릴리스 정보

Known Issues in 2020.1.0a21

  • 2D: Crash on memory allocation when double-clicking a Sprite which size is reassigned in OnDrawGizmos (1211482)

  • Ads: Verified and default Ads package for 2019.3 should be 3.3.1 instead of 2.0.8 (1206332)

  • Animation: In Animator window left mouse button is not registered when clicking outside of the default view (1215103)

  • Asset Bundles: Building asset bundles when build path doesn't exist causes a failed assertion on "pluginAppendices.size() <= 1" (1203242)

  • Asset Import Pipeline: Crash on mdb_txn_begin when SourceAssetDB has a lock on it from another process (1208749)

  • Asset Importers: Crash when importing Elongata package from the Asset Store (1209240)

  • Asset Importers: FBX Importer crash (1211854)

  • Camera: "TLS Allocator ALLOC_TEMP_THREAD" exceptions are thrown on opening a new scene after deleting a Camera prefab (1214064)

  • Camera: Camera prefab continuously updated on resetting the camera component (1214033)

  • Editor: Fixed the Unity crash for enum popup. (1209597)
    Fixed in 2020.1.0a22.

  • GI: Added intensity slider back in the UI. (1206407)
    This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.
    Fixed in 2020.1.0a22.

  • GI: Lightmap UVs are offset and partially black after changing some lightmapping settings and rebaking 2K or 4K lightmaps. (1121978)
    This has already been backported to older releases and will not be mentioned in final notes.
    Fixed in 2020.1.0a22.

  • Global Illumination: Crash on (ntdll) RtlUserThreadStart when generating lighting (1106048)

  • Global Illumination: [CPU PLM] Out of memory errors after launching bake on an upgraded project on OSX (1131009)

  • Global Illumination: [GPU PLM] Bakes take a very long time or do not finish when using high resolution heightmap terrain (1194794)

  • Graphics - General: [Mac] [OpenGLCore] Mac crashed on switching to any platform with OpenGLCore Graphics API set (1215404)

  • Graphics - General: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Graphics - General: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • Graphics: Fix an issue where dimension CubeArray of RenderTexture calculation was wrong on Metal and Vulkan. (1213418)
    Fixed in 2020.1.0a22.

  • Graphics: Fixed an issue with cameras only clearing to color when using SRP/URP. (1210093)
    Fixed in 2020.1.0a22.

  • Graphics: Fixed assert_duplicates_and_sorted failure when opening project created with an older Unity version. (1210308)
    This is a change to a 2020.1.0a19 change, not seen in any released version, and will not be mentioned in final notes.
    Fixed in 2020.1.0a22.

  • Graphics: Fixed crash. (1213826)
    Fixed in 2020.1.0a22.

  • Graphics: RenderDoc integration crash fixed. (1208237)
    This is a change to a 2020.1.0a16 change, not seen in any released version, and will not be mentioned in final notes.
    Fixed in 2020.1.0a22.

  • HD RP: [HDRP] [Vulkan] Player doesn't render HDRP template scene if there are other API's along with Vulkan in the list (1214047)

  • Hub: "User did not grant permission" error is thrown in the Hub logs when attempting to install Unity Editor (1204204)

  • Hub: Hub displays two 3D templates on creating new project (1214193)

  • Hub: [Mac] Linux Support is installed at root of Unity installation instead of its supposed location (1187040)

  • Hub: "The value of \"byteLength\" is out of range" error is thrown in the Hub logs (1204148)

  • Hub: [Collab] Published project on Collaborate are not shown in the HUB (1212232)

  • Hub: [Linux] Unity Hub sets up Android SDK, NDK and JDK incorrectly on Linux (1177631)

  • IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies (1193774)

  • IMGUI: Drag a material over scene view will cause "Undo object may not be null" error. (1213772)

  • IMGUI: Editor performance drop when holding down keys and moving mouse when in Playmode (1211383)

  • Linux: On clicking ColorPicker in HDR Gradient window leads to both windows closing instead of opening ColorPicker (1195471)

  • Linux: [SceneCamera] Scene View Camera Setting window disappears on selecting a setting button from the window (1197258)

  • Linux: Linux Editor always crashes everytime Play button is pressed on Ubuntu 16.04 (1214726)

  • MacOS: Can interact with editor window without it coming into focus (1203016)

  • MacOS: Linux Build support is not available in the Editor even though its support is installed (1214274)

  • MacOS: [OSX] Unity fails to ask camera permission and crashes on privacy violation (1202032)

  • Mobile: [Android] Application.Quit and Application.Unload crashes the app on several devices when Scripting backend is set to IL2CPP (1136888)

  • Mobile: [Android] Editor shows that the Android NDK is not recommended even though it is installed from the Hub (1201529)

  • Mobile: [Android] Loading assets from AssetBundles takes significantly more time when the project is built as an AAB (1153358)

  • Physics: Cloth's movement simulation is incorrect when the game object is rotated in world space (1192837)

  • Profiling: Intermittant editor crash when using the profilercrash with deep profilign and call stacks enabled (1203222)

  • Profiling: Loading raw profiler data causes editor crash on pthread_kill + 10 (1213975)

  • Scene Management: Duplicated prefab instance has unexpected position in the Hierarchy (1214279)

  • Scene Management: EditorSceneManager: sceneClosing and sceneClosed callbacks are not called when switching between scenes (1003257)

  • Scene Management: Prefab variant's Button component's OnClick() events are missing parameters when upgrading to Unity 2019.3.0a12 and above (1208775)

  • Scene Management: [Prefab] Mouse cursor always loading state when the input value of Blend Distance property of Mirror prefab dragged beyond limit (1214049)

  • Shaders: Change in included hlsl file does not always trigger recompilation (1215034)

  • Shaders: Crash regression on ComputeShader inspector "Compile and show code" button (1215289)

  • Shuriken: Crash on ParticleSystem::EndUpdateAll when pausing in game while a Particle System is active (1213565)

  • macOS: Fix "Asset Preview" generation not triggering GarbageCollection of versioned resources. (1214197)
    Fixed in 2020.1.0a22.

  • tvOS: "Menu" button on Siri Remote returns "Joystick1Button19" instead of "Joystick1Button0" (1214948)

New 2020.1.0a21 Entries since 2020.1.0a20

Fixes

  • 2D: Allow TilemapRenderer in Individual Mode to batch with other SpriteRenderers provided that their batching criteria match.

  • 2D: Fixed 'Label' and 'Sprite' name overlaps with its input field when preset of "Sprite Library Asset" is created. (1201061)

  • 2D: Fixed bone gets created even though clicked on Visibility Panel. (1200857)
    This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.

  • 2D: Fixed bone name misaligned under Weight Slider Inspector when a name contains more than 26 letters. (1200873)

  • 2D: Fixed bone names can be empty. (1200861)

  • 2D: Fixed bones not chained correctly when splitting bone in certain cases.

  • 2D: Fixed NullReferenceException when using shortcut 'Shift+1' in certain case. (1200849)

  • Android: Added maxAspectRatio to manifest only when targetting API 26 or higher.

  • Android: Fixed issue causing minimum and target API levels UI to get stuck at "Getting API levels..."

  • Android: Made UnityWebRequest use system proxy. (1199886)

  • Audio: Unity print "More than 2048 Allocators are registered. Reduce allocator count" and crashes. (1177629)
    This is a change to a 2020.1.0a1 change, not seen in any released version, and will not be mentioned in final notes.

  • Burst: Bugfixes to the Burst Inspector UI.

  • Burst: Fixed a NullReferenceException happening in a call stack involving CecilExtensions.IsDelegate(...).

  • Burst: Fixed a potential NullReferenceException when editing Burst AOT settings for standalone players.

  • Burst: Fixed burst compilation toggle behaviour which previously had unpredictable results.

  • Burst: Fixed caching of compiled jobs/function pointers.

  • Burst: Fixed compilation requests being lost when using asynchronous compilation.

  • Burst: Fixed error handling and messages infrastructure.

  • Burst: Fixed function pointers to work in standalone player.

  • Burst: Fixed issue for UWP to avoid an AssemblyResolutionException for types within Windows.* WinMd assemblies.

  • Burst: Fixed issue ldflda opcode when the input on the stack is a value and not a pointer.

  • Burst: Fixed issue on iOS where standalone player builds could fail, depending on number of burst-able functions found.

  • Burst: Fixed issue with a potential ArgumentException The output byte buffer is too small happening in the Editor when Burst is trying to compile a function that is producing a large log error.

  • Burst: Fixed Issue with a potential InvalidOperationException related to ABI layout when compiling a function pointer on Linux/Mac.

  • Burst: Fixed issue with a potential NullReferenceException when building a player for UWP.

  • Burst: Fixed issue with a TypeLoadException related when trying to load PDB.

  • Burst: Fixed issue with an exception occurring in mono_string_len.

  • Burst: Fixed issue with BurstCompiler.CompileFunctionPointer not working in a standalone player if Burst was disabled via standalone player build settings.

  • Burst: Fixed issue with calli not being handled correctly.

  • Burst: Fixed issue with debugging source locations that were no longer generated for standalone players.

  • Burst: Fixed Issue with sizeof on a struct defined in another assembly and would return the size of a pointer type instead of a real struct layout.

  • Burst: Fixed multi-threaded compilation of jobs/function pointers in the editor.

  • Burst: Fixed multi-threaded compilation support when building a standalone player.

  • Burst: Fixed multiple issues with JIT cache.

  • Burst: Fixed wrong MethodImpl(MethodImplOptions.NoOptimization) on functions.

  • Burst: Fixed wrong multi-LLVM versions support.

  • Editor: .Fixed bug in texture previewer for transparent textures in the editor. (1211934)
    This is a change to a 2020.1.0a19 change, not seen in any released version, and will not be mentioned in final notes.

  • Editor: Abort build to avoid Editor from freezing/crashing when user has too complex shader in Always Included Shaders list (any shader in that list will compile all possible variants without any stripping). (1187834)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Editor: Corrected adding prefabs to hierarchy between expanded objects. (1205276)

  • Editor: Fixed a memory leak in the UIElements renderer. (1210688)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Editor: Fixed an issue where docked tabs would slow down as other tabs were closed, especially affecting Shader Graph. (1210702)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Editor: Fixed Color preference page keywords population. (1206845)

  • Editor: Fixed compute shaders in Editor when forcing graphics API different from the player build settings. (1197376)

  • Editor: Fixed deep profiling toggling not being reliable. (1210292)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Editor: Fixed editor crash when cancelling build during shader compilation. (1168004)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Editor: Fixed editor layout could not be fully loaded console log message. (1211540)
    This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.

  • Editor: Fixed foldout icon for Contacts property under Rigidbody 2D component. (1212223)

  • Editor: Fixed major IMGUI performance regression introduced in 2019.3 version. (1206495)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Editor: Fixed pressing cancel button during shader compilation phase of the build not immediately cancels the build. (1084463)

  • Editor: Fixed PropertyDrawer for SerializeReference instance in array to support array re-ordering. (1201979)

  • Editor: Fixed the properties window becoming an inspector window with the wrong title, when the its game object is deleted. (1211641)
    This is a change to a 2020.1.0a19 change, not seen in any released version, and will not be mentioned in final notes.

  • Editor: Fixed zooming out of curve inspectors (e.g. Audio Source 3D Sound Settings and Particle System Curve Editor). (1203332)
    This has already been backported to older releases and will not be mentioned in final notes.

  • GI: Auto generate turned off on 3D template. (1211922)

  • GI: Dynamically load RadeonRays on linux to allow for use cases where openCL is not installed.

  • GI: Fix exposure on LightProbe gizmos when in Shadowmask mode. (1187858)

  • GI: Fixed an assert being thrown because materials and instances are out of sync. (1209828)
    This has already been backported to older releases and will not be mentioned in final notes.

  • GI: Fixed crash when clicking on Baked Lightmaps tab in the Lighting Setting window. (1212238)
    This is a change to a 2020.1.0a20 change, not seen in any released version, and will not be mentioned in final notes.

  • GI: Fixed format for shadowmask. (1144436)

  • GI: Fixed LightProbes not being removed properly when unloading an additively loaded scene. (1206865)

  • GI: Fixed Optix Denoiser corruption on 2K and 4K lightmaps. (1193559)
    This has already been backported to older releases and will not be mentioned in final notes.

  • GI: Increased default value for exposure to 16. (1201694)

  • GI: Reduced GPU lightmapper light grid memory usage on scenes with large bounds with many lights. (1196347)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Expose attributes [MainTexture] and [MainColor] to ShaderLab properties to link with C# script API (material.mainTexture and material.color). (1210509)

  • Graphics: Fixed a crash in CreateExternalTexture when passing a native pointer to ID3D11ShaderResourceView*. (1210600)

  • Graphics: Fixed a crash inside the editor when trying to accessing vertex data of a mesh imported by an assetbundle. (1177174)

  • Graphics: Fixed a crash when Dynamic Scaling and Forced Screen Percentage option are used in combination with Ray Tracing (DirectX 12). (1202902)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed camera gizmos getting drawn outside OnGUI calls inside SRP. (1194186)

  • Graphics: Fixed crash in SkinnedMeshRenderer where a buffer would be deleted whilst still being used for skinning if motion vectors are enabled. (1202238)

  • Graphics: Fixed flickering shadows when using SRP with Vulkan.

  • Graphics: Fixed potential deadlock in graphics jobs when loading shaders.

  • Graphics: Fixed Vertex and Fragment shader interfaces mismatch on some platforms.

  • IL2CPP: Prevent engine code stripping from removing the legacy input system module when any input magic methods are defined on MonoBehaviours. (1189110)

  • IL2CPP: Use the proper timeout unit for calls to Socket.Select. (1206057)

  • iOS: Added extra null safe checks on the crash reporter. (1168277)

  • iOS: Prevented the crash reporter crashing when you breakpoint an iOS crash. (1168277)

  • macOS: Fixed unreadable stacktraces in the macOS editor console. (1193206)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Package Manager: Fixed an issue where Unauthorized errors from npm registries were treated as generic errors.

  • Package Manager: Fixed being unable select text in Package Manager Package's description. (1190170)

  • Package Manager: Fixed exception being thrown in console while entering play mode and downloading an A$ package in Package Manager Window. (1212340)
    This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.

  • Package Manager: Fixed the issue when the user switching active filter tab during search, the list doesn't refresh properly. (1209830)
    This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.

  • Package Manager: Fixed the issue where Open in Editor from Asset Store doesn't work. (1209851)
    This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.

  • Package Manager: Improved the error message when a search for a package name results in no compatible version found by reporting the package name as well.

  • Package Manager: Update of AssetStore package are no longer shown. (1211707)
    This is a change to a 2020.1.0a18 change, not seen in any released version, and will not be mentioned in final notes.

  • Particles: Fixed Sub Emitter fields having too much vertical separation and the Object Field selector button being too large. (1213457)

  • Physics: Fixed an issue where changing the value of Physics.clothGravity would have no effect on the gravity applied to Cloth. (1212321)

  • Physics: Rigidbody2D MovePosition/MoveRotation now result in the correct target position/rotation when using "Update" (per-frame) Simulation Mode. (1213003)

  • Profiler: Fixed a crash that could occur while profiling a remote target from the Editor with the aforementioned target suddenly disconnecting. (1212267)

  • Profiler: Fixed exception is thrown on selecting Memory or Networking Module from Profiler window. (1198768)

  • Profiler: Fixed toggling profiler recording using F9 in playmode. (1206281)

  • Scripting: Fixed issue where HideInInspector was not transferred for fields of SerializeReference. (1191863)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Scripting Upgrade: Fixed ApiUpdater not removing using statements in some scenarios.

  • Scripting Upgrade: Fixed ApiUpdater not respecting InternalsVisibleToAttribute.

  • Shaders: Fixed Metal compute shaders stripping unused constant buffer vars, therefore messing up the data layout. (1210547)

  • Shaders: Fixed regression on passing different size arrays for ComputeShader parameter. (1211648)
    This is a change to a 2020.1.0 change, not seen in any released version, and will not be mentioned in final notes.

  • Shaders: Pass UNITY_SHADOW_W as-is on HLSLcc targets. (1206092)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Terrain: Removed error spam for missing detail rendering shaders in HDRP. (1195070)

  • UI Elements: Added a new API to show the remaining time of a progress. (1209564)
    This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.

  • UI Elements: Fixed rich text tags being interpreted by the textfield and it affected its layout. (1178247)
    This has already been backported to older releases and will not be mentioned in final notes.

  • UI Elements: Fixed the main progress bar not showing when baking using Enlighten. (1209566)
    This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.

  • Version Control: Fixed a regression where folders would fail to be deleted after they have been submitted, deleted and reverted in that order. (1206087)
    This is a change to a 2020.1.0a17 change, not seen in any released version, and will not be mentioned in final notes.

  • Version Control: Optimizations to avoid pointless folder status queries. (1203044)
    This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.

  • WebGL: Exposed PlayerSettings.GetTemplateCustomValue and PlayerSettings.SetTemplateCustomValue publicly. (980500)

  • Windows: Fixed race condition in plugin loading code when P/Invoking into libraries from multiple threads at once. (1192915)

  • Windows: Fixed VSync breaking when changing it from OnApplicationFocus handler. (1132488)

  • XR: Fixed camera depth map not being created for VR when in VR mode. (1099733)
    This has already been backported to older releases and will not be mentioned in final notes.

API Changes

  • 2D: Added: Expose PSDImporter class to be accessible via scripting

  • 2D: Added: Expose SpriteSkin component to be accessible from script

  • Graphics: Added: Added the option to limit the amount of visible lights when doing culling with Scriptable Render Pipeline.

Changes

  • 2D: Changed default shortcut key for "Animation/Create Vertex" from "Shift-D" to "Shift-J"

  • 2D: Changed default shortcut key for "Animation/Weight Brush" from "Shift-C" to "Shift-N"

  • Editor: JIRA: https://unity3d.atlassian.net/browse/EC-692
    This is an iteration over the Progress bar API, which has not been released to the public yet.

  • Editor: Tree component is not preset-able anymore.

  • Package Manager: Adding Verified status to Cinemachine, and updated minimum version

Improvements

  • 2D: Added example in manual to show how to set PSDImporter as default importer for PSD files

  • 2D: Tilemap.GetSprite returns the currently animated Sprite for an animated Tile instead of the initially set Sprite

  • Android: Add AndroidApiLevel29 to UnityEditor.AndroidSdkVersions

  • Asset Import: ScriptedImporterEditor supports multi-selection by default.

  • Editor: Improve context menus for Sub Scenes.

  • Editor: One-time use windows like color picker, object selector, gradient editor now always open next to the mouse position

  • Editor: Scene view custom camera FOV is now the actual FOV, makes it easier to make scene & game cameras match. Default FOV changed to 60 degrees.

  • Graphics: Added an option to HLSLcc that attempts to preserve varying locations

  • Graphics: improved internal function GetResourcePath performance.

  • IL2CPP: Improved performance compiling projects with large number of assemblies.

  • IL2CPP: Use precompiled headers to improve performance of generated C++ compilation.

  • Physics: Expose Physics.defaultMaxDepenetrationVelocity, limit it to 10 m/s by default to avoid violent penetration resolution that affects stability

  • Profiler: Added an option for JobHandle.Complete() callstacks collection.

  • Profiler: Make the profiler out-of-process accessible as an experimental feature.

  • UI Elements: Add support for a command handler to retrieve the window that is being debugged.

  • Version Control: Fixed pending window hiding the refresh button when scaling said window. Changed the Version Control Window's pending tab buttons to no longer switch tabs when double-clicked.

Features

  • Kernel: Added NativeArray<T>.ReadOnly.

  • Package Manager: Added support for a Git package to be located in a repository sub-folder.

Preview of Final 2020.1.0a21 Release Notes

System Requirements Changes

For running Unity games
  • iOS: minimum version incremented to 10.0 (from 9.0).

Fixes

  • 2D: Allow TilemapRenderer in Individual Mode to batch with other SpriteRenderers provided that their batching criteria match.

  • 2D: Calling ReleaseAsset() on AssetReferenceSpriteAtlas results in lost reference and unusable SpriteAtlas (1185717)

  • 2D: Expand and select Tilemap GameObject when creating a new Tilemap GameObject using the Create menu. (1194038)

  • 2D: Fix rendering of Grid Component in SceneView when disabling or enabling a GameObject with Grid Component. (1178613)

  • 2D: Fixed 'Label' and 'Sprite' name overlaps with its input field when preset of "Sprite Library Asset" is created. (1201061)

  • 2D: Fixed an issue where edits made in the texture name field of the Secondary Textures module of the Sprite Editor could be lost if the keyboard focus changed. (1133339)

  • 2D: Fixed an issue where Sprite Masks didn't work on Sprite Renderers with an instancing material. (1144462)

  • 2D: Fixed Animation Samples crashes when installing on certain machines. (1185787)

  • 2D: Fixed automatic slicing using Smart mode in the Sprite Editor when Sprite Rects are overlapping. (1193552, 1193555)

  • 2D: Fixed bone name misaligned under Weight Slider Inspector when a name contains more than 26 letters. (1200873)

  • 2D: Fixed bone names can be empty. (1200861)

  • 2D: Fixed bones not chained correctly when splitting bone in certain cases.

  • 2D: Fixed incorrect lighting on normal-mapped Sprite Renderers that are horizontally and/or vertically flipped. (1186769)

  • 2D: Fixed instantiation of GameObjects from Tiles when Tilemap.CompressBounds is called. (1194166)

  • 2D: Fixed NullReferenceException when using shortcut 'Shift+1' in certain case. (1200849)

  • 2D: Fixed Outline Tolerance value is clipped in Sprite Outline Module for Sprite Editor window. (1186228)

  • 2D: Fixed part of sprite is cut off when Mesh Type is set to Tight. (1175447)

  • 2D: Fixed preview of the prefab ignoring Sprite Mask. (1111193)

  • 2D: Fixed RaycastResult.sortingLayer always returns the default Layer when Raycast hits a GameObject with a TilemapRenderer2D. (1198442)

  • 2D: Fixed scene not being dirties when regenerating colliders for a CompositeCollider2D with the Manual generation type. (1189438)

  • 2D: Fixed unable to zoom in or out in Sprite Editor Window when using Secondary Texture module (1193540)

  • 2D: Fixed where the last point of the Sprite Shape does not behave correctly when using Continuous Points in a closed shape. (1184721)

  • 2D: Fixed zoom slider not showing in Sprite Editor Window when window is maximized. (1205280)

  • 2D: Sprites disappear in Prefab window when in Play mode and they are packed in Sprite Atlas (1184057)

  • Android: Added a tooltip to keystore path label in keystore manager window. Tooltip shows full path to the keystore. (1115061)

  • Android: Added maxAspectRatio to manifest only when targetting API 26 or higher.

  • Android: Added WebCamKind support for Android (based on focal length equivalent). (1180261)

  • Android: Allow to disable symbols.zip generation when building apk or aab.

  • Android: Fix crash during startup when using Vulkan on some devices.

  • Android: Fixed a video player seek bug when using Vulkan.

  • Android: Fixed an issue where the Android keyboard closed if you tried to focus a new textfield in code. (1180393)

  • Android: Fixed ASTC HDR format detection for some Adreno 6xx devices that don't support the format. (1198286)

  • Android: Fixed camera devices supporting only depth data being included in WebCamTexture.devices. (1163718)

  • Android: Fixed constant buffer element alignment when using OpenGL ES. (1204223)

  • Android: Fixed issue causing minimum and target API levels UI to get stuck at "Getting API levels..."

  • Android: Fixed memoryless MSAA RenderTextures when using Vulkan. (1190449)

  • Android: Fixed problem with screen not rotating immediately accordingly to its holding position after autorotation is enabled. (1169727)

  • Android: Fixed problem with signing release App Bundle using non-ASCII passwords . (1167092)

  • Android: Fixed problem with System.Globalization.CultureInfo.CurrentCulture returns Culture.Invariant on Android. (1135996)

  • Android: Fixed Render Over Native UI on Android. (1189674)

  • Android: Fixed when fullscreen = FALSE and Render Outside Safe Area = TRUE notch area is not rendered on Android 9 devices. (1150073)

  • Android: Made UnityWebRequest use system proxy. (1199886)

  • Android: Updated to latest frame pacing code from Google.

  • Android: When "Installed with Unity (recommended)" is selected in Editor Tools Preferences window, don't change editor preferences value to embedded path. (1196180)

  • Animation: Fixed an issue where Animator view breadcrumbs would get mixed up when navigating from a controller with more layers. (1146244)

  • Animation: Fixed an issue where deleting an Animator layer via Undo with a state or transition selected caused an exception (1201671)

  • Animation: Fixed AnimationStream unbound handle exceptions when changing override controller in the animator. (1180557)

  • Animation: Fixed Animator Layer scripts being displayed twice when using the Animator Controller Playable. (1173312)

  • Animation: Fixed constant curves occasionally evaluating incorrectly in Timeline when playhead is at keyframe positions. (1173048)

  • Animation: Fixed crash when calling Animator.Rebind after destroying AnimatorControllerPlayable. (1180148)

  • Animation: Fixed State Machine states that are deleted when State Machine is removed from Animator Controller. (1181137)

  • Animation: Fixed state machines and transitions not being selected selected when pasting in Animator State Machine. (1112939)

  • Animation: Fixed the transition from an empty state on an override (1101868)

  • Animation: Fixed Undo operation of "Add Blend Tree" in the Blend Tree graph UI. (1176440)

  • Animation: Improved performance of AnimationClipPlayable Allocations in multithread. (1184690)

  • Apple TV: If any Swift source plugins are in the project settings required to build them will be properly added to the Xcode project. (1176139)

  • Apple TV: If no Apple TV icons are set for specific sizes and a higher resolution icon is available it will be downscaled for that slot (like for other platforms) (1115180)

  • Asset Import: Fixed asset importer crashing when importing a shader specific shader. (1162577)

  • Asset Import: Fixed Avatars from models using a slash in their node names not being correctly displayed in the AvatarMask and OptimizeGameObject UI. (1002172)

  • Asset Import: Fixed incorrect colors when importing a PNG file with a file gamma value of 1.0. (1172234)

  • Asset Pipeline: Fixed editor sometimes getting stuck compiling scripts while opening a project. (1139283)

  • Asset Pipeline: Fixed ScanFilter::Normalize being slow and called every time an asset is added to the filter. (1166652)

  • Asset Pipeline: Fixed TextAsset.bytes to always return raw byte data (previously was sometimes attempting to do UTF8 conversion roundtrip). (1192834)

  • Asset Pipeline: Fixing bug where [OnOpenAssets] callback was not called due to incorrrect path (1154851)

  • Asset Pipeline: Increased asset types that can be cached on the accelerator with .asmdef, .asmdefref, .cs and default imported assets (folders and unknown files).

  • Asset Pipeline: Nested prefabs can now be used with the cache server.

  • Audio: DSPGraph: Fix mixing when multiple audio output jobs are attached to the default output.

  • Audio: DSPGraph: Fix native connection disposal in audio output job's again.

  • Audio: DSPGraph: Fix shutdown crash when trying to execute audio output hook dispose jobs.

  • Audio: DSPGraph: Fixed crash when exiting play mode.

  • Audio: DSPGraph: Fixed error when disposing AudioKernel resources from an IAudioOutputJob.

  • Audio: DSPGraph: Fixed occasional crash when disposing leaked node allocation.

  • Audio: Fixed deallocation of native collections allocated as AudioKernel within the audio kernel lifecycle.

  • Audio: Fixed incorrect application of wet level when two effects with wet mixing enabled are adjacent in a mixer group. (1185470)

  • Audio: Fixed issue where a Timeline Audio track with no audio source acts as 3D spatial blended audio source. (1160449)

  • Audio: Fixed Unity errors during project import when the project contains around a very large number (>10000) of audio assets. (1194658)

  • Bug Reporter: Fixed issue where Bug Reporter email input field doesn't allow emails that have symbols after the dot in the second part of the email. (992324)

  • Build Pipeline: Added optional BuildOptions.DetailedBuildReport flag that can be passed to BuildPipeline.BuildPlayer in order to get more information in the returned BuildReport object, including intermediate BuildSteps details and a list of scenes using the assets in the build.

  • Build Pipeline: Fix bug that prevented adding a scriptable object defined in a precompiled assembly to an AssetBundle. (1184918)

  • Build Pipeline: Fixed an issue where rebuilding an asset bundle with the same name, but different source assets, might not cause the bundle to be rebuilt if the assets already exist in the bundle - NB asset bundle hashes in all manifest files will change as a result of this fix. (1173817)

  • Build Pipeline: Fixed building in batchmode fails for first time after removing file from project. (703290)

  • Build Pipeline: Fixed main thread stalling when loading asset bundles asynchronously.

  • Burst: Bugfixes to the Burst Inspector UI.

  • Burst: Fixed a NullReferenceException happening in a call stack involving CecilExtensions.IsDelegate(...).

  • Burst: Fixed a potential NullReferenceException when editing Burst AOT settings for standalone players.

  • Burst: Fixed burst compilation toggle behaviour which previously had unpredictable results.

  • Burst: Fixed caching of compiled jobs/function pointers.

  • Burst: Fixed compilation requests being lost when using asynchronous compilation.

  • Burst: Fixed error handling and messages infrastructure.

  • Burst: Fixed function pointers to work in standalone player.

  • Burst: Fixed issue for UWP to avoid an AssemblyResolutionException for types within Windows.* WinMd assemblies.

  • Burst: Fixed issue ldflda opcode when the input on the stack is a value and not a pointer.

  • Burst: Fixed issue on iOS where standalone player builds could fail, depending on number of burst-able functions found.

  • Burst: Fixed issue with a potential ArgumentException The output byte buffer is too small happening in the Editor when Burst is trying to compile a function that is producing a large log error.

  • Burst: Fixed Issue with a potential InvalidOperationException related to ABI layout when compiling a function pointer on Linux/Mac.

  • Burst: Fixed issue with a potential NullReferenceException when building a player for UWP.

  • Burst: Fixed issue with a TypeLoadException related when trying to load PDB.

  • Burst: Fixed issue with an exception occurring in mono_string_len.

  • Burst: Fixed issue with BurstCompiler.CompileFunctionPointer not working in a standalone player if Burst was disabled via standalone player build settings.

  • Burst: Fixed issue with calli not being handled correctly.

  • Burst: Fixed issue with debugging source locations that were no longer generated for standalone players.

  • Burst: Fixed Issue with sizeof on a struct defined in another assembly and would return the size of a pointer type instead of a real struct layout.

  • Burst: Fixed multi-threaded compilation of jobs/function pointers in the editor.

  • Burst: Fixed multi-threaded compilation support when building a standalone player.

  • Burst: Fixed multiple issues with JIT cache.

  • Burst: Fixed wrong MethodImpl(MethodImplOptions.NoOptimization) on functions.

  • Burst: Fixed wrong multi-LLVM versions support.

  • DX12: Fixed issue where non-native resolutions would get stretched instead of letterboxed on Windows Standalone running DirectX 12. (1135210)

  • Editor: "Reveal in Finder"/"Show in explorer" now open a single finder/explorer instance per-directory and perform multi-file selection. "Open Containing Folder" (Linux) will open only one window per-directory (no selection) (1192218)

  • Editor: Added -quitTimeout argument where the timeout is passed in seconds to set how long to wait for async methods to finish. E.g. "-quitTimeout 60" for 60 seconds. (1202827)

  • Editor: Added a separator in "Random between two colors" for Start Color in particle system. (1195510)

  • Editor: Added ability to show modal EditorWindow via ShowModal() method

  • Editor: Adding an outline for dark sprite icons to make them clearly visible in dark skin. (1186306)

  • Editor: adds download links for linux modules in build settings (instead of returning bad url) (1202500)

  • Editor: AssetImporter Presets displays the Importer icon instead of nothing in their header.

  • Editor: Clamped the Scene View camera Field of View to values between 4 and 160, preventing extreme skewing. (1180037)

  • Editor: Corrected adding prefabs to hierarchy between expanded objects. (1205276)

  • Editor: Corrected the debug mode for Asset Importer Editors (1180054)

  • Editor: Don't allow docking or rearranging editor windows while a modal dialog is shown.

  • Editor: Fix InspectorWindow lock exception. (1173185)

  • Editor: FIx the issue with MissingReferenceExceptions when changing parent of a UI element to Disabled canvas in Play mode. (1171433)

  • Editor: Fixed a crash when changing IHVImageImporter Preset FilterMode value.

  • Editor: Fixed a rare crash when loading editor modes at startup or on a domain reload. (1202783)

  • Editor: Fixed AlphaIsTransparency is disabled in TextureImporter Presets. (1147407)

  • Editor: Fixed an issue where "Probability" text is clipping under "Emission" property of Particle Effect Window. (1180240)

  • Editor: Fixed an issue where "selected" scenes in the hierarchy were not taken in account for SceneVis and ScenePicking. (1178898)

  • Editor: Fixed an issue where after changing the branch material, modifying the properties in the inspector window throws console errors. (1206697)

  • Editor: Fixed an issue where editor freezes when closing a custom Editor window that is referenced by another custom Editor window. (1201522)

  • Editor: Fixed an issue where sometimes the selected Asmdef gets stuck on the first selection. (1153558)

  • Editor: Fixed an issue where where progress dialogs would load on the screen with the mouse pointer instead of the primary Unity window. (1045766)

  • Editor: Fixed AnimValues getting permanently stuck if a script reload happened while they were animating, for example when forced out of Prefab Mode when entering Play Mode due to [ExecuteInEditMode] script. (1115778)

  • Editor: Fixed camera shaking when panning very far from the Scene View pivot. (1178711)

  • Editor: Fixed Color inspector not consuming event when doing custom right click processing. (1162782)

  • Editor: Fixed Color preference page keywords population. (1206845)

  • Editor: Fixed compute shader related editor crash regression after player build. (1190914)

  • Editor: Fixed compute shaders in Editor when forcing graphics API different from the player build settings. (1197376)

  • Editor: Fixed console search when going in playmode (1197494)

  • Editor: Fixed crash when changing hierarchy during deactivation. (1186891)

  • Editor: Fixed crash when importing videos on a machine with more than 16 cores.

  • Editor: Fixed cursor not unlocking when going from locked to confined in windows editor. (1177561)

  • Editor: Fixed Custom Render Pipeline field in Quality Settings is asking for MonoBehaviour. (1168162)

  • Editor: Fixed dock area tab style and behaviour when dragged (1182350)

  • Editor: Fixed exception when entering isolation with unloaded scenes. (1173474)

  • Editor: Fixed extended style hover state. (1180554)

  • Editor: Fixed foldout icon for Contacts property under Rigidbody 2D component. (1212223)

  • Editor: Fixed graphic artifact in project window when dragging a scene on itself. (1184235)

  • Editor: Fixed GUI errors during build when the ScriptExecutionOrder settings window is opened. (1169675)

  • Editor: Fixed how the zoom setting is reset when switching between folder and favorite folder. (1174978)

  • Editor: Fixed IME related APIs in Input class not working, even when using the new Input System package. (1178746)

  • Editor: Fixed issue of UGUI being streached when opening Game window for the first time in edit mode.

  • Editor: Fixed issue where drag and drop is incorrectly performed on Windows. (1045195)

  • Editor: Fixed issue with invalid values for Hash128.

  • Editor: Fixed issue with RectMask2D Component incorrectly masking the image when animating on its pivot. (1170399)

  • Editor: Fixed issue with RuntimeInitializeOnLoad with AfterAssembliesLoaded LoadType not being executed when entering play mode. (1179334)

  • Editor: Fixed Label size not keeping its default size when selecting an AnimationState Preset. (1162303)

  • Editor: Fixed lag on expanding annotations (1186931)

  • Editor: Fixed lag when using AssetPicker. (1186578)

  • Editor: Fixed light sources that are contained by disabled GameObject are not shown in Light Explorer. (921363)

  • Editor: Fixed menu items display in settings window. (1187196)

  • Editor: Fixed Modal Utility windows not blocking input to editor.

  • Editor: Fixed move tool snapping rounding off snap increment when zoomed out. (858899)

  • Editor: Fixed Open Scene Additive context menu (1181861)

  • Editor: Fixed playmode test project ComputeShaders fails in debug editor. (1178420)

  • Editor: Fixed PlayModeView deserialisation when switching PlayModeViews.

  • Editor: Fixed pressing cancel button during shader compilation phase of the build not immediately cancels the build. (1084463)

  • Editor: Fixed project browser folder names overlapping edges of its view in two column layout at 150% or more scale. (1154276)

  • Editor: Fixed PropertyDrawer for SerializeReference instance in array to support array re-ordering. (1201979)

  • Editor: Fixed rare Editor hang on OSX when building to Android, sometimes when executing a child process, underlying call to Process.WaitForExit would never return, even if the process is long dead. (1111601)

  • Editor: Fixed renaming of assets in Linux (1168280)

  • Editor: Fixed scene view Frame Selected ("F" key) now respects custom scene view FOV.

  • Editor: Fixed search item highlights on selecting options from "Search Filter" panel in Quick Search (1205296)

  • Editor: Fixed searching for VSync in Project Settings not opening the Quality settings tab. (1181387)

  • Editor: Fixed spamming of errors in console when an empty or corrupted asset is selected. (1179894)

  • Editor: Fixed state handling for HDR specific settings that could have prevented them from getting serialized to disk when saving project settings.

  • Editor: Fixed tag and layer popup mixed value display. (1191296)

  • Editor: Fixed the bouncing issue when the user clicks on the Tier-Settings option. (1166174)

  • Editor: Fixed the cropping of mono credits in About Unity Window. (1191839)

  • Editor: Fixed the Hierarchy issue when object is reparented using Drag and Drop Method. (1194945)

  • Editor: Fixed the issue foldout icon under the Collider2D Inspector (1209745)

  • Editor: Fixed the issue foldout icon under the Mesh renderer preset editor (1206125)

  • Editor: Fixed the issue with "Show" button text getting clipped from "Compiled code" Dropdown of Shader Import Settings. (1178008)

  • Editor: Fixed the issue with "Show Related Objects" text gets clipped in the Profiler Hierarchy. (1169954)

  • Editor: Fixed the issue with Text turning to black for UI in the editor after making a build. (1192960)

  • Editor: Fixed the Legend symbols when audio source is selected. (1178599)

  • Editor: Fixed the main editor window maximized state when reverting to factory settings. (1179646)

  • Editor: Fixed the Move Tool producing inconsistent results when the active transform rotation is modified while translating. (741954)

  • Editor: Fixed the Null Exception error when a dll is deleted. (1182618)

  • Editor: Fixed the splitter visibility issue in IMGUI debugger window. (1186096)

  • Editor: Fixed the text highlight issue when switching between two components using Shift+Tab shortcut. (1172158)

  • Editor: Fixed tooltips are offset by a large amount and constrained if another tooltip is shown in quick succession (1167052)

  • Editor: Fixed UI Flickers in Game View when Camera.Render is Selected in the Frame Debugger (1172637)

  • Editor: Fixes an issue where clicking an active tool in the Tile Palette window would return focus to the previously active Tilemap tool, not the global tool. (1174060)

  • Editor: Fixes custom property drawer layouting and height computation (1169149)

  • Editor: Fixing UI lag in Player settings: Splash screen. (1177518)

  • Editor: FormerlySerializedAsAttribute is working in Presets files. PrefabUtility.SetPropertyModifications do take care of the renaming too. (1162066)

  • Editor: Improve the performance of gizmo icon rendering.

  • Editor: Improved performance when transform.SetAsLastSibling() was called for a sibling that was already the last sibling.

  • Editor: Improved the performance by a little for huge data arrays when selected. (1179327)

  • Editor: Link under Preferences is now readable when using Unity professional theme. (1161595)

  • Editor: Menu item with ellipsis have context. (1173736)

  • Editor: Metal: Fixed crash when changing active GPU. (1204156)

  • Editor: Preserved the info panel state of the Rigidbody component when entering/exiting the Play Mode. (1096404)

  • Editor: Project Browser open folder icon fixed. (1187170)

  • Editor: Removed redundant warning from Graphics.TextureCopy when copying compressed unreadable textures. (1030477)

  • Editor: SketchUpImporter node selection can be changed in the Preset inspector. (1155243)

  • Editor: Sorted the list of canvases in CanvasManager whenever m_RenderMode of current Canvas is updated to 'Screen Space Overlay' . (1138914)

  • Editor: The FilePathAttribute for the ScriptableSingleton class is now public API and docs with examples have been added for both classes.

  • Editor: Unsupported Preset inspectors displays the component icon even if we cannot load their inspector.

  • Editor: Updated object movement to make Undo faster on complex objects. (1175209)

  • Editor: When entering play mode on MacOS, the Unity window will no longer steal focus from another app. Instead it will bounce the icon. (1190219)

  • Editor: Widen the Component reordering area in the Game Object inspector. (1160885)

  • Editor: Zooming to the maximum distance from Scene View pivot no longer throws errors. (1127415)

  • Editor: [Northstar Fixes] Fixed text clipping issues related to Northstar theme changes. (1173086)

  • GI: Auto generate turned off on 3D template. (1211922)

  • GI: Disabled Realtime GI as default on new scenes. Was off before, but the new Lighting Settings asset accidentally turned it on.

  • GI: Disabled Realtime GI in Sample Scene on 3D template.

  • GI: Dynamically load RadeonRays on linux to allow for use cases where openCL is not installed.

  • GI: Fix black light probes that appears after baking the scene with baked emissive, area light and high light probes samples count. (1180231)

  • GI: Fix exposure on LightProbe gizmos when in Shadowmask mode. (1187858)

  • GI: Fix for where the use can click the bottom right bar and get the Lighting Settings window, even if they shouldn't. (1196199)

  • GI: Fixed a case of uninitialized sample count in the progressive light baker.

  • GI: Fixed a crash in Enlighten realtime GI that could occasionally happen when adding and removing lights with different falloffs. (1210006)

  • GI: Fixed a crash when baking with Enlighten that could occasionally happen when adding and removing lights with different falloffs. (1205313)

  • GI: Fixed an issue with Lighting Data Assets not properly keeping track of GI influence-only renderers. (1174524)

  • GI: Fixed Anti-aliasing not set properly on first bake. Also fixed a regression on customBake.cl compilation. (1190169)

  • GI: Fixed backface validity with 0 bounces using GPU lightmapper. Now behaves like CPU lightmapper. (1190228)

  • GI: Fixed baked lightmaps not shown in the "Baked Lightmap" scene view visualisation mode. (1087333)

  • GI: Fixed format for shadowmask. (1144436)

  • GI: Fixed GPU lightmapper not working on macOS if the Editor path has a space. (1120397)

  • GI: Fixed GPU lightmapper validity texture missing after bake when validity scene view wasn't open during bake. (1117671)

  • GI: Fixed issue for HDRP where they tried to access properties that weren't threadsafe in the player.

  • GI: Fixed issue where it was hard to select probes behind other probes. The hit-area was too big. (1180612)

  • GI: Fixed issue where unexpected assertion fired during GI baking. (1008925)

  • GI: Fixed issues with Lightmap Paramaters "View" button in Lightmap Settings Window. (1197369)

  • GI: Fixed Light color temperature not working with mixed and baked lights in the builtin renderer. (1209784)

  • GI: Fixed Light Probe gizmos being shown when searching in hierarchy with Gizmos disabled in SceneView. (1164255)

  • GI: Fixed lightmap baking erasing existing Additional Vertex Streams from Mesh. (1148742)

  • GI: Fixed lightmap exposure slider not controlling the Light Probe gizmos as well. (1179405)

  • GI: Fixed LightProbes not being removed properly when unloading an additively loaded scene. (1206865)

  • GI: Fixed mixed and baked lights showing up as realtime lights in the player when realtime GI is enabled. (1176876)

  • GI: Fixed Optix lightmap denoiser VRAM reporting. Improves the update frequency when using Progressive Updates + Optix denoising. (1183984)

  • GI: Fixed setting custom bake inputs from the Lightmapping.started callback throwing an error on a first bake. (1092442)

  • GI: Fixed so that "undecided" pixels in the Texel Validity mode is black and not orange (it made them seem faulty). "Undefied" pixels are still orange.

  • GI: Increased default value for exposure to 16. (1201694)

  • GI: Removed ShowLightmapResolutionOverlay from the transfering. It now lives in EditorPrefs and won't dirty the project when you toggle on/off Show Lightmap Resolution.

  • Graphics: Added an API to allow controlling of GPU Captures in Microsoft's PIX Graphics Performance And Debugger application.

  • Graphics: Added option to delete folder with cached data after occlusion bake. (689310)

  • Graphics: Added overloads to support GraphicsBuffer in most methods where ComputeBuffers were usable before. Overloading ambiguities can result if null parameters are used.

  • Graphics: Enabled readback of 11.11.10 float format. (1127310)

  • Graphics: Expose attributes [MainTexture] and [MainColor] to ShaderLab properties to link with C# script API (material.mainTexture and material.color). (1210509)

  • Graphics: Fix crash in Unity Editor after entering Play Mode when the experimental Ray Tracing API is on. (1174917)

  • Graphics: Fix Display.requiresBlitToBackbuffer / CommandBuffer.Blit compatibility for the new unified HDR blit pipeline when used with SRP.

  • Graphics: Fix MSAA regressions when using Vulkan API. (1173419)

  • Graphics: Fix Ray Tracing Shader Inspector stating that Ray Tracing Shaders are not supported even after Direct3D12 was added in the Graphics APIs list from Player Settings. (1172318)

  • Graphics: Fixed a crash in CreateExternalTexture when passing a native pointer to ID3D11ShaderResourceView*. (1210600)

  • Graphics: Fixed a crash inside the editor when trying to accessing vertex data of a mesh imported by an assetbundle. (1177174)

  • Graphics: Fixed a crash when attaching RenderDoc with DX12/OpenGL and added support for OpenGL ES backends. (1149494)

  • Graphics: Fixed a crash when importing large texture due to integer overflow (1209431)

  • Graphics: Fixed a Vulkan driver crash when attempting to copy a ComputeBuffer counter from a buffer that doesn't have one.

  • Graphics: Fixed Additional Vertex Streams when painting Vertex Color. (968707)

  • Graphics: Fixed an issue on PS4 with bad scissor state settings during first frame of a call to GenerateMips(). (1204123)

  • Graphics: Fixed an issue which would cause D3D12 to incorrectly blit a texture during application state up so that it appears too dark. (1185699)

  • Graphics: Fixed AsyncGPUReadback on Vulkan when using float rendertexture.

  • Graphics: Fixed bug with OpenGL sparse textures not correctly swizzling channels. (1164189)

  • Graphics: Fixed camera gizmos getting drawn outside OnGUI calls inside SRP. (1194186)

  • Graphics: Fixed CombineMeshes throwing errors when used with meshes with non-triangles topology. (1130898)

  • Graphics: Fixed compute shader crash regression when including multiple graphics API variants.

  • Graphics: Fixed crash in AsyncGPUReadback.RequestIntoNativeArray() when the passed in texture was small enough to fit in an internal buffer. (1194440)

  • Graphics: Fixed crash in SkinnedMeshRenderer where a buffer would be deleted whilst still being used for skinning if motion vectors are enabled. (1202238)

  • Graphics: Fixed crash ing GfxDeviceD3D11Base::EndOfFrameBookkeeping when the Compute Shader buffer is too big. (1153468)

  • Graphics: Fixed crash when copying to a Texture2DArray slice other than 0. (1183992)

  • Graphics: Fixed crash when using UnityEngine.Rendering API AsyncGPUReadback.RequestIntoNativeArray(ref NativeArray<T> output, Texture src, int mipIndex, TextureFormat dstFormat, Action<AsyncGPUReadbackRequest> callback).

  • Graphics: Fixed crash with billboard renderer in VR. (1111807)

  • Graphics: Fixed flickering shadows when using SRP with Vulkan.

  • Graphics: Fixed inconsistency - warning says instancing will be disabled when used with static batching but it is still working and breaking result object color. (1171312)

  • Graphics: Fixed issue where skinned objects with scaled transforms would not get lit correctly by spotlight. (1183294)

  • Graphics: Fixed Kaiser 'Mipmap Filtering Mode' used for mipmap generation during texture import. It had previously been implemented incorrectly and was causing unnecessary aliasing. The updated version will have slightly faster import times.

  • Graphics: Fixed leak of ID3D11ShaderResourceView* caused by Texture2D.CreateExternalTexture/UpdateExternalTexture

  • Graphics: Fixed non existent keyword errors that sometimes occurred when relaunching the Editor after changing graphics APIs. (1168898)

  • Graphics: Fixed potential deadlock in graphics jobs when loading shaders.

  • Graphics: Fixed race condition when using Grab Pass with GraphicsJobs with Vulkan

  • Graphics: Fixed rare potential crash during shutdown of threaded renderer.

  • Graphics: Fixed regression in compute shader error reporting.

  • Graphics: Fixed regression on compute shaders dropping kernels with warnings.

  • Graphics: Fixed regression on compute shaders in asset bundles.

  • Graphics: Fixed use-after-free memory error when using Vulkan with GraphicsJobs.

  • Graphics: Fixed Vertex and Fragment shader interfaces mismatch on some platforms.

  • Graphics: Fixed Visual Effect Graph not rendering with instanced terrain and XR single-pass instancing. (1203623)

  • Graphics: Improved runtime light culling speed by avoiding culling of fully baked lights.

  • Graphics: Improved the performance of creating a texture on a thread in DX11.

  • Graphics: New option in Player Settings to select number of swapchains when using Vulkan.

  • Graphics: Optimized Mesh creation/loading times a bit, especially for huge meshes -- now Unity does not redundantly clear vertex buffer data at initialization time.

  • Graphics: Reduced CPU spikes on mobile platforms in SkinMeshRenderer when GPU skinning is disabled. (1134307)

  • Graphics: Resolved graphics tiers HDR format not taken into account within the editor. (1205975)

  • Graphics: Sped up material property animation binding which occurs when creating GameObjects with animations or timelines. (1200148)

  • IL2CPP: Allowed the GetAllNetworkInterfaces method to work on UWP. (1198610)

  • IL2CPP: Corrected the build for unsafe code using the cpobj and cpblk IL instructions with IntPtr arguments. (1204247)

  • IL2CPP: Fixed compilation error when managed type that is defined in .winmd file appeared in native .winmd method signature.

  • IL2CPP: Managed types implemented in .winmd files now correctly implement needed COM interfaces when passed to native code.

  • IL2CPP: Prevent engine code stripping from removing the legacy input system module when any input magic methods are defined on MonoBehaviours. (1189110)

  • IL2CPP: Prevented a possible hang on some ARM64 devices. (1193131)

  • IL2CPP: Use the proper timeout unit for calls to Socket.Select. (1206057)

  • IMGUI: Fix issue with offset of IME popup with IMGUI fields.

  • IMGUI: Fixed an issue where the settings icon appears differently in editor window and inspector window. (1190478)

  • IMGUI: Fixed Gradient Editor burger menu icon alignment. (1180544)

  • IMGUI: Fixed prefab override window "Apply" button text overlapping. (1190199)

  • IMGUI: Fixed ReorderableList incorrect indices when dragging the element in the List. (1178662)

  • IMGUI: Fixed ReorderableList incorrect selection dragged element height when the list contains different sized elements. (1178636)

  • IMGUI: Fixed the editor crash issue upon adding a Horizontal/Vertical layout group. (1172598)

  • iOS: Added extra null safe checks on the crash reporter. (1168277)

  • iOS: First character of the Product Name section of the Bundle identifier will no longer be replaced by a dash in Xcode when it's a digit. (1192951)

  • iOS: Fixed an issue that caused the crash reporter to crash when querying the main view on a background thread. (1168277)

  • iOS: Fixed an issue where the crash reporter crashed when an Exception was thrown. (1168277)

  • iOS: Fixed Application.Unload Appilcation.Quit.

  • iOS: Fixed Default-Checker-Gray being DXT compressed. (1190240)

  • iOS: Fixed ENABLE_CRUNCH_TEXTURE_COMPRESSION not being set on script side. (1175976)

  • iOS: Fixed Input.gyro.enabled not checking current active state of gyro, resulting on ios13 being confused if it was enabled often enough. (1177775)

  • iOS: Fixed metal graphics bug when using Constant Buffer with multiple cameras. (1161637)

  • iOS: Fixed Metal-only app no longer linking GLES framework. (1168449)

  • iOS: Fixed particles color mode resulting in them becoming black. (1179767)

  • iOS: Fixed Profiler support for iPhone XR/XS/XS Max and above. (1133479)

  • iOS: Fixed Screen.sleepTimeout to return proper SleepTimeout.SystemSetting instead of hardcoded 15 when idle timer is enabled. (1192700)

  • iOS: Fixed specular precision issue in iOS Standard shader (1199053)

  • iOS: Fixed Unity Remote errors when using iPhone XR/XS/XS Max and above. (1184243)

  • iOS: Metal: Fixed the crash when creating texture with zero extents. (1192730)

  • iOS: Metal: SV_RenderTargetArrayIndex should work when supported by hardware. (1198097)

  • iOS: Metal:No longer enforce final (extra) blit when using MSAA backbuffer.

  • iOS: Prevented the crash reporter crashing when you breakpoint an iOS crash. (1168277)

  • iOS: Screen.SafeArea should be reported correctly after the app is paused and it's orientation is changed. (1190735)

  • iOS: Screen.SafeArea should no longer reset to zeros after custom view is presented on iOS 13. (1190454)

  • iOS: WebCamTexture.devices now returns empty array while access to camera has not been granted. (1187431)

  • Kernel: Fixed potential man-in-the-middle attack on TLS handshakes for Desktop platforms.

  • Kernel: Optimised waking up of worker jobs when scheduling new jobs.

  • Linux: Fix invalid editor process name "Main Thread" on Linux. (1188916)

  • Linux: Fixed bad mouse offset when dragging undocked editor windows. (1175117)

  • Linux: Fixed issue preventing hotkeys working when in Linux editor when a scene is playing, especially when the cursor is locked. (1168258)

  • Linux: Fixed modal dialog boxes from being allowed to fall behind other editor windows. (1175405)

  • Linux: Fixed mouse cursor does not change back to default issue when moving it to Game view over resize hotspots in play mode (1153310)

  • Linux: Fixed segmentation fault when running a built project with -single-instance argument. (1167394)

  • Linux: Fixed the issue that "Cursor.visible = false" does not work in play mode in the Linux Editor. (1159298)

  • Linux: While in play mode, scene mode controls holding right mouse button are extremely sensitive (1178921)

  • macOS: Fix issue where custom cursor returns to default arrow after notification. (1156297)

  • macOS: Fixed crash when switching GPU in editor.

  • macOS: Fixed Pen & Tablet not working. (1169313)

  • macOS: Fixed Player.log not opening after right-clicking the Console window and selecting 'Open Player Log'. (1133920)

  • macOS: Fixed race condition when attempting to build player from a static C# object constructor. (1165974)

  • macOS: Fixed the issue that target window gets hidden when dragging files. (1148665, 1198058)

  • macOS: Made the color of the title bars match with the color of the windows in professional and personal themes.

  • Mobile: Fixed an issue where Input.mousePosition could return an invalid result on mobile platforms. (1188746)

  • Mobile: Fixed problem with ToString() function being culture-invariant on Android, and iOS 11 and higher. (1157137)

  • Package Manager: Added ability for users hosting a custom package to define a URL for custom documentation in their package's package.json.

  • Package Manager: Added icon for Package Manager window

  • Package Manager: Disabled package list Refresh button when in offline mode

  • Package Manager: Fix package version not updated when version is changed in package.json file. (1191723)

  • Package Manager: Fixed an issue where Unauthorized errors from npm registries were treated as generic errors.

  • Package Manager: Fixed being unable select text in Package Manager Package's description. (1190170)

  • Package Manager: Fixed error message being logged in console on removing a package installed from disk.

  • Package Manager: Fixed issue where Load More label would disappear and not re-appear after being clicked in Offline mode.

  • Package Manager: Improved the error message when a search for a package name results in no compatible version found by reporting the package name as well.

  • Package Manager: Localized text in Package Manager window.

  • Package Manager: Made download error messages in My Assets more user friendly.

  • Package Manager: Made small design adjustments to package details layout for My Assets, separated labels with commas instead of spaces, reduced spacing between some sections for consistency.

  • Package Manager: Make installed packages show recursive dependencies, in addition to direct dependencies

  • Package Manager: Redesigned layout of Package Details. Asset Store packages now show purchased date and user-assigned labels. Categories removed from package details.

  • Package Manager: Shortened the name of folders storing Git packages in the project cache in order to reduce the likelihood of reaching the maximum path limit on Windows.

  • Particles: Fixed Sub Emitter fields having too much vertical separation and the Object Field selector button being too large. (1213457)

  • Physics: Added a property suspensionExpansionLimited to wheel collider to fix bug that caused Vehicles (Rigidbody with Wheel Colliders) to stick to the ground instead of lifting up, when using unrealisticly high damping values for it's Wheel Colliders. (725365)

  • Physics: Fix issue when selecting self and inter collision particles for cloth. (1153034)

  • Physics: Fixed an issue when editing an EdgeCollider2D or PolygonCollider2D where the Z position of the editing gizmo was not aligned to the Transform Z position. (934389)

  • Physics: Fixed an issue where changing the value of Physics.clothGravity would have no effect on the gravity applied to Cloth. (1212321)

  • Physics: Fixed issues with changed SkinnedMeshRenderer transform or root bone changes not being picked up by the cloth inspector. (1143658)

  • Physics: Fixed Physics.bounceThreshold not being applied to newly created physics scenes, the default value of 2 was used instead. (1181249)

  • Physics: Rigidbody2D MovePosition/MoveRotation now result in the correct target position/rotation when using "Update" (per-frame) Simulation Mode. (1213003)

  • Player: Fixed the cursor being visible when locked in Standalone players, when it should be hidden. (1177531)

  • Prefabs: Creating a Prefab Variant from a prefab with a Canvas could cause warnings due to driven properties adding property modifications. (1157299)

  • Prefabs: Fix crash due to wrong use of Undo while upgrading MeshRenderer. (1121500)

  • Prefabs: Fix that the Editor locks in Prefab Mode when opening a Prefab inside an immutable folder. (1194732)

  • Prefabs: Fixed crash when calculating dependencies for binary Prefab assets. (1182071)

  • Prefabs: Fixed selecting multiple prefab overrides + clicking apply does not apply all selected overrides. (1106861)

  • Prefabs: Improve editor performance when working with huge prefabs in the scene. (1154991)

  • Prefabs: Prevent crash when importing broken prefab asset. (1172305)

  • Prefabs: When in Prefab Mode and starting Play Mode, or when in Play Mode and attempting to enter Prefab Mode, a dialog "Risk of unwanted modifications" is now shown if a script on the Prefab has the [ExecuteInEditMode] attribute. The dialog offers the options "Exit Prefab Mode" or "Ignore". It replaces logged error messages and forced exit of Prefab Mode that were used before. (1100744)

  • Profiler: Added message indicating that Profiler Modules need to be activated to profile. (1197721)

  • Profiler: Fixed -profiler-maxusedmemory cmdline parameter for standalone players. (1210322)

  • Profiler: Fixed a crash that could occur while profiling a remote target from the Editor with the aforementioned target suddenly disconnecting. (1212267)

  • Profiler: Fixed crash in Profler Window due to incorrect recursiveChildCount calculation. (1206834)

  • Profiler: Fixed exception is thrown on selecting Memory or Networking Module from Profiler window. (1198768)

  • Profiler: Fixed toggling profiler recording using F9 in playmode. (1206281)

  • Project Browser: Fixed an issue where the copy path in project browser's context menu is enabled when no asset is selected. (1182600)

  • SceneManager: Fixed an ArgumentException being thrown when a scene is unloaded and GetRootGameObjects() is used in the EditorSceneManager.sceneClosing event. (1179151)

  • SceneManager: Fixed crashing when loading a project with duplicate scenes. (1069650)

  • SceneManager: Fixing a bug where unity would crash when scenes are unloaded on OnPostprocessAllAssets (1161850)

  • SceneManager: Updated the default scene for new objects. (1162243)

  • Scripting: Added GameObject.GetComponentInParent method overload that works with inactive Components. (1180794)

  • Scripting: Common math and geometry structs such as Vector3 now implement IFormattable interface. (1042790)

  • Scripting: Compiler Output never writes out stderror, so we will only output that if there are any. (1183461)

  • Scripting: Emit error when validating assembly references for strong named assemblies. (1196416)

  • Scripting: Fix rare issue with player crashing on startup when having editor only serialized fields that use abstract classes. (1172691)

  • Scripting: Fixed ArgumentException being thrown on right-clicking a gameObject with missing script instance. (1171833)

  • Scripting: Fixed crash when generic enum types are used in custom attributes. (1188987)

  • Scripting: Fixed frequent GC collections occurring in the Editor. (1143739)

  • Scripting: Fixed ObjectDisposedException that may occur when using HttpWebRequest. (1157345)

  • Scripting: Fixed StackOverflow exception in some scenarios with invalid assemblies imported. (1154045)

  • Scripting: Fixed where we could in some cases load old user predefined assemblies. (1173748)

  • Scripting: Fixed x509 verification issues on iOS with trusted self signed certificates.

  • Scripting: Improve memory usage of GC by precisely scanning arrays of value types containing managed and unmanaged fields. (1054493)

  • Scripting: Removed obsolete [SerializePrivateVariables] attribute. (1180341)

  • Scripting: Undocumented MonoBehaviour.Main method is no longer automatically called by Unity. (1146863)

  • Scripting: Warn when dragging invalid created scriptable object asset to component field.

  • Scripting Upgrade: Fix scripts not being updated when it contains alias to types with changed namespaces.

  • Scripting Upgrade: Fix wrong assembly reference added by MovedFromNamespace leading to exceptions

  • Scripting Upgrade: Fixed ApiUpdater not removing using statements in some scenarios.

  • Scripting Upgrade: Fixed ApiUpdater not respecting InternalsVisibleToAttribute.

  • Scripting Upgrade: Fixed problem preventing ScriptUpdater to remove orphan namespaces.

  • Scripting Upgrade: Fixed renaming of extension methods invoked using static method invocation syntax.

  • Scripting Upgrade: Improved logging in some scenarios in AssemblyUpdater.

  • Shaders: A [PerRendererData] material property now appears as read-only in the Inspector instead of hidden. (997948)

  • Shaders: Fixed Metal compute shaders stripping unused constant buffer vars, therefore messing up the data layout. (1210547)

  • Shaders: Fixed use pass to work with local keywords on non editor build.

  • Terrain: Fixed terrain rendering not correctly taking the render queue settings on the terrain material.

  • Terrain: Removed error spam for missing detail rendering shaders in HDRP. (1195070)

  • Timeline: Fixed inspector blend graph display for animation clips. (1201474)

  • UI: Added ability to disable ToggleGroup and not have it effect toggles. (1200830)

  • UI: Changing GetComponent calls to TryGetComponent so a error message isn't populated if the component is not found.

  • UI: Fix Preview Button UI not refreshong after finishing Splash Screen Preview. (1171460)

  • UI: Fixed not updating he composition string if we are the currently selected object.

  • UI: Fixed some null refs in inputfield tests.

  • UI: Fixed the CRC issue when game view aspect ratio is changed. (1183713)

  • UI: Fixing issue with UI facing the camera not being triggered correct. (1177982)

  • UI: Removed recursive call setting parents scale factor from child canvas. (1192226)

  • UI: Removing Abstract from templated UnityEvent classes. Template serialization is now supported

  • UI: Separating out the click handling from being tied to the down. Now the click object can be different the the pointer object. (1186487)

  • UI Elements: Adds UIElements-based ellipsis support via USS styles

  • UI Elements: Basic IME support in UIElements fields. (1138957)

  • UI Elements: Expose MeshWriteData.SetAllIndices/SetAllVertices with NativeSlice in addition to C# arrays.

  • UI Elements: Fix UI Elements not working with certain GLES 3 Android devices. (1170607)

  • UI Elements: Fix unsetting of inline style values

  • UI Elements: Fixed console search query not resetting after reopening the console window (1180379)

  • UI Elements: Fixed display:none on stencil-clipped elements (1209848)

  • UI Elements: Fixed dynamic scroller direction change bug. (1186031)

  • UI Elements: Fixed issue of overflowing Search field text inside of the Shortcut Manager. (1183549)

  • UI Elements: Fixed nested ScrollView styles. (1181829)

  • UI Elements: Fixed NullReferenceException error when assigning background-image to none in UI Element Debugger. (1188538)

  • UI Elements: Fixed NullReferenceException error when assigning unity-font to none in UI Element Debugger. (1179896)

  • UI Elements: Fixed of the gradient location field not updating on swatch selection, while it's being focused. (1138621)

  • UI Elements: Fixed opacity and displayed USS property support in UIElements. Opacity now propagates correctly down the Visual Tree. (1151479)

  • UI Elements: Fixed play mode tint not correctly applied on certain text elements under certain circumstances (1182264)

  • UI Elements: Fixed rendering issues with text fields in UIElements when applying overflow to elements with border-radius. (1148794)

  • UI Elements: Fixed text field undo shortcuts. (1182362)

  • UI Elements: Fixed the last focused element not being focussed after the panel grabs focus. (1154256)

  • UI Elements: Fixed ToolbarSearchField clear button is not displayed when it's value is set in script. (1180403)

  • UI Elements: Fixed wrong mouse position in mouse compatibility events.

  • UI Elements: Handle inline styles errors. (1165204)

  • UI Elements: ListView Drag And Drop is now based on pointer events.

  • UI Elements: Made it possible to set the overflow property in the UIElements debugger.

  • UI Elements: Make the UIElements debugger runtime compatible.

  • UI Elements: Prevent OnGUI() calls on IMGUIContainers when they are outside the viewport. Opt-in using the cullingEnabled property.

  • UI Elements: Support pointer events to display contextual menus.

  • UI Elements: VisualElement disabled effect fix. (1172023)

  • Version Control: "Revert Unchanged" menu item was sometimes incorrectly disabled.

  • Version Control: Added prompt when moving/renaming assets that are checked out/marked for delete remotely. (1195521)

  • Version Control: Added server fingerprint confirmation dialog when first-time connecting to an SSL Perforce server. (1199239)

  • Version Control: Asset lists in version control windows use natural sorting for numbers in file names now. (1188074)

  • Version Control: Clamped the height of icons to 64px in the Verify Save Assets window. (1196631)

  • Version Control: Ensured that the Meta file is included in the changelist prior to filtering assets in the MoveToChangeSet VCS task. (1187132)

  • Version Control: Fixed "Apply all incoming" button in VC window. (1190679)

  • Version Control: Fixed "Using the mouse wheel to scroll in the Submit and Revert windows is very slow". (1191813)

  • Version Control: Fixed merging asset types that don't have a .scene or .unity extension such as materials (.mat) and any other text-serialized formats (1181691)

  • Version Control: Fixed Provider.ResolveIsValid not now takes into account any conflicted files inside of folders. (1120219)

  • Version Control: Fixed Resolve window losing content after script recompile.

  • Version Control: Fixed Revert on a not-yet-saved but locally changed file not working with Asset Database V2. (1175518)

  • Version Control: Fixed SmartMerge (UnityYamlMerger) issue with negative Class and File IDs. (1198785)

  • Version Control: Fixed VC Window scrollbar auto-hiding when the list area should be scrollable. (1188096)

  • Version Control: Fixed VCS disconnect if calling Provider.Submit on assets that aren't checked out. (1173929)

  • Version Control: Have the Provider.Submit API automatically include meta files when sumitting a folder path as the asset list. (1158472)

  • Version Control: Introduced new public API methods (AssetDatabase.DeleteAssets and AssetDatabase.MoveAssetsToTrash) to speed up multiple asset deletion. (1174639)

  • Version Control: Made VCCache clean up references to moved/renamed folders after a move operation in VCS. (1181370)

  • Version Control: Remote Added/Deleted asset states were not correctly displayed in icon overlays. (1005610)

  • Version Control: Removed the 30 character limit for changeset descriptions. (1194728)

  • Version Control: Script Execution Order changes are now disabled for scripts that are remotely locked in Perforce. (593716)

  • Version Control: Stop OS alert sounds from being played when navigating the VC Window with the keyboard. (1187878)

  • Version Control: Submit of a changelist where some assets are locked remotely now produces better error messages. (1181112)

  • Video: Fixed spammed logs when transcoding video to H.265 when codec is unsupported. (1104432)

  • Web: Fixed module descriptions. (1179350)

  • WebGL: Exposed PlayerSettings.GetTemplateCustomValue and PlayerSettings.SetTemplateCustomValue publicly. (980500)

  • WebGL: Fixed an issue with build startup when using absolute path for WebAssembly module in WebGL. (1173262)

  • WebGL: Fixed large custom mouse cursors not appearing in WebGL builds. (1098758)

  • WebGL: Fixed web request failure when indexedDB is not accessible. (1189663)

  • WebGL: Increased number of simultaneously instantiated AudioSources.

  • Windows: Fixed race condition in plugin loading code when P/Invoking into libraries from multiple threads at once. (1192915)

  • Windows: Fixed the inconsistency between InternalEditorUtility.isApplicationActive and Editor's Window focus state on Windows. (1173067)

  • Windows: Fixed VSync breaking when changing it from OnApplicationFocus handler. (1132488)

  • Windows: Maximized secondary windows from the editor now keep their bounds in synch with the taskbar on Windows. (1200932)

  • XR: Fixed crash when exiting Play Mode in XR related to particle system with mesh instances. (1163721)

  • XR: Fixed for renderViewport scale regression on Quest/GO. (1193958)

  • XR: Fixed Holographic Emulation Window remoting bug that caused Unity to remote to Hololens 1 devices when Hololens 2 was selected.

  • XR: Fixed Hololens 2 camera snapshots not containing Unity app content.

  • XR: Fixed IntegratedSubsystem instances that are destroyed will return running = false instead of throwing an exception.

  • XR: Fixed remoting to V2 devices from UWP x64 apps.

  • XR: Fixed VR vsync issue in fullscreen mode with d3d11 standalone player. (1158037)

  • XR: Fixed Vulkan rendering on Oculus Go & Quest for off-screen swap chains. (1197328)

  • XR: Fixes an issue where AA could not be set at runtime with the Oculus XR Plugin (1195138)

  • XR: OpenVR no longer reports any finger axes for any controller.

  • XR: Prevent Hololens app pause when switching focus to a 2D view within a running application.

  • XR: UnityEngine.XR.InputDevice feature values will now return Quaternion.identity for rotations that have not yet been set.

API Changes

  • 2D: Added: Add GridPaintingState.brushes to allow users to get a collection of all available Grid Brushes

  • 2D: Added: Add GridPaintingState.paletteChanged to allow users to add callbacks when the active palette has changed

  • 2D: Added: Expose PSDImporter class to be accessible via scripting

  • 2D: Added: Expose SpriteSkin component to be accessible from script

  • Animation: Added: Migrated class AnimationModeDriver to public API.

  • Animation: Added: Migrated several functions in AnimationMode to public API. The functions are StartAnimationMode(AnimationModeDriver driver), StopAnimationMode(AnimationModeDriver driver), InAnimationMode(AnimationModeDriver driver) and SamplePlayableGraph(PlayableGraph graph, int index, float time).

  • Asset Import: Added: Added 'IgnorePNGGamma' getter and setter to TextureImporter

  • Asset Import: Added: Adds AssetDatabase.ImportPackageItemsCallback to provide information about what UnityPackage contents were selected by the user for import.

  • Editor: Added: Added EditorUtility.ClearDirty, tells Unity not to save asset to disk after performing changes to an asset

  • Editor: Added: Added overloads to EditorGUI.ObjectField and EditorGUILayout.ObjectField that take a targetBeingEdited parameter, so the ObjectField and object picker can know which stage (the Main Stage or a Prefab Stage, etc.) objects can be picked from. (1116357)

  • Editor: Added: Added TypeCache.GetFieldsWithAttribute API for the fast access to fields marked with a specific attribute.

  • Editor: Added: Exposing user display name on UnityConnect object.

  • Editor: Added: Make ApplyUSS and FromUSS public

  • Editor: Added: Partial Preset API, allows you to exclude some properties on a Preset that will not be applied to the target object.

  • Editor: Changed: Modifiy the order of Scene View OnSceneGUI callbacks to invoke the active Editor Tool prior to the View Tool controls. This allows tools to override the alt key, right mouse button, and middle mouse button shortcuts.

  • Editor: Removed: EditorSnapSettings.active, EditorSnapSettings.enabled, and EditorSnapSettings.preferGrid are removed. Use EditorSnapSettings.gridSnapEnabled instead.

  • GI: Added: Added new LightingSettings and moved over all settings there. Marked the old as deprecated.

  • GI: Deprecated: Marked LightmapEditorSettings and Lightmapping APIs as deprecated, and replaced them with LightingSettings.

  • Graphics: Added: Add SetComputeBufferCounterValue & SetComputeBufferData command to Rendering.CommandBuffer

  • Graphics: Added: Added a particle system info structure to inspect the actual status of a VisualEffect component

  • Graphics: Added: Added MeshRenderer.enlightenVertexStream for Realtime GI UV mesh access. The Realtime GI system doesn't modify additionalVertexStreams any more. (1148742)

  • Graphics: Added: Added the option to limit the amount of visible lights when doing culling with Scriptable Render Pipeline.

  • Graphics: Added: Exposed the default read, gray and linearGray texture objects via Textur2D.red, Texture2D.gray and Texture2D.linearGray properties.

  • Graphics: Added: Moved shader properties APIs from UnityEditor.ShaderUtils to UnityEngine.Shader therefore made them available in players.
    These APIs are:

    • FindPropertyIndex
    • GetPropertyAttributes
    • GetPropertyCount
    • GetPropertyDefaultFloatValue
    • GetPropertyDefaultVectorValue
    • GetPropertyDescription
    • GetPropertyFlags
    • GetPropertyName
    • GetPropertyRangeLimits
    • GetPropertyTextureDefaultName
    • GetPropertyTextureDimension
    • GetPropertyType
  • Graphics: Changed: Removed unused argument for UnityEditor.LightEditor/Settings::DrawRange

  • iOS: Obsoleted: iOS.Notification Services is now deprecated and will be removed in the future. Consider using the Mobile Notifications package (available in the package manager) which implements the UserNotifications framework.

  • Mobile: Added: Added WebCamKind.UltraWideAngle to support new iPhone 11 Pro/Max camera type and ultra wide angle cameras on some Android devices

  • Package Manager: Removed: Removed support for the deprecated exclude project dependency keyword

  • Physics: Added: Add "Physics2D.SimulationMode" to allow selection of three simulations modes: FixedUpdate, Update or Script.

  • Physics: Deprecated: Replace "Physics2D.AutoSimulation" with "Physics2D.SimulationMode".

  • Profiler: Added: Add profiler marker filtering support (void ProfilerDriver.SetMarkerFiltering(string name))
    See https://ono.unity3d.com/unity/unity/pull-request/95897/_/editor/tech/profiler-marker-filtering

  • Profiler: Added: Added gcHandleIndex as a property to NativeObjectEntries within a PackedMemorySnapshot for simplified access to the index of it's managed counterpart

  • Profiler: Added: Added RawFrameDataView API for the fast allocation free access to Profiler data in the Editor.

  • Profiler: Changed: AttachToPlayerDropdown moved out of experimental and renamed as follows:

    • API in the UnityEditor.Experimental.Networking.PlayerConnection namespace has been moved to UnityEditor.Networking.PlayerConnection namespace
    • EditorGUI, EditorGUILayout, and EditorGUIUtility which resided in that namespace have also been renamed renamed to PlayerConnectionGUI, PlayerConnectionGUILayout, andPlayerConnectionGUIUtility` respectively.
    • ConnectionTarget, IConnectionState have been moved from the UnityEngine.Experimental.Networking.PlayerConnection namespace has been moved to the UnityEngine.Networking.PlayerConnection namespace.
  • Profiler: Removed: Removed the screenshot property of the Metadata type used by the PackedMemorySnapshot

  • Scripting: Added: Added new API for specifying preprocessor defines for player only assemblies - Build.Player.ScriptCompilationSettings.extraScriptingDefines, BuildPlayerOptions.extraScriptingDefines. Previously you would need to use PlayerSettings.SetScriptingDefineSymbolsForGroup, but that causes recompilation of Editor scripts, which is not what you would want, when specifying defines only for assemblies used by player.

  • UI Elements: Deprecated: VisualTreeAsset.CloneTree() will be deprecated in favor of VisualTreeAsset.Instantiate().

  • UI Elements: Obsoleted: Button.onClick is now obsolete. Use Button.clicked instead.

  • UI Elements: Removed: Remove borderColor property from IStyle and IResolvedStyle

  • Version Control: Obsoleted: Deprecated MergeMethod C# enum, it never did anything useful.

Changes

  • 2D: Allow users to set 0 for Offset Distance for a CompositeCollider2D

  • 2D: Changed default shortcut key for "Animation/Create Vertex" from "Shift-D" to "Shift-J"

  • 2D: Changed default shortcut key for "Animation/Weight Brush" from "Shift-C" to "Shift-N"

  • 2D: Rename Can Change Z Position to Lock Z Position for Brush Inspector in Tile Palette

  • Android: Android Library Project plugins now require to be directories with .androidlib "extension"; can be place anywhere inside Unity project.

  • Android: Dynamic resolution when using Vulkan now only supports scale factors in 5% steps to improve performance when switching resolution.

  • Editor: C# compiler warnings are no longer emitted for readonly packages.

  • Editor: JIRA: https://unity3d.atlassian.net/browse/EC-692
    This is an iteration over the Progress bar API, which has not been released to the public yet.

  • Editor: Tree component is not preset-able anymore.

  • Editor: Unity projects now have "UserSettings" top-level folder, EditorUserSettings.asset moved from Library there (960774)

  • Editor: When a compile error is emitted for an assembly, clear all compile errors for all assemblies that reference it directly or directly. This improves workflows when dealing with compile errors, as fixing an assembly's compile errors might also fix compile errors in any assemblies that reference the assembly directly or indirectly.

  • Editor: When opening a new Project Browser use the list view by default (instead of icon view) as this gives the best overview of asset names

  • GI: Increased minimum specification for GPU lightmapper to 4 GB of video memory.

  • GI: Making Enlighten fully deprecated when using a SRP that doesn't support it.

  • GI: The Prioritize view checkbox in the Lighting window is now Progressive updates. In non-progressive mode lightmaps are composited once they are fully converged.

  • Graphics: Implement stencil binding support for Vulkan

  • iOS: Made iOS 11 minimum support iOS version

  • iOS: Removed Armv7 (32 bit) support

  • Kernel: Support zero worker threads in the Unity JobQueue. Zero worker threads is supported at boot time using command line option or boot.config option "job-worker-count" and at runtime time using the "Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobWorkerCount" API.

  • Multiplayer: The unet multiplayer hlapi package is no longer automatically added to older projects opened in the editor. This now needs to be manually added with the Package Manager.

  • Package Manager: Adding Verified status to Cinemachine, and updated minimum version

  • Profiler: Renamed profiler marker Material.SetPassUncached to Material.SetPassCacheMissed

  • Scripting: Incremental GC is now enabled by default for new projects

  • Shaders: When running with -nographics, shaders will now treat all of their subshaders as 'not supported.' This means that in -nographics environments, APIs like Shader.isSupported will return false, and also that shaders should consume much less memory because they will no longer keep all the unusable compiled shader code in memory.

  • Timeline: Creating a new Timeline will no longer automatically add an Animation Track and an Animator to the target GameObject.

  • Timeline: Ease-in and ease-out values for clips are no longer restricted to 50% of the clip's duration.

  • Version Control: Moved VCS settings to a separate panel under Edit/Project Settings. (1184063)

  • Version Control: Removed "Host" (P4HOST) setting from Perforce plugin UI

Improvements

  • 2D: Add Tilemap InsertCells/DeleteCells API to insert rows, columns and layers of cells to a Tilemap

  • 2D: Added example in manual to show how to set PSDImporter as default importer for PSD files

  • 2D: Allow GameObjects to be shown in the Tile Palette

  • 2D: Allow Gizmos from OnDrawGizmos to be shown in the Tile Palette

  • 2D: com.unity.2d.animation 4.0.1
    Changed how Samples are imported into the user's project
    Updated Third Party Notices file

  • 2D: com.unity.2d.pixel-perfect 3.0.1
    Deploy samples as individual files.
    Made the editor class internal.
    Changed License file

  • 2D: com.unity.2d.spriteshape 4.0.1
    Updated License file
    Updated Third Party Notices file
    Changed how Samples are installed into user's project

  • 2D: Make Tilemap.tilemapTIleChanged and Tilemap.SyncTile public

  • 2D: Tilemap.GetSprite returns the currently animated Sprite for an animated Tile instead of the initially set Sprite

  • 2D: Update 2D Packages for Unity 2020.1
    com.unity.2d.animation - 4.0.0
    com.unity.2d.common - 3.0.0
    com.unity.2d.path - 3.0.0
    com.unity.2d.pixel-perfect - 3.0.0
    com.unity.2d.psdimporter - 3.0.0
    com.unity.2d.spriteshape - 4.0.0

  • Android: Add AndroidApiLevel29 to UnityEditor.AndroidSdkVersions

  • Android: Add OpenGL ES support of FrameTimingManager API.

  • Android: Add support for GL_EXT_texture_compression_astc_decode_mode

  • Android: Added support for Android Library projects, created using current Android Studio, as plugins.

  • Android: Avoid redundant framebuffer restores when using Vulkan

  • Android: Conversion between C# and Java arrays of matching types is much faster (up to 2 orders of magnitude for large arrays).

  • Android: Enable support for RenderTextureFormat.RGB111110Float when using Vulkan on Adreno

  • Android: Expand uncaught exception information. Added additional information when uncaught exception is thrown. Previously it would print Unity version, Device model, Device fingerprint. Now it will also print - Build Type, Scripting Backend, ABI, Strip Engine Code value. Note: In Android 8, google no longer allows to embed additional information for uncaught exceptions, thus this change will be visible on Android 7.0 or lower.

  • Android: Improve error messages for cases where android application fails to load libmain.so. Previously it was printing "Unable to find main", now it will print "Failed to load 'libmain.so', the application will terminate.", additionally it will print exception from System.loadLibrary with detailed info, where the application was looking for libmain.so

  • Android: Improved stacktrace resolving performance by up to 30% on ARM64 Il2CPP (stacktrace resolving occurs in cases like - exception is thrown, or Debug.Log* is called, etc)

  • Android: When exporting a gradle proejct, il2cpp generated native files will be also copied to gradle project, the il2cpp library will be compiled/linked via gradle. Previously il2cpp library was being precompiled/prelinked by Unity when exporting project. This improvement gives you an ability to both debug and profile il2cpp files when needed, it also increases your control over the build pipeline. Note: If you don't export a project, il2cpp library will be linked by Unity as it was before.

  • Animation: Added functions to HumanPoseHandler in order to get and set joint transforms.

  • Animation: Added rotation unroll filter to the GameObject recorder.

  • Asset Import: Added 'IgnorePNGGamma' setting to the textureImporter. (1172234)

  • Asset Import: Added support for components custom attributes in Sketchup importer.

  • Asset Import: Optimized shader import times using asynchronous compilation for error checking.

  • Asset Import: ScriptedImporterEditor supports multi-selection by default.

  • Build Pipeline: Unity now supports serialized data files & Asset Bundles that are >2GB in size.

  • Editor: Add a callback for external code to append additional settings to the Scene View camera settings popup window.

  • Editor: Add a preference to instantiate new GameObjects created through the "GameObject" main menu at world origin.

  • Editor: Add options to the Transform's popup menu that allows for copying and pasting of position, rotation, and scale individually.

  • Editor: Add verified package Quick Search 1.4

  • Editor: Added ability to visualize 3D texture via Handles API

  • Editor: Added error if method called by -executeMethod has arguments.

  • Editor: Added error if return type of async method called by -executeMethod is not void

  • Editor: Added multi-selection to the console, you can now copy multiple entries and use Ctrl+A to select all

  • Editor: Added UnityEditor.iOS.Xcode.XcScheme to control some xcode scheme options, like enabling metal validation

  • Editor: Adding inspector interaction to use Partial Presets. It now possible to Exclude/Include a property in a selected Preset from its inspector.

  • Editor: Clarified error messaging on the event of shader compiler timeout.

  • Editor: Console Window toolbar buttons got cleaned up (Clear options are now in the dropdown, improved behavior at narrow window widths, added tooltips). (1201472)

  • Editor: CubemapArray assets now have a preview in the inspector

  • Editor: Cut' and 'Paste As a Child' functionality added to Scene Hierarchy

  • Editor: Give access to use the linkLabel style.

  • Editor: Improve context menus for Sub Scenes.

  • Editor: Improved Mesh Preview in the Inspector. New modes were added that allow viewing the UV layout, preview the model with a checkered texture map or show its vertex colors/normals/tangents as colored maps.

  • Editor: Improved sharpness and clarity of scene view Gizmo textures when they are far away.

  • Editor: Incremental numbering scheme for duplicated/pasted objects was extended to handle more naming styles. In addition to "Name (1)" pattern now it supports "Name [1]", "Name {1}", "Name <1>", "Name 1" and "Name1". For example, duplicating "Duck-3" now results in "Duck-4" instead of "Duck-3 (1)".

  • Editor: Make Avatar configuration make use of a stage. It no longer requires saving unsaved scene changes before configuring the avatar.

  • Editor: One-time use windows like color picker, object selector, gradient editor now always open next to the mouse position

  • Editor: Optimize EditorPrefs API (EC-570, EC-571)

  • Editor: PresetManager can use glob:"pattern" to filter on the imported asset Path instead of only its name. The following patterns are supported:

    • **: any folder, subfolder or directly in the current folder
    • *: any character except the folder separator /
    • ?: any one character except /
    • []: any of the specified character or a range if - is used between two characters
    • (|): Or between all the patterns separated by the |, can support multiple | in it.
  • Editor: Remove 'enable' from 'Frame Timing' and 'Lightmap Streaming' properties in Player Settings to be consistent with all other Player Settings properties.

  • Editor: Scene view custom camera FOV is now the actual FOV, makes it easier to make scene & game cameras match. Default FOV changed to 60 degrees.

  • Editor: Scene View Frame Selected ("F" key) better frames objects, and handles more object types now (2D colliders, cameras, area lights, audio sources & reverb zones, NavMesh agents & obstacles, light probe groups & proxy volumes, force fields & wind zones).

  • Editor: Show additional build information with editor version strings, especially for builds that not are the final release.

  • Editor: The project browser search can use glob:"pattern" to search in the project using a Glob search.

  • Editor: UnityEvent can now set persistent listeners on static functions from any class.

  • Editor: Update com.unity.ide.vscode package to 1.1.4

  • GI: Added UI for selecting GPU lightmapper device in the Lighting window. No command line argument is needed any more.

  • GI: Compressed transparency textures for GPU lightmapper, 75% memory reduction for transparency textures by using rgba32 instead of floats.

  • GI: Faster lightmap seam stitching by using multithreading and improved memory allocation strategy.

  • GI: GPU lightmapper can now write out the filtered AO texture to disk, alongside the Lighting Data Asset. Only available in On Demand mode. Only available through experimental API.

  • GI: Implemented A-Trous lightmap filtering for GPU lightmapper.

  • GI: Improve the sampling of the lightmapper, remove the correlation issues.

  • GI: Improved memory allocation strategy for GPU lightmapper on AMD GPUs

  • GI: Improved memory allocation strategy for GPU lightmapper on Nvidia GPUs (Windows only).

  • GI: Limit memory allocations for light probes to fit in available memory when baking with progressive lightmappers.

  • GI: Progressive lightmappers will display the number of lightmaps that will be generated, in the Lighting window, as soon as atlassing stage is done.

  • GI: Reduced GPU memory usage when baking lighting with the GPU lightmapper by using stackless BVH traversal.

  • GI: Reduced memory usage for light probe occlusion baking when baking with the GPU lightmapper.

  • GI: Show user friendly name in the Lighting window for AMD GPUs on Windows and Linux instead of GPU code name.

  • GI: Support the Experimental custom bake API for GPU lightmapper.

  • GI: Upgrade lightmap denoiser to Intel Open Image Denoise 1.1.0 (1152418)

  • Graphics: Acquire Vulkan swapchain semaphore as late as possible to improve performance

  • Graphics: Added an option to HLSLcc that attempts to preserve varying locations

  • Graphics: Added API to bind constant buffers directly to ComputeShader instances

  • Graphics: Added image readback support for R32F and R16G16F, used by Texture2D.ReadPixels

  • Graphics: Added Mesh.MeshData API for NativeArray/Jobs/Burst compatible way of reading and writing mesh data.

  • Graphics: Binding ComputeBuffers as constant buffers to ComputeShader (locally or globally) is now supported on GL

  • Graphics: Debug.DrawLine now callable from C# jobs

  • Graphics: Frame Debugger no longer expands whole scene draw call hierarchy when opened; only top-level items.

  • Graphics: improved internal function GetResourcePath performance.

  • Graphics: Improved Vulkan device selection

  • Graphics: PS4 2d textures load faster. More processing is done offline to improve load times.

  • Graphics: Texture loading now faster when quality setting set to reduced texture quality.

  • Graphics: Texture3D inspector preview now has Slice, Volume and Signed Distance Field visualization modes.

  • Graphics: Unified internal HDR tonemapping blit phase for graphics targets that support it (DX11/DX12/Vulkan), reduces number of blits required

  • Graphics: Visual Effect rendering can now be hidden in the scene views.

  • Graphics: XboxOne 2d textures load faster. More processing is done offline to improve load times.

  • IL2CPP: Improved performance compiling projects with large number of assemblies.

  • IL2CPP: Use precompiled headers to improve performance of generated C++ compilation.

  • iOS: Added GameID to the Social API it will return GamePlayerID when using GameCenter (1176134)

  • iOS: Backbuffer depth is discarded at frame end. In case of MSAA backbuffer color is simply resolved (instead of store+resolve)

  • iOS: Social.localUser.ID will return the TeamPlayerID instead of GameCenterUsersID on iOS 12 and above (1176134)

  • iOS: When building XCode project, gpu frame timing is disabled, and, if building debug config, frame capture and metal validation is enabled

  • iOS: XCode API now supports adding public headers

  • iOS: [Metal] Depth-only RenderPass enabled

  • macOS: Pen devices are now supported under the new input system on the mac platform

  • macOS: Reduced the amount of encoders used for compute skinning and general compute

  • Package Manager: Added diagnostic check to Package Manager Diagnostics that starts Unity Package Manager and sends a request to its health check endpoint.

  • Package Manager: Adds new icons and tooltips in the Package Manager Window.

  • Package Manager: Adds tooltips to the in progress spinner in the Package Manager Window.

  • Package Manager: When selecting an UPM Asset Store package in "My Assets" don't flip in "All Packages"

  • Physics: Collider2D can now produce an unlimited number of contacts whereas previously they were limited to 64 each.

  • Physics: EdgeCollider2D now has adjacent edge feature allowing the control of collision normals when contacting the start or end points of the collider.

  • Physics: Expose Physics.defaultMaxDepenetrationVelocity, limit it to 10 m/s by default to avoid violent penetration resolution that affects stability

  • Physics: Reduce managed allocations happening inside of Cloth particle getters such as GetSelfAndInterCollisionIndices, GetVirtualParticleIndices, GetVirtualParticleWeights

  • Prefabs: Add EditPrefabContentsScope struct as a useful wrapper for LoadPrefabContents, SaveAsPrefabAsset and UnloadPrefabContents for editing Prefab Assets. See the docs for more info.

  • Prefabs: The Overrides dropdown buttons "Revert All" and "Apply All" now change to "Revert Selected" and "Apply Selected" when multiple override items are selected. This can speed up workflows, particularly when wanting to apply or revert everything except a few items. (1101411, 1106861)

  • Profiler: Added an option for JobHandle.Complete() callstacks collection.

  • Profiler: Added Material.InvlidateCache profiler marker

  • Profiler: Added option to show stats values on current frame

  • Profiler: Increased maximum memory that can be used by profiler to 128MB.

  • Profiler: Make the profiler out-of-process accessible as an experimental feature.

  • Scripting: Added a parameter to FindObjectOfType and FindObjectsOfType called
    includeInactive, this will return objects that are also attached to
    disabled GameObjects. (1142715)

  • Scripting: Hash128 can now hash ints, floats, unmanaged structs, arrays, lists, native arrays and slices of them, in both one-shot (Compute) and incremental (Append) modes.

  • Scripting: Implemented Reset behaviour to WaitForSecondsRealtime. (1189949)

  • Scripting: The serializer can now serialize fields of generic types (e.g. MyClass<int> someField) directly; it is no longer necessary to derive a concrete subclass from a generic type in order to serialize it.

  • Services: Addition of a way to reference a service inside a package.

  • Shaders: Compute shaders are now compiled in the background instead of during the import.

  • UI: Adding a Graphic hit detection offset so the area on which a Graphic will be considered under the mouse can be different the its RectTransform.

  • UI: adding ability to reverse the order of layoutgroup children.

  • UI: Adding soft masking for RectMask2D as well as a masking offset.

  • UI Elements: <Style> can now appear as a direct child of <UXML>

  • UI Elements: <Template> can now appear anywhere in the doc, as long as it is before the <Instance> tag referring to them.

  • UI Elements: Add support for a command handler to retrieve the window that is being debugged.

  • UI Elements: Added attribute "type" to ObjectField uxml attributes. This allows for specifying a type and associated Assembly. For example ". If you are unsure of the type string to use, you can use typeof(MyType).AssemblyQualifiedName to get the full string. https://docs.microsoft.com/en-us/dotnet/api/system.type.assemblyqualifiedname?view=netframework-4.8

  • UI Elements: Added UxmlTypeAttributeDescription. Provides the ability to provide types and assemblies as an attribute in uxml.

  • Version Control: Added "Custom" diff tool option in editor preferences (940881)

  • Version Control: Added 'strip' command to YAMLMerge that can generate a new file with only the differences between the first two

  • Version Control: Added a search bar to the Version Control window. (1185406)

  • Version Control: Fixed pending window hiding the refresh button when scaling said window. Changed the Version Control Window's pending tab buttons to no longer switch tabs when double-clicked.

  • Version Control: Improve VCS asset deletion message when offline. (1176212)

  • Version Control: Inspector import settings Apply button now only checks out the .meta file. For non-Unity assets (images, meshes etc.), Check Out only checks out .meta, and Open checks out the asset. Open button is now enabled for non-checked out assets too. (1162487)

  • Version Control: New Version Control overlay icons.

  • Version Control: Optimised VCAsset.IsOneOfStates

  • Video: All VideoClipImporter can be edited in Presets.

  • Web: UnityWebRequest: Add support for data uploading using GET method. (1183281)

  • Web: UnityWebRequest: the new result property will tell if request is completed successfully or what kind of failure occurred. DownloadHandler class also has new property error, which will give descriptive message if a failure occurred when processing received data.

  • XR: Updates XR Oculus Plugin to 1.1.5

Features

  • Asset Import: Added analytics tracking for asset importers settings, assetPostProcessor usage and Authoring DCC for 3D model assets.

  • Asset Import: Increased to maximum texture import resolution to 16384

  • Asset Pipeline: Added AssetDatabase.DisallowAutoRefresh and AssetDatabase.AllowAutoRefresh to the C# API.

  • Audio: Added support for importing .flac files

  • Cache Server: Added shader variant caching with cache server v2.

  • DX12: Support for texture array and 3D volume based mip map generation has been added for DX12. Mip map generation should be more performant for texture 2ds as well.

  • Editor: Add a button in the Grid and Snap Settings to move the grid to the active handle position.

  • Editor: Add a property editor to inspect single object

  • Editor: Added a collapsable version of SceneView Overlays

  • Editor: Added support for one finger scroll.

  • Editor: Async Task Progress Bars
    Feature
    Document

  • Editor: Enable HDR display support and HDROutputSettings C# API availability when using DX12

  • Editor: Introduction of PreviewSceneStage. Implement custom stages by inheriting from this class.

  • Editor: Make ApplyUSS and FromUSS public

  • Editor: Support to switch between debug and release code optimizations without restarting the Unity Editor improving Unity Editor performance when compiling in release.

  • GI: Add an experimental explicit baking API for probe related data.

  • GI: Add Russian roulette for CPU lightmapper. Add setter in UI to select at which bounce the russian roulette starts.

  • GI: Added all lighting settings as an asset. This will allow the user to share them between scenes or switch them out in an easy way. Icon and inspector is still missing.

  • GI: Added baked LOD support for the GPU lightmapper.
    Image preview: https://i.imgur.com/yapivEL.gif

  • GI: New scene view debug mode called "GI Contributors / Receivers" that helps you see the GI mode of your renderers.

  • GI: New setting in Mesh Importer for UV unwrap generation that ensures no texel bleeding in lightmaps.

  • Graphics: Add HDR display support for Vulkan on Windows

  • Graphics: Add support for Virtual Texturing to the Editor and Player

  • Graphics: Added GPU Conservative Rasterization state support in shaders ("Conservative On" in .shader file)

  • Graphics: Added HDROutputSettings script interface to retrieve information from an HDR display and to allow for custom color space conversion and tonemapping when working with HDR displays

  • Graphics: Added support for Skinned Mesh Renderer in Ray Tracing

  • Graphics: Added Texture MipMap Stripping as a player setting, which removes mips that will not be used due to the quality settings from Texture2Ds at build time.

  • Graphics: Allow selection of number of swapchains for Vulkan through Player Settings

  • Graphics: GetPixelData API was added to Texture2D, Texture3D, Texture2DArray, Cubemap and CubemapArray classes. It allows getting a pointer to the data of a particular mip level/array element in a Texture for reading/writing, and without creating any memory allocations (similar to Texture2D.GetRawTextureData).

  • Graphics: Support for RayTracing Procedural geometry (intersection shaders and AABB-only bottom-level acceleration structures)
    Image preview: https://favro.s3.eu-central-1.amazonaws.com/b9ddb271-8dc0-46d1-91ab-a6454e15b679.gif?X-Amz-Algorithm=AWS4-HMAC-SHA256&amp;X-Amz-Credential=AKIAJ23AK7LCTC6R6CCA%2F20191224%2Feu-central-1%2Fs3%2Faws4_request&amp;X-Amz-Date=20191224T184706Z&amp;X-Amz-Expires=87173&amp;X-Amz-Signature=b392d6061f12f1b09405ad155d5275f56b7e8641f76069b92c88fc686f2a2ed6&amp;X-Amz-SignedHeaders=host

  • iOS: Added API to programmatically control XCode Frame Capture (UnityEngine.Apple.FrameCapture)

  • iOS: Added Sparse Texture support

  • Kernel: Added NativeArray<T>.ReadOnly.

  • Linux: Added support IL2CPP scripting backend support for Linux Standalone player

  • Package Manager: Added support for a Git package to be located in a repository sub-folder.

  • Package Manager: Adds UX support for UPM package format hosted on Asset Store

  • Package Manager: Selection in Package manager matches other windows in the editor (color scheme, undo-redo)
    Custom editor to show selected package info

  • Package Manager: Shows reverse dependencies of a package in the package manager window.

  • Package Manager: Support sort/filter by metadata for my Asset Store packages, support sorting for other tabs

  • Particles: Abiltiy to save and restore Particle System state data, making it possible to save a snapshot of an entire Particle System at a point in time. A use case for this is for efficient rewind support, by saving periodic keyframes of the particle state, to avoid full resimulations.

  • Particles: Lifetime by Emitter Speed Module, for controlling how long-lived particles are based on the speed of the emitter at the time they were emitted. This is for instance useful for moving fire.
    image

  • Particles: New Freeform Stretching mode where particles don't look squashed when viewed head-on, and where particle rotation is independent from stretching direction.
    image

  • Physics: Add a new component ArticulationBody that helps to create articulations. An articulation is a set of bodies, some of which have their relative motion constrained. All bodies are organized in a logical tree, where parent-child relation expresses the constrained motion. Unlike regular Rigidbodies with Joints, articulations are solved with a different solver (Featherstone) in reduced coordinates which guarantees there will never be any stretch of locked degrees of freedom. Typical examples of articulations include robotic arms, ragdolls, etc.

  • Profiler: CustomSampler and Recorder API have been extended to GPU. Use gpuElapsedNanoseconds and gpuSampleBlockCount to get GPU metrics at runtime on the final player device. ( you can use supportsGpuRecorder graphics caps flag to check platform support )

  • Services: The Services Window is refactored to remove the usage of CEF.

    • Uses UIElements for UI
    • All the configurations are available in the Project Settings window
    • The deprecated Multiplayer service has been removed.
  • Shaders: Added keyword based variant management for compute shaders (multi_compile support).

  • Shaders: New shader preprocessor (experimental).

    • Faster shader compilation.
    • Accurate include dependency tracking.
    • "#pragma" directives can now be inside preprocessor conditional blocks, but only when those conditions do not depend on keywords originating from other "#pragma" directives or from project settings.
    • Supports "#pragma once" and "#pragma warning" directives.
    • Follows the C standard more closely.
    • The new shader preprocessor is disabled by default. It can be enabled via a command-line option "-force-new-shader-pp".
    • The new preprocessor is not yet used for Compute or Raytracing shaders.
  • Shaders: Shader inspector now has an option to show preprocessed shader source instead of compiled shader source. Requires new shader preprocessor.

  • Timeline: Inline Curve Properties can be removed.

  • Timeline: The resize handle for inline curves has been moved to the track header area.

  • Timeline: Tracks can be individually resized.

  • UI Elements: Ability to use touch in scrollview, in runtime only

  • UI Elements: Added new Element: HelpBox.
    Image preview: https://i.imgur.com/yB4ALPS.png

  • UI Elements: Click events are emitted when pointer goes down and up in an element

  • Version Control: Add ability to set version control Editor Settings from the CLI.

  • WebGL: Updated WebGL loader which improves build loading time and supports build-specific stripping of the loader code.

System Requirements

For development

OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 10.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

체인지셋: 4ea9a24ebde1