Unity 5.3.0 Beta 1
Additional downloads
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.Windows (X86-64)
macOS (X86-64)
macOS (X86-64)
Additional Resources
Release Notes
Known Issues
MSE = Multi Scene Edit
- Connect: User trying to refresh the access of a project without having the rights will be disconnected (731202)
- Android builds crash on start due to broken stripping. Workaround is to disable stripping for android.
- MSE: Renaming a scene in the ProjectView does not update the Hierarchy View and maybe break your scene (729897)
- MSE: Deleting a scene in the ProjectView does not update the Hierarchy View and trying to save the scene again throws exceptions, data will be lost (725534)
- MSE: Íf the scene was unloaded but still part of the hierarchy trying to load it will throw exceptions (725542)
- MSE: Unloading a dirty scene does not ask for confirmation and data is lost (729450)
- MSE: Dragging prefabs from ProjectView to a scene, marks the wrong scene as dirty and sometimes loses the prefab information(731034)
- MSE: When moving a GameObject from one scene to the root of another the destination scene is not marked dirty.(727790)
- MSE: Under some circumstances not all scenes are saved when closing the editor. Make sure to do CTRL-S before closing the editor.
- MSE: Multi-scene baking for NavMesh and Lightmaps are still under development and will not be supported in this build
- MSE: Handling game managers for multiple scenes are under development, so playing multiple scenes in the Editor will throw errors in console related to duplicate game managers.
- GfxDriver invokes huge memory leaks in -glcore mode. This leads to hanging of the Editor and eventually to full OS hang. 732279
- Windows Store: building player with IL2CPP scripting backend current fail 730216
Feature
- 2D: 2D Placeholder Assets Creation Tools
- Android: Java call stack is now available in C# exceptions in AndroidJavaException.StackTrace
- Animation: Import of Euler curves and runtime Euler interpolation
- AssetBundle Realtime Decompression
- Async Texture Upload
- Cluster Rendering : Enabled but protected by license flag. Using UNET as networking layer.
FrameDebugger: You can now see shader properties when you click on the draw call.
GI: Enlighten Clustering and Lit Clustering scene view modes
- Graphics: API for blend shapes
- Graphics: New OpenGL core back-end for MacOSX editor andplayer
- Graphics: Remote Frame Debugger
- Graphics: Sparse texture support for OpenGL core and OpenGL ES
- iOS/IL2CPP: Complete the IPv6 implementation.
- iOS: iOS9 app slicing support
- iOS: iOS9 on demand resource support
- JSON Serialization API.
- Mecanim: Human Pose API. Enables humanoid live retargeting.It reads or writes a HumanPose from or to a humanoid skeleton rigs.
- Metal support for OS X Standalone players (Editor support will come later). To enable, set Metal as first device in "Graphics APIs for Mac" section in build settings.
- MonoDevelop: Updated to version 5.9.4
- Networking: Support for "Host Migration" in multiplayer games that use the UNet HLAPI. When the host of a game is lost, this lets the one of the other clients become the new host and the game can continue.
- Particles: Custom pivot point support
- Particles: Rendering alignment (World, View, Local)
- Physics2D: Added BuoyancyEffector2D component
- Physics2D: Added FixedJoint2D component.
- Physics2D: Added FrictionJoint2D component.
- Physics2D: Added RelativeJoint2D component.
- Physics2D: Added TargetJoint2D component.
Physics2D: All 2D joints can now automatically configure the connected anchor point (see 'Auto Configure Connected Anchor' on all 2D joints)
Physics2D: All 2D joints can now be broken with a configurable maximum force or torque (see 'Break Force' and 'Break Torque' on all 2D joints)
Physics2D: DistanceJoint2D and SpringJoint2D can now automatically configure the distance (see 'Auto Configure Distance on these joints)
Physics2D: Rigidbody2D mass can be automatically calculated via collider mass (see 'Use Auto Mass' property on Rigidbody2D)
- Physics2D: SliderJoint2D can now automatically configure the angle (see 'Auto Configure Angle' on this joint).
- Physics: Expose a set of functions to run physics queries against oriented boxes (e.g.: Physics.OverlapBox, Physics.BoxCastAll)
- Physics: Expose non-allocating versions of physics queries functions that accept a buffer to store the results in, as an input parameter (e.g.: Physics.RaycastNonAlloc)
- SpeedTree: SpeedTree billboards can cast and receive shadows now.
- Standard Assets: Added Screen Space Raytraced Reflections (SSRR) image postprocessing effect
- Testing: Editor Test Runner
- UnityWebRequest: Android backend
- UnityWebRequest: iOS backend
- WebGL: Add WebCamTexture support
Change
- Android: Remove "Hide status bar" option in the Player Settings, now it is always hidden
- Animation: Removed unsupported "Resample Rotation" options when importing animations in Legacy Mode
- Deprecated: EditorApplication.NewSceneEditorApplication.NewEmptySceneEditorApplication.OpenSceneEditorApplication.OpenSceneAdditiveEditorApplication.SaveSceneEditorApplication.SaveCurrentSceneIfUserWantsToEditorApplication.SaveCurrentSceneIfUserWantsToForceEditorApplication.currentSceneEditorApplication.MarkSceneDirtyEditorApplication.isSceneDirtyApplication.LoadLevelApplication.LoadLevelAsyncApplication.LoadLevelAdditiveApplication.LoadLevelAdditiveAsyncApplication.loadedLevelApplication.loadedLevelNameThey all redirect to equivalent APIs on EditorSceneManager or SceneManager but it is recommended to start using the Editor/SceneManager APIs instead
- Editor: Don't show disabled context button for assets without a context menu
- Editor: The minimum OS requirement for Unity Editor on Windows was raised to Windows 7. Windows Standalone: The minimum OS requirement for the Windows Standalonestayed the same (Windows XP SP2+).
- Fixed a typo that caused an internal debug pointer to be erroneously included in Standalone players.
- Fixed Handles.DrawDottedLines not working when intersecting near plane.Fixed Handles.DrawDottedLines not properly scaling dots on retina.Improved Handles.DrawDottedLines performance.
- Graphics: Texture2D.format shows ARGB on RGB texture format
- Graphics: Use OpenGL core (3.2 - 4.1) API by default on MacOSX and Linux
- iOS: Use launch screens as primary source for splash images
- Particles: Setting playOnAwake through script will now change all systems that are part of the emitter, matches the inspectors behaviour.
- Physics: 2D physics (Box2D) now reports out-of-memory errors rather than simply crashing.
- Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides
- Physics: HingeJoints now have orientation to be compatible with Unity 4. The Rigidbody that share the GameObject with the HingeJoint will view the Joint anchor as a left-hand coordinate system. This means the Rigidbody will view positive angles as going clockwise around the Joint anchor. The HingeJoint "Connected Body" will view the Joint anchor as a right-hand coordinate system. This means the Connected Body will view positive angles as going counter-clockwise around the Joint anchor.
- Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
- Terrain: "SplatCount" tag is removed from terrain shaders as they are not used.
- Windows Store Apps/Windows Phone 8: Removed support for Windows Phone 8.0 and Windows Store Apps 8.0
- Windows Store Apps: Removed AppCallbacks.SetSwapChainBackgroundPanel function
Improvement
- Add convenience methods to Dropdown for adding or clearing the options.
- Added a new property to control the width of the caret in UI.InputField.
- Added a ReadOnly property to UI.InputField
- Added buildProgress property to Lightmapping.
- Android: WWW - report HTTP status and response in case of failure
- API Updater: Report read only scripts instead of silently failing
- CacheServer: add '--check' and '--fix' command line options for integrity check.
- Core: Added SystemInfo.processorFrequency scripting API.
- Editor: Add Plane primitive preview option to material preview inspector
- Editor: Added EditorGUIUtility.GetFlowLayoutedRects.
- Editor: Added support for locking the inspector to multiple objects.
- Editor: Components in the inspector with no options will no longer display an expansion arrow.
- Expose method to Dropdown for refreshing the shown value since it is needed after modifying the list of options through API.
- Exposed all particle module parameters to script
- Frame debugger: Added OpenGL core support on Windows
GI: Increase maximum allowed GI cache size.
GI: Move Atlas Size to Baked GI section in Lighting window.
GI: Renamed LightmapSnapshot to LightingDataAsset
- Graphics: CommandBuffer.SetShadowSamplingMode() can be used to enable sampling raw depth value from shadowmaps, to be copied or post-processed by user effects.
- Graphics: Fixed deferred lighting spot light artifacts on mobile (black pixels around edges of objects)
- Graphics: Fixed OpenGL ES on desktop support: correctly fetch normal and specular maps
- Graphics: Various dynamic geometry systems (Particles, Sprites, Lines, Trails, Flares, Halos) use multi-threaded "geometry job" system. Yay more multi-threading!
- Graphics: Texture2D.LoadImage updated with optional parameter to mark texture as non-readable
- Horizontal text alignment now uses the actual glyph geometry extents (rather than character advance) greatly improving the visual appearance of right alignment.
- Il2CPP: Optimize System.Reflection access to metadata.
- IL2CPP: Reduce initialization time of IL2CPP scripting backend
- iOS: Add frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
- iOS: Add support for iPad launch screens
- MacOSX editor: The graphics API used by the editor is included in the editor title bar just like on Windows
- Mecanim: Additive Layer improvement. You can now specify the reference pose for your additive animation clip. The additive reference pose can be define in either the model importer when you import your clip or with a new API function AnimationUtility.SetAdditiveReferencePose()
- MonoDevelop: Updated to version 5.9.6.
- OpenGL core: Added threaded rendering on MacOX
- OpenGL core: Improved OpenGL buffer update performance
- Particles: A new Inherit Velocity Module, which encompasses the old behaviour, but also adds support for inheriting velocity throughout the lifetime of a particle system using curves
- Particles: Added a warning in the inspector when using a rigidbody with no interpolation and inheritVelocity.
- Particles: It is now possible to scale an entire particle system using its transform component
- Particles: More collision options added, for extra flexibility and more intuitive behaviour
- Particles: particles can now be rotated in 3D
- Particles: Particles can now collide with 2D
- Particles: Scripted particle emission is now more customizable
- Particles: Scripted particle emission is now more flexible (See ParticleSystem.Emit)
- Particles: Skinned meshes can be used as emitter shape (plus extra options for mesh emitter shapes)
- Physics: Decouple centre of mass from inertia tensor. From now on, setting a custom centre of mass won't mark the inertia tensor as set explicitly as well. By analogy, setting inertia tensor won't have an instant effect on the centre of mass. Exposed two new API functions to reset the centre of mass and inertia tensor back to the automatically computed values. See also: Rigidbody.ResetCenterOfMass(), Rigidbody.ResetInertiaTensor(),Rigidbody.centerOfMass, Rigidbody.inertiaTensor, Rigidbody.inertiaTensorRotation.
- Pointer selection across multiple lines in UI.InputField is improved.
- Select All keyboard command now works for UI.InputField in Editor mode.
- Shaders: Improved shader storage and loading. This will decrease on-disk size of shaders in player builds, as well as making loading shaders faster and with a smaller memory spike.
- SpeedTree: Billboard batching performance is improved a bit.
- Text no longer clips the last line when only the leading would cause it to exceed the vertical bounds.
- TextGenerator now exposes the topY position of each line in UILineInfo.
- Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0.
- WebGL: Release builds will now always use gzip compressed files, and decompress in JavaScript, if the server is not set up to handle gzip on the http protocol level
- Windows Store Apps: LocationService will now start the first time it's Start() method is called with user consent being asked at that moment.
- Windows Store Apps: Unity now will overwrite files in VS solution, if they are not modified. A file UnityOverwrite.txt will be placed next to generated solution file, read it for more details.
Fixes
- 2D : Fix memory leak when using Sprite object field in custom inspector
- Android - Fixed status bar not shown and touch offset on Kitkat+ when using native activity
- Android: Add support for stencil buffer in RenderTextures on Tegra 3
- Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0
- Android: Fix for physics performance spikes on ARM big.LITTLE devices
- Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application
- Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow
- Android: Fixed an issue where PlayerPrefs with keys and values containing line breaks would break
- Android: Fixed an issue where the application would crash if you sent emoji unicode characters to the OnScreenKeybaord
- Android: Fixed crash affecting some PowerVR 544 devices
- Android: Fixed crash in ASTC encoder
- Android: Fixed crash in decompression of PVRTC textures on non-PVR devices
- Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts
- Android: Fixed OnApplicationPause() event on app start
- Android: Fixed reported texture size in profiler for formats that are decompressed during upload
- Android: Fixed sensor compensation issue affecting devices when rotated180 degrees
- Android: IL2CPP - Fixed compilation on DLLs with spaces
- Android: IL2CPP - Fixed compilation on paths with spaces
- Android: IL2CPP - Fixed crash on startup when OBB is enabled
- Android: Manual updates of the SDK should now take effect when prompted for an update in the Editor
- Android: Removed some egl errors from the log when probing for GLES API level
- Android: Removed the 'soft' cursor
- Android: Stripping - don't strip AssetBundle class or it removes LoadAssetAsync
- Android: Support for galaxy camera volume buttons (zoom in/out)
- Animation: Fixed a case where non-resampled curves would have overlapping keyframes
- Animation: Fixed animation window still recording when scene is saved.
- API Updater: Fixed handling of multiple "defines" / references in a single argument in response files
- Asset Importing: Fix main thread assert when releasing MonoScript object
- Asset Loading: Allow extension dlls to be imported outside of project folder
- Assets Management: All assets located inside the Resources folder are now reported in the summary area of the editor's output log.
- Build: Speed up builds with very complex shaders being present (coming to 5.2 patches too)
- CacheServer: Add Cache Server version in terminal
- CacheServer: Fix server crashes on command 'nc -zv'
- Canvas is no longer has an incorrect x offset when the viewport rect is anything other than (0, 0, 1, 1) on D3D9, XBOX360, and PSP2.
- Caret and selection highlight now draw with correct y position and height in UI.InputField for all formats and line spacings.
- Copying to the clipboard is now disabled for UI.InputField with ContentType of Password.
- Debugging: Fixed Unity crash when inspecting UnityEditor.VersionControl.Asset members.
- Deployment Management: Fixed OSX non development players crash on startup
- Editor slowdown in Project window with Unity 5
- Editor: Add drop target rendering for icon view in Project Browser when hovering over a drop target
- Editor: Added a printed warning to the gameview if there is no fullscreen camera present
- Editor: Assert Import dialog will correctly appear in the taskbar on Windows, previously you needed to click on the dialog for it to appear in the taskbar or wait until the import is finished.
- Editor: Asset importer now skips assets and res folders inside Assets/Plugins/Android.
- Editor: Better UI for ShaderVariantCollection "add variant" functionality.
- Editor: Fix ArgumentOutOfRangeException when attempting to delete last character of TextField with length limit
- Editor: Fix Gizmos.DrawLine rendering with random colors when 3D Icons is turned off
- Editor: Fix IMGUI brightness on GameView when in Linear mode.
- Editor: Fix memory thrashing when Dragging and Dropping between panels, when the dragged object had a CustomEditor with no Preview.
- Editor: Fix mismatched layout group in MeshRenderer editor
- Editor: Fix project browser searching so 't:Object': also returns ScriptableObjects
- Editor: Fix searching for labels with characters in front of the 'l:' syntax in the project browser
- Editor: Fix so searching for special symbols (like @) works in project browser
- Editor: Fix texture preview not showing mip previews for RenderTextures.
- Editor: Fix that the search results in Project view is not refreshing when changing labels
- Editor: Fixed "Ctrl" click on object selects another object in scene view
- Editor: Fixed background object getting selected instead of the one in the front
- Editor: Fixed bug when opening new project throws "Moving file failed" dialog on Mac
- Editor: Fixed changing a GameObject's icon failing when changing it for the first time.
- Editor: Fixed error message when attempting to add a given component to the same game object more than once.
- Editor: Fixed exception being thrown when multiple assets were selected and one or more contained ScriptableObjects with missing script references.
- Editor: Fixed inspector preview bug when UI RawImage had negative UV values.
- Editor: Fixed issue with launching both MonoDevelop and Xamarin Studio when external script editor is set to Xamarin Studio on OSX.
- Editor: Fixed profiler typo (Loading.IsObjectAvailable).
- Editor: Launch unity through command line with the –buildTarget switch and the scripting defines will not be set properly.
- Editor: Multi selecting GameObjects should be as fast as it was in 4.6
- Editor: Multiple object renaming in the inspector does not work in some conditions.
- Editor: Multiselecting textures with different override settings now shows the correct "-" symbol.
- Editor: Speed up massive context menus (e.g. for shader variant collection) (coming to 5.2 patches too)
- Editor: The camera culling mask would display "Mixed..." incorrectly in various situation. Now correctly reflects render layer state.
- Editor: The current control with focus now correctly resets to none between Play runs of the open scene.
- Ensure that when refreshing the shown value of a Dropdown while there are no options at all, the Dropdown value becomes blank rather than keeping showing a previously valid value.
- Fix ScrollRect causing immediate child view with LayoutGroup to not get layout callbacks.
- Fixed an issue where opening the editor with a Preview window in the layout would cause the inspector tab icon to disappear
- Fixed incorrect behavior for GetHasMoved in UI.CanvasRenderer.
- Fixed incorrect line spacing when using rich text and tag to set font size less than the value set in the Text property.
- Fixed issue with all text not displaying correctly in UI.InputField.
- GetComponent, in cases where T is an interface, will no longer incorrectly skip matching non monobehaviours
- GI: Brought back the separate Emission(Lightmapper) component in LegacyShaders/Self-Illumin that went missing in Unity 5.0
- GI: Calculate atlas index offset correctly when snapshotting a scene.
- GI: Fix case where GI file not found errors were displayed when upgrading project to Unity 5.3
- GI: Fix crash when exiting the editor while building lighting.
- GI: Fix memory leak eventually causing a crash when baking lightmaps using bad UVs.
- GI: Fix realtime GI errors about loading hashed files when opening different scenes.
- GI: Fixed "Template function should be specialized" error thrown when baking with Final Gather enabled.
- GI: Fixed clustering scene view causing loading bars to pop up all the time during bake when clustering files were reloaded.
- GI: Fixed light hashing always done even when GI is off, causing performance slowdown.
- GI: Fixed light probes loading in player builds.
- GI: Removed editor log spamming: Error: GetProbeInterpolants - probe sets that aren't regular grids require...
- Graphics: Disabled fancy blurring of cubemaps for runtime updated reflection probes on OpenGL ES 2 devices
- Graphics: Do not return pre-created RenderTextures from RenderTexture.GetTemporary; makes it possible to set useMipMap on them again (coming to 5.2 patches too).
- Graphics: Fix division by 0 issue in Shadows
- Graphics: fix standalone player to render canvas even without a main camera.
- Graphics: Fixed an issue when rendering to a render texture in deferred path with "Don't clear" or "Depth Only" clear flag.
- Graphics: Fixed bug in ES 3 shader code generator that caused clipping problems in UI shaders
- Graphics: Fixed fallback to Gamma color space rendering for projects that are configured to use linear rendering
- Graphics: Fixed MSAA initialization on older devices which only support multisampled_render_to_texture
- Graphics: Transfer Emission property when switching from Legacy shaders to Standard
- If there is not room inside the Canvas for a Dropdown popup, mirror alignment only on axis where it exceeds the canvas, not always on both axes.
- IMGUI: GUI.TextField taking a GUIStyle is now single line like its 3 sister functions.
- IMGUI: When resizing a GUIWindow the render caching could create render artifacts and draw window content over scroll bars as it got resized.
- iOS: Added support for Xcode 6.4.0 final release
- iOS: fix crash when not keeping reference to WWW object.
- iOS: fix crash when switching keyboard between single and multi line modes while open.
- iOS: Fixed command line build crash caused by trailing slash
- iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
- iOS: Worked around some plugins not supporting complex shell scripts within Xcode project
- LOD: Disabled animated LOD fading when 8 LODs are all used up.
- LOD: Fixed "false" messages when selecting more than 3 LODs in the hierarchy window in the Editor.
- LOD: Fixed "false" messages when setting a low Maximum LOD in quality settings.
- LOD: Fixed crash if an empty LODGroup is selected as a tree prefab.
- Mathf: Fixed issue with Mathf.FloorToInt and float cast to int not producing same results on x64 as on x86.
- Mecanim: Added a delete confirmation message when deleting BlendTree in inspector
- Mecanim: Added AvatarMask enum to AvatarMask
- Mecanim: Allow StateMachineBehaviour function call even when Animator is disabled but updated manually by user
- Mecanim: Changed the significance of Euler vs Quaternion interpolation toggle in the Animation
- Mecanim: Fixed a bug where setting LocalEulerAngles curve via animation API would have made a clip that couldn't be scrubbed in the animation window
- Mecanim: Fixed a case where Legacy Animation parameters affected the import of non-Legacy clips
- Mecanim: Fixed a crash when reimporting animations used in an overridecontroller
- Mecanim: Fixed a crash when setting an Override Controller with no controller to override
- Mecanim: Fixed an error with the default parameter "Blend
- Mecanim: Fixed an inconsistent selection when switching to and from the mini layer tool
- Mecanim: Fixed an invalid parameter "Blend" error in Direct blend tree inspectors
- Mecanim: Fixed AnimationEvents fired on animations that are weighted-out.
- Mecanim: Fixed Animator memory being cleared when disabling the component the same behaviour as before 5.2b5 do not clear animator memory when only the animator
- Mecanim: Fixed Animator tool resetting when pressing Home and End keys in parameter view
- Mecanim: Fixed Animator.Play not working when AnimatorController
- Mecanim: Fixed Animator::Play generating invalid AnimationEvent invocations
- Mecanim: Fixed AssetBundle created from 5.1 crashing in 5.2
- Mecanim: Fixed CollectDependency not working for AnimatorControllers
- Mecanim: Fixed crash when calling Animator.GetCurrentAnimatorClipInfo during an interrupted transition.
- Mecanim: Fixed crash when changing Animator.updateMode in PlayMode
- Mecanim: Fixed crash when multiple triggers happen on the same frame.
- Mecanim: Fixed crash when OnStateEnter is called on the 1st frame.
- Mecanim: Fixed crash when setting invalid OverrideController
- Mecanim: Fixed crash with corrupted controllers
- Mecanim: Fixed crash with WriteDefaultValues set to false on an empty state.
- Mecanim: Fixed empty AvatarMask for humanoid enabling addition transforms in previewer.
- Mecanim: Fixed error message when deleting entry transition
- Mecanim: Fixed game object with override controller not showing the base controller when selecting the GameObject
- Mecanim: Fixed Humanoid layer mask not working with AnimatorControllerPlayables
- Mecanim: Fixed IK not applied on feet when last layer does not have Foot IK active
- Mecanim: Fixed IK to animated position in model a frame behind when using Optimize Game Objects
- Mecanim: Fixed imported asset file showing active Apply state when nothing has changed
- Mecanim: Fixed importer body mask not working.
- Mecanim: Fixed Invalid keys frame in additionnal curves hanging Unity when users expand curve list in animation window
- Mecanim: Fixed memory leak in Animator
- Mecanim: Fixed null reference when creating transition to an empty state machine.
- Mecanim: Fixed overlapping BlendTree graph nodes
- Mecanim: Fixed Rotation not being blended properly in some cases
- Mecanim: Fixed rounding issue in the AnimationClipImporter start/stop frame
- Mecanim: Fixed Transition inspector not showing the proper transition
- Mecanim: Fixed Transition time slider getting offseted.
- Mecanim: Fixed transition to empty state on layers not driving layer weight
- Mecanim: Fixes crash when Animator.speed is set to zero during transition
- Mecanim: Fixes crash when switching to empty controller
- Mecanim: Prevent crash when setting Animation.frameRate to 0
- Mecanim: Prevent creation of invalid AnimationEvent time in AnimationClipImporter
- Mecanim: Published BlendTree.minThreshold/maxThreshold API.
- Mecanim: Removed Clamp Modes for ModelImporter additionnal curves
- Mecanim: State Machine transitions that lead nowhere will now automatically transition to the layer's default state
- MonoDevelop: Fixed "Debugger operation failed. Argument cannot be null" error
- MonoDevelop: Fixed "The requested item has been unloaded" when enabling/disabling breakpoints
- MonoDevelop: Fixed "The requested item has been unloaded" when evaluating enums.
- MonoDevelop: Fixed crashes on OSX
- MonoDevelop: Fixed issue with not being able to set breakpoint condition.
- MonoDevelop: Install GTK# when installing Unity Editor.
- MonoDevelop: Removed "Show Error Reference" and "API Documentation" menu items that launch the documentation browser, which we do not include nor support.
- OpenGL legacy: Fixed editor picking when AA is enabled
- Particles: Collision bug fixes
- Particles: Culling bug fixes
- Particles: Culling fix
- Particles: Fixed issue causing batched particles drawn after an object with negative scale to flip and become invisible.
- Particles: Miscellaneous bug fixes
- Particles: Scripting bug fixes
- Particles: Stretched particles now render even when they have zero speed
- Particles: UI fix for pivot field
- Physics2D: Ensure that 'Infinity' cannot be specified for 2D collider offset.
- Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
- Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
- Physics: Ensure matched OnTriggerEnter/OnTriggerExit when changing collider size
- Physics: Fix scaling of cars that had center of mass not at the Rigidbody's origin
- Physics: Fix SliderJoint2D motor-speed backwards compatibility prior to 5.1.1p3
- Physics: Fixed a case where HingeJoint limits was not applied properly.
- Physics: Fixed an axis-locking inconsistency in the HingeJoint when both min and max limits were set above 177 degrees, but still different.
- Physics: Fixed PhysX wheels being created for inactive wheel colliders
- Physics: HingeJoint.angle is now returned as +/- 180 degrees, as in Unity4.
- Physics: JointMotor.targetVelocity can now be negative as well as positive.
- Placeholder text is no longer shown when UI.InputField has focus.
- Plugins: Editor would report incorrectly that native plugin is colliding with itself.
- Plugins: Plugins located in StreamingAssets folder won't participate in the compilation.
- Prevent Sprite Packing called randomly due to bug in hash Generation
- Profiler: Fixed Rendering detailed stats. Stats for Draw Calls and Total Batches were previously swapped
- Rich text now correctly word-wraps embedded images ( tags).
- Script Debugging: Fixed issue with stepping in switch statements
- Script Debugging: Fixed occasional Unity crash when stepping many times in a row and then hitting a breakpoint.
- Script Debugging: Fixed rare Unity crash when stepping.
- Script Debugging: Fixed stepping over Resources.Load and other Unity API methods that use serialization.
- Script Debugging: Fixed Unity crash when trying to evaluate generic methods that return an array of the generic type. Such as GameObject.GetComponents() .
- Script Debugging: Fixed Unity crash when trying to step after pause.
- Scripting: Fixed "Compile process is not finished yet" errror
- Scripting: Fixed developer console not receiving log messages when usingApplication.logMessageReceived.
- Shaders: Correctly determine blend mode emitted by alpha:auto setting
- Shaders: Fixed GrabPass missing viewport offset in the editor (coming to 5.2 patches too)
- Terrain: Fixed incorrect rendering when switching template material.
- Terrain: Fixed missing document link for Terrain component.
- TextGenerator no longer occasional truncates the final character when using horizontal word-wrapping and vertical truncation.
- Texture: Fix NPOT texture import size
- Trailing spaces are now accounted for when aligning text.
- TreeCreator: Fixed incorrect baked textures under Linear.
- UI.Text Best Fit now works properly when a word does not fit within a single line.
- UI.TextField no longer causes multiple errors text length exceeds 16383 characters.
- UI: Allow '-' to be entered into InputField if the selected range encompases position 0
- UI: Fixed InputField selection highlight and caret no longer being visible.
- UI: Fixed multiline InputField throwing a ArgumentOutOfRange when trying to calculate the caret position
- UI: Fixed Toggle component not updating when animated.
- UI: When appending to the InputField allow more characters than just space
- UnityWebRequest: Some headers are missed in the response
- WebGL: Fix backbuffer state if RenderTexture is set from user code.
- WebGL: Fix crash related to stripping ParticleSystem class
- WebGL: Fix crash when trying to use WWW.LoadFromCacheOrDownload if IndexedDB is not available.
- WebGL: Fix crash when using Caching.Authorize
- WebGL: Fix cursor images not rendering correctly
- WebGL: Fix Firefox crashing on closing the page
- WebGL: Fix Input.touches being flipped along the y-axis.
- WebGL: Fix WWW class response contents when status code is not 200
- WebGL: Make touch input work with UnityEngine.UI.
- Windows Phone 10: fix touch screen keyboard
- Windows Standalone: Configuration banner image will be properly scaled on operating systems like "Windows 7 Home Extended", etc.
- Windows Standalone: Fixed a bug where sometimes graphics quality combo box was empty.
- Windows Standalone: Screen.sleepTimeout will work correctly.