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Unity 2019.1 Beta

Получите ранний доступ к функциям грядущей полной версии уже сейчас.

Загрузить Unity 2019.1b

Unity 2019.1: улучшение рабочих процессов и производительности редактора

Версия2019.1 дает начало новому техническому циклу, привносящему множество новых функций и возможностей. Он увеличивает максимальную скорость итераций при разработке на Android, улучшает ваш рабочий процесс и обеспечивает больший контроль над редактором.

Получите доступ к этим функциям уже сейчас и загрузите бета-версию 2019.1.

  • Инкрементальный сбор мусора (экспериментально);
  • менеджер горячих клавиш;
  • расширенные возможности создания карт освещения на ГП (предварительная версия);
  • видимость сцен;
  • улучшение частиц;
  • обновление приложений на Android;
  • улучшения консоли редактора;

и многое другое.

Инкрементальный сбор мусора (экспериментально);

В Unity 2019.1 мы представляем инкрементальный сбор мусора в качестве экспериментальной альтернативы существующему сборщику мусора для проектов, разрабатываемых для Universal Windows Platform. Он может разделять свою работу на несколько частей. Вместо того чтобы для сбора мусора один раз надолго прерывать выполнение вашей программы, теперь будут использоваться несколько куда более коротких перерывов. В целом это не сделает сборщик мусора быстрее, но значительно снизит влияние активности сборщика на плавность анимации вашего проекта, распределив нагрузку на несколько кадров. Чтобы узнать подробности, прочтите наш пост в блоге.

менеджер горячих клавиш;

Менеджер горячих клавиш предлагает интерактивный визуальный интерфейс и набор API, которые облегчат управление горячими клавишами редактора, их назначение разным функциям и визуализируют существующие привязки. Чтобы решить проблемы конфликтов привязки, интерфейс может показать, не привязаны ли несколько команд на одну клавишу, и помочь перепривязать их должным образом.

расширенные возможности создания карт освещения на ГП (предварительная версия);

2019.1 расширяет функционал и поддержку платформ для инструмента создания карт освещения на ГП (предварительная версия). Теперь он работает с macOS и Linux и поддерживает двухсторонние GI-метки на материалах, отбрасывание теней и их получение на мешах. Теперь запекание использует тот же высокопроизводительный ГП, что и редактор. Также вы можете переключиться на другой ГП с помощью командной строки. Подробнее об этом рассказано в документации.

видимость сцен;

Используйте элементы управления SceneVis Unity, чтобы быстро скрывать или отображать объекты в Scene View, не изменяя видимость объекта в игре. По мере заполнения сцены деталями, зачастую необходимо на время скрыть или изолировать определенные объекты, что позволяет просматривать и редактировать сцену без помех. SceneVis позволяет делать это с помощью инструментов иерархии и горячих клавиш, плюс добавляет переключатель на панели управления для быстрого включения/отключения эффектов.

улучшение частиц;

Теперь вы можете управлять данными частиц с помощью системы задач C# без необходимости копировать данные частиц из скрипта и нативного кода. Более того, мы также улучшили частицы мешей, что обеспечивает вам больший контроль за тем, какие меши назначены определенным частицам. Здесь вы можете подробнее ознакомиться с этими функциями.

обновление приложений на Android;

Чтобы быстрее производить итерации в процессе разработки, редактор Unity предлагает настройку Scripts Only Build, которая позволяет пропустить множество шагов в процессе сборки и компилировать только скрипты, а затем собрать итоговый пакет и выпустить его после выбора Build And Run. Мы расширили возможности этой функции. Теперь она позволяет обновлять пакет приложения (APK, только на Android) на целевых устройствах вместо повторной сборки и выпуска, поэтому, если вы измените код C#, на устройства будут отправлены только заново скомпилированные библиотеки. Обратите внимание, что прежде чем Unity сможет выполнить функцию Scripts Only Build, должна быть доступна готовая сборка проекта.

улучшения консоли редактора;

Консоль редактора обновлена интерактивными ссылками на трассировки стека, которые переведут вас к строчке исходного кода любой функции, указанной в стеке, и позволят провести текстовый поиск, чтобы отфильтровать записи в консоли.

Что ожидать от бета-версии

Как и в случае с любой бета-версией, вы получите ранний доступ к новым возможностям и сможете оказывать помощь на финальных шагах разработки. Это означает, что скорее всего вы столкнетесь с менее стабильной версией Unity, чем финальная версия.

Бета-фаза наступает, как только включены все основные запланированные функции и возможности и достигнут базовый уровень качества. В ходе этой фазы будут доступны несколько бета-версий, качество которых будут повышаться с каждым новым выпуском.

Подписка для участников бета-тестирования

Участвуйте в программе и получайте новости о бета-версии, а также советы по эффективному бета-тестированию.

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Примечания к выпуску Unity 2019.1.0b8

Known Issues in 2019.1.0b8 under investigation

  • Asset Import: Error message - Asset import did not unload metadata path. This will leak memory (1106466)

  • Package Manager: Package Manager UI refreshes the package list when entering play mode (1135815)

  • Package Manager: Packages fail to compile and show Package Manager because of missing .NET Core prerequisites (1110751)

  • Particles: Editor crashes on resetting Particle system properties via cogwheel (1131320)

  • Prefabs: Editing prefabs directly in the project browser is no longer possible (1120805)

  • Scripting Upgrade: Crash on loading scene after project upgrade form 2018.3 to 2019.1 (1128961)

  • ShaderGraph: Visual Studio opens up instead of Shader Graph Editor on opening the HD Lit Graph (1134980)

  • XR: Magic Leap support in 2019.1 is still a work in progress and requires the upcoming release of 0.20 Lumin SDK -- wait until 0.20 Lumin SDK is released.

Known Issues - won't be fixed in 2019.1

  • XR: Linear color space has driver issues on Gear VR with S7 Adreno based phones running Android 7.0.

New 2019.1.0b8 Entries since 2019.1.0b7

Improvements

  • Build Pipeline: Scripts only build now supports managed and engine stripping (1135101)

  • Particles: Expose missing External Forces module properties to script API

  • Shaders: Added UNITY_SEPARATE_TEXTURE_SAMPLER define in the HlslSupport.cginc for platforms capable of doing separate texture and sampler objects.

API Changes

  • Shaders: Added Shader.FindPassTagValue method for querying the pass tag values.

  • Shaders: Added Shader.passCount property for retrieving the number of shader passes of the active subshader.

  • Terrain: Added a non-alloc versino overload to the new TerrainData.GetInterpolatedHeights API.

  • Terrain: Added TerrainData.GetInterpolatedHeights method for querying the interpolated terrain height values over a grid of samples.

Fixes

  • Animation: Fixed an issue where additive animations would build up values when other layers were not writing (1094706)

  • Animation: Fixed Animation Window crashing when previewing a disabled game object. (1125266)

  • Animation: Fixed crash when changing Animator.playbackTime with a controller using synced layers. (1109439)

  • Animation: Fixed root motion evaluation for an optimized game object used in a timeline. (1115966)

  • Animation: Fixed tangent mode set on new keyframe when double-clicking to add a keyframe in curve editor (1123100)

  • Animation: Fixed use of Ctrl-A/Cmd-A shortcut in the Animation Window (1119191)

  • Asset Import: Fixed a regression when switching ModelImporter Rig to Humanoid that did not enforce the T-pose in the skeleton anymore (1103231, 1131108)

  • Build Pipeline: Fixed scripts only build issue where not all dependencies were being marked during il2cpp builds (1135101)

  • Editor: EditorWindow notification is rendered behind UI elements when the elements are instantiated from UXML (1116944)

  • Editor: Fix a crash when using hyperlink tag without the closing tag. (1113075, 1135091)

  • Editor: Fixed an issue in the Test Framework where Assert.Ignore and other exceptions would not be handled in BeforeTest (1075230, 1129943)

  • Editor: Fixed an issue in the Test Framework where Assert.Ignore and other exceptions would not be handled in Setup (1093694, 1129048)

  • Editor: Fixed an issue where the Test Framework will give an error when exiting playmode after a test (1105087, 1129049)

  • GI: Fixed crash when using experimental custom bake API. (1127812, 1136107)

  • Graphics: Fixed error message when loading 2018.2 Compressed Mesh data. (1117664, 1135445)

  • Particles: Allow the Shape module to have negative scale. (1119823)

  • Particles: Fixed "Internal: JobTempAlloc has allocations that are more than 4 frames old" error message (1125073)

  • Particles: Fixed crash in GenerateParticleGeometry when a Particle System with Sprites Texture Sheet and FPS Mode has Infinite Start Lifetime (1119163)

  • Particles: Fixed Editor crash on adding item to a Particle System's External Forces list (1126275)

  • Particles: Fixed particle scale on GPU Instanced particles. (1117798)

  • Particles: Sprite Texture Sheet Animation was getting the wrong UV's when packed in a Sprite Atlas Variant with scale less than 1. (1115470)

  • Prefabs: Do not block saving a Prefab in Prefab Mode to a new Prefab when in Animation Mode

  • Scene Management: Fixed a Race condition in TransformAccessArray (1133798)

  • SceneManager: Fix sub scene GUI visualization

  • Scripting: Fix breakpoint resolution for methods in partial classes (1118285)

  • Scripting: Fix TargetParameterCountException when using Substance (1093274)

  • Timeline: Fixed animation window link not releasing when deleting the timeline asset. (1127425)

  • Timeline: Fixed issue where performing undo after moving items on multiple tracks would not undo some items. (1131071)

  • Timeline: Fixed keyboard shortcuts for Frame All (default: A) and Frame Selected (default: F) to also apply horizontally. (1126623)

  • Timeline: Fixed recording getting disabled when selecting a different GameObject while the Timeline Window is not locked. (1123119)

  • Timeline: Fixed time sync between Animation and Timeline windows when clips have non-default timescale or clip-in values. (930909)

  • Timeline: Fixed Timeline Duration changes in editor not being undoable. (1109279)

  • Timeline: Fixed Timeline Inspectors leaving EditorGUI.showMixedValue in the wrong state. (1123895)

  • Timeline: Fixed Match Offsets commands causing improper animation defaults to be applied. (911678)

  • UI Elements: Fix GraphView badges behavior on zoom in/out

  • UI Elements: Reduced recurrent memory allocations performed by UIElements. (1136266)

  • UI Elements: UIElements Debugger splitter resets after entering Play Mode (1113790)

  • Windows: Fixed Build and Run failing with an incorrect path error when the project's Product Name included a colon (1113179)

Preview of Final 2019.1.0b8 Release Notes

Features

  • Android: Added Android notch/cut-out support to Screen.safeArea

  • Android: Added AndroidDevice.SetSustainedPerformanceMode API to enable/disable sustained performance mode in runtime

  • Android: Added OpenGL ES 3.2 support

  • Android: Added Script Only Patching functionality, where only script related changes are sent to device instead of repackaging apk file.

  • Android: Added support for ASTC HDR texture formats

  • Android: Redistribute Android NDK and SDK components with Android Build Support

  • Editor: Add an option to Select All/Unselect All gizmos in the gizmos visibility popup

  • Editor: Added CSHARP_7_3_OR_NEWER preprocessor directive when compiling C# 7.3 on .NET 4.x scripting runtime.

  • Editor: Added new EditorTools API, allowing users to create new tools that behave like native tools. A new button has been added to the toolbar to display custom tools. Additionally, a new display in the SceneView now shows the available CustomEditor tools for the selection.

  • Editor: Added new SceneView Camera Settings window to control the FOV and Speed of the camera. Mouse scrollwheel adjusts the Speed in Fly/FPS mode too. Also implemented SceneView Camera easing while moving & zooming and added a new section in Preferences to adjust this.

  • Editor: Added SceneVis controls to the editor hierarchy for control of scene visibility of GameObjects

  • Editor: Added support for referencing Assembly Definition Files with GUIDs instead of assembly names. Enable with "Use GUIDs" option in Assembly Definition File inspector. Enabled by default for new Assembly Definition Files.

  • Editor: Console : added text based filtering for the console entry list

  • Editor: Console : callstack now clickable. Hyperlinks will take you to the source code line for any function calls listed in the stack

  • Editor: Exposed AdvancedDropdown API for searchable AddComponent-like dropdowns

  • Editor: Log message to Editor.log when .csproj's get rewritten to disk, makes it easier to figure out why .csproj's are getting reloaded in C# IDE's. Messages are prefixed with "[C# Project]".

  • Editor: Made editor on-demand shader compilation asynchronous, not blocking the editor while compiling the shader on the first time usage. The rendering will happen using a replacement shader until the actual shader variant is available. The feature can be enabled/disabled in the editor preferences with "Asynchronous Shader Compilation" checkbox.

  • Editor: new keyboard Shortcut Manager configuration interface.

  • Editor: Pre-checkout and pre-submit user-specified callbacks for VCS integration. Allows users to create callbacks that can modify asset lists and changeset selection/description at checkout and submit time. Pre-checkout callback can: Add and remove assets from the list of those that will be checked out; Create a new changeset to check the specified asset list in; Nominate an existing changeset to check the specified asset list in and Block checkout by returning false from the callback. Pre-submit callback can: Add and remove assets from the list of those that will be submitted; Create a new changeset to submit specified asset list in; Nominate an existing changeset to submit the specified asset list in; Rename an existing changeset then submit it and Block submission by returning false from the callback.

  • Editor: Script recompiles triggered by internal Unity systems are now logged to the Editor.log with [ScriptCompilation] prefix in messages

  • GI: Add option to limit number of generated lightmaps for a group of game objects.

  • GI: Added multiple importance sampling of environments to the progressive CPU lightmapper

  • GI: Adding support for the Optix AI Denoiser. The Optix AI denoiser is a deep learning based denoiser trained on library of path traced images. It yields a substantial improvement over existing filter options, especially on low sample counts and it is resilient to leaking. It is currently only available on Windows and with compatible NVidia GPU.

  • GI: GPU Lightmapper: Support for double sided GI flag on the materials.

  • GI: GPU Lightmapper: Support for shadow casting and receiving on meshes.

  • Graphics: Add experimental support of any GPU formats for RenderTexture

  • Graphics: Add interface to pass camera buffers from SRP to VFX Graph (so that screen space behaviours can be used (depth collision...))

  • Graphics: Added API support for setting entire constant buffer contents at once: [[Material.SetConstantBuffer]] and [[Shader.SetGlobalConstantBuffer]]

  • Graphics: Added support for the Dynamic Resolution feature for Metal on macOS

  • Graphics: FrameDebugger now supports SRP batcher

  • Graphics: Handle animation of exposed integer and NamedObject (Texture or Mesh) in VisualEffect

  • Graphics: Initial sparse texture support for Vulkan

  • Graphics: Metal: Added internal support for lossless texture compression API, a new feature on iOS 12 with A12+ GPU hardware

  • Graphics: Native rendering plugin support for Vulkan

  • Graphics: Prewarm option for VisualEffect

  • iOS: [iOS/tvOS] Enable rendering over native UI - Add support to preserve framebuffer alpha

  • Mobile: Wide Color Gamut support for Vulkan and OpenGLES

  • Package Manager: Add Package manifest inspector

  • Particles: Experimental support for using the C# Job System to manipulate particle data

  • Physics: Add a seperate gravity setting for cloth simulation.

  • Physics: Added methods to determine closest point to a Collider2D. Added Physics2D.ClosestPoint, Rigidbody2D.ClosestPoint & Collider2D.ClosestPoint.

  • Profiler: UnityEditor.Experimental.Networking.PlayerConnection.EditorGUILayout.AttachToPlayerDropdown added to public API to offer a one-stop solution to display and change the player the editor is attached to.

  • Scripting: Enabled incremental Garbage Collector on Universal Windows Platform

  • Scripting: Experimental support for incremental Garbage Collection to avoid GC Spikes

  • Shaders: Added new user variant directives shader_feature_local and multi_compile_local that do not contribute towards the global keyword count

  • Shaders: Added support for BLENDWEIGHTS and BLENDINDICES semantics in vertex shaders

  • Timeline: Added API support for track-level animation

  • Timeline: Added Signals and Markers to Timeline

  • Timeline: Timeline has moved to be a built-in Package.

  • UI Elements: Background image can now be tinted using styles and uss

  • UI Elements: Progress Bar control added

  • Universal Windows Platform: Added support for building ARM64 applications

  • Video: Video H.265 transcode support

  • WebGL: Add WebAssembly streaming instantiation support

  • WebGL: Added experimental multi-threading support.

Backwards Compatibility Breaking Changes

  • Android: If SRP is active, blit mode is forced to "Never blit" on Android.

  • Android: Remove internal build system

  • Android: Updated bluetooth headset detection on Android 6+ to avoid using deprecated method

  • Asset Import: GenerateBackFaces is now enabled by default in the Sketchup Importer.

  • Asset Import: Removed normal calculation options in Sketchup importer inspector.

  • Asset Pipeline: The Model importer mesh read/write setting is now disabled by default.

  • Editor: Merged Shortcut Profile dropdown and the Shortcut Profile options cog into a single dropdown

  • Editor: Shortcut Profiles cannot start or end with space and disallowed some special characters. (1103117)

  • Editor: We no long try to attach to a console in the editor when using batch mode on Windows, but we do redirect to stdout. If you launch the editor in a way that it has a valid stdout handle, you will get logging. If not, you won't. This means we no longer trample your command window output in batchmode as a result.

  • GI: Moved tetrahedralization code to the player

  • GI: Reduce frequency with which LightmapSettings warnings are issued

  • GI: Stitching and probe deringing are now turned on by default

  • Graphics: Added override for LightmapEmissionFlagsProperty, allowing display of emission GI options without checking for an emissision color property (_EmissionColor)

  • Graphics: ASTC 'fast' and 'best' compressor quality options are now actually different from 'normal'

  • Graphics: CommandBuffer.IssuePluginCustomBlit now passes the depth UnityRenderBuffer to the native plugin if 'dest' is a depth texture

  • Graphics: Disallow rentry into SRP rendering (i.e disallow recursive rendering).

  • Graphics: Dynamic batching checkbox is now hidden if a Scriptable Render Pipeline is active.

  • Graphics: LODGroup.ForceLODMask now allows int.MaxValue to force cull the whole LODGroup

  • Graphics: Removed graphics emulation from Editor

  • Graphics: Texture Mipmap streaming in editor Edit Mode now defaults to being enabled, when texture streaming is enabled in quality settings

  • Graphics: Updated graphics packages (LWRP, HDRP, and Shader Graph) to 5.2.3 and tweaked Scenes inside accordingly.

  • Graphics: [Metal] Debug groups are now visible in Release builds

  • iOS: UnityWebRequest will use new backend based on NSURLSession. Old NSURLConnection backend is still available (commented out in trampoline).

  • iOS: Updated Game View resolution options with iPhone XR/XS/XS Max

  • Linux: Deprecate Linux x86 and Universal targets. These will be removed in future Unity versions.

  • Multiplayer: The multiplayer high level API has been moved from an extension DLL to a package. Projects which should be automatically updated with a reference to the package when they open for the first time with 2019.1.

  • Physics: Increase default max angular velocity to 50 radian per second, as default value was way too low

  • Scripting: Added support for serialisation for struct UnityEngine.Rendering.SphericalHarmonicsL2 (922290)

  • Universal Windows Platform: Removed .NET scripting backend

  • WebGL: Removed asm.js PreBuilt Engine option

  • WebGL: Removed MemorySize and LinkerTarget options from Editor

  • WebGL: rename gameInstance to unityInstance

  • WebGL: Set default compression to Brotli

  • WebGL: Update Emscripten to version 1.38.11

  • Windows: Disabled cursor locking and confinement in batch mode;

  • Windows: Logfile name has changed to be more consistent with other platforms: Player.log and Player-prev.log. Path has not changed.

  • XR: Oculus (Standalone) and OpenVR (Standalone) package names have been changed to use (Desktop) instead of (Standalone).

Improvements

  • Android: Add keystores dedicated location option

  • Android: Added 'Symlink Sources' in Build Settings window, this enabled Java and Kotlin files to be directly referenced from Unity project in the exported gradle project.

  • Android: Adjust the number of worker threads dynamically according to the number of online cores.

  • Android: After building the apk, the Proguard mapping file is placed at the same location

  • Android: Check Vulkan device compatibility on Build & Run

  • Android: Disable various Adreno Vulkan driver workarounds for latest drivers

  • Android: Enumerate all Android audio input device options, including the lowest-latency option, which can be selected via the name "Android voice recognition input".

  • Android: Improved il2cpp player startup by ~200ms for second and later launches

  • Android: Native Systrace profiling support is implemented

  • Android: The Unity video player can now be used with the Vulkan renderer.

  • Android: Use OpenSL instead of AudioTrack on more devices. This reduces audio input and output latency.

  • Animation: Added Experimental methods to AnimationPlay.

  • Animation: Added property Avatar.humanDescription.

  • Animation: Aligned all Animator StateMachine nodes on the grid

  • Animation: Improved performance for AvatarBuilder

  • Animation: Improved support for animationjobs with TransformStreamHandle bound to transform added dynamicaly at runtime.

  • Animation: Upgraded the animation window preview/playback engine to use the Playable API.

  • Asset Import: Added Support for cameras in Sketchup Importer.

  • Asset Import: Extended Optimize Mesh option on Model asset import settings to allow optimization of Vertex Order and Polygon Order to be controlled independently rather than both being controlled from the same flag. NOTE: Performance improvements to the underlying mesh optimization code may cause vertices to be generated in a different order than in previous Unity versions. If you rely on vertex ordering in the optimized mesh data such as for vertex painting be aware this data may need to be re-generated.

  • Asset Import: Improved performance of DXT1/BC1 and DXT5/BC3 texture compression. Note that although compression quality is not affected subtly different compressed results will likely be produced

  • Asset Pipeline: Scriptable objects that are loaded before a refresh/import, will after a refresh/import be reloaded, if the underlying asset had been modified before the refresh/import. This means that after the refresh/import scriptables objects will have the modified values from modified assets. Before this change, the scriptable object would get "null" value (when using operator==) after the refresh/import.

  • Compute: * Allows more of the scripting CommandBuffers utility functions to be used with command buffers executed on async compute, such as getting temporary render targets.

    • Adds the concept of execution flags to CommandBuffers describing how they are intended to be executed and allowing for better error handling as those command buffers are built in script. This allows for generating exceptions when adding commands not valid for async compute.
    • Added in editor detection for potential GPU deadlock case where a user creates a GPU fence in one command buffer but then never executes that command buffer.
  • Editor: Added Clear on Build option in Console

  • Editor: Added confirmation prompt when deleting a Shortcut Profile through the Shortcut Manager

  • Editor: Added field of view axis selection dropdown in camera inspector

  • Editor: Adds a keyboard shortcut for the submit button on the changeset submission window and for some commonly used VCS operations (1069130)

  • Editor: Columns in the Shortcut Manager shortcuts list are now resizable

  • Editor: Improve performance when interacting with Model Inspector with some large meshes

  • Editor: Improved performance of the model importer inspector material remapping section.

  • Editor: Improved the performance of the UIElements renderer

  • Editor: Metal: Add texture type validation to built-in Metal API validation feature

  • Editor: Reworked Android keystore and key creation UI

  • GI: Added support for shadow mask for rectangular area lights in the progressive lightmappers (will be available via HDRP).

  • GI: Added support for user defined range for area lights.

  • GI: Enable GPU lightmapper (preview) on macOS and Linux

  • GI: GPU lightmapper: Dump memory report to Editor.log when falling back to CPU lightmapper.

  • GI: Lightprobe Gizmos are now affected by postprocessing

  • GI: Optimize baking of low occupancy lightmaps when using GPU lightmapper.

  • Graphics: Add mixed area lights to cull results to enable mixed rectangular lights in HDRP.

  • Graphics: Add support for Dynamic Resolution Scaling to the Lightweight Render Pipeline

  • Graphics: Added filtering for sorting layers to the ScriptableRenderContext

  • Graphics: Added Rendering.GraphicsSettings.realtimeDirectRectangularAreaLights to enable scriptable rendering pipelines to provide direct realtime area lighting.

  • Graphics: Allow import and skinning of models with up to 32 bone weights for each vertex.

  • Graphics: Changing the motion vectors behavior: 1 - Nodes with Camera Motion only are not skipped anymore when the exclude motion vector flag is on 2 - Only submeshes with an explicit motion vector pass are skipped when exclude motion vector flag is on

  • Graphics: Creation of textures during async load on PC DX11 and Mac Metal moved off render thread into a job, to minimise hitches during load

  • Graphics: Frame debugger now displays shader properties for compute shader dispatches

  • Graphics: Graphics.Blit and CommandBuffer.Blit methods now support blitting to and from texture arrays.

  • Graphics: GraphicsFences are now available on Vulkan, Metal, D3D11, OpenGL and OpenGL ES rendering backends.

  • Graphics: Metal/iOS: Fix Dynamic Resolution render surfaces to use heap allocation with aliasing to improve performance and memory usage

  • Graphics: Metal/macOS: Move immutable buffers and most textures from using managed storage into private memory storage, improving performance and CPU side memory utilization

  • Graphics: Metal: Defer creation of command buffers and render encoders until actually needed

  • Graphics: Metal: Second iteration on Metal heap allocation management to make it more fine-grained

  • Graphics: Not evaluating the light rectangles for oblique projection matrices

  • Graphics: Perform mesh creation for terrain details (e.g. grass) on parallel threads

  • Graphics: Removed stall on render thread when loading large textures

  • Graphics: Revamp of the DrawProcedural script API:

    • DrawProceduralNow replaces the existing API, because it submits draw calls immediately. The new DrawProcedural API submits calls to color, shadows, reflections etc. This now matches the DrawMesh/DrawMeshNow API.
    • Added overloads of DrawProcedural that take an Index Buffer
  • Graphics: Shader selection dropdown in Material asset editor got replaced with a searchable dropdown

  • Graphics: Texture Mipmap streaming now supported in editor Edit Mode when enabled in editor settings.

  • Graphics: Update ASTC texture compressor with faster multi-core compression

  • IL2CPP: The performance of code generated by il2cpp has been improved by up to 20%

  • iOS: Add Access WiFi Capability to the Xcode API (availabe from iOS 12/Xcode 10)

  • iOS: Added launch screen image fields for iPhone XS and XS Max

  • iOS: Refactored iOS device generation parsing

  • Mobile: Added support for RGBM and native HDR lightmaps

  • OSX: Make Vsync handling in Mac standalone players more stable

  • Package Manager: Log project load time in Editor.log

  • Package Manager: Release of Package Manager UI v2.1.0-preview-1

    • Support maximize/minimize
    • Support PackageManager UI saved maximized in a layout
    • Keep track of selected built-in package
    • Keep track of last selected filter
    • Fix UI Layout
  • Package Manager: Removed reference to "package" or "package manager" in the extension manager logs to avoid confusion with the new Package Manager system.

  • Package Manager: Show dependent packages in Project Browser and corresponding assemblies in Object Picker.

  • Package Manager: Use the enablePackageManagerTraces command argument to also increase the logging level of the upm process.

  • Particles: Add a new mode to the Texture Sheet Animation Module, allowing animations to be specific to each mesh being used

  • Particles: Expose missing External Forces module properties to script API

  • Particles: Expose particle mesh indices to script, allowing users to get/set which mesh each particle is using

  • Particles: Expose particle mesh indices to shaders, allowing users to know which mesh each particle is using

  • Physics: Added overload of Rigidbody2D.MoveRotation that accepts a Quaternion.

  • Physics: Ensure that the Inspector "Info" rollout on the Rigidbody2D and Collider2D components persist their expanded state when entering/exiting play-mode or moving between components.

  • Plugins: Preloading is now supported for any native plugin. Added PluginImporter.isPreloaded.

  • Plugins: When double clicking on a plugin in Unity project, an associated IDE will open up.

  • Profiler: Added "Semaphore.WaitForSignal" profiler marker.

  • Profiler: Added Mono.JIT and Mono.DomainUnload profiler markers

  • Profiler: Added profiler markers for static constructors.

  • Profiler: Enabled automatic scripting threads profiling for il2cpp

  • Profiler: Increased minimum memory usage for profiler to 4MB in Players and 64MB in the Editor.

  • Profiler: Will now show time to wait for the next frame consistently accross all player platforms regardless of how vsync is implemented.

  • ps4: Add support for sensitivity for touchpad pointer emulation (PS4Input.touchpadMouseSensitivity )

  • Scripting: NativeArrays of bool and char and types containing bool and char can now be created

  • Shaders: Added UNITY_SEPARATE_TEXTURE_SAMPLER define in the HlslSupport.cginc for platforms capable of doing separate texture and sampler objects.

  • Shaders: Improve shader debugging by disabling the optimiser when generating debug shaders i.e. #pragma enable_d3d11_debug_symbols.

  • Shaders: Moved 38 builtin keywords to local keywords. Shaders inspector now shows used global/local keywords by shader.

  • Terrain: Added a direction bias to the Terrain smoothing brush, to control blur to either go up or down

  • Terrain: Added hotkeys to adjust Terrain tool brush size and opacity.

  • Terrain: Allows shadowCastingMode to be set on terrain.

  • Timeline: Added Volume, Pan and Spatial Blend controls to Audio Tracks, and volume controls to Audio Track Clips

  • Timeline: Performance improvements in Timeline Editor Window display

  • Universal Windows Platform: Added ExecutableOnly build type, which allows building without creating Visual Studio project, enabling quicker iteration using Build & Run. See documentation for UnityEditor.WSAUWPBuildType for more information

  • Web: Added support to write to file in append mode in DownloadHandlerFile

  • Web: UnityWebRequest: report Content-Length to DownloadHandlerScript as 64-bit (32-bit method is now deprecated). (1092447)

  • WebGL: Add Quit() function support to the unity instance

  • WebGL: Added multithreading compatibility check

  • WebGL: Added UnityLoader.instantiateAsync() which returns a JS Promise

  • XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0.

  • XR: The wireframe shader now works with the single-pass instancing stereo rendering mode.

  • XR: Update Oculus minimum supported version to 1.28.0

  • XR: XR LWRP Improvements:

    1. Single-pass double wide rendering has been implemented as a stereo rendering method fallback for android devices that do not support single-pass instancing or multi-view.
    2. Stereo multi-pass rendering is no longer selectable from the player settings when an SRP is in use.
    3. Single-Pass stereo rendering will automatically be selected if multi-pass was previously selected before using an SRP.
    4. Android y-flip issues should be resolved.
    5. Shadows render correctly on all android platforms when using multi-view stereo rendering.
    6. The VR watermark will no longer be rendered on an HMD.
    7. OpenGL invalid state errors could no longer be present in adb logs.

API Changes

  • 2D: Added a new property TextureGenerationSettings.secondarySpriteTextures, which lets you assign secondary textures to the Sprite texture asset that is being generated.

  • 2D: Added a new property TextureImporter.secondarySpriteTextures, which lets you assgin secondary textures to a texture asset imported as Sprite.

  • 2D: Added a new struct UnityEngine.SecondarySpriteTexture, which encapsulates a Texture2D and its shader property name to give Sprite-based renderers access to a secondary texture, in addition to the main Sprite texture.

  • Android: Added Android API 28 (Pie)

  • Android: Added AndroidJNI methods which use sbyte parameters or return sbyte values (1069247)

  • Android: Deprecated AndroidJNI methods which use byte parameters or return byte values (1069247)

  • Android: Removed public API for setting the JVM Max heap size

  • Animation: Add AnimationStream.GetInputWeight(int index)

  • Animation: Add Animator.BindCustomStreamProperty(string propertyName, PropertyType type) to UnityEngine.Experimental.Animations

  • Animation: Can't write into a scene handle anymore (experimental API)

  • Animation: Obsolete delay features in Playable (Playable.Set/GetDelay)

  • Asset Import: Added AssetImporter.SupportsRemappedAssetType to inform the user user if the importer supports remapping certain asset types (for example Materials)

  • Asset Import: Added MaterialEditorExtensions.PerformBumpMapCheck - Iterates over all material properties with the Normal flag and checks that the textures referenced by these properties are imported as normal maps.

  • Editor: Added API for managing shortcuts in the editor (UnityEditor.ShortcutManagement)

  • Editor: Added AssemblyBuilder.referencesOptions to allow building assemblies using UnityEngine module .dlls instead of the default monolithic UnityEngine.dll.

  • Editor: Added CompilationPipeline.compilationStarted and CompilationPipeline.compilationFinished events for when compilation starts and finishes in the editor.

  • Editor: Added CompilationPipeline.GetAssemblyDefinitionFilePathFromAssemblyReference, CompilationPipeline.GetAssemblyDefinitionReferenceType, CompilationPipeline.GUIDToAssemblyDefinitionReferenceGUID, CompilationPipeline.AssemblyDefinitionReferenceGUIDToGUID APIs for dealing with Assembly Definition File references that can be either a GUID or assembly name.

  • Editor: Added EditorApplication.EnterPlayMode() and EditorApplication.ExitPlayMode()

  • Editor: Added EditorUtility.GetDirtyCount() which returns how many times SetDirty is invoked upon the specified asset. Reset to zero when saved.

  • Editor: Added EditorUtility.IsDirty() which returns if any SetDirty is invoked upon the specified asset.

  • Editor: Added GameObjectUtility.GetMonoBehavioursWithMissingScriptCount and GameObjectUtility.RemoveMonoBehavioursWithMissingScript to be able to remove MonoBehaviours with a missing script from a game object.

  • Editor: Added Handles.TransformHandle()

  • Editor: Added more API points for TransformHandle to permit granular control over which handles appear.

  • Editor: Added new API to detect & control async shader compilation better in the Editor.

  • Editor: Block illegal commands for Editor and PlayMode tests when in playmode (1093572)

  • Editor: Exposed method to check if a profile ID is valid

  • Editor: Exposed ProjectWindowUtil.CreateScriptAssetFromTemplateFile, allowing Editor scripts to create new text-based assets from template files in a similar way to how the built-in C# Script template is used.

  • Editor: Fix input field for sliders that has width less than 150 with no label (1078003)

  • Editor: Renamed the API from SceneView.SceneViewCameraSettings to SceneView.CameraSettings

  • GI: Added Gizmos.exposure texture which, when set, is readback to determine exposure correction for LightProbe gizmos. This is the alternative to correcting them via Postprocessing.

  • Graphics: - Changed the SRP signature of BeginCameraRendering and BeginFrameRendering to give access to the ScriptableRenderContext.

    • Add callbacks for end camera and end frame rendering
  • Graphics: Add a variant static function for ShaderUtil.UpdateShaderAsset & ShaderUtil.CreateShaderAsset to skip compilation of the initial variant (it can save compilation time for ShaderGraph and Visual Effect Graph but it doesn't log any early compilation errors)

  • Graphics: Add simulate function to fast-forward a VisualEffect

  • Graphics: Added Camera.HorizontalToVerticalFieldOfView(float horizontalFieldOfView, float aspectRatio) and Camera.VerticalToHorizontalFieldOfView(float verticalFieldOfView, float aspectRatio) methods.

  • Graphics: Added Graphics and CommandBuffer method overloads to allow blitting to and from a texture array in the corresponding blit methods.

  • Graphics: Added Material.ComputeCRC() function which returns a CRC hash value of the material asset content.

  • Graphics: Added Shader.GetDependency() function used for querying one of the shader dependency shaders by name.

  • Graphics: Added SortingLayerRange to FilterRenderSettings to allow for the filtering of sorting layers by ScriptableRenderContext

  • Graphics: Added Texture2D.normalTexture property which returns a small neutral normal texture.

  • Graphics: Added Texture2DArray property "allSlices". The "allSlices" property can be used instead of "-1" to indicate that all texture array slices should be bound for methods that support texture arrays.

  • Graphics: Added UnityEngine.Rendering.GraphicsFence class to replace GPUFence

  • Graphics: Exposed settting for number of jobs used when using occlusion culling.

  • Graphics: UnityEngine.Rendering.GPUFence class has been deprecated and replaced with UnityEngine.Rendering.GraphicsFence

  • GraphView: Added Renamable capability to GraphElement

  • GraphView: canAcceptDrop callback added to BlackBoardSection

  • GraphView: GraphView.GetElementByGuid() now returns first element with the given GUID, within all of GraphView, not just elements contained in layers.

  • GraphView: OnResized callback added to MiniMap

  • GraphView: Resizer manipulator has new constructor w/ OnResized callback parameter

  • Kernel: TypeTrees are now have a central cache.

  • Memory Profiler: Added Dispose functionality for the PackedMemorySnapshot class in order to prevent instances from keeping a lock longer than necessary on the snapshot file.

  • Memory Profiler: Added UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot.Convert to handle conversion from MemoryProfiler.PackedMemorysnapshot object to UnityEditor.Profiling.Memory.Experimental.PackedMemorySnapshot file.

  • Package Manager: Expose the type property of PackageInfo

  • Physics: Added "Rigidbody2D.SetRotation(angle)" to allow the body z-axis rotation to be set in degrees.

  • Physics: Added "Rigidbody2D.SetRotation(quaternion)" allow the body rotation to be set by Quaternion.

  • Physics: Added Collider2D method overloads to provide List<> support for Raycast(), Cast(), GetContacts() and OverlapCollider().

  • Physics: Added Collision.GetContact(List) and Collision2D.GetContact(List) methods.

  • Physics: Added CompositeCollider2D method overloads to provide List<> support for GetPath().

  • Physics: Added Physics2D method overloads to provide List<> support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle(), OverlapCollider() and GetContacts().

  • Physics: Added PhysicsScene2D method overloads to provide List<> support for LineCast(), RayCast(), BoxCast(), CapsuleCast(), CircleCast(), OverlapPoint, OverlapArea(), OverlapBox(), OverlapCapsule(), OverlapCircle() and OverlapCollider().

  • Physics: Added PolygonCollider2D method overloads to provide List<> support for GetPath() and SetPath().

  • Physics: Added Rigidbody2D method overloads to provide List<> support for Cast(), GetContacts(), OverlapCollider() and GetAttachedColliders().

  • Physics: Exposed additional query types in the PhysicsScene class. Note that only the non-allocating ones are available.

  • Physics: Exposed Physics.GetIgnoreCollision()

  • Playables: Added PlayableOutput.GetEditorName, an editor only method to get the PlayableOutput name.

  • Profiler: Added Profiler.EmitFrameMetaData API which allows to save arbitrary data to the profiler stream and read it in the Editor

  • Profiler: Exposed UnityEditor.Profiling.HierarchyFrameDataView API that allows to access CPU profiler data in a hierarchical way

  • Profiler: Extended HierarchyFrameDataView profiling api with ResolveItemCallstack (returns a sample callstack in the Editor) and GetItemMergedSamplesColumnDataAsFloats (returns sample values for a merged sample).

  • Profiler: The Editor GUI used to connect to a player (from Profiler or Console Window) is now exposed. It's placed under UnityEditor.Experimental.Networking.PlayerConnection where EditorGUIUtility.GetAttachToPlayerState(EditorWindow parentWindow) will get the connection state with which it can be drawn using EditorGUILayout/EditorGUI.AttachToPlayerDropdown.

  • Scripting: Added GarbageCollector.isIncremental, GarbageCollector.incrementalTimeSliceNanoseconds, GarbageCollector.CollectIncremental

  • Shaders: Added functions to ShaderUtil class to retrieve and clear errors/warnings from Shader compilation and added ShaderMessage class to provide error/warning details

  • Shaders: Added Shader.FindPassTagValue method for querying the pass tag values.

  • Shaders: Added Shader.passCount property for retrieving the number of shader passes of the active subshader.

  • Shaders: Obsoleted the [ShaderIncludePath] attribute. All shader header files must be under the Assets folder or in a package. To include shader headers directly from a package, use #include "Packages//

  • Terrain: Added a non-alloc versino overload to the new TerrainData.GetInterpolatedHeights API.

  • Terrain: Added hotkey Terrain tool selection API, lets you bind custom Terrain tools to hotkeys

  • Terrain: Added new callback APIs to monitor the terrain texture changes:

    • TerrainAPI.TerrainCallbacks.heightmapChanged
    • TerrainAPI.TerrainCallbacks.textureChanged These callbacks tell both the rect region being changed and if the change is CPU synchronized or not (i.e. GPU only).
  • Terrain: Added new TerrainData APIs for easier modifying the terrain textures:

    • TerrainData.CopyActiveRenderTextureToHeightmap
    • TerrainData.CopyActiveRenderTextureToTexture These two may be used for copying the content of the active RT into the terrain textures, optionally delaying the CPU synchronization, for instance at the event of mouse move in the middle of painting.

    • TerrainData.DirtyHeightmapRegion

    • TerrainData.DirtyTextureRegion These two may be used alternatively to the two functions above if the user directly changes the GPU resources by other means.

    • TerrainData.SyncHeightmap

    • TerrainData.SyncTexture These two may be used to do a full synchronization from GPU to CPU, for instance at the event of mouse up.
  • Terrain: Added New version of TerrainTools ShowBrushGUI() callback with flags, to choose which controls to display

  • Terrain: Added TerrainData.GetInterpolatedHeights method for querying the interpolated terrain height values over a grid of samples.

  • Terrain: Deprecate Terrain.ApplyDelayedHeightmapModification. Use TerrainData.SyncHeightmap instead.

  • Terrain: Improved Terrain Stamp tool to have better controls, and to behave better across terrains of different height.

  • Terrain: Obsoleted the TerrainTools IOnPaint.RepaintAllInspectors() function, replaced with Repaint(RepaintFlags), which is available in all TerrainTool callback interfaces.

  • Timeline: Exposed methods to create and manipulate track-level animation curves.

  • Timeline: Exposed methods to work with infinite clips on animation tracks

  • XR: Add a command to set single-pass stereo mode with command buffer. (1096603)

Fixes

  • 2D: A Sprite that is no longer packed into a Sprite Atlas remains invisible. (1083304)

  • 2D: Added missing docs for TextureImportSettings.SpriteMeshType (1080294)

  • 2D: Allow user to reset the Sorting Layer and Sorting Order settings of Renderer components from the Inspector Settings cog button. (1096375)

  • 2D: Editor crashes on clicking Pack Preview when same atlas is added in Packables in debug view (1107235)

  • 2D: Fix assertion message when selecting a SpriteRenderer with no Sprite with Sprite Editor Window open (1122262)

  • 2D: Fix Sprite is not generated from texture when user uses "Apply" action at Unapplied import settings popup (1122263)

  • 2D: Sprites reference both the original Sprite assets and Sprite Atlas resulting in increased memory usage (1071494)

  • 2D: Sprites rendered through Command Buffers not displayed until rendered once with a default Renderer (1097465)

  • 2D: SpriteShapeRenderer passes invalid _texelSize.zw (1099636)

  • 2D: The side of a sprite is chopped off when it's Max Size property is changed (1101500)

  • 2D: When click and drag on an unselected Sprite in Sprite Editor Window will show a normal cursor to indicate draging of Sprite instead of 'resize' cursor for resizing border Old behaviour https://drive.google.com/open?id=1cOVhoE3-sXfV7o1ScJQYJDAzEFa9R8t7 New Behaviour https://drive.google.com/open?id=1qWljJXFSrCebz07_aa_4gE0m0azVQbPf (1077700)

  • Analytics: Fix Performance data is being sent when Analytics are disabled in Runtime on Mobile Devices (1105108)

  • Android: Android: refactored and improved android device detection and selection during builds (1102133)

  • Android: Detect when editor did not manage to install app to device (1086410)

  • Android: Don't perform deadzoning in the native backend for game controller axes in the new input system.

  • Android: Enabled EGL sRGB backbuffer in Android 9.0

  • Android: Fix Application.Unload sometimes crashing on android (1093574)

  • Android: Fix automatic resolution scaling when using Vulkan (1108491)

  • Android: Fix black screen when trying to use linear rendering with 16bit backbuffer

  • Android: Fix CrashReportint module not stripped on il2cpp when not used

  • Android: Fix dynamic resolution on some older Mali GPUs on Vulkan (1065227)

  • Android: Fix for application freeze when displaying Android ProgressBar (1053736)

  • Android: Fix gradle builds failing when using quotes and backslashes in keystore passwords and aliases (996504, 1071288)

  • Android: Fix HDR rendering when using Vulkan on older Mali drivers (1105065)

  • Android: Fix load failure of il2cpp player using OBB. (1124777, 1130918)

  • Android: Fix OpenGL ES 3.0 shader compile error when generated code requires bitfieldInsert

  • Android: Fix possible missing draws when using Vulkan on Adreno (1094348)

  • Android: Fix terrain rendering when using Vulkan on Adreno (1102440)

  • Android: Fix Vulkan shader compile error when using SV_RenderTargetArrayIndex in vertex shader output (1098973)

  • Android: Fixed Activity has leaked ServiceConnection errors when calling Application.Unload (1091255)

  • Android: Fixed asserts "s_MainWindowRenderingOffscreen == false" and "CurrentThread::IsMainThread()" firing on Android when using SRP. (1120743)

  • Android: Fixed black screen on Android devices with Mali GPUs when HDR was on and AA was set to 8x. (1126493)

  • Android: Fixed problem with different sign configs for release and debug configuration (1109570, 1120585)

  • Android: Fixed problem with exceptions when exporting Android Gradle project (1089510)

  • Android: il2cpp library will not be relinked when building to Android, if there are no changes to script files, cached library will be used instead, this should slightly improve build pipeline performance. (1089122)

  • Android: Impvoe performance of cubemap convolution on Mali GPUs (989820)

  • Android: Keyboard.onTextInput, Keyboard.onIMECompositionChange will be correctly called for physical and virtual keyboard events.

  • Android: Mouse delta will be correctly calculated in the new input system.

  • Android: Print linker errors to console when using il2cpp

  • Android: Touch and mouse position's y value will be inverted in the native backend instead of managed code in the new input system

  • Animation: Double clicking an AnimationClip will open the AnimationWindow. (1058422)

  • Animation: Fix crash when animator changes the bindings of the next animator in the same frame (1099988)

  • Animation: Fixed an issue where AnimationClip.empty always returns true in Standalone builds when Animation Type is set to Legacy (1061700)

  • Animation: Fixed Animation Window crashing when previewing a disabled game object. (1125266)

  • Animation: Fixed animator glitch just after instantiation (995978)

  • Animation: Fixed crash if there's a cycle in an animation graph (792020)

  • Animation: Fixed crash when opening animator window on bad animator controller setup (1080436)

  • Animation: Fixed crash when selecting a faulty bone after AutoMap in avatar configurator. (1075651)

  • Animation: Fixed [burstcompile] for animation jobs not working anymore

  • Asset Import: Changed the icon of the assets generated using ScriptedImporters to match the icon of other model files.

  • Asset Import: Clamp the global scale in ModelImporter to at most 10 digits. (1082327)

  • Asset Import: Fixed issue with diffuse color not being properly assigned when a HDRP/Lit material is generated from a FBX standard material in HDRP projects. (1087977, 1114076)

  • Asset Import: Fixed issue with ModelImporter where imported materials have no textures assigned in HDRP projects.

  • Asset Import: Prevent using your previously created avatar in the AvatarCopy field in the ModelImporter Rig panel.

  • Asset Import: ProjectBrowser Icons will refresh correctly when the Model Importer gets applied.

  • Asset Import: The ModelImporter "Use File Scale" property was not showingg the multiple different values checkbox in multiple selection.

  • Audio: AudioSource.GetSpatializerFloat and AudioSource.SetSpatializerFloat can now be called successfully before an AudioSource is played.

  • Audio: Edit key option displays incorrect parameters in the curve editor (713681)

  • Audio: Fixed audio importing of very short audio files which previously caused importer errors. (882227)

  • Audio: Fixed regression where time spent in profiler collecting audio data depended on the number of audio clips that had audio data loaded. (1086988)

  • Build Pipeline: Don't treat failed builds as "successful"

  • Build Pipeline: Fixed an issue where PlayerSettings.applicationIdentifier would not return the identifier for the active build target when editing settings for a different build target. (1041443)

  • Build Pipeline: Fixed an issue where the Scripting Define Symbols line in Player Settings could not be reverted with the Undo command. (1083481)

  • Build Pipeline: Unload asset bundles before building a player or other asset bundles. This prevents building objects loaded out of asset bundles into a second build which could cause unexpected behavior. (1081760)

  • Build Pipeline: Will remove duplicate mono folder in Mac Standalone builds, removing around 500 kb of unneeded data from builds

  • DX12: Fixed a crash with memory allocation issues when using a camera with the depth or don't clear flags (969582)

  • DX12: Fixed where test runner crashes while running test containing RenderTexture instantiation from command prompt (1015725)

  • Editor: Add missing size and style to CacheFontForText (1087730)

  • Editor: Added a mechanism for displaying an error message when any of the recent projects contain an invalid or missing ProjectSettings.txt file. (1002683)

  • Editor: All desktop platforms, editor and player, now have consistent logfile option handling. For most platforms this should mean no change, just improved handling of edge cases and scenarios with logfile parameter. (900754, 960012, 1068907)

  • Editor: Android release builds don't forward network traffic to device anymore (1090170)

  • Editor: case 954149: Fixed issue where lines were not drawn when using Handles.DrawDottedLine in a custom inspector (954149)

  • Editor: Changed the way fallback fonts are selected to improve availability of Unicode glyphs (1090134)

  • Editor: Clear compile errors from the console when switching platform. (1078935)

  • Editor: Context Menu's "Open" menu does not perform any actions on folders fix (1079852)

  • Editor: Corrected a typo in 2D/3D scene view toggle popup (1048139)

  • Editor: Diagnostic warning icon drawn under text (1093938)

  • Editor: Domain reloads will no longer cause prefab override components (addition, removals) to vanish in the inspector window (1102487)

  • Editor: Ensure assembly definitions cannot be named as any predefined assembly names. (1081704)

  • Editor: Fix crash when calling DestroyImmediate on components in component context menu callback while having multiple game objects selected (1056115)

  • Editor: Fix crash when launching Editor on Mac with -batchmode as first argument (1059028)

  • Editor: Fix crash when using keyboard shortcuts with Mac Editor while Unity project is loading (1004336)

  • Editor: Fix empty strings causing textfield crash (1107172)

  • Editor: Fix for empty Editor Settings password fields still returning asterisks for empty fields. (958884)

  • Editor: Fix game view dimensions (1083316)

  • Editor: Fix Game view layout not changing when paused (1104417)

  • Editor: Fix game view mouse offset (1097051)

  • Editor: Fix gui label tooltips (1057359)

  • Editor: Fix IME input causing text duplication in the editor (1117878)

  • Editor: Fix incorrect insertion of game objects in the hierarchy in particular workflow (1069565)

  • Editor: Fix issue with Editor recommending update to an earlier version

  • Editor: Fix issue with overriden Main Menu shortcuts

  • Editor: Fix issue with RuntimeInitializeOnLoadMethodAttribute not working in players builds inside player-only code blocks (e.g. #if !UNITY_EDITOR) and inside player-only .asmdef assemblies (922692, 1071599)

  • Editor: fix minmaxslider dragelement position, set it absolute (used to be relative, which broke layout) (1090242)

  • Editor: Fix remove binding and reset entry not saving changes in the Shortcut Profile file

  • Editor: Fix Scene icon not updated when changing the png file (1084630)

  • Editor: Fix state propagation when a VisualElement is added to a hierarchy. (1093728)

  • Editor: Fix Undo/Redo MenuItems changing label after rebinding shortcut

  • Editor: Fix unhideable material's render queue for scriptable render pipelines using shadergraph. (1108637)

  • Editor: Fix Unity crash when save assets dialog is displayed for exiting the editor. (1062146)

  • Editor: Fix window layout restoration (1078964)

  • Editor: Fixed a bug where Linux Editor inspector didn't activate items with space bar input (1061975)

  • Editor: Fixed an issue where Add Component menu is not displayed in some cases. (1104169)

  • Editor: Fixed an issue where continuously opening and closing Utility windows could crash the Editor on OSX (1046287)

  • Editor: Fixed an issue where Editor could crash when closing the Editor while Asset store or services tab is loading. (1024048)

  • Editor: Fixed an issue where Grouped Layers are categorized separately. (1068422)

  • Editor: Fixed an issue where preview icon for the material preset flickers (1099296)

  • Editor: Fixed an issue where Project window scroll bar blinks when the assets from the last row are selected. (1076266)

  • Editor: Fixed being able to drag a shortcut entry on a modifier key on the virtual keyboard in the Shortcut Manager (1110790)

  • Editor: Fixed color picker ignores the color hex code when copied with (804231)

  • Editor: Fixed crash coming from homewindow callback function (1090455)

  • Editor: Fixed crash when calling RenderTexture.ReleaseTemporary twice for same texture (1091561)

  • Editor: Fixed decimal values using comma instead of dot when OS locale has been changed to non-english language. (1089361)

  • Editor: Fixed issue LoadSceneAsync would not trigger subscribed callbacks on load (1049526)

  • Editor: Fixed issue where assets from Unity's built in resources could not be loaded by AssetDatabase.LoadAllAssetsAtPath (1104874)

  • Editor: Fixed issue where drag'n'dropping a texture onto a gameObject in the scene creates a material with no texture in HDRP projects.

  • Editor: Fixed issue with Undo not being enabled in a particular workflow (1068662)

  • Editor: Fixed MenuItems not being called when pressing the corresponding key combination if the key combination contains the Space key (1106151)

  • Editor: Fixed missing stylesheet error when closing modal windows (1115057)

  • Editor: Fixed null reference exception while modifying pre-muscle settings of an Avatar. (1068870)

  • Editor: Fixed OS locale being used for Editor Windows. (930798)

  • Editor: Fixed performance issues related to the test runner for projects with many assemblies.

  • Editor: Fixed right clicking a shortcut entry in the Shortcut Manager window not selecting the entry (1110804)

  • Editor: Fixed selected shortcut entry in the Shortcut Manager not being reset when changing categories (1104559)

  • Editor: Fixed serialization issue for MonoBehaviour's with no script causing a crash in save scene (925313)

  • Editor: Fixed the bug where renaming an asset via Context Menu-->Rename after searching for it in Project Browser's One-Column Layout would not work (1073306)

  • Editor: Fixed the issue with project update from 2017.4 to 2019.1 (1099240)

  • Editor: Fixed the sprite sheet grid artifact when clicking drop-down menus in texture inspector. (1055868)

  • Editor: Generate for mcs.rsp reference (1053714)

  • Editor: Horizontal and Vertical Layout Group "Child controls size" property has been renamed to "Control Child size" for more clarity. (1090329)

  • Editor: Horizontal scrollbar added for Preset Manager (Settings) (1087969)

  • Editor: Improve performance when deserializing uint64 values from text serialized assets

  • Editor: Linux: Using the "Verify Save Assets" option should now properly work in the Linux Editor (957853)

  • Editor: Make VisualElementAsset id field deterministic (1100451)

  • Editor: Null protection when iterating using ExtendVisibleAsChild (1083254)

  • Editor: Only show "Strip Engine Code" checkbox in Player Settings for platforms which actually support stripping.

  • Editor: Remove cursor warning when calling Cursor.SetCursor on a texture loaded from an asset bundle (1028350)

  • Editor: Remove duplicate for Rider path discovery on Linux

  • Editor: Removed additional separator in GameObject hierarchy menu (1080882)

  • Editor: Rename UI Transparency Priority to Renderer Priority in the MeshRenderer component

  • Editor: Set the width of Property handler object visible area to its default maximum (1068811)

  • Editor: Shortcuts defined in the Main Menu / OS Menu now have the prefix "Main Menu/"

  • Editor: Test Runner console message overlapping the test menu fix (1094277)

  • Editor: Unity Test Runner will not execute PrebuildSetup code for ignored playmode tests or tests that are disabled on the selected platform

  • Editor: Update the progress bar window on Linux to use a consistent size (1100653)

  • GI: Editor log outputs ''d3d11: failed to lock buffer [HASH].'' while baking using CPU PLM (1095976)

  • GI: File reading errors with hashID.ghd while baking lighting (1047087)

  • GI: Fix for performance issue where UpdateMaterials are run too often.

  • GI: Fix for when the lightmap preview window doesn't get cleared when lightmaps are removed. (1082621)

  • GI: Fixed a bug where a probeset with completely overlapping positions would cause the deringing settings array to become shifted.

  • GI: Fixed an issue where the bake could spit out "Assertion failed on expression: 'm_NumInstanceTransforms == m_NumInstanceLODGroups'" and produce incorrect results for scenes with LODs in them. It could occur when entering avatar configuration when baking or making sweeping changes to instances contained in the scene. (1102752)

  • GI: Fixed by introducing proper round robin sampling between supersamples. (936693)

  • GI: Fixed documentation for Lightmapping.Clear and Lightmapping.ClearLightingDataAsset

  • GI: Fixed the Baked UV Charts debug lightmap (1078533)

  • GI: Fixed UV Overlap preview not displaying after a manual bake. (1087688)

  • GI: GICache errors are thrown when baking Terrain with trees having deringing enabled on the light probes (1100362)

  • GI: GPU Lightmapper: For baking default is to select the same graphic hardware as the editor.

  • GI: GPU Lightmapper: Stabilize noise when iterating on lighting.

  • GI: Indirect probe lighting should be affected by the indirect intensity slider in the Progressive Lightmapper. (1060939)

  • GI: Reflection Probes progress bar doesnt get cleared when cancelling.

  • Graphics: Added extra validation for RT volumeDepth (1096019)

  • Graphics: Explicitly disallow destroying of temporary render textures (1070564)

  • Graphics: Fix async readback when using Vulkan

  • Graphics: Fix for postprocessing and instanced stereo rendering only a white screen in LWRP (1100898)

  • Graphics: Fix Inspector Previews using black cubemaps for environment reflection. (1039018)

  • Graphics: Fix issue with Animator preview not rendering grid in SRP (1044281)

  • Graphics: Fix out-of-memory when trying to compile shader that uses self-referencing macro (1104217)

  • Graphics: Fix selection of the correct subshader when rendering with the editor camera.

  • Graphics: Fixed a rare crash where instancing properties are absent from the MaterialPropertyBlock object sent to DrawMeshInstanced calls. (1115627)

  • Graphics: Fixed an issue that would crash the editor when copying raw depth buffers. (1040591)

  • Graphics: Fixed frame debugger showing bad keywords on some cases when connected to standalone playe (1070614)

  • Graphics: Fixed frame debugger texture tooltip to show correct dimension info for 3D textures

  • Graphics: Fixed loading of compressed texture with incomplete mipmap chain (1045189)

  • Graphics: Fixed memory overwrites in DX11 render target setting code.

  • Graphics: Fixed Package Manager UI not rendering correctly on GLES2. (1108286)

  • Graphics: Fixed WARNING message on Mac Editor with Android build target were a warning shows up for decompressing ETC textures also that the expected behavior because desktop GPUs don't have native ETC format support (1115543)

  • Graphics: Force rebaking of Reflection Probes in the Editor when changing the shader code of the Renderers used in baked Reflection Probes (1020358)

  • Graphics: HDR Mode in Graphics Settings is respected in LWRP (1104140)

  • Graphics: MeshTopology.Quads generates a draw call that uses 3 point patches instead of 4 point (1078885)

  • Graphics: Metal/iOS: Fix scissor/viewport handling when used with Dynamic Resolution feature

  • Graphics: Metal: Fix a rare, generic codegen regression after adding Metal Tessellation support (1120434, 1129079)

  • Graphics: Metal: Fix vertex/hull shader program translation into a tessellation compute kernel when there is no vertex input (1086957)

  • Graphics: Metal: Fixed a performance issue that prevented GPU drivers from utilizing internal texture compression (did not apply to RenderTexture)

  • Graphics: Metal: Fixed crash when creating Texture2DArray with a YUY2 TextureFormat (1094777)

  • Graphics: Metal: Fixed crash when user created RT has unsupported sample count (1095433)

  • Graphics: Reinstate support for reading terrain brush textures. (1102243)

  • Graphics: Rename Renderer Priority by Priority in the MeshRenderer component as requested by the doc team

  • Graphics: Skip shadow lights and shadow casters culling when shadows are disabled (1072624)

  • Graphics: Vulkan: Fixed a race condition between updating ComputeBuffers from script and rendering from them within Graphics jobs

  • Input: Correctly set/get sampling frequencies for sensors on iOS and Android platforms in the new input system.

  • iOS: Correctly return Pen.tilt values in the new input system (1093816)

  • iOS: Fix LWRP crash on several SoC's (1098913)

  • iOS: Fix warnings related to launch image that were thrown when building for iOS in Xcode 10 (1085602)

  • iOS: Fixed bug where changing Screen.orientation on some iOS devices would not update variable that holds the current orientation state (1088729)

  • iOS: Fixed DiscardContents and GrabIntoRenderTexture interop on Metal (1082159)

  • iOS: Fixed full screen movie resetting after app minimize on iOS (840951)

  • iOS: Fixed incorrect Screen.safeArea on plus sized iPhones (1087954)

  • iOS: Fixed issue when Screen.allowedOrientations are updated every frame (1103167)

  • iOS: Fixed occasional crash when destroying WebCamTexture (1090053)

  • iOS: Fully uncoupled accelerometer from gyroscope as it should be (1085244)

  • iOS: Gamepad.startButton should work correctly. Note: on iOS startButton (or Menu button) only reports down event, there's no up event, that's why we're simulating up event right after down event to simulate a click. (1093829)

  • iOS: iOS: fixed more issues with reporting orientation when autorotating and tweaking enabled orientations (1075839, 1075855)

  • iOS: Keyboard.onTextInput, Keyboard.onIMECompositionChange will be correctly called for physical and virtual keyboard events.

  • iOS: Remove the DISABLE_TOUCH_DELAYS define, Defer system gestures options in Player Settings should be used instead (available from iOS 11) (1087337)

  • Kernel: Fixed temp job warning in C# jobs when job was executing for longer than one frame

  • Linux: Fix for Editor windows repaint bug (Ubuntu 16.04) (1107716)

  • Linux: Fixed issue where tabs were incorrectly processed twice. (1080441)

  • Linux: Fixed touchpad scrolling being too sensitive in the Linux Editor (1073152)

  • Linux: Linux and Mac will now launch the BugReport crash handler when a SIGABRT is sent. (1074324)

  • Lumin: Fix an issue where the minimum platform API level in a custom manifest was not being respected.

  • Mobile: Fix Ambient Occlusion in PostProcessing v2 on mobiles (1059893)

  • Mobile: Fix Standard shader artifacts on mobiles

  • Mobile: Support for Bluetooth headphones microphone for both Android and iOS (946201)

  • OSX: Fixed "Using Metal Editor" now showing (1094058)

  • OSX: Fixed an issue building the Mac Editor using customer source code distributions

  • OSX: Fixed GPU selector being always disabled (1055634)

  • OSX: Fixed MacOS player crashing when Resolution Dialog looses focus (1106074)

  • OSX: Fixed resolution crash when setting to invalid values via script (1070915)

  • Package Manager: Fix an issue that prevented specific native plugins to be correctly identified the second time a project was loaded.

  • Package Manager: Fix error message when dragging Packages folder on to Favorites section (1084176)

  • Package Manager: Not installed packages are shown in package manager window (1098870)

  • Package Manager: Open offline documentations when the online ones are not accessible.

  • Package Manager: Packages, that are imported as dependencies for other packages, are not shown in Package Manager UI (1057210)

  • Physics: CharacterController will now ignore Rigidbodies that have their collision detection turned off (984035)

  • Physics: Ensure that 2D trigger/collision exit callbacks occur when destroying a GameObject inside a 2D trigger/collision callback (1057320)

  • Physics: Ensure that 2D trigger/collision exit callbacks occur when disabling a GameObject or 2D collider component. (1071700)

  • Physics: Fix a crash in the 2D physics manager on iOS upon start-up when Physics2D package is disabled. (1080899)

  • Physics: Fix crash when adding a MeshCollider without CookingOptions.CookForFasterSimulation. Fixed by PhysX 3.4 Upgrade. (1041838)

  • Physics: Fix issue when copying and pasting cloth component values. (975495)

  • Physics: Fix poor performance of self and inter collision gizmos for cloth. (963985)

  • Physics: RelativeJoint2D now correctly handles rotation. (1103365)

  • Physics: Stop NullReferenceException due to sprite-snapping when dragging a Joint2D anchor when the same GameObject contains a SpriteRenderer without an assigned Sprite. (1077680)

  • Prefabs: Added localization to Overrides window and PrefabUtility dialogs.

  • Profiler: Fix increased memory usage by profiler for long lasting background operations. (1094748)

  • Profiler: Fixed Profiler stats recording when profiling Editor with runtime profiler API. (Profiler.enabled)

  • Scripting: Add System.Data.dll in the references (1075265)

  • Scripting: Assigning a custom Debug.logger.logHandler intercept thrown exceptions (753944)

  • Scripting: Disallow modifications of serialized data in m_Component on GameObject (1022204, 1082089)

  • Scripting: Fix crash when a GameObject instantiate a new GameObject on the parent during OnDestroy callback and the whole hierarchy is being destroyed (1121506, 1125293)

  • Scripting: Fix crash when adding multiple components of a disallowed type (959136)

  • Scripting: Fix invalid UTF8 characters from imported assets. (1086920, 1114945)

  • Scripting: Fix so we can stop yielded Coroutines deeper than 3 (1089467)

  • Scripting: Fixed a bug where building players with "using alias" directives pointing to types in other assemblies if those types were not actually used would fail.

  • Scripting: Fixed: originalProjection variable in Camera.projectionMatrix Scripting API example is not initialized (1097500)

  • Scripting: Improved performance when calling GameObject.AddComponent for a nested MonoBehaviour class inside a namespace (1085304)

  • Scripting: When fields in an object are null and you use ToJson() to serialize it, the fields will still not be null in the resulting JSON, but they will no longer be modified in the source object (942547, 1124727)

  • Scripting Upgrade: Fix "GetThreadContext failed" assertion message on Windows (1114668)

  • Scripting Upgrade: Fix crash from method with too many variables (1103205)

  • Scripting Upgrade: Fix crash in Marshal.PtrToStructure with generic struct (1106422)

  • Scripting Upgrade: Fix crash when delegate constructor is invoked with NULL method (1091693)

  • Scripting Upgrade: Fix crash when method has Task return type (1111048)

  • Scripting Upgrade: Fix excessive GC allocations when using TLS (1084800)

  • Scripting Upgrade: Fix hang from race condition in C# sockets on Windows (1028819)

  • Scripting Upgrade: Fix hang when using Photon networking on Windows (1054137)

  • Scripting Upgrade: Fix sizes for System.Numerics types (1118631)

  • Scripting Upgrade: Fix use of DataContractJsonSerializer with UseSimpleDictionaryFormat option enabled (1070667)

  • Shaders: Fixed edge/inside tesselation factors being improperly handled by metal shader compiler (1065883)

  • Shaders: Fixed surface shaders analysis step sometimes missing inputs when keepalpha is specified (864173)

  • Shaders: Made editor log on shader compiler crashes more clean and useful. (1097215)

  • Shaders: Zero-init appdata in domain surface shader to avoid compiler error about out parameter not being fully inited (1065883)

  • SpeedTree: Fixed collision object importing from SpeedTree v8 assets.

  • Terrain: "Remove Light Probe Ringing" setting now can be serialized and undone. (1093751)

  • Terrain: Fixed crash when terrain with empty trees database moved in scene view (1087072)

  • Terrain: Fixed selection outline of terrain to work from the back side as well (1098438)

  • Timeline: Fix events send twice when just before the end of a clip (1017658, 1022016)

  • Timeline: Fixed a crash on IL2CPP platforms when the VideoPlayer component is not used. (1133959)

  • UI: Adding back removed API for Selectable.allSelectables and adding options for non allocating version (1126186)

  • UI: Cache referencePixelsPerUnit when canvas parent is disabled (1066689)

  • UI: Fix bug where Dropdown doesn't close when clicking outside it under certain cicumstance (1064466)

  • UI: Fixed case where inputfield cursor wouldn't be positionned properly (1083649)

  • UI: Fixed case where ui filtering in scene view did not function properly (1064210)

  • UI: Fixed issue where loading a scene with an orphaned ui component would cause a crash (1085469)

  • UI: Fixed issue where nested canvases with canvas scalers wouldn't work properly (1033895)

  • UI: Fixed issue with enabling canvas and polling its RectTransform data in awake/ Start returning incorrect values for root RectTransforms.

  • UI: Fixed issue with nested canvases with canvas groups and custom alphas not working properly (1084745)

  • UI: Fixed the bug where changing the Constraint Count for a Grid Layout Component would cause a Division by Zero Error. (1075194)

  • UI: Fixing API inconsistency with no support of uv2 and uv3 inside the VertexHelper class (1117237)

  • UI: Fixing breaking API change in layoutgroup where ScaleFactor was added and inserted in the middle of the parameter list (1129157)

  • UI: Fixing Image component inspector which would break undo when a sprite is replaced. (1114240)

  • UI: Fixing issue with IndexedSet not returning -1 when element is not found in dictionary.

  • UI: Fixing issue with UI Scrollbar blocking prefab mode. (1115796)

  • UI: Prevent memory allocation that happen every frame in CanvasScaler.Update(). (1105332)

  • UI: UIElements: Fixed ListView.Refresh computing incorrect offset for first row when item source changes

  • UI: UIElements: Fixed PopupField text overflow

  • UI Elements: Address issue with UXML template instance always appearing at the end of their parent. (1104566)

  • UI Elements: Can now close a window from a scheduler callback without errors (1098721)

  • UI Elements: Fix Inspector's preview of a UXML file (1128632)

  • UI Elements: Fixed the behaviour of all TextField and numeric field when pressing Enter, the control is now leaving edit mode. (1096200)

  • UI Elements: Fixed the behaviour of all TextField and numeric field when pressing Escape, the older value is now restored. (1096199)

  • UI Elements: Fixed the VectorXXFields going on 2 lines when the window is made small. (1049285)

  • UI Elements: Fixed UIElements not responding correctly to Return key, Keypad Enter Key, and space key for Toggle, GradientField, CurveField, ObjectField, EnumField and all popup related fields.

  • UI Elements: List View selection is now dimmed when the view doesn't have keyboard focus (1085251)

  • UI Elements: ObjectField: Pressing delete now clears contents (1062184)

  • Universal Windows Platform: Builds now fail if the certificate is expired (1022794)

  • Universal Windows Platform: Fix InputField text selection so it works on Windows 10 touch-enabled devices (1002834)

  • Universal Windows Platform: Fixes Visual Studio warning from generated UWP project concerning missing VS2015 toolset (1091279)

  • Universal Windows Platform: Fixes WebCamTexture failing to play in certain (rare) situations (1044635)

  • Video: Disregard unsupported stream on Windows (1065499)

  • Video: Fixed crash on specific avi video files on windows (1088203)

  • Video: Fixed crash on specific MPEG2 video files on windows (1082071)

  • Video: Fixed video with 6 audio channels crashes when switching between videos on iOS (935497)

  • Video: Improved VideoPlayer network error handling on Windows (1051461)

  • Video: VideoPlayer Camera Plane targets now visible in SRP (1024877)

  • Video: VR single-pass instancing mode is now supported by the VideoPlayer (950205)

  • Video: [Recorder] Frame rate drops drastically when using Movie Recorder to record as WebM (1052060)

  • Web: Fix disposing WWW object that has been yield returned from coroutine. (1117213, 1120581)

  • WebGL: Fix Application.Quit() and memory cleanup (1032870)

  • WebGL: Fixed build window linear color space compatibility check (1105479)

  • WebGL: Fixed Editor preventing to build for WebGL when Linear Color space is enabled (1103083)

  • WebGL: Fixed Performnance Reporting integer overflow in WebAssembly development builds.

  • Windows: Fixed editor freezing when certain devices (Steinberg UR 22 mk II, Cronus MAX) are connected to the computer (917526)

  • Windows: Improved error messages after failing to load native plugins on Windows Standalone and UWP if one of their dependencies is missing (1083178)

  • XR: Fix for VR tree shader using Alpha-to-Coverage when MSAA is disabled (1074421)

  • XR: Fix player crash when using Google Cardboard API (1102049)

  • XR: Mac VR Billboarded trees are improperly lit if VR is enabled (1025108)

Revision: 0862b00eb5a3
Generated: 2019-03-18 17:55

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