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Unity 2018.1.0b13

Unity 2018.1.0b13 リリースノート

2018.1.0b13 Release Notes (diff since 2018.1.0b12)

System Requirements Changes

  • Removed support for Windows XP in standalone player builds. Windows Vista is the now minimum supported OS for Windows standalone player.
  • Deprecated support for MonoDevelop. VisualStudio is now the recommended and supported C# editor on both macOS and Windows.

Known Issues in 2018.1.0b13

  • Android: Application.Quit() crashes the app (1013695)

  • Graphics: Editor crashes after it bypasses the RenderPass functions (1012788)

  • Windows: Engine fails to start on Windows Vista and 7 without SP1 (1016572)

Known Issues - won't be fixed in 2018.1

  • OSX: [OSX 10.13][2018.1] Rapidly switching between 2 game view tabs multiple times may freeze or crash the editor when rendering with Metal. Note: it's much harder to reproduce on the latest 10.13.4 Beta (17E160e). (991828)

  • Particles: Line renderer is rendered in scene/game window when selecting object in the Project window. Will be addressed post 18.1 release. (972298)

Fixes

  • Linux: Fixed a Progressive Lightmapper crash in the Linux Editor. (913799, 1013759)

  • Services: Fixed case of local assets being overwritten during Collab update. (952569, 1008212)

The following are changes and fixes to 2018.1.0 features and regressions...

Changes

  • Licenses: Added Alembic licenses to legal.txt.

Improvements

  • XR: Updated Vuforia to version 7.1.31.

Fixes

  • Android: Fixed case of Time.deltaTime sometimes returning negative value on certain devices / Android versions. (970945, 1013172)

  • Android: We no longer sign Oculus apps with apk signer v2 when building with gradle. (1015847)

  • Animation: Fixed issue where a clip containing additional curves played in the Animation component would cause a crash. (1003190)

  • Animation: Fixed issue where playing back certain clips in the Animation window would result in a spew of warnings. (985786)

  • Editor: Fixed Editor shutdown crash caused by performance tracker. (1010980)

  • Editor: Fixed IMGUIContainer corrupted layout when using Begin/End pair. (1015818)

  • Editor: Fixed issue where moving EditorControls from Retina screen to non-Retina could result in some of them becoming corrupted. (1009894)

  • Editor: Fixed various UnityEditor.VersionControl.Provider APIs when used with newly created VersionControl.Assets. (905161)

  • Editor: Updated templates so that projects created from them no longer require manual settings changes in order to build for Android, iOS, tvOS. (1014111, 1016844)

  • Graphics: Fixed mesh vertex format after upgrading from 2017.3. (1010215)

  • Graphics: Metal tessellation: fixed an issue with compute pipeline object caching that could lead to a crash or extra resources leak. (1015909)

  • Graphics: Metal tessellation: fixed performance/driver stability issues by switching to use private GPU memory for scratch memory needed. (1015910)

  • Networking: Fixed ping crash on double destroy. (1012965)

  • Package Manager: Improved loading time of new projects when using project templates (1003263)

  • Physics: Fixed issue resulting in frame CPU spikes in physics. (983582)

  • Timeline: Fix for MissingReferenceException when using Control Tracks.

  • Timeline: Fixed clip blend when Editor is using linear color space. (1013435)

  • XR: Fixed incorrect thread affinity setting on GearVR.

2018.1.0b13 Release Notes (Full)

Features

  • 2D: [Experimental] Added ability for user to add functionality for Sprite editing in the Sprite Editor Window.

  • 2D: [Experimental] Added experimental API to support Sprite animation.

  • Android: Added an interface with a callback that is called after the Android Gradle project is generated but before it is built.

  • Android: Added ARM64 (also known as AArch64) experimental support.

  • Android: Added Sustained Performance Mode setting, which sets a predictable, consistent level of device performance over longer periods of time without thermal throttling. Based on the SustainedPerformance API from Google.

  • Animation: Added PositionConstraint, RotationConstraint and ScaleConstraint components.

  • Animation: Added the AimConstraint component.

  • Animation: Added the ParentConstraint component.

  • Animation: Added weighted tangent support to AnimationCurve.

  • Asset Import: (Also see API changes) Added OnPreprocessAsset callback in AssetPostprocessor.

  • Asset Import: Added support for importing Aim constraints from FBX files.

  • Asset Import: Added support for importing Parent constraints from FBX files.

  • Asset Import: Added support for importing Point, Orient and Scale constraints from FBX files.

  • Asset Import: [Experimental] Added experimental API to generate Texture/Sprite from importer settings.

  • Audio: Added Google's Resonance Audio plugins.

  • Build Pipeline: Added a new API for changing platform icons; it supports platform specific icon kinds(types) and multilayer icons.

  • Build Pipeline: Added ability to store and retrieve object references by name through EditorBuildSettings.

  • Build Pipeline: Added new BuildReport API. Building players and assetbundles will now return a BuildReport object that allows you to query information about the build process and outputs.

  • Build Pipeline: Android Build & Run has now target device selection in the build dialog. It allows users to deploy to either a specific single device or to all supported devices simultaneously.

  • Cache Server: Added -CacheServerIPAddress command line argument to connect Editor to specified Cache Server on startup.

  • Editor: Added Templates for 3D, 2D, 3D with Extras (Preview), Lightweight (Preview), Lightweight VR (Preview), and High Definition (Preview) to streamline the new user experience with Scriptable Render Pipeline features as well as to define better starting points for graphical, player, and lighting settings.

  • Editor: Assembly Definition Files (asmdef) assemblies are now compiled on startup before any other scripts (Assembly-CSharp.dll and friends) and compilation does not stop on the first compile error. All asmdef assemblies that succesfully compile and have all their references compiled are loaded before compiling the remaining scripts (Assembly-CSharp.dll and friends). This ensures that Unity packages are always built and and loaded regardless of other compile errors in the project.

  • Editor: New ObjectFactory API that allow to create Object using default values - See ScriptingAPI and Presets for more details.

  • Editor: Preset class that allow to save serialized informations of an Object to a .preset asset and apply it later to the same Object type.

  • Editor: The profiler window now contains a 'clear on play' button.

  • Editor: When running PlayMode and EditMode tests in batch mode it is now possible to specify scriptingBackend to use trough a test settings file.

  • GI: Added experimental API for baking sky occlusion in Progressive Lightmapper. The sky occlusion value for a given input position denotes what fraction of the sky is visible for that point. It takes into account any lightmap static object. The sky occlusion allows you to apply the correct amount of sky lighting to objects that are otherwise hard to lightmap, such as trees and foliage.

  • GI: Progressive Lightmapper is now out of preview!

  • GI: [Experimental] Added new experimental C# interface to pass light information to the GI baking backends.

  • Graphics: Added dynamic resolution support for PS4.

  • Graphics: GPU Instancing now supports GI.

    • Objects affected by light probes, occlusion probes (in shadowmask mode) or lightmaps can now be automatically batched by Foward and Deferred pipeline.
    • Light probe and occlusion probe data can be sent to Graphics.DrawMeshInstanced using LightProbeUsage.CustomProvided mode.
    • New APIs are added for calculating probe data and copying to MaterialPropertyBlock: -- LightProbes.CalculateInterpolatedLightAndOcclusionProbes -- MaterialPropertyBlock.CopySHCoefficientArrayFrom -- MaterialPropertyBlock.CopyProbeOcclusionArrayFrom
  • Graphics: Metal: Added support for tessellation using DX11 convention through hull/domain shader stages.

  • Launcher: The launcher now allows users to select one of the new project templates when creating new projects. Project templates available currently: 2D, 3D, 3D With Extras (Preview), Lightweight (Preview), Lightweight VR (Preview), and High Definition (Preview).

  • Multiplayer: Added support for callbacks that the user can define to be notified when there is something to read or connection is ready to send.

  • OSX: Added support for IL2CPP scripting backend for Mac Standalone player.

  • Package Manager: Added Package Manager user interface v1.3.0, from where a project's packages can be managed and new packages can be discovered. Note that the UI isn't yet final and will see further improvements during the beta cycle. Known limitations at this time:

    • No visual indication of recommended vs. otherwise discoverable packages.
    • Light on details for most packages, including for alternative versions available.
  • Package Manager: Updated Package Manager user interface (from where a project's packages can be managed and new packages can be discovered) to v1.5.1. What's new in 1.5.1:

    • Moved menu item to access the Package Manager UI window from "Project -> Packages -> Manage" to "Window -> Package Manager".
    • The "Install" tab now shows the latest version (and description) available for each package, rather than the current version.
    • The "Update to" button is no longer displayed when the current version is the same as (or greater than) the latest one available.
    • The UI now displays "alpha", "beta", "experimental" and "recommended" tags for packages, as appropriate. Previous versions did not display such tags, so it was not possible to determine the status of packages.
    • UI polish.
  • Package Manager: Updated Package Manager user interface (from where a project's packages can be managed and new packages can be discovered) to v1.6.1. What's new in 1.6.1:

    • When updating the package, the user is now asked to confirm temporary closure of the window. Note however that this will only be the case when updating from v1.6.1 onwards. When updating from 1.5.1 to 1.6.1, a restart of Unity is necessary for the update to take effect.
    • The window is now dockable.
    • UI style rework, making it consistent with the rest of the Editor.
    • Added keyboard navigation in the Packages list
  • Package Manager: Updated Package Manager user interface (from where a project's packages can be managed and new packages can be discovered) to v1.8.1. What's new in 1.8.1:

    • We no longer display the "Recommended" tag for packages whose version is suffixed with alpha, beta or experimental.
    • The built-in packages tab is now hidden, as it is not yet fully functional.
    • Fixed sorting of the package list in the "All" tab.
    • Fix to prevent loop error report with an invalid manifest.
    • Fix to prevent infinite error reporting when an exception is thrown during an operation.
    • Fix to only show "View Changes" when there is an "Update" button to display.
    • Fixed typos in the dialog displayed when updating the Package Manager UI itself.
    • Added "View Documentation" link to the package details area.
    • Added "View changes" link to the package details area.
  • Package Manager: Updated Package Manager user interface (from where a project's packages can be managed and new packages can be discovered) to v1.8.2. What's new in 1.8.2:

    • Updated package tags to reflect the revised package workflow (Preview -> Released(no tag) -> Verified in 2018.1).
  • Particles: Added support for GPU instancing of Particle System mesh rendering.

  • Particles: Added support for Orbital Velocity to the Velocity over Lifetime module.

  • Particles: All particle emitter shapes now support reading a Texture for masking and color tinting.

  • Physics: 2D Physics is now able to use all the cores on a device to run its simulation. See 'Job Options (Experimental)' in 2D physics settings.

  • Player: (Also mentioned under API changes) Added an experimental API which allows to change the order in which engine systems are invoked, remove engine systems from the update order, or insert new C# entrypoints at any point in the update cycle: UnityEngine.Experimental.LowLevel.PlayerLoop.

  • Scripting: Added command line option "overrideMonoSearchPath" for desktop standalone players (OSX, Windows). "overrideMonoSearchPath" specifies an extra folder to search when Mono is loading assemblies. One intended use is two versions of the same project i.e. trial and full version. The assets are the same but the scripts are different. This command line option can be used to re-use the assets but load different scripts.

  • Scripting Upgrade: Portable PDBs are supported when running with the new scripting runtime.

  • Scripting Upgrade: Scripting Runtime Upgrade is no longer Experimental.

  • Video: Audio sample output API for the VideoPlayer with support for access from C# or C++.

  • Video: Support for reading videos from AssetBundles on Android.

  • Web: Added UploadHandlerFile for UnityWebRequest: sends file contents as request body without loading entire file to memory.

  • Web: Custom certificate validation support added to UnityWebRequest. See CertificateHandler script documentation for more info.

  • Windows: Added support for IL2CPP scripting backend for Windows Standalone player.

  • XR: 360 stereo image capture with support for conversion of rendered texture (cubemap) to stereo/mono equirectangular format for display in VR. Added script API: RenderTexture.ConvertToEquirect() for converting rendered cubemap textures to stereo and mono equirectangular format.

  • XR: Added a new option in the Windows MR Player Settings called Enable Depth Buffer Sharing. This allows the OS to better stabilize images without the need to manually set the focus plane. For more information on the benefits of image stabilization, see Microsoft's documentation on Hologram Stability.

  • XR: Added support for capturing stereoscopic 360 images for VR and non-VR projects. Added omni-directional stereo (ODS) support in shader pipeline for rendering to 360 stereo cubemap.

    • Support for 360 stereo cubemap rendering in forward/deferred pipelines, directional/point light shadows, Skybox, MSAA, HDR and post processing stack. All pipelines and modes are tested.
    • ODS rendering support for screenspace shadows via separate ods world space pass and render texture to avoid incorrect shadows per eye.
    • Added stereo RenderToCubemap API script support: camera.RenderToCubemap with stereo eye parameter.
  • XR: Standalone player support for stereoscopic 360 image capture for VR and non-VR projects. Currently supported on Win64/OSX platforms.

    • Generate 360 capture shader variants when building standalone player according to the '360 Stereo Capture' UI checkbox in the VR editor settings panel.
    • Added PlayerSettings.enable360StereoCapture binding and doc page.

Backwards Compatibility Breaking Changes

  • Particles: Removed Legacy Particle System script bindings.

  • Tizen: Tizen mobile support has been removed.

Changes

  • Android: Input field caret now always appears at the end of text when opening keyboard. (966477)

  • Android: Newly created projects now default to ARMv7 CPU architecture.

  • Android: Removed support for UnityPlayerProxyActivity.

  • Android: SDK Platform 26 now required to build for Android.

  • Android: Updated JDK requirements to JDK 8. This a requirement from the latest Android SDK.

  • Android: We now create a 2048-bit RSA key for signing the apk.

  • Animation: Starting playmode while editing an Avatar configuration will no longer change the current scene. (916586)

  • Audio: Added error message when AudioSource.GetSpectrumData or AudioListener.GetSpectrumData are called with float arrays that are not a power of 2 or are outside the valid range between 64 and 8192 samples. (827154)

  • Editor: Added InspectorWindow.OnPostHeaderGUI callback to allow drawing of custom GUI elements in the inspector window.

  • Editor: Compiling 'unsafe' C# code now requires the "Allow 'unsafe' code" option to be enabled in the player settings for predefined assemblies (Assembly-CSharp.dll, etc.) and in the inspector for Assembly Definition Files assemblies. Enabling this option will make Unity pass the /unsafe option to the C# compiler when compiling scripts.

  • Editor: Plug-in code that creates textures used in rendering with IMGUI should now avoid specifying them in linear space (i.e. should set the linear parameter to false in the Texture2D constructor). Otherwise, GUI elements drawn with such textures may look washed out when the project is working in Linear space (Player Settings > Color space: Linear). (908904)

  • Editor: Removed "intensity" float field next to HDR texture fields in material editors; instead use the exposure controls in the Color Picker.

  • Editor: Removed MonoDevelop 5.9.6 from macOS and Windows installers and deprecated support for it in Unity. Visual Studio for Mac is installed as the C# code editor on macOS and Visual Studio 2017 Community on Windows.

  • Editor: Substituted "intensity" float field in the Static Emissives tab of the Light Explorer for HDR color field; instead use the exposure controls in Color Picker.

  • GI: Support for hiding and disabling GI features when making a render pipeline.

  • Graphics: Deprecated PlayerSettings.defaultIsFullscreen. Use PlayerSettings.fullscreenMode instead.

  • Graphics: GraphicsSettings shaders are no longer loaded on startup.

  • Graphics: Metal tessellation: Improved shader importing error reporting for when features are unsupported.

  • IL2CPP: Deprecated BuildOptions.IL2CPP, which actually never did anything. (986326)

  • iOS: Increased min target iOS version to 8.0.

  • iOS: iOS now links with Security framework by default. To remove it, set a pre-processor define DISABLE_WEBREQUEST_CERTIFICATE_CALLBACK and remove Security framework from the list of linked frameworks in xcode.

  • iOS: ScreenOrientation.Unknown is deprecated

  • OSX: Metal is now the default graphics backend for Editor.

  • Package Manager: Unity Package Manager project sub-folder was moved from UnityPackageManager to Packages. This is to align the physical path with the logical path of packages. Notes:

    • Projects configured with a NuGet should change their configuration to point to another folder (default repository path for NuGet configuration is \packages). The risk of NuGet and Unity Package Manager sharing the Packages folder is minimal, but we suggest to separate them nonetheless to avoid any issues.
    • When opening a project created with a previous version, a migration flow will copy the content of the UnityPackageManager folder to the Packages folder. It is left to the project maintainer to erase the UnityPackageManager folder and update source control configuration.
  • Services: Replaced web-based Collab history window with improved RMGUI version.

  • Substance: Built-in support for Substance Designer materials is deprecated in Unity 2017.3, and will be removed in 2018.1. To continue using Substance Designer materials in Unity 2018.1, you will need to install a suitable third-party external importer from the Asset Store.

  • Universal Windows Platform: Build & Run now defaults to 64-bit player when run on local machine.

  • Web: AssetBundle related parts of UnityWebRequest have been split into a new module, allowing UnityWebRequest to be used without pulling in AssetBundle module. API change: UnityWebRequest.GetAssetBundle -> UnityWebRequestAssetBundle.GetAssetBundle.

  • WebGL: Removed experimental label from WebAssembly linker target.

  • Windows: Removed support for Windows XP in Standalone Player builds. Windows Vista is the minimum supported OS now.

  • Windows: The Build Player location selection dialog now asks for a folder rather than a file name when building Windows standalone player. The BuildPipeline.BuildPlayer API is not affected by this change. (995320)

  • XR: Standalone UWP applications targeting Windows Mixed Reality will now cause the OS to notify the user if the Mixed Reality components are not installed or a headset is not connected, rather than silently falling back to non-VR desktop mode.

  • XR: Updated Google VR:

    • to 1.130 for Android
    • to 1.120 for iOS

Improvements

  • Android: Added API 26 and 27 to scripting and the Editor.

  • Android: Added GUIUtility.systemCopyBuffer support.

  • Android: Added InputTouch.radius and InputTouch.radiusVariance properties (currently works on a limited set of devices).

  • Android: Change to use the activity attribute when setting max aspect ratio since API 26.

  • Android: Improved shader compilation time.

  • Android: Support Linear Rendering without additional fullscreen blit on Android O

  • Android: Unity will imprint product name into Unity's default android banner, making it easier to distinguish between apps on Android devices where banner is used for showing app.

  • Android: Unity will now be slightly smarter about guessing the location of the Android SDK if you didn't fill it out in the Preferences.

  • Android: Update gradle template to not strip symbols from *.so files, as they already are stripped where needed.

  • Android: [Gradle] Added more variables to build.gradle.

  • Animation: Transition exit time condition will now work with negative state speed parameter (941112)

  • Animation: Using Reset in the Inspector while Recording an animation creates a key for each supported modified property at the current frame. (766821)

  • Animation: AnimationUtility.SetAnimationEvents will now sort AnimationEvents by time. (913430)

  • Asset Import: In optimized mode, if a root bone is specified in the unoptimized SkinnedMeshRenderer and its transform has also been exposed, the root bone will now be kept as is, otherwise it will be set to root. (972082, 988438)

  • Audio: Added minDistance/maxDistance information to the native audio plugin interface, so spatializers can implement near-field effects.

  • Audio: Removed audio profiler stall of about 0.7 ms in the main loop, which was happening even for empty scenes.

  • Build Pipeline: The build process progress bar now shows progress updates on shaders that have more than 100 variants to prevent editor from appearing unresponsive during long builds.

  • Documentation: The Scripting Reference will now show which assembly an API is implemented in.

  • Editor: (Also mentioned under API Changes) Added UnityEngine.TestTools.Utils to the Playmode test framework. This namespace contains utility classes to compare 'Vector2', 'Vector3', 'Vector4', Quaternion, Color and float types using NUnit constraints.

  • Editor: Added ability to duplicate any readonly sub-asset in the Project View to get a writable copy. Select any sub-asset and execute the Edit -> Duplicate command.

  • Editor: Added lightmap overlap visualization for debugging.

  • Editor: Added rename option to right-click menu in project view. (773117)

  • Editor: Added time ruler, dynamic grid lines, and ability to select and zoom to specific interval in profiler timeline.

  • Editor: Added Application.wantsToQuit and Application.quitting events to EditorApplication, enabling the user to control the editor quit process. (802175)

  • Editor: Clarified message shown in Build Settings window when platform is not supported by current license (957929)

  • Editor: Editor console window now displays a timestamp from when the entry was logged

  • Editor: HDR color fields in the Inspector now use gradient overlay to indicate underexposed colors where the max color component is less than 1/255.

  • Editor: HDR color fields now always appear with HDR badge in the Inspector, irrespective of their current value.

  • Editor: It is no longer possible to start multiple EditMode or PlayMode test runs at the same time from the test runner UI. (945000)

  • Editor: Optimizations to Editor startup time.

  • Editor: Profiler displays 3 frames of context and supports jobs spanning more than one frame

  • Editor: Profiler Window: Improved performance of Hierarchy View.

  • Editor: Redesigned color picker window with exposure-based HDR controls.

  • Editor: Reduced some heap allocations incurred every frame when drawing a serialized property with a PropertyDrawer.

  • Editor: References and defines from mcs.rsp are now added to generated .csproj for MonoDevelop, VS Code and Rider.

  • Editor: Removed a workaround for WebViews that had been added for macOS Sierra 10.12.1. This prevents a warning message in the Editor.log file every time a WebView is added to the main window.

  • Editor: The Mute Audio option in the Editor / Game View now persistes after Editor reload. (785243)

  • Editor: The text in the details in the Profiler Window sections is now selectable. (787073)

  • Editor: Unsupported shaders are now grouped in the shader selection dropdown in the Material inspector.

  • Editor: ExecuteMenuItem can now be used to quit the macOS EditorApplication.

  • GI: Creation of LightingDataAsset is now a job

  • GI: Upgrade Enlighten SDK to version: 3.09.P1.62184

    • Fix for SetThreadAffinityMask crashes, backported from a newer version of Embree (CS-1196)
    • Fix in IffWriter, so that > 4GB file sizes will fail instead of corrupting the file. (CS-1193)
    • Fix for CalcPrecomputedVisibilityWorkspaceSize() returning an error (CS-1204)
    • Warnings are no longer emitted for deprecated attributes that have been assigned default values by the schema definition.
  • Graphics: - Directly render and sample into depth-cube map without additional color RT.

    • Hardware PCF for shadow point light is now enabled.
    • Added support for Vulkan.
  • Graphics: Add option to Texture Importer to select red color channel for Single Channel Textures

    • Added support for R8 uncompressed format
    • Added support for EAC_R compressed textures
    • Red channel Single Channel Textures use R8, EAC_R, BC4 formats
  • Graphics: Added support for ETC textures with Texture2D.PackTextures, similar to DXT.

  • Graphics: Added MeshRenderer.subMeshStartIndex property.

  • Graphics: Change to allow async compute command buffers to be attached to cameras and lights.

  • Graphics: Directly render and sample into depth-cube map without additional color RT. Hardware PCF for shadow point light is now enabled. Added support for PS4, XB1, desktop GL Core, GLES3, WebGL 2.0, Metal.

  • Graphics: Enabled instancing flexible array size for Vulkan.

  • Graphics: Improved Mesh.CombineMeshes to include only vertices of selected submeshes instead of entire mesh (895464)

  • Graphics: Improved shader import handling when using #pragma target <version>. If no #pragma geometry, #pragma hull or #pragma domain statements are used to specify entrypoint functions, these shader features (geometry or tessellation) are now dropped from the internal shader capabilities requirement, allowing greater compatibility across non-DX11 graphics targets. In practise, this now allows using #pragma target 5.0 with Metal, as long as geometry shaders are not used.

  • Graphics: In forward rendering do not fetch 2x2 white shadowmask texture when liting a realtime object with a mixed light using baked occlusion. (952761)

  • Graphics: [ToggleUI] display a checkbox in inspector of shader without generating keyword (unlike [Toggle] and [ToggleOff]) (986865)

  • IL2CPP: Added C++ compiler configuration setting to player settings. Note: this setting does not affect platforms which generate an IDE project rather than an executable, such as iOS and UWP.

  • iOS: Added a checkbox to the iOS plugin importer: when checked, the plugin is added to the "Embedded Binaries" folder. (984264)

  • iOS: Added a default camera usage description when Vuforia or ARKit are used. (956291)

  • iOS: Added ETC2 as texture format for iOS OpenGL ES3

  • iOS: Added GUIUtility.systemCopyBuffer support.

  • iOS: Change to allow caret position in Input Field to be manipulated with touch when Hide Mobile Input is set.

  • iOS: Improved iCould capability support in Xcode API.

  • iOS: Improved shader compilation time.

  • iOS: Improved support of the plist specification in Xcode API.

  • Kernel: Improved error messages for YAML file reading so that it also reports filenames, which will aid in the resolution of merge conflicts for meta files.

  • Licenses: Improved error handling for command line activation. (834325)

  • Linux: Change to allow games to provide their own controller configuration files.

  • Linux: Improved support for unconfigured/non-gamepad joysticks.

  • Multiplayer: Two or more channels can now share the messages order, so that messages which send via differnet channels will be delivered in order.

  • OSX: Added Visual Studio for Mac to macOS Installer.

  • OSX: Fixed Editor crash when using GLCore on High Sierra with Intel 6xxx series GPU. (956196)

  • Package Manager: Allow surface shaders compilation when relative path include are used inside a package

  • Particles: Overriden Prefab values are now indicated/highlighted in the inspector.

  • Particles: Sub-Emitters can now be triggered from script, using the new TriggerSubEmitter script API.

  • Particles: Sub-Emitters can now be triggered when conditions are met in the Trigger Module. (e.g. when particles enter a collision volume)

  • Profiling: Added Editor startup profiling markers

  • Scripting: Added a scripting callback which is called just before a cubemap texture has completed importing (AssetPostprocessor::OnPostprocessCubemap).

  • Scripting: Added new GetAllocatedMemoryForGraphicsDriver API (896812)

  • Scripting: Improved "The referenced script on this Behaviour is missing!" error message to tell you which script is missing, where possible.

  • Scripting: Improved performance characteristics of FindObjectsOfType for scenes with large object count

  • Services: Updated Unity Ads to 2.1.1

  • Shaders: Added more granular way of specifying shader compilation requirements, compared to #pragma target.

    • #pragma require XYZ for specific features that the shader requires.
    • SHADER_REQUIRE_XYZ and SHADER_AVAILABLE_XYZ preprocessor defines are passed to shaders, based on which features are requested or are available.
  • Shaders: Added Windows support for shader include absolute paths longer than 260 characters.

  • Shaders: Compute shaders are now included in the shader cache. E.g. tweaking a shader and then reverting the change will fetch the shader from the cache instead of recompilation.

  • Shaders: Compute shaders now support #pragma exclude_renderers and #pragma only_renderers.

  • Shaders: Global shader properties are now visible to compute shaders. A global property value will be used if the property is not set locally for the compute shader.

  • Shaders: Proper shader include dependency tracking implemented. Whenever a shader include file is modified all the dependent shaders - and nothing else - will get reimported. (646064, 916386, 957024)

  • Shaders: Shader compilation speed improvement.

  • Shaders: Surface Shaders with many multi_compile/shader_feature variants import several times faster now (internally that step has been multithreaded).

  • Shaders: ComputeShader.Dispatch now validates if all the properties are valid.

  • Shaders: SetPropertyBlock can now be used per material (in case of multi-material renderer), and can now use an optional material index.

  • Shaders: UNITY_PASS_FORWARDBASE, UNITY_PASSFORWARDADD, etc. are now also defined for custom vertex / fragment shaders according to the pass type.

  • Timeline: Added support for exposed references on custom TrackAssets. (976409)

  • Timeline: Added support for left trim on recorded Animation Track clips.

  • Timeline: Improved clip visual rendering.

  • Timeline: Improved workflow when autokeying animation tracks that contain clips.

  • Timeline: Introduced new modes for editing clips in the Timeline Editor.

  • Timeline: TrackAssets now allow multiple TrackClip types through base class specification. (950934)

  • UI: Added the ability to toggle the rounding of advance width. This allows you to get more consistent spacing between characters in a text mesh.

  • Universal Windows Platform: Added an option to select which configuration (debug/release/master) should be used when doing Build & Run.

  • Universal Windows Platform: Improved support for building project into longer paths.

  • Video: Added basic video bitrate control in MediaEncoder API.

  • Video: Video Decoding via Job System on many platforms (reducing overall thread count and improving performance)

  • Web: Improved performance for large data download using custom download handler script

  • Web: UnityWebRequest will now accept URI instances alongside string URL (URI being faster). (944500)

  • WebGL: Added indexedDB caching support for all build files in WebGL and for compiled WebAssembly code.

  • WebGL: Allow user to override webglContextAttributes.premultipliedAlpha

  • Windows: Added a completely new, out-of-process crash handler for both the Windows Editor and Windows Standalone Player, improving reliability of error.log and minidump generation.

  • Windows: Added support to enable/disable exclusive mode on Windows through new SetResolution API overload. Consolidated platform specific fullscreen modes into a single cross platform FullScreenMode API.

  • Windows: Multiple improvements in crash handling:

    • Unity applications that enable the Performance Reporting Service will now receive Windows crash telemetry.
    • Crash interception is now much more reliable, catching more categories of error, sooner and later in the application life.
    • The crash UX for the player has been updated to remove the wordy English-only error message and display something generic before handing off to WER (which tells the user what happened in their native language).
  • Windows: When installing VS2017, Unity Download Assistant will now also include C++ modules so that IL2CPP builds work out of the box. (1003155)

  • XR: Android builds that support ARCore can now be built using target API version 14 or higher.

  • XR: Improved background rendering performance in ARCore by eliminating an unnecessary OpenGL state reset.

  • XR: Metal: Implemented the remaining draw call functionality (Graphics.DrawProcedural etc) for Single-Pass Stereo rendering, which was missing previously.

  • XR: Updated Vuforia to version 7.1.27.

API Changes

  • 2D: Added DetectChunkCullingBounds to TilemapRenderer to allow for correct culling of large tiles. (971087)

  • 2D: Experimental API TextureGenerator.GenerateTexture now takes in a NativeArrray for image buffer instead of setting a IntPtr in TextureGenerationSettings.

  • AI: Changed struct name in the Experimental API for Navmesh Queries from PolygonID to PolygonId.

  • AI: New experimental API for NavMesh queries, usable within C# jobs: namespace UnityEngine.Experimental.AI; struct PolygonID; struct NavMeshLocation; enum PathQueryStatus; enum NavMeshPolyTypes; struct NavMeshWorld; struct NavMeshQuery with these methods: BeginFindPath(), UpdateFindPath(), EndFindPath(), GetPathResult(), IsValid(), GetAgentTypeIdForPolygon(), MapLocation(), GetPortalPoints(), MoveLocations(), MoveLocation(), PolygonLocalToWorldMatrix(), PolygonWorldToLocalMatrix(), GetPolygonType(), Dispose().

  • Animation: Added AnimationClipPlayable.GetApplyPlayableIK and AnimationClipPlayable.SetApplyPlayableIK.

  • Animation: Moved AnimationUtility.SetGenerateMotionCurves and AnimationUtility.GetGenerateMotionCurves from internal to public.

  • Animation: AnimatorTransitionBase and Motion are now abstract.

  • Animation: AvatarBuilder.BuildHumanAvatar is no longer supported anymore on the .NET scripting backend.

  • Asset Import: (Also see Features) Added OnPreprocessAsset callback in AssetPostprocessor.

  • Asset Pipeline: API manual previously stated that AssetDatabase.GetSubFolders() takes absolute paths, which was incorrect. This has now been updated to relative paths, consistent with other AssetDatabase methods.

  • Build Pipeline: Added EditorBuildSettings API methods: AddConfigObject, TryGetConfigObject, GetConfigObjectNames, RemoveConfigObejct.

  • Build Pipeline: Added IPreprocessBuildWithReport, IPostprocessBuildWithReport, and IProcessSceneWithReport interfaces to provide the BuildReport object during the build process.

  • Build Pipeline: Renamed BuildSummary.errors and BuildSummary.warnings to BuildSummary.totalErrors and BuildSummary.totalWarnings respectively.

  • Build Pipeline: Reverted IPreprocessBuild, IPostprocessBuild and IProcessScene interfaces to their 2017.3 signatures.

  • Build Pipeline: The IPreprocessBuild, IPostprocessBuild and IProcessScene interfaces have been changed to pass the BuildReport object instead of just the path to the build and target platform.

  • Build Pipeline: BuildReport API has been moved to the UnityEditor.Build.Reporting namespace.

  • Editor: (Also mentioned under Improvements) Added UnityEngine.TestTools.Utils to the Playmode test framework. This namespace contains utility classes to compare 'Vector2', 'Vector3', 'Vector4', Quaternion, Color and float types using NUnit constraints.

  • Editor: Added Application.wantsToQuit and Application.quitting events.

  • Editor: Added EditorApplication.hierarchyChanged event and clarified API documentation.

  • Editor: Added EditorApplication.projectChanged event and clarified API documentation.

  • Editor: Explicitly setting the following delegates to null will no longer draw a control handle, instead of drawing using a default implementation: PrimitiveBoundsHandle.midpointHandleDrawFunction, ArcHandle.angleHandleDrawFunction, ArcHandle.radiusHandleDrawFunction, JointAngularLimitHandle.angleHandleDrawFunction.

  • Editor: Explicitly setting the following delegates to null will now result in a handle size of 0 instead of using a default value: PrimitiveBoundsHandle.midpointHandleSizeFunction, ArcHandle.angleHandleSizeFunction, ArcHandle.radiusHandleSizeFunction, JointAngularLimitHandle.angleHandleSizeFunction.

  • Editor: ColorPickerHDRConfig is now obsolete and is no longer used

  • Editor: EditorApplication.hierarchyWindowChanged is now obsolete, superceded by EditorApplication.hierarchyChanged.

  • Editor: EditorApplication.projectWindowChanged is now obsolete, superceded by EditorApplication.projectChanged.

  • Editor: EditorGUI.ColorField() and EditorGUILayout.ColorField() signatures taking a ColorPickerHDRConfig are now obsolete

  • Editor: UnityEditor.AndroidTargetDevice is now obsolete, superceded by UnityEditor.AndroidArchitecture. UnityEditor.PlayerSettings.targetDevice is now obsolete, superceded by UnityEditor.PlayerSettings.targetArchitectures.

  • GI: Experimental Lightmapping scripting API now uses NativeArray instead of Lists.

  • Graphics: Added a new API to extract shader information (ShaderData).

  • Graphics: Exposed RenderPipelineAsset.OnValidate and OnDisable methods.

  • Graphics: Graphics.ConvertTexture now supports RenderTexture as source.

  • Graphics: Texture is now abstract.

  • Input: TouchScreenKeybord.done and TouchScreenKeyboard.wasCanceled are now obsolete, superceded by UseTocuhScreenKeyboard.status.

  • Multiplayer: Added GetHostPort function, reporting the port number assigned to the host.

  • Multiplayer: Deprecated unused function NetworkTransport.GetAssetId(). (950325)

  • Playables: New functions in UnityEditor.Playables.Utility to retrieve all the PlayableGraphs, and events for when a PlayableGraph is created or destroyed.

  • Playables: New LeadTime feature allowing to "pre-warm" the data inside the playable node

  • Playables: PlayableGraphs can now have names.

  • Playables: Playable.ConnectInput can now optionally take a weight for the connected input.

  • Player: (Alse mentioned under Features) Added an experimental API which allows to change the order in which engine systems are invoked, remove engine systems from the update order, or insert new C# entrypoints at any point in the update cycle: UnityEngine.Experimental.LowLevel.PlayerLoop.

  • Player: Added Application.wantsToQuit and Application.quitting events.

  • Player: Deprecated Application.CancelQuit method.

  • Scripting: Added constructor for TextAsset that allows you to specify a string for its text contents.

  • Scripting: Added ShaderUtil.GetAllShaderInfo for listing all available shaders.

  • Scripting: Added Vector2.Perpendicular to calculate a perpendicular vector in 2D space.

  • Scripting: Extended Vector2 to support component-wise multiplication and division between two Vector2 values.

  • Scripting: Privatized unimplemented parameterless constructors for the following classes: AudioManager, EditorSettings, GraphicsSettings, InputManager, LightmapSettings, MonoManager,Physics2DSettings, PhysicsManager, PlayerSettings, QualitySettings, RenderSettings, Shader, Sprite, TagManager, TimeManager, AssetBundle, AssetBundleManifest, AudioClip, ComputeShader, LightingDataAsset, LightProbes, MovieTexture, ProceduralTexture, SceneAsset, SubstanceArchive, VideoClip, RuntimeAnimatorController.

  • UI: Added characterLimit property for TouchScreenKeyboard.

  • XR: Added PlayerSettings Get/SetVirtualRealitySupported, Get/SetVirtualRealitySDKs, and GetAvailableVirtualRealitySDKs for acquiring and setting the XR Settings Virtual Reality Supported toggle and Virtual Reality SDKs list.

  • XR: Added XR.WSA.HolographicSettings.IsContentProtectionEnabled.

  • XR: Added XR.WSA.HolographicSettings.ReprojectionMode.

Fixes

  • 2D: Cured SpriteRenderer memory leak when in tiled draw mode. (1006814, 1010060)

  • 2D: Fixed case of new SpriteRect in SpriteEditorWindow containing data from last inserted SpriteRect. (1001198, 1010061)

  • 2D: Fixed case of snapping being enabled in the Sprite Editor Window's Outline Editor, even if set otherwise. (951918)

  • 2D: Fixed case of Sprite 2D physicsShape not being set until the 'Edit Physics Shape' tab is opened for the first time after texture import. (985912)

  • 2D: Fixed issue where changing Sprite in SpriteRenderer would cause Collider2D to be recreated when Collider2Ds auto-tiling was disabled. (971931)

  • 2D: Fixed rendering of Grid when Grid.CellSize/CellGap was set to certain values. (976408, 998558)

  • Android: Fix crash when selecting input field on some Samsung and Sony Xperia devices (953849)

  • Android: Fix problem with Amazon Kindle Fire screen distortion on app launch when splash screen is turned off (900732)

  • Android: Fix problem with buttons in scroll view sometimes did not detect input (885600)

  • Android: Fixed black textures after quick pause/resume during splash screen. (952769)

  • Android: Fixed issue where decimal point button in decimal keyboard was not selectable on older Samsung devices. (973815)

  • Android: Fixed light cookie quality on OpenGLES2 GPUs without highp support in fragment shader. (908253)

  • Android: Fixed shadow quality degrading on OpenGLES2 GPUs without highp support in fragment shader (919669)

  • Android: Fixed VertexLit point and spot lights issues seen on some Adreno devices. (949576)

  • Android: Unity passes hardware camera key to the system so that Camera activity in the system is executed. (944797)

  • Animation: Fixed an irrelevant assert in Animation Component (943954)

  • Animation: Fixed an issue with Animators set to "Cull Completely" not getting updated in some cases (947990)

  • Animation: Fixed animation mode being reset when saving scene. (949523)

  • Animation: Fixed bool property not properly restored to initial value when exiting animation window preview. (947491)

  • Animation: Fixed case of parameter not getting reset to default value when changing override controller. (958173)

  • Animation: Fixed case of Timeline sequence not firing animation events. (947918)

  • Animation: Fixed crash in the animation system when using code stripping. (938640)

  • Animation: Fixed issue where not all playables bound to the Animator were evaluated when coming out of culling. (883583)

  • Animation: Fixed transition preview not updating when switching transitions in inspector (938053)

  • Animation: Fixed NullReferenceException when calling AnimationUtility.SetAnimationEvents. (989647)

  • Apple TV: Fix to only allow to set one layer for Top shelf images. (760436)

  • Asset Import: Fixed 90 degrees offset of lights and cameras animations from MotionBuilder when pre-rotation, post-rotation and rotation offset values are 0 and use Euler values. (954475)

  • Asset Import: Fixed an issue where the update avatar button would not disappear in the ModelImporter Rig panel. (837263, 990716)

  • Asset Import: Fixed bug where import of FBX with custom framerate would generate AnimationClips with wrong framerate. (916405)

  • Asset Import: Fixed case of random errors when clicking on other windows while Avatar Inspector is applying. (994383, 1011622)

  • Asset Import: Fixed case of wrong asset selector type in material remapping import settings if material is already assigned. (971556)

  • Asset Import: Fixed handling of Object fields on ScriptedImporters so that they can be assigned a value in the inspector.

  • Asset Import: Fixed import of string typed custom properties from FBX files created with MotionBuilder. (956420)

  • Asset Import: Fixed issue where compressed mesh UVs produce huge serialized data when values are within a very short range. (960280)

  • Asset Import: Fixed issue where FBX models imported from 3DSMax 2018 for the first time have an avatar, even if they contain no animation. (923384)

  • Asset Import: Fixed the state of the "Extract Materials" button on the model importer inspector when the names of the imported materials has changed. (958044)

  • Asset Import: Fixed AssetImporter.GetAtPath when the asset is imported by a ScriptedImporter.

  • Audio: Fix to avoid GC allocations when using audio callbacks on consoles with IL2CPP (though note that the Mono backend still allocates). (1004804)

  • Audio: Fixed a bug on Windows Editor and Standalone builds where Unity would not react to changes in the system audio device list (such as when changing the default audio output device, amongst others). (935547)

  • Audio: Fixed a bug where a very low frequency generated audio clip (< 1000 Hz) would crash Unity. (873683)

  • Audio: Fixed a bug where an AudioSource with the highest possible priority could be virtualized before others. (928587)

  • Audio: Fixed a bug where assigning to AudioSource.clip would additionally stop the AudioSource's currently playing oneshots, also inducing performance spikes. Now only the main clip will be stopped. (875968)

  • Audio: Fixed a bug where the editor would crash when recompiling scripts while having generated streaming audio clips (AudioClip.Create()). (884965)

  • Audio: Fixed a bug where using Razer Kraken 7.1 headsets as an audio input device (using Microphone.Start()) would throw errors. (946835, 950409)

  • Audio: Fixed a crash when calling AudioSource.SetCustomCurve() with a null argument. (931396)

  • Audio: Fixed a crash when creating audio clips (AudioClip.Create()) inside OnEnable().

  • Audio: Fixed a possible crash when destroying game objects with attached custom filters (OnAudioFilterRead).

  • Audio: Fixed a possible crash with bad audio drivers, device initialization is more now robust - also added a diagnostic message in case of failure to open audio devices with expected settings. (916971)

  • Audio: Fixed crash happened when Timeline was outputting sound to a disabled Audio Source (930758)

  • Audio: Fixed issue where AudioClips with future time stamps would fail import. (951169)

  • Audio: [RequireComponent(AudioBehaviour)] now works correctly with AudioSources and AudioListeners. (888121)

  • Build Pipeline: Fixed occasional crash when building AssetBundles. (1009641)

  • Build Pipeline: Scripts-only build now requires that the destination directory of the player match the last cached build. Some platforms such as Xbox One and PS4 fail in unclear ways without this requirement. (932403)

  • Cache Server: Add check for enough data in protocol version check (943300)

  • Cache Server: Fixed bugs that could potentially cause communication with the Cache Server to stall

  • Cache Server: Fixed caching issue where slashes '/' were in the url parameters were causing the cache key to be corrupted (896779)

  • DX12: Fixed crash when opening a scene using Android graphics target API and Editor is using DX12 API. (969590)

  • Editor: Added a list of whitelist paths, which will be the only ones to get copied/replaced when cloning a template in project. (996769)

  • Editor: Collab updates now reload scenes in the correct order to preserve the value of new script variables. (996118)

  • Editor: Collaborate no longer deletes ignored files when restoring to an older version. (932926, 985130)

  • Editor: Executing PlayMode tests in batch mode no longer leaves behind a bootstrap scene after execution.

  • Editor: Fix to ensure that Collaborate reloads data in the correct order to avoid losing values of new script variables after update. (996118)

  • Editor: Fixed ALOC_TEMP_THREAD error when entering Play mode. (939779)

  • Editor: Fixed background in Keys tab of Preferences when using the Personal Skin. (931908)

  • Editor: Fixed bug that could cause GameView to stop updating in some layouts. (988147)

  • Editor: Fixed bug where auxiliary Editor windows with a fixed size would contain a maximize button on macOS. (1006807)

  • Editor: Fixed bug where clicking on the "Swatches" label in Color Picker would not expand preset controls. (976080)

  • Editor: Fixed bug where HDR color swatches in the Inspector were not converted to gamma color space before being displayed.

  • Editor: Fixed bug where pressing Esc would not cancel color sampling eyedropper mode.

  • Editor: Fixed bug where sampling color with eyedropper would not convert sampled color back to linear space when the color field was marked as HDR.

  • Editor: Fixed bug where UnityEvent drawer would not synchronize correctly when displayed using multiple different serialized data streams, such as when displayed in two different windows at once. (974069)

  • Editor: Fixed case of "System is already interested in this transform" errors in some cases. (962008)

  • Editor: Fixed case of asset remaining highlighted when moving last asset out of a folder. (961630)

  • Editor: Fixed case of Color Picker eyedropper preview rendering upside-down in Linux editor.

  • Editor: Fixed case of Color Picker window losing color when intensity is dropped and then increased again while window is still open. (712903)

  • Editor: Fixed case of cursor lock engaging at unexpected moments on Mac and Windows. (959859)

  • Editor: Fixed case of locks on multiple inspectors getting lost on maximising and restoring views. (775007)

  • Editor: Fixed case of never-ending exception when an invalid character was present on the iOS version string in Player Settings. (986098)

  • Editor: Fixed case of object skipping its initial position when using the Transform Tool or the Universal Tool + (Control/Command) key. (964593)

  • Editor: Fixed case of scene view picking sometimes not selecting the topmost object when loading previously serialized window layout. (943051)

  • Editor: Fixed case of EditorConnection removing registered callbacks when player disconnects.

  • Editor: Fixed case of Profiling.Recorder not picking up some dynamic markers visible in Profiler. (881136, 1006484)

  • Editor: Fixed crash after deleting the a child of a prefab that's nested in a child of itself. (956141)

  • Editor: Fixed crash in scripting_stack_trace_info_for when opening projects where loading of assemblies fails. (1005030, 1005520)

  • Editor: Fixed Editor crash when closing 2 custom editor windows at the same time. (967778)

  • Editor: Fixed Editor hang when merging files with Collaborate. (971434)

  • Editor: Fixed error when using "Static" checkbox on a game object with children. (962453, 964436)

  • Editor: Fixed exception while selecting Android NDK in preferences and clicking Cancel when NDK path is invalid. (909635)

  • Editor: Fixed GUI state scoping issues. (967017)

  • Editor: Fixed hard crash in Linux editor when a progress bar supplied a very long string.

  • Editor: Fixed incorrect tool placement when pivot mode was set to Center. (962721)

  • Editor: Fixed issue whereby Menu item checked state would be lost on entering play mode. (923501)

  • Editor: Fixed issue whereby RequireComponent would cause components on prefabs to be duplicated on play. This would happen if the user added a new component (of the same type) and removed the original. (778588)

  • Editor: Fixed issue with uXML asset preview being clipped incorrectly. (960313)

  • Editor: Fixed moving assets around when ctrl/cmnd buttons are pressed (938735)

  • Editor: Fixed null reference exception from InspectorWindow.OnSelectionChange() callback during certain operations. (851988, 970700)

  • Editor: Fixed OnSceneUnload being called when switching focus away from objects with materials (946988)

  • Editor: Fixed pinging newly created objects (766150)

  • Editor: Fixed plugin setting "Exclude Platforms" having no effect. (873575)

  • Editor: Fixed project view sorting file names with long numbers incorrectly (681738)

  • Editor: Fixed random hangs during Editor startup. (954607)

  • Editor: Fixed scrolling down to the last selected item in a one column layout when selecting or desecting an item (800606)

  • Editor: Fixed the "Add component" window reseting the search after domain reload (946012)

  • Editor: Fixed top right-hand scene view gizmo to update projection type label correctly when setting SceneView.lastActiveSceneView.orthographic (878205)

  • Editor: Generated Visual Studio Solutions will now reference module assemblies, fixing use of PS4 and WebGL API in VS projects. (967854)

  • Editor: Items in the AddComponent dropdown are now sorted by name.

  • Editor: Layout orientation of AudioMixer window now persists after being closed / reloaded. (776811)

  • Editor: Made ObjectSelector's text field react to Home and End button (762158)

  • Editor: Made subasset textures visible when searching (788431)

  • Editor: Mip-level slider now works on Metal (900891)

  • Editor: Now batching and tier settings are correctly restored after exiting from playmode (965811)

  • Editor: Removed UnityConnect error output from console window. (963815)

  • Editor: Renamed "OS X Color Picker" to "macOS Color Picker" in Editor Preferences. (991730)

  • Editor: Throw ArgumentNullException instead of crashing if null Asset/ChangeSet are passed to VersionControl Provider methods. (922714)

  • Editor: [Collab] Fix to prevent snapshot from getting updated when publish fails with copy file error. (952686)

  • Editor: [OSX] Exceptions are no longer thrown in GUILayoutUtility.BeginLayoutGroup after pressing Cancel button in a dialog window. (971204)

  • GI: Building Standalone no longer throws ... program 'frag_surf': Unrecognized sampler 'samplerunity_lightmap' .. error with specific shaders. Shadowmasks now use their own sampler. (955176)

  • GI: Fix for issue where there is no available job slot but jobs are being issued nonetheless.

  • GI: Fixed a memory leak when exiting play mode with realtime GI enabled. (991939)

  • GI: Fixed a small memory leak in the EnlightenRuntimeManager, resulting to failure to free texture wrapper objects. (991939, 1007945)

  • GI: Fixed an assert caused by an incorrectly triggered Lighting Data Asset write. (985915, 1010124)

  • GI: Fixed an issue where assigning Light Probe Group to Anchor Override Parameter on a Mesh Renderer component would cause errors and crash the Editor after some time. (1002580)

  • GI: Fixed an issue where lightmaps would not bake correctly after the first bake. (1006916)

  • GI: Fixed an issue where the output for spotlights from the Progressive Lightmapper was too bright when compared to the output from Enlighten. (953775)

  • GI: Fixed case of assert kValidSceneObjectIdentifier == res firing after selecting a prefab and its preview window is visible. (955674)

  • GI: Fixed case of default specular reflection texture containing object from the scene when Umbra is enabled. (975325)

  • GI: Fixed case of Reflection Probes always including Terrain objects even if they are not Reflection Probe Static. (863968)

  • GI: Fixed case of scene becoming completely black after clicking 'Generate Lighting' button. (973666, 988957)

  • GI: Fixed crash when trying to access the "Baked Lightmap" parameter of a Terrain. (952939)

  • GI: Fixed issue where an error code would be reported when switching scene visualization mode to Indirect or Emissive due to a lack of data. (997954)

  • GI: Fixed issue where doubled-sided GI was not being rendered when an occluder used a transparent texture. (981329)

  • GI: Fixed issue where in standalone the skybox would disappear after switching active scene, whereas in the editor the skybox would remain. (828440)

  • GI: Fixed issue where IsLightmapBakeTypeSupported() GCAlloc's 17B every frame when CPU usage is 0.0% (986319)

  • GI: Fixed issue where the Progressive Lightmapper wasn't correctly dealing with some quad faces in models. (908068)

  • GI: Progressive Lightmapper: Fix to composit shadowmasks correctly. (953780)

  • GI: Receive Shadows and Cast Shadows options in Progressive Lightmapper now work as expected. (953108)

  • Graphics: Added GetColor API to MaterialPropertyBlock. (942523)

  • Graphics: Added support for Cube RenderTexture as a cookie on PointLight. (999718)

  • Graphics: Fix crash when script is creating a culling group, but fails to call SetBoundingSphere.

  • Graphics: Fix for deadlock in graphics command buffer when updating constant buffers. (986772, 995312)

  • Graphics: Fix for leaking texture IDs associated with the depth textures on some platforms.

  • Graphics: Fix to avoid attempting to render LineRenderers with huge vertex counts. (977228)

  • Graphics: Fixed case of black screen on devices that do not support RGBA16F rendering to texture. (989654)

  • Graphics: Fixed case of incorrect realtime sampling of gradient ambient. The previous behavior can be re-enabled by setting UnityEditor.Experimental.RenderSettings.useRadianceAmbientProbe to true. (673298)

  • Graphics: Fixed case of splash screen flickering if background color alpha is not 1. (901782)

  • Graphics: Fixed cause of small per-frame allocations, caused by boxing in the GI system. (986319)

  • Graphics: Fixed crash in SkinnedMeshRenderer::PrepareSkinCommon when SkinnedMeshRenderer has Animator and Cloth attached. (941369)

  • Graphics: Fixed crash on Mesh.ClearBlendShapes (972060)

  • Graphics: Fixed crash when using shadow-casting Lines/Particles/Trails with SRP. (985077)

  • Graphics: Fixed Flare constructor returning null object.

  • Graphics: Fixed inconsistency in UI between lighting group and material group functionality in the MeshRenderer component. (969494)

  • Graphics: Fixed issue where the TrailRenderer didn't drop a point at its spawning location. (978250)

  • Graphics: Fixed Material ctor crashing with null shader/material (now it will correctly throw managed nullref exception) (971263)

  • Graphics: Fixed OpenGL errors in the Editor due to mismatched of color and depth MSAA samples.

  • Graphics: Fixed rare crash when seam stitching is enabled on an object packed to the boundary of a lightmap. (1000350)

  • Graphics: Fixed rare deadlock in CreateGpuProgram when graphics jobs are enabled. (934897)

  • Graphics: Fixed Vulkan multiple display support.

  • Graphics: Metal: Fix occassional GPU hang/crash when dispatching compute shader (950983)

  • Graphics: Renderer AABB position is no longer reset to zero in case of zero extents (856906)

  • Graphics: We no longer create OSX GLCore compute shader variants when they are not supported. (989250)

  • IL2CPP: Corrected the behavior of DateTime.TryParse with the .NET 4.6 profile. (948887)

  • IL2CPP: Fix to allow link.xml files to contain comments at the beginning of the file. (956493)

  • IL2CPP: Fix to prevent an intermittent crash in the GC on PS4. (955991)

  • IL2CPP: Fixed ArgumentException when accessing Socket.LocalEndPoint on .NET 4.6. (943671)

  • IL2CPP: Fixed crash when calling Socket.GetSocketOption using the latest scripting runtime. (952403)

  • IL2CPP: Fixed unimplemented COM related internal calls in System.Runtime.InteropServices.Marshal class, such as QueryInterface. (930386)

  • iOS: Changed default iOS launch screen color to the same (black) color as the Unity default launch screen

  • iOS: Fixed black screen flickering during screen autorotation. (956026)

  • iOS: Fixed black screen flickering when changing orientation via script. (953524)

  • iOS: Fixed case of FMOD failing to initialize if app was minimized during launch. FMOD is now re-initialized in such circumstances. (915971)

  • iOS: Fixed case of keyboard not being reopened when switching between input fields. (789270)

  • iOS: Fixed changing Screen.autorotateToXXX not always working (974181)

  • iOS: Fixed issue where the "Done" and "Cancel" buttons were missing from the keyboard in landscape mode on iPhone X. (966702)

  • iOS: Fixed missing DTD declaration in plist files written by Xcode API.

  • iOS: Fixed Screen.dpi return value for iPhone 8/8+/x. (960914)

  • iOS: Metal: Fixed RenderTexture.DiscardContents not working on Metal (930907)

  • iOS: Team Signing ID is no longer hidden when switching to manual signing. (960657)

  • Kernel: Corrected spelling mistakes in editor log output. (966081)

  • Kernel: Fix a precision issue on AMD cpu for windows and linux platform (953111)

  • Kernel: Fix scripting math Quaternion.Angle function so it returns 0 when quaternions are considered equal by operator== (955655)

  • Licenses: Fixed issue in license time verification logic when timezone changed. Previously a time verification error could be reported. (960760)

  • Licenses: Removed misleading "This should not be called in batch mode" message when returning license. (877423)

  • Linux: Fixed a Progressive Lightmapper crash in the Linux Editor. (913799, 1013759)

  • Multiplayer: Fixed issue with scene id determinism during scene post processing. (935230)

  • OSX: CMD-Q and Quit menu option fixed for Unity launcher on macOS. (978777)

  • OSX: Fixed case of close button being grayed out and not available for the Editor main window. (985142)

  • OSX: Fixed case of game continuing to receive mouse input when running in the background on macOS. (758806)

  • OSX: Fixed case of input from USB mouse disabling further touchpad input in Input.GetAxis on MacBooks. (842835)

  • OSX: Fixed case of Mac native resolution not being set correctly. (792350)

  • OSX: Fixed flickering when resizing standalone game window on Mac. (852470)

  • OSX: Fixed FPS drop in the Editor when the user sets Graphics API to OpenGLCore and turns V.Sync Count "Every V Blank" on. (950318)

  • OSX: Fixed issue where a built scene could be played in higher than desktop resolution in windowed mode. (962469)

  • OSX: Fixed issue where game would continue to run even if the Standalone build was minimized, and regardless of whether the user was active on another application. (776557)

  • OSX: Fixed issue where hidden cursor would fail to hide when moved down to Dock. (858220)

  • OSX: Fixed issue where the second screen was not shown on macOS when scene was built as 64bit or Universal. (959498)

  • OSX: Metal: Fix hang when using MSAA on OSX 10.11 on Nvidia GPUs (952826)

  • OSX: Removed "Do you really want to quit?" dialog that appeared when closing windowed Mac Standalone build. (984155)

  • Package Manager: Switched Packages folder name to UnityPackageManager in order to prevent conflict with nuget. (941516)

  • Particles: Fixed issue where particle bounds were not being calculated correctly when transform scale was non-uniform. (977520)

  • Particles: Fixed issue with Align to Velocity and 3D Rotation where local space particles could align inconsistently. (970786)

  • Particles: Fixed some inconsistencies with Pivot Offset and Bounding Boxes when using particle meshes. (962121)

  • Particles: Implemented more accurate handling of start delay and non-fixed-update. (971841)

  • Particles: Receive Shadows checkbox is now always ticked when using Deferred Rendering. (960622)

  • Physics: 99 (956856)

  • Physics: Fix for disabled cloth not inheriting parents transform. (946307)

  • Physics: Fixed a crash on project load, caused by tiny meshes. (953083)

  • Physics: Fixed crash in PhysicsManager::SetColliderTransform, that would be triggered when entering playmode after reloading a scene that had changes on disk. (958230, 983579)

  • Physics: Fixed crashes when loading new scene and activating a Cloth GameObject in a coroutine. (951789)

  • Physics: Fixed error message when changing Mesh on Skinned Mesh Renderer on GameObjects that have a Cloth Component. (950424)

  • Physics: Fixed issue where Physics Debugger's layer mask did not filter GameObject correctly. (948201)

  • Physics: Fixed potential crash in Rigidbody::GetVelocity() when opening certain scenes. (955697)

  • Physics: Set cloth pointer to null in SkinnedMeshRenderer when deactivating, else SkinnedMeshrenderer will try to use a de-allocated cloth object. (946356)

  • Scripting: Added support for IPv6 on Android with the .NET 2.0 profile (803576, 804510)

  • Scripting: Added support for IPv6 on Android with the .NET 2.0 profile. (803576, 804510)

  • Scripting: Fix coroutines improperly being started from a GameObject that is being disabled or destroyed. (863131)

  • Scripting: Fix issue with scripts in the editor being compiled with ENABLE_IL2CPP instead of ENABLE_MONO in some cases

  • Scripting: Fix menu items not getting removed when changing the MenuItem name and it contains consecutive forward slashes (916305)

  • Scripting: Fix to avoid GC allocations when invoking UnityEvents if the event handler does not use the parameters. (967201)

  • Scripting: Fixed C# compiler error when using implicit operators and Nullable. (970493)

  • Scripting: Fixed case of error being logged to the console when a MonoBehaviour-derived script that is attached to a GameObject was modified to a ScriptableObject-derived script. (946510, 947929)

  • Scripting: Fixed case of mcs hanging while compiling C# script. (948492)

  • Scripting: Fixed case of StopCoroutine not working with nested IEnumerator coroutines. (935955)

  • Scripting: Fixed case of HashSet.TrimExcess resulting in memory use increase. (969832)

  • Scripting: Fixed deadlocks and pauses when using System.Threading.Monitor. (827984)

  • Scripting: Fixed issue where resetting SerializedProperty.prefabOverride for one property could incorrectly reset other properties in some circumstances. (960775)

  • Scripting: Fixed issue where that could cause Editor to crash on load. (980669, 998787)

  • Scripting: Fixed potential crash when calling Activator.CreateInstance() on an array type. (964848)

  • Scripting: Fixed potential crash when calling MethodInfo.GetParameters(). (1006251)

  • Scripting: Fixed IndexOutOfRange exception on x64 when indexing into array with negative values. (967679)

  • Scripting: MonoDevelop: Fix startup-crash on macOS 10.13 when using multiple monitors (955089)

  • Scripting: Text written to System.Environment.Out is no longer flushed to disk character-by-character.

  • Scripting Upgrade: Fix issue in text field where backspace or delete can leave an invalid UTF-16 string with an unmatched surrogate character in the text field; fix a crash if string with unmatched surrogate is pasted into a text field. (939578)

  • Scripting Upgrade: Fix ScriptUpdater not running when building some players leading to "Recursion error" message logged (952674)

  • Scripting Upgrade: Fixed crash in the updater when scripts contains a call to NetworkConnection.TransportRecieve() (951261)

  • Scripting Upgrade: Fixed crash when calling NativeArray.Equals. (1005597)

  • Scripting Upgrade: Fixed failure to resolve system types when building .NET player when user code guarded by #if NET_CORE used obsolete APIs. (946498)

  • Scripting Upgrade: Fixed issue where awaiting continuations that spawn more continuations could cause a hang. (1004428)

  • Scripting Upgrade: Fixed Type.GetInterfaces. (985462)

  • Services: Fixed case of local assets being overwritten during Collab update. (952569, 1008212)

  • Services: Fixed exception when building in Cloud Build with Performance Reporting enabled. (996949)

  • Terrain: Fixed crash in SplatMaterials::FindMaterialProperties when opening a scene with specific Material and Terrain combination. (919769)

  • Timeline: Corrected inability to drag multiple clips to another track. (908228)

  • Timeline: Dragging a clip in the timeline and releasing drag outside of the timeline window no longer freezes clip. (946823)

  • Timeline: Fixed a hang that would occur when using a prefab instance with the same prefab on a control track. (989856)

  • Timeline: Fixed Animation Clip offset issue when dragging from the project view to an override track. (906895)

  • Timeline: Fixed case copied groups being saved under the wrong Timeline. (991434)

  • Timeline: Fixed case of audio waveform not refreshing on re-open. (927126)

  • Timeline: Fixed case of bindings failing on first track with inline curve open. (998182)

  • Timeline: Fixed case of custom track properties not showing in Inspector. (989269)

  • Timeline: Fixed case of Finder window showing 'none' when creating a Timeline asset on OSX. (998190)

  • Timeline: Fixed case of Shift+, / Shift+'.' shortcuts not working when inline curves are selected. (952552)

  • Timeline: Fixed case of Timeline Editor losing scroll position when entering playmode. (876341)

  • Timeline: Fixed case of Timeline not showing rename field after creating a Timeline asset. (995886)

  • Timeline: Fixed case of tracks duplicating names when copied to a new Timeline. (923360)

  • Timeline: Fixed case of ArgumentOutOfRange exception being thrown after undoing a clip move. (927807)

  • Timeline: Fixed case of NullReferenceException being thrown when selecting a clip in playmode. (996000)

  • Timeline: Fixed issue where arrow would not show when you trimmed the right side of the clip, but would show when you extended it. (881902)

  • Timeline: Fixed issue where changes to inline curves were not applied immediately on custom tracks. (976036)

  • Timeline: Fixed issue where Timeline was causing GC allocations under 4.6 scripting runtime. (998642)

  • Timeline: Fixed issue where tracks and clips copied across Timelines would retain links to the original ones. (979587)

  • Timeline: Fixed Undo on root motion offset manipulator. (974289)

  • UI: Fix crash when undoing or applying changes on a prefab instance containing UI objects. (930503)

  • UI: Fix hover issue when using mouse wheel to scroll in a scrollview (959647)

  • UI: Fix to refresh the value shown on start in Text elements, in order for prefab overrides to apply correctly. (975553)

  • UI: Fix to switch the RectTransform to permnament registration, to listen to position changes if disabled. (959492)

  • UI: Fixed a bug preventing renaming UI objects after duplicating them. (950420)

  • UI: Fixed a crash caused by UI Mask on Buid & Run when material is null. (935112)

  • UI: Fixed an issue where calling ClearProgressbar did not remove the progress bar in synchronous code in the Editor on MacOS.

  • UI: Fixed an issue where the default UI shaders would ignore tiling and scaling. (722133)

  • UI: Fixed case of UI constantly sending out transform update messages for a canvas that moves, causing Physics systems to misbehave. (889350)

  • UI: Fixed issue where graphics raycaster would return the wrong object if the distance between two rays was very small. (974500)

  • UI: Fixed problem with ScrollRect size recalculation on start. (950200)

  • UI: Input Field now responds to character limit without delay on iOS and Android

  • UI: We no longer modify the scene when setting or clearing UNITY_UI_CLIP_RECT for rendering purpose. (967024)

  • Universal Windows Platform: Fixed case of incorrect error message being thrown when doing Build & Run to a phone device when it is not connected. (923345)

  • Universal Windows Platform: Fixed issue where app icons of certain sizes did not appear in the manifest of the exported Visual Studio project. (949269)

  • Universal Windows Platform: Removed an error message that was previously printed to the log when the clipboard contents changed, but the app had no permissions to read it. (916357)

  • Video: Fixed case of erroneous frame increments when in paused state. (937167)

  • Video: Fixed Media Foundation block using H264 videos on Windows. (964280)

  • Video: [Mac] Fixed issue where certain h264 video clips would stop playing or lag after a few seconds if playing on a low-spec hardware. (930947)

  • Web: [UnityWebRequest] Fixed case of CompleteContent not being called in download handler on HTTP error. (954119)

  • WebGL: Fixed Application.isMobilePlatform (911870)

  • WebGL: Fixed case of black screen during loading. (900105)

  • WebGL: Fixed case of /b getting added to inputString on keyup event. (981495)

  • WebGL: Fixed divide by zero when AudioSource.pitch is zero (946393)

  • WebGL: Fixed missing slashes from blob url (940942)

  • WebGL: Fixed mouse button state after mouse drag. (905712)

  • WebGL: Fixed MS Edge detection (943241)

  • WebGL: Fixed UnityLoader backwards compatibility (5.6 and 2017.1 builds would fail when using 2017.2+ loader).

  • WebGL: Fixed wasm build when memory size is not multiple of 16. (955246)

  • WebGL: Fixed webcam support on Firefox and Safari. (1005628)

  • WebGL: WWW/UnityWebRequest.isHttpError is now set correctly on 404 error (File not found). (988784)

  • WebGL: SHADER_API_MOBILE is no longer defined on WebGL 2.0.

  • Windows: Fix the case where moving the window while the mouse cursor is locked could cause the window to go out-of-screen. (932978)

  • Windows: Fixed case of builds with IL2CPP scripting backend not printing out C++ compilation errors if compilation failed when using VS 2017 Update 6.

  • XR: Correct updated API used in deprecation warning/error (942738)

  • XR: Correctoed Podfile version number. (962253)

  • XR: Eliminated error spam (Failed to get spatial interaction controller...) and WinRT error (SpatialinteractionSourceLocation.SourcePointerPose failed ...) on WindowsMR, which were occurring under normal expected conditions.

  • XR: Fix Cardboard iOS target frame rate (950229)

  • XR: Fix crash in Holographic simulator when trying to exit play mode while paused and VR not enabled (948127)

  • XR: Fixed case of Android VR terrain trees rotating with camera. (956544)

  • XR: Fixed case of ScreenCapture.CaptureScreenshot() capturing screenshots incorrectly when stereo instancing is enabled. (970906)

  • XR: Fixed inconsistency between generic and WSA-namespace code paths for whether the select button is pressed. (954940)

  • XR: GrabPass no longer grabs only one eye with Single Pass Rendering Method. (953360)

  • XR: Handle Android density (screen resolution) changes without crashing. (950540)

  • XR: Tracked Pose Driver no longer causes a crash when using the VR Mock Test Device. (966990)

  • XR: Unity now issues a warning message when user tries to reload a VR Device that is already loaded. (996223)

Unity 2018.2.0b1

Unity 2018.2.0b1 リリースノート

2018.2.0b1 Release Notes (diff since 2018.2.0b0)

Known Issues in 2018.2.0b1

  • Asset Import: Editor crashes on project import when opening a 2018.1 project (without deleting Library folder) (1025056)

  • Asset Pipeline: Regression with the way AssetBundle.LoadAsset works (1027175)

  • Editor: Editor crashes when opening external folder through MenuItem (1018162)

  • Editor: Other folder contents don't appear in search if a particular folder is selected in ProjectView (1024947)

  • Editor: TransformHierarchy is not created when accessing a AsyncLoaded GameObject before the AsyncLoad is complete. (860938)

  • Editor: [HiDPI] Offset with the ColorPicker when it and the Editor are on differents monitors (1018591)

  • Editor: [Shortcut Manager] Game View not getting events in edit mode (1022944)

  • Editor: [Shortcut Manager] Scene view fly mode gets stuck if you hold shift and change directions (1018932)

  • Editor: [SpeedTree] Applying SpeedTree changes, through popup which appears when playing the scene, crashes editor (1022504)

  • GI: [PLM] Baking stalls when using additive scene loading (974240)

  • GI: [PLM] CPU is underutilized when baking multi-lightmaps (1013830)

  • GI: [PLM] Editor crashes while baking after removing terrain trees and switching UI tabs with PLM set as baking backend (1026701)

  • Graphics: Crash on exit: GfxDeviceD3D12::QueueRelease (1025406)

  • Graphics: DynamicFonts randomly fails with what looks like font rendering issues (1002113)

  • Graphics: Render-pipelines.high-definition package version 1.1.1 gives out compilation errors in Unity 2018.2.0a4 (1011533)

  • Graphics: Shadowmask doesn't blend correctly with realtime shadows (995495)

  • Graphics: [HDRP] Bugs with shadow masks (1010127)

  • Package Manager: Editor crashes when canceling package installation (1011686)

  • Package Manager: Package list disappears on updating the package manager UI (1023017)

  • Package Manager: Time it takes to create a new project is increasing to unreasonable levels compared to older versions (1003263)

  • Package Manager: [Win] Editor stuck in endless "Hold on compiling scripts ..." (1017388)

  • Scripting: Instantiating a prefab after creating a list with type "ResourceRequest" after a while loop crashes the Editor (908339)

  • Video: [Recorder] Choosing camera options in the collection method with SRP records a black screen (1022078)

Features

  • Graphics: Scriptable shader variants stripping

Fixes

  • 2D: Editor crashes on BlockMask::FillSpriteData when packing certain Sprite Atlas on Android platform (1017666)

  • 2D: Fixed MissingReferenceException error in console when creating a new Tile Palette (1020204)

  • 2D: Fixed MissingReferenceException error in console when Unity is launched with a Tile Palette Window docked in the Editor layout (1020228)

  • 2D: Unity now displays an error message on the Tile Palette Window if a Tile Palette with an invalid Grid is active (1017965)

  • 2D: Unity now prevents the creation of a new Tile Palette if it has an invalid file name. (939651)

  • Editor: Fix NullReferenceException when reverting a model (900693)

  • Editor: Fix rare startup deadlock on linux

  • Editor: Fixed tab cycling issue with UIElements fields (1010004)

  • Editor: GUI elements drawn during OnSceneViewGUI will maintain their correct colors regardless of the project's color space. Fix applies to all editor platforms, including MacOS. (905054)

  • Editor: Improved performance for SerializedProperty.GetArrayElement (1009032)

  • Editor: Test Runner: Disable the Create Test Assembly Folder button if a folder with a test assembly is already selected in the Project Browser (995477)

  • Editor: Test Runner: Give user the chance to save changes to currently open scene before running tests (1005092)

  • Editor: [Graphview] It's possible to trigger the Hover state of a "previewed attached edge" (1004502)

  • Graphics: Added undo support for occlusion culling bake settings (711515)

  • Graphics: Clarified documentation for GL.MultMatrix (997143)

  • Graphics: Ensure line widths are updated when updating the start/end width from script (1017529)

  • Graphics: Fix issue where the TrailRenderer could drop points a frame too late (1005222)

  • Graphics: Fix normal mapping on lines, trails and particle trails (1009868)

  • Graphics: Fixed CopyTexture corner case after gfx device re-init

  • Graphics: Fixed crash on invalid CameraEvent value (1010033)

  • Graphics: Fixed SRP occlusion culling visualization (1009671)

  • Graphics: Fixed Texture2D.PackTextures for ETC2_RGBA (1019566)

  • Graphics: Metal: Always use linear shadow samplers for compute shaders

  • Graphics: Open LookDev window spams NullReferenceException errors when there is no Main Camera in the scene (1005537)

  • Particles: Add error message if texture used in the Shape Module is not read/write (1007147)

  • Particles: Allow smaller radius in the Shape Module (1014298)

  • Particles: Clamp Duration property to a sensible minimum (1014792)

  • Particles: Don't skip emission when timestep is equal to duration (993359)

  • Particles: Ensure bounds are correct when using the Transform in the Shape Module (994938)

  • Particles: Fix crash when setting mismatched curve modes from script, and display error message (1006435)

  • Particles: Fix rateOverDistance script getter, so it actually works! (1013161)

  • Particles: Handle zero scale in the Scene View gizmos for the Shape Module (1015538)

  • Particles: Improve dynamic batching, to correctly handle systems containing no particles (1006947)

  • Particles: Mesh particle pivot offset now factors in Transform scale (1012983)

  • Physics: Fix memory leak when re-sizing box colliders (957333, 969368)

  • Profiler: Fix incorrect Non matching Profiler.EndSample (BeginSample and EndSample count must match) when profiling nested samples in deep profiling mode (996666)

  • Profiler: Fix Profiler.enableBinaryLog to release files when set to false (980524)

  • Scripting Upgrade: Fix IPGlobalProperties.GetActiveUdpListeners returning incorrect port number (1006506)

  • Shaders: Shader Compiler: GL ES / Metal / Vulkan: Fixed incorrect shader code generation in certain cases (1003016)

  • Timeline: Clicking on Delete from the Edit menu does not delete Timeline clips and tracks (1021728)

  • Timeline: Duplicate shortcut is not aligned in context menu on OSX (958533)

  • Timeline: Fixed particle sub systems being simulated multiple times when controlled by Timeline Control Track. Could cause stuttering and performance issues.

  • Timeline: Fixed particle system playing too fast when controlled by Timeline Control Track (938726)

  • Timeline: Fixed Timeline Control Track not applying start delay to particles (968516, 987068)

The following are changes and fixes to 2018.2.0 features and regressions...

Changes

  • Asset Import: Removed old analytics calls

Improvements

  • Package Manager: Add a marker [Preview Packages In Use] in the main Window title when preview packages are used

  • Package Manager: Package Manager 1.9.3 which introduces caching for faster UI responsiveness

Fixes

  • 2D: Fix GameObject created by dragging Sprite into Hierarchy Window was not removed during Undo (1016639)

  • 2D: Fix Sprite Pivot setting appears when Sprite Mode is set to Multiple but does not appear when it's set to Single (1015836)

  • Android: Fix android video playback of rotated video files (972235)

  • Android: Fix android video player rounded frame rate (1015627)

  • Android: Fix shader unsigned integer casting to signed negative integer failure on Android 4.4 (989005)

  • Asset Import: Fixed issue where Physical camera framing doesn't match Maya. (1016427)

  • Editor: CEF windows not using right zoom level (1015856)

  • Editor: Closing the Create new Preset window logs a Layout error in the console on MacOs. (976690)

  • Editor: Fix backspace key propagation in play mode on linux (992330)

  • Editor: Fix Color Grading postprocessing effect in Scene/Game view on OpenGL

  • Editor: Fix crash when building a player on linux for a build target that's not the currently selected build target (1015542)

  • Editor: Fix deploying a linux player onto a different volume (mac/linux)

  • Editor: Fix switching between opengl and vulkan on linux

  • Editor: Fixed bug where copying/pasting color field via context menu did not work consistently (also back-ported to 2018.1f1) (1005340)

  • Editor: PresetLibraries classes are not handled correctly by the Preset UI and will be excluded at the moment (1012364)

  • Graphics: Fixed 32 bit index meshes not working with Mesh Compression properly (1008836)

  • Graphics: Fixed ConvertTexture with R8 and RG16 formats when used across RenderTexture and Texture (995910)

  • Graphics: Fixed crash when deleting a Mesh which is in use by a SkinnedMeshRenderer (1016902)

  • Graphics: Fixed crash when switching to GLES2 in the editor (1020232)

  • Graphics: Fixed error message "RenderTextureDesc changed after creating texture!" when calling RenderTexture.GetTemporary() and requesting volumeDepth of 0 (1022970)

  • Graphics: Fixed rendering errors caused by unaligned vertex access when using Vulkan and OpenGL (ES) (1019394)

  • IL2CPP: Implement memory mapped file support for the new scripting runtime. (947410)

  • IL2CPP: Prevent an error during code conversion related to a missing RGCTX entry for type T that can occur with an unbox opcode for a nullable type. (1019586)

  • iOS: Disable builtin cache in iOS UnityWebRequest backend for consistency with other platforms (1014022)

  • iOS: Fix occasional crash in UnityWebRequest (1020451)

  • iOS: Fix UnityWebRequest not becoming done when aborted (1011741)

  • OSX: Fix mouse events affecting Editor UI performance (973842)

  • OSX: Fixed rare crash when the Editor opens a project with a large number of files in the project.

  • Package Manager: Some asset types in packages were not up to date after build target/graphics API switch. (1019200)

  • Particles: Always ensure size is up to date when emitting from script (998680)

  • Particles: Fix corruption when using deprecated Emit API in LateUpdate (1016694)

  • Particles: Fix crash when adjusting Max Particles during play mode, when using the Noise Module (1010992)

  • Particles: Fix uniform distribution of circle shape

  • Physics: Ensure that when performing a transform change that causes a Collider2D to be recreated, ensure that any existing pending physics moves do not cause a crash. (1017868)

  • Player: Improves the accuracy of required free space calculation for the AssetBundle Cache when a bundle can be stored as-is and doesn't require recompression (1013666)

  • Scripting: Fix crash when taking memory snapshot (1011626)

  • Scripting: The target framework version in generated .csproj files will now be 4.7.1, to match the reference assemblies used to compile code in Unity.

  • Scripting Upgrade: Add missing some missing Facades that exist in 4.7.1-api (996947)

  • Scripting Upgrade: Avoid assert and crash on invalid text content (1015822)

  • Scripting Upgrade: Fix debugger requiring multiple single step commands when on breakpoint (1012887)

  • Scripting Upgrade: Fix p/invoke on Win64 when soft debugger is enabled (1001996)

  • Scripting Upgrade: Fix pinvoke structure alignment on Android (915869)

  • Scripting Upgrade: Fixed HttpWebRequest throwing DllNotFoundException on IL2CPP scripting backend (989588)

  • Scripting Upgrade: Make API updater version control integration more robust for assemblies.

  • Shaders: Fixed surface shaders not allowing more than 16 textures, even when _NOSAMPLER is used (1006674)

  • Timeline: "Reset Editing" does not respect current edit mode (1016510)

  • Timeline: "Reset Editing" is inconsistent on Control Clips (1016508)

  • Timeline: Delete shortcut should be CMD+Backspace (1016340)

  • Timeline: Keyboard shortcuts have disappeared from the contextual menu (1016329)

  • Timeline: Separators don't show in contextual menu when items are disabled (1016514)

  • Timeline: Shortcuts aren't showing/working properly (1016330)

  • Timeline: Unmute/Unlock are missing shortcuts keys in context menu (1009965)

  • Web: DownloadHandlerFile will now create directory if necessary

  • XR: InputTracking.GetNodeStates will now fire consistently on all VR platforms

2018.2.0b1 Release Notes (Full)

Features

  • 2D: Add option to SpriteRenderer to allow sorting of SpriteRenderer by its center or by its pivot point

  • 2D: Added support for hexagonal layout for Grid component.

  • Android: Add command line option "-setDefaultPlatformTextureFormat" to set the default texture format prior to importing or building, allowing the user to avoid importing twice: Once for the system default texture format then a second time for the desired format. Only Android is currently supported. Expects a single parameter from: dxt, pvrtc, atc, etc, etc2, astc.

  • Android: Added support for using Java source files as plugins in Unity project. These files will be compiled and included into APK.

  • Android: Create a separate APK for each CPU architecture (universal APKs are still supported).

  • Android: Make AndroidJavaProxy work with default java methods

  • Animation: Animation C# Jobs: Possibility to edit the animation stream directly from a Playable using C# Jobs (see AnimationScriptPlayable)

  • Asset Import: Import animated property curves of constraint components

  • Build Pipeline: Scriptable Build Pipeline Released

  • Editor: Added Vulkan support in the Editor on Windows and Linux

  • Editor: Assembly Definition Files (asmdef) assemblies are now compiled on startup before any other scripts (Assembly-CSharp.dll and friends) and compilation does not stop on the first compile error. All asmdef assemblies that succesfully compile and have all their references compiled are loaded before compiling the remaining scripts (Assembly-CSharp.dll and friends). Ensures that Unity packages are always built and and loaded regardless of other compile errors in the project.

  • Editor: High-DPI scaling support on windows

  • Editor: Improved LineRenderer editor. Added support for editing lines in scene, applying automated simplification and improved the display of the points list in the inspector.

  • Editor: Unity Engine modules can now be disabled in Package Manager UI as built-in modules

  • Editor: UXML schema generation

  • Graphics: Add/Set positions in a TrailRenderer from script.

  • Graphics: Added smooth deletion of TrailRenderer points.

  • Graphics: Added StreamingController component which provides more control over the mipmap texture streaming including preloading in advance of camera cuts

  • Graphics: Added texture streaming support to load mipmaps on demand.

  • Graphics: Asynchronous GPU readback API

  • Graphics: BakeMesh script API added for ParticleSystemRenderer, LineRenderer and TrailRenderer

  • Graphics: Scriptable shader variants stripping

  • Graphics: Start/stop a TrailRenderer from spawning points, with the new "Emitting" new checkbox.

  • Package Manager: Package Manager user interface (from where a project's packages can be managed and new packages can be discovered) v1.8.0:

    • Fix packages sorting in All tab
    • Will no longer loop error report with an invalid manifest
    • Will no longer report errors infinitely when an exception is thrown during an operation
    • Only show "View Changes" when there is an update button
    • Fixes typos in dialog when updating package manager ui
    • Added 'View Documentation' link to package details
    • Added 'View changes' link to package details
    • When updating the package, the user is now asked to confirm temporary closure of the window.
    • The window is now dockable.
    • UI style rework, making it consistent with the rest of the Editor.
    • Added keyboard navigation in the Packages list
    • Moved menu item to access the Package Manager UI window from "Project -> Packages -> Manage" to "Window -> Package Manager".
    • The "Install" tab now shows the latest version (and description) available for each package, rather than the current version.
    • The "Update to" button is no longer displayed when the current version is the same as (or greater than) the latest one available.
    • The UI now displays "alpha", "beta", "experimental" and "recommended" tags for packages, as appropriate. Previous versions did not display such tags, so it was not possible to determine the status of packages.
    • UI polish.
  • Package Manager: Support Packages assets in Asset Database search and Object selector

  • Package Manager: Support Read Only package folders in drag-n-drop and Renaming:

    • Prevent drag-and-drop operation when target is a read-only package
    • Prevent renaming of read-only assets
  • Particles: The Particle System Shape Module now supports emitting from Sprites

  • Player: SRP Fast rendering codepath ("SRP Batcher"). Experimental, currently Directx11 and PS4 support.

  • Plugins: Added experimental Profiler native plugin API

  • Scripting: Added option "Wait For Managed Debugger" in BuildPlayerWindow, it shows a dialog when you run a player, this pauses the program until you connect a managed debugger. This way you can easily debug methods like Start/Awake, etc.

  • Scripting: Added support for serialising MinMaxCurve and MinMaxGradient in scripts.

  • Scripting: TLS 1.2 support via .Net45 APIs (SslStream, HttpRequest, ...) across all platforms.

  • Timeline: Control-clip navigation: It is now possible to navigate to timelines associated with control clips through double-click or context-click. This features allows previewing and editing a sub-timelines in the context of its parent.

  • Web: Added compressed property to DownloadHandlerAudioClip, which creates audio clip that is compressed in memory.

  • Web: Added streamAudio property to DownloadHandlerAudioClip, which lets getting a playable audio clip before download is complete

  • Windows: Introduced an option to generate Visual Studio solution when building your project, instead of regular executable output.

  • XR: Added OpenGL based single pass instancing for Android.

  • XR: VR-enabled projects now present the ability to select which eyes are rendered in the Game View. Previously only the left eye was rendered but now the right eye or both eyes are selectable and persistent.

Backwards Compatibility Breaking Changes

  • Universal Windows Platform: Deprecated AppCallbacks::AddCommandLineArg() and AppCallbacks::ParseCommandLineArgsFromFiles(). You now must pass command line arguments into AppCallbacks constructor. In addition, we also deprecated PlayerSettings.WSA.commandLineArgsFile API in the editor. (1001513)

  • Universal Windows Platform: Removed "-forceTextBoxBasedKeyboard" command line argument.

  • Universal Windows Platform: Removed support for old Windows Phone devices (the ones with pre-DX10 GPU, i.e. everything older than Adreno 4xx).

Changes

  • 2D: ISpriteEditor has a new interface method GetMainVisualContainer to allow adding UIElements for GUI controls

  • Android: Moved all Android icons to 'mipmap' folder

  • Android: Removed PVRScope support

  • Android: WebCamTexture is implemented using android.hardware.camera2 package for devices which support API level 21

  • Animation: Linear presets now use Auto tangents, for better initial behavior when dragging the keys

  • Editor: Added options for better behaviour when script compilation is triggered while the editor is playing. You can choose between them in Preferences>General>Script Changes While Playing

  • Editor: When importing PSD, we no longer tweak its colors to remove white matte color impact. That means that texture colors will look exactly same as if image was "flattened" in photoshop (alpha is kept intact)

  • Graphics: Added 'physical camera mode' to the camera component with sensor size, focal length and lens shift properties.

  • Graphics: Vulkan now always uses RenderTextureFormat.ARGBHalf as RenderTextureFormat.DefaultHDR. Before RenderTextureFormat.ARGBFloat, if supported, was used on desktop platforms.

  • iOS: As we dropped support for pre-iOS8, we no longer need two codepaths in orienation handling.

  • Multiplayer: The deprecated legacy networking APIs have been removed

  • Particles: Moved "Show Only Selected" (aka Solo Mode) option to the Scene View Overlay, from the Particle System popout Window, so it is more discoverable.

  • Profiler: Added automatic creation of label on recorder creation (881136)

  • Universal Windows Platform: .NET scripting backend has been deprecated and will be removed in a future Unity release. We recommend switching to IL2CPP scripting backend.

  • WebGL: Allow WebAssembly heap to grow

  • WebGL: Configured toolchain so it does not generate WebAssembly trapping instructions.

  • WebGL: Enable Data Caching option in new projects

  • WebGL: Upgraded toolchain to emscripten 1.37.33 and binaryen 42

  • XR: Standalone applications which target and require Windows Mixed Reality will now always attempt to initialize the device, even if no HMD is connected or the Mixed Reality OS component is not installed (rather then falling back to flat desktop mode.) This will cause the OS to display a dialog indicating that the user needs to connect a device and install the OS component.

Improvements

  • Android: C++ source files and static libraries now supported as plugins using IL2CPP scripting backend

  • Android: SystemInfo.deviceName will return a proper name.

  • Animation: Added Animation category and color to the Profiler

  • Animation: Improved Animation Rebind performance.

  • Apple TV: Added a device info class for Apple TV ('UnityEngine.tvOS.')

  • Asset Import: Added a property for getting the AssetImportContext in asset post-processors.

  • Asset Import: Added getters for the objects set on the AssetImportContext

  • Asset Import: Added support for target cameras from FBX in Model Importer.

  • Asset Import: Enabled modifications on the scale factor property in the model importer inspector when multiple assets are selected.

  • Asset Import: In optimized mode, if a root bone is specified in the unoptimized SkinnedMeshRenderer and its transform has also been exposed, the root bone will be kept as is, otherwise it will be set to root (972082)

  • Asset Import: Upgraded FBX SDK to 2018.1.1, all Editor platforms now dynamically link to libfbxsdk

  • Editor: Add EditorSceneManager.activeSceneChangedInEditMode event for when active scene changes in Edit mode.

  • Editor: Added PlayerSettings.SetPreloadedAssets and PlayerSettings.GetPreloadedAssets to scripting API.

  • Editor: Added RemoveItemAt to the UIElement.ContextualMenu. Made the ContextualMenuIterator public

  • Editor: Added UWP and WebGL support in the Test Runner

  • Editor: Improved error message Some objects were not cleaned up when closing the scene., it now includes the name of the GameObjects.

  • Editor: Improvement to UIElements contextual menu:

    • Menu separators can now be added to sub-menus.
    • Menu actions callbacks receive the selected menu item as a parameter instead of the event. You can retrieve event information in menuItem.eventInfo.
    • You can provide user data to menu action. You can retrieve it in your action callbacks using menuItem.userData.

    Breaking API changes:

    • menu action callbacks now takes a ContextualMenu.MenuAction parameter instead of an EventBase parameter.
    • ContextualMenu.InsertSeparator takes an additional string parameter.
  • Editor: Improvements to Profiler Timeline view, allowing for vertical scrolling and resizing of thread heights

  • Editor: Now EditMode test can yield null and/or functions that yield null

  • Editor: Reassignable hotkeys will now always appear in the preferences window, there is no need for first opening the window where those hotkeys take effect.

  • Editor: Remove final x86 dependency on Linux

  • Editor: Remove unused welcome.ogv from the installers/editor (990700)

  • Editor: Renamed desktop platform modules in Unity Download Assistant to be less confusing (Windows Mono Scripting Backend -> Windows Build Support (Mono); Mac IL2CPP Scripting Backend -> Mac Build Support (IL2CPP); Windows Store .NET Scripting Backend -> UWP Build Support (.NET)) (995607)

  • Editor: Reorganized the window main menu.

  • Editor: Single channel EXR is now supported (876682)

  • Editor: Test Runner window: All tests that have no Category attribute or don't inherit one from their test fixture class are now grouped under a new Category filter called "Uncategorized"

  • Editor: Test Runner window: Run All and Run Selected always run tests respecting the currently selected name and category fixes

  • Editor: Users can override the selection outliner if they add this pass. Tags{ "LightMode" = "SceneSelectionPass" } Should return: return float4(_ObjectId, _PassValue, 1, 1); Example: https://www.hastebin.com/avoneziqam.cs

  • GI: Cache a LightingData asset when baking in auto mode, so scripts in play mode switching to an auto-baked scene can recover all GI data

  • GI: Reduced memory usage while baking with Progressive Lightmapper when using many instances.

  • Graphics: Add LOD fade support for particles/lines/trails

  • Graphics: Added Render.GetMaterials and Render.GetSharedMaterials that take List as argument

  • Graphics: Added SetInt, GetInt to MaterialProPertyBlock (970490)

  • Graphics: Added support for up to 8 UVs for model import, Mesh API and in shaders. The previous maximum was 4.

  • Graphics: Added Texture2D.GetRawTextureData overload that returns a direct NativeArray into texture's pixel data. This allows runtime pixel data modification without an extra memory copy of SetPixels32 or LoadRawTextureData. (1015723)

  • Graphics: Adding state into RenderingCommandBuffer. Allows executing same CommandBuffer with multiple lights

  • Graphics: Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect now can be rendered in ForwardAdd pass. Use "forwardadd" in instancing_option directive to generate the instanced ForwardAdd pass.

  • Graphics: Improve handling of RenderTexture.DiscardContents, RenderBufferLoadAction, RenderBufferStoreAction in OpenGL backend

  • Graphics: Initialize the light index to be -1 so that the first time the light list happens we actually apply the keywords.

  • Graphics: Metal: enable 32bit index buffers on Intel GPUs on macOS 10.13.4 and later

  • Graphics: Removed LOD_FADE_PERCENTAGE keyword. Saves about ~1/3 number of batches in a typical SpeedTree terrain scene.

  • Graphics: Vulkan now supports separate textures and samplers, and shader compiler now generates all textures with separate samplers (like DX11 does)

  • iOS: Add frameworks introduced in iOS 11 to iOS Plugin importer inspector

  • iOS: Added 'Title' field to iOS Local & Remote notification classes

  • Kernel: Add console message when Unity terminates itself so that it is clear that Unity has not crashed.

  • Kernel: Core: Math types implement IEquatable and therefore no longer allocate when doing comparisions (808370)

  • Linux: SDL has been upgraded from 2.0.5 to 2.0.7, providing several input-related improvements to the Linux Player

  • Package Manager: "Package Manager User Interface (from where a project's packages can be managed and new packages can be discovered) v1.6.1. What's new:

    • The window is now dockable.
    • UI style rework, making it consistent with the rest of the Editor.
    • Added keyboard navigation in the Packages list
    • Move ""Project->Packages->Manage"" menu item to ""Window->Package Manager""
    • Show the latest version and description in tab ""Install"" instead of the current version
    • Display ""Recommended"" tag properly
    • Display ""Go back to"" when latest version is less than current one
    • Do not display ""Update to"" when current version is greater than lastest one. (case for embedded or local packages)
    • ""alpha"", ""beta"", ""experimental"" and ""recommended"" tags support
    • Add loading progress while opening window
    • UI polish
    • Package description and display name update
    • Extra messaging on package state
    • Documentation update"
  • Particles: Users may now use separate alpha textures (e.g. ETC textures) when using Sprites in the Particle System

  • Player: Display.RelativeMouseAt now supported for macOS. (886960)

  • Profiler: Improved Profiler.enableBinaryLog behavior so that we are able to control file creation/lock state based on the propertie's value. Previous behavior for Profiler.logFile was preserved (eg: Profiler.logFile ="";).

  • Profiler: Improved the memory reporting grouping in the detailed snapshot (572225)

  • Scripting: Added fast integer method overloads for Assert.AreEqual and Assert.AreNotEqual. The methods are now 8 to 10 times faster for primitive integer types.

  • Timeline: Add support to create clips from drag and drop operations for all types of clips that contain object or exposed references.

  • Timeline: Added edit mode preview and scrubbing of audio in Timeline

  • Timeline: Added support for exposed references on custom TrackAssets (976409)

  • Timeline: TrackAssets now allow multiple TrackClip types through base class specification (950934)

  • UI: Improved the performance of the culling by RectMask2D. (1002035)

  • UI: The Inspector window now caches the list of previewables for better performance when changing the selection. (1009751)

  • UI: UIElements: Logs an error when the Panel detects a rotated clip-space. (971695)

  • UI: UIElements: The slider now supports ranges in both directions. (969442)

  • Universal Windows Platform: .config files are now recognized as plugins. In result, you can now have XboxServices.config file in your Unity project and it will automatically be included in the build (1010895)

  • Universal Windows Platform: Updated Roslyn C# compiler used for script compilation on UWP and Xbox One to version 2.7, which supports C# 7.2. (1004854)

  • WebGL: Add indexedDB caching support for all build files in WebGL. Add indexedDB caching support for compiled WebAssembly code.

  • WebGL: Make StreamingAssets path configurable via UnityLoader.instantiate() parameters

  • Windows: Unity's Event Tracing for Windows provider manifest, its installation script and associated Windows Performance Recorder profiles are now shipped with Unity editor at Editor\Data\UnityETWProvider.

  • Windows: UnityCrashHandler now uses deferred symbol loading, which should make capturing crash callstacks in the Editor and Player much faster.

  • XR: Add warning message when a user tries to load a VR device that is already loaded. Update documentation to show correct way to handle loading a device. (996223)

  • XR: Android builds that support ARCore can now be built using target API version 14 or higher.

  • XR: Improved background rendering performance in ARCore by eliminating an unnecessary OpenGL state reset

  • XR: Render to Cubemap in stereo eye mode now takes account of camera rotations (1009982)

  • XR: StereoScreenCaptureMode added as an argument when using the ScreenCapture methods. It allows the the choice of left, right, or both eyes to be captured when taking a screenshot with stereo mode enabled.

  • XR: VR Terrain Trees: For desktop VR platforms, use precomputed albedo and normal maps for lighting instead of view-dependent updates of imposter textures, which becomes very noticeable in VR. This also fixed billboard "flipping" along Y when view changes. (959319)

API Changes

  • 2D: A new experimental API, UnityEngine.Experimental.U2D.PixelPerfectRendering.pixelSnapSpacing, was added to facilitate pixel perfect rendering of 2D sprites.

  • 2D: Added CRUD API for Sprite Atlas, all in UnityEditor.U2D.

  • 2D: Experimental API TextureGenerator.GenerateTexture now takes in a NativeArrray for image buffer instead of setting a IntPtr in TextureGenerationSettings

  • 2D: Setting UnityEngine.Experimental.U2D.PixelPerfectRendering.pixelSnapSpacing to a positive value no longer causes the movement of the sprites to be snapped.

  • 2D: Sprite.Create has been overloaded to take in an extra argument "generateFallbackPhysicsShape" which will generate a physics shape for the sprite if set

  • AI: Change structure name in the Experimental API for Navmesh Queries from PolygonID to PolygonId.

  • AI: New experimental API for NavMesh queries, usable within C# jobs: namespace UnityEngine.Experimental.AI; struct PolygonID; struct NavMeshLocation; enum PathQueryStatus; enum NavMeshPolyTypes; struct NavMeshWorld; struct NavMeshQuery with these functions: BeginFindPath(), UpdateFindPath(), EndFindPath(), GetPathResult(), IsValid(), GetAgentTypeIdForPolygon(), MapLocation(), GetPortalPoints(), MoveLocations(), MoveLocation(), PolygonLocalToWorldMatrix(), PolygonWorldToLocalMatrix(), GetPolygonType(), Dispose().

  • Asset Import: Changed the localID output argument of AssetDatabase.TryGetGUIDAndLocalFileIdentifier from int to long. Using an int might cause overflows if used on objects with localids over INT_MAX, which can happen on objects attached to prefabs.

  • Editor: Added AssemblyBuilder.defaultReferences and AssemblyBuilder.defaultDefines read-only properties

  • Editor: Added Editor.finishedDefaultHeaderGUI event to inject additional controls into Inspector header

  • Graphics: Camera.focalLength Camera.sensorSize Camera.lensShift Camera.usePhysicalProperties

  • Graphics: Removed the implicit power slider behavior from _Shininess properties on user-defined shaders. If you need old behaviour back you can add the attribute [PowerSlider(5.0)] in front of the property.

    [PowerSlider(5.0)] _NameOfVar ("Name Of Variable", Range (0.01, 1)) = 0.078125 This will give the _NameOfVar a slider that is a power slider. (965967)

  • Graphics: Rendering.CommandBuffer.SetRenderTarget overloads that accept RenderBufferLoadAction, RenderBufferStoreAction

  • Playables: Rename SetInputPort to SetOutputPort. Added the traversal mode option (Mix, or Passthrough)

  • Scripting: Application.isBatchMode

  • Timeline: Timeline.TimelineEditor.inspectedAsset Timeline.TimelineEditor.masterAsset Timeline.TimelineEditor.inspectedDirector Timeline.TimelineEditor.masterDirector

  • Timeline: Timeline.TimelineEditor.timelineAsset - Reason: Ambiguous - Replaced by: inspectedAsset and masterAsset Timeline.TimelineEditor.playableDirector - Reason: Ambiguous - Replaced by: inspectedDirector and masterDirector

  • UI: New API for disabling Undo on DrivenRectTransform to stop and resume recording undo actions on Driven RectTransforms.

Fixes

  • 2D: Do not expose Power of Two scaling option in TextureImporter inspector for Sprite. (932664)

  • 2D: Editor crashes on BlockMask::FillSpriteData when packing certain Sprite Atlas on Android platform (1017666)

  • 2D: Fix Sprite border is not duplicated when duplicating SpriteRect in Sprite Editor Window (980383)

  • 2D: Fix Tile Palette window breaks when cell sizing is manual and cell size on any axis is negative by clamping Grid CellSize to positive values (1005620)

  • 2D: Fix tiles not rendered in tile palette window (1010103)

  • 2D: Fixed MissingReferenceException error in console when creating a new Tile Palette (1020204)

  • 2D: Fixed MissingReferenceException error in console when Unity is launched with a Tile Palette Window docked in the Editor layout (1020228)

  • 2D: Reduce rounding epsilon for Grid to reduce WorldToCell errors (981641)

  • 2D: Single sprite renderer using a Sprite with custom geometry won't render. (1006454)

  • 2D: SpriteShape is changing its boundary box when SpriteShape has fill texture (1019411)

  • 2D: Unity now displays an error message on the Tile Palette Window if a Tile Palette with an invalid Grid is active (1017965)

  • 2D: Unity now prevents the creation of a new Tile Palette if it has an invalid file name. (939651)

  • 2D: Update docs to reflect the expected value for Pivot argument in Sprite.Create (983805)

  • 2D: [Sprite packer] Specific set of sprites are packed non-optimaly (1002004)

  • 2D: [Sprite Shape] Crash on changing bevel cutoff property in Edit Spline toggle View on Crashes HQ (1009772)

  • AI: Fixed crash that could happen when NavMeshBuilder asynchronous operations are used in quick succession. (955571)

  • Android: Call stacks are now correctly symbolicated on ARM64.

  • Android: Error messages are no longer produced when Build Settings windows is open and Android SDK directory is not set. (986267)

  • Android: Fix CPU topology detection on certain devices leading to improved performance

  • Android: Fix gyroscope update rate not being reported in seconds (986961)

  • Android: Fix obscure android SIGSEV INVALID HEAP ADDRESS crashes by not using memalign on android (861604, 961655)

  • Android: Fix particle and image format conversion performance regression (912671)

  • Android: Fix split screen orientation issues on android (962766)

  • Android: Fixed crash on Asus K011 when calling Application.Quit (974103)

  • Android: Improved order of fallback fonts to give correct Han / Kanji / Hanja characters for CJK locales where possible. (978712)

  • Android: OnEndEdit UI event is now fired before the keyboard is set to null, allowing users to access the keyboard in that event (968840)

  • Android: Terrain tree shader fix to avoid crash on Adreno 3xx devices (983938)

  • Android: User is always asked to confirm Android SDK and NDK directories when they are automatically detected. (986263)

  • Android: Workaround for creating postprocessing render target with OpenGL ES 2.0 on Adreno 4xx/5xx (984292)

  • Animation: Fixed an assert when undoing Animation Curve changes in Play mode (958505)

  • Animation: Fixed an irrelevant warning message when using Animator.Play on a disabled object's Animator (945346)

  • Animation: Fixed an issue where an Animation Window key would jump between two values when scaling multiple keys (960942)

  • Animation: Fixed an issue where an Animator Controller additional curve parameters would get incremented when switching controllers (958173)

  • Animation: Fixed an issue where Animating AnimatorController Properties of child Animators would be offered, even though it's not supported (963053)

  • Animation: Fixed an issue where Animator.GetBehaviours returns an empty array after a scene has been saved (966082)

  • Animation: Fixed an issue where modifying a Playable Graph playing AnimationClips in Editor would not play newly added clips (964886)

  • Animation: Fixed an issue where Objects can be affected by Root Motion even though it's supposed to be handled by curves (936020)

  • Animation: Fixed an issue where root motion would be incorrect in Animator Controller Transition Preview (998773)

  • Animation: Fixed an issue where the Animation Window Preview would changed the default Humanoid pose in Scene (972321)

  • Animation: Fixed an issue where the Blend tree user interface would disappear while undoing newly added empty motion clips (968836)

  • Animation: Fixed crash when calling AvatarBuilder.BuildHumanAvatar() with a hierarchy containing duplicate names (979098)

  • Animation: Fixed previewing of animation clips with root motion in Timeline. (979748)

  • Animation: Fixed recording of Vector4 properties in MaterialRenderer being saved as Color in the AnimationClip instead. (994981)

  • Animation: GameObjectRecorder can now record MonoBehaviours (967405)

  • Asset Import: Changed the default invalid value of TextureImporter.mipMapBias to -100. This allows users to use -1 as an override value in the texture importer. (1013676)

  • Asset Import: Fix Albedo and Opacity being ignored for Max 2018 interactive FBX material import (989848)

  • Asset Import: Fix Scripted Importer version number change did not auto-trigger re-import of assets (991885)

  • Asset Import: Fix typo in texture import asset generation for sprite images in Unity 2D projects

  • Asset Import: Fix unloading of un used assets wrongly unloaded assets referenced by asset importer settings, leading to crashing. (1013514)

  • Asset Import: Fixed an issue when the update avatar button would not disappear in the ModelImporter Rig panel (964591)

  • Asset Import: Fixed import of uv_scale and uv_offset properties of FBX stingray materials. (975560)

  • Asset Import: Fixed issue where having an importer call certain unity methods would invoke asset GC and would crash editor. (1006311)

  • Asset Import: Fixes random errors when clicking on other windows while Avatar Inspector is applying (994383)

  • Asset Import: Import animated diffuse color and transparency from FBX files (1003103)

  • Asset Pipeline: Invoke the cache server after a domain reload (1008501)

  • Asset Pipeline: Make sure that generated PVRTC atlases are square and power-of-2 when compiling for iOS/tvOS (1001175)

  • Audio: Fixed a crash when creating very large microphone clips (884533)

  • Audio: Fixed a missing visual refresh when changing send destinations using the inspector in the audio mixer (707531)

  • Audio: Fixed a potential crash using UnitySetAudioSessionActive on iOS together with other 3rd party audio solutions (967197)

  • Audio: Fixed a potential crash when destroying GameObjects that have components with OnAudioFilterRead on them

  • Audio: Fixed a potential invalid sample count calculation on legacy movie playback

  • Audio: Fixed a regression with mixer assets edited through the mixer window being out of sync with the rest of Unity (964351)

  • Audio: Fixed a small memory leak related to using OnAudioFilterRead

  • Audio: Fixed a visual refresh issue with the output audio mixer group in the AudioSource inspector, when being changed through a script (965028)

  • Audio: Fixed an issue with AudioSource.isPlaying being false on the start of the first frame, even though AudioSource.playOnAwake is set to true (942202)

  • Audio: Fixed inconsistencies and crashes when duplicating mixer assets in the project browser, this is now not allowed (962084)

  • Audio: Fixed issues with changes to rolloff mode and custom rolloff curves on AudioSources not taking effect before moving the AudioSource (963164)

  • Audio: Fixed Microphone.Start selecting the first device regardless of desired device in some cases (962106)

  • Audio: Fixed non-readable errors in some cases with streaming audio clips from WWW (764650)

  • Audio: Fixed off-by-one errors on AudioClip.samples (784879)

  • Audio: Fixed streaming an audio clip from WWW directly, without waiting for the download being ready - would throw errors in some cases previously (574945)

  • Audio: Fixed various crashes when undoing changes in the mixer, especially related to undoing construction of nested and/or duplicated mixer groups (964012)

  • Audio: Fixed visual refresh issues with the curve editor on a AudioSource not reflecting script changes (964942)

  • Build Pipeline: Build will now abort immediately if selected scripting backend is not installed in Unity editor and BuildPlayer API is invoked via script (1012228)

  • DX12: Added profile marker for InsertCustomMarkerCallback

  • DX12: Fixed rare crash when using sparse texture mapping. (967956)

  • Editor: A GameView on a Retina monitor with "Low Resolution Aspect Ratio" disabled caused UGUI scaling issues. (997931)

  • Editor: Better BC formats support in KTX/DDS (983741)

  • Editor: Clean up project lock when exiting because of Unity version mismatch. (953253)

  • Editor: Disable "Apply changes to prefab" menu item when inspector button is disabled. (925381, 966158)

  • Editor: Emit warning if trying to build player while editor is compiling scripts (1016186)

  • Editor: Fix color encoding of scene view being broken when using linear color space. (973729)

  • Editor: Fix for corrupting files by replacing prefabs with instance that contains invalid scripts. (878569)

  • Editor: Fix for game object position that was updated on additional axis when moving two child game objects (977770)

  • Editor: Fix hover on element after displaying a contextual menu (985924)

  • Editor: Fix IMGUI controls drawn from SceneView delegate using the incorrect GUISkin.

  • Editor: Fix NullReferenceException thrown with EditorGUILayout (971238)

  • Editor: Fix NullReferenceException thrown with EditorGUILayout (977937)

  • Editor: Fix NullReferenceException when reverting a model (900693)

  • Editor: Fix rare startup deadlock on linux

  • Editor: Fix scene visualization modes not working. (969889)

  • Editor: Fix the issue when any open menu on macOS pauses editor render timer

  • Editor: Fix uniform scale that was non-uniform when using the scaling tool (842309)

  • Editor: Fixed "Can not send network message. Receiver can not keep up with the amount of data sent" when capturing memory snapshot using bitbucket profiler.

  • Editor: Fixed : Moving EditorControls from Retina screen to non-Retina corrupts some of them (960614)

  • Editor: Fixed a bug that could cause tooltips applied to a label in a PropertyDrawer to be applied to other controls in the editor

  • Editor: Fixed a bug where setting a LayerMask field to Everything and then deselecting some layers would leave bits set for layers that had not yet been defined (991595)

  • Editor: Fixed a Windows specific crash in YAMLMerge when trying to merge files (985604)

  • Editor: Fixed changes being done in RenderTexture inspector not being applied immediately (996459)

  • Editor: Fixed detailed memory snapshot to only include objects once

  • Editor: Fixed early flipping of login page in Mac by increasing the timeout (980070)

  • Editor: Fixed error message to be more informative when adding a newly created script as a component before the compilation was done. (994983)

  • Editor: Fixed FrameDebugger showing garbage for OffsetFactor (971012)

  • Editor: Fixed Home/End keys not working on object selector. (986886)

  • Editor: Fixed icons in the asset browser being rendered too brightly.

  • Editor: Fixed IMGUIContainer corrupted layout when using Begin/End pair (1013325)

  • Editor: Fixed issue where PreviewWindows were leaking on assembly reload (967947)

  • Editor: Fixed memory leak when empty scene is played multiple times (973545)

  • Editor: Fixed Metal Editor always having vsync on in OSX 10.13. (959600)

  • Editor: Fixed Normal Map mipmap generation with fade out (994128)

  • Editor: Fixed NullReferenceException when a Shader Variant Collection references a missing file (977651)

  • Editor: Fixed Renderer components of a prefab appearing in the Scene View instead of the Preview Window. (959536)

  • Editor: Fixed rendering artefacts when scene or preview windows are not rendering. (992172)

  • Editor: Fixed tab cycling issue with UIElements fields (1010004)

  • Editor: Fixed various performance issues in YAMLMerge (971434)

  • Editor: Fixed wrong label in Custom render texture "update zone" UI

  • Editor: Fixed: Usage of profiling::Marker in Performance::Tracker causes crash at shutdown (1010980)

  • Editor: GUI elements drawn during OnSceneViewGUI will maintain their correct colors regardless of the project's color space. Fix applies to all editor platforms, including MacOS. (905054)

  • Editor: GUI.Box tooltip does not appear in the Inspector (987275)

  • Editor: Hover state is cleared properly after a mouse down or a mouse up (988430)

  • Editor: Improved performance for SerializedProperty.GetArrayElement (1009032)

  • Editor: Improved performance of building Hierarchy View in Profiler Window (1003069)

  • Editor: Items in the AddComponent dropdown are now sorted by name

  • Editor: Make sure that invalid chars in an asset name is properly handled while duplicating it (956043)

  • Editor: Opening project in Editor, causes Unity to terminate it without opening the new one (978204)

  • Editor: Raycasting into a GameView on a Retina monitor with "Low Resolution Aspect Ratio" disabled yielded invalid results. (978659)

  • Editor: Remove invisible label from rotation field. (953241)

  • Editor: Replaced PostLayoutEvent by GeometryChangedEvent, only sent when the element size or position changes

  • Editor: Send mouse enter/leave family of event after layout (962868)

  • Editor: Test Runner window: Filters for tree view update now support parametrized tests and groups

  • Editor: Test Runner window: Make Test Script creation behave consistent with how regular C# script creation works in Unity (1004725)

  • Editor: Test Runner window: Run Selected now works if test tree view root item or assembly group is selected

  • Editor: Test Runner window: Test execution state gets correctly propagated through the test tree

  • Editor: Test Runner: Disable the Create Test Assembly Folder button if a folder with a test assembly is already selected in the Project Browser (995477)

  • Editor: Test Runner: Finish test run on exception to avoid infinite reruns and spamming the console with errors (1010349)

  • Editor: Test Runner: Give user the chance to save changes to currently open scene before running tests (1005092)

  • Editor: UIElements - The element taking the mouse capture now receives mouse events exclusively. (977649)

  • Editor: Using Application.internetReachability with OnGUI causes errors in the Console (967806)

  • Editor: UXML: replaced the Using element by the Template element. Template instantiation now done using an Instance element.

  • Editor: [Graphview] It's possible to trigger the Hover state of a "previewed attached edge" (1004502)

  • Facebook: Fix upload token validation (991874)

  • GI: Add support for non-uniform scaling to the Progressive Lightmapper. (953775)

  • GI: Fix cases where a lightmap bake would appear to run but not do anything. (973666)

  • GI: Fix default specular reflection texture containing object from the scene when Umbra is enabled. (975325)

  • GI: Fix performance of Light Probe Proxy Volumes in Scene View. (949723)

  • GI: Fix Reflection Probes always including Terrain objects even if they are not Reflection Probe Static. (863968)

  • GI: Fix scene being dirty after on demand GI bake on unmodified scene. (974110)

  • GI: Fix the intensity of baked and real-time emissive materials in Enlighten (986160)

  • GI: Fix wrong parameters being displayed for directional, spot and point lights. (972240)

  • GI: Fixed a small memory leak in the realtime GI manager. (991939, 1007945)

  • GI: Fixed crash when changing TransparencyLM property in shader while baking (980195)

  • GI: Fixed inconsistency between the functionality of Lighting group and Materials group in MeshRenderer component (969494)

  • GI: Fixed issue where baked lighting has artifacts if prefab's preview window is visible during bake process (960649)

  • GI: Fixed issue where GI Meta Pass does not see to upload per object information (964378)

  • GI: Fixed issue where Lighting settings are not saved after reloading the scene (989697)

  • GI: Fixed issue where the Scale in Lightmap is the same even when Atlas Size is changed (887650)

  • GI: Fixed memory leak. Mesh is leaking after exiting play mode when realtime GI is enabled (991939)

  • GI: Project causes "Failed executing external process for 'Bake Runtime' job." messages when run as service (991285)

  • Graphics: Add error logging when preview scene can not be allocated. (952192)

  • Graphics: Added undo support for occlusion culling bake settings (711515)

  • Graphics: Clarified documentation for GL.MultMatrix (997143)

  • Graphics: Disabled msaa for sceneview. This fixes issues with sceneview selection and assure SRP compatibility with sceneview. (856883)

  • Graphics: Document that Texture2D.alphaIsTransparency is Editor only. (695955)

  • Graphics: Ensure line widths are updated when updating the start/end width from script (1017529)

  • Graphics: Fix banding when using point lights with Vulkan on Adreno devices

  • Graphics: Fix blending of gizmos in the scene view.

  • Graphics: Fix compute shaders after starting Editor with graphics emulation mode that does not support compute

  • Graphics: Fix error spew when invalid format (923831)

  • Graphics: Fix for Metal shader crash if source is empty (986332)

  • Graphics: Fix issue where the TrailRenderer could drop points a frame too late (1005222)

  • Graphics: Fix normal mapping on lines, trails and particle trails (1009868)

  • Graphics: Fix Standard shader specular highlights on mobile devices (953606)

  • Graphics: Fixed "Invalid Image Assertion failed" error when switching from DX11 to OpenGL ES 2.0 graphics AP (984709)

  • Graphics: Fixed 'Forward Add' shadow rendering mode producing irrelevant syntax errors (992989)

  • Graphics: Fixed an issue where sprites, lines, particles and some text elements could flicker when using native graphics jobs.

  • Graphics: Fixed CopyTexture corner case after gfx device re-init

  • Graphics: Fixed crash in GetRenderManager when using water4advanced asset. (923831)

  • Graphics: Fixed crash on invalid CameraEvent value (1010033)

  • Graphics: Fixed crash when trying to clone shader at runtime. Added error explaining what is happening and why it wont work (976663)

  • Graphics: Fixed current camera changing when setting camera render target during OnPreRender

  • Graphics: Fixed CustomRenderTexture initialization shader texcoord for 3D textures. (949364)

  • Graphics: Fixed editor crashes when changing DX11 to OpenGL (976493)

  • Graphics: Fixed Editor hanging or crashing when using a CustomRenderTexture with a shader that contains GrabPass (948225)

  • Graphics: Fixed error message "Invalid antiAliasing value (must be at least 1)" when antiAliasing is disabled. (967248)

  • Graphics: Fixed GLCore API crash when using indirect buffer as rw buffer (985457)

  • Graphics: Fixed importing of KTX textures sometimes resulting in artefacts (976670)

  • Graphics: Fixed incorrect batch breaking message for instancing batches when they reach the maximum batch size. (916897)

  • Graphics: Fixed incorrect Line Renderer being rendered in scene/game window when selecting an object in the Project window (972298)

  • Graphics: Fixed internal assertion in Linux GL while preparing compute buffers (914193)

  • Graphics: Fixed interop of Texture2D.GetNativeTexturePtr and Texture2D.Apply on Metal (933234)

  • Graphics: Fixed Metal api crash related to unbound textures due to dirty cache (1002408)

  • Graphics: Fixed range slider for shader properties named _Shininess behaving like a power slider on user-defined shaders. (965967)

  • Graphics: Fixed resetting custom camera projection matrix when capturing super-sampled screenshot (988870)

  • Graphics: Fixed ScreenCapture.CaptureScreenshotAsTexture yielding a transparent texture when trying to render it (991764)

  • Graphics: Fixed SRP occlusion culling visualization (1009671)

  • Graphics: Fixed SystemInfo.SupportsTextureFormat incorrectly returning false for RGB24 and ARGB32 formats. (995867)

  • Graphics: Fixed Texture2D.GetPixels returning bad data when used on textures compresses with ASTC (1008349)

  • Graphics: Fixed Texture2D.PackTextures for ETC2_RGBA (1019566)

  • Graphics: Fixed Vulkan validation layer errors when swiching to and from fullscreen. (941149, 960940)

  • Graphics: Fox for OpenGLES crash on IOS in specific circumstances (989484)

  • Graphics: Improve Vulkan memory management to avoid hitting limit of 4096 memory allocations (941409)

  • Graphics: Made enum fields work with float values (898536)

  • Graphics: MeshRenderer.AdditionalVertexStreams collapse static meshes (regression since 5.4b18) (806357)

  • Graphics: Metal: Always use linear shadow samplers for compute shaders

  • Graphics: Metal: Fixed CubeArray RenderTexture support

  • Graphics: Metal: fixed MSAA behavior when using RenderPass

  • Graphics: Open LookDev window spams NullReferenceException errors when there is no Main Camera in the scene (1005537)

  • Graphics: Optimisation for GLES dynamic buffers to invalidate specific range instead of the whole buffer (985468)

  • Graphics: Shaders: make sure we treat d3d9 hlsl semantics in a case-insensitive manner (as they should be by the spec) (1000130)

  • Graphics: This change fixed Android/OpenGLES Cubemap native texture not being registered correctly and causing CopyTexture to fail (1008127)

  • IL2CPP: Provide the initial value of blittable types passed as out parameters via an extern static method to the callee. (988907)

  • iOS: Added a Provisioning Profile type property, it should be set automatically for profiles available locally or using a dropdown if it's not available. (996755)

  • iOS: Correct processing of touch canceled events (973437)

  • iOS: Do not allow illegal format or illegal characters in iOS build version and number strings (988173)

  • iOS: Fix awake/start order when loading scene additively in Awake (898537)

  • iOS: Fix Display.SetResolution to work on ios during first frame (995079)

  • iOS: Fix for VideoPlayer sometimes does not resume after minimising and maximising an application on iOS 11 (973770)

  • iOS: Fixed crash when calling native UIViewController that changes orientation settings (984517)

  • iOS: Fixed keyboard not showing on iOS11 when external screen is connected (967283)

  • iOS: GameCenter and Push Notification entitlements are now created and added to Xcode projects. (790835, 909963)

  • iOS: Make UnityViewControllerBase+iOS.h coompatible with objective-c (793420)

  • iOS: Metal: depth clip mode is effective on iOS and tvOS too (1008141)

  • iOS: Metal: Fix MSAA corner case causing warning messages and validation error (972398)

  • iOS: Metal: Fixed Frame Debugger not working (971887)

  • iOS: Metal: made ETC1 format supported (it is loaded as ETC2 which is intended by ETC2 spec) (983427)

  • iOS: Metal: Some fixes for deferred renderloop (980122)

  • iOS: Now external screen RenderBuffer will respect QualitySettings, e.g. MSAA set (967286)

  • iOS: Standard Shader: Fixed issues with specular when Box Projection is enabled (960985)

  • Kernel: Fixed collapsing treeview branch when sub-item was selected in another frame (988266)

  • Kernel: Fixed Profiler Hierarchy view forcing repaints every frame when frame data is invalid

  • Kernel: MemorySnapshots now report ScriptableObjects as expected (983804)

  • Kernel: Prevent unnecessary thread stalls when using Time.captureFramerate()

  • Licenses: Fixed activation license receive "Something is wrong" error in launcher in special scenario (1006601)

  • Licenses: Removed duplicated confirmation steps in return license (991220)

  • Linux: Fix crash in Vulkan on Linux when using SteamVR (987268)

  • Linux: Fix Linux touch input for mouse events (947049)

  • Linux: Fixed crashes in the Progressive Lightmapper on Linux Editor (913799)

  • OSX: Fixed issue in macOS Editor - Game view, where locked mouse cursor was offset 39 pixels above center of window (770944)

  • OSX: Fixed Quit menu and CMD-Q not working in Unity launcher on macOS (978777)

  • OSX: Fixed Screen.resolutions having refresh rate 0 (902689)

  • Package Manager: Allow managed code in packages to be stripped. (1003047)

  • Package Manager: Package Manager would prevent a project stored on OneDrive from being loaded (981002)

  • Particles: Add error message if texture used in the Shape Module is not read/write (1007147)

  • Particles: Allow smaller radius in the Shape Module (1014298)

  • Particles: Clamp alpha output in the legacy particle shaders, to ensure compatibility with HDR (967476)

  • Particles: Clamp Duration property to a sensible minimum (1014792)

  • Particles: Clamp start rotation to sensible values (979684)

  • Particles: Don't skip emission when timestep is equal to duration (993359)

  • Particles: EmitParams.velocity was occasionally ignored when Shape Module was checked (990696)

  • Particles: Ensure bounds are correct when using the Transform in the Shape Module (994938)

  • Particles: Ensure seeds are reset when emitting via script for the first time, to fix a determinism issue (993020)

  • Particles: Fix calculation of Particle System bounds, when scale is non-uniform. (977520)

  • Particles: Fix crash when setting mismatched curve modes from script, and display error message (1006435)

  • Particles: Fix incorrect error message when deleting Particle Systems while the Standard Particle Shader Inspector is visible (970414)

  • Particles: Fix rateOverDistance script getter, so it actually works! (1013161)

  • Particles: Fix subtle floating point error when sorting by youngest/oldest, whcih could cause incorrect sorting (988874)

  • Particles: Fixed int values being clamped into float range in the inspector. (981727)

  • Particles: Handle zero scale in the Scene View gizmos for the Shape Module (1015538)

  • Particles: Improve dynamic batching, to correctly handle systems containing no particles (1006947)

  • Particles: Make better estimate of emit accumulator for distance emission, when using more than 2 birth sub-emitters (992266)

  • Particles: Mesh particle pivot offset now factors in Transform scale (1012983)

  • Particles: ParticleSystems now convert their colors into Linear Space before uploading to the GPU, in order to be more gamma-correct. Existing systems are not modified automatically. (963250)

  • Particles: Smarter logic for when automatic culling can be used (991235)

  • Physics: Clamp materials' static and dynamic friction to [0, inf) (968086)

  • Physics: Cloth, reset coefficients if mesh has changed type. Keep coefficients for similar mesh types. (962027)

  • Physics: Fix a crash inside PhysX when performing box query on Android (878407)

  • Physics: Fix a crash trying to generate mesh-mesh collisions in the mode that enables kinematic and static collision pairs (980186)

  • Physics: Fix a crash when deactivating a rigidbody that has WheelCollider components both as sibing and as a child (976095)

  • Physics: Fix a crash when entering playmode, if user has imported a package that changes physics settings (958230, 983579)

  • Physics: Fix a performance issue that arose when reparenting lots of colliders (918283)

  • Physics: Fix an issue that Cloth component may be disabled permenantly if its gameobject is turned off/on in playmode (987906)

  • Physics: Fix an issue where animated rigid bodies do not affect other rigid bodies connected through joint (996194)

  • Physics: Fix an issue where Cloth component wmay lose its constraints if mesh is assigned to the related SkinnedmeshRenderer (962027)

  • Physics: Fix an issue where cloth vertices are not updated after changing the SkinnedMeshRenderer's mesh. (973464)

  • Physics: Fix ComputePenetration and ClosestPoint not using the correct orientation of a CharacterController (1002396)

  • Physics: Fix double full stop added to the dropdown boxes in the physics settings (958814)

  • Physics: Fix for issue with permanently disabled cloth component. (987906)

  • Physics: Fix issue where MeshCollider is added to prefab in Hierarchy when selected from the project folder (960479)

  • Physics: Fix kinematic bodies not updating their transforms when a parent Rigidbody was moved (978753)

  • Physics: Fix memory leak when re-sizing box colliders (957333, 969368)

  • Physics: Fix rigidbody interpolation using incorrect poses since 2017.2 sometimes, and jittering because of that (971056)

  • Physics: Fix Rigidbody.addExplosiveForce acting in the wrong space when its transfom was changed but not synced this frame (1004443)

  • Physics: Fix Rigidbody.addForceAtPos acting in the wrong space when its transfom was changed but not synced this frame (984525)

  • Physics: Fix Rigidbody.addRelativeForce acting in the wrong space when its transform was changed but not synced this frame (969743)

  • Physics: Fix WheelCollider's damping rate being reverted to the default value when entering play mode (985034, 985046)

  • Physics: Regenerate last vertices list when skinned mesh renderer mesh changes (973464)

  • Playables: Fix to allow binding of audio outputs to gameObject (963185)

  • Player: Allow large Time.timeScale() values when running in a player

  • Player: Fix bug in Windows were clicking on app icon/label in taskbar to minimize didn't pause player (663766)

  • Profiler: Fix incorrect Non matching Profiler.EndSample (BeginSample and EndSample count must match) when profiling nested samples in deep profiling mode (996666)

  • Profiler: Fix missing format extension for binary logging, added .raw extension to our binary format. (987943)

  • Profiler: Fix Profiler.enableBinaryLog to release files when set to false (980524)

  • Scripting: Fix crash when calling DestroyImmediate in MonoBehaviour.Reset (720677, 900003, 906117, 969313)

  • Scripting: Fix crash when cloning a MonoBehaviour that calls DestroyImmediate on it self or it's game object in Awake (720677, 900003, 906117, 969313)

  • Scripting: Fix issue with scripts in the editor being compiled with ENABLE_IL2CPP instead of ENABLE_MONO in some cases (954003)

  • Scripting: Fixed a crash where users could deregister main thread profiling (980553)

  • Scripting: Fixed EditorApplication.delayCall not run when being called from batch mode (877208, 948840)

  • Scripting: JsonUtility is now able to parse bool values and 64-bit integer values in quotes.

  • Scripting: Report failure to overwrite assemblies during compilation in Editor (988650)

  • Scripting: Scripted Importers where getting wrongly unloaded by the asset GC (1013514)

  • Scripting Upgrade: Fix IPGlobalProperties.GetActiveUdpListeners returning incorrect port number (1006506)

  • Services: Fix build failure when Performance Reporting is enabled but service is unavailable (980543)

  • Services: Fix exception when building in Cloud Build with Performance Reporting enabled (996948)

  • Services: Fix possible crash with Performance Reporting enabled (965024)

  • Services: Fix possible crash with Performance Reporting enabled (965024)

  • Services: Performance Reporting: Report device model field for Managed Exceptions (980806)

  • Services: Upload symbols from Windows IL2CPP builds to Performance Reporting service. (1009908)

  • Shaders: Added support for uint types to Vulkan shader compiler (987091)

  • Shaders: Fixed shader compilation generation bug translating MOVC incorrectly from vector to scalar. (988727)

  • Shaders: HLSLcc: Fixed an issue where the shader interpolators would sometimes have missing interpolation qualifiers (919351)

  • Shaders: Shader Compiler: GL ES / Metal / Vulkan: Fixed incorrect shader code generation in certain cases (1003016)

  • Terrain: Fixed crash in SplatMaterials::FindMaterialProperties when opening a scene with specific Material and Terrain combination (919769)

  • Timeline: Changes to materials during animation recording affect every object using the same material (952127)

  • Timeline: Clicking on Delete from the Edit menu does not delete Timeline clips and tracks (1021728)

  • Timeline: Duplicate shortcut is not aligned in context menu on OSX (958533)

  • Timeline: Fix assigning prefabs to AnimationTracks (879957)

  • Timeline: Fix for drag and drop of fbx files on track bindings (884010)

  • Timeline: Fix for scrubbing of timelines when prefabs are assigned to bindings causing performance problems (945071)

  • Timeline: Fixed particle sub systems being simulated multiple times when controlled by Timeline Control Track. Could cause stuttering and performance issues.

  • Timeline: Fixed Activation Track Add Clip does not respect mouse position (979690)

  • Timeline: Fixed an issue where pasting group tracks to a timeline asset would break the source asset (1006986)

  • Timeline: Fixed Animation playable asset are shown in timeline after an undo (896196)

  • Timeline: Fixed ArgumentException being thrown when resizing Timeline window (952571)

  • Timeline: Fixed back the context menu on Group track (985573)

  • Timeline: Fixed Copied clip in different timeline get saved under the original asset (975840)

  • Timeline: Fixed Copy paste track behave differently than the hierarchy (962092)

  • Timeline: Fixed drag'n drop of animation clip and adding new clip via menu not framing and selecting the new clip properly (969698)

  • Timeline: Fixed Duplicated Timeline asset causes very bad performance in preview (976646)

  • Timeline: Fixed issue where clip edit modes were changed when editing values in the inspector (1008549)

  • Timeline: Fixed issue where pasting a timeline group track would break the source asset (1006986)

  • Timeline: Fixed issue where the default color would not appear on custom timeline tracks (1008551)

  • Timeline: Fixed issues related to improper handling of mouse up events in Timeline Window (876020, 946823, 950972, 972036, 972040)

  • Timeline: Fixed Lock/Mute on multiple track will not undo properly (999987)

  • Timeline: Fixed Lost "Add Key" option in the Inspector on Override Tracks (974656)

  • Timeline: Fixed moving an undoed clip with the inspector in replace mode will duplicate it (988553)

  • Timeline: Fixed Null Reference Exception when opening editor that had Timeline window focused (1005384)

  • Timeline: Fixed Override Track separated from parent track if both selected after drag-and-dropping into Track Group (973238)

  • Timeline: Fixed particle system playing too fast when controlled by Timeline Control Track (938726)

  • Timeline: Fixed Playhead is reset to zero when there a domain reload (965055)

  • Timeline: Fixed Timeline Control Track not applying start delay to particles (968516, 987068)

  • UI: A driven RectTransform could cause a scene to be constantly flagged as dirty. (966172)

  • UI: Added characterLimit property for TouchScreenKeyboard

  • UI: Added the ability to cull UI meshes based on the alpha of vertex color. (986003)

  • UI: AspectRatioFitter did not drive the RectTransform on the first frame. (988706)

  • UI: Fix exception/crash which affects AOT platforms after building UI System DLLs using Visual Studio C# compiler. (877060)

  • UI: Fix instances where Font.textureRebuilt would not be called even though the internal texture was regenerated (939853)

  • UI: Fix issue where CanvasRenderer.GetMateral and CanvasRenderer.GetPopMateral would always return material at index zero (973893)

  • UI: Fixed issue where unrelated canvases would be dirtied and re-batched when changes to a canvas hierarchy would occur (926629)

  • UI: Make sure that OnEndDrag callback is called when dragging and the app loses focus (937370)

  • UI: Position and rotation specified when calling Object.Instantiate was not applied properly for a RectTransform (980300)

  • UI: Properly update the Lighting window when switching the active scene (916245)

  • UI: Re-enabled public access to BaseInputModule.inputOverride

  • UI: UIElements: The slider does not call its callback in its constructor anymore. (969442)

  • UI: Undoing the activation of a UI layout component did not undo the side effects to the children RectTransforms. (985156)

  • Universal Windows Platform: Fixed allowing DirectX 12 to be the only selected graphics API in order to be consistent with the Windows Standalone player (1014404)

  • Universal Windows Platform: Fixed issue with left/right Shift keys not being distiguished (both returned as LeftShift) (968801)

  • Universal Windows Platform: Fixes issue, exposed on HoloLens, with Gamepad and Joystick input incorrectly read in UWP apps (841724)

  • Video: A specific mp4 video audio plays slower than video (963209)

  • Video: Changing the AudioManager settings while playing a video clip floods console with errors corrupting sound channels (999195)

  • Video: Disabling the audio track and then trying to retrieve the samples does not throw any exception (992000)

  • Video: Fix flickering video playback on iOS/Metal. (972997)

  • Video: Fix for iOS crash playing back heavy video at fast playback speeds (958487)

  • Video: Fixed (on OSX) enabling looping and changing speed no longer starts video playback (935503)

  • Video: Fixed bug when overriding default transcoding options causing video previewer to have wrong size (973022)

  • Video: Fixed darkened Video previews in Linear Color Space (962142)

  • Video: Fixed Editor freeze when pausing/playing video multiple times on OSX (1016417)

  • Video: Pause/Unpause causes the ConsumeSampleFrames API to discard samples of mp4 video clip (991218)

  • Video: Stuttering sound of mp4 files, video lags (899620)

  • Web: Fix exception in UnityWebRequest on empty url (981192)

  • Web: Fix native UnityWebRequest not destroyed until garbage collected even if explicitly disposed (984996)

  • Web: Fix UnityWebRequest not aborted if Abort() called before sending (977469)

  • Web: Fix UnityWebRequest with file URIs containing query or fragment (992937)

  • WebGL: Fix '/b' added to inputString on keyup event (981495)

  • WebGL: Fix mouse button state after mouse drag (905712)

  • WebGL: Fix playBuffer exception when there is no audio output on Safari (960863)

  • WebGL: Fix Webcam support on Firefox and Safari (1005628)

  • WebGL: Make StreamingAssets path relative to the generated json (951333)

  • Windows: Fix Application.targetFrameRate not working in batch mode when VSync is on (982337)

  • Windows: Fix writing incorrect FullScreenState value to Registry when Exclusive mode Player is minimized (1010903)

  • Windows: Fixed CVE-2015-0941 HTTPS mitm vulnerability in Unity Windows Installers

  • Windows: Fixed Default Screen width/height setting in Editor not being used in Standalone player when running in Windowed mode (968584)

  • Windows: Fixed player not using native resolution on startup if previously it used native resolution but the native resolution of the monitor changed since the last launch (730221)

  • Windows: Fixed primary game window minimizing when clicking on a secondary window in full screen mode (977772)

  • Windows: Remove "Launch Unity" option from Windows installers, to prevent running Unity as elevated process (975351)

  • XR: Dont track focus loss in Windows MR (970895)

  • XR: Fix a crash that would occur if an application used Unity's Spatial Mapping component without VR being enabled or without using Windows Mixed Reality. (973172)

  • XR: Fix crash on HoloLens when trying to use touch keyboard (978116)

  • XR: Fix editor crash when connecting device after entering play mode. (980089)

  • XR: Fix screenshot capture in VR (956227)

  • XR: Fixed issue with lights failing to completely illuminate scene geometry during multi-pass forward stereo rendering. (965494)

  • XR: Fixing log spam when app starts disconnected from Windows MR HMD and crash when HMD is reconnected. (950796)

  • XR: Running Holographic Simulation on a new Windows Mixed Reality project will no longer fail to start in simulation mode the first time the project is run. (1006653)

  • XR: Update Google VR NDK to 1.130 for Android, 1.120 for iOS (991127)

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Unityベータ版プログラムに参加するメリットとは?

Participating in the Unity Beta Program will give us insight into how you use new features in your projects, where you run into issues, and how we can help resolve them.

Read more about the beta program.

どうやって始めるの?

If you’re new to the Beta Program and wondering where to start, it’s simple: just download the installer below. Then take a look at our guide on how to be an effective beta tester. Remember to prioritize issues that affect your own project, and take a look at the key features and updates under the Release Notes tab below, which we would like feedback on.

What’s in the current beta?

Unity 2018.1 beta introduces next-gen runtime tech with a new high performance multithreaded system that makes the most of multicore processors, and Scriptable Render Pipelines (SRP) that give you control of the powerful real-time rendering engine. Get an overview of what is in the current beta.

Read more about the 2018.1 beta.

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