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Known Issues in 2020.2.0b14

  • Android: Fixed issue when accessing streamable assets time is increased due to incorrect compression settings (1276114)
    Fixed in 2020.2.0b15.

  • Asset Importers: [Performance Regression] Importing an fbx model is noticeably slower when the model contains Animations (1265275)

  • Asset Pipeline: Project Startup time slow due to unmatched Custom Dependencies (1276078)
    Fixed in 2020.2.0b15.

  • Audio: [editor][fmod][macOS] Editor is preventing Mac OS from entering sleep mode automatically (995866)

  • Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)

  • Graphics: Fixed bad sort operation that was causing random crashes during lightmap baking on OSX. (1271626)
    Fixed in 2020.2.0b15.

  • IMGUI: Memory leak when continuously triggering repaint on a custom Editor window which redraws meshes on every repaint (1293317)

  • Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked (1248389)

  • Linux: Lego Microgame crashes the Linux Editor at "ScanFilter::Merge" when selecting a WebGL build location (1295952)

  • Linux: Linux Editor crashes at "gtk_fixed_put" when opening a project (1288797)

  • Linux: Linux Editor tooltip shows up in the window switcher as a separate window (1287440)

  • Profiling: Once paused, the Profiler does not resume recording when profiling WebGL player (1271012)

  • Project Browser: Icon size slider is missing in Project Browser in One Column Layout (1295227)

  • Scripting: Crashes on mono_class_init when entering Play Mode after recompiling scripts (1262671)

  • Scripting: This one line fix should be added to the 2020.2/staging changes of the fix for 1288026 to make it complete. That fix landed 6 days ago.
    Me and the ADB team will look into creating a test which can catch this type of breakage. (1295675)
    This is a change to a 2020.2.0b14 change, not seen in any released version, and will not be mentioned in final notes.
    Fixed in 2020.2.0b15.

  • Shader System: Freeze or crash with various stack traces when opening a project while connected to a VPN service (1025558)

  • Shader System: [Shaders] 'TLS Allocator' errors and Allocation logs are continuously thrown after cancelling a build in progress (1224325)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • WebGL: [Linux] WebGL build always fails and throws a FileNotFoundException (1268262)

  • Window Management: Pop-up windows like Color Picker close upon clicking them when they are hovered on immediately after opening (1239613)

  • Window Management: [MacOS] Crash on -[ContainerWindowDelegate windowWillClose:] when closing "Unity Editor Update Check" window on a new project (1285668)

  • XR: [XR SDK][Oculus] EarlyUpdate.XRUpdate spikes inconsistently (1262597)

New 2020.2.0b14 Entries since 2020.2.0b13

Fixes

  • Android: Disabled Optimized Frame Pacing on Android 4.4-5.1 to fix crash/freeze. (1268910)

  • Android: Fixed a super-slow playback of video issue in asset bundles on Android. (1287770)

  • Asset Pipeline: Fixed for bug where the main object would change after renaming a native asset. (1189089)

  • Editor: Fixed an error in player settings caused by switching platforms. (1284565)

  • Editor: Fixed an issue where assembly reloading happened more than once when switching to the Unity Editor from another app or between Unity Editor windows. (1272211)

  • Editor: fixed an issue where mouse dragging on macOS would impact editor performance. (1281005)
    This is a change to a 2020.2.0a21 change, not seen in any released version, and will not be mentioned in final notes.

  • Editor: Fixed an issue where the bundle identifier could not be set in the generated Xcode project for iOS. (1284759)
    This is a change to a 2020.2.0b7 change, not seen in any released version, and will not be mentioned in final notes.

  • Editor: Fixed an issue where the Unity Download Assistant on Windows did not correctly displays progress as a positive percentage. (1294162)

  • Editor: Fixed an issue where the Unity Download Assistant on Windows did not correctly prompts for the download and install path. (1294753)

  • Editor: Fixed an issue with Cancelling Display Dialog error when switching active input handling setting. (1283400)

  • Editor: Fixed loss of raw input when changing focus in playmode, this primarily effected mouse axis and was not a problem in an undocked gameview. (1285464)
    This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.

  • GI: TextureImporter now chooses the ETC2 format instead of PVRTC for directional lightmaps by default when build target is iOS. (1235359)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed a crash when loading assetbundle texture with out-of-bound mipmap bias value in DX12. (1179311)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed a Vulkan crash when target framerate was set too high. (1292189)
    This is a change to a 2020.2.0a9 change, not seen in any released version, and will not be mentioned in final notes.

  • Graphics: Fixed an issue in the texture mipmap streamer. (1188754)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed an issue where SRP would not firing visibility callbacks when an object is indirectly became visible due to shadow culling. (1286377)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed frame debugger not showing correct keywords when stage-specific shader features are used. (1261620)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed missing type check from VFX component sheet, error possible if. (1258022)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed two gfx memory leaks that occurred when running HDRP and using a custom rendering solution in client/worker rendering mode.

  • Graphics: Separate samplers support for Nintendo Switch.

  • GraphView: Fixed an issue where the GraphView would become unresponsive after dropping a node in a stack. (1275569)
    This is a change to a 2020.2.0a4 change, not seen in any released version, and will not be mentioned in final notes.

  • iOS: Fixed an issue where Arcade's application was using a prohibited API when using Social API function.

  • Kernel: Fixed a stall issue when entering playmode with many pending Burst jobs to compile.

  • macOS: Fixed an issue where macOS Standalone player would not build on case sensitive file systems. (1293383)

  • macOS: Fixed an issue where non-development Apple silicon builds not running. (1293633)
    This is a change to a 2020.2.0 change, not seen in any released version, and will not be mentioned in final notes.

  • Package: Fixed an issue where CinemachineBlendListCamera was incorrectly holding 0-length camera cuts.

  • Package: Fixed an issue where OnTargetObjectWarped was broken for CinemachineOrbitalTransposer. (1274989)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Package Manager: Fixed an issue with search query after manual refresh.

  • Prefabs: Fixed an issue when opening Prefab from the prompt displayed when deleting 2nd level nested Prefab shows double rendering in Prefab Mode. (1277627)

  • Prefabs: Fixed Applying component or property takes current Animation Mode Preview or Recording values. (1077718)

  • Prefabs: Fixed that the Inspector preview window displays all LODs on a prefab simultaneously, stacked on top of one another. (1089143)

  • Profiler: Fixed an issue that caused Profiler Counters of type TimeNanoseconds or FrequencyHz to be displayed as counts. (1278281)

  • Scripting: Fixed a hang that would manifest when the debugger agent would get stuck waiting to do a thread_join on a suspended thread. (1275345)

  • Scripting: Fixed a HttpClient WebException thrown when requesting with PostAsync. (1276200)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Scripting: Fixed a performance regression isuee when loading struct fields. (1276888)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Scripting: Fixed an issue where project files were generated incorrectly with Safe Mode in regards to Precompiled assembly references. (1288026)

  • Scripting: Fixed an issue where the macOS Standalone player built for Apple silicon architecture would crash on startup with Mono scripting backend when running on macOS Big Sur Beta 6 or later. (1278359)
    This is a change to a 2020.2.0b2 change, not seen in any released version, and will not be mentioned in final notes.

  • Scripting: Fixed an issue where thread statics that reused thread static slots would not adhere to type alignment. This would cause the garbage collector to incorrectly clean up thread static data because it would only scan pointer aligned memory for references. This would lead to memory becoming corrupted and inducing random crashes. (1266322)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Scripting: Fixed an issue with dynamic methods not being cleaned up on domain reload which would lead to corrupted data that would then cause this crash. (1273662)

  • Shaders: Fixed include files not enabling Adreno framebuffer fetch extension. (1269926)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Shaders: Fixed native metal shaders failing to import when using caching preprocessor. (1284963)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Shaders: Fixed options not being parsed for multi_compile_instancing when using caching preprocessor. (1285968)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Shaders: Fixed out of bounds access to static const arrays in generated GLSL code. (1276781)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Shaders: Fixed rendering on DX when using "Use full Sampler precision by default" option in the player settings. (1293568)

  • Terrain: Fixed a memory OOB crash when painting detail objects on patches containing holes. (1293366)

  • Text: Fixed an issue where IME would get permanently disabled on focus and / or context change. (1091254)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Version Control: Fixed UnityYAMLMerge corrupting external tool command arguments during conversion of paths to native format on Windows. (1281941)
    This has already been backported to older releases and will not be mentioned in final notes.

  • WebGL: Fixed an issue with compressed single channel textures attempting to target unsupported BC4 compression format. (1274662)
    This has already been backported to older releases and will not be mentioned in final notes.

  • XR: Fixed an issue where the Lumin builds did not properly include source plugins when building the IL2CPP library. (1218580)
    This has already been backported to older releases and will not be mentioned in final notes.

  • XR: Fixed an issue where the Lumin builds needlessly packaged pre-compiled managed DLLs into the final MPK. (1233875)
    This has already been backported to older releases and will not be mentioned in final notes.

  • XR: Fixed an issue where VSync did not displaying at all when VR enabled to 2020.2. (1114382)
    This has already been backported to older releases and will not be mentioned in final notes.

Changes

  • Shaders: Changed Editor so that it skips warming up shaders from shader collections in the Preloaded shaders section of Graphics settings.

  • XR: Updated verified version of com.unity.xr.legacyinputhelpers to v2.1.6
    Changelog for 2.1.6 of com.unity.xr.legacyinputhelpers:

    • Fixes error message when using the color camera
    • Changes default near clip plane to 0.01f
    • Fixes rig migration for URP and HDRP.
    • Support for URP/HDRP v10.1.

Improvements

  • Mobile: Updated com.unity.mobile.notifications to 1.3.2.

  • Package: Updated input system package to 1.0.1. (1292513)

Preview of Final 2020.2.0b14 Release Notes

System Requirements Changes

Fixes

  • 2D: Added the Always Update property to the Sprite Skin component so that when enabled, the Sprite Skin will always deforms even when its associated Sprite Renderer is culled.

  • 2D: Colliders should also respect Pivot property of Edge Sprites in Sprite Shape.

  • 2D: Cull individual Sprites in TilemapRenderer Individual mode instead of using chunk culling.

  • 2D: Ensure SpriteShape are not generated when not in view on Runtime.

  • 2D: Fixed "Unapplied import settings" doesn't prompt when Apply button is clicked on the TextureImporter when changes are made both in Sprite Editor Window and TextureImporter. (1244077)

  • 2D: Fixed a 2D menu position inconsistency issue. (1268024)

  • 2D: Fixed a crash when undoing and redoing after a Tile Palette is saved. (1280263)

  • 2D: Fixed a crash when using Sprite Atlas with secondary texture assigned. (1288572)

  • 2D: Fixed an 'Invalid worldAABB' error message when the Pack Preview button was repeatedly pressed. (1270150)

  • 2D: Fixed an editor crashes when packing Sprites. (1259149)

  • 2D: Fixed an issue where 'Depth' column label clipped in the Visibility Tool Window. (1257991)

  • 2D: Fixed an issue where dragging a Sprite Shape Profile to Hierarchy created a Game Object in main Scene when in Prefab Mode. (1265846)

  • 2D: Fixed an issue where Shift-Erase was not returning to the Paint Tool when painting with the Tile Palette.

  • 2D: Fixed an issue where Sprite Editor Window did not show the Sprite when the Inspector was locked and the Sprite was not selected in the Project window.

  • 2D: Fixed an issue where Sprite GetVertexAttribute (TexCoord0) did not return correct uv data if Sprite was not rendered yet. (1266065)

  • 2D: Fixed an issue where the preview of a deleted secondary texture entry was still visible in Sprite Editor. (1211176)

  • 2D: Fixed an issue where the Sprite Packed image was blank in loaded AssetBundle after Editor re-focus. (1243177)

  • 2D: Fixed an issue where the vertical scrollbar of the Secondary Textures panel in Sprite Editor did not react to the mouse wheel. (1204429)

  • 2D: Fixed an issue where there was a broken documentation URL of the Component for PixelPerfect components.

  • 2D: Fixed an issue where there was not a tooltip for Tile Palette Gizmos button. (1254646)

  • 2D: Fixed an issue where visibility window overlaps with weights and geometry window when Sprite Editor Window was resized. (1263353)

  • 2D: Fixed assertion failed exception being thrown on undoing after clicking on Create Range button. (1273705)

  • 2D: Fixed auto-sizing for the Tile Palette when the Tile Palette is set to YXZ swizzle.

  • 2D: Fixed being unable to create Sprite Shape Profile along with ArgumentNullException being thrown in the Project window. (1280016)

  • 2D: Fixed Bounds/RectInt.allPositionsWithin returning positions with a size 0 for any axis. (1227811)

  • 2D: Fixed issue where SpriteShape Bounding Box would not take into account certain vertices. (1274400)

  • 2D: Fixed NullReferenceException getting thrown on performing Redo operation after creating Range property in the SpriteShape profiler preset. (1274776)

  • 2D: Fixed properties under the Sprite Library Asset overlappig in inspector. (1280017)

  • 2D: Fixed PSDImporter broken documentation links in inspectors.

  • 2D: Fixed PSDImporter creates empty GameObject in certain cases.

  • 2D: Fixed Sprite Skin deformation not being updated when the Sprite Skin component is enabled for a GameObject.

  • 2D: Fixed Sprite with no animation data being processed during AssetPostProcessor.

  • 2D: Fixed the broken documentation links in the Inspectors windows of components from the [2D Animation](https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/) package.

  • 2D: Fixed the exception error caused by reverting newly created vertices and edges in the [Skinning editor module](https://docs.unity3d.com/Packages/com.unity.2d.animation@5.0/manual/SkinningEditor.html).

  • 2D: Fixed the generation of Collider shapes with Tilemap Collider 2D, when a Tile is animated with Animated Tiles.

  • 2D: Fixed the issue causing the Sprite Asset used by the Sprite Skin component to be deleted in the Scene.

  • 2D: Fixed the issue where '_NormalMap' [Secondary Textures](https://docs.unity3d.com/Manual/SpriteEditor-SecondaryTextures.html) were not streched to the *Max Texture Size* when the Atlas Texture's size is larger than the _NormalMap Texture. (1167829)

  • 2D: Fixed the Sprite Editor not showing the Sprite when the Inspector is locked and the Sprite is not selected in the Project window. (1215581)

  • 2D: Fixed the visual defect that occurs after undoing changes to the Bone Transform properties in the Sprite Skin components' Inspector window.

  • 2D: Fixed vertical slider handle not being aligned and being placed slightly to the right side in the Bone Influence window. (1260568)

  • 2D: Fixed OnDrawGizmos to work with Rendering.CommandBuffer.GetTemporaryRT and CommandBuffer.ReleaseTemporaryRT.

  • 2D: Make layout of Tiles in the Tile Palette to be equal in width and height where possible when dragging in Sprites and Tiles to Tile Palette.

  • 2D: Retain cells set in the GridBrush when doing a Move. (1244347)

  • 2D: Set active editor tool to Paint tool when Shift Key is released before Mouse Button is released when painting or erasing from a Tile Palette. (1231123)

  • 2D: SpriteShapeController leaks memory when zero control points are used.

  • AI: Added OffMeshLink component Reset functionality. (1155287)

  • AI: Baking ignores FBX files with Mesh Compression set to Low or Medium when baking NavMesh. (1152594)

  • AI: Fixed a crash when specified node pool size for a new NavMeshQuery is too small. (1104755)

  • AI: Fixed a missing override indicators in NavMesh editors for the size of NavMeshObstacle and Area Mask for NavMeshAgent. (1269446)

  • AI: Fixed an editor crash when building a NavMesh with excessively distant sources. (1231244)

  • AI: Fixed an issue where NavMesh agent 'Area Mask' dropdown displayws when all values are selected. (1117300)

  • AI: Fixed an issue where pathfinding returned the end point on the wrong "floor" of the NavMesh. (1124570)

  • AI: Fixed NavMesh link cost modifiers improper behavior. (1281314)

  • Android: Automatically enable 'Custom ... Manifest' and 'Custom ... Template' checkboxes in Player Settings if appropriate files are added to Plugins/Android directory. (1227315)

  • Android: Avoid using depthClamp on GPUs that don't support it when using Vulkan.

  • Android: Disabled Optimized Frame Pacing on Android 4.4-5.1 to fix crash/freeze. (1268910)

  • Android: Fixed a regression with playing back uncompressed, on-disk asset bundles on Android versions before Pie.

  • Android: Fixed a super-slow playback of video issue in asset bundles on Android. (1287770)

  • Android: Fixed a Vulkan validation error when using Optimized Frame Pacing with Vulkan. (1255060)

  • Android: Fixed an issue when using storage buffer object in both vertex and fragment shader on Adreno. (1251305)

  • Android: Fixed an issue where Android cutout's y coordinate in windowed mode. (1248638)

  • Android: Fixed an issue where Multithreaded Rendering setting would use the incorrect platform settings.

  • Android: Fixed an issue with android's window pixel format when rendering over native UI. (1244553)

  • Android: Fixed artifacts on older Adreno devices when using compute skinning with blend shaped with OpenGL ES. (1260887)

  • Android: Fixed Autoconnect Profiler option when device is connected with USB only. (1244618)

  • Android: Fixed BuildOptions.ConnectToHost option, when Android is only connected to PC via USB and Wifi is disabled. Previously BuildOptions.ConnectToHost would only work through Wifi connection, now the app should automatically connect to Editor. (1233567)

  • Android: Fixed depth when rendering to backbuffer with BlitType Auto/Never.

  • Android: Fixed performance regression on Mali GPUs when using CBUFFERs. (1157313)

  • Android: Fixed RenderPass API implementation when using OpenGL ES. (1219327)

  • Android: With sporadic freeze when using Vulkan on Mali devices.

  • Animation: Added documentation for AnimatorControllerPlayable methods. (1195131)

  • Animation: Animation count in Scene from the Stats window does not drop down when all of the Animation are finished in the Scene. (1201251)

  • Animation: BlendTree node with any number of empty Motion fields now trigger an update of neighbouring node positions. (1193229)

  • Animation: Crash in AnimationCurveTpl<Vector3f>::EvaluateClamp when animation.Play(AnimationPlayMode.Queue) is called in Update(). (1218218)

  • Animation: Ensured that deactivating GameObjects does not deallocate memory used by TransformStreamHandle. (1167280)

  • Animation: Fixed a crash that happened when destroying AnimationPlayables. (1231355)

  • Animation: Fixed a crash that would happen when calling the GetBoneTransform on a humanoid with no left finger. (1228811)

  • Animation: Fixed a crash where the animation clip custom target was null as it was still in a transform binding mode. (1228823)

  • Animation: Fixed an issue where a rename would be accepted in the Animation Window even if the ESC key is pressed. (1157048)

  • Animation: Fixed an issue where blending playables that animated different set of properties would not correctly blend with the scene values. (1252312)

  • Animation: Fixed an issue where Light.innerSpotAngle could not be animated. (1270159)

  • Animation: Fixed an issue where OnStateEnter was not being called when StateMachineBehaviour stop Timelines. (1257833)

  • Animation: Fixed an issue where the editor crashes when opening Animator transition settings with specific hierarchy. (1242608)

  • Animation: Fixed an issue where the layout of the Animator Window would not persist properly. (1197028)

  • Animation: Fixed an issue where threshold values with commas would not save in blend tress. (817322)

  • Animation: FIxed playable graph with animations breaking when 'Disable Unity Audio' is enabled. (1187693)

  • Animation: Fixed root transform offsets introduced on nested humanoid characters running Animation C# Jobs. (1259490)

  • Animation: Hidden Animator Layers/Parameter view opens back again after entering Play Mode. (1219412)

  • Animation: OnStateUpdate will not be called when a new AnimatorControllerPlayable is attached by the first time. (1168332)

  • Asset Import: Fixed an issue in ModelImporter when the Preserve Hierarchy was ignored in some cases after applying a Preset to it. (1243047)

  • Asset Import: Fixed an issue that was throwing errors in the console when Rig settings of multiple models were all changed at once. (1264463)

  • Asset Import: Fixed an issue when using ClearImporterOverride on Model assets (fbx files and other formats using the ModelImporter) that caused a memory leak and console errors. (1218841)

  • Asset Import: Fixed an issue where RE2 generated warnings on old versions of macOS. (1259551)

  • Asset Import: Fixed an issue with the model rotated 90 degrees when upgrading project from version 2020.2.0a20 and below to 2020.2.0a21 and above. (1276677)

  • Asset Import: Fixed AssetImportWorker taking autoconnect player connections.

  • Asset Import: Importers does not lose selection anymore when the imported asset changes its type. (1182598)

  • Asset Import: LoadImage now returns PNGs in the authored colorspace when gAMA block is authored, instead of gamma 2.0. A new static flag has been added to the ImageConversion class to disable this behavior. See Texture2D.LoadImage for additional details. (1199896)

  • Asset Import: Solved an issue so that AssetDatabaseExperimental.GetAvailableImporterTypes returns all expected registered importers for a given asset path. (1218830)

  • Asset Pipeline: ArtifactID is now unique for an import result. (1193231)

  • Asset Pipeline: Changed behavior in Refresh

    • Empty folders that don't have .meta files get deleted if the folders were known before.
    • If an orphaned .meta file is marked as folderAsset the folder is recreated.
      These changes address issues related to creating/deleting folders in certain (p4, git) version controlled projects where empty folders don't get created/deleted when the user gets latest version on the client.
  • Asset Pipeline: Changing the platform is not propagated to the asset import worker process.

  • Asset Pipeline: Disabled editors for removed assets. (1158081)

  • Asset Pipeline: Fixed a crash in GetHashOfImportedAssetDependencyHints when scripted importer returns null inside GatherDependenciesFromSourceFile during unity startup. (1234968)

  • Asset Pipeline: Fixed a crash when a preview image was destroyed indirectly. (1163297)

  • Asset Pipeline: Fixed a scalability issue of increasing number of revisions of long dependency chains (e.g. iterating on nested prefabs). (1250294)

  • Asset Pipeline: Fixed a small performance regression when batch copying assets via scripts. (1238732)

  • Asset Pipeline: Fixed an issue where ''GetCurrentCacheServerIp' was returning an empty string instead of actual value.

  • Asset Pipeline: Fixed an issue where an imported asset dependency on a source asset could lead to a wrong import.

  • Asset Pipeline: Fixed an issue where an unused artifact dependency would lead to infinite import.

  • Asset Pipeline: Fixed an issue where Artifacts for deleted asset didn't get deleted in artifact garbage collection.

  • Asset Pipeline: Fixed an issue where custom dependencies changes are rejected in initial domain load.

  • Asset Pipeline: Fixed an issue where Forced import of an new asset which already have a meta file (and thereby a GUID) don't get force reimported.

  • Asset Pipeline: Fixed an issue where the current directory was changed in beginning of refresh. (1278242)

  • Asset Pipeline: Fixed Binary to YAML UInt16 conversion error when importing a specific binary serialized package into a project with Force Text serialization enabled. (1225913)

  • Asset Pipeline: Fixed bug where renaming a script doesn't properly take effect on asset import workers. (1258644)

  • Asset Pipeline: Fixed for instability where .meta files are not parsed right. (1214122)

  • Asset Pipeline: Fixed issue where postprocessors with version 0 wouldn't be used.

  • Asset Pipeline: Having information that says "version 2" is selected, can be confusing, since users could assume that the "version 1" of the asset import pipeline could be selected. This has been removed completely as 2020.1 can on the Asset Import Pipeline that was re-written for 2019.3.

  • Asset Pipeline: If the license is not valid asset import worker processes will fail and block the main editor. (1224855)

  • Audio: Changing audio mixer attenuation to or from 0 dB resulted in popping / spiking sounds. (1101442)

  • Audio: Chorus and Flange filters didn't apply initial parameters correctly under certain situations when used in the audio mixer or as audio filter components. (579690)

  • Audio: Fixed "Assertion failed on expression" message in console when disabling the audio system from the project settings while an audio clip preview is playing. Also, the preview playback will now stop in this scenario. (1232267)

  • Bug Reporter: Added a name of the file causing the error to the project packer error message. (1223660)

  • Build Pipeline: Added scroll viewer to build settings. (1211918)

  • Build Pipeline: Added support for baked collision mesh writing in the Scriptable Build Pipeline.

  • Build Pipeline: Fixed a build corrupted issue when a field coming from an assembly override was serialized in assets/scenes. (1265330)

  • Build Pipeline: Fixed an edge case issue where generated sprite texture case were being mangled and caused build errors on case sensitive file systems.

  • Build Pipeline: Fixed an issue where StreamingAssets AssetBundle manifest were not provided by default to PlayerBuild, which resulted in types being referred by AssetBundle being kept in the build even if Player.Optimization.Managed Stripping Level was set to Medium or High.

  • Build Pipeline: Fixed bug in the Managed SpookyHash algorithm that was causing some bytes at the end of the buffer to not be incorporated into the hash for specific buffer sizes.

  • Build Pipeline: Reduced amount of garbage collection performed inside the ContentBuildInterface.

  • Burst: Fixed a compatibility issues between burst and older linux distros.

  • Burst: Fixed a potential error when running the linker with a failure on lld command.

  • Burst: Fixed a regression that could break usage of native plugins.

  • Burst: Fixed an issue preventing player builds to succeed when burst compilation is disabled.

  • Burst: Fixed an issue that prevented burst from resolving functions on platforms when it's statically linked such as iOS.

  • Burst: Fixed an issue where if a path to the package contained spaces, then native command execution would fail. This manifiested as weird errors with 'lld' or 'vswhere' or other native tools.

  • Burst: Fixed Debug.Log by re-enabling it when used in function pointers or jobs.

  • Burst: Fixed errors when opening Inspector with a non-public Execute method on a job producer type.

  • CodeEditor: Added project generation for Xbox One build target. (1156114)

  • CodeEditor: Added support for solution folders.
    Only bind the messenger when the VS editor is selected.
    Warn when unable to create the messenger.
    Fixed an initialization issue triggering legacy code generation.
    Allow package source in assembly to be generated when referenced from asmref.

  • CodeEditor: Fixed and issue where teh assembly references to package assemblies break IDE projects.

  • CodeEditor: RIDER - "The specified path is not of a legal form (empty)".

  • CodeEditor: RIDER - Guarantee that sln and csproj files are present, when OpenProject is called.

  • CodeEditor: Xbox One platform generates broken .Player.csproj files. (1139068)

  • Core: Fixed crash when IME Strings got too long. (1226610)

  • DX12: Fixed a performance issue when invoking dynamic vertex buffer updates. (1204804)

  • DX12: Fixed an issue with MSAA which resolved on 2D texture arrays.

  • DX12: FrameTimingManager now works on DX12 Windows Standalone and UWP. (1212335)

  • Editor: "Generate all .csproj files" setting needs to be toggled on every startup for all the csproj files to actually be generated.

  • Editor: (case 1215825) UnityEngine.Diagnostics.ForceCrash does not produce crash dump when editor exits due to fatal error log message. (1215825)

  • Editor: Active Tool window now saves properly in the layout. (1224432)

  • Editor: Allow pasting float numbers with a trailing f into number fields.

  • Editor: Automatic "unity is busy" progress dialogs on Windows no longer steal focus or pop up while the editor is not the active application.

  • Editor: Changed CTRL+click in Hierarchy so it changes the active object to reflect the Scene View behavior. (1154444)

  • Editor: Com.unity.test-framework does not print any messages when loaded into a project. (1214217)

  • Editor: Create Empty Parent' added to the hierarchy window context menu.

  • Editor: Cut' and 'Paste As a Child' functionality added to Scene View. (1215583)

  • Editor: Do not generate invalid project files when 'Open by file extension' is chosen. (1246567)

  • Editor: Don't display blank GameObject preview for Camera Prefab Assets. Instead, treat it the same as other Prefabs that don't have renderer components. (1182438)

  • Editor: Ensur EditorSettings works as preset. (1223623)

  • Editor: Fixed "Handles.Repaint called outside an editor OnGUI" error when folding out an Avatar Mask's Node Name property. (1244003)

  • Editor: Fixed 3D texture preview drag rotation.

  • Editor: Fixed a bug where UTR fails with "No tests have been selected to run message" when in fact we attempt to run playmode tests in standalone player and connection times out.

  • Editor: Fixed a canceling rect selection that was breaking the inspector. (1253694)

  • Editor: Fixed a class of GTK warnings showing up in the editor log when running the Linux editor. (1268468)

  • Editor: Fixed a crash that could occur when Burst compilation was scheduled before Burst had been initialized.

  • Editor: Fixed a crash when several editors were opened at the same time.

  • Editor: Fixed a crashed when a Transform was accessed during OnValidate. (1114911)

  • Editor: Fixed a float point imprecision with the rect tool. (1246267)

  • Editor: Fixed a performance regression caused by Preferences 'Developer Mode' writing and reading preferences each frame. (1261270)

  • Editor: Fixed a race condition during input shutdown when unloading an input library on Windows. (1250096)

  • Editor: Fixed a ShortcutWindow profile dropdown that was missing the dropdown arrow. (1232757)

  • Editor: Fixed a Unity crash in BroadcastMessageAny when parenting RectTransform in OnCanvasHierarchyChanged. (1255755)

  • Editor: Fixed an alignment issue with the sorting group component in the inspector. (1264073)

  • Editor: Fixed an Editor crash with TLSAllocator::GetAllocatedMemorySize() const when connecting wire-free earbuds in the Play mode. (1261961)

  • Editor: Fixed an error in player settings caused by switching platforms. (1284565)

  • Editor: Fixed an error that occurred when creating a new swatch preset library with a name containing "/". (1254004)

  • Editor: Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232077)

  • Editor: Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232092)

  • Editor: Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232095)

  • Editor: Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232100)

  • Editor: Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232104)

  • Editor: Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232112)

  • Editor: Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232117)

  • Editor: Fixed an incompatibility issues with scripting based PlayerSettings and Presets. (1232141)

  • Editor: Fixed an incorrect drag indicator issue when dragging sprites to the hierarchy. (1178106)

  • Editor: Fixed an issue by adding null check. (1211302)

  • Editor: Fixed an issue by Calling UpdateCachedData to get updated info before updating the m_traker. (1202591)

  • Editor: Fixed an Issue by displaying proper error message, if user enter library name with colon. (1254007)

  • Editor: Fixed an issue by setting the font size property value to zero in reset function. (1239786)

  • Editor: Fixed an issue in the Linux editor where mouse input in one window could create undesired visual changes in other windows upon repaint. (1131492)

  • Editor: Fixed an issue on Linux where the prefab overrides popup could overflow the available vertical screen space. (1119679)

  • Editor: Fixed an issue to enable scroll down automatically when first frame of logs does not fit in console window. (1241533)

  • Editor: Fixed an issue wehre tvOS player settings would not work with presets. (1254898)

  • Editor: Fixed an issue when importing an Asset from a .unitypackage that has the same GUID as an existing Asset in the project wasn't displaying a warning. (1250673)

  • Editor: Fixed an issue when Right-clicking assets in the Hierarchy and Project window would not correctly highlight and select before displayed the context menu. (1222945)

  • Editor: Fixed an issue where a prefab selection in the Scene View was not respecting user set picking flags. (1234665)

  • Editor: Fixed an issue where AllowSceneActivation was not respected during enter playmode. (1153187)

  • Editor: Fixed an issue where Alt+numpad Unicode character input would not works in the Windows editor. (1174605)

  • Editor: Fixed an issue where an exception was thrown when trying to show the contextual menu for an unloaded scene in the hierarchy window. (1233432)

  • Editor: Fixed an issue where assembly reloading happened more than once when switching to the Unity Editor from another app or between Unity Editor windows. (1272211)

  • Editor: Fixed an issue where certain dropdowns are misaligned in the player settings preset editor. (1218668)

  • Editor: Fixed an issue where clicking the right edge of textures icon in material inspector would open a asset selection window. (1248553)

  • Editor: Fixed an issue where ColorField had no border when showEyeDropper was set to false. (1244882)

  • Editor: Fixed an issue where dragging from a closed window in the mac Editor would crash. (1257002)

  • Editor: Fixed an issue where DrawGizmo attribute was not supporting interfaces. (1271985)

  • Editor: Fixed an issue where extra symbols were added to the field, when double clicking on non-equal values and trying to type over them. (1256909)

  • Editor: Fixed an issue where hidden components were not visible in the Inspector, even after the attached script was deleted. (1250355)

  • Editor: Fixed an issue where hierarchy search field was not always resetting when exiting prefab edit mode. (1265782)

  • Editor: Fixed an issue where iOS player settings were not working with presets. (1232103)

  • Editor: Fixed an issue where meta file info was not preserved when drag-copying assets in the Project Window. (1220825)

  • Editor: Fixed an issue where multiple EventSystem instances could be created from a prefab in one scene. (1210254)

  • Editor: Fixed an issue where no warning was occurring when duplicating an Asset from the Packages folder. (1265856)

  • Editor: Fixed an issue where plugin resolution would fail if a plugin had two chained library extensions. (1217894)

  • Editor: Fixed an issue where ProBuilder window stole focus on MacOS. Also ensures Application.isFocused only returns true in the Editor when GameView is focused (as is the documented behavior). (1254752)

  • Editor: Fixed an issue where Scene View picking always returning the selection base when a prefab is the first selected object with a non-prefab GameObject behind. (1166101)

  • Editor: Fixed an issue where SearchField style of custom editors does not match with other Search Fields in the editor. (1243420)

  • Editor: Fixed an issue where selected text is not replaced in Input Field. (1253193)

  • Editor: Fixed an issue where Settings Window was not refreshing after selecting a Preset. (1268130)

  • Editor: Fixed an issue where snapping didn't work only lines were showing.

  • Editor: Fixed an issue where switching between different Tabs in Preferences Window resizes Cinemachine Tab's UI. (1258316)

  • Editor: Fixed an issue where the -api-profile flag caused the editor to write to ProjectSettings/ProjectSettings.asset using binary serialization mode despite ForceText was configured in ProjectSettings/EditorSettings.asset.

  • Editor: Fixed an issue where the Build Settings window was not dockable. (1259782)

  • Editor: Fixed an issue where the context menu Reset was not functioning as intended with Assembly Definition and Reference files. (1217217)

  • Editor: Fixed an issue where the Editor crashed when maximizing and minimizing the docked IMGUI debugger window. (1257185)

  • Editor: Fixed an issue where the first item was executed when pressing enter, even if nothing was selected. (1258382)

  • Editor: Fixed an issue where the Gizmos FoldOut does not expand until the mouse cursor is moved. (1228330)

  • Editor: Fixed an issue where the Handles.Button prevented Scene View navigation. (1250996)

  • Editor: Fixed an issue where the input handler was set incorrectly when upgrading projects. (1287791)

  • Editor: Fixed an issue where the keyboardLayout was not returning correct value on linux. (1167021)

  • Editor: Fixed an issue where the Line Renderer Simplify toggle would not refresh the scene view. (1258815)

  • Editor: Fixed an issue where the Renderer component editor did not list the reflection probes when they were disabled in the SupportedRenderingFeatures. (1254082)

  • Editor: Fixed an issue where the Save Asset window does not close automatically after saving all assets. (1222647)

  • Editor: Fixed an issue where the Scene View's Select All would not taking into account scene picking/visibility state. (1250345)

  • Editor: Fixed an issue where the toolbarsearchfield width was not fixed in SettingsWindow. (1257235)

  • Editor: Fixed an issue where the Unity Download Assistant on Windows did not correctly displays progress as a positive percentage. (1294162)

  • Editor: Fixed an issue where the Unity Download Assistant on Windows did not correctly prompts for the download and install path. (1294753)

  • Editor: Fixed an issue where there were duplicate results from AssetDatabase.FindAssets. (1242371)

  • Editor: Fixed an issue where tool tips in camera inspector were missing. (1263085)

  • Editor: Fixed an issue where when "Add Component" button jumps in the inspector when resizing if has custom expandable UI Group elements. (1230277)

  • Editor: Fixed an issue where width of the border of the Alpha Value is not enclosed within boundary in the color picker. (1237286)

  • Editor: Fixed an issue where windows overlapped over other windows on resizing. (1255867)

  • Editor: Fixed an issue where you could not drag and drop from outside the project folder. (1270452)

  • Editor: Fixed an issue with "Select Shader" option in inspector shader context menu. (1231531)

  • Editor: Fixed an issue with Cancelling Display Dialog error when switching active input handling setting. (1283400)

  • Editor: Fixed an issue with Linux using FitRectToScreen instead of FitWindowRectToScreen. (1263999)

  • Editor: Fixed an issue with Material Validation color swatches were not rendering after domain reload. (1250913)

  • Editor: Fixed an issue with object sorting in the Profiler window. (1240861)

  • Editor: Fixed an issue with Properties in the Canvas Scaler component not matching the properties in its Preset. (1252603)

  • Editor: Fixed an issue with restoring of Rect Transform on UNDO after a render mode change. (1246899)

  • Editor: Fixed an issues related to labels that disappeared and Overlaping of labels in Layer Collision Matrix. (1259361)

  • Editor: Fixed an issuey where the Editor toggle boxes' height did not adjusted to align with their label. (1260494, 1267326)

  • Editor: Fixed an object sixing issue when the Center scale handle was not given an initial scale that was [1,1,1]. (1264038)

  • Editor: Fixed an overflow issue where keycode mappings were not using the std maps. (1270330)

  • Editor: Fixed Android Target DPI player setting to work with presets. (1254906)

  • Editor: Fixed assembly hot reload inside the editor. (1251134)

  • Editor: Fixed camera speed slider not getting to min-max when setting min/max values with more than 2 decimals. (1190430)

  • Editor: Fixed cancel of multiple objects rename that would set their names to "<multi>" instead of keeping their original names. (1218183)

  • Editor: Fixed disappearing "Edit..." button next to Shader dropdown list on Material UI.

  • Editor: Fixed dragging on Empty Favorites. (1224386)

  • Editor: Fixed error in import by adding support for the conversion of SkinWeights using UNorm16 and SNorm16 format. (1218889)

  • Editor: Fixed flickering when multiple windows were shown on macOS Editor. (1221722)

  • Editor: Fixed foldout alignment in Physics2D Settings window. (1228331)

  • Editor: Fixed Frame Debugger to show Compute Shader dispatch information properly.

  • Editor: Fixed Highlighter APIs. (1223530)

  • Editor: Fixed incorrect GUI style for Influence Mask field in the ParticleSystem External Forces Module.

  • Editor: Fixed issue where an incorrect mesh index count was being displayed in the Mesh Inspector. (1268635)

  • Editor: Fixed issue where the free move's surface snap (shift+control) didn't use the new HandleUtility.PlaceObject extendable API.

  • Editor: Fixed issue with event data not being reset on subsequent clicks after the first one. (1219722)

  • Editor: Fixed issues caused when components required by other components do not exist. (876288, 887641, 888143, 1086961)

  • Editor: Fixed issues with AspectRatioFitter component. (1199877)

  • Editor: Fixed main editor window is no longer maximized when resetting the layout. (1179646)

  • Editor: Fixed New InputSystem not handling absolute mouse positions including those sent over RDP.

  • Editor: Fixed player settings visual glitch issue where "Metal API Validation" checkbox had an extra indentation level.

  • Editor: Fixed Preset incompatibilities in Player Settings (Default/Standalone). (1232067)

  • Editor: Fixed property dropdown of "Surface Effector 2D" doesn't expand until the mouse cursor is moved in Properties Window. (1243958)

  • Editor: Fixed property window cascading even though no property windows are opened. (1251625)

  • Editor: Fixed rare unstable asset hash.

  • Editor: Fixed rebuilding gizmo renderers caused an performance regressions. (1238713)

  • Editor: Fixed Scene View not accepting input after Maximizing and Un-maximizing while holding the right mouse button. (1186624)

  • Editor: Fixed script execution order values being cropped when using certain UI scaling values (mostly 125%). (1182109)

  • Editor: Fixed skybox persisting in scene after drag cancellation.

  • Editor: Fixed test ShortcutEntryConstructor_MethodWithShortcutArgs_FromAttribute in debug mode. (1233242)

  • Editor: Fixed Texture 2D Array support to the Render Texture Editor. (1238898)

  • Editor: Fixed the Click Offset area for a GUI Button. (1240174)

  • Editor: Fixed the coverage issue in enum data utility. (1215827)

  • Editor: Fixed the crash when "Right click" is used to close an undocked preview window on Windows. (1231889)

  • Editor: Fixed the FillOrigin Enumpopup issue. (1254876)

  • Editor: Fixed the issue where the Grid opacity Input field is highlighted on changing the Grid Axis from the scene view grid settings window. (1221530)

  • Editor: Fixed the Object Selector window preventing object selection in the Scene View when searching for certain types. (1241020)

  • Editor: Fixed the warning thrown by the Clang compiler at Line 134 of "RuleSetFiles.cpp" "warning- returning reference to local temporary object
    [-Wreturn-stack-address]
    return core::string("");".

  • Editor: Fixed toggling Scene View from 2D to 3D locking the camera motion to the last direction of movement. (1232270)

  • Editor: Fixed Transform manipulator to use Undo.RecordObject so it works with livelink.

  • Editor: Fixed Unity Editor existing fullscreen mode when layout is changed. (1232706)

  • Editor: Fixed unselected Scene Views not respecting the mouse scroll wheel zoom shortcut. (1216819)

  • Editor: Fixed usage of restore_saved_layout when bottom_view and top_view are null for an editor mode dynamic layout. (1244524)

  • Editor: Fixed vertex snapping incorrectly snapping to objects hidden by Scene Visibility flags. (1222442)

  • Editor: Fixed EndLayoutGroup errors when GUI items are highlighted by PrefixLabel. (1238526)

  • Editor: Forces normal windows to open in the active space (on top of the editor) when editor is full screened on mac. This prevents a 'hidden' window. (1218891)

  • Editor: Game tab no longer undocks when switching between tabs while cursor is locked. Cursor no longer locks on focus, only on a click in the Game tab. Also fixes an issue where cursor lock would not function properly (e.g. lock without hiding) when moving docked window to a new location in the editor. All fixes are specific to the editor on Windows. (1246445)

  • Editor: GameObjects are not draggable when using the scroll wheel in macOS. (1175328)

  • Editor: Gizmo icons are now displayed on all objects all the time unless object is selected. (1223375)

  • Editor: Hierarchy items are not considered hovered when scrolling the vertical scrollbar. (1229149)

  • Editor: Implemented Getter and Setter for Blocking Mask property, so that it can be accessed through script. (1210118)

  • Editor: In the linux editor, guiviews no longer gain focus on scroll events (scroll still occurs), which has the effect of preventing the editor from stealing focus on scrolls over guiviews that were previously unfocused. (1270605)

  • Editor: Including a trailing semi-colon in a testName filter no longer results in all tests being run. (1171200)

  • Editor: Inspector property copy/paste no longer allows pasting unrelated enum values. (1222717)

  • Editor: Internal.

  • Editor: Light icons in scene view now update immediately after light type is changed in inspector. (1229003)

  • Editor: Makes sure proper selected items are within hierarchy view after "selecte prefab root" and "invert selection", previously items would be properly selected but not in view of the hierarchy. (1228117)

  • Editor: Modified Android Icons PlayerSettings to work with presets. (1232114)

  • Editor: Modified arrays to be reorderable by default, and present non-reorderable arrays using legacy control.

  • Editor: Modified iOS Icons PlayerSettings to work with presets. (1232101)

  • Editor: Modified the LineRenderer editor positions view to always display the index column. (1260526)

  • Editor: Modified the settings provider example for how to write UI for a SettingsProvider to save the property editing. (1263452)

  • Editor: Modified the title of the splash screen window to clarify activity name on CentOS. (1232562)

  • Editor: Modified the tooltip text for the Disable button. (1240815)

  • Editor: Modified the Unity menu to display the Windows menu item second from last. (775676)

  • Editor: Modified tvOS Icons PlayerSettings to work with presets. (1232093)

  • Editor: Mouse hover event is fixed in situations when windows are overlapping on macOS. (1222681)

  • Editor: Presets modifications array inconsistent size when excluding some properties. (1229273)

  • Editor: Project does not contain all .csproj files when "Generate All .csproj files" option is selected in preferences.

  • Editor: Re-added Mesh info to the Mesh Inspector Preview.

  • Editor: Removed extra spacing added to some fields in the inspector. (1235884)

  • Editor: Static Analysis found I missed a spot to check if a pointer was NULL. (1229276)

  • Editor: The projection property in the Camera inspector is now properly getting the blue indicator, if changed in a prefab. (1197771)

  • Editor: Transform shift rotate always reset the rotation value when used. (1221620)

  • Editor: Unity remote is no longer deprecated in the editor.

  • Editor: Updated cancel button when using SetValueWithoutNotify. (1246292)

  • Editor: Updated Collab package to 1.3.9. See the package changelog for full details.

  • Editor: Updated the Doc URL server with the official public server. (1255912)

  • Editor: Updated the Profile Analyzer (com.unity.performance.profile-analyzer) to version 1.0.1, with various fixes included. See https://docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@1.0/changelog/CHANGELOG.html. (1253426, 1254017, 1254572, 1254868, 1254869, 1254870, 1256243)

  • Editor: VSync gets disabled after Maximize on Play is disabled and Play Mode is unpaused after pausing. (1230428)

  • Editor: When attempting to create a new file beginning with a dot, auto-convert the character to an underscore, similar to what we do for other invalid characters, instead of displaying an error. (1117029)

  • Editor: When creating a new asset in the project window of the Editor Unity will now no longer add the required file extension if the entered name already ends with it. So for example creating a script called "Foo.cs" in the project will now create the file "Foo.cs" rather than "Foo.cs.cs". The behaviour when the file extension is omitted is unchanged - creating the script "Foo" will create the file "Foo.cs" as normal. (1251423)

  • Editor: When deleting the last subfolder of an expanded folder, the icon stays the expanded folder one.
    In fact the expanded status of the folder is not updated.
    This updates the status correctly. (1233024)

  • GI: Added convergence statistics for additional probes in the Lighting window.

  • GI: Ensured Prefab Mesh Renderers are properly affected when a user changes Receive GI, Lightmap Parameter, or Optimize UVs settings. (1179530)

  • GI: Ensured that distance values for objects using level of detail (LOD) groups are correct.

  • GI: Ensured that inspecting a mesh renderer with no vertex buffer or no index buffer does not cause crashes. (1197692)

  • GI: Ensured that LightmapParameters class is not null for new scenes and is accessible via the C# API, along with pushOff. Corrected the docs accordingly. (1215629)

  • GI: Ensured that RadeonRays::PlainBvhTranslator::Process does not cause the Editor to crash when using the GPU Lightmapper for neighboring Terrains. (1198965)

  • GI: Ensured that selective RGB, R, G, and B view access functions in the Lightmap thumbnail preview. (1199790)

  • GI: Ensured that Static Batching does not corrupt Baked Lightmap scene visualizations on Play. (1059722)

  • GI: Ensured thatTempBuffer<RenderTexture> is not released in memory when users are using deprecated Realtime Global Illumination functionality.

  • GI: Faster light probe and additional probes baking.

  • GI: Fixed a crash due to an out of bounds access when eGPU was selected and restarting the editor after the eGPU was unplugged. (1272640)

  • GI: Fixed a crash in the lightmapper when using a rendertarget as a cookie texture. (1261117)

  • GI: Fixed a fallback from GPU to CPU progressive lightmapper with various OpenCL errors when moving the viewport during baking with Progressive updates on. (1286418)

  • GI: Fixed an issue in the GPU->CPU fallback logic when no valid OpenCL context could be created. (1208704)

  • GI: Fixed an issue where moving an Object while baking would break directionality while using GPU progressive lightmapper. (1238156)

  • GI: Fixed an issue where the Force Stop button to was not stopping when baking with the progressive lightmappers and composite lightmaps were in their current state. (1069481)

  • GI: Fixed an issue with an overlapped title in Lightmap thumbnail preview. (1113043)

  • GI: Fixed and issue where users were not allowed to select UV colors for the Lightmap Preview. (1252445)

  • GI: Fixed case where Editor hangs on close and when baking is canceled. (1235769)

  • GI: Fixed debug Editor failing in CheckAutoLDA.AssertLightprobesInAutoLDA. (1216793)

  • GI: Fixed invalid miss marker for the first ray when doing bounces.

  • GI: Fixed issue where a rounding issue break the Inspectors Float Range slider in linear colour space on gamma properties. (1245429)

  • GI: Fixed issue where the ContributeGI flag acts faulty in a Preset inspector. (1223708)

  • GI: Fixed issues where Custom Cache Folder Location didn't update correctly. (1228137)

  • GI: Fixed missing tooltips for Light Probe Proxy Volume. (1245432)

  • GI: Fixed SceneLights memory leak on shutdown in EnlightenBakeManager and ProgressiveRuntimeManager.

  • GI: Fixed Static Analysis Defect: missing CL_CHECK's for EnqueueClearBuffer calls. (1245120)

  • GI: Fixed to make GPU lightmapper work on Apple Silicon.

  • GI: GPU lightmapper wrong OpenCL kernel argument in prepareLightRays.cl.

  • GI: GPU memory not released following a GPU progressive light bake. (1204993)

  • GI: Info message is added when an unavailable denoiser is selected. (1254973)

  • GI: Made sure that the Sun fields enum is the correct width. (1244279)

  • GI: Make Experimental.Lightmapping.Bake and BakeAsync docs less confusing. (1246519)

  • GI: Reduced the incidence of invalid texels in Progressive Lightmapper bakes. (1217996)

  • GI: Updated labels for Contribute and Receive GI mode in the Scene view. (1261852)

  • Graphics: - Fixed performance slowdown when releasing large amounts of buffers at once in Vulkan. Affects SRP batcher the most. (1102159)

  • Graphics: Added a warning message when intermediate renderers reset non-finite bounds to zero. (1225021)

  • Graphics: Added additional return code validation to various QueryInterface calls. (1229903)

  • Graphics: Added parameter to SkinnedMeshRenderer.BakeMesh(Mesh mesh, bool useScale) to take scaling into account when baking a mesh. By default this value is set to false to keep backwards compatibility. (1013310)

  • Graphics: Added prompt when switching colors space in editor.
    Setting color space to uninitialized via script is no longer valid.
    Updated RenderTextureDesc documentation. (1274452, 1274453)

  • Graphics: Added ScriptableCamera that can extend a Camera by inheritence.

  • Graphics: API to modify Virtual Texturing settings was changed to be more user friendly and finer grained.
    Changing settings will now cause existing caches to be recreated instead of only affecting the sizes of new caches.

  • Graphics: CopyTexture with explicit mips and regions now copies the full texture when both textures have no mips specified and Texture Quality is not FullRes. This also adds a warning when Texture Quality is set and CopyTexture is used to copy textures with mismatched mips. (1215135)

  • Graphics: Corrected the condition that is used to display the copy texture warning about mip inconsistency. (1254356)

  • Graphics: Enabled valid tessellation behavior for HDRP on Metal API platforms.

  • Graphics: Ensure that when you have > 63 material inspectors displayed that they will render and not throw an exception. (1156199)

  • Graphics: Expose EmitGeometryForCamera to C# for SRP UI rendering. (1155022)

  • Graphics: Fixed 16-bit texture quantized to 8 bits during importing. (1212098)

  • Graphics: Fixed a calculation of disk read data issue. (1274963)

  • Graphics: Fixed a crash in the Editor when switching from HDRP to builtin pipeline in Graphics Settings. (1246590)

  • Graphics: Fixed a crash on DirectX11 that happened when you created a texture with a partial mip chain. (1213005)

  • Graphics: Fixed a crash that occured while calling VFX.VisualEffect.SetGradient with null. (1271839)

  • Graphics: Fixed a crash when calling Graphics.DrawMeshNow without first having called material.SetPass successfully. (1236602)

  • Graphics: Fixed a crash when running Virtual Texturing with NativeGfxJobs enabled. (1254545)

  • Graphics: Fixed a crash when using invalid ScriptableCullingParameters inside a custom SRP. (1218248)

  • Graphics: Fixed a DXGI swapchain update regression from 2020.1.0a21, and changed a texture format that could cause Unity to crash.

  • Graphics: Fixed a mesh rendering issue in SRP Batcher when using Polybrush. (1220956)

  • Graphics: Fixed a missing memory barrier issue when abimage was repeatedly bound for writing between dispatch calls.

  • Graphics: Fixed a potential crash in VFX when effect was updated out of frustum in indirect mode. (1256791)

  • Graphics: Fixed a potential crash when enabling hardware dynamic resolution using DX12 renderer. (1158661)

  • Graphics: Fixed a potential crash when switching vsync at runtime. (1251670)

  • Graphics: Fixed a prefab creation issue of non-MonoBehaviour ManagedObject component.

  • Graphics: Fixed a slow destruction of RenderTexture's internal resources when using Vulkan.

  • Graphics: Fixed a SystemInfo.minConstantBufferOffsetAlignment return type issue. (1191780)

  • Graphics: Fixed a TextureID leak when async loaded to a texture that was already loaded. (1266477)

  • Graphics: Fixed an exception that was thrown when creating unsupported Crunched Cubemap from script, Crunched Texture3D, CubemapArray, Texture2DArray and SparseTexture. (1278154)

  • Graphics: Fixed an int32 overflow issue that occured during RenderTexture runtime memory calculations. (1263913)

  • Graphics: Fixed an issue in RenderTargetIdentifier when comparing instances with different default values for m_DepthSlice. The default value is now -1, which is required by XR code.

  • Graphics: Fixed an issue whene import of 16 bit cubemaps with spherical or cylindrical mapping would fail. (1284767)

  • Graphics: Fixed an issue where copying compressed volume textures did not uses correct volume slice sizes. (1266585)

  • Graphics: Fixed an issue where CopyTexture might not respect the ignore texture limit flag resulting in wrong copies.

  • Graphics: Fixed an issue where GetShadowCasterBounds method were not correctly returning false when casters were beyond the set shadow distance. (1250914)

  • Graphics: Fixed an issue where in some cases, Custom Render Textures would not be rendered (generally with asset bundles or in a standalone build). (1282195)

  • Graphics: Fixed an issue where material references were getting discarded when a Renderer is Reset. (1186957)

  • Graphics: Fixed an issue where m_PreWarmDeltaTime had negative values. (1167237)

  • Graphics: Fixed an issue where rendertarget readback was not respecting channel layout. (1256612)

  • Graphics: Fixed an issue where RenderTexture.Create with bindTextureMS option would fail silently if the used MSAA antiAliasing value was unsupported with the active graphics device.

  • Graphics: Fixed an issue where shadows were not taken into account on any light type if object was not on Default Light Layer. (1289846)

  • Graphics: Fixed an issue where some of the fields on the SkinnedMeshRenderer were missing tooltips. (1263903)

  • Graphics: Fixed an issue where tree billboards were not rotated correctly when the camera was moving on mobile platforms. (1242389)

  • Graphics: Fixed an issue where unexpected continue was causing a missing update in VisualEffect after Reset Override. (1206890)

  • Graphics: Fixed an issue where vulkan scratchbuffer int32 overflowed. (1272953)

  • Graphics: Fixed an issue with blend shape on Mali GPU. (1285097)

  • Graphics: Fixed an issue with drag and drop of non-MonoBehaviour ManagedObject's child component onto inspector.

  • Graphics: Fixed an issue with invalid state transitions in DX12 back-end. (1259951)

  • Graphics: Fixed an issue with missing support for texture 2d (ms) arrays.

  • Graphics: Fixed an issue with shadow caster culling for HDRP. (1185407)

  • Graphics: Fixed and issue where RenderPass api did not sample stencil input attachment.

  • Graphics: Fixed buffer over-read when decoding BC4/5 texture data. (1270857)

  • Graphics: Fixed build time regression in the built-in shader.

  • Graphics: Fixed crash when null is passed in to Material.GetTexturePropertyName().

  • Graphics: Fixed crash when null is passed in to Material.GetTexturePropertyNameIDs(). (1238775)

  • Graphics: Fixed crash when trying to assign RenderTexture as input for a VT stack. (1235243)

  • Graphics: Fixed crash when using out-of-bounds indices with RenderPass API. (1226312)

  • Graphics: Fixed crash when using shader pass uses not first input attachment.

  • Graphics: Fixed Editor crash when using 2bpp PVRTC for 3D textures.

  • Graphics: Fixed flipped view when using RenderPass API.

  • Graphics: Fixed for UVMeshMetric calculation. (1248992)

  • Graphics: Fixed Frame Debugger when using RenderPass API.

  • Graphics: Fixed half precision support in compute shaders. (1227467)

  • Graphics: Fixed incorrect gamma decoding at import of LDR textures that target a HDR graphics format in a gamma colorspace project.

  • Graphics: Fixed incorrect input attachment indexing on fallback platforms.

  • Graphics: Fixed incorrect NativeArray aliasing when using CPU PVT. (1232623)

  • Graphics: Fixed Indirect drawcalls on Metal binding buffers with wrong offset. (1211151)

  • Graphics: Fixed inheritance of custom editors for renderpipeline when inheriting RenderPipelines. (1263659)

  • Graphics: Fixed initialization of Camera's state which was causing an issue on Camera's child component's Reset.

  • Graphics: Fixed invalid GLSL code generation with result variable participating in comparisons. (1229297)

  • Graphics: Fixed issue where one object in the scene would need ReceiveShadows set to true for Screen Space Shadows to be enabled when using deferred path. (1218683)

  • Graphics: Fixed Metal RenderPass crash when there is no depth.

  • Graphics: Fixed offline texture processing with ARGB texture format on PS4.

  • Graphics: Fixed offset calculations of volume slices for compressed texture formats. (1249421)

  • Graphics: Fixed RenderBufferLoadAction.Clear when using SRP RenderPass API. (1225431)

  • Graphics: Fixed RenderPass API Validation, SystemInfo.supportedRenderTargetCount is per subpass.

  • Graphics: Fixed ScreenCapture.CaptureScreenshotAsTexture crashing on Metal under some circumstances. (1262959)

  • Graphics: Fixed several performance issues with reflection probe anchors when reloading scenes.

  • Graphics: Fixed some VFX failing validation on metal, crashing editor/player. (1231313)

  • Graphics: Fixed static analysis defect - class member not initialized in constructor. (1240445)

  • Graphics: Fixed static analysis defect - class members not initialized in constructor. (1248294)

  • Graphics: Fixed static analysis defect - invalid error check. (1262795)

  • Graphics: Fixed the ObjectToWorld matrix used by the BatchRendererGroup when the shader opts for nomatrices instancing.

  • Graphics: Fixed transparent shaders with no _MainTex property not having offset and scale uniforms set when rendering for picking in the Scene View. (1232257)

  • Graphics: Fixed two gfx memory leaks that occurred when running HDRP and using a custom rendering solution in client/worker rendering mode.

  • Graphics: Fixed uninitialized variable in MeshRenderer. (1226229)

  • Graphics: Fixed various bugs when rendering into texture2darray slices as well as resolving texture2dmsarray into a non-multisampled texture on Nintendo Switch.

  • Graphics: Ignore points/line topology when raytracing mesh in editor for selection. (1183667)

  • Graphics: Made export to png use grayscale image for R8. (1239813)

  • Graphics: Metal: Fixed a compatibility issues with MSAA/filtering on Apple Silicon and macOS 11.

  • Graphics: Metal: Fixed a constant buffer binding issue with HDRP 9.x Decals shader.

  • Graphics: Metal: Fixed a regression with Time.deltaTime and disabling vsync.

  • Graphics: Metal: Fixed a system instability/hang issue with texture versioning. (1256106)

  • Graphics: Metal: Fixed HLSL compatibility issue with DrawProceduralIndirect. SV_InstanceID always starts at 0 but with Metal, a base instance was not subtracted for equal behavior.

  • Graphics: Metal: Fixed MSAA ResolveDepthIntoTexture to use the resolved texture as a source when doing blit into destination.

  • Graphics: Metal: Fixed shader compiler warnings that could appear on macOS 11 Big Sur/iOS 14.

  • Graphics: Removed a hitch on creation of large textures on DX12.

  • Graphics: Removed a unneeded PIX related assert.

  • Graphics: Separate samplers support for Nintendo Switch.

  • Graphics: Shader Memory usage optimization in player. (1223610)

  • Graphics: SRP Batcher doesn't break at first element anymore when rendering hybrid v2 objects. (1263322)

  • Graphics: The DX12 renderer performance has been improved by only adding IASetPrimitiveTopology to a command list when the topology has changed.

  • Graphics: This fixes the crash during command buffer reading in d3d12 mode. (1233711)

  • Graphics: Thread safety fix to texture streaming manager. (1229887)

  • Graphics: Throw an exception when creating mesh with more streams than supported for mesh. (1226104)

  • Graphics: Tipfix uninitialized variables in TextureUploadMemoryDX11. (1231159)

  • Graphics: TotalTime is inconsistent with sum of deltaTime. (1237608)

  • Graphics: Updated message that is shown in Inspector when using a mesh without animation data for SkinnedMeshRenderer. (1229548)

  • Graphics: Updated QualitySettings.streamingMipmapsRenderersPerFrame to support setting at runtime. (1222432)

  • Graphics: Updated SRP packages to 10.2.0.

  • Graphics: When creating shaders for desktop metal, do not forcibly generate constexpr shader for comparison (this is needed for ios where older devices do not support setting comparison from the application side). (1201857)

  • IL2CPP: Fixed an exception that could be throw if System.Data.DataCommonEventSource.ExitScope was called at runtime on a non-windows platform when managed code stripping is enabled. (1278839)

  • IL2CPP: Fixed building Universal Windows Platform player when using Windows SDK versions 15063 or 16299.

  • IL2CPP: Respect the DllImportAttribute.PreserveSig property on PInvoke definitions.

  • IL2CPP: Respect the PreserveSigAttribute on COM interop types. (1202914)

  • IMGUI: Fixed a scroll bar thumb overlapping with arrow icons issue in the console window. (1269928)

  • IMGUI: Fixed an issue where NotImplementedException is thrown on double clicking instructions from Inspected view when mode set to Clip. (1251517)

  • IMGUI: Fixed an issue with pop up menus needing additional click to switch. (1247542)

  • IMGUI: Fixed IndexOutOfRangeException when loading the editor. (1241206)

  • IMGUI: Fixed text input field not scrolling issue when cursor is moved. (1268088)

  • IMGUI: Fixed the issue where the last selection is shown as focused even after selection another window. (1241127)

  • IMGUI: Fixed the slider thumb artifact when multi editing. (1256600)

  • iOS: Fixed a xcode warning when UnityAppController.h was included in .m file. (1267931)

  • iOS: Fixed an issue where active/visible status of ipad floating keyboard were mishandled. (1217147)

  • iOS: Fixed an issue where Arcade's application was using a prohibited API when using Social API function.

  • iOS: Fixed an issue where GetKeyUp and GetKeyDown functions were returning true on every frame. (1218784)

  • iOS: Fixed an occassional crash on exit coming from iOS calling [UIViewController prefersHomeIndicatorAutoHidden] or [UIViewController preferredScreenEdgesDeferringSystemGestures] after unity has been killed.

  • iOS: Fixed default specular cubemap format for iOS and tvOS to be PVRTC.

  • iOS: Fixed game crashing after using Social.LoadUsers and then changing scene. (1270230)

  • iOS: Fixed sound becoming muted after quickly swapping to voice dictation and back to app. (1176463)

  • Kernel: AlignOf<T> returns C# required structure alignment, instead of 4.

  • Kernel: Fixed a stall issue when entering playmode with many pending Burst jobs to compile.

  • Kernel: Fixed an issue where worldPositionStays argument was missing from Undo.SetTransformParent. (1247086)

  • Kernel: Fixed issue with debug assert raised in unique_ptr, when move-from is either default constructed or already moved-from. (1226908)

  • Kernel: Fixed rounding when undoing parenting. (1214246)

  • Kernel: NativeArray.Dispose behavior to not throw when Allocator.None is used.

  • License: Fixed an issue where Report/log licensing errors were not sent by the client. (1273213)

  • Linux: Disabled unstable DrawHeader_WhenInvokedManually_FromPrefabOverridesTreeView_InvokesCallback test for case 1179487.

  • Linux: Fixed a highlighting issue in the hierarchy window while dragging assets. (1251614)

  • Linux: Fixed an Editor crashes if there was not a X11 window desktop environment. (1264934)

  • Linux: Fixed an issue where the eyedropper tool in the color picker did not work on Linux. (1174814)

  • Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows. (1218006, 1236681)

  • Linux: Fixed performance regression while running in Play mode inside the editor. (1271213)

  • Linux: Fixed sporadic errors in the console due to sending invalid drag events. (1251591)

  • Linux: Fixed UnitySetup -L option incorrectly showing defaults. (1160471)

  • macOS: CPU usage decreased for Player built with 'Run in Background'. (1240835)

  • macOS: Fixed a -screen-quality command line argument issue for the player on all desktop platforms. (1094263)

  • macOS: Fixed an issue where macOS Standalone player would not build on case sensitive file systems. (1293383)

  • macOS: Fixed an issue where MONO variable path did not have quotes in generated .sh script when exporting the Xcode project. (1274999)

  • macOS: Fixed an issue where shader pre-warming woulc crash when a fragment shader returns something else than the usual 4 components. (1264839)

  • macOS: Fixed an issue where the Build Settings window would not minimizes with the editor window. (1199503)

  • macOS: Fixed an issue where the Catalina system font directory to font search paths was not added. (1249128)

  • macOS: Fixed assets cannot be saved if the project name contains certain Unicode characters. (1229500)

  • macOS: Fixed console window lose focus when status bar is clicked to show it. (1227963)

  • macOS: Fixed duplicate "Replace" dialog when building iOS target on macOS 10.15. (1265065)

  • macOS: Fixed Input Method Editor on macOS so that the user's cursor appears in the location they intend.

  • macOS: Fixed issue on MacOS where VSync was not locking framerate when in fullscreen. (1239354)

  • macOS: Fixed issue where using the CanvasScalar with Physical Constraint set would cause a performance regression. (1241982)

  • Mobile: Fixed iOS/tvOS bundle ID format restrictions to match Apple requirements. (1240017)

  • Mobile: Fixed ProjectCapabilityManager adding corresponding frameworks to the wrong target. (1245194)

  • Mobile: Fixed several InputField errors when selecting text with Hide Mobile Input enabled. (1247399)

  • Mobile: Removed Game SDK 3.1 initialization due to issues in GameSDK 3.1. Any other GameSDK version is still supported.

  • Mobile: Removed notification package from Tests/GeneratedTests/PackageIsolationTests/Assets/Resources/ExemptionList.json to clean the console test. (1252209)

  • Multiplayer: Added and/or fixing range validation of indexes coming from network to be in-bound before using them.

  • Nintendo Switch: Fixed texture corruption caused by offline texture procession and re-enabled the feature.

  • Package: Fixed an issue where CinemachineBlendListCamera was incorrectly holding 0-length camera cuts.

  • Package Manager: Adjusted package 'Preview' and 'Verified' tag colors in Light mode to meet minimum legal contrast requirements.

  • Package Manager: Changed function signature and comments.

  • Package Manager: Changed Package Manager window to use UIElements VisualSplitter instead of custom splitter class. This makes the window behave more consistently with other application windows with a split view, i.e. Preferences Window. Split view resizing with window resizing now works in Package Manager window.

  • Package Manager: Created a proxy for AssetDatabase, such that in the test environment we never rely on the state of the real AssetDatabase.

  • Package Manager: Fixed a issue where samples for a package were not refreshed after modifying in package.json. (1233444)

  • Package Manager: Fixed a possible null error in console when listing samples.

  • Package Manager: Fixed an issue in the UnityEngine.PackageManager.Client.Pack method did not properly use the contents of .gitignore when .npmignore was missing.

  • Package Manager: Fixed an issue in the UnityEngine.PackageManager.Client.Pack method which could sometimes result in file permission issues.

  • Package Manager: Fixed an issue where a deleted custom package still was displayed in project window. (1266789)

  • Package Manager: Fixed an issue where a network requests sometime mislabeling the host as undefined when unsuccessful.

  • Package Manager: Fixed an issue where Asset Store package download progress tracking UX was inconsistent in the Package Manager window. (1272970)

  • Package Manager: Fixed an issue where download and import was enabled for an asset that was not available on the Asset Store.

  • Package Manager: Fixed an issue where npm authentication configuration was ignored when there was an extraneous slash at the end of the configured registry URL.

  • Package Manager: Fixed an issue where preview packages from Scoped Registries where filtered out.

  • Package Manager: Fixed an issue where samples showed randomly when package was not installed and Sample.FindByPackage API did not work if the package manager window was not open.

  • Package Manager: Fixed an issue where the Diagnose button in the critical startup failure dialog would not launch a diagnostics window on Linux.

  • Package Manager: Fixed an issue where the same git package twice could not be added twice. (1263238)

  • Package Manager: Fixed an issue where the Unity Package Manager could take more time to start up than the 10 seconds allotted by Unity.

  • Package Manager: Fixed an issue where the Client.GetAllPackageInfo method would silence errors and return an empty list of packages when there were registry reachability issues.

  • Package Manager: Fixed an issue where tooltip doesn't show up for the GroupName label.

  • Package Manager: Fixed an issue where PackageManager.Client.Remove request was still proceeding after input package name contained unsupported characters like carriage return or line feed failed validation.

  • Package Manager: Fixed an issue with search query after manual refresh.

  • Package Manager: Fixed an null error issue in Scoped Registries Settings.

  • Package Manager: Fixed and issue with label superposition of the toggle button when using 4k screen. (1243974)

  • Package Manager: Fixed AssetStore package display issue with poor internet connection.

  • Package Manager: Fixed defect in AssetStorePackage reported by static code analysis. (1237761)

  • Package Manager: Fixed defect in AssetStoreProductInfo reported by static code analysis. (1237762)

  • Package Manager: Fixed issue where 'user not logged in' error sometimes occurs on opening Unity Editor with Package Manager window opened to My Assets.

  • Package Manager: Fixed issue where Package Manager UI shows empty list when there's an error in ScopedRegistry settings.

  • Package Manager: Fixed Package Manager dialog box could be empty if the error message was too long.

  • Package Manager: Fixed potential null error in Package Database.

  • Package Manager: Fixed scroll for package dev description.

  • Package Manager: Fixed the blurry dropdown button for preview packages.

  • Package Manager: Fixed the issue where ArgumentException will be thrown when opening Asset Store page in Package Manager window when Charles Proxy is running.

  • Package Manager: Fixed the issue where Packman UI won't refresh on package.json update.

  • Package Manager: Fixed the superposition of the text packages and load next in package load bar.

  • Package Manager: Fixed when viewing offline docs not working if there is no program associated to markdown files in the operation system.

  • Package Manager: Fixed PackageInfo.FindForAssetPath performance overhead. (1221526)

  • Package Manager: Grey out package in inspector.

  • Package Manager: Internal changes, moved DownloadImageAsync function into AssetStoreCache class so it is with the Load and Save Image functions.

  • Package Manager: Match download bar to windows size.

  • Package Manager: Moved storage of npm credentials from system/global configuration to user configuration. The file format was also changed to TOML.

  • Package Manager: Removing a custom package in development was not updated in the UI.

  • Package Manager: Set actif remove button when element present.

  • Particles: Added error message when using sub-emitters outside the hierarchy of the parent system. (1230728)

  • Particles: Disabled Particle System "Open In Editor" button when editing a preset.

  • Particles: Display a warning message if a Stop Action is used on a sub-emitter. (1218545)

  • Particles: Fixed a crash when using BakeTrails with Attach Ribbons to Transform.

  • Particles: Fixed particle lights being re-rendered over multiple frames.

  • Particles: Hide scene view controls from the Particle System Inspector when viewing Prefab overrides. (1242874)

  • Particles: Hide the noise preview Texture when viewing Prefab overrides. (1242905)

  • Particles: IsEmitting script API should return false if the emission module is disabled. (1240811)

  • Physics: Fixed an issue where the changes and the prefab override conditions were not being properly handled and displayed by the MeshCollider inspector for the Cooking Options property. (1267893)

  • Physics: Fixed a crash when a BoxCollider produced more than 64 contact points with another convex collider. (1269931)

  • Physics: Fixed a memory leak than occured when a physics scene was unloaded. (1257745)

  • Physics: Fixed an issue with ray casts not working correctly with colliders that have attached ArticulationBody components.

  • Physics: Fixed an issue with the Cloth component's virtual particles being set incorrectly at creation.

  • Physics: Fixed ArticulationBody.immovable property setter to have effect when set during runtime.

  • Physics: Fixed ArticulationBody.jointPosition crash that happened sometimes in articulations more than two objects deep.

  • Physics: Fixed Component Reset functionality for: Hinge Joints (all parameters relating to Motor, Spring, Limits), Joints (Enable Collision, Enable Preprocessing, Break Force, Break Torque), Character Joints (Swing Axis, Enable Projection). (1157026)

  • Physics: Fixed crash while accessing Collider.attachedRigidbody property if ArticulationBody component is attached instead of Rigidbody.

  • Physics: Fixed various crashes related to activation/deactivation of ArticulationBody components attached to game objects, like changing game object parent, enabling/disabling of game objects, enabling/disabling/removal of ArticulationBody components, removal of game objects with ArticulationBody attached.

  • Physics: Updated the profiler entry name for Physics.CheckSphere. (1215381)

  • Player: Changed AsyncReadManagerMetricsFilters to be passed by reference in relevant methods. (1242611)

  • Player: Explicitly stopping games after test runs to ensure clean test environment.

  • Player: Fixed issue where output from Stadia commands were not printing stderr.

  • Player: Re-enabled OnAudioConfigChanged and AudioRenderTest tests on the Stadia Platform.

  • Player: Updated automation player to use most recent stadia sdk.

  • Plugins: Fixed an issue where the XboxOne native extension dll to fail gracefully if required dll's are not found.

  • Prefabs: "Find References In Scene" did not work with nested prefabs. (1213528)

  • Prefabs: An issue is fixed where changes to hidden components like ParticleSystemRenderer and VFXRenderer were not handled correctly in all cases when applying or reverting component modifications, added component overrides, or removed component overrides on Prefab instances. (1263007)

  • Prefabs: Fixed a crash when loading a scene with a legacy disconnected prefab. (1270456)

  • Prefabs: Fixed a test instability. (1101428)

  • Prefabs: Fixed an editor crash caused by adding objects on prefab instance in combination with required components. (1226180)

  • Prefabs: Fixed an exception that was thrown on Reimporting a Project in which the Tile Palette window was docked and New Palette was created. (1275071)

  • Prefabs: Fixed an issue when opening Prefab from the prompt displayed when deleting 2nd level nested Prefab shows double rendering in Prefab Mode. (1277627)

  • Prefabs: Fixed an issue where a parent prefab might fail to correctly override changes to its nested children. (1195496)

  • Prefabs: Fixed Applying component or property takes current Animation Mode Preview or Recording values. (1077718)

  • Prefabs: Fixed baked Occlusion Culling data affects Prefab Mode. (1136698)

  • Prefabs: Fixed Crash when calling PrefabUtility.SaveAsPrefabAsset with absolute path outside of project's Assets folder. (1210526)

  • Prefabs: Fixed Inspector window flickers when Tag or Layer of a Prefab Asset is changed. (1240896)

  • Prefabs: Fixed Overrides dropdown comparison view remaining open if last override has been applied or reverted via context menu. (1071433)

  • Prefabs: Fixed placement of Prefab override margin lines for controls that are inside GUI clipping groups. (1197808)

  • Prefabs: Fixed PrefabUtility.SaveAsPrefabAsset() freezes the editor when called from OnValidate() method. (1127313)

  • Prefabs: Fixed preview material getting permanently set when dragging over Prefab instance with missing Asset. (1124308)

  • Prefabs: Fixed removing MonoBehaviours with missing scripts on prefab assets.

  • Prefabs: Fixed SerializableObject.GetIterator() throws ArgumentNullException when UnpackPrefabInstance() is called on an instantiated Prefab in Inspector logic. (1164099)

  • Prefabs: Fixed suppressed components on Prefab instances incorrectly appearing as if they're removed components. For example if a Prefab instance has an added Rigidbody component and a Rigidbody is later added to the Prefab Asset as well, the one from the Asset will be suppressed (not be created) on the instance so avoid there being two Rigidbodies on the same GameObject. The suppressed one would previously appear as if it was a removed component override, even though it wasn't. (1240146)

  • Prefabs: Fixed that the Inspector preview window displays all LODs on a prefab simultaneously, stacked on top of one another. (1089143)

  • Prefabs: If the user destroys the root game object of a prefab, Unity editor would crash. Now an error message is printed instead. (1218129)

  • Prefabs: Overrides Window: Fix overrides in nested instances are collapsed when one override is applied. (1112995)

  • Profiler: Fixed a crash on load of corrupted profiler data captures. (1119369)

  • Profiler: Fixed an issue that caused Profiler Counters of type TimeNanoseconds or FrequencyHz to be displayed as counts. (1278281)

  • Profiler: Fixed an issue where a recursive call in ProfilerUnsafeUtility.CreateMarker caused il2cpp builds to fail.

  • Profiler: Fixed an issue where Audio and Video memory stats were incorrectly reporting values which belong to other shared allocators.

  • Profiler: Fixed an issue where CPU Recorder sampleBlockCount was unstable depending of thread scheduling. (1201319)

  • Profiler: Fixed an issue where Profiler Timeline view displayed overlapping samples if their start time was in sub microseconds range. (1274134)

  • Profiler: Fixed an issue where Profiler UI Details module was not showing outdated markers. (1240928)

  • Profiler: Fixed an issue where Profiler was showing metadata for sliced samples only in the first frame. (1133819)

  • Profiler: Fixed an issue where Profiler.enabled getter and Profiler.EmitFrameMetaData were not thread safe. (1276709)

  • Profiler: Fixed an issue where the System Used Memory was reporting useless system memory and not app memory usage. (1267773)

  • Profiler: Fixed an issue where there were duplicate AsyncReadManager.ReadFile markers. (1258822)

  • Profiler: Fixed an issuw where warnings in package that were causing users with warnings as errors enabled to fail. (1266375)

  • Profiler: Fixed gc allocation in unsafe version of Profiler.EmitFrameMetaData. (1281405)

  • Profiler: Fixed GC Allocations not displaying values less than 1024 bytes in Memory chart of ProfilerWindow.

  • Profiler: Module Editor - Fixed an issue where restore defaults when the Module Editor is open would not refresh the UI with the latest list of modules. (1256874)

  • Profiler: Profile Analyzer (com.unity.performance.profile-analyzer) updated to version 1.0.2, fixing a bug where 2 versions of the profiler could appear. (1244366, 1250860, 1257547)

  • SceneManager: Fixed an issue where the editor would freezes for couple of seconds when using SceneManager.LoadSceneAsync while the Hierarchy was open. (1093359)

  • Scripting: - Fix Burst SharedStatic<T> to be initialized to zero after a domain reload.

  • Scripting: Added dll verification to loading routine to prevent the editor from loading corrupt dlls. (1231038)

  • Scripting: Added missing tooltips for some scripting related settings in the Build Player Window. (1264507)

  • Scripting: Allow duplicate enum members to refer to same underlying value as long as one is non-obsolete. (1218124)

  • Scripting: Ensure Roslyn server (VBCSCompiler.exe) is terminated when Editor is closed to prevent locked files. (1183240)

  • Scripting: Fixed a hang that would manifest when the debugger agent would get stuck waiting to do a thread_join on a suspended thread. (1275345)

  • Scripting: Fixed a modifying Assembly Definitions results issue in recompile all. Adding/Removing/Moving still results in a recompile all. (1268925)

  • Scripting: Fixed a player build and Disabled Domain Reload issue where the next enter playmode would trigger a domain reload. (1241086)

  • Scripting: Fixed an issue wher GarbaageCollector.Collectincremental was not always triggering a new incremental collection.

  • Scripting: Fixed an issue where ObjectChangeEventStream was no contained in a SceneChangeEvent when a scene was reloaded. (1278201)

  • Scripting: Fixed an issue where project files were generated incorrectly with Safe Mode in regards to Precompiled assembly references. (1288026)

  • Scripting: Fixed an issue where scripts containing attributes with explicit namespaces were not correctly imported. (1243839)

  • Scripting: Fixed an issue where scripts containing preprocessing directive in the last line were not correctly imported. (1261028)

  • Scripting: Fixed an issue where setting the parent of the child of a disabled game object to null moved the child to the active scene if it was not already there. (1275898)

  • Scripting: Fixed an issue where WebCamTexture.updateCount was not automatically incrementing when streaming video. (1247198)

  • Scripting: Fixed an issue where X509Chain.ChainStatus would throw a NotImplementedException.

  • Scripting: Fixed an issue with dynamic methods not being cleaned up on domain reload which would lead to corrupted data that would then cause this crash. (1273662)

  • Scripting: Fixed Assembly Overrides in connection to Safe Mode and script compilation. (1278580)

  • Scripting: Fixed crash when large amount of dynamic code is generated, potentially for XML serialization. (1191533)

  • Scripting: Fixed Debug.Log* printing Debug.Filename.h after the stacktrace in IL2CPP/Mono with no PDB. (1099724)

  • Scripting: Fixed job reflection data creation could sometimes crash the editor.

  • Scripting: Fixed many UnityEngine.Random documentation issues. Aaddressed feedback from public comments, documented performance and detailed behavior of properties and methods, and improved code sample quality.

  • Scripting: Fixed possible crash caused by race condition during startup when the script debugger and profiler systems are enabled.

  • Scripting: Fixed several hangs and crashes in the Mono debugger when generating the callstack for the user interface.

  • Scripting: Fixed VT cache not being editable after enabling the Virtual Texture in Player Settings in OSX. (1274526)

  • Scripting: Improved error messages for errors in generated code coming from the jobs debugger and safety system.

  • Scripting: NativeArray.ReadOnly indexer now correctly validates its index.

  • Scripting: NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray documentation now correctly states the its length parameter is in number of elements, not bytes.

  • Scripting: Unable to delete NewAssembly from Assembly Definition References list in Test Import Setting. (1217184)

  • Scripting Upgrade: Fixed an issue where compiler error verification check would prolong compilation by 10-20 minutes when handling multiple errors. (1238888)

  • Scripting Upgrade: Fixed an issue which might have prevented ApiUpdater from running when C# syntax (>= 5.0) was used. (1046329)

  • Security: Fixed a security vulnerability. (CVE-2017-12939).

  • Security: Fixed a security vulnerability. (CVE-2019-9197).

  • Serialization: Fixed an issue where assigning a null managed reference and to an object did not apply. (1256341)

  • Serialization: Fixed an issue where instance deserialization was stopped when there was an exception during the managed ref deserialization process and still had a valid instance created. (1256991)

  • Serialization: Make sure that managed instances stored in array are not reinflated or reset to null when applying through a SerializedProperty. (1254060)

  • Serialization: Make sure to support resolution loops and empty messages in System.Obsolete for the API upgrading path. (1222795)

  • Services: Display of newer version of In-App Purchasing Package now correctly displays newest pre-migration version (prior to 3.X) if still on version 2.X or older. Verstion installed when selecting Update and Migrate also now function as intended.

  • Services: Fixed the parameter supplied to the request to enable analytics.

  • Shaders: Added precise keyword support on generated GLSL. (1227113)

  • Shaders: Fixed a build missing vertex data issue where on certain circumstances when "Optimize Mesh Data" is selected and Editor graphics API differs from the target platform API. (1275368)

  • Shaders: Fixed an issue to use the error shader when a variant failed to compile, thus not rendering anything. (1253968)

  • Shaders: Fixed an issue where shader compiler emited code for precise keyword when the target GLSL version was not support it. (1274141)

  • Shaders: Fixed an issue where the keyword popup window would not have a proper minimum size. (1254010)

  • Shaders: Fixed an issue where the Loading shader wasn't used in the player while waiting for a variant to compiled. (1254843)

  • Shaders: Fixed an issue where the RenderTexture was not created when ComputeShader.Dispatch is called when setting texture parameter to a compute shade. (1261303)

  • Shaders: Fixed an issue which would causes shader requirements not to be serialised correctly.

  • Shaders: Fixed rendering on DX when using "Use full Sampler precision by default" option in the player settings. (1293568)

  • Shaders: Fixed static analysis issues ShaderCompiler Preprocessr code. (1217178)

  • Terrain: Added NavMesh Lod index in TreePrototype. The index is used to select LOD Level in LODGroup for NavMesh generation. (1193073)

  • Terrain: Export raw terrain now shows up immediately in Project Folder view. (1178342)

  • Terrain: Fixed a memory OOB crash when painting detail objects on patches containing holes. (1293366)

  • Terrain: Fixed a null exception thrown from the Paint Texture terrain tool. (1268578)

  • Terrain: Fixed an assertion error that occured when painting speed trees in prefab editor when the light is being baked. (1081131)

  • Terrain: Fixed an issue where painted terrain details were not culled precisely against hole edges. (1270061)

  • Terrain: Fixed an issue where there was no warning message showing up on UI if a user uses LOD Group component on the detail prototype prefab. (1209026)

  • Terrain: Fixed baked shadow masks for terrain with more than 4 materials. (1148970)

  • Terrain: Fixed preview when multiple TerrainLayers are selected. (1148952)

  • Terrain: Fixed Terrain Brush list to update when brushes are modified, and adding tooltips to the Brush properties. (1170563, 1170565, 1170567)

  • Terrain: Fixed Terrain to properly switch from base map to splat map rendering when splats are in a dirty modified state. (1178928)

  • Terrain: Fixed undo tracking for Terrain to be correctly record multiple different Paint operations in the same Undo operation, and properly Undo adding Terrain Layers. (1138273)

  • Terrain: Increased the Undo buffer size to better handle Terrain modifications. (1067258)

  • TextCore: - Updated FontEngine to improve performance as well as reduce memory allocations.

    • Fixed Font Asset Creation process not using Multi-Threading in the Editor when using SDF8, SDF16 and SDF32 modes.
    • Fixed memory allocation issue when retrieving glyph adjustment pairs.
    • Fixed PairAdjustmentRecords returning a value of infinity with certain font files.
    • Fixed incorrect PairAdjustmentValues when using SDF8, SDF16 and SDF32 modes.
    • SDF, SDF8, SDF16 and SDF32 modes no longer use hinting to improve glyph sampling at low point size.
  • TextCore: Added Multi-Threading to Font Asset Creation process in the Editor.

  • Timeline: Fixed an issue where changes in the PlayableDirector Inspector would not allow the user to view and delete unused bindings. (1234687)

  • Timeline: Fixed warning in Timeline caused by assigning bindings in prefab editor. (1235781)

  • UI: Added ability to use Ctrl + Insert to copy text and shift + instert to paste text. (1226349)

  • UI: Added dirty call when setting pixelsPerUnitMultiplier so the verts are rebuilt. (1245967)

  • UI: Fixed a memory error message. (1275239)

  • UI: Fixed an issue where AspectRatio was not able to be set when the mode was none in the editor. (1264569)

  • UI: Fixed an issue where new windows always loaded on the first connected monitor instead of the current monitor that the main window is in. (1148729)

  • UI: Fixed an issue where scene needs to be saved twice when creating an instance of a Prefab having a Layout Group component and a child UI GameObject. (1195283)

  • UI: Fixed an issue where the update button onclick link would point to an inproper proper file.

  • UI: Fixed issue where GetModifiedMaterial would get root canvas even if not maskable causing performance spikes.

  • UI: Fixed issue where if a dropdown was part of a nested overrideSorting canvas it would grab the very root canvas which could have the wrong sorting layer data.

  • UI: Fixed issue where Text Mesh color was not reset properly upon calling "Reset". (1223055)

  • UI: Fixed issue where UIZTestMode was not initially set which could cause first frame render issues or issues if the GameView wasn't visible. (1235078)

  • UI: Fixed issue with indexedSet array access.

  • UI: Fixed issue with Selectable OnDrag not resetting to proper position as it used localPosition instead of anchoredPosition.

  • UI: Updated uGUI package documentation to include EventSystem.

  • UI Elements: Enabled MSAA on inspector windows to provide antialiased UIElements content. (1215973)

  • UI Elements: Fixed an isue where the slider value stayed unaffected when trying to change it using arrow keys. (1244539)

  • UI Elements: Fixed Editor memory leak on EditorWindow docking/undocking.

  • UI Elements: Fixed event currentTarget being null when event is sent only to target.

  • UI Elements: Fixed issue with right-click passing through the inspector preview if it's drawn over other inspector components. (1226328)

  • UI Elements: Fixed padding that caused truncated text in UIElements debugger search bar. (1233009)

  • UI Elements: Fixed radial gradients on metal. (1225848)

  • UI Elements: Fixed right-click on titlebar outside of open or failed-to-load tabs not supposed to show context window. (1228991)

  • UI Elements: Fixed the SubUpdatesDoesntBreakNextElements test to work on OpenGL and Vulkan on Windows. (1222743)

  • UI Elements: Item height is now excluded from the ListView view data. (1225888)

  • UI Elements: Limiting the relative mouse position to account for the max size as well.
    Added automated tests for the Visual Splitter. (1215097)

  • UI Elements: Limiting the relative position of the splitter to always be between 0f and 0.999f.
    Added automated test to make sure the bug can never be reproduced. (1227342)

  • UI Elements: Now the UIElements Debugger no longer sends a ChangeEvent when updating the VisualElement's Text field. (1185718)

  • UI Elements: Optimized StyleVariablesContext hash computation.

  • UI Elements: Setting twice a TextValueField (without notify) would sometimes skip display updates and result in displaying the wrong values (the field's value itself is ok, but not the text that represents the value). (1202400)

  • UI Elements: The Scrollbar is one item behind when using ScrollToItem method. (1219416)

  • UI Toolkit: Changed the blending equation to allow blending of the resulting RenderTexture.

  • UI Toolkit: Fixed a wrong order of Attach/Detach events issue. (1269758)

  • UI Toolkit: Fixed an exception that was thrown when the Sprite Editor window was opened after transiting to play mode. (1249369)

  • UI Toolkit: Fixed an issue where .isPasswordField was not updating. (1251000)

  • UI Toolkit: Fixed an issue where changing the cursor logged a warning. (1183813)

  • UI Toolkit: Fixed an issue where click events behaved inconsistent in Scene View. (1210649)

  • UI Toolkit: Fixed an issue where declaring an AssetImporterEditor extension with showImportedObject set to false would make its inspector repaint over and over again. (1264833)

  • UI Toolkit: Fixed an issue where hover selector was not working during DragEvents. (1180282)

  • UI Toolkit: Fixed an issue where IMGUI container did not capture events when atop of the Scene window. (1220685)

  • UI Toolkit: Fixed an issue where PropertyField's label width calculation did not match IMGUI. (1230326)

  • UI Toolkit: Fixed an issue where TextField focus was not selecting text. (1262318)

  • UI Toolkit: Fixed an issue where TextField was ignoring AltGr character combinations. (1238207, 1261739)

  • UI Toolkit: Fixed an issue where the dropdown menu from toolbar of windows are glued to the left side of the screen on Mac. (1221212)

  • UI Toolkit: Fixed an issue where the GraphView edges disappeared when resizing the visual element container height smaller than a certain threshold. (1240884)

  • UI Toolkit: Fixed an issue where the TextField text editing cursor did not appear where it was clicked when WhiteSpace was set to Normal in Ed. (1176895)

  • UI Toolkit: Fixed an issue where the use of "Random" was affecting the state. (1188214)

  • UI Toolkit: Fixed an issue where [Scene Template] "Layout update is struggling" was throwing an error continuously when creating a "Scene Template" in the Project. (1275253)

  • UI Toolkit: Fixed an issue whwewre UXML preview rendered outside the preview zone. (1227277)

  • UI Toolkit: Fixed an issue with ScrollView / ScrollTo. (1205850)

  • UI Toolkit: Fixed an issuw where ListView mouse events weren't replaced with pointer events. (1231301)

  • UI Toolkit: Fixed MissingMethodException issue with Shortcut Manager window when UI Toolkit package is installed. (1276678)

  • UI Toolkit: Fixed WebGL rendering glitches caused by sub-range buffer updates.

  • UI Toolkit: Removed cyclic dependency with Input System package. (1262723)

  • UI Toolkit: Renamed "Update UIElements Schema" menu item to "Update UXML Schema".

  • UI Toolkit: Reverting a Toggle's text to null won't throw an exception. (1238606)

  • UI Toolkit: Slider's text field displayed value is not properly updated when value is set through code. (1263147)

  • UI Toolkit: The text value of TextValue based fields is now updated as soon as new formatString rule is set. (1244514)

  • UI Toolkit: Unhandled CommandEvents are now propagated to the EditorWindow's OnGUI(). (1231271)

  • Universal Windows Platform: Expose EnableFrameTimings in Player Settings for Universal Windows Platform. (1163531)

  • Universal Windows Platform: Fixed a Player crash when calling WebcamTexture.devices during Update. (1251067)

  • Universal Windows Platform: Fixed an incorrect error generated by Reference Rewriter tool for certain array types. (1254820)

  • Universal Windows Platform: Fixed an issue in D3D12 where disabling VSync didn't allow running at unlocked frame rate. (1289170)

  • Universal Windows Platform: Fixed an issue where file types [array] preset were incompatibility in Player Settings (UWP). (1267108)

  • Universal Windows Platform: Fixed Preset incompatibilities in Player Settings (UWP). (1232071, 1232087)

  • Version Control: Fixed not being able to set VCS mode when running editor session with -vcsModeSession argument.

  • Version Control: Provider.CheckoutIsValid correctly returns false for exclusively locked files by remote user.

  • Version Control: Removed the VCS "Lock" and "Unlock" buttons in various menus when the enabled VCS system does not support those operations. (1174664)

  • Video: Added an instability in video playmode tests (VideoPlaybackCanPlayAudio).

  • Video: Fixed an issue where a requested custom gfx device callbacks would not occur on the "main" rendering thread. (1255849)

  • Video: Fixed VideoPlayerTimeReference playmode test instability.

  • Virtual Texturing: Fixed an issue where VT with hybrid v2 renderer gave "A Hybrid Renderer V2 batch is using a pass from the shader, which is not SRP batcher compatible" error. (1252572)

  • Web: Fixed rare cases where request would fail when using File download or upload handler.

  • WebGL: Added check for Linux to use the correct version of the Brotli compression library. (1241347)

  • WebGL: Fixed a crash with Unity web loader on new macOS Big Sur.

  • WebGL: Fixed an issue where the video started playback before the mute property was set, which resulted in an error and the video not to play. (1241584)

  • WebGL: Fixed an issue where Transform.position of an element on a canvas could return incorrect value in Start method in WebGL. (1234614)

  • WebGL: Fixed an issue with PlaySchedule. (912244)

  • WebGL: Fixed issue with gzip compression being broken for CentOS7. (1168715)

  • WebGL: Fixed the issue which prevented usage of ES6 in user jspre plugins in WebGL. (1211536)

  • WebGL: Fixed WebAssembly streaming for compressed WebGL builds when naming files as hashes. (1223772)

  • WebGL: Fixed WebGL builds for projects with utf-8 symbols. (1179135)

  • Windows: Added support for VideoCapture API to Windows Standalone Player and Editor. (1195027)

  • Windows: Fixed a built project crash when Screen.SetResolution() method was used with height or width set to 0. (1242757)

  • Windows: Fixed a couple of crashes when closing custom modal dialogs. (1235986)

  • Windows: Fixed an issue when running player when not monitor is connected to the system. (1228505)

  • Windows: Fixed an issue where audio would not pause when the Editor was minimized by clicking the taskbar. (1208758)

  • Windows: Fixed an issue where the cursor was not updating in the Player when using NewInput. (1238158)

  • Windows: Fixed an issue where the popover window in Frame debugger would not close when pressing up or down on the keyboard in the tree view.

  • Windows: Fixed an UWP certificate generation issue where key container was unusable. (1235410)

  • Windows: Fixed issue where the wrong window would sometimes get mouse click events if they were overlapped. (1242368)

  • Windows: Fixed Time.deltaTime calculations on D3D11 and D3D12 when running on a secondary monitor that has a refresh rate that is not a divisor of the primary monitor refresh rate (like 60 Hz and 144 Hz). (1285420)

  • Windows: Fixed Time.deltaTime calculations on D3D11 and D3D12 when VSync is force disabled from the driver software (like Nvidia Control Panel, Radeon Settings or Intel Graphics Command Center).

  • XR: Added missing Vulkan device flush from XRDisplay.

  • XR: Disabled watermarks when rendering to VR device with XR SDK.

  • XR: Fixed a case where the camera does not respect near/far clipping plane settings.

  • XR: Fixed a crash by preventing B10G11R11 texture format usage on Oculus Quest.

  • XR: Fixed a crash with MockHMD (multipass) when a terrain was present. (1228228)

  • XR: Fixed a Quest app crash with URP 10 package due to the memory leak. (1269108)

  • XR: Fixed a Vulkan framebuffer layer count logic issue when using multiview. (1256388)

  • XR: Fixed an issue where partial viewport clear on texture arrays on platforms that can't clear non-fullscreen.

  • XR: Fixed an issue where XRDevice, XRSettings, and XRStats were not providing valid data with scriptable render pipelines.

  • XR: Fixed an issue with Texture2DMSArray shader compilation with OpenGL.

  • XR: Fixed an URP XR crash when "Optimized Frame Pacing" was selected. (1264046)

  • XR: Fixed application of MSAA in Vulkan Multiview.

  • XR: Fixed automatic upgrading for URP and HDRP projects.

  • XR: Fixed MirrorView BlitMode C# out of sync with XR display header.

  • XR: Fixed multipass color resolve to right eye in certain circumstances.

  • XR: Fixed regression introduced in render pass fix. (1225548)

  • XR: Fixed Sprite Mask not working in URP XR. (1195098)

  • XR: Fixed zero-initialization for ScriptableCullingParameters.

  • XR: Make sure GetInstanceCountMultiplier() is used correctly in DrawNullGeometry() and DrawIndexedNullGeometry() with OpenGL.

  • XR: Modified scripts in play mode nolonger causes Subsystems to unload.

  • XR: No longer emitting deprecation warnings for subsystem infrastructure. (1238848)

  • XR: Set the appropriate Vulkan usage flag for the fragment density map.

  • XR: Updated XR Plugin Management for improved user workflow.

  • XR: UWP: Fix erroneous assert when running in XR mode: WaitForLastPresentationAndGetTimestamp() was called multiple times in a row... (1287953)

API Changes

  • 2D: Added: Added an overload for GenerateGridSpriteRectangles with an extra parameter (bool keepEmptyRects) to allow users to keep empty rects as Sprites.

  • 2D: Added: Added API to access SpriteSkin deformed buffer

  • 2D: Added: Added transparencySortMode and transparencySortAxis to GridPalette

  • 2D: Changed: Changed method TilemapCollider2D.HasTilemapChanges to property TilemapCollider2D.hasTilemapChanges.

  • Android: Added: Add API level 30 to AndroidSdkVersions enum.

  • Android: Added: Added UnityEngine.Android.Permission.RequestUserPermission(string permission, PermissionCallbacks callbacks), allows you to subscribe for permission request results

  • Android: Changed: Application.RequestAdvertisingIdentifierAsync does nothing now

  • Animation: Added: A new parameter was added to the MatchTarget function for auto matching completion in case of interruption

  • Animation: Added: Published the AnimationWindow API.

  • Animation: Added: Removed IAnimationWindowPreview from experimental namespace.

  • Asset Bundles: Added: Added reading metrics to the AsyncReadManager and APIs to retrieve them from script.

  • Asset Import: Added: Using AssetDatabaseExperimental.SetImporterOverride after an Undo.RegisterImporterUndo call allows reverting the importer type change operation.

  • Asset Import: Added: Using AssetDatabaseExperimental.SetImporterOverride after an Undo.RegisterImporterUndo call allows to revert the importer type change operation.

  • Asset Import: Changed: Move all types in UnityEditor.Experimental.AssetImporters namespace into UnityEditor.AssetImporters

  • Asset Import: Changed: ScriptedImporterAttribute has an updated API to declare supported extensions and override extensions. See the documentation on ScriptedImporterAttribute for more details.

  • Asset Pipeline: Added: 'CloseCacheServerConnection' for closing the active connection to the cache server.

  • Asset Pipeline: Added: 'ResetCacheServerReconnect' for resetting internal reconnect timers.

  • Asset Pipeline: Added: Add APIs to the Asset Database that take and return UnityEditor.GUIDs instead of strings

  • Asset Pipeline: Added: Introduced AssetImportContext.DependsOnArtifact for setting up artifact dependencies

  • Asset Pipeline: Changed: Rename AssetDatabase GetArtifachHashXXX functions to ProduceArtifact counter parts

  • Asset Pipeline: Deprecated: Deprecate certain methods in the AssetDatabaseExperimental namespace

  • Build Pipeline: Added: Added ContentBuildInterface.GetPlayerAssetRepresentations API to return the asset representations without triggering a load of the asset itself. Improving performance for certain build cases.

  • Build Pipeline: Added: Added public API to capture performance data from the ContentBuildInterface methods.

  • Build Pipeline: Added: Expose Sysroot class so that other platform extensions can use it and co-exist with each other.

  • Build Pipeline: Added: New API FilterToSubset on BuildReferenceMap & BuildUsageTagSet providing more control over native build data, reducing unnecessary asset bundle rebuilds.

  • Editor: Added: Add EditorTool.OnActivated and EditorTool.OnWillBeDeactivated

  • Editor: Added: Add HandleUtility.pickGameObjectCustomPasses, allowing external code to augment the Scene View picking function.

  • Editor: Added: Add new Scene Template workflow to the editor.

  • Editor: Added: Added a pausable progress API
    https://unity3d.atlassian.net/browse/EC-749

  • Editor: Added: Added an API to report progress with steps instead of percentage.
    https://unity3d.atlassian.net/browse/EC-750

  • Editor: Added: Added an API to specify a task's priority.
    https://unity3d.atlassian.net/browse/EC-751

  • Editor: Added: Added API to allow for a save dialog to pop up when the user closes a tab or editor window.

  • Editor: Added: Added EditorGUIUtility.SetMainWindowPosition.

  • Editor: Added: Added HandleUtility.FindNearestVertex method to select the vertex position nearest a GUI point.

  • Editor: Added: Added MeshUtility.AcquireReadOnlyMeshData(). Mirrors Mesh.AcquireReadOnlyMeshData() found in the run-time, but bypasses the read/write check to permit reading data from a non-readable Mesh in the editor.

  • Editor: Added: Added overload to HandleUtility.PickGameObject that accepts an array of GameObject as a filter.

  • Editor: Added: Added Selection.count property to retrieve the number of objects in the active Selection without creating a copy of the Selection.objects array.

  • Editor: Added: Added CameraProjectionCache for efficiently projecting points to screen or GUI space in tight loops.

  • Editor: Added: Expose Tools.viewToolActive, allowing external tools to appropriately react to Scene View navigation tool overrides.

  • Editor: Added: JIRA case: https://unity3d.atlassian.net/browse/EC-704
    This is part of our Editor Query Framework epic : https://unity3d.atlassian.net/browse/EC-696

  • Editor: Added: Make ChannelService API public

  • Editor: Added: make some internal properties public, required to fix case 1226204

  • Editor: Added: Scripting: Creating localized GUIContent become easier than ever for Package.:

    • L10n.TextContent(string str)
      and so forth.
  • Editor: Added: [GraphView] BlackboardField.BuildFieldContextualMenu can now be overridden

  • Editor: Changed: Added the ability to filter what is shown in a custom object picker with new attributes.
    https://unity3d.atlassian.net/browse/EC-724

  • Editor: Changed: New Guids are added on search contexts to support multiple searches.
    https://unity3d.atlassian.net/browse/EC-728.

  • Editor: Changed: Provide more context when formatting Help URL so redirection can happen on the server.

  • Editor: Changed: Rename SceneViewState.showMaterialUpdate to alwaysRefresh. (1230092)

  • Editor: Removed: Handles.DrawCapFunction and associated method overloads are removed.

  • Editor: Removed: Remove Progress.RunTask API.

  • GI: Changed: Lightmapping.lightingSettings.bounces is obsolete, use Lightmapping.lightingSettings.maxBounces instead.
    Lightmapping.lightingSettings.russianRouletteStartBounce is obsolete Use LightingSettings.minBounces instead.

  • Graphics: Added: Add control on display of shadow mask option and reflection probe option in quality settings

  • Graphics: Added: Add new API Graphics.minOpenGLESVersion and built-in keyword SHADER_API_GLES30

  • Graphics: Added: Added an API on GraphicsSettings class name defaultRenderingLayerMask to allow to control the default value use for the RenderingLayerMask of Renderer at creation time.

  • Graphics: Added: Added an API that allows for SRP's to implement a picking callback for various types of picking. See Camera.SubmitRenderRequests

  • Graphics: Added: Added an overload to CommandBuffer.GenerateMips that takes a RenderTargetIdentifier parameter.

  • Graphics: Added: Added an override to SearcherAdapter for populating all children of search entries.

  • Graphics: Added: Added API to the Searcher package for entry synonyms to enabled searching Shader Graph nodes with related queries (eg: searching "scalar" will populate with the "vector 1" node).

  • Graphics: Added: added api to UnityEngine.Apple.FrameCapture to capture next frame as a whole: CaptureNextFrameToFile and CaptureNextFrameToXcode

  • Graphics: Added: Added GraphicsSettings.GetGraphicsSettings() as public.

  • Graphics: Added: added Mesh.SetSubMeshes to set all submeshes in one go avoiding all kinds of corner cases when updating existing mesh

  • Graphics: Added: Added new AddInstance overload to RayTracingAccelerationStructure which accepts a GraphicsBuffer defining a given number of AABBs, and, optionally, an instance transform for those AABBs.

  • Graphics: Added: Added new API SystemInfo.GetRenderTextureSupportedMSAASampleCount(RenderTextureDescriptor desc) to query the correct MSAA samples count of a RenderTexture

  • Graphics: Added: Added new signature for ScriptableRenderContext.DrawRenderers() to allow custom tag name to be used for render-state overrides.

  • Graphics: Added: Added RayTracingAccelerationStructure Build and Update overloads that take in a relative origin for the acceleration structure. By default (when no origin is passed in), this origin in (0, 0, 0). Camera-relative ray tracing is enabled by passing in the camera position as the relative origin every time Build or Update is called.

  • Graphics: Added: Allow infinite frustum when performing shadow culling. This is useful when shadows are not updated every frame and cannot be view dependent.

  • Graphics: Added: API Added to allow native plugins to register and unregister 3D Textures with Unity

  • Graphics: Added: BatchRendererGroup: Added optional visibleIndicesY array. Data available in shader in Y channel. (Hybrid Renderer V2) (1252507)

  • Graphics: Added: Expose API to set the renderDynamicObjects for Custom reflection probes. (1269743)

  • Graphics: Added: Image encoders that use NativeArray as input/output added.

  • Graphics: Added: NativeArray and NativeSlice support for LineRenderer and TrailRenderer

  • Graphics: Added: New API to allow the implementing Custom Render Textures on C# side, skipping completely the builtin Updates.

  • Graphics: Added: Read GPU data into NativeSlice objects using AsyncGPUReadback.RequestIntoNativeSlice.

  • Graphics: Added: When binding a depthStencil buffer as read-only resource, a new flag to separately handle depth and stencil resources has been added. This solves an issue several platforms that do not allow sampling a depth resource that is also partially bound for rendering (stencil write) unless specific flags are specified.

  • Graphics: Changed: Auto Graphics API for Mac is now Metal only, unless running the Editor on a VM without Metal support. OpenGL is being deprecated, but can still be enabled explicitly. Editor and native player running on Apple Silicon will require Metal.

  • Graphics: Changed: Extension API added for CommandBuffers to control the placement of render targets in fast GPU memory (where it is supported by the platform)

  • Graphics: Changed: RenderRequestMode now has enum values for PBR materials data

  • iOS: Added: Added a public accessor for the legacy Game Center player ID, to give games an easier pathway to migrate to the new ID types in iOS 12.4

  • iOS: Added: Added function PBXProject.GetEntitlementFilePathForTarget()

  • iOS: Removed: Removed the breaking interface change to IUserProfile (gameID)

  • Mobile: Added: Adding the new iPhone SE 2nd gen to enum with iOS device generations.

  • Package Manager: Added: Added a new UnityEditor.PackageManager.Events.registeredPackages event which is raised after the editor is done importing and compiling the new list of packages.

  • Package Manager: Added: Added a new UnityEditor.PackageManager.Events.registeringPackages event which is raised before importing the new list of packages;

  • Package Manager: Added: Added a new UnityEditor.PackageManager.Client.Resolve() method that forces the Package Manager to resolve packages again and re-synchronize the package cache.

  • Package Manager: Changed: The enableLockFile option is now enabled by default when absent from the project manifest

  • Particles: Added: Added NativeArray overloads to SetParticles and GetParticles

  • Physics: Added: Added API to ArticulationBody for limitation of maximum velocities: maxJointVelocity and maxLinearVelocity properties.

  • Physics: Added: Added API to ArticulationBody for the entire articulation hierarchy drive targets and cache manipulation: index property, GetDofStartIndices, GetDriveTargets/SetDriveTargets, GetDriveTargetVelocities/SetDriveTargetVelocities, GetJointPositions/SetJointPositions, GetJointVelocities/SetJointVelocities, GetJointAccelerations/SetJointAccelerations, GetJointForces/SetJointForces.

  • Physics: Added: Added API to ArticulationBody to compute the Jacobian matrix for entire articulation hierarchy to be used for IK.

  • Physics: Added: Added API to ArticulationBody to manipulate velocity and angular velocity of root body: velocity and angularVelocity property setters.

  • Physics: Added: Added read only property Collider.attachedArticulationBody .

  • Physics: Added: Added read only property RaycastHit.articulationBody .

  • Physics: Added: Make WheelCollider.sprungMass writable, to enable explicit mass distributions. In addition to that, expose WheelCollider.ResetSprungMasses() to reset the vehicle back to automatically calculated implicit sprung masses. It's the same usage pattern as with Rigidbody.inertiaTensor / Rigidbody.ResetInertiaTensor().

  • Profiler: Added: Added ProfilerRecorder api which allows to access memory and draw stats in Players.

  • Scripting: Added: Added GarbageCollector.Mode.Manual, which disables automatic GC but still allows manual control by calling GC.Collect() or GarbageCollector.CollectIncremental().

  • Scripting: Added: Added IJobParallelForTransform.ScheduleReadOnly which provides better parallelization for read-only transform jobs

  • Scripting: Added: Added Object.InstanceIdToObject and Object.InstanceIDToObjectList.

  • Scripting: Added: Added ObjectChangeEvents API in the editor that exposes a stream of events summarizing all undoable changes that happened in the last update

  • Scripting: Added: Added Time.timeAsDouble
    Added Time.timeSinceLevelLoadAsDouble.
    Added Time.fixedTimeAsDouble.
    Added Time.unscaledTimeAsDouble.
    Added Time.fixedUnscaledTimeAsDouble.
    Added Time.realtimeSinceStartupAsDouble.

  • Scripting: Added: Added Vector3Int.forward and Vector3Int.back.

  • Scripting: Added: Language version added to ScriptCompilerOptions

  • Scripting: Added: NativeArray.ReadOnly now has functions for copying and reinterpreting

  • Scripting: Changed: UnityEngine.Random only has static members, so it is now a C# static class to avoid confusion over whether it should/can be instantiated or not. Also improved parameter names a little to be more clear on exclusive/inclusive.

  • Shaders: Added: Added ComputeShader specific overloads in ShaderKeyword class.

  • Timeline: Added: Added ClipCaps.AutoScale to automatically change the speed multiplier value when the clip is trimmed in the Timeline window.

  • UI: Added: Add a new property "IsMaskingGraphic" so we dont have to do a GetComponent each enable/ disable if we are not the masking graphic

  • UI Elements: Added: PropertyFields now sends ChangeEvent<SerializedProperty>

  • Version Control: Added: Add new methods to AssetModificationProcessor class making VCS support code more robust.

  • Web: Obsoleted: UnityWebRequest: isNetworkError and isHttpError are now deprecated, use UnityWebRequest.result instead.

  • WebGL: Added: Added "CodeOptimization" option to WebGL.UserBuildSettings. Possible values: "Speed" (default) and "Size".

  • XR: Added: Added Script API to override XR display subsystem's preferred mirror mode.

  • XR: Added: Added XR MSAA level setter to c# script.

  • XR: Added: Expose new fields to SystemInfo so that SRP and end-users can have more knowledge about graphics capabilities required for single-pass rendering techniques

  • XR: Added: TrackingModeOriginFlags now has an Unbounded origin. Unbounded Origins are based off of nearby spatial anchors and can be updated at will by the SDK.

  • XR: Removed: Built-in VR has been removed form Unity core and replaced with the new XR Plug-In system. More information can be found here: https://docs.unity3d.com/Manual/XR.html.

Changes

  • 2D: Added a contextual helper in the SceneView for opening the Tile Palette window when selecting an object which can be edited with the Tile Palette window.

  • 2D: Added support for user to edit Tile Palettes with Brushes. For this to work, the Tile Palette must be empty and unlocked, and the Editor must be in Edit mode.

  • 2D: Added the correct URL to the Tile help icon.

  • 2D: Removed the Reset Bounds button from the Sprite Skin Editor.

  • 2D: Removed Tile Create Asset menu item.

  • 2D: Updated documentation for Bounds/RectInt when setting a minimum position that is greater than the maximum position or vice versa.

  • 2D: Updated Scriptable Brushes to use layoutGrid for GridBrushEditorBase preview calls.

  • Android: Moved UnityEngine.Android.AndroidDevice from UnityEngine.dll to UnityEngine.AndroidJNIModule.dll.

  • Android: Moved UnityEngine.Android.Permission from UnityEngine.dll to UnityEngine.AndroidJNIModule.dll.

  • Android: Updated gradle template to use enableR8 setting in gradle.properties instead of useProguard.

  • Android: Upgraded Android Gradle Plugin to 3.6.0 and Gradle to 5.6.4.

  • Asset Import: Changed the default material import mode of the model importer from 'Standard' to 'Import via MaterialDescription'.

  • Asset Pipeline: Only accept protocol >=TLSv1.2. SECURITY-1828.

  • Audio: Updated DSPGraph so that the interleaving of samples in the output buffer happen inside Unity, rather than third-party output hook implementations

  • Build Pipeline: Updated build pipleline to always add a copy of the managed symbols to a Temp/ManagedSymbols folder during a build.

  • Burst: Asserts that are currently discarded no longer discard arguments with potential side effects.

  • Burst: Changed the version of com.unity.mathematics to 1.2.1.

  • Burst: Temporarily removed the Burst compiler warning about exception throws not in [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] methods, to let us address user feedback. The next minor version of Burst will reincorporate this in a more friendly manner.

  • Burst: Unity temporarily disables Debug.Log output to avoid a deadlock on a domain reload, when used in Burst function pointers and jobs. A fix for the Unity Editor is being developed.

  • Compute: Changed the result to NaN from 0 when a 0 is divided by 0. (1257445)

  • Editor: As part of gizmo optimizations, we've made many gizmos (e.g. collider gizmos) fade out and turn off when they are small on screen. Cameras typically used for planar reflections (ones with oblique clip projection matrix) now also do not render gizmos.

  • Editor: Changed the Position handle to follow mouse movements more precisely. (1217150)

  • Editor: Disabled the Maximize option for Preview window when docked. (1258262)

  • Editor: It is no longer possible to discard changes on untitled scene. (1111388)

  • Editor: Marked Unity Remote as deprecated.

  • Editor: Modified the Rect Tool when calculating an object's bounds so that GameObjects with a MeshFilter but no MeshRenderer are included.

  • Editor: Removed "macOS Color Picker" editor preference setting.

  • Editor: Removed 3D With Extras template.

  • Editor: Removed Asset Store integration from the Project Browser. (1240939)

  • Editor: Revert reintroduction of OnDestroy/Awake calls for ExecuteAlways scripts when we enter Play Mode with the Scene Reload disabled.

  • Editor: Updated com.unity.ide.rider package to version 2.0.7 as verified.

  • Editor: Updated GameObject creation from a context menu or Scene so new GameObjects are instantiated at the world origin. (1179419)

  • Editor: Updated Hierarchy view to automatically enter rename mode when new objects are created. "Rename New Objects" in Hierarchy view settings menu turns this behavior off.

  • Editor: Updated interaction mode labels and tooltips.

  • Editor: Verified the configurable Enter Play Mode feature.

  • GI: Modified the LightingSettings asset so it is now only created when saving an upgraded project.

  • GI: Unlocked the maximum number of bounces supported by the lightmapper.
    Added min bounces and max bounces UI labels for better readability.
    https://drive.google.com/drive/u/0/folders/1O2qSu4Ojk0ReIzIH2py_kSIsdWr4_mpd

  • GI: Updated 3D template so that new projects created with it support baked light cookies by default.

  • GI: Updated Open Image Denoise to Clang compiled binary instead of ICC, This fixeda Rosetta emulation issue on a Mac.

  • Graphics: "Gfx command not handled: 0 (Last command: 10123)" will no longer be disabled in the Editor's console while in scene view when using the wireframe mode and Vulkan rendering API. (1276056)

  • Graphics: Exposed mesh function to set UV Distribution metric for procedurally generated meshes with mip streaming. (1248390)

  • Graphics: Updated embedded graphics packages (srp, vfx, and shadergraph) to 8.1.0.

  • Graphics: Updated SRP packages to 10.1.0.

  • iOS: Removed OpenGL ES support on iOS/tvOS.

  • iOS: Removed support for Launch Images, to adhere to new Apple guidelines.

  • Kernel: Native allocators now use slightly large blocks to avoid the more costly overflow allocations that go directly to system memory. This will cause a very slight increase in initial memory usage, but will avoid some spikes in performance.

  • License: Updated the output message after a return license request timeouted. (1146162)

  • macOS: MacOS 10.13 is now the minimum OS requirement for the MacEditor and MacPlayer. (1263013)

  • Mobile: Changed maximum temperative level to level 10 in Adaptive Performance Samsung Provider GameSDK 3.2.

  • Mobile: Fixed Analytics system error with unloaded subsystem in Adaptive Performance.

  • Mobile: Provider downloader will now download latest available build instead of verified if verified version is below 2.0.0. This can happen on 2019 and 2020.1 as the verified package version is 1.x.

  • Mobile: Removed unneccessary folders and files from the Adaptive Performance package.

  • Mobile: Updated Adaptive Performance Samsung Provider GameSDK 3.2. You can use the Adaptive performance CPU and GPU levels until the system reaches warning level 2 (throttling).

  • Package Manager: Added a General Preference option to allow the log level used by the Unity Package Manager for the Editor.log and upm.log files to be customized. This preference is saved and re-used across sessions, and it is overridden by the effects of the -enablePackageManagerTraces command-line argument.

  • Package Manager: Added the UnityEditor.PackageManager.Client.LogLevel property that allows you to configure the log level that the Unity Package Manager uses for the upm.log file.

  • Package Manager: Changed path and file format of global configuration file. The configuration file format is now TOML. The old global configuration file path is deprecated. New global configuration should be set in this new file.

  • Package Manager: Changed the design of the items in the Package List to be one line.

  • Package Manager: Modified Package Manager to no longer discard the existing package state in case of critical errors such as failure to parse the project manifest.

  • Package Manager: Split All Packages into Unity Registry and My Registries.

  • Package Manager: Updated com.unity.purchasing package to version 2.1.0.

  • Package Manager: Updated functionality to automatically add embedded package files to the version control system.

  • Package Manager: Updated how version conflicts involving a direct project dependency are reported. They are now reported like any other version conflict instead of being silenced.

  • Package Manager: Updated the recommended version logic in the Package Item version drop down.

  • Package Manager: Upgraded Cinemachine to 2.6.0. See Cinemachine 2.6 release notes.

  • Player: Added ToString override to PlayerLoopSystem to show system type.

  • Player: Subsystem Registration package now has dependency on 'com.unity.modules.subsystems'.

  • Scripting: Reintroduced a warning when a script that is derived from MonoBehaviour has the same name as a built-in component (for example,Transform).

  • Scripting: Removed Boo.dll and UnityScript.dll from Mono distribution.

  • Scripting: Roslyn Analyzers inside Assembly Definitions Folders are now only applied to the Asmdef Assembly itself and to other Assemblies referencing the Asmdef Assembly - but not to any other code in the project.

  • Scripting: Strong name assembly references only validate if the assemblies is in different folders.

  • Services: Added support to in the In-App Purchasing Service settings for safely migrating the [IAP](https://docs.unity3d.com/2019.4/Documentation/Manual/UnityIAP.html) package from older versions to 3.0+. Retained the ability to update to the most recent legacy versions of In-App Purchasing without migrating. Projects without any versions of this package already installed can install 3.0+ from the In-App Purchasing Settings user interface.

  • Services: Updated com.unity.purchasing to 2.1.1.

  • Shaders: Changed Editor so that it skips warming up shaders from shader collections in the Preloaded shaders section of Graphics settings.

  • Shaders: Made Caching Shader preprocessor the default preprocessor for shaders.

  • Shaders: Relaxed macro expansion rules in Caching Preprocessor for token pasting to always use expanded arguments instead of non-expanded arguments.

  • Timeline: Modified ControlPlayableAsset.searchHierarchy to default to false. You now have to specifically set it to true to search the entire hierarchy.

  • Timeline: Updated the default [Timeline](https://docs.unity3d.com/Packages/com.unity.timeline@1.5/manual/index.html) package version to 1.4.0-preview.3.

  • Timeline: Updated Timeline package to v.1.4.0.

  • Timeline: Updated Timeline package to version 1.4.1.

  • Timeline: Updated Timeline package to version 1.4.2.

  • Timeline: Updated Timeline package to version 1.4.3.

  • Timeline: Updated Timeline package to version 1.4.4.

  • Timeline: Updated Timeline package version to 1.4.0-preview.7.

  • UI: Expand the usable UV to Vector4 instead of the current limit of Vector2. (1208182)

  • UI: Set Switch m_CullTransparentMesh to true so transparent Meshs are culled by default. (1257834)

  • UI: Updated the EventSystem.current API so that it doesn't do unnecessary work when setting current to the already current system.

  • UI Toolkit: Renamed menu entries of UIElements to UI Toolkit.

    • Window/Analysis/UIElements Debugger becomes Window/UI Toolkit/Debugger
    • Window/UI/UIElements Samples becomes Window/UI Toolkit/Samples
    • Create/UIElements/Editor Window becomes Create/UI Toolkit/Editor Window
    • Create/UIElements/USS File becomes Create/UI Toolkit/Style Sheet
    • Create/UIElements/UXML Template becomes Create/UI Toolkit/UI Document
      Removed mentions of UIElements in the output of the Editor Window script generator.
  • XR: Added interface changes for providers to share unresolved MSAA targets between eye texture swap chains resulting in memory savings. (1254408)

  • XR: Changed how temporarily disabling runtime MSAA level is affected if running with Vulkan and XR Management.

  • XR: Keep SRP occlusion mesh data accessible from the CPU.

  • XR: Removed the ARCore client libraries from Unity. These libraries are now added to a project by installing the ARCore SDK for Unity (distributed by Google).

  • XR: The Oculus XR Plugin package has been updated to 1.5.0.

  • XR: Updated Oculus XR Plugin package to 1.3.4.

  • XR: Updated Oculus XR Plugin package to 1.4.0.

  • XR: Updated Oculus XR Plugin package to version 1.4.3.

  • XR: Updated the Oculus XR Plugin package to 1.6.1.

  • XR: Updated verified packages for AR Foundation and related packages.

  • XR: Updated verified version of com.unity.xr.legacyinputhelpers to v2.1.6
    Changelog for 2.1.6 of com.unity.xr.legacyinputhelpers:

    • Fixes error message when using the color camera
    • Changes default near clip plane to 0.01f
    • Fixes rig migration for URP and HDRP.
    • Support for URP/HDRP v10.1.

Improvements

  • 2D: Added a Copy, Paste and Paste All functionality to the Outline and Physics Shape modules for the Sprite Editor.

  • 2D: Added ability to specify Corners properties.

  • 2D: Added custom axis sort to the Tile Palette asset to allow users to show Tiles in the Tile Palette which are sorted by the custom axis.

  • 2D: Added Detect Contiguous Tiles toggle to GridBrush when doing a FloodFill. This changes only contiguous Tiles when enabled, and all Tiles of the same type when disabled.

  • 2D: Added message to inform user about dependent packages when they view certain sample Scenes in the Animation package.

  • 2D: Added support for SpriteShape meshes to be precomputed.

  • 2D: Added Transform Gizmos for making Transform changes to a Grid Selection for a Scene View.

  • 2D: Adjusted the length of the popup and value fields for the Skinning Module's Weight Slider window.

  • 2D: Allow users to delete a selection of Tiles with the Delete/Backspace key after selecting Tiles with the Select tool.

  • 2D: Improved deformation performance when Collection and Burst package is installed.

  • 2D: Improved Memory Allocations.

  • 2D: Improved performance in SceneView for SceneViewOpenTilePaletteHelper.

  • 2D: Improved performance of TilemapRenderer Individual mode.

  • 2D: Improved the memory and speed of Animation.SpritePostProcess when used for a large sprite count.

  • 2D: Improved the organization of the 2D Menus to allow for easier creation of default assets and GameObjects. This will improve user experience in level white boxing and prototyping.

  • 2D: Improved the Sprite Skin Editor UI.

  • 2D: Improved user experience of FloodFill tool from the Tile Palette when previewing the results of FloodFill.

  • 2D: Repaint Tile Palette when making changes to a Grid Selection for a Tile Palette.

  • 2D: Updated 2D template to use current verified version of 2D packages.

  • 2D: Updated Bone Influence window to allow you to rearrange the order of bones in the Sprite Skin Inspector.

  • AI: Added tooltips to Navigation window and related components. (970778)

  • Android: Added anti-piracy measures which print your Company Name and Product Name in the log during application start. This can be used to prove that the game is yours if someone pirates it.

  • Android: Added support for compressed 3D textures with OpenGL ES 3.1.

  • Android: Added support for Vulkan backbuffer pre-rotation.

  • Android: Added update so that frame rate is decided automatically when optimized frame pacing is enabled and Vsync is disabled.

  • Android: Enabled support for Light Probe proxy volumes when using OpenGL ES 3.

  • Android: Improved documentation for Application.targetFrameRate behavior on mobile devices.

  • Android: Improved logging when trying to find a plugin that is missing. (1268172)

  • Android: Improved Application.genuine implementation, so it checks that the package name set in Player Settings matches with the one acquired at runtime.

  • Android: Improved Screen.currentResolution.refreshRate to correct itself if the display refresh rate changes.

  • Android: Improved Screen.resolutions to include supported display resolutions for 4K detection. (1178233)

  • Android: Moved noCompress settings from launcher project to unitylibrary. (1239760)

  • Android: Optimized async texture readback and CopyTexture when using Vulkan on Mali GPUs.

  • Android: Support target display on Android.

  • Android: Updated [Android Logcat](https://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.2/manual/index.html) package to version 1.1.1.

  • Animation: Improved the warning detecting clashes of animated property curve names, so it has fewer false-positives and isn't logged repeatedly.

  • Animation: Some words on Animation Window became localized.

  • Asset Import: Added support for 3DsMax's Simplified Physical Material from FBX files in the Model Importer.

  • Asset Import: Asset previews are generated as a separate step after importing an asset.

  • Asset Import: Improved search speed when using glob syntax to search project assets.

  • Asset Import: Improved UV unwrapper performance.

  • Asset Import: Made AssetDatabaseExperimental.SetImporterOverride accessible from the Inspector. You can now access it in any Asset Importer header by selecting an available Importer Override to apply.

  • Asset Pipeline: Improved the adb Profiler output in the Editor log so it only gives necessary information.

  • Asset Pipeline: Reduced cost of domain reloads on asset import worker processed by removing unnecessary additional domain reloads.

  • Asset Pipeline: Unity no longer needs to reimport all textures, audio, and video when switching between Standalone platforms (for example, Win32 to Win64, or Mac to Linux).

  • Asset Pipeline: Updated progress dialog to display more precise information when asset postprocess callbacks take a long time to finish. (1228418)

  • Asset Pipeline: Updated source asset dependencies to use both file hash and timestamp to decide when to reload an asset.

  • Audio: Updated audio previews so that they stop when Unity loses focus and Run in Background is disabled.

  • Bug Reporter: Updated services-config.json to add ability to set Bug Reporter defaults for Publicity and CustomerEmail, and to set whether to exclude project files.

  • Build Pipeline: Added support to obtain GameCore redist DLLS from locally installed MSVC instances.

  • Burst: Added support for External symbols on a platform that required it.

  • Core: Improved Time.deltaTime consistency for the Metal graphics API on iOS and macOS.

  • DX12: Added support for constant buffers set with the CommandBuffer.SetGlobalConstantBuffer and Shader.SetGlobalConstantBuffer methods in Ray Tracing Shaders. Fixed and improved all the Ray Tracing-related Scripting API documentation.

  • DX12: Added support for GraphicsBuffer constant buffers that can be set using ComputeShader.SetConstantBuffer and CommandBuffer.SetComputeConstantBufferParam.

  • DX12: Added support for GraphicsBuffer constant buffers that can be set using RayTracingShader.SetConstantBuffer and CommandBuffer.SetRayTracingConstantBufferParam.

  • DX12: Ensured that values are only filled in for available channels when reading vertex attributes from vertex buffers (closest hit / any hit shaders). Unavailable channel values do not default to 0.

  • DX12: Improved CPU performance when binding raytracing shaders.

  • DX12: Improved CPU performance when building Ray Tracing Acceleration Structures.

  • DX12: Improved CPU performance when dispatching Ray Tracing Shaders.

  • DX12: Updated skin pose buffer to use scratch buffer memory, so that updates do not trigger an upload operation.

  • Editor: Added "Set as Default" option to Hierarchy objects so that users can set a custom parent GameObject for GameObjects they drag into the Scene/Hierarchy windows, and GameObjects they create via the GameObject menu.

  • Editor: Added a label displaying how many Game Objects are currently selected to the Inspector. (1208698)

  • Editor: Added a new naming scheme option to Editor Settings. This is set to Prefab (1) by default, or you can choose Prefab.1 or Prefab_1.

  • Editor: Added ability to copy and paste arrays and user-written serializable classes and structs in the Inspector.

  • Editor: Added ability to create keyboard shortcuts to copy and paste camera positions. In the shortcut settings, these are Scene View/Copy Camera Placement, Scene View/Paste Camera Placement and Game View/Copy Camera Placement. No default keys are assigned.

  • Editor: Added optional "thickness" parameter functions for Handle: DrawLine, DrawWireDisc and DrawWireArc, for drawing thick handles.

  • Editor: Added Recent Scenes to the File menu in the Toolbar.

  • Editor: Added shift + select functionality to various tree view windows (e.g. Hierarchy, Project) to enable you to select multiple items without deselecting previously selected items.

  • Editor: Added support for Ray Tracing Shader (DX12) which sends information to the Frame Debugger.

  • Editor: Added support for the Scene view's Shaded Wireframe mode to work with SRPs, via ScriptableRenderContext.DrawWireOverlay.

  • Editor: Added support for GradientFields and Gradient editor to have their color interpreted as linear.

  • Editor: Added the ability to use Ctrl+C on a focused progress dialog in Windows Editor to copy the progress text to clipboard.

  • Editor: Added the command line argument "vcsModeSession", which sets VCS mode for the current Editor session only. (1226304)

  • Editor: Added tooltips to Editor status bar icons.

  • Editor: Improved how assert user messages are displayed in the Console view, so the user message for an assert can be read in the Console without needing to look at expanded details.

  • Editor: Improved inspector performance for large text asset files. (1241212)

  • Editor: Improved Move/Rotate/Scale handles: thicker lines, brighter colors, increased movement accuracy, better visibility, and other UI improvements.

  • Editor: Improved performance of scene hierarchy when selecting objects from the project view. (1252528)

  • Editor: Improved progress bar details for texture importing, including details on crunch compression and cubemap convolution.

  • Editor: Improved Project Browser window to show asset file path whilst in One Column mode. (1200880)

  • Editor: Improved ray direction calculations so they are relative to the camera instead of a direction in world space. This should significantly improve precision when interacting with handles far away from the origin. (1178966)

  • Editor: Improved script creation so that Unity no longer writes a UTF8 BOM to new scripts it creates. This removes problems that BOM's can cause with tools such as source control.

  • Editor: Improved scripting defines list cut/copy/paste functionality. (1287729)

  • Editor: Improved scroll smoothness in Editor in macOS.

  • Editor: Improved the Layouts menu and dialogs. Layout deletion is now under a submenu and has a confirmation dialog. Save layout now has a confirmation dialog when overwriting an existing layout. The menu item "Revert Factory Settings" has been renamed to "Reset All Layouts". The Layouts dropdown in main toolbar is wider. Save Layout to File now shows the file in file explorer. (479330)

  • Editor: Improved the time taken for mobile ETC/ETC2/EAC texture compression.

  • Editor: Improved JobsDebugger performance.

  • Editor: Layers 3, 6 and 7 are no longer treated as reserved by Unity. (1264751)

  • Editor: Minimized allocations when calculating bounds for the Rect Tool.

  • Editor: Modified prefabs in the Hierarchy window so that certain Version Control state icons (Out of Sync, Conflicted, Remote Locked, Remote Delete, Remote Checkout) will be displayed (if enabled in the Project Settings window).

  • Editor: Optimized Gizmo rendering; now is ~5x faster when many gizmos are visible.

  • Editor: Optimized style catalog asset post-processing. (1222761)

  • Editor: Project view asset rename & move operations now support Undo & Redo.

  • Editor: Released [Quick Search](https://docs.unity3d.com/Packages/com.unity.quicksearch@1.1/manual/index.html) package version 1.5.3 with minor fixes, and improved test stability regarding Asset Store.

  • Editor: Removed redundant preview packages message from the title bar.

  • Editor: Replaced the text field for Scripting Define Symbols in Project Settings with a foldout string array.

  • Editor: The Open context menu will expand the folders in One Column Layout in Project Browser. (1243843)

  • Editor: Updated Frame Selected so that pressing it a second time focuses on the GameObject's handle/gizmo.

  • Editor: Updated Inspector so that you can re-order arrays and lists. To enable this, use the [Reorderable] attribute on your script variables.

  • Editor: Updated Mesh Inspector to add Pan, Zoom and Blendshape Preview.

  • Editor: Updated Polybrush to 1.0.2.

  • Editor: Updated Quick Search to 2.0.
    https://www.youtube.com/watch?v=5xGLXxsm7QM

  • Editor: Updated Scene View to accept multiple objects when dragging and dropping.

  • Editor: Updated settings provider example and doc.

  • Editor: Updated the documentation of CreateEditor API to indicate that it has to be destroyed explicitly. (1250942)

  • Editor: Updated the Game View resolution dropdown for Standalone platform with a more comprehensive list of default aspect ratios (16:9, 16:10) and resolutions (1920x1080, 1366x768, 2560x1440, 3840x2160).

  • Editor: Updated the material preview in the Inspector to remember the last used preview mesh.

  • Editor: Updated the Quick Search window to version 1.5.2, including minor fixes and improved performance.

  • Editor: Updated the UI for background tasks and main toolbar.

  • Editor: Updated to ProBuilder 4.4.0.

  • Editor: Updated UI so that Scene view deselect-click (Ctrl/Cmd) works more intuitively with prefabs that contain child GameObjects.

  • GI: Added API to get or set the Lighting Setting Asset for loaded scenes.

  • GI: Added support for half float texture format for Light Probe Proxy Volume (LPPV) component. You can now choose the format of the 3D LPPV texture from the LPPV inspector.

  • GI: Ensured that correct, official AMD graphics card names are displayed in the Lighting window GPU device dropdown.

  • GI: Improved Lighting Settings such as preset support, updated related docs and exposed default settings.

  • GI: Improved scheduling of lightmaps, light probes and additional probe bakes with the GPU lightmapper.

  • GI: Improved speed of GI main thread initialization on Editor startup. (1162775)

  • GI: Improved the com.unity.rendering.hybrid package by forcing all lightmaps to max atlas size so that they can be stored in texture arrays.

  • GI: Reduced GPU memory usage when you bake large lightmaps with the GPU lightmapper. Achieved by baking in smaller tiles in non progressive mode.

  • GI: Removed custom Lighting Settings from 3D template.

  • GI: Updated Light Probe Proxy Volumes components so that they only update once per frame, rather than once per camera render, because these components are not camera relative.

  • GI: Upgraded Radeon denoiser to use RIF 1.5.1.2. This will only attempt to run on GPUs with at least 4GB of memory, becuase this is required by the AI model.

  • Graphics: A warning message appears when a users sets a UV out of range in the RecalculateUVDistributionMetric C# function.

  • Graphics: Added debug names for resources on DX12.

  • Graphics: Added generated warnings when you use an unsupported CommandBuffer API inside a Render Pass.

  • Graphics: Added offline processing and direct load of (single mip) CubeMaps straight to GPU memory on Xbox & PS4 (performance optimisation reduces CPU work).

  • Graphics: Added Shader Precision Model into Player Settings, to change between current platform defaults and the new Unified Model. Unified model defaults to full sampler precision on all platforms, but allows declaring lower precision explicitly and use FP16 ops on targets where available. (1280157)

  • Graphics: Added support for ASTC decode mode RGB9E5 for ASTC HDR textures. This only works when there is no alpha channel in use.

  • Graphics: Added support for DXT5nm normal maps on Android, iOS, tvOS. (1235914)

  • Graphics: Added the option to delay acquiring the swapchain buffer until it is actually used when rendering in Vulkan.

  • Graphics: Colorspace switching only recreates textures with colorspace sensitive formats. (e.g. DXT1_sRGB/UNorm).

  • Graphics: Copy spawn count because we can process several time Init/Update per frame. (1268360)

  • Graphics: D3D12 Constant Buffers have been optimized for per pass binding.

  • Graphics: Disabled rendering to color channels during a Scriptable Render Pipeline shadow pass, to improve performance.

  • Graphics: Enabled threaded texture creation on Xbox DX11 to remove frame spikes. Added support for direct upload of offline processed data on DX12 when threaded texture creation is disabled.

  • Graphics: Ensured that ComputeBuffer counters are put into separate physical buffers to impove data access/alignment for the Metal API.

  • Graphics: Extended supported types/formats for RWTexture2D when using Vulkan and OpenGL ES.

  • Graphics: Improved ComputeBuffer data alignment for Metal.

  • Graphics: Improved documentation for Texture.allowThreadedTextureCreation.

  • Graphics: Improved DX12 async texture loading so that when out of GPU memory, it returns a failure state, reports an error and cleans up memory.

  • Graphics: Improved DX12 performance when Unity creates a lot of resources per frame.

  • Graphics: Improved DX12 performance with the hybrid renderer.

  • Graphics: Improved error reporting in the Ray Tracing shaders interface.

  • Graphics: Improved input validation of RenderPass API.

  • Graphics: Improved performance by initializing the intermediate tree renderer with AABB::zero instead of NaN.

  • Graphics: Improved shader property error messages.

  • Graphics: Improved texture creation performance for cube maps on Metal.

  • Graphics: Improved texture creation performance for cube maps on Vulkan.

  • Graphics: Improved texture creation performance for CubeMaps on PC and Xbox on DX11 and DX12, and PS4.

  • Graphics: Improved the error messaging interface which appears when texture stacks are set up incorrectly.

  • Graphics: Improved validation of RenderTexture with bindTextureMS for unsupported formats.

  • Graphics: Increased draw calls per command list to improve URP Shadow Pass performance when rendering cascaded shadow maps.

  • Graphics: Metal: Add changes required for Apple GPU support on a Mac.

  • Graphics: Reduced shader compilation times and application build sizes for GLSL/Metal platforms.

  • Graphics: Updated SRP packages to 10.0.0-preview and template to 10.0.0.

  • Graphics: Updated the D3D12 internal command buffer to allow access from a D3D12 native plugin.

  • GraphView: Added capability support to stacks, stack children, and groups to help better avoid unsupported behaviors. Specifically with grouping and heterogeneous selections.

  • IL2CPP: Added attribute to avoid runtime performance impact of static constructors.

  • IL2CPP: Fixed a GC performance regression on Android and Linux.

  • IL2CPP: Improved error message when required Visual Studio components are not installed when building for Windows.

  • IL2CPP: Parallel IL2CPP Conversion is now default to improve IL2CPP build performance.

  • IL2CPP: Reduced the number of error messages produced by an IL2CPP failure from two to one.

  • iOS: Changed built-in .xib launch screens to storyboard.

  • iOS: Improved how version defines in Trampoline are generated so all versions are supported and they can be compared numerically. (1244796)

  • iOS: It is now possible to provide different custom storyboards for ipad and iphone.

  • iOS: Modified Camera.targetDisplay to work with iOS Metal. (1171951)

  • iOS: Under some circumstances, interim AA resolve no longer results in an extra texture copy.

  • Kernel: Entering playmode with many IJobChunk-style Burst compiled jobs is much faster.

  • Kernel: Fixed issue where Unity would crash when passing an empty filename to AsyncReadManager.Read.

  • Kernel: Optimized the low-level atomic queue container used by the JobQueue.

  • Kernel: Reduced job system overhead on macOS.

  • Kernel: Reduced main thread overhead of creating job reflection data.

  • Kernel: Refactored memory label code, for a lower generated code size.

  • Kernel: Removed the unneccesary parallel for access restrictions for IJobFor.Schedule

  • macOS: Removed project name in the window title bar.

  • Mobile: Improved Provider Stats reporting.

  • Mobile: Updated com.unity.mobile.notifications to 1.3.2.

  • Mobile: Updated Mobile Notification verified package version to 1.3.0.

  • Mobile: Updated verified package Adaptive Performance and Samsung provider to 1.1.6.

  • Mobile: Updated [Adaptive Performance Samsung Android](https://docs.unity3d.com/Packages/com.unity.adaptiveperformance.samsung.android@2.1/manual/index.html) package to version 1.1.1.

  • Mobile: VRR Support.

  • Package: Updated input system package to 1.0.1. (1292513)

  • Package Manager: Added support for returning enterprise entitlement packages from the PackageManager.Client.SearchAll() method. These packages will now show in the Package Manager UI Unity Registry section when users have the entitlement to use them.

  • Package Manager: Added the Package Manager lock file (Packages/packages-lock.json) to the Bug Reporter report.

  • Package Manager: Added tooltips to action buttons for packages.

  • Package Manager: Improved Import/Download buttons visibility.

  • Package Manager: Improved package interoperability with Unity IAP. Added functionality for Unity IAP package to work directly with UDP Package instead of maintaining it's own UDP.dll.
    Enabled user permissions to be set at Project level.
    Updated UDP settings so that inspector window opens when you invoke the asset file. This allows for faster load and sync times.
    Refined general code.

  • Package Manager: Improved performance of Package Manager metadata requests sent to the registry.

  • Package Manager: Improved the install from git url visual in the Package Manager window.

  • Package Manager: Make the error message clearer when the UnityPackageManager program is missing.

  • Package Manager: Updated dependency resolution so that it automatically resolves trivial conflicts.

  • Package Manager: Updated Unity Package Manager so that it caches state on disk, to improve project loading time.

  • Package Manager: Upgraded Cinemachine to 2.6.1.

  • Particles: Added a button to the Particle System UI to identify owning the system, for sub-emitters.

  • Particles: Added a new Depth sorting mode, to sort particles based on their distance from the camera plane. (1207573)

  • Particles: Improved performance by removing unnecessary calls to ParticleSystemRenderer::UpdateCachedMesh. This especially improves performance of enabling or disabling ParticleSystemRenderers that use meshes consisting of Triangle Strip geometry. (1271169)

  • Particles: Improved the Collision and Trigger Modules so they can have any number of colliders.

  • Physics: Added tooltips for some of the physics settings in the Editor. (1268052)

  • Physics: Added tooltips to the properties exposed in the ArticulationBody inspector. (1256304)

  • Physics: Implemented visualisers for articulation body joint limits (both linear and angular). This update applies to revolute, prismatic and spherical joints.
    https://www.youtube.com/watch?v=HCJ9DC6eAvU

  • Prefabs: Added Create Prefab item to the asset menu, so you can create and start editing a new Prefab Asset without interfering with the current scene.

  • Prefabs: Improved the performance of nested Prefab modification saving.

  • Prefabs: Improved the performance of Prefabs in the Editor.
    https://drive.google.com/file/d/1CZTaCcHYnxAgVaKViC9GsToET8Zi0ELK/view

  • Prefabs: Improved the performance of the prefab editor.

  • Prefabs: Introduced the Allow Auto Save Project Setting for Prefab Mode. It is enabled by default, which matches the same behavior in previous versions of Unity. However, if you disable this setting, Unity does not auto save while in Prefab Mode, and the toggle is not displayed. This is different to the main Auto Save toggle, which is a per-user setting that carries across projects. This new setting applies to all users of the project. (1141476)

  • Prefabs: Prefabs with a lot of properties load faster than before.

  • Profiler: Added a visualization for Async Loading flow in the CPU Profiler Timeline view.

  • Profiler: Added ability to specify a Profiler category for ProfilerMarker.

  • Profiler: Added ability to specify port in the direct Profiler connection UI.

  • Profiler: Added progress bar when loading and saving Profiler data.

  • Profiler: Added the ability to see the metadata associated with a Profiler sample in the Hierarchy View of the CPU Profiler module.

  • Profiler: Aligned the Memory and Rendering Profiler module detailed panel test with runtime counter names.

  • Profiler: Burst jobs have a different color from normal jobs in CPU Profiler Timeline view.

  • Profiler: Changed the load icon in the Profiler window so that it clearly represents loading better.

  • Profiler: Fixed an issue where the Profiler window did not process small frames immediately when they come to Profiler Window. (1260269)

  • Profiler: Improved the handling of message sending and receipt in PlayerConnection, and split the receipt of messages across multiple frames.

  • Profiler: Optimized Profiler Window chart updates.

  • Profiler: Updated the Hierarchy and Timeline view to no longer display frame data while profiling unless the "Live" toggle is enabled. This reduces the Editor overhead while profiling the Editor or Play mode.

  • Scripting: Added a way to get the stack trace without garbage collection in the Editor.

  • Scripting: Added inline documentation, constructors and implicit conversion operators to LazyLoadReference.

  • Scripting: Added support for new managed code stripping annotation attributes.

  • Scripting: Implemented switching code coverage without needing to restart the Editor. Introduced API to enable/disable code coverage.

  • Scripting: Improved performance of the Memory Profiler.

  • Scripting: Improved performance of DefineConstraintsHelper.

  • Scripting: Improved the query time of Camera.main.

  • Scripting: Improved UnsafeUtility.Malloc so that it throws an exception when it is given a positive alignment value that is not also a power of two. Previously this was only flagged as an assert in debug builds.

  • Scripting: Improved UnityWebRequest.certificateHandler so it is now invoked for root certificates on Windows.

  • Scripting: Updated AtomicSafetyHandle to throw ObjectDisposedExceptions instead of InvalidOperationException when code attempts to access a container after it has been disposed. This mimics the behavior of built-in container types.

  • Scripting: Updated Unity to invoke crash handler when Mono runtime encounters an abort or assert.

  • Scripting: When an instruction pointer is null, it obtains a full call stack to prevent a crash from happening.

  • Scripting: When Unity fails to load a .dll file, a detailed error message is displayed.

  • Scripting Upgrade: Added update to avoid logging potentially misleading messages when no assemblies successfully update.

  • Serialization: Increased the allowed serialization depth to allow Unity serialize larger, more complex data models.

  • Shaders: Added indentation to the compute shader preprocessed source.

  • Shaders: Added support for Caching Shader preprocessor to recognise ellipsises (but there is no variadic macros support).

  • Shaders: Added the ability to toggle #line directives on and off via a toggle in Shader and Compute Shader inspectors.

  • Shaders: Enabled shader live link to cache compilation results on disk.

  • Shaders: Improved #line directive output for preprocessed source.

  • Shaders: Improved preprocessed source so it is saved in a text file with a different name from compiled source.

  • Shaders: Improved the readability of the error produced when SV_VertexID semantic is used with OpenGL ES 2.

  • Shaders: Reduced in-Editor memory usage for Compute shaders.

  • Shaders: Updated shader live link to only build one shader variant at player build time.

  • Terrain: Added "Delete Brush..." button to the brush selection UI.

  • Terrain: Added a Hole Edge Padding option to terrain Detail Prototype to control how far details objects will be from the hole edge.

  • Terrain: Added a warning message that appears after you select a detail prototype, if Terrain cannot hold all the detail GameObjects when you paint at maximum density. (1248486)

  • Terrain: Added warnings which occur if you paint too many detail objects on terrain. Unity will now draw red boxes highlighting these areas in the scene view and display an error message explaining the issue. (1248488)

  • Terrain: Reduced Terrain per-frame CPU update cost.

  • UI: Added secondary list of graphics that are raycast targets to CanvasUpdateRegistry. This prevents iterating over the whole list every frame.

  • UI: Added the ability to have wrap around navigation for horizontal and vertical navigation.

  • UI: Added the ability to toggle the "Maskable" option from the Inspector as well as from a script.

  • UI: Improved UIStruct memory to use bitfields to save.

  • UI: Updated documentation for OnRectTransformDimensionsChange to clarify when it can be called.

  • UI: Updated UI to save the value of .Count when iterating through loops, instead of accessing it every time.

  • UI: Updated ColorBlock to default to a static colorblock.

  • UI: Updated GraphicRaycaster eventCamera implementation to cache some calls for performance.

  • UI Toolkit: UI Toolkit can now import FontAsset through USS. (1266414)

  • Universal Windows Platform: Added warnings to Player Settings if any of the required icon images are not set, to alert the user that missing images will result in the application failing Windows certification.

  • Version Control: Improved Smart Merge (UnityYamlMerge) so it now sets premerge base to file in correct base values instead of leaving them blank. Blank premerge base values can still be configured - see mergerules.txt for an example.

  • Version Control: Updated existing version control icons. Added theme support.

  • Windows: Improved Time.deltaTime consistency for D3D11 graphics API.

  • Windows: Improved Time.deltaTime consistency for D3D12 graphics API.

  • XR: Improved XR Statistics so it caches thread-safe stats that only get promoted to 'live' data after a render pass. A number of data points need to be 'initialized' before you can render a frame.

  • XR: Reduced unnecessary Vulkan backbuffer allocations.

  • XR: Updated Oculus XR Plugin to 1.2.0.

  • XR: Updated verified packages for AR Foundation and related packages.

  • XR: Updated Windows Mixed Reality XR Plugin verified version to 4.1.1.

  • XR: Updated XR Plug-in Management to 3.2.16, Update Windows MR XR Plug-in to 4.2.1.

Features

  • 2D: Added C# job tessellation support for the Sprite Shape's Fill Area.

  • Android: Improved support for playing video in addressables and AssetBundles. Compressed and in-memory bundles are now supported on Android 9 and newer devices.

  • Animation: Verified [Animation Rigging](https://docs.unity3d.com/Packages/com.unity.animation.rigging@latest) package version 1.0.2.

  • Asset Pipeline: Added Safe Mode for startup, which gives you the option to avoid asset importing when there are script compilation errors.
    https://youtu.be/BBs30DoCkQ0

  • Asset Pipeline: Added two new properties to the Asset Pipeline:

    • AssetDatabase.GlobalArtifactDependencyVersion
    • AssetDatabase.GlobalArtifactProcessedVersion.
  • Asset Pipeline: Enabled consistency checking of assets using -consistencyCheck on the command-line and when force reimporting through the Project window.

  • Editor: Added a -version argument to command-line inputs that prints the current version of Unity to the console.

  • Editor: Added an EditorToolContext class to allow custom tools to override built-in transform tools. See [EditorToolContext]9https://docs.unity3d.com/2020.2/Documentation/ScriptReference/EditorTools.EditorToolContext.html).

  • Editor: Added button Enable debugging to all projects to the dialog box C# Debugger Attached, and made text more descriptive.

  • Editor: Added support for a Root Namespace field in Assembly Definition files. New scripts created inside Unity have a namespace in the default template if it is set in the corresponding Assembly Definition file (or for non-Assembly Definition file scripts, the Project Settings > Editor > Project Root namespace).
    https://youtu.be/XTsy45o1OnE

  • Editor: Added support for importing texture arrays (Texture2DArray) and volume textures (Texture3D) from "flipbook" image layouts. To use this, open the Texture Importer and see the Shape setting.
    https://drive.google.com/file/d/12QqdR2DsqlVHAFzcJ6FvFCfMji7j8eDy/view?usp=sharing

  • Editor: Added support for Roslyn reference assemblies. Unity skips compilation of assembly references if the metadata for the modified assembly does not change when compiling scripts for the editor. Reference assemblies are enabled by default; to disable them, open the Player settings and disable Use Reference Assemblies.

  • Editor: Added the ability to optionally drag all the edges from one port to another at the same time.

  • Editor: Added the ability to toggle GraphView snap lines on or off in Preferences. If enabled, GraphElements in GraphViews align with one another when moved. If disabled, GraphElements move freely.

  • Editor: Modified the built-in Visual Studio C# solution generator to include Root Namespace from Assembly Definition Files in generated C# project files.

  • Editor: Renamed auto_quitter to UnityAutoQuitterauto_quitter on all platforms and made it a native program on MacOS and Linux.

  • Editor: Updated ProBuilder version to 4.3.1.

  • Editor: Updated [ProBuilder](https://docs.unity3d.com/Packages/com.unity.probuilder@4.2/manual/index.html) to version 4.2.3.

  • Editor: Verified [Editor Coroutines](https://docs.unity3d.com/Packages/com.unity.editorcoroutines@latest) package version 1.0.0.

  • Editor: Verified [Profile Analyzer (com.unity.performance.profile-analyzer)](https://docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@latest) package.

  • GI: Added support for blue noise sampling (as described in Eric Heitz and Laurent Belcour's [SIGGRAPH 2019 talk](https://eheitzresearch.wordpress.com/762-2/)).

  • Graphics: Added an experimental ExternalGPUProfiler capture API that allows users to programmatically take GPU frame captures using supported GPU debugging tools. See [ExternalGPUProfiler](https://docs.unity3d.com/2020.2/Documentation/ScriptReference/Experimental.Rendering.ExternalGPUProfiler.html).

  • Graphics: Added an option to evict data in a region. The original invalidate now keeps the original "stale" data on your graphics hardware until refreshed.

  • Graphics: Added an ExtensibleCamera class that inherits properties from the Camera class.

  • Graphics: Added Custom Render Texture API, so you can write your own update loop in C#.

  • Graphics: Added support for importing 16-bit per-channel integer formats without quantization. This also exposed new TextureFormats R16G16, R16G16B16 & R16G16B16A16.

  • Graphics: Added support for Virtual Texturing for Linux Standalone player.

  • Graphics: Added the ability to output a CPU event and get it back to the component level.

  • Graphics: Added the Virtual Texturing Profiler module to the Unity Profiler, which you can use to get performance information about the Virtual Texturing system.

  • Graphics: Added trilinear filtering support for procedural VT.

  • Graphics: Added Virtual Texturing support on the Universal Windows Platform.

  • IL2CPP: Added Il2CppEagerStaticClassConstructionAttribute, which can help to avoid performance impact associated with static constructors.

  • Linux: Added VTune integration support for Linux.

  • macOS: Added support for native Apple Silicon and macOS Universal 2 builds.
    https://drive.google.com/drive/folders/1qlyMhy4Y2lYjBGV9jPn3Wyh4Ngh-yTro

  • Mobile: Added Adaptive Performance settings.

  • Mobile: Verified [Adaptive Performance](https://docs.unity3d.com/Packages/com.unity.mobile.adaptiveperformance@latest) package version 2.0.0.

  • Package Manager: Added a UI for users to manage their Scoped Registries from inside the Editor. Also added a popup alert for when Scoped Registries are added to their project from outside that Scoped Registries management UI. The Scoped Registries management UI automatically opens when the popup appears.
    https://youtu.be/8atK0oOxutk

  • Package Manager: Added advanced Project Settings for the Package Manager.

  • Package Manager: Added an option on the Asset Store Has Moved window to skip it in future. If enabled, this setting opens the Asset Store directly in the browser when clicking on Window > Asset Store, and the user will not see the Asset Store Has Moved window again once they close it.

  • Package Manager: Added support for distinguishing between operation and state errors.

  • Package Manager: Added the Pause and Resume buttons when downloading Asset Store packages in the My Assets context in the Package Manager.

  • Package Manager: Added the ability to extract any hyperlinks and display them as text in an Asset Store package description (when in My Assets list context). This allows the user to copy them so they can still visit the page (until hyperlinks are supported in descriptions).

  • Package Manager: Added the Preview Packages in Use dropdown menu.

  • Package Manager: Added changelogUrl and licensesUrl as optional properties that can be specified in the package.json of a custom package. If specified, the auto-generated changelog and license links will be replaced with custom URLs.

  • Package Manager: Introduced two new environment variables to override the user and global configuration file path. UPM_GLOBAL_CONFIG_FILE overrides the default path to the global configuration file, and UPM_USER_CONFIG_FILE overrides the default path to the user configuration file.

  • Package Manager: Made console log errors from Package Manager UI clearly specify that they are from [Package Manager Window]. Also modified error messages in the UI so that they do not prompt the user to 'see console for more details' if no details are logged in the console.

  • Package Manager: Modified the appearance of the Package Manager window to highlight preview packages.

  • Package Manager: Modified the package details interface to display the full version of a package, including tags. Removed the '(Current)' note from the release details view of UPM packages.

  • Package Manager: Modified the package details interface to display the installation path for locally installed packages.

  • Package Manager: Modified the refresh button in the Package Manager window to a drop-down that selects the type of refresh to perform.

  • Package Manager: Moved the Enable Preview Packages option in the Package Manager Project Settings window.

  • Package Manager: Split the Package Name into Name and Organization.

  • Particles: Added Local and Shape Scaling Mode support when using Mesh Renderer and Skinned Mesh Renderer in the Shape module.

  • Particles: Modified the Triggers module to query which colliders a particle is interacting with.

  • Physics: Expose Joint.connectedArticulationBody to be able to link ArticulationBody and Rigidbody hierarchies together with regular joints.

  • Player: Added the ability to pull Unity Player logs after test runs.

  • Prefabs: Added support for a Prefab post-processor.

  • Profiler: Added the Module Editor, which supports the creation of custom Profiler modules the ability to add charts to the Profiler for either existing or user generated Profiler statistics.

  • Scripting: Added support for Roslyn analyzers in Unity projects.
    https://youtu.be/hbHyArijG3M

  • Scripting: Added support for script compilation with C# 8.

  • Services: Added Services Window support for the Unity Distribution Portal.
    https://youtu.be/m_s9BdNZg1k

  • Shaders: Added scriptable stripping support for compute shaders.

  • Shaders: Implemented Shader Live-Link support.

  • Shaders: Modified shader preprocessors so that they can be overriden on a per-shader basis.

  • UI Toolkit: Added the asset type ThemeStyleSheet.

  • UI Toolkit: Added TwoPaneSplitView control.

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

Changeset: dc0b50340a64