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Known Issues in 2020.1.0a23

  • 2D: Editor crashes on SpriteAtlas::CalculateCurrentPackingHash when entering Play mode and Sprite Packer is set to Always Enabled (1217082)

  • 2D: Editor crashes when selecting/clicking on 'Pack Preview' in a Sprite Atlas which contains .SVG asset (1216877)

  • Ads: Verified and default Ads package for 2019.3 should be 3.3.x instead of 2.0.8 (1206332)

  • Animation: Unable to create transitions between animation states in Animator controller (1218412)

  • Apple TV: Fixed an issue where "Menu" button on Siri Remote returns "Joystick1Button19" instead of "Joystick1Button0". (1214948)
    Fixed in 2020.1.0a24.

  • 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: NullReferenceException is thrown when inspecting a .FBX file with multiple clips and opening Animation tab (1215431)

  • Asset Importers: [Preset] Select Preset window does not close automatically after saving Preset asset (1193489)

  • Build Pipeline: "trial version" watermark visible on builds using non-trial licenses (1214848)

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

  • Deployment Management: Unity freezes when Time.timeScale is set to NaN (1216135)

  • Editor: Fixed first menu item opens unrelated window after a domain reload (1198618)
    This has already been backported to older releases and will not be mentioned in final notes.
    Fixed in 2020.1.0a24.

  • Editor: Fixed incorrect GameObject placement when duplicating multiple times (1214279)
    This is a change to a 2020.1.0a15 change, not seen in any released version, and will not be mentioned in final notes.
    Fixed in 2020.1.0a24.

  • GI: Fix crash when trying to rasterize a 0 area triangle at the border of the lightmap UVs. (1106048)
    Fixed in 2020.1.0a24.

  • GI: Instead of using a heuristic to determine whether we are running of memory, we now ask MacOS explicitly using an API. (1131009)
    This has already been backported to older releases and will not be mentioned in final notes.
    Fixed in 2020.1.0a24.

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

  • Global Illumination: [OSX][GPUPLM]OS Kernel Panic/Editor crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU (1160419)

  • 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 a crash when updating HDRP materials from "Edit -> Render Pipeline -> Upgrade HDRP Materials to Latest Version" when ray tracing is used (DirectX 12). (1217526)
    This is a change to a 2020.1.0a23 change, not seen in any released version, and will not be mentioned in final notes.
    Fixed in 2020.1.0a24.

  • Graphics: Fixed CopyTexture issue when using PS4/Xbox offline texture processing for directly load to GPU (which is enabled by default). (1217177)
    This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.
    Fixed in 2020.1.0a24.

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

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

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

  • Input: Mouse coordinates are not relative to the game window when getting them from EventType.ScrollWheel's mousePosition (1213982)

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

  • MacOS: [3D Extras] Editor crashes on opening 3D with extras template on macOS. (1215623)

  • MacOS: [Mac] [Metal] [Editor] Switching focus to other apps and editor corrupts the text in the editor (1156105)

  • Metal: Editor crashes on MemoryManager::Deallocate when unloading scene with a specific Skybox Material (1215779)

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

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

  • Packman: Package Manager keeps refreshing packages for a very long time when it is opened for a first time in a project (1217827)

  • Packman: [2019.3] Package Manager does not list packages from scoped registries (1217800)

  • Packman: [PackMan] Package Manager renders black on launching when there are unapplied changes in any asset (1218983)

  • Physics: Cloth does not correctly bend and fall when in contact with a Collider (1219030)

  • Physics: Fixed an issue where a large amount of inertia would be generated during the initial setup of a cloth instance. (1217200)
    This has already been backported to older releases and will not be mentioned in final notes.
    Fixed in 2020.1.0a24.

  • Physics: Fixed an issue where velocity generated during the translation of a Cloth object would not have the proper direction. (1192837)
    Fixed in 2020.1.0a24.

  • Prefabs: Editor functionality completely broken, due to prefab containing broken overrides.
    This PR removes the broken overrides, to bring editor into a useful state. (1208775)
    Fixed in 2020.1.0a24.

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

  • Profiling: [Profiler Standalone] Profiler stops profiling and throws NullReference Errors on changing Profiler Mode from Playmode to Editor (1219310)

  • Profiling: [Profiler] Standalone Profiler crashes on opening Lighting Settings (1218485)

  • Project Browser: Unable to select Assets under Project Window in Asset Store (1218481)

  • Scene Management: GameObject does not follow Camera Aligned Mode axes for translation (1218738)

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

  • Scene/Game View: [Scene View] Navigation movement using Arrow keys or Flythrough mode doesn't stop even after key release (1218791)

  • Scripting: Editor freeze when selecting two Scriptable Objects with Serialized References (1205920)

  • Serialization: Editor freezes when trying to serialize generic type with SerializeReference (1218652)

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

  • Shuriken: Editor crashes when Particle System is emitting shadow casting lights (1217809)

  • Shuriken: Major memory leak occurs when instantiating or dragging a Particle System Prefab with Light module into the Scene view (1217998)

  • UI Elements: Fixed a regression in the Animator graph UI caused by incorrect bounds checking when overriding mouse position. (1215103)
    This is a change to a 2020.1.0a20 change, not seen in any released version, and will not be mentioned in final notes.
    Fixed in 2020.1.0a24.

  • Version Control: [2019.3] Perforce Plugin causes ArgumentOutOfRangeException in batchmode (1215683)

  • Window Management: [IMGUI] Assertion failed errors when docking an editor window containing a GUILayout.window (1216574)

  • Windows: Cannot activate license within a docker container (1193364)

  • Windows: [Scene Management] "Grid and Snap Settings" button in Scene Grid toggle button Alt-Tabs the window instead of opening settings (1216637)

New 2020.1.0a23 Entries since 2020.1.0a22

Fixes

  • 2D: Fixed instantiation of Tile Game Object when entering Play mode when reload scene is disabled in Enter Play Mode Settings (1209819)

  • 2D: Fixed Unity crashes when selecting SpriteRenderer with tiling enabled in SceneView. (1211482)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Android: Don't advance Time.timeSinceLevelLoad and Time.time if Thread.Sleep is called on the main thread right after the scene is loaded. (1099186)

  • Android: Fixed corner case when using OpenGL ES CopyTexture with the current render target. (1127279)

  • Animation: Animation does not play correctly when Optimized Game Object functionality is used and a Child GameObject is added to bone. (1185568)

  • Asset Import: Fixed BumpMap check window not flagging textures as possible NormalMap when they are not used in the Material. (1213579)

  • Asset Import: Model importer was preventing the user from re-extracting textures. (1172619)

  • Build Pipeline: Fixed an issue where BuildPlayer could accept a mismatched combination of BuildTarget and BuildTargetPlatform. (1175531)

  • Editor: Added a more descriptive error when attempting to import unsupported video formats on Linux. The error now states which movies are not importable in the Linux editor that are importable in the MacOS and Windows editor. (1104618)

  • Editor: Call OnDestroy/Awake callbacks for ExecuteAlways scripts with the Configurable Play Mode option enabled. (1209226)

  • Editor: Fixed an issue when changing quality settings anti aliasing values would cause a null ref in camera preview. (1210016)

  • Editor: Fixed an issue where the editor would crash on Ubuntu 16.04 when entering play mode. (1214726)
    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 editor crash on certain cases when clicking "Compile and show code" in the Compute Shader inspector. (1215289)

  • Editor: Fixed editor crash when null is passed in Event.PopEvent. (1211027)

  • Editor: Fixed for event drawer not finding the event types present on data members parent types. (1211380)

  • Editor: Fixed inconsistency that we call OnDisable of ExecuteAlways scripts with Editor.isPlaying == true when full Scene Reload is disabled.

  • Editor: Fixed OnPreviewGUI method's background image is rendered grey instead of white when background image is set to white texture. (1212892)

  • Editor: Fixed Quick Search 1.5 build break with new Progress API updates. (1214238)
    This is a change to a 2020.1.0a21 change, not seen in any released version, and will not be mentioned in final notes.

  • Editor: Fixed the editor application main thread tick timer throttling causing unwanted spikes and delays.
    We have a performance gain of 18% for the scene hierarchy window and 6% for the game view. (1211383)

  • Editor: Fixed the profiler timeline thread separator lines border thick. (1217232)
    This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.

  • Editor: Fixed the Stack overflow exception. (1206654)

  • GI: Fixed probes being interpolated for renderers which do not ue probes. (1154888)

  • Graphics: Added exceptions to Mesh.CombineMeshes() when the vertex count of the combined meshes will exceed the vertex index format. (1176005)

  • Graphics: Adding OnDisable as a public method. (1211971)
    This is a change to a 2020.1.0a14 change, not seen in any released version, and will not be mentioned in final notes.

  • Graphics: ComputeBuffer.SetData sub-updates combined with AsyncGPUReadback fixed in Vulkan. (1185630)

  • Graphics: Fixed a crash that happened when running the PlayMode test from project TestProjects\HDRP_DXR_Tests in the SRP repository. (1215589)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed a player build using Gamma colorspace to do linear conversion first, if HDR Display mode is enabled/forced on by the platform (1214930)

  • Graphics: Fixed exact time having no effect. (1216631)
    This is a change to a 2020.1.0a22 change, not seen in any released version, and will not be mentioned in final notes.

  • Graphics: Fixed global texture properties to handle multisampling textures properly. (1154519)

  • Graphics: Fixed issue where motion vector texture would contain incorrect values for object that stopped moving. (1178468)

  • Graphics: Fixed race condition when using GrabPass with Vulkan GraphicsJobs.

  • Graphics: Fixed readback of cubemap slices when using Vulkan.

  • Graphics: Fixed skinned meshes crash when position data is of non-Float32 type. (1207844)

  • Graphics: Fixed SkinnedMeshRenderer.localBounds behaving differently based on SkinnedMeshRenderer.updateWhenOffscreen. (1205853)

  • Graphics: Fixed sporadic crash when using GraphicsJobs with Vulkan. (1215661)

  • Graphics: Fixed validation error when using RenderPass API with Vulkan.

  • Graphics: Metal: Added checks for YUV2 format when creating Cubemap or Texture3D. (1214115)

  • Graphics: Shader.WarmupAllShaders() no longer submits a shader that uses VK_EXT_shader_viewport_index_layer without enabling it in context creation. (1215855)

  • iOS: Fixed an issue that stopped emojis appearing on textfields with no limit (1214754)
    This has already been backported to older releases and will not be mentioned in final notes.

  • iOS: Fixed QualitySettings.resolutionScalingFixedDPIFactor not updating on runtime. (1163949)

  • Linux: Undocked windows can be resized properly on Linux. Undocked windows now display their name in the Launcher and Dashboard. (1188792, 1210486, 1213542)

  • Prefabs: Fixed Camera prefab continuously updated on resetting the camera component. (1214033)
    This is a change to a 2020.1.0a16 change, not seen in any released version, and will not be mentioned in final notes.

  • Profiler: Fixed an issue whereby the Profiler window did not always refresh its content after loading a capture file. (1213449)

  • Scripting: Fixed FindObjectOfType not returning RenderSettings. (1213772)
    This is a change to a 2020.1.0a20 change, not seen in any released version, and will not be mentioned in final notes.

  • Scripting: SerializedProperty::HasVisibleChildren now returns false in the case of a SerializedReference if the property is hidden in inspector. This is now consistent with SerializedProperty::NextVisible (1205366)

  • Shaders: Fixied camera replacement shader to work correctly with local keywords. (1195767)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Terrain: Fixed issue where an unsupported texture format was reported in headless mod. (1190805)

  • UI Elements: Fixed bug making docked EditorWindow hard to resize if their content near the borders react to MouseDownEvent. (1209863)

  • Universal Windows Platform: Fixed the build failing for certain architecture if there is a native plugin in the project that only targets another CPU architecture (for instead, if your plugin only supports x64 and you're building for ARM64). (1141709)

  • Windows: Fixed incorrect parsing of Application name from command-line arguments. (1215557)

  • Windows: Fixed native plugins not being put into correct CPU specific architecture folder. (1185926)

  • Windows: Unity Crash Handler no longer opens the game process with PROCESS_ALL_ACCESS flag upon the game launch. Instead, it does it only if the game crashes. (1204191)

  • XR: Fixed editor crash when WMR is being used in URP.

API Changes

  • AI: Added: Added NavMeshBuildSettings.maxJobWorker to allow control over how many worker threads are utilized for building the NavMesh.

  • AI: Changed: Added the NavMeshBuildSettings.preserveTilesOutsideBounds option that allows NavMeshBuilder.UpdateNavMeshData() to retain any existing NavMesh tiles that have not been touched since the last update.

  • Editor: Added: DefaultPreset.enabled allows to enable/disable a default Preset from the PresetManager without removing it from the default list. This allows to de-activate a default Preset setting without losing the setup in the manager.

  • Editor: Added: Preset.GetAllDefaultTypes() can be used to get the list of all default PresetType registered in the PresetManager.

  • GI: Changed: Improve additional probe bake API by baking octahedral depth maps per probe.

  • Graphics: Added: Added ComputeBuffer.Begin/EndWrite

  • Graphics: Added: VisualEffectAsset events listing

  • Graphics: Added: VisualEffectAsset exposed properties listing

  • Graphics: Changed: renamed Apple.FrameCapture.BeginCapture to Apple.FrameCapture.BeginCaptureToXcode

  • Physics: Added: Added API to ArticulationBody for body activity lifecycle control: Sleep(), IsSleeping(), WakeUp() methods, sleepThreshold property.

  • Physics: Added: Added API to ArticulationBody for body manipulation: AddRelativeForce(Vector3 force), AddRelativeTorque(Vector3 torque), AddForceAtPosition(Vector3 force, Vector3 position), GetRelativePointVelocity(Vector3 relativePoint), GetPointVelocity(Vector3 worldPoint) methods.

  • Physics: Added: Added API to ArticulationBody for mass properties manipulation: centerOfMass, worldCenterOfMass, inertiaTensor, inertiaTensorRotation properties and ResetCenterOfMass(), ResetInertiaTensor() methods.

  • Physics: Added: Added API to ArticulationBody for simulation computations stability control: solverIterations, solverVelocityIterations, maxAngularVelocity, maxDepenetrationVelocity properties.

  • Scripting: Added: Introduced UnityEngine.Profiling.Profiler.GetTotalFragmentationInfo(NativeArray<int> stats) script function.
    This reports heap fragmentation information - stores free block counts in power of two buckets in stats[] array. Returns the total number of free blocks of all sizes.

  • XR: Added: Exposed XRSDK zNear/zFar/sRGB to c# script explicit depth sharing.

Changes

  • 2D: PackingTags based Legacy Packer is now being deprecated. Will be removed in a future release. Users are encouraged to migrate to newer SpriteAtlas or SpriteAtlas V2 systems.

  • Editor: EditorUtility.DisplayProgressBar now only shows the progress dialog after 0.3 seconds. The progress bar UI update happens only every 0.1 seconds (fixes performance issue if script is calling DisplayProgressBar way too often).

  • GI: Changed the name of the Lighting Window to just "Lighting".

  • Graphics: compile on import support for Visual Effect Assets

Improvements

  • 2D: Improve CalculateHash by not loading unnecessary objects.

  • 2D: Support PSB Imported sprite for packing even if inside Folder.

  • Editor: Added Copy/Paste support for most inspector fields (vectors, colors, object references, gradients, animation curves ...). All they produce text in system clipboard, and the copied values can be sent to someone else or pasted into another Unity instance.

  • Editor: Added renderdoc-like integration for metal frame capture, changed icon to be independent of capture tool

  • Editor: Animation Events can be copied & pasted in the animation window and model import settings animation events inspector.

  • Editor: Improved progress bars for various parts of long operations in the editor (project open, game data build, ...)

  • Editor: Improving performance of dragging material over the scene view

  • Editor: PresetManager display ScriptableObject registered with [CreateAssetMenu] in the Add Default dropdown so they can be added in the default system.

  • Editor: Scene view camera settings window got ability to copy/paste the camera placement, use entries in the widget menu.

  • Editor: Update Quick Search to version 1.5. This new version includes an improved indexing of assets and provide a new powerful QueryEngine API.

  • Editor: Windows Editor pops up a progress indicator automatically, whenever the editor is not responsive for longer than a second (this is not done on Mac/Linux yet for native UI threading limitations)

  • Graphics: Added compressed texture format support to Texture3D (use SetPixelData to set compressed data). (1198200)

  • Graphics: Mesh.SetVertices, SetNormals and friends got optional MeshUpdateFlags argument.

  • macOS: Added "-enable-metal-capture" command line arg to enabled frame capture

  • Improved performance of dragging material over the scene view.

Features

  • Asset Pipeline: Cache server information in the status bar.

  • macOS: Switch dockable windows to native OS container with window decorations on Mac

  • Profiler: The flow of job execution can now be visualized in the CPU Profiler's Timeline by selecting Show Flow Events in the timeline's context menu.

Preview of Final 2020.1.0a23 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: 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 crash in TilemapRenderer with URP while shaders are compiling again after an update in URP version.

  • 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 instantiation of Tile Game Object when entering Play mode when reload scene is disabled in Enter Play Mode Settings (1209819)

  • 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 visual glitch when using SpriteSwap with Multi-threaded rendering.

  • 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: Newly created SpriteRenderers will have correct presets set when created through dragging and dropping a Sprite/Texture2D asset. (1210560)

  • 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: Don't advance Time.timeSinceLevelLoad and Time.time if Thread.Sleep is called on the main thread right after the scene is loaded. (1099186)

  • 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 corner case when using OpenGL ES CopyTexture with the current render target. (1127279)

  • 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: Updated to latest frame pacing code from Google.

  • Animation: Added a warning to detect clashes of animated property curve names. (1201758)

  • Animation: Animation does not play correctly when Optimized Game Object functionality is used and a Child GameObject is added to bone. (1185568)

  • 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 an issue where renaming an animator parameter via search would rename the wrong animator parameter. (1202172)

  • 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)

  • 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 AnimationClip fileIds generated from model imported before Unity 3.2 not conserving their fileIds and references when opened in a 2019.1+ project.

  • 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 BumpMap check window not flagging textures as possible NormalMap when they are not used in the Material. (1213579)

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

  • Asset Import: Model importer was preventing the user from re-extracting textures. (1172619)

  • 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 BuildPlayer could accept a mismatched combination of BuildTarget and BuildTargetPlatform. (1175531)

  • 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 bug preventing mesh compression on iphone when building with the scriptable build pipeline.

  • 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: Deleted burst entry from isolation tests exemption list.

  • 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 function pointers being corrupted after a domain reload that could lead to unexpected function pointer calls.

  • 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 potential deadlock between Burst and the Asset Database if burst is being used when building the database.

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

  • Burst: Fixed wrong multi-LLVM versions support.

  • Burst: Fixed AssemblyResolveException when loading a project with dependent packages that are using Burst in static initializers or InitializeOnLoad.

  • 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 more descriptive error when attempting to import unsupported video formats on Linux. The error now states which movies are not importable in the Linux editor that are importable in the MacOS and Windows editor. (1104618)

  • 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: Call OnDestroy/Awake callbacks for ExecuteAlways scripts with the Configurable Play Mode option enabled. (1209226)

  • 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 .unitypackage asset missing an icon when there's no OS association. (1213245)

  • Editor: Fixed a bug which would cause the "Save Scene" dialog to show twice if changing a setting requiring editor restart, and then hitting "Don't save". (1200910)

  • 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 when changing quality settings anti aliasing values would cause a null ref in camera preview. (1210016)

  • 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 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 editor crash on certain cases when clicking "Compile and show code" in the Compute Shader inspector. (1215289)

  • Editor: Fixed editor crash when null is passed in Event.PopEvent. (1211027)

  • 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 for event drawer not finding the event types present on data members parent types. (1211380)

  • 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 inconsistency that we call OnDisable of ExecuteAlways scripts with Editor.isPlaying == true when full Scene Reload is disabled.

  • 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 OnPreviewGUI method's background image is rendered grey instead of white when background image is set to white texture. (1212892)

  • 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 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 editor application main thread tick timer throttling causing unwanted spikes and delays.
    We have a performance gain of 18% for the scene hierarchy window and 6% for the game view. (1211383)

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

  • 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 miniButton onClick visual feedback styles. (1187383)

  • 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 Stack overflow exception. (1206654)

  • Editor: Fixed the styling issue, where the control does not get filled with blue color when an entity is dragged onto it. (1193288)

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

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

  • 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: Fixed uncloseable Editor window when the script creating it is removed.

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

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

  • Editor: N/A

  • Editor: Open error line for a failed UTF test now does not throw exceptions for corrupted testable pdb in Editor release mode. (1118259)

  • 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: 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: 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 an assert being thrown because materials and instances are out of sync. (1209828)

  • 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 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 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 probes being interpolated for renderers which do not ue probes. (1154888)

  • 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 exceptions to Mesh.CombineMeshes() when the vertex count of the combined meshes will exceed the vertex index format. (1176005)

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

  • Graphics: ComputeBuffer.SetData sub-updates combined with AsyncGPUReadback fixed in Vulkan. (1185630)

  • Graphics: Crash with RenderMeshIndirectCommand. (1196114)

  • Graphics: Disabled DestroyImmediate during rendering callbacks, use Destroy instead. (1170742)

  • 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 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 'OpenGL Error: Invalid texture unit' messages from spamming the console on Linux when opening a 3D with Extras project. (1174950)

  • Graphics: Fixed a bug where outstanding updates for a CustomRenderTexture would trigger a crash of the Editor when that CustomRenderTexture got destroyed. (1144824)

  • 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 player build using Gamma colorspace to do linear conversion first, if HDR Display mode is enabled/forced on by the platform (1214930)

  • 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 bilinear setup in metal.

  • 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 while switching prefab. (1213773)

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

  • Graphics: Fixed crash. (1213826)

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

  • Graphics: Fixed global texture properties to handle multisampling textures properly. (1154519)

  • 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 invalid source offset when uploading and unmapped sub-data range on OpenGL. (1209651)

  • Graphics: Fixed issue where motion vector texture would contain incorrect values for object that stopped moving. (1178468)

  • Graphics: Fixed issue where skinned mesh renderers with custom bone weights and that contained unreferenced vertices would crash when optimizing the mesh and reordering the vertices. (1211202)

  • 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 race condition when using GrabPass with Vulkan GraphicsJobs.

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

  • Graphics: Fixed readback of cubemap slices when using Vulkan.

  • 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 skinned meshes crash when position data is of non-Float32 type. (1207844)

  • Graphics: Fixed SkinnedMeshRenderer.localBounds behaving differently based on SkinnedMeshRenderer.updateWhenOffscreen. (1205853)

  • Graphics: Fixed sporadic crash when using GraphicsJobs with Vulkan. (1215661)

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

  • Graphics: Fixed validation error when using RenderPass API with Vulkan.

  • 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: GPU Performance Markers are now displayed correctly in the NVIDIA Nsight GPU range profiler view when launching the Unity editor, using the DirectX 12 rendering API, from Nsight. (1203035)

  • 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: Metal: Added checks for YUV2 format when creating Cubemap or Texture3D. (1214115)

  • Graphics: Metal: Disabled Graphics Jobs support for Nvidia GPUs. (1215105)

  • 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: Shader.WarmupAllShaders() no longer submits a shader that uses VK_EXT_shader_viewport_index_layer without enabling it in context creation. (1215855)

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

  • HLSLcc: Fixed sampler bilinear setup in metal. (1188295)

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

  • IL2CPP: Corrected the behavior of the InitMessage icall. (1208473)

  • 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: Fixed invoking public static methods and instantiating public classes that were defined in managed .winmd files.

  • 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 crash on shutdown when script debugging is enabled on macOS.

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

  • 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 crash on disconnecting external display. (1211991)

  • 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 QualitySettings.resolutionScalingFixedDPIFactor not updating on runtime. (1163949)

  • 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: Launch screen storyboards no longer briefly display in landscape when portrait only is selected. (1190428)

  • 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: No longer rename the launch screen storyboard to LaunchScreen.storyboard. Keep the original file name when creating the Xcode project.

  • 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 long stall on domain reload, if many job handles were never Complete().

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

  • Kernel: Fixed SRP renderer based jobhandle leaks due to not completing job handles.

  • Kernel: NativeCollections Leak detection mode now uses the Editor prefs so it is correctly saved into the editor prefs file (Previously it was only saved when entering play mode since it was stored in player prefs).

  • 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: Undocked windows can be resized properly on Linux. Undocked windows now display their name in the Launcher and Dashboard. (1188792, 1210486, 1213542)

  • 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 bad UX layout when there is a very long search string. (1205872)

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

  • Package Manager: Fixed correctly building scripts against the currently enabled built-in packages at editor startup time.

  • 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: Prevented Package List from scrolling to the currently selected item when clicking 'Load More' in paginated pages in Package Manager. (1182633)

  • Package Manager: Prevented the parsing of null version strings in Package Manager. For internal users, installing packages from Package Manager will no longer break on null exceptions when debugging.

  • 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.

  • Package Manager: Updated the download progress text color to be more visible in light theme. (1201953)

  • Package Manager: Version expander in Package Manager window does not working properly. (1214073)

  • Particles: Fixed opaque particle lighting in deferred rendering. (1193339)

  • 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 an issue whereby the Profiler window did not always refresh its content after loading a capture file. (1213449)

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

  • 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 a deadlock issue between Burst and the AssetDatabase.

  • 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: SerializedProperty::HasVisibleChildren now returns false in the case of a SerializedReference if the property is hidden in inspector. This is now consistent with SerializedProperty::NextVisible (1205366)

  • 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 issue where an unsupported texture format was reported in headless mod. (1190805)

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

  • Terrain: Fixed wrong result of TerrainData.GetHoles() method when holes data is empty.

  • 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 a few issues with ToolbarSearchField's styling. (1180375)

  • UI Elements: Fixed bug making docked EditorWindow hard to resize if their content near the borders react to MouseDownEvent. (1209863)

  • 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 duplicate ChangeEvent callback invocation for PopupField<string>. (1194831)

  • 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)

  • Universal Windows Platform: Fixed bug in UWP sln build if C# 7.0+ features are used (1201383)

  • Universal Windows Platform: Fixed the build failing for certain architecture if there is a native plugin in the project that only targets another CPU architecture (for instead, if your plugin only supports x64 and you're building for ARM64). (1141709)

  • 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 RevertTask not reverting assets after rename while using PlasticSCM.

  • 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 incorrect parsing of Application name from command-line arguments. (1215557)

  • Windows: Fixed native plugins not being put into correct CPU specific architecture folder. (1185926)

  • 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: Fixed Windows Standalone bug where changes to the display resolution are not applied unless the new resolution is smaller than the previous one when in fullscreen mode. (1191897)

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

  • Windows: Unity Crash Handler no longer opens the game process with PROCESS_ALL_ACCESS flag upon the game launch. Instead, it does it only if the game crashes. (1204191)

  • XR: Fixed editor crash when WMR is being used in URP.

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

  • XR: Fixed XR warning spamming in Camera.SetStereoProjectionMatrix.

  • 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.

  • XR: XRInputSubsystems can now be started properly while the player is paused. (1202625)

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

  • AI: Added: Added NavMeshBuildSettings.maxJobWorker to allow control over how many worker threads are utilized for building the NavMesh.

  • AI: Changed: Added the NavMeshBuildSettings.preserveTilesOutsideBounds option that allows NavMeshBuilder.UpdateNavMeshData() to retain any existing NavMesh tiles that have not been touched since the last update.

  • Animation: Added: Added SetEditorCurves and SetObjectReferenceCurves to AnimationUtility

  • 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 HandleUtility.PlaceObject and placeObjectCustomPasses. Allows external code to influence drag and drop object placement in the Scene View.

  • 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: DefaultPreset.enabled allows to enable/disable a default Preset from the PresetManager without removing it from the default list. This allows to de-activate a default Preset setting without losing the setup in the manager.

  • 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: Added: Preset.GetAllDefaultTypes() can be used to get the list of all default PresetType registered in the PresetManager.

  • 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: Changed: Improve additional probe bake API by baking octahedral depth maps per probe.

  • 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 ComputeBuffer.Begin/EndWrite

  • 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 rendererProbes in the SupportedRenderingFeatures which allow to hide the Probes section in Renderers

  • 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: Added: VisualEffectAsset events listing

  • Graphics: Added: VisualEffectAsset exposed properties listing

  • Graphics: Changed: Removed unused argument for UnityEditor.LightEditor/Settings::DrawRange

  • Graphics: Changed: renamed Apple.FrameCapture.BeginCapture to Apple.FrameCapture.BeginCaptureToXcode

  • 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: Added: Added API to ArticulationBody for body activity lifecycle control: Sleep(), IsSleeping(), WakeUp() methods, sleepThreshold property.

  • Physics: Added: Added API to ArticulationBody for body manipulation: AddRelativeForce(Vector3 force), AddRelativeTorque(Vector3 torque), AddForceAtPosition(Vector3 force, Vector3 position), GetRelativePointVelocity(Vector3 relativePoint), GetPointVelocity(Vector3 worldPoint) methods.

  • Physics: Added: Added API to ArticulationBody for mass properties manipulation: centerOfMass, worldCenterOfMass, inertiaTensor, inertiaTensorRotation properties and ResetCenterOfMass(), ResetInertiaTensor() methods.

  • Physics: Added: Added API to ArticulationBody for simulation computations stability control: solverIterations, solverVelocityIterations, maxAngularVelocity, maxDepenetrationVelocity properties.

  • Physics: Added: Expose ArticulationBody.jointPosition, ArticulationBody.jointVelocity, ArticulationBody.jointAcceleration and ArticulationBody.jointForce to access the corresponding values in reduced coordinate space.

  • 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.

  • Scripting: Added: AtomicSafetyHandle.NewStaticSafetyId()

  • Scripting: Added: AtomicSafetyHandle.SetCustomErrorMessage()

  • Scripting: Added: AtomicSafetyHandle.SetStaticSafetyId()

  • Scripting: Added: Introduced UnityEngine.Profiling.Profiler.GetTotalFragmentationInfo(NativeArray<int> stats) script function.
    This reports heap fragmentation information - stores free block counts in power of two buckets in stats[] array. Returns the total number of free blocks of all sizes.

  • 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.

  • XR: Added: Exposed XRSDK zNear/zFar/sRGB to c# script explicit depth sharing.

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: PackingTags based Legacy Packer is now being deprecated. Will be removed in a future release. Users are encouraged to migrate to newer SpriteAtlas or SpriteAtlas V2 systems.

  • 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: EditorUtility.DisplayProgressBar now only shows the progress dialog after 0.3 seconds. The progress bar UI update happens only every 0.1 seconds (fixes performance issue if script is calling DisplayProgressBar way too often).

  • 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: Changed the name of the Lighting Window to just "Lighting".

  • 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: compile on import support for Visual Effect Assets

  • 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: Improve CalculateHash by not loading unnecessary objects.

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

  • 2D: Support PSB Imported sprite for packing even if inside Folder.

  • 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

  • AI: Box sources aligned to the local axes of the NavMesh are processed faster than before when building the NavMesh.

  • 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: Support external displays when using Vulkan

  • 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 Copy/Paste support for most inspector fields (vectors, colors, object references, gradients, animation curves ...). All they produce text in system clipboard, and the copied values can be sent to someone else or pasted into another Unity instance.

  • 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 renderdoc-like integration for metal frame capture, changed icon to be independent of capture tool

  • 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: Animation Events can be copied & pasted in the animation window and model import settings animation events 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 GUI style extension painter performance by 1 ms for ~100 draw calls.

  • 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 progress bars for various parts of long operations in the editor (project open, game data build, ...)

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

  • Editor: Improving performance of dragging material over the scene view

  • 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: PresetManager display ScriptableObject registered with [CreateAssetMenu] in the Add Default dropdown so they can be added in the default system.

  • 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 camera settings window got ability to copy/paste the camera placement, use entries in the widget menu.

  • 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

  • Editor: Update Quick Search to version 1.5. This new version includes an improved indexing of assets and provide a new powerful QueryEngine API.

  • Editor: Windows Editor pops up a progress indicator automatically, whenever the editor is not responsive for longer than a second (this is not done on Mac/Linux yet for native UI threading limitations)

  • 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 compressed texture format support to Texture3D (use SetPixelData to set compressed data). (1198200)

  • 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: Allows using any supported GPU formats thanks to GraphicsFormat on Vulkan.

  • 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: Mesh.SetVertices, SetNormals and friends got optional MeshUpdateFlags argument.

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

  • Graphics: Support Alembic vertex caches and other triangular procedural geometries (updated from C# scripts) in Ray Tracing. Dynamic Geometry Ray Tracing Mode in Mesh Renderers will make the associated acceleration structure update every frame.

  • 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.

  • HLSLcc: Remove redundant type casts when translating instruction LD

  • 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

  • Kernel: Optimisation for Job system when main thread is waiting on jobs to complete.

  • Kernel: Reduce number of scheduled jobs by merging cleanup jobs into complete tasks where possible.

  • macOS: Added "-enable-metal-capture" command line arg to enabled frame capture

  • 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

  • Improved performance of dragging material over the scene view.

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: Add support for directory monitoring to speed up refresh

  • Asset Pipeline: Added AssetDatabase.DisallowAutoRefresh and AssetDatabase.AllowAutoRefresh to the C# API.

  • Asset Pipeline: Cache server information in the status bar.

  • 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: Added support for baking light cookies to the progressive lightmapper backends.

  • 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 ability to read attribute in spawn graph (require new package)

  • 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 Renderers 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: Improve time management : Add new modes and accessible times through graph

  • Graphics: Metal: Add HDR display support for macOS 10.15 Catalina

  • 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

  • macOS: Switch dockable windows to native OS container with window decorations on Mac

  • 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 )

  • Profiler: The flow of job execution can now be visualized in the CPU Profiler's Timeline by selecting Show Flow Events in the timeline's context menu.

  • 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

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