers after the ILPP runner is unresponsive. (UUM-17438)
    First seen in 2023.1.0a14.

  • Serialization: Fixed issue with using SerializeReference within Prefab Variant where reference to local UnityObjects were not updated properly in Prefab Variant Instance. (UUM-16434)
    First seen in 2023.1.0a12.

  • Services: Fixed the activation of the Link Project ID button in Services tab when the organization name and project name selected are the same.

  • Services: Reset the selected project in Services tab and disabled the Link Project ID button when changing organization.

  • Shadergraph: Fixed unity_StereoEyeIndex error when building XR project with URP Fullscreen master node containing Shader. (SGB-278)

  • Shaders: Fixed a rare crash when opening a project with compute shaders. (UUM-10259)

  • Shaders: Fixed asset bundles with shaders not loading correctly on newer versions of Unity. (UUM-17421)

  • Shaders: Fixed missing scalar-to-vector expansion in bitFieldInsert on Metal. (UUM-17883)
    First seen in 2023.1.0a17.

  • Shaders: Fixed rare incorrect shadow rendering when switching render pipelines. (UUM-7816)
    First seen in 2023.1.0a2.

  • SRP Core: Fixed missing documentation and documentation links on Rendering-Debugger and components used for the Runtime UI. (UUM-2438)
    First seen in 2023.1.0a1.

  • SRP Core: Fixed null exception while selecting a camera on the Rendering Debugger > Volumes > Camera. (UUM-865)

  • SRP Core: Fixed popup showing multiple time when trying to remove additional data while in multi selection. (UUM-5452)

  • SRP Core: Fixed VolumeComponent visibility without additional attributes. (UUM-16462)
    First seen in 2023.1.0a13.

  • Terrain: Added control for the user to choose the smoothness source, either set directly via slider, or from diffuse alpha channel. (UUM-3886)

  • UI Toolkit: Enabled display of UI Toolkit warning when the serialized references are missing (as per IMGUI). (UUM-15589)
    First seen in 2023.1.0a11.

  • UI Toolkit: Fixed ColorFields so that they now work properly in the UI Builder. (UUM-9871)
    First seen in 2023.1.0a4.

  • UI Toolkit: Fixed warning in label draggers during runtime. (UUM-16490)
    First seen in 2023.1.0a10.

  • Universal RP: Fixed render scale with SMAA. (UUM-12495)
    First seen in 2023.1.0a6.

  • Universal RP: Fixed SSAO in URP when using non-uniform rendering. (UUM-15795)
    First seen in 2023.1.0a12.

  • URP: Fixed Full Screen Pass functionality when used with XR. (UUM-12644)
    First seen in 2023.1.0a9.

  • VFX Graph: Fixed the Property Binder so it now takes the space property into account. (1409639)

  • VFX Graph: Removed unexpected GC.Alloc while accessing to state.vfxEventAttribute in [VFXSpawnerCallbacks](https://docs.unity3d.com/ScriptReference/VFX.VFXSpawnerCallbacks.OnUpdate.html). (UUM-14769)

  • Web: Fixed a bug on Chrome on iOS where the WebGL canvas cannot regain focus after losing it. (UUM-1166)
    First seen in 2023.1.0a6.

  • WebGL: Fixed the WebGL shader preprocessor to handle WebGL shaders that were failing. (UUM-732)

  • WebGL: Improved WebAssembly build options to avoid long link times. Added a new Release build option that is focused on faster build speeds, but note that Development builds are the fastest for iteration. (UUM-15615)

  • Windows: Fixed IL2CPP runtime compilation failing when building C++ code using Visual Studio 2022 17.4 or newer. (UUM-17921)

  • Windows: Modified full stack traces so that when they are enabled on Windows, Unity will no longer try to resolve symbols from the symbol server. This prevents a potential stall the first time a stack trace is printed. (UUM-11802)

  • 2D

  • 2D

New 2023.1.0a19 Package Changes since 2023.1.0a18

Packages updated

Preview of Final 2023.1.0a19 Release Notes

Features

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

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

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

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

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

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

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

  • 2D: Enabled opening Sprite Editor Window from SpriteRenderer inspector to edit the Sprite that is assigned to the SpriteRenderer.

  • 2D: Enabled ScriptablePacker to add custom packing algorithm for SpriteAtlas.

  • Android: Added build_fingerprint information to Android builds.

  • Android: Enabled adding device using IP address for Chrome OS Build & Run Support.

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

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

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

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

  • Editor: Added Enable PlayMode Tooltips toggle to preferences.

  • Editor: Added Helper Bar to show useful shortcuts.

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

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

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

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

  • Editor: Added UX support for deprecated packages in Package Manager Window. Individually deprecated package versions and Unity packages deprecated for Editor versions will be marked as such in the Package Manager Window. Users will be informed at project startup if they have deprecated packages or versions currently installed.

  • Editor: Added focusedWindowChanged callback to the EditorWindow class.

  • Editor: Enabled adding a shortcut to enable/disable a capture for the Frame Debugger.

  • Editor: Enabled connection to Perforce servers using accounts with MFA.

  • Editor: Enabled copying a foldout or an entire event for the Frame Debugger.

  • Editor: Enabled seeing the Original and Used shaders in an event for the Frame Debugger. Useful for events that are using USEPASS or falling back to an assigned fallback shader.

  • Editor: Enabled setting the minimum and maximum values for the Levels slider for the Frame Debugger.

  • Editor: Enabled shortcut binding to mouse wheel turns for ShortcutManager.

  • Editor: Enabled viewing the individual meshes in a SRP Batch inside the Mesh Preview for the Frame Debugger.

  • Editor: Split texture format for the Frame Debugger into Color Format and DepthStencil Format.

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

  • Graphics: Added DirectX Raytracing (DXR) 1.1 support in compute shaders. Added the following APIs: SystemInfo.supportsInlineRayTracing, SystemInfo.supportsRayTracingShaders, ComputeShader.SetRayTracingAccelerationStructure, and CommandBuffer.SetRayTracingAccelerationStructure(ComputeShader, ...). Added #pragma require inlineraytracing to compute shaders.

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

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

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

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

  • Graphics: Added the ability in the Texture2D importer and constructor to add the texture to a project-defined mipmap limit group for more fine-grained control of how texture quality gets affected per quality level.

  • Graphics: Added the ability in the Texture2D importer and constructor to exclude the texture from mipmap limits, ensuring that all mips can get uploaded regardless of the quality settings.

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

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

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

  • HDRP: Added Generic Rendering Layer mode support.

  • HDRP: Added improvements to the SSS lighting model.

  • HDRP: Added Ray Tracing Terrain support for HDRP.

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

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

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

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

  • Kernel: Added functionality to control player connection listen port.

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

  • Package: Added new IPerformanceModeStatus to retrieve performance mode and listen to performance mode changes.

  • Package: Implemented new APIs to control the lifecycle of Adaptive Performance.

  • Package: Integrated Android GameManager APIs.

  • Package: Integrated Android PowerManager and PerformanceHintManager APIs.

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

  • Physics 2D: Added a Rigidbody2D.Slide method which allows a Rigidbody2D to be moved with a specific velocity over a specific integration time and perform various slide, gravity, slip, direction-change, and surface-anchoring behaviours automatically. This can be used on all body types including Static. This method can simply calculate a new position, change the Rigidbody2D position immediately (supports interpolation), or defer the movement by automatically calling Rigidbody2D.MovePosition(). This feature will make Character Controllers easier to create.

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

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

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

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

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

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

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

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

  • UI Toolkit: Added support for Bitmap Text.

  • UI Toolkit: Added Vertex Buffer size configuration.

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

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

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

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

  • URP: Added Decal support to Render Graph.

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

  • URP: Added RenderGraph support to URP postFX.

  • URP: Added shadow interoperability with Sprite, Colliders, SpriteShape, and 2D Animation.

  • URP: Added soft shadow rendering. Shadow softness can be set on shadow casting Light2Ds.

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

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

  • VFX Graph: Added VFX integration in Ray Tracing.

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

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

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

Improvements

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

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

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

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

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

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

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

  • Animation: Improved animation performance by limiting asserts.

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

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

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

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

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

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

  • Core: Added Transform.SetLocalPositionAndRotation(). This allows you to set both the localPosition and localRotation of a transform in a single call, which is more efficient than assigning to localPosition and localRotation separately. (Thank you to @DevDunk on the forum for the request!).

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

  • Documentation: Added scripting example for ObjectChangeEvents.

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

  • DX12: D3D12MemoryManager optimization. Reduced work amount.

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

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

  • Editor: Added a Jobs Preference menu to the Edit > Preferences window. This window allows specifying the Native Leak Detection mode, the use of Job Threads, and Enabling/Disabling the Job Debugger (also known as the Job Safety System).

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

  • Editor: Added Volumetric Material samples.

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

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

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

  • Editor: Frame Debugger: Arrays are now displayed inside the window instead of using a popup.

  • Editor: Frame Debugger: Holding down Shift or Alt buttons while clicking a foldout triangle will now open/close them all.

  • Editor: Frame Debugger: Scope values changed from v/f/g/h/d to vs/fs/gs/hs/ds.

  • Editor: Frame Debugger: Shader Properties are now sorted by property names.

  • Editor: Frame Debugger: Table headers added to properties.

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

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

  • Editor: Improved CustomAxis display in GraphicsSettings.

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

  • Editor: Improved internal calls to CustomEditorAttributes static methods.

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

  • Editor: Improved performance of ActiveEditorTracker.

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

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

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

  • Editor: Optimize VFXEventTesterWindow OnSelectionChanged.

  • Editor: Reduced the time taken by AssetDatabase.FindAssets when used with a custom filter, speeding up domain reloads and other editor operations that made the poor choice of calling this function in the first place.

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

  • Editor: Updated FBX SDK to version 2020.3.1.

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

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

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

  • GI: Changed gaussian filter slider to move in 0.1 increments. In the C# API, int LightingSettings.filteringGauss* properties are replaced by float LightingSettings.filteringGaussian*. (UUM-9703)

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

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

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

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

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

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

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

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

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

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

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

  • Graphics: Reduced CPU overhead of command buffers management.

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

  • HDRP: Added more options to run TAA Sharpening.

  • HDRP: Allowed non square reflection probe atlas sizes.

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

  • HDRP: Enabled multi-editing for Diffusion Profiles.

  • HDRP: Enabled Progressive Exposure Adaptation in scene view.

  • HDRP: Improved CPU shadow performance with burst.

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

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

  • HDRP: Improved the name for Dynamic Resolution property.

  • HDRP: New iteration on the water system.

  • HDRP: Removed diffusion profiles from global settings.

  • HDRP: Tooltips improvement.

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

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

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

  • IL2CPP: Removed the null check before constructor calls.

  • Kernel: Added logging when reporting temp memory leaks.

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

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

  • Multiplayer: Added Netcode for GameObjects 1.1.0.

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

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

  • Networking: Clarified an error message in the logs when attempting to build a dedicated server player without having that platform's corresponding Dedicated Server Build support module installed.

  • Package: Adaptive Performance Subsystem is using the internal Subsystems module now and removed the subsystem registration. This introduces an internal APProvider class.

  • Package: Changed Samsung provider to support the new APIs.

  • Package: Improved handling for Samsung GameSDK APIs that may not be available on certain devices.

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

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

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

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

  • Physics 2D: Added a useConnectedAnchor property to HingeJoint2D which controls whether the point-to-point constraint of the connected anchor is used or not. With this disabled, the joint is able to use both the motor and/or rotation limits without being connected to a specific anchor point. This allows the joint to rotate a Rigidbody2D and/or limit the rotation without affecting its position.

  • Physics 2D: Added a new Physics2D.simulatedLayers property that controls which layers are simulated when the automatic FixedUpdate or Update simulation modes are used. Additionally, for Script simulation mode, Physics2D.Simulate() now has an additional argument that allows specific layers to be simulated.

  • Physics 2D: Added an argument to Collider2D.CreateMesh() method that allows the option to create a Delaunay Triangulated mesh. This argument can greatly simplify the resultant mesh.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • SRP Core: Tooltips improvement across SRPs.

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

  • Universal RP: Improved visual quality of FXAA so it no longer introduces structured noise and blurring. Performance should be mostly unchanged.

  • Universal RP: Removed the remaining obsolete usages of render targets to use RTHandles properly.

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

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

  • URP: Improved the name for Dynamic Resolution property.

  • URP: Tooltips improvement.

  • VFX Graph: Reduced the time taken by VFXGraph.CheckCompilationVersion that would previously potentially query all assets on every domain reload.

  • VFX Graph: Reduced time taken by code generation when a VFX asset is imported.

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

API Changes

  • Android: Added: Added Android Project Configuration Manager API. This API is a set of classes that represents and allows to modify as well as add new Gradle project files in C#.

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

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

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

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

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

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

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

  • Build Pipeline: Obsoleted: BuildPipelineExperimental is now deprecated.

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

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

  • Core: Added: Added new Gizmos.DrawLineList() API which allow a sequence of disconnected lines to be drawn with a single API call improving performance over repeated calls to Gizmos.DrawLine().

  • Core: Added: Added new Gizmos.DrawLineStrip() API which allow a sequence of connected lines to be drawn with a single API call improving performance over repeated calls to Gizmos.DrawLine().

  • Core: Added: Added overload of GameObject.FindGameObjectsWithTag that takes a List to bypass allocations.

  • Core: Added: Added several new batch Transform APIs that can process multiple points or vectors in a single API call rather than having to make repeated calls on each point in turn which drastically improves performance
    Transform.TransformPoints() - batch version of Transform.TransformPoint()
    Transform.TransformDirections() - batch version of Transform.TransformDirection()
    Transform.TransformVectors() - batch version of Transform.TransformVector()
    Transform.InverseTransformPoints() - batch version of Transform.InverseTransformPoint()
    Transform.InverseTransformDirections() - batch version of Transform.InverseTransformDirection()
    Transform.InverseTransformVectors() - batch version of Transform.InverseTransformVector().

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

  • Editor: Added: Added EditorApplication.consoleLogsChanged event.

  • Editor: Added: Added EditorApplication.GetConsoleLogCounts method.

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

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

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

  • Editor: Added: Added new SupportedOnRenderPipeline attribute.

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

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

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

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

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

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

  • Editor: Changed: Lightmapping.SetAdditionalBakedProbes now accepts a boolean value to indicate if probes should be deringed.

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

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

  • Editor: Obsoleted: PresetSelector.ShowSelector(Object, Preset, bool, PresetSelectorReceiver) is now obsolete. Please use ShowSelector(Object[], Preset, bool).

  • Editor: Obsoleted: PresetSelector.ShowSelector(PresetType, Preset, bool, PresetSelectorReceiver) is now obsolete. Please use ShowSelector(Object[], Preset, bool).

  • Editor: Obsoleted: The PresetSelectorReceiver is now obsolete.

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

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

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

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

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

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

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

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

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

  • Graphics: Added: Added RayTracingAccelerationStructure.AddInstances for adding multiple ray tracing instances of a Mesh to the acceleration structure. In ray tracing, this is the equivalent of Graphics.RenderMeshInstanced from the rasterization pipeline.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • License: Added: Added GetEntitlementDetails.

  • Package: Added: Added a C# API to add pip packages.

  • Package: Added: Added a C# API to add to site packages.

  • Package: Added: Added a C# API to launch an external process with the PATH set up to point to the Python distribution.

  • Package: Added: Exposed FBX Recorder Settings class to the public API.

  • Package: Added: Exposed function to convert to prefab variant to the public API.

  • Package: Added: Exposed functions to pass export options on export to the public API.

  • Package: Removed: Removed the remnants of the Python Client API.

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

  • Physics 2D: Added: Rigidbody2D.MovePositionAndRotation to allow moving both the position and rotation without performing two separate calls.
    Rigidbody2D.velocityX property to allow setting the Rigidbody2D velocity X component without modifying the Y component.
    Rigidbody2D.velocityY property to allow setting the Rigidbody2D velocity Y component without modifying the X component.
    Rigidbody2D.AddForceX() method to allow adding force to the Rigidbody2D velocity X component without modifying the velocity Y component.
    Rigidbody2D.AddForceY() method to allow adding force to the Rigidbody2D velocity Y component without modifying velocity X component.
    Rigidbody2D.AddRelativeForceX() method to allow adding relative force to the Rigidbody2D velocity X component without modifying velocity Y component.
    Rigidbody2D.AddRelativeForceY() method to allow adding relative force to the Rigidbody2D velocity Y component without modifying velocity X component.
    Rigidbody2D.Cast to allow casting a Rigidbody2D from a specific position and rotation.
    Collider2D.Cast to allow casting a Collider2D from a specific position and rotation.
    Rigidbody2D.Distance to allow finding the distance to another Collider2D from a specific position and rotation.
    Collider2D.Distance to allow finding the distance to another Collider2D from a specific position and rotation.
    Physics2D.simulationLayers to control which layers are simulated.

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

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

  • Physics 2D: Obsoleted: Physics2D.autoSimulation
    Physics2D.changeStopsCallbacks
    Physics2D.minPenetrationForPenalty.

  • Scene/Game View: Added: Added the ability to display similar tools as a single button in the Tools Overlay, with a fly-out context menu to select the active variant.

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

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

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

  • Scripting: Added: Added type AwaitableCoroutine usable as an async method return type, and providing await compatibility for coroutines such as NextFrame, UnityEvent, AsyncGPUReadBacks or any AsyncOperation.

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

  • Scripting: Changed: Deprecated AssemblyBuilder.

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

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

  • Search: Added: Exposed New search APIs.

  • Search: Obsoleted: Deprecated APIs related to IMGUI.

  • Search: Removed: Removed obsolete APIs.

  • Services: Obsoleted: Made UserInfo APIs as obsolete.

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

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

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

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

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

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

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

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

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

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

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

  • URP: Added: Added light cookies stripping.

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

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

Changes

  • 2D: Added support for different sized texture inputs in ImagePacker.

  • 2D: Disabled Sprite Library modification in the Component's Inspector and added a button to export changes to an Asset.

  • 2D: Expand and frame on bone selection.

  • 2D: Fixed pasting unassociated data to Skinning Editor so it no longer throws console errors.

  • 2D: Modified PSD Importer so that it no longer depends on 2D Animation.

  • 2D: Moved Pixel Per Unit and Worldspace UV fill settings adjacent to Stretch UV to have all fill settings grouped together.

  • 2D: Refactored internal triangulation and tessellation APIs.

  • 2D: Refactored internal triangulation and tessellation APIs.

  • 2D: Simplified the Psd Layer storage. There is now only one storage: Psd Layers.

  • 2D: Simplified the Sprite Meta Data storage. There are now 3 storages: Single Sprite, Multiple Sprites, and Mosaiac (Atlased) Sprites.

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

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

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

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

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

  • Android: Modified FrameLayout so you can call getFrameLayout function on UnityPlayer instance if you need access to frame layout. UnityPlayer/UnityPlayerForActivityOrService no longer derives from FrameLayout.

  • Android: Modified the input device listener so it now processes the callback on the UI thread. The callbacks were previously being processed in Unity's main thread but this is incompatible with the GameActivity setup, where Java looper is not present on Unity's main thread.

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

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

  • Android: Unity Now uses Gradle 7.2 by default.

  • Android: Updated CMake to version 3.22.1.

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

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

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

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

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

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

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

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

  • Editor: Events that are propagating to all IMGUIContainers if not handled on their propagation path will no longer be propagated if their isDefaultPrevented flag is set. Note: The propagations of ExecuteCommandEvent, ValidateCommandEvent, DragExitedEvent, MouseEnterWindowEvent, MouseLeaveWindowEvent, IMGUIEvent events are not affected by this change.

  • Editor: Implemented RationalTime for Time Management.

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

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

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

  • Game Core: Changed default shader model to 6.2 to support newer features.

  • Graphics: Removed OpenGL ES 2.0 support.

  • Graphics: Removed MeshSkinning.GPUSkinning profiler marker.

  • Graphics: Renamed ComputeSkinningDispatch profiler marker to MeshSkinning.ComputeBlendShape for blend shape dispatches.

  • Graphics: Renamed ComputeSkinningDispatch profiler marker to MeshSkinning.ComputeSkinning for skinning dispatches.

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

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

  • HDRP: Replaced CustomEditorForRenderPipeline and VolumeComponentMenuForRenderPipeline with separate attributes.

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

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

  • macOS: MacOS Player now requires macos 10.14+.

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

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

  • Package: Updated minimum Unity version to 2020.3.

  • Package: Updated Python from 3.9 to 3.10.

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

  • Package: Updated the FBX SDK bindings to 5.0.0-pre.1.

  • Package: Updated the minimum Recorder version to 4.0.0.

  • Package: Updated the minimum Unity version to 2020.3.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • URP: Replaced CustomEditorForRenderPipeline and VolumeComponentMenuForRenderPipeline with separate attributes.

  • Version Control: Changed the Go back to changeset option in Changesets tab to Revert to changeset. Improved notification banner appearance.

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

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

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

  • XR: Removed deprecated package com.unity.xr.arkit-face-tracking from AR Feature Set. The APIs from ARKit Face Tracking package has been moved to ARKit package.

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

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

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

Fixes

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

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

  • 2D: Fixed a case where a .psd/.psb with a Main Skeleton assigned would generate incorrect bind poses.

  • 2D: Fixed a case where a .psd/.psb would not import with the correct layer coordinates.

  • 2D: Fixed a case where Asset Preview window does not update when packing preview after modifying objects for packing or packing settings. (UUM-6642)

  • 2D: Fixed a case where new bones are not selected after pasting them in the Skinning Editor and an exception is thrown.

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

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

  • 2D: Fixed an issue where the Sprite Skin editor would throw an exception if Sprite Renderer doesn't have a Sprite assigned to it.

  • 2D: Fixed an issue where undoing the addition of a Sprite Skin component would crash the editor.

  • 2D: Fixed case where Sprite Atlas changes Secondary Texture when entering Play mode. (UUM-11355)

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

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

  • 2D: Fixed error when a Tile asset with an instanced GameObject is removed from the Tilemap during a Collider2D.OnCollision***2D event. (UUM-15455)

  • 2D: Fixed IK Manager 2D's inspector slow downs.

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

  • 2D: Fixed memory leak with the TilemapCollider2D when used with a CompositeCollider2D. (UUM-15822)

  • 2D: Fixed regression where GameObjects are not instantiated by Tiles when the Tilemap is not active. (UUM-14293)

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

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

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

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

  • AI: Fixed an issue that patches of the generated NavMesh were sometimes getting the area type from distant objects below due to their connection through a sloped wall. (UUM-3457)

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

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

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

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

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

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

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

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

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

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

  • Android: Fixed an Android audio crash when targeting API Level 31 and running on an Android 12 device. Also fixed an AudioManager.GetStreamVolume exception when targeting API Level 29 or later, which caused the AudioSettings.Mobile.stopAudioOutputOnMute feature to not work correctly, if enabled. (UUM-5652)

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

  • Android: Fixed an incorrect value of Android/Vulkan specific shader constant UNITY_DISPLAY_ORIENTATION_PRETRANSFORM when "Apply display rotation during rendering" was enabled. (UUM-5654)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Asset Import: Fixed localPagePos <= page.allocatedSize assert sometimes triggered during imports.

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

  • Asset Import: Fixed the import of packages that are registered during InitializeOnLoad making sure that package folders are scanned and imported prior to first Assets import. (UUM-3699)

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

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

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

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

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

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

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

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

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

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

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

  • Build Pipeline: Fixed a potential bug where building players could fail with a sharing violation on a file called buildreport.json_2.traceevents.

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Editor: Added a proper error message when trying to run the Editor in a misconfigured environment with no HOME variable set (Mac and Linux). (UUM-14787)

  • Editor: Added a property context menu item for prefabs showing the origin of the property value.

  • Editor: Added warning log when the size of a Sprite in a Secondary Texture used in a Sprite Atlas does not match its size in the Main Texture. (UUM-11164)

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

  • Editor: Enabled the first import from TextureImporter to generate Sprites by automatically detecting regions when project Default Behavior is in 2D Mode. This is the same behaviour found in Automatic Slicing in Sprite Editor Window.

  • Editor: Enabling shader keyword pre-filtering so that build process does not have to enumerate through full shader variant space. This fixes the issue of URP builds even with warm shader cache taking really long time. This fix does not reduce the time spent on actually compiling shaders. (UUM-3711)

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Editor: Fixed an issue where a different mouse icon appears when hovering over the event slider in the Frame Debugger. (UUM-17184)

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

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

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

  • Editor: Fixed an issue where LODGroup editor was not updating immediately when there were changes. (UUM-5815)

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

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

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

  • Editor: Fixed an issue where the New launch screen did not bring notification dialogs to front. (UUM-6395)

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

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

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

  • Editor: Fixed an issue with Mac standalone builds where the generated Xcode project did reference .bundle plugins as a single plugin. (UUM-11278)

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

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

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

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

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

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

  • Editor: Fixed contents of GridSelection in the Inspector window, when the Select Tool is used while the Inspector and Tile Palette are docked in the same window. (UUM-7857)

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

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

  • Editor: Fixed crash with TilemapCollider2D when used with a CompositeCollider2D and a Tile with no Sprite with Collider Type Sprite is set. (UUM-15912)

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

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

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

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

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

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

  • Editor: Fixed IndexOutOfBoundsException in player settings.

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

  • Editor: Fixed issue where mouse up and mouse down events were reported twice in OnGUI when using the Device Simulator. (UUM-14340)

  • Editor: Fixed issue with leak checking.

  • Editor: Fixed material copy/paste so it now copies all properties. (UUM-6041)

  • Editor: Fixed memory leaks that were detected when generating a preview when an HDRP project was selected. (UUM-8320)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Editor: Fixed URP XR Automation Failure.

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

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

  • Editor: Frame Debugger: Fixed an issue where a NullReferenceException would happen when trying to open the Frame Debugger from the Profiler Window. (UUM-4088)

  • Editor: Frame Debugger: Fixed an issue where depth and shadow maps were not displayed in HDRP projects. (UUM-4101)

  • Editor: Frame Debugger: Fixed an issue where duplicate meshes would appear in the list of meshes. (UUM-4095)

  • Editor: Frame Debugger: Fixed an issue where the Depth buffer was incorrectly displayed after selecting DrawOpaqueObjects event. (UUM-4087)

  • Editor: Frame Debugger: Fixed an issue where the output image would flicker when looking at DrawMesh events in URP Deferred. (UUM-4102)

  • Editor: Frame Debugger: Fixed an issue where the window would constantly refresh when debugging a remote device. (UUM-4096)

  • Editor: Frame Debugger: Fixed an issue with showing events that have Render Targets using MSAA. (UUM-4100)

  • Editor: Launch screen scaling issues resolved.

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

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

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

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

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

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

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

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

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

  • GI: -Fixed [GPU PLM] OpenCL shader loading time in new projects has become significantly slower. Fixed regression by speeding up OpenCL shader loading stage by caching binaries in the GICache. (UUM-1350)

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

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

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

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

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

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

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

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

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

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

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

  • Graphics: Fixed a crash on launch when the most prioritized graphics API is Vulkan and Vulkan drivers are not fully functional.

  • Graphics: Fixed a crash on some platforms when the mesh buffers do not exist on a MeshRenderer. (UUM-4150)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Graphics: Fixed mipmap streaming not properly taking into account mipmap limit settings. (UUM-11567)

  • Graphics: Fixed mipmap stripping not properly taking into account mipmap limit settings. (UUM-11568)

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

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

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

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

  • Graphics: Fixed GC.Alloc (garbage collection) calls after RayTracingAccelerationStructure.CullInstances. (UUM-14779)

  • Graphics: Fixed GraphicsFenceType so it is now set correctly from CommandBuffer.CreateGraphicsFence. (UUM-11450)

  • Graphics: Fixed SystemInfo.computeSubGroupSize, so it no longer outputs 1. (UUM-15656)

  • Graphics: Improved validation for BatchRendererGroup draw commands.

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

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

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

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

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

  • HDRP: Fixed a NullReferenceException when importing empty material.

  • HDRP: Fixed a number of outdated reference to "HDRP Default Settings" in the UI. (UUM-11494)

  • HDRP: Fixed a regression issue which breaks XR font rendering. (GFXRPCXR-15)

  • HDRP: Fixed a render graph error when rendering a scene with no opaque objects in forward. (UUM-6189)

  • HDRP: Fixed a rounding issue in ray traced reflections at half resolution. (UUM-6177)

  • HDRP: Fixed ambient probe for volumetric clouds.

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

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

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

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

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

  • HDRP: Fixed an issue to initialize DLSS at loading of HDRP asset. Previously intialization was too late (ad HDRP pipeline constructor). Moved initialization to OnEnable of SRP asset. (UUM-5928)

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

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

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

  • HDRP: Fixed an issue where the SRP Lens flares occlusion did not work as well as it should. (UUM-11771)

  • HDRP: Fixed an issue with DOTS and Look Dev tool causing entities in the tool to be drawn in the game view. (UUM-6188)

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

  • HDRP: Fixed artifacts on PBR DOF camera cuts such as the COC sticking around with blurry values. (UUM-6187)

  • HDRP: Fixed artifacts on quarter and half res depth of field when dynamic resolution jumps between resolutions. (UUM-6184)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • HDRP: Fixed tonemapping not being applied when using the Show Cascades debug view. (UUM-3942)

  • HDRP: Fixed transmission for box lights. (UUM-8765)

  • HDRP: Fixed transmission on directional lights. (UUM-15003)

  • HDRP: Fixed unlit pixels contributing to screen space effects. (UUM-7911)

  • HDRP: Fixed unnecessary loss of precision when all post processing are disabled. (UUM-13277)

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

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

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

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

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

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

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

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

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

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

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

  • IL2CPP: Avoid a possible race condition when the garbage collector is enabled or disabled that could cause it to become permanently disabled. (UUM-16300)

  • IL2CPP: Corrected handle enums declared inside a generic type. (UUM-612)

  • IL2CPP: Corrected layout structures in memory with an explicit layout and a size parameter. (UUM-9100)

  • IL2CPP: Corrected the behavior of Ping on Windows platforms. (UUM-8801)

  • IL2CPP: Corrected the behavior of RuntimeInformation.OSDescription on WebGL. (UUM-1144)

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

  • IL2CPP: Corrected the build of a Mac Standalone player with an exported Xcode project when script debugging is enabled. (UUM-11352)

  • IL2CPP: Fixe a memory corruption that could happen when the "Faster (smaller) builds" option was used with generic types that had a generic base class with no fields, and a different base class with at least one generic field. (UUM-3066)

  • IL2CPP: Fixed crash when a Unity player is unloaded and reloaded. (UUM-2660)

  • IL2CPP: Fixed a crash in il2cpp memory allocator. (UUM-4708)

  • IL2CPP: Fixed a crash in the IL2CPP runtime when the GUID property of a type is obtained for a type with a StructLayout attribute but without a Guid attribute. (UUM-10859)

  • IL2CPP: Fixed a crash when using GetFiles multiple times for directories with many files on iOS. (UUM-8885)

  • IL2CPP: Fixed a stack overflow during code conversion when an attribute constructor uses the attribute itself. (UUM-3907)

  • IL2CPP: Fixed a throw exception from Buffer.BlockCopy when the destination array had a non-primitive element type. (UUM-3302)

  • IL2CPP: Fixed a thrown managed exception when CreateDelegate was called with a delegate type that was not generated ahead of time. (UUM-817)

  • IL2CPP: Fixed an exception when calling Enum.CompareTo on enum with a System.Uint16 underling type. (UUM-11944)

  • IL2CPP: Fixed an intermittent crash on shutdown when many threads are waiting on a Monitor object inside for a C# lock statement. (UUM-10374)

  • IL2CPP: Fixed an issue to allow breakpoints to be set in managed code in private and internal types. (UUM-9132)

  • IL2CPP: Fixed Cache shared code used by il2cpp between projects for faster initial compiles.

  • IL2CPP: Fixed compilation error that occurred when a enum was passed by reference in a marshalling definition. (UUM-11353)

  • IL2CPP: Fixed crash in IL2CPP metadata code when loading a field RVA value. (UUM-17473)

  • IL2CPP: Fixed DllNotFoundException when setting a file to hidden on non-Windows platforms. (UUM-14580)

  • IL2CPP: Fixed fatal error in Unity CIL Linker with RecognizedReflectionAccessPattern reporting. (UUM-13281)

  • IL2CPP: Fixed IL2CPP build failure when using Unbox instruction with generic by reference return type. (UUM-5942)

  • IL2CPP: Fixed incorrect code generation for references to void* pointers. (UUM-4299)

  • IL2CPP: Fixed leak of internal thread objects that could manifest in a pause on player exit (UUM-607)

  • IL2CPP: Fixed performance issues in metadata access with thread contention. (UUM-609)

  • IL2CPP: Fixed performance regression in regular expressions. (UUM-590)

  • IL2CPP: Fixed possible crash/corruption when invoking a virtual generic method on a generic type by reflection or when Faster (smaller) builds is enabled. (UUM-12498)

  • IL2CPP: Fixed possible memory corrupt/crash when calling into shared generic code. (UUM-14924)

  • IL2CPP: Fixed syntax error: ')' " when "Faster (smaller) builds" is selected on function pointer call with a return type but no parameters. (UUM-14778)

  • IL2CPP: Fixed UnintializedDataAccessException when processing a function pointer that has a function pointer as a parameter. (UUM-9030)

  • IL2CPP: Improved error messages for unsupported Process API methods. (UUM-11147)

  • IL2CPP: Updated zlib to version 1.2.12 for CVE-2018-25032. (UUM-599)

  • IL2CPP: Worked around an exception from Buffer.BlockCopy when the destination array is of type sbyte. (UUM-12875)

  • IL2CPP: Worked around an intermittent crash in the .NET thread pool implementation when a thread is incorrectly removed from the pool twice. (UUM-11191)

  • IL2CPP: Worked around an MSVC C++ compiler optimization bug related the Math.Max implementation for System.Decimal. (UUM-11487)

  • IMGUI: Fixed EndGUIcontainer issue when an exception was caught to avoid guidepth increase to unwanted value. (1357154)

  • Input: Removed emulation of keyboard key presses when L1/R1/L2/R2/Start/Select are pressed on gamepad on Android with input system package. Before they were triggering left/right shift/alt, enter and pause keys. (UUM-7557)

  • iOS: Disabled depth16 support on pre-iOS14 or pre-A9, since depth-bias does not work correctly. (UUM-9562)

  • iOS: Fixed a forcing jobified metal rendering issue where it was disregarding player settings. (UUM-7195)

  • iOS: Fixed crash on warming up shader variants with procedural instancing. (UUM-10114)

  • iOS: Fixed embedded frameworks loosing "sign on copy". (UUM-7653)

  • iOS: Fixed iphone player dylib missing "sign on copy" in simulator. (UUM-2829)

  • iOS: Fixed Launch Screen properties so they are now reflected in the Player build without an Editor restart. (UUM-17063)

  • iOS: Fixed orientation handling on startup (when the phone is rotated between starting up and showing unity itself). (UUM-7461)

  • iOS: Fixed unity view behavior when in "split view". (UUM-9081)

  • Kernel: Moved "Sending message header failed (0)" into internal logs to not spams developers. (UUM-2612)

  • License: Modified Unity build to be deterministic when using floating licenses. (LIT-1973)

  • Linux: Fixed "ExternalProcess::OnExitedMainThread" logged in the Console window when closing Profiler (Standalone Process) window. (UUM-5888)

  • Linux: Fixed Aux drop down window will close when it's main container window is closed. (UUM-1574)

  • Linux: Fixed CinemachineVirtualCamera Component's body's "ScreenY" and "ScreenX" values move towards 1.5 while pressing and moving the mouse. (UUM-14611)

  • Linux: Fixed dragging prefab with ctrl key down not working. (UUM-1601)

  • Linux: Fixed nullpointer exception for rapidly open and close selection icon dropdown. (UUM-1572)

  • Linux: Fixed print stack trace frequently crashing. (UUM-1595)

  • Linux: Fixed the issue that packmanager add by git url dropdown could appear at a unwanted position. (1396573)

  • Linux: Fixed two mouse move events in one single frame by removing one pushed from gtk callback. (UUM-1905)

  • macOS: Fixed the issue of the appearance of multiple "Unsaved Changes Detected" reports. (1369562)

  • macOS: Fixed an issue with exposing profiler markers in non-development players. (UUM-2990)

  • macOS: Fixed Display systemWidth and systemHeight being wrong until window was moved to another display. (UUM-501)

  • macOS: Fixed new InputSystem mouse position not being updated after resolution change. (UUM-10519)

  • macOS: Implemented Application.RequestUserAuthorization on macOS.

  • Mono: Avoided exception when registering a window class in different domain instances. (UUM-13189)

  • Mono: Fixed a crash during stack trace construction if a this object is null. (UUM-611)

  • Mono: Fixed a crash when mixed callstack debugging was enabled on non-Windows platforms. (UUM-16791)

  • Mono: Fixed a crash when passing a generic class to a function pointer. (UUM-603)

  • Mono: Fixed an editor crash when the debugger code fails to lookup the signature of a method. (UUM-9219)

  • Mono: Fixed Editor liveness crash when processing RealProxy classes. (UUM-13031)

  • Mono: Fixed Interlocked.CompareExchange float on M1. (UUM-9159)

  • Mono: Fixed issue where DeflateStream would swallow exceptions instead of throwing them. (UUM-17185)

  • Mono: Fixed LINQ performance regression on linux by switching to a more efficient stack checking method. (UUM-11526)

  • Mono: Improved the performance of large struct copies. (UUM-10796)

  • Mono: Updated the Brotli compression library to version 1.0.9 to correct CVE-2020-8927. (UUM-15721)

  • N/A (internal): Added filter to exclude test namespace from the API doc. (UUM-10855)

  • Package: Added cache result of SelectionContainsPrefabInstance in Editor Window to avoid unnecessary recalculations.

  • Package: Added optimizations to speed up convert to prefab variant.

  • Package: Enabled using lists instead of dictionaries for property channel maps.

  • Package: Fixed errors when inspecting tutorial pages on Unity 2021 or later.

  • Package: Fixed multiple problems with C# objects lifetime and domain reloads.

  • Package: Improved formatting and functions of the FBX exporter.

  • Package Manager: Added recognition of local LICENSE named files as license information.

  • Package Manager: Ensure that only the manifest version and patches of that version are tagged as Release in Package Manager. (UUM-8938)

  • Package Manager: Feature's reset button behaviour has been fixed for custom packages. (UUM-6410)

  • Package Manager: Fixed an issue that flash when installing or removing a package is removed. (UUM-13994)

  • Package Manager: Fixed an issue where .unitypackage dependencies exported from an older editor were not updated when importing in a newer editor. (UUM-15081)

  • Package Manager: Fixed an issue where Package extensions did not appear directly after package was added. (UUM-2183)

  • Package Manager: Fixed an issue where Package Manager Window would throw an error when a package url links was not available and now are disabled.

  • Package Manager: Fixed an Keyboard navigation issue in the package manager. We can now properly use up/down, page up/down with optional shift key in asset tab. (UUM-6478)

  • Package Manager: Fixed Package Tag text in details header is not visible. (1420347)

  • Package Manager: Updated package count in "My Assets" when current number of packages is larger than total number. (1431169)

  • Particles: Don't hide the Sorting Fudge, Visualize Pivot or Apply Active Color Space when using RenderMode of None; the system might be rendering trails and these options are useful in that use case.

  • Particles: Enabled GetTriggerParticles to always return the correct results. (UUM-14581)

  • Particles: Fixed an issue where disabling VR head roll when rendering particles from a command buffer was not supported.

  • Particles: Fixed code that stops particle systems and triggers stop actions, to prevent out of bounds array access. (UUM-1237)

  • Particles: Fixed invert culling API when used with Particle Systems. (UUM-890)

  • Particles: Fixed null reference exceptions when previewing particles in the Scene View. (UUM-11674)

  • Particles: Fixed some particle script API so it now syncs in-flight update jobs before modifying state. (UUM-12469)

  • Particles: Orbital velocity curves must all use the same mode. Display an error and don't crash, if this is not the case. (UUM-8679)

  • Particles: Shape module uses updated texture data if script calls ReadPixels/SetPixels etc. (UUM-13054)

  • Particles: Show/hide trail material slot in Prefab when toggling the Trails module in the Inspector. (UUM-10035)

  • Particles: Skip draw call for gpu instanced mesh particle trails if using same material as particles. (UUM-7071)

  • Physics: Fixed an issue where rotating a GameObject hierarchy with a Rigidbody at it's root, would recompute the body's mass properties for each child collider present in the hierarchy. (1318791)

  • Physics: Fixed Articulation Bodies accepting drives with non-finite values as input. (1429317)

  • Physics: Fixed RaycastHit.textureCoord to be available off the main thread.

  • Physics: Fixed TerrainCollider so it now displays an error if it is added to an GameObject hierarchy that contains an Rigidbody or ArticulationBody. (DOTS-6993)

  • Physics: Improved and jobified Physics.SyncTransforms in order to providing up to 70% speed up in general.

  • Physics 2D: Fixed a crash when using the PlatformEffector2D and toggling the "Used By Effector" on any 2D Collider in the Editor Inspector view. (UUM-12859)

  • Physics 2D: Fixed an issue now that when a CompositeCollider2D is copied to a new GameObject, any persisted 2D Collider paths are rebuilt if they are no longer appropriate to the new hierarchy. (UUM-7860)

  • Physics 2D: Fixed an issue where "Rigidbody2D.IsTouching()" resulted in incorrect results even though there were valid contacts. (UUM-7698)

  • Physics 2D: Fixed and issue where the ContactPoint2D relative velocity reported was incorrect when using Continuous Collision Detection. (UUM-6574)

  • Player: Fixed splash landscape background using the wrong uv's when a portrait background was included. (1418161)

  • Player: Fixed Unity splash screen logo not including mipmaps which would reduce quality of the logos appearance.

  • Player: Fixed RuntimeInitializeOnLoad not working when used in precompiled assemblies in packages. (UUM-14487)

  • Prefabs: Fixed an issue that the Undo system now registers property modifications which replace missing prefab references on script fields. This addresses https://jira.unity3d.com/browse/UUM-11402.

  • Prefabs: Fixed duplicate file ids known bugs. (UUM-1175, UUM-1282)

  • Prefabs: Fixed Events prefabInstanceReverting and prefabInstanceReverted which are now automatically raised upon any revert operation, whether full or partial. (1409546)

  • Prefabs: Fixed Handle ManagedReferences that cannot be applied or reverted. Also made sure the root of the Managed Reference can be applied to apply sub fields that are overriden. (1409175)

  • Prefabs: Fixed the canvas layout order in the prafab's context and isolation mode. (UUM-3458)

  • Profiler: Fixed an issue that taking a memory capture no longer logs a message to the console displaying the temporary file location.

  • Profiler: Fixed crash in Linux Editor when toggling Standalone Profiler recording on and off. (UUM-7877)

  • Profiler: Fixed freeze caused when opening profiler data recorded on Editor versions 2019.4.28f1 and prior. (UUM-2234)

  • Profiler: Fixed Standalone Profiler recording Play mode data while Editor is in Edit mode. (UUM-2160)

  • Profiler: Fixed Unity report invalid value for TSLA (Temp) allocators in memory snapshot. (PROF-2304)

  • Profiler: Remove deprecated functionality in the Memory Module, which is replaced by the Memory Profiler package. (UUM-6732)

  • Scene/Game View: Fixed an issue where activeLayout property for Overlays were not exposed (1419915)

  • Scene/Game View: Fixed an issue where gizmos with bounds near the camera were incorrectly culled. (1429779)

  • Scene/Game View: Fixed case where Overlays placed partially outside of a view would reset their position. (1422226)

  • Scene/Game View: Fixed crash in particular cases when trying to render BRG objects selection outline. (UUM-11676)

  • Scene/Game View: Fixed Overlay popups not clipping to window size. (1419903)

  • Scripting: Enabled the Editor to recognise script when it contains classes that share the same name, one templated and the other not templated.

  • Scripting: Fixed a bug where the editor could throw an Exception after an asmdef setup error was fixed. (UUM-15296)

  • Scripting: Fixed a regression on project load related to IL post processing.

  • Scripting: Fixed a validate assemblies issue after build target was changed. (UUM-3562)

  • Scripting: Fixed an issue where Application.logMessageReceived can be called from a job, when the job is scheduled on the main thread. (UUM-3085)

  • Scripting: Fixed an issue where assembly validation errors disappear when clearing console messages. (UUM-3087)

  • Scripting: Fixed an issue where using the "High" stripping level might incorrectly strip MonoBehaviours used in scenes if those were implemented in precompiled assemblies.

  • Scripting: Fixed APIUpdater so it now longer corrupts sources when updating attributes with parameters.

  • Scripting: Fixed Assemblies without any class or structs produces warnings. (UUM-4342)

  • Scripting: Fixed broken performance test.

  • Scripting: Fixed case when trying to serialize generics with generic fields of types from different assemblies. (UUM-8844)

  • Scripting: Fixed Disabled Plugin Assembly validation not working on startup. (UUM-4560)

  • Scripting: Fixed documentation for didStart.

  • Scripting: Fixed incomplete and incorrect "domain reload profiling" data output in the Editor.log on domain reload. (UUM-13295)

  • Scripting: Fixed performance regression of UnityExtensions init. Improving Editor startup time. (UUM-10800)

  • Scripting: Fixed slow processing of .cs files with a big amount of types.

  • Scripting: Fixed the caching of package assemblies so it no longer causes script debugging to pick up files from a different project.

  • Scripting: Fixed Unity sometimes not referencing .winmd files when compiling scripts for the player.

  • Scripting: Improved diagnostic message and do not enter in safe-mode on some unsupported ApiUpdater scenarios involving .asmref adding code into .asmdef. (1406100)

  • Search: Fixed Unity hanging when dragging Search's area blocks. (UUM-10270)

  • Serialization: Avoid crash and log error message when boxedValue is set to null for non nullable property types. (UUM-658)

  • Serialization: Fixed Issue when performing an undo on an object that uses SerializeReference reuse existing C# objects, instead of recreating them. (UUM-651)

  • Services: Fixed issue that would make it so that services could not be used after computer returned from sleep.

  • Services: Fixed the activation of the Link Project ID button in Services tab when the organization name and project name selected are the same.

  • Services: Reset the selected project in Services tab and disabled the Link Project ID button when changing organization.

  • Shadergraph: Fixed a compilation bug in BiRP Target in some variants with lightmaps. (UUM-7354)

  • Shadergraph: Fixed Shader Graph BiRP Target so it now works correctly with point lights and transparent objects. (UUM-9823)

  • Shadergraph: Fixed shader graph incorrectly stripping variants for BiRP shaders that weren't built with shader graph. (UUM-14800)

  • Shadergraph: Fixed unity_StereoEyeIndex error when building XR project with URP Fullscreen master node containing Shader. (SGB-278)

  • Shaders: Changed texture declaration macros in HLSLSupport.cginc and SRP core package to use explicitly typed texture declaration so that the precision information will propagate properly on mobile shader targets. (1363451)

  • Shaders: Exposed Player settings to control shader memory usage at runtime. (UUM-5583)

  • Shaders: Fixed "State comes from an incompatible keyword space" assertion when building asset bundles. (UUM-11958)

  • Shaders: Fixed a crash on startup with global static const FastPropertyName objects on high optimization levels on some platforms (e.g. LTO).

  • Shaders: Fixed a crash when calling GetShaderKeywords on a user-constructed ShaderKeywordSet. (UUM-2536)

  • Shaders: Fixed a crash when changing Scene view Draw mode from Shaded to Custom. (UUM-9452)

  • Shaders: Fixed a null pointer dereference with ShaderVariantCollection API. (UUM-16058)

  • Shaders: Fixed a rare crash when opening a project with compute shaders. (UUM-10259)

  • Shaders: Fixed an error that occurred when drawing an instanced mesh with async shader compilation enabled. (UUM-13174)

  • Shaders: Fixed an issue where Material.SetOverrideTag would not warn when trying to override LightMode. (UUM-11988)

  • Shaders: Fixed asset bundles with shaders not loading correctly on newer versions of Unity. (UUM-17421)

  • Shaders: Fixed being able to use SetVector on integer types in compute shaders. (UUM-5760)

  • Shaders: Fixed progressive shader warmup so it now terminates when a single shader required three or more calls to warm up.

  • Shaders: Fixed shader compilation error when using bit-shift operations to create the destination vector from the scalar source. (UUM-16113)

  • Shaders: Fixed Shader Variant Collection UI not working correctly with shaders with stage-specific keywords. (UUM-12220)

  • SRP Core: Fixed a null reference exception when settings null Render Pipeline Global settings on the Settings provider. (1423712)

  • SRP Core: Fixed a serialization error when Recovering Default Volume Profile after it was deleted from the project folder. (1423734)

  • SRP Core: Fixed a SerializedObjectNotCreatableException on Volume Component Editors. (1423153)

  • SRP Core: Fixed a swaping Volume Component issue in a Volume profile when there was mixed pipeline Volume Components did not override correctly. (1427585)

  • SRP Core: Fixed a Volume Component Editor issue where Foldouts states were stored by position instead of state. (1422120)

  • SRP Core: Fixed an issue where Asset Icons and MonoBehaviour for SRP's where not unified.

  • SRP Core: Fixed changing current value by mouse click on DebugUI.ObjectFields on the runtime UI.

  • SRP Core: Fixed dropdowns for multiple editors. (UUM-4377)

  • SRP Core: Fixed global probe volumes not fitting to all objects. (UUM-11254)

  • SRP Core: Fixed missing subdivision label when looking at APV realtime subdivision preview. (UUM-9899)

  • SRP Core: Fixed null exception while selecting a camera on the Rendering Debugger > Volumes > Camera. (UUM-865)

  • SRP Core: Fixed popup showing multiple time when trying to remove additional data while in multi selection. (UUM-5452)

  • SRP Core: Fixed shadow cascade editor so the snatches now appear and the gradient appearance is improved. (UUM-12585)

  • SRP Core: Fixed the behaviour preventing the bake to restart if probe volumes are changed while a bake has started. (UUM-11881)

  • SRP Core: Updated the Volumes when the Volume Info is collapsed. (UUM-11068)

  • Terrain: Added control for the user to choose the smoothness source, either set directly via slider, or from diffuse alpha channel. (UUM-3886)

  • Terrain: Fixed the following error that was thrown: "EndLayoutGroup: BeginLayoutGroup must be called first" when selecting a .raw file to import as a Heightmap due to an error with IMGUI.

  • Terrain: Rduced the time spent initializing terrain tiles on load by 50%. (UUM-1883)

  • Text: Fixed an issue where unselecting, double clicking and triple clicking text fields did not produces reliable and expected behaviour.

  • Text: Fixed Text component not rendering elements with floating point coordinates correctly on machines with locale set to one that uses commas as decimal separators. (UUM-868)

  • Text: Fixed the soft keyboard functionality for UITK TextFields.

  • Timeline: Fixed Animator culling so it can now be used in conjunction with Timeline without stopping the whole Timeline. (UUM-17672)

  • TLS: TLS: Underlying TLS implementation updated to address CVE-2021-44732 and CVE-2021-45450. (UUM-3245)

  • uGUI: Fixed calculation of pointer position when running in multiple display mode and the main display was fullscreen with a non-native aspect ratio. (UUM-7893)

  • uGUI: Fixed incorrect scroll bar handle calculations when clicking inside a scroll container that had a smaller handle rect. (1415690)

  • UI: Fixed an issue where Unity Game Services projects created a dropdown when the project names contains a slash in the Editor Project Linking UI. (UUM-12134)

  • UI: Fixed missing tooltip for "Screen Weight Distance" in Screen Space Refraction override. (UUM-12116)

  • UI Toolkit: Added formatting issues in UI Toolkit and Properties scripting reference. (UUM-4154)

  • UI Toolkit: Fixed an invalid vertex count shown for UIToolkit draw calls in the frame debugger and the game view statistics. (UUM-2725)

  • UI Toolkit: Fixed an issue so that setting VisualElement.pickingMode as ignore no longer makes it unselectable in the builder canvas/viewport. The fix overrides any VisualElement's picking mode to position when outside of preview mode, but memorises and reapplies it during the preview mode. (UUM-12681)

  • UI Toolkit: Fixed an issue where an alternate row background would disappearing after a refresh.

  • UI Toolkit: Fixed an issue where newline caused incorrect text size rounding error. (UUM-4169)

  • UI Toolkit: Fixed an issue where the expanded state of the ListView would not be serialized across selections. (UUM-1461)

  • UI Toolkit: Fixed an issue where the VisualElement's uxml attributes would not get properly cleared after calling "Unset" or "Unset All". (UI Builder). (1385056)

  • UI Toolkit: Fixed bind/unbind discrepancies with items in ListView/TreeViews controls.

  • UI Toolkit: Fixed caret in disappearing depending on Reference DPI. (UUM-2348)

  • UI Toolkit: Fixed dynamic height caching and reordering issues on ListView/TreeView controls.

  • UI Toolkit: Fixed incorrect width calculated for Labels with style tags. (UUM-8428)

  • UI Toolkit: Fixed last character of wrapped line not selected in text field. (UUM-7592)

  • UI Toolkit: Fixed MaskField parity issues. (UUM-3477)

  • UI Toolkit: Fixed NullReferenceException followed by ArgumentException when removing an element from its panel during a style transition. (1413513)

  • UI Toolkit: Fixed PropertyField not properly refreshing when SerializedReference type changes. (UUM-4159)

  • UI Toolkit: Fixed read-only TextField so it can now be copied. (UUM-7852)

  • UI Toolkit: Fixed rendering glitch on circles caused by incorrect geometry. (1357998)

  • UI Toolkit: Fixed scale 0 to 1 transition bug. (UUM-4171)

  • UI Toolkit: Fixed shift+tab not working on Mac. (UUM-5098)

  • UI Toolkit: Fixed some Layout Update Struggling issues related to ScrollViews. (1417765)

  • UI Toolkit: Fixed the position of the drag element of slider not being updated when resizing the label element. (1422677)

  • UI Toolkit: Fixed UI Toolkit runtime panels sometimes ignoring clicks in a build. (1419208)

  • UI Toolkit: Fixed visual artifact when border width is larger than border radius. (1420601)

  • UI Toolkit: Fixed VisualElements change scaling when mouse moves over a different window on a higher DPI display. (UUM-7260)

  • UI Toolkit: Fixed yoga bug when calculating margin in percentage to be relative to parent instead of current item. (UUM-12999)

  • UI Toolkit: Improved performance of layout update in display:none cases. (UUM-9694)

  • Undo System: Fixed an issue that PrefabInstance status will now get correctly set if the Prefab has been deleted after the undo operation was recorded. (UUM-812)

  • Universal RP: Fixed an issue and OnMouseOver now works with camera stacking. (UUM-2386)

  • Universal RP: Fixed depth pre-pass being always executed on GLES devices. (UUM-8381)

  • Universal RP: Fixed graphics stereo tests.

  • Universal RP: Fixed incorrect light brightness when using SimpleLit shader. (UUM-7851)

  • Universal RP: Fixed specular highlight edges on Android. (UUM-7654)

  • Universal RP: Fixed SSAO in rendergraph on the SetSourceSize call.

  • Universal RP: Set default contribution to 0 for ColorLookup VolumeComponent, which makes the interpolation with the implicit default global volume behave as expected. (UUM-12321)

  • Universal Windows Platform: Fixed a crash when entering a composition string longer than 64 characters into the IME. (UUM-928)

  • Universal Windows Platform: Fixed Application.OpenURL asserting due to not freeing temporary memory. (UUM-2205)

  • Universal Windows Platform: Fixed Build & Run picking the wrong instance of Visual Studio which potentially doesn't have required components installed to deploy the application. (UUM-931)

  • Universal Windows Platform: Fixed float values stored in player prefs getting corrupted on startup. (UUM-14671)

  • Universal Windows Platform: Fixed IL2CPP failing to initialize when called from Windows Runtime component.

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

  • URP: Fixed a case where TAA was flickering in XR.

  • URP: Fixed a Gizmo and grid artifact in the editor view. (UUM-2299)

  • URP: Fixed a wireframe view issue in URP. (UUM-2548)

  • URP: Fixed alpha discard on Unlit Sprite targets for Shadergraph. (UUM-6998)

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

  • URP: Fixed an issue where camera UI inspector's clearFlag was not respected. (1422234)

  • URP: Fixed an issue where the material upgrader was showing up when the URP package was being installed. (UUM-2434)

  • URP: Fixed an issue with 2D Spot Light artifacts in light. (UUM-7839)

  • URP: Fixed decals to pass correct viewDirectionWS to screen space and gbuffer lighting.

  • URP: Fixed decals to produce correct world to tangent matrix. (1399425)

  • URP: Fixed Gizmos in Game View when using Viewports. (UUM-7069)

  • URP: Fixed instacing error when decals loaded, but not the decal shaders.

  • URP: Fixed issue where selecting the URP asset could break HDRP blitter when HDRP is the active pipeline. (UUM-2432)

  • URP: Fixed lens flare position and occlusion for all OpenGL APIs. (UUM-1076)

  • URP: Fixed missing Depth Copy texture in Scene view. (1431872)

  • URP: Fixed the TerrainLit shader so that mixed light baking now works with shadow mask. (UUM-3897)

  • URP: Fixed URP 2D - Fix Light2D upgrading issue with m_AlphaBlendOnOverlap property. (UUM-1845)

  • URP: Fixed URP 2D - incorrect output when post process is enabled. (UUM-5871)

  • URP: Fixed URP 2D - vertex color for sprite shapes. (UUM-1921)

  • Version Control: * Fixed Editor refresh triggering when a workspace update is in progress.

    • Fixed pending changes showing global ignored as private.

    • Removed encryption checkbox from create organization dialog.

  • VFX Graph: Added a Visual Effect Graph to a scene that did not take the default parent into account. (UUM-11362)

  • VFX Graph: Enabled specifying the maximum point count in Attribute from Map blocks. (UUM-542)

  • VFX Graph: Error thrown when entering a subgraph that is already opened. (1425836)

  • VFX Graph: Fixed an exception while using Unlit ShaderGraph with VFX. (UUM-8053)

  • VFX Graph: Fixed an isse where the mirrored curve presets to match Shuriken curve editor was missing. (1411514)

  • VFX Graph: Fixed an issue that read alive from source attribute was always returning true. (UUM-8698)

  • VFX Graph: Fixed an issue that values modified in spawner or init context automatically trigger a reinit of the attached VFX component. (UUM-8472)

  • VFX Graph: Fixed an issue that vertex Color was black while using new shader graph integration on planar primitive output. (UUM-12866)

  • VFX Graph: Fixed an issue that VisualEffect spawned behind the camera were always updated until visible and culled. (UUM-6379)

  • VFX Graph: Fixed an issue to avoid unnessary allocations in the SDF Baker by using Mesh Buffer API. (UUM-2285)

  • VFX Graph: Fixed an issue were Alpha Clipping have unexpected behavior in editor when used in MaterialOverride with SG integration, . (UUM-552)

  • VFX Graph: Fixed an issue when motion vector is applied on line using targetOffset, the VFXLoadParameter was missing. (UUM-3303)

  • VFX Graph: Fixed an issue where Position ArcSphere was failing with BlendDirection. (UUM-1295)

  • VFX Graph: Fixed an issue where the output mesh with default shader was incorrectly sorted before the HDRP fog by Replacing default mesh output shader to be SRP compatible. (UUM-4363)

  • VFX Graph: Fixed an issue where VFX shadows were rendering when VFX was disabled in Scene View visibility menu. (UUM-4752)

  • VFX Graph: Fixed an unexpected compilation failure with URP Lit Output. (UUM-11429)

  • VFX Graph: Fixed compilation error when using sorting in World space. (UUM-13590)

  • VFX Graph: Fixed compilation errors with large graphs. (UUM-12848)

  • VFX Graph: Fixed exceptions for SystemNames when leaving play mode if a new system had been added without saving.

  • VFX Graph: Fixed issues with light probes and instancing. (UUM-14470)

  • VFX Graph: Fixed ShaderGraph so that changes are now saved in the Mesh Output shader property when saving. (UUM-563)

  • VFX Graph: Fixed single pass stereo rendering issue with SG integration due to uncorrectly setup instanceID. (UUM-540)

  • VFX Graph: Fixed some VFX Graphs that were not compiled until the asset was opened. (UUM-570)

  • VFX Graph: Fixed the Preserve Specular Lighting mode on non-Shader Graph lit outputs. (UUM-13778)

  • VFX Graph: Fixed the Property Binder so it now takes the space property into account. (1409639)

  • VFX Graph: Fixed unexpected assert when capacity is really high. (UUM-534)

  • VFX Graph: Forbid drag and drop of material from project browser to VFX component in scene. (UUM-14790)

  • VFX Graph: Improved dragging and dropping of blocks when you want to change their order or move them to another context. (UUM-12221)

  • VFX Graph: Improved shader input properties synchronization with VFX Graph output context when the shader is deleted or set to None. (UUM-561)

  • VFX Graph: Make collision with SDF more robust to bad inputs. (1406977)

  • VFX Graph: Removed unexpected GC.Alloc while accessing to state.vfxEventAttribute in [VFXSpawnerCallbacks](https://docs.unity3d.com/ScriptReference/VFX.VFXSpawnerCallbacks.OnUpdate.html). (UUM-14769)

  • Video: "Can't play movie" error is thrown when setting VideoPlayer.url to an invalid url through a script. (1388735)

  • Video: Fixed a bug where video playback would cause severe CPU utilization. (UUM-13294)

  • Video: Fixed an issue that the VP8 Video Encoder bitrate is corrected to use bps instead of kbps.

  • Video: Fixed an issue that video is displayed with one frame delay when videoPlayer.Play() is called. (1376068)

  • Video: Fixed an issue where Audio channel order from the VideoPlayer was not matching what FMOD expects for 5.1/7.1 on Android, both with Vorbis and AAC audio codecs.

  • Video: Fixed an issue where Vorbis audio tracks created by MediaEncoder and VideoClipImporter had missing samples at the end. (1417269)

  • Virtual Texturing: Added a notice regarding the experimental state of Virtual Texturing to the Player Settings editor.

  • Virtual Texturing: Added a warning for Procedural Virtual Texturing clarifying that the feature is not currently supported.

  • Virtual Texturing: The experimental state of Streaming Virtual Texturing and Procedural Virtual Texturing was not clearly indicated in the API docs and Manual, this has been corrected. For clarity, these features should not be used in production.

  • WebGL: Added streaming download of response body in UnityWebRequest. (UUM-1149)

  • WebGL: Fixed a bug where losing focus on the player would cause buttons to become stuck. (UUM-3230)

  • WebGL: Fixed a bug where pressing the CMD key on Safari would cause buttons to become stuck. (UUM-12013)

  • WebGL: Fixed a bug where the soft keyboard had incorrect formatting leading to excess whitespace. (UUM-1161)

  • WebGL: Fixed an issue where the soft keyboard would leave whitespace at the bottom of the page after being dismissed. (UUM-1159)

  • WebGL: Fixed bug where the rendering canvas wasn't resizing when changing orientation. (UUM-1135)

  • WebGL: Fixed connection issue between the WebGL player and the profiler. (UUM-798)

  • WebGL: Fixed the WebGL shader preprocessor to handle WebGL shaders that were failing. (UUM-732)

  • WebGL: Improved WebAssembly build options to avoid long link times. Added a new Release build option that is focused on faster build speeds, but note that Development builds are the fastest for iteration. (UUM-15615)

  • Windows: Fixed "Failed to determine current display mode, falling back to main display mode." error getting spammed in certain RDP scenarios. (UUM-3700)

  • Windows: Fixed a crash on startup when Vjoy HID device is connected to a computer. (UUM-8786)

  • Windows: Fixed an issue that the UnityPlayer.dll properties sheet is now more complete. (UUM-10370)

  • Windows: Fixed IL2CPP runtime compilation failing when building C++ code using Visual Studio 2022 17.4 or newer. (UUM-17921)

  • Windows: Fixed incorrect scan codes that are exposed through KeyControl.scanCode of New Input System. (UUM-9029)

  • Windows: Fixed resolution misdetection on vertical displays, which caused APIs like Screen.currentResolution or Screen.GetDisplayLayout() return wrong data and the player contain letterboxing when it shouldn't. (UUM-7552)

  • Windows: Modified full stack traces so that when they are enabled on Windows, Unity will no longer try to resolve symbols from the symbol server. This prevents a potential stall the first time a stack trace is printed. (UUM-11802)

  • Windows: Removed "Unity playback engine" text from the property sheets for Windows player executable. (UUM-15330)

  • Windows: Restored the display enumeration behaviour back to Unity 2021.1 and earlier: the primary display will always be treated as display 1.

  • XR: Fixed Camera.stereoEnabled when SRP is used and fixed the Camera.stereoSeparation value.

  • XR: Fixed light culling so that the legacy stereo culling path is now disabled for SRP. (UUM-14837)

  • XR: Fixed XR devices not following RunInBackground setting in Player Setting on PC standalone and playmode in Editor.

  • XR: Updated XR Interaction Toolkit to 2.2.0.

  • 2D

  • 2D

Changeset:
0c2ff406cf78

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