Release notes

Known Issues in 2019.1.0a7 under investigation

  • Build Pipeline: Building with Autoconnect Profiler enabled throws error that ShowProfilerWindow could not be called (1059763)

  • Editor: PostProcessing throws errors and tutorials do not start when Learn project is launched (1046727)

  • iOS: Empty project build crashes with in PlatformInfoDispatcher.ReportAnalyticsData on iOS devices (1077832)

  • Prefabs: Crashes as Override window doesn't check component dependency (1093613)

  • Profiler: Detailed view does not open for the Audio Profiler (1093636)

  • Profiler: Light probe data does not show under timeline for global illumination view (1094030)

Known Issues - won't be fixed in 2019.1

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

New 2019.1.0a7 Entries since 2019.1.0a6

Features

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

Backwards Compatibility Breaking Changes

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

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

Improvements

  • Animation: Aligned all Animator StateMachine nodes on the grid

  • Editor: Added Clear on Build option in Console

  • iOS: Refactored iOS device generation parsing

  • Physics: Build-time MeshCollider baking is 10x faster now. (1075709)

  • Physics: OnCollisionEnter, OnCollisionStay & OnCollisionExit now do not create any GC allocations.

  • Physics: OnCollisionEnter2D, OnCollisionStay2D & OnCollisionExit2D now do not create any GC allocations.

  • Playables: Made IPlayableBehaviour.OnBehaviourPause be invoked when the Playable is paused AND when the PlayableGraph is paused, instead of OR. (1077846)

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

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

API Changes

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

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

  • Physics: Added Collision.contactCount to retrieve the number of contacts.

  • Physics: Added Collision.GetContact to retrieve a specific contact.

  • Physics: Added Collision.GetContacts to retrieve all contacts.

  • Physics: Added Physics.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX calls is reused.

  • Physics: Added Physics2D.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX2D calls is reused.

  • Playables: Added FrameData.effectivePlayState to pass the accumulated playstate of the Playable (1077846)

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

Fixes

  • 2D: Changing the X and Y positions of a sliced sprite in the Sprite Editor produces inconsistent results (1090895)

  • 2D: Fix using negative value in Position W or H in Sprite Editor unable to delete last created rectangle (1022869)

  • Android: Enabled EGL sRGB backbuffer in Android 9.0

  • Android: Fix Android touch input scale when changing screen orientation with custom resolution (1085580)

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

  • Android: Fix crash that happens if native library initialization fails for any reason. (1075932)

  • Android: Fix gradle builds failing due to failed jcenter download (1093946)

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

  • Android: Fix RenderTextureFormat ARGB2101010 when using Vulkan on Adreno

  • Android: Fix Screen.width and Screen.height don't update at the same time as Screen.orientation (1013176)

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

  • Animation: Fixed an issue where destroyed playables in a graph would not be destroyed until the graph was destroyed (1085432)

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

  • Editor: Creating a Preset of PlayerSettings with XR platforms specified is not crashing Unity anymore. (1061747)

  • Editor: Fixed arrow keys logging errors in editor log slowing down editor.

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

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

  • Editor: Fixed issue where holding arrow keys sometimes caused editor to stop redrawing.

  • Editor: Fixed key down events dispatched twice if not used.

  • Editor: Fixed text fields in Save Scenes dialog window not being navigable using arrow keys.

  • Editor: Remove duplicate for Rider path discovery on Linux

  • Graphics: Fixed Trails using the old position when a Move and Clear is performed. (1061683)

  • Graphics: Vulkan: Fixed incorrect shader code generation with tessellation shaders. (1092160)

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

  • Mobile: Fixed shader compiler output for older mobile GPUs on GLES 2 (1084530)

  • Mobile: Fixed shader compiler output for older mobile GPUs on GLES 3 (1084531)

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

  • Particles: Added error message when trying to play Particle System that has not been instantiated (i.e. a Prefab) (1063358)

  • Particles: Fixed crash when using Ring Buffer mode and setting Max Particles to 0 during playback (1080066)

  • Particles: Fixed shadows when using flipbooks with the Standard Particle Shaders (1080457)

  • Prefabs: Fix environment scene objects with physics to not simulate in Prefab Mode (1090740)

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

  • Scripting Upgrade: Fixes APIUpdater crash when project path contains $ char (1088028)

  • Terrain: Fixed terrain inspector brush display breaks when any brush is missing a texture (1076271)

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

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

  • UI: Fix raycasting problem on sprites when default sorting layer is the top most sorting layer (1011483)

  • Video: Fixed crash when using persistent AudioSource in VideoPlayer (1081449)

  • Video: Fixed inconsistent clamping for playback speed between inspector and API (1090115)

  • Video: Resolved VideoPlayer player is paused when unplugging headphones (1086705)

Preview of Final 2019.1.0a7 Release Notes

Features

  • Android: Added android notch support

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

  • Android: Added OpenGL ES 3.2 support

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

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

  • Editor: new keyboard Shortcut Manager configuration interface.

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

  • GI: Added preview version of GPU lightmapper in Windows Editor. Can be selected in the Lighting window. The lightmapper is based on OpenCL and RadeonRays and will work on all modern GPUs with more than 2Gb of dedicated memory.

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

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

  • Graphics: Initial sparse texture support for Vulkan

  • Graphics: Native rendering plugin support for Vulkan

  • iOS: Added support for rendering Unity on top of native UI on iOS and tvOS

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

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

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

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

  • Timeline: Added API support for track-level animation

Backwards Compatibility Breaking Changes

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

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

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

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

  • Graphics: Removed graphics emulation from Editor

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

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

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

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

  • Universal Windows Platform: Removed .NET scripting backend

  • WebGL: rename gameInstance to unityInstance

  • WebGL: Set default compression to Brotli

Improvements

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

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

  • Animation: Added property Avatar.humanDescription.

  • Animation: Aligned all Animator StateMachine nodes on the grid

  • Animation: Improved performance for AvatarBuilder

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

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

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

  • Asset Import: Extended Optimize Mesh option on Model asset import settings to allow optimization of Vertex Order and Polygon Order to be controlled independently rather than both being controlled from the same flag

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

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

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

  • Editor: Reworked Android keystore and key creation UI

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

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

  • Graphics: Added filtering for sorting layers to the ScriptableRenderContext

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

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

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

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

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

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

  • iOS: Refactored iOS device generation parsing

  • Mobile: Added support for RGBM and native HDR lightmaps

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

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

    • Support maximize/minimize
    • Support PackageManager UI saved maximized in a layout
    • Keep track of selected built-in package
    • Keep track of last selected filter
    • Fix UI Layout
  • Package Manager: Use the enablePackageManagerTraces command argument to also increase the logging level of the upm process.

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

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

  • Physics: OnCollisionEnter, OnCollisionStay & OnCollisionExit now do not create any GC allocations.

  • Physics: OnCollisionEnter2D, OnCollisionStay2D & OnCollisionExit2D now do not create any GC allocations.

  • Playables: Made IPlayableBehaviour.OnBehaviourPause be invoked when the Playable is paused AND when the PlayableGraph is paused, instead of OR. (1077846)

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

  • Profiler: Enabled automatic scripting threads profiling for il2cpp

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

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

  • Terrain: Allows shadowCastingMode to be set on terrain.

  • Timeline: Performance improvements in Timeline Editor Window display

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

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

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

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

  • XR: Update Oculus minimum supported version to 1.28.0

  • XR: XR LWRP Improvements:

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

API Changes

  • Android: Added Android API 28 (Pie)

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

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

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

  • Animation: Add AnimationStream.GetInputWeight(int index)

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

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

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

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

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

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

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

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

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

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

  • GraphView: Added Renamable capability to GraphElement

  • GraphView: canAcceptDrop callback added to BlackBoardSection

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

  • GraphView: OnResized callback added to MiniMap

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

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

  • Multiplayer: Added NetworkTransport.SetMulticastLock API to acquire/release multicast locks. On android this is required to be able to receive broadcast packets. (988573)

  • Package Manager: Expose the type property of PackageInfo

  • Physics: Added Collision.contactCount to retrieve the number of contacts.

  • Physics: Added Collision.GetContact to retrieve a specific contact.

  • Physics: Added Collision.GetContacts to retrieve all contacts.

  • Physics: Added Physics.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX calls is reused.

  • Physics: Added Physics2D.reuseCollisionCallbacks to control if the Collision instance passed to OnCollisionXXX2D calls is reused.

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

  • Physics: Exposed Physics.GetIgnoreCollision()

  • Playables: Added FrameData.effectivePlayState to pass the accumulated playstate of the Playable (1077846)

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

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

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

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

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

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

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

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

Fixes

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

  • 2D: Editor crashes in GameObjectHierarchyProperty::CountRemaining when undoing the creation of Sprite Mask object (1074128)

  • 2D: Editor crashes with SpriteShapeUtility::SpriteShapeUtils_SpriteShapeFillSpriteInfo when opening specific project (1084948)

  • 2D: Error message shown when SVG is added to SpriteShapeProfile, crashes when Spriteshape is added to Scene (1068117)

  • 2D: Sprite with SpriteShapeBody Shader gets graphical artifacts when rotating the camera (1079942)

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

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

  • Android: Enabled EGL sRGB backbuffer in Android 9.0

  • Android: Fix black screen when resuming app which was being recorded with google play (FMOD deadlock) (1046752)

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

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

  • Android: Fix for Bluetooth headset related crash when application doesn't use sounds (1086597)

  • Android: Fix for the non-consistent FixedUpdate calls (1071756)

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

  • Android: Fix OnReceivedBroadcast not called on Android devices when acting as a client (988573)

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

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

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

  • Animation: Added auto-cleanup of AnimationClip's tracked references on domain reload to avoid a hard to reproduce crash (1046821)

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

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

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

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

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

  • Audio: Fixed loud clicking sound during automatic preview when multiple audio clips are selected in the Project window. (1049785)

  • Build Pipeline: Fixed AssetBundleBuild.addressableNames not triggering an asset bundle rebuild when the property changed (996380)

  • DX12: Fix crash when scene is using dpeth only + HDR Camera (1087306)

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

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

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

  • Editor: CSharpNamespaceParser fixes: Whitespace around # in conditional (1077417)

  • Editor: Editor systematically crashes when opening client project View on Crashes (1076793)

  • Editor: Errors are thrown when a prefab with more that 50 game components is selected in the Hierarchy window (1085685)

  • Editor: Fix -nographics parameter does not include command line activation operations (1043511)

  • Editor: Fix composite fields where the inner component is to big to fit in. (1074392)

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

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

  • Editor: Fix define expression parsing in namespace parser (1085267)

  • Editor: Fix Gizmos.DrawFrustum not rendering near clip plane in gizmo space. (1081967)

  • Editor: Fix gui label tooltips (1057359)

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

  • Editor: Fix issue with overriden Main Menu shortcuts

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

  • Editor: Fix ListView.SelectionChanged throwing ArgumentOutOfRangeExcpetion (1084218)

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

  • Editor: Fix response file references not recognized in VS (1066726)

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

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

  • Editor: Fixed an issue where creating an Editable Font Copy was throwing console errors on Windows platform. (1064686)

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

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

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

  • Editor: Fixed an issue where red text could appear in the Project search bar along with "style not found" console warnings, while searching in play mode. (1086419)

  • Editor: Fixed an issue where TearDown and UnityTearDown are skipped for tests that fail due to errors logged with UnityEngine.Log.Error. (1077871)

  • Editor: Fixed an issue where usage of Obsolete APIs could spam the console window with infinite null reference exceptions. (1085675)

  • Editor: Fixed Assert.Ignore() tests do not exit Play Mode (1071127)

  • Editor: Fixed color picker dialog. The color box was showing incorrect gradients as well as the alpha channel slider (1079791)

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

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

  • Editor: Fixed invalid blending of texture with the background color. (1073506)

  • Editor: Fixed issue in the handling of UnitySetup if an exception is thrown or logged. (1085288)

  • Editor: Fixed issue with filtering of .spm tree models (1082272)

  • Editor: Fixed issue with labels disappearing when ASCII character set is selected (1068658)

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

  • Editor: Fixed Memory leaks while selecting audio source in inspector (1086532)

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

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

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

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

  • Editor: Fixed the issue with scale handle disappearing when the resolution of the monitor is changed (1077720)

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

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

  • Editor: GenericMenu.allowDuplicateNames now works for subMenus (1074892)

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

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

  • Editor: Remove duplicate for Rider path discovery on Linux

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

  • Editor: Restrict the insertion of menu items into a given submenu to a prescribed limit of 1000 items and displays a warning about the same. (1039181)

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

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

  • Editor: VSCode open multiple windows when using Open C# Project menu (1065936)

  • Editor: When moving mouse over ListView scrollbar on Windows the cursor changed to a resize cursor (1084972)

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

  • GI: Fixed an issue where moving a camera in scene view would cause objects to flicker when realtime GI and GPU instancing were enabled. (1053521)

  • GI: Fixed issue where Baked Albedo and Baked Emissive lightmaps are not shown in the lightmap Preview window after baking GI (1044274)

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

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

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

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

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

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

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

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

  • Graphics: Fixed texture streaming crash bug which showed up when disabling and enabling renderers (1061165)

  • Graphics: Fixed Vertex Compression not working for vectors with odd dimensions (positions and normals) (1078795)

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

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

  • Graphics: Unity could crash if infinite dependency loop between "UsePass" and "Fallback" (1068293)

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

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

  • iOS: Fixed a crash when forcing Portrait Upside Down orientation on iPhone XS/XS Max (1085662)

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

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

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

  • Linux: Linux: Crash in UnityEngine.Input.GetJoystickNames when controllers are removed & reconnected (1080508)

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

  • Mobile: Fix Standard shader artifacts on mobiles

  • Mobile: Fixed flickering on objects when dynamic batching is enabled (1061477)

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

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

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

  • Package Manager: Add a confirm dialog and trace when user selects "Reset Packages to defaults" in "Help" menu (1066143)

  • Package Manager: Fix drag and drop with local packages (1061439)

  • Particles: Added error message when trying to use a statically batched mesh in the Particle System (1075564)

  • Particles: Fixed prewarm bug causing particles to emit incorrectly (1064065)

  • Particles: Inverted how spherical wind zones affect Particle Systems, to fix inconsistency between particles and trees (1053956)

  • Particles: Multi-selecting billboard and mesh particles hid the particle material slot in the inspector (1077827)

  • Particles: Particle sorting was incorrect with ortho camera with negative near clipping plane when using sort by distance (1056469)

  • Particles: Particle start speed now uses sub-frame time to distribute valuise correctly when using Curve modes (1063952)

  • Particles: Particle System bounds ignored Shape Y scale when using Rectangle emission shape (1064275)

  • Particles: Particles with the Render alignment set to "Facing" billboarded incorrectly with directional lights (1072493)

  • Particles: Setting the scale of a GameObject didn't adjust the Pivot value of a StretchedBillboard ParticleSystem (1068381)

  • Particles: Sub Emitter particles were not randomized when using Auto Random Seed (1068735)

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

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

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

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

  • Physics: Fix issue where physics internal query data may not be updated if there are only static colliders in scene , causing shape cast issue (1064897)

  • Physics: Fixed an issue where raycast may fail on terrain collider (1063586)

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

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

  • Prefabs: Editor crashes with PrefabImporter::GenerateAssetData when importing "PBR Flower Pack" Asset (1084315)

  • Prefabs: Newly create prefab variant's name contains entire path when the original prefab is not directly under the Assets folder (1082940)

  • Prefabs: Result is missing from OnWillCreateAsset() when the method is called by creating a Prefab (1087603)

  • Profiler: Fixed coroutines naming in profiler. (1033280)

  • ps4: Clear htile buffer at allocation to avoid potential depth buffer corruption

  • ps4: Fixed compiling of PS4 when not using lumping

  • ps4: Fixed correct reporting of default new and delete allocations

  • ps4: Stopped script only builds for non-development configurations

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

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

  • Scripting: Generate fullpath for response file references (1068300)

  • Scripting: Improved handling and added error in cases where text serialised data is malformed, corrupted or in a unexpected state (1071531)

  • Scripting Upgrade: Fixed crash in ScriptUpdater.exe when code contains qualified references to methods of type that were statically imported (#using static). (1081267)

  • Scripting Upgrade: Fixes APIUpdater crash when project path contains $ char (1088028)

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

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

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

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

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

  • UI: Fix raycasting problem on sprites when default sorting layer is the top most sorting layer (1011483)

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

  • UI: UIElements: fix UXML factories not initialized when creating instantiating assets at Editor startup (1045535)

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

  • UI: UIElements: Fixed PopupField text overflow

  • Universal Windows Platform: Addresses unhanded exception when issuing WebRequest with URI consisting of domain name and port (1066792)

  • Universal Windows Platform: Fixes an assert triggered when Xbox gamepads are disconnected in some situations (1080114)

  • Universal Windows Platform: Fixes build error in Editor when using Entities package for UWP (1067528)

  • Universal Windows Platform: Fixes Stereo Display (non head-mounted) VR SDK being unavailable (1033346)

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

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

  • Video: Resolved VideoPlayer player is paused when unplugging headphones (1086705)

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

  • WebGL: Fix for camera viewport rect bug in WebGL with linear color space (957652)

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

  • Windows: Fixed Application.isFocused returning true if the player has been minimized before the first scene loaded (1080560)

  • Windows: Improves ExclusiveFullscreen resolution not being set if/when DXGI fails to apply requested resolution (1058040)

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

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

Changeset: 4474d51790a5